MCU damaged after FLASH->OPTR register changed - stm32

I have changed STM32G431CBT6's default BOOT0/PB8 pin disable via changed FLASH->OPTR register
nswboot0 bit from factory default 1 to 0, however after that I have already damaged (or something else such as locked) 3 MCUs.
Now connect with STM32CubeProgrammer, it's reject with below messages.
16:37:24 : Disconnected from device.
16:37:25 : ST-LINK SN : 50FF73064986495117442387
16:37:25 : ST-LINK FW : V2J37S7
16:37:25 : Board : --
16:37:25 : Voltage : 3.24V
16:37:25 : SWD freq : 4000 KHz
16:37:25 : Connect mode: Normal
16:37:25 : Reset mode : Software reset
16:37:25 : Device ID : 0x468
16:37:25 : Revision ID : Rev Y
16:37:25 : UPLOADING OPTION BYTES DATA ...
16:37:25 : Bank : 0x00
16:37:25 : Address : 0x40022020
16:37:25 : Size : 20 Bytes
16:37:25 : Bank : 0x01
16:37:25 : Address : 0x40022070
16:37:25 : Size : 4 Bytes
16:37:25 : UPLOADING ...
16:37:25 : Size : 1024 Bytes
16:37:25 : Address : 0x8000000
16:37:25 : Read progress:
16:37:25 : Error: Data read failed
Regards,
Tiger

Related

retrieving RDS license

I have a question, iam running a PowerShell command to retrieved RDS LicenseKeyPack details, according to win32-tslicensekeypack KeyPackType should a number between 0 and 6, yet i am getting 7 on some outputs. What dose this mean?.
Example output:
KeyPackId : 3
KeyPackType : 2
ProductVersion : Windows Server 2016
TypeAndModel : RDS Per User CAL
AvailableLicenses : 48
IssuedLicenses : 1202
ExpirationDate : 20380101000000.000000-000
KeyPackId : 5
KeyPackType : 7
ProductVersion : Windows Server 2012
TypeAndModel : RDS Per User CAL
AvailableLicenses : 0
IssuedLicenses : 1
ExpirationDate : 20380119031407.000000-000
KeyPackId : 7
KeyPackType : 7
ProductVersion : Windows Server 2016
TypeAndModel : RDS Per User CAL
AvailableLicenses : 0
IssuedLicenses : 49
ExpirationDate : 20380119031407.000000-000"

How Can I Change Mime Type In the Metadata on File

I want to change the "MIME Type" in the file:
└──╼ $exiftool realshort.mp4
ExifTool Version Number : 12.10
File Name : realshort.mp4
Directory : .
File Size : 98 kB
File Modification Date/Time : 2021:01:19 23:53:01+00:00
File Access Date/Time : 2021:01:19 23:53:01+00:00
File Inode Change Date/Time : 2021:01:19 23:53:01+00:00
File Permissions : rw-r--r--
File Type : MP4
File Type Extension : mp4
MIME Type : video/mp4
Major Brand : MP4 Base Media v1 [IS0 14496-12:2003]
Minor Version : 0.0.0
Compatible Brands : isom, 3gp4
Movie Header Version : 0
Create Date : 2014:11:05 13:51:33
Modify Date : 2014:11:05 13:51:33
Time Scale : 1000
Duration : 1.20 s
Preferred Rate : 1
Preferred Volume : 100.00%
Preview Time : 0 s
Preview Duration : 0 s
Poster Time : 0 s
Selection Time : 0 s
Selection Duration : 0 s
Current Time : 0 s
Next Track ID : 3
Track Header Version : 0
Track Create Date : 2014:11:05 13:51:33
Track Modify Date : 2014:11:05 13:51:33
Track ID : 1
Track Duration : 1.20 s
Track Layer : 0
Track Volume : 0.00%
Image Width : 320
Image Height : 240
Graphics Mode : srcCopy
Op Color : 0 0 0
Compressor ID : avc1
Source Image Width : 320
Source Image Height : 240
X Resolution : 72
Y Resolution : 72
Compressor Name :
Bit Depth : 24
Video Frame Rate : 30.02
Matrix Structure : 1 0 0 0 1 0 0 0 1
Media Header Version : 0
Media Create Date : 2014:11:05 13:51:33
Media Modify Date : 2014:11:05 13:51:33
Media Time Scale : 48000
Media Duration : 1.17 s
Handler Type : Audio Track
Handler Description : SoundHandle
Balance : 0
Audio Format : mp4a
Audio Channels : 1
Audio Bits Per Sample : 16
Audio Sample Rate : 48000
XMP Toolkit : Image::ExifTool 12.10
Media Data Size : 95268
Media Data Offset : 4610
Image Size : 320x240
Megapixels : 0.077
Avg Bitrate : 636 kbps
Rotation : 0
If I do:
exiftool -artist=ii realshort.mp4
i can add artist tag with the value ii
But if I do: exiftool -"mime type"=ii realshort.mp4 it won't work
I looked at: https://libre-software.net/edit-metadata-exiftool/
And also here: How do you change the MIME type of a file from the terminal?
But I can't find any answer
How can I make it work?
You can't change the MIME type. It's not embedded data. It's a tag derived from what the type of file is.
You could edit try editing the .Exiftool_Config file if you have one (see the example config) to override the base definition, but that will only change what exiftool displays. Another program or another computer will output MP4 as the MIME type.

Improving the speed of PowerShell commands in Windows 2016

Example of a problem:
Measure-Command { Get-VMSwitch -SwitchType "External" }
Windows 2012 and 2016 have the same hardware and CPU load is ~50%
Windows Server 2016 (3 external Switches)
Days : 0
Hours : 0
Minutes : 0
Seconds : 6
Milliseconds : 377
Ticks : 63779086
TotalDays : 7.38183865740741E-05
TotalHours : 0.00177164127777778
TotalMinutes : 0.106298476666667
TotalSeconds : 6.3779086
TotalMilliseconds : 6377.9086
Windows Server 2012R2 (3 external Switches)
Days : 0
Hours : 0
Minutes : 0
Seconds : 1
Milliseconds : 376
Ticks : 13762494
TotalDays : 1.59288125E-05
TotalHours : 0.0003822915
TotalMinutes : 0.02293749
TotalSeconds : 1.3762494
TotalMilliseconds : 1376.2494
Windows 2012R2 with a greater or equal CPU load is 6 times faster.
Windows Server 2016 (9 external Switches)
Days : 0
Hours : 0
Minutes : 1
Seconds : 6
Milliseconds : 168
Ticks : 661689307
TotalDays : 0.000765844105324074
TotalHours : 0.0183802585277778
TotalMinutes : 1.10281551166667
TotalSeconds : 66.1689307
TotalMilliseconds : 66168.9307
Windows 2016 slower now 48 times! :)
In Windows 2016 Meltdown/Specter fixes are disabled.
Is there any option for improving the performance of powershell commands in Windows 2016?
Thanks.
Well, I found another solution. It's using bottlenecks through WMI.
The WMI msvm-ethernetswitchport class can provide all the VMSwitches elements, where we can already get the same information that Powershel CMD Get-VMSwitch provides.
https://learn.microsoft.com/en-us/windows/desktop/hyperv_v2/msvm-ethernetswitchport and etc.
A simple example:
ManagementScope scope = new ManagementScope("\\\\.\\ROOT\\virtualization\\v2");
ObjectQuery query = new ObjectQuery("SELECT * FROM Msvm_EthernetSwitchPort");
ManagementObjectSearcher searcher =
new ManagementObjectSearcher(scope, query);
ManagementObjectCollection queryCollection = searcher.Get();
foreach (ManagementObject m in queryCollection)
{
Console.WriteLine("DeviceID : {0}", m["DeviceID"]);
Console.WriteLine("ElementName : {0}", m["ElementName"]);
}
It's sad that PowerShell in Windows 2016 runs so slowly...
In fact, through WMI there are so many options how to get this data.
https://learn.microsoft.com/en-us/windows/desktop/hyperv_v2/hyper-v-networking-api

UE4: Error Adding C++ class - ClassName.generated.h - Changes to generated code are not allowed

I'm trying to add a C++ class to my Blueprints project in Unreal Engine 4.16.1. But every time I try it gives me an error when trying to create the ClassName.generated.h file. It then creates a ClassName.generated.h.conflict file instead.
The error I'm getting is "Changes to generated code are not allowed":
CompilerResultsLog: Info ERROR: 'D:/Unreal Projects/SurvivalProject/Intermediate/Build/Win64/UE4Editor/Inc/SurvivalProject/MyActor.generated.h': Changes to generated code are not allowed - conflicts written to 'D:/Unreal Projects/SurvivalProject/Intermediate/Build/Win64/UE4Editor/Inc/SurvivalProject/MyActor.generated.h.conflict'
All I have done is right clicked the content browser, clicked New C++ Class and then select any class type and create it. I then get a compile error immediately. I haven't made any changes to code as the error suggests.
Here is the full output log in case I've missed something:
LogPlatformFile: Not using cached read wrapper
LogInit : Display: RandInit(-1380375261) SRandInit(-1380375261).
LogTaskGraph : Started task graph with 5 named threads and 8 total threads with 1 sets of task threads.
LogStats : Stats thread started at 0.074413
LogInit : Using libcurl 7.47.1
LogInit : -built for x86_64 - pc - win32
LogInit : -supports SSL with OpenSSL / 1.0.2g
LogInit : -supports HTTP deflate(compression) using libz 1.2.8
LogInit : -other features :
LogInit: CURL_VERSION_SSL
LogInit : CURL_VERSION_LIBZ
LogInit : CURL_VERSION_IPV6
LogInit : CURL_VERSION_ASYNCHDNS
LogInit : CURL_VERSION_LARGEFILE
LogInit : CURL_VERSION_IDN
LogInit : CurlRequestOptions(configurable via config and command line) :
LogInit : -bVerifyPeer = false - Libcurl will NOT verify peer certificate
LogInit : -bUseHttpProxy = false - Libcurl will NOT use HTTP proxy
LogInit : -bDontReuseConnections = false - Libcurl will reuse connections
LogInit : -CertBundlePath = nullptr - Libcurl will use whatever was configured at build time.
