I recently switched my project to using a linear memory allocator that I wrote myself (for learning). When I initialize the allocator, I pass it a pointer to a block of memory that was VirtualAlloc-ed beforehand. Before writing the allocator, I was using this block directly just fine.
In my test case, I am using the allocator to allocate memory for a Player* in that initial big block of memory. To make sure every was working, I tried accessing the block of memory directly as I had before to make sure the values were changing according to my expectations. That's when I hit a memory access error. Using the VS debugger/watch window, I have a reasonable idea of what is happening and when, but I am hoping to get some help with the question of why. I'll lay out the relevant pieces of code below.
Virtual Alloc call, later referred to by memory->transientStorage
win32_State.gameMemoryBlock = VirtualAlloc(baseAddress, (size_t)win32_State.totalSize,
MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE);
Allocator definition
struct LinearAllocator {
void* currentPos;
size_t totalSize;
void* startPos;
size_t usedMemory;
size_t numAllocations;
LinearAllocator();
LinearAllocator(size_t size, void* start);
LinearAllocator(LinearAllocator&) = delete;
~LinearAllocator();
void* allocate(size_t size, uint8 alignment);
void clear();
};
Player and Vec2f definitions
struct Player {
Vec2f pos;
bool32 isFiring;
real32 timeLastFiredMS;
};
union Vec2f {
struct {
real32 x, y;
};
real32 v[2];
};
Relevant Allocator Implementation Details
void* LinearAllocator::allocate(size_t size, uint8_t alignment) {
if (size == 0 || !isPowerOfTwo(alignment)) {
return nullptr;
}
uint8_t adjustment = alignForwardAdjustment(currentPos, alignment);
if (usedMemory + adjustment + size > totalSize) {
return nullptr;
}
uint8_t* alignedAddress = (uint8*)currentPos + adjustment;
currentPos = (void*)(alignedAddress + size);
usedMemory += size + adjustment;
numAllocations++;
return (void*)alignedAddress;
}
inline uint8_t alignForwardAdjustment(void* address, uint8_t alignment) {
uint8_t adjustment = alignment - ( (size_t)address & (size_t)(alignment - 1));
if (adjustment == alignment) {
return 0; // already aligned
}
return adjustment;
}
inline int32_t isPowerOfTwo(size_t value) {
return value != 0 && (value & (value - 1)) == 0;
}
Initialization code where I attempt to use allocator
// **Can write to memory fine here**
((float*)memory->transientStorage)[0] = 4.f;
size_t simulationAllocationSize = memory->transientStorageSize / 2 / sizeof(real32);
simulationMemory = LinearAllocator(simulationAllocationSize, &memory->transientStorage + (uint8_t)0);
for (int i = 0; i < MAX_PLAYERS; i++) {
Player* p = (Player*)simulationMemory.allocate(sizeof(Player), 4);
// **also works here**
((real32*)memory->transientStorage)[0] = 3.f;
p->pos.x = 0.f; // **after this line, I got the unable to read memory error**
p->pos.y = 0.f;
p->isFiring = false;
p->timeLastFiredMS = 0.f;
// **can't write **
((real32*)memory->transientStorage)[0] = 1.f;
}
// **also can't write**
((real32*)memory->transientStorage)[0] = 2.f;
real32 test = ((real32*)memory->transientStorage)[0];
My running assumption is that I'm missing something obvious. But the only clue I have to go off of is that it changed after setting a value in the Player struct. Any help here would be greatly appreciated!
Looks like this is your problem:
simulationMemory = LinearAllocator(simulationAllocationSize,
&memory->transientStorage + (uint8_t)0);
There's a stray & operator, causing you to allocate memory not from the allocated memory block that memory->transientStorage points to but from wherever memory itself lives.
This is turns causes the write to p->pos.x to overwrite the value of transientStorage.
The call to LinearAllocator should be just
simulationMemory = LinearAllocator(simulationAllocationSize,
memory->transientStorage + (uint8_t)0);
Related
I got the following error:
std::bad_array_new_length at memory location 0x00B3F9D8
It is because of this part:
U32 rayCountSqrt = (U32)(std::ceil(objWidthLambda * (T)(observation.rayPerLam_) + 1.0)) + 1;
rayPool.Initialize( rayCountSqrt);
And if we look at the Initilialize method
void Initialize( const U32& rayCountSqrt )
{
Reset();
rayCountSqrt_ = rayCountSqrt;
rayCount_ = rayCountSqrt * rayCountSqrt;
rayArea_ = 0;
rayTubeArray_.reset( new RayTube< T >[ rayCount_ ], []( RayTube< T >* ptr ){ delete[] ptr; } );
init_ = true;
}
Problem is probably located here, because when I pass for example 10 to Initialize I get no errors. My rayCountSqrt is 86354 and I don't know if it's too big to handle.
