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那这么问吧,既然unity和unreal都能分析,这个框架ieg bg内有多少组是用的? #30

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HOTFIGHTER opened this issue Jun 14, 2022 · 3 comments

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@HOTFIGHTER
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如题,之前提了两个issue指出了这个框架的局限性,指出了这个框架夸大了它的分析能力,建议作者修改readme文档,但是作者本跟不解释就直接关了issue,查了下作者还是腾讯比较高级的开发工程师!本人也是腾讯的工程师,这种态度实在不敢苟同

@HOTFIGHTER
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首先,对于unity最重要的内存分析就是unity mono层的分析,如果做不到就不能说是能对unity引擎进行内存泄露的监控,显然这个框架readme有明显的抬高自身的情况

@sindney
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sindney commented Jun 20, 2022

内部有没有用可以自己去问,没必要在外部以没有一点技术含量的姿态和开发者沟通
如果看不懂readme可以问,看不懂代码可以去学习哈,mono内存去用另一款更简单的内部工具吧,这款有技术门槛,不建议您用
麻烦不要再骚扰了

@sindney sindney closed this as completed Jun 20, 2022
@sindney
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sindney commented Jun 20, 2022

PS
我不知道这位大哥,哪只眼睛看到我们的介绍有问题,unity引擎改法页再wiki了,就差把饭给大哥送到嘴里了:
Features

Profiler client supports Windows 10/7 and Mac OSX Mojave and newer.
Work with debuggable applications out of box.
Support attaching to running application.
Support multiple back-trace implementations.
Support profiling complex games by doing some mods with your game engine.
Support detecting c++ code memory leaks(Tested with Unreal Engine 4.26). 这条要是看不懂,我实在没办法了
Support profiling release build applications on rooted devices.
Multiple data view modes: tree map/call tree/memory fragmentation.

unity的mono泄漏和c++内存泄漏在底层完全就是两回事,我真的不想再给小白解释了,麻烦大哥别再提issue了,觉得我虚假宣传去内部bbs说把,看看谁对谁错,别在外面diuren了
就您这种人就是阻碍我们开源的最大源头

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