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  • Memory read/write access efficiency

    - by wolfPack88
    I've heard conflicting information from different sources, and I'm not really sure which one to believe. As such, I'll post what I understand and ask for corrections. Let's say I want to use a 2D matrix. There are three ways that I can do this (at least that I know of). 1: int i; char **matrix; matrix = malloc(50 * sizeof(char *)); for(i = 0; i < 50; i++) matrix[i] = malloc(50); 2: int i; int rowSize = 50; int pointerSize = 50 * sizeof(char *); int dataSize = 50 * 50; char **matrix; matrix = malloc(dataSize + pointerSize); char *pData = matrix + pointerSize - rowSize; for(i = 0; i < 50; i++) { pData += rowSize; matrix[i] = pData; } 3: //instead of accessing matrix[i][j] here, we would access matrix[i * 50 + j] char *matrix = malloc(50 * 50); In terms of memory usage, my understanding is that 3 is the most efficient, 2 is next, and 1 is least efficient, for the reasons below: 3: There is only one pointer and one allocation, and therefore, minimal overhead. 2: Once again, there is only one allocation, but there are now 51 pointers. This means there is 50 * sizeof(char *) more overhead. 1: There are 51 allocations and 51 pointers, causing the most overhead of all options. In terms of performance, once again my understanding is that 3 is the most efficient, 2 is next, and 1 is least efficient. Reasons being: 3: Only one memory access is needed. We will have to do a multiplication and an addition as opposed to two additions (as in the case of a pointer to a pointer), but memory access is slow enough that this doesn't matter. 2: We need two memory accesses; once to get a char *, and then to the appropriate char. Only two additions are performed here (once to get to the correct char * pointer from the original memory location, and once to get to the correct char variable from wherever the char * points to), so multiplication (which is slower than addition) is not required. However, on modern CPUs, multiplication is faster than memory access, so this point is moot. 1: Same issues as 2, but now the memory isn't contiguous. This causes cache misses and extra page table lookups, making it the least efficient of the lot. First and foremost: Is this correct? Second: Is there an option 4 that I am missing that would be even more efficient?

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  • What are the benefits of Android way of "saving memory" - explicitly passing Context objects everywhere?

    - by Sarge Borsch
    Turned out, this question is not easy to formulate for me, but let's try. In Android, pretty much any UI object depends on a Context, and has defined lifetime. It also can destroy and recreate UI objects and even whole application process at any time, and so on. This makes coding asynchronous operations correctly not straightforward. (and sometimes very cumbersome) But I never have seen a real explanation, why it's done that way? There are other OSes, including mobile OSes (iOS, for example), that don't do such things. So, what are the wins of Android way (Activities & Contexts)? Does that allow Android applications to use much less RAM, or maybe there are other benefits?

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  • Could it be more efficient for systems in general to do away with Stacks and just use Heap for memory management?

    - by Dark Templar
    It seems to me that everything that can be done with a stack can be done with the heap, but not everything that can be done with the heap can be done with the stack. Is that correct? Then for simplicity's sake, and even if we do lose a little amount of performance with certain workloads, couldn't it be better to just go with one standard (ie, the heap)? Think of the trade-off between modularity and performance. I know that isn't the best way to describe this scenario, but in general it seems that simplicity of understanding and design could be a better option even if there is a potential for better performance.

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  • Need help with memory leaks in RSS Reader

