Blitz3D has an internal list for each type, this is quite different in BlitzMax where you have to keep track of the types yourself.
Also since BlitzMax has garbage collection, Delete wont work, the object has to go out of scope or all references to it must be removed.
Here is an example:
Also since BlitzMax has garbage collection, Delete wont work, the object has to go out of scope or all references to it must be removed.
Here is an example:
SuperStrict Type TBullet Field x:Int,y:Int EndType ' the bullet list Global list:TList = New TList ' fill the list For Local i:Int = 1 To 10 Local b:TBullet = New TBullet b.x = Rand(1,200) b.y = Rand(1,200) list.AddLast(b) Next ' loop through the list For Local b:TBullet = EachIn list Print b.x + "," + b.y Next ' clear the list AND "delete" all types in the list (although there is no guarantee that they will be deleted as this is up the the GC) list.Clear()