LogInit : Build : ++UE4 + Release - 4.16 - CL - 3466753
LogInit : Engine Version : 4.16.1 - 3466753++ + UE4 + Release - 4.16
LogInit : Compatible Engine Version : 4.16.0 - 3452394++ + UE4 + Release - 4.16
LogInit : Net CL : 3452394
LogDevObjectVersion : Number of dev versions registered : 16
LogDevObjectVersion : Dev - Blueprints(B0D832E4 - 1F89 - 4F0D - ACCF - 7EB736FD4AA2) : 9
LogDevObjectVersion : Dev - Build(E1C64328 - A22C - 4D53 - A36C - 8E866417BD8C) : 0
LogDevObjectVersion : Dev - Core(375EC13C - 06E4 - 48FB - B500 - 84F0262A717E) : 2
LogDevObjectVersion : Dev - Editor(E4B068ED - F494 - 42E9 - A231 - DA0B2E46BB41) : 17
LogDevObjectVersion : Dev - Framework(CFFC743F - 43B0 - 4480 - 9391 - 14DF171D2073) : 23
LogDevObjectVersion : Dev - Mobile(B02B49B5 - BB20 - 44E9 - A304 - 32B752E40360) : 0
LogDevObjectVersion : Dev - Networking(A4E4105C - 59A1 - 49B5 - A7C5 - 40C4547EDFEE) : 0
LogDevObjectVersion : Dev - Online(39C831C9 - 5AE6 - 47DC - 9A44 - 9C173E1C8E7C) : 0
LogDevObjectVersion : Dev - Physics(78F01B33 - EBEA - 4F98 - B9B4 - 84EACCB95AA2) : 0
LogDevObjectVersion : Dev - Platform(6631380F - 2D4D - 43E0 - 8009 - CF276956A95A) : 0
LogDevObjectVersion : Dev - Rendering(12F88B9F - 8875 - 4AFC - A67C - D90C383ABD29) : 15
LogDevObjectVersion : Dev - Sequencer(7B5AE74C - D270 - 4C10 - A958 - 57980B212A5A) : 4
LogDevObjectVersion : Dev - VR(D7296918 - 1DD6 - 4BDD - 9DE2 - 64A83CC13884) : 0
LogDevObjectVersion : Dev - LoadTimes(C2A15278 - BFE7 - 4AFE - 6C17 - 90FF531DF755) : 1
LogDevObjectVersion : Private - Geometry(6EACA3D4 - 40EC - 4CC1 - B786 - 8BED09428FC5) : 1
LogDevObjectVersion : Dev - AnimPhys(29E575DD - E0A3 - 4627 - 9D10 - D276232CDCEA) : 3
LogInit : Compiled(64 - bit) : May 31 2017 02 : 03 : 30
LogInit : Compiled with Visual C++ : 19.00.24215.01
LogInit : Build Configuration : Development
LogInit : Branch Name : ++UE4 + Release - 4.16
LogInit : Command line : -EpicPortal
LogInit : Base directory : D: / Program Files / Epic Games / UE_4.16 / Engine / Binaries / Win64 /
LogInit : Installed Engine Build : 1
LogInit : Presizing for max 8388607 objects, including 0 objects not considered by GC, pre - allocating 0 bytes for permanent pool.
LogInit : Object subsystem initialized
LogInit : Selected Device Profile : [Windows]
LogInit : Applying CVar settings loaded from the selected device profile : [Windows]
LogInit : Computer : DESKTOP - P8AFSV1
LogInit : User: Removed
LogInit : CPU Page size = 4096, Cores = 4
LogInit : High frequency timer resolution = 3.914070 MHz
LogMemory : Memory total : Physical = 31.9GB(32GB approx)
LogMemory : Platform Memory Stats for Windows
LogMemory : Process Physical Memory : 274.02 MB used, 274.02 MB peak
LogMemory : Process Virtual Memory : 260.82 MB used, 260.82 MB peak
LogMemory : Physical Memory : 6733.64 MB used, 25974.71 MB free, 32708.35 MB total
LogMemory : Virtual Memory : 638.46 MB used, 25974.71 MB free, 134217728.00 MB total
LogInit : Using OS detected language(en - GB).
LogInit : Using OS detected locale(en - GB).
LogTextLocalizationManager : No specific localization for 'en-GB' exists, so the 'en' localization will be used.
LogD3D11RHI : D3D11 adapters :
LogD3D11RHI: 0. 'NVIDIA GeForce GTX 1080' (Feature Level 11_0)
LogD3D11RHI : 8110 / 0 / 16354 MB DedicatedVideo / DedicatedSystem / SharedSystem, Outputs : 2, VendorId : 0x10de
LogD3D11RHI : 1. 'Microsoft Basic Render Driver' (Feature Level 11_0)
LogD3D11RHI : 0 / 0 / 16354 MB DedicatedVideo / DedicatedSystem / SharedSystem, Outputs : 0, VendorId : 0x1414
LogD3D11RHI : Chosen D3D11 Adapter : 0
LogD3D11RHI : Creating new Direct3DDevice
LogD3D11RHI : GPU DeviceId : 0x1b80 (for the marketing name, search the web for "GPU Device Id")
LogWindows : EnumDisplayDevices :
LogWindows : 0. 'NVIDIA GeForce GTX 1080' (P : 1 D : 1)
LogWindows : 1. 'NVIDIA GeForce GTX 1080' (P : 0 D : 1)
LogWindows : 2. 'NVIDIA GeForce GTX 1080' (P : 0 D : 0)
LogWindows : 3. 'NVIDIA GeForce GTX 1080' (P : 0 D : 0)
LogWindows : DebugString : FoundDriverCount : 4
LogD3D11RHI : Adapter Name : NVIDIA GeForce GTX 1080
LogD3D11RHI : Driver Version : 382.05 (internal:22.21.13.8205, unified : 382.05)
LogD3D11RHI : Driver Date : 5 - 1 - 2017
LogRHI : Texture pool is 1361 MB(70 % of 1945 MB)
LogD3D11RHI : Async texture creation enabled
LogD3D11RHI : GPU Timing Frequency : 1000.000000 (Debug : 2 1)
LogShaderCompilers : Guid format shader working directory is - 26 characters bigger than the processId version(.. / .. / .. / .. / .. / .. / Unreal Projects / SurvivalProject / Intermediate / Shaders / WorkingDirectory / 15808 / ).
