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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

What you get with Ref

With Ref you get managed objects. This means that Ref derived objects will have a reference count property, which will be used to determine whether an object should be deleted from memory or not. The reference count is updated every time an object is added or removed from a Cocos2d-x collection object.

For instance, Cocos2d-x comes with a Vector collection object that extends the functionality of the C++ standard library vector (std::vector) by increasing and decreasing the reference count when objects are added and removed from it. For that reason, it can only store Ref derived objects.

Once again, every Ref derived class can be managed the way things used to be managed in Objective-C before ARC- with retain counts and autorelease pools.

C++, however, comes packed with its own wonderful dynamic list classes, similar to the ones you would find in Java and C#. But for Ref derived objects, you would probably be best served by Cocos2d-x managed lists, or else remember to...

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