The semantics of v8::ResourceConstraints? - v8

The v8::ResourceConstraints class is defined as follows:
class V8EXPORT ResourceConstraints {
public:
ResourceConstraints();
int max_young_space_size() const { return max_young_space_size_; }
void set_max_young_space_size(int value) { max_young_space_size_ = value; }
int max_old_space_size() const { return max_old_space_size_; }
void set_max_old_space_size(int value) { max_old_space_size_ = value; }
int max_executable_size() { return max_executable_size_; }
void set_max_executable_size(int value) { max_executable_size_ = value; }
uint32_t* stack_limit() const { return stack_limit_; }
// Sets an address beyond which the VM's stack may not grow.
void set_stack_limit(uint32_t* value) { stack_limit_ = value; }
private:
int max_young_space_size_;
int max_old_space_size_;
int max_executable_size_;
uint32_t* stack_limit_;
};
Can someone tell me what young_space_size, old_space_size, and max_executable_size are? What are their units, how are they related, etc.? There doesn't seem to be much documentation.
Also, how does one use the stack_limit property? For example, if I want my V8 isolate to use no more than 1MB of stack space, how would I calculate a pointer value for stack_limit?

v8/test/cctest/test-api.cc uses this function to calculate the limit:
// Uses the address of a local variable to determine the stack top now.
// Given a size, returns an address that is that far from the current
// top of stack.
static uint32_t* ComputeStackLimit(uint32_t size) {
uint32_t* answer = &size - (size / sizeof(size));
// If the size is very large and the stack is very near the bottom of
// memory then the calculation above may wrap around and give an address
// that is above the (downwards-growing) stack. In that case we return
// a very low address.
if (answer > &size) return reinterpret_cast<uint32_t*>(sizeof(size));
return answer;
}

Related

libtorrent - storage_interface readv explanation

I have implemented a custom storage interface in libtorrent as described in the help section here.
The storage_interface is working fine, although I can't figure out why readv is only called randomly while downloading a torrent. From my view the overriden virtual function readv should get called each time I call handle->read_piece in piece_finished_alert. It should read the piece for read_piece_alert?
The buffer is provided in read_piece_alert without getting notified in readv.
So the question is why it is called only randomly and why it's not called on a read_piece() call? Is my storage_interface maybe wrong?
The code looks like this:
struct temp_storage : storage_interface
{
virtual int readv(file::iovec_t const* bufs, int num_bufs
, int piece, int offset, int flags, storage_error& ec)
{
// Only called on random pieces while downloading a larger torrent
std::map<int, std::vector<char> >::const_iterator i = m_file_data.find(piece);
if (i == m_file_data.end()) return 0;
int available = i->second.size() - offset;
if (available <= 0) return 0;
if (available > num_bufs) available = num_bufs;
memcpy(&bufs, &i->second[offset], available);
return available;
}
virtual int writev(file::iovec_t const* bufs, int num_bufs
, int piece, int offset, int flags, storage_error& ec)
{
std::vector<char>& data = m_file_data[piece];
if (data.size() < offset + num_bufs) data.resize(offset + num_bufs);
std::memcpy(&data[offset], bufs, num_bufs);
return num_bufs;
}
virtual bool has_any_file(storage_error& ec) { return false; }
virtual ...
virtual ...
}
Intialized with
storage_interface* temp_storage_constructor(storage_params const& params)
{
printf("NEW INTERFACE\n");
return new temp_storage(*params.files);
}
p.storage = &temp_storage_constructor;
The function below sets up alerts and invokes read_piece on each completed piece.
while(true) {
std::vector<alert*> alerts;
s.pop_alerts(&alerts);
for (alert* i : alerts)
{
switch (i->type()) {
case read_piece_alert::alert_type:
{
read_piece_alert* p = (read_piece_alert*)i;
if (p->ec) {
// read_piece failed
break;
}
// piece buffer, size is provided without readv
// notification after invoking read_piece in piece_finished_alert
break;
}
case piece_finished_alert::alert_type: {
piece_finished_alert* p = (piece_finished_alert*)i;
p->handle.read_piece(p->piece_index);
// Once the piece is finished, we read it to obtain the buffer in read_piece_alert.
break;
}
default:
break;
}
}
Sleep(100);
}
I will answer my own question. As Arvid said in the comments: readv was not invoked because of caching. Setting settings_pack::use_read_cache to false will invoke readv always.

