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<!-- doxytag: class="irr::IReferenceCounted" -->
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<p>Base class of most objects of the Irrlicht Engine.
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<a href="classirr_1_1_i_reference_counted.html#details">More...</a></p>
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<p><code>#include <<a class="el" href="_i_reference_counted_8h_source.html">IReferenceCounted.h</a>></code></p>
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<img id="dynsection-0-trigger" src="closed.png" alt="+"/> Inheritance diagram for irr::IReferenceCounted:</div>
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<area href="classirr_1_1scene_1_1_i_mesh_manipulator.html" title="An interface for easy manipulation of meshes." alt="irr::scene::IMeshManipulator" shape="rect" coords="250,1848,490,1872"/>
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<area href="classirr_1_1scene_1_1_i_scene_collision_manager.html" title="The Scene Collision Manager provides methods for performing collision tests and picking on scene node..." alt="irr::scene::ISceneCollisionManager" shape="rect" coords="250,1960,490,1984"/>
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<area href="classirr_1_1scene_1_1_i_scene_manager.html" title="The Scene Manager manages scene nodes, mesh recources, cameras and all the other stuff." alt="irr::scene::ISceneManager" shape="rect" coords="250,2072,490,2096"/>
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<area href="classirr_1_1scene_1_1_i_scene_node_animator_factory.html" title="Interface for dynamic creation of scene node animators." alt="irr::scene::ISceneNodeAnimatorFactory" shape="rect" coords="250,2128,490,2152"/>
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<area href="classirr_1_1scene_1_1_i_scene_node_factory.html" title="Interface for dynamic creation of scene nodes." alt="irr::scene::ISceneNodeFactory" shape="rect" coords="250,2184,490,2208"/>
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<area href="classirr_1_1scene_1_1_i_triangle_selector.html" title="Interface to return triangles with specific properties." alt="irr::scene::ITriangleSelector" shape="rect" coords="250,2240,490,2264"/>
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<area href="classirr_1_1scene_1_1_i_vertex_buffer.html" alt="irr::scene::IVertexBuffer" shape="rect" coords="250,2296,490,2320"/>
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<area href="classirr_1_1scene_1_1quake3_1_1_i_shader_manager.html" title="Manages various Quake3 Shader Styles." alt="irr::scene::quake3::IShaderManager" shape="rect" coords="250,2352,490,2376"/>
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<area href="structirr_1_1scene_1_1quake3_1_1_s_var_group_list.html" title="holding a group a variable" alt="irr::scene::quake3::SVarGroupList" shape="rect" coords="250,2408,490,2432"/>
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<area href="structirr_1_1scene_1_1_s_m_d3_mesh.html" title="Holding Frames Buffers and Tag Infos." alt="irr::scene::SMD3Mesh" shape="rect" coords="250,2464,490,2488"/>
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<area href="structirr_1_1scene_1_1_s_m_d3_mesh_buffer.html" title="Holding Frame Data for a Mesh." alt="irr::scene::SMD3MeshBuffer" shape="rect" coords="250,2520,490,2544"/>
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<area href="classirr_1_1video_1_1_i_image.html" title="Interface for software image data." alt="irr::video::IImage" shape="rect" coords="250,2576,490,2600"/>
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<area href="classirr_1_1video_1_1_i_image_loader.html" title="Class which is able to create a image from a file." alt="irr::video::IImageLoader" shape="rect" coords="250,2632,490,2656"/>
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<area href="classirr_1_1video_1_1_i_image_writer.html" title="Interface for writing software image data." alt="irr::video::IImageWriter" shape="rect" coords="250,2688,490,2712"/>
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<area href="classirr_1_1video_1_1_i_material_renderer.html" title="Interface for material rendering." alt="irr::video::IMaterialRenderer" shape="rect" coords="250,2744,490,2768"/>
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<area href="classirr_1_1video_1_1_i_shader_constant_set_call_back.html" title="Interface making it possible to set constants for gpu programs every frame." alt="irr::video::IShaderConstantSetCallBack" shape="rect" coords="250,2800,490,2824"/>
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<area href="classirr_1_1video_1_1_i_texture.html" title="Interface of a Video Driver dependent Texture." alt="irr::video::ITexture" shape="rect" coords="250,2856,490,2880"/>