    - by Stilton
    I'm trying to write a simple RSS reader for the iPhone, and it appeared to be working fine, until I started working with Instruments, and discovered my App is leaking massive amounts of memory. I'm using the NSXMLParser class to parse an RSS feed. My memory leaks appear to be originating from the overridden delegate methods: - (void)parser:(NSXMLParser *)parser foundCharacters:(NSString *)string and - (void)parser:(NSXMLParser *)parser didEndElement:(NSString *)elementName namespaceURI:(NSString *)namespaceURI qualifiedName:(NSString *)qName I'm also suspicious of the code that populates the cells from my parsed data, I've included the code from those methods and a few other key ones, any insights would be greatly appreciated. - (void)parser:(NSXMLParser *)parser foundCharacters:(NSString *)string { if ([self.currentElement isEqualToString:@"title"]) { [self.currentTitle appendString:string]; } else if ([self.currentElement isEqualToString:@"link"]) { [self.currentURL appendString:string]; } else if ([self.currentElement isEqualToString:@"description"]) { [self.currentSummary appendString:string]; } } - (void)parser:(NSXMLParser *)parser didEndElement:(NSString *)elementName namespaceURI:(NSString *)namespaceURI qualifiedName:(NSString *)qName { if ([elementName isEqualToString:@"item"]) { //asdf NSMutableDictionary *item = [[NSMutableDictionary alloc] init]; [item setObject:currentTitle forKey:@"title"]; [item setObject:currentURL forKey:@"URL"]; [item setObject:currentSummary forKey:@"summary"]; [self.currentTitle release]; [self.currentURL release]; [self.currentSummary release]; [self.stories addObject:item]; [item release]; } } // Customize the appearance of table view cells. - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Cell"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease]; } // Configure the cell. // Set up the cell int index = [indexPath indexAtPosition: [indexPath length] - 1]; CGRect contentRect = CGRectMake(8.0, 4.0, 260, 20); UILabel *textLabel = [[UILabel alloc] initWithFrame:contentRect]; if (self.currentLevel == 0) { textLabel.text = [self.categories objectAtIndex: index]; } else { textLabel.text = [[self.stories objectAtIndex: index] objectForKey:@"title"]; } textLabel.textColor = [UIColor blackColor]; textLabel.font = [UIFont boldSystemFontOfSize:14]; [[cell contentView] addSubview: textLabel]; //[cell setText:[[stories objectAtIndex: storyIndex] objectForKey: @"title"]]; [textLabel autorelease]; return cell; } - (void)parser:(NSXMLParser *)parser didStartElement:(NSString *)elementName namespaceURI:(NSString *)namespaceURI qualifiedName:(NSString *)qName attributes:(NSDictionary *)attributeDict { if ([elementName isEqualToString:@"item"]) { self.currentTitle = [[NSMutableString alloc] init]; self.currentURL = [[NSMutableString alloc] init]; self.currentSummary = [[NSMutableString alloc] init]; } if (currentElement != nil) { [self.currentElement release]; } self.currentElement = [elementName copy]; } - (void)dealloc { [currentElement release]; [currentTitle release]; [currentURL release]; [currentSummary release]; [currentDate release]; [stories release]; [rssParser release]; [storyTable release]; [super dealloc]; } // Override to support row selection in the table view. - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { // Navigation logic may go here -- for example, create and push another view controller. // AnotherViewController *anotherViewController = [[AnotherViewController alloc] initWithNibName:@"AnotherView" bundle:nil]; int index = [indexPath indexAtPosition: [indexPath length] - 1]; if (currentLevel == 1) { StoryViewController *storyViewController = [[StoryViewController alloc] initWithURL:[[stories objectAtIndex: index] objectForKey:@"URL"] nibName:@"StoryViewController" bundle:nil]; [self.navigationController pushViewController:storyViewController animated:YES]; [storyViewController release]; } else { RootViewController *rvController = [[RootViewController alloc] initWithNibName:@"RootViewController" bundle:nil]; rvController.currentLevel = currentLevel + 1; rvController.rssIndex = index; [self.navigationController pushViewController:rvController animated:YES]; [rvController release]; } }

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  • Need help with a possible memory management problem(leak) regarding NSMutableArray