Get template to work well with unique_ptr to interfaces in C++

First of all, there's no such built in concept as "interface". By interface in C++, I really mean some abstract base class that looks like:
struct ITreeNode
{
... // some pure virtual functions
};
Then we can have concrete structs that implement the interface, such as:
struct BinaryTreeNode : public ITreeNode
{
BinaryTreeNode* LeftChild;
BinaryTreeNode* RightChild;
// plus the overriden functions
};
It makes good sense: ITreeNode is an interface; not every implementation has Left & Right children - only BinaryTreeNode does.
To make things widely reusable, I want to write a template. So the ITreeNode needs to be ITreeNode<T>, and BinaryTreeNode needs to be BinaryTreeNode<T>, like this:
template<typename T>
struct BinaryTreeNode : public ITreeNode<T>
{
};
To make things even better, let's use unique pointer(smart point is more common, but I know the solution - dynamic_pointer_cast).
template<typename T>
struct BinaryTreeNode : public ITreeNode<T>
{
typedef std::shared_ptr<BinaryTreeNode<T>> SharedPtr;
typedef std::unique_ptr<BinaryTreeNode<T>> UniquePtr;
// ... other stuff
};
Likewise,
template<typename T>
struct ITreeNode
{
typedef std::shared_ptr<ITreeNode<T>> SharedPtr;
typedef std::unique_ptr<ITreeNode<T>> UniquePtr;
};
It's all good, until this point:
Let's assume now we need to write a class BinaryTree.
There's a function insert that takes a value T and insert it into the root node using some algorithm(naturally it will be recursive).
In order to make the function testable, mockable and follow good practice, the arguments need to be interface, rather than concrete classes. (Let's say this is a rigid rule that cannot be broken.)
template<typename T>
void BinaryTree<T>::Insert(const T& value, typename ITreeNode<T>::UniquePtr& ptr)
{
Insert(value, ptr->Left); // Boooooom, exploded
// ...
}
Here's the problem:
Left is not a field of ITreeNode! And worst of all, you cannot cast a unique_ptr<Base> to unique_ptr<Derived>!
What's the best practice for a scenario like this?
Thanks a lot!
Ok, over-engineering it is! But note that, for the most part, such low level data structures benefit HUGELY from transparency and simple memory layouts. Placing the level of abstraction above the container can give significant performance boosts.
template<class T>
struct ITreeNode {
virtual void insert( T const & ) = 0;
virtual void insert( T && ) = 0;
virtual T const* get() const = 0;
virtual T * get() = 0;
// etc
virtual ~ITreeNode() {}
};
template<class T>
struct IBinaryTreeNode : ITreeNode<T> {
virtual IBinaryTreeNode<T> const* left() const = 0;
virtual IBinaryTreeNode<T> const* right() const = 0;
virtual std::unique_ptr<IBinaryTreeNode<T>>& left() = 0;
virtual std::unique_ptr<IBinaryTreeNode<T>>& right() = 0;
virtual void replace(T const &) = 0;
virtual void replace(T &&) = 0;
};
template<class T>
struct BinaryTreeNode : IBinaryTreeNode<T> {
// can be replaced to mock child creation:
std::function<std::unique_ptr<IBinaryTreeNode<T>>()> factory
= {[]{return std::make_unique<BinaryTreeNode<T>>();} };
// left and right kids:
std::unique_ptr<IBinaryTreeNode<T>> pleft;
std::unique_ptr<IBinaryTreeNode<T>> pright;
// data. I'm allowing it to be empty:
std::unique_ptr<T> data;
template<class U>
void insert_helper( U&& t ) {
if (!get()) {
replace(std::forward<U>(t));
} else if (t < *get()) {
if (!left()) left() = factory();
assert(left());
left()->insert(std::forward<U>(t));
} else {
if (!right()) right() = factory();
assert(right());
right()->insert(std::forward<U>(t));
}
}
// not final methods, allowing for balancing:
virtual void insert( T const&t ) override { // NOT final
return insert_helper(t);
}
virtual void insert( T &&t ) override { // NOT final
return insert_helper(std::move(t));
}
// can be empty, so returns pointers not references:
T const* get() const override final {
return data.get();
}
T * get() override final {
return data.get();
}
// short, could probably skip:
template<class U>
void replace_helper( U&& t ) {
data = std::make_unique<T>(std::forward<U>(t));
}
// only left as customization points if you want.
// could do this directly:
virtual void replace(T const & t) override final {
replace_helper(t);
}
virtual void replace(T && t) override final {
replace_helper(std::move(t));
}
// Returns pointers, because no business how we store it in a const
// object:
virtual IBinaryTreeNode<T> const* left() const final override {
return pleft.get();
}
virtual IBinaryTreeNode<T> const* right() const final override {
return pright.get();
}
// returns references to storage, because can be replaced:
// (could implement as getter/setter, but IBinaryTreeNode<T> is
// "almost" an implementation class, some leaking is ok)
virtual std::unique_ptr<IBinaryTreeNode<T>>& left() final override {
return pleft;
}
virtual std::unique_ptr<IBinaryTreeNode<T>>& right() final override {
return pright;
}
};

