I am writing a game in C++ using SDL as the main library, and everything seems to be going okay. However I am noticing large memory usage when I load in a texture, and freeing up pointers/objects with delete() doesn't seem to be actually freeing up memory. So on linux I used ValGrind but I find it difficult to understand where my problems are happening.
I copied my code over and have it compiling and running under Windows using Visual Studio 2010 Pro. I notice the memory usage is the same on both windows and linux, and the memory use doesn't rise constantly but it does rise when objects are created (normal), however before creation is should be deleting the one previously taking that memory space (not freeing), and using some couts I can see that it is freeing them.
ie)
MyObject *obj = new MyObject() // results in + 200kb used
delete(obj) // Doesn't reduce memory by 200kb
obj = NULL // Just sets the pointer to null
If I kept running that my memory would constantly grow by 200kb (which I think is far more than that object should be using anyways). So to try and figure out what was going on I tried adding in the leak code as stated by MS on MSDN.
AttikClient::StartGame() initializes a static function in a static class, that has the main game loop and other logic. However when I close my program there is no leak output in the output window. I have debug on as I can step through the code and can see basic output but no leak information.
yeah it seems to be Edge only. The dialog buttons work as expected in Chrome and Firefox. The phone is using Android 16 (OneUI 8.5) and Edge version 149.0.4022.53
I'm not aware of this issue, but to help the other guys.
What version of Android are you using?
Did you try a different browser? To see if Edge is the issue here.
I agree when are you going to read this (really poor BTW) article?
Here is a better article so you actually know what is going on and answers questions you had in other comments --> https://arstechnica.com/gadgets/2026/05/speed-boosting-low-latency-profile-is-one-of-the-improvements-coming-to-windows-11/
It is unclear if one will be able to disable the new profile at this point but I am not seeing any reason why one would.
I disagree; they come off very "bitchy" and "whiny".
Make a great product and combine that with a great price (free) and people will come over to your side. Or build it and they will come as they say.
Constantly trying to get attention by complaining all the time, will turn people off to your product.
It use to be a nightmare, with LibreOffice supporting a newer draft ODF standard by default, and Microsoft Office supporting the older non-draft standard. Now that they both support the same version of ODF, they should be interoperable.
Question
firey
I am writing a game in C++ using SDL as the main library, and everything seems to be going okay. However I am noticing large memory usage when I load in a texture, and freeing up pointers/objects with delete() doesn't seem to be actually freeing up memory. So on linux I used ValGrind but I find it difficult to understand where my problems are happening.
I copied my code over and have it compiling and running under Windows using Visual Studio 2010 Pro. I notice the memory usage is the same on both windows and linux, and the memory use doesn't rise constantly but it does rise when objects are created (normal), however before creation is should be deleting the one previously taking that memory space (not freeing), and using some couts I can see that it is freeing them.
ie)
MyObject *obj = new MyObject() // results in + 200kb used
delete(obj) // Doesn't reduce memory by 200kb
obj = NULL // Just sets the pointer to null
If I kept running that my memory would constantly grow by 200kb (which I think is far more than that object should be using anyways). So to try and figure out what was going on I tried adding in the leak code as stated by MS on MSDN.
http://msdn.microsoft.com/en-us/library/e5ewb1h3(v=vs.80).aspx
I put that in my main.cpp file and put the "_CrtDumpMemoryLeaks();" in my main function which looks like
AttikClient::StartGame() initializes a static function in a static class, that has the main game loop and other logic. However when I close my program there is no leak output in the output window. I have debug on as I can step through the code and can see basic output but no leak information.
I have also tried VLD (Visual Leak Detector) http://www.codeproject.com/Articles/9815/Visual-Leak-Detector-Enhanced-Memory-Leak-Detectio
And got the same results. The build mode is for sure set as debug, and I make sure to do F5 which is Debug Application. Am I missing something?
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