Newsgroups: comp.os.msdos.djgpp Subject: Re: Speed of Allegro Datafiles From: you AT somehost DOT somedomain (Herman Schoenfeld) Organization: Your Organization Distribution: world References: <34176C9A DOT 6E20 AT voyageur DOT ca> MIME-Version: 1.0 Content-Type: Text/Plain; charset=US-ASCII NNTP-Posting-Host: 139.134.41.109 Message-ID: <341ceec4.0@139.134.5.33> Date: 15 Sep 97 08:16:04 GMT Lines: 34 To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk In article , Shawn AT talula DOT demon DOT co DOT uk says... > >Herman Schoenfeld writes: >>Well, allegro allocates memory for lots of things (bitmaps, objects, etc) these >> >>4meg >>---------------------------------------- >> A | B | C | D | >>---------------------------------------- >> >>Say all these objects take 1 meg, free B and D, and try allocating 2 meg. You >>can't. > >Yes you can, if you are working in protected mode... > >Sure, fragmentation can occasionally be a problem, but I don't think it >is something that Allegro should be concerned with. If you need custom >memory management routines you are very welcome to write some, but the >standard library routines are perfectly good enough for most situations. >The only 100% sure way to prevent fragmentation is to use a handle based >system with movable blocks, which would incur way too much overhead for >something like Allegro... Well, for starters it doesn't take much overhead at all (I think I might show you some working code sometime) and secondly, all games have custom memory handlers. Thirdly, it has caused problems for me (ie, I load an 2-4 FLI's as a textures and I get problems). > > >-- >Shawn Hargreaves - shawn AT talula DOT demon DOT co DOT uk - http://www.talula.demon.co.uk/ >Beauty is a French phonetic corruption of a short cloth neck ornament.