Re: [racket] debugging memory allocation

2014-11-17 Thread David Vanderson
For anyone interested, I've been able to make some progress in reducing GCs. As Jay suspected, there were no magic bullets. Just a lot of testing and changing code to remove intermediate lists. My strategy so far is to test each part of the code by changing the game to run only that code, an

Re: [racket] debugging memory allocation

2014-11-07 Thread Jay McCarthy
On Fri, Nov 7, 2014 at 11:43 PM, David Vanderson wrote: > On 11/07/2014 09:45 PM, Jay McCarthy wrote: >> >> Robby's advice of using backtrace can be useful. But it is pretty >> complicated to use, especially with an interactive application. If you >> go that route, you want to make an automated ve

Re: [racket] debugging memory allocation

2014-11-07 Thread David Vanderson
On 11/07/2014 09:45 PM, Jay McCarthy wrote: Robby's advice of using backtrace can be useful. But it is pretty complicated to use, especially with an interactive application. If you go that route, you want to make an automated version of your code. Another strategy is to put your model and your vi

Re: [racket] debugging memory allocation

2014-11-07 Thread Jay McCarthy
Robby's advice of using backtrace can be useful. But it is pretty complicated to use, especially with an interactive application. If you go that route, you want to make an automated version of your code. Another strategy is to put your model and your view in different threads, give them different c

Re: [racket] debugging memory allocation

2014-11-07 Thread Robby Findler
(Despite the fact that 'cool' appears in it twice Don't look at me for writing tips, apparently!) On Fri, Nov 7, 2014 at 7:45 PM, Matthias Felleisen wrote: > > On Nov 7, 2014, at 5:52 PM, Robby Findler wrote: > >> It would be really cool if someone were to build some cool memory >> performan

Re: [racket] debugging memory allocation

2014-11-07 Thread Matthias Felleisen
On Nov 7, 2014, at 5:52 PM, Robby Findler wrote: > It would be really cool if someone were to build some cool memory performance > debugging tools for Racket, tho. For people out there looking for a dissertation topic, this is a good line to start from. Racket Users li

Re: [racket] debugging memory allocation

2014-11-07 Thread Robby Findler
Unfortunately, it is hard to separate these things when you're running in DrRacket because DrRacket is doing lots of complicated things that foul your measurements. I think you can display interactive 3d snips outside of DrRacket. Just do this: #lang racket/gui (define f (new frame% [label ""]))

Re: [racket] debugging memory allocation

2014-11-07 Thread Neil Toronto
Please, someone answer this man! I need to do the same kind of debugging on Pict3D. One thing I've noticed from just dumping the result of (current-memory-use) to the terminal: sometimes memory use will repeatedly climb until there's a major GC, and sometimes minor GCs will be enough to keep

[racket] debugging memory allocation

2014-11-06 Thread David Vanderson
I'm having a UI problem in my game where major GCs cause noticeable, frequent pauses (every 5-15 seconds). Jay's advice was to control allocation. Minor GCs are no problem, and I'm okay with infrequent major GCs. Problem is I don't know how to go about tracking this down, and need advice.