MonoTouch不稳定性仍在继续:托管内存分配器崩溃 [英] MonoTouch instability continues: managed memory allocator crashes

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问题描述

长话短说:我可以分配大量非托管内存,但尝试在托管内存中分配相同数量(或更少)会导致GC_remap(下面的callstack)中的MonoTouch崩溃。

Long story short: I can allocate tons of unmanaged memory, but trying to allocate the same amount (or far less) in managed memory crashes MonoTouch in GC_remap (callstack below).

详细信息:

我将讨论上述行为的一个示例。我的应用程序偶尔分配一个2.5MB的托管内存块(使用新的byte []),并且它经常在我的iPhone4上死掉,下面粘贴了callstack(即分配期间的mprotect错误)。我没有比单个函数调用更长时间地引用这些2.5MB块。

I'll talk about one example of the behavior I described above. My app allocates a 2.5MB chunk of managed memory (using new byte[]) occasionally, and it often dies on my iPhone4 with the callstack pasted below (i.e. mprotect error during the allocation). I don't keep a reference to these 2.5MB blocks for longer than a single function call.

MonoTouch的人说'mprotect errno 12'意味着你已经耗尽了设备上的内存,但问题是,我有很多可用于我的应用的内存。我可以在应用启动时分配 0MB 10MB 200MB 非托管内存(使用Marshal.AllocHGlobal) ,每一帧触摸它,它在我的应用程序的行为或这个mprotect错误的频率零差异。

The MonoTouch guys say that 'mprotect errno 12' means you've exhausted memory on your device, but the thing is, I have lots of memory available to my app. I can allocate 0MB, 10MB, or 200MB of unmanaged memory (using Marshal.AllocHGlobal) at my app's startup, touch it every frame, and it makes zero difference in the behavior of my app or in the frequency of this mprotect error.


  • GC.TotalMemory告诉我,我的应用程序始终位于 3MB 5MB 的托管内存使用量之间。

  • 我在我的应用程序中有其他地方,我正在分配更大的非托管内存块,它永远不会在那里崩溃。我创建了压力测试,加载4MB(非托管)纹理数据,将其交给GL,并在每一帧绘制它,应用程序坚如磐石,直到我开始要求大块托管内存。 / li>
  • GC.CollectionCount几乎没有变化,除非我自己调用GC.Collect。

  • MonoTouch 3.2.3以及MonoTouch 4.0也会出现同样的情况。

  • 我们所有的测试设备(iPhone 3G,3GS,4,iPad,iPad2)都会出现同样的情况。

  • 同样的行为发生在发布构建和调试版本,尽管调试版本更频繁地发生。

  • GC.TotalMemory tells me that my app is sitting between 3MB and 5MB of managed memory usage all the time.
  • I have other places in my app where I'm allocating even-larger blocks of unmanaged memory, and it never crashes there. I have created stress tests that load 4MB of (unmanaged) texture data, hand it to GL, and draw it every frame and the app is rock solid until I start asking for large blocks of managed memory.
  • GC.CollectionCount barely ever changes unless I call GC.Collect myself.
  • The same behavior happens with MonoTouch 3.2.3 as well as MonoTouch 4.0.
  • The same behavior happens across all of our testing devices (iPhone 3G, 3GS, 4, iPad, iPad2).
  • The same behavior happens in release builds and debug builds, although it happens more frequently with debug builds.

  • 如果我创建一个循环调用GC.Collect,然后休眠1ms,这会使崩溃更快发生(即如果我在debug build)。

  • 使用某些.NET功能(如WebRequest)也会导致此崩溃。我只能假设它在那里的某个地方分配大块的托管内存。

有两种方法可以减少崩溃的频率或完全修复它:

There are two ways to reduce the frequency of the crash or to fix it altogether:


  1. 如果我预先分配了2.5MB大小的托管内存,然后在应用程序的生命周期内保留它,然后就没有崩溃了。

  2. 如果我先将2.5MB大小的内存固定用它做任何事情,这似乎有所帮助。



结论/问题



由于这个问题,我们还没有在我们的应用程序中实现完全稳定性。这个崩溃(总是在GC_remap中)发生在我们整个应用程序的随机分配中(我在这里的2.5MB示例就是我选择隔离和重新编写的那个)。

Conclusions / Questions

We have yet to achieve full stability in our app due to this issue. This crash (always inside GC_remap) happens in random allocations throughout our app (the 2.5MB example I have here is just the one that I chose to isolate and repro).