How can I fix this? I really need to pass large numbers to this function in order to get good approximations.
I encountered a strange behavior in my C++ program that I don't understand and I don't know how to search for more information. So I ask for advice here hoping someone might know.
I have a class Interface that has a 2 dimensional vector that I initialize in the header :
class Interface {
public:
// code...
const unsigned short int SIZE_X_ = 64;
const unsigned short int SIZE_Y_ = 32;
std::vector<std::vector<bool>> screen_memory_ =
std::vector<std::vector<bool>>(SIZE_X_, std::vector<bool>(SIZE_Y_, false));
// code...
};
Here I expect that I have a SIZE_X_ x SIZE_Y_ vector filled with false booleans.
Later in my program I loop at a fixed rate like so :
void Emulator::loop() {
const milliseconds intervalPeriodMillis{static_cast<int>((1. / FREQ) * 1000)};
//Initialize the chrono timepoint & duration objects we'll be //using over & over inside our sleep loop
system_clock::time_point currentStartTime{system_clock::now()};
system_clock::time_point nextStartTime{currentStartTime};
while (!stop) {
currentStartTime = system_clock::now();
nextStartTime = currentStartTime + intervalPeriodMillis;
// ---- Stuff happens here ----
registers_->trigger_timers();
interface_->toogle_buzzer();
interface_->poll_events();
interface_->get_keys();
romParser_->step();
romParser_->decode();
// ---- ------------------ ----
stop = stop || interface_->requests_close();
std::this_thread::sleep_until(nextStartTime);
}
}
But then during the execution I get a segmentation fault
[1] 7585 segmentation fault (core dumped) ./CHIP8 coin.ch8
I checked with the debugger and some part of the screen_memory_ cannot be accessed anymore. And it seems to happen at random time.
But when I put the initialization of the vector in the constructor body like so :
Interface::Interface(const std::shared_ptr<reg::RegisterManager> & registers, bool hidden)
: registers_(registers) {
// code ...
screen_memory_ =
std::vector<std::vector<bool>>(SIZE_X_, std::vector<bool>(SIZE_Y_, false));
// code ...
}
The segmentation fault doesn't happen anymore. So the solution is just to initialize the vector in the constructor body.
But why ? what is happening there ?
I don't understand what I did wrong, I'm sure someone knows.
Thanks for your help !
[Edit] I found the source of the bug (Or at least what to change so it doesnt give me a segfault anymore).
In my class Interface I use the SDL and SDL_audio libraries to create the display and the buzzer sound. Have a special look where I set the callback want_.callback, the callback Interface::forward_audio_callback and Interface::audio_callback. Here's the code :
// (c) 2021 Maxandre Ogeret
// Licensed under MIT License
#include "Interface.h"
Interface::Interface(const std::shared_ptr<reg::RegisterManager> & registers, bool hidden)
: registers_(registers) {
if (SDL_Init(SDL_INIT_AUDIO != 0) || SDL_Init(SDL_INIT_VIDEO) != 0) {
throw std::runtime_error("Unable to initialize rendering engine.");
}
want_.freq = SAMPLE_RATE;
want_.format = AUDIO_S16SYS;
want_.channels = 1;
want_.samples = 2048;
want_.callback = Interface::forward_audio_callback;
want_.userdata = &sound_userdata_;
if (SDL_OpenAudio(&want_, &have_) != 0) {
SDL_LogError(SDL_LOG_CATEGORY_AUDIO, "Failed to open audio: %s", SDL_GetError());
}
if (want_.format != have_.format) {
SDL_LogError(SDL_LOG_CATEGORY_AUDIO, "Failed to get the desired AudioSpec");
}
window = SDL_CreateWindow("CHIP8", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
SIZE_X_ * SIZE_MULTIPLIER_, SIZE_Y_ * SIZE_MULTIPLIER_,
hidden ? SDL_WINDOW_HIDDEN : 0);
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_SOFTWARE);
bpp_ = SDL_GetWindowSurface(window)->format->BytesPerPixel;
SDL_Delay(1000);
// screen_memory_ = std::vector<std::vector<bool>>(SIZE_X_, std::vector<bool>(SIZE_Y_, false));
}
Interface::~Interface() {
SDL_CloseAudio();
SDL_DestroyWindow(window);
SDL_Quit();
}
// code ...
