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  • PDF rendering crashes app Core Graphics

    - by Felixyz
    EDIT: The memory leaks turned out to be unrelated to the crashes. Leaks are fixed but crashes remain, still mysterious. My (iPhone) app does lots of PDF loading and rendering, some of it threaded. Sometime, it seems always after I flush a page cash after getting a memory warning, the app crashes with a bad access when trying to draw a pdf page stored in an NSData object. Here is one example trace: #0 0x3016d564 in CGPDFResourcesGetResource () #1 0x3016d58a in CGPDFResourcesGetResource () #2 0x3016d94e in CGPDFResourcesGetExtGState () #3 0x3015fac4 in CGPDFContentStreamGetExtGState () #4 0x301629a8 in op_gs () #5 0x3016df12 in handle_xname () #6 0x3016dd9e in read_objects () #7 0x3016de6c in CGPDFScannerScan () #8 0x30161e34 in CGPDFDrawingContextDraw () #9 0x3016a9dc in CGContextDrawPDFPage () But sometimes I get this instead: Program received signal: “EXC_BAD_ACCESS”. (gdb) bt #0 0x335625fa in objc_msgSend () #1 0x32c04eba in CFDictionaryGetValue () #2 0x3016d500 in get_value () #3 0x3016d5d6 in CGPDFResourcesGetFont () #4 0x3015fbb4 in CGPDFContentStreamGetFont () #5 0x30163480 in op_Tf () #6 0x3016df12 in handle_xname () #7 0x3016dd9e in read_objects () #8 0x3016de6c in CGPDFScannerScan () #9 0x30161e34 in CGPDFDrawingContextDraw () #10 0x3016a9dc in CGContextDrawPDFPage () Is this an indication that I've mistakenly deallocated an object? It's hard for me to decode what's happening here. This is how I create and retain the various objects involved: // Some data was just loaded from the network and is pointed to by "data" self.pdfData = data; _dataProviderRef = CGDataProviderCreateWithData( NULL, [_pdfData bytes], [_pdfData length], NULL ); _documentRef = CGPDFDocumentCreateWithProvider(_dataProviderRef); _pageRef = CGPDFDocumentGetPage(_documentRef, 1); CGPDFPageRetain(_pageRef); _pdfFrame = CGPDFPageGetBoxRect(_pageRef, kCGPDFArtBox); So the NSData object is retained, and I explicitly retain the page reference. The data provider and the document are already retained by the create-functions. And here is my dealloc method: -(void)dealloc { if (_pageRef) CGPDFPageRelease(_pageRef); if (_documentRef) CGPDFDocumentRelease(_documentRef); if (_dataProviderRef) CGDataProviderRelease(_dataProviderRef); self.pdfData = nil; [super dealloc]; } Am I doing anything wrong? Even an assurance that I'm not, with explanation, would be a help.

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  • Ant build from Android-generated build file fails - how to fix?

    - by Eno
    Building our Android app from Ant fails with this error: [apply] [apply] UNEXPECTED TOP-LEVEL ERROR: [apply] java.lang.OutOfMemoryError: Java heap space [apply] at java.util.HashMap.<init>(HashMap.java:209) [apply] at java.util.HashSet.<init>(HashSet.java:86) [apply] at com.android.dx.ssa.Dominators.compress(Dominators.java:96) [apply] at com.android.dx.ssa.Dominators.eval(Dominators.java:132) [apply] at com.android.dx.ssa.Dominators.run(Dominators.java:213) [apply] at com.android.dx.ssa.DomFront.run(DomFront.java:84) [apply] at com.android.dx.ssa.SsaConverter.placePhiFunctions(SsaConverter.java:265) [apply] at com.android.dx.ssa.SsaConverter.convertToSsaMethod(SsaConverter.java:51) [apply] at com.android.dx.ssa.Optimizer.optimize(Optimizer.java:100) [apply] at com.android.dx.ssa.Optimizer.optimize(Optimizer.java:74) [apply] at com.android.dx.dex.cf.CfTranslator.processMethods(CfTranslator.java:269) [apply] at com.android.dx.dex.cf.CfTranslator.translate0(CfTranslator.java:131) [apply] at com.android.dx.dex.cf.CfTranslator.translate(CfTranslator.java:85) [apply] at com.android.dx.command.dexer.Main.processClass(Main.java:297) [apply] at com.android.dx.command.dexer.Main.processFileBytes(Main.java:276) [apply] at com.android.dx.command.dexer.Main.access$100(Main.java:56) [apply] at com.android.dx.command.dexer.Main$1.processFileBytes(Main.java:228) [apply] at com.android.dx.cf.direct.ClassPathOpener.processArchive(ClassPathOpener.java:245) [apply] at com.android.dx.cf.direct.ClassPathOpener.processOne(ClassPathOpener.java:130) [apply] at com.android.dx.cf.direct.ClassPathOpener.process(ClassPathOpener.java:108) [apply] at com.android.dx.command.dexer.Main.processOne(Main.java:245) [apply] at com.android.dx.command.dexer.Main.processAllFiles(Main.java:183) [apply] at com.android.dx.command.dexer.Main.run(Main.java:139) [apply] at com.android.dx.command.dexer.Main.main(Main.java:120) [apply] at com.android.dx.command.Main.main(Main.java:87) BUILD FAILED Ive tried giving Ant more memory by setting ANT_OPTS="-Xms256m -Xmx512m". (This build machine has 1Gb RAM). Do I just need more memory or is there anything else I can try?

