删除Lua/Corona SDK和storyboard中另一个类创建的对象

fun*_*ing 1 oop lua memory-leaks coronasdk

我正试图找出在我的应用程序中修复内存泄漏并使用外部类的最佳方法.我正在使用Corona SDK进行编码并使用Storyboard.当我通过类创建它时,我不认为我正在正确地删除对象.你能看看并帮助以下

1)在代码的底部,我展示了如何移除键盘.这是否足够,或者我需要做更多,因为键盘是通过另一个文件创建的?

2)在keyboard.lua中,我需要以keyboard.lua文件稍后可以使用函数操作它们的方式创建对象.我通过声明Keyboard,theCursor,thebackground来做到这一点.

是否有任何理由这样做,称他们为M.theKeyboard,M.theCursor,M.theBackground而不提前宣布他们,因为M是本地的?

3)你会以不同的方式实现这个键盘类吗?如果是的话,你能指点一下吗?

这是示例代码.我想在我的应用程序中重用此键盘代码.任何时候都应该只有一个键盘.我想在用户退出场景时完全移除键盘,因为许多屏幕不需要键盘.

-- keyboard.lua
local M = {}
local theKeyboard, theCursor, theBackground

function M.newBackground()
    if theBackground then 
       theBackground = nil
    end
    local newBackground = display.newRect(0,0,0,0)
    -- set position, size, color, etc
    theBackground = newBackground
    return newBackground
end

... many other functions to create cursor, textlabels, etc

function M.newKeyboard()
    if theKeyboard then 
       theKeyboard = nil
    end
    theKeyboard = display.newGroup()
    theCursor = M.newCursor()
    theBackground = M.newBackground()

    --  lots more stuff... like I create buttons for each key on the keyboard

    theKeyboard:insert(theCursor)
    theKeyboard:insert(theBackground)
    return theKeyboard
end

function M.removeKeyboard()
   display.remove(theCursor)
   display.remove(theBackground)
   display.remove(theKeyboard)
   theCursor = nil
   theBackground = nil
   theKeyboard = nil
end

return M
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然后我的应用程序使用故事板,所以这里是我如何将键盘集成到场景中的示例.

local keyboard = require ( "keyboard" )
local storyboard = require( "storyboard" )
local scene = storyboard.newScene()

local keyboardGroup, otherobjects 

function scene:createScene( event )
    local group = self.view
    keyboardGroup = keyboard.newKeyboard
    group:insert( keyboardGroup )
    end
end

-- other code


-- Called prior to the removal of scene's "view" (display group)
function scene:destroyScene( event )
    local group = self.view

    --  Is this sufficient for removing the keyboard completely?
        keyboard.removeKeyboard()
        keyboardGroup = nil
    end
end


---------------------------------------------------------------------------------
-- END OF YOUR IMPLEMENTATION
---------------------------------------------------------------------------------
-- additional code that comes with storyboard

return scene
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Var*_*sha 5

请试试 -

if theKeyboard then 
   theKeyboard:removeSelf()
   theKeyboard = nil
end
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我认为它会解决你的问题.