I use VLD to detect memory leak, and found lots of memory leak. I dont know why? Hope for your help
The Call Stack for Memory Leak like this:
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Block 2504136 at 0x166F95B8: 152 bytes
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Call Stack:
e:\vs2012\vc\include\functional (239): Prince.exe!std::_Func_impl<std::_Callable_obj<<lambda_0d1028e21b4e927c27bf126505c20981>,0>,std::allocator<std::_Func_class<void,int,int,std::_Nil,std::_Nil,std::_Nil,std::_Nil,std::_Nil,std::_Nil,std::_Nil,std::_Nil,std::_Nil,std::_Nil> >,void,int,int,std::_Nil,std: + 0x52 bytes
e:\vs2012\vc\include\functional (516): Prince.exe!std::_Func_class<void,int,int,std::_Nil,std::_Nil,std::_Nil,std::_Nil,std::_Nil,std::_Nil,std::_Nil,std::_Nil,std::_Nil,std::_Nil>::_Reset + 0x73 bytes
[u] e:\vs2012\vc\include\functional (648): Prince.exe!std::function<void __cdecl(int,int)>::operator=[/u]
d:\project\cocos2d-x-3.2\xgames\prince\classes\spine\skeletonanimation.cpp (244): Prince.exe!spine::SkeletonAnimation::setTrackCompleteListener
d:\project\cocos2d-x-3.2\xgames\prince\classes\fightmodule\uifighter.cpp (1082): Prince.exe!UIFighter::startActionJump + 0x2F bytes
d:\project\cocos2d-x-3.2\xgames\prince\classes\fightmodule\uifighter.cpp (432): Prince.exe!UIFighter::startMotionFront + 0x81 bytes
d:\project\cocos2d-x-3.2\xgames\prince\classes\fightmodule\uifighter.cpp (294): Prince.exe!UIFighter::startSkillFlash + 0x12 bytes
d:\project\cocos2d-x-3.2\xgames\prince\classes\fightmodule\uifighter.cpp (199): Prince.exe!UIFighter::onAttackStart
d:\project\cocos2d-x-3.2\xgames\prince\classes\fightmodule\layerfighter.cpp (168): Prince.exe!LayerFighter::onAttackStart + 0x46 bytes
d:\project\cocos2d-x-3.2\xgames\prince\classes\fightmodule\scenefight.cpp (240): Prince.exe!SceneFight::onAttack
d:\project\cocos2d-x-3.2\xgames\prince\classes\fightmodule\fightstatemachine.cpp (982): Prince.exe!FightStateMachine::notifyAttack + 0x2D bytes
d:\project\cocos2d-x-3.2\xgames\prince\classes\fightmodule\fightstatemachine.cpp (366): Prince.exe!FightStateMachine::onAttack
d:\project\cocos2d-x-3.2\xgames\prince\classes\fightmodule\fightstatemachine.cpp (118): Prince.exe!FightStateMachine::fightProcess
d:\project\cocos2d-x-3.2\xgames\prince\classes\fightmodule\fightstatemachine.cpp (349): Prince.exe!FightStateMachine::onTargetSelect
d:\project\cocos2d-x-3.2\xgames\prince\classes\fightmodule\fightstatemachine.cpp (115): Prince.exe!FightStateMachine::fightProcess
d:\project\cocos2d-x-3.2\xgames\prince\classes\fightmodule\fightstatemachine.cpp (336): Prince.exe!FightStateMachine::onJudgeStart
d:\project\cocos2d-x-3.2\xgames\prince\classes\fightmodule\fightstatemachine.cpp (112): Prince.exe!FightStateMachine::fightProcess
d:\project\cocos2d-x-3.2\xgames\prince\classes\fightmodule\fightstatemachine.cpp (412): Prince.exe!FightStateMachine::onJudgeEnd
d:\project\cocos2d-x-3.2\xgames\prince\classes\fightmodule\fightstatemachine.cpp (121): Prince.exe!FightStateMachine::fightProcess
d:\project\cocos2d-x-3.2\xgames\prince\classes\fightmodule\fightstatemachine.cpp (90): Prince.exe!FightStateMachine::execute
d:\project\cocos2d-x-3.2\cocos\base\ccscheduler.cpp (170): Prince.exe!cocos2d::TimerTargetSelector::trigger + 0x1E bytes
d:\project\cocos2d-x-3.2\cocos\base\ccscheduler.cpp (109): Prince.exe!cocos2d::Timer::update + 0xF bytes
d:\project\cocos2d-x-3.2\cocos\base\ccscheduler.cpp (889): Prince.exe!cocos2d::Scheduler::update
d:\project\cocos2d-x-3.2\cocos\base\ccdirector.cpp (273): Prince.exe!cocos2d::Director::drawScene
d:\project\cocos2d-x-3.2\cocos\base\ccdirector.cpp (1272): Prince.exe!cocos2d::DisplayLinkDirector::mainLoop
d:\project\cocos2d-x-3.2\cocos\platform\win32\ccapplication.cpp (92): Prince.exe!cocos2d::Application::run + 0xF bytes
d:\project\cocos2d-x-3.2\xgames\prince\proj.win32\main.cpp (51): Prince.exe!wWinMain + 0xC bytes
f:\dd\vctools\crt_bld\self_x86\crt\src\crtexe.c (528): Prince.exe!__tmainCRTStartup + 0x15 bytes
f:\dd\vctools\crt_bld\self_x86\crt\src\crtexe.c (377): Prince.exe!wWinMainCRTStartup
0x7573336A (File and line number not available): kernel32.dll!BaseThreadInitThunk + 0x12 bytes
0x77B19882 (File and line number not available): ntdll.dll!RtlInitializeExceptionChain + 0x63 bytes
0x77B19855 (File and line number not available): ntdll.dll!RtlInitializeExceptionChain + 0x36 bytes
Data:
00 8D 4C 01 CD CD CD CD D8 B7 44 0E CD CD CD CD ..L..... ..D.....
D8 B7 44 0E 30 03 D2 15 72 75 73 68 32 00 CD CD ..D.0... rush2...
CD CD CD CD CD CD CD CD 05 00 00 00 0F 00 00 00 ........ ........
D8 B7 44 0E CD CD CD CD 20 8B 4C 01 8C E6 72 00 ..D..... ..L...r.
D8 B7 44 0E CD CD CD CD F0 95 6F 16 CD CD CD CD ..D..... ..o.....
20 8B 4C 01 8C E6 72 00 D8 B7 44 0E CD CD CD CD ..L...r. ..D.....
08 96 6F 16 CD CD CD CD 00 00 CD CD CD CD CD CD ..o..... ........
02 00 00 00 00 40 83 44 00 00 61 43 00 40 9C 45 .....@.D ..aC.@.E
00 00 00 00 01 CD CD CD 01 00 00 00 CD CD CD CD ........ ........
CD CD CD CD CD CD CD CD ........ ........
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There are memory leaks when i use setTrackCompleteListener . I feel very confused. Hope for your help