Search Results

Search found 18385 results on 736 pages for 'flash memory'.

Page 129/736 | < Previous Page | 125 126 127 128 129 130 131 132 133 134 135 136  | Next Page >

  • Writing a spell checker similar to "did you mean"

    - by user888734
    I'm hoping to write a spellchecker for search queries in a web application - not unlike Google's "Did you mean?" The algorithm will be loosely based on this: http://catalog.ldc.upenn.edu/LDC2006T13 In short, it generates correction candidates and scores them on how often they appear (along with adjacent words in the search query) in an enormous dataset of known n-grams - Google Web 1T - which contains well over 1 billion 5-grams. I'm not using the Web 1T dataset, but building my n-gram sets from my own documents - about 200k docs, and I'm estimating tens or hundreds of millions of n-grams will be generated. This kind of process is pushing the limits of my understanding of basic computing performance - can I simply load my n-grams into memory in a hashtable or dictionary when the app starts? Is the only limiting factor the amount of memory on the machine? Or am I barking up the wrong tree? Perhaps putting all my n-grams in a graph database with some sort of tree query optimisation? Could that ever be fast enough?

    Read the article

  • w3wp.exe (ASP .Net) eating memory (2 replies)

    Hello, i'm on a VPS with Windows 2003 x64 (IIS 6.0 so) and i have a serious problem with w3wp.exe. It starts from 60 Mb and then grows until the whole avaiable RAM is used. http://img32.imageshack.us/img32/4120/w3wpgraph.png Here's an example image showing w3wp.exe private bytes and Gen 0 Heap size. They seems related, but if I use &quot;.NET CLR Memory/# Bytes in all Heaps &quot; it is much lower than priv...

    Read the article

  • A memory leak occurs in a .NET Framework 2.0-based application that uses the AesCryptoServiceProvide

    981575 ... A memory leak occurs in a .NET Framework 2.0-based application that uses the AesCryptoServiceProvider classThis RSS feed provided by kbAlerz.com.Visit kbAlertz.com to subscribe. It's 100% free and you'll be able to recieve e-mail or RSS updates for the technologies you pick from the Microsoft Knowledge Base....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

    Read the article

  • Why does my FPS drop gradually over time?

    - by mmankt
    I'm working on this game: yt alpha preview I came into a huge game-breaking problem - after 10-15 min of gameplay the FPS drops from 60 to 30 and is very unstable. I'm using tons of physics and particles, I'm deleting and nulling everything I can after it's supposed to be removed, I remove objects from vectors etc. The memory usage is stable at around 150mb so a leak is unlikely (or invisible?)- after a round ends and I delete everything, play a new round and performance is still terrible. I spent two days trying to figure this out and I just can't fix it. Maybe I'm missing something? I know it's hard to help with no code but I would just have to post my whole source.

    Read the article

  • Large Sprite Performance

    - by Iansen
    I've got a large Sprite generated using a set of vertices(x,y coordinates) and a bitmap pattern (using moveTo, lineTo, beginBitmapFill, endFill ...etc). It's about 15000 pixels wide and between 1500 - 2000 pixels high depending on the level -it's the terrain for a 2D game. My question is: what is the best way to display/move it on the stage - performance wise? Currently I'm just adding it to the stage as is...I get decent frame rate/ memory/ cpu usage but I want to optimize it for slower PCs. Any ideas? I've been reading a little about blitting but I'm not sure how to implement it in my case. Thanks.

    Read the article

  • linux new/delete, malloc/free large memory blocks

    - by brian_mk
    Hi folks, We have a linux system (kubuntu 7.10) that runs a number of CORBA Server processes. The server software uses glibc libraries for memory allocation. The linux PC has 4G physical memory. Swap is disabled for speed reasons. Upon receiving a request to process data, one of the server processes allocates a large data buffer (using the standard C++ operator 'new'). The buffer size varies depening upon a number of parameters but is typically around 1.2G Bytes. It can be up to about 1.9G Bytes. When the request has completed, the buffer is released using 'delete'. This works fine for several consecutive requests that allocate buffers of the same size or if the request allocates a smaller size than the previous. The memory appears to be free'd ok - otherwise buffer allocation attempts would eventually fail after just a couple of requests. In any case, we can see the buffer memory being allocated and freed for each request using tools such as KSysGuard etc. The problem arises when a request requires a buffer larger than the previous. In this case, operator 'new' throws an exception. It's as if the memory that has been free'd from the first allocation cannot be re-allocated even though there is sufficient free physical memory available. If I kill and restart the server process after the first operation, then the second request for a larger buffer size succeeds. i.e. killing the process appears to fully release the freed memory back to the system. Can anyone offer an explanation as to what might be going on here? Could it be some kind of fragmentation or mapping table size issue? I am thinking of replacing new/delete with malloc/free and use mallopt to tune the way the memory is being released to the system. BTW - I'm not sure if it's relevant to our problem, but the server uses Pthreads that get created and destroyed on each processing request. Cheers, Brian.

    Read the article

  • JavaME - LWUIT images eat up all the memory

    - by Marko
    Hi, I'm writing a MIDlet using LWUIT and images seem to eat up incredible amounts of memory. All the images I use are PNGs and are packed inside the JAR file. I load them using the standard Image.createImage(URL) method. The application has a number of forms and each has a couple of labels an buttons, however I am fairly certain that only the active form is kept in memory (I know it isn't very trustworthy, but Runtime.freeMemory() seems to confirm this). The application has worked well in 240x320 resolution, but moving it to 480x640 and using appropriately larger images for UI started causing out of memory errors to show up. What the application does, among other things, is download remote images. The application seems to work fine until it gets to this point. After downloading a couple of PNGs and returning to the main menu, the out of memory error is encountered. Naturally, I looked into the amount of memory the main menu uses and it was pretty shocking. It's just two labels with images and four buttons. Each button has three images used for style.setIcon, setPressedIcon and setRolloverIcon. Images range in size from 15 to 25KB but removing two of the three images used for every button (so 8 images in total), Runtime.freeMemory() showed a stunning 1MB decrease in memory usage. The way I see it, I either have a whole lot of memory leaks (which I don't think I do, but memory leaks aren't exactly known to be easily tracked down), I am doing something terribly wrong with image handling or there's really no problem involved and I just need to scale down. If anyone has any insight to offer, I would greatly appreciate it.

    Read the article

  • Memory mapping of files and system cache behavior in WinXP

    - by Canopus
    Our application is memory intensive and deals with reading a large number of disk files. The total load can be more than 3 GB. There is a custom memory manager that uses memory mapped files to achieve reading of such a huge data. The files are mapped into the process memory space only when needed and with this the process memory is well under control. But what is observed is, with memory mapping, the system cache keeps on increasing until it occupies the available physical memory. This leads to the slowing down of the entire system. My question is how to prevent system cache from hogging the physical memory? I attempted to remove the file buffering (by using FILE_FLAG_NO_BUFFERING ), but with this, the read operations take considerable amount of time and slows down the application performance. How to achieve the scalability without sacrificing much on performance. What are the common techniques used in such cases? I dont have a good understanding of the WinXP OS caching behavior. Any good links explaining the same would also be helpful.

