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DarkBASIC Professional Discussion / So...Memory Leaks. Help me find a solution!

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Zep
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Posted: 21st Feb 2018 00:09
Quote: "LoL.. That's not the correct attitude if you want to continue getting help from people who are obviously more well versed that you.
"



I call em as I see em. He's not helped at all, to be honest. I would go so far as to say he's only posted nonsense so far unrelated to the issue.

I'm sure he's a smart cookie, but he's not helping here.
Mage
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Posted: 21st Feb 2018 00:13
Zep wrote: "Another idea has struck me. Maybe it is possible it is a DirectX version thing between XP and Other OSes.?

dx9 (for me on XP) compared to what you others have."


Yeah that's kind of what I'm getting at. Kind of.
Zep
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Posted: 21st Feb 2018 00:27 Edited at: 21st Feb 2018 00:28
My limited research says the Windows GDI does not use DirectX at all, it calls directly routines provided by the graphics driver. so texture windows and accelerated desktops don't fit into the issue, directX wise, that is.
Mage
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Posted: 21st Feb 2018 00:39 Edited at: 21st Feb 2018 00:43
Zep wrote: "I call em as I see em. He's not helped at all, to be honest. I would go so far as to say he's only posted nonsense so far unrelated to the issue."

I was the only person who posted an actual work around to the memory leak and provided a general explanation on why you are seeing different behavior.

Zep wrote: "I'm sure he's a smart cookie, but he's not helping here."

I am starting to think it was a mistake to try and help you. You don't seem to value anyone's time unless that person specifically hands you what you wanted.

Zep wrote: "My limited research says the Windows GDI does not use DirectX at all, it calls directly routines provided by the graphics driver. so texture windows and accelerated desktops don't fit into the issue, directX wise, that is."

Sure so getting back to what I was telling you. After Windows XP it's all on top of DWM which is a DirectX system. Which goes a long way to explain the behavior change. GDI probably resets something that DWM doesn't. It's probably down to the fact that DWM can render minimized windows.
https://en.wikipedia.org/wiki/Graphics_Device_Interface#Windows_Vista
Zep
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Posted: 21st Feb 2018 00:50
Quote: "I was the only person who posted an actual work around to the memory leak and provided a general explanation on why you are seeing different behavior.
"


No you didn't. You thought by some stretch of your imagination I needed a solution to the make camera/delete camera thing.

My snippit was just to expose the leak (or any leak, really) and to find a way to free that memory. You posted a solution to a problem that didn't exist for me.




Zep
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Posted: 21st Feb 2018 01:09
So let's take the make camera/delete camera off the table for a moment.

When my current project hits the sync, my project (with no memory leaks) shows 30MB used in task manager, again, I have no leaks.

When I minimize the window, memory usage goes down to 4MB.

When I restore the window, memory used stays at 4MB, it never increases back to the original 30MB, it stays at 4MB.


Mage
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Posted: 21st Feb 2018 01:10 Edited at: 21st Feb 2018 01:17
By all means be the judge of what is helpful and what isn't however see my side of this.

You called this thread "So...Memory Leaks. Help me find a solution!"

Then you explained what you were trying to do here:
Zep wrote: "So, if we can find another DBP command that does the same thing without minimizing/restoring the window...."

See you you trailed off there and left your intentions up to interpretation. So of course the most obvious thing is to think you need help fixing a memory leak. To that end I gave you a solution and an explanation for your mentioned observations.

Zep wrote: "You thought by some stretch of your imagination I needed a solution to the make camera/delete camera thing."

All I did was read what you wrote.

So this is not what you were getting at. Fair enough.
At this point I can merely as a side statement the point of all of this. It's a bug for which there is a work around, and even if you found what you were looking for it won't fix other memory leaks. If it was going to be patched then that's one thing, but it isn't. Maybe you think differently on that point, that's okay.
Zep
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Posted: 21st Feb 2018 01:15
Now, other things may be leaking that initial memory I am not aware of as my program sets up (making meshes, deleting meshes, setting vertex data, objects, texture loads etc...). but memory used remains constant at 30mb at the first sync.

