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AJ ALMENDINGER

glimpse into the future of Roblox

Our vision to bring the world together through play has never been more relevant than it is now. As our founder and CEO, David Baszucki (a.k.a. Builderman), mentioned in his keynote, more and more people are using Roblox to stay connected with their friends and loved ones. He hinted at a future where, with our automatic machine translation technology, Roblox will one day act as a universal translator, enabling people from different cultures and backgrounds to connect and learn from each other.
During his keynote, Builderman also elaborated upon our vision to build the Metaverse; the future of avatar creation on the platform (infinitely customizable avatars that allow any body, any clothing, and any animation to come together seamlessly); more personalized game discovery; and simulating large social gatherings (like concerts, graduations, conferences, etc.) with tens of thousands of participants all in one server. We’re still very early on in this journey, but if these past five months have shown us anything, it’s clear that there is a growing need for human co-experience platforms like Roblox that allow people to play, create, learn, work, and share experiences together in a safe, civil 3D immersive space.
Up next, our VP of Developer Relations, Matt Curtis (a.k.a. m4rrh3w), shared an update on all the things we’re doing to continue empowering developers to create innovative and exciting content through collaboration, support, and expertise. He also highlighted some of the impressive milestones our creator community has achieved since last year’s RDC. Here are a few key takeaways:
And lastly, our VP of Engineering, Technology, Adam Miller (a.k.a. rbadam), unveiled a myriad of cool and upcoming features developers will someday be able to sink their teeth into. We saw a glimpse of procedural skies, skinned meshes, more high-quality materials, new terrain types, more fonts in Studio, a new asset type for in-game videos, haptic feedback on mobile, real-time CSG operations, and many more awesome tools that will unlock the potential for even bigger, more immersive experiences on Roblox.

Vibin’

Despite the virtual setting, RDC just wouldn’t have been the same without any fun party activities and networking opportunities. So, we invited special guests DJ Hyper Potions and cyber mentalist Colin Cloud for some truly awesome, truly mind-bending entertainment. Yoga instructor Erin Gilmore also swung by to inspire attendees to get out of their chair and get their body moving. And of course, we even had virtual rooms dedicated to karaoke and head-to-head social games, like trivia and Pictionary.
Over on the networking side, Team Adopt Me, Red Manta, StyLiS Studios, and Summit Studios hosted a virtual booth for attendees to ask questions, submit resumes, and more. We also had a networking session where three participants would be randomly grouped together to get to know each other.

What does Roblox mean to you?

We all know how talented the Roblox community is from your creations. We’ve heard plenty of stories over the years about how Roblox has touched your lives, how you’ve made friendships, learned new skills, or simply found a place where you can be yourself. We wanted to hear more. So, we asked attendees: What does Roblox mean to you? How has Roblox connected you? How has Roblox changed your life? Then, over the course of RDC, we incorporated your responses into this awesome mural.
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Created by Alece Birnbach at Graphic Recording Studio

Knowledge is power

This year’s breakout sessions included presentations from Roblox developers and staff members on the latest game development strategies, a deep dive into the Roblox engine, learning how to animate with Blender, tools for working together in teams, building performant game worlds, and the new Creator Dashboard. Dr. Michael Rich, Associate Professor at Harvard Medical School and Physician at Boston Children’s Hospital, also led attendees through a discussion on mental health and how to best take care of you and your friends’ emotional well-being, especially now during these challenging times.
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Making the Dream Work with Teamwork (presented by Roblox developer Myzta)
In addition to our traditional Q&A panel with top product and engineering leaders at Roblox, we also held a special session with Builderman himself to answer the community’s biggest questions.
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Roblox Product and Engineering Q&A Panel

2020 Game Jam

The Game Jam is always one of our favorite events of RDC. It’s a chance for folks to come together, flex their development skills, and come up with wildly inventive game ideas that really push the boundaries of what’s possible on Roblox. We had over 60 submissions this year—a new RDC record.
Once again, teams of up to six people from around the world had less than 24 hours to conceptualize, design, and publish a game based on the theme “2020 Vision,” all while working remotely no less! To achieve such a feat is nothing short of awe-inspiring, but as always, our dev community was more than up for the challenge. I’ve got to say, these were some of the finest creations we’ve seen.
WINNERS
Best in Show: Shapescape Created By: GhettoMilkMan, dayzeedog, maplestick, theloudscream, Brick_man, ilyannna You awaken in a strange laboratory, seemingly with no way out. Using a pair of special glasses, players must solve a series of anamorphic puzzles and optical illusions to make their escape.
Excellence in Visual Art: agn●sia Created By: boatbomber, thisfall, Elttob An obby experience unlike any other, this game is all about seeing the world through a different lens. Reveal platforms by switching between different colored lenses and make your way to the end.
Most Creative Gameplay: Visions of a perspective reality Created By: Noble_Draconian and Spathi Sometimes all it takes is a change in perspective to solve challenges. By switching between 2D and 3D perspectives, players can maneuver around obstacles or find new ways to reach the end of each level.
Outstanding Use of Tech: The Eyes of Providence Created By: Quenty, Arch_Mage, AlgyLacey, xJennyBeanx, Zomebody, Crykee This action/strategy game comes with a unique VR twist. While teams fight to construct the superior monument, two VR players can support their minions by collecting resources and manipulating the map.
Best Use of Theme: Sticker Situation Created By: dragonfrosting and Yozoh Set in a mysterious art gallery, players must solve puzzles by manipulating the environment using a magic camera and stickers. Snap a photograph, place down a sticker, and see how it changes the world.
OTHER TOP PICKS
HONORABLE MENTIONS
For the rest of the 2020 Game Jam submissions, check out the list below:
20-20 Vision | 20/20 Vision | 2020 Vision, A Crazy Perspective | 2020 Vision: Nyon | A Wild Trip! | Acuity | Best Year Ever | Better Half | Bloxlabs | Climb Stairs to 2021 | Double Vision (Team hey apple) | Eyebrawl | Eyeworm Exam | FIRE 2020 | HACKED | Hyperspective | Lucid Scream | Mystery Mansion | New Years at the Museum | New Year’s Bash | Poor Vision | Predict 2020 | RBC News | Retrovertigo | Second Wave | see no evil | Sight Fight | Sight Stealers | Spectacles Struggle | Specter Spectrum | Survive 2020 | The Lost Chicken Leg | The Outbreak | The Spyglass | Time Heist | Tunnel Vision | Virtual RDC – The Story | Vision (Team Freepunk) | Vision (Team VIP People ####) | Vision Developers Conference 2020 | Vision Is Key | Vision Perspective | Vision Racer | Visions | Zepto
And last but not least, we wanted to give a special shout out to Starboard Studios. Though they didn’t quite make it on time for our judges, we just had to include Dave’s Vision for good measure. 📷
Thanks to everyone who participated in the Game Jam, and congrats to all those who took home the dub in each of our categories this year. As the winners of Best in Show, the developers of Shapescape will have their names forever engraved on the RDC Game Jam trophy back at Roblox HQ. Great work!

‘Til next year

And that about wraps up our coverage of the first-ever digital RDC. Thanks to all who attended! Before we go, we wanted to share a special “behind the scenes” video from the 2020 RDC photoshoot.
Check it out:
It was absolutely bonkers. Getting 350 of us all in one server was so much fun and really brought back the feeling of being together with everyone again. That being said, we can’t wait to see you all—for real this time—at RDC next year. It’s going to be well worth the wait. ‘Til we meet again, my friends.
© 2020 Roblox Corporation. All Rights Reserved.

Improving Simulation and Performance with an Advanced Physics Solver

August

05, 2020

by chefdeletat
PRODUCT & TECH
📷In mid-2015, Roblox unveiled a major upgrade to its physics engine: the Projected Gauss-Seidel (PGS) physics solver. For the first year, the new solver was optional and provided improved fidelity and greater performance compared to the previously used spring solver.
In 2016, we added support for a diverse set of new physics constraints, incentivizing developers to migrate to the new solver and extending the creative capabilities of the physics engine. Any new places used the PGS solver by default, with the option of reverting back to the classic solver.
We ironed out some stability issues associated with high mass differences and complex mechanisms by the introduction of the hybrid LDL-PGS solver in mid-2018. This made the old solver obsolete, and it was completely disabled in 2019, automatically migrating all places to the PGS.
In 2019, the performance was further improved using multi-threading that splits the simulation into jobs consisting of connected islands of simulating parts. We still had performance issues related to the LDL that we finally resolved in early 2020.
The physics engine is still being improved and optimized for performance, and we plan on adding new features for the foreseeable future.

Implementing the Laws of Physics

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The main objective of a physics engine is to simulate the motion of bodies in a virtual environment. In our physics engine, we care about bodies that are rigid, that collide and have constraints with each other.
A physics engine is organized into two phases: collision detection and solving. Collision detection finds intersections between geometries associated with the rigid bodies, generating appropriate collision information such as collision points, normals and penetration depths. Then a solver updates the motion of rigid bodies under the influence of the collisions that were detected and constraints that were provided by the user.
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The motion is the result of the solver interpreting the laws of physics, such as conservation of energy and momentum. But doing this 100% accurately is prohibitively expensive, and the trick to simulating it in real-time is to approximate to increase performance, as long as the result is physically realistic. As long as the basic laws of motion are maintained within a reasonable tolerance, this tradeoff is completely acceptable for a computer game simulation.

Taking Small Steps

The main idea of the physics engine is to discretize the motion using time-stepping. The equations of motion of constrained and unconstrained rigid bodies are very difficult to integrate directly and accurately. The discretization subdivides the motion into small time increments, where the equations are simplified and linearized making it possible to solve them approximately. This means that during each time step the motion of the relevant parts of rigid bodies that are involved in a constraint is linearly approximated.
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Although a linearized problem is easier to solve, it produces drift in a simulation containing non-linear behaviors, like rotational motion. Later we’ll see mitigation methods that help reduce the drift and make the simulation more plausible.

Solving

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Having linearized the equations of motion for a time step, we end up needing to solve a linear system or linear complementarity problem (LCP). These systems can be arbitrarily large and can still be quite expensive to solve exactly. Again the trick is to find an approximate solution using a faster method. A modern method to approximately solve an LCP with good convergence properties is the Projected Gauss-Seidel (PGS). It is an iterative method, meaning that with each iteration the approximate solution is brought closer to the true solution, and its final accuracy depends on the number of iterations.
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This animation shows how a PGS solver changes the positions of the bodies at each step of the iteration process, the objective being to find the positions that respect the ball and socket constraints while preserving the center of mass at each step (this is a type of positional solver used by the IK dragger). Although this example has a simple analytical solution, it’s a good demonstration of the idea behind the PGS. At each step, the solver fixes one of the constraints and lets the other be violated. After a few iterations, the bodies are very close to their correct positions. A characteristic of this method is how some rigid bodies seem to vibrate around their final position, especially when coupling interactions with heavier bodies. If we don’t do enough iterations, the yellow part might be left in a visibly invalid state where one of its two constraints is dramatically violated. This is called the high mass ratio problem, and it has been the bane of physics engines as it causes instabilities and explosions. If we do too many iterations, the solver becomes too slow, if we don’t it becomes unstable. Balancing the two sides has been a painful and long process.