    Read the article

  • Flex 4 + Apache Ant, Cannot Load FlashPunk Libraries

    - by SquareCrow
    I have been searching google, Apache Docs*, and FlashPunk forums looking for an answer to this: I cannot get Ant/Flex to find and compile the FlashPunk libraries. Here is my build.xml. [code] <!-- Fetch the JAR full of Flex tasks if it is not already in the source directory --> <copy file="${FLEX_HOME}/ant/lib/flexTasks.jar" todir="${SOURCE_PATH}"/> <!-- Add flextasks to the project --> <taskdef resource="flexTasks.tasks" classpath="${SOURCE_PATH}/flexTasks.jar"></taskdef> <!-- Release build Flash Player 10.1 --> <target name="build"> <!-- Build the FlashPunk library --> <echo message="building swc..." /> <compc output="FlashPunk.swc" keep-generated-actionscript="false" incremental="false" optimize="false" debug="true" use-network="false"> <include-sources dir="${FLASHPUNK_PATH}/net" includes="**/* flashpunk/utils/* flashpunk/masks/*" excludes="**/*.TTF **/*.png"/> <load-config filename="${FLEX_HOME}/frameworks/flex-config.xml"/> </compc> <echo message="building swf..." /> <mxmlc file="${SOURCE_PATH}/epOne.as" output="${OUTPUT_PATH}/epOne.swf" debug="false" incremental="false" strict="true" accessible="false" link-report="link_report.xml" static-link-runtime-shared-libraries="true"> <optimize>true</optimize> </mxmlc> </target> [/code] Results in many errors of the type "Definition net.flashpunk.masks:Grid could not be found" even though when I open the directories I can see the *.AS files right there. Sorry if this is very basic. I am piecing together knowledge of Ant from docs and tutorials. *I decided to use Ant because neither FlashDevelop for Windows nor Eclipse for Linux seemto work for me.

    Read the article

  • Install modern browser on Maverick?

    - by feklee
    I tried installing Chrome from the official repository, but I get: $ sudo apt-get install google-chrome-stable Reading package lists... Done Building dependency tree Reading state information... Done Some packages could not be installed. This may mean that you have requested an impossible situation or if you are using the unstable distribution that some required packages have not yet been created or been moved out of Incoming. The following information may help to resolve the situation: The following packages have unmet dependencies: google-chrome-stable : Depends: gconf-service but it is not installable Depends: libgconf-2-4 (>= 2.31.1) but it is not installable Depends: libgtk2.0-0 (>= 2.24.0) but 2.22.0-0ubuntu1 is to be installed Depends: libnspr4 (>= 1.8.0.10) but it is not installable Depends: libnss3 (>= 3.14.3) but it is not installable Depends: libstdc++6 (>= 4.6) but 4.5.1-7ubuntu2 is to be installed Depends: libx11-6 (>= 2:1.4.99.1) but 2:1.3.3-3ubuntu1 is to be installed E: Broken packages Note: This is neither my system, nor do I want to do a full system upgrade. Any modern browser will do. Flash plugin is also needed, if not included in the browser.

    Read the article

  • Affect movieclip scale from a .as doc to another

    - by Madcowe
    I've been working on a game following a tutorial on the internet, the game is an avoider where you have the Avatar, that has to avoid the objects that fall. The way it is made is: I have a DocumentClass which addChild's the screen you should be seeing and removeChild's the screen that you were. For example: first it loads the menuScreen, then when you press play unloads menu and loads playscreen. When you die it loads the gameoverScreen and loads the playscreen. And from the gameOverScreen you can press the SHOP button to go to the shop. From here on I'm on my own and not following any tutorials. The shop has a button that is supposed to alter the Avatar's X and Y scale to 0.5, but the problem is: how do I make that work? I tried creating a sharedObject.data.avatarSize, on the store's size button the code would be something like: sharedObject.data.avatarSize *= 0.5; And on the AvoiderGame.as, which is the most of the actual game, on the part where the avatar is created I tried putting this after it's creation: scaleX.avatar = sharedObject.data.avatarSize; scaleY.avatar = sharedObject.data.avatarSize; This did not work since it gives me the error 1009 saying can't access something that is null. I tried this before "using" the sharedObject: if( sharedObject.data.avatarSize == null ) { sharedObject.data.avatarSize = 1; } But it did not work... So now I'm not sure on what to do. I know we should reduce global variables as much as we can but how do I do it? Also, if it helps, I'm using Flash CS5 and working with AS3.0