问题:


  1. 根本不能信任托管分配器吗?

  2. 为什么我可以分配 200MB 的非托管内存,但是当我要求 2.5MB 时,托管分配器会死掉? (注意:即使我没有分配200MB的非托管内存,当我要求2.5MB时也会死掉。)

  3. 为什么我认为该应用程序完全正常应用程序的生命周期为2.5MB,但如果我将其返回给系统(并调用GC.Collect)并再次要求2.5MB,则崩溃更严重!如果这确实是一个内存不足的情况,那么给系统回馈2.5MB是不是更好呢?

  1. Can I not trust the managed allocator at all?
  2. Why is it that I can allocate 200MB of unmanaged memory, but the managed allocator dies when I'm asking for 2.5MB? (Note: It'll die when I ask for 2.5MB even when I haven't allocated the 200MB of unmanaged memory).
  3. Why is it that the app is totally fine if I hog that 2.5MB for the lifetime of the app, but if I give it back to the system (and call GC.Collect) and ask for another 2.5MB later, the crashyness is worse! If this really is a low memory condition, shouldn't it be better to give 2.5MB back to the system than to hog it?



我们甚至可以使用MonoTouch吗?



我的团队正在认真考虑放弃MonoTouch用于我们的产品,因为我们无法让它稳定可靠。

Can we even use MonoTouch?

My team is seriously considering abandoning MonoTouch for our product because we can't get it to be reliably stable.

我们也无法通过堆栈溢出,通过在Novell网站上提交错误或通过电子邮件获取MonoTouch团队的时间 MonoTouch直接支持电子邮件。我们已将(托管和非托管)内存使用量减少到荒谬的低点,但由于此问题,应用程序仍然崩溃。

We also can't get the time of day from the MonoTouch team either on stackoverflow, by filing bugs on Novell's site, or by emailing MonoTouch's support email directly. We have reduced our (managed and unmanaged) memory usage to ridiculous lows, but the app is still crashy due to this issue.

在短期内,我想到的唯一解决方法是在启动时分配一大块内存(2-5MB),将其解压缩为垃圾收集器永远不会触及它,并编写我自己的分配器,根据需要将部分内存块发送到我的应用程序。但如果这是MonoTouch下可能的最佳解决方案,那么只要我能从MonoTouch获得逃逸速度,我就会想要我的钱。

In the short term, the only workaround I've got in mind is to allocate a big chunk of memory (2-5MB) at startup, PIN it so the garbage collector never touches it, and write my own allocator to dole out parts of this memory block to my app as needed. But if this is the best solution that is possible under MonoTouch, then I'm going to want my money back as soon as I can achieve escape velocity from MonoTouch.

。 ..

Mprotect failed at 0xaa00000 (length 3801088) with errno 12
Stacktrace:

