Thread: [GD-General] Memory manager question
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From: Carl B. <car...@ya...> - 2004-12-01 19:36:01
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I'm in the process of installing a memory manager into our code, mainly by overriding new and delete. One of the uncertainties I'm bumping up against is how to know if there are parts of our code that are not using the memory manager (allocating "unmanaged" memory). Has anyone come up with a good way of detecting "unmanaged" memory allocation? If not, anyone have tips on minimizing this possiblity? Thanks! Carl |
From: <bac...@ke...> - 2004-12-01 20:00:43
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Hi We have proted our engine to linux, and under debian we using the most popular software for this, valgrind. It's very slow, but in our cases it was 100% perfect. Peter Balogh > I'm in the process of installing a memory manager into our code, mainly by > overriding new and delete. One of the uncertainties I'm bumping up > against is how to know if there are parts of our code that are not using > the memory manager (allocating "unmanaged" memory). > > Has anyone come up with a good way of detecting "unmanaged" memory > allocation? If not, anyone have tips on minimizing this possiblity? > > Thanks! > > Carl > > > > ------------------------------------------------------- > SF email is sponsored by - The IT Product Guide > Read honest & candid reviews on hundreds of IT Products from real users. > Discover which products truly live up to the hype. Start reading now. > http://productguide.itmanagersjournal.com/ > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=557 > |
From: <cas...@ya...> - 2004-12-01 21:30:41
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On Linux I also use electric fence. It´s quite good detecting memory overrides and it´s super easy to use, you just have to add -lefence to your LDFLAGS. I use it by default on all of the debug builds and does not had a significant speed overhead. Depending on the options you choose it may consume a lot of memory, though. -- Ignacio Castaño cas...@ya... bac...@ke... escribió: > Hi > > We have proted our engine to linux, and under debian we using the most > popular software for this, valgrind. > It's very slow, but in our cases it was 100% perfect. > > Peter Balogh ______________________________________________ Renovamos el Correo Yahoo!: ¡100 MB GRATIS! Nuevos servicios, más seguridad http://correo.yahoo.es |
From: <phi...@pl...> - 2004-12-01 20:25:30
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We use hardcoded breakpoints in library routines. Seriously, we have some code that splats a call to an assert handler into various malloc library routines. Kind of a nuclear option, but it works. Cheers, Phil Carl Bevil <carl_bevil@yahoo .com> To Sent by: Gam...@li...urcefo gamedevlists-gene rge.net ral-admin@lists.s cc ourceforge.net Subject [GD-General] Memory manager 12/01/2004 11:35 question AM Please respond to gamedevlists-gene ra...@li...urcef orge.net I'm in the process of installing a memory manager into our code, mainly by overriding new and delete. One of the uncertainties I'm bumping up against is how to know if there are parts of our code that are not using the memory manager (allocating "unmanaged" memory). Has anyone come up with a good way of detecting "unmanaged" memory allocation? If not, anyone have tips on minimizing this possiblity? Thanks! Carl ------------------------------------------------------- SF email is sponsored by - The IT Product Guide Read honest & candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://productguide.itmanagersjournal.com/ _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=557 |
From: Noel L. <nl...@co...> - 2004-12-04 16:43:23
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On a console, just check periodically that what you think is the total amount of memory allocated matches up with the amount of memory allocated reported by the system. On a PC, I imagine there are similar functions to return the amount of memory allocated by a particular process. --Noel Games from Within http://www.gamesfromwithin.com On Wednesday 01 December 2004 11:35, Carl Bevil wrote: > I'm in the process of installing a memory manager into our code, mainly > by overriding new and delete. One of the uncertainties I'm bumping up > against is how to know if there are parts of our code that are not using > the memory manager (allocating "unmanaged" memory). > > Has anyone come up with a good way of detecting "unmanaged" memory > allocation? If not, anyone have tips on minimizing this possiblity? > > Thanks! > > Carl |
From: Megan F. <sha...@gm...> - 2004-12-04 18:07:22
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One handy, simple tool is perfmon.exe - set it to monitor the total number of memory allocated for a single process (your process), and watch the graph for a gradual increase. Works best when you can automate your gameplay with some sort of pre-recorded demo, to catch the cases that don't come up when your player is simply standing in a meadow or what have you. -Megan Fox > On a PC, I imagine there are similar functions to return the amount of > memory allocated by a particular process. |