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If you want a real quick and dirty method, I usually just open up Task
Manager and watch the memory usage of the HL2 process..
You can observe the fluctuations as the game is being run. I was able to
track down a memory leak with entities being spawned and not being
deallocated properly using this method.


----- Original Message -----
From: "Jeremy" <[EMAIL PROTECTED]>
To: <hlcoders@list.valvesoftware.com>
Sent: Friday, January 11, 2008 11:04 AM
Subject: Re: [hlcoders] CUtlVector<*>... Memory management?


> --
> [ Picked text/plain from multipart/alternative ]
> I haven't tried this with HL2, so I don't know how it would play with the
> HL2 memory manager, but for memory leak detection, this is the best thing
> since sliced bread for C++
>
> http://www.codeproject.com/KB/applications/visualleakdetector.aspx
>
> J
>
> On Jan 11, 2008 10:58 AM, Jed <[EMAIL PROTECTED]> wrote:
>
>> Well its C++ so I always thought it was a case that you *have* to
>> properly release any memory you allocate. I usually stick a debug
>> header at the top of all my code files so if theres any memory leaks
>> it'll tell me where they are when the program exits.
>>
>> - Jed
>>
>> On 11/01/2008, Jamie Femia <[EMAIL PROTECTED]> wrote:
>> > --
>> > [ Picked text/plain from multipart/alternative ]
>> > That's what I'd like to know.. I'm not totally convinced that it's safe
>> to
>> > just leave stuff in the memory.. perhaps a member of Valve staff can
>> > confirm?
>> >
>> > On Jan 11, 2008 6:28 PM, Minh <[EMAIL PROTECTED]> wrote:
>> >
>> > > --
>> > > [ Picked text/plain from multipart/alternative ]
>> > > hmm.. I've gotten way with just calling
>> > > RemoveAll()  on my CUTLVectors.
>> > > Then when I add new elements, I believe it just overtakes the
>> > > existing
>> > > memory addresses of these previous elements that were in the vector.
>> Mind
>> > > you, my utlvectors typically never grow to be more than 20 elements.
>> > >
>> > > When Half-Life2 shuts down, does all of the memory allocations that
>> were
>> > > created during the game get deallocated automatically, so other
>> programs
>> > > can
>> > > use them?
>> > >
>> > >
>> > > ----- Original Message -----
>> > > From: "Jamie Femia" <[EMAIL PROTECTED]>
>> > > To: <hlcoders@list.valvesoftware.com>
>> > > Sent: Friday, January 11, 2008 9:55 AM
>> > > Subject: Re: [hlcoders] CUtlVector<*>... Memory management?
>> > >
>> > >
>> > > > --
>> > > > [ Picked text/plain from multipart/alternative ]
>> > > > Then why is it that when I try and delete the elements it crashes
>> the
>> > > > game?
>> > > > lol...
>> > > >
>> > > > On Jan 11, 2008 5:37 PM, Tony omega Sergi <[EMAIL PROTECTED]>
>> wrote:
>> > > >
>> > > >> --
>> > > >> [ Picked text/plain from multipart/alternative ]
>> > > >> you have to delete what you add. purging just removes the
>> > > >> elements.
>> > > >>
>> > > >> On Jan 11, 2008 11:35 AM, Jamie Femia <[EMAIL PROTECTED]> wrote:
>> > > >>
>> > > >> > --
>> > > >> > [ Picked text/plain from multipart/alternative ]
>> > > >> > Am I right in assuming that if you have a vector of pointers,
>> that
>> > > >> > point
>> > > >> > to
>> > > >> > things you create with "new", you have to either call delete on
>> each
>> > > >> > element
>> > > >> > or use PurgeAndDeleteElements()? Because that's what I've been
>> using
>> > > up
>> > > >> > until recently, where it seems that trying to delete elements
>> from a
>> > > >> > pointer
>> > > >> > vector on destruction of whatever they are members of just
>> > > >> > causes
>> the
>> > > >> game
>> > > >> > to crash with a memory error. Removing the calls to delete stop
>> the
>> > > >> crash,
>> > > >> > but unless CUtlVector automatically cleans up your memory for
>> you,
>> > > >> > won't
>> > > >> > this just create MASSIVE memory leaks?  As far as I knew,
>> CUtlVector
>> > > >> > didn't
>> > > >> > magically look after your memory for you... was I wrong?
>> > > >> >
>> > > >> > J
>> > > >> > --
>> > > >> >
>> > > >> > _______________________________________________
>> > > >> > To unsubscribe, edit your list preferences, or view the list
>> > > archives,
>> > > >> > please visit:
>> > > >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> > > >> >
>> > > >> >
>> > > >>
>> > > >>
>> > > >> --
>> > > >> -omega
>> > > >> --
>> > > >>
>> > > >> _______________________________________________
>> > > >> To unsubscribe, edit your list preferences, or view the list
>> archives,
>> > > >> please visit:
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>> > > >>
>> > > >>
>> > > > --
>> > > >
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>> archives,
>> > > > please visit:
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>> > > >
>> > >
>> > > --
>> > >
>> > > _______________________________________________
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>> > > please visit:
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>> > >
>> > >
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>> >
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>> please visit:
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>> >
>> >
>>
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>>
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>
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