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  • OpenAL causing leaks in my iPhone game. Help appreciated

    - by AptoTech
    Hi, I am integrating OpenAL in my iPhone game from code I found in this post, but the compiler gave me an error on this line of code: unsigned char *outData = malloc(fileSize);, so I changed it to this: unsigned char *outData = (unsigned char*) malloc(fileSize);. This got rid of the compiler errors, but seems to have thrown up two leaks: Malloc 32 Bytes 0x505cb40 AudioToolbox SimAggregateDevice::CreateAggregateDevice(__CFString const*, __CFString const*, unsigned long&) and NSCFDictionary 0x505be30 64 AudioToolbox SimAggregateDevice::CreateAggregateDevice(__CFString const*, __CFString const*, unsigned long&) Is this due to me changing the unsigned char line? I would be very grateful if someone could help me to remove these leaks.

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  • Programmatically measure size and way-order of L1 and L2 caches

    - by osgx
    How can I measure programmatically (not query the OS, but measure) the size and order of associativity of L1 and L2 caches (data caches)? Assumptions about system: It has L1 and L2 cache (may be L3 too, may be cache sharing), It may have a hardware prefetch unit (just like P4+), It has a stable clocksource (tickcounter or good HPET for gettimeofday). There are no assumptions about OS (it can be Linux, Windows, or something non-standard), and we can't use POSIX queries. Language is C. And compiler optimizations may be disabled.

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  • _heapwalk reports _HEAPBADNODE, causes breakpoint or loops endlessly

    - by Stefan Hubert
    I use _heapwalk to gather statistics about the Process' standard heap. Under certain circumstances i observe unexpected behaviours like: _HEAPBADNODE is returned some breakpoint is triggered inside _heapwalk, telling me the heap might got corrupted access violation inside _heapWalk. I saw different behaviours on different Computers. On one Windows XP 32 bit machine everything looked fine, whereas on two Windows XP 64 bit machines i saw the mentioned symptoms. I saw this behaviour only if LowFragmentationHeap was enabled. I played around a bit. I walked the heap several times right one after another inside my program. First time doing nothing in between the subsequent calls to _heapWalk (everything fine). Then again, this time doing some stuff (for gathering statistics) in between two subsequent calls to _heapWalk. Depending upon what I did there, I sometimes got the described symptoms. Here finally a question: What exactly is safe and what is not safe to do in between two subsequent calls to _heapWalk during a complete heap walk run? Naturally, i shall not manipulate the heap. Therefore i doublechecked that i don't call new and delete. However, my observation is that function calls with some parameter passing causes my heap walk run to fail already. I subsequently added function calls and increasing number of parameters passed to these. My feeling was two function calls with two paramters being passed did not work anymore. However I would like to know why. Any ideas why this does not happen on some machines? Any ideas why this only happens if LowFragmentationHeap is enabled? Sample Code finally: #include <malloc.h> void staticMethodB( int a, int b ) { } void staticMethodA( int a, int b, int c) { staticMethodB( 3, 6); return; } ... _HEAPINFO hinfo; hinfo._pentry = NULL; while( ( heapstatus = _heapwalk( &hinfo ) ) == _HEAPOK ) { //doing nothing here works fine //however if i call functions here with parameters, this causes //_HEAPBADNODE or something else staticMethodA( 3,4,5); } switch( heapstatus ) { ... case _HEAPBADNODE: assert( false ); /*ERROR - bad node in heap */ break; ...

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  • Controlling maximum Java standalone running in Linux

    - by Gnanam
    Hi, We've developed a Java standalone program. We've configured in our Linux (RedHat ES 4) cron schedule to execute this Java standalone every 10 minutes. Each standalone may sometime take more than 1 hour to complete, or sometime it may complete even within 5 minutes. My problem/solution I'm looking for is, the number of Java standalones executing at any time should not exceed, for example, 5 threads. So, for example, before even a Java standalone/thread starts, if there are already 5 threads running, then this thread should not be started; otherwise this would indirectly start creating OutOfMemoryError problems. How do I control this? I would also like to make this 5 thread as configurable. Other Information: I've also configured -Xms and -Xmx heap size settings. Is there any tool/mechanism by which we can control this? I also heard about Java Service Wrapper. What is this all about?

