[英]memory leak on game loop
我正在用javascript创建一个游戏,并且我的gameloop每30毫秒被调用一次,它会泄漏大量内存,因为任务管理器显示Firefox内存使用量在20秒内增加了400mb。 我不熟悉如何确保在javascript中收集内存。
function GameLoop(tick) {
move(player1.ship);
}
function Player(name) {
this.id = 0;
this.name = name;
this.ship = Ship(this);
}
function Ship(player) {
this.pos = [1024/2, 768/2];
this.vel = [0, 0];
this.angle = 0;
this.acc = 0;
this.thrust = 0;
this.west = 0;
this.east = 0;
this.turnRate = 5;
this.player = player;
this.size = [40, 40];
this.ship = canvas.rect(this.pos[0], this.pos[1], this.size[0], this.size[1]);
this.ship.attr("fill", "red");
return this;
}
function move(ship) {
var angle = ship.angle;
var max_speed = 20;
var acc_speed = 300;
var acc = 0;
if (ship.thrust) {
acc = 0.25 * acc_speed;
}
else { //slow down
if ((acc - (0.25 * acc_speed)) > 0) {
acc -= 0.25 * acc_speed;
}
else {
acc = 0;
}
}
var speedx = ship.vel[0] + acc * Math.sin(angle);
var speedy = ship.vel[1] - acc * Math.cos(angle);
var speed = Math.sqrt(Math.pow(speedx,2) + Math.pow(speedy,2));
var speedx = ship.vel[0] + acc;
var speedy = ship.vel[1] - acc;
var speed = speedx + speedy;
if (speed > max_speed) {
speedx = speedx / speed * max_speed;
speedy = speedy / speed * max_speed;
}
ship.vel = [speedx, speedy];
ship.pos = [ship.pos[0] + speedx * 0.25, ship.pos[1] + speedy * 0.25];
ship.ship.attr({x: ship.pos[0], y: ship.pos[1]});
ship.ship.rotate(angle);
ship.angle = 0;
delete this.thrust;
delete this.west;
delete this.east;
delete old_angle;
delete angle;
delete max_speed;
delete acc_speed;
delete acc;
delete speedx;
delete speedy;
delete speed;
return this;
}
var player1 = new Player("Player 1");
setInterval(GameLoop, 30);
好的,我注释掉了一些代码,并找到了令人反感的行
ship.ship.rotate(angle); 评论该行后,javascript正在使用4500K。 知道为什么这会导致问题吗?如果没有这段代码,如何仍然可以旋转对象?
我在您的代码段中看不到任何会泄漏内存的内容。
正如Eugen Rieck所指出的那样,Firefox(及其他)有时不执行GC和/或已分配的可用内存,直到他们真正有理由这样做为止。
您是否尝试过使用实际的内存分析工具来查看代码是否确实泄漏? 我不确定Firefox是否有一个,但Chrome中至少有一个。
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