I think a little rant was warranted. : P As for my Ram, I have 256 MB, so that shouldn't be a problem. I'm thinking of buying more anyway. : P Also, as I am keen to point out, I never used to have this crashing-on-edit bug. It is only with the newer, post-sourceforge releases that this has started to happen. Oh, and I am running the Java 1.4 VM from Sun! ^_^ Cheers, : ) Michael ----- Original Message ----- From: "Peter Strempel" <zotan@xxxxxx> To: <ggo-discussion@xxxxxxxxxxxxx> Sent: Friday, December 13, 2002 9:28 PM Subject: [ggo-discussion] Re: sgf editor sometimes crashes... at least when editing from game in progress. > > On Fri, Dec 13, 2002 at 03:05:45AM -0000, Michael Camacho wrote: > > > java.lang.OutOfMemoryError > > Urgh. Bad. > > > java.lang.OutOfMemoryError > > java.lang.OutOfMemoryError > > java.lang.OutOfMemoryError > > Worse. > > > java.lang.NullPointerException > > at sun.java2d.pipe.DrawImage.copyImage(Unknown Source) > > at sun.java2d.pipe.DrawImage.copyImage(Unknown Source) > > Aha. That is from the rescale call of the kaya board image. I had this > before on Java 1.3 running on Mac OS X. But actually the Mac Java error > started somewhere inside the apple-own classes, while yours occurs in native > Java Swing code. > > Some background info: Java offers a couple of methods to resize an image. > There are older methods in the AWT package that are quite fast, cheap and > have a bad result. A newer way allows a most excellent and smooth image > scaling, but is pretty costly in memory and CPU performance. However, when I > use the old, faster method, the Kaya board background has significant > artifacts and looks pretty ugly. The image is quite big, and I do not use > image tiling for the background but rescale the whole image to the complete > board size. I run a very poor box (PII with 128 MB RAM), but the rescaling > works quite okay for me, and this computer is really a low-end machine. > Michael, how much RAM does your machine have? I think my 128 MB are pretty > much the lower border for running gGo properly on Win2k, although it works quite okay > with this. On Linux 64 MB might still work, but considering Win2k alone > takes up ~60 MB space for itself, anything below 128 MB might cause > problems. > > An idea might be to force a larger heap size for the Java VM by starting gGo > from a DOS line with the -Xmx128m argument, which would force a heap size of > 128 MB (defaults to 64 MB): java -Xmx128m -jar gGo.jar > However, gGo hardly uses more than 64 MB RAM, the memory footprint is pretty > low, unless you load Kogo. Then it grows crazy. > > Well, I am not willing to give up the high quality image resize code, > however if the problem is somewhat persistant (it was only reported twice to > me so far), I might add some checkbox "User faster but ugly rescale" or > whatever. Tho the kaya board looks *really* ugly with the old resize code. > Tiling is also no option, doesn't work well with this kaya image (see latest > qGo 0.0.13 release, which has a tiled kaya board.) > > Basic information in those cases provided to me should include: > * gGo version > * Java version > * Operating system > > Since 0.3.1 logfiles start with a line: "gGo 0.3.1 running on Java 1.4.1_01 > (Sun Microsystems Inc.)", that is what I want to know. Additionally "Windows > 2000" or whatever. > > Just as some general remarks to the mailing list, what I consider useful > when doing bugreports. Michael knows this and doesnt send me his > configuration everytime he writes me a bugreport. He wrote me that many > times before. :) > > It is occasionally surprising to see how much Java behaviour differs on the > possible permutations of Java 1.3.X, 1.4.X, the various windozes, Linux and > OS X. So far to "Write once, run anywhere", which is quite a joke. > Meanwhile I saw that gGo on Java 1.3 on Win9x basically just does not work. > <rant>Well, does anything work on Win9x except DirectX games? </rant> > Nevertheless, I like Java a lot and it basically offers an excellent > resources for multi-platform development, which has been on my top priority > list since I started qGo in C++ based on Qt, as I simply do not want to > create Yet-Another-Windows-Program. > > Sorry for the long ranting. :) > > Peter > > >