    Read the article

  • Socket.io v.9 with Actionscript

    - by funseiki
    I'm attempting to develop an online multiplayer game using Node.js for the server and Flash to display the client. I've been reading up a bit and have found quite a few recommendations for the socket.io library. I've also found a github project which exposes code to help facilitate communication between an Actionscript 3.0 client and a server using socket.io. The project I mentioned is a bit dated and doesn't seem to have support for the latest version of socket.io, so I was wondering if leveraging this framework (socket.io, that is) would be the most ideal way to go. I have found a simple project that uses the standard 'net' module for node.js, but because there a few options available, I'm a little lost as to which one to go with. I'm currently leaning towards just using the regular 'net' module as it is already familiar to me. Since much of the client is already coded up, I'd really like to not switch over to using the HTML5 canvas just yet (but using socket.io would make a transition in the future more friendly, I think?). Any advice/direction on this matter would be much appreciated, though I do realize that there may be no one right answer. Edit: To be more specific, are there any client-side socket.io frameworks available that allow for communication between an Actionscript 3.0 client and a socket.io server and are robust enough to support current/future versions of socket.io? If not, what are the alternatives?

    Read the article

  • Fixed timestep with interpolation in AS3

    - by Jim Sreven
    I'm trying to implement Glenn Fiedler's popular fixed timestep system as documented here: http://gafferongames.com/game-physics/fix-your-timestep/ In Flash. I'm fairly sure that I've got it set up correctly, along with state interpolation. The result is that if my character is supposed to move at 6 pixels per frame, 35 frames per second = 210 pixels a second, it does exactly that, even if the framerate climbs or falls. The problem is it looks awful. The movement is very stuttery and just doesn't look good. I find that the amount of time in between ENTER_FRAME events, which I'm adding on to my accumulator, averages out to 28.5ms (1000/35) just as it should, but individual frame times vary wildly, sometimes an ENTER_FRAME event will come 16ms after the last, sometimes 42ms. This means that at each graphical redraw the character graphic moves by a different amount, because a different amount of time has passed since the last draw. In theory it should look smooth, but it doesn't at all. In contrast, if I just use the ultra simple system of moving the character 6px every frame, it looks completely smooth, even with these large variances in frame times. How can this be possible? I'm using getTimer() to measure these time differences, are they even reliable?

    Read the article

  • Change order of monitors without changing fullscreen"size"

    - by user171489
    I have a dual monitor setup. My primary monitor is a 22" with a max resolution of 1680x1050 and my secondary is a 19" with a max resolution of 1280x1024. The secondary is standing on the left side of the primary one. My problem now is, that, if I change the order of the monitors in my nvidia x-server settings, so that my secondary is the first one (or the one on the left), the fullscreen mode in flash in scaled up to my secondary monitor, even if it´s displayed on my primary one. Meaning that i get a 1280x1024 "fullscreen" window on my bigger primary monitor. When I configure my x-server settings so the secondary monitor is the one on the right, I don´t have this problem. The only thing then is, that I have to scroll out on the right to get to my monitor on the right. I can´t move my secondary monitor on the right side of my primary due to lack of space and my belief that there must be a software solution. ;) Thanks in advance.

    Read the article

  • Help needed with Flash AS2 to AS3 conversion, having major problems...

