I am writing a huffman coding and decoding in python and when I run it, windows task manager goes to 100% and jumps up to 5GB of RAM usage under my python project. I installed Memory_profiler for python, to see what is going on and there was not much going on. Windows jumps to those high values in places where profiler showed me 7MB or 180MB increments. What should I trust? My laptop does get laggy a lot when I get to those values.
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Every working day, all unity developers have to launch the play mode in a Unity more than once. And if you think about it, it may take you a long time to wait for the launch of this mode.
My question is advise how I can speed up the launch mode and scripts update?
I have already taken the following actions:
Created a RAM disk and installed Unity on it.
Transferred all project-related files to the SSD (I am afraid to transfer the disc to RAM because of the possibility of losing everything in case of failure)
EDIT:
it running on:
i7 3770, ram ddr3 16gb(12 ram + 4 ram disk),Slim S55 240GB,gtx670
I am facing a strange problem. I wrote a piece of code in Matlab which uses parfor. For testing, I ran the code on a 4 core Linux-machine. Once I was satisfied that it was working fine, I tried to run the same code on a Windows machine which has higher number of cores.
To my dismay, the parfor loop just gets stuck and runs even slower than the serial code. Its so slow, that the Windows-Task-Manager shows 0% usage on all 28 cores while the code is still running. The Matlab session doesn't generate any error but runs at a snails pace.
Similar (but not same) problems were recently reported on the Mathworks website here and here. Unlike the issue mentioned on Mathworks website, my code uses only Matlab commands and libraries.
Both machines (linux as well as Windows) have Matlab-2018a 64 bit installed.
I noticed when I run Xcode especially start to run Interface builder.
Mac osx occupied memory increased quickly.
Not only xcode, there are some other apps also cause memory occupy too much after running a while.
Even the memory of my mac is 4GB, some time I have to use tool to free memory.
What is reason and how to avoid this case happen in my developing mac app?
Welcome any comment
I just experienced something similar(but probably not the same) in my Qt application.
I was reading and checksumming lots of files and the free memory kept dropping, though my appliations "real memory" stayed at a steady 50ish MB. However the amount of "Inactive memory" kept climbing.
What was happening was that every file i read was being added to the disk cache. The memory consumed by the disk cache is apperantly marked as "inactive", which should be just as availible as "free" memory according to apple ( http://support.apple.com/kb/HT1342 ) but that didn't stop OSX from starting to swap when "free" hit below 50ish MB.
in C:
#include "fnctl.h"
fcntl(f.handle(),F_GLOBAL_NOCACHE,1);
Seemd to fix that by bypassing disk caching for that file descriptor.
Freeing up inactive memory ( if that is indeed your problem ) can also be done from the commandline using the "purge" command.
I would like a software environment in which I can test the speed of my software on hardware with specific resources. For example, how fast does this program run on an 800MHz x86 with 24 Mb of RAM, when my host hardware is a 3GHz quad core amd64 with 12GB of RAM? Emulators such as qemu make a great point of running "almost as fast" as the underlying hardware; I would like to make it run slower. Is there a way to do that?
I have never tried it, but perhaps you could achieve what you want to some extent by combining an emulator like QEMU or VirtualBox on Linux with something like this:
http://cpulimit.sourceforge.net/
If you can limit the CPU time available to the emulator you might be able to simulate the results of execution on a slower computer. Keep in mind, though, that this would only affect the execution speed (or so I hope, anyway).
The CPU instruction set and other system features would remain unchanged. This means that emulating a specific processor accurately would be difficult if not impossible.
In addition, using something like cpulimit, which works using SIGSTOP and SIGCONT to repeatedly stop/restart the emulator process might cause side-effects, such as timing inconsistencies, video display artifacts etc.
In your emulator, keep a virtual "clock" and increment it appropriately as you execute each instruction. From there you can simply report how long it took in virtual time to execute, or you can have your emulator sleep now and again to keep execution speed roughly where it would be in the target.
If you use GlobalMemoryStatusEx to get statistics, one is dwMemoryLoad which is the approximate percentage of physical memory in use. Is memory that SuperFetch has consumed added to dwMemoryLoad? I'm working on software which uses this statistic to manage its own caching, flushing cache when the percentage goes too high. I'm worried that SuperFetch causes false results.
Reading about SuperFetch, games users on Vista often say turning it off improves performance. That confirms my hypothesis that SuperFetch will cause an application to falsely believe more physical RAM is in use than is actually used by the apps being run.
Mark Russinovitch's Vista Kernel posting has a nice explanation of SuperFetch.
In an interesting example of where the original Task Manager is more informative than Sysinternals Process Explorer, Jeff Atwood has pictures of the Physical Memory usage with Superfetch in Task Manager.
Note the 6MB free Physical Memory!
I'm not just being lazy - all our 32bit test machines are running XP and I only have access to 64 bit Vista or Windows 7 machines, so I'd still like to hear from people as to how it affects 32 bit systems.
Tentatively, the answer is no it doesn't get included - the cached amount is accumulated separately.
I turned on SuperFetch on my Vista x64 machine (interesting to note it was off for some reason) and built the sample program in the GlobalMemoryStatusEx docs. At a time with little happening on my machine, the sample was reporting 50% of memory in use but the Windows task manager showed Physical Memory stats of:
Total 4093
Cached 2285
Free 92