    - by user309030
    Hi, I'm a beginner level programmer trying to make a game app for the iphone and I've encountered a possible issue with the memory management (exc_bad_access) of my program so far. I've searched and read dozens of articles regarding memory management (including apple's docs) but I still can't figure out what exactly is wrong with my codes. So I would really appreciate it if someone can help clear up the mess I made for myself. - (void)viewDidLoad { [super viewDidLoad]; self.gameState = gameStatePaused; fencePoleArray = [[NSMutableArray alloc] init]; fencePoleImageArray = [[NSMutableArray alloc] init]; fenceImageArray = [[NSMutableArray alloc] init]; mainField = CGRectMake(10, 35, 310, 340); .......... [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(gameLoop) userInfo:nil repeats:YES]; } So basically, the player touches the screen to set up the fences/poles -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { if(.......) { ....... } else { UITouch *touch = [[event allTouches] anyObject]; currentTapLoc = [touch locationInView:touch.view]; NSLog(@"%i, %i", (int)currentTapLoc.x, (int)currentTapLoc.y); if(CGRectContainsPoint(mainField, currentTapLoc)) { if([self checkFence]) { onFencePole++; //this 3 set functions adds their respective objects into the 3 NSMutableArrays using addObject: [self setFencePole]; [self setFenceImage]; [self setFencePoleImage]; ....... } } else { ....... } } } } The setFence function (setFenceImage and setFencePoleImage is similar to this) -(void)setFencePole { Fence *fencePole; if (!elecFence) { fencePole = [[Fence alloc] initFence:onFencePole fenceType:1 fencePos:currentTapLoc]; } else { fencePole = [[Fence alloc] initFence:onFencePole fenceType:2 fencePos:currentTapLoc]; } [fencePoleArray addObject:fencePole]; [fencePole release]; and whenever I press a button in the game, endOpenState is called to clear away all the extra images(fence/poles) on the screen and also to remove all existing objects in the 3 NSMutableArray -(void)endOpenState { ........ int xMax = [fencePoleArray count]; int yMax = [fenceImageArray count]; for (int x = 0; x < xMax; x++) { [[fencePoleImageArray objectAtIndex:x] removeFromSuperview]; } for (int y = 0; y < yMax; y++) { [[fenceImageArray objectAtIndex:y] removeFromSuperview]; } [fencePoleArray removeAllObjects]; [fencePoleImageArray removeAllObjects]; [fenceImageArray removeAllObjects]; ........ } The crash happens here at the checkFence function. -(BOOL)checkFence { if (onFencePole == 0) { return YES; } else if (onFencePole >= 1 && onFencePole < currentMaxFencePole - 1) { CGPoint tempPoint1 = currentTapLoc; CGPoint tempPoint2 = [[fencePoleArray objectAtIndex:onFencePole-1] returnPos]; // the crash happens at this line if ([self checkDistance:tempPoint1 point2:tempPoint2]) { return YES; } else { return NO; } } else if (onFencePole == currentMaxFencePole - 1) { ...... } else { return NO; } } What I'm thinking of is that fencePoleArray got messed up when I used [fencePoleArray removeAllObjects] because it doesn't crash when I comment it out. It would really be great if someone can explain to me what went wrong. And thanks in advance.

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  • Need help with a memory management problem in my game model

    - by user309030
    Hi, I'm a beginner level programmer trying to make a game app for the iphone and I've encountered a possible issue with the memory management (exc_bad_access) of my program so far. I've searched and read dozens of articles regarding memory management (including apple's docs) but I still can't figure out what exactly is wrong with my codes. So I would really appreciate it if someone can help clear up the mess I made for myself. //in the .h file @property(nonatomic,retain) NSMutableArray *fencePoleArray; @property(nonatomic,retain) NSMutableArray *fencePoleImageArray; @property(nonatomic,retain) NSMutableArray *fenceImageArray; //in the .m file - (void)viewDidLoad { [super viewDidLoad]; self.gameState = gameStatePaused; fencePoleArray = [[NSMutableArray alloc] init]; fencePoleImageArray = [[NSMutableArray alloc] init]; fenceImageArray = [[NSMutableArray alloc] init]; mainField = CGRectMake(10, 35, 310, 340); .......... [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(gameLoop) userInfo:nil repeats:YES]; } So basically, the player touches the screen to set up the fences/poles -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { if(.......) { ....... } else { UITouch *touch = [[event allTouches] anyObject]; currentTapLoc = [touch locationInView:touch.view]; NSLog(@"%i, %i", (int)currentTapLoc.x, (int)currentTapLoc.y); if(CGRectContainsPoint(mainField, currentTapLoc)) { if([self checkFence]) { onFencePole++; //this 3 set functions adds their respective objects into the 3 NSMutableArrays using addObject: [self setFencePole]; [self setFenceImage]; [self setFencePoleImage]; ....... } } else { ....... } } } } The setFence function (setFenceImage and setFencePoleImage is similar to this) -(void)setFencePole { Fence *fencePole; if (!elecFence) { fencePole = [[Fence alloc] initFence:onFencePole fenceType:1 fencePos:currentTapLoc]; } else { fencePole = [[Fence alloc] initFence:onFencePole fenceType:2 fencePos:currentTapLoc]; } [fencePoleArray addObject:fencePole]; [fencePole release]; and whenever I press a button in the game, endOpenState is called to clear away all the extra images(fence/poles) on the screen and also to remove all existing objects in the 3 NSMutableArray. Point is to remove all the objects in the NSMutableArrays but keep the array itself so it can be reused later. -(void)endOpenState { ........ int xMax = [fencePoleArray count]; int yMax = [fenceImageArray count]; for (int x = 0; x < xMax; x++) { [[fencePoleImageArray objectAtIndex:x] removeFromSuperview]; } for (int y = 0; y < yMax; y++) { [[fenceImageArray objectAtIndex:y] removeFromSuperview]; } [fencePoleArray removeAllObjects]; [fencePoleImageArray removeAllObjects]; [fenceImageArray removeAllObjects]; ........ } The crash happens here at the checkFence function. -(BOOL)checkFence { if (onFencePole == 0) { return YES; } else if (onFencePole >= 1 && onFencePole < currentMaxFencePole - 1) { CGPoint tempPoint1 = currentTapLoc; CGPoint tempPoint2 = [[fencePoleArray objectAtIndex:onFencePole-1] returnPos]; // the crash happens at this line if ([self checkDistance:tempPoint1 point2:tempPoint2]) { return YES; } else { return NO; } } else if (onFencePole == currentMaxFencePole - 1) { ...... } else { return NO; } } So the problem here is, everything works fine until checkFence is called the 2nd time after endOpenState is called. So its like tap_screen - tap_screen - press_button_to_call_endOpenState - tap screen - tap_screen - crash What I'm thinking of is that fencePoleArray got messed up when I used [fencePoleArray removeAllObjects] because it doesn't crash when I comment it out. It would really be great if someone can explain to me what went wrong. And thanks in advance.

