RE: [GD-Windows] Win2K SP2 debugging slowdown?
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From: Tom F. <to...@mu...> - 2001-10-03 11:49:03
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Sounds like the debug runtime is checking every freed block to make sure you haven't scribbled off the ends. When you allocate stuff, it pads the start and end with some special characters. IIRC, it pads 16 bytes off start and end with FD. When you call free() or delete() or whatever, it checks that the FDs are still there. I have no idea hy it does this more or less than normal though - maybe because your memory is heavily fragmented on those runs, so cleanup is quite messy? Tom Forsyth - Muckyfoot bloke. What's he up to now (and can I have a go)? http://www.eidosinteractive.com/downloads/search.html?gmid=86 > -----Original Message----- > From: Javier Arevalo [mailto:ja...@py...] > Sent: 03 October 2001 08:28 > To: GDWindows > Subject: [GD-Windows] Win2K SP2 debugging slowdown? > > > Hi all, > > We have been tracking a weird situation we have, where on > some of our dev. > machines our game takes several seconds to shut down. We > eventually found > out the following: > > - The game must be running in a debugging session under MSVC > (haven't tried > other debuggers). > - The computer must have Windows 2000 _with_ service pack 2 installed. > > The slowdown happens during a loop that deletes several > thousand dynamic > memory blocks. Most of the time, sometimes it doesn't. > Similar symptoms also > appear in other places, like our streaming music decoding thread. > > Running MSDEV under VTune we found that, when the slowdown > happens, most of > the time during that loop is spent inside the operating system, spread > half-and-half in two functions: RtlCompareMemoryUlong() and > RtlFillMemoryUlong(). > > Has anyone heard of something like this? > > Javier Arevalo > Pyro Studios > > > > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > |