Two blind spots from the windowed walk, where the heap grew about 1 MB a minute and the census read `frames 0 bad 0 kept 0`: - @alloc_ok memory was never held to its reason. Every R3D_ALLOC_DWIN judged frames (600) each site's declared bytes are set against their high-water mark: a new high adds to a streak, a flat window takes one off, a fall ends it. R3D_ALLOC_DRISE (6) is "declared but unbounded", said once per site with its line; fail mode exits 86. The census adds `unbounded N` and a `dsite` row per declared site by its growth since judging began. A list pushed forever grows by doubling, rising too seldom to make a streak; a record or text made every time (a re-mount's defaults) is what it catches. - Mem.play() (every screen opened) restarted the warm-up, so memory kept every frame was never flat, the cap never came, and nothing was ever judged. A rewarm now keeps the first deadline, and past it has R3D_ALLOC_REWARM frames (120) of grace. Goldens: alloc_fence_unbounded (a record a frame under @alloc_ok: exit 86, named, census unbounded 1); alloc_fence_rewarm (kept every frame, Mem.play() every 360: judged and failed at frame 3000 - the toolchain before this runs all 6000 frames and exits 0). alloc_fence_leak, _declared, _auto, alloc_ok_private and the four arena goldens unchanged; the game's frame ratchets 0. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
16 lines
616 B
Text
16 lines
616 B
Text
# alloc_fence_rewarm.ludic - 25.1: a program that keeps memory every frame from the start is never
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# flat, so the warm-up's cap (R3D_ALLOC_WARM_MAX) starts the judging - and a screen opening every
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# 360 frames (Mem.play() again) does not push that deadline back. The failing fence fails the run.
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program AllocFenceRewarm {
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property Box { v: int = 0 }
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property Keep { boxes: []Box = new []Box }
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entry {
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let k = new Keep
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for f in 0 .. 6000 {
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push(k.boxes, new Box { v: f })
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if f % 360 == 0 { Mem.play() }
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Mem.frame()
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}
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print(`bad {Mem.bad_frames()} boxes {len(k.boxes)}`)
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}
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}
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