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  • C++ Memory allocation question involving vectors

    - by TheFuzz
    vector< int > vect; int *int_ptr = new int(10); vect.push_back( *int_ptr ); I under stand that every "new" needs to be followed by a "delete" at some point but does the clear() method clean this memory? What about this method of doing the same thing: vector< int > vect; int int_var = 10; vect.push_back( int_var ); From what I understand, clear() calls the variables destructors, but both vect.push_back() methods in this example push an object on the vector, not a pointer. so does the first example using an int pointer need something other than clear() to clean up memory?

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  • C#/XNA Giant Memory Leak

    - by user1440926
    this is my first post here. I'm making a game in Visual Studio 2010 using XNA, and i've hit a giant memory leak. My game starts out using 17k ram and then after ten minutes it's upto 65k. I ran some memory profilers, and they all say that new instances of the String object are being created, but they aren't live. The amount of live instances of String hasn't changed at all. It's also creating instances of Char[] (which i'd expect from it), Object[], and StringBuilder. My game is pretty new but there's too much code to post here. I have no idea how to get rid of instances that aren't live, please help!

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  • C++: Question about freeing memory

    - by Martijn Courteaux
    On Learn C++, they wrote this to free memory: int *pnValue = new int; // dynamically allocate an integer *pnValue = 7; // assign 7 to this integer delete pnValue; pnValue = 0; My question is: "Is the last statement needed to free the memory correctly, completly?" I thought that the pointer *pnValue was still on the stack and new doesn't make any sense to the pointer. And if it is on the stack it will be cleaned up when the application leaves the scope (where the pointer is declared in), isn't it?

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  • Memory allocation in Linux

    - by Goofy
    Hello! I have a multi threaded application where I allocate buffers with data, which then wait in queues to be send via sockets. All buffers are reproducible because I use only buffers of fixed size in whole program (1024, 2048, 2080 and 5248 bytes). I noticed, that my program usually use up to 10 buffers of each length type at the same moment. So far I always manually allocate new buffer and then free it (using malloc() and free ()) where it's not needed any more. I started wondering if Linux is enough smart to cache this memory for me, so next time I allocate new buffer system only quickly receive a buffer I have already used before and not perform heavy operation of allocating new memory block?

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  • Sharing memory between modules

    - by John Holecek
    Hi, I was wondering how to share some memory between different program modules - lets say, I have a main application (exe), and then some module (dll). They both link to the same static library. This static library will have some manager, that provides various services. What I would like to achieve, is to have this manager shared between all application modules, and to do this transparently during the library initialization. Between processes I could use shared memory, but I want this to be shared in the current process only. Could you think of some cross-platform way to do this? Possibly using boost libraries, if they provide some facilities to do this. Only solution I can think of right now, is to use shared library of the respective OS, that all other modules will link to at runtime, and have the manager saved there.

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  • Delphi Memory Management

    - by nomad311
    I haven't been able to find the answers to a couple of my Delphi memory management questions. I could test different scenarios (which I did to find out what breaks the FreeAndNil method), but its takes too long and its hard! But seriously, I would also like to know how you all (Delphi developers) handle these memory management issues. My Questions (Feel free to pose your own I'm sure the answers to them will help me too): Does FreeAndNil work for COM objects? My thoughts are I don't need it, but if all I need to do is set it to nil than why not stay consistent in my finally block and use FreeAndNil for everything? Whats the proper way to clean up static arrays (myArr : Array[0..5] of TObject). I can't FreeAndNil it, so is it good enough to just set it to nil (do I need to do that after I've FreeAnNil'd each object?)? Thanks Guys!

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  • Apply Xslt on in-memory Xml and returning in-memory Xml

    - by Jan Willem B
    I am looking for a static function in the .NET framework which takes an XML snippet and an Xslt file, applies the transformation in memory, and returns the transformed XML. I would like to do this: string rawXml = invoiceTemplateDoc.MainDocumentPart.Document.InnerXml; rawXml = DoXsltTransformation(rawXml, @"c:\prepare-invoice.xslt")); // ... do more manipulations on the rawXml Alternatively, instead of taking and returning strings, it could be taking and returning XmlNodes. Is there such a function?

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  • Is this a php memory leak?

