JayT wrote:
>
> I have a rather large app with many items in the scenegraph and
> having an OutOfMemoryError is not uncommon to me.  It IS quite
> frustrating.  I try to design optimized code and utilize the command
> line optimizations and I've come to the conclusion that it's going to
> be a part of my code.  The thing that I do now is to limit the
> number of times of obtaining that error.

There was a known set of problems for J3D 1.1 where the Shape3D nodes
were never being garbage collected. I haven't so far heard any problems
relating to this with the 1.2 though.

In general, yes Java3D apps take a lot of memory. However, in general
Java applications do to. The VM takes up hideous amounts of memory. I
have yet to write one real-world application that has not had to play
with the heap size commandline.

If you want to reduce memory get rid of Swing and use AWT. That alone
should save you about 10MB of RAM (this has been tried on both Win32,
Linux and Solaris).

--
Justin Couch                                   Author, Java Hacker
Software Architect                                [EMAIL PROTECTED]
rbuzz.net                           http://www.vlc.com.au/~justin/
Java3D FAQ                                 http://www.j3d.org/faq/
-------------------------------------------------------------------
"Look through the lens, and the light breaks down into many lights.
 Turn it or move it, and a new set of arrangements appears... is it
 a single light or many lights, lights that one must know how to
 distinguish, recognise and appreciate? Is it one light with many
 frames or one frame for many lights?"      -Subcomandante Marcos
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