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  • Objective C Array and Object Release

    - by david
    Hi, I have a newbie question regarding when to release the elements of a NSArray. See following pseudo code: NSMutalbeArray *2DArray = [[NSMutableArray alloc] initWithCapacity:10]; for (int i=0;i<10;i++) { NSMutableArray *array = [[MSMutableArray alloc] initWithCapacity:5]; for (int j=0;j<5;j++) { MyObject *obj = [[MyObject alloc] init]; [array addObject:obj]; [obj release]; } [2DArray addObject:array]; [array release]; } // use 2DArray to do something [2DArray release] My question here is, when I release 2DArray, do I need to explicitly release each of its element (array) first? Also, before I release the "array" object, do I need to release each of its element (MyObject) first? I am new to Objective C. Please help. thanks.

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  • Did anyone give these smart pointers (auto_any, scoped_any, shared_any) a test drive?

    - by Johann Gerell
    I'm investigating smart pointers with "shared" functionality for Windows CE and Mobile, where the VS 2008 tr1 std::shared_ptr cannot be used (due to linkage to a v.9 dll not present on CE, obviously, if I understand it correctly). There's a semi-old MSDN Magazine article with sources from a Microsoftie (Eric Niebler): Achieve More Reliable Resource Management with Our Custom C++ Classes. The reasoning, design and implementation of his shared_any looks solid, but I'm wondering if anyone ever actually tested the lot on any platform (not necessarily WinCe/WM)?

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  • How should I manage data in an 2D vector based animation program?

    - by shadow
    I've been trying to design a program that makes 2D animations and then uses the ffmpeg library to create the video for possible use in tv and movies. The problem is when I think about how to manage the data in the application I can only think of two ways, I don't think either of them will work out very well. One is to use an SQlite database, but it seems like it will be difficult to save, especially if an artist puts 1000 things on screen. The other is to use something like linked lists, which would duplicate many features of the database and get complicated when dealing with things like points on a bezier curve and jumping to a frame and collecting all the objects that need to be drawn on that frame. Should I use one of these solutions, or is there something else that would be better? Currently planning to use C# for code.

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  • [CFArray release]: message sent to deallocated instance

    - by arielcamus
    Hi, I'm using the following method in my code: - (NSMutableArray *) newOrderedArray:(NSMutableArray *)array ByKey:(NSString *)key ascending:(BOOL)ascending { NSSortDescriptor *idDescriptor = [[NSSortDescriptor alloc] initWithKey:key ascending:ascending]; NSArray *sortDescriptors = [NSArray arrayWithObject:idDescriptor]; NSArray *orderArray = [array sortedArrayUsingDescriptors:sortDescriptors]; [idDescriptor release]; NSMutableArray *result = [NSMutableArray arrayWithArray:orderArray]; return result; } Is this a well-coded convenience method? As I think, it returns an autoreleased NSMutableArray. This method is called by another one: - (id) otherMethod { NSMutableArray *otherResult = [[[NSMutableArray alloc] initWithCapacity:[otherArray count]] autorelease]; // I add some stuff to otherResult and then... NSMutableArray *result = [dbUtils newOrderedArray:otherResult ByKey:@"objectId" ascending:NO]; return result; } This method (otherMethod) is called in some view controller where I want to store returned array and release it when deallocating the view controller. However, when [result retain] is called in this view controller (because I need it to be available and I can't allow it to be deallocated) I receive the following error: [CFArray release]: message sent to deallocated instance I've tried to log [result retainCount] just before calling retain and it print "1". I don't understand why an error is thrown when calling retain. Thank you, A

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  • Update DataBase on clicking in button, after editing gridview (not automatically saving in DB, but a

    - by gaponte69
    0 vote down star I am using GridView in asp .net and editing data with edit command field property (as we know after updating the edited row, we automatically update the database), and I want to use transactions (with begin to commit statement - including rollback) to commit this update query in database, after clicking in some button (after some events for example), not automatically to insert or update the edited data from grid directly to the DB...so I want to save them somewhere temporary (even many edited rows - not just one row) and then to confirm the transaction - to update the real tables in database... Any suggestions are welcomed... I've used some good links, but very helpful, like: http://www.asp.net/learn/data-access/tutorial-63-cs.aspx http://www.asp.net/learn/data-access/tutorial-66-cs.aspx etc... etc...