    - by mseifert
    I have memory_get_usage() in the footer of my page and with each refresh of the page, I watch it increase by about 100k each time. My page load creates many objects and destroys them when done . My parent objects each have __destruct() which uses unset() with all child objects. Child objects with a reference back to the parent, have __destruct() to unset() these references. Inserting memory_get_usage() before and after processing different parts of my page only tells me how much of the total usage was added due to that part of the script. How do I go about determining what memory is lost and not recycled for garbage collection after the page finishes loading? I have one global $_SESSION var containing objects storing user info, but have verified using strlen(serialize($object)) that this object is not growing in size. I presume that what I am seeing is a memory leak and that php garbage collection should be in effect after the script ends. Any ideas how to debug this?

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  • Cocos2d-xna memory management for WP8

    - by Arkiliknam
    I recently upgraded to VS2012 and try my in dev game out on the new WP8 emulators but was dismayed to find out the emulator now crashes and throws an out of memory exception during my sprite loading procedure (funnily, it still works in WP7 emulators and on my WP7). Regardless of whether the problem is the emulator or not, I want to get a clear understanding of how I should be managing memory in the game. My game consists of a character whom has 4 or more different animations. Each animation consists of 4 to 7 frames. On top of that, the character has up to 8 stackable visualization modifications (eg eye type, nose type, hair type, clothes type). Pre memory issue, I preloaded all textures for each animation frame and customization and created animate action out of them. The game then plays animations using the customizations applied to that current character. I re-looked at this implementation when I received the out of memory exceptions and have started playing with RenderTexture instead, so instead of pre loading all possible textures, it on loads textures needed for the character, renders them onto a single texture, from which the animation is built. This means the animations use 1/8th of the sprites they were before. I thought this would solve my issue, but it hasn't. Here's a snippet of my code: var characterTexture = CCRenderTexture.Create((int)width, (int)height); characterTexture.BeginWithClear(0, 0, 0, 0); // stamp a body onto my texture var bodySprite = MethodToCreateSpecificSprite(); bodySprite.Position = centerPoint; bodySprite.Visit(); bodySprite.Cleanup(); bodySprite = null; // stamp eyes, nose, mouth, clothes, etc... characterTexture.End(); As you can see, I'm calling CleanUp and setting the sprite to null in the hope of releasing the memory, though I don't believe this is the right way, nor does it seem to work... I also tried using SharedTextureCache to load textures before Stamping my texture out, and then clearing the SharedTextureCache with: CCTextureCache.SharedTextureCache.RemoveAllTextures(); But this didn't have an effect either. Any tips on what I'm not doing? I used VS to do a memory profile of the emulation causing the crash. Both WP7.1 and WP8 emulators peak at about 150mb of usage. WP8 crashes and throws an out of memory exception. Each customisation/frame is 15kb at the most. Lets say there are 8 layers of customisation = 120kb but I render then onto one texture which I would assume is only 15kb again. Each animation is 8 frames at the most. That's 15kb for 1 texture, or 960kb for 8 textures of customisation. There are 4 animation sets. That's 60Kb for 4 sets of 1 texture, or 3.75MB for 4 sets of 8 textures of customisation. So even if its storing every layer, its 3.75MB.... no where near the 150mb breaking point my profiler seems to suggest :( WP 7.1 Memory Profile (max 150MB) WP8 Memory Profile (max 150MB and crashes)

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  • Memory mapped files and "soft" page faults. Unavoidable?

    - by Robert Oschler
    I have two applications (processes) running under Windows XP that share data via a memory mapped file. Despite all my efforts to eliminate per iteration memory allocations, I still get about 10 soft page faults per data transfer. I've tried every flag there is in CreateFileMapping() and CreateFileView() and it still happens. I'm beginning to wonder if it's just the way memory mapped files work. If anyone there knows the O/S implementation details behind memory mapped files I would appreciate comments on the following theory: If two processes share a memory mapped file and one process writes to it while another reads it, then the O/S marks the pages written to as invalid. When the other process goes to read the memory areas that now belong to invalidated pages, this causes a soft page fault (by design) and the O/S knows to reload the invalidated page. Also, the number of soft page faults is therefore directly proportional to the size of the data write. My experiments seem to bear out the above theory. When I share data I write one contiguous block of data. In other words, the entire shared memory area is overwritten each time. If I make the block bigger the number of soft page faults goes up correspondingly. So, if my theory is true, there is nothing I can do to eliminate the soft page faults short of not using memory mapped files because that is how they work (using soft page faults to maintain page consistency). What is ironic is that I chose to use a memory mapped file instead of a TCP socket connection because I thought it would be more efficient. Note, if the soft page faults are harmless please note that. I've heard that at some point if the number is excessive, the system's performance can be marred. If soft page faults intrinsically are not significantly harmful then if anyone has any guidelines as to what number per second is "excessive" I'd like to hear that. Thanks.

