SharedObject | Sharing R objects across multiple R | Key Value Database library
kandi X-RAY | SharedObject Summary
kandi X-RAY | SharedObject Summary
SharedObject is designed for sharing data across many R workers. It allows multiple workers to read and write the same R object located in the same memory location. This feature is useful in parallel computing when a large R object needs to be read by all R workers. It has the potential to reduce the memory consumption and the overhead of data transmission.
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QUESTION
This contrived project will eventually deadlock, won't it?
Two methods are synchronized in a shared object. The two threads will eventually find themselves in one of those methods and trying to invoke the other method. I think.
...ANSWER
Answered 2021-Jun-02 at 18:10// What I want is for one thread to try to call methodB() while the other thread is in methodB() trying to call methodA().
That's not a deadlock. The thread that's trying to call methodB()
simply will be forced to wait until the other thread releases the lock by returning from its methodB()
call.
To get a classic deadlock, you need to have two locks. Your program has only one lock—the intrinsic lock belonging to the single instance of SharedObject
that your program creates.
A classic deadlock is when one thread has already acquired lock A and is waiting to acquire lock B while the other thread has acquired lock B, and it's waiting to acquire lock A. In that case, neither thread can make progress until the other thread releases its lock. But, neither thread will release its lock because neither thread can make progress.
You need two locks. You have two methods (methodA()
and methodB()
), but they both lock the same lock.
QUESTION
I created a simple username page, in frame 1, there is a button and input text
like the code below
...ANSWER
Answered 2021-Apr-30 at 15:30You get it like that because when you start 2-nd time you go straight to the frame 2 where the shared_data is empty. I think you should re-organize... well, everything.
QUESTION
I am making a companion app for a Monopoly-esque game I'm designing. My goal is to have all the properties have a MovieClip that displays who owns it and how much it has been upgraded. There are literally hundreds of properties, and each one bogs down my run time by about a second (I set up a 1-sec timer to see how long it takes to run).
I have a MovieClip that will "spawn in" each property as I need. The idea being, I have a button that tells this MC to go to frame 10, and frame 10 will have code that adds the child for Property 10, and then that child contains all the necessary code. This child spawning MC looks like this:
...ANSWER
Answered 2021-Jan-10 at 07:54Ok, let me write some scripts in order to explain what OOP-thinking is about. Also, I strongly advise you to read and understand the idea of MVC pattern because scripts below represent [M] and [C], while [V] is not really important and adding it later on is not too difficult too as long as you have the architecture of your application straight.
First, let's define the gameboard cell, a place the players can pass by or visit.
QUESTION
The /VERYSILENT
option offered by Inno Setup is very helpful when deploying applications to a whole organization using a centralized software, but there are some perks which are not entirely clear to me.
In particular, how does it behave when removing dlls/com controls (during an uninstallation) which need to be unregistered and are marked as sharedobject? Without the /VERYSILENT
switch, a popup is shown, to allow the user to select whether those objects should be removed or not.
Is the default option ("Yes", meaning "remove the object") used?
...ANSWER
Answered 2021-Jan-04 at 11:19Yes, the sharedfile
files are removed in silent and very silent uninstallations:
2021-01-04 11:42:56.253 Log opened. (Time zone: UTC+01:00)
2021-01-04 11:42:56.253 Setup version: Inno Setup version 6.1.2
...
2021-01-04 11:42:56.253 Uninstall command line: /SECONDPHASE="C:\Program Files (x86)\My Program\unins000.exe" /FIRSTPHASEWND=$530FFA /INITPROCWND=$461118 /log="B:\sharedo\uninstall.log" /verysilent
...
2021-01-04 11:42:56.284 Starting the uninstallation process.
2021-01-04 11:42:56.285 Decrementing shared count (32-bit): C:\Program Files (x86)\My Program\MyDll.dll
2021-01-04 11:42:56.285 Shared count reached zero.