  at MyApp.GameScreen/VerifyPictureDialog.StoreBasePictureData () [0x00000] in /Users/dussault/s/MyApp/Main/Src/PhotoScreens.cs:428
  at MyApp.GameScreen/VerifyPictureDialog.ApplyFilters (bool) [0x0004b] in /Users/dussault/s/MyApp/Main/Src/PhotoScreens.cs:640
  at MyApp.GameScreen/VerifyPictureDialog.Simulate (single) [0x00077] in /Users/dussault/s/MyApp/Main/Src/PhotoScreens.cs:477
  at MyApp.BaseWindow.Simulate (single) [0x00007] in /Users/dussault/s/MyApp/Main/Src/BaseWindow.cs:56
  at MyApp.BaseWindow.Simulate (single) [0x00007] in /Users/dussault/s/MyApp/Main/Src/BaseWindow.cs:56
  at MyApp.GameScreen.Simulate (single) [0x00238] in /Users/dussault/s/MyApp/Main/Src/GameScreen.cs:3114
  at MyApp.BaseWindow.Simulate (single) [0x00007] in /Users/dussault/s/MyApp/Main/Src/BaseWindow.cs:56
  at MyApp.WindowMgr.Simulate (single) [0x0002f] in /Users/dussault/s/MyApp/Main/Src/WindowMgr.cs:126
  at MyApp.Game1.Update (Microsoft.Xna.Framework.GameTime) [0x0010f] in /Users/dussault/s/MyApp/Main/Src/Game1.cs:1194
  at Microsoft.Xna.Framework.Game.DispatchUpdate (Microsoft.Xna.Framework.GameTime) [0x00000] in /Users/dussault/s/MyApp/Main/Src/XNA-Emulation/GraphicsDevice.cs:531
  at MyApp_iOS.EAGLView.OnUpdateFrame () [0x00050] in /Users/dussault/s/MyApp/Main/Src/iOS/EAGLView.cs:310
  at MyApp_iOS.EAGLView.SimulateAndRender () [0x0000a] in /Users/dussault/s/MyApp/Main/Src/iOS/EAGLView.cs:279
  at MyApp_iOS.EAGLView.MainLoopTimerCallback () [0x00006] in /Users/dussault/s/MyApp/Main/Src/iOS/EAGLView.cs:231
  at MonoTouch.Foundation.NSActionDispatcher.Apply () <0x0002b>
  at (wrapper runtime-invoke) object.runtime_invoke_dynamic (intptr,intptr,intptr,intptr) <0xffffffff>
  at MonoTouch.UIKit.UIApplication.Main (string[],string,string) <0x000cf>
  at MonoTouch.UIKit.UIApplication.Main (string[]) <0x00023>
  at MyApp_iOS.Application.Main (string[]) [0x00000] in /Users/dussault/s/MyApp/Main/Src/iOS/Main.cs:57
  at (wrapper runtime-invoke) object.runtime_invoke_dynamic (intptr,intptr,intptr,intptr) <0xffffffff>

Native stacktrace:

