Take the 2-minute tour ×  Possible Duplicate: Why does valgrind
say basic SDL program is leaking memory?  So I've been using a
SDL a lot in creating a small OpenGL application; I recently
became interested in checking out how my memory is going (I have
taken as much care as possible to ensure no memory leaks etc).
But then I created the SDL driver in my program, and it all went
down hill. I've isolated the code, and have no idea if I'm doing
something wrong, if it is SDL, or maybe its a library SDL is
using (see Valgrind results).  #include <SDL.h>  int main() {
SDL_Surface* Screen;     if(SDL_Init(SDL_INIT_EVERYTHING) < 0) {
return 1;     Screen = SDL_SetVideoMode(1280, 1024, 32,
SDL_OPENGL);     return 0;  Now I can't exactly isolate more
than 1 section, so I'll post the results from Valgrind here for
the init by itself, and then for the entire program.      return
1;  ==7485== LEAK SUMMARY: ==7485==    definitely lost: 16 bytes
in 1 blocks ==7485==    indirectly lost: 176 bytes in 4 blocks
==74