QGraphicsScene/QGraphicsView performance

I am using QGraphicsScene/QGraphicsView pair in my project
I have performance issue with this pair.
I added my custom graphics items to scene and displayed the contents with view. After that my custom graphics items paint method continuously called by scene(just like infinite loop). This makes %25 of CPU usage(approximately 400 items on scene). What may cause this behaviour?
Here is one my item implementation:
class LevelCrossingItem : public QGraphicsWidget
{
public:
LevelCrossingItem(QString _id,qreal _x,qreal _y);
~LevelCrossingItem();
QRectF boundingRect() const;
QSizeF sizeHint(Qt::SizeHint which, const QSizeF &constraint = QSizeF()) const;
void paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget /* = 0 */);
void readStateBits();
bool isClosed();
bool isGateArmBroken();
bool isOpenedDuringRouteTanzimCompleted();
bool hasDataConsistencyWarning();
int type() const {return Type;}
private slots:
void setVisible(bool);
private:
enum {Type = FIELDLEVELCROSSING};
QString m_id;
QString m_source;
short m_closedState;
short m_brokenGateArmState;
short m_openedDuringRouteTanzimCompletedState;
short m_dataConsistencyWarningState;
QBitArray stateBitArray;
qreal x,y;
QSvgRenderer *renderer;
};
#include "levelcrossing.h"
LevelCrossingItem::LevelCrossingItem(QString _id,qreal _x,qreal _y):m_id(_id),x(_x),y(_y),stateBitArray(4)
{
m_source = LEVELCROSSING_RESOURCE_PATH.arg("open");
renderer = new QSvgRenderer;
setStateArray(stateBitArray);
setZValue(-0.5);
}
LevelCrossingItem::~LevelCrossingItem()
{
delete renderer;
}
void LevelCrossingItem::setVisible(bool visible)
{
QGraphicsItem::setVisible(visible);
}
QRectF LevelCrossingItem::boundingRect() const
{
return QRectF(QPointF(x,y),sizeHint(Qt::PreferredSize));
}
QSizeF LevelCrossingItem::sizeHint(Qt::SizeHint which, const QSizeF &constraint) const
{
return QSizeF(50,270);
}
void LevelCrossingItem::readStateBits()
{
m_closedState = property("Closed").toInt();
m_brokenGateArmState = property("Broken").toInt();
m_openedDuringRouteTanzimCompletedState = property("OpenedOnRouteWarning").toInt();
m_dataConsistencyWarningState = property("DataConsistencyWarning").toInt();
stateBitArray.setBit(0,qvariant_cast<bool>(m_closedState));
stateBitArray.setBit(1,qvariant_cast<bool>(m_brokenGateArmState));
stateBitArray.setBit(2,qvariant_cast<bool>(m_openedDuringRouteTanzimCompletedState));
stateBitArray.setBit(3,qvariant_cast<bool>(m_dataConsistencyWarningState));
setStateArray(stateBitArray);
}
void LevelCrossingItem::paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget )
{
Q_UNUSED(option);
Q_UNUSED(widget);
readStateBits();
m_closedState == Positive ? m_source = LEVELCROSSING_RESOURCE_PATH.arg("closed")
: m_source = LEVELCROSSING_RESOURCE_PATH.arg("open");
m_brokenGateArmState == Positive ? m_source = LEVELCROSSING_RESOURCE_PATH.arg("broken")
: m_source = m_source;
if(m_openedDuringRouteTanzimCompletedState == Positive)
{
setWarningVisible(OOR_WRN.arg(name()).arg(interlockingRegionId()),true);
if(stateChanged())
emit itemAlarmOccured(m_id,LevelCrossingIsOpenDuringTanzimCompleted);
}
else
setWarningVisible(OOR_WRN.arg(name()).arg(interlockingRegionId()),false);
if(m_dataConsistencyWarningState == Positive)
{
setWarningVisible(DC_WRN.arg(name()).arg(interlockingRegionId()),true);
if(stateChanged())
emit itemAlarmOccured(m_id,LevelCrossingDataConsistency);
}
else
setWarningVisible(DC_WRN.arg(name()).arg(interlockingRegionId()),false);
renderer->load(m_source);
renderer->render(painter,boundingRect());
}
bool LevelCrossingItem::isClosed()
{
return m_closedState == Positive;
}
bool LevelCrossingItem::isGateArmBroken()
{
return m_brokenGateArmState == Positive;
}
bool LevelCrossingItem::isOpenedDuringRouteTanzimCompleted()
{
return m_openedDuringRouteTanzimCompletedState == Positive;
}
bool LevelCrossingItem::hasDataConsistencyWarning()
{
return m_dataConsistencyWarningState == Positive;
}
I read x and y coordinates from xml file. For this item x and y coordinates are 239,344 respectively
Most likely your graphics item has mistakes in the implementation. I had similar behavior, but I was unable to figure out what exactly causes it. I suspect that this happens when you draw outside of the bounding rect. This triggers some clean up routine, which in turn causes redraw of the item, and here goes the loop. Eventually I resolved the issue by carefully inspecting the implementation of my custom graphics item and making sure that:
These is no painting outside of the MyGraphicsItem::boundingRect. Use painter->setClipRect(boundingRect())
MyGraphicsItem::shape does not cross with the MyGraphicsItem::boundingRect.
If you override any other QGraphicsItem functions, make sure that your implementation is correct.
Hope this helps. Feel free to post the source code of your graphics item, it will be easier to find the problem.

How to Implement stack using priority queue?

