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authorSven Gothel <sgothel@jausoft.com>2010-10-14 18:39:42 +0200
committerSven Gothel <sgothel@jausoft.com>2010-10-14 18:39:42 +0200
commit6ced17f0325d5719e992b246ffd156e5b39694b4 (patch)
treec8618ebe347466e26c5ac8feb818b6844761121e /src/jogl/classes/com/jogamp/opengl/util/AnimatorImpl.java
parent29999cf3b7616c8ab58f4483c672e30076fbb3e4 (diff)
Fix: Memory consumption
Observing memory consumption showed: 1 - 'traceLock' debug stack traces (GLContextLock) 2 - massive Iterator usage (1) is fixed, ie only enabled in DEBUG mode, like we have done in RecursiveLock before (2) Using an Iterator on ArrayLists with a low element count < 100, as it is usual in our use cases, is observed not to be faster than accessing the elements via an index (-> TestIteratorIndexCORE.java ). On the contrary, the index implementation was a bit faster. Further more, these Iterators were massively used on the fly during animation, hence their memory managment even impacts fluent processing/animation. Recoded all animation related (display, surfaceUpdated, ..) loops using an index.
Diffstat (limited to 'src/jogl/classes/com/jogamp/opengl/util/AnimatorImpl.java')
-rw-r--r--src/jogl/classes/com/jogamp/opengl/util/AnimatorImpl.java28
1 files changed, 17 insertions, 11 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/util/AnimatorImpl.java b/src/jogl/classes/com/jogamp/opengl/util/AnimatorImpl.java
index e4bf8d711..8f2715e0a 100644
--- a/src/jogl/classes/com/jogamp/opengl/util/AnimatorImpl.java
+++ b/src/jogl/classes/com/jogamp/opengl/util/AnimatorImpl.java
@@ -44,20 +44,26 @@ class AnimatorImpl {
public void display(AnimatorBase animator,
boolean ignoreExceptions,
boolean printExceptions) {
- Iterator iter = animator.drawableIterator();
- while (animator.isAnimating() && !animator.getShouldStop() && !animator.getShouldPause() && iter.hasNext()) {
- GLAutoDrawable drawable = (GLAutoDrawable) iter.next();
- try {
- drawable.display();
- } catch (RuntimeException e) {
- if (ignoreExceptions) {
- if (printExceptions) {
- e.printStackTrace();
+ List drawables = animator.acquireDrawables();
+ try {
+ for (int i=0;
+ animator.isAnimating() && !animator.getShouldStop() && !animator.getShouldPause() && i<drawables.size();
+ i++) {
+ GLAutoDrawable drawable = (GLAutoDrawable) drawables.get(i);
+ try {
+ drawable.display();
+ } catch (RuntimeException e) {
+ if (ignoreExceptions) {
+ if (printExceptions) {
+ e.printStackTrace();
+ }
+ } else {
+ throw(e);
}
- } else {
- throw(e);
}
}
+ } finally {
+ animator.releaseDrawables();
}
}