[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?


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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