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Important bug/error that’s peeing me off! (Spawn/Kill)

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screenshot of the scene

Author: dev8state

Group: Contests

Filesize: 60.58 kB

Date added: 2010-06-16

Rating: 5

Downloads: 641

Views: 1028

Comments: 5

Ratings: 1

Times favored: 1

Made with: Phun

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<_< Ill show you an error!

This is in reply to adrianlattes: “Phun error” (I did not get the error)
This only happens in Phun, and can be sorted by fixing the green box to the background?!

But in Algodoo we have the problem of unnecessary memory usage. If you create an object and kill it in any possible way:
Kill: =True
onCoillide = (e) => {e.other.density:=0}
onCoillide = (e) => {e.other.airFrictionMult = NaN}
Alternately:
App.maxUndo:=1
Windows memory cleaning software…

The memory is not released or recycled; this is a problem for all spawn engine developers.

Anyone with a spawn engine watch the scenes info and check your Task manager/processes, you will see Phun/Algodoo memory continue to rise even thought you do not have any changes to the object count. Eventually all spawn engines and any scene that creates and kills objects will error or stop working, when the memory reaches 2GB, and believe me it dose not take long on high RPM.

I’m very interested in starting competitions to finding a solution to this problem or challenging the developers to fix the problem. My only solution was to re-use objects by moving them to a holding place then bringing them back, so never kill them. (It sucks!)

I love this software, and the community it has created. After searching the web for a suitable replacement found OE-Cake, Phyzios, Roblox and Blender totally unsatisfying in comparison to Algodoo.

Please fix this problem!
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This scene is a response to:
Title Author Rating Downloads Comments Date added
Phun error adrianlattes 5 (4 votes) 306 3 2010/06/16 14:00:25
show grid
I can't fix that:( :(
I think that it works on algodoo:zzz:
dev8stage your scene works in Algodoo 1.7.1, 1.7.2, 1.7.3 and 1.7.4 not Phun it's not error in Algodoo:tup:
And you can use:

Kill: =True
onCoillide = (e) => {e.other.density:=0}Works in Algodoo
onCoillide = (e) => {e.other.airFrictionMult = NaN}
Alternately:
App.maxUndo:=1

in Algodoo:x
Last edited at 2010/07/02 17:17:38 by egg zone1
My next plan is to spawn it back and forth from a holding chamber. Then wont be a problem :cool: