Bug Report
Calling arcade.draw_text with a string that's changing seems to rack up memory, probably because of the global_text_cache storing each text it draws.
Here's the test code:
(check memory usage with Task Manager)
https://pastebin.com/0hK8EgG2
A faster test (WARNING: Memory usage may become high pretty fast)
https://pastebin.com/bcawDr2D
(My computer actually froze running this test for a few minutes as the app used more than 1GB or memory)
Solution:
Either add an argument to disable caching, make the max cache size smaller (currently at 5000), or somehow make the cache use less memory (each entry in the cache is a Text class which contains a SpriteList)
Thanks
-Salami
Bug Report
Calling
arcade.draw_textwith a string that's changing seems to rack up memory, probably because of theglobal_text_cachestoring each text it draws.Here's the test code:
(check memory usage with Task Manager)
https://pastebin.com/0hK8EgG2
A faster test (WARNING: Memory usage may become high pretty fast)
https://pastebin.com/bcawDr2D
(My computer actually froze running this test for a few minutes as the app used more than 1GB or memory)
Solution:
Either add an argument to disable caching, make the max cache size smaller (currently at 5000), or somehow make the cache use less memory (each entry in the cache is a
Textclass which contains aSpriteList)Thanks
-Salami