Mitigation Strategies

📷A solver has two major sources of inaccuracies: time-stepping and iterative solving (there is also floating point drift but it’s minor compared to the first two). These inaccuracies introduce errors in the simulation causing it to drift from the correct path. Some of this drift is tolerable like slightly different velocities or energy loss, but some are not like instabilities, large energy gains or dislocated constraints.
Therefore a lot of the complexity in the solver comes from the implementation of methods to minimize the impact of computational inaccuracies. Our final implementation uses some traditional and some novel mitigation strategies:
  1. Warm starting: starting with the solution from a previous time-step to increase the convergence rate of the iterative solver
  2. Post-stabilization: reprojecting the system back to the constraint manifold to prevent constraint drift
  3. Regularization: adding compliance to the constraints ensuring a solution exists and is unique
  4. Pre-conditioning: using an exact solution to a linear subsystem, improving the stability of complex mechanisms
Strategies 1, 2 and 3 are pretty traditional, but 3 has been improved and perfected by us. Also, although 4 is not unheard of, we haven’t seen any practical implementation of it. We use an original factorization method for large sparse constraint matrices and a new efficient way of combining it with the PGS. The resulting implementation is only slightly slower compared to pure PGS but ensures that the linear system coming from equality constraints is solved exactly. Consequently, the equality constraints suffer only from drift coming from the time discretization. Details on our methods are contained in my GDC 2020 presentation. Currently, we are investigating direct methods applied to inequality constraints and collisions.

Getting More Details

Traditionally there are two mathematical models for articulated mechanisms: there are reduced coordinate methods spearheaded by Featherstone, that parametrize the degrees of freedom at each joint, and there are full coordinate methods that use a Lagrangian formulation.
We use the second formulation as it is less restrictive and requires much simpler mathematics and implementation.
The Roblox engine uses analytical methods to compute the dynamic response of constraints, as opposed to penalty methods that were used before. Analytics methods were initially introduced in Baraff 1989, where they are used to treat both equality and non-equality constraints in a consistent manner. Baraff observed that the contact model can be formulated using quadratic programming, and he provided a heuristic solution method (which is not the method we use in our solver).
Instead of using force-based formulation, we use an impulse-based formulation in velocity space, originally introduced by Mirtich-Canny 1995 and further improved by Stewart-Trinkle 1996, which unifies the treatment of different contact types and guarantees the existence of a solution for contacts with friction. At each timestep, the constraints and collisions are maintained by applying instantaneous changes in velocities due to constraint impulses. An excellent explanation of why impulse-based simulation is superior is contained in the GDC presentation of Catto 2014.
The frictionless contacts are modeled using a linear complementarity problem (LCP) as described in Baraff 1994. Friction is added as a non-linear projection onto the friction cone, interleaved with the iterations of the Projected Gauss-Seidel.
The numerical drift that introduces positional errors in the constraints is resolved using a post-stabilization technique using pseudo-velocities introduced by Cline-Pai 2003. It involves solving a second LCP in the position space, which projects the system back to the constraint manifold.
The LCPs are solved using a PGS / Impulse Solver popularized by Catto 2005 (also see Catto 2009). This method is iterative and considers each individual constraints in sequence and resolves it independently. Over many iterations, and in ideal conditions, the system converges to a global solution.
Additionally, high mass ratio issues in equality constraints are ironed out by preconditioning the PGS using the sparse LDL decomposition of the constraint matrix of equality constraints. Dense submatrices of the constraint matrix are sparsified using a method we call Body Splitting. This is similar to the LDL decomposition used in Baraff 1996, but allows more general mechanical systems, and solves the system in constraint space. For more information, you can see my GDC 2020 presentation.
The architecture of our solver follows the idea of Guendelman-Bridson-Fedkiw, where the velocity and position stepping are separated by the constraint resolution. Our time sequencing is:
  1. Advance velocities
  2. Constraint resolution in velocity space and position space
  3. Advance positions
This scheme has the advantage of integrating only valid velocities, and limiting latency in external force application but allowing a small amount of perceived constraint violation due to numerical drift.
An excellent reference for rigid body simulation is the book Erleben 2005 that was recently made freely available. You can find online lectures about physics-based animation, a blog by Nilson Souto on building a physics engine, a very good GDC presentation by Erin Catto on modern solver methods, and forums like the Bullet Physics Forum and GameDev which are excellent places to ask questions.

In Conclusion

The field of game physics simulation presents many interesting problems that are both exciting and challenging. There are opportunities to learn a substantial amount of cool mathematics and physics and to use modern optimizations techniques. It’s an area of game development that tightly marries mathematics, physics and software engineering.
Even if Roblox has a good rigid body physics engine, there are areas where it can be improved and optimized. Also, we are working on exciting new projects like fracturing, deformation, softbody, cloth, aerodynamics and water simulation.
Neither Roblox Corporation nor this blog endorses or supports any company or service. Also, no guarantees or promises are made regarding the accuracy, reliability or completeness of the information contained in this blog.
This blog post was originally published on the Roblox Tech Blog.
© 2020 Roblox Corporation. All Rights Reserved.

Using Clang to Minimize Global Variable Use

July

23, 2020

by RandomTruffle
PRODUCT & TECH
Every non-trivial program has at least some amount of global state, but too much can be a bad thing. In C++ (which constitutes close to 100% of Roblox’s engine code) this global state is initialized before main() and destroyed after returning from main(), and this happens in a mostly non-deterministic order. In addition to leading to confusing startup and shutdown semantics that are difficult to reason about (or change), it can also lead to severe instability.
Roblox code also creates a lot of long-running detached threads (threads which are never joined and just run until they decide to stop, which might be never). These two things together have a very serious negative interaction on shutdown, because long-running threads continue accessing the global state that is being destroyed. This can lead to elevated crash rates, test suite flakiness, and just general instability.
The first step to digging yourself out of a mess like this is to understand the extent of the problem, so in this post I’m going to talk about one technique you can use to gain visibility into your global startup flow. I’m also going to discuss how we are using this to improve stability across the entire Roblox game engine platform by decreasing our use of global variables.

Introducing -finstrument-functions

Nothing excites me more than learning about a new obscure compiler option that I’ve never had a use for before, so I was pretty happy when a colleague pointed me to this option in the Clang Command Line Reference. I’d never used it before, but it sounded very cool. The idea being that if we could get the compiler to tell us every time it entered and exited a function, we could filter this information through a symbolizer of some kind and generate a report of functions that a) occur before main(), and b) are the very first function in the call-stack (indicating it’s a global).
Unfortunately, the documentation basically just tells you that the option exists with no mention of how to use it or if it even actually does what it sounds like it does. There’s also two different options that sound similar to each other (-finstrument-functions and -finstrument-functions-after-inlining), and I still wasn’t entirely sure what the difference was. So I decided to throw up a quick sample on godbolt to see what happened, which you can see here. Note there are two assembly outputs for the same source listing. One uses the first option and the other uses the second option, and we can compare the assembly output to understand the differences. We can gather a few takeaways from this sample:
  1. The compiler is injecting calls to __cyg_profile_func_enter and __cyg_profile_func_exit inside of every function, inline or not.
  2. The only difference between the two options occurs at the call-site of an inline function.
  3. With -finstrument-functions, the instrumentation for the inlined function is inserted at the call-site, whereas with -finstrument-functions-after-inlining we only have instrumentation for the outer function. This means that when using-finstrument-functions-after-inlining you won’t be able to determine which functions are inlined and where.
Of course, this sounds exactly like what the documentation said it did, but sometimes you just need to look under the hood to convince yourself.
To put all of this another way, if we want to know about calls to inline functions in this trace we need to use -finstrument-functions because otherwise their instrumentation is silently removed by the compiler. Sadly, I was never able to get -finstrument-functions to work on a real example. I would always end up with linker errors deep in the Standard C++ Library which I was unable to figure out. My best guess is that inlining is often a heuristic, and this can somehow lead to subtle ODR (one-definition rule) violations when the optimizer makes different inlining decisions from different translation units. Luckily global constructors (which is what we care about) cannot possibly be inlined anyway, so this wasn’t a problem.
I suppose I should also mention that I still got tons of linker errors with -finstrument-functions-after-inlining as well, but I did figure those out. As best as I can tell, this option seems to imply –whole-archive linker semantics. Discussion of –whole-archive is outside the scope of this blog post, but suffice it to say that I fixed it by using linker groups (e.g. -Wl,–start-group and -Wl,–end-group) on the compiler command line. I was a bit surprised that we didn’t get these same linker errors without this option and still don’t totally understand why. If you happen to know why this option would change linker semantics, please let me know in the comments!

Implementing the Callback Hooks

If you’re astute, you may be wondering what in the world __cyg_profile_func_enter and __cyg_profile_func_exit are and why the program is even successfully linking in the first without giving undefined symbol reference errors, since the compiler is apparently trying to call some function we’ve never defined. Luckily, there are some options that allow us to see inside the linker’s algorithm so we can find out where it’s getting this symbol from to begin with. Specifically, -y should tell us how the linker is resolving . We’ll try it with a dummy program first and a symbol that we’ve defined ourselves, then we’ll try it with __cyg_profile_func_enter .
[email protected]:~/src/sandbox$ cat instr.cpp int main() {} [email protected]:~/src/sandbox$ clang++-9 -fuse-ld=lld -Wl,-y -Wl,main instr.cpp /usbin/../lib/gcc/x86_64-linux-gnu/crt1.o: reference to main /tmp/instr-5b6c60.o: definition of main
No surprises here. The C Runtime Library references main(), and our object file defines it. Now let’s see what happens with __cyg_profile_func_enter and -finstrument-functions-after-inlining.
[email protected]:~/src/sandbox$ clang++-9 -fuse-ld=lld -finstrument-functions-after-inlining -Wl,-y -Wl,__cyg_profile_func_enter instr.cpp /tmp/instr-8157b3.o: reference to __cyg_profile_func_enter /lib/x86_64-linux-gnu/libc.so.6: shared definition of __cyg_profile_func_enter
Now, we see that libc provides the definition, and our object file references it. Linking works a bit differently on Unix-y platforms than it does on Windows, but basically this means that if we define this function ourselves in our cpp file, the linker will just automatically prefer it over the shared library version. Working godbolt link without runtime output is here. So now you can kind of see where this is going, however there are still a couple of problems left to solve.
  1. We don’t want to do this for a full run of the program. We want to stop as soon as we reach main.
  2. We need a way to symbolize this trace.
The first problem is easy to solve. All we need to do is compare the address of the function being called to the address of main, and set a flag indicating we should stop tracing henceforth. (Note that taking the address of main is undefined behavior[1], but for our purposes it gets the job done, and we aren’t shipping this code, so ¯\_(ツ)_/¯). The second problem probably deserves a little more discussion though.

