in reply to Weird memory leak in Catalyst application using Catalyst::Model::KiokuDB

A first thing would be to make your test case(s) accessible to us. This means that you'll have to at least find out one combination of module versions that has the memory leak. Preferrably, these are all the latest module versions.

As a second step, I would try to eliminate as much of Catalyst and KiokuDB as possible, and call the offending part of the code in a tight loop as to exaggerate the memory consumption as far as possible.

From my cursory look at Catalyst::Model::KiokuDB::save_scope(), it calls another subroutine, ->setup_scope_guard(), which already has caveats about memory leaks. So I would continue from the code in there - most likely, some callback is closing over variables that it should release.

Are you sure that your diagnostic tools likel Devel::Monitor and Devel::Cycle are applicable resp. work? Personally, I prefer to override the DESTROY method of classes to track when an object gets destroyed:

my $old_destroy = \&Catalyst::Model::KiokuDB::DESTROY; *Catalyst::Model::KiokuDB::DESTROY = sub { warn "$_[0] destroyed"; goto &$old_destroy; };

together with a block at the end of the main program telling me when global destruction starts.

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Re^2: Weird memory leak in Catalyst application using Catalyst::Model::KiokuDB
by parmus (Novice) on Aug 02, 2011 at 13:28 UTC

    I've edited my original post to make the code downloadable and written a step by step test case.

    I've eliminate all but the defaults from Catalyst and KiokuDB by making the test case create a new application from scratch. The test case doesn't prune Catalyst further as it should (in theory) work just like that.

    I've noticed the comment in Catalyst::Model::KiokuDB::setup_scope_guard() too. But Devel::Monitor claims that all variables declared in setup_scope_guard() and the callback in Scope::Guard are freed. Obviously, something isn't freed probably, but I'm starting to think it isn't an object, I'm looking for.

    Devel::Monitor does something very similar to overriding DESTROY, only it does it by using some tie-magic, I think. But the result is the same; tracking when an object gets destroyed on-screen. Anyway, I'll try overriding DESTROY for a few candidates, just in case.