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  • Do classes which have a vector has a member have memory issues

    - by user263766
    I am just starting out C++, so sorry if this is a dumb question. I have a class Braid whose members are vectors. I have not written an assignment operator. When I do a lot of assignments to an object of the type Braid, I run into memory issues :- 0 0xb7daff89 in _int_malloc () from /lib/libc.so.6 #1 0xb7db2583 in malloc () from /lib/libc.so.6 #2 0xb7f8ac59 in operator new(unsigned int) () from /usr/lib/libstdc++.so.6 #3 0x0804d05e in __gnu_cxx::new_allocator<int>::allocate (this=0xbf800204, __n=1) at /usr/lib/gcc/i686-pc-linux-gnu/4.4.3/../../../../include/c++/4.4.3/ext/new_allocator.h:89 #4 0x0804cb0e in std::_Vector_base<int, std::allocator<int> >::_M_allocate (this=0xbf800204, __n=1) at /usr/lib/gcc/i686-pc-linux-gnu/4.4.3/../../../../include/c++/4.4.3/bits/stl_vector.h:140 #5 0x0804c086 in _Vector_base (this=0xbf800204, __n=1, __a=...) at /usr/lib/gcc/i686-pc-linux-gnu/4.4.3/../../../../include/c++/4.4.3/bits/stl_vector.h:113 #6 0x0804b4b7 in vector (this=0xbf800204, __x=...) at /usr/lib/gcc/i686-pc-linux-gnu/4.4.3/../../../../include/c++/4.4.3/bits/stl_vector.h:242 #7 0x0804b234 in Braid (this=0xbf800204) at braid.h:13 #8 0x080495ed in Braid::cycleBraid (this=0xbf8001b4) at braid.cpp:191 #9 0x080497c6 in Braid::score (this=0xbf800298, b=...) at braid.cpp:251 #10 0x08049c46 in Braid::evaluateMove (this=0xbf800468, move=1, pos=0, depth=2, b=...) I suspect that these memory issues are because the vectors are getting resized. What I want to know is whether objects of type Braid automatically expand when its members expand? he code I am writing is really long so I will post the section which is causing the problems. Here is the relevant section of the code :- class Braid { private : vector<int> braid; //Stores the braid. int strands; vector < vector<bool> > history; vector < vector<bool> > CM; public : Braid () : strands(0) {} Braid operator * (Braid); Braid* inputBraid(int,vector<int>); int printBraid(); int printBraid(vector<vector<int>::iterator>); vector<int>::size_type size() const; ..... ..... } Here is the function which causes the issue :- int Braid::evaluateMove(int move,int pos,int depth,Braid b) { int netscore = 0; Braid curr(*this); curr = curr.move(move,pos); netscore += curr.score(b); while(depth > 1) { netscore += curr.evaluateMove(1,0,depth,b); netscore += curr.evaluateMove(2,0,depth,b); for(int i = 0; i < braid.size();++i) { netscore += curr.evaluateMove(3,i,depth,b); netscore += curr.evaluateMove(4,i,depth,b); netscore += curr.evaluateMove(5,i,depth,b); curr = curr.cycleBraid(); netscore += curr.evaluateMove(6,0,depth,b); } --depth; } return netscore; }

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  • allocating extra memory for a container class.

