Added DebugObject and OutputEpsilon
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80
debug/DebugObject.cpp
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80
debug/DebugObject.cpp
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#include <iostream>
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#include<hgl/type/object/Object.h>
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using namespace hgl;
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class DebugObject:public Object
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{
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HGL_OBJECT_CLASS_BODY(DebugObject)
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public:
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void Initailize()
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{
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std::cout<<"DebugObject::Initailize("<<GetSerialNumber()<<")"<<std::endl;
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}
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void Deinitailize() override
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{
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std::cout<<"DebugObject::Deinitailize("<<GetSerialNumber()<<")"<<std::endl;
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}
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};
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#include<hgl/type/object/ObjectManager.h>
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HGL_DEFINE_DEFAULT_OBJECT_MANAGER(DebugObject);
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#include<hgl/type/object/DefaultCreateObject.h>
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int main()
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{
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SafePtr<DebugObject> obj1=HGL_NEW_OBJECT(DebugObject);
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HGL_DEFINE_OBJECT(DebugObject,obj2); //等于上一行
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// DebugObject *obj3=new DebugObject(); //编译不过(构造函数被定义为私有)
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obj1.Release();
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//delete obj2; //编译不过,SafePtr<>不能被delete
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if(obj1.IsValid())
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{
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std::cerr<<"[ERROR] obj1 IsValid() error!"<<std::endl;
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}
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else
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{
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std::cout<<"[ OK ] obj1 isn't valid!"<<std::endl;
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}
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const size_t obj2_sn=obj2->GetSerialNumber();
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SafePtr<DebugObject> obj2_indirect=GetObjectBySerial<DebugObject>(obj2_sn); //直接根据序列号获取对象
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if(!obj2_indirect.IsValid())
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{
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std::cerr<<"[ERROR] obj2_indirect isn't valid!"<<std::endl; //获取失败(不应该)
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}
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else if(obj2_indirect!=obj2)
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{
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std::cerr<<"[ERROR] obj2_indirect!=obj2"<<std::endl; //获取的对象不是obj2(不应该)
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}
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else
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{
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std::cout<<"[ OK ] obj2_indirect==obj2"<<std::endl; //获取的对象是obj2(成功)
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obj2_indirect.Destory();
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if(obj2.IsValid())
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{
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std::cerr<<"[ERROR] obj2 IsValid() error!"<<std::endl; //错误,由于obj2_indirect被Destory了,obj2也应该无效
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}
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else
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{
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std::cout<<"[ OK ] obj2 isn't valid!"<<std::endl; //成功
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}
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}
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return 0;
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}
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