HXCPP Profiler won't create log file - profiling

I am using Haxe for a game and compiling for the C++ target using HXCPP. I am trying to get the built-in profiler to work (cpp.vm.Profiler), but I cannot get it to create a dump file. My code is as simple as that :
if(Input.check(Key.P))
cpp.vm.Profiler.start("profiler.txt");
if(Input.check(Key.M))
cpp.vm.Profiler.stop();
I use HaxePunk for the input, and I assert that the profiler calls are indeed being executed (I made sure using a couple trace calls). I use defines HXCPP_STACK_TRACE and HXCPP_PROFILER for the compilation.
Am I doing anything wrong, or missing anything ?
EDIT : here is some code that when compiled using haxe -D HXCPP_PROFILER -D HXCPP_STACK_TRACE -main Main -cpp test, doesn't actually create any noticeable "profiler.txt" file :
class Main
{
static public function main()
{
var bleh = haxe.Timer.stamp();
cpp.vm.Profiler.start("profiler.txt");
while(haxe.Timer.stamp() - bleh < 5.)
{
// Do something I guess
Math.cos(haxe.Timer.stamp());
}
cpp.vm.Profiler.stop();
}
}

Relevant bug report to hxcpp: #580.
Apparently this was fixed on 17 May 2017 in this commit. The fix should be in the next hxcpp version after 3.4.64.

Related

How would you auto generate a class implementation during pre-compile?

I was looking at creating a service locator that I would also like to provide "NULL" implementations of the services it provides. How would you go about parsing the Interface and auto generating an implementation? What tools would you use - say with CMake? Basically, I am trying to avoid having to write something like:
class IAudio
{
virtual void playSound(SoundId Id) = 0;
....
};
***** Following is the boilerplate I would like to avoid *****
class NullAudio : IAudio
{
void playSound(SoundId) override { /* Does Nothing */ }
....
};
I can't seem to find any examples from my google searches for automatic code generation - they all turn up things that reference code completion in editors. I would even consider running a python script that looks for files starting with I - like IAudio.hpp, parses it and writes out a file if that is the common way to do this.
Thanks!
I think I figured it out. Write a small tool to do what I want, configure CMake to compile it first, and then have CMake run the tool with add_custom_command.

Override System class in Java and more precisely currentTimeMillis [duplicate]

Aside from recompiling rt.jar is there any way I can replace the currentTimeMillis() call with one of my own?
1# The right way to do it is use a Clock object and abstract time.
I know it but we'll be running code developed by an endless number of developers that have not implemented Clock or have made an implementation of their own.
2# Use a mock tool like JMockit to mock that class.
Even though that only works with Hotspot disabled -Xint and we have success using the code bellow it does not "persist" on external libraries. Meaning that you'd have to Mock it everywhere which, as the code is out of our control, is not feasible. All code under main() does return 0 milis (as from the example) but a new DateTime() will return the actual system millis.
#MockClass(realClass = System.class)
public class SystemMock extends MockUp<System> {
// returns 1970-01-01
#Mock public static long currentTimeMillis() { return 0; }
}
3# Re-declare System on start up by using -Xbootclasspath/p (edited)
While possible, and though you can create/alter methods, the one in question is declared as public static native long currentTimeMillis();. You cannot change it's declaration without digging into Sun's proprietary and native code which would make this an exercise of reverse engineering and hardly a stable approach.
All recent SUN JVM crash with the following error:
EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x00000, pid=4668, tid=5736
4# Use a custom ClassLoader (new test as suggested on the comments)
While trivial to replace the system CL using -Djava.system.class.loader JVM actually loads up the custom classLoader resorting to the default classLoader and System is not even pushed trough the custom CL.
public class SimpleClassLoader extends ClassLoader {
public SimpleClassLoader(ClassLoader classLoader) {
super(classLoader);
}
#Override
public Class<?> loadClass(String name) throws ClassNotFoundException {
return super.loadClass(name);
}
}
We can see that java.lang.System is loaded from rt.jar using java -verbose:class
Line 15: [Loaded java.lang.System from C:\jdk1.7.0_25\jre\lib\rt.jar]
I'm running out of options.
Is there some approach I'm missing?
You could use an AspectJ compiler/weaver to compile/weave the problematic user code, replacing the calls to java.lang.System.currentTimeMillis() with your own code. The following aspect will just do that:
public aspect CurrentTimeInMillisMethodCallChanger {
long around():
call(public static native long java.lang.System.currentTimeMillis())
&& within(user.code.base.pckg.*) {
return 0; //provide your own implementation returning a long
}
}
I'm not 100% sure if I oversee something here, but you can create your own System class like this:
public static class System {
static PrintStream err = System.err;
static InputStream in = System.in;
static PrintStream out = System.out;
static void arraycopy(Object src, int srcPos, Object dest, int destPos, int length) {
System.arraycopy(src, srcPos, dest, destPos, length);
}
// ... and so on with all methods (currently 26) except `currentTimeMillis()`
static long currentTimeMillis() {
return 4711L; // Your application specific clock value
}
}
than import your own System class in every java file. Reorganize imports in Eclipse should do the trick.
And than all java files should use your applicatikon specific System class.
As I said, not a nice solution because you will need to maintain your System class whenever Java changes the original one. Also you must make sure, that always your class is used.
As discussed in the comments, it is possible that option #3 in the original question has actually worked, successfully replacing the default System class.
If that is true, then application code which calls currentTimeMillis() will be calling the replacement, as expected.
Perhaps unexpectedly, core classes like java.util.Timer would also get the replacement!
If all of the above are true, then the root cause of the crash could be the successful replacement of the System class.
To test, you could instead replace System with a copy that is functionally identical to the original to see if the crashes disappear.
Unfortunately, if this answer turns out to be correct, it would seem that we have a new question. :) It might go like this:
"How do you provide an altered System.currentTimeMillis() to application classes, but leave the default implementation in place for core classes?"
i've tried using javassist to remove the native currentTimeMills, add a pure java one and load it using bootclasspath/p, but i got the same exception access violation as you did. i believe that's probably because of the native method registerNatives that's called in the static block but it's really too much to disassemble the native library.
so, instead of changing the System.currentTimeMills, how about changing the user code? if the user code already compiled (you don't have source code), we can use tools like findbugs to identify the use of currentTimeMillis and reject the code (maybe we can even replace the call to currentTimeMills with your own implementation).