    0   MyApp_iOS                           0x00af1b48 mono_handle_native_sigsegv + 412
    1   MyApp_iOS                           0x00b1c66c sigabrt_signal_handler + 148
    2   libSystem.B.dylib                   0x33bd3ddf _sigtramp + 42
    3   libSystem.B.dylib                   0x33bd52cb kill + 10
    4   libSystem.B.dylib                   0x33bd52bd raise + 16
    5   libSystem.B.dylib                   0x33be9d79 abort + 56
    6   MyApp_iOS                           0x00c74378 GC_remap + 200
    7   MyApp_iOS                           0x00c62c04 GC_allochblk_nth + 1536
    8   MyApp_iOS                           0x00c625b4 GC_allochblk + 96
    9   MyApp_iOS                           0x00c6bf6c GC_alloc_large + 132
    10  MyApp_iOS                           0x00c6c5e8 GC_generic_malloc + 324
    11  MyApp_iOS                           0x00c6c8c8 GC_malloc_atomic + 332
    12  MyApp_iOS                           0x00bd8e88 mono_object_allocate_ptrfree + 64
    13  MyApp_iOS                           0x00bd8ff4 mono_array_new_specific + 148
    14  MyApp_iOS                           0x009173f4 wrapper_managed_to_native_object___icall_wrapper_mono_array_new_specific_intptr_int + 68
    15  MyApp_iOS                           0x002cd880 MyApp_GameScreen_VerifyPictureDialog_ApplyFilters_bool + 628
    16  MyApp_iOS                           0x002cbffc MyApp_GameScreen_VerifyPictureDialog_Simulate_single + 768
    17  MyApp_iOS                           0x002ef9d0 MyApp_BaseWindow_Simulate_single + 280
    18  MyApp_iOS                           0x002ef9d0 MyApp_BaseWindow_Simulate_single + 280
    19  MyApp_iOS                           0x002a71fc MyApp_GameScreen_Simulate_single + 2736
    20  MyApp_iOS                           0x002ef9d0 MyApp_BaseWindow_Simulate_single + 280
    21  MyApp_iOS                           0x0038068c MyApp_WindowMgr_Simulate_single + 376
    22  MyApp_iOS                           0x0027f798 MyApp_Game1_Update_Microsoft_Xna_Framework_GameTime + 1992
    23  MyApp_iOS                           0x0039afc8 Microsoft_Xna_Framework_Game_DispatchUpdate_Microsoft_Xna_Framework_GameTime + 148
    24  MyApp_iOS                           0x0026ec10 MyApp_iOS_EAGLView_OnUpdateFrame + 716
    25  MyApp_iOS                           0x0026e8cc MyApp_iOS_EAGLView_SimulateAndRender + 196
    26  MyApp_iOS                           0x0026e1cc MyApp_iOS_EAGLView_MainLoopTimerCallback + 296
    27  MyApp_iOS                           0x009a7dfc MonoTouch_Foundation_NSActionDispatcher_Apply + 44
    28  MyApp_iOS                           0x00912540 wrapper_runtime_invoke_object_runtime_invoke_dynamic_intptr_intptr_intptr_intptr + 200
    29  MyApp_iOS                           0x00acc9c4 mono_jit_runtime_invoke + 2800
    30  MyApp_iOS                           0x00bd3ea4 mono_runtime_invoke + 140
    31  MyApp_iOS                           0x00c7d214 monotouch_trampoline + 2840
    32  Foundation                          0x3363b469 __NSFireTimer + 136
    33  CoreFoundation                      0x33a770a3 __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ + 14
    34  CoreFoundation                      0x33a76b5b __CFRunLoopDoTimer + 850
    35  CoreFoundation                      0x33a481b5 __CFRunLoopRun + 1088
    36  CoreFoundation                      0x33a47c87 CFRunLoopRunSpecific + 230
    37  CoreFoundation                      0x33a47b8f CFRunLoopRunInMode + 58
    38  GraphicsServices                    0x33b0e4ab GSEventRunModal + 114
    39  GraphicsServices                    0x33b0e557 GSEventRun + 62
    40  UIKit                               0x32099329 -[UIApplication _run] + 412
    41  UIKit                               0x32096e93 UIApplicationMain + 670
    42  MyApp_iOS                           0x009d484c wrapper_managed_to_native_MonoTouch_UIKit_UIApplication_UIApplicationMain_int_string___intptr_intptr + 240
    43  MyApp_iOS                           0x009b4c00 MonoTouch_UIKit_UIApplication_Main_string__ + 36
    44  MyApp_iOS                           0x00269694 MyApp_iOS_Application_Main_string__ + 128
    45  MyApp_iOS                           0x00912540 wrapper_runtime_invoke_object_runtime_invoke_dynamic_intptr_intptr_intptr_intptr + 200
    46  MyApp_iOS                           0x00acc9c4 mono_jit_runtime_invoke + 2800
    47  MyApp_iOS                           0x00bd3ea4 mono_runtime_invoke + 140
    48  MyApp_iOS                           0x00bd6f3c mono_runtime_exec_main + 784
    49  MyApp_iOS                           0x00bd5f6c mono_runtime_run_main + 1048
    50  MyApp_iOS                           0x00ad7940 mono_jit_exec + 216
    51  MyApp_iOS                           0x00ac2e38 main + 3536
    52  MyApp_iOS                           0x000133a0 start + 52

Debug info from gdb:


=================================================================
Got a SIGABRT while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application.
=================================================================


推荐答案

Darwin内核过度使用内存。

The Darwin kernel overcommits memory.

这意味着如果你要求200兆的内存,你就会得到它们,即使它们不可用,只要你没有实际使用内存,您的应用程序将运行正常。

What this means is that if you request 200 megs of ram, you will get them, even if they are not available and as long as you do not actually consume the memory, your application will run fine.

只有当您实际写入页面时,才会将页面分配给您的流程。

Only when you actually write to the page will the page be allocated to your process.

正确的测试需要你分配内存,然后填满用过的内存,这就是为什么你可能会得到这样的印象,你可以分配200兆的ram,即使你可能没有即使拥有它。

A proper test would require you to allocate the memory and then fill up the used memory, this is why you probably get the impression that you can allocate 200 megs of ram even when you might not even have it.

一个简单的程序会告诉你:尝试分配500兆,操作系统会说是的,你得到了它,但是没有带有iPhone的iPhone这种记忆。

A simple program will show you this: try allocating 500 megs, the OS will say "Yes, you got it", but there are no iPhones with this kind of memory.

一个示例测试用例可以很好地显示问题所在。

A sample test case would go a long way to showing what the problem is.

这篇关于MonoTouch不稳定性仍在继续:托管内存分配器崩溃的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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