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Using a lot of paged pool mem?

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Posted by Zeno   USA  (2,871 posts)  [Biography] bio
Date Sun 08 Nov 2009 10:39 PM (UTC)
Message
Is there any reason MC uses a ton of paged pool memory? I noticed it was really high today and closed all worlds, yet the paged pool mem remained the same. (Not really familiar with this)

http://imgur.com/eJUn8.png
http://imgur.com/eIbjg.png

Zeno McDohl,
Owner of Bleached InuYasha Galaxy
http://www.biyg.org
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Posted by Nick Gammon   Australia  (22,975 posts)  [Biography] bio   Forum Administrator
Date Reply #1 on Sun 08 Nov 2009 11:17 PM (UTC)
Message
Template:version Please help us by advising the version of MUSHclient you are using. Use the Help menu -> About MUSHclient.


I presume you are using the latest version, but can you confirm that?

- Nick Gammon

www.gammon.com.au, www.mushclient.com
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Posted by Zeno   USA  (2,871 posts)  [Biography] bio
Date Reply #2 on Sun 08 Nov 2009 11:21 PM (UTC)
Message
Yep, latest version.

Zeno McDohl,
Owner of Bleached InuYasha Galaxy
http://www.biyg.org
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Posted by Nick Gammon   Australia  (22,975 posts)  [Biography] bio   Forum Administrator
Date Reply #3 on Mon 09 Nov 2009 01:38 AM (UTC)
Message
I suppose it depended what you did before you closed the worlds. AFAIK once Windows allocates a block of memory to the C runtime, it doesn't get it back, even if the program frees it up internally. I think that the C runtime gets blocks from the operating system (large blocks) and then breaks that into small chunks for the program to use. For the large block that the C runtime got to be freed (if there is provision for that, even) then every last piece of the smaller chunks, in the large block, would need to be freed.

I think most of the major memory leaks are gone, so memory usage shouldn't go up for no reason, but I don't think it goes down, either.

- Nick Gammon

www.gammon.com.au, www.mushclient.com
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Posted by Zeno   USA  (2,871 posts)  [Biography] bio
Date Reply #4 on Mon 09 Nov 2009 02:10 AM (UTC)
Message
I have MC open 24/7, but I also have Pidgin, Steam, Skype etc open 24/7 as well. Those don't use anywhere near as much Paged Pool mem and so I don't see why MC happens to be the only thing using so much.

Zeno McDohl,
Owner of Bleached InuYasha Galaxy
http://www.biyg.org
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Posted by Nick Gammon   Australia  (22,975 posts)  [Biography] bio   Forum Administrator
Date Reply #5 on Mon 09 Nov 2009 02:31 AM (UTC)
Message
Every line that is received from the MUD causes a new memory allocation to hold the line's data. If you have a large output buffer (thousands of lines) then that is a lot of memory allocations.

Other programs (eg. Skype) don't necessarily do large amounts of memory allocations.

The Info configuration tab reports how much memory it thinks a world is using. I would see if, before you close any worlds, the amount used for your lines is roughly the amount used for the client (allowing for the memory the client needs before it allocates a single line).

- Nick Gammon

www.gammon.com.au, www.mushclient.com
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Posted by David Haley   USA  (3,881 posts)  [Biography] bio
Date Reply #6 on Tue 10 Nov 2009 07:03 PM (UTC)
Message
Yes, you need to be looking at not what a program does, but how much a program keeps around. Things like Skype process far more memory than MUSHclient every second (when you're on a call) but that memory doesn't stick around, so it can have a relatively small buffer that is constantly being emptied and refilled. MUSHclient on the other hand keeps a lot of stuff lying around (esp. with large output buffers as Nick said) so things accumulate.

It's possible that the default memory management isn't very appropriate for MUSHclient's memory usage, and things are getting fragmented, requiring new block allocations even though there is nominally space free. But fixing this would require a fair bit of work on custom allocators etc. (assuming that this is even the problem in the first place). I imagine that MUSHclient makes a fairly large number of rapid allocations an deallocations as things enter and leave the output screen; this is an easy way to get fragmentation if the blocks are of different sizes.

David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone

http://david.the-haleys.org
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