System.gc() is just a polite request to the JVM it's not going to perform
the function until it is good and ready.

> -----Original Message-----
> From: Tim Bray [SMTP:[EMAIL PROTECTED]]
> Sent: Friday, September 24, 1999 7:24 AM
> To:   [EMAIL PROTECTED]
> Subject:      [JAVA3D] Yow... this sucker burns memory
>
> I'm modeling an (effectively) infinitely large surface by cleverly
> stitching things into the scene graph ahead of them and whipping them
> out behind as the user moves around.  Works OK, except the memory
> usage seems to grow monotonically until after a couple minutes java
> barfs on out-of-memory.  OK, I'm testing on an NT box with a (pathetically
> wimpy these days, I guess) 96M, but *this sucks*.  In particular since
> I'm careful to handbuild my shapes for low polygon count and keep the
> number of textures way down and so on.  Put simply, it means
> that the application cannot be used in the real world.
>
> OK... I take subgraphs out with removeChild.  I do have a lot of shared
> Materials and suchlike nodeComponents, are the internal structures such
> that the removed subgraphs might not get GC'ed if these are still in
> play?  Is there any body of experience on memory conservation in J3D?
> Is it ever a good idea to call System.gc()?
>
> Hmm... I do tend to place things by stacking up several transforms
> rather than combining them, are transforms brutally expensive in memory?
>
>  -Tim
>
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