Symbolizing the Traces

In order to symbolize these traces, we need two things. First, we need to store the trace somewhere on persistent storage. We can’t expect to symbolize in real time with any kind of reasonable performance. You can write some C code to save the trace to some magic filename, or you can do what I did and just write it to stderr (this way you can pipe stderr to some file when you run it).
Second, and perhaps more importantly, for every address we need to write out the full path to the module the address belongs to. Your program loads many shared libraries, and in order to translate an address into a symbol, we have to know which shared library or executable the address actually belongs to. In addition, we have to be careful to write out the address of the symbol in the file on disk. When your program is running, the operating system could have loaded it anywhere in memory. And if we’re going to symbolize it after the fact we need to make sure we can still reference it after the information about where it was loaded in memory is lost. The linux function dladdr() gives us both pieces of information we need. A working godbolt sample with the exact implementation of our instrumentation hooks as they appear in our codebase can be found here.

Putting it All Together

Now that we have a file in this format saved on disk, all we need to do is symbolize the addresses. addr2line is one option, but I went with llvm-symbolizer as I find it more robust. I wrote a Python script to parse the file and symbolize each address, then print it in the same “visual” hierarchical format that the original output file is in. There are various options for filtering the resulting symbol list so that you can clean up the output to include only things that are interesting for your case. For example, I filtered out any globals that have boost:: in their name, because I can’t exactly go rewrite boost to not use global variables.
The script isn’t as simple as you would think, because simply crawling each line and symbolizing it would be unacceptably slow (when I tried this, it took over 2 hours before I finally killed the process). This is because the same address might appear thousands of times, and there’s no reason to run llvm-symbolizer against the same address multiple times. So there’s a lot of smarts in there to pre-process the address list and eliminate duplicates. I won’t discuss the implementation in more detail because it isn’t super interesting. But I’ll do even better and provide the source!
So after all of this, we can run any one of our internal targets to get the call tree, run it through the script, and then get output like this (actual output from a Roblox process, source file information removed):
excluded_symbols = [‘.\boost.*’]* excluded_modules = [‘/usr.\’]* /uslib/x86_64-linux-gnu/libLLVM-9.so.1: 140 unique addresses InterestingRobloxProcess: 38928 unique addresses /uslib/x86_64-linux-gnu/libstdc++.so.6: 1 unique addresses /uslib/x86_64-linux-gnu/libc++.so.1: 3 unique addresses Printing call tree with depth 2 for 29276 global variables. __cxx_global_var_init.5 (InterestingFile1.cpp:418:22) RBX::InterestingRobloxClass2::InterestingRobloxClass2() (InterestingFile2.cpp.:415:0) __cxx_global_var_init.19 (InterestingFile2.cpp:183:34) (anonymous namespace)::InterestingRobloxClass2::InterestingRobloxClass2() (InterestingFile2.cpp:171:0) __cxx_global_var_init.274 (InterestingFile3.cpp:2364:33) RBX::InterestingRobloxClass3::InterestingRobloxClass3()
So there you have it: the first half of the battle is over. I can run this script on every platform, compare results to understand what order our globals are actually initialized in in practice, then slowly migrate this code out of global initializers and into main where it can be deterministic and explicit.

Future Work

It occurred to me sometime after implementing this that we could make a general purpose profiling hook that exposed some public symbols (dllexport’ed if you speak Windows), and allowed a plugin module to hook into this dynamically. This plugin module could filter addresses using whatever arbitrary logic that it was interested in. One interesting use case I came up for this is that it could look up the debug information, check if the current address maps to the constructor of a function local static, and write out the address if so. This effectively allows us to gain a deeper understanding of the order in which our lazy statics are initialized. The possibilities are endless here.

Further Reading

If you’re interested in this kind of thing, I’ve collected a couple of my favorite references for this kind of topic.
  1. Various: The C++ Language Standard
  2. Matt Godbolt: The Bits Between the Bits: How We Get to main()
  3. Ryan O’Neill: Learning Linux Binary Analysis
  4. Linkers and Loaders: John R. Levine
  5. https://eel.is/c++draft/basic.exec#basic.start.main-3
Neither Roblox Corporation nor this blog endorses or supports any company or service. Also, no guarantees or promises are made regarding the accuracy, reliability or completeness of the information contained in this blog.
submitted by jaydenweez to u/jaydenweez [link] [comments]

System Programming Language Ideas

I am an embedded electronics guy who has several years of experience in the industry, mainly with writing embedded software in C at the high level and the low level. My goal is to start fresh with some projects in terms of software platforms, so I have been looking at whether to use existing programming languages. I want my electronics / software to be open, but therein lies part of the problem. I have experience using and evaluating many compilers during my experience such as the proprietary stuff (IAR) and open source stuff (clang , gcc, etc.). I have nothing against the open source stuff; however, the companies I have worked for (and I) always come crawling back to IAR. Why? Its not a matter of the compiler believe it or not! Its a matter of the linker.
I took a cursory look at the latest gnu / clang linkers and I do not think that have fixed the major issue we always had with these linkers: memory flood fill. Specifying where each object or section is in the memory is fine for small projects or very small teams (1 to 2 people). However, when you have a bigger team (> 2) and you are using microcontrollers with segmented memory (all memory blocks are not contiguous), memory flood fill becomes a requirement of the linker. Often is the case that the MCUs I and others work on do not have megabytes of memory, but kilobytes. The MCU is chosen for the project and if we are lucky to get one with lots of memory, then you know why such a chip was chosen - there is a large memory requirement in the software.. we would not choose a large memory part if we did not need it due to cost. Imagine a developer is writing a library or piece of code whose memory requirement is going to change by single or tens kilobytes each (added or subtracted) commit. Now imagine having to have this developer manually manage the linker script for their particular dev station each time to make sure the linker doesn't cough based on what everybody else has put it in there. On top of that, they need to manually manage the script if it needs to be changed when they commit and hope that nobody else needed to change it as well for whatever they were developing. For even a small amount of developers, manually managing the script has way too many moving parts to be efficient. Memory flood fill solves this problem. IAR (in addition to a few other linkers like Segger's) allow me to just say: "Here are the ten memory blocks on the device. I have a .text section. You figure out how to spread out all the data across those blocks." No manual script modifications required by each developer for their current dev or requirement to sync at the end when committing. It just works.
Now.. what's the next problem? I don't want to use IAR (or Segger)! Why? If my stuff is going to be open to the public on my repositories.. don't you think it sends the wrong message if I say: "Well, here is the source code everybody! But Oh sorry, you need to get a seat of IAR if you want to build it the way I am or figure out how to build it yourself with your own tool chain". In addition, let's say that we go with Segger's free stuff to get by the linker problem. Well, what if I want to make a sellable product based on the open software? Still need to buy a seat, because Segger only allows non commercial usage of their free stuff. This leaves me with using an open compiler.
To me, memory flood fill for the linker is a requirement. I will not use a C tool chain that does not have this feature. My compiler options are clang, gcc, etc. I can either implement a linker script generator or a linker itself. Since I do not need to support dynamic link libraries or any complicated virtual memory stuff in the linker, I think implementing a linker is easily doable. The linker script generator is the simple option, but its a hack and therefore I would not want to partake in it. Basically before the linker (LD / LLD) is invoked, I would go into all the object files and analyze all of their memory requirements and generate a linker script that implements the flood fill as a pre step. Breaking open ELF files and analyzing them is pretty easy - I have done it in the past. The pre step would have my own linker script format that includes provisions for memory flood fill. Since this is like invoking the linker twice.. its a hack and speed detriment for something that I think should have been a feature of LD / LLD decades ago. "Everybody is using gnu / clang with LD / LLD! Why do you think you need flood fill?" To that I respond with: "People who are using gnu / clang and LD / LLD are either on small teams (embedded) OR they are working with systems that have contiguous memory and don't have to worry about segmented memory. Case and point Phones, Laptops, Desktops, anything with external RAM" Pick one reason. I am sure there are other reasons beyond those two in which segmented memory is not an issue. Maybe the segmented memory blocks are so large that you can ignore most of them for one program - early Visual GDB had this issue.. you would go into the linker scripts to find that for chips like the old NXP 4000 series that they were only choosing a single RAM block for data memory because of the linker limitation. This actually horrendously turned off my company from using gnu / clang at the time. In embedded systems where MCUs are chosen based on cost, the amount of memory is specifically chosen to meet that cost. You can't just "ignore" a memory block due to linker limitations. This would require either to buy a different chip or more expensive chip that meets the memory requirements.
ANYWAYS.. long winded prelude to what has led me to looking at making my own programming language. TLDR: I want my software to be open.. I want people to be able to easily build it without shelling out an arm and a leg, and I am a person who is not fond of hacks because of, what I believe, are oversights in the design of existing software.
Why not use Rust, Nim, Go, Zig, any of those languages? No. Period. No. I work with small embedded systems running with small memory microcontrollers as well as a massive number of other companies / developers. Small embedded systems are what make most of the world turn. I want a systems programming language that is as simple as C with certain modern developer "niceties". This does not mean adding the kitchen sink.. generics, closures, classes ................ 50 other things because the rest of the software industry has been using these for years on higher level languages. It is my opinion that the reason that nothing has (or will) displace C in the past, present, or near future is because C is stupid simple. Its basically structures, functions, and pointers... that's it! Does it have its problems? Sure! However, at the end of the day developers can pick up a C program and go without a huge hassle. Why can't we have a language that sticks to this small subset or "core" functionality instead of trying to add the kitchen sink with all these features of other languages? Just give me my functions and structures, and iterate on that. Let's fix some of the developer productivity issues while we are at it.. and no I don't mean by adding generics and classes. I mean more of getting rid of header files and allowing CTFE. "D is what you want." No.. no it's not. That is a prime example of kitchen sink and the kitchen sink of 50 large corporations across the the block.
What are the problems I think need to be solved in a C replacement?
  1. Header files.
  2. Implementation hiding. Don't know the size of that structure without having to manually manage the size of that structure in a header or exposing all the fields of that structure in a header. Every change of the library containing that structure causes a recompile all the way up the chain on all dependencies.
  3. CTFE (compile time function execution). I want to be able to assign type safe constants to things on initialization.
  4. Pointers replaced with references? I am on the fence with this one. I love the power of pointers, but I realize after research where the industry is trying to go.
These are the things I think that need to be solved. Make my life easier as a developer, but also give me something as stupid simple as C.
I have some ideas of how to solve some of these problems. Disclaimer: some things may be hypocritical based on the prelude discussion; however, as often is the case, not 'every' discussion point is black and white.

