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  1. #1

    Default Memory Leak

    I have a windows service that every couple of minutes it calls a webservice
    (which is java based). It works fine but each call leaks a little memory on
    my side. My service starts out with a footprint about 14,000K and within 10
    minutes it is upto 15,000k (per windows task manager). Removing the calls
    to the webservice stops the memory leak. I have explicitly set all of the
    objects to nothing but that did not help. Framework v1.0 (VS2002, VB.Net,
    Win2k pro). Any ideas?

    TIA,
    Gary


    Gary Merrif Guest

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  3. #2

    Default Memory leak

    Hi, the problem is simple: when a model is create in a dynamic way (clone,
    clonemodelfromcastmember,new,etc) increase a little the ram used by the
    program.(5k, 10k, etc) in author, projector and shockwave. The model is used
    and the disposed ( i.e. a bullet, a explosion). When you do this the RAM start
    to increase and increase with no limit (i started with 20MB and stopped with
    abou 110MB used). This problem only appears when I create a lot of models but,
    the real problem appear when i create systems with textures that increase the
    memory used about 700KB per explosion.

    this is basically what i do:

    on a trigger event, I create a child object (script)
    this script crates the model, and starts a counter that is checked in every
    stepframe
    this script adds himself to the actorlist
    when the life is gone the script removes the model via deletemodel and
    removefromworld

    the script deletes himself of the actorlist

    two things: when i apply resetworld, the memory is released, that demosntrates
    that the problem is in the 3d world (member)
    please. The program structure is ok. Only i need to know if
    anyone know something about this problem.


    enrique_rodriguez Guest

  4. #3

    Default Re: Memory leak

    I can't figure what kind of models and textures are you trying to create there,
    but your method is not the right one.
    As general rule: avoid creating models and textures at runtime (I'm talking
    about ShockWave, of course) !
    For your "bullets and explosions", create FEW models and textures on
    beginSprite me and use a smart runtime controller (addToWorld,
    transform.position, removeFromWorld) for them.
    Also, cloneModelFromCastMember and newTexture #fromCastMember at runtime are a
    VERY bad choice in ShockWave (framerate killers)
    cheers

    necromanthus Guest

  5. #4

    Default Re: Memory leak

    From director's help^
    3D command; removes the model from the cast member and the 3D world.
    Children of the model are removed from the 3D world but not deleted.
    VasilyR Guest

  6. #5

    Default Re: Memory leak

    Originally posted by: VasilyR
    Children of the model are removed from the 3D world but not deleted.

    Good point !
    In other words: deleteModel doesn't increase the amount of free memory.



    necromanthus Guest

  7. #6

    Default Re: Memory leak

    well the most important problem is teh particle system problem, wich cant be
    created stattic, it need to be dynamic. Other models (even those which are
    created from primitives) eat RAM, but the paticle system its like an elephan
    eating RAM.

    For a particle system you must create a resource for each particle system and
    then, create a model From this model resource. When deleting you mus delete the
    model and the model resource.

    quote:


    --------------------------------------------------------------------------------
    Originally posted by: VasilyR
    Children of the model are removed from the 3D world but not deleted.

    --------------------------------------------------------------------------------

    but the models doesnt have childrens.



    enrique_rodriguez Guest

  8. #7

    Default Re: Memory leak

    Originally posted by: enrique_rodriguez
    well the most important problem is teh particle system problem, wich cant be
    created stattic, it need to be dynamic. Other models (even those which are
    created from primitives) eat RAM, but the paticle system its like an elephan
    eating RAM.

    For a particle system you must create a resource for each particle system and
    then, create a model From this model resource. When deleting you mus delete the
    model and the model resource.

    Not true. In fact is the same thing.
    For particle systems, create FEW newModelResources and FEW newModels on
    beginSprite me
    After that, at runtime, all you have to do is to play with transform.position
    for those created models.
    Also, you can control the lifetime and the emitter.numParticles for each
    modelResource (to start a new "explosion").
    There is no need to delete anything ...



    necromanthus Guest

  9. #8

    Default Re: Memory leak

    Hi, I have had to deal with the same problem as you, altough I found a simple
    workaround.

    First I created a global list (array) and named it gLst_recycleBin
    When I create/clone my dynamic models, I check if there are values in the
    list, if so, i use this value as my model's name. If not, i create a generic
    name for my model ("m_" & (the timer) in my case). When I delete this model, I
    simply put its name back in the recycle bin... simple enough, and it solved my
    problem!

    Hope this can help you

    Zircomfp Guest

  10. #9

    Default Re: Memory leak

    a last question, and the most important:


    how do i recycle a particle system?

    you have the model resorce and i have the model. if the lifetime of one model
    resource is gone and i need another particle system how do i reuse the "dead"
    particle system (it seems to be dead, indeed)?. There is a "rewind" in the
    particle system?

    my other investigations make no result, thats why i have to use this solution.

    enrique_rodriguez Guest

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