Closed Bug 687558 Opened 13 years ago Closed 12 years ago

long cycle collection pause times in realtime JS raytracing demo

Categories

(Core :: XPCOM, defect)

defect
Not set
normal

Tracking

()

RESOLVED WORKSFORME

People

(Reporter: mccr8, Unassigned)

References

()

Details

Billm found that the cycle collector has horrible pause times.  When he tried it, it was bad at startup, but then smoothed out.  For me, when I am trying it, it has horrible 10+ second pause times, then some shorter multi-second pause times, then it goes back to the long pause times.  I haven't investigated to see what exactly is the problem for me.
I tried this again, in a debug build.  GC pause times were 260ms, and CC pause times were very short, around 10ms.  I'm not sure what problem I was having before, but that has gone away.

Anyways, back to what Bill identified.  When I run the demo right at startup, it does 6 GCs of about 260ms, which is the normal steady state GC, then does this mega CC:

CC timestamp: 1316559049737356, collected: 769 (769 waiting for GC), suspected: 4969, duration: 4729 ms.

After that, behavior is normal (260ms JS pause times, then 4ms CC pause times).  It looked like the graphics driver re-initialized after the huge CC.  I don't know if that is related or just something weird.

I'll have to try out a non-debug optimized build and see if things are any different, and dump a CC log.

The fact that 100% of the items it collected are "waiting for GC" is weird.  I assume that means that they were all JS objects, so I'm not sure why the CC would care about them.
Most of the time is spent on MarkRoots, which is pretty standard for CCs:

cc: SelectPurple() took 1ms
cc: MarkRoots() took 4029ms
cc: ScanRoots() took 264ms
cc: CollectWhite() took 18ms
I tried this just now and I don't see any long CC or GC times.
Status: NEW → RESOLVED
Closed: 12 years ago
Resolution: --- → WORKSFORME
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