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Examine memory usage for potential leaks #445
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@rolandbosa IIRC, some of |
@rolandbosa, thanks for the work, I made a few changes to your branch here (as well as adding |
Alright @rolandbosa, I have merged in your Thanks for the help! |
@hummeltech Oh, that merge was a surprise... I consider my branch still work in progress, and it had quite some junk in it. But now I see you just took the "good" parts and merged those. Thank you! I think the I don't know if I've mentioned this already, but I managed ("hacked" - definitely don't merge that ;-) ) to get So I started thinking of implementing some configurable recycling of the render threads, which might help to cut down on the overall memory usage; of course, at the cost of needing to reload the map style and fonts etc. Maybe with some tweak-able parameters to spread the cost of spinning up a render thread over N tiles, or M seconds, or both. I hope to get back to this when time allows... |
Haha, yes that's right, just the "best" parts of your I did try out your |
Hm, I can see this possibility for the fault: I tried to find a way to distinguish if a statistics thread was created or not by initializing the value of In either case, the statistics thread is also sitting in a hard These days, |
Thanks for the explanation, that sounds like it might be a good addition. The
Yes, there are a number of potential improvements that can be made,
You are correct that this did not exist for a very long time (and still does not in the latest release |
😳 ... and it's also present in my code base! I don't know what I was looking at when I wrote the comment above; consider it retracted. Thanks for pointing it out. |
@hummeltech I rewrote the shutdown code a little and hooked it into the signal handler. I have only done minimal testing on this, but feel free to take a look at "the good parts". I do get a message from
The above output is from spinning up
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Continuation of discussion started here: #181 (comment)_
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