Chapter 3.7 Memory and I/O Systems. 2 Memory Management Only applies to languages with explicit...

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Chapter 3.7 Memory and I/O Systems
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Transcript of Chapter 3.7 Memory and I/O Systems. 2 Memory Management Only applies to languages with explicit...

Page 1: Chapter 3.7 Memory and I/O Systems. 2 Memory Management Only applies to languages with explicit memory management (C or C++) Memory problems are one of.

Chapter 3.7Memory and I/O Systems

Page 2: Chapter 3.7 Memory and I/O Systems. 2 Memory Management Only applies to languages with explicit memory management (C or C++) Memory problems are one of.

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Memory Management

Only applies to languages with explicit memory management (C or C++)

Memory problems are one of the leading causes of bugs in programs

Page 3: Chapter 3.7 Memory and I/O Systems. 2 Memory Management Only applies to languages with explicit memory management (C or C++) Memory problems are one of.

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Memory Management

We have three goals when working with memory Safety Knowledge Control

Page 4: Chapter 3.7 Memory and I/O Systems. 2 Memory Management Only applies to languages with explicit memory management (C or C++) Memory problems are one of.

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Memory Management

Memory fragmentation Free physical memory is only available

in small sections Can prevent an allocation from

completing successfully even if there's plenty of free memory

Virtual addressing will greatly help with fragmentation problems

Page 5: Chapter 3.7 Memory and I/O Systems. 2 Memory Management Only applies to languages with explicit memory management (C or C++) Memory problems are one of.

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Memory Management

Virtual addressingVir tu a l

Ad d r es s T ab le

Blo c k 2

Blo c k 4

Blo c k 3

Blo c k 5

Blo c k 1

P h y s ic a l M em o r y

Blo c k 1

Blo c k 4

Vir tu a lM em o r y View

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Memory Management

Static memory allocation If all memory is statically allocated

there will be very few problems Leaks Fragmentation Running out of memory

Very restrictive Lots of wasted memory Old games used to be done this way

Page 7: Chapter 3.7 Memory and I/O Systems. 2 Memory Management Only applies to languages with explicit memory management (C or C++) Memory problems are one of.

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Memory Management

Dynamic allocation Much more flexible than static

allocations Lots of potential problems Need to override global new and

delete to take control over allocations

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Memory Management

Memory manager Heaps are collections of memory

allocations Override class-specific operator new

and delete to assign classes to heaps We can add some simple error-

checking schemes to prevent memory overrun problems

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Memory Management

Memory leaks A memory leak is a memory allocation

that is no longer necessary and was not released by the program

Memory leaks can cause the game to use up resources and run out of memory

To find all memory leaks, we look for all the allocations that occurred between two particular points in time

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Memory Management

Memory pools Memory pools are contiguous blocks of

memory used to allocate objects Allocations are extremely fast There is no fragmentation They will usually have some unused

space We can allocate objects from specific

classes with a simple macro

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Memory Management

Memory pools

E m p ty b lo c kE m p ty b lo c k h ead erBlo c k w ith d a ta

a b c

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File I/O

Sometimes full file I/O not available on all platforms

Different ways of accessing different devices Memory cards, network, etc

Usually have no control over physical disk allocation Which can lead to long load times

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File I/O

Unified file system Platform independent Provide same interface to different

types of media Based around FileSystem class

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File I/O

File system Uses concept of streams Stream can be the source of data Possible sources

File, memory, network Or it can be a layer that adds some

properties Possible layers

Buffering, compression, range, etc

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File I/O

File system

B uffe r ingL aye rF ile So urc e

D ataS tre am

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Game Resources

A game resource (or asset) is anything that gets loaded that could be shared by several parts of the game A texture, an animation, a sound, etc

We want to load and share resources easily

There will be many different types of resources in a game

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Game Resources

Resource manager Uses registering object factory pattern Can register different types of

resources All resource creation goes through the

resource manager Any requests for existing resources

don't load it again

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Game Resources

Resource lifetime If resources are shared, how do we

know when we can destroy them? All at once At the end of the level

Explicit lifetime management Reference counting

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Game Resources

Resources and instances Resource is the part of the asset that

can be shared among all parts of the game

Instance is the unique data that each part of the game needs to keep

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Serialization

Every game needs to save and restore some game state Even for check point saves

Level editing and creation could be implemented as a saved game

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Serialization

Saving ISerializable interface for Read and

Write operations Each class implements the Write()

function Saving pointers is a problem

They won't be the same when we load Save raw pointers to other objects

Translate them later

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Serialization

Loading Create object types through an object

factory Read() function takes care of loading

the data from the stream Pointers are loaded into a translation

table Second pass fixes up all the pointers