LogShaderCompilers : Cleaned the shader compiler working directory 'C:/Users/Removed/AppData/Local/Temp/UnrealShaderWorkingDir/7355AADD42AC9B10A1202984750D1FB6/'.
LogShaderCompilers : Display : Using Local Shader Compiler.
LogTemp : Display : Loaded TP AllDesktopTargetPlatform
LogTemp : Display: Loaded TP MacClientTargetPlatform
LogTemp : Display: Loaded TP MacNoEditorTargetPlatform
LogTemp : Display: Loaded TP MacServerTargetPlatform
LogTemp : Display: Loaded TP MacTargetPlatform
LogTemp : Display: Loaded TP WindowsClientTargetPlatform
LogTemp : Display: Loaded TP WindowsNoEditorTargetPlatform
LogTemp : Display: Loaded TP WindowsServerTargetPlatform
LogTemp : Display: Loaded TP WindowsTargetPlatform
LogTemp : Display: Loaded TP AndroidTargetPlatform
LogTemp : Display: Loaded TP Android_ASTCTargetPlatform
LogTemp : Display: Loaded TP Android_ATCTargetPlatform
LogTemp : Display: Loaded TP Android_DXTTargetPlatform
LogTemp : Display: Loaded TP Android_ETC1TargetPlatform
LogTemp : Display: Loaded TP Android_ETC2TargetPlatform
LogTemp : Display: Loaded TP Android_MultiTargetPlatform
LogTemp : Display: Loaded TP Android_PVRTCTargetPlatform
LogTemp : Display: Loaded TP HTML5TargetPlatform
LogTemp : Display: Loaded TP IOSTargetPlatform
LogTemp : Display: Loaded TP TVOSTargetPlatform
LogTemp : Display: Loaded TP LinuxClientTargetPlatform
LogTemp : Display: Loaded TP LinuxNoEditorTargetPlatform
LogTemp : Display: Loaded TP LinuxServerTargetPlatform
LogTemp : Display: Loaded TP LinuxTargetPlatform
LogTargetPlatformManager : Display: Building Assets For Windows
LogDerivedDataCache : Display: Max Cache Size : 512 MB
LogDerivedDataCache : Loaded boot cache 0.07s 90MB C : / Users / Removed / AppData / Local / UnrealEngine / 4.16 / DerivedDataCache / Boot.ddc.
LogDerivedDataCache : Display : Loaded Boot cache : C: / Users / Removed / AppData / Local / UnrealEngine / 4.16 / DerivedDataCache / Boot.ddc
LogDerivedDataCache : FDerivedDataBackendGraph: Pak pak cache file .. / .. / .. / .. / .. / .. / Users / Removed / Documents / Unreal Projects / SurvivalProject / DerivedDataCache / DDC.ddp not found, will not use a pak cache.
LogDerivedDataCache : Unable to find inner node Pak for hierarchical cache Hierarchy.
LogDerivedDataCache : FDerivedDataBackendGraph : CompressedPak pak cache file .. / .. / .. / .. / .. / .. / Users / Removed / Documents / Unreal Projects / SurvivalProject / DerivedDataCache / Compressed.ddp not found, will not use a pak cache.
LogDerivedDataCache : Unable to find inner node CompressedPak for hierarchical cache Hierarchy.
LogDerivedDataCache : Display : Pak cache opened for reading .. / .. / .. / Engine / DerivedDataCache / Compressed.ddp.
LogDerivedDataCache : Using Local data cache path C : / Users / Removed / AppData / Local / UnrealEngine / Common / DerivedDataCache : Writable
LogMaterial : Verifying Global Shaders for PCD3D_SM5
LogSlate : Using Freetype 2.6.0
LogSlate : SlateFontCache - WITH_FREETYPE : 1, WITH_HARFBUZZ : 1
LogSlate : SlateFontCache - WITH_FREETYPE : 1, WITH_HARFBUZZ : 1
LogInit : Selected Device Profile : [Windows]
LogContentStreaming : Texture pool size is 0.00 MB
LogMeshUtilities : Using QuadricMeshReduction for automatic static mesh reduction
LogSimplygon : Simplygon DLL not present - disabling.