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  • Strange error when filling a data adapter.

    - by Tim C
    I am receiving the following error in my code (c#, .Net 3.5, VS2008) when I try to connect to an Excel sheet and fill a OleDbDataAdapter with the results of a query. First the error: Attempted to read or write protected memory. This is often an indication that other memory is corrupt. And here is the code, which is honestly pretty simple: var excelFileName = string.Format("c:/Metadata_Tool.xlsm"); var connectionString = string.Format("Provider=Microsoft.ACE.OLEDB.12.0; Data Source={0}; Extended Properties=Excel 12.0;HDR=YES;", excelFileName); var adapter = new OleDbDataAdapter("Select * FROM [Video Tagging XML]", connectionString); var ds = new DataSet(); adapter.Fill(ds, "VTX"); DataTable data = ds.Tables["VTX"]; foreach (DataRow myRow in data.Rows) { foreach (DataColumn myColumn in data.Columns) { Console.Write("\t{0}", myRow[myColumn]); } Console.WriteLine(); } Console.ReadLine(); I get the error on the line adapter.Fill(ds,"VTX");. I did find a microsoft forum post saying to turn on JIT optimization in VS2008 from the Tools/Options/Debug/General menu, but this did not seem to help. Any help would be greatly appreciated thanks!

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  • A queue in C using structs and dynamic memory allocation (linked list)

    - by Martin Pugh
    I am tasked with making a queue data structure in C, as a linked list. Our lecturer gave us a large amount of code to implement a stack, but we have to adapt it to create a queue. The code our lecturer gave us ends up not compiling and segfaulting at the exact same point as the code I wrote for the queue. I'm very new to structs, malloc and C in general, so there could be something painfully obvious I've overlooked. Here is the code I am using: #include <stdio.h> #include <stdlib.h> struct node{ int data; //contains the actual data struct node *prev; //pointer to previous node (Closer to front) struct node *next; //pointer to next node (Closer to back) }; typedef struct node *Nodepointer; struct queue{ Nodepointer front; Nodepointer back; }; typedef struct queue *Queuepointer; main(){ Queuepointer myqueue; //create a queue called myqueue init(myqueue); //initialise the queue Nodepointer new = (Nodepointer)malloc(sizeof(struct node)); myqueue->front = new; } int init(Queuepointer q){ q = (Queuepointer)malloc(sizeof(struct queue)); q->front = NULL; q->back = NULL; } The idea is that the queue struct 'contains' the first and last nodes in a queue, and when a node is created, myqueue is updated. However, I cannot even get to that part (pop and push are written but omitted for brevity). The code is segfaulting at the line myqueue->front = new; with the following gdb output: Program received signal SIGSEGV, Segmentation fault. 0x08048401 in main () at queue.c:27 27 myqueue->front = new; Any idea what I'm doing wrong?

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  • [Cocoa] Can't find leak in my code.

    - by ryyst
    Hi, I've been spending the last few hours trying to find the memory leak in my code. Here it is: NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; expression = [expression stringByTrimmingCharactersInSet: [NSCharacterSet whitespaceAndNewlineCharacterSet]]; // expression is an NSString object. NSArray *arguments = [NSArray arrayWithObjects:expression, [@"~/Desktop/file.txt" stringByExpandingTildeInPath], @"-n", @"--line-number", nil]; NSPipe *outPipe = [[NSPipe alloc] init]; NSTask *task = [[NSTask alloc] init]; [task setLaunchPath:@"/usr/bin/grep"]; [task setArguments:arguments]; [task setStandardOutput:outPipe]; [outPipe release]; [task launch]; NSData *data = [[outPipe fileHandleForReading] readDataToEndOfFile]; [task waitUntilExit]; [task release]; NSString *string = [[NSString alloc] initWithBytes:[data bytes] length:[data length] encoding:NSUTF8StringEncoding]; string = [string stringByReplacingOccurrencesOfString:@"\r" withString:@""]; int linesNum = 0; NSMutableArray *possibleMatches = [[NSMutableArray alloc] init]; if ([string length] > 0) { NSArray *lines = [string componentsSeparatedByString:@"\n"]; linesNum = [lines count]; for (int i = 0; i < [lines count]; i++) { NSString *currentLine = [lines objectAtIndex:i]; NSArray *values = [currentLine componentsSeparatedByString:@"\t"]; if ([values count] == 20) [possibleMatches addObject:currentLine]; } } [string release]; [pool release]; return [possibleMatches autorelease]; I tried to follow the few basic rules of Cocoa memory management, but somehow there still seems to be a leak, I believe it's an array that's leaking. It's noticeable if possibleMatches is large. You can try the code by using any large file as "~/Desktop/file.txt" and as expression something that yields many results when grep-ing. What's the mistake I'm making? Thanks for any help! -- Ry

