t suit.
Regards
Mike
___
Mike Goldwater
-Original Message-
From: Discussion list for Java 3D API [mailto:[EMAIL PROTECTED]
On Behalf Of Mike Pilone
Sent: 07 September 2004 20:50
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Out of memory
Hello,
Current Issue 25 is filed for " Memory
8 September 2004 17:52
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Out of memory
I am not sure if you are misspelling but you must type
-Xmx512m
for 512 mb as maximum memory size
and
-Xms128m
for a initial heap with 128 mb
A few days ago I saw a tip about removing/add bg w/o leaking memory...
Search in
Hello
> > 1. the "simple" way:
> > [...]
> > The theorie said that by adding something to a empty node you would
> > start a "rebuild" of that node and, in the process, getting rid of
> > all old references.
>
> Is this documented *somewhere*?
It has been posted on this list several times, and i
Gilson,
> Moin
<:-))
>> KRK in his problem got the out of memory problem only
>> after repeated additions and deletions from his branch group
[...]
> That is the ONLY REALLY SURE FACT that is repeated in all good
> in-deep-examinations about the frequent-SG-remove/change = mem-leak
> = OutOfMem
Mike,
> Current Issue 25 is filed for " Memory leak of removed scene graph objects".
> The issue is not very detailed and lacks a test case. I know there was talk
> previously about removing a branchgroup and the retained graph not cleaning
> up properly, but do not remember the work around.
>
>
Moin
> KRK in his problem got the out of memory problem only
> after repeated additions and deletions from his branch group
Look at: [JAVA3D] Memory leakage when detaching content (was: [JAVA3D] What
happened?)
send from Andre Bialojahn <[EMAIL PROTECTED]> on 2004-04-14 22:43
start quote:
(..
<http://www.wellwhiz.com/>
>
>
>
> _
>
> From: Discussion list for Java 3D API [mailto:[EMAIL PROTECTED]
> On Behalf Of cs
> Sent: 07 September 2004 15:12
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Out of memory
>
>
>
> Mike Goldwaterï¼æ¨
Mike Pilone wrote:
Current Issue 25 is filed for " Memory leak of removed scene graph objects".
The issue is not very detailed and lacks a test case. I know there was talk
previously about removing a branchgroup and the retained graph not cleaning
up properly, but do not remember the work around.
I
d.
If you work up a simple test case, attach it to Issue 25 so it can be looked
into.
-mike
-Original Message-
From: Discussion list for Java 3D API [mailto:[EMAIL PROTECTED]
On Behalf Of Mike Goldwater
Sent: Tuesday, September 07, 2004 9:49 AM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Out
//www.wellwhiz.com/>__
*From:* Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] *On Behalf Of *cs
*Sent:* 07 September 2004 15:12
*To:* [EMAIL PROTECTED]
*Subject:* Re: [JAVA3D] Out of memory
Mike Goldwaterïæåï
an old topic.I find a mail a
: [EMAIL PROTECTED]
Sent: Tuesday, September 07, 2004 4:08
PM
Subject: Re: [JAVA3D] Out of memory
Alessandro,
Thank you for your
hint. However I am up to 512MB (I have 2GB in my computer but any more than
-Xm512M makes the ATI driver blue screen â a question for another day
Re: [JAVA3D] Out of
memory
Mike
Goldwaterïæåï
an
old topic.I find a mail about it on 2004-07-30:
ããOpen the
Java Plug In Control Panel (Start|ControlPanel|JavaPlugIn) and click
"Advanced" tab and at "Java Runtime Parameters" write -Xmx256m
You
can inc
Mike Goldwater,您好!
an old topic.I find a mail about it on 2004-07-30:
Open the Java Plug In Control Panel
(Start|ControlPanel|JavaPlugIn) and click"Advanced" tab and at "Java Runtime
Parameters" write -Xmx256m
You can increase the amount of max memory available to
JVM just setting a valuegr
Colleagues,
In December 2000 KRK posted a note http://archives.java.sun.com/cgi-bin/wa?A2=ind0012&L=java3d-interest&F=&S=&P=36521
to the list. His application runs out of memory when he attaches and detaches screen
graphs in succession. I can’t find any reply, but I have the same
proble
On Monday 07 July 2003 12:25, Mark Hood wrote:
|| > Date: Thu, 3 Jul 2003 18:08:41 +0200
|| > From: Bernd Fondermann <[EMAIL PROTECTED]>
|| >
|| > Detaching/Reattaching plus changing the scene graph in between not only
|| > is memory consuming, it is also time consuming. (Btw, freeing memor
> Date: Thu, 3 Jul 2003 18:08:41 +0200
> From: Bernd Fondermann <[EMAIL PROTECTED]>
>
> Detaching/Reattaching plus changing the scene graph in between not only is
> memory consuming, it is also time consuming. (Btw, freeing memory is time
> consuming, too.)