    - by sil3nt
    Hey there, I'm writing a template container class and for the past few hours have been trying to allocate new memory for extra data that comes into the container (...hit a brick wall..:| ) template <typename T> void Container<T>::insert(T item, int index){ if ( index < 0){ cout<<"Invalid location to insert " << index << endl; return; } if (index < sizeC){ //copying original array so that when an item is //placed in the middleeverything else is shifted forward T *arryCpy = 0; int tmpSize = 0; tmpSize = size(); arryCpy = new T[tmpSize]; int i = 0, j = 0; for ( i = 0; i < tmpSize; i++){ for ( j = index; j < tmpSize; j++){ arryCpy[i] = elements[j]; } } //overwriting and placing item and location index elements[index] = item; //copying back everything else after the location at index int k = 0, l = 0; for ( k =(index+1), l=0; k < sizeC || l < (sizeC-index); k++,l++){ elements[k] = arryCpy[l]; } delete[] arryCpy; arryCpy = 0; } //seeing if the location is more than the current capacity //and hence allocating more memory if (index+1 > capacityC){ int new_capacity = 0; int current_size = size(); new_capacity = ((index+1)-capacityC)+capacityC; //variable for new capacity T *tmparry2 = 0; tmparry2 = new T[new_capacity]; int n = 0; for (n = 0; n < current_size;n++){ tmparry2[n] = elements[n]; } delete[] elements; elements = 0; //copying back what we had before elements = new T[new_capacity]; int m = 0; for (m = 0; m < current_size; m++){ elements[m] = tmparry2[m]; } //placing item elements[index] = item; } else{ elements[index] = item; } //increasing the current count sizeC++; my testing condition is Container cnt4(3); and as soon as i hit the fourth element (when I use for egsomething.insert("random",3);) it crashes and the above doesnt work. where have I gone wrong?

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  • SQL Server 2008 (64-bit)

    - by Grace09
    I have transaction log backup failures randomly. SQL Server Log says 'Memory constraints resulted reduced backup/restore buffer sizes. Proceding with 6 buffers of size 64KB.', and the SQL Server Agent Error Log has quite a few errors like 'Unable to start Job Manager thread for job xxx', '[298] SQLServer Error: 768, Client unable to establish connection [SQLSTATE 08001]', [298] SQLServer Error: 768, SSL Provider: Not enough memory is available to complete this request [SQLSTATE 08001]'. I am really low on the memory? It has total of 32 GB, but I set maximum to 20. Task manager shows it is using 99% of physical memory. Memoryclerk-sqlbufferpool has 32GB for the Virtual Memory Reserved, and 20 GB for the Virtual Memory Committed. From the perfmon, SQLServer:Memory Manager/Total ServerMemory shows 21GB of memory in use, that's what I set the maximum to. I don't where the rest of memory go. Can anyone advice? Thanks in advance.

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  • NSMutableString leaks on append or replaceOccurrencesOfString

