Hoard | Hoard Memory Allocator : A Fast Scalable
kandi X-RAY | Hoard Summary
kandi X-RAY | Hoard Summary
There are a number of problems with existing memory allocators that make Hoard a better choice.
Support
Quality
Security
License
Reuse
Top functions reviewed by kandi - BETA
Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of Hoard
Hoard Key Features
Hoard Examples and Code Snippets
Community Discussions
Trending Discussions on Hoard
QUESTION
I'm currently working with AOSP and building an app for the Android Automotive OS. I have compiled the same code (checked out from version control) on two different PCs (both running Ubuntu). On one of them (with an Intel CPU) the emulator starts up fine and the emulator is stable.
On the other PC (an AMD CPU) the emulator starts up, but will quickly crash with OutOfMemory errors. AOSP is quickly killing all processes, then its system processes and finally reboots due to 'System is deadlocked on memory'.
I found that the culprit is a system process. It hoards a lot of memory: the android.hardware.automotive.vehicle process is hoarding memory. It keeps growing very quickly and finally the OS reboots.
When I use the meminfo tool to inspect memory usage of the process, I find the following: The android.hardware.automotive.vehicle process is using over 2GB of RAM.
My questions thus are:
- Do you what is happening?
- How can I debug this system process?
- Why is the system process behaving differently on one PC compared to another PC?
ANSWER
Answered 2022-Mar-02 at 16:53For those who ran into this issue:
After a lot of fiddling around, I found that adding custom vehicle properties to the VHAL definitions (think of the types.hal
and DefaultConfig.h
files) must be done very carefully. In my case, I added a vehicle property with VehiclePropertyChangeMode set to CONTINUOUS
, but did not add a minimum and maximum sample rate. This caused the android.hardware.automotive.vehicle service to keep requesting more and more memory for some reason and finally the emulator would crash.
If you want to prevent this from happening, make sure to add a minSampleRate and maxSampleRate in your DefaultConfig.h
file!
QUESTION
I have managed parallel run my task below:
...ANSWER
Answered 2021-Nov-26 at 10:35You can do this:
QUESTION
I am working with a very special dataframe in R
that has some variables defined as lists. My dataframe df
is included at the end of the post with dput()
. The issue with this dataframe is that holds lists as variables:
ANSWER
Answered 2021-Nov-22 at 17:41This seems to be basically what you're asking for:
QUESTION
In the source of geometricsizeclass.cpp of Hoard (the memory allocator) there a not defined function bool c2s(int)
.
What is it, what does it do ?
I'm trying to compile hoard as a library in VS2019, ignoring the Makefile.
...ANSWER
Answered 2021-Jul-13 at 16:03It's there in the header file:
QUESTION
I am attempting to use python to pull down a zone file. After going through hoards of documentation, I am still stuck on one line of code:
dns.zone.from_xfr(dns.query.xfr('3.211.54.86','megacorpone.com'))
I get the following error:
socket.error: [Errno 111] Connection refused
I've hardcoded ns2.megacorpone.com's IP to isolate any problems. For some reason this connection continues to refuse. Is anyone able to shed some light on this problem?
Thanks all
...ANSWER
Answered 2020-Nov-14 at 19:47Running the same command with the domain name instead of IP worked.
QUESTION
We are using Google PubSub in a 'spiky' fashion where we publish millions of small messages (< 10k) in a short time (~ 10 mins), spin up 2k GKE pods with 10 worker threads each that use synchronous pull and acknowledge PubSub service calls to work through the associated subscription (with a 10 minute acknowledgement deadline).
The Stack Driver graph for the subscription backlog will show a spike to 10M messages and then a downward slope to 0 in around 30 minutes (see below).
We noticed an increase of message re-delivery as the size of these backlogs grew from 1M to 10M from below 1% to beyond 10% for certain hours.
