[ODE] stack requirements
Anselm Hook
anselm at hook.org
Mon Jul 22 18:44:02 2002
Hi Dave, this is the dumb answer, but can you partition the problem into
pieces dynamically? Shouldn't that be happening automatically? Or do you
really get worst case situations?
-a
On Tue, 23 Jul 2002, David McClurg wrote:
> In the debugger I find that with 40 bodies, dWorldStep() is taking 256K of memory (which I've switched to using dStack) to get down to dInternalStepIsland_x2(). That means about 6k per body.
>
> All my ode bodies are spheres! I'm trying to create a ball simulation where the balls can lie around, roll, and bump into each other. I expected dSpaceCollide() to be the memory hog and not dWorldStep(). Is there anything I can do to reduce the memory requirements of dWorldStep()?
>
> -----Original Message-----
> From: David McClurg [mailto:dpm@efn.org]On Behalf Of David McClurg
> Sent: Tuesday, 23 July 2002 9:31 AM
> To: ode@q12.org
> Subject: RE: [ODE] stack requirements
>
>
> ode/src/stack.cpp/h seems to be a *unused* replacement for alloca. is this something that never got finished or didn't work out? Here's the interface...
>
> class dStack
> {
> void init(int max_size);
> void pushFrame();
> void popFrame();
> char *alloc(int size)
> };
>
> Can I help with this? Do you prefer a ansi-C interface with function overrides like the other memory routines to make it public?
>
> I need to have something like this to lower my stack requirements. Also-- "The alloca() function is machine dependent; its use is discouraged."
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