Two words:  memory fragmentation

It's not a speed issue.. malloc is pretty fast anyway.  It's that when
you're allocating and freeing odd-sized chunks of memory over and over for
long periods of time, you end up with small, unusable segments of memory.
So while you may use a bit less actual memory switching to malloc/free, you
could also have less usable memory available.

--Palrich

> Ok I have a small question. I've never liked how the mud will take things
> like char_data pointers and empty them out and add them to a list. And
then
> when it needs a new one it just pulls out an old one, and Resets all the
> variables. I do understand that they did that cause malloc is a very slow
> function code wise. And to save time of constantly allocating things. But
> the problem I see is this. On the mud I'm currently overhauling, in it's
old
> version you were allowed to have unlimited amounts of platinum bars in
your
> inventory. So we would have players that would have like 300 - 1000 plat
> bars on then (obviously an economy system imbalance). Now this will be
fixed
> in the overhaul. But I was thinking you get 2 players that log on and they
> have 1000 plat each. Now when they quit it will put those 2000 plats plus
> what ever else that had into this giant list. And now theirs entirely more
> memory allocated then really needs to be. So I guess my question is this I
> would it really eat all the much cpu time if I had it use new on all new
> items and delete, and have it rid itself of some of these large lists of
> memory that could be used for other things?


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