How to Implement stack using priority queue?
Guys this is a Microsoft Interview Question for Software Engineer/Developer.I just can't make out the meaning of the question.So I goggled and found this:
Stacks and queues may be modeled as particular kinds of priority queues. In a stack, the priority of each inserted element is monotonically increasing; thus, the last element inserted is always the first retrieved.
So what this question wants us to do.As stacks (Correct me if am wrong) are implicitly implemented as priority queues (priority being monotonically increasing as elements are added).
Does anybody can make out the meaning of this question.What we are supposed to do when such type of question is asked in an interview.
Pseudocode:
// stack of Key
class Stack {
class Element { int prio, Key elem; };
MaxPriorityQueue<Element> q;
int top_priority = 0;
void push(Key x) { q.push(Element(top_priority++, x)); }
Key pop() { top_priority--; return q.pop().elem; }
};
LIFO behavior follows from the fact that every new element is pushed with a priority higher than all the current elements, so it will be popped before any of them.
There are two ways to respond to this interview question. One is to explain in detail the structure above. The second is to briefly mention it, mumble something about O(lg n) and say you'd never implement a stack this way.
If you don't know what a priority queue is, ask. If you don't know what a stack is, ask. If you don't understand the question, ask. By now you should hopefully be able to work out that an adaptor like the following is required.
Stack :
private:
q : MaxPriorityQueue
counter : 0
public:
push(x) : q.add(x, counter++)
pop() : q.remove()
Here is the java implementation for this question.
public class StackPriorityQueue {
PriorityQueue<StackElement> queue = new PriorityQueue<>(10, new Comparator<StackElement>() {
#Override
public int compare(StackElement o1, StackElement o2) {
return o2.key - o1.key;
}
});
int order = 1;
public void push(int val){
StackElement element = new StackElement(order++,val);
queue.add(element);
}
public Integer pop(){
if(queue.isEmpty()){
System.out.println("Stack Underflow");
return null;
}
return queue.poll().value;
}
public static void main(String... args){
StackPriorityQueue q = new StackPriorityQueue();
q.push(5);
q.push(10);
q.push(1);
q.push(3);
q.push(50);
q.push(500);
q.push(60);
q.push(30);
q.push(40);
q.push(23);
q.push(34);
System.out.println(q.pop());
System.out.println(q.pop());
System.out.println(q.pop());
System.out.println(q.pop());
System.out.println(q.pop());
System.out.println(q.pop());
System.out.println(q.pop());
System.out.println(q.pop());
System.out.println(q.pop());
System.out.println(q.pop());
System.out.println(q.pop());
System.out.println(q.pop());
}
}
class StackElement {
int key;
int value;
public StackElement(int key, int value) {
this.key = key;
this.value = value;
}
}
