I was making a game with SDL2, and shortly in the game was taking too much RAM to even close. I stripped down the code, and found that even this pointless, one file program uses 100% of my CPU and a gig of RAM.
#include "SDL.h"
#include "SDL_image.h"
#include <cassert>
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
SDL_Renderer* gRenderer;
SDL_Window* gWindow;
void init();
void close();
int main()
{
init();
SDL_Event e;
bool quit;
while( !quit )
{
while( SDL_PollEvent( &e ) != 0 )
{
if( e.type == SDL_QUIT )
quit = true;
}
}
close();
}
void init()
{
assert( SDL_Init( SDL_INIT_EVERYTHING ) >= 0 );
gWindow = SDL_CreateWindow( "Space", SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH,
SCREEN_HEIGHT, SDL_WINDOW_SHOWN );
assert( gWindow );
gRenderer = SDL_CreateRenderer( gWindow, -1, SDL_RENDERER_ACCELERATED );
assert( gRenderer );
int imgFlags = IMG_INIT_PNG;
assert( IMG_Init( imgFlags ) & imgFlags );
SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
}
void close()
{
SDL_DestroyRenderer( gRenderer );
SDL_DestroyWindow( gWindow );
IMG_Quit();
SDL_Quit();
}