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Lua metatable Objects cannot be purge from memory?

开发者 https://www.devze.com 2022-12-28 18:11 出处:网络
I\'m using a proprietary platform that reported memory usage in realtime on screen. I decided to use a Class.lua I found on http://lua-users.org/wiki/SimpleLuaClasses

I'm using a proprietary platform that reported memory usage in realtime on screen. I decided to use a Class.lua I found on http://lua-users.org/wiki/SimpleLuaClasses

However, I noticed memory issues when purging object created by this using a simple Account class. Specifically, I would start with say 146k of memory used, create 1000 objects of a class that just holds an integer instance variable and store each object into a table. The memory used is now 300k

I would then exit, iterating through the table and setting each element in the table to nil. But would never get back the 146k, usually after this I am left using 210k or something similar. If I run the load sequence again during the same session, it does not exceed 300k so it is not a memory leak.

I have tried creating 1000 integers in a table and setting these to nil, which does give me back 146k.

In addition I've tried a simpler class file (Account2.lua) that doesn't rely on a class.lua. This still incurs memory fragmentation but not as much as the one that uses Class.lua

Can anybody explain what is going on here? How can I purge these objects and get back the memory?

here is the code --------Class.lua------


-- class.lua
-- Compatible with Lua 5.1 (not 5.0).
--http://lua-users.org/wiki/SimpleLuaClasses
function class(base,ctor)
  local c = {}     -- a new class instance
  if not ctor and type(base) == 'function' then
      ctor = base
      base = nil
  elseif type(base) == 'table' then
   -- our new class is a shallow copy of the base class!
      for i,v in pairs(base) do
          c[i] = v
      end
      c._base = base
  end
  -- the class will be the metatable for all its objects,
  -- and they will look up their methods in it.
  c.__index = c

  -- expose a ctor which can be called by ()
  local mt = {}
  mt.__call = function(class_tbl,...)
    local obj = {}
    setmetatable(obj,c)
    if ctor then
       ctor(obj,...)
    else 
    -- make sure that any stuff from the base class is initialized!
       if base and base.init then
         base.init(obj,...)
       end
    end
    return obj
  end
  c.init = ctor
  c.instanceOf = function(self,klass)
      local m = getmetatable(self)
      while m do 
         if m == klass then return true end
         m = m._base
      end
      return false
    end
  setmetatable(c,mt)
  return c
end

--------Account.lua------


--Import Class template
require 'class'
local classname = "Account" 
    --Declare class Constructor
    Account = class(function(acc,balance)
    --Instance variables declared here.
         if(balance ~= nil)then
                     acc.balance = balance
                    else
                     --default value
                     acc.balance = 2097
                    end
                    acc.classname = classname
                 end)

--------Account2.lua------


local account2 = {}

account2.classname  = "unnamed"
account2.balance  = 2097

-----------Constructor 1
do
 local metatable = {
  __index = account2;
 }

 function Account2()
  return setmetatable({}, metatable);
 end
end

--------Main.lua------


require 'Account'
require 'Account2'

MAX_OBJ    = 5000;
test_value = 1000;
Obj_Table = {};
MODE_ACC0 = 0 --integers
MODE_ACC1 = 1 --Account
MODE_ACC2 = 2 --Account2
TEST_MODE = MODE_ACC0;

Lua_mem = 0;

function Load()
 for i=1, MAX_OBJ do
    if(TEST_MODE == MODE_ACC0 )then
        table.insert(Obj_Table, test_value);

    elseif(TEST_MODE == MODE_ACC1 )then
         table.insert(Obj_Table, Account(test_value)); --Account.lua

    elseif(TEST_MODE == MODE_ACC2 )then
         table.insert(Obj_Table, Account2()); --Account2.lua
        Obj_Table[i].balance = test_value;
    end
 end
end

function Purge()
    --metatable purge
    if(TEST_MODE ~= MODE_ACC0)then
      --purge stage 0: 
      print("set each elements metatable to nil")
      for i=1, MAX_OBJ do
        setmetatable(Obj_Table[i], nil);
      end
    end 

    --purge stage 1: 
    print("set table element to nil")
    for i=1, MAX_OBJ do
      Obj_Table[i] = nil;
    end 

    --purge stage 2: 
    print("start table.remove...");
    for i=1, MAX_OBJ do
    table.remove(Obj_Table, i);
    end 
    print("...end table.remove");

    --purge stage 3: 
    print("create new object_table {}");
    Obj_Table= {};

    --purge stage 4: 
    print("collectgarbage('collect')");
    collectgarbage('collect');


end

--Loop callback, called every tick
function OnUpdate()
   Lua_mem = collectgarbage('count');
   collect开发者_如何转开发garbage('collect');
end
--Loop rendering callback

function OnRender()
   DrawText(Lua_mem );
end
-------------------
--NOTE:
--code starts in idle awaiting input from user
--On first input, runs Load(), on exit runs Purge()
--Where DrawText() draws the string parameter passed, to screen.

--Update I've updated the code with suggestions from comments below, and will post my findings later today.


--Update 2 Well I've tried the above code, and it does seem collectgarbage("count") reports lua giving me back all the memory in all three scenarios. Here are my results for collectgarbage('count')

ACC0 - On start: 25.567K used - On Load: 89.334K used - On Purge: 25.567K used

ACC1 - On start: 25.567K used - On Load: 440.567k used - On Purge: 25.567K used

ACC2 - On start: 25.327K used - On Load: 245.34K used - On Purge: 25.327K used


You need to force the garbage collector to reclaim the memory (see collectgarbage("collect")).


Main.lua:


    --purge stage 0: 
    print("set each elements metatable to nil")
    for i=1, MAX_OBJ do
        setmetatable(Obj_Table[i], nil);
    end

According to the documentation of Lua you can not reset a tables metatable by trying to set it to nil. It just equals the function getmetatable(). So the objects keep being linked.


Most dynamic languages don't really release memory back to system, but keep it ready for future allocations instead. Try to create some objects after Lua reported memory decrease - Lua should use this freed memory it kept to yourself and platform memory consumption won't increase.

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