Memory leaks

Benjamin Thaut code at benjamin-thaut.de
Sun Oct 13 07:13:37 PDT 2013


Am 13.10.2013 15:52, schrieb develop32:
> On Sunday, 13 October 2013 at 13:18:47 UTC, Benjamin Thaut wrote:
>> Am 13.10.2013 14:08, schrieb develop32:
>>> Windows task manager shows constantly increasing memory usage of my D
>>> application, yet there is ZERO allocation done by it at the time. I have
>>> made a hook inside the rt/lifetime.d for _d_allocmemory, and I do get
>>> notified when an array or a class object in constructed.
>>> What could be the source of rapidly climbing (hundred kilobytes per
>>> second) memory usage?
>>
>> If your programm is a 32-bit application the GC most likely leaks
>> memory because it thinks its still referenced. Try compilling your
>> application for 64-bit. If the problem goes away it's not your fault.
>> A possible workaround for this situation is to allocate large blocks
>> of memory which you know will not contain any pointers with GC.malloc
>> manually and specifying the "don't scan" flag.
>>
>> If the problem still exists in a 64-bit application you most likely
>> continue to allocate memory that remains referenced. Make sure you
>> don't have any infinitly growing arrays or other containers that still
>> reference the memory you allocated.
>
> I've added GC.collect and GC.minimize() at the end of each frame, looks
> like the growth has stopped, so its not a 32-bit problem yet.

Well the GC doesn't kick in always. It only collects memory when its 
neccessary (a certain limit is reached). For a game it is usually a good 
idea to run the GC every frame to avoid the ocasional long pause times 
that otherwise occur. Or you could work around the GC entierly.

Kind Regards
Benjamin Thaut

-- 
Kind Regards
Benjamin Thaut


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