unmap | JavaScript Source Map back into filesystem structure | Map library
kandi X-RAY | unmap Summary
kandi X-RAY | unmap Summary
Unpack a JavaScript Source Map back into a filesystem structure.
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QUESTION
I have a process that consumes a lot of memory on startup, but frees most of that memory after the process is bootstrapped. I see the following in the TCMalloc stats printed afterwards:
...ANSWER
Answered 2021-Jun-08 at 20:18What does this value represent?
It represents the amount of memory that TCMalloc has told the system that it does not need and that the system may use for other purposes.
Has my memory been freed or not?
No. The OS has decided that making it free just to have to make it used again when the program needs it is a waste of effort and has decided instead to switch it directly from one use to another use in a single step rather than going through twice the effort of making it free just to have to make it un-free to use it.
What can I do to prevent this consumption from growing?
Why would you want to? It just makes it easier if the program needs the memory later, minimizes contention on the system's free list, and has no harmful effects at all. TCMalloc has told the OS (via madvise(DONTNEED)
) that the OS may recover the memory and the OS has made the decision that it's not a good idea to make it free just to have to make it used again when it's needed. Do you have some good reason to think the OS is wrong?
It's much easier to just directly transition memory from one us to another in a single step than go through the two steps of making it free just to have to make it used again. The free list can get contended under load and it's much simpler not to use it.
You can force the OS to free it by running some program that consumes a lot of memory and then terminates. That will force the OS to transition the memory to that process and then free it when that process terminates. But this would provide no benefit at all and would be a lot of effort just to eventually increase contention in the memory manager. There is no issue here.
QUESTION
Is it possible to find unmapped properties with the System.Text.Json.JsonSerializer
?
I'm accessing an API which returns an array of documents. I want to know if there is a way to know if there is an property in the json document which is not mapped by my C# type. At best a method that returns a list of unmapped properties.
ExampleJSON Document
...ANSWER
Answered 2021-Jun-06 at 16:25You could use [JsonExtensionData]
, for example:
QUESTION
I want to ensure that my D3D12_HEAP_TYPE_UPLOAD
resource has been upload before I use it.
Apparently to do this you call ID3D12Resource::Unmap
, ID3D12CommandList::Close
, ID3D12CommandQueue::ExecuteCommandList
and then ID3D12CommandQueue::Signal
.
However, this confuses me. The call ID3D12Resource::Unmap
is completely unconnected to the command list and queue, except by the device the resource was created on. But I have multiple command queues per device. So how does it chose which command queue to upload the resource on?
Is this documented anywhere? The only help I can find are comments in the samples.
...ANSWER
Answered 2021-May-03 at 21:06Per Microsoft Docs, all that Map
and Unmap
do is deal with the virtual memory address mapping on the CPU. You can safely leave a resource mapped (i.e. keep it mapped into virtual memory) over a long time, unlike with Direct3D 11 where you had to Unmap
it.
Almost all the samples use the UpdateSubresources
helper in the D3DX12.H utility header. There a few overloads of this, but they all do the same basic thing:
- Create/Map an 'intermediate' resource (i.e. something on an upload heap).
- Take data from the CPU and copy it into the 'intermediate' resource (unmapping it when complete since there's no need to keep the virtual memory address assignment around).
- Then call
CopyBufferRegion
orCopyTextureRegion
on a command-list (which can be a graphics queue command-list, a copy queue command-list, or a compute-queue command-list).
You can post as many of these into a command-list as you want, but the 'intermediate' resource must remain valid until it completes.
As with most things in Direct3D 12, you do this with a fence. When that fence is complete, you know you can release the 'intermediate' resources. Also, none of the copies will actually start until after you close and submit the command-list for execution.
You also need to transition the final resource from a copy state to a state you can use for rendering. Typically you post these on the same command-list, although there are limitations if you are using copy-queue or compute-queue command-lists.