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  • Why does IHttpAsyncHandler leak memory under load?

    - by Anton
    I have noticed that the .NET IHttpAsyncHandler (and the IHttpHandler, to a lesser degree) leak memory when subjected to concurrent web requests. In my tests, the development web server (Cassini) jumps from 6MB memory to over 100MB, and once the test is finished, none of it is reclaimed. The problem can be reproduced easily. Create a new solution (LeakyHandler) with two projects: An ASP.NET web application (LeakyHandler.WebApp) A Console application (LeakyHandler.ConsoleApp) In LeakyHandler.WebApp: Create a class called TestHandler that implements IHttpAsyncHandler. In the request processing, do a brief Sleep and end the response. Add the HTTP handler to Web.config as test.ashx. In LeakyHandler.ConsoleApp: Generate a large number of HttpWebRequests to test.ashx and execute them asynchronously. As the number of HttpWebRequests (sampleSize) is increased, the memory leak is made more and more apparent. LeakyHandler.WebApp TestHandler.cs namespace LeakyHandler.WebApp { public class TestHandler : IHttpAsyncHandler { #region IHttpAsyncHandler Members private ProcessRequestDelegate Delegate { get; set; } public delegate void ProcessRequestDelegate(HttpContext context); public IAsyncResult BeginProcessRequest(HttpContext context, AsyncCallback cb, object extraData) { Delegate = ProcessRequest; return Delegate.BeginInvoke(context, cb, extraData); } public void EndProcessRequest(IAsyncResult result) { Delegate.EndInvoke(result); } #endregion #region IHttpHandler Members public bool IsReusable { get { return true; } } public void ProcessRequest(HttpContext context) { Thread.Sleep(10); context.Response.End(); } #endregion } } LeakyHandler.WebApp Web.config <?xml version="1.0"?> <configuration> <system.web> <compilation debug="false" /> <httpHandlers> <add verb="POST" path="test.ashx" type="LeakyHandler.WebApp.TestHandler" /> </httpHandlers> </system.web> </configuration> LeakyHandler.ConsoleApp Program.cs namespace LeakyHandler.ConsoleApp { class Program { private static int sampleSize = 10000; private static int startedCount = 0; private static int completedCount = 0; static void Main(string[] args) { Console.WriteLine("Press any key to start."); Console.ReadKey(); string url = "http://localhost:3000/test.ashx"; for (int i = 0; i < sampleSize; i++) { HttpWebRequest request = (HttpWebRequest)WebRequest.Create(url); request.Method = "POST"; request.BeginGetResponse(GetResponseCallback, request); Console.WriteLine("S: " + Interlocked.Increment(ref startedCount)); } Console.ReadKey(); } static void GetResponseCallback(IAsyncResult result) { HttpWebRequest request = (HttpWebRequest)result.AsyncState; HttpWebResponse response = (HttpWebResponse)request.EndGetResponse(result); try { using (Stream stream = response.GetResponseStream()) { using (StreamReader streamReader = new StreamReader(stream)) { streamReader.ReadToEnd(); System.Console.WriteLine("C: " + Interlocked.Increment(ref completedCount)); } } response.Close(); } catch (Exception ex) { System.Console.WriteLine("Error processing response: " + ex.Message); } } } }

