Memory usage

J. Landman Gay jacque at hyperactivesw.com
Wed Jul 3 14:21:53 EDT 2013


On 7/3/13 12:29 PM, Paul Looney wrote:
> If Jacque's program is too big to work with 8 G of RAM, an SSD should
> be a trivial expense to run it properly.
> How big IS it?

It's for students and they will run the app on their own machines. My 
concern is for students with old machines, or school lab computers with 
minimum RAM.

The project has an engine with all the shared code, and hundreds of 
content stacks that are loaded on demand from a server. The student can 
open as many as they want. They won't have a hundred stacks open at 
once, but they could easily have ten or twelve, maybe more. Most stacks 
are around 3 megs, give or take, some are closer to 5 MB. The stacks 
have destroystack set to false so that they stay resident, which allows 
navigation between them without having to re-download from the server 
each time. Nothing is ever written to disk. The engine and its resources 
must always remain open of course, and it is about 5 megs so far. It 
will be more when it becomes a standalone.

Each stack has multiple movie and audio content that will be streamed. 
In general, two or three players will be open and running per card. 
Generally these are maybe 15 MB for a movie and 300K per audio in their 
compressed sizes (m4a and m4v.) I don't know what they become in RAM 
while playing.

The app also has to hold 2-3 megs of data permanently in variables for 
internal functions.

I have the main "engine" and three stacks open right now in the IDE. I 
haven't loaded any players yet or any of the stored variable content 
data. Console shows 270 MB in real memory and 218 MB in virtual memory. 
I'm not sure how much of that is the IDE.

Thunderbird and Firefox are showing larger amounts.

-- 
Jacqueline Landman Gay         |     jacque at hyperactivesw.com
HyperActive Software           |     http://www.hyperactivesw.com




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