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<area href="classirr_1_1video_1_1_i_video_driver.html" title="Interface to driver which is able to perform 2d and 3d graphics functions." alt="irr::video::IVideoDriver" shape="rect" coords="250,2912,490,2936"/>
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<area href="classirr_1_1video_1_1_i_video_mode_list.html" title="A list of all available video modes." alt="irr::video::IVideoModeList" shape="rect" coords="250,2968,490,2992"/>
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</map>
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</div></div>
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<p><a href="classirr_1_1_i_reference_counted-members.html">List of all members.</a></p>
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<h2><a name="pub-methods"></a>
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Public Member Functions</h2>
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<ul>
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<li><a class="el" href="classirr_1_1_i_reference_counted.html#a8411682018e68a2752d4c82675c71040">IReferenceCounted</a> ()
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<dl class="el"><dd class="mdescRight">Constructor. <a href="#a8411682018e68a2752d4c82675c71040"></a><br/></dl><li>virtual <a class="el" href="classirr_1_1_i_reference_counted.html#a78abc75801cbb13d9db0955b3c07251c">~IReferenceCounted</a> ()
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<dl class="el"><dd class="mdescRight">Destructor. <a href="#a78abc75801cbb13d9db0955b3c07251c"></a><br/></dl><li>bool <a class="el" href="classirr_1_1_i_reference_counted.html#afb169a857e0d2cdb96b8821cb9bff17a">drop</a> () const
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<dl class="el"><dd class="mdescRight">Drops the object. Decrements the reference counter by one. <a href="#afb169a857e0d2cdb96b8821cb9bff17a"></a><br/></dl><li>const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a> * <a class="el" href="classirr_1_1_i_reference_counted.html#a768e697e55d496e396b3acc5003d2bea">getDebugName</a> () const
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<dl class="el"><dd class="mdescRight">Returns the debug name of the object. <a href="#a768e697e55d496e396b3acc5003d2bea"></a><br/></dl><li><a class="el" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6">s32</a> <a class="el" href="classirr_1_1_i_reference_counted.html#a198560456588db46331f06eda909a399">getReferenceCount</a> () const
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<dl class="el"><dd class="mdescRight">Get the reference count. <a href="#a198560456588db46331f06eda909a399"></a><br/></dl><li>void <a class="el" href="classirr_1_1_i_reference_counted.html#a2b7a035532e5f409ca9482dab79185f4">grab</a> () const
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<dl class="el"><dd class="mdescRight">Grabs the object. Increments the reference counter by one. <a href="#a2b7a035532e5f409ca9482dab79185f4"></a><br/></dl></ul>
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<h2><a name="pro-methods"></a>
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Protected Member Functions</h2>
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<ul>
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<li>void <a class="el" href="classirr_1_1_i_reference_counted.html#a704c5042d399fe8cd3bdd65a0559002a">setDebugName</a> (const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a> *newName)
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<dl class="el"><dd class="mdescRight">Sets the debug name of the object. <a href="#a704c5042d399fe8cd3bdd65a0559002a"></a><br/></dl></ul>
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<hr/><a name="details" id="details"></a><h2>Detailed Description</h2>
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<div class="textblock"><p>Base class of most objects of the Irrlicht Engine. </p>
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<p>This class provides reference counting through the methods <a class="el" href="classirr_1_1_i_reference_counted.html#a2b7a035532e5f409ca9482dab79185f4" title="Grabs the object. Increments the reference counter by one.">grab()</a> and <a class="el" href="classirr_1_1_i_reference_counted.html#afb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">drop()</a>. It also is able to store a debug string for every instance of an object. Most objects of the Irrlicht Engine are derived from <a class="el" href="classirr_1_1_i_reference_counted.html" title="Base class of most objects of the Irrlicht Engine.">IReferenceCounted</a>, and so they are reference counted.</p>