void Interface::audio_callback(void * user_data, Uint8 * raw_buffer, int bytes) {
audio_buffer_ = reinterpret_cast<Sint16 *>(raw_buffer);
sample_length_ = bytes / 2;
int & sample_nr(*(int *) user_data);
for (int i = 0; i < sample_length_; i++, sample_nr++) {
double time = (double) sample_nr / (double) SAMPLE_RATE;
audio_buffer_[i] = static_cast<Sint16>(
AMPLITUDE * (2 * (2 * floor(220.0f * time) - floor(2 * 220.0f * time)) + 1));
}
}
void Interface::forward_audio_callback(void * user_data, Uint8 * raw_buffer, int bytes) {
static_cast<Interface *>(user_data)->audio_callback(user_data, raw_buffer, bytes);
}
}
In the function Interface::audio_callback, replacing the class variable assignation :
sample_length_ = bytes / 2;
By an int creation and assignation :
int sample_length = bytes / 2;
which gives :
void Interface::audio_callback(void * user_data, Uint8 * raw_buffer, int bytes) {
audio_buffer_ = reinterpret_cast<Sint16 *>(raw_buffer);
int sample_length = bytes / 2;
int &sample_nr(*(int*)user_data);
for(int i = 0; i < sample_length; i++, sample_nr++)
{
double time = (double)sample_nr / (double)SAMPLE_RATE;
audio_buffer_[i] = (Sint16)(AMPLITUDE * sin(2.0f * M_PI * 441.0f * time)); // render 441 HZ sine wave
}
}
The class variable sample_length_ is defined and initialized as private in the header like so :
int sample_length_ = 0;
So I had an idea and I created the variable sample_length_ as public and it works ! So the problem was definitely a scope problem of the class variable sample_length_. But it doesn't explain why the segfault disappeared when I moved the init of some other variable in the class constructor... Did I hit some undefined behavior with my callback ?
Thanks for reading me !
I am found a bug in my code, that cause mesh data corruption in certain situation using staging buffer. I have:
temporary mesh data
staging buffer with certain size, that used simultaneously by command buffer and memcpy, but not same segment at a time.
Buffer allocator, that gives part of suitable vertex-index buffer, where mesh data transfers from staging by vkCmdCopyBuffer. Buffer contains many of segments, given for different meshes.
The issue that when I am using staging buffer simultaneously by command buffer and memcpy, mesh data writes incorrectly (become overwritten/corrupted) and even badly can cause VK_ERROR_DEVICE_LOST .
https://imgur.com/8p53SUW "correct mesh"
https://imgur.com/plJ8V0v "broken mesh"
[[nodiscard]] static Result writeMeshBuffer(TransferData &data, GpuMesh &buffer)
{
Result result; using namespace vkw;
auto &mesh = buffer.source;
size_t vSize = mesh.vertices_count * mesh.vertex_size;
size_t iSize = mesh.indices_count * mesh.index_size;
size_t mesh_size = vSize + iSize;
auto &staging_offset = data.stagingData.buffer_offset_unused;
// write data to staging buffer
{
// guaranteed that mesh_size will less or equal than staging buffer size
//FIXME false condition generate broken meshes somehow
bool is_wait_before = mesh_size > TransferStagingData::BUFFER_SIZE - staging_offset;
//will work correctly:
//bool is_wait_before = true;
if (is_wait_before) // if we need more memory on staging buffer than not used already
{
result = data.wait_transfer();
if (result != VK_SUCCESS)
return result;
staging_offset = 0;
}
uint8_t *pMemory = static_cast<uint8_t*>(data.stagingData.pMemory) + staging_offset;
memcpy(pMemory, mesh.vertices.pX, vSize);
memcpy(pMemory + vSize, mesh.indices.pXX, iSize);
if (not is_wait_before)
{
result = data.wait_transfer();
if (result != VK_SUCCESS)
return result;
}
}
// write data from staging buffer to mesh buffer
{
auto cmd_cpy_buff = [](CommandBuffer cmd, BufferCopy copy, Offsets offsets, DeviceSizeT size)
{
cmd.cmd_copy_buffer(copy, offsets, size);
};
// SRC DST
BufferCopy copy = { data.stagingData.buffer, buffer.info.buffer };
Offsets offsets = { staging_offset, buffer.info.region.offset };
result = data.transfer.prepare(cmd_cpy_buff, data.transfer.cmd_buffer, copy, offsets, mesh_size);
if (result != VK_SUCCESS)
return result;
data.reset_fence();
result = data.transfer.submit({&data.transfer.cmd_buffer,1},{}, {}, {}, data.transferFence);
if (result != VK_SUCCESS)
return result;
}
// save usused offset to data.stagingData.buffer_offset_unused;
staging_offset = staging_offset == 0 ? mesh_size : 0;
return result;
}
If I can't use staging buffer like this, than why.
