I would also suggest using OptimizeIt to see where your memory resources are going. 
Very handy application that lets one see total number of objects allocated, percent 
time spent in subroutines, and an allocation table to see when objects are being 
allocated.
 
Sean

        -----Original Message----- 
        From: greg baboolal [mailto:[EMAIL PROTECTED]] 
        Sent: Tue 1/21/2003 4:49 AM 
        To: [EMAIL PROTECTED] 
        Cc: 
        Subject: Re: [JAVA3D] A little help with code / system resource efficiency
        
        

        Hi all, thanks for the input so far (Ben: I am having
        a look a junit now.)
        
        My reasoning behind this line of thought started from
        a rogue claculation occurance that happens when the
        balls are at a sharp angles to each other. I have
        still yet to discover what is happening in these
        somewhat rare cases as the general calculation is ok,
        in the instance of this rogue event, the pretermined
        calculated path seems to take an unsually long amount
        of time, which inccurs a quick build up of memory
        consumption.
        
        For example if on loading or resetting the table, a
        cue force of 800 is stipulated and the ball's angle is
        set to be 359 the simulation takes a while before
        finally computing all paths. The simulation is
        governed by a thread and then these path arrays are
        given to each respective ball interpolator.
        
        However should I even try to put a triangle pack of
        balls on the table this computation runs indefinately,
        I understand that the calculation algorithm used at
        present is not suitable for such a situation.
        
        But prior to establishing the triangle pack scenario,
        I would like to get the app to be using it's resources
        effectively even in it's primitive state.
        
        At present my only way of knowing what is happening is
        from the system monitor thingy.
        
        Florin hit the nail on the head:
        
        If you see that when loading the
        scene
        your memory usage increses with 10 mb, then reset the
        scene and start
        all
        over and the memory increases another 10 mb, and each
        time you repeat
        the
        steps above the memory increses 10 mb, and after a
        while you see that
        the vm
        is using 250 mb, that surely reflects something, don't
        you think so ?
        
        
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