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<p>When you create an object in the Irrlicht engine, calling a method which starts with 'create', an object is created, and you get a pointer to the new object. If you no longer need the object, you have to call <a class="el" href="classirr_1_1_i_reference_counted.html#afb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">drop()</a>. This will destroy the object, if <a class="el" href="classirr_1_1_i_reference_counted.html#a2b7a035532e5f409ca9482dab79185f4" title="Grabs the object. Increments the reference counter by one.">grab()</a> was not called in another part of you program, because this part still needs the object. Note, that you only need to call <a class="el" href="classirr_1_1_i_reference_counted.html#afb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">drop()</a> to the object, if you created it, and the method had a 'create' in it.</p>
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<p>A simple example:</p>
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<p>If you want to create a texture, you may want to call an imaginable method IDriver::createTexture. You call ITexture* texture = driver->createTexture(dimension2d<u32>(128, 128)); If you no longer need the texture, call texture-><a class="el" href="classirr_1_1_i_reference_counted.html#afb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">drop()</a>.</p>
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<p>If you want to load a texture, you may want to call imaginable method IDriver::loadTexture. You do this like ITexture* texture = driver->loadTexture("example.jpg"); You will not have to drop the pointer to the loaded texture, because the name of the method does not start with 'create'. The texture is stored somewhere by the driver. </p>
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<p>Definition at line <a class="el" href="_i_reference_counted_8h_source.html#l00041">41</a> of file <a class="el" href="_i_reference_counted_8h_source.html">IReferenceCounted.h</a>.</p>
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</div><hr/><h2>Constructor & Destructor Documentation</h2>
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<a class="anchor" id="a8411682018e68a2752d4c82675c71040"></a><!-- doxytag: member="irr::IReferenceCounted::IReferenceCounted" ref="a8411682018e68a2752d4c82675c71040" args="()" -->
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<td class="memname">irr::IReferenceCounted::IReferenceCounted </td>
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<td>(</td>
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<td><code> [inline]</code></td>
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<p>Constructor. </p>
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<p>Definition at line <a class="el" href="_i_reference_counted_8h_source.html#l00046">46</a> of file <a class="el" href="_i_reference_counted_8h_source.html">IReferenceCounted.h</a>.</p>
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<a class="anchor" id="a78abc75801cbb13d9db0955b3c07251c"></a><!-- doxytag: member="irr::IReferenceCounted::~IReferenceCounted" ref="a78abc75801cbb13d9db0955b3c07251c" args="()" -->
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<td class="memname">virtual irr::IReferenceCounted::~IReferenceCounted </td>
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<td>(</td>
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<td><code> [inline, virtual]</code></td>
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<p>Destructor. </p>
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<p>Definition at line <a class="el" href="_i_reference_counted_8h_source.html#l00052">52</a> of file <a class="el" href="_i_reference_counted_8h_source.html">IReferenceCounted.h</a>.</p>
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<hr/><h2>Member Function Documentation</h2>
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<a class="anchor" id="afb169a857e0d2cdb96b8821cb9bff17a"></a><!-- doxytag: member="irr::IReferenceCounted::drop" ref="afb169a857e0d2cdb96b8821cb9bff17a" args="() const " -->
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<td class="memname">bool irr::IReferenceCounted::drop </td>
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<td>(</td>
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<td> const<code> [inline]</code></td>
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<p>Drops the object. Decrements the reference counter by one. </p>
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<p>The <a class="el" href="classirr_1_1_i_reference_counted.html" title="Base class of most objects of the Irrlicht Engine.">IReferenceCounted</a> class provides a basic reference counting mechanism with its methods <a class="el" href="classirr_1_1_i_reference_counted.html#a2b7a035532e5f409ca9482dab79185f4" title="Grabs the object. Increments the reference counter by one.">grab()</a> and <a class="el" href="classirr_1_1_i_reference_counted.html#afb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">drop()</a>. Most objects of the Irrlicht Engine are derived from <a class="el" href="classirr_1_1_i_reference_counted.html" title="Base class of most objects of the Irrlicht Engine.">IReferenceCounted</a>, and so they are reference counted.</p>