    - by John
    Hello Folks, I know similar questions have been asked time and time again but I ask that you please bear with me as I cannot seem to find an answer that helps. My application has leaks that are driving me out of my mind. Actually, they are not reported as leaks using Leaks, but my net bytes in ObjectAlloc goes up and up and up and never stops, eventually leading to a crash if it goes on long enough (not very long). The problem occurs with NSMutableStrings. I think there is either something fundamental I don't understand about them, or I am facing another problem that I am having difficulty tracking down but keeps hiding behind the NSMutableStrings. Specifically, I am noticing that whenever I append to or perform a replace on a NSMutableString, ObjectAlloc reports what appear to be mismatches in malloc/frees behind the scene when resizing the NSMutableString. I'm sorry to say this is the second time I'm facing this problem - the first time I messed around for hours and hours and finally the problem went away (magic!) but I don't really know why. When I look at the code below (and believe me, I've stared at it for hours) I cannot see the problem. I look at the code and think to myself that I should be fine because I'm releasing the only object for which I am responsible (aString) and that NSMutableString should be taking care of cleaning up after any resizing it does. In the second example, just so you know in case it helps, the string being passed in comes from an ASIHTTPRequest object (it's the responseString) and I don't do anything at all with it. It's being called simply like so ([self DoStuff2:[request responseString]]) and I don't free the request myself either (I'm using a ASINetworkQueue and I assume that the requests are destroyed for me (I tried and caused errors because the request was already being release somewhere else). Also, I know it shouldn't do anything, but I even tried wrapping the code in autorelease pools, which of course did nothing. I should mention that this code is being run inside of an NSOperation. I thought that perhaps I am experiencing problems because NSOperations should create an autorelease pool for themselves, but I've tried that to no avail. Not related to NSMutableString, but I find I also have similar problems using the NSString componentsSeparatedByString method. Sometimes the memory used by the array that gets the separated components is never released. Hmmm...strings in general seem to be somewhat problematic for me it seems. I would appreciate ANY help anyone can provide. If you require more info, I'll be glad to add it. I do promise you that I've struggled with this (and other problems) for weeks and every problem I encounter I research hard and long until I find a solution - this is not an idle request, but a true cry for help! I've written so much code and now I'm trying to seal some small leaks etc and I notice this problem. Honestly, I cannot believe how memory management in Objective C can stump me so at times...I've read Apple's memory mgmt docs many times and I thought I thoroughly understood it and I try to be diligent about releasing objects I own, but sometimes I find myself wondering if I truly understand...I would like to put this to bed once and make sure I understand all this fully - to have this sort of question/problem after writing thousands of lines of code is more than a little scary/embarrassing/annoying. So again, if anybody has any insight, I'd be grateful. Thanks for your time and efforts. -(void)DoStuff { NSString *aString [ [[NSString alloc] initWithFormat:@"text %@ more text", self.strVariable]; [self.someMutableStringVar replaceOccurrencesOfString:@"replace" withString:aString options:NSCaseInsensitiveSearch range:NSMakeRange(0, [self.someMutableStringVar length])]; [aString release]; } -(void)DoStuff2:(NSString *)aString { [self.someMutableStringVar appendString:aString]; }

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  • How does object of sub-class record information about its super-class the in a Virtual Inheritance

    - by Summer_More_More_Tea
    Hi there: I encounter this problem when tackling with virtual inheritance. I remember that in a non-virtual inheritance hierarchy, object of sub-class hold an object of its direct super-class. What about virtual inheritance? In this situation, does object of sub-class hold an object of its super-class directly or just hold a pointer pointing to an object of its super-class? By the way, why the output of the following code is: sizeof(A): 8 sizeof(B): 20 sizeof(C): 32 Code: #include <iostream> using namespace std; class A{ char k[ 3 ]; public: virtual void a(){}; }; class B : public virtual A{ char j[ 3 ]; public: virtual void b(){}; }; class C : public virtual B{ char i[ 3 ]; public: virtual void c(){}; }; int main( int argc, char *argv[] ){ cout << "sizeof(A): " << sizeof( A ) << endl; cout << "sizeof(B): " << sizeof( B ) << endl; cout << "sizeof(C): " << sizeof( C ) << endl; return 0; } Thanks in advance. Kind regards.

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  • Non Blocking Keyboard on WinCE accessing the virtual keyboard

    - by Jan H.
    Hello Guys, I am desperately looking for a solution that enables me to read keyboard events in a non blocking way. These Keyboard events are generated by a VIRTUAL KEYBOARD that comes with the WinCE device. I have a console application running in C++, where the user is asked to navigate via 'ESC', 'U' and other characters through the menu. I first tried to use fread and stdin and realised that it is blocking call and waits for a carriage return. Then I tried to hook up to the windows message WM_KEYUP, but I never recieve this windows message. Furthermore I tried to use QtGUI together with the event QKeyEvent, but I never recieve any event. I wonder if it is in general possible to recieve non-blocking keyboard events on a WinCE device. I would be glad if you have any suggestions! Cheers, Jan

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  • vir-install virtual machine hang on Probbing EDD

    - by user2256235
    I'm using vir-stall virtual machine, and my command is virt-install --name=gust --vcpus=4 --ram=8192 --network bridge:br0 --cdrom=/opt/rhel-server-6.2-x86_64-dvd.iso --disk path=/opt/as1/as1.img,size=50 --accelerate After running the command, it hangs on probing EDD, - Press the <ENTER> key to begin the installation process. +----------------------------------------------------------+ | Welcome to Red Hat Enterprise Linux 6.2! | |----------------------------------------------------------| | Install or upgrade an existing system | | Install system with basic video driver | | Rescue installed system | | Boot from local drive | | Memory test | | | | | | | | | | | | | | | +----------------------------------------------------------+ Press [Tab] to edit options Automatic boot in 57 seconds... Loading vmlinuz...... Loading initrd.img...............................ready. Probing EDD (edd=off to disable)... ok ÿ Previously, I wait a long time, it seems no marching. After I press ctrl + ] and stop it. I find it was running using virsh list, but I cannot console it using virsh concole gust. Any problem and how should I do. Many Thanks

