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Hello Experts!
I have been experiencing an apparent memory leak within Director 11 when using cloneModelFromCastMember(). I was making the assumption that calling resetWorld() on a w3D member onBeginSprite() would garbage collect any models previously cloned into that when I previously ran the movie. However, if I repeatedly start and stop the movie Director Gobbles roughly 10Mb more memory each time. The memory usage does not reduce upon calling resetWorld() A good way to replicate this is to use cloneModelFromCastMember() on a largeish model in a repeat with i = 1 to 50 loop on the on beginSprite handler. Start and stop the movie over and over to see Director's memory usage hike up. Anybody have any advice why this is happening? Do I need to explicitly delete all models cloned into a member on stopMovie???? Cheers Richard Smith |
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[q]Originally posted by: Richard
It appears that the problem doesn't happen on Director 8.5[/q] Are you sure of that? :grin; [q]Originally posted by: Richard Can anyone confirm? I'm wondering if this is a new Version 11 memory leak?[/q] Yes. |
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Hi Nano,
Can you get the memory leak to happen on Director 8.5 then? "Nanomedia" <webforumsuser@macromedia.com> wrote in message news:gd403g$rrl$1@forums.macromedia.com... > [q]Originally posted by: Richard > It appears that the problem doesn't happen on Director 8.5[/q] > Are you sure of that? > :grin; > > [q]Originally posted by: Richard > Can anyone confirm? I'm wondering if this is a new Version 11 memory > leak?[/q] > > Yes. Oh oh.... Bad news... Thanks for confirming. Is Adobe aware of this one? Anyone else have any info / thoughts? Cheers Richard |
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as a rule of thumb:
whenever possible avoid cloneModelFromCastMember in the first place. It is highly unrecommended and the intel engineers always recommended to use loadFile() with an external w3d file, which is much better than having the w3d file in the castlib and using cmfcm. each cmfm rebuilds the whole scene and takes a lot of time the bigger the scene is. apart from glitches like leaks, which you found right now and other things. I work very much with sw3d and I barely have more than one shockwave3d member in any of my movies. in very rare cases I use 2 sw3d members. Other than that I use one member where I build and load everything into from external w3d files with loadFile(), which is much more appropriate. the only downside is that I can't change the model name, but there are ways to deal with it. |
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Hi Zzzorro,
Thanks for the advice! Why does cloning from external w3D members help? Does it avoid the memory leak? It never used to happen on Director 8.5 so it has to be a new Version 10 / 11 bug right? I need to import several weightmapped boned characters into a 3D member, and due to export issues each character has to have it's own w3D file. So I have to perform cloning at runtime to build the world. I also need to clone these characters based on the level, so I can't use just one single 3D member for both these reasons. Thanks for any further ideas. Richard Smith "zzzorro" <webforumsuser@macromedia.com> wrote in message news:gd4sn2$2l8$1@forums.macromedia.com... > as a rule of thumb: > whenever possible avoid cloneModelFromCastMember in the first place. > It is highly unrecommended and the intel engineers always recommended to > use > loadFile() with an external w3d file, which is much better than having the > w3d > file in the castlib and using cmfcm. > each cmfm rebuilds the whole scene and takes a lot of time the bigger the > scene is. > apart from glitches like leaks, which you found right now and other > things. > > I work very much with sw3d and I barely have more than one shockwave3d > member > in any of my movies. in very rare cases I use 2 sw3d members. Other than > that I > use one member where I build and load everything into from external w3d > files > with loadFile(), which is much more appropriate. the only downside is that > I > can't change the model name, but there are ways to deal with it. > |
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[q]Originally posted by: Richard
It appears that the problem doesn't happen on Director 8.5 (although I'm still looking into it). Can anyone confirm? I'm wondering if this is a new Version 11 memory leak?[/q] Hi Richard, cloneModelFromCastMember() and cloneMotionFromCastMember() are very old Intel/Macromedia "unfinished business". http://forum.necromanthus.com/necrof...rum=1&topic=94 I don't remember the v8.5 "status", but I'm sure in v9 and MX2004 they were present. Talking about Adobe bug report, the upcoming hotfix has nothing to do with the Shockwave3D Asset, so ... cheers |
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Thanks for the info!
Richard "necromanthus" <webforumsuser@macromedia.com> wrote in message news:gd4vh8$5qh$1@forums.macromedia.com... > [q]Originally posted by: Richard > It appears that the problem doesn't happen on Director 8.5 (although I'm > still looking into it). > Can anyone confirm? I'm wondering if this is a new Version 11 memory > leak?[/q] > > Hi Richard, > cloneModelFromCastMember() and cloneMotionFromCastMember() > are > very old Intel/Macromedia "unfinished business". > http://forum.necromanthus.com/necrof...rum=1&topic=94 > I don't remember the v8.5 "status", but I'm sure in v9 and MX2004 they > were > present. > Talking about Adobe bug report, the upcoming hotfix has nothing to do with > the > Shockwave3D Asset, so ... > > cheers > > > |
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