Hi,

    Please note that there is a bug in v1.2 alpha

4277546 - Deadlock when calling TransformGroup.setTransform

This bug is fixed in v1.2 beta2.

Thanks,

- Kelvin

-------
Java 3D Team
Sun Microsystems Inc.


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>Date: Mon, 24 Apr 2000 19:01:16 -0400
>From: Helmuth Trefftz <[EMAIL PROTECTED]>
>Subject: Re: [JAVA3D] HELP: Thread Synchronization
>To: [EMAIL PROTECTED]
>
>David,
>
>I run into a similar problem.  Seems to happen when you have more than
>one thread updating the Java3D structure at the same time.
>
>I added an additional object with synchronized methods, let's call it
>X.  Whenever a thread needs to write into the Java3D structure it
>invokes a method in X, which in turns invokes a method in the thread
>that needs to do the update.  Since the corresponding methods in X are
>synchronized, only one thread will update the Java3D scene at any given
>time.
>
>Would other people need Java3D to be thread-safe?  If many other people
>had this need, we could request SUN to consider it.  I imagine it should
>not affect performance considerably.
>
>Helmuth Trefftz
>Rutgers University
>
>David Charles Hirschfield wrote:
>>
>> I haven't been able to find much in the way of documentation on this
>> subject, so any help will be greatly appreciated.
>>
>> I have a physics simulation running which simulates the gravitational
>> interaction of a bunch of masses in 3d space. That simulation code is
>> entirely mathematical and runs in its own thread, producing a set of 3d
>> positions every time it runs.
>>
>> Those 3d positions are then used to set the positions of some objects in
>> a java3d scene. Basically I take the x,y,z position that the math thread
>> calculated and shove it into the transform of the java3d object.
>>
>> Everything works OK for a little while, but then the java3d thread comes
>> to a screeching halt, while the simulation thread continues to run.
>>
>> Is this a thread locking issue? Is it not good to modify the transforms
>> of java3d objects without some sophisticated thread synching? If I don't
>> run the simulation thread, the java3d thread will run without problems,
>> so I know it is the interaction between the two that is the problem.
>>
>> Has anyone had a similar problem?
>> Please help, I've been banging my head against this one for a while, but
>> I have had no luck.
>>
>> Pointers to documentation or examples would be great.
>> -David
>>
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>
>--
>
>        -------------------------------------------------------
>        Helmuth Trefftz
>        Rutgers University
>        e-mail: [EMAIL PROTECTED]
>        tel:    (732) 445 0542          fax:    (732) 445 4775
>                                        fax:    (435) 604 9354
>        -------------------------------------------------------
>
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>To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
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>[EMAIL PROTECTED] and include in the body of the message "help".

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