FLeapMotionInputDevice::~FLeapMotionInputDevice() { delete PastState; delete HMDSamples; //TODO: cleaner memory handling for event objects, any ideas? //ClearReferences(PRoot); ClearReferences(PEventHand); ClearReferences(PEventFinger); ClearReferences(PEventGesture); ClearReferences(PEventCircleGesture); ClearReferences(PEventKeyTapGesture); ClearReferences(PEventScreenTapGesture); ClearReferences(PEventSwipeGesture); ClearReferences(PEventImage1); ClearReferences(PEventImage2); PEventHand = nullptr; PEventFinger = nullptr; PEventGesture = nullptr; PEventCircleGesture = nullptr; PEventKeyTapGesture = nullptr; PEventScreenTapGesture = nullptr; PEventSwipeGesture = nullptr; PEventImage1 = nullptr; PEventImage2 = nullptr; PEventImage2 = nullptr; }
void TransformUnrolledArraysPass::CollectArrays(int dimensionality) { ClearReferences() ; assert(innermost != NULL) ; list<ArrayReferenceExpression*>* allRefs = collect_objects<ArrayReferenceExpression>(innermost) ; list<ArrayReferenceExpression*>::iterator refIter = allRefs->begin() ; while(refIter != allRefs->end()) { if (GetDimensionality(*refIter) == dimensionality) { // Create a new Equivalent reference EquivalentReferences* nextReference = new EquivalentReferences() ; nextReference->original = (*refIter) ; currentReferences.push_back(nextReference) ; } ++refIter ; } delete allRefs ; Uniquify() ; }
TransformUnrolledArraysPass::~TransformUnrolledArraysPass() { ClearReferences() ; }