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  • Setting JMX attribute on VM as command line paramater

    - by 117440226733149663383
    I've done some searching, but can't seem to find a way to do this. We'd like to proactively monitor our permgen space via JMX. It seems the best way to do this is through the UsageThreshold attribute on the "PS Perm Gen" MemoryPool. By default, this is set to 0. Is there a way to specify this, or any JMX attribute, as a -D parameter to VM so this can be set automatically at startup? Or is there another mechanism to load JMX attributes automatically? Thanks.

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  • Is there any reasonable use of a function returning an anonymous struct?

    - by Akanksh
    Here is an (artificial) example of using a function that returns an anonymous struct and does "something" useful: #include <iostream> template<typename T> T* func( T* t, float a, float b ) { if(!t) { t = new T; t->a = a; t->b = b; } else { t->a += a; t->b += b; } return t; } struct { float a, b; }* foo(float a, float b) { if(a==0) return 0; return func(foo(a-1,b), a, b); } int main() { std::cout << foo(5,6)->a << std::endl; std::cout << foo(5,6)->b << std::endl; void* v = (void*)(foo(5,6)); float* f = (float*)(v); //[1] delete f now because I know struct is floats only. std::cout << f[0] << std::endl; std::cout << f[1] << std::endl; delete[] f; return 0; } There are a few points I would like to discuss: As is apparent, this code leaks, is there anyway I can NOT leak without knowing what the underlying struct definition is? see Comment [1]. I have to return a pointer to an anonymous struct so I can create an instance of the object within the templatized function func, can I do something similar without returning a pointer? I guess the most important, is there ANY (real-world) use for this at all? As the example given above leaks and is admittedly contrived. By the way, what the function foo(a,b) does is, to return a struct containing two numbers, the sum of all numbers from 1 to a and the product of a and b. EDIT: Maybe the line new T could use a boost::shared_ptr somehow to avoid leaks, but I haven't tried that. Would that work?

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  • Can you tune C runtime heap segment reservation size on XP?

    - by Jason
    When the VC6 C runtime on XP can't serve an allocation request within an existing heap segment, it reserves a new segment. The size of these new segments increase by factors of 2 (until there are not large enough free areas to do that, at which point it falls down to smaller segments.) In any case, is there any way to control this behavior on XP with the VC6 runtime? For example, doubling up to a point, but capping at 64MB segments. If there is no way on XP but there is on 7, that would be good to know too. Or if there is no way on VC6 but there is on VC8 or up would be interesting.

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  • Java: Reading images and displaying as an ImageIcon

    - by 11helen
    I'm writing an application which reads and displays images as ImageIcons (within a JLabel), the application needs to be able to support jpegs and bitmaps. For jpegs I find that passing the filename directly to the ImageIcon constructor works fine (even for displaying two large jpegs), however if I use ImageIO.read to get the image and then pass the image to the ImageIcon constructor, I get an OutOfMemoryError( Java Heap Space ) when the second image is read (using the same images as before). For bitmaps, if I try to read by passing the filename to ImageIcon, nothing is displayed, however by reading the image with ImageIO.read and then using this image in the ImageIcon constructor works fine. I understand from reading other forum posts that the reason that the two methods don't work the same for the different formats is down to java's compatability issues with bitmaps, however is there a way around my problem so that I can use the same method for both bitmaps and jpegs without an OutOfMemoryError? (I would like to avoid having to increase the heap size if possible!) The OutOfMemoryError is triggered by this line: img = getFileContentsAsImage(file); and the method definition is: public static BufferedImage getFileContentsAsImage(File file) throws FileNotFoundException { BufferedImage img = null; try { ImageIO.setUseCache(false); img = ImageIO.read(file); img.flush(); } catch (IOException ex) { //log error } return img; } The stack trace is: Exception in thread "AWT-EventQueue-0" java.lang.OutOfMemoryError: Java heap space at java.awt.image.DataBufferByte.<init>(DataBufferByte.java:58) at java.awt.image.ComponentSampleModel.createDataBuffer(ComponentSampleModel.java:397) at java.awt.image.Raster.createWritableRaster(Raster.java:938) at javax.imageio.ImageTypeSpecifier.createBufferedImage(ImageTypeSpecifier.java:1056) at javax.imageio.ImageReader.getDestination(ImageReader.java:2879) at com.sun.imageio.plugins.jpeg.JPEGImageReader.readInternal(JPEGImageReader.java:925) at com.sun.imageio.plugins.jpeg.JPEGImageReader.read(JPEGImageReader.java:897) at javax.imageio.ImageIO.read(ImageIO.java:1422) at javax.imageio.ImageIO.read(ImageIO.java:1282) at framework.FileUtils.getFileContentsAsImage(FileUtils.java:33)

