Symbian3/SDK/Source/GUID-72E1F91B-173B-5F45-B9FF-42FD5F45438C.dita
author Dominic Pinkman <dominic.pinkman@nokia.com>
Tue, 20 Jul 2010 12:00:49 +0100
changeset 13 48780e181b38
parent 0 89d6a7a84779
permissions -rw-r--r--
Week 28 contribution of SDK documentation content. See release notes for details. Fixes bugs Bug 1897 and Bug 1522.

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<!DOCTYPE concept
  PUBLIC "-//OASIS//DTD DITA Concept//EN" "concept.dtd">
<concept id="GUID-72E1F91B-173B-5F45-B9FF-42FD5F45438C" xml:lang="en"><title>How
to pop and destroy</title><shortdesc>This document describes how to pop and destroy objects on the cleanup
stack.</shortdesc><prolog><metadata><keywords/></metadata></prolog><conbody>
<p>In general, it is recommended that any objects which are accessed only
through an automatic pointer are pushed onto the cleanup stack immediately,
before being used, and only popped before they must be destroyed.</p>
<p>You can use the single function <codeph>CleanupStack::PopAndDestroy()</codeph> to
both pop the object from the cleanup stack and destroy it. This operation
is the usual thing to do when an object on the cleanup stack has been finished
with.</p>
<codeblock id="GUID-0ED3A351-8346-5C1F-9945-FEFC975472A2" xml:space="preserve">void doExampleL()
 {
 // allocate and leave if could not
 CExample* myExample = new (ELeave) CExample;

 // this cannot leave - no protection needed
 myExample-&gt;iInt = 5; 
 
 // do something that might leave, protected by cleanup stack
 CleanupStack::PushL(myExample); // push pointer to stack

 myExample-&gt;DoSomethingL()); // something that might leave 

 // pop from cleanup stack, and destroy, in one operation
 CleanupStack::PopAndDestroy();  
 }</codeblock>
<section id="GUID-FAEA7437-EAB9-4599-B0A3-F1CC195A5F55"><title>Note</title> <ul>
<li id="GUID-602FC7DD-F172-5C09-A55F-18B3E0B7A0A6"><p><codeph>Pop()</codeph> on
its own is nevertheless useful: it is safe to pop an object from the cleanup
stack when you are sure that it will either be destroyed, or a reference stored
to it, before any operations are performed on it which might leave. This way,
an object can never be orphaned (which is our aim). In the former case, you
get pop-and-destroy all in one, which it is worthwhile for the system to provide.
In the latter case, you need to store a pointer. This is what happens, for
instance, in two-phase construction.</p> </li>
</ul> </section>
</conbody></concept>