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  • MODI leaking memory

    - by Khragg
    I have an app where I'm using MODI 2007 to OCR several multi-page tiff files. I have found that when I kick it off on a directory that contains several good tiffs but also some tiffs that cannot be opened in Windows Picture and Fax Viewer, then MODI also fails to OCR those "bad" tiffs. When this happens, the app is unable to reclaim any of the memory that was used by MODI to OCR those tiffs. After the tool tries to OCR too many of these "bad" tiffs, the machine runs out of memory and the app crashes. I have tried several code fixes from the web that supposedly fix any MODI memory leaks, but so far none have worked for me. I am pasting in the part of the code below that does the OCRing: StringBuilder strRecText = new StringBuilder(10000); MODI.Document doc1 = new MODI.Document(); doc1.Create(name); try { doc1.OCR(MODI.MiLANGUAGES.miLANG_ENGLISH, true, true); // this will ocr all pages of a multi-page tiff file } catch (Exception e) { doc1.Close(false); // clean up if (doc1 != null) { GC.Collect(); GC.WaitForPendingFinalizers(); GC.Collect(); GC.WaitForPendingFinalizers(); System.Runtime.InteropServices.Marshal.FinalReleaseComObject(doc1); doc1 = null; } } MODI.Images images = doc1.Images; for (int imageCounter = 0; imageCounter < images.Count; imageCounter++) { if (imageCounter > 0) { if (!noPageBreakFlag) { strRecText.Append((char)pageBreakChar); } } MODI.Image image = (MODI.Image)images[imageCounter]; MODI.Layout layout = image.Layout; strRecText.Append(layout.Text); GC.Collect(); GC.WaitForPendingFinalizers(); GC.Collect(); GC.WaitForPendingFinalizers(); if (layout != null) { System.Runtime.InteropServices.Marshal.FinalReleaseComObject(layout); layout = null; } if (image != null) { System.Runtime.InteropServices.Marshal.FinalReleaseComObject(image); image = null; } } File.AppendAllText(ocrFile, strRecText.ToString()); // write the OCR file out to disk GC.Collect(); GC.WaitForPendingFinalizers(); GC.Collect(); GC.WaitForPendingFinalizers(); if (images != null) { System.Runtime.InteropServices.Marshal.FinalReleaseComObject(images); images = null; } GC.Collect(); GC.WaitForPendingFinalizers(); GC.Collect(); GC.WaitForPendingFinalizers(); doc1.Close(false); // clean up if (doc1 != null) { System.Runtime.InteropServices.Marshal.FinalReleaseComObject(doc1); doc1 = null; } GC.Collect(); GC.WaitForPendingFinalizers(); GC.Collect(); GC.WaitForPendingFinalizers();

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  • RAM caching causes severe performance drops

    - by B T
    I have read plenty of threads on memory caching and the standard response of "large cache is good, it shouldn't effect performance", "the kernel knows best". I have recently upgraded from 12.04 to 12.10 and changed from VirtualBox to VMware Workstation and the performance differences are severe (I suspect it is because of the latter). When I am running my virtual machine the system load monitor graph shows less than 50% memory usage generally. System load indicator is showing me that the rest of my RAM is used in the cache all the time. Plain and simple this is the comparison: BEFORE Cache was very sparingly used, pretty much none of my memory usage was the cache Swappiness was 0 (caused my memory to be used first, then swap only if needed) Performance was quite good and logical RAM was used fully first, caching was minimal. I could run enough software to utilize my full 4GB of RAM without any performance degradation whatsoever Swap space was then used as needed which was obviously slower (I am on a HDD) but was still usable when the current program was loaded into memory AFTER Cache is used to fill the full 4GB as soon as my virtual machine is run Swappiness is 0 (same behaviour as before but cache uses full memory straight away) Performance is terrible and unusable while running Ubuntu software Basic things like changing windows takes 2 minutes + Changing screens happens frame by frame over sometimes up to 5 minutes Cannot run an IDE and VM like I could with ease before So basically, any suggestions on how to take my performance back to how it was before while keeping my current setup? My suspicion is VMWare is the problem, but how do I see what is tied to the use of the cache? Surely there is a way to control this behaviour in software as polished as VMware? Thanks EDIT: Could also be important to note that the behaviour differs depending on whether VMware is open or closed. If VMware is open, then the ram will lock at like 50% and 50% cache and go into the complete lock up mentioned above. Contrastingly, if VMware is closed (after being open), then the RAM will continue to rise as it needs / cache will stay as the complete remaining memory and there is no noticeable performance degradation.

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  • -[UIImage drawInRect:] / CGContextDrawImage() not releasing memory?

