Noticing the same problems with memory leaks, here is what I do each time I remove/add new graphics to display to force freeing memory:

                mainWindow.setState(Frame.ICONIFIED);
        try{ Thread.sleep( 20); }
        catch( InterruptedException ie) {}
        mainWindow.setState(Frame.NORMAL);


I know it is not nice, but works very well since it may free up to 50MB!!
Unfortunately, I don't know if it is possible to do that with an applet....

Osama Abdalah wrote:
Thank you all for your concern,
   But if any one have found this problem before and
solved it please give me a hint since i thing that
this problem is not a minor one since implementing
java3D over swing components is not a strange thing to
do,I hope to find a solution soon since this is
critical for the application i make
                 Best Regards
--- Marty Vona <[EMAIL PROTECTED]> wrote:
  
Have you run your app under a tool like Borland
OptimizeIt, which can show you all live objects on
the heap, their reference chains, and their
allocation points?  If not, I suggest that should be
in your near-term plans.

We have had many memory leaks with our app that we
would *not* have been able to solve without the help
of a memory tracing tool like this.  Much more
information is provided in a much more
understandable format than what one can get the JVM
to emit to the console.

Good luck,
Marty


Osama Abdalah writes:
    
thank you for your concern but yet i donot know
      
how to
    
solve this problem it is critical for the
      
application
    
i make
                          Best regards
--- Alessandro borges
      
<[EMAIL PROTECTED]>
    
wrote:
      
Hi,

 I just did a test case like you describe: a
        
simple
    
GUI application with a button to open JDialog
        
with a
    
running Canvas3D inside.
  I have the same behavior: after JDialog opened
free
memory decreases, and after closing the JDialog
there
is a few MBytes released, but far from that
        
initial
    
value.

 I suspected there are some Java3D threads still
running, but with my JDeveloper trace tool, I
        
could
    
not note evidence of this. The Java3D threads
        
just
    
stop running as it should be.

 Next try. I run my application with a
-verbose:class
option:
java -verbose:class myApp

 Ok. A big list of loaded classes fill up my
        
console
    
screen. Yeah, Java3D loads a lot of classes,
        
around
    
300, and they are kept in memory for future use.
This classes are not reloaded when I open the
JDialog
a second time.And opens very fast.
 As gc just take instances, and not the class
definition, that space taken by classes are not
        
full
    
released.
 Seens right to me. Just take a lot of memory.

 It is all a got.If someone knows how relase
        
more
    
memory after releasing  Java3D instances, please
share
it with us.
 Ok, have more memory is always a good option ;)

Alessandro


 --- Osama Abdalah <[EMAIL PROTECTED]>
escreveu: > Hi All,
        
Java 3D objects implemented on a JDialog are
          
not
    
cleared after closing the dialog even if i
          
used
    
cleanUp() method of SimpleUniverse , How can i
          
solve
        
this problem
               Thank you all

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