If i have an error, idk where.
The issue was
staging_offset = staging_offset == 0 ? mesh_size : 0;
Need to change
staging_offset = staging_offset == 0 ? TransferStagingData::BUFFER_SIZE - mesh_size : 0;
And after change all works correctly.
I think I'm making just a fundamental mistake, but I cannot for the life of me see it.
I'm calling a method on an Objective-C object from within a C++ class (which is locked). I'm using NSInvocation to prevent me from having to write hundreds methods just to access the data in this other object.
These are the steps I'm going through. This is my first call, and I want to pass s2. I can't really provide a compilable example, but hopefully it's just a DUHRRRRR problem on my part.
float s2[3];
id args2s[] = {(id)&_start.x(),(id)&_start.y(),(id)&s2};
_view->_callPixMethod(#selector(convertPixX:pixY:toDICOMCoords:),3,args2s);
This is the View method being called
invokeUnion View::_callPixMethod(SEL method, int nArgs, id args[])
{
DataModule* data;
DataVisitor getdata(&data);
getConfig()->accept(getdata);
invokeUnion retVal;
retVal.OBJC_ID = data->callPixMethod(_index, _datasetKey, method, nArgs, args);
return retVal;
}
Invoke Union is a union so I can get the float value returned by NSInvocation.
union invokeUnion {
id OBJC_ID;
int intValue;
float floatValue;
bool boolValue;
};
This is the method in the data Object (pthread locked with lock() and unlock());
id DataModule::callPixMethod(int index, std::string predicate, SEL method, int nArgs, id args[] )
{
// May Block
DCMPix *pix =[[getSeriesData(predicate) pix] objectAtIndex:index];
lock();
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
NSMethodSignature *signature;
NSInvocation *invocation;
signature = [DCMPix instanceMethodSignatureForSelector:method];
invocation = [NSInvocation invocationWithMethodSignature:signature];
[invocation setSelector:method];
[invocation setTarget:pix];
if (nArgs > 0) for (int n = 0; n < nArgs; n++) {
SFLog(#"invocation: i=%d, *ptr=0x%x, valf=%f, vald=%d",n,args[n],*args[n],*args[n]);
[invocation setArgument:args[n] atIndex:2+n];
}
id retVal;
[invocation invoke];
[invocation getReturnValue:&retVal];
[pool release];
unlock();
return retVal;
}
The method in the DCMPix object (which I can't modify, it's part of a library) is the following:
-(void) convertPixX: (float) x pixY: (float) y toDICOMCoords: (float*) d pixelCenter: (BOOL) pixelCenter
{
if( pixelCenter)
{
x -= 0.5;
y -= 0.5;
}
d[0] = originX + y*orientation[3]*pixelSpacingY + x*orientation[0]*pixelSpacingX;
d[1] = originY + y*orientation[4]*pixelSpacingY + x*orientation[1]*pixelSpacingX;
d[2] = originZ + y*orientation[5]*pixelSpacingY + x*orientation[2]*pixelSpacingX;
}
-(void) convertPixX: (float) x pixY: (float) y toDICOMCoords: (float*) d
{
[self convertPixX: x pixY: y toDICOMCoords: d pixelCenter: YES];
}
It's crashing when it tries to access d[0]. BAD_EXC_ACCESS which I know means it's accessing released memory, or memory outside of it's scope.
I'm getting lost keeping track of my pointers to pointers. the two float values come across fine (as does other info in other methods) but this is the only one asking for a float* as a parameter. From what I understand the convertPixX: method was converted over from a C program written for Mac OS 9... which is why it asks for the c-array as an out value... I think.
Anyway, any insight would be greatly appreciated.
I've tried sending the value like this:
float *s2 = new float[3];
void* ps2 = &s2;
id args2s[] = {(id)&_start.x(),(id)&_start.y(),(id)&ps2};
_view->_callPixMethod(#selector(convertPixX:pixY:toDICOMCoords:),3,args2s);
But that gives a SIGKILL - plus I'm sure it's bogus and wrong. ... but I tried.
anyway... pointers! cross-language! argh!