    - by Mat
    Hi all, I have a project i need to update form AS2 to AS3 as i need some of the new functions available for vertical centering of text. My current AS2 code on the time line is as follows. var dataField = _root.dataField; var dataType = _root.dataType; var dataPage = _root.dataPage; var dataVar = _root.dataVar; _root.mc.onRelease = function() { getURL("index.php?page="+dataPage+"&num="+dataNum+"&"+dataType+"="+dataVar, "_self"); }; And my external AS file is as follows. import mx.transitions.Tween; /** * * StandardKey is attached to a movieclip in the library. * It handles the basic button behavior of the keyboard keys. * When each button is placed on the stage, it's instance name * will be the unique ID of the key. * */ class StandardKey extends MovieClip { /////////////////////////////////////// //Stage Elements var highlight:MovieClip; //End Stage Elements var highlightTween:Tween; function StandardKey(Void) { //Repaint the key with 0 alpha highlight._alpha = 0; } function onPress(Void):Void { //Do the highlight animation highlightTween.stop(); highlightTween = new Tween(highlight, "_alpha", mx.transitions.easing.Regular.easeInOut, 100, 0, 10, false); } } Here is my attempt at moving timeline and external AS2 to AS3 Timeline i now have : var dataField = this.dataField; var dataType = this.dataType; var dataPage = this.dataPage; var dataVar = this.dataVar; var dataNum = this.dataNum; _root.mc.onRelease = function() { navigateToURL(new URLRequest("index.php?page="+dataPage+"&num="+dataNum+"&"+dataType+"="+dataVar, "_self")); }; External AS3 i have package { import fl.transitions.Tween; import fl.transitions.easing.*; import flash.display.MovieClip; /** * * StandardKey is attached to a movieclip in the library. * It handles the basic button behavior of the keyboard keys. * When each button is placed on the stage, it's instance name * will be the unique ID of the key. * */ public class StandardKey extends MovieClip { /////////////////////////////////////// //Stage Elements var highlight:MovieClip; //End Stage Elements var highlightTween:Tween; public function StandardKey(Void) { //Repaint the key with 0 alpha highlight._alpha = 0; } public function onPress(Void):void { //Do the highlight animation highlightTween.stop(); highlightTween = new Tween(highlight, "_alpha", fl.transitions.easing.Regular.easeInOut, 100, 0, 10, false); } } } The errors i am currently getting are : Scene 1, Layer 'Label', Frame 1, Line 6 1120: Access of undefined property _root. Scene 1, Layer 'Label', Frame 1, Line 7 1137: Incorrect number of arguments. Expected no more than 1. If any one could help me work this out i would appreciate it very much. Kind regards Mat.

    Read the article

  • When is it appropriate to use C++ exceptions?

    - by krebstar
    I'm trying to design a class that needs to dynamically allocate some memory.. I had planned to allocate the memory it needs during construction, but how do I handle failed memory allocations? Should I throw an exception? I read somewhere that exceptions should only be used for "exceptional" cases, and running out of memory doesn't seem like an exceptional case to me.. Should I allocate memory in a separate initialization routine instead and check for failures and then destroy the class instance gracefully? Or should I use exceptions instead? The class won't have anything useful to do if these memory allocations should fail.. EDIT: The consensus seems to be that running out of memory IS an exceptional case. Will see how to go about this.. Thanks.. :)

    Read the article

  • iPhone mapView / mapKit using removeAnnotation & addAnnotation results in memory leak?

    - by user266618
    To update the location of a GPS indicator on mapView... [mapView removeAnnotation:myGpsAnnotation]; [myGpsAnnotation release]; myGpsAnnotation = nil; myGpsAnnotation = [[MapLocationAnnotation alloc] initWithCoordinate:region.center annotationType:MapAnnotationTypeGps title:MAP_ANNOTATION_TYPE_GPS]; [mapView addAnnotation:myGpsAnnotation]; ...I see net memory slowly climbing in Instruments (simulator). No "Leak" blip, but "Net Bytes" and "# Net" slowly incrementing... unless this code is commented out. So I'm 100% certain this is the offending code. BUT if I do the following... [mapView removeAnnotation:myGpsAnnotation]; [myGpsAnnotation release]; myGpsAnnotation = nil; myGpsAnnotation = [[MapLocationAnnotation alloc] initWithCoordinate:region.center annotationType:MapAnnotationTypeGps title:MAP_ANNOTATION_TYPE_GPS]; [mapView addAnnotation:myGpsAnnotation]; [mapView removeAnnotation:myGpsAnnotation]; [mapView addAnnotation:myGpsAnnotation]; [mapView removeAnnotation:myGpsAnnotation]; [mapView addAnnotation:myGpsAnnotation]; ...then the "Net Bytes" and "# Net" increase much faster. Is it possible this isn't my mistake, and I'm trying to track down a leak in MapKit? Am I really leaking memory? Again, nothing appears under "Leaks", but then I don't see why Net values would be continually climbing. Thanks for any help, -Gord

    Read the article

  • System.AccessViolationException: Attempted to read or write protected memory.

