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Re: Memory Leaks in OpenGL Implementation
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Re: Memory Leaks in OpenGL Implementation


  • Subject: Re: Memory Leaks in OpenGL Implementation
  • From: John Stiles <email@hidden>
  • Date: Tue, 7 Feb 2006 10:28:48 -0800

On Feb 7, 2006, at 9:42 AM, Shawn Erickson wrote:

On 2/7/06, Alexander Küken <email@hidden> wrote:
With my actual project i get this:

Those all look to be in initialization methods called from some place in GLUT. Likely those are just on time setup of items that are left to process termination to deallocate (or for some call of a GLUT shutdown function).

Do you see memory usage and leak reports growing over time when you
run your application? If not I wouldn't worry about it.

This is a pet peeve of mine; leak detection tools are useful, but they frequently confuse one-off allocations with a leak, because there's no easy way to differentiate the two. The theoretical "perfect allocator" would have a way for client code to specify that a certain block will not be freed but that it's not a leak. _______________________________________________
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References: 
 >Memory Leaks in OpenGL Implementation (From: Alexander Küken <email@hidden>)
 >Re: Memory Leaks in OpenGL Implementation (From: Shawn Erickson <email@hidden>)
 >Re: Memory Leaks in OpenGL Implementation (From: Alexander Küken <email@hidden>)
 >Re: Memory Leaks in OpenGL Implementation (From: Shawn Erickson <email@hidden>)

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