Hi!
I can't help you yet, but i saw your work. You are doing a good job.
It's nice.
Best regards:
Levi
-----Original Message-----
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED]] On Behalf Of greg baboolal
Sent: Tuesday, January 21, 2003 11:26 AM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] A little help with code / system resource efficiency
Hi,
I am trying to develop a billiard table system, and
still in its early stages.
At present there are only a few balls scattered around
the table.
When loading the app I notice that it initially takes
approximately 26,232k of memory.
after a couple of shots, depending on the strength of
the cue action etc it would then use about 42,000k.
The bit that is puzzling me is that when I reset the
table the sys resources do not return to anything near
its initial 26,000k (remains around 40,000k).
When resetting the applet I reset the table by
removing all the child BilliardBall(s) and set the
simulations thread to null.
I don't think that any reference to the child balls is
maintained as I initiate purely as addChild(new BB())
and only access them by iterating over the parent TG.
This is my first time trying to take care about the
system resources invovled and short of calling
System.gc() everywhere possible (the height of my
understanding) I wonder if someone can take a look and
guide me better with its structure. I think as a
starting point would be in the main Billiards file
function: resetAnimation().
The app is viewable at
http://users.wmin.ac.uk/~w9707382/applet.html
and the app + code stuff in a zip:
http://users.wmin.ac.uk/~w9707382/Billiards.zip
I am eventually going to be extending the number of
balls on the table so I would like to try an achieve
an effecient implementation for this end of year
project.( to aim the cue ball click on the white ball
).
Comments welcome, please.
Greg.
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