Quick update: I found the problem. I was being a little clever with prototype inheritance. I had a master instance of certain objects. At the start of every game, I'd create a new class/function whose prototype pointed to said instance. I set up ~6 of these ad hoc classes per game, and I called new on them maybe 20 times. I figured that'd would be quick, but it ate a good chunk of my execution time. I'm still not sure precisely why this ended up calling _chmod, but altering that code sped things up and caused _chmod to drop out of the profile.
Thanks for the help. On Friday, March 16, 2012 9:11:25 PM UTC-4, Ben Noordhuis wrote: > > On Sat, Mar 17, 2012 at 02:04, Patrick Quinn wrote: > > No, it doesn't. I'm currently trying to find the problem by > progressively > > rebuilding the application. While I do that... is there anything in the > > node.js runtime environment (no libraries) that could cause a program to > > spend 10%-25% of its execution time in _chmod? > > Not in node.js itself, the core itself doesn't touch files, it only reads > them. > > Something you could try is to run your app through dtruss. It's a tool > that logs syscalls, maybe it can tell what's getting chmod'ed. > > -- Job Board: http://jobs.nodejs.org/ Posting guidelines: https://github.com/joyent/node/wiki/Mailing-List-Posting-Guidelines You received this message because you are subscribed to the Google Groups "nodejs" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/nodejs?hl=en?hl=en