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<p>When you create an object in the Irrlicht engine, calling a method which starts with 'create', an object is created, and you get a pointer to the new object. If you no longer need the object, you have to call <a class="el" href="classirr_1_1_i_reference_counted.html#afb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">drop()</a>. This will destroy the object, if <a class="el" href="classirr_1_1_i_reference_counted.html#a2b7a035532e5f409ca9482dab79185f4" title="Grabs the object. Increments the reference counter by one.">grab()</a> was not called in another part of you program, because this part still needs the object. Note, that you only need to call <a class="el" href="classirr_1_1_i_reference_counted.html#afb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">drop()</a> to the object, if you created it, and the method had a 'create' in it.</p>
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<p>A simple example:</p>
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<p>If you want to create a texture, you may want to call an imaginable method IDriver::createTexture. You call ITexture* texture = driver->createTexture(dimension2d<u32>(128, 128)); If you no longer need the texture, call texture-><a class="el" href="classirr_1_1_i_reference_counted.html#afb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">drop()</a>. If you want to load a texture, you may want to call imaginable method IDriver::loadTexture. You do this like ITexture* texture = driver->loadTexture("example.jpg"); You will not have to drop the pointer to the loaded texture, because the name of the method does not start with 'create'. The texture is stored somewhere by the driver. </p>
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<dl class="return"><dt><b>Returns:</b></dt><dd>True, if the object was deleted. </dd></dl>
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<p>Definition at line <a class="el" href="_i_reference_counted_8h_source.html#l00116">116</a> of file <a class="el" href="_i_reference_counted_8h_source.html">IReferenceCounted.h</a>.</p>
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<p>References <a class="el" href="irr_types_8h_source.html#l00178">_IRR_DEBUG_BREAK_IF</a>.</p>
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<p>Referenced by <a class="el" href="_s_mesh_8h_source.html#l00037">irr::scene::SMesh::clear()</a>, <a class="el" href="_i_scene_node_8h_source.html#l00757">irr::scene::ISceneNode::cloneMembers()</a>, <a class="el" href="_i_q3_shader_8h_source.html#l00770">irr::scene::quake3::getTextures()</a>, <a class="el" href="_i_collada_mesh_writer_8h_source.html#l00378">irr::scene::IColladaMeshWriter::setDefaultNameGenerator()</a>, <a class="el" href="_i_collada_mesh_writer_8h_source.html#l00366">irr::scene::IColladaMeshWriter::setDefaultProperties()</a>, <a class="el" href="_c_dynamic_mesh_buffer_8h_source.html#l00057">irr::scene::CDynamicMeshBuffer::setIndexBuffer()</a>, <a class="el" href="_i_collada_mesh_writer_8h_source.html#l00335">irr::scene::IColladaMeshWriter::setNameGenerator()</a>, <a class="el" href="_i_scene_node_8h_source.html#l00596">irr::scene::ISceneNode::setParent()</a>, <a class="el" href="_i_collada_mesh_writer_8h_source.html#l00310">irr::scene::IColladaMeshWriter::setProperties()</a>, <a class="el" href="_i_scene_node_8h_source.html#l00635">irr::scene::ISceneNode::setTriangleSelector()</a>, <a class="el" href="_c_dynamic_mesh_buffer_8h_source.html#l00047">irr::scene::CDynamicMeshBuffer::setVertexBuffer()</a>, <a class="el" href="_c_dynamic_mesh_buffer_8h_source.html#l00029">irr::scene::CDynamicMeshBuffer::~CDynamicMeshBuffer()</a>, <a class="el" href="_i_collada_mesh_writer_8h_source.html#l00214">irr::scene::IColladaMeshWriter::~IColladaMeshWriter()</a>, <a class="el" href="_i_scene_node_8h_source.html#l00062">irr::scene::ISceneNode::~ISceneNode()</a>, <a class="el" href="_s_animated_mesh_8h_source.html#l00032">irr::scene::SAnimatedMesh::~SAnimatedMesh()</a>, <a class="el" href="_i_animated_mesh_m_d3_8h_source.html#l00272">irr::scene::SMD3Mesh::~SMD3Mesh()</a>, and <a class="el" href="_s_mesh_8h_source.html#l00029">irr::scene::SMesh::~SMesh()</a>.</p>
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<a class="anchor" id="a768e697e55d496e396b3acc5003d2bea"></a><!-- doxytag: member="irr::IReferenceCounted::getDebugName" ref="a768e697e55d496e396b3acc5003d2bea" args="() const " -->
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<td class="memname">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a>* irr::IReferenceCounted::getDebugName </td>
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<td>(</td>
