On Sunday, 13 October 2013 at 14:13:39 UTC, Benjamin Thaut wrote:
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

Indeed, I tried to work around it and use manual memory management a year ago, but everything felt so ugly that I decided to throw that and go the idiomatic way. I'm bit surprised that even with GC running every frame I haven't noticed a drop in performance, even when using more than 1 gb RAM.

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