Document C# garbage collection caveats in Reference and Resource
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Base class for any object that keeps a reference count. [Resource] and many other helper objects inherit this class.
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Base class for any object that keeps a reference count. [Resource] and many other helper objects inherit this class.
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Unlike [Object]s, References keep an internal reference counter so that they are automatically released when no longer in use, and only then. References therefore do not need to be freed manually with [method Object.free].
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Unlike [Object]s, References keep an internal reference counter so that they are automatically released when no longer in use, and only then. References therefore do not need to be freed manually with [method Object.free].
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In the vast majority of use cases, instantiating and using [Reference]-derived types is all you need to do. The methods provided in this class are only for advanced users, and can cause issues if misused.
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In the vast majority of use cases, instantiating and using [Reference]-derived types is all you need to do. The methods provided in this class are only for advanced users, and can cause issues if misused.
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[b]Note:[/b] In C#, references will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free references that are no longer in use. This means that unused references will linger on for a while before being removed.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link title="When and how to avoid using nodes for everything">https://docs.godotengine.org/en/3.2/getting_started/workflow/best_practices/node_alternatives.html</link>
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<link title="When and how to avoid using nodes for everything">https://docs.godotengine.org/en/3.2/getting_started/workflow/best_practices/node_alternatives.html</link>
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</brief_description>
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</brief_description>
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<description>
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<description>
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Resource is the base class for all Godot-specific resource types, serving primarily as data containers. Unlike [Object]s, they are reference-counted and freed when no longer in use. They are also cached once loaded from disk, so that any further attempts to load a resource from a given path will return the same reference (all this in contrast to a [Node], which is not reference-counted and can be instanced from disk as many times as desired). Resources can be saved externally on disk or bundled into another object, such as a [Node] or another resource.
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Resource is the base class for all Godot-specific resource types, serving primarily as data containers. Unlike [Object]s, they are reference-counted and freed when no longer in use. They are also cached once loaded from disk, so that any further attempts to load a resource from a given path will return the same reference (all this in contrast to a [Node], which is not reference-counted and can be instanced from disk as many times as desired). Resources can be saved externally on disk or bundled into another object, such as a [Node] or another resource.
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[b]Note:[/b] In C#, resources will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free resources that are no longer in use. This means that unused resources will linger on for a while before being removed.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link title="Resources">https://docs.godotengine.org/en/3.2/getting_started/step_by_step/resources.html</link>
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<link title="Resources">https://docs.godotengine.org/en/3.2/getting_started/step_by_step/resources.html</link>
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