  1. Header Files
Replace with a module / package system. There exists a project folder wherein there lies a .build script. The compiler runs the build script and builds the project. Building is part of the language / compiler, but dependency and versioning is not. People will be on both sides of the camp.. for or against this. However, it appears that most module type languages require specifying all of the input files up front instead of being able to "dumb compile" like C / C++ due to the fact that all source files are "truly" dumbly independent. Such a module build system would be harder to make parallel due to module dependencies; however, in total, required build "computation" (not necessarily time) is less. This is because the compiler knows everything up front that makes a library and doesn't have to spawn a million processes (each taking its own time) for each source file.
  1. Implementation hiding
What if it was possible to make a custom library format for the language? Libraries use this custom format and contain "deferrals" for a lot of things that need to be resolved. During packaging time, the final output stage, link time, whatever you want to call it (the executable output), the build tool resolves all of the deferrals because it now knows all parts of input "source" objects. What this means is that the last stage of the build process will most likely take the longest because it is also the stage that generates the code.
What is a deferral? Libraries are built with type information and IR like code for each of the functions. The IR code is a representation that can be either executed by interpreter (for CTFE) or converted to binary instructions at the last output stage. A deferral is a node within the library that requires to be resolved at the last stage. Think of it like an unresolved symbol but for mostly constants and structures.
Inside my library A I have a structure that has a bunch of fields. Those fields may be public or private. Another library B wants to derive from that structure. It knows the structure type exists and it has these public fields. The library can make usage of those public fields. Now at the link stage the size of the structure and all derivative structures and fields are resolved. A year down the road library A changes to add a private field to the structure. Library B doesn't care as long as the type name of the structure or its public members that it is using are not changed. Pull in the new library into the link stage and everything is resolved at that time.
I am an advocate for just having plain old C structures but having the ability to "derive" sub structures. Structures would act the same exact way as in C. Let's say you have one structure and then in a second structure you put the first field as the "base" field. This is what I want to have the ability to do in a language.. but built in support for it through derivation and implementation hiding. Memory layout would be exactly like in C. The structures are not classes or anything else.
I have an array of I2C ports in a library; however, I have no idea how many I2C ports there should be until link time. What to do!? I define a deferred constant for the size of the array that needs to be resolved at link time. At link time the build file passes the constant into the library. Or it gets passed as a command line argument.
What this also allows me to do is to provide a single library that can be built using any architecture at link time.
  1. CTFE
Having safe type checked ways to define constants or whatever, filled in by the compiler, I think is a very good mechanism. Since all of the code in libraries is some sort of IR, it can be interpreted at link time to fill in all the blanks. The compiler would have a massive emphasis on analyzing which things are constants in the source code and can be filled in at link time.
There would exist "conditional compilation" in that all of the code exists in the library; however, at link time the conditional compilation is evaluated and only the areas that are "true" are included in the final output.
  1. Pointers & References & Type safety
I like pointers, but I can see the industry trend to move away from them in newer languages. Newer languages seem to kneecap them compared to what you can do in C. I have an idea of a potential fix.
Pointers or some way is needed to be able to access hardware registers. What if the language had support for references and pointers, but pointers are limited to constants that are filled in by the build system? For example, I know hardware registers A, B, and C are at these locations (maybe filled in by CTFE) so I can declare them as constants. Their values can never be changed at runtime; however, what a pointer does is indicate to the compiler to access a piece of memory using indirection.
There would be no way to convert a pointer to a reference or vise versa. There is no way to assign a pointer to a different value or have it point anything that exists (variables, byte arrays, etc..). Then how do we perform a UART write with a block of data? I said there would be no way to convert a reference ( a byte array for example) to a pointer, but I did not say you could not take the address of a reference! I can take the address of a reference (which points to a block of variable memory) and convert to it to an integer. You can perform any math you want with that integer but you can't actually convert that integer back into a reference! As far as the compiler is concerned, the address of a reference is just integer data. Now I can pass that integer into a module that contains a pointer and write data to memory using indirection.
As far as the compiler is concerned, pointers are just a way to tell the compiler to indirectly read and write memory. It would treat pointers as a way to read and write integer data to memory by using indirection. There exists no mechanism to convert a pointer to a reference. Since pointers are essentially constants, and we have deferrals and CTFE, the compiler knows what all those pointers are and where they point to. Therefore it can assure that no variables are ever in a "pointed to range". Additionally, for functions that use pointers - let's say I have a block of memory where you write to each 1K boundary and it acts as a FIFO - the compiler could check to make sure you are not performing any funny business by trying to write outside a range of memory.
What are references? References are variables that consist of say 8 bytes of data. The first 4 bytes are an address and the next 4 bytes is type information. There exists a reference type (any) that be used for assigning any type to it (think void*). The compiler will determine if casts are safe via the type information and for casts it can't determine at build time, it will insert code to check the cast using the type information.
Functions would take parameters as ByVal or ByRef. For example DoSomething(ByRef ref uint8 val, uint8 val2, uint8[] arr). The first parameter is passing by reference a reference to a uint8 (think double pointer). Assigning to val assigns to the reference. The second parameter is passed by value. The third parameter (array type) is passed by reference implicitly.
  1. Other Notes
This is not an exhaustive list of all features I am thinking of. For example visibility modifiers - public, private, module for variables, constants, and functions. Additionally, things could have attributes like in C# to tell the compiler what to do with a function or structure. For example, a structure or field could have a volatile attribute.
I want integration into the language for inline assembly for the architecture. So you could place a function attribute like [Assembly(armv7)]. This could tell the compiler that the function is all armv7 assembly and the compiler will verify it. Having assembly integrated also allows all the language features to be available to the assembly like constants. Does this go against having an IR representation of the library? No. functions have weak or strong linkage. Additionally, there could be a function attribute to tell the compiler: "Hey when the link stage is using an armv7 target, build this function in". There could also be a mechanism for inline assembly and intrinsics.
Please keep in mind that my hope is not to see another C systems language for larger systems (desktop, phones, laptops, etc.) Its solely to see it for small embedded systems and microcontrollers. I think this is why many of the newer languages (Go, Nim, Zig, etc..) have not been adopted in embedded - they started large and certain things were tacked on to "maybe" support smaller devices. I also don't want to have a runtime with my embedded microcontroller; however, I am not averse to the compiler putting bounds checks and casting checks into the assembly when it needs to. For example, if a cast fails, the compiler could just trap in a "hook" defined by the user that includes the module and line number of where the cast failed. It doesn't even matter that the system hangs or locks up as long as I know where to look to fix the bug. I can't tell you how many times something like this would be invaluable for debugging. In embedded, many of us say that its better for the system to crash hard than limp along because of an array out of bounds or whatever. Maybe it would be possible to restart the system in the event of such a crash or do "something" (like for a cruise missile :)).
This is intended to be a discussion and not so much a religious war or to state I am doing this or that. I just wanted to "blurt out" some stuff I have had on my mind for awhile.
submitted by LostTime77 to ProgrammingLanguages [link] [comments]

Unusually high CPU and GPU usage on YouTube (Firefox Nightly)

TLDR: So the fix for this, in my instance, was two parts. First was to install new drivers onto my computer. Second, and probably something I should have noticed myself, is that I should have set YouTube not to stream at 4K. Not terribly shocking to need 4x the GPU when processing 4x the data for an image compared to 720p
Hi all,
So, a few days ago I noticed that Firefox was using way more CPU and GPU resources on YouTube especially. On the same video, Vivaldi's GPU usage would hit about 8% then hover at 2.5% or so. Firefox would go to about 20%, and hover at about 5-10%. I wasn't entirely sure as to why this is happening. I tried turning off Hardware Acceleration, which didn't seem to do anything.
I used this video from Engineering Explained where Firefox's GPU usage was always over 20% in the first minute, while Vivaldi peaked at 15% for a moment, then went back down to 2.5%.
Hardware Specs: Intel i7-8705G 16GB RAM 512GB NVMe SSD Intel HD 630 (This is the GPU that gets used by Firefox) Radeon RX Vega M GL
Let me know if there's anything else I can provide!
Edit: Here is the about:support from my browser. I should note that I did try to remedy the issue by turning all add ons off, but that didn't do anything either.

Application Basics

Name: Firefox Version: 78.0a1 Build ID: 20200526213752 Distribution ID: Update Channel: nightly User Agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64; rv:78.0) Gecko/20100101 Firefox/78.0 OS: Windows_NT 10.0 Launcher Process: Enabled Multiprocess Windows: 1/1 Enabled by default Remote Processes: 18 Enterprise Policies: Inactive Google Location Service Key: Found Google Safebrowsing Key: Found Mozilla Location Service Key: Found Safe Mode: false

Crash Reports for the Last 3 Days

Nightly Features

Name: DoH Roll-Out Version: 1.3.0 ID: [email protected]
Name: Firefox Screenshots Version: 39.0.0 ID: [email protected]
Name: Form Autofill Version: 1.0 ID: [email protected]
Name: Web Compat Version: 11.0.0 ID: [email protected]
Name: WebCompat Reporter Version: 1.3.0 ID: [email protected]

Remote Processes

Type: Web Content Count: 1 / 8
Type: Isolated Web Content Count: 13
Type: Extension Count: 1
Type: Privileged About Count: 1
Type: GPU Count: 1
Type: Socket Count: 1

Extensions

Name: Amazon.com Version: 1.1 Enabled: true ID: [email protected]
Name: Bing Version: 1.1 Enabled: true ID: [email protected]
Name: DuckDuckGo Version: 1.0 Enabled: true ID: [email protected]
Name: eBay Version: 1.0 Enabled: true ID: [email protected]
Name: Google Version: 1.0 Enabled: true ID: [email protected]
Name: Grammarly for Firefox Version: 8.863.0 Enabled: true ID: [email protected]
Name: Honey Version: 12.1.1 Enabled: true ID: [email protected]
Name: HTTPS Everywhere Version: 2020.5.20 Enabled: true ID: [email protected]
Name: Twitter Version: 1.0 Enabled: true ID: [email protected]
Name: uBlock Origin Version: 1.27.6 Enabled: true ID: [email protected]
Name: Wikipedia (en) Version: 1.0 Enabled: true ID: [email protected]

Security Software

Type: Windows Defender Antivirus
Type: Windows Defender Antivirus
Type: Windows Firewall