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  • .net real time stream processing - needed huge and fast RAM buffer

    - by mack369
    The application I'm developing communicates with an digital audio device, which is capable of sending 24 different voice streams at the same time. The device is connected via USB, using FTDI device (serial port emulator) and D2XX Drivers (basic COM driver is to slow to handle transfer of 4.5Mbit). Basically the application consist of 3 threads: Main thread - GUI, control, ect. Bus reader - in this thread data is continuously read from the device and saved to a file buffer (there is no logic in this thread) Data interpreter - this thread reads the data from file buffer, converts to samples, does simple sample processing and saves the samples to separate wav files. The reason why I used file buffer is that I wanted to be sure that I won't loose any samples. The application doesn't use recording all the time, so I've chosen this solution because it was safe. The application works fine, except that buffered wave file generator is pretty slow. For 24 parallel records of 1 minute, it takes about 4 minutes to complete the recording. I'm pretty sure that eliminating the use of hard drive in this process will increase the speed much. The second problem is that the file buffer is really heavy for long records and I can't clean this up until the end of data processing (it would slow down the process even more). For RAM buffer I need at lest 1GB to make it work properly. What is the best way to allocate such a big amount of memory in .NET? I'm going to use this memory in 2 threads so a fast synchronization mechanism needed. I'm thinking about a cycle buffer: one big array, the Bus Reader saves the data, the Data Interpreter reads it. What do you think about it? [edit] Now for buffering I'm using classes BinaryReader and BinaryWriter based on a file.

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  • Problems Using memset and memcpy

    - by user306557
    So I am trying to create a Memory Management System. In order to do this I have a set amount of space (allocated by malloc) and then I have a function myMalloc which will essentially return a pointer to the space allocated. Since we will then try and free it, we are trying to set a header of the allocated space to be the size of the allocated space, using memset. memset(memPtr,sizeBytes,sizeof(int)); We then need to be able to read this so we can see the size of it. We are attempting to do this by using memcpy and getting the first sizeof(int) bytes into a variable. For testing purposes we are just trying to do memset and then immediately get the size back. I've included the entire method below so that you can see all declarations. Any help would be greatly appreciated! Thanks! void* FirstFit::memMalloc(int sizeBytes){ node* listPtr = freelist; void* memPtr; // Cycle through each node in freelist while(listPtr != NULL) { if(listPtr->size >= sizeBytes) { // We found our space // This is where the new memory allocation begins memPtr = listPtr->head; memset(memPtr,sizeBytes,sizeof(int)); void *size; memcpy(size, memPtr, sizeof(memPtr)); // Now let's shrink freelist listPtr->size = listPtr->size - sizeBytes; int *temp = (int*)listPtr->head + (sizeBytes*sizeof(int)); listPtr->head = (int*) temp; return memPtr; } listPtr = listPtr->next; }

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  • when an autoreleased object is actually released?

    - by psebos
    Hi, I am new in objective-c and I am trying to understand memory management to get it right. After reading the excellent Memory Management Programming Guide for Cocoa by apple my only concern is when actually an autoreleased object is released in an iphone/ipod application. My understanding is at the end of a run loop. But what defines a run loop in the application? So I was wondering whether the following piece of code is right. Assume an object @implementation Test - (NSString *) functionA { NSString *stringA; stringA = [[NSString alloc] initWithString:@"Hello" autorelease] return stringA; } - (NSString *) functionB { NSString *stringB; stringB = [self functionA]; return stringB; } - (NSString *) functionC { NSString *stringC; stringC = [self functionB]; return stringC; } - (void)viewDidLoad { [super viewDidLoad]; (NSString *) p = [self functionC]; NSLog(@"string is %@",p); } @end Is this code valid? From the apple text I understand that the NSString returned from functionA is valid in the scope of functionB. I am not sure whether it is valid in functionC and in viewDidLoad. Thanks!