Such questions require you to think a bit deep( though not so deep with this one).
The explanation for this answer is, instead of inserting each element with their values being the key, you should wrap them into a Object and assign order as an attribute. You should make this Order as the key.
Sample C Code:
struct MyNode
{
DataPacket dataPacket;
int order;
};
Java Implementation with Time Complexity and Space Complexity:
Time Complexity: Java Priority Queue is implemented using Heap Data Structures and Heap has O(log(n)), time complexity to insert the element.
Space Complexity: O(2k) for storing the elements in the Priority Queue and their associated ordering.
public class StackUsingHeap {
public static void main(String[] args) {
Stack stack = new Stack();
stack.push(10);
stack.push(15);
stack.push(20);
System.out.println(stack.pop());
System.out.println(stack.pop());
System.out.println(stack.pop());
}
}
class Stack {
PriorityQueue<Node> pq = new PriorityQueue<>(new Node());
static int position = -1;
public void push(int data) {
pq.add(new Node(data, ++position));
}
public int pop() {
--position; // optional
return pq.remove().data;
}
}
class Node implements Comparator<Node> {
int data;
int position;
public Node() {
}
public Node(int data, int position) {
this.data = data;
this.position = position;
}
#Override
public int compare(Node n1, Node n2) {
if (n1.position < n2.position)
return 1;
else if (n1.position > n2.position)
return -1;
return 0;
}
}
Here is the java implementation for this question.
import org.junit.Test;
import java.util.PriorityQueue;
import static org.junit.Assert.assertEquals;
public class StackHeap {
#Test
public void test() {
Stack s = new Stack();
s.push(1);
s.push(2);
s.push(3);
assertEquals(3, s.pop());
assertEquals(2, s.pop());
s.push(4);
s.push(5);
assertEquals(5, s.pop());
assertEquals(4, s.pop());
assertEquals(1, s.pop());
}
class Stack {
PriorityQueue<Node> pq = new PriorityQueue<>((Node x, Node y) -> Integer.compare(y.position, x.position));
int position = -1;
public void push(int data) {
pq.add(new Node(data, ++position));
}
public int pop() {
if (position == -1) {
return Integer.MIN_VALUE;
}
position--;
return pq.poll().data;
}
}
class Node {
int data;
int position;
public Node (int data, int position) {
this.data = data;
this.position = position;
}
}
}
You can implement a stack using a priority queue( say PQ) using min heap. You need one extra integer variable (say t). 't' will be used as the priority while inserting/deleting the elements from PQ.
You have to initialize t (say t=100) to some value at starting.
push(int element){
PQ.insert(t,element);
t--; //decrease priority value(less priority will be popped first)
}
pop(){
return PQ.deleteMin();
}
peek(){
return PQ.min();
}
Note: You can also use system time to push elements according to the priority.
push(int element){
PQ.insert(-getTime(),element); //negative of sys time(less priority will be popped first)
}

