Re: Memory manager question
Ivan Kolev <[email protected]> Thu, 02 Dec 2004 12:56:28 +0200
| Newsgroups | gmane.games.devel.general |
|---|---|
| Message-ID | <[email protected]> |
Hi, I'm developing a C/C++ library of debugging utilities, you can find it at http://www.ikolev.com/DebugTools After a few unsatisfactory solutions, I finally decided to keep all managed allocations in a splay tree. Whenever a deallocation request arrives, I search the tree for the specified pointer. The performance hit is so negligible, that I decided to keep the memory tracker in release code. Regards, Ivan > From: Carl Bevil <[email protected]> > To: [email protected] > Subject: [GD-General] Memory manager question > Reply-To: [email protected] > > I'm in the process of installing a memory manager into our code, mainly by overriding new and delete. One of the uncertainties I'm bumping up against is how to know if there are parts of our code that are not using the memory manager (allocating "unmanaged" memory). > > Has anyone come up with a good way of detecting "unmanaged" memory allocation? If not, anyone have tips on minimizing this possiblity? > > Thanks! > > Carl ------------------------------------------------------- SF email is sponsored by - The IT Product Guide Read honest & candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://productguide.itmanagersjournal.com/ _______________________________________________ Gamedevlists-general mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=557