I'm trying to figure out why the OSGI startup process of our RCP application is so slow and were the time is lost.
I have enabled osgi.debug with the following options:
org.eclipse.osgi/profile/startup = true
org.eclipse.osgi/profile/benchmark = true
org.eclipse.osgi/profile/debug = true
Below is a snippet from the profiling output
9754 : 0 >> BundleContextImpl.startActivator() > enter
9754 : 0 -- BundleContextImpl.startActivator() > calling initial#reference:file:plugins/com.razorcat.ite.ui.views_1.0.0 .jar/
bundle activator
9754 : 0 -- BundleContextImpl.startActivator() > returned from initial#reference:file:plugins/com.razorcat.ite.ui.views
_1.0.0.jar/ bundle activator
9754 : 0 << BundleContextImpl.startActivator() > exit
38896 : 29142 >> BundleContextImpl.startActivator() > enter
38896 : 0 -- BundleContextImpl.startActivator() > calling initial#reference:file:plugins/com.razorcat.tessy.remoting.web
app_1.0.1.jar/ bundle activator
38896 : 0 -- BundleContextImpl.startActivator() > returned from initial#reference:file:plugins/com.razorcat.tessy.remoti
ng.webapp_1.0.1.jar/ bundle activator
38896 : 0 << BundleContextImpl.startActivator() > exit
I wonder if there is a way to find were the time (ca. 30 secs) is lost between the exit and enter entry. Is there any option to more fine tune the profiling output?
Related
While upgrading typo3 version 6 to 8.7.3 getting this database error...
An exception occurred while executing 'SELECT `pid` FROM `sys_template` WHERE (root = 1 AND deleted = 0 AND hidden = 0 AND starttime <= :starttime AND (endtime = 0 OR endtime > :endtime)) AND ((`sys_template`.`deleted` = 0) AND (`sys_template`.`hidden` = 0) AND (`sys_template`.`starttime` <= 1500543000) AND ((`sys_template`.`endtime` = 0) OR (`sys_template`.`endtime` > 1500543000)))': You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near ':starttime AND (endtime = 0 OR endtime > :endtime)) AND ((`sys_template`.`delete' at line 1
Please review the screen shot.
DB Configuration variables have changed from TYPO3 v7 to v8 ^^
It is not
$GLOBALS['TYPO3_CONF_VARS']['DB']['database']
$GLOBALS['TYPO3_CONF_VARS']['DB']['host']
$GLOBALS['TYPO3_CONF_VARS']['DB']['username']
$GLOBALS['TYPO3_CONF_VARS']['DB']['password']
anymore, but
$GLOBALS['TYPO3_CONF_VARS']['DB']['Connections']['Default']['host']
$GLOBALS['TYPO3_CONF_VARS']['DB']['Connections']['Default']['dbname']
$GLOBALS['TYPO3_CONF_VARS']['DB']['Connections']['Default']['user']
$GLOBALS['TYPO3_CONF_VARS']['DB']['Connections']['Default']['password']
This is especially the case, when configuring additional Environments via AdditionalConfiguration.php
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.
My objective is to process a series of SequenceFile folders generated by calling org.apache.spark.rdd.RDD[_].saveAsObjectFile(...). My folder structure is similar to this:
\MyRootDirectory
\Batch0001
_SUCCESS
part-00000
part-00001
...
part-nnnnn
\Batch0002
_SUCCESS
part-00000
part-00001
...
part-nnnnn
...
\Batchnnnn
_SUCCESS
part-00000
part-00001
...
part-nnnnn
I need to extract some of the persisted data, however my collection - whether I use a ListBuffer, mutable.Map, or any other mutable type, loses scope and appears to be newed up on each iteration of sequenceFile(...).foreach
The following proof of concept generates a series of "Processing directory..." followed by "1 : 1" repeated and never increasing, as I expected counter and intList.size to do.
private def proofOfConcept(rootDirectoryName: String) = {
val intList = ListBuffer[Int]()
var counter: Int = 0
val config = new SparkConf().setAppName("local").setMaster("local[1]")
new File(rootDirectoryName).listFiles().map(_.toString).foreach { folderName =>
println(s"Processing directory $folderName...")
val sc = new SparkContext(config)
sc.setLogLevel("WARN")
sc.sequenceFile(folderName, classOf[NullWritable], classOf[BytesWritable]).foreach(f => {
counter += 1
intList += counter
println(s" $counter : ${intList.size}")
})
sc.stop()
}
}
Output:
"C:\Program Files\Java\jdk1.8.0_111\bin\java" ...
Processing directory C:\MyRootDirectory\Batch0001...
17/05/24 09:30:25.228 WARN [main] org.apache.hadoop.util.NativeCodeLoader: Unable to load native-hadoop library for your platform... using builtin-java classes where applicable
[Stage 0:> (0 + 0) / 57] 1 : 1
1 : 1
1 : 1
1 : 1
1 : 1
1 : 1
1 : 1
1 : 1
Processing directory C:\MyRootDirectory\Batch0002...
