Quote:You get the unknown location of the leak when the file the leak is in is not including "mmgr.h" - ie, in an external library you are linking with. If you can deduce what library the leak is in, recompile it with "mmgr.h" included in all source files and relink your app. It will now use the #defines in mmgr.h to pinpoint the leak.Yup, I read the files on how it works, but this is my point - my entire project has mmgr.h included correctly (it states to #include after ALL other #include's).
I still get the leaks appearing with no identity:
343 memory leaks found:Alloc. Addr Size Addr Size BreakOn BreakOn Number Reported Reported Actual Actual Unused Method Dealloc Realloc Allocated by ------ ---------- ---------- ---------- ---------- ---------- -------- ------- ------- --------------------------------------------------- 001894 0x011F0708 0x00000024 0x011F06F8 0x00000044 0x0000001C new N N ??(00000)::??001898 0x011F0788 0x00000024 0x011F0778 0x00000044 0x00000008 new N N ??(00000)::??000992 0x011E0798 0x00000024 0x011E0788 0x00000044 0x0000001C new N N ??(00000)::??000993 0x011E0818 0x0000000C 0x011E0808 0x0000002C 0x00000004 new N N ??(00000)::??
The only three libraries that my program currently uses are DirectX 9.0, STL and Win32 API.
Given that unless mmgr.h is missing something in a file that it's #include'd in, it's got to be coming from somewhere thats NOT my code.
Also, I'm pretty damn sure it's the same thing that keeps leaking as the sizes are almost always 0x44 (68 bytes) or 0x2C (44 bytes)...
Any thoughts on what might cause mmgr.h to detect a leak but not identify it?
Cheers,
Jack