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  • 'Bank Switching' Sprites on old NES applications

    - by Jeffrey Kern
    I'm currently writing in C# what could basically be called my own interpretation of the NES hardware for an old-school looking game that I'm developing. I've fired up FCE and have been observing how the NES displayed and rendered graphics. In a nutshell, the NES could hold two bitmaps worth of graphical information, each with the dimensions of 128x128. These are called the PPU tables. One was for BG tiles and the other was for sprites. The data had to be in this memory for it to be drawn on-screen. Now, if a game had more graphical data then these two banks, it could write portions of this new information to these banks -overwriting what was there - at the end of each frame, and use it from the next frame onward. So, in old games how did the programmers 'bank switch'? I mean, within the level design, how did they know which graphic set to load? I've noticed that Mega Man 2 bankswitches when the screen programatically scrolls from one portion of the stage to the next. But how did they store this information in the level - what sprites to copy over into the PPU tables, and where to write them at? Another example would be hitting pause in MM2. BG tiles get over-written during pause, and then get restored when the player unpauses. How did they remember which tiles they replaced and how to restore them? If I was lazy, I could just make one huge static bitmap and just grab values that way. But I'm forcing myself to limit these values to create a more authentic experience. I've read the amazing guide on how M.C. Kids was made, and I'm trying to be barebones about how I program this game. It still just boggles my mind how these programmers accomplisehd what they did with what they had. EDIT: The only solution I can think of would be to hold separate tables that state what tiles should be in the PPU at what time, but I think that would be a huge memory resource that the NES wouldn't be able to handle.

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  • C++ operator new, object versions, and the allocation sizes

    - by mizubasho
    Hi. I have a question about different versions of an object, their sizes, and allocation. The platform is Solaris 8 (and higher). Let's say we have programs A, B, and C that all link to a shared library D. Some class is defined in the library D, let's call it 'classD', and assume the size is 100 bytes. Now, we want to add a few members to classD for the next version of program A, without affecting existing binaries B or C. The new size will be, say, 120 bytes. We want program A to use the new definition of classD (120 bytes), while programs B and C continue to use the old definition of classD (100 bytes). A, B, and C all use the operator "new" to create instances of D. The question is, when does the operator "new" know the amount of memory to allocate? Compile time or run time? One thing I am afraid of is, programs B and C expect classD to be and alloate 100 bytes whereas the new shared library D requires 120 bytes for classD, and this inconsistency may cause memory corruption in programs B and C if I link them with the new library D. In other words, the area for extra 20 bytes that the new classD require may be allocated to some other variables by program B and C. Is this assumption correct? Thanks for your help.

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  • Perl's Devel::LeakTrace::Fast Pointing to blank files and evals

    - by kt
    I am using Devel::LeakTrace::Fast to debug a memory leak in a perl script designed as a daemon which runs an infinite loop with sleeps until interrupted. I am having some trouble both reading the output and finding documentation to help me understand the output. The perldoc doesn't contain much information on the output. Most of it makes sense, such as pointing to globals in DBI. Intermingled with the output, however, are several leaked SV(<LOCATION>) from (eval #) line # Where the numbers are numbers and <LOCATION> is a location in memory. The script itself is not using eval at any point - I have not investigated each used module to see if evals are present. Mostly what I want to know is how to find these evals (if possible). I also find the following entries repeated over and over again leaked SV(<LOCATION>) from line # Where line # is always the same #. Not very helpful in tracking down what file that line is in.

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  • How can I release this NSXMLParser without crashing my app?

    - by prendio2
    Below is the @interface for an MREntitiesConverter object I use to strip all html tags from a string using an NSXMLParser. @interface MREntitiesConverter : NSObject { NSMutableString* resultString; NSString* xmlStr; NSData *data; NSXMLParser* xmlParser; } @property (nonatomic, retain) NSMutableString* resultString; - (NSString*)convertEntitiesInString:(NSString*)s; @end And this is the implementation: @implementation MREntitiesConverter @synthesize resultString; - (id)init { if([super init]) { self.resultString = [NSMutableString string]; } return self; } - (NSString*)convertEntitiesInString:(NSString*)s { xmlStr = [NSString stringWithFormat:@"<data>%@</data>", s]; data = [xmlStr dataUsingEncoding:NSUTF8StringEncoding allowLossyConversion:YES]; xmlParser = [[NSXMLParser alloc] initWithData:data]; [xmlParser setDelegate:self]; [xmlParser parse]; return [resultString autorelease]; } - (void)dealloc { [data release]; //I want to release xmlParser here but it crashes the app [super dealloc]; } - (void)parser:(NSXMLParser *)parser foundCharacters:(NSString *)s { [self.resultString appendString:s]; } @end If I release xmlParser in the dealloc method I am crashing my app but without releasing I am quite obviously leaking memory. I am new to Instruments and trying to get the hang of optimising this app. Any help you can offer on this particular issue will likely help me solve other memory issues in my app. Yours in frustrated anticipation: ) Oisin

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  • How safe and reliable are C++ String Literals?

    - by DoctorT
    So, I'm wanting to get a better grasp on how string literals in C++ work. I'm mostly concerned with situations where you're assigning the address of a string literal to a pointer, and passing it around. For example: char* advice = "Don't stick your hands in the toaster."; Now lets say I just pass this string around by copying pointers for the duration of the program. Sure, it's probably not a good idea, but I'm curious what would actually be going on behind the scenes. For another example, let's say we make a function that returns a string literal: char* foo() { // function does does stuff return "Yikes!"; // somebody's feeble attempt at an error message } Now lets say this function is called very often, and the string literal is only used about half the time it's called: // situation #1: it's just randomly called without heed to the return value foo(); // situation #2: the returned string is kept and used for who knows how long char* retVal = foo(); In the first situation, what's actually happening? Is the string just created but not used, and never deallocated? In the second situation, is the string going to be maintained as long as the user finds need for it? What happens when it isn't needed anymore... will that memory be freed up then (assuming nothing points to that space anymore)? Don't get me wrong, I'm not planning on using string literals like this. I'm planning on using a container to keep my strings in check (probably std::string). I'm mostly just wanting to know if these situations could cause problems either for memory management or corrupted data.

