leda

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这段 hack 代码是解决 Android 的一个 bug https://stackoverflow.com/questions/16283079/re-launch-of-activity-on-home-button-but-only-the-first-time/16447508#16447508 不建议移除。 增加这段代码的 PR 是 https://github.com/cocos2d/cocos2d-x/pull/18247

出现问题的原因是,在同一 app 通过其它 activity 进入 cocos activity 时,cocos activity 不再是 android activity task root,由于 hack 代码的存在直接结束了 activity。

Could you supply a test case to show the memory leak? for example to modify the default cpp-empty-test, add your code, and push it into GitHub, tell me the link....

About the button memory leak, I think it's a bug of `UIButton.cpp`, to fix this, we can add `CC_SAFE_RELEASE_NULL(_titleRenderer);` into destructs function, like this: ``` Button::~Button() { CC_SAFE_RELEASE_NULL(_titleRenderer); } ```...

I think so too, but it's not a matter thing for not any sub-class inherit `AnimationManager`. This comment support __Markdown__, so you can add a code block by markdown, not...

Node's destructor is virtual, it do call the Node destructor when `AnimationManager ` destruct. I'm afraid that you are misunderstanding this.

@Seohanul see commit [fix loop animate memory leak](https://github.com/cocos2d/creator_to_cocos2dx/pull/152/commits/449c242ed89a7e0fc1fbb1c78d5e313ee4945cea) ,[fix PlayOnLoad loop animation leaks](https://github.com/cocos2d/creator_to_cocos2dx/pull/152/commits/ba726bc5f1880f3234e2370b8150cf4662ab32c3) in PR #152 to fix the memory leak if existing a loop animation, please stop it manually,...

Indeed, it's reasonable, but hard to do it in this plugin, I tried. Strictly `playOnLoad` isn't automatically, it's called by the `CreatorReader::getSceneGraph` function, `stopPlayOnLoad` should be put into what place,...