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Gary Merrif #1
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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SQL Memory Leak
Our CPU usage shoots up-to 99% and remains there. We have completely uninstalled and installed CF. We are on CFMX 7.0.1 Any ideas any one? It all... -
#39438 [NEW]: Memory leak PHP Fatal error: Out of memory
From: nikolas dot hagelstein at gmail dot com Operating system: NETBSD 3.0.1 AMD64 PHP version: 5.2.0 PHP Bug Type: ... -
memory problem/memory leak
Hi I have a problem with shockwave player running in Internet Explorer. My program consists of a controller movie which loads in content files in... -
Memory consumption of Ruby/mod_ruby combo on Apache [memory leak]
> I don't think so - I think all the modules are loaded when Apache is It didn't have anything to do with IfModules or even Apache. I had a... -
Memory Leak?
I am watching the "Mem Usage" for the sqlserver.exe process in the Windows NT Task Manager climb at a rate of about 400k per minute. This has been... -
enrique_rodriguez #2
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
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necromanthus #3
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
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VasilyR #4
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
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necromanthus #5
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
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enrique_rodriguez #6
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:
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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
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necromanthus #7
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
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Zircomfp #8
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
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enrique_rodriguez #9
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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