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  • Designing small comparable objects

    - by Thomas Ahle
    Intro Consider you have a list of key/value pairs: (0,a) (1,b) (2,c) You have a function, that inserts a new value between two current pairs, and you need to give it a key that keeps the order: (0,a) (0.5,z) (1,b) (2,c) Here the new key was chosen as the average between the average of keys of the bounding pairs. The problem is, that you list may have milions of inserts. If these inserts are all put close to each other, you may end up with keys such to 2^(-1000000), which are not easily storagable in any standard nor special number class. The problem How can you design a system for generating keys that: Gives the correct result (larger/smaller than) when compared to all the rest of the keys. Takes up only O(logn) memory (where n is the number of items in the list). My tries First I tried different number classes. Like fractions and even polynomium, but I could always find examples where the key size would grow linear with the number of inserts. Then I thought about saving pointers to a number of other keys, and saving the lower/greater than relationship, but that would always require at least O(sqrt) memory and time for comparison. Extra info: Ideally the algorithm shouldn't break when pairs are deleted from the list.

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  • Have you dealt with space hardening?

    - by Tim Post
    I am very eager to study best practices when it comes to space hardening. For instance, I've read (though I can't find the article any longer) that some core parts of the Mars rovers did not use dynamic memory allocation, in fact it was forbidden. I've also read that old fashioned core memory may be preferable in space. I was looking at some of the projects associated with the Google Lunar Challenge and wondering what it would feel like to get code on the moon, or even just into space. I know that space hardened boards offer some sanity in such a harsh environment, however I'm wondering (as a C programmer) how I would need to adjust my thinking and code if I was writing something that would run in space? I think the next few years might show more growth in private space companies, I'd really like to at least be somewhat knowledgeable regarding best practices. Can anyone recommend some books, offer links to papers on the topic or (gasp) even a simulator that shows you what happens to a program if radiation, cold or heat bombards a board that sustained damage to its insulation? I think the goal is keeping humans inside of a space craft (as far as fixing or swapping stuff) and avoiding missions to fix things. Furthermore, if the board maintains some critical system, early warnings seem paramount.

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  • Is this 2D array initialization a bad idea?

    - by Brendan Long
    I have something I need a 2D array for, but for better cache performance, I'd rather have it actually be a normal array. Here's the idea I had but I don't know if it's a terrible idea: const int XWIDTH = 10, YWIDTH = 10; int main(){ int * tempInts = new int[XWIDTH * YWIDTH]; int ** ints = new int*[XWIDTH]; for(int i=0; i<XWIDTH; i++){ ints[i] = &tempInts[i*YWIDTH]; } // do things with ints delete[] ints[0]; delete[] ints; return 0; } So the idea is that instead of newing a bunch of arrays (and having them placed in different places in memory), I just point to an array I made all at once. The reason for the delete[] (int*) ints; is because I'm actually doing this in a class and it would save [trivial amounts of] memory to not save the original pointer. Just wondering if there's any reasons this is a horrible idea. Or if there's an easier/better way. The goal is to be able to access the array as ints[x][y] rather than ints[x*YWIDTH+y].

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  • Android - BitmapFactory.decodeByteArray - OutOfMemoryError (OOM)

    - by Bob Keathley
    I have read 100s of article about the OOM problem. Most are in regard to large bitmaps. I am doing a mapping application where we download 256x256 weather overlay tiles. Most are totally transparent and very small. I just got a crash on a bitmap stream that was 442 Bytes long while calling BitmapFactory.decodeByteArray(....). The Exception states: java.lang.OutOfMemoryError: bitmap size exceeds VM budget(Heap Size=9415KB, Allocated=5192KB, Bitmap Size=23671KB) The code is: protected Bitmap retrieveImageData() throws IOException { URL url = new URL(imageUrl); InputStream in = null; OutputStream out = null; HttpURLConnection connection = (HttpURLConnection) url.openConnection(); // determine the image size and allocate a buffer int fileSize = connection.getContentLength(); if (fileSize < 0) { return null; } byte[] imageData = new byte[fileSize]; // download the file //Log.d(LOG_TAG, "fetching image " + imageUrl + " (" + fileSize + ")"); BufferedInputStream istream = new BufferedInputStream(connection.getInputStream()); int bytesRead = 0; int offset = 0; while (bytesRead != -1 && offset < fileSize) { bytesRead = istream.read(imageData, offset, fileSize - offset); offset += bytesRead; } // clean up istream.close(); connection.disconnect(); Bitmap bitmap = null; try { bitmap = BitmapFactory.decodeByteArray(imageData, 0, bytesRead); } catch (OutOfMemoryError e) { Log.e("Map", "Tile Loader (241) Out Of Memory Error " + e.getLocalizedMessage()); System.gc(); } return bitmap; } Here is what I see in the debugger: bytesRead = 442 So the Bitmap data is 442 Bytes. Why would it be trying to create a 23671KB Bitmap and running out of memory?