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  • Object allocate and init in Objective C

    - by Ronnie Liew
    What is the difference between the following 2 ways to allocate and init an object? AController *tempAController = [[AController alloc] init]; self.aController = tempAController; [tempAController release]; and self.aController= [[AController alloc] init]; Most of the apple example use the first method. Why would you allocate, init and object and then release immediately?

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  • Best way to figure out why didReceiveMemoryWarning is always getting called on a UIViewController

    - by wgpubs
    I have a UIViewController and I'm noticing that I've done something to where the didReceiveMemoryWarning method is getting called every time I run it on an actual device. I've run the project with Run Run With Performance Tool Object Allocations (and Leaks also). There are no leaks but I have no idea how to read or understand the "Object Allocations" data that is displayed. So ... How do I read this information and what is/are the best ways to figure out (and resolve) why this is happening? Thanks

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  • dynamic array pointer to binary file

    - by Yijinsei
    Hi guys, Know this might be rather basic, but I been trying to figure out how to one after create a dynamic array such as double* data = new double[size]; be used as a source of data to be kept in to a binary file such as ofstream fs("data.bin",ios:binary"); fs.write(reinterpret_cast<const char *> (data),size*sizeof(double)); When I finish writing, I attempt to read the file through double* data = new double[size]; ifstream fs("data.bin",ios:binary"); fs.read(reinterpret_cast<char*> (data),size*sizeof(double)); However I seem to encounter a run time error when reading the data. Do you guys have any advice how i should attempt to write a dynamic array using pointers passed from other methods to be stored in binary files?

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  • OpenGL Video RAM Limits

    - by Tamir
    I have been trying to make a Cross-platform 2D Online Game, and my maps are made of tiles. My tileset, which I render the tiles from, is quite huge. I wanted to know how can I disable hardware rendering, or at least making it more capable. Hence, I wanted to know what are the basic limits of the video ram, as far as I know, Direct3D has a texture size limits (by that I don't mean the power-of-two texture sizes).

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  • UIImage imageNamed not autoreleasing correctly

    - by MrHen
    For some reason, the retain/release behavior in the following code has me completely baffled. selectedImage = [UIImage imageNamed:@"icon_72.png"]; [selectedImage release]; This should break but does not. Why? I thought imageNamed autoreleased itself which means the release here is redundant and should break when the autorelease occurs. Here are snippets relevant to selectedImage from the .h and .m files: @property (nonatomic, readonly) UIImage *selectedImage; @synthesize delegate, selectedImage, spacerBottom, currentIndex; Other notes, this does break: selectedImage = [UIImage imageNamed:@"icon_72.png"]; [selectedImage release]; [selectedImage release]; //objc[55541]: FREED(id): message release sent to freed object=0x59245b0 //Program received signal: “EXC_BAD_INSTRUCTION”. As does this: selectedImage = [UIImage imageNamed:@"icon_72.png"]; [selectedImage release]; [selectedImage autorelease]; //objc[55403]: FREED(id): message autorelease sent to freed object=0x59b54c0 //Program received signal: “EXC_BAD_INSTRUCTION”. And so does the following: selectedImage = [UIImage imageNamed:@"icon_72.png"]; [selectedImage autorelease]; [selectedImage release]; //objc[55264]: FREED(id): message release sent to freed object=0x592c9a0 //Program received signal: “EXC_BAD_INSTRUCTION”. And so does this: selectedImage = [UIImage imageNamed:@"icon_72.png"]; [selectedImage autorelease]; [selectedImage autorelease]; //objc[55635]: FREED(id): message release sent to freed object=0x5b305d0 //Program received signal: “EXC_BAD_INSTRUCTION”.