Graphics

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Vendor ID: 0x8086 Device ID: 0x591b Driver Version: 25.20.100.6583 Driver Date: 4-12-2019 Drivers: igdumdim64 igd10iumd64 igd10iumd64 igd12umd64 igdumdim32 igd10iumd32 igd10iumd32 igd12umd32 Subsys ID: 080d1028 RAM: 0 GPU #2 Active: No Description: Radeon RX Vega M GL Graphics Vendor ID: 0x1002 Device ID: 0x694e Driver Version: 25.20.15002.58 Driver Date: 12-6-2018 Drivers: aticfx64 aticfx64 aticfx64 amdxc64 aticfx32 aticfx32 aticfx32 amdxc32 atiumd64 atidxx64 atidxx64 atiumdag atidxx32 atidxx32 atiumdva atiumd6a Subsys ID: 0000000c RAM: 4096 Diagnostics AzureCanvasBackend: direct2d 1.1 AzureCanvasBackend (UI Process): skia AzureContentBackend: skia AzureContentBackend (UI Process): skia AzureFallbackCanvasBackend (UI Process): none CMSOutputProfile: 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Display0: [email protected] DisplayCount: 1 GPUProcessPid: 15656 GPUProcess: Terminate GPU Process Device Reset: Trigger Device Reset ClearType Parameters: Gamma: 1.8 Pixel Structure: RGB ClearType Level: 100 Enhanced Contrast: 50 Decision Log HW_COMPOSITING: available by default D3D11_COMPOSITING: available by default DIRECT2D: available by default D3D11_HW_ANGLE: available by default GPU_PROCESS: available by default WEBRENDER: opt-in by default: WebRender is an opt-in feature available by user: Qualified enabled by pref WEBRENDER_QUALIFIED: available by default WEBRENDER_COMPOSITOR: available by default WEBRENDER_PARTIAL: available by default WEBRENDER_ANGLE: opt-in by default: WebRender ANGLE is an opt-in feature available by user: Enabled WEBRENDER_DCOMP_PRESENT: opt-in by default: WebRender DirectComposition is an opt-in feature available by user: Enabled OMTP: available by default ADVANCED_LAYERS: available by default blocked by env: Blocked from fallback candidate by WebRender usage WEBGPU: disabled by default: Disabled by default

Media

Audio Backend: wasapi Max Channels: 2 Preferred Sample Rate: 48000 Output Devices Name: Group Headphones (High Definition Audio Device): Speakers (High Definition Audio Device): Speakers/Headphones (Realtek(R) Audio): INTELAUDIO\FUNC_01&VEN_10EC&DEV_0299&SUBSYS_1028080D&REV_1000\4&566e4e0&3&0001 Speakers/Headphones (Realtek(R) Audio): INTELAUDIO\FUNC_01&VEN_10EC&DEV_0299&SUBSYS_1028080D&REV_1000\4&566e4e0&3&0001 : Headphones (LG HBS820S Stereo): BTHENUM{0000110b-0000-1000-8000-00805f9b34fb}_VID&00000000_PID&0000\7&2dc50fc3&0&B8AD3EFD6601_C00000000 Headset (LG HBS820S Hands-Free): BTHHFENUM\BthHFPAudio\8&13a9352e&0&97 Input Devices Name: Group : Microphone (High Definition Audio Device): Microphone Array (Realtek(R) Audio): INTELAUDIO\FUNC_01&VEN_10EC&DEV_0299&SUBSYS_1028080D&REV_1000\4&566e4e0&3&0001 Internal AUX Jack (High Definition Audio Device): Headset (LG HBS820S Hands-Free): BTHHFENUM\BthHFPAudio\8&13a9352e&0&97 Stereo Mix (Realtek(R) Audio): INTELAUDIO\FUNC_01&VEN_10EC&DEV_0299&SUBSYS_1028080D&REV_1000\4&566e4e0&3&0001 Microphone Array (Realtek(R) Audio): INTELAUDIO\FUNC_01&VEN_10EC&DEV_0299&SUBSYS_1028080D&REV_1000\4&566e4e0&3&0001 Microphone (HD Pro Webcam C920): USB\VID_046D&PID_082D&MI_02\6&246d97e&0&0002 Microphone (Realtek(R) Audio): INTELAUDIO\FUNC_01&VEN_10EC&DEV_0299&SUBSYS_1028080D&REV_1000\4&566e4e0&3&0001 Media Capabilities Enumerate database

Important Modified Preferences

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Important Locked Preferences

dom.ipc.processCount.webIsolated: 1

Places Database

Accessibility

Activated: true Prevent Accessibility: 0 Accessible Handler Used: true Accessibility Instantiator: UNKNOWN|

Library Versions

NSPR Expected minimum version: 4.25 Version in use: 4.25
NSS Expected minimum version: 3.53 Beta Version in use: 3.53 Beta
NSSSMIME Expected minimum version: 3.53 Beta Version in use: 3.53 Beta
NSSSSL Expected minimum version: 3.53 Beta Version in use: 3.53 Beta
NSSUTIL Expected minimum version: 3.53 Beta Version in use: 3.53 Beta

Sandbox

Content Process Sandbox Level: 6 Effective Content Process Sandbox Level: 6

Startup Cache

Disk Cache Path: C:\Users\Daniel Chuchra\AppData\Local\Mozilla\Firefox\Profiles\dmz3ad06.default\startupCache\startupCache.8.little Ignore Disk Cache: false Found Disk Cache on Init: true Wrote to Disk Cache: true

Internationalization & Localization

Application Settings Requested Locales: ["en-US"] Available Locales: ["en-US"] App Locales: ["en-US"] Regional Preferences: ["en-US"] Default Locale: "en-US" Operating System System Locales: ["en-US"] Regional Preferences: ["en-US"]

Remote Debugging (Chromium Protocol)

Accepting Connections: false URL:
submitted by TheGhzGuy to firefox [link] [comments]

[SHARE] Fulfilled Textbook Request Megathread #4

Download any of these for free at https://oppfiles.com/585933
DM me if you have any requests for anything not on the list.
If you want solution manuals/testbanks, you can also request them
Almost all the books are in their latest editions and some of them are available in multiple editions too.
Please subscribe the sub to find all the latest textbook releases.
Enjoy!
[Book] Art is an endangered species: a History of western art, Paleolithic Romanesque(self) 1 [BOOK] Above the Fray: The Red Cross and the Making of the Humanitarian NGO Sector by Shai Dromi(self) 2 [Book] Prehospital Emergency Care 11th Edition(self) 1 [Book] JAMA Guide to Statistics and Methods 1st Edition by Edward Livingston, Roger Lewis(self) 3 [Book] Annual Editions: Anthropology 42/e, Elvio ANGELONI(self) 4 [Book] Donnelly, Seth 2019 The Lie of Global Prosperity: How Neoliberals Distort Data to Mask Poverty & Exploitation. Monthly Review Press.(self)NSFW 6 [Article] "What's Your Title?" - 'The Turn of the Screw.'(self) 3 [Article] Risk and survival of patients with head and neck cutaneous melanoma: national perspective. Al-Qurayshi Z et al(self) 1 [Book] [Taylor & Francis] Maritime Disputes and International Law: Disputed Waters and Seabed Resources in Asia and Europe by Constantinos Yiallourides(self) 2 [Book] Computer Network Security by Ali Sadiqui(self) 1 [Article] [Brill] Several articles from The Australian Year Book of International Law Volume 34(1)(self) 2 [Book]The Cham of Vietnam: History, Society and Art(self) 1 [Book] (Taylor&Francis) Human Biological Diversity by Daniel E. Brown(self) 4 [Article] [tandfonline] Memory for emotional words: The role of semantic relatedness, encoding task and affective valence(self) 5 [Article] Please help me to find this paper :( Shippers' Transport Efficiency: The Balance Between Required and Available Capacity(self) 6 [Article] [Heinonline] Trusts in Mixed Legal Systems: A Challenge to Comparative Trust Law - Michael Milo and Jan Smits(self) 4 [Article] [Heinonline] Non-Variation Clause - A Further Postscript(self) 4 [Article] [Heinonline] Force Majeure and Hardship Under The Unidroit Principles of International Commercial Contracts - Joseph M Perillo(self) 4 [Article] [Heinonline] The Enforcement of an Oral Pactum de non Petendo Where a Contract Contains a Non-Variation Clause - Tukishi Manamela(self) 4 [Article] [Brill] Joint Development of Offshore Oil and Gas Resources in the South China Sea by John Abrahamson(self) 2 [BOOK] Med School Confidential: A Complete Guide to the Medical School Experience: By Students, for Students(self) 4 [Book] [Bloomsbury] The Hague Trusts Convention: Scope, Application and Preliminary Issues - Jonathan Harris(self) 4 [Article] The UNIDROIT Principles and the Arbitral Tribunals - Fabio Bortoli(self) 2 [Article] The Effects of Transcranial Direct Current Stimulation (tDCS) on Idiopathic Hypersomnia: A Pilot Study(self) 4 [Book] [Bloomsbury] The South China Sea Arbitration Toward an International Legal Order in the Oceans by Yoshifumi Tanaka(self) 1 [book] International Law Commission and Future of Int. Law(self) 4 [BOOK] Mapping Populism. Approaches and Methods - Amit Ron, Majia Nadesan(self) 4 [Article] At the Type Archive(self) 4 [BOOK] Challenging Austerity Radical Left and Social Movements in the South of Europe - Beltrán Roca, Emma Martín-Díaz, Ibán Díaz-Parra(self) 4 [BOOK] The Right in Latin America. Elite Power, Hegemony and the Struggle for the State - Barry Cannon(self) 1 [BOOK] Latin America’s Left Turns: Politics, Policies, and Trajectories of Change - Maxwell A. Cameron and Eric Hershberg, editors(self) 1 [Book] Science Lessons: What the Business of Biotech Taught Me about Management by Philip Bashe(self) 1 [Book] Studies in Islamic and later Indian art from the Arthur M. Sackler Museum, Harvard University Art Museums(self) 1 [Article] The Beneficial Effect of Physical Exercise on Inflammatory Makers in Older Individuals Endocr Metab Immune Disord Drug Targets. 2020 Jun 6. Pablo Gómez-Rubio, Isabel Trapero(self) 4 [BOOK] Routledge Handbook of Global Populism - Carlos de la Torre(self) 1 [BOOK] Politics after Violence. Legacies of the Shining Path Conflict in Peru - Hillel Soifer & Alberto Vergara(self) 4 [Book] Emmanuel Levinas: Basic Philosophical Writings, edited by Adriaan T. 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Issue when compiling postgis from source