For a full implementation of this, see DirectX Tool Kit for DX12
Note that it is possible to render a texture or use vertex/index buffers directly from the upload heap. It's not as efficient as copying it into a default heap, but is akin to the Direct3D 11
USAGE_DYNAMIC
. In this case, it would make sense to keep the upload heap "mapped" and re-use the same address once you know it's no longer in use. Otherwise, corruption or other bad things can happen.
QUESTION
My issue here is that my Xmobar says that it's "Updating..." when I provide the layout with a path to a C script (the executable)that I hacked together. I included Run Stdinreader and that made no dent on the issue.
I was under the impression that if a script can output to the terminal, it could to Xmobar. This C script is responsible for printing a quote to the terminal based on conditions specified. I don't need help with the script itself (although it is rushed and could be better constructed). I just want to know:
Is this an issue with an incompatibility with Xmobar and C? Or, did I forget to do something that will make the taskbar spit out the correct output?
My Xmobar Config is:
...ANSWER
Answered 2021-Jan-27 at 23:23Did more research today. The problem here is that %% counts as an argument to "run" something, but above it is where it's supposed to be defined. It's not.
I just used %diskspace% for a new script that outputs my Sink volume. It would work the same with the C script.
QUESTION
Background information:
I'm using 64 bit Arch on an x86 system.
I'm not using libc or any language that depends on libc. I'm using a proprietary research language. I am making my syscalls through inline assembly.
I'm writing an experimental custom allocator for a research project, so a portable solution is a nice-to-have, but not a requirement.
My programs are statically linked and I am willing and able to rewrite the libraries I'm using to account for a given solution.
According to this SO post: Where is the stack memory allocated from for a Linux process? A program's virtual address space is organized like this:
...ANSWER
Answered 2021-Jun-01 at 12:46After a lot of testing I've found the solution I proposed in the question does work. I've been using cat /proc//maps
to check my custom allocator, and it's behaving as I expected. To reiterate the solution:
To find the lower bound use
sbrk(0)
, make sure the ptr is page aligned, and then ensure thatbrk
andsbrk
are never called again.To safely approximate the upper bound find the stack size with
getrlimit
, subtract that from a ptr into the stack, page align the ptr, and then never change the stack size withsetrlimit
.
If you might need to touch brk
, sbrk
, or setrlimit
, then you can also add some padding to the lower bound and subtract some padding from the upper bound. You can dynamically compute a safe amount of padding by finding how much memory the system has with /proc/meminfo
, or if you don't need a general solution you can just over-approximate how much you'll need based on what you're doing.
QUESTION
I can't figure it out how to properly write and read from a QOpenGLBuffer:: PixelUnpackBuffer
.
- What is the proper setup before writing into a PBO?
QOpenGLBuffer::write
will not work using with a simpleQImage.bits()
, orglReadPixels()
to pass the FBO render into the PBO. It has to be a specific type of data?- How do you use a written PBO with
Texture::setData()
? A simpleTexture.setData(*format*, *pixel_type*, pubo, nullptr)
will suffice?
Here some code to exemplify what I'm doing:
...ANSWER
Answered 2021-May-31 at 16:46You have some misunderstandings, and most of these are not related to Qt's abstraction classes, but to how these objects work in the GL itself:
QUESTION
I recently switched from using glBufferData
to glMapBufferRange
which gives me direct access to GPU memory rather than copying the data from CPU to GPU every frame.
This works just fine and in OpenGL ES 3.0 I do the following per frame:
- Get a pointer to my GPU buffer memory via
glMapBufferRange
. - Directly update my buffer using this pointer.
- Use
glUnmapBuffer
to unmap the buffer so that I can render.
But some Android devices may have at least OpenGL ES 3.1 and, as I understand it, may also have the EXT_buffer_storage extension (please correct me if that's the wrong extension ?). Using this extension it's possible to set up persistent buffer pointers which do not require mapping/unmapping every frame using the GL_MAP_PERSISTENT_BIT
flag. But I can't figure out or find much online in the way of how to access these features.
How exactly do I invoke glMapBufferRange
with GL_MAP_PERSISTENT_BIT
set in OpenGL ES 3.1 on Android ?