When I do the min/res, memory used remains constant at 4MB. and the project still function as normal, but with an 80% saving in memory used.
Zep
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Posted: 21st Feb 2018 01:17
Quote: "At this point I can merely as a side statement the point of all of this. It's a bug for which there is a work around, and even if you found what you were looking for it won't fix other memory leaks. "



Ah..but it does free other memory

Quote: "So let's take the make camera/delete camera off the table for a moment.

When my current project hits the sync, my project (with no memory leaks) shows 30MB used in task manager, again, I have no leaks.

When I minimize the window, memory usage goes down to 4MB.

When I restore the window, memory used stays at 4MB, it never increases back to the original 30MB, it stays at 4MB."
Zep
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Posted: 21st Feb 2018 01:21
Also, in my project, I do not make or delete any cameras.
Mage
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Posted: 21st Feb 2018 01:22 Edited at: 21st Feb 2018 01:25
Zep wrote: "Ah..but it does free other memory"

Other memory leaks. If it does that's great.

I'm bowing out of this people. Hope you enjoyed the show. Zep it's been an interesting time. Thanks for the chat. Good luck, be well
Stab in the Dark software
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Posted: 21st Feb 2018 01:24
I still say its a lost device.
The coffee is lovely dark and deep,and I have code to write before I sleep.
Zep
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Posted: 21st Feb 2018 01:28
Quote: "I still say its a lost device.
"



I thought there was a dbp command that checked for that, but I can't find it at the moment.
James H
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Posted: 21st Feb 2018 01:51 Edited at: 21st Feb 2018 03:05
It's part of Stab's plugin, the one I mentioned previously. It's entirely possible I have misunderstood the demo as I have only been through it briefly but I couldn't get it to tell me the device was lost by deleting a camera. I also called mm_gpuavailablememory() in the main loop by accident, got a memory leak.

Quote: "Hope you enjoyed the show"

Indeed
Win 7 Pro 64 bit SP1, AMD A4-5300 APU 3.4GHz, 8GB DDR3, NVidia GeForce GTX 750 1GB GDDR5, ASUS A55BM-E
Zep
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Posted: 21st Feb 2018 01:55
Quote: "Other memory leaks. If it does that's great.

I'm bowing out of this people. "


Yes, other memory leaks. You suggested the min/res thing only worked on make/delete camera. Just showing you you were wrong.

If you hadn't gotten yourself all worked up about the make camera / delete camera thing...Ah well. Cheers!
Zep
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Posted: 21st Feb 2018 02:02
So, the only DLL I'm loading is d3d_func for the text features.

it sucks up about 10mb just using d3d_init

min res trick works and returns 80% of the memory, and all the text functions still work.

I also have a call to kernel32 to load a custom TTF font.

other than that, just the regular things dbp loads on startup.

Mage
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Posted: 21st Feb 2018 02:43
See now you are provoking me. I was happy to gracefully bow out and leave you to your pursuits. Instead you went out of your way lie about what was said and to insult me again.

Zep wrote: "Yes, other memory leaks. You suggested the min/res thing only worked on make/delete camera. Just showing you you were wrong."

Ah yes the part where I suggested the fix you are looking for won't fix other memory leaks, and you responded saying it releases other memory but no other memory leaks were tested or involved.
So when I "suggested the min/res thing only worked on make/delete camera." and when you didn't show anything to the contrary that meant the jury is still out on that issue.

Now I will admit my original claim was a tad bit hyperbolic. It's possible physically speaking you might find another similar leak. However my statement was more to the fact that this won't be some cure all for memory leaks and will most likely only affect this one.

Zep wrote: "If you hadn't gotten yourself all worked up about the make camera / delete camera thing...Ah well. Cheers! "

You're the one with several people suggesting that you have an attitude problem. I think I have treated you very well considering this.