2021-01-04 11:42:56.416 Deleting file: C:\Program Files (x86)\My Program\MyDll.dll
2021-01-04 11:42:56.416 Deleting directory: C:\Program Files (x86)\My Program
2021-01-04 11:42:56.955 Deleting directory: C:\Program Files (x86)\My Program
2021-01-04 11:42:56.986 Uninstallation process succeeded.
2021-01-04 11:42:56.986 Removed all? Yes
2021-01-04 11:42:56.986 Need to restart Windows? No
2021-01-04 11:42:56.988 Log closed.
Check also the TExtUninstallLog.ShouldRemoveSharedFile
function in Inno Setup source code.
QUESTION
I'm in a bit of a conundrum regarding multithreading. I'm currently working on a real-time service using SinglaR. The idea is that a connected user can request data from another. Below is a gist of what the request and response functions look like.
Consider the following code:
...ANSWER
Answered 2020-Dec-23 at 00:53You don't want to have the producer cancel the consumer's wait. That's way too much conflation of responsibilities.
Instead, what you really want is for the producer to send an asynchronous signal. This is done via TaskCompletionSource
. The consumer can add the object with an incomplete TCS, and then the consumer can (asynchronously) wait for that TCS to complete (or timeout). Then the producer just gives its value to the TCS.
Something like this:
QUESTION
Node: 12.16.2
Try to figure out why node application which is running in docker container with memory limit 512mb
fails with JavaScript heap out of memory
on 256mb
and if increase limit to 1500mb
than fail with approximately 700mb
. Looks like there is only 50% of space is given to old generation objects but I can't find any documentation of this behaviour.
Would be correct to set the old space size to 70% or so of total available memory (would remaining space be enough for other v8 memory sections)?
Error log
...ANSWER
Answered 2020-Sep-29 at 12:51What is the default value of available memory when
--max-old-space-size
flag is not used?
V8's computation of default memory limits is fairly complicated (and changes every now and then to account for a variety of situations and use cases), you can check out the source code in Heap::ConfigureHeap in heap.cc. Your guess is correct that one of the factors taken into account is that V8 memory should not exceed half of overall available memory. This is mostly geared towards the browser use case; on a server nothing is stopping you from using command-line flags to tune the behavior to your specific needs. Also, Node could override V8's default behavior if it chose to.
Would be correct to set the old space size to 70% or so of total available memory (would remaining space be enough for other v8 memory sections)?
Yes. See also Node.js recommended "max-old-space-size".
QUESTION
I want to share one variable from my UIKit File to my Widget Extension created with SwiftUI. I followed this here. Please look at the answer from J Arango.
But i dont understand the last part there.
I have to use import MySharedObjects
.
So I did this:
...ANSWER
Answered 2020-Sep-21 at 19:57- Save data to
UserDefaults
in your main App:
QUESTION
I am using an ExecutorService fixedThreadPool() to run a TASK.
A TASK here is defined as downloading a file from a specific URL and saving it to the database if it doesn't exist or else read the file from the database only. So it's more like a reader-writer problem where any of the thread of executor thread pool can act as a writer for once and others will be a reader for the subsequent request.
I am using Semaphore to perform this but the issue with this approach is subsequent read requests are happening sequentially.
If 4 TASKs are intended to hit the same URL I needed the synchronization till the file is downloaded and the semaphore is released i.e. out of 4 threads anyone can acquire the lock and rest 3 are waiting. After the download completes all the remaining 3 threads should simultaneously read the downloaded file. But this last step is happening sequentially in my case which will have an impact on project performance as well.
Having said the above use case, the following is my sample code:
Following Runnable is passed to ExecutorService to execute the task on the SharedObject class.
...ANSWER
Answered 2020-Aug-14 at 12:57I am not sure about Kotlin, but I can demonstrate in Java:
QUESTION
I am trying to understand the happens-before behavior of the volatile field when there's a mix of volatile and non-volatile fields.
Let's say there's 1 WriteThread and 5 ReadThreads, and they update/read the SharedObject.
ReadThreads call method waitToBeStopped()
from the beginning and WriteThread calls the method stop()
after 1 second.