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  • MKMapView Memory Leak in iPhone Application

    - by user255884
    I am working on an iPhone application which uses MKMapView and shows userlocation. I am getting memory leaks where leaked object is NSCFArray of size 128 Bytes, GeneralBlock-16, GenralBlock-8 when is set MKMapView's showUserLocation property as TRUE. If is set it as NO then i dont get this leak. Can anyone suggest that what can be the possible reason for this. Is this a bug in MKMapView class or is am I using the MKMapView incorrectly. Can someone tell me what is the best way to use MKMapView and show userLocation also. Thanks & Regards, Priyanka Aggarwal

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  • UIImagePicker and Memory Warning Level 1

    - by user262829
    Hello, Whenever I use a UIImagePicker to take a picker in my app, I get the following message in the debug console: Receive memory warning. Level=1 I am using the following code: imagePickerController = [[UIImagePickerController alloc] init]; imagePickerController.delegate = self; imagePickerController.sourceType = UIImagePickerControllerSourceTypeCamera; [window addSubview:imagePickerController.view]; imageView = [[UIImageView alloc] initWithFrame:[window bounds]]; imageView.hidden = YES; [window addSubview:imageView]; [window makeKeyAndVisible]; Does anybody have any ideals? I did not notice this error until I started using the GM Seed for SDK4.

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  • Access virtualhosts over LAN (Also in xpmode (Virtual PC))

    - by Pheter
    Hi, I am running Wamp on my computer (the host). I have set up several virtualhosts in apache and they are working fine when I access them from the same computer (host). I have installed Windows XPMode on my computer (which is running windows 7). XPMode (which uses Virtual PC) is set up to use a NAT network. The network in XPMode is working fine, and I can access the host PC via the IP address 192.168.1.5, just as I would if I was using any physical computer on the same network. I can view all the web pages at 192.168.1.5 and it's subdirectories. However, I cannot access any of the subdomains that are configured in the virtualhosts of the host computer. How can I access the subdomains? I don't think that the fact that I am using XPMode and am using a virtualized OS has anything to do with it, but I thought that it was worth mentioning.

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  • Better Flex memory profiling tools

    - by verveguy
    Does anyone know of any better tools that the Flex Builder Profiler? I've googled and googled to no avail. While the FB tools are OK for small apps / small leak situations, they're nowhere near adequate for wading through the thicket of object references that can arise in a large scale Flex app (that is leaking memory heavily). In particular, any reasonably complex view structure ends up with huge numbers of parent/child object references to the top level view - none of which are at all relevant to finding the one or two refs from outside the parent child subgraph that are causing the whole bolus to be non-GC'able. If no one has any better suggestions, I'm seriously considering writing a tool to parse the saved profile dumps that Flex Builder can generate so that I can do my own "graph pruning" to find the important refs. If I go this route, collaboration would be welcome!

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  • ASP.Net Application Trust Medium File IO Outside Virtual Directory

    - by Trey Gramann
    I am trying to determine how suicidal this is... I have a hosting environment where a custom ASP.Net CMS application needs to access the files in the root folder of a website even though it is in a virtual folder so it can be shared accross many sites. I can modify the Medium trust on the server and came up with this... <IPermission class="FileIOPermission" version="1" Read="$AppDir$;$AppDir$\.." Write="$AppDir$;$AppDir$\.." Append="$AppDir$;$AppDir$\.." PathDiscovery="$AppDir$;$AppDir$\.."/> Oddly enough, it works. Yes, I understand it is doing this for all the Apps. I am a bit at a loss as to easy ways to test what else is being exposed. Feels dangerous. Opinions?

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  • memory not freed in matlab?

    - by noam
    I am running a script that animates a plot (simulation of a water flow). After a while, I kill the loop by doing ctrl-c. After doing this several times I get the error: ??? Error: Out of memory. And after I start receiving that error, every call to my script will generate it. Now, it happens before anything inside the function that I am calling is executed, i.e even if I add the line a=1 as the first line of the function I am calling, I still get the error and no printout, so the code inside the function doesn't even get executed. What could be causing this?

