I would very strongly recommend that you switch to the Flotsam asset cache. This is the default asset cache - I'm not sure the others (such as Cnm) get a lot of love these days.

On 19/06/12 21:44, Donegan, Sean P. wrote:
Hello,

I keep getting a popup with the assertion failed. Allocated element is not free 
error. I can’t seem to figure out what
is causing this. I can press ignore and I don’t see anything that goes wrong.

Here is the stack trace:

at HashGeneration.Set(Int32 bucketIndex, TKey key, TValue value, Int64 size)

at CnmMemoryCache`2.AddToNewGeneration(Int32 bucketIndex, TKey key, TValue 
value, Int64 size)

at CnmMemoryCache`2.Set(TKey key, TValue value, Int64 size)

at CnmSynchronizedCache`2.Set(TKey key, TValue value, Int64 size)

at CenomeMemoryAssetCache.Cache(AssetBase asset)

at HGAssetBroker.Store(AssetBase asset)

at DynamicTextureUpdater.DataReceived(Byte[] data, Scene scene)

at DynamicTextureModule.ReturnData(UUID id, Byte[] data)

at VectorRenderModule.Draw(String data, UUID id, String extraParams)

at VectorRenderModule.AsyncConvertData(UUID id, String bodyData, String 
extraParams)

at DynamicTextureModule.AddDynamicTextureData(UUID simID, UUID primID, String 
contentType, String data, String
extraParams, Int32 updateTimer, Boolean SetBlending, Int32 disp, Byte 
AlphaValue, Int32 face)

at DynamicTextureModule.AddDynamicText......

Some context for when it goes wrong:

I have some linked prims and send a message between them. For some I will alter 
the texture based off of the message(In
this case writing some text on the prim). The error occurs when the script 
tries to alter the texture.

I’m hoping someone out there has run into this and hopefully has a solution. 
Not sure if this is a bug in my script or what.

Thanks,

Sean Donegan



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Justin Clark-Casey (justincc)
http://justincc.org/blog
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