> Since a servlet is meant to ser
ndermann" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, July 03, 2003 1:08 PM
Subject: Re: [JAVA3D] Out of Memory in my java3d-Servlet
> Björn,
>
> Detaching/Reattaching plus changing the scene graph in between not only is
> memory consuming, it is also time consu
I had this problem in a memory intensive java application recentally. Problem
was that java was only assigned 64MB of ram or somthing like that.
Check out these resources:
http://java.sun.com/docs/hotspot/ism.html
http://java.sun.com/docs/hotspot/
http://java.sun.com/docs/hotspot/gc1.4.2/index.h
Björn,
Detaching/Reattaching plus changing the scene graph in between not only is
memory consuming, it is also time consuming. (Btw, freeing memory is time
consuming, too.)
Since a servlet is meant to serve multiple pages (jpgs in your case) per
second in parallel (isn't it?), you surely will run
3D API
> [mailto:[EMAIL PROTECTED] Behalf Of Joerg
> 'Herkules' Plewe
> Sent: Thursday, July 03, 2003 5:10 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Out of Memory in my java3d-Servlet
>
>
> We experienced the same. Even releasing the complete 3D
>
We experienced the same. Even releasing the complete 3D environment doesn't
help.
I don't have any idea what to do against that.
- J
- Original Message -
From: "Björn Voigt" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, July 03, 2003 7:42 PM
Hi everybody,
I programmed an servlet, which produces an terrain elevation model
of a geograhpical area. I use offscreen rendering and put aout a JPEG.
The Offscreen Canvas and the Universe are static, the generate() Method
is synchronized. After the Rendering the SceneGraph will be detached and
t
m: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] On Behalf Of Justin Couch
Sent: Thursday, February 27, 2003 1:55 PM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Out of memory with textures
Risto Rangel-Kuoppa wrote:
> Thx for the reply. I also thought in using the updating tools but
Risto Rangel-Kuoppa wrote:
Thx for the reply. I also thought in using the updating tools but since
I am someway new to Java3D I choose the path of coding them, since after
all it should work in either way. But I was able to achieve my needs
with the "reference keeping" approach. Also, I choose to
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] On Behalf Of Kelvin Chung
Sent: Thursday, February 27, 2003 11:59 AM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Out of memory with textures
Risto Rangel-Kuoppa wrote:
>I got it, and I would like to share my experience with however is
>
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Out of memory with textures
Why don't you use the texture updating tools of java3d 1.3?
You will not have to reallocate anything, and you'll be able to change
your textures as often as you like.
Moreover, you can update subparts of textures, if ne
Risto Rangel-Kuoppa wrote:
I got it, and I would like to share my experience with however is
interested. My problem was that I had a set of textures which I was
changing its images constantly during execution, but the way I was doing
it is by recregreating the buffered image, the writable rasteri
rything in the textures and modify their
>contents without regenerating the textures and replacing them. And it
>works.
>
>If anyone has any comments, feel free to tell them.
>
>
>
>-Original Message-
>From: Discussion list for Java 3D API
>[mailto:[EMAIL PROT
regenerating the textures and replacing them. And it
works.
If anyone has any comments, feel free to tell them.
-Original Message-
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] On Behalf Of Risto Rangel-Kuoppa
Sent: Wednesday, February 26, 2003 11:27 AM
To: [EMAIL PROTE
Hi! ... I am working with textures. I change the pixels of the images
in the textures but after doing it several times an error arises stating
"Out of memory" ... How can this be happening if I always use the same
texture, and the bufferedImages I use always release any references once
I finish mo
Never mind - I was just upset that there was a lot of junk information given
that did not seem to be pertinent to the problem reported.
With "knowing Java" I was rather referring to a "certain minimum Java skill
level", which is definitively a pre-req before one can start to tackle
Java3D.
H.
==
I don't think this is really in the spirit of things. The first step on the
path to knowing everything is knowing nothing you know.