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<p>Returns the debug name of the object. </p>
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<p>The Debugname may only be set and changed by the object itself. This method should only be used in Debug mode. </p>
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<dl class="return"><dt><b>Returns:</b></dt><dd>Returns a string, previously set by <a class="el" href="classirr_1_1_i_reference_counted.html#a704c5042d399fe8cd3bdd65a0559002a" title="Sets the debug name of the object.">setDebugName()</a>; </dd></dl>
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<p>Definition at line <a class="el" href="_i_reference_counted_8h_source.html#l00142">142</a> of file <a class="el" href="_i_reference_counted_8h_source.html">IReferenceCounted.h</a>.</p>
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<a class="anchor" id="a198560456588db46331f06eda909a399"></a><!-- doxytag: member="irr::IReferenceCounted::getReferenceCount" ref="a198560456588db46331f06eda909a399" args="() const " -->
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<td class="memname"><a class="el" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6">s32</a> irr::IReferenceCounted::getReferenceCount </td>
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<td>(</td>
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<p>Get the reference count. </p>
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<dl class="return"><dt><b>Returns:</b></dt><dd>Current value of the reference counter. </dd></dl>
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<p>Definition at line <a class="el" href="_i_reference_counted_8h_source.html#l00133">133</a> of file <a class="el" href="_i_reference_counted_8h_source.html">IReferenceCounted.h</a>.</p>
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<a class="anchor" id="a2b7a035532e5f409ca9482dab79185f4"></a><!-- doxytag: member="irr::IReferenceCounted::grab" ref="a2b7a035532e5f409ca9482dab79185f4" args="() const " -->
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<td class="memname">void irr::IReferenceCounted::grab </td>
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<p>Grabs the object. Increments the reference counter by one. </p>
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<p>Someone who calls <a class="el" href="classirr_1_1_i_reference_counted.html#a2b7a035532e5f409ca9482dab79185f4" title="Grabs the object. Increments the reference counter by one.">grab()</a> to an object, should later also call <a class="el" href="classirr_1_1_i_reference_counted.html#afb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">drop()</a> to it. If an object never gets as much <a class="el" href="classirr_1_1_i_reference_counted.html#afb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">drop()</a> as <a class="el" href="classirr_1_1_i_reference_counted.html#a2b7a035532e5f409ca9482dab79185f4" title="Grabs the object. Increments the reference counter by one.">grab()</a> calls, it will never be destroyed. The <a class="el" href="classirr_1_1_i_reference_counted.html" title="Base class of most objects of the Irrlicht Engine.">IReferenceCounted</a> class provides a basic reference counting mechanism with its methods <a class="el" href="classirr_1_1_i_reference_counted.html#a2b7a035532e5f409ca9482dab79185f4" title="Grabs the object. Increments the reference counter by one.">grab()</a> and <a class="el" href="classirr_1_1_i_reference_counted.html#afb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">drop()</a>. Most objects of the Irrlicht Engine are derived from <a class="el" href="classirr_1_1_i_reference_counted.html" title="Base class of most objects of the Irrlicht Engine.">IReferenceCounted</a>, and so they are reference counted.</p>
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<p>When you create an object in the Irrlicht engine, calling a method which starts with 'create', an object is created, and you get a pointer to the new object. If you no longer need the object, you have to call <a class="el" href="classirr_1_1_i_reference_counted.html#afb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">drop()</a>. This will destroy the object, if <a class="el" href="classirr_1_1_i_reference_counted.html#a2b7a035532e5f409ca9482dab79185f4" title="Grabs the object. Increments the reference counter by one.">grab()</a> was not called in another part of you program, because this part still needs the object. Note, that you only need to call <a class="el" href="classirr_1_1_i_reference_counted.html#afb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">drop()</a> to the object, if you created it, and the method had a 'create' in it.</p>
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<p>A simple example:</p>
