Hello! I'm a rookie to C# and OpenGL but so far the documentation has solved all my issues, great work OpenTK!
My question is in regards to memory use and keyboard input. I monitor memory use though Task Manager, I expect this is a really lame method but it works for me and I can see the memory use reflecting what I've coded so I am happy.
FYI: I use Visual C# 2010 Express, on a Win7 x64 machine, and I'm using the OpenTK DLL 1.1.804.3121 that I got from the "opentk-2012-03-15.zip" in the Nightly Builds list.
Anyone can recreate this by creating a new console application solution and inserting the code from Game.cs in the Source\Quickstart directory distributed with OpenTK. Happens in Debug and Release.
When I first run the application memory use climbs at about 4kb/sec until it stops after about 3mb. This is fine I expect there is a good reason, even if I don't understand it.
So after a few minutes with my application now idle and memory not changing I press and hold a key on my keyboard, lets say the letter Q. There is NO code to do anything when Q is pressed, however based on my understanding the KeyboardDevice created by GameWindow will be reacting in some way to the event of Q being pushed. I accept this, however my memory use increases by 4kb/second when a key is held down. If I hold down multiple keys it's still only 4kb/s.
Also in my own game-in-progress with a lot more happening in the update and draw loop memory increases by much more, close to 7kb/s, when pushing a key that isn't coded to do anything.
So is this normal? Should I be concerned? I'm asking because in many games at least 1 key is held down all the time, and over a few hours of play this is a lot of extra memory use!