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	<title>Comments on: Game Engine Tutorial Part III, Chapter 5 – Content Manager</title>
	<atom:link href="http://www.innovativegames.net/blog/blog/2009/12/29/game-engine-tutorial-part-iii-chapter-5-%e2%80%93-iecontentmanager/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.innovativegames.net/blog/blog/2009/12/29/game-engine-tutorial-part-iii-chapter-5-%e2%80%93-iecontentmanager/</link>
	<description>Independent game development blog by Sean James</description>
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		<title>By: Henri</title>
		<link>http://www.innovativegames.net/blog/blog/2009/12/29/game-engine-tutorial-part-iii-chapter-5-%e2%80%93-iecontentmanager/comment-page-1/#comment-26484</link>
		<dc:creator>Henri</dc:creator>
		<pubDate>Tue, 28 Jun 2011 23:08:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.innovativegames.net/blog/?p=541#comment-26484</guid>
		<description>From what I can gather you&#039;re right. The code should probably be changed to call base.Unload() from the Unload method. LoadFreshCopy actually doesn&#039;t work at all as intended. It will load a fresh copy once, and then return a reference to the base ContentManager&#039;s instance of the asset.</description>
		<content:encoded><![CDATA[<p>From what I can gather you&#8217;re right. The code should probably be changed to call base.Unload() from the Unload method. LoadFreshCopy actually doesn&#8217;t work at all as intended. It will load a fresh copy once, and then return a reference to the base ContentManager&#8217;s instance of the asset.</p>
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		<title>By: Jai McMahon</title>
		<link>http://www.innovativegames.net/blog/blog/2009/12/29/game-engine-tutorial-part-iii-chapter-5-%e2%80%93-iecontentmanager/comment-page-1/#comment-25128</link>
		<dc:creator>Jai McMahon</dc:creator>
		<pubDate>Mon, 13 Jun 2011 15:10:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.innovativegames.net/blog/?p=541#comment-25128</guid>
		<description>Hey,

I&#039;m not too clued up on C#/XNA just yet so I was wondering if I can ask a question regarding the LoadFreshCopy function: 
By passing &#039;null&#039; as the 2nd parameter to base.ReadAsset function, does that not mean that the ContentManager keeps track of the reference to the loaded asset? 
If it does, then will overriding ContentManager.Unload not cause a leak since the assets loaded from the LoadFreshCopy function have references stored to them in the ContentManager class but that class&#039; Unload function got overridden and now those asset references don&#039;t get dealt with properly? 

I&#039;m not at all sure how the Garbage Collector works; would that take care of this?

Thanks for any replies.
Jai.</description>
		<content:encoded><![CDATA[<p>Hey,</p>
<p>I&#8217;m not too clued up on C#/XNA just yet so I was wondering if I can ask a question regarding the LoadFreshCopy function:<br />
By passing &#8216;null&#8217; as the 2nd parameter to base.ReadAsset function, does that not mean that the ContentManager keeps track of the reference to the loaded asset?<br />
If it does, then will overriding ContentManager.Unload not cause a leak since the assets loaded from the LoadFreshCopy function have references stored to them in the ContentManager class but that class&#8217; Unload function got overridden and now those asset references don&#8217;t get dealt with properly? </p>
<p>I&#8217;m not at all sure how the Garbage Collector works; would that take care of this?</p>
<p>Thanks for any replies.<br />
Jai.</p>
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		<title>By: Grayson Peddie</title>
		<link>http://www.innovativegames.net/blog/blog/2009/12/29/game-engine-tutorial-part-iii-chapter-5-%e2%80%93-iecontentmanager/comment-page-1/#comment-15885</link>
		<dc:creator>Grayson Peddie</dc:creator>
		<pubDate>Sun, 20 Feb 2011 15:45:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.innovativegames.net/blog/?p=541#comment-15885</guid>
		<description>Interesting. Couldn&#039;t I create my own content manager without deriving from content manager that XNA already has? That way, I can port my content management code to SlimDX or OpenTK when I need to, but I&#039;m currently working with creating my own component system that works with OpenTK that does not have one.</description>
		<content:encoded><![CDATA[<p>Interesting. Couldn&#8217;t I create my own content manager without deriving from content manager that XNA already has? That way, I can port my content management code to SlimDX or OpenTK when I need to, but I&#8217;m currently working with creating my own component system that works with OpenTK that does not have one.</p>
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		<title>By: Moteriski kvepalai</title>
		<link>http://www.innovativegames.net/blog/blog/2009/12/29/game-engine-tutorial-part-iii-chapter-5-%e2%80%93-iecontentmanager/comment-page-1/#comment-14891</link>
		<dc:creator>Moteriski kvepalai</dc:creator>
		<pubDate>Sun, 23 Jan 2011 02:12:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.innovativegames.net/blog/?p=541#comment-14891</guid>
		<description>I like the helpful information you provide in your articles. I will bookmark your blog and check again here frequently. I am quite certain I’ll learn lots of new stuff right here! Good luck for the next!</description>
		<content:encoded><![CDATA[<p>I like the helpful information you provide in your articles. I will bookmark your blog and check again here frequently. I am quite certain I’ll learn lots of new stuff right here! Good luck for the next!</p>
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		<title>By: Fan of Sean</title>
		<link>http://www.innovativegames.net/blog/blog/2009/12/29/game-engine-tutorial-part-iii-chapter-5-%e2%80%93-iecontentmanager/comment-page-1/#comment-12220</link>
		<dc:creator>Fan of Sean</dc:creator>
		<pubDate>Mon, 25 Oct 2010 13:36:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.innovativegames.net/blog/?p=541#comment-12220</guid>
		<description>&quot;specific peaces&quot; :)

(right in the introducing paragraph)</description>
		<content:encoded><![CDATA[<p>&#8220;specific peaces&#8221; <img src='http://www.innovativegames.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>(right in the introducing paragraph)</p>
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