LogMeshUtilities : Using SimplygonSwarm for distributed automatic mesh merging
LogMeshUtilities : No automatic skeletal mesh reduction module available
LogMeshUtilities : No automatic mesh merging module available
LogNetVersion : SurvivalProject, NetCL : 3452394, EngineNetVer : 2, GameNetVer : 0 (Checksum : 3130795249)
LogAssetRegistry : FAssetRegistry took 0.0247 seconds to start up
LogPackageLocalizationCache : Processed 4 localized package path(s) for 2 prioritized culture(s) in 0.031140 seconds
LogUObjectArray : 34194 objects as part of root set at end of initial load.
LogUObjectAllocator : 7260416 out of 0 bytes used by permanent object pool.
LogUObjectArray : CloseDisregardForGC : 0 / 0 objects in disregard for GC pool
LogInit : WinSock: version 1.1 (2.2), MaxSocks = 32767, MaxUdp = 65467
LogTcpMessaging : Initializing TcpMessaging bridge
LogUdpMessaging : Initializing bridge on interface 0.0.0.0 :0 to multicast group 230.0.0.1 : 6666.
LogMaterial : Uniform references updated for custom material expression Custom.
SourceControl : Info Source control is disabled
SourceControl : Info Source control is disabled
SourceControl : Info Source control is disabled
SourceControl : Info Source control is disabled
LogAndroidPermission : UAndroidPermissionCallbackProxy::GetInstance
LogEngine : Initializing Engine...
LogHMD : Failed to initialize OpenVR with code 110
LogStats : UGameplayTagsManager::ConstructGameplayTagTree : Construct from data asset - 0.000 s
LogStats : UGameplayTagsManager::ConstructGameplayTagTree : GameplayTagTreeChangedEvent.Broadcast - 0.000 s
LogAIModule : Creating AISystem for world Untitled
LogInit : XAudio2 using 'Speakers (Logitech G933 Gaming Headset)' : 6 channels at 48 kHz using 16 bits per sample(channel mask 0x3f)
LogInit : FAudioDevice initialized.
LogDerivedDataCache : Saved boot cache 0.03s 90MB C : / Users / Removed / AppData / Local / UnrealEngine / 4.16 / DerivedDataCache / Boot.ddc.
LogInit : Texture streaming : Enabled
LogEngineSessionManager : EngineSessionManager initialized
LogInit : Transaction tracking system initialized
BlueprintLog : New page : Editor Load
LocalizationService : Info Localization service is disabled
LogCook : Display: Max memory allowance for cook 16384mb min free memory 0mb
LogCook : Display: Mobile HDR setting 1
LogFileCache : Scanning file cache for directory 'D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/Content/' took 0.01s
SourceControl : Info Source control is disabled
Cmd : MAP LOAD FILE = "../../../../../../Users/Removed/Documents/Unreal Projects/SurvivalProject/Content/Maps/Map1.umap" TEMPLATE = 0 SHOWPROGRESS = 1 FEATURELEVEL = 3
LightingResults : New page : Lighting Build
MapCheck : New page : Map Check
LightingResults : New page : Lighting Build
LogPhysics : Warning: FDerivedDataPhysXCooker::BuildTriMesh : Triangle data from '/Game/Maps/Map1.Map1:PersistentLevel.ModelComponent_9' invalid(2566 verts, 0 indices).
LogAIModule : Creating AISystem for world Map1
LogEditorServer : Finished looking for orphan Actors(0.000 secs)
Cmd : MAP CHECKDEP NOCLEARLOG
MapCheck : Info Map check complete : 0 Error(s), 0 Warning(s), took 27.034ms to complete.
LogFileHelpers : Loading map 'Map1' took 0.546
LogCollectionManager : Loaded 0 collections in 0.000657 seconds
LogFileCache : Scanning file cache for directory 'D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/Saved/Collections/' took 0.01s
LogFileCache : Scanning file cache for directory 'D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/Content/Developers/DanielandNatalie/Collections/' took 0.01s
LogFileCache : Scanning file cache for directory 'D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/Content/Collections/' took 0.01s
LogCollectionManager : Rebuilt the GUID cache for 0 collections in 0.000001 seconds
LogContentBrowser : Native class hierarchy populated in 0.0070 seconds.Added 2329 classes and 491 folders.
LogContentBrowser : Native class hierarchy updated for 'WidgetCarousel' in 0.0008 seconds.Added 0 classes and 0 folders.
LogContentBrowser : Native class hierarchy updated for 'AddContentDialog' in 0.0008 seconds.Added 0 classes and 0 folders.
LogContentBrowser : Native class hierarchy updated for 'SceneOutliner' in 0.0008 seconds.Added 1 classes and 2 folders.
LogCrashTracker : Crashtracker disabled due to settings.
LogSlate : Took 0.000113 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K)
LogSlate : Took 0.000158 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Bold.ttf' (160K)
LogSlate : Took 0.000482 seconds to synchronously load lazily loaded font '../../../Engine/Content/Editor/Slate/Fonts/FontAwesome.ttf' (139K)
LogRenderer : Reallocating scene render targets to support 1056x556 NumSamples 1 (Frame : 1).
LogUObjectGlobals : Warning : Failed to find object 'Class None.'
LogContentBrowser : Native class hierarchy updated for 'HierarchicalLODOutliner' in 0.0014 seconds.Added 1 classes and 2 folders.