1 : 1
1 : 1
1 : 1
1 : 1
1 : 1
1 : 1
1 : 1
1 : 1
Processing directory C:\MyRootDirectory\Batch0003...
1 : 1
1 : 1
1 : 1
1 : 1
1 : 1
1 : 1
1 : 1
1 : 1
The function inside foreach is run in a spark worker JVM, not inside the client JVM, where the variable is defined. That worker gets a copy of that variable locally, increments it, and prints it. My guess is you are testing this locally? If you were running this in a production, distributed spark environment, you wouldn't even see the output of those prints.
More generally, pretty much any function you pass into one of RDD's methods will probably be actually executed remotely and will not have mutable access to any local variables or anything. It will get an essentially immutable snapshot of them.
If you want to move data from spark's distributed storage back to the client, use RDD's collect method. The reverse is done with sc.parallelize. But note that both of these are usually done very rarely, since they do not happen in parallel.
I am getting no such command error while running stat command as in
db.stat() in mongo console
But running it from moped gives error
session.command(stat: 1)
failed with error "no such cmd: stat"
The mongo console command is "stats" (not "stat") and is documented here.
http://docs.mongodb.org/manual/reference/method/db.stats/
As detailed,
The db.stats() method is a wrapper around the dbStats database command.
http://docs.mongodb.org/manual/reference/command/dbStats/#dbcmd.dbStats
So here is a test showing usage for moped.
test.rb
require 'moped'
require 'test/unit'
require 'pp'
class MyTest < Test::Unit::TestCase
def setup
#session = Moped::Session.new([ "127.0.0.1:27017" ])
#session.use "test"
end
test "db stats" do
puts "Moped::VERSION:#{Moped::VERSION}"
dbstats = #session.command(dbstats: 1)
assert_equal("test", dbstats["db"])
pp dbstats
end
end
ruby test.rb
Loaded suite test
Started
Moped::VERSION:1.5.2
{"db"=>"test",
"collections"=>3,
"objects"=>5,
"avgObjSize"=>99.2,
"dataSize"=>496,
"storageSize"=>24576,
"numExtents"=>3,
"indexes"=>1,
"indexSize"=>8176,
"fileSize"=>67108864,
"nsSizeMB"=>16,
"dataFileVersion"=>{"major"=>4, "minor"=>5},
"extentFreeList"=>{"num"=>0, "totalSize"=>0},
"ok"=>1.0}
.
Finished in 0.005335 seconds.
1 tests, 1 assertions, 0 failures, 0 errors, 0 pendings, 0 omissions, 0 notifications
100% passed
187.44 tests/s, 187.44 assertions/s
I've just change my OS to Windows 7 64.
I have Apache 2.2, PHP 5.3 (32bit) TS and Eclipse 3.7 (64bit) with PDT installed on my machine.
xDebug section in my php.ini
zend_extension = "C:\Program Files (x86)\PHP\ext\php_xdebug-2.1.4-5.3-vc9.dll"
xdebug.auto_trace = 0
xdebug.collect_includes = 1
xdebug.collect_params = 0
xdebug.collect_return = 0
xdebug.default_enable = 1
xdebug.extended_info = 1
xdebug.idekey = "STATION24$"
xdebug.max_nesting_level = 100
xdebug.profiler_append = 0
xdebug.profiler_enable = 0
xdebug.profiler_enable_trigger = 1
xdebug.profiler_output_dir = "C:\WINDOWS\temp"
xdebug.profiler_output_name = "xdebug_profile.%p"
xdebug.remote_autostart = 0
xdebug.remote_enable = 1
xdebug.remote_handler = "dbgp"
xdebug.remote_host = "localhost"
xdebug.remote_log = 1
xdebug.remote_mode = "req"
xdebug.remote_port = 9001
xdebug.show_exception_trace = 0
xdebug.show_local_vars = 0
xdebug.show_mem_delta = 1
xdebug.trace_format = 0
xdebug.trace_output_dir = "C:\WINDOWS\Temp"
xdebug.trace_output_name = "trace.%c"
xdebug.var_display_max_depth = 5
In Eclipse I've configured PHP->Debug section as shown on images:
And now, when I try to launch debug, Eclipse freeze at starting debug session.
So, I'd read about this problem in past, people say this is because some application use xDebug port (in my case 9001), but I've checked, no other use this port, only xDebug do.
My firewall disabled, so no one application can block connection to xDebug. And one thing - "debug as CLI application" works well, only "debug as Web application" does not work.
I don't know what to do, please help.
If you run into problems and you don't know whether the Xdebug side is not working, or the IDE's side, then from Xdebug 2.2.0RC1 the remote debug log will also log connection issues.
Just a thought, you mention PHP TS. Maybe you should use xdebug TS too then?
(Although I read everywhere that lately you better not use TS at all, so might want to change php not TS or so).