Blitz3D+ Command Reference

FreeBank bank

Parameters

bank - bank handle returned by CreateBank

Description

Frees a memory bank.

The bank's memory is released and the handle becomes invalid - any later use of it raises a runtime error, so clear stored copies of the handle (set them to 0) once freed.

Banks are freed automatically when the program ends, but a game that keeps creating banks (one per loaded file, say) should free each one as soon as it is done, or memory use only ever grows.

See also: CreateBank, ResizeBank, BankSize.

Example

; FreeBank Example
; ----------------

; A player save-game record packed into a memory bank.
; Field sizes: byte=1, short=2, int=4, float=4 bytes.
;
;   offset 0   flags   (byte,  1 byte )
;   offset 1   hp      (short, 2 bytes)
;   offset 3   score   (int,   4 bytes)
;   offset 7   x_pos   (float, 4 bytes)   = 11 bytes in total

save=CreateBank(11)

; Pack the record - each Poke writes its field at a byte offset
PokeByte save,0,5
PokeShort save,1,250
PokeInt save,3,1234567
PokeFloat save,7,17.25

; Unpack the record - each Peek reads its field back
Print "Player record in a "+BankSize(save)+" byte bank:"
Print ""
Print "offset 0   flags (byte)  = "+PeekByte(save,0)
Print "offset 1   hp    (short) = "+PeekShort(save,1)
Print "offset 3   score (int)   = "+PeekInt(save,3)
Print "offset 7   x_pos (float) = "+PeekFloat(save,7)

; Dump every byte so the layout is visible
; (ints and floats are stored low byte first)
dump$=""
For i=0 To BankSize(save)-1
    dump$=dump$+PeekByte(save,i)+" "
Next
Print ""
Print "Raw bytes: "+dump$

; FreeBank releases the bank's memory - pair one FreeBank
; with every CreateBank once you are finished with the data
FreeBank save
Print ""
Print "Bank freed."

Print ""
Print "Press any key to close the example"
WaitKey

End

Index