    - by sohocoke
    I wanted to easily blend a UIImage on top of another background image, so wrote a category method for UIImage, adapted from http://stackoverflow.com/questions/1309757/blend-two-uiimages : - (UIImage *) blendedImageOn:(UIImage *) backgroundImage { NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; UIGraphicsBeginImageContext(backgroundImage.size); CGRect rect = CGRectMake(0, 0, backgroundImage.size.width, backgroundImage.size.height); [backgroundImage drawInRect:rect]; [self drawInRect:rect]; UIImage* blendedImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); [pool release]; return blendedImage; } Unfortunately my app that uses the above method to load around 20 images and blend them with background and gloss images (so probably around 40 calls), is being jettisoned on the device. An Instruments session revealed that calls to malloc stemming from the calls to drawInRect: are responsible for the bulk of the memory usage. I tried replacing the drawInRect: messages with equivalent function calls to the function CGContextDrawImage but it didn't help. The AutoReleasePool was added after I found the memory usage problem; it also didn't make a difference. I'm thinking this is probably because I'm not using graphics contexts appropriately. Would calling the above method in a loop be a bad idea because of the number of contexts I create? Or did I simply miss something?

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  • memory warning, generating UIImagefrom pdf files in objective-c

    - by favo
    When converting PDF Pages into UIImages I receive memory warnings all the time. It seems there is either some leak or something else that eats my memory. Using instruments didn't give me any helpful details. I'm using the following function to generate images from a pdf file: - (UIImage*)pdfImage:(NSString*)pdfFilename page:(int)page { CFURLRef pdfURL = CFURLCreateWithFileSystemPath(kCFAllocatorDefault, (CFStringRef)pdfFilename, kCFURLPOSIXPathStyle, false); CGPDFDocumentRef pdfRef = CGPDFDocumentCreateWithURL((CFURLRef)pdfURL); CFRelease(pdfURL); CGPDFPageRef pdfPage = CGPDFDocumentGetPage(pdfRef, page); CGRect pdfPageSize = CGPDFPageGetBoxRect(pdfPage, kCGPDFBleedBox); float pdfScale; if ( pdfPageSize.size.width < pdfPageSize.size.height ) { pdfScale = PDF_MIN_SIZE / pdfPageSize.size.width; } else { pdfScale = PDF_MIN_SIZE / pdfPageSize.size.height; } CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGContextRef context = CGBitmapContextCreate(NULL, pdfPageSize.size.width*pdfScale, pdfPageSize.size.height*pdfScale, 8, (int)pdfPageSize.size.width*pdfScale * 4, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGColorSpaceRelease(colorSpace); // CGContextClipToRect(context, pdfPageView.frame); // CGPDFPageRetain(pdfPage); CGAffineTransform transform = aspectFit(CGPDFPageGetBoxRect(pdfPage, kCGPDFBleedBox), CGContextGetClipBoundingBox(context)); CGContextConcatCTM(context, transform); CGContextDrawPDFPage(context, pdfPage); // CGPDFPageRelease (pdfPage); CGImageRef image = CGBitmapContextCreateImage(context); CGContextRelease(context); UIImage *finalImage = [UIImage imageWithCGImage:image]; CGImageRelease(image); CGPDFDocumentRelease(pdfRef); return finalImage; } I am releasing the document and everything else, so where could be the problem? Thanks for your help!

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  • UIImageJPEGRepresentation - memory release issue

    - by FredM
    On a iPhone app, I need to send a jpg by mail with a maximum size of 300Ko (I don't no the maximum size mail.app can have, but it's another problem). To do that, I'm trying to decrease quality until obtain an image under 300Ko. In order to obtain the good value of the quality (compressionLevel) who give me a jpg under 300Ko, I have made the following loop. It's working, but each time time the loop is executed, the memory increase of the size of the original size of my jpg (700Ko) despite the "[tmpImage release];". float compressionLevel = 1.0f; int size = 300001; while (size 300000) { UIImage *tmpImage =[[UIImage alloc] initWithContentsOfFile:[self fullDocumentsPathForTheFile:@"countOpix_imageToAnalyse.jpg"]]; size = [UIImageJPEGRepresentation(tmpImage, compressionLevel) length]; [tmpImage release]; //In the following line, the 0.001f decrement is choose just in order test the increase of the memory //compressionLevel = compressionLevel - 0.001f; NSLog(@"Compression: %f",compressionLevel); } Any ideas about how can i get it off, or why it happens? thanks

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  • iPhone: Memory leak when using NSOperationQueue...

