[vtkusers] Delete vtkobjects properly in MFC

David Cole david.cole at kitware.com
Fri Aug 1 11:11:04 EDT 2008


Are you certain you are measuring what you think you are measuring?
I would use the sysinternals.com Process Explorer tool to measure the
process "Private Bytes" -- that seems to be the closest measure of actual
memory usage for new/delete on C++ objects. You could probably also find
"Private Bytes" as a measurement available in Windows perfmon (performance
monitor) but it is always well hidden and how you get to it changes with
every version of Windows... Easier to download Process Explorer and check it
out. It's a great tool to have anyhow.


Good luck,
David



On Fri, Aug 1, 2008 at 4:40 AM, Andreas Brüning <mail-andi at web.de> wrote:

> Hi,
>
> thank you for your answer. Of course you are right with this this line in
> the end my code. I tested something and it remains in there, sorry.
> When i take all the vtk stuff out of my project i dont have leaks anymore.
> As you said i tried to isolate the vtk objects to see which one leaks.
> Therefore i wrote a small class which only contains pointer of vtkobjects i
> want to test.
>
> i only worte a constructor and destructor like this:
>
> ImageVolumeData::ImageVolumeData(void)
> {
>        vtk_importer = vtkImageImport::New(); // test vtk objects
>        vtkflipper = vtkImageFlip::New();
> }
>
> ImageVolumeData::~ImageVolumeData(void)
> {
>        vtkflipper->Delete();
>        vtk_importer->Delete();
> }
>
> Than i created an object of this class and delete it immediately after the
> creation to see if the memory is freed.
>
>
> ImageVolumeData *test;
>
> test = new ImageVolumeData();
> delete test;
>
>
> Now comes the point where i really get stucked. The allocated memory is not
> freed after i delete the object. I checked it with the Windows Task Manager
> while i debuged the code.(Can this maybe wrong?)
> Another strange thing is when i do this prcedure twice or more times like:
>
> ImageVolumeData *test;
>
> test = new ImageVolumeData();
> delete test;
> test = new ImageVolumeData();
> delete test;
> test = new ImageVolumeData();
> delete test;
>
> it only allocates memory the first time i create the object. I can test any
> vtk object it is allways the same.  When i close the program no memoryleaks
> are detected but i want to create and delete vtkobjects during the runtime
> and not close the program all the time.
> In my opinion the error is not in VTK. it is maybe a wrong setting in CMake
> or in the projects properties. But i dont have much experience with this and
> really need help to cleanup the memory.
>
> Does anybody know what is the mistake?
> Andi
>
>
>
>
> You shouldn't do this:
>  vtk_extractor->SetInput(pThis->m_vtkvolumedata);
>
> ...after a vtk_extractor->Delete() call...
>
>
> ...maybe you meant to "SetInput(NULL)" *before* deleting it...?
>
>
> Try removing that SetInput call at the bottom of your proc to see if
> things improve at all.
>
>
> Next, I would try eliminating the VTK objects one by one to try to
> isolate which one is causing the leak (if any)... If you eliminate
> them all and still have a leak, then look to your surrounding code.
> Otherwise, let us know if you find the leak in VTK code at all. If
> you can isolate it, we can fix it.
>
>
>
>
> Thx,
> David
>
>
>
>
>  On Thu, Jul 31, 2008 at 10:37 AM, Andi2008 <mail-andi at web.de> wrote:
>
>  ok, here is a vtk part of my code. I manage different vtk pipelines
> in
>  different threads. an object of class CImageVtkWnd manages the
> different
>  threads. I use an offscreen rendering and create screenshots of the
> result.
>  I also have the leaks when use Onscreenrendering.
>
>  This is the methode i call in one thread
>
>  UINT __cdecl CImageVtkWnd::VTK3DProc(LPVOID lpParameter)
>  {
>
>
>  CImageVtkWnd *pThis = static_cast<CImageVtkWnd *>(lpParameter);
>
>  ASSERT(pThis != NULL);
>
>  //build the RenderPipeline
>
>  vtkRenderer *vtk_Renderer = vtkRenderer::New();
>  vtkWin32OpenGLRenderWindow *vtk_Win32OpenGLWindow =
>  vtkWin32OpenGLRenderWindow::New();