Coming from the GAE Task Pull queue world, we assumed that a worker would "lease" a message by pulling a message from the PubSub subscription where, starting at the time of pull, a worker would have 10 minutes to acknowledge to message. What appears to be happening however, after adding logging (see below for example of a re-published message), is that it is not the time from pull to ack that matters, but the time from publishing the message to acknowledgement.
Is this the right understanding of PubSub acknowledgement deadline, and subsequent redelivery behavior?
If so, should we be making sure the subscription's message backlog should only grow to a size that worker threads are able to process and acknowledge within the time configured for the subscription's acknowledgement deadline to get re-delivery rates to < 0.1% on average? We can probably have the publisher apply some sort of back-pressure based on the subscription backlog size although the GAE Pull Task Queue leasing behavior seems more intuitive.
Also, the wording in https://cloud.google.com/pubsub/docs/subscriber#push-subscription, under "Pull subscription": "The subscribing application explicitly calls the pull method, which requests messages for delivery" seems to imply that the acknowledgment timeout starts after the client pull call returns a given message?
Note: we use the Python PubSub API (google-cloud-pubsub), although not the default streaming behavior as this caused "message hoarding" as described in the PubSub docs given the large amount of small messages we publish. Instead we call subscriber_client.pull and acknowledge (which seems thin wrappers around the PubSub service API calls)
...ANSWER
Answered 2020-Jun-30 at 17:17The ack deadline is for the time between Cloud Pub/Sub sending a message to a subscriber and receiving an ack call for that message. (It is not the time between publishing the message and acking it.) With raw synchronous pull and acknowledge calls, subscribers are responsible for managing the lease. This means that without explicit calls to modifyAckDeadline, the message must be acked by the ack deadline (which defaults to 10 seconds, not 10 minutes).
If you use one of the Cloud Pub/Sub client libraries, received messages will have their leases extended automatically. The behavior for how this lease management works depends on the library. In the Python client library, for example, leases are extended based on previous messages' time-to-ack.
There are many reasons for message redelivery. It's possible that as the backlog increases, load to your workers increases, increasing queuing time at your workers and the time taken to ack messages. You can try increasing your worker count to see if this improves your redelivery rate for large backlogs. Also, the longer it takes for messages to be acked, the more likely they are to be redelivered. The server could lose track of them and deliver them once again.
There is one thing you could do on the publish side to reduce message redeliveries - reduce your publish batch size. Internally, ack state is stored per batch. So, if even one message in a batch exceeds the ackDeadline, they may all be redelivered.
Message redelivery may happen for many other reasons, but scaling your workers could be a good place to start. You can also try reducing your publish batch size.
QUESTION
I'm trying to find a way to have enemies track the player in my 2d game (pygame) but not clump up
Currently, when I shoot at them, the bullet collides into and damages all of the enemies that are clumped. I would like it to be a hoard but spread out just enough to where I can't hit every single enemy at once
I'm not sure how I would get the individual values of the enemies' positions so I can move them when they collide or how I should move them
This is what I currently have for the enemies to track the player:
...ANSWER
Answered 2020-Jun-20 at 21:52You can do collision detection between the enemies, to determine which ones are too close. You'll also need to change their behavior, to decide what to do when they actually get too close.
If you know you'll never get too many enemies, you can try comparing every enemy with every other enemy. This will take O(N^2) work, but that is probably OK if N is limited.
If you are comparing every enemy to every other anyway, you have a wider variety of options than just "collision detection": like the Boids algorithm (which does collision avoidance instead).
QUESTION
ANSWER
Answered 2020-May-01 at 23:08Instead of writing JSON.stringify(editMessage, null, 2)
into your JSON you might want to edit the content of it first.
You can replace the content of your file with data.replace()
method.
You can refer to this answer for full coverage: https://stackoverflow.com/a/14181136/4865314
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install Hoard
Support
Reuse Trending Solutions
Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items
Find more librariesStay Updated
Subscribe to our newsletter for trending solutions and developer bootcamps
Share this Page