Timeline for Memory accumulation in monogame. ‘Dispose’ and ‘Unload’ aren’t working
Current License: CC BY-SA 3.0
11 events
when toggle format | what | by | license | comment | |
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Mar 2, 2018 at 8:32 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Jan 30, 2018 at 8:51 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Dec 23, 2017 at 18:52 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Nov 23, 2017 at 3:47 | answer | added | Brent | timeline score: 1 | |
Nov 22, 2017 at 8:43 | comment | added | Joel |
is the only change moving to another version, or are there related code changes? for debugging, you can try GC.Collect () after you unload/dispose to see if the memory clears. if not, then the objects likely still have references somewhere.
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Nov 22, 2017 at 0:53 | comment | added | craftworkgames | This is quite a tricky question to answer. You'll probably need to do some reading on what causes memory issues in C# and consider using a memory profiler | |
Nov 21, 2017 at 20:13 | comment | added | Brent | Unload is in fact being called and every area in the game has it's own content manager that I'm utilizing. | |
Nov 21, 2017 at 19:42 | history | edited | user1430 | CC BY-SA 3.0 |
added 50 characters in body
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Nov 21, 2017 at 19:20 | comment | added | Bálint | I think UnloadContent only gets called at the end of the game if this is the method from the main class. You need to dispose of content elsewhere too if you don't want it to increase constantly. | |
Nov 21, 2017 at 19:17 | review | First posts | |||
Nov 22, 2017 at 13:19 | |||||
Nov 21, 2017 at 19:14 | history | asked | Brent | CC BY-SA 3.0 |