BackgroundTask UWP C++ trigger only one time?

In windows runtime component project (BackgroundTask c++)
#include "pch.h"
#include "BackgroundTask.h"
using namespace Platform;
namespace SyncBackground {
void BackgroundTask::Run(IBackgroundTaskInstance^ taskInstance) {
_taskInstance = taskInstance;
taskInstance->Canceled += ref new BackgroundTaskCanceledEventHandler(this, &BackgroundTask::OnCanceled);
_deferral = taskInstance->GetDeferral();
OutputDebugString(L"Debug: CPP\r\n");
}
void BackgroundTask::OnCanceled(IBackgroundTaskInstance^ sender, BackgroundTaskCancellationReason reason) {
_deferral->Complete();
}
}
I try ApplicationTrigger from c# project, but OutputDebugString write only one times from first trigger. In the same BackgroundTask C#, Debug.WriteLine() write every trigger.
Then why in c++ do it only one times? And how make it work look like c# (i need send some data and command via trigger)
Thank
I need it still run background
If I understand correctly, you just want to run background tasks indefinitely. If so, even if you don't call TaskDeferral.Complete();, it won't still run background, after a period of time, it will still be terminated. In that case, you can refer to this document to configure. But it mentions if you use it, you can't put an app into the Microsoft Store. If not, please point me out.

In Unity3d test scripts, how do I call a static function from another class?

