Markus Amsler a écrit :
I cant try it at the moment, but I tried also the same approach. It
went down from 100s to around 27s compared to 18s with Heap functions.
The other problem here is, not all allocated memory is used, the gaps
in not first nodes never gets filled.
Also IMO memory allo
Eric Pouech wrote:
Markus Amsler a écrit :
Dmitry Timoshkov wrote:
The old code at least bothered to actually free some memory.
Good point. I wasn't aware that some memory is only temporarily
used. I'm going to rework it.
Markus
does this patch gives you lots of improvements ?
A+
Markus Amsler a écrit :
Dmitry Timoshkov wrote:
The old code at least bothered to actually free some memory.
Good point. I wasn't aware that some memory is only temporarily used.
I'm going to rework it.
Markus
does this patch gives you lots of improvements ?
A+
--
Eric Pouech
"The prob
On 30.04.2007 08:56, Eric Pouech wrote:
> Markus Amsler a écrit :
>> This reduces WoW debug symbol load time from about 100s to 18!
> this also removes two key design features:
> - memory is free:d (as Dimitry already pointed out)
> - a memory pool is associated to every module, so that all allocat
Markus Amsler a écrit :
This reduces WoW debug symbol load time from about 100s to 18!
this also removes two key design features:
- memory is free:d (as Dimitry already pointed out)
- a memory pool is associated to every module, so that all allocations
for a specific module are free:d when the
Dmitry Timoshkov wrote:
The old code at least bothered to actually free some memory.
Good point. I wasn't aware that some memory is only temporarily used.
I'm going to rework it.
Markus
"Markus Amsler" <[EMAIL PROTECTED]> wrote:
void pool_destroy(struct pool* pool)
{
-struct pool_arena* arena;
-struct pool_arena* next;
-
-#ifdef USE_STATS
-unsignedalloc, used, num;
-
-for (alloc = used = num = 0, arena = pool->first; arena; arena = arena->next)
-{