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<p>If you want to create a texture, you may want to call an imaginable method IDriver::createTexture. You call ITexture* texture = driver->createTexture(dimension2d<u32>(128, 128)); If you no longer need the texture, call texture-><a class="el" href="classirr_1_1_i_reference_counted.html#afb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">drop()</a>. If you want to load a texture, you may want to call imaginable method IDriver::loadTexture. You do this like ITexture* texture = driver->loadTexture("example.jpg"); You will not have to drop the pointer to the loaded texture, because the name of the method does not start with 'create'. The texture is stored somewhere by the driver. </p>
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<p>Definition at line <a class="el" href="_i_reference_counted_8h_source.html#l00086">86</a> of file <a class="el" href="_i_reference_counted_8h_source.html">IReferenceCounted.h</a>.</p>
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<p>Referenced by <a class="el" href="_i_scene_node_8h_source.html#l00348">irr::scene::ISceneNode::addAnimator()</a>, <a class="el" href="_i_scene_node_8h_source.html#l00280">irr::scene::ISceneNode::addChild()</a>, <a class="el" href="_i_g_u_i_element_8h_source.html#l00818">irr::gui::IGUIElement::addChildToEnd()</a>, <a class="el" href="_s_animated_mesh_8h_source.html#l00078">irr::scene::SAnimatedMesh::addMesh()</a>, <a class="el" href="_s_mesh_8h_source.html#l00098">irr::scene::SMesh::addMeshBuffer()</a>, <a class="el" href="_i_collada_mesh_writer_8h_source.html#l00378">irr::scene::IColladaMeshWriter::setDefaultNameGenerator()</a>, <a class="el" href="_i_collada_mesh_writer_8h_source.html#l00366">irr::scene::IColladaMeshWriter::setDefaultProperties()</a>, <a class="el" href="_c_dynamic_mesh_buffer_8h_source.html#l00057">irr::scene::CDynamicMeshBuffer::setIndexBuffer()</a>, <a class="el" href="_i_collada_mesh_writer_8h_source.html#l00335">irr::scene::IColladaMeshWriter::setNameGenerator()</a>, <a class="el" href="_i_scene_node_8h_source.html#l00596">irr::scene::ISceneNode::setParent()</a>, <a class="el" href="_i_collada_mesh_writer_8h_source.html#l00310">irr::scene::IColladaMeshWriter::setProperties()</a>, <a class="el" href="_i_scene_node_8h_source.html#l00635">irr::scene::ISceneNode::setTriangleSelector()</a>, and <a class="el" href="_c_dynamic_mesh_buffer_8h_source.html#l00047">irr::scene::CDynamicMeshBuffer::setVertexBuffer()</a>.</p>
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<a class="anchor" id="a704c5042d399fe8cd3bdd65a0559002a"></a><!-- doxytag: member="irr::IReferenceCounted::setDebugName" ref="a704c5042d399fe8cd3bdd65a0559002a" args="(const c8 *newName)" -->
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<td class="memname">void irr::IReferenceCounted::setDebugName </td>
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<td>(</td>
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<td class="paramtype">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a> * </td>
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<td class="paramname"><em>newName</em></td><td>)</td>
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<p>Sets the debug name of the object. </p>
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<p>The Debugname may only be set and changed by the object itself. This method should only be used in Debug mode. </p>
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<dl><dt><b>Parameters:</b></dt><dd>
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<table class="params">
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<tr><td class="paramname">newName,:</td><td>New debug name to set. </td></tr>
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<p>Definition at line <a class="el" href="_i_reference_counted_8h_source.html#l00153">153</a> of file <a class="el" href="_i_reference_counted_8h_source.html">IReferenceCounted.h</a>.</p>
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<p>Referenced by <a class="el" href="_c_mesh_buffer_8h_source.html#l00021">irr::scene::CMeshBuffer< T >::CMeshBuffer()</a>, <a class="el" href="_i_g_u_i_element_8h_source.html#l00030">irr::gui::IGUIElement::IGUIElement()</a>, <a class="el" href="_s_animated_mesh_8h_source.html#l00022">irr::scene::SAnimatedMesh::SAnimatedMesh()</a>, <a class="el" href="_s_mesh_8h_source.html#l00021">irr::scene::SMesh::SMesh()</a>, <a class="el" href="_s_shared_mesh_buffer_8h_source.html#l00019">irr::scene::SSharedMeshBuffer::SSharedMeshBuffer()</a>, and <a class="el" href="_s_skin_mesh_buffer_8h_source.html#l00022">irr::scene::SSkinMeshBuffer::SSkinMeshBuffer()</a>.</p>
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<hr/>The documentation for this class was generated from the following file:<ul>
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<li><a class="el" href="_i_reference_counted_8h_source.html">IReferenceCounted.h</a></li>
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