destroy_rle_sprite(3)

πŸ“¦ version 4.4.3.1, in fedora 43, fedora 44

πŸ’– destroy_rle_sprite(3) β€” the Allegro manual, but make it make sense πŸ’–

okay bestie, welcome to the Allegro manual, and today's main character is destroy_rle_sprite β€” the lil cleanup queen of the RLE sprite world. she's lowkey the most important function you'll ever forget to call, and we're gonna talk about her. πŸŽ€


✨ NAME ✨

destroy_rle_sprite β€” she destroys an RLE sprite. that's it. that's the whole job. and she does it for the Allegro game programming library, no cap. πŸ’…


🌸 SYNOPSIS 🌸

#include <allegro.h>

void destroy_rle_sprite(RLE_SPRITE *sprite);

πŸ¦‹ DESCRIPTION πŸ¦‹

so here's the tea, bestie: this function destroys an RLE sprite structure that was previously returned by get_rle_sprite(). like, you got the sprite from get_rle_sprite(), you did your little graphics moment with it, and now you're done β€” so you hand it over to destroy_rle_sprite() and she takes care of it. iconic behavior honestly. ✨

now, plot twist: if you pass a NULL pointer, this function won't do anything. she just... doesn't. no crash, no drama, no nothing. she simply looks at your NULL and goes "not my problem, bestie" and moves on. πŸ™ˆ

and this is the part where I need you to actually listen: use this once you are done with an RLE sprite to avoid memory leaks in your program. that's the whole point. every sprite you get_rle_sprite() and never destroy is a little memory leak just sitting there, rotting, judging you. don't be that girl. clean up after yourself. periodt. πŸ’€


πŸ‘‘ SEE ALSO πŸ‘‘

  • get_rle_sprite(3) β€” the one who makes the sprite, so obviously she's the one you gotta go read next. iykyk. 🌈

and that's the whole page, bestie, you ate that. 🫢

signing off from the Allegro manual, version 4.4.3 β€” go destroy your sprites responsibly, ily, bye πŸ’–βœ¨πŸŽ€

πŸ“¦ where this page comes from