    - by MacTouch
    Hi, I'm sitting here for at least half an hour to find a memory leak in my code. I just replaced an synchronous call to a (touch) method with an asynchronous one using NSOperationQueue. The Leak Inspector reports a memory leak after I did the change to the code. What's wrong with the version using NSOperationQueue? Version without a MemoryLeak -(NSData *)dataForKey:(NSString*)ressourceId_ { NSString *path = [self cachePathForKey:ressourceId_]; // returns an autoreleased NSString* NSString *cacheKey = [self cacheKeyForRessource:ressourceId_]; // returns an autoreleased NSString* NSData *data = [[self memoryCache] valueForKey:cacheKey]; if (!data) { data = [self loadData:path]; // returns an autoreleased NSData* if (data) { [[self memoryCache] setObject:data forKey:cacheKey]; } } [[self touch:path]; return data; } Version with a MemoryLeak (I do not see any) -(NSData *)dataForKey:(NSString*)ressourceId_ { NSString *path = [self cachePathForKey:ressourceId_]; // returns an autoreleased NSString* NSString *cacheKey = [self cacheKeyForRessource:ressourceId_]; // returns an autoreleased NSString* NSData *data = [[self memoryCache] valueForKey:cacheKey]; if (!data) { data = [self loadData:path]; // returns an autoreleased NSData* if (data) { [[self memoryCache] setObject:data forKey:cacheKey]; } } NSInvocationOperation *touchOp = [[NSInvocationOperation alloc] initWithTarget:self selector:@selector(touch:) object:path]; [[self operationQueue] addOperation:touchOp]; [touchOp release]; return data; } And of course, the touch method does nothing special too. Just change the date of the file. -(void)touch:(id)path_ { NSString *path = (NSString *)path_ NSFileManager *fm = [NSFileManager defaultManager]; if ([fm fileExistsAtPath:path]) { NSDictionary *attributes = [NSDictionary dictionaryWithObjectsAndKeys:[NSDate date], NSFileModificationDate, nil]; [fm setAttributes: attributes ofItemAtPath:path error:nil]; } }

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  • Salesforce/PHP - outbound messages (SOAP) - memory limit issue

    - by Phill Pafford
    I'm using Salesforce to send outbound messages (via SOAP) to another server. The server can process about 8 messages at a time, but will not send back the ACK file if the SOAP request contains more than 8 messages. SF can send up to 100 outbound messages in 1 SOAP request and I think this is causing a memory issue with PHP. If I process the outbound messages 1 by 1 they all go through fine, I can even do 8 at a time with no issues. But larger sets are not working. ERROR in SF: org.xml.sax.SAXParseException: Premature end of file Looking in the HTTP error logs I see that the incoming SOAP message looks to be getting cut of which throws a PHP warning stating: Premature end of data in tag ... PHP Fatal error: Call to a member function getAttribute() on a non-object This leads me to believe that PHP is having a memory issue and can not parse the incoming message due to it's size. I was thinking I could just set: ini_set('memory_limit', '64M'); But would this be the correct approach? Is there a way I could set this to increase with the incoming SOAP request dynamically? UPDATE: Adding some code $data = fopen('php://input','rb'); $headers = getallheaders(); $content_length = $headers['Content-Length']; $buffer_length = 1000; $fread_length = $content_length + $buffer_length; $content = fread($data,$fread_length); /** * Parse values from soap string into DOM XML */ $dom = new DOMDocument(); $dom->loadXML($content); ....

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  • Memory leak while asynchronously loading BitmapSource images

    - by harry
    I have a fair few images that I'm loading into a ListBox in my WPF application. Originally I was using GDI to resize the images (the originals take up far too much memory). That was fine, except they were taking about 400ms per image. Not so fine. So in search of another solution I found a method that uses TransformedBitmap (which inherits from BitmapSource). That's great, I thought, I can use that. Except I'm now getting memory leaks somewhere... I'm loading the images asynchronously using a BackgroundWorker like so: BitmapSource bs = ImageUtils.ResizeBitmapSource(ImageUtils.GetImageSource(photo.FullName)); //BitmapSource bs = ImageUtils.GetImageSource(photo.FullName); bs.Freeze(); this.dispatcher.Invoke(new Action(() => { photo.Source = bs; })); GetImageSource just gets the Bitmap from the path and then converts to BitmapSource. Here's the code snippet for ResizeBitmapSource: const int thumbnailSize = 200; int width; int height; if (bs.Width > bs.Height) { width = thumbnailSize; height = (int)(bs.Height * thumbnailSize / bs.Width); } else { height = thumbnailSize; width = (int)(bs.Width * thumbnailSize / bs.Height); } BitmapSource tbBitmap = new TransformedBitmap(bs, new ScaleTransform(width / bs.Width, height / bs.Height, 0, 0)); return tbBitmap; That code is essentially the code from: http://rongchaua.net/blog/c-wpf-fast-image-resize/ Any ideas what could be causing the leak?