Sharing an object between threads

How would you set the object data that is shared between threads and needs to be updated once after the complete cycle of (say) two threads in busy loop?
CRITICAL_SECTION critical_section_;
int value; //needs to be updated once after the cycle of any number of threads running in busy loop
void ThreadsFunction(int i)
{
while (true)
{
EnterCriticalSection(&critical_section_);
/* Lines of Code */
LeaveCriticalSection(&critical_section_);
}
}
Edit: The value can be an object of any class.
Two suggestions:
Make the object itself thread safe.
Pass the object into the thread as instance data
I'll use C++ as a reference in my example. You can easily transpose this to pure C if you want.
// MyObject is the core data you want to share between threads
struct MyObject
{
int value;
int othervalue;
// all all the other members you want here
};
class MyThreadSafeObject
{
private:
CRITICAL_SECTION _cs;
MyObject _myojbect;
bool _fLocked;
public:
MyThreadSafeObject()
{
_fLocked = false
InitializeCriticalSection();
}
~MYThreadSafeObject()
{
DeleteCriticalSection();
}
// add "getter and setter" methods for each member in MyObject
int SetValue(int x)
{
EnterCriticalSection(&_cs);
_myobject.value = x;
LeaveCriticalSection(&_cs);
}
int GetValue()
{
int x;
EnterCriticalSection(&_cs);
x = _myobject.value;
LeaveCriticalSection(&_cs);
return x;
}
// add "getter and setter" methods for each member in MyObject
int SetOtherValue(int x)
{
EnterCriticalSection(&_cs);
_myobject.othervalue = x;
LeaveCriticalSection(&_cs);
}
int GetOtherValue()
{
int x;
EnterCriticalSection(&_cs);
x = _myobject.othervalue;
LeaveCriticalSection(&_cs);
return x;
}
// and if you need to access the whole object directly without using a critsec lock on each variable access, add lock/unlock methods
bool Lock(MyObject** ppObject)
{
EnterCriticalSection(&_cs);
*ppObject = &_myobject;
_fLocked = true;
return true;
}
bool UnLock()
{
if (_fLocked == false)
return false;
_fLocked = false;
LeaveCriticalSection();
return true;
}
};
Then, create your object and thread as follows:
MyThreadSafeObject* pObjectThreadSafe;
MyObject* pObject = NULL;
// now initilaize your object
pObjectThreadSafe->Lock(&pObject);
pObject->value = 0; // initailze value and all the other members of pObject to what you want them to be.
pObject->othervalue = 0;
pObjectThreadSafe->Unlock();
pObject = NULL;
// Create your threads, passing the pointer to MyThreadSafeObject as your instance data
DWORD dwThreadID = 0;
HANDLE hThread = CreateThread(NULL, NULL, ThreadRoutine, pObjectThreadSafe, 0, &dwThreadID);
And your thread will operate as follows
DWORD __stdcall ThreadFunction(void* pData)
{
MyThreadSafeObject* pObjectThreadSafe = (MyThreadSafeObject*)pData;
MyObject* pObject = NULL;
while (true)
{
/* lines of code */
pObjectThreadSafe->SetValue(x);
/* lines of code */
}
}
If you want implement thread safe update of an integer you should better use InterlockedIncrement and InterlockedDecrement or InterlockedExchangeAdd functions. See http://msdn.microsoft.com/en-us/library/ms684122(VS.85).aspx.
If you do need use EnterCriticalSection and LeaveCriticalSection you will find an example in http://msdn.microsoft.com/en-us/library/ms686908(v=VS.85).aspx, but I recommend you to use EnterCriticalSection inside of __try block and LeaveCriticalSection inside of the __finally part of this blocks.

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