Zep
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Posted: 21st Feb 2018 02:51
Quote: "Ah yes the part where I suggested the fix you are looking for won't fix other memory leaks, and you responded saying it releases other memory but no other memory leaks were tested or involved.
"


Would be nice for you had I said that, but I never said that.

Quote: "
You're the one with several people suggesting that you have an attitude problem."


I don't put much stock in drive by, one off comments. Some folks just like to throw in their 2 cents whether they have read and understood the thread or not.
Zep
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Posted: 21st Feb 2018 02:56
There are all types of memory leaks in DBP or Plug-ins.

Now, maybe they aren't as bad as the make/delete camera one, but there are leaks. Just not all leaks constantly leak memory. Only during init, or when doing a specific action.

Mage
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Posted: 21st Feb 2018 02:57
Zep wrote: "Quote: "At this point I can merely as a side statement the point of all of this. It's a bug for which there is a work around, and even if you found what you were looking for it won't fix other memory leaks. "



Ah..but it does free other memory "
Zep
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Posted: 21st Feb 2018 03:02
And BTW Mage, In the very first post I said.

Quote: "I was testing some new code and an important email came in, I minimized the test to check the email

Before I minimized the DBP Window, I was at 30MB memory used. (Ortu got me freaked out about mem leaks so I always check! )

After restoring the window...imagine my surprise when I was at 4MB memory used! Ran about my level and it didn't grow back up to the initial 30MB, it stayed at round 4MB....
"
Stab in the Dark software
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Posted: 22nd Feb 2018 00:11
@ZEP
I still say all you are doing is creating a lost device and you have not proved that you have not lost the device.
Instead of trying to diagnose what is happening when the window minimizes go into the DBPro source
and solve the memory leak.
The coffee is lovely dark and deep,and I have code to write before I sleep.
Zep
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Posted: 22nd Feb 2018 00:17
Quote: "@ZEP
I still say all you are doing is creating a lost device and you have not proved that you have not lost the device."


Don't need to prove it. I know what lost device does to a dbp program. I do not experience any of those symptoms. (not yet anway)

I can lose the device with a simple set display mode after my setup and loading/texturing objects and whatnot. Then all hell breaks loose.
Green Gandalf
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Posted: 22nd Feb 2018 18:16
Not quite sure what Stab In The Dark is getting at, but what sort of devices can be lost in this way? The familiar lost device when you use set display mode is one, are there others that you are not using and which get set up by default so you don’t notice that they have been lost?
Zep
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Posted: 22nd Feb 2018 23:03 Edited at: 22nd Feb 2018 23:04
Quote: "but what sort of devices can be lost in this way? "


If a tree falls in the woods and no one is around to hear it, does it make a sound?

If I lose a device I'm not using, did I really lose anything?

But seriously, in my project.

I create about 600 objects currently.
I load and use textures.
I load objects, X,DBO and 3DS (Animated and Unanimated)
I use the create mesh and vertex commands.
I load and use sounds for effects.
I load and play music.
I load a plugin for text (d3d)
I call a function in a system DLL.

Everything continues to work after I min/res, so I don't know what he's on about either.
WickedX
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Posted: 23rd Feb 2018 02:00
It seems I remember this behavior with Windows XP. This is just a shot in the dark (NPI). Could it be the DBPro compiled program loads a copy of the windows dll's, instead of using a shared copy? Once you minimize the window, the resources are released in favor of the shared dll's.
Zep
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Posted: 23rd Feb 2018 03:40
Quote: "Could it be the DBPro compiled program loads a copy of the windows dll's, instead of using a shared copy?"


I have no idea. I've searched "minimize window" in the extremely bad Search function they have here and
I've seen some posts where, in the early days of DBP, the device was lost on a minimize operation.
TGC (I think I read) blamed it on DX at the time...but they ended up fixing it, eventually.
Zep
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Posted: 23rd Feb 2018 03:44
Unrelated, but, is this mythical "Code Base" still around somewhere? While searching, i'll see some posts that say "Here it is, i'll put it in the code base" but there is no link to "code base"
Green Gandalf
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Posted: 23rd Feb 2018 11:52
Zep
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Posted: 23rd Feb 2018 12:20
Quote: "Have you seen

http://forum.thegamecreators.com/board/6

?"


