Failing to destroy windows before exiting a program can lead to several problems, including resource leaks and undefined behavior. When you create a window with SDL_CreateWindow()
, the SDL library allocates resources like memory, GPU buffers, and operating system handles.
These resources must be explicitly released by calling SDL_DestroyWindow()
before the program terminates.
If a program exits without destroying its windows, the operating system may clean up the resources eventually, but this is not guaranteed to happen in a timely or consistent manner.
On some systems, lingering resources can cause performance issues, graphical glitches, or even crashes in other applications.
Here is an example of correctly destroying a window:
#include <SDL.h>
int main() {
SDL_Init(SDL_INIT_VIDEO);
SDL_Window* Window{
SDL_CreateWindow("Example",
100, 100, 640, 480, 0)
};
// ... Program logic ...
SDL_DestroyWindow(Window);
SDL_Quit();
return 0;
}
By explicitly calling SDL_DestroyWindow()
, you ensure that all resources allocated for the window are properly released.
For larger applications managing multiple windows, tools like a WindowManager
class can help automate this cleanup process within its destructor. Always clean up resources to maintain stability and avoid hard-to-diagnose issues.
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