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Inside Macintosh: QuickDraw GX Environment and Utilities /


Chapter 2 - QuickDraw GX Memory Management

This chapter describes the aspects of QuickDraw GX memory management that your application can control. QuickDraw GX manages the memory blocks used by your application automatically. Read this chapter if you want to understand how QuickDraw GX memory works or to supplement QuickDraw GX memory management operations.

Before reading this chapter, you should be familiar with QuickDraw GX objects. For more information on objects, see Inside Macintosh: QuickDraw GX Objects.

For more information regarding Macintosh memory, see Inside Macintosh: Memory.

This chapter starts by providing an overview of the QuickDraw GX memory management system. It then tells how to:

Additional memory management topics of concern to few developers are also addressed, such as how to:

This chapter also contains reference information for the constants, data types, and functions associated with QuickDraw GX memory management.


Chapter Contents
About QuickDraw GX Memory Management
Memory Heaps
Graphics Clients and Graphics Client Heaps
Additional Topics
Using Graphics Clients and Graphics Client Heaps
Creating a Graphics Client and Its Graphics Client Heap
Implicit Creation
Explicit Creation
Determining Memory Requirements for a Graphics Client Heap
Disposing of a Graphics Client and Graphics Client Heap
Additional Memory Management Topics
Low-Memory Conditions
Freeing Up Already Allocated Memory
Allocating New Memory and Unloading Objects
Functions That Create Additional Memory Demands
Loading and Unloading Objects
Functions That Do Not Require a Graphics Client or Heap
Specifying the Starting Location of a Graphics Client
Working With Multiple Graphics Clients
QuickDraw GX Memory Management Reference
Constants and Data Types
Graphics Client Object
Graphics Client Attributes
Functions
Creating and Disposing of a Graphics Client
Allocating and Disposing of a Graphics Client Heap
Working With Multiple Graphics Clients
Loading and Unloading Objects
Summary of QuickDraw GX Memory Management
Constants and Data Types
Graphics Client Object
Graphics Client Attributes
Functions
Creating and Disposing of a Graphics Client
Allocating and Disposing of a Graphics Client Heap
Working With Multiple Graphics Clients
Loading and Unloading Objects

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© Apple Computer, Inc.
7 JUL 1996