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  • iphone image is leaking, but where?

    - by Brodie4598
    the image that is being displayed in this code is leaking but I cant figure out how. What I have a tableview that displays images to be displayed. Each time a user selects an image, it should remove the old image, download a new one, then add it to the scroll view. But the old image is not being released and I cant figure out why... -(void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { [imageView removeFromSuperview]; self.imageView = nil; NSUInteger row = [indexPath row]; NSString *tempC = [[NSString alloc]initWithFormat:@"http://www.website.com/%@_0001.jpg",[pdfNamesFinalArray objectAtIndex:row] ]; chartFileName = tempC; pdfName = [pdfNamesFinalArray objectAtIndex:row]; [tableView deselectRowAtIndexPath:indexPath animated:YES]; NSArray* paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *docsPath = [paths objectAtIndex:0]; NSString *tempString = [[[NSString alloc]initWithFormat:@"%@/%@.jpg",docsPath,pdfName]autorelease]; NSData *data = [NSData dataWithContentsOfFile:tempString]; if (data != NULL){ self.imageView = nil; [imageView removeFromSuperview]; self.imageView = nil; UIImageView *tempImage = [[[UIImageView alloc]initWithImage:[UIImage imageWithData:data]]autorelease]; self.imageView = tempImage; [data release]; scrollView.contentSize = CGSizeMake(imageView.frame.size.width , imageView.frame.size.height); scrollView.maximumZoomScale = 1; scrollView.minimumZoomScale = .6; scrollView.clipsToBounds = YES; scrollView.delegate = self; [scrollView addSubview:imageView]; scrollView.zoomScale = .37; } else { [data release]; self.imageView = nil; [imageView removeFromSuperview]; self.imageView = nil; activityIndicator.hidden = NO; getChartsButton.enabled = NO; chartListButton.enabled = NO; saveChartButton.enabled = NO; [NSThread detachNewThreadSelector:@selector(downloadImages) toTarget:self withObject:nil]; } chartPanel.hidden = YES; } -(void) downloadImages { NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; self.imageView = nil; [imageView removeFromSuperview]; NSURL *url = [[[NSURL alloc]initWithString:chartFileName]autorelease]; NSData *data = [NSData dataWithContentsOfURL:url]; UIImageView *tempImage = [[[UIImageView alloc]initWithImage:[UIImage imageWithData:data]]autorelease]; self.imageView = tempImage; tempImage = nil; scrollView.contentSize = CGSizeMake(imageView.frame.size.width , imageView.frame.size.height); scrollView.maximumZoomScale = 1; scrollView.minimumZoomScale = .37; scrollView.clipsToBounds = YES; scrollView.delegate = self; [scrollView addSubview:imageView]; scrollView.zoomScale = .6; activityIndicator.hidden = YES; getChartsButton.enabled = YES; chartListButton.enabled = YES; saveChartButton.enabled = YES; [pool drain]; [pool release]; }

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  • Python halts while iteratively processing my 1GB csv file

