RE: Fragmentation was RE: [GD-General] Compile times
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From: Mick W. <mi...@ne...> - 2002-12-19 20:53:27
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> -----Original Message----- > From: Thatcher Ulrich > Sent: Wednesday, December 18, 2002 8:37 PM > To: gam...@li... > Subject: Re: Fragmentation was RE: [GD-General] Compile times > > On Dec 18, 2002 at 12:38 -0600, brian hook wrote: > > > The reason I ask is because I *know* fragmentation is a > problem if > > > malloc sucks, and sucky mallocs have been ubiquitous > until recently, > > > but the only empirical study I'm aware of suggests that if malloc > > > doesn't suck, then fragmentation is not a problem. > > > > > > http://www.cs.utexas.edu/users/wilson/papers/fragsolved.pdf > > > > Okay, went back and browsed that paper, and I don't think > it applies. > > The datasets and object sizes they are looking at aren't > representative > > of what I consider to be normal game. For example, they make the > > observation that most programs average allocating objects > of about 6-7 > > different sizes. Any game that loads models, textures or > sound will > > almost definitely not fit into this area. > > Possibly; it would be interesting to see numbers on some actual games. > In Tony Hawk's Pro Skater 4 on the PS2, I just did a few tests, and on the main heap, there are 474 different sizes of memory allocation in 18,000 blocks (Taking the most frequent 6 sizes accounts for 12,000 of these). Script heap (our next biggest heap) has 202 different sizes in 7800 blocks (5000 of them in the most frequent 6 block sizes). We have about seven distinct heaps using around 30,000 blocks, and 6 "pools" for various fixed size allocations, using around 100,000 blocks Mick. |