LogLoad : (Engine Initialization) Total time : 12.04 seconds
LogLoad : (Engine Initialization) Total Blueprint compile time : 0.11 seconds
LogExternalProfiler : Found external profiler : VSPerf
LogExternalProfiler : Using external profiler : VSPerf
LogWindowsTextInputMethodSystem : Display: IME system now deactivated.
LogOcInput : OculusInput pre - init called
LogHMD : Starting GearVRController plugin
LogAssetRegistry : Asset discovery search completed in 6.6684 seconds
LogCollectionManager : Rebuilt the object cache for 0 collections in 0.000001 seconds(found 0 objects)
LogCollectionManager : Fixed up redirectors for 0 collections in 0.000027 seconds(updated 0 objects)
LogContentStreaming : Texture pool size now 1000 MB
LogSlate : Took 0.000533 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Light.ttf' (159K)
LogSlate : Took 0.000277 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Light.ttf' (159K)
LogSlate : Took 0.000127 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Light.ttf' (159K)
LogContentBrowser : Native class hierarchy updated for 'BlueprintGraph' in 0.0010 seconds.Added 112 classes and 0 folders.
LogSlate : Took 0.000532 seconds to synchronously load lazily loaded font '../../../Engine/Content/Editor/Slate/Fonts/Roboto-BoldCondensed.ttf' (158K)
Running D : / Program Files / Epic Games / UE_4.16 / Engine / Binaries / DotNET / UnrealBuildTool.exe - projectfiles - project = "D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/SurvivalProject.uproject" - game - rocket - progress
Discovering modules, targets and source code for project...
LogSlate : Took 0.000132 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K)
LogHotReload : Recompiling module SurvivalProject...
LogVSAccessor : Warning : Couldn't access Visual Studio
Candidate modules for hot reload :
SurvivalProject
Launching UnrealBuildTool...[D:/ Program Files / Epic Games / UE_4.16 / Engine / Binaries / DotNET / UnrealBuildTool.exe SurvivalProject - ModuleWithSuffix SurvivalProject 787 Win64 Development - editorrecompile - FailIfGeneratedCodeChanges - canskiplink "D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/SurvivalProject.uproject"]
Creating makefile for hot reloading SurvivalProject(game project files are newer)
Compiling game modules for hot reload
Parsing headers for SurvivalProjectEditor
Running UnrealHeaderTool "D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\SurvivalProject.uproject" "D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\Intermediate\Build\Win64\SurvivalProjectEditor\Development\SurvivalProjectEditor.uhtmanifest" - LogCmds = "loginit warning, logexit warning, logdatabase error" - Unatten
ded - WarningsAsErrors - installed - FailIfGeneratedCodeChanges
ERROR : 'D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/Intermediate/Build/Win64/UE4Editor/Inc/SurvivalProject/MyBlueprintFunctionLibrary.generated.h' : Changes to generated code are not allowed - conflicts written to 'D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/Intermediate/Build/Win64/UE4Editor/Inc/SurvivalPro
ject / MyBlueprintFunctionLibrary.generated.h.conflict'
Error : UnrealHeaderTool failed for target 'SurvivalProjectEditor' (platform : Win64, module info : D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\Intermediate\Build\Win64\SurvivalProjectEditor\Development\SurvivalProjectEditor.uhtmanifest, exit code : OtherCompilationError(5)).
CompilerResultsLog : New page : Compilation - 17 Jun 2017 21 : 37 : 31
CompilerResultsLog : Info Creating makefile for hot reloading SurvivalProject(game project files are newer)
CompilerResultsLog : Info Compiling game modules for hot reload
CompilerResultsLog : Info Parsing headers for SurvivalProjectEditor
CompilerResultsLog : Info Running UnrealHeaderTool "D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\SurvivalProject.uproject" "D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\Intermediate\Build\Win64\SurvivalProjectEditor\Development\SurvivalProjectEditor.uhtmanifest" - LogCmds = "loginit warning, logexit warning, lo
gdatabase error" -Unattended -WarningsAsErrors -installed -FailIfGeneratedCodeChanges
CompilerResultsLog : Info ERROR : 'D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/Intermediate/Build/Win64/UE4Editor/Inc/SurvivalProject/MyBlueprintFunctionLibrary.generated.h' : Changes to generated code are not allowed - conflicts written to 'D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/Intermediate/Build/Win64/
UE4Editor / Inc / SurvivalProject / MyBlueprintFunctionLibrary.generated.h.conflict'
CompilerResultsLog : Info Error : UnrealHeaderTool failed for target 'SurvivalProjectEditor' (platform : Win64, module info : D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\Intermediate\Build\Win64\SurvivalProjectEditor\Development\SurvivalProjectEditor.uhtmanifest, exit code : OtherCompilationError(5)).
LogMainFrame : MainFrame : Module compiling took 5.361 seconds
LogSlate : Took 0.000520 seconds to synchronously load lazily loaded font '../../../Engine/Content/Editor/Slate/Fonts/DroidSansMono.ttf' (77K)
Running D : / Program Files / Epic Games / UE_4.16 / Engine / Binaries / DotNET / UnrealBuildTool.exe - projectfiles - project = "D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/SurvivalProject.uproject" - game - rocket - progress
Discovering modules, targets and source code for project...
