Re: Fragmentation was RE: [GD-General] Compile times
Brought to you by:
vexxed72
From: brian h. <bri...@py...> - 2002-12-18 04:04:54
|
> Has anyone been bitten when using a decent malloc? To clarify, I don't think fragmentation is a problem UNLESS you have a particular sequence of allocations that kick your ass and/or you have extremely long up times. I think MUDs have actually run into this type of problem before, but on much smaller scales (e.g. 16MB MUDs running on older boxes with maybe 32MB installed, no VM, etc. -- similar to what consoles deal with today). The average PC game simply won't have to deal with address space fragmentation -- many force a reset between levels, others just don't run long enough to make it a problem. Unfortunately some stuff I've worked on hasn't been "average" in terms of scale, so I'm extremely attuned to this. And if you blow off fragmentation on something like a Palm or GBA, it will probably bite you in the ass one of these days. Unless you're using something that can compact behind the scenes, it's a problem, no matter how good the underlying malloc implementation may be. The underlying implementation simply determines WHEN it affects you. -Hook |