Hello right now i'm using Solus. Because there are no compiled version of postgis for Solus, i have no option other than building it from source
as for note i have installed all of the requirement GDAL, PROJ, GEOS, JSON-C, and LIBXML2 (including the devel one)
but when i run configure, it says that it could not find libxml2
here are the full configure output
checking for a BSD-compatible install... /usbin/install -c checking build system type... x86_64-pc-linux-gnu checking host system type... x86_64-pc-linux-gnu checking how to print strings... printf checking for gcc... gcc checking whether the C compiler works... yes checking for C compiler default output file name... a.out checking for suffix of executables... checking whether we are cross compiling... no checking for suffix of object files... o checking whether we are using the GNU C compiler... yes checking whether gcc accepts -g... yes checking for gcc option to accept ISO C89... none needed checking for a sed that does not truncate output... /bin/sed checking for grep that handles long lines and -e... /bin/grep checking for egrep... /bin/grep -E checking for fgrep... /bin/grep -F checking for ld used by gcc... /usbin/ld checking if the linker (/usbin/ld) is GNU ld... yes checking for BSD- or MS-compatible name lister (nm)... /usbin/nm -B checking the name lister (/usbin/nm -B) interface... BSD nm checking whether ln -s works... yes checking the maximum length of command line arguments... 1572864 checking how to convert x86_64-pc-linux-gnu file names to x86_64-pc-linux-gnu format... func_convert_file_noop checking how to convert x86_64-pc-linux-gnu file names to toolchain format... func_convert_file_noop checking for /usbin/ld option to reload object files... -r checking for objdump... objdump checking how to recognize dependent libraries... pass_all checking for dlltool... no checking how to associate runtime and link libraries... printf %s\n checking for ar... ar checking for archiver @FILE support... @ checking for strip... strip checking for ranlib... ranlib checking for gawk... gawk checking command to parse /usbin/nm -B output from gcc object... ok checking for sysroot... no checking for a working dd... /bin/dd checking how to truncate binary pipes... /bin/dd bs=4096 count=1 checking for mt... mt checking if mt is a manifest tool... no checking how to run the C preprocessor... gcc -E checking for ANSI C header files... yes checking for sys/types.h... yes checking for sys/stat.h... yes checking for stdlib.h... yes checking for string.h... yes checking for memory.h... yes checking for strings.h... yes checking for inttypes.h... yes checking for stdint.h... yes checking for unistd.h... yes checking for dlfcn.h... yes checking for objdir... .libs checking if gcc supports -fno-rtti -fno-exceptions... no checking for gcc option to produce PIC... -fPIC -DPIC checking if gcc PIC flag -fPIC -DPIC works... yes checking if gcc static flag -static works... yes checking if gcc supports -c -o file.o... yes checking if gcc supports -c -o file.o... (cached) yes checking whether the gcc linker (/usbin/ld -m elf_x86_64) supports shared libraries... yes checking whether -lc should be explicitly linked in... no checking dynamic linker characteristics... GNU/Linux ld.so checking how to hardcode library paths into programs... immediate checking whether stripping libraries is possible... yes checking if libtool supports shared libraries... yes checking whether to build shared libraries... yes checking whether to build static libraries... yes checking for gcc... (cached) gcc checking whether we are using the GNU C compiler... (cached) yes checking whether gcc accepts -g... (cached) yes checking for gcc option to accept ISO C89... (cached) none needed checking how to run the C preprocessor... gcc -E checking for grep that handles long lines and -e... (cached) /bin/grep checking for cpp... /usbin/cpp checking if gcc supports -Wall... yes checking if gcc supports -Wmissing-prototypes... yes checking if gcc supports -ffloat-store... yes checking if gcc supports --exclude-libs... yes checking for flex... flex checking lex output file root... lex.yy checking lex library... -lfl checking whether yytext is a pointer... yes checking for bison... bison -y checking ieeefp.h usability... no checking ieeefp.h presence... no checking for ieeefp.h... no checking termios.h usability... yes checking termios.h presence... yes checking for termios.h... yes checking for vasprintf... yes checking for asprintf... yes checking for _LARGEFILE_SOURCE value needed for large files... no checking whether isfinite is declared... yes checking whether isfinite is declared... yes checking for perl... /usbin/perl checking for xsltproc... /usbin/xsltproc checking for convert... /usbin/convert checking for dblatex... no configure: WARNING: dblatex is not installed so PDF documentation cannot be built checking for xmllint... /usbin/xmllint configure: WARNING: could not locate Docbook stylesheets required to build the documentation checking CUnit/CUnit.h usability... no checking CUnit/CUnit.h presence... no checking for CUnit/CUnit.h... no configure: WARNING: could not locate CUnit required for unit tests checking iconv.h usability... yes checking iconv.h presence... yes checking for iconv.h... yes checking for libiconv_open in -liconv... no checking for iconv_open in -lc... yes checking for iconvctl... no checking for libiconvctl... no checking for pg_config... /usbin/pg_config checking PostgreSQL version... PostgreSQL 10.12 checking libpq-fe.h usability... yes checking libpq-fe.h presence... yes checking for libpq-fe.h... yes checking for PQserverVersion in -lpq... yes checking for xml2-config... /usbin/xml2-config checking libxml/tree.h usability... yes checking libxml/tree.h presence... yes checking for libxml/tree.h... yes checking libxml/parser.h usability... yes checking libxml/parser.h presence... yes checking for libxml/parser.h... yes checking libxml/xpath.h usability... yes checking libxml/xpath.h presence... yes checking for libxml/xpath.h... yes checking libxml/xpathInternals.h usability... yes checking libxml/xpathInternals.h presence... yes checking for libxml/xpathInternals.h... yes checking for xmlInitParser in -lxml2... no configure: error: could not find libxml2 
Is there anyone having the solution for this issue?
submitted by Smooth-Efficiency-51 to postgis [link] [comments]

Firefox suddenly using all of my memory

I am using Firefox when suddenly it slows to a crawl, I open task manager and it is using all of my memory!
It doesn't just start using all of the RAM, though, Firefox slowly fills up space linearly, as if someone was turning a dial.

Edit:

Application Basics

Name Firefox Version 73.0.1 Build ID 20200217142647 Update Channel release User Agent Mozilla/5.0 (Windows NT 10.0; Win64; x64; rv:73.0) Gecko/20100101 Firefox/73.0 OS Windows_NT 10.0 Launcher Process Enabled Multiprocess Windows 2/2 Enabled by default Remote Processes 9 Enterprise Policies Inactive Google Location Service Key Found Google Safebrowsing Key Found Mozilla Location Service Key Found Safe Mode false

Crash Reports for the Last 3 Days

Report ID Submitted

Firefox Features

Name Version ID DoH [email protected] [email protected] [email protected] [email protected] [email protected]

Remote Processes

Type Count Web Content7 / 8Extension1GPU1

Extensions

Name Version Enabled ID [email protected][email protected]@[email protected][email protected][email protected]y for [email protected][email protected][email protected] (en)[email protected]

Security Software

Type Name Antivirus Windows Defender Antivirus Antispyware Firewall

Graphics

Features CompositingWebRenderAsynchronous Pan/Zoomwheel input enabled; scrollbar drag enabled; keyboard enabled; autoscroll enabledWebGL 1 Driver WSI InfoEGL_VENDOR: Google Inc. 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(adapter LUID: 000000000000b2c7) EGL_VERSION: 1.4 (ANGLE 2.1.0.5eaf76b0bfd1) EGL_EXTENSIONS: EGL_EXT_create_context_robustness EGL_ANGLE_d3d_share_handle_client_buffer EGL_ANGLE_d3d_texture_client_buffer EGL_ANGLE_surface_d3d_texture_2d_share_handle EGL_ANGLE_query_surface_pointer EGL_ANGLE_window_fixed_size EGL_ANGLE_keyed_mutex EGL_ANGLE_surface_orientation EGL_ANGLE_direct_composition EGL_NV_post_sub_buffer EGL_KHR_create_context EGL_EXT_device_query EGL_KHR_image EGL_KHR_image_base EGL_KHR_gl_texture_2D_image EGL_KHR_gl_texture_cubemap_image EGL_KHR_gl_renderbuffer_image EGL_KHR_get_all_proc_addresses EGL_KHR_stream EGL_KHR_stream_consumer_gltexture EGL_NV_stream_consumer_gltexture_yuv EGL_ANGLE_flexible_surface_compatibility EGL_ANGLE_stream_producer_d3d_texture EGL_ANGLE_create_context_webgl_compatibility EGL_CHROMIUM_create_context_bind_generates_resource EGL_CHROMIUM_sync_control EGL_EXT_pixel_format_float EGL_KHR_surfaceless_context EGL_ANGLE_display_texture_share_group EGL_ANGLE_create_context_client_arrays EGL_ANGLE_program_cache_control EGL_ANGLE_robust_resource_initialization EGL_ANGLE_create_context_extensions_enabled EGL_ANDROID_blob_cache EGL_ANDROID_recordable EGL_ANGLE_image_d3d11_texture EGL_ANGLE_create_context_backwards_compatible EGL_EXTENSIONS(nullptr): EGL_EXT_client_extensions EGL_EXT_platform_base EGL_EXT_platform_device EGL_ANGLE_platform_angle EGL_ANGLE_platform_angle_d3d EGL_ANGLE_device_creation EGL_ANGLE_device_creation_d3d11 EGL_ANGLE_experimental_present_path EGL_KHR_client_get_all_proc_addresses EGL_KHR_debug EGL_ANGLE_explicit_context EGL_ANGLE_feature_control WebGL 2 Driver RendererGoogle Inc. -- ANGLE (Radeon RX 580 Series Direct3D11 vs_5_0 ps_5_0)WebGL 2 Driver VersionOpenGL ES 3.0.0 (ANGLE 2.1.0.5eaf76b0bfd1)WebGL 2 Driver ExtensionsGL_ANGLE_client_arrays GL_ANGLE_copy_texture_3d GL_ANGLE_depth_texture GL_ANGLE_explicit_context GL_ANGLE_explicit_context_gles1 GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_lossy_etc_decode GL_ANGLE_memory_size GL_ANGLE_multi_draw GL_ANGLE_multiview_multisample GL_ANGLE_pack_reverse_row_order GL_ANGLE_program_cache_control GL_ANGLE_provoking_vertex GL_ANGLE_request_extension GL_ANGLE_robust_client_memory GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ANGLE_texture_multisample GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_CHROMIUM_bind_generates_resource GL_CHROMIUM_bind_uniform_location GL_CHROMIUM_color_buffer_float_rgb GL_CHROMIUM_color_buffer_float_rgba GL_CHROMIUM_copy_compressed_texture GL_CHROMIUM_copy_texture GL_CHROMIUM_lose_context GL_CHROMIUM_sync_query GL_EXT_blend_func_extended GL_EXT_blend_minmax GL_EXT_color_buffer_float GL_EXT_color_buffer_half_float GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_disjoint_timer_query GL_EXT_draw_buffers GL_EXT_float_blend GL_EXT_frag_depth GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_robustness GL_EXT_sRGB GL_EXT_shader_texture_lod GL_EXT_texture_compression_bptc GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc_srgb GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_norm16 GL_EXT_texture_rg GL_EXT_texture_storage GL_EXT_unpack_subimage GL_KHR_debug GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_NV_EGL_stream_consumer_external GL_NV_fence GL_NV_pack_subimage GL_NV_pixel_buffer_object GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_EGL_image_external_essl3 GL_OES_depth24 GL_OES_depth32 GL_OES_element_index_uint GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_surfaceless_context GL_OES_texture_3D GL_OES_texture_border_clamp GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OVR_multiview 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Version26.20.15003.5016Driver Date12-16-2019Driversaticfx64 aticfx64 aticfx64 amdxc64 aticfx32 aticfx32 aticfx32 amdxc32 atiumd64 atidxx64 atidxx64 atiumdag atidxx32 atidxx32 atiumdva atiumd6aSubsys ID22f91458RAM4096 GPU #2 ActiveNoRAM0 Diagnostics AzureCanvasBackenddirect2d 1.1AzureCanvasBackend (UI Process)skiaAzureContentBackendskiaAzureContentBackend (UI Process)skiaAzureFallbackCanvasBackend (UI 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[email protected] DisplayCount2GPUProcessPid9512ClearType Parameters\\.\DISPLAY1 [ Gamma: 1,8 Pixel Structure: RGB ClearType Level: 100 Enhanced Contrast: 50 ] \\.\DISPLAY2 [ Gamma: 1,8 Pixel Structure: RGB ClearType Level: 100 Enhanced Contrast: 50 ] Decision Log WEBRENDERopt-in by default: WebRender is an opt-in featureavailable by user: Qualified in releaseWEBRENDER_COMPOSITORdisabled by default: Disabled by defaultWEBGPUdisabled by default: Disabled by default Crash Guard Disabled Features WMF VPX Video DecoderReset on Next Restart Workarounds Failure Log (#0) GP+[GFX1-]: shader-cache: Timed out before finishing loads