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  • iPhone - UIImage imageScaledToSize Memory Issue

    - by bbullis21
    I have done research and tried several times to release the UIImage memory and have been unsuccessful. I saw one other post on the internet where someone else was having this same issue. Everytime imageScaledToSize is called, the ObjectAlloc continues to climb. In the following code I am pulling a local image from my resource directory and resizing it with some blur. Can someone provide some help on how to release the memory of the UIImages called....scaledImage and labelImage. This is the chunk of code where the iPhone Intruments has shown to have the ObjectAlloc build up. This chunk of code is called several times with an NSTimer. //Get local image from inside resource NSString * fileLocation = [[NSBundle mainBundle] pathForResource:imgMain ofType:@"jpg"]; NSData * imageData = [NSData dataWithContentsOfFile:fileLocation]; UIImage * blurMe = [UIImage imageWithData:imageData]; //Resize and blur image UIImage * scaledImage = [blurMe _imageScaledToSize:CGSizeMake(blurMe.size.width / dblBlurLevel, blurMe.size.width / dblBlurLevel) interpolationQuality:3.0]; UIImage * labelImage = [scaledImage _imageScaledToSize:blurMe.size interpolationQuality:3.0]; imgView.image = labelImage;

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  • ffmpeg(libavcodec). memory leaks in avcodec_encode_video

    - by gavlig
    I'm trying to transcode a video with help of libavcodec. On transcoding big video files(hour or more) i get huge memory leaks in avcodec_encode_video. I have tried to debug it, but with different video files different functions produce leaks, i have got a little bit confused about that :). [Here] (http://stackoverflow.com/questions/4201481/ffmpeg-with-qt-memory-leak) is the same issue that i have, but i have no idea how did that person solve it. QtFFmpegwrapper seems to do the same i do(or i missed something). my method is lower. I took care about aFrame and aPacket outside with av_free and av_free_packet. int Videocut::encode( AVStream *anOutputStream, AVFrame *aFrame, AVPacket *aPacket ) { AVCodecContext *outputCodec = anOutputStream->codec; if (!anOutputStream || !aFrame || !aPacket) { return 1; /* NOTREACHED */ } uint8_t * buffer = (uint8_t *)malloc( sizeof(uint8_t) * _DefaultEncodeBufferSize ); if (NULL == buffer) { return 2; /* NOTREACHED */ } int packetSize = avcodec_encode_video( outputCodec, buffer, _DefaultEncodeBufferSize, aFrame ); if (packetSize < 0) { free(buffer); return 1; /* NOTREACHED */ } aPacket->data = buffer; aPacket->size = packetSize; return 0; }

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  • How to debug anomalous C memory/stack problems

    - by EBM
    Hello, Sorry I can't be specific with code, but the problems I am seeing are anomalous. Character string values seem to be getting changed depending on other, unrelated code. For example, the value of the argument that is passed around below will change merely depending on if I comment out one or two of the fprintf() calls! By the last fprintf() the value is typically completely empty (and no, I have checked to make sure I am not modifying the argument directly... all I have to do is comment out a fprintf() or add another fprintf() and the value of the string will change at certain points!): static process_args(char *arg) { /* debug */ fprintf(stderr, "Function arg is %s\n", arg); ...do a bunch of stuff including call another function that uses alloc()... /* debug */ fprintf(stderr, "Function arg is now %s\n", arg); } int main(int argc, char *argv[]) { char *my_arg; ... do a bunch of stuff ... /* just to show you it's nothing to do with the argv array */ my_string = strdup(argv[1]); /* debug */ fprintf(stderr, "Argument 1 is %s\n", my_string); process_args(my_string); } There's more code all around, so I can't ask for someone to debug my program -- what I want to know is HOW can I debug why character strings like this are getting their memory changed or overwritten based on unrelated code. Is my memory limited? My stack too small? How do I tell? What else can I do to track down the issue? My program isn't huge, it's like a thousand lines of code give or take and a couple dynamically linked external libs, but nothing out of the ordinary. HELP! TIA!