Yes. But by the sounds of it..."code base" was a little more advanced, with tuts, dlls, example apps and the like.
Green Gandalf
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Posted: 23rd Feb 2018 15:55 Edited at: 23rd Feb 2018 16:21
It was . Shame it’s original format was lost.

Edit: Oops! It wasn’t lost - see next post from Ortu.
Ortu
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Posted: 23rd Feb 2018 16:02 Edited at: 23rd Feb 2018 16:05
Try this

https://www.thegamecreators.com/codebase
http://games.joshkirklin.com/sulium

A single player RPG featuring a branching, player driven storyline of meaningful choices and multiple endings alongside challenging active combat and intelligent AI.
Green Gandalf
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Posted: 23rd Feb 2018 16:15
Thanks. I never think to check the drop-down menus on the main tgc page .
Ortu
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Posted: 23rd Feb 2018 16:28
Yeah... I tried to find it in the drop down of the forum home page and found nothing, I didn't think to check the tgc page and actually just found that link on the googles.
http://games.joshkirklin.com/sulium

A single player RPG featuring a branching, player driven storyline of meaningful choices and multiple endings alongside challenging active combat and intelligent AI.
Zep
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Posted: 23rd Feb 2018 22:00
Quote: "Try this

https://www.thegamecreators.com/codebase"


Thanks for that. I'll have to start digging through it.
Chris Tate
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Posted: 24th Feb 2018 06:41 Edited at: 24th Feb 2018 06:42
I frequented the codebase and found its comparison to advanced Google searching, TGC forum search, Code Snippets forum and the Code Corner to be undesirable because of a terribly high proportion of irrelevant, poor, unmoderated coding in the code base query results.

sman512
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Posted: 24th Feb 2018 06:51
I have tested this problem, and it exists only in the old version of the dark basic professional. When I take the file cameradebug.dll from the source library of dbpro, the memory leaks have disappeared. Tested in some of my applications and everything worked fine, but I do not know how it will work for the rest. = / ps. I did not even know about memory leaks until I saw this thread. =) Thanks!
GS
sman512
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Posted: 24th Feb 2018 06:54
Forgot to attach the file to the message so you do not have to search, so here it is.
GS

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Zep
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Posted: 24th Feb 2018 07:03
Quote: "Forgot to attach the file to the message so you do not have to search, so here it is.
"


You pulled this from the Lee's repository on Github?
Zep
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Posted: 24th Feb 2018 07:03 Edited at: 24th Feb 2018 07:04
Edit: Removed Double Post
Zep
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Posted: 24th Feb 2018 08:15 Edited at: 24th Feb 2018 09:21
Give it a try, Ortu!

Quote: "I have tested this problem, and it exists only in the old version of the dark basic professional. "


Well, I'll be damned!

That DLL does stop the make camera/delete camera memory leak.

I also downloaded the one from the github repository, It also stops the leak.

Give it a try, Ortu!

Now I'm wondering...what the hell version did I download. I know it was pre-packaged by a user here and was supposed to be 7.061...
Zep
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Posted: 24th Feb 2018 08:17
If you want it from github, here's the DLL

https://github.com/TheGameCreators/Dark-Basic-Pro/blob/Initial-Files/Install/Compiler/plugins/DBProCameraDebug.dll
Zep
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Posted: 24th Feb 2018 08:25
Quote: "I have tested this problem, and it exists only in the old version of the dark basic professional. When I take the file cameradebug.dll from the source library of dbpro, the memory leaks have disappeared. Tested in some of my applications and everything worked fine, but I do not know how it will work for the rest. = / ps. I did not even know about memory leaks until I saw this thread. =) Thanks!
"



Hey sman512,

Thanks for that, one problem solved!
Zep
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Posted: 24th Feb 2018 08:40 Edited at: 24th Feb 2018 08:46
So maybe, there were some changes made AFTER RC 7 and then Updated and uploaded to the Github?