N
> - consider this code snippet : ...
> Vector comp1 = new Vector();
> comp1= processComplement(hix,viis);
> objRoot.addChild(makeOneGraph(k,comp1))
Isaac,
I'd guess that the memory hog is buried in the not shown method
makeOneGraph().
That's where I would start digging if Mona's suggestion about upping the
memory you give to the JVM at startup does'nt cut it.
All the code you have shown us, does not seem to be relevant for the problem
to oc
I'm not sure what your direct cause is. To increase
memory look at
http://www.j3d.org/faq/running.html#memory
I have a question, though, why are you using a for and
a switch to execute your commands? Just execute the
commands directly sequentially, since that is what is
going to happen anyway... I
> Exception in thread "main" java.lang.OutOfMemoryError
You need to give it more memory. Try:
java -mx128M ...
Cheers,
Mona
==
Mona Wong-Barnum
National Center for Microscopy and Imaging Research
University of Cali
Dear all:
i am in trouble with java3D again.
i have created a branch group with six children.each of the children is also
a branch group containing a scene to be displayed, something like
scene = createSceneGraph(vis);
scene.compile();
pickCanvas = new PickCanvas(canvas, scene);
Lévan Sardjevéladzé wrote:
Thank you for your advise, but the texture is not so big (less than
1,7 Mb),
1,7Mb seems a bit strange. Are you sure that you are not counting
compressed size of texture ?
Artur
===
To unsubsc
On Mon, 9 Dec 2002 08:41:36 +, Jeremy Booth <[EMAIL PROTECTED]> wrote:
>Lévan Sardjevéladzé wrote:
>
>>> I'm trying to load a .3DS file with textures (1.7 Mb). There's no problem
>> when loading it, but when it's time to render I get this exception :
>>
>> java.lang.RuntimeException: DirectDra
- Original Message -
From: "Rüdiger Lincke"
Subject: Re: [JAVA3D] Out of memory problem with Direct3D, when using
multiple textures
>If you have a PCI graphics card, you should check, if you can increase
>the maximum amount of memory usable for textures in your graph
, December 08, 2002 11:04 PM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Out of memory problem with Direct3D, when using
multiple textures
I'm trying to load a .3DS file with textures (1.7 Mb). There's no
problem when loading it, but when it's time to render I get
Lévan Sardjevéladzé wrote:
> I'm trying to load a .3DS file with textures (1.7 Mb). There's no problem
> when loading it, but when it's time to render I get this exception :
>
> java.lang.RuntimeException: DirectDraw does not have enough memory to
> perform the operation.
> at javax.media.
I'm trying to load a .3DS file with textures (1.7 Mb). There's no problem
when loading it, but when it's time to render I get this exception :
java.lang.RuntimeException: DirectDraw does not have enough memory to
perform the operation.
at javax.media.j3d.Canvas3D.updateTexture(Native Metho
Hi Carsten,
Actually the window just hide when close so removeNotify()
didn't get through Java3D to cleanup the canvas.
A better fix is to add
ef.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
(default is HIDE_ON_CLOSE)
instead of my previous suggestion when only cleanup when A
Hi Carsten,
The underlying D3D context fail to destroy so after
a certain number of time it will run out of resource
and switch to emulation mode.
To fix it, add
ef.addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e) {
simpleU.removeAllL
gt;From: Carsten Friedrich <[EMAIL PROTECTED]>
>Subject: [JAVA3D] Out of memory when closing windows
>To: [EMAIL PROTECTED]
>MIME-version: 1.0
>X-MIMEOLE: Produced By Microsoft MimeOLE V6.00.2600.
>Content-transfer-encoding: 7bit
>X-Priority: 3
>X-MSMail-priority: Normal
Hi,
I have an application which uses Java3D (1.3 Beta2, D3D) on a windows 2000
machine
with an Asus Geforce 3 card and Java 1.4.0.
I experience the following strange effect:
I can open and close windows containing Canvas3D objects without problems.
However, if I close
_all_ windows containing c
By Microsoft MimeOLE V5.00.2314.1300
Date: Mon, 12 Jun 2000 15:31:16 -0700
From: Ching Lai <[EMAIL PROTECTED]>
Subject: [JAVA3D] out of memory error in java 3D
To: [EMAIL PROTECTED]
It seems Java 3D memory never get released. I modify
the HelloUniverse sample program to add a "for" loop
to
it might have
something to do with the garbage collection of Canvas3D and
SimpleUniverse objects.