Examining glGetString(GL_EXTENSIONS)
does seem to show the extension is present on my device, but I can't seem to find GL_MAP_PERSISTENT_BIT
anwhere, e.g. in GLES31
or GLES31Ext
, and I'm just not sure how to proceed.
ANSWER
Answered 2021-May-13 at 10:18The standard Android Java bindings for OpenGL ES only expose extensions that are guaranteed to be supported by all implementations on Android. If you want to expose less universally available vendor extensions you'll need to roll your own JNI bindings, using eglGetProcAddress()
from native code compiled with the NDK to fetch the entry points.
For this one you want the extension entry point glBufferStorageEXT()
.
QUESTION
I am running a SignalR Hub in .NET 5.0 in a Docker container. I am using the inbuild SignalR package for .NET 5.0. It is failing to detect abrupt disconnections. If I instruct SignalR to drop the connection from client-side, it detects the disconnection, but if I just close the browser SignalR doesn't detect the disconnection.
This is the functional equivalent of the code I am using to detect disconnections.
...ANSWER
Answered 2021-May-12 at 01:17Solved my own problem. My setup was falling back on Long-Polling which doesn't have keep alive functionality and therefore doesn't detect disconnections.
QUESTION
We chose to deploy the mongos router in the same VM as our applications, but we're running into some issues where the application gets OOM Killed because the mongos eats up a lot more RAM than we'd expect / want to.
After a reboot, the mongos footprint is a bit under 2GB, but from here it constantly requires more memory. About 500MB per week. It went up to 4.5+GB
This is the stats for one of our mongos for the past 2 weeks and it clearly looks like it's leaking memory...
So my question is: how to investigate such behavior? We've not really been able to find explanations as of why the router might require more RAM, or how to diagnosis the behavior much. Or even how to set a memory usage limit to the mongos.
With a db.serverStatus
on the mongos we can see the allocations:
ANSWER
Answered 2021-May-03 at 04:04Why the router would require more memory?
If there is any query in the sharded cluster where the system needs to do a scatter gather then merging activity is taken care of by the mongos itself.
For example I am running a query db.collectionanme.find({something : 1})
If this something field here is not the shard key itself then by default it will do a scatter gather, use explainPlan to check the query. It does a scatter gather because mongos interacts with config server and realises that it doesn't have information for this respective field. {This is applicable for a collection which is sharded}
To make things worse, if you have sorting operations where the index cannot be used then even that now has to be done on the mongos itself. Sorting operations have to block the memory segment to get the pages together based on volume of data then sort works, imagine the best possible Big O for a sorting operation here. Till that is done the memory is blocked for that operation.
What you should do?
Based on settings (your slowms setting, default should be 100ms), check the logs, take a look at your slow queries in the system. If you see a lot of SHARD_MERGE & in memory sorts taking place then you have your culprit right there.
And for quick fix increase the Swap memory availability and make sure settings are apt.
All the best.
QUESTION
I am experimenting to replace malloc(3)
/calloc(3)
/realloc(3)
/free(3)
via LD_PRELOAD
environment variable. I have tried to use the customized functions statically linked, they worked perfectly.
But, when I attached it as shared library to LD_PRELOAD
, it always results in segfault.
- I use Linux x86-64
mmap(2)
andmunmap(2)
syscall formalloc(3)
andfree(3)
. - The
calloc(3)
is just a call tomalloc(3)
with multiply overflow check. - The
realloc(3)
callsmalloc(3)
, then copy old data to new allocated memory and unmap the old memory.
- What is wrong with my approach so that it always result in segfault?
- How can I debug it (gdb and valgrind also segfault)?
- What did I miss here?
I am fully aware that always using mmap
for every malloc
call is a bad idea, especially for performance. I just want to know why my approach doesn't work.
ANSWER
Answered 2021-Apr-01 at 06:34gcc -Wall -Wextra -ggdb3 -shared mem.c -O3 -o my_mem.so
is wrong, if you want to build a shared library. See dlopen(3) and elf(5) and ld.so(8).
You practically need a position-independent-code file, so use
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