On Tuesday, 27 January 2015 at 22:42:25 UTC, Rikki Cattermole wrote:
On 28/01/2015 11:39 a.m., Gan wrote:
On Tuesday, 27 January 2015 at 22:30:13 UTC, Gan wrote:
On Tuesday, 27 January 2015 at 21:36:51 UTC, Rikki Cattermole wrote:
On 28/01/2015 9:59 a.m., Gan wrote:
On Tuesday, 27 January 2015 at 19:59:08 UTC, Gan wrote:
On Tuesday, 27 January 2015 at 19:26:12 UTC, bearophile wrote:
Gan:

Is there some special stuff I gotta do extra with structs? Do they
need manually allocated and released?

Most of your usages of tiny structs should be by value. So just keep in mind they are values. Even when you iterate with a foreach on a
mutable array of them :-)


On a second question, do I ever need to manually release objects I
create with new?

Usually not. How much advanced do you want to be? :-)

Bye,
bearophile

Thanks. I'll give structs a try.

When I start the program, it runs fine at 35mb of ram. It only keeps 15 objects stored in the arrays at a time so why do you think my ram
usage increases to 700+ after many hours?

Curiously, my CPU usage went from 10% to 5% after I changed to structs
on Point and Range. Though my memory still climbs high.

Force a GC.collect() now and again. Disable it at the beginning too.

I did a test and ran GC.collect() every loop but my memory usage continues to rise. I can see how you'd be able to lower CPU usage by running GC.collect() every now and then but right now I'm stuck on the
memory issue.

Perhaps my problem lies in the C++ library SFML?

I commented out some stuff and it appears my massive memory consumption
comes from my tile.redraw function:

void redraw() {
        undrawn = false;
        canvas.clear();

        //Add stars
        for (int i = 0; i < controller.starsPerTile; i++) {
            Random gen;
            gen.seed(unpredictableSeed);
            int x = uniform(0, controller.tileSize, gen);
            int y = uniform(0, controller.tileSize, gen);
            double s = uniform(0, 10000, gen) / 10000.0;
            double size = (s * (controller.starSizeMax -
controller.starSizeMin)) + controller.starSizeMin;
            if (x - size / 2 < 0) {
                x += size / 2;
            }
            if (y - size / 2 < 0) {
                y += size / 2;
            }
            if (x + size / 2 > controller.tileSize) {
                x -= size / 2;
            }
            if (y + size / 2 > controller.tileSize) {
                y -= size / 2;
            }
            drawStar(canvas, x, y, size, size);
        }

        canvas.display();
    }
void drawStar(RenderTarget target, int centerX, int centerY, double
width, double height) {
        CircleShape star;
        if (controller.multiColor == false) {
            star = controller.stars[0];
        } else {
            Random gen;
            gen.seed(unpredictableSeed);
star = controller.stars[uniform(0, controller.stars.length
- 1, gen)];
        }
        star.position = Vector2f(centerX, centerY);
        star.origin = Vector2f(0.5, 0.5);
        star.scale = Vector2f(width / 100.0, height / 100.0);
        target.draw(star);
    }


Would you know why this is using hundreds of mb of rams?

Try with only drawStart stripped.
If it still does it, then its redraw. Also try with just a hard coded call to drawStart.
Something smells wrong here.

Without drawStar, my program starts at 24mb and slowly increases. With drawStar my program starts at 70mb and increases at twice the rate.

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