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Cocos2d-x by example (update)

You're reading from   Cocos2d-x by example (update) Unleash your inner creativity with the popular Cocos2d-x framework and learn how to build great cross-platform 2D games with this Cocos2dx tutorial

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Product type Paperback
Published in Mar 2015
Publisher
ISBN-13 9781785288852
Length 270 pages
Edition 1st Edition
Tools
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Author (1):
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Roger Engelbert Roger Engelbert
Author Profile Icon Roger Engelbert
Roger Engelbert
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Toc

Table of Contents (14) Chapters Close

Preface 1. Installing Cocos2d-x FREE CHAPTER 2. You Plus C++ Plus Cocos2d-x 3. Your First Game – Air Hockey 4. Fun with Sprites – Sky Defense 5. On the Line – Rocket Through 6. Quick and Easy Sprite – Victorian Rush Hour 7. Adding the Looks – Victorian Rush Hour 8. Getting Physical – Box2D 9. On the Level – Eskimo 10. Introducing Lua! A. Vector Calculations with Cocos2d-x B. Pop Quiz Answers Index

Instantiating objects and managing memory

There is no Automatic Reference Counting (ARC) in Cocos2d-x, so Objective-C developers who have forgotten memory management might have a problem here. However, the rule regarding memory management is very simple with C++: if you use new, you must delete. C++11 makes this even easier by introducing special pointers that are memory-managed (these are std::unique_ptr and std::shared_ptr).

Cocos2d-x, however, will add a few other options and commands to help with memory management, similar to the ones we have in Objective-C (without ARC). This is because Cocos2d-x, unlike C++ and very much like Objective-C, has a root class. The framework is more than just a C++ port of Cocos2d. It also ports certain notions of Objective-C to C++ in order to recreate its memory-management system.

Cocos2d-x has a Ref class that is the root of every major object in the framework. It allows the framework to have autorelease pools and retain counts, as well other Objective...

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