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  • Why does Perl's Devel::LeakTrace::Fast point to blank files and evals?

    - by kt
    I am using Devel::LeakTrace::Fast to debug a memory leak in a perl script designed as a daemon which runs an infinite loop with sleeps until interrupted. I am having some trouble both reading the output and finding documentation to help me understand the output. The perldoc doesn't contain much information on the output. Most of it makes sense, such as pointing to globals in DBI. Intermingled with the output, however, are several leaked SV(<LOCATION>) from (eval #) line # Where the numbers are numbers and <LOCATION> is a location in memory. The script itself is not using eval at any point - I have not investigated each used module to see if evals are present. Mostly what I want to know is how to find these evals (if possible). I also find the following entries repeated over and over again leaked SV(<LOCATION>) from line # Where line # is always the same #. Not very helpful in tracking down what file that line is in.

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  • Handling large datasets with PHP/Drupal

    - by jo
    Hi all, I have a report page that deals with ~700k records from a database table. I can display this on a webpage using paging to break up the results. However, my export to PDF/CSV functions rely on processing the entire data set at once and I'm hitting my 256MB memory limit at around 250k rows. I don't feel comfortable increasing the memory limit and I haven't got the ability to use MySQL's save into outfile to just serve a pre-generated CSV. However, I can't really see a way of serving up large data sets with Drupal using something like: $form = array(); $table_headers = array(); $table_rows = array(); $data = db_query("a query to get the whole dataset"); while ($row = db_fetch_object($data)) { $table_rows[] = $row->some attribute; } $form['report'] = array('#value' => theme('table', $table_headers, $table_rows); return $form; Is there a way of getting around what is essentially appending to a giant array of arrays? At the moment I don't see how I can offer any meaningful report pages with Drupal due to this. Thanks

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  • malloc:mmap(size=XX) failed (error code=12)

    - by Michel
    I have a memory problem in an iPhone app, giving me a hard time. Here is the error message I get: malloc: * mmap(size=9281536) failed (error code=12) * error: can't allocate region I am using ARC for this app, in case that might be useful information. The code (below) is just using a file in the Bundle in order to load a core data entity. The strange thing is the crash happens only after more than 90 loops; while it seems to mee that since the size of the "contents" in getting smaller and smaller, the memory request should also get smaller and smaller. Here is the code, if any one can see a flaw please let me know. NSString *path,*contents,*lineBuffer; path=[[NSBundle mainBundle] pathForResource:@"myFileName" ofType:@"txt"]; contents=[NSString stringWithContentsOfFile:path encoding:NSUTF8StringEncoding error:nil]; int counter=0; while (counter<10000) { lineBuffer=[contents substringToIndex:[contents rangeOfCharacterFromSet:[NSCharacterSet newlineCharacterSet]].location]; contents=[contents substringFromIndex:[lineBuffer length]+1]; newItem=[NSEntityDescription insertNewObjectForEntityForName:@"myEntityName" inManagedObjectContext:context]; [newItem setValue:lineBuffer forKey:@"name"]; request=[[NSFetchRequest alloc] init]; [request setEntity: [NSEntityDescription entityForName:@"myEntityName" inManagedObjectContext:context]]; error=nil; [context save:&error]; counter++; }

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  • when i set property(retain), one "self" = one "retain"?

    - by Walter
    although I'm about to finish my first app, I'm still confused about the very basic memory management..I've read through many posts here and apple document, but I'm still puzzled.. For example..I'm currently doing things like this to add a label programmatically: @property (retain, nonatomic) UILabel *showTime; @sythesize showTime; showTime = [[UILabel alloc] initWithFrame:CGRectMake(45, 4, 200, 36)]; [self.showTime setText:[NSString stringWithFormat:@"%d", time]]; [self.showTime setFont:[UIFont fontWithName:@"HelveticaRoundedLT-Bold" size:23]]; [self.showTime setTextColor:numColor]; self.showTime.backgroundColor = [UIColor clearColor]; [self addSubview:self.showTime]; [showTime release]; this is my current practice, for UILabel, UIButton, UIImageView, etc... [Alloc init] it without self., coz I know this will retain twice.. but after the allocation, I put back the "self." to set the attributes.. My gut feel tells me I am doing wrong, but it works superficially and I found no memory leak in analyze and instruments.. can anyone give my advice? when I use "self." to set text and set background color, does it retain one automatically? THX so much!

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  • How to know what dll or services taskhost.exe is hosting?

