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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0018708||GameMaker Runner||[All Projects] Functions||Public||2015-08-19 14:13||2016-06-02 10:13|
|Assigned To||Russell Kay|
|Priority||High||Severity||B - Major||Reproducibility||100%|
|Summary||0018708: Functions: draw_getpixel(0,0) = instant memory leak|
|Description||So I was looking for a memory leak and I found it...|
var color = draw_getpixel(mouse_x, mouse_y);
var color = draw_getpixel(0, 0);
color = draw_getpixel(0, 0);
I made an attempt to reset the variable with:
color = 0;
I tried to put the draw_getpixel() into an if / then statement instead.
Its all still a memory leak. Instead of spending more time, I just made a new project, put 1 thing in the room with:
Then I watched the memory go up and up. I see the help file says it should be used sparingly
With GameMaker being around so long, surely someone else noticed this.
Am I just not using draw_getpixel properly?
To add some additional information, no matter if its in step or draw, it always makes a memory leak.
Even when the instance is destroyed, it doesn't restore the memory.
I made a new project again to see if I could make the same error I did last night and I did.
- new project
- new room
- new object
- draw_setpixel(0,0); in step (or draw) event
- add object into the room
- run in debug mode
Here's a link to the thread:
|Steps To Reproduce||1) Run the attached project in debugger mode and watch the memory usage rise|
|Additional Information||Original helpdesk ticket: http://help.yoyogames.com/tickets/89917 [^]|
|Attached Files||MemoryLeak.gmz [^] (6,801 bytes) 2015-08-19 14:13|
Russell Kay (Manager)
|Fixed in gitlab bf9ffe1|
Daniel Cleaton (Administrator)
|Verifying in EA478. Closing. Fix will be in next EA/Beta releases.|
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