    - by Ananth
    I get the following exception when I try to "find and replace" in a word 2007 working on Windows Vista , Windows 7. System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt. at Microsoft.Office.Interop.Word.Find.Execute(Object& FindText, Object& MatchCase, Object& MatchWholeWord, Object& MatchWildcards, Object& MatchSoundsLike, Object& MatchAllWordForms, Object& Forward, Object& Wrap, Object& Format, Object& ReplaceWith, Object& Replace, Object& MatchKashida, Object& MatchDiacritics, Object& MatchAlefHamza, Object& MatchControl) Is there any solution for this ? Iam using .net3.5 C#.

    Read the article

  • How Can I Prevent Memory Leaks in IE Mobile?

    - by Jake Howlett
    Hi All, I've written an application for use offline (with Google Gears) on devices using IE Mobile. The devices are experiencing memory leaks at such a rate that the device becomes unusable over time. The problem page fetches entries from the local Gears database and renders a table of each entry with a link in the last column of each row to open the entry ( the link is just onclick="open('myID')" ). When they've done with the entry they return to the table, which is RE-rendered. It's the repeated building of this table that appears to be the problem. Mainly the onclick events. The table is generated in essence like this: var tmp=""; for (var i=0; i<100; i++){ tmp+="<tr><td>row "+i+"</td><td><a href=\"#\" id=\"LINK-"+i+"\""+ " onclick=\"afunction();return false;\">link</a></td></tr>"; } document.getElementById('view').innerHTML = "<table>"+tmp+"</table>"; I've read up on common causes of memory leaks and tried setting the onclick event for each link to "null" before re-rendering the table but it still seems to leak. Anybody got any ideas? In case it matters, the function being called from each link looks like this: function afunction(){ document.getElementById('view').style.display="none"; } Would that constitute a circular reference in any way? Jake

    Read the article

  • Throttling CPU/Memory usage of a Thread in Java?

    - by Nalandial
    I'm writing an application that will have multiple threads running, and want to throttle the CPU/memory usage of those threads. There is a similar question for C++, but I want to try and avoid using C++ and JNI if possible. I realize this might not be possible using a higher level language, but I'm curious to see if anyone has any ideas. EDIT: Added a bounty; I'd like some really good, well thought out ideas on this. EDIT 2: The situation I need this for is executing other people's code on my server. Basically it is completely arbitrary code, with the only guarantee being that there will be a main method on the class file. Currently, multiple completely disparate classes, which are loaded in at runtime, are executing concurrently as separate threads. I inherited this code (the original author is gone). The way it's written, it would be a pain to refactor to create separate processes for each class that gets executed. If that's the only good way to limit memory usage via the VM arguments, then so be it. But I'd like to know if there's a way to do it with threads. Even as a separate process, I'd like to be able to somehow limit its CPU usage, since as I mentioned earlier, several of these will be executing at once. I don't want an infinite loop to hog up all the resources. EDIT 3: An easy way to approximate object size is with java's Instrumentation classes; specifically, the getObjectSize method. Note that there is some special setup needed to use this tool.

    Read the article

  • ASP.NET Memory Usage in IIS is FAR greater than in DevEnv. Is this normal?

    - by Tom
    Greetings! I have an ASP.NET app that scrapes data from a handful of external pages, parses the relevant bits and displays them in a table. Total data retrieved is 3-4MB and the resulting page is about 1MB. I am using synchronous WebRequest GetResponse for the retrieval, but the same problem existed using an asynchronous BeginGetResponse/EndGetResponse process. There is no database access, no session storage, no caching, but an in-memory list of about 100 objects (total 1MB of data), plus a good amount of AJAX (AjaxControlToolkit). This issue appears on the very first run of the app, even if I have restarted IIS. The issue: When I run the app on my dev computer, the maximum commit charge is about 1.5GB. The biggest user, measured by Task Manager's VM Size, is WebDev.WebServer.exe (600MB). The app runs perfectly. When I run it on my rent-a-server (IIS 7.5, 1GB RAM), the maximum commit charge is over 3.8GB. The biggest user is w3wp.exe at 2.7GB. IIS grinds to a halt and spits out a timed-out error page. Given my limited server budget and the hope of having multiple simultaneous users, I'm kind of in a panic. Is this normal? If I bump the server RAM up to 4GB, will that be enough? Will multiple users require even more memory? Could the culprit be AJAX or the list of objects? Thanks for any insight you can provide.