Media

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48000144 - 4805 - Digital Display Audio (2- AMD High Definition Audio Device)HDAUDIO\FUNC_01&VEN_1002&DEV_AA01&SUBSYS_00AA0100&REV_1007\5&6fdd8bb&0&0001UnpluggedNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 02 - Digital Display Audio (2- AMD High Definition Audio Device)HDAUDIO\FUNC_01&VEN_1002&DEV_AA01&SUBSYS_00AA0100&REV_1007\5&6fdd8bb&0&0001UnpluggedNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 0DisabledNonedefault: F32LE, support: S16LE F32LE2default: 44100, support: 44100 - 441000 - 0DisabledNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 0Alto-falantes (Realtek High Definition Audio)HDAUDIO\FUNC_01&VEN_10EC&DEV_0887&SUBSYS_10438445&REV_1003\4&3ad857fa&0&0001EnabledAlldefault: F32LE, support: S16LE F32LE2default: 48000, support: 48000 - 48000144 - 480DisabledNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 0DisabledNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 0DisabledNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 0Realtek Digital Output (Realtek High Definition Audio)HDAUDIO\FUNC_01&VEN_10EC&DEV_0887&SUBSYS_10438445&REV_1003\4&3ad857fa&0&0001EnabledNonedefault: F32LE, support: S16LE F32LE2default: 48000, support: 48000 - 48000144 - 480DisabledNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 0DisabledNonedefault: F32LE, support: S16LE F32LE2default: 44100, support: 44100 - 441000 - 0DisabledNonedefault: F32LE, support: S16LE F32LE2default: 48000, support: 48000 - 480000 - 0Realtek Digital Output(Optical) (Realtek High Definition Audio)HDAUDIO\FUNC_01&VEN_10EC&DEV_0887&SUBSYS_10438445&REV_1003\4&3ad857fa&0&0001DisabledNonedefault: F32LE, support: S16LE F32LE2default: 48000, support: 48000 - 480000 - 03 - Digital Display Audio (2- AMD High Definition Audio Device)HDAUDIO\FUNC_01&VEN_1002&DEV_AA01&SUBSYS_00AA0100&REV_1007\5&6fdd8bb&0&0001UnpluggedNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 0DisabledNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 0DisabledNonedefault: F32LE, support: S16LE F32LE2default: 48000, support: 48000 - 480000 - 0DisabledNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 0DisabledNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 0 Input Devices Name Group Vendor State Preferred Format Channels Rate Latency Conector AUX Interno (2- AMD High Definition Audio Device)HDAUDIO\FUNC_01&VEN_1002&DEV_AA01&SUBSYS_00AA0100&REV_1007\5&6fdd8bb&0&0001DisabledNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 0Conector AUX Interno (2- AMD High Definition Audio Device)HDAUDIO\FUNC_01&VEN_1002&DEV_AA01&SUBSYS_00AA0100&REV_1007\5&6fdd8bb&0&0001DisabledNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 0DisabledNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 0Conector AUX Interno (2- AMD High Definition Audio Device)HDAUDIO\FUNC_01&VEN_1002&DEV_AA01&SUBSYS_00AA0100&REV_1007\5&6fdd8bb&0&0001DisabledNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 0Rear (Realtek High Definition Audio)HDAUDIO\FUNC_01&VEN_10EC&DEV_0887&SUBSYS_10438445&REV_1003\4&3ad857fa&0&0001DisabledNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 0DisabledNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 0Entrada (Realtek High Definition Audio)HDAUDIO\FUNC_01&VEN_10EC&DEV_0887&SUBSYS_10438445&REV_1003\4&3ad857fa&0&0001DisabledNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 0DisabledNonedefault: F32LE, support: S16LE F32LE1default: 48000, support: 48000 - 480000 - 0Front Pink In (Realtek High Definition Audio)HDAUDIO\FUNC_01&VEN_10EC&DEV_0887&SUBSYS_10438445&REV_1003\4&3ad857fa&0&0001DisabledNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 0Front Green In (Realtek High Definition Audio)HDAUDIO\FUNC_01&VEN_10EC&DEV_0887&SUBSYS_10438445&REV_1003\4&3ad857fa&0&0001DisabledNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 0DisabledNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 0DisabledNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 0Front (Realtek High Definition Audio)HDAUDIO\FUNC_01&VEN_10EC&DEV_0887&SUBSYS_10438445&REV_1003\4&3ad857fa&0&0001DisabledNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 0DisabledNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 0Subwoofer (Realtek High Definition Audio)HDAUDIO\FUNC_01&VEN_10EC&DEV_0887&SUBSYS_10438445&REV_1003\4&3ad857fa&0&0001DisabledNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 0DisabledNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 0Conector AUX Interno (2- AMD High Definition Audio Device)HDAUDIO\FUNC_01&VEN_1002&DEV_AA01&SUBSYS_00AA0100&REV_1007\5&6fdd8bb&0&0001DisabledNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 0DisabledNonedefault: F32LE, support: S16LE F32LE2default: 44100, support: 44100 - 441000 - 0Side (Realtek High Definition Audio)HDAUDIO\FUNC_01&VEN_10EC&DEV_0887&SUBSYS_10438445&REV_1003\4&3ad857fa&0&0001DisabledNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 0Entrada (Realtek High Definition Audio)HDAUDIO\FUNC_01&VEN_10EC&DEV_0887&SUBSYS_10438445&REV_1003\4&3ad857fa&0&0001UnpluggedNonedefault: F32LE, support: S16LE F32LE2default: 48000, support: 48000 - 480000 - 0Mixagem estéreo (Realtek High Definition Audio)HDAUDIO\FUNC_01&VEN_10EC&DEV_0887&SUBSYS_10438445&REV_1003\4&3ad857fa&0&0001DisabledNonedefault: F32LE, support: S16LE F32LE2default: 48000, support: 48000 - 480000 - 0DisabledNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 0DisabledNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 0Microfone (Realtek High Definition Audio)HDAUDIO\FUNC_01&VEN_10EC&DEV_0887&SUBSYS_10438445&REV_1003\4&3ad857fa&0&0001EnabledAlldefault: F32LE, support: S16LE F32LE2default: 96000, support: 96000 - 96000288 - 960Microfone (Realtek High Definition Audio)HDAUDIO\FUNC_01&VEN_10EC&DEV_0887&SUBSYS_10438445&REV_1003\4&3ad857fa&0&0001DisabledNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 0Conector AUX Interno (2- AMD High Definition Audio Device)HDAUDIO\FUNC_01&VEN_1002&DEV_AA01&SUBSYS_00AA0100&REV_1007\5&6fdd8bb&0&0001DisabledNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 0DisabledNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 0DisabledNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 0DisabledNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 0DisabledNonedefault: F32LE, support: S16LE F32LE2default: 44100, support: 44100 - 441000 - 0Center (Realtek High Definition Audio)HDAUDIO\FUNC_01&VEN_10EC&DEV_0887&SUBSYS_10438445&REV_1003\4&3ad857fa&0&0001DisabledNonedefault: F32LE, support: S16LE F32LE0default: 0, support: 0 - 00 - 0 Media Capabilities Enumerate database

Important Modified Preferences

accessibility.typeaheadfind.flashBar0browser.cache.disk.amount_written798437browser.cache.disk.capacity542720browser.cache.disk.filesystem_reported1browser.cache.disk.telemetry_report_ID223browser.contentblocking.categorystandardbrowser.search.useDBForOrdertruebrowser.sessionstore.upgradeBackup.latestBuildID20200217142647browser.startup.homepage_override.buildID20200217142647browser.startup.homepage_override.mstone73.0.1browser.urlbar.placeholderNameDuckDuckGobrowser.urlbar.placeholderName.privateDuckDuckGodom.push.userAgentIDbcd140d0e13849d4b791db6a9e01c1b2extensions.lastAppVersion73.0.1font.internaluseonly.changedfalsegfx.crash-guard.status.wmfvpxvideo3gfx.crash-guard.wmfvpxvideo.appVersion73.0gfx.crash-guard.wmfvpxvideo.deviceID0x67dfgfx.crash-guard.wmfvpxvideo.driverVersion26.20.15003.5016idle.lastDailyNotification1582646628layers.mlgpu.sanity-test-failedfalsemedia.gmp-gmpopenh264.abix86_64-msvc-x64media.gmp-gmpopenh264.lastUpdate1573965692media.gmp-gmpopenh264.version1.8.1.1media.gmp-manager.buildID20200217142647media.gmp-manager.lastCheck1582556441media.gmp-widevinecdm.abix86_64-msvc-x64media.gmp-widevinecdm.lastUpdate1581636477media.gmp-widevinecdm.version4.10.1582.2media.gmp.storage.version.observed1media.hardware-video-decoding.failedtruenetwork.predictor.cleaned-uptrueplaces.database.lastMaintenance1582330809places.history.expiration.transient_current_max_pages144036plugin.flash.archx86_64-msvcplugin.flash.blockliststate4plugin.flash.descShockwave Flash 32.0 r0plugin.flash.lastmod_hi367plugin.flash.lastmod_lo-1096358588plugin.flash.pathC:\WINDOWS\system32\Macromed\Flash\NPSWF64_32_0_0_314.dllplugin.flash.version32.0.0.314privacy.sanitize.pending[{"id":"newtab-container","itemsToClear":[],"options":{}}]privacy.socialtracking.notification.counter1privacy.socialtracking.notification.enabledfalseprivacy.socialtracking.notification.lastShown1573999582477security.sandbox.content.tempDirSuffix{ed869489-3cb8-4dd9-8c1c-13f7f26cae7c}security.sandbox.plugin.tempDirSuffix{ed162ff2-69a4-462f-90d3-26d353b8454e}services.sync.declinedEnginesservices.sync.engine.historyfalseservices.sync.engine.prefs.modifiedfalseservices.sync.lastPing1582643240services.sync.lastSyncTue Feb 25 2020 16:55:27 GMT-0300 (Brasilia Standard Time)signon.importedFromSqlitetruestorage.vacuum.last.index1storage.vacuum.last.places.sqlite1582141698ui.osk.debug.keyboardDisplayReasonIKPOS: Touch screen not found.

