no, the code is correct. when a child is removed from the front of the child list, the 
number of children decreases by one. removeChild(i) would get an access exception 
around (i/numChildren).

sean


> -----Original Message-----
> From: Rodrigo Obando Restrepo [mailto:[EMAIL PROTECTED]]
> Sent: Tuesday, March 19, 2002 8:40 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Poor performance, Memory leak, any trick? ;)
> 
> 
> I'm not really sure about your problem, but you got a little 
> mistake on your
> code.
> 
> > >     _world.setLive(false);
> > >
> > >     int numChildren = objWorld.numChildren();
> > >
> > >     // remove all existing childs from the scene
> > >
> > >     for (int i = 0; i < numChildren; i++) {
> > >
> > >       objWorld.removeChild(0);    -------> i think it's better
>                                           using 
> objWorld.removeChild(i);
> > >
> > >     }
> > >
> > >     _glyphs = new GlyphWorld();
> > >
> > >     objWorld.addChild(_glyphs);
> > >
> > >     _world.setLive(true);
> 
> 
> 
> 
> >From: Scott Mobile <[EMAIL PROTECTED]>
> >Reply-To: Discussion list for Java 3D API 
> <[EMAIL PROTECTED]>
> >To: [EMAIL PROTECTED]
> >Subject: Re: [JAVA3D] Poor performance, Memory leak, any trick? ;)
> >Date: Tue, 19 Mar 2002 07:44:37 -0600
> >
> >I've seen this, but to a lesser degree.  I've also seen 
> cases where while
> >transforming a live branchgroup, the child geometry will 
> flash, for one
> >frame, at the origin.  It's bad enough, that in my project, 
> I don't allow
> >the origin to be reachable space (covered it with terrain).  
> I haven't
> >tested to see if it's better or worse with compiled vs. non-compiled
> >scenegraphs.
> >
> >Scott
> >Virtopia 3D
> >http://vp2.onebigvillage.com
> >
> >----- Original Message -----
> >From: "Frank Oellien" <[EMAIL PROTECTED]>
> >To: <[EMAIL PROTECTED]>
> >Sent: Tuesday, March 19, 2002 6:48 AM
> >Subject: Re: [JAVA3D] Poor performance, Memory leak, any trick? ;)
> >
> >
> > > Hello ,
> > >
> > > I have a similar problem with my 3D application.
> > > I have an update method. During the update the scene will 
> completly
> > > raranged. So I decided to add new branchgroups with the 
> current content
> > > to the scene. I use a similar approach as described by 
> Jon Barrilleaux
> > > in his 3DUI book.
> > > I can set my world to non live and than I overwrite my 
> old variable with
> > > a new instance (see _glyphs = new GlyphWorld()). However, 
> it seems that
> > > the old data will not disappear. With each update I will 
> loose 6 - 12 MB
> > > memory and after some operations I got a OutOfMemory error.
> > > Deleting the locale or pushing the garbage collector has 
> no influence.
> > > Any ideas?
> > >
> > >     _world.setLive(false);
> > >
> > >     int numChildren = objWorld.numChildren();
> > >
> > >     // remove all existing childs from the scene
> > >
> > >     for (int i = 0; i < numChildren; i++) {
> > >
> > >       objWorld.removeChild(0);
> > >
> > >     }
> > >
> > >     _glyphs = new GlyphWorld();
> > >
> > >     objWorld.addChild(_glyphs);
> > >
> > >     _world.setLive(true);
> > >
> > >
> > > With reagards
> > >
> > > Frank Oellien
> > >
> > > Mehrtash Babadi wrote:
> > >
> > > > Dear members,
> > > >
> > > >  Hi :)
> > > >
> > > >  There's a while I've been developing a
> > > >  non-commercial molecule modelling software
> > > >  for java and I've used java3d API for the
> > > >  rendering jobs by now. There is a nasty hole
> > > >  in j3d and it is too annoying these days.
> > > >  On each iteration, I detach and attach a temporary
> > > >  BranchGroup to a parent group but it seems
> > > >  that the old branchgroup doesn't get disposed
> > > >  in anyways and the memory fills up in seconds.
> > > >  So, I tried to devide that temporary branchgroup
> > > >  into little branchgroups and update those sub
> > > >  groups but when I create a live instance of the
> > > >  temporary branchgroup, the subgroups only can add
> > > >  and remove branchgroups, no transformgroup and ...
> > > >  is accepted (I get sth like
> > > >  AccessRestrictionException) I've played with the
> > > >  capability bits enough and but it hasn't helped.
> > > >  So, I tried to update the Shape3D's of the sub
> > > >  groups... It worked but with a really poor
> > > >  performace and screen shuffle ups!
> > > >  Can I switch back to the old methods I mentioned
> > > >  with a trick? or can I improve the performance
> > > >  of Shape3D updates on display? (I tried to
> > > >  stop the renderer on the update sequence but it
> > > >  didn't work!)
> > > >
> > > >  Any reply is too much appreciated!
> > > >
> > > >  Sorry for the long mail,
> > > >  Sincerely,
> > > >  Mehrtash
> > > >
> > > >
> > > >__________________________________________________
> > > >Do You Yahoo!?
> > > >Yahoo! Sports - live college hoops coverage
> > > >http://sports.yahoo.com/
> > > >
> > >
> > 
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> > > >
> > >
> > > --
> > > Computer-Chemie-Centrum and Institute of Organic Chemistry
> > > University of Erlangen-Nuremberg
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> > >        http://www2.chemie.uni-erlangen.de/ChemVis/
> > >
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