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  • OpenGL/Carbon/Cocoa Memory Management Autorelease issue

    - by Stephen Furlani
    Hoooboy, I've got another doozy of a memory problem. I'm creating a Carbon (AGL) Window, in C++ and it's telling me that I'm autorelease-ing it without a pool in place. uh... what? I thought Carbon existed outside of the NSAutoreleasePool... When I call glEnable(GL_TEXTURE_2D) to do some stuff, it gives me a EXC_BAD_ACCESS warning - but if the AGL Window is never getting release'd, then shouldn't it exist? Setting set objc-non-blocking-mode at (gdb) doesn't make the problem go away. So I guess my question is WHAT IS UP WITH CARBON/COCOA/NSAutoreleasePool? And... are there any resources for Objective-C++? Because crap like this keeps happening to me. Thanks, -Stephen --- CODE --- Test Draw Function void Channel::frameDraw( const uint32_t frameID) { eq::Channel::frameDraw( frameID ); getWindow()->makeCurrent(false); glEnable(GL_TEXTURE_2D); // Throws Error Here } Make Current (Equalizer API from Eyescale) void Window::makeCurrent( const bool useCache ) const { if( useCache && getPipe()->isCurrent( this )) return; _osWindow->makeCurrent(); } void AGLWindow::makeCurrent() const { aglSetCurrentContext( _aglContext ); AGLWindowIF::makeCurrent(); if( _aglContext ) { EQ_GL_ERROR( "After aglSetCurrentContext" ); } } _aglContext is a valid memory location (i.e. not NULL) when I step through. -S!

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  • Loading animation Memory leak

    - by Ayaz Alavi
    Hi, I have written network class that is managing all network calls for my application. There are two methods showLoadingAnimationView and hideLoadingAnimationView that will show UIActivityIndicatorView in a view over my current viewcontroller with fade background. I am getting memory leaks somewhere on these two methods. Here is the code -(void)showLoadingAnimationView { textmeAppDelegate *textme = (textmeAppDelegate *)[[UIApplication sharedApplication] delegate]; [[UIApplication sharedApplication] setNetworkActivityIndicatorVisible:YES]; if(wrapperLoading != nil) { [wrapperLoading release]; } wrapperLoading = [[UIView alloc] initWithFrame:CGRectMake(0.0, 0.0, 320.0, 480.0)]; wrapperLoading.backgroundColor = [UIColor clearColor]; wrapperLoading.alpha = 0.8; UIView *_loadingBG = [[UIView alloc] initWithFrame:CGRectMake(0.0, 0.0, 320.0, 480.0)]; _loadingBG.backgroundColor = [UIColor blackColor]; _loadingBG.alpha = 0.4; circlingWheel = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge]; CGRect wheelFrame = circlingWheel.frame; circlingWheel.frame = CGRectMake(((320.0 - wheelFrame.size.width) / 2.0), ((480.0 - wheelFrame.size.height) / 2.0), wheelFrame.size.width, wheelFrame.size.height); [wrapperLoading addSubview:_loadingBG]; [wrapperLoading addSubview:circlingWheel]; [circlingWheel startAnimating]; [textme.window addSubview:wrapperLoading]; [_loadingBG release]; [circlingWheel release]; } -(void)hideLoadingAnimationView { [[UIApplication sharedApplication] setNetworkActivityIndicatorVisible:NO]; wrapperLoading.alpha = 0.0; [self.wrapperLoading removeFromSuperview]; //[NSTimer scheduledTimerWithTimeInterval:0.8 target:wrapperLoading selector:@selector(removeFromSuperview) userInfo:nil repeats:NO]; } Here is how I am calling these two methods [NSThread detachNewThreadSelector:@selector(showLoadingAnimationView) toTarget:self withObject:nil]; and then somewhere later in the code i am using following function call to hide animation. [self hideLoadingAnimationView]; I am getting memory leaks when I call showLoadingAnimationView function. Anything wrong in the code or is there any better technique to show loading animation when we do network calls?

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