[ODE] Segfaulting ODE with too many objects -- ALLOC vs MALLOC

Peter Yamamoto yamamotop at page44.com
Mon Oct 2 21:41:56 MST 2006

Off topic(?) but here's a workable link...


-----Original Message-----
From: ode-bounces at q12.org [mailto:ode-bounces at q12.org] On Behalf Of Kyle
Sent: Monday, October 02, 2006 8:52 PM
To: Daniel K. O.
Cc: ode at q12.org
Subject: Re: [ODE] Segfaulting ODE with too many objects -- ALLOC vs

On 9/30/06, Daniel K. O. <danielko.listas at gmail.com> wrote:
> 2006/9/30, Jon Watte (ODE) <hplus-ode at mindcontrol.org>:
> > Btw: using cygwin on Windows just isn't the best way to develop a 
> > Windows application, because it doesn't support all things necessary

> > to integrate well with Windows. I highly recommend using Visual
Studio instead.
> This kind of gratuitous remark could easily scale into a flamewar.
> Let's avoid asserting "best tools" because everyone has his own tastes

> and constraints. But still, emacs > vi. :)
> I'm not familiar with ODE's core yet, but it would be cool if the 
> allocations could be abstracted like this:
> http://www.ddj.com/dept/cpp/184402039
> http://heaplayers.org/
> This way it's easier to plug your own optimized memory management code

> into the library. At least on the crytical parts.

Sorry, 404 on the dowload link from heaplayers.org. I'm sure allowing
plugins through C++ to use special allocators is nice. It may be outside
the scope of this patch though.

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