    - by tigrou
    I have recently discover a new process in the task manager : taskhost.exe (maybe it was there before but i did not notice it) As the name implies, it seems to be used for running dll in background (like rundll32.exe). Is there a way to know which dll / services this process is hosting ? i would like to know for which purpose it is used and if there is some malware or not. I know it is possible to see which services svchost.exe process is hosting using process explorer utility. I have checked taskhost.exe threads and their stacks using process explorer, here is what i get : So it seems it is used for sound (winmm + playsndsrv). But there is also other things for which very few information is provided (ex : thread 1456, taskhost.exe as start address and nothing relevant can be found in stack (same for 1464, 2272 and so). So maybe it is not the right way to do.

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  • Visual C++: Invalid allocation size. How to force the debugger to stop on this message?

    - by James Roth
    The MFC program I am debugging is printing this message in the "Output" window in Visual Studio 9.0: HEAP[AppName.exe]: Invalid allocation size - 99999998 (exceeded 7ffdefff) I'm pretty sure this is due to a bad "new", uninitialized variable or similar error. The question is: how do I get the debugger to stop on this message so that I can view the stack trace and solve the problem?

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  • How does the CLR (.NET) internally allocate and pass around custom value types (structs)?

    - by stakx
    Question: Do all CLR value types, including user-defined structs, live on the evaluation stack exclusively, meaning that they will never need to be reclaimed by the garbage-collector, or are there cases where they are garbage-collected? Background: I have previously asked a question on SO about the impact that a fluent interface has on the runtime performance of a .NET application. I was particuarly worried that creating a large number of very short-lived temporary objects would negatively affect runtime performance through more frequent garbage-collection. Now it has occured to me that if I declared those temporary objects' types as struct (ie. as user-defined value types) instead of class, the garbage collector might not be involved at all if it turns out that all value types live exclusively on the evaluation stack. What I've found out so far: I did a brief experiment to see what the differences are in the CIL generated for user-defined value types and reference types. This is my C# code: struct SomeValueType { public int X; } class SomeReferenceType { public int X; } . . static void TryValueType(SomeValueType vt) { ... } static void TryReferenceType(SomeReferenceType rt) { ... } . . var vt = new SomeValueType { X = 1 }; var rt = new SomeReferenceType { X = 2 }; TryValueType(vt); TryReferenceType(rt); And this is the CIL generated for the last four lines of code: .locals init ( [0] valuetype SomeValueType vt, [1] class SomeReferenceType rt, [2] valuetype SomeValueType <>g__initLocal0, // [3] class SomeReferenceType <>g__initLocal1, // why are these generated? [4] valuetype SomeValueType CS$0$0000 // ) L_0000: ldloca.s CS$0$0000 L_0002: initobj SomeValueType // no newobj required, instance already allocated L_0008: ldloc.s CS$0$0000 L_000a: stloc.2 L_000b: ldloca.s <>g__initLocal0 L_000d: ldc.i4.1 L_000e: stfld int32 SomeValueType::X L_0013: ldloc.2 L_0014: stloc.0 L_0015: newobj instance void SomeReferenceType::.ctor() L_001a: stloc.3 L_001b: ldloc.3 L_001c: ldc.i4.2 L_001d: stfld int32 SomeReferenceType::X L_0022: ldloc.3 L_0023: stloc.1 L_0024: ldloc.0 L_0025: call void Program::TryValueType(valuetype SomeValueType) L_002a: ldloc.1 L_002b: call void Program::TryReferenceType(class SomeReferenceType) What I cannot figure out from this code is this: Where are all those local variables mentioned in the .locals block allocated? How are they allocated? How are they freed? Why are so many anonymous local variables needed and copied to-and-fro only to initialize my two local variables rt and vt?

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  • Using the Onboard VGA output with a PCIe video card. Both nVidia

