Memory Tracking

[email protected] Thu, 05 Apr 2007 22:23:43 +0000
Newsgroups gmane.games.devel.windows
Message-ID <040520072223.27699.461576EF000CD6D600006C3322165514069C0E079D0E039C0E04D290@comcast.net>
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Hi everyone,

(If you've seen this on: [email protected], please ig=
nore)

I was curious if there is a way, on Windows, to track memory allocations,=
 particularly third party DLL allocations? For example, in a Windows appl=
ication I am working on, during load time it says that the total Private =
Bytes is 100MB (using perfmon) about 10 seconds after load time. For allo=
cations I am doing myself, it would be simply to funnel all allocations t=
o a debug allocator, which I've done and that's accounted for 30MB in pri=
vate bytes. Where is the other 70MB? I've tried a few software solutions:=
 AQTime, Glowcode, Memory Validator, and umdh.=20

AQTime - most promising, actually shows how much each DLL takes (commited=
/reserved bytes, but I cannot verify the numbers.). It's however very slo=
w.
Glowcode - did not work at all. even simple memory leaks.
Memory Validator - also promising, but did not do what I needed it to do.
umdh - Microsoft tool. only tracks heap allocations, does not track DX/OG=
L allocations.

For code solutions, I've implemented stack tracing that works, and I trie=
d using HeapWalk to see if I can see allocations, but using a simple dire=
ctx test where I call CreateTexture a whole bunch of times, umdh did not =
detect the texture memory allocated, even though Private Bytes increased =
by the correct size. A few nice people from the sweng-gamedev list (Chad =
Austin, Andy O'Neil) have shown me:

-MS Detours
-fixing the IAT

If anyone has any other solutions on this, it would be very much apprecia=
ted. :)

-Vermont Lasmarias
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<html><body>
<DIV>
<DIV>Hi everyone,</DIV>
<DIV>&nbsp;</DIV>
<DIV>(If you've seen this on: <A href=3D"mailto:[email protected]=
ghtryder.com">[email protected]</A>, please ignore)</=
DIV>
<DIV>&nbsp;</DIV>
<DIV>I was curious if there is a way, on Windows, to track memory allocat=
ions, particularly&nbsp;third party DLL allocations? For example, in a Wi=
ndows&nbsp;application I am working on, during load time it says that the=
 total Private Bytes is 100MB (using perfmon) about 10 seconds after load=
 time. For allocations I am doing myself, it would be simply to funnel al=
l allocations to a debug allocator, which I've done and that's accounted =
for 30MB in private bytes. Where&nbsp;is the other 70MB? I've tried a few=
 software solutions: AQTime, Glowcode, Memory Validator, and umdh. </DIV>
<DIV>&nbsp;</DIV>
<DIV>AQTime - most promising, actually shows how much each DLL takes (com=
mited/reserved bytes, but I cannot verify the numbers.). It's however ver=
y slow.</DIV>
<DIV>Glowcode - did not work at all. even simple memory leaks.</DIV>
<DIV>Memory Validator - also promising, but did not do what I needed it t=
o do.</DIV>
<DIV>umdh - Microsoft tool. only tracks heap allocations, does not track =
DX/OGL allocations.</DIV>
<DIV>&nbsp;</DIV>
<DIV>For code solutions, I've implemented stack tracing that works, and I=
 tried using HeapWalk to see if I can see allocations, but using a simple=
 directx test where I call CreateTexture a whole bunch of times, umdh did=
 not detect the texture memory allocated, even though Private Bytes incre=
ased by the correct size. A few nice people from the sweng-gamedev list&n=
bsp;(Chad Austin, Andy O'Neil) have shown me:</DIV>
<DIV>&nbsp;</DIV>
<DIV>-MS Detours</DIV>
<DIV>-fixing the IAT</DIV>
<DIV>&nbsp;</DIV>
<DIV>If anyone has any other solutions on this, it would be very much app=
reciated. :)</DIV>
<DIV>&nbsp;</DIV>
<DIV>-Vermont Lasmarias</DIV></DIV></body></html>

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