ANSWER
Answered 2020-Jul-01 at 08:42Your assumption that the writes after stopRequested = true;
are not garanteed to be visible to the readers is correct. The writer is not garanteed to do those writes to shared cache/memory where they'd become visible to the readers. It could just write them to its local cache and the readers wouldn't see the updated values.
The Java language makes garantees about visibility, e.g. when you use a volatile variable. But it doesn't garantee that changes on a non-volatile variable won't be visible to other threads. Such writes can still be visible like here in your case. The JVM implementation, the memory consistency model of the processor and other aspects influence visibility.
Note that the JLS, and the happens-before relationship, is a specification. JVM implementations and hardware often do more than the JLS specifies, which can lead to visibilities of writes that don't have to be visible by the JLS.
QUESTION
My Qt/C++ app uses worker threads (QThread
) to improve performance for users with multicore processors. Each worker's job is to manipulate some data. Each worker minds it's own business and does not need to communicate with any other workers. They also don't perform any IO operations. Perfect use case!
The use of multithreading for this workload has delightfully improved performance by many factors over.
Running on a Ryzen 9 3900X (12 cores)
However, now each worker is also tasked with passing it's data through a Lua script. So, each worker get's it's own Lua script instance (an object containing it's own lua_State
). The data is passed between the native code and the Lua script through userdata
in the form of pointers to these things I call "SharedObjects." All I have to do is derive from this SharedObject
class and boom, Lua can talk to it!
All my Lua workload does is some basic logic and calling native functions to allocate new things that derive from SharedObject
and return them. Basically, it creates a lot of SharedObjects
and connects them to each other in specific ways.
When the script has a light workload the multithreaded performance stays great.
But once the script has a heavy workload the performance drops as the thread count rises above 4.
Here's the results of the tests I ran:
I don't understand why a heavy workload causes performance to get worse as thread count goes up??? I would expect it to reach a maximum and flatline....
EDIT: I created a minimal reproducible example project that perfectly simulates the problem. I compiled with MSVC2010 (as per my real application). https://github.com/MRG95/LuaThreads
Explanation of GitHub project files:
- main.cpp: Entry point. Creates the workers and simulates a workload. A timer keeps track of how long it takes to complete the work.
- Lua/lua_script.h: The interface between the lua script and native code. Native methods and properties are accessed through Qt's
QMetaObject
implementation. the functionvoid bindObject()
sets up the connection. - worker.h: Defines the
Worker
class which gets moved to it'sQThread
viamoveToThread
. The script function call happens invoid doWork()
. - tags.h/tags.cpp: Example data types that get processed in the script.
In the build folder is a file testScript.lua
that is the sample workload itself. It's just a simple loop running some of the methods found in the tags.h classes.
ANSWER
Answered 2020-Jun-26 at 06:02Note the DirectConnection which means it's not queuing the calls.
This could be wrong. Read more about QThread-s. Maybe you should use Qt::QueuedConnection
Let's assume that each QThread
runs its own Lua interpreter and state (you should study the source code of your Lua interpreter, but it might have some GIL, or practically need one).
We cannot guess your source code, but you might want to use Per-Thread Event Loop and have every Lua interpreter in its QThread and use some fine-grained QMutex on global shared state data. So small and short Lua primitives would each use some shared QMutex
Remember that Qt graphics operations are allowed only from the main thread (the one connected to the Xorg server on Linux).
But what I can't understand at all is why a heavy workload causes performance to get worse as thread count goes up???
It might be related to CPU cache and cache coherence. Don't except magic performance scaling when the number of all active threads and processes is more than the number of cores.
This clearly indicates to me that Lua is the bottleneck
I am not sure it is correct, and without seeing your source code, I believe it could be wrong. The bottleneck is probably inside your own code (which you don't show). To be sure, study the source code of Lua.
You could use profiling tools (on Linux, gprof(1) or perf(1)). If you compile your C++ code and the source code of Lua with GCC, you may need to invoke it specifically.
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