Ching
> -Original Message-
> From: Discussion list for Java 3D API
> [mailto:[EMAIL PROTECTED]]On Behalf Of Justin Couch
> Sent: Monday, June 12, 2000 5:39 PM
> To: [EMAIL PROTECTED]
&g
Ching Lai wrote:
> out of memory exception. I am running on NT4.0 with
> 256M byte of RAM on Jdk1.2.2 and J3d 1.13 release.
> I did not use -Xmx options to increase heap size.
> Does any one have the same "memory leak" problem
> in using 3D? I have attached a copy of modified program
> for Hell
It seems Java 3D memory never get released. I modify
the HelloUniverse sample program to add a "for" loop
to create scene and SimpleUniverse. The program get
out of memory exception. I am running on NT4.0 with
256M byte of RAM on Jdk1.2.2 and J3d 1.13 release.
I did not use -Xmx options to increa
Is there a way to allocate memory from within a Java program? If not, why not?
Seems that if it's doable from the command line, why not from within a class?
Better yet, a method to determine how much memory is available then allocate a
percentage?
> IMHO java normally uses only 64MB of memory,
Thats the disadvantage of not having a delete keyword. I am still not
comfortable with this gc crap
-Original Message-
From: Ingo Brunberg [mailto:[EMAIL PROTECTED]]
Sent: Friday, April 07, 2000 5:46 AM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Out of memory!
I have no solution to
> Hi,
> I am trying to display different 3D scenes frequently in an application.
> To increase
> efficiency of the whole application and reduce memory requirements, the
> scene must deallocate memory when it is not shown.
> For me, it is very important to minimize memory usage because I want to
>
Hello,
Have you tried running your application with xms parameter? ie:
java -xms96m myapplication
Mojtaba
===
To unsubscribe, send email to [EMAIL PROTECTED] and include in the bo
Joerg Baus schrieb:
>
> IMHO java normally uses only 64MB of memory, try to allocate more
> memory (increase the heap size) with a command line parameter:
>
> java -Xmx 256M application.class
>
> Cheers Joerg
>
Thanks,
but this only shifts my problem.
I really need a solution to swap in an unlim
I have no solution to your problem, since this is my problem too. Your
mail inspires me to seriously demand the guys at SUN to get garbage
collection working for Java3D. In my opinion it's by far!!! the most
important problem that needs to be solved, if you want to do at least
some useful things (
Marc Nienhaus wrote:
> But this do not reduce memory at all!
>
> Reaching the maximum size of memory reserved for my Java-Application the
> following
> exception occures while loading using VrmlLoader:
>
> Exception occurred during event dispatching:
> java.lang.OutOfMemoryError
>
Hi,
I am trying to display different 3D scenes frequently in an application.
To increase
efficiency of the whole application and reduce memory requirements, the
scene must deallocate memory when it is not shown.
For me, it is very important to minimize memory usage because I want to
import
several
ise.
--
-Original Message-
From: Pei Jir Yeoh <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED] <[EMAIL PROTECTED]>
Date: Wednesday, March 01, 2000 10:19 AM
Subject: [JAVA3D] Out of memory :(
>My Java3D application displays 50 cylinders. But almost always before my
>application can
My Java3D application displays 50 cylinders. But almost always before my
application can display all of the cylinders, it crashes, due to some
out-of-memory errors. My cylinders are added to a transformgroup each. These
transformgroups share the same branchgroup, lighting, ...
Any suggestions tha
> From: "Casteel, Don" <[EMAIL PROTECTED]>
> Subject: [JAVA3D] Out Of Memory Exception !!!
> To: [EMAIL PROTECTED]
>
> I've written a working Isosurface Generator using the "marching cubes"
> algorithm. It takes a dataset of voxels like the data yo
Try:
java -mx128m
java -mx256m
its a pain, you'd think Java would be smart enough to allocate more memory on
its own, but for some reason it only runs in this fixed size units (so the
amount of memory you actually have available doesn't matter!)
Regards,
..
I've written a working Isosurface Generator using the "marching cubes"
algorithm. It takes a dataset of voxels like the data you can find on the
web from MRI scans, and wraps a surface around the data based on a threshold
variable. The program has worked fine with datasets up to 50x50x50 voxels.
(
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