LogHotReload : Recompiling module SurvivalProject...
LogVSAccessor : Warning : Couldn't access Visual Studio
Candidate modules for hot reload :
SurvivalProject
Launching UnrealBuildTool...[D:/ Program Files / Epic Games / UE_4.16 / Engine / Binaries / DotNET / UnrealBuildTool.exe SurvivalProject - ModuleWithSuffix SurvivalProject 6365 Win64 Development - editorrecompile - FailIfGeneratedCodeChanges - canskiplink "D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/SurvivalProject.uproject"]
Creating makefile for hot reloading SurvivalProject(game project files are newer)
Compiling game modules for hot reload
Parsing headers for SurvivalProjectEditor
Running UnrealHeaderTool "D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\SurvivalProject.uproject" "D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\Intermediate\Build\Win64\SurvivalProjectEditor\Development\SurvivalProjectEditor.uhtmanifest" - LogCmds = "loginit warning, logexit warning, logdatabase error" - Unatten
ded - WarningsAsErrors - installed - FailIfGeneratedCodeChanges
ERROR : 'D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/Intermediate/Build/Win64/UE4Editor/Inc/SurvivalProject/MyBlueprintFunctionLibrary.generated.h' : Changes to generated code are not allowed - conflicts written to 'D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/Intermediate/Build/Win64/UE4Editor/Inc/SurvivalPro
ject / MyBlueprintFunctionLibrary.generated.h.conflict'
Error : UnrealHeaderTool failed for target 'SurvivalProjectEditor' (platform : Win64, module info : D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\Intermediate\Build\Win64\SurvivalProjectEditor\Development\SurvivalProjectEditor.uhtmanifest, exit code : OtherCompilationError(5)).
CompilerResultsLog : New page : Compilation - 17 Jun 2017 21 : 39 : 45
CompilerResultsLog : Info Creating makefile for hot reloading SurvivalProject(game project files are newer)
CompilerResultsLog : Info Compiling game modules for hot reload
CompilerResultsLog : Info Parsing headers for SurvivalProjectEditor
CompilerResultsLog : Info Running UnrealHeaderTool "D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\SurvivalProject.uproject" "D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\Intermediate\Build\Win64\SurvivalProjectEditor\Development\SurvivalProjectEditor.uhtmanifest" - LogCmds = "loginit warning, logexit warning, lo
gdatabase error" -Unattended -WarningsAsErrors -installed -FailIfGeneratedCodeChanges
CompilerResultsLog : Info ERROR : 'D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/Intermediate/Build/Win64/UE4Editor/Inc/SurvivalProject/MyBlueprintFunctionLibrary.generated.h' : Changes to generated code are not allowed - conflicts written to 'D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/Intermediate/Build/Win64/
UE4Editor / Inc / SurvivalProject / MyBlueprintFunctionLibrary.generated.h.conflict'
CompilerResultsLog : Info Error : UnrealHeaderTool failed for target 'SurvivalProjectEditor' (platform : Win64, module info : D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\Intermediate\Build\Win64\SurvivalProjectEditor\Development\SurvivalProjectEditor.uhtmanifest, exit code : OtherCompilationError(5)).
LogMainFrame : MainFrame : Module compiling took 4.394 seconds
Running D : / Program Files / Epic Games / UE_4.16 / Engine / Binaries / DotNET / UnrealBuildTool.exe - projectfiles - project = "D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/SurvivalProject.uproject" - game - rocket - progress
Discovering modules, targets and source code for project...
LogHotReload : Recompiling module SurvivalProject...
LogVSAccessor : Warning : Couldn't access Visual Studio
Candidate modules for hot reload :
SurvivalProject
Launching UnrealBuildTool...[D:/ Program Files / Epic Games / UE_4.16 / Engine / Binaries / DotNET / UnrealBuildTool.exe SurvivalProject - ModuleWithSuffix SurvivalProject 7373 Win64 Development - editorrecompile - FailIfGeneratedCodeChanges - canskiplink "D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/SurvivalProject.uproject"]
Creating makefile for hot reloading SurvivalProject(game project files are newer)
Compiling game modules for hot reload
Parsing headers for SurvivalProjectEditor
Running UnrealHeaderTool "D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\SurvivalProject.uproject" "D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\Intermediate\Build\Win64\SurvivalProjectEditor\Development\SurvivalProjectEditor.uhtmanifest" - LogCmds = "loginit warning, logexit warning, logdatabase error" - Unatten
ded - WarningsAsErrors - installed - FailIfGeneratedCodeChanges
ERROR : 'D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/Intermediate/Build/Win64/UE4Editor/Inc/SurvivalProject/MyActor.generated.h' : Changes to generated code are not allowed - conflicts written to 'D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/Intermediate/Build/Win64/UE4Editor/Inc/SurvivalProject/MyActor.genera
ted.h.conflict'
Error : UnrealHeaderTool failed for target 'SurvivalProjectEditor' (platform : Win64, module info : D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\Intermediate\Build\Win64\SurvivalProjectEditor\Development\SurvivalProjectEditor.uhtmanifest, exit code : OtherCompilationError(5)).
