What might this mean?
By this I mean that I tried to design my own reverb for moving soundsources according to a particularly inefficient design once. This had to render to a pair of wave files in non-real time and at some point it started swapping. It also caused other issues and I had to abandon the plan for then, later this turned out to be related to a array bug that has since then be fixed (the design was still bad though it was a interesting experiment).
Though they are of course not strictly speaking related I do think that very high memory usage (and by the time you exhaust a modern computer you are using quite a lot) is quite likely co-related to high CPU usage. If you need a Gig or so for your objects, your samples and your buffers in ChucK you are probably also running into CPU issues at the same time.
On UNIX computers, each process gets a couple of address spaces on their own, like function stack, heap, program static data; on a 32-bit machine they are typically 2 GB each and handled by virtual memory, built into the OS. One can check usage by commands like 'systat vmstat', 'vm_stat'. If there is too much paging, there is too little available RAM relative the programs in use.
This particular experiment was done on my stripped version of Windows XP but I don't think that affects matters much. A modern computer will most likely have at least half a Gig off RAM available for the user to spend at will on things like ChucK before any noticable swapping will be done. I'm simply not very worried about that right now because I don't see how we'd use all of that up in a way that *might* cause issues with some forms of GC that we may or may not use in the future.