If you happen to be running x64, would you (or anyone else listening in)
mind running the node and scene file below and seeing if it affects your
memory usage?

http://www.mayulive.com/memleak.scn
http://www.mayulive.com/MemLeakSingleThread.dll

(Post with files attached got stuck in the moderator queue due to file size
limits. Link to cancel it is not reachable so a duplicate may show up later)


On Tue, Oct 1, 2013 at 9:50 PM, Guillaume Laforge <
guillaume.laforge...@gmail.com> wrote:

> This is strange because I'm actually working on a single threaded ICENode and
> don't have any memory leaks. The output port is a single structure of type
> Vec3 in 0D context.
> I can run it on a mesh with 3 millions points for 10 000 frames without
> memory issue.
>
> I'm using 2013 QFE7 btw.
>
>
>
>
> On Tue, Oct 1, 2013 at 2:57 PM, Mathias N <mdawn...@gmail.com> wrote:
>
>> Thanks for the reply.
>>
>> The trial version I'm using is 2014 SP2.
>> Testing is being done in an empty scene with nothing but the newly
>> created pointcloud and a simple ice tree. There are no attribute display
>> properties present.
>>
>> To rule out any other possible culprits I created two identical nodes
>> that simply output the float input (0D component), one single-threaded and
>> the other multi-threaded. Both created via the wizard with the only manual
>> change being setting each to pass the value instead of printing it as the
>> sample code does.
>>
>> Switching between the two, the multi-threaded node barely affected memory
>> usage, while the single-threaded node resulted in a steady increase in
>> memory usage that was never released.
>>
>> It does not appear to have been fixed in SP2 :(
>>
>> Given that I am only passing a relatively modest number of components
>> through it, I can imagine this would be quite a showstopper for larger sets
>> of data.
>>
>>
>>
>>  On Tue, Oct 1, 2013 at 7:25 PM, Guillaume Laforge <
>> guillaume.laforge...@gmail.com> wrote:
>>
>>> Hi,
>>>
>>> Indeed, there has been some memory leaks issues in the past. If you were
>>> testing in 2014, you should try 2014 SP2 as it fixed (some parts) of the
>>> ICE related memory issue.
>>> If 2014 SP2 doesn't fix the pb you can also check if you've got some
>>> attribute display properties on your objects. They could be the culprit.
>>>
>>> Guillaume
>>>
>>>
>>> On Tue, Oct 1, 2013 at 12:24 PM, Mathias N <mdawn...@gmail.com> wrote:
>>>
>>>> Please excuse any errors; mailing lists are confusing.
>>>>
>>>> While wrapping up work on a system that includes 5 custom icenodes, I
>>>> noticed that memory usage was increasing by about 1mb per second during
>>>> playback.
>>>>
>>>> I eventually narrowed it down to a per-point-array node, the only
>>>> single-threaded node in the setup. In a test scene I have it reading about
>>>> 30 turbulized mesh point positions and spitting them into a single
>>>> per-object array, and after leaving it for 15-30 minutes a while memory
>>>> usage had increased from 400mb to 1.5gb. It is not released until the
>>>> program is closed.
>>>>
>>>> Being at loss as to what might be causing it I removed everything but
>>>> the absolute necessary pieces of the code (port declarations etc), only to
>>>> find that the problem persisted.
>>>>
>>>> Next I created a new icenode using the wizard, adding one input and one
>>>> output port with the default settings, and setting it to single threaded.
>>>> This also slowly increases memory consumption when executed. Using an 8x8x8
>>>> grid as input it increases memory usage by about 150kb per second.
>>>>
>>>> If the input is singular (object context) there is no perceivable
>>>> increase in memory usage. The rate of increase appears to be relative to
>>>> the number of input components.
>>>>
>>>> I primarily use Softimage 2011, but running it in the 2014 trial
>>>> produces the same result. Were it a legitimate bug it would seem unlikely
>>>> that it would persist for so long.
>>>>
>>>> Could anyone shed some light on what is going on here? Is this normal?
>>>>
>>>> Thanks
>>>>
>>>>
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>>>>
>>>
>>>
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