    - by sebikul
    I have 2 video cards, one On board, a nVidia 6150SE nForce 430 and a PCIe nVidia GeForce GT 220 1GB DDR2 RAM I have already configured the PCIe card to use the dual monitor feature, using the VGA and HDMI ports, but now I want to add a third monitor, using the On board VGA port I have managed to enable the On board graphics processor, which is taking 400MB of ram, but I cant manage to use it, nvidia-settings does not detect it, like it's not usable (but is there) My questions are the following: How can I manage to get the On board VGA display to work together with the PCIe graphics card? If possible, how can I recover those 400 MB the on board card is taking (even without being used) or how can I get it to use the PCIe card available memory? System Details: Linux 2.6.35-28-generic i686 Ubuntu 10.10 (All updates installed) NVIDIA Driver Version: 260.19.06 (Official) If more info is needed please let me know. Here is the lspci output when the On board card is disabled: 00:00.0 RAM memory: nVidia Corporation MCP61 Memory Controller (rev a1) 00:01.0 ISA bridge: nVidia Corporation MCP61 LPC Bridge (rev a2) 00:01.1 SMBus: nVidia Corporation MCP61 SMBus (rev a2) 00:01.2 RAM memory: nVidia Corporation MCP61 Memory Controller (rev a2) 00:01.3 Co-processor: nVidia Corporation MCP61 SMU (rev a2) 00:02.0 USB Controller: nVidia Corporation MCP61 USB Controller (rev a3) 00:02.1 USB Controller: nVidia Corporation MCP61 USB Controller (rev a3) 00:04.0 PCI bridge: nVidia Corporation MCP61 PCI bridge (rev a1) 00:05.0 Audio device: nVidia Corporation MCP61 High Definition Audio (rev a2) 00:06.0 IDE interface: nVidia Corporation MCP61 IDE (rev a2) 00:07.0 Bridge: nVidia Corporation MCP61 Ethernet (rev a2) 00:08.0 IDE interface: nVidia Corporation MCP61 SATA Controller (rev a2) 00:09.0 PCI bridge: nVidia Corporation MCP61 PCI Express bridge (rev a2) 00:0b.0 PCI bridge: nVidia Corporation MCP61 PCI Express bridge (rev a2) 00:0c.0 PCI bridge: nVidia Corporation MCP61 PCI Express bridge (rev a2) 00:0d.0 VGA compatible controller: nVidia Corporation C61 [GeForce 6150SE nForce 430] (rev a2) 00:18.0 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] HyperTransport Technology Configuration 00:18.1 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] Address Map 00:18.2 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] DRAM Controller 00:18.3 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] Miscellaneous Control 01:09.0 Ethernet controller: Intel Corporation 82557/8/9/0/1 Ethernet Pro 100 (rev 08) 02:00.0 VGA compatible controller: nVidia Corporation GT216 [GeForce GT 220] (rev a2) 02:00.1 Audio device: nVidia Corporation High Definition Audio Controller (rev a1) And this is when both are enabled: 00:00.0 RAM memory: nVidia Corporation MCP61 Memory Controller (rev a1) 00:01.0 ISA bridge: nVidia Corporation MCP61 LPC Bridge (rev a2) 00:01.1 SMBus: nVidia Corporation MCP61 SMBus (rev a2) 00:01.2 RAM memory: nVidia Corporation MCP61 Memory Controller (rev a2) 00:01.3 Co-processor: nVidia Corporation MCP61 SMU (rev a2) 00:02.0 USB Controller: nVidia Corporation MCP61 USB Controller (rev a3) 00:02.1 USB Controller: nVidia Corporation MCP61 USB Controller (rev a3) 00:04.0 PCI bridge: nVidia Corporation MCP61 PCI bridge (rev a1) 00:05.0 Audio device: nVidia Corporation MCP61 High Definition Audio (rev a2) 00:06.0 IDE interface: nVidia Corporation MCP61 IDE (rev a2) 00:07.0 Bridge: nVidia Corporation MCP61 Ethernet (rev a2) 00:08.0 IDE interface: nVidia Corporation MCP61 SATA Controller (rev a2) 00:09.0 PCI bridge: nVidia Corporation MCP61 PCI Express bridge (rev a2) 00:0b.0 PCI bridge: nVidia Corporation MCP61 PCI Express bridge (rev a2) 00:0c.0 PCI bridge: nVidia Corporation MCP61 PCI Express bridge (rev a2) 00:0d.0 VGA compatible controller: nVidia Corporation C61 [GeForce 6150SE nForce 430] (rev a2) 00:18.0 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] HyperTransport Technology Configuration 00:18.1 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] Address Map 00:18.2 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] DRAM Controller 00:18.3 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] Miscellaneous Control 01:09.0 Ethernet controller: Intel Corporation 82557/8/9/0/1 Ethernet Pro 100 (rev 08) 02:00.0 VGA compatible controller: nVidia Corporation GT216 [GeForce GT 220] (rev a2) 02:00.1 Audio device: nVidia Corporation High Definition Audio Controller (rev a1) Output of lshw -class display: *-display description: VGA compatible controller product: GT216 [GeForce GT 220] vendor: nVidia Corporation physical id: 0 bus info: pci@0000:02:00.0 version: a2 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress vga_controller bus_master cap_list rom configuration: driver=nvidia latency=0 resources: irq:18 memory:df000000-dfffffff memory:c0000000-cfffffff memory:da000000-dbffffff ioport:ef80(size=128) memory:def80000-deffffff *-display description: VGA compatible controller product: C61 [GeForce 6150SE nForce 430] vendor: nVidia Corporation physical id: d bus info: pci@0000:00:0d.0 version: a2 width: 64 bits clock: 66MHz capabilities: pm msi vga_controller bus_master cap_list rom configuration: driver=nvidia latency=0 resources: irq:22 memory:dd000000-ddffffff memory:b0000000-bfffffff memory:dc000000-dcffffff memory:deb40000-deb5ffff If what I'm looking for is not possible, please tell me, so I can disable the On board card and recover those 400MB of wasted RAM Thanks for your help!

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