Starman | Starman is a high-performance preforking Perl PSGI web | Runtime Evironment library
kandi X-RAY | Starman Summary
kandi X-RAY | Starman Summary
Starman is a PSGI perl web server that has unique features such as:.
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QUESTION
First time asking here. My experience is only "advanced beginner". The question is about the variable storage in the memory due to an object instantiation in Unity.
Need a bit to explain the setup:
In my scene, I instantiate an entire starsystem
. The script can create up to 8 planets, each with up to 3 moons and 4 anchors (empty gameObjects
). I do not change scenes, I only destroy the starsystem
and instantiate the new one, so I need to ensure all old references are gone from memory. I want to be sure that I do not create a memory leak here by stuffing the memory with gameObjects
that never get removed.
Below is the part of my script that instantiates the moons, can be called many times within a single system instantiation. The moon gameObject
will be "returned" to the caller after instantiation and added to another variable created in the caller, which is it's official variable called planetXMoonY
, and can only exist once per system and will be nulled
before a new system instantiation.
In Version 1, I create the temporary variables within the method, and in version 2, I created them outside and first reset them before instantiating stuff.
How is this handled in memory ? Am I seeing it correct that in version 1 after a while there could be technically dozens or more newMoon
GameObjects
in memory ? Same name, but of course with separate instance ID
, and I will filling up the memory.
What happens when the object planetXMoonY
is destroyed ? When I understand it correctly, there is no more connection to the newMoon
variable , but the planetXMoonY
reference will be removed in time by the GC()
. But will the newMoon
variable ever be deleted from memory without a direct call setting it to null
?
So I thought maybe Version 2 is an improvement. Does it help to reset it to null first to ensure the garbageCollector
removes all newMoons
in time, since they aren't needed after returning the gameObject
, there are just here for instantiation purpose. But am I still creating dozens in this way, or just one ?
I hope the question is clear enough. I seem to miss a bit of basic understanding in memory usage here. I think I'm missing a really important knowledge piece here on how to correctly and safely create variables, and I want to ensure my future workflow is improved. Thank you in advance for helping.
B/R Starman
Version 1:
...ANSWER
Answered 2020-Jun-27 at 06:48Long story short, the 2nd function isn't an improvement.
When you do this:
QUESTION
I am working on a project that requires me to read input from a file called 'input.txt' and to
- check if a word is palindrome, if so write it to palindrome.txt
- using the Caesar cypher, shift it 13 places and write it to cipher.txt
While the second part seems to be working fine, I got issues with some palindromes not being written to the file, even though the palindrome function does recognize them as palindromes (tested this separately). My input.txt test file contains the following words:
madam quesadilla starman wow cheese racecar
While 'madam' and 'racecar' correctly get written to palindrome.txt, wow does not. Also tried with another palindrome 'beeb' which was also not written to the file. As mentioned, I believe the isPalindrome function works well, while all words of input.txt are also correctly changed for cipher.txt (hence the words do not get skipped completely). Currently lost as to what could be causing this issue. The following is my code:
...ANSWER
Answered 2020-Jan-13 at 07:04Your isPalindrome()
function is broken — it does not null terminate the string t
. I added a simple printf()
statement just before your call to isPalindrome()
in main()
:
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