[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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