    Read the article

  • Memory leak when changing Text field of a Scintilla object.

    - by PlaZmaZ
    I have a relatively large program that I'm optimizing for ASCII input files around 10-80mB in size. The program reads every line of the file into a stringbuilder and then sets the Text field of the ScintillNET object to the stringbuilder. The stringbuilder is then set to null. private void ReloadFile(string sFile) { txt_log.ResetText(); try { StringBuilder sLine = new StringBuilder(""); using (StreamReader sr = new StreamReader(sFile)) { while (true) { string temp = sr.ReadLine(); if (temp == null) break; sLine.AppendLine(temp); } sr.Close(); } txt_log.Text = sLine.ToString(); sLine = null; } catch (Exception ex) { MessageBox.Show(this, "An error occurred opening this file.\n\n" + ex.Message, "File Open Error", MessageBoxButtons.OK, MessageBoxIcon.Error); } GC.Collect(); } The program has an option to reload or open a file. This is irrelevant, as any call to txt_log.Text seems to not get rid of the previous memory used for the .Text field. Commenting out the txt_log.Text line gives proper memory behavior. The GC.Collect() line seems pointless, and I have tried both with and without it. Is there something I'm missing here? I HIGHLY doubt it's a problem with the ScintillaNET component itself--rather something in this code.

    Read the article

  • Save memory in Python. How to iterate over the lines and save them efficiently with a 2million line

    - by skyl
    I have a tab-separated data file with a little over 2 million lines and 19 columns. You can find it, in US.zip: http://download.geonames.org/export/dump/. I started to run the following but with for l in f.readlines(). I understand that just iterating over the file is supposed to be more efficient so I'm posting that below. Still, with this small optimization, I'm using 10% of my memory on the process and have only done about 3% of the records. It looks like, at this pace, it will run out of memory like it did before. Also, the function I have is very slow. Is there anything obvious I can do to speed it up? Would it help to del the objects with each pass of the for loop? def run(): from geonames.models import POI f = file('data/US.txt') for l in f: li = l.split('\t') try: p = POI() p.geonameid = li[0] p.name = li[1] p.asciiname = li[2] p.alternatenames = li[3] p.point = "POINT(%s %s)" % (li[5], li[4]) p.feature_class = li[6] p.feature_code = li[7] p.country_code = li[8] p.ccs2 = li[9] p.admin1_code = li[10] p.admin2_code = li[11] p.admin3_code = li[12] p.admin4_code = li[13] p.population = li[14] p.elevation = li[15] p.gtopo30 = li[16] p.timezone = li[17] p.modification_date = li[18] p.save() except IndexError: pass if __name__ == "__main__": run()

    Read the article

  • Ajax heavy JS apps using excessive amounts of memory over time.

    - by Shane Reustle
    I seem to have some pretty large memory leaks in an app that I am working on. The app itself is not very complex. Every 15 seconds, the page requests approx 40kb of JSON from the server, and draws a table on the page using it. It is cheaper to draw the table over because the data is usually always new. I am attaching a few events to the table, approx 5 per line, 30 lines in the table. I used jQuery's .html() method to put the new html into the container and overwrite the existing. I do this specifically so that jQuery's special cleanup functions go in and attempt to detach all events on the elements in the element that it is overwriting. I then also delete the large variables of html once they are sent to the DOM using delete my_var. I have checked for circular references and attached events that are never cleared a few times, but never REALLY dug into it. I was wondering if someone could give me a few pointers on how to optimize a very heavy app like this. I just picked up "High Performance Javascript" by Nicholas Zakas, but didn't have much time to get into it yet. To give an idea on how much memory this is using, after 4~ hours, it is using about 420,000k on chrome, and much more on Firefox or IE. Thanks!

    Read the article

< Previous Page | 125 126 127 128 129 130 131 132 133 134 135 136  | Next Page >