[squeak-dev] Profiling .image space??

Bob Arning arning315 at comcast.net
Mon Jan 28 04:21:22 UTC 2013


That amount seems like it might be the morph files themselves. Try 
something like

PointerFinder on: (ByteArray allInstances detect: [ :e | e size > 
1000000]) "make number big enough to get one of the new guys"

Cheers,
Bob

On 1/27/13 8:39 PM, Jim Rosenberg wrote:
> --On Sunday, January 27, 2013 19:03:44 -0500 "David T. Lewis" 
> <lewis at mail.msen.com> wrote:
>
>>> Squeak 4.3 won't load projects saved under 3.8 without conversion.
>>> To  bypass having to learn how to do that, I've been "capturing" all 
>>> the
>>> objects for each 3.8 project as submorphs of a single morph, saving 
>>> that
>>> morph to file, and loading it into a new project in 4.3.
>
>>> it is ballooning my .image size, and I would like to
>>> try  to get a handle on this. Just porting a family of 12 projects is
>>> giving me  an image size of 106M;
>
>> Have a look at SpaceTally.
>
> Thank you! This is giving me a good clue, but I don't know why what 
> I'm seeing is happening. In my original development 3.8 image -- which 
> contains lots of stuff not brought into the 4.3 image -- for class 
> ByteArray I have this:
>
> Class                           code space # instances  inst space 
> percent
> ByteArray                             3571        4839 16926101    15.3
>
> and in the 4.3 image I have this:
>
> ByteArray                             2591        6879 56548983    50.4
>
> It sure looks to me like morph loading is eating up image space in 
> instances of ByteArray that are not released after the morph has loaded.
>
> For "my stuff", if you would ask me for an off-the-top-of-the-head 
> idea where my "big ticket" image space usage would be I would have 
> guessed Bitmap. Well, not so. In the 4.3 image Bitmap is only 4.3%!
>
> The .morph files are pretty big -- around 4M - 5M per project. Before 
> I burn lots of time digging into the code for morph loading, does any 
> of this ring a bell with anybody?
>
> -Thanks, Jim
>
>

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