Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: RandomTiger on June 01, 2003, 09:45:52 am

Title: mallocs in game time
Post by: RandomTiger on June 01, 2003, 09:45:52 am
There are a fair few mallocs happening in game time.
Put a flag in game_frame() and check it in vm_malloc to get details.
Title: mallocs in game time
Post by: Stryke 9 on June 01, 2003, 02:02:16 pm
Mallocs?
Title: mallocs in game time
Post by: LtNarol on June 01, 2003, 03:45:00 pm
vector/matrix resize function
Title: mallocs in game time
Post by: aldo_14 on June 01, 2003, 04:20:21 pm
Memory allocation - allocates space to a block of specified size and retunrs the pointer to the first allocated byte.  Returns null pointer if no available space.
Title: mallocs in game time
Post by: Nico on June 01, 2003, 04:41:41 pm
and what exactly does it do ingame, for those like me who aren't at all enlightened by your techies explanations? :D
Title: mallocs in game time
Post by: phreak on June 01, 2003, 06:57:19 pm
its slow
Title: mallocs in game time
Post by: RandomTiger on June 02, 2003, 07:14:46 am
sound.cpp with ds.cpp and animplay.cpp are all guilty.
Title: mallocs in game time
Post by: aldo_14 on June 03, 2003, 03:20:00 pm
Quote
Originally posted by Venom
and what exactly does it do ingame, for those like me who aren't at all enlightened by your techies explanations? :D


Allocates memory space for storage of variables (i.e. values used by the program).  I remember using it doing some C programs for LLP at uni (albeit only for a semester).
Title: mallocs in game time
Post by: Fry_Day on June 04, 2003, 12:31:19 am
mallocs aren't that bad, compared to large amounts of static arrays, which cause of-so-many cache misses (*points at current decal code*). Remember that the faster the processor is, the more impact a cache-miss has.