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  • virtual function call from base of base

    - by th3g0dr3d
    hi, let's say i have something like this (very simplified): <pre><code> class base { void invoke() { this-foo(); } virtual void foo() = 0; }; class FirstDerived : public base { void foo() { // do stuff } }; class SecondDerived : public FirstDerived { // other not related stuff } int main() { SecondDerived *a = new SecondDerived(); a-invoke(); } What i see in the debugger is that base::invoke() is called and tries to call this-foo(); (i expect FirstDerived::foo() to be called), the debugger takes me to some unfamiliar assembly code (probably because it jumped to unrelated areas) and after few lines i get segmentation fault. am i doing something wrong here? :/ thanks in advance

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  • iphone how to remove modal uiviewcontroller from memory

    - by Scott Pendleton
    I have a root UIViewController which has a property called webView. WebView is a UIViewController with a XIB that contains a UIWebView. From my root view I modally (is there any other way?) load the webView ViewController and set its URL, always to the same page. I discovered that if, after loading the webView, I used its default Web page to navigate to another Web page, and then closed the webView and returned to the root controller -- AND THEN reopened the webView, that the webView was not showing the default page but rather the page I navigated to, which means the webView ViewController never got destroyed and removed from memory. This strikes me as very bad. So in the root ViewController, I added this code under viewWillAppear:animated -- if (self.webView != nil) { self.webView = nil) } Is that sufficient? Is there a better way?

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  • Memory leak issue with UIImagePickerController

    - by Mustafa
    I'm getting memory leak with UIImagePickerController class. Here's how I'm using it: UIImagePickerController *picker = [[UIImagePickerController alloc] init]; picker.delegate = self; picker.sourceType = UIImagePickerControllerSourceTypePhotoLibrary; [self presentModalViewController:picker animated:YES]; [picker release]; To remove the picker i call [picker dismissModalViewControllerAnimated:YES]; in didFinishPickingImage and imagePickerControllerDidCancel. -- Instruments show around 160bytes leaking as a result of this instruction: +[UIImagePickerController _loadPhotoLibraryIfNecessary] Apparently this issue has and is disturbing many people, and solution to avoid this problem is to build a singleton class dedicated for picking images from library or capturing using device's build in camera. Anyone want to add something?

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  • Android setImageURI out of memory error

    - by Improver
    I have a very small activity that must show an image. If picture is not very small (for example 1.12 Mb 2560x1920) it produces out of memory on change screen orientation. I tried getDrawable.setCallback(null) but no luck. Where am I wrong? public class Fullscreen extends Activity { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); System.gc(); setContentView(R.layout.fullscreen); ImageView imageView = (ImageView) findViewById(R.id.full_screen_image); long imageId = 2; imageView.setImageURI(Uri.withAppendedPath(MediaStore.Images.Media.EXTERNAL_CONTENT_URI, "" + imageId)); } }

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  • Memory leak using NSMutableArray in RootViewController called from App Delegate

    - by Lauren Quantrell
    I've written code to restore the state of my app, but there's a memory leak in the NSMutableArray. I'm new to Xcode so I apologize if this is something trivial I have overlooked. Any help is appreciated. lq AppDelegate.m - (void)applicationDidFinishLaunching:(UIApplication *)application { [rootViewController restoreState]; } RootViewController.h @interface rootViewController : UIViewController { NSMutableArray *offendingNSMutableArray; } @property (nonatomic, retain) NSMutableArray *offendingNSMutableArray; RootViewController.m @synthesize offendingNSMutableArray; - (void)restoreState { // Gets an array stored in the user defaults plist NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults]; self.offendingNSMutableArray = [[NSMutableArray alloc] initWithArray:[userDefaults objectForKey:kArrayValue]]; } - (void)viewDidUnload { self.offendingNSMutableArray = nil; } - (void)dealloc { [offendingNSMutableArray release]; }

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  • How do i translate movement on the Canvas3D to movement in the virtual 3D world

    - by Coder
    My goal is to move a shape in the virtual world in such a way so that it ends up where the mouse pointer is on the canvas. What i have: -mouse position (x,y) on a Canvas3D object -Point3d object of where a pick ray starting from the Canvas3D viewport intersects with the first scene object. (point in 3D space of where i want to start the drag) What i want: -Some way to translate the Point3d's coordinates so that the initial point of intersection (the Point3d object) is always overlapping the the mouse position on the canvas (same as when i used the pick ray to determine what the user clicked on from the Canvas3D object). Thanks!

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