I have two files in a Unity3d project. One is a test script that runs in edit mode. The other is a single class with static functions that I'd like to call from the test scripts.
here's my test script:
using UnityEngine;
using UnityEngine.TestTools;
using NUnit.Framework;
using System.Collections;
public class NewTestScript
{
[Test]
public void TestAnotherStaticFunction()
{
int a = NewBehaviourScript.FunctionUnderTest(1);
int b = 1;
// Use the Assert class to test conditions.
Assert.IsTrue(a == b);
}
}
here's my function under test:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NewBehaviourScript : MonoBehaviour
{
/// <summary>
/// the stupidest function in the world,
/// used to verify tests.
/// </summary>
public static int FunctionUnderTest(int a)
{
return a;
}
}
This gives me the error from the Unity compiler (I'm not building outside of Unity):
Assets/TestS/NewTestScript.cs(12,17): error CS0103: The name `NewBehaviourScript' does not exist in the current context
These are running in edit-mode.
I've tried adding and removing the SuperTestNameSpace namespace from the function under test and the calling code.
I've attempted adding/removing files from the .asmdef file that was autogenerated by unity, although this usually leads to other compile errors.
My previous unit test experience is largely in Visual Studio or VSCode, and I'm trying to get my unity3d test experience to match my prior test environment experiences.
Is there a fundamentally limited functionality in the edit-mode tests, or am I missing something stupid?
Further elaboration on the assemblies involved. It looks like there are two assemblies at play here: Assembly-CSharp.dll contains my code under test and TestS.dll contains my testing code. I believe my questions boils down to: how do I add a reference from the TestS.dll assembly to the Assembly-CSharp.dll. I'd know how to do this in Visual Studio (either via the context menu in VS or directly editing the csproj file), however I don't see how to do it in Unity3d. Any edit I make to the csproj file is frequently overwritten by unity, and while there is a 'references' section in the inspector (see picture) I can't add Assembly-CSharp.dll as a reference.
These are the inspector settings for TestS.asmdef. While there's an option to add references, I can't add a reference to Assembly-CSharp.dll, which is where my code-under-test lives.
Ok, I figured this out. There were two things going on:
Editor tests need to be underneath a folder called editor. It's really annoying that the unity editor doesn't do this for you.
You need to have an assembly definition for the code under test and add a reference from the test code to the newly created assembly definition. This must be done in the Unity editor UI.
by default, unity adds your script code to an assembly called Assembly-CSharp.dll, and, for reasons unknown, this assembly isn't referenced by my edit mode test code. I'm not sure if this is a bug in Unity or if it's by design, but explicitly creating and referencing the assembly definition has cleared things up.
The main issue is currently you are trying to call the
NewBehaviourScript(1);
constructor which does not exist...
instead of the method
using SuperTestNameSpace;
//...
NewBehaviourScript.FunctionUnderTest(1);
or alternatively with the namespace in the call directly
SuperTestNameSpace.NewBehaviourScript.FunctionUnderTest(1);
Also make sure the filename matches exactly the class name. So in your case it should be
NewBehaviourScript.cs
Note that the .cs is not printed by Unity in the Project view so there it should say NewBehaviourScript.
Why does it not compile with the using SuperTestNameSpace;? What is the error?
If that exception
Assets/TestS/NewTestScript.cs(14,17): error CS0103: The name `NewBehaviourScript' does not exist in the current context
is only shown in VisualStudio but the script compiling fine in Unity especially after adding a new script it helps to simply close and restart VS.
In some cases it also helps to close Unity and VS, remove all files and folders except Assets and ProjectSettings (and if you are under version control anything that belongs to it like e.g. .git, .gitignore, .gitattributes etc) in particular delete the Library, .vs folder and all .csproj and .sln files.
Than open Unity again and let it recompile everything.
Make sure the file that contains your NewBehaviourScript class IS NOT inside an Editor folder.
Move both the scripts in the Assets (root) folder and try again.

How to get list of files opened by a process in Windows? [duplicate]

How do I get the list of open file handles by process id in C#?
I'm interested in digging down and getting the file names as well.
Looking for the programmatic equivalent of what process explorer does.
Most likely this will require interop.
Considering adding a bounty on this, the implementation is nasty complicated.
Ouch this is going to be hard to do from managed code.
There is a sample on codeproject
Most of the stuff can be done in interop, but you need a driver to get the filename cause it lives in the kernel's address space. Process Explorer embeds the driver in its resources. Getting this all hooked up from C# and supporting 64bit as well as 32, is going to be a major headache.
You can also run the command line app, Handle, by Mark Rusinovich, and parse the output.
Have a look at this file :
http://vmccontroller.codeplex.com/SourceControl/changeset/view/47386#195318
And use:
DetectOpenFiles.GetOpenFilesEnumerator(processID);
Demo:
using System;
using System.Diagnostics;
namespace OpenFiles
{
class Program
{
static void Main(string[] args)
{
using (var openFiles = VmcController.Services.DetectOpenFiles.GetOpenFilesEnumerator(Process.GetCurrentProcess().Id))
{
while (openFiles.MoveNext())
{
Console.WriteLine(openFiles.Current);
}
}
Console.WriteLine();
Console.ReadKey();
}
}
}
It has dependency over assembly System.EnterpriseServices
You can P/INVOKE into the NtQuerySystemInformation function to query for all handles and then go from there. This Google groups discussion has details.
Take a look at wj32's Process Hacker version 1, which can do what you asked, and more.
Handle is great program, and the link to codeproject is good.
#Brian
The reason for the code is that handle.exe is NOT redistributable. Nor do they release their source.
It looks as if .Net will not easily do this since it appears that an embedded device drive is requried to access the information. This cannot be done in .net without an unmanged DLL. It's relatviely deep kernel code when compared to typical .net coding. I'm surprised that WMI does not expose this.
Perhaps using command line tool:
OpenedFilesView v1.50 - View opened/locked files in your system (sharing violation issues)
http://www.nirsoft.net/utils/opened_files_view.html