﻿<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:trackback="http://madskills.com/public/xml/rss/module/trackback/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/"><channel><title>C++博客-HoneyCat的月光浴场</title><link>http://www.cppblog.com/HoneyCat/</link><description>我在很多世界的交叉点</description><language>zh-cn</language><lastBuildDate>Sat, 04 Apr 2026 03:57:54 GMT</lastBuildDate><pubDate>Sat, 04 Apr 2026 03:57:54 GMT</pubDate><ttl>60</ttl><item><title>游戏内存管理——初探（上）</title><link>http://www.cppblog.com/HoneyCat/archive/2010/05/10/115017.html</link><dc:creator>HoneyCat</dc:creator><author>HoneyCat</author><pubDate>Mon, 10 May 2010 10:55:00 GMT</pubDate><guid>http://www.cppblog.com/HoneyCat/archive/2010/05/10/115017.html</guid><wfw:comment>http://www.cppblog.com/HoneyCat/comments/115017.html</wfw:comment><comments>http://www.cppblog.com/HoneyCat/archive/2010/05/10/115017.html#Feedback</comments><slash:comments>8</slash:comments><wfw:commentRss>http://www.cppblog.com/HoneyCat/comments/commentRss/115017.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/HoneyCat/services/trackbacks/115017.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要:       游戏中的内存管理，也可以叫做内存池，好像有些也叫对象池，其实方法不少。我就讲哈我自己做的点点经验和想法。<br>    对应不同的类，使用模板类是肯定的。有些类可能不需要自动调用构造和析构，内存分配器就分出来了，就只负责分配对象的内存。&nbsp;&nbsp;<a href='http://www.cppblog.com/HoneyCat/archive/2010/05/10/115017.html'>阅读全文</a><img src ="http://www.cppblog.com/HoneyCat/aggbug/115017.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/HoneyCat/" target="_blank">HoneyCat</a> 2010-05-10 18:55 <a href="http://www.cppblog.com/HoneyCat/archive/2010/05/10/115017.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item></channel></rss>