[vtkusers] Debug Leakage Problem with Picker Callback
Mathieu Malaterre
mathieu.malaterre at kitware.com
Wed Feb 11 08:55:50 EST 2004
Waht version of VTK do you use? vtkCommand recently change. So you
should get rid of that line:
> class vtkMyCallback : public vtkCommand
...
> void Delete() { delete this; } <---- this one
Mathieu
de Boer Ingo wrote:
> Hi,
>
> does anybody know how I get rid of the memory leakage
> I have in the below sample code ? I delete all my classes
> but still it crashes on closing and has memory leaks.
>
> iren->RemoveObserver(callback);
> didn't help...
>
> greets
> Ingo
>
> ---
> Dr.-Ing. Ingo H. de Boer
>
> Polytec GmbH
> Polytec-Platz 1-7, 76337 Waldbronn, Germany
> phone: ++49 7243 604 106
> fax : ++49 7243 604 255
>
> #############################################################
> #include "vtkActor.h"
> #include "vtkCamera.h"
> #include "vtkCellArray.h"
> #include "vtkFloatArray.h"
> #include "vtkPointData.h"
> #include "vtkPoints.h"
> #include "vtkPolyData.h"
> #include "vtkPolyDataMapper.h"
> #include "vtkRenderWindow.h"
> #include "vtkRenderWindowInteractor.h"
> #include "vtkRenderer.h"
> #include "vtkCommand.h"
> #include "vtkPointPicker.h"
> #include "vtkSphereSource.h"
> #include "vtkProperty.h"
>
> #include <stdio.h>
>
> class vtkMyCallback : public vtkCommand
> {
> public:
> vtkMyCallback::vtkMyCallback() { m_pvtkActorSelection = NULL; };
> static vtkMyCallback *New() { return new vtkMyCallback; }
> void Delete() { delete this; }
> void PrintSelf(ostream&, vtkIndent) { }
> void PrintTrailer(ostream&, vtkIndent) { }
> void PrintHeader(ostream&, vtkIndent) { }
> void CollectRevisions(ostream&) {}
> void SetSelectionActor(vtkActor* pvtkActorSelection) { m_pvtkActorSelection = pvtkActorSelection; };
>
> virtual void Execute(vtkObject *caller, unsigned long, void*)
> {
> vtkRenderWindowInteractor *iren = reinterpret_cast<vtkRenderWindowInteractor*>(caller);
> vtkPointPicker *picker = (vtkPointPicker *)iren->GetPicker();
> cout << "PointId: " << picker->GetPointId() << "\n";
> if (picker->GetPointId() != -1)
> {
> if (m_pvtkActorSelection)
> m_pvtkActorSelection->SetPosition(picker->GetPickPosition());
> iren->Render();
> }
> }
> private:
> vtkActor* m_pvtkActorSelection;
> };
>
> int main( int argc, char *argv[] )
> {
> int i;
> static float x[8][3]={{0,0,0}, {1,0,0}, {1,1,0}, {0,1,0},
> {0,0,1}, {1,0,1}, {1,1,1}, {0,1,1}};
> static vtkIdType pts[6][4]={{0,1,2,3}, {4,5,6,7}, {0,1,5,4},
> {1,2,6,5}, {2,3,7,6}, {3,0,4,7}};
>
> // We'll create the building blocks of polydata including data attributes.
> vtkPolyData *cube = vtkPolyData::New();
> vtkPoints *points = vtkPoints::New();
> vtkCellArray *polys = vtkCellArray::New();
> vtkFloatArray *scalars = vtkFloatArray::New();
>
> // Load the point, cell, and data attributes.
> for (i=0; i<8; i++) points->InsertPoint(i,x[i]);
> for (i=0; i<6; i++) polys->InsertNextCell(4,pts[i]);
> for (i=0; i<8; i++) scalars->InsertTuple1(i,i);
>
> // We now assign the pieces to the vtkPolyData.
> cube->SetPoints(points);
> cube->SetPolys(polys);
> cube->GetPointData()->SetScalars(scalars);
>
> // Now we'll look at it.
> vtkPolyDataMapper *cubeMapper = vtkPolyDataMapper::New();
> cubeMapper->SetInput(cube);
> cubeMapper->SetScalarRange(0,7);
> vtkActor *cubeActor = vtkActor::New();
> cubeActor->SetMapper(cubeMapper);
>
> // The usual rendering stuff.
> vtkCamera *camera = vtkCamera::New();
> camera->SetPosition(1,1,1);
> camera->SetFocalPoint(0,0,0);
>
> vtkRenderer *renderer = vtkRenderer::New();
> vtkRenderWindow *renWin = vtkRenderWindow::New();
> renWin->AddRenderer(renderer);
>
> vtkRenderWindowInteractor *iren = vtkRenderWindowInteractor::New();
> iren->SetRenderWindow(renWin);
>
> renderer->AddActor(cubeActor);
> renderer->SetActiveCamera(camera);
> renderer->ResetCamera();
> renderer->SetBackground(1,1,1);
>
> renWin->SetSize(300,300);
>
> // create marker for pick
> vtkSphereSource *sphere = vtkSphereSource::New();
> sphere->SetThetaResolution(8); sphere->SetPhiResolution(8);
> sphere->SetRadius(0.1);
> vtkPolyDataMapper *sphereMapper = vtkPolyDataMapper::New();
> sphereMapper->SetInput(sphere->GetOutput());
> vtkActor *sphereActor = vtkActor::New();
> sphereActor->SetMapper(sphereMapper);
> sphereActor->GetProperty()->SetColor(1,0,0);
> sphereActor->PickableOff();
>
> renderer->AddActor(sphereActor);
>
> // start renderer
> renWin->Render();
>
> // init picker
> vtkPointPicker *picker = vtkPointPicker::New();
> picker->SetTolerance(0.01);
> iren->SetPicker(picker);
>
> // init callback
> vtkMyCallback *callback = vtkMyCallback::New();
> callback->SetSelectionActor(sphereActor);
> iren->AddObserver(vtkCommand::EndPickEvent, callback);
>
> // start interaction
> iren->Start();
>
> // Clean up
> cube->Delete();
> points->Delete();
> polys->Delete();
> scalars->Delete();
> cubeMapper->Delete();
> cubeActor->Delete();
> camera->Delete();
> sphere->Delete();
> sphereMapper->Delete();
> sphereActor->Delete();
> picker->Delete();
> callback->Delete();
> renderer->Delete();
> renWin->Delete();
> iren->Delete();
>
> return 0;
> }
>
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