![]() I have my own definition of leak, I think this is more general, including "memory leak" defined in other programming languages as well. As GUI handles certain object initialization by default, (for arrays index and ), it does technically leak once if you create for example a unit group for the first time and so overwrite the initialy created group, without having destroyed it.(code that runs periodicly or is called very often is most important) If it's increasing very fast and continuously, you might check your triggers again. Just watch the memory usage of WC3 while running the map. An indicator for major leaks might be noticed in task manager.Highly inefficient coding may also result in lags for example. ![]() Lags are not necessarily a proof for leaks.Don't worry if it's a only a few seconds - it might also be the normal memory usage your map needs. If the black screen freezes after game-end it may be an indicator for huge amount of leaks.Source: Automatic Memory Leak Destroyer - So 10'000 locations take up ~1/3 GB, which is definitely a concern. Group: 0.62 KB + 0.040 KB for each unit in the group.
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