    - by Dan
    I have two files: metadata.csv: contains an ID, followed by vendor name, a filename, etc hashes.csv: contains an ID, followed by a hash The ID is essentially a foreign key of sorts, relating file metadata to its hash. I wrote this script to quickly extract out all hashes associated with a particular vendor. It craps out before it finishes processing hashes.csv stored_ids = [] # this file is about 1 MB entries = csv.reader(open(options.entries, "rb")) for row in entries: # row[2] is the vendor if row[2] == options.vendor: # row[0] is the ID stored_ids.append(row[0]) # this file is 1 GB hashes = open(options.hashes, "rb") # I iteratively read the file here, # just in case the csv module doesn't do this. for line in hashes: # not sure if stored_ids contains strings or ints here... # this probably isn't the problem though if line.split(",")[0] in stored_ids: # if its one of the IDs we're looking for, print the file and hash to STDOUT print "%s,%s" % (line.split(",")[2], line.split(",")[4]) hashes.close() This script gets about 2000 entries through hashes.csv before it halts. What am I doing wrong? I thought I was processing it line by line. ps. the csv files are the popular HashKeeper format and the files I am parsing are the NSRL hash sets. http://www.nsrl.nist.gov/Downloads.htm#converter UPDATE: working solution below. Thanks everyone who commented! entries = csv.reader(open(options.entries, "rb")) stored_ids = dict((row[0],1) for row in entries if row[2] == options.vendor) hashes = csv.reader(open(options.hashes, "rb")) matches = dict((row[2], row[4]) for row in hashes if row[0] in stored_ids) for k, v in matches.iteritems(): print "%s,%s" % (k, v)

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  • return value (not a reference) from the function, bound to a const reference in the calling function

    - by brainydexter
    "If you return a value (not a reference) from the function, then bind it to a const reference in the calling function, its lifetime would be extended to the scope of the calling function." So: const BoundingBox Player::GetBoundingBox(void) { return BoundingBox( &GetBoundingSphere() ); } Returns a value of type const BoundingBox from function GetBoundingBox() Called function: (From within function Update() the following is called:) variant I: (Bind it to a const reference) const BoundingBox& l_Bbox = l_pPlayer->GetBoundingBox(); variant II: (Bind it to a const copy) const BoundingBox l_Bbox = l_pPlayer->GetBoundingBox(); Both work fine and I don't see the l_Bbox object going out of scope. (Though, I understand in variant one, the copy constructor is not called and thus is slightly better than variant II). Also, for comparison, I made the following changes. BoundingBox Player::GetBoundingBox(void) { return BoundingBox( &GetBoundingSphere() ); } with Variants: I BoundingBox& l_Bbox = l_pPlayer->GetBoundingBox(); and II: BoundingBox l_Bbox = l_pPlayer->GetBoundingBox(); The objet l_Bbox still does not out scope. So, I don't see how "bind it to a const reference in the calling function, its lifetime would be extended to the scope of the calling function", really extends the lifetime of the object to the scope of the calling function ? Am I missing something trivial here..please explain .. Thanks a lot

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  • Why does this Object wonk out & get deleted ?

    - by brainydexter
    Stepping through the debugger, the BBox object is okay at the entry of the function, but as soon as it enters the function, the vfptr object points to 0xccccc. I don't get it. What is causing this ? Why is there a virtual table reference in there when the object is not derived from other class. (Though, it resides in GameObject from which my Player class inherits and I retrieve the BBox from within player. But, why does the BBox have the reference ? Shouldn't it be player who should be maintained in that reference ?) For 1; some code for reference: A. I retrieve the bounding box from player. This returns a bounding box as expected. I then send its address to GetGridCells. const BoundingBox& l_Bbox = l_pPlayer-GetBoundingBox(); boost::unordered_set < Cell*, CellPHash & l_GridCells = GetGridCells ( &l_Bbox ); B. This is where a_pBoundingBox goes crazy and gets that garbage value. boost::unordered_set< Cell*, CellPHash CollisionMgr::GetGridCells(const BoundingBox *a_pBoundingBox) { I think the following code is also pertinent, so I'm sticking this in here anyways: const BoundingBox& Player::GetBoundingBox(void) { return BoundingBox( &GetBoundingSphere() ); } const BoundingSphere& Player::GetBoundingSphere(void) { BoundingSphere& l_BSphere = m_pGeomMesh-m_BoundingSphere; l_BSphere.m_Center = GetPosition(); return l_BSphere; } // BoundingBox Constructor BoundingBox(const BoundingSphere* a_pBoundingSphere); Can anyone please give me some idea as to why this is happening? Also, if you want me to post more code, please do let me know. Thanks!

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