Thanks,
An array is not a pointer. Try adding the following line
NSLog(#"%p, %p", s2, &s2);
just above.
id args2s[] = {(id)&_start.x(),(id)&_start.y(),(id)&s2};
s2 and &s2 are both the address of the first float in your array, so when you do:
[invocation setArgument:args[n] atIndex:2+n];
for n = 2, you are not copying in a pointer to the first float, but the first float, possibly the first two floats if an id is 64 bits wide.
Edit:
To fix the issue, this might work (not tested).
float s2[3];
float* s2Pointer = s2;
id args2s[] = {(id)&_start.x(),(id)&_start.y(),(id)&s2Pointer};
_view->_callPixMethod(#selector(convertPixX:pixY:toDICOMCoords:),3,args2s);
s2Pointer is a real pointer that will give you the double indirection you need.
I have a situation in Visual C++ 2008 that I have not seen before. I have a class with 4 STL objects (list and vector to be precise) and integers.
It has a method:
inline int id() { return m_id; }
The return value from this method is corrupt, and I have no idea why.
debugger screenshot http://img687.imageshack.us/img687/6728/returnvalue.png
I'd like to believe its a stack smash, but as far as I know, I have no buffer over-runs or allocation issues.
Some more observations
Here's something that puts me off. The debugger prints right values in the place mentioned // wrong ID.
m_header = new DnsHeader();
assert(_CrtCheckMemory());
if (m_header->init(bytes, size))
{
eprintf("0The header ID is %d\n", m_header->id()); // wrong ID!!!
inside m_header->init()
m_qdcount = ntohs(h->qdcount);
m_ancount = ntohs(h->ancount);
m_nscount = ntohs(h->nscount);
m_arcount = ntohs(h->arcount);
eprintf("The details are %d,%d,%d,%d\n", m_qdcount, m_ancount, m_nscount, m_arcount);
// copy the flags
// this doesn't work with a bitfield struct :(
// memcpy(&m_flags, bytes + 2, sizeof(m_flags));
//unpack_flags(bytes + 2); //TODO
m_init = true;
}
eprintf("Assigning an id of %d\n", m_id); // Correct ID.
return
m_header->id() is an inline function in the header file
inline int id() { return m_id; }
I don't really know how best to post the code snippets I have , but here's my best shot at it. Please do let me know if they are insufficient:
Class DnsHeader has an object m_header inside DnsPacket.
Main body:
DnsPacket *p ;
p = new DnsPacket(r);
assert (_CrtCheckMemory());
p->add_bytes(buf, r); // add bytes to a vector m_bytes inside DnsPacket
if (p->parse())
{
read_packet(sin, *p);
}
p->parse:
size_t size = m_bytes.size(); // m_bytes is a vector
unsigned char *bytes = new u_char[m_bytes.size()];
copy(m_bytes.begin(), m_bytes.end(), bytes);
m_header = new DnsHeader();
eprintf("m_header allocated at %x\n", m_header);
assert(_CrtCheckMemory());
if (m_header->init(bytes, size)) // just set the ID and a bunch of other ints here.
{
size_t pos = DnsHeader::SIZE; // const int
if (pos != size)
; // XXX perhaps generate a warning about extraneous data?
if (ok)
m_parsed = true;
}
else
{
m_parsed = false;
}
if (!ok) {
m_parsed = false;
}
return m_parsed;
}
read_packet:
DnsHeader& h = p.header();
eprintf("The header ID is %d\n", h.id()); // ID is wrong here
...
DnsHeader constructor:
m_id = -1;
m_qdcount = m_ancount = m_nscount = m_arcount = 0;
memset(&m_flags, 0, sizeof(m_flags)); // m_flags is a struct
m_flags.rd = 1;
p.header():
return *m_header;
m_header->init: (u_char* bytes, int size)
header_fmt *h = (header_fmt *)bytes;
m_id = ntohs(h->id);
eprintf("Assigning an id of %d/%d\n", ntohs(h->id), m_id); // ID is correct here
m_qdcount = ntohs(h->qdcount);
m_ancount = ntohs(h->ancount);
m_nscount = ntohs(h->nscount);
m_arcount = ntohs(h->arcount);
You seem to be using a pointer to an invalid class somehow. The return value shown is the value that VS usually uses to initialize memory with:
2^32 - 842150451 = 0xCDCDCDCD
You probably have not initialized the class that this function is a member of.
Without seeing more of the code in context.. it might be that the m_id is out of the scope you expect it to be in.
Reinstalled VC++. That fixed everything.
Thank you for your time and support everybody! :) Appreciate it!