Warnings and Gotchas of using ClanLib - ClanLib Game SDK

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## Warnings and Gotchas of using ClanLib

# OUTDATED

## Abstract:

This document covers all issues about ClanLib safely and correctly

### Creating destroying objects

All objects must both created AND destroyed inside their respective ::init() and ::deinit() groups. This means that letting an object fall out of scope might not work, especially in CL_Application::main().

    ...
    Do_Bar()
    {
       CL_SetupSound::init();
       CL_SoundBuffer *soundbuffer = CL_Sample::create("beep.wav",NULL);
       CL_SoundBuffer_Session ses = soundbuffer->play();
       ...

       delete soundbuffer; // Good

       CL_SetupSound::deinit(); //All user objects must be destroyed before now
    } //ses destroyed here, very bad

In this code ses is destroyed when it goes out of scope, which is after it should be destroyed. A better solution to this problem would be either wrap Do_Bar in some other function. eg

    init_sound() {
     CL_SetupSound::init();
     Do_Bar();
     CL_SetupSound::deinit();
    }

    Do_Bar() {
       CL_SoundBuffer *soundbuffer = CL_Sample::create("beep.wav",NULL);
       CL_SoundBuffer_Session ses = soundbuffer->play(); //Ok here
       ...

       delete soundbuffer; // Good
    }

The code above is perfectly safe as ses is destroy when Do_Bar goes out of scope which is before deinit(). Another way is to use pointers.

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