>  vtkWin32RenderWindowInteractor *vtk_interactor =
>  vtkWin32RenderWindowInteractor::New();
>
>
>  vtk_Win32OpenGLWindow->AddRenderer(vtk_Renderer);
>  vtk_Win32OpenGLWindow->OffScreenRenderingOn();
>
>
>  vtkContourFilter *vtk_extractor = vtkContourFilter::New();
>
>
>  vtk_extractor->SetInput(pThis->m_vtkvolumedata); //vtkImageData from
>  vtkImport
>  vtk_extractor->SetValue(0, 350);
>  vtk_extractor->ReleaseDataFlagOn();
>
>
>  vtkStripper *vtk_stripper = vtkStripper::New();
>  vtk_stripper->SetInputConnection(vtk_extractor->GetOutputPort());
>
>
>  vtkPolyDataMapper *vtk_3dmapper = vtkPolyDataMapper::New();
>  vtk_3dmapper->SetInputConnection(vtk_stripper->GetOutputPort());
>  vtk_3dmapper->ScalarVisibilityOff();
>
>
>
>  vtkActor *vtk_3dActor = vtkActor::New();
>
>  vtk_3dActor->SetMapper(vtk_3dmapper);
>  vtk_3dActor->GetProperty()->SetDiffuseColor(0.9, 0.9, 0.9);
>
>  vtk_Renderer->AddActor(vtk_3dActor);
>  vtk_Renderer->ResetCamera();
>
>
>  vtk_Win32OpenGLWindow->SetSize(512,512);
>  vtk_interactor->SetRenderWindow(vtk_Win32OpenGLWindow);
>
>  vtk_Renderer->ResetCameraClippingRange();
>
>
>  vtkInteractorStyleTrackballCamera *vtk_TrackBallCam =
>  vtkInteractorStyleTrackballCamera::New();
>
>  vtk_interactor->SetInteractorStyle(vtk_TrackBallCam);
>  vtk_interactor->Initialize();
>
>  CSyncObject* pWaitObjects[] = { pThis->m_hRenderEvent,
>  pThis->m_hTerminateLoopEvent, pThis->m_hLButtonUp, pThis->m_
> hLButtonDown,
>  pThis->m_hRButtonUp, pThis->m_hRButtonDown, pThis->m_hMouseMove};
>
>  CMultiLock MultiLock( pWaitObjects, 7L );
>
>
>  DWORD MultiLockObj = 0;
>
>  int *size = vtk_Win32OpenGLWindow->GetSize();
>
>
>  BITMAPINFO bmi={0};
>  bmi.bmiHeader.biSize=sizeof(BITMAPINFOHEADER);
>  bmi.bmiHeader.biPlanes=1;
>  bmi.bmiHeader.biCompression=BI_RGB;
>  bmi.bmiHeader.biBitCount=24;
>  bmi.bmiHeader.biWidth=size[0];
>  bmi.bmiHeader.biHeight=size[1];
>  bmi.bmiHeader.biSizeImage=size[0] * size[1] * 24;
>
>
>
>  unsigned char *tmpdata;
>  bool recalcRect=true;
>
>  do
>  {
>  if(MultiLockObj == (WAIT_OBJECT_0+1))
>  {
>  break;
>  }
>
>  if(MultiLockObj == (WAIT_OBJECT_0+2))
>  {
>
>  vtk_interactor->OnLButtonUp(vtk_Win32OpenGLWindow->GetWindowId(),0,
> pThis->m_pMouseDelta.x,pThis->m_pMouseDelta.y);
>  }
>
>
>  if(MultiLockObj == (WAIT_OBJECT_0+3))
>  {
>
>  vtk_interactor->OnLButtonDown(vtk_Win32OpenGLWindow->GetWindowId(),0,
> pThis->m_pMouseDelta.x,pThis->m_pMouseDelta.y);
>  }
>
>  if(MultiLockObj == (WAIT_OBJECT_0+4))
>  {
>
>  vtk_interactor->OnRButtonUp(vtk_Win32OpenGLWindow->GetWindowId(),0,
> pThis->m_pMouseDelta.x,pThis->m_pMouseDelta.y);
>  }
>  if(MultiLockObj == (WAIT_OBJECT_0+5))
>  {
>
>  vtk_interactor->OnRButtonDown(vtk_Win32OpenGLWindow->GetWindowId(),0,
> pThis->m_pMouseDelta.x,pThis->m_pMouseDelta.y);
>  }
>
>  if(MultiLockObj == (WAIT_OBJECT_0+6))
>  {
>
>  vtk_interactor->OnMouseMove(vtk_Win32OpenGLWindow->GetWindowId(),0,
> pThis->m_pMouseDelta.x,pThis->m_pMouseDelta.y);
>  }
>
>
>
>
>  vtk_Win32OpenGLWindow->Render();
>
>  ::EnterCriticalSection(&pThis->m_cs);
>
>  tmpdata = vtk_Win32OpenGLWindow->GetPixelData(0,0,size[0]-1,size[1]-
> 1,1);
>
>
>  pThis->m_lbitmap->ConvertFromDIB(&bmi,(L_UCHAR *)tmpdata);
>  pThis->m_lbitmap->SetXResolution(pThis->m_iSource_resolution);
>  pThis->m_lbitmap->SetYResolution(pThis->m_iSource_resolution);
>  pThis->m_lbitmap->CalculateXYRes();
>
>  LeaveCriticalSection(&pThis->m_cs);
>
>
>  ::PostMessage(pThis->m_cParent->GetSafeHwnd(),WM_VTK_UPDATE_WINDOW,0,
> NULL);
>
>
>  delete tmpdata;
>
>  recalcRect=false;
>
>
>
>  MultiLockObj = MultiLock.Lock( INFINITE, FALSE );
>  }
>  while(1) ;
>
>
>
>
>  //Cleanup
>
>  vtk_extractor->Delete();
>  vtk_stripper->Delete();
>  vtk_3dmapper->Delete();
>  vtk_3dActor->Delete();
>
>
>  vtk_Renderer->Delete();
>  vtk_Win32OpenGLWindow->Finalize();
>  vtk_Win32OpenGLWindow->Delete();
>
>
>
>  vtk_TrackBallCam->Delete();
>  vtk_interactor->Delete();
>
>  vtk_extractor->SetInput(pThis->m_vtkvolumedata);
>
>  ::AfxEndThread( 0, true );
>  return 0L;
>  }
>
>
>  Greetings
>  Andi
>
>
>
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