I am using Visual C# Express 2008 and I have an application that starts up on a form, but uses a thread with a delegated display function to take care of essentially all the processing. That way my form doesn't lock up while tasks are being processed.
Semi-recently, after going through a repeated process a number of times (the program processes incoming data, so when data comes in, the process repeats) my app will crash with a System.OutOfMemory error.
The stack trace in the error message is useless because it only directs me to the the line where I call the delegated form control function.
I've heard people say they use ProcMon from SysInternals to see why errors like this happen. But I, for the life of me, can't figure it out. The amount of memory I am using doesn't change as the program runs, if it goes up, it comes back down. Plus, even if it was going up, how do I figure out which part of my program is the problem?
How can I go about investigating this problem?
EDIT:
So, after delving further into this issue, I looked through anything that I was ever re-declaring. There were a few instances where I had hugematrix = new uint[gigantic], so I got rid of about 3 of those.
Instead of getting rid of the error, it is now far more obscured and confusing.
My application takes the incoming data, and renders it using OpenGL. Now, instead of throwing "System.OutOfMemory" it simply does not render anything with OpenGL.
The only difference in my code is that I do not make new matrices for holding the data I plot. That way, I hope, my array stays in the same place in memory and doesn't do anything suicidal to my LOH.
Unfortunately, this twists the beast far beyond my meager means. With zero errors popping up, and all my data structures apparently still properly filled, how can I find my problem? Does OpenGL use memory in an obscure way so as to not throw exceptions when it fails? Is memory still a problem? How do I find out? All the memory profilers in the world seem to tell me very little.
EDIT:
With the boatloads of support from this community (with extra kudos to Amissico) the error has finally been rooted out. Apparently I was adding items to an OpenGL list, and never taking them off the list.
The app that finally clued me in was .Net Memory Profiler. At the time of crash it showed 1.5GB of data in the <unknown>
category. Through process of elimination (everything else in the list that was named), the last thing to be checked off the list was the OpenGL rendering pipleline. The rest is history.