I'm gonna fork off my DBPRO folder and download and replace the rest of the DLLs with the ones on github.

Because I updated to RC7 (in a different folder fork) and I still had that memory leak with the make/delete camera.

Curiouser and Curiouser...
Zep
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Posted: 24th Feb 2018 09:25
Apparently, we're all using old S#!T.

Since everyone (besides sman) confirmed the camera leak.

I'd like to see what you windows Vista to Win 10 guys experience after replacing that DLL.
James H
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Posted: 24th Feb 2018 12:07
Yes it does sort the leak out, even advanced lighting both old and mrt seem to work fine.
Honestly don't know what would be a thorough test to see how stable it is with u7.7rc7
You seem to be mixing versions up so to speak and I'm not talking about the dll files. U7.7rc7 is the latest, that is why it is stickied on this board, it is just that when Lee does these bug fixes for upgrades, he usually messed something else up. U7.5 supposedly had the fix, haven't tested or intend to, but chances are you could take same dll from that and get same results. From what I recall, when they made GameGuru they started out by going back to an older upgrade of dbp and rebuilt the language from there to suit the needs of GameGuru. It's that version that is open source, it is version u7.1 if you have it installed check the version info out from the editor, I think he updates it from time to time, not sure. U7.7rcX shows up as 1.077 in the editor and u7.1 shows up as 1.071, smaller the numbers the older the version. Ultimately the GameGuru 1.071 (u7.1) version is a different flavour of dbp altogether. When I last checked it out stuff was broke or missing that I was used to having, it's so long ago I don't recall, but plugins was an issue, I think it was a case of some stuff required specific upgrades later than u7.1 such as dark physics for example needs u7.6, and blitz terrain to, pretty sure there are more. So I suppose by "latest" yeah if you don't mind losing out on some stuff after u7.1, but we've all known we are using old stuff for erm quite a few years now lol!
Win 7 Pro 64 bit SP1, AMD A4-5300 APU 3.4GHz, 8GB DDR3, NVidia GeForce GTX 750 1GB GDDR5, ASUS A55BM-E
sman512
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Posted: 24th Feb 2018 14:10

Quote: "You pulled this from the Lee's repository on Github?"

Yes, it is from github Zep.
Quote: "I'm gonna fork off my DBPRO folder and download and replace the rest of the DLLs with the ones on github."

I would not advise doing this, problems with compatibility with plug-ins may start.
GS
Ortu
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Posted: 24th Feb 2018 14:51
awesome find sman512, I will give it a try later today
http://games.joshkirklin.com/sulium

A single player RPG featuring a branching, player driven storyline of meaningful choices and multiple endings alongside challenging active combat and intelligent AI.
Zep
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Posted: 24th Feb 2018 15:56
Quote: "So I suppose by "latest" yeah if you don't mind losing out on some stuff after u7.1, but we've all known we are using old stuff for erm quite a few years now lol!"


Yeah, it's weird. If RC7 was supposed to be the latest and greatest... what is going on here?

Why this one DLL removes the make/delete camera leak? Unless it's the old 6.5 that fixed it initially?

And who's to say, because 4 different DLLs all have the same version # according to the DLL properties.


Ortu
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Posted: 24th Feb 2018 16:26
This dll is from the open source version which is technically newer than u77, but it is a separate branch of dbpro created for game guru and is not an official update for dbpro. While the open source version fixes some things, and makes improvements to the compiler, it broke other things including compatibility with a number of plugins.

Lee ended up dropping development of that version and moved game guru fully over to c++ it was eventually posted to github as is, so your money with it may vary
http://games.joshkirklin.com/sulium

A single player RPG featuring a branching, player driven storyline of meaningful choices and multiple endings alongside challenging active combat and intelligent AI.

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