Important Locked Preferences

fission.autostartfalse

Places Database

JavaScript

Incremental GC true

Accessibility

Activated false Prevent Accessibility 0 Accessible Handler Used true Accessibility Instantiator

Library Versions

Expected minimum versionVersion in useNSPR4.244.24NSS3.49.23.49.2NSSSMIME3.49.23.49.2NSSSSL3.49.23.49.2NSSUTIL3.49.23.49.2

Sandbox

Content Process Sandbox Level5Effective Content Process Sandbox Level5

Internationalization & Localization

Application Settings Requested Locales ["en-US"] Available Locales ["en-US"] App Locales ["en-US"] Regional Preferences ["en-US"] Default Locale "en-US" Operating System System Locales ["en-US","pt-BR"] Regional Preferences ["pt-BR"]
submitted by Bluey_Bananas to firefox [link] [comments]

05-24 03:24 - 'Building libva in while disabling libdrm' (self.linux) by /u/hiihiiii removed from /r/linux within 276-286min

'''
I've been struggling with this for a few days now and honestly I don't know where to turn. I've had success getting a clean build of ffmpeg with ha few dependencies via cygwin, but I'm having trouble getting it with libmfx/QuickSync enabled.
In order to get ffmpeg built with libmfx I need to build the msdk, or Intel Media SDK. In turn, the msdk has dependency on libva, which needs libdrm to access the drm infrastructure of the linux kernel. Here's where it get's rough. libdrm just doesn't exist on windows, there's no infrastructure for it to make any sense. And so, it's not available as a package or a separate lib for cygwin.
In order for me to get this to work, I'd need to find a way to tell libva, maybe through configure options/flags, to not use drm. How can I achieve that?
Here's my libva make command:
cd /ffmpeg_sources && rm -rf libva && git clone [link]^^1 libva && cd libva && CFLAGS=-I/usx86_64-w64-mingw32/sys-root/mingw/include && LDFLAGS=-L/usx86_64-w64-mingw32/sys-root/mingw/lib && export LD_LIBRARY_PATH=/ffmpeg_sources/libva/ && export PKG_CONFIG_LIBDIR=/usx86_64-w64-mingw32/sys-root/mingw/lib/pkgconfig && export PKG_CONFIG_PATH=/usx86_64-w64-mingw32/sys-root/mingw/lib/pkgconfig && ./autogen.sh --prefix=/uslocal --libdir=/usx86_64-w64-mingw32/sys-root/mingw/lib --enable-static --disable-shared && make -j$(nproc) && make install 
Here's the log for it:
autoreconf-2.69: Entering directory `.' autoreconf-2.69: configure.ac: not using Gettext autoreconf-2.69: running: aclocal -I m4 ${ACLOCAL_FLAGS} autoreconf-2.69: configure.ac: tracing autoreconf-2.69: running: libtoolize --copy autoreconf-2.69: running: /usbin/autoconf-2.69 autoreconf-2.69: running: /usbin/autoheader-2.69 autoreconf-2.69: running: automake --add-missing --copy --no-force va/wayland/Makefile.am:30: warning: source file '../drm/va_drm_utils.c' is in a subdirectory, va/wayland/Makefile.am:30: but option 'subdir-objects' is disabled automake-1.16: warning: possible forward-incompatibility. automake-1.16: At least a source file is in a subdirectory, but the 'subdir-objects' automake-1.16: automake option hasn't been enabled. For now, the corresponding output automake-1.16: object file(s) will be placed in the top-level directory. However, automake-1.16: this behaviour will change in future Automake versions: they will automake-1.16: unconditionally cause object files to be placed in the same subdirectory automake-1.16: of the corresponding sources. automake-1.16: You are advised to start using 'subdir-objects' option throughout your automake-1.16: project, to avoid future incompatibilities. autoreconf-2.69: Leaving directory `.' checking for a BSD-compatible install... /usbin/install -c checking whether build environment is sane... yes checking for a thread-safe mkdir -p... /usbin/mkdir -p checking for gawk... gawk checking whether make sets $(MAKE)... yes checking whether make supports nested variables... yes checking whether make supports nested variables... (cached) yes checking build system type... x86_64-pc-cygwin checking host system type... x86_64-pc-cygwin checking how to print strings... printf checking whether make supports the include directive... yes (GNU style) checking for gcc... gcc checking whether the C compiler works... yes checking for C compiler default output file name... a.exe checking for suffix of executables... .exe checking whether we are cross compiling... no checking for suffix of object files... o checking whether we are using the GNU C compiler... yes checking whether gcc accepts -g... yes checking for gcc option to accept ISO C89... none needed checking whether gcc understands -c and -o together... yes checking dependency style of gcc... gcc3 checking for a sed that does not truncate output... /usbin/sed checking for grep that handles long lines and -e... /usbin/grep checking for egrep... /usbin/grep -E checking for fgrep... /usbin/grep -F checking for ld used by gcc... /usx86_64-pc-cygwin/bin/ld.exe checking if the linker (/usx86_64-pc-cygwin/bin/ld.exe) is GNU ld... yes checking for BSD- or MS-compatible name lister (nm)... /usbin/nm -B checking the name lister (/usbin/nm -B) interface... BSD nm checking whether ln -s works... yes checking the maximum length of command line arguments... 8192 checking how to convert x86_64-pc-cygwin file names to x86_64-pc-cygwin format... func_convert_file_noop checking how to convert x86_64-pc-cygwin file names to toolchain format... func_convert_file_noop checking for /usx86_64-pc-cygwin/bin/ld.exe option to reload object files... -r checking for objdump... objdump checking how to recognize dependent libraries... file_magic ^x86 archive import|^x86 DLL checking for dlltool... dlltool checking how to associate runtime and link libraries... func_cygming_dll_for_implib checking for ar... ar checking for archiver @FILE support... @ checking for strip... strip checking for ranlib... ranlib checking command to parse /usbin/nm -B output from gcc object... ok checking for sysroot... no checking for a working dd... /usbin/dd checking how to truncate binary pipes... /usbin/dd bs=4096 count=1 checking for mt... no checking if : is a manifest tool... no checking how to run the C preprocessor... gcc -E checking for ANSI C header files... yes checking for sys/types.h... yes checking for sys/stat.h... yes checking for stdlib.h... yes checking for string.h... yes checking for memory.h... yes checking for strings.h... yes checking for inttypes.h... yes checking for stdint.h... yes checking for unistd.h... yes checking for dlfcn.h... yes checking for objdir... .libs checking if gcc supports -fno-rtti -fno-exceptions... no checking for gcc option to produce PIC... -DDLL_EXPORT -DPIC checking if gcc PIC flag -DDLL_EXPORT -DPIC works... yes checking if gcc static flag -static works... yes checking if gcc supports -c -o file.o... yes checking if gcc supports -c -o file.o... (cached) yes checking whether the gcc linker (/usx86_64-pc-cygwin/bin/ld.exe) supports shared libraries... yes checking dynamic linker characteristics... Win32 ld.exe checking how to hardcode library paths into programs... immediate checking whether stripping libraries is possible... yes checking if libtool supports shared libraries... yes checking whether to build shared libraries... no checking whether to build static libraries... yes checking for gcc... (cached) gcc checking whether we are using the GNU C compiler... (cached) yes checking whether gcc accepts -g... (cached) yes checking for gcc option to accept ISO C89... (cached) none needed checking whether gcc understands -c and -o together... (cached) yes checking dependency style of gcc... (cached) gcc3 checking for g++... g++ checking whether we are using the GNU C++ compiler... yes checking whether g++ accepts -g... yes checking dependency style of g++... gcc3 checking how to run the C++ preprocessor... g++ -E checking for ld used by g++... /usx86_64-pc-cygwin/bin/ld.exe checking if the linker (/usx86_64-pc-cygwin/bin/ld.exe) is GNU ld... yes checking whether the g++ linker (/usx86_64-pc-cygwin/bin/ld.exe) supports shared libraries... yes checking for g++ option to produce PIC... -DDLL_EXPORT -DPIC checking if g++ PIC flag -DDLL_EXPORT -DPIC works... yes checking if g++ static flag -static works... yes checking if g++ supports -c -o file.o... yes checking if g++ supports -c -o file.o... (cached) yes checking whether the g++ linker (/usx86_64-pc-cygwin/bin/ld.exe) supports shared libraries... yes checking dynamic linker characteristics... Win32 ld.exe checking how to hardcode library paths into programs... immediate checking for a sed that does not truncate output... (cached) /usbin/sed checking for pkg-config... /usbin/pkg-config checking pkg-config is at least version 0.9.0... yes checking for ANSI C header files... (cached) yes checking for special C compiler options needed for large files... no checking for _FILE_OFFSET_BITS value needed for large files... no checking whether __attribute__((visibility())) is supported... no checking whether gcc accepts -fstack-protector... yes checking for DRM... no configure: error: Package requirements (libdrm >= 2.4) were not met: Package 'libdrm', required by '[link]^^2 ', not found Consider adjusting the PKG_CONFIG_PATH environment variable if you installed software in a non-standard prefix. Alternatively, you may set the environment variables DRM_CFLAGS and DRM_LIBS to avoid the need to call pkg-config. See the pkg-config man page for more details. 
'''
Building libva in while disabling libdrm
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