CompilerResultsLog : New page : Compilation - 17 Jun 2017 21 : 47 : 37
CompilerResultsLog : Info Creating makefile for hot reloading SurvivalProject(game project files are newer)
CompilerResultsLog : Info Compiling game modules for hot reload
CompilerResultsLog : Info Parsing headers for SurvivalProjectEditor
CompilerResultsLog : Info Running UnrealHeaderTool "D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\SurvivalProject.uproject" "D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\Intermediate\Build\Win64\SurvivalProjectEditor\Development\SurvivalProjectEditor.uhtmanifest" - LogCmds = "loginit warning, logexit warning, lo
gdatabase error" -Unattended -WarningsAsErrors -installed -FailIfGeneratedCodeChanges
CompilerResultsLog : Info ERROR : 'D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/Intermediate/Build/Win64/UE4Editor/Inc/SurvivalProject/MyActor.generated.h' : Changes to generated code are not allowed - conflicts written to 'D:/Users/Removed/Documents/Unreal Projects/SurvivalProject/Intermediate/Build/Win64/UE4Editor/Inc/Survi
valProject / MyActor.generated.h.conflict'
CompilerResultsLog : Info Error : UnrealHeaderTool failed for target 'SurvivalProjectEditor' (platform : Win64, module info : D:\Users\Removed\Documents\Unreal Projects\SurvivalProject\Intermediate\Build\Win64\SurvivalProjectEditor\Development\SurvivalProjectEditor.uhtmanifest, exit code : OtherCompilationError(5)).
LogMainFrame : MainFrame : Module compiling took 4.225 seconds
I found a solution to this in the Unreal Engine forums. I had to change the Solution Configuration in Visual Studio from Development to Development Editor. I'm now able to add and compile C++ classes.
For anyone who's not sure where to do this, it's the drop down list on the toolbar next to the Play/Run button.

MongoDB chunk migration steps in changelog collection

Can someone clarify all the steps for "moveChunk.from" and "moveChunk.to". I want to know at these steps, which operations are performed (I guess the value of the steps represents the time ms, it took for the step). This will help me to derive any slowest step that is occurring during chunk migration.
{
"_id" : "bdvlpabhishekk-2013-07-20T17:46:28-51eaccf40c5c5c12e0e451d5",
"server" : "bdvlpabhishekk",
"clientAddr" : "127.0.0.1:50933",
"time" : ISODate("2013-07-20T17:46:28.589Z"),
"what" : "moveChunk.from",
"ns" : "test.test",
"details" : {
"min" : {
"key1" : 151110
},
"max" : {
"key1" : 171315
},
"step1 of 6" : 0,
"step2 of 6" : 1,
"step3 of 6" : 60,
"step4 of 6" : 2067,
"step5 of 6" : 7,
"step6 of 6" : 0
}
}
{
"_id" : "bdvlpabhishekk-2013-07-20T17:46:31-51eaccf7d6a98a5663942b06",
"server" : "bdvlpabhishekk",
"clientAddr" : ":27017",
"time" : ISODate("2013-07-20T17:46:31.671Z"),
"what" : "moveChunk.to",
"ns" : "test.test",
"details" : {
"min" : {
"key1" : 171315
},
"max" : {
"key1" : 192199
},
"step1 of 5" : 0,
"step2 of 5" : 0,
"step3 of 5" : 1712,
"step4 of 5" : 0,
"step5 of 5" : 344
}
}
All these steps are explained in the "M202: MONGODB ADVANCED DEPLOYMENT AND OPERATIONS" course, which is available online for free (I can't post this link here because of the limitation on stackoverflow on a number of posted URLs, just try to find the course in google)
Related videos from this course are: Anatomy of a migration overview and Anatomy of a migration deep dive.
The explanation follows.
All time values are in milliseconds.
Let's say F is a "moveChunk.from" and T is a "moveChunk.to". The steps are F1..F6 and T1..T5.The steps are performed sequentially F1, F2, F3, F4: {T1, T2, T3, T4, T5}, F5, F6. Step F4 includes {T1..T5} and timing of F4 is the sum of T1..T5 (but there is no exact match).
F1 - mongos sends 'moveChunk' command to F (primary of the shard to migrate from)
F2 - sanity checking of the command
F3 - F sends the command to T (read this chunk from me)
F4,T1..T3 - transfer starts, T performs sanity checking, index checking etc
F4,T4 - catch up on subsequent operations (if there were inserts into the chunk while the transfer was going, send updates from F to T)
F4,T5 - steady state (changes are written to the primary log)
F5 - about to commit to config server changes about the new chunk location (critical secition)
F6 - clean up
All chunk migrations use the following procedure:
The balancer process sends the moveChunk command to the source shard.
The source starts the move with an internal moveChunk command. During the migration process, operations to the chunk route to the source shard. The source shard is responsible for incoming write operations for the chunk.
The destination shard begins requesting documents in the chunk and starts receiving copies of the data.
After receiving the final document in the chunk, the destination shard starts a synchronization process to ensure that it has the changes to the migrated documents that occurred during the migration.
When fully synchronized, the destination shard connects to the config database and updates the cluster metadata with the new location for the chunk.
After the destination shard completes the update of the metadata, and once there are no open cursors on the chunk, the source shard deletes its copy of the documents.
Taken from this.