What could be done to profile the code construct - profiler

Is there any profiler or module which gives line wise CPU_utilization or power_utilization of an code.
tried profiler but it is not giving required solution.

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Unable to Build mac project in XCode14.0/14.1 with macOS ventura

I have recently updated to macOS 13.0 and for that minimum XCode Version required is 14.x series. But my existing project never getting successfully building. Its getting stuck at some point.
Its not getting failed. Build process screenshot is attached below. Its not pointing to any specific class. Seems like there are lots of classes which are getting compiled successfully at last but still build process is stuck at some point:
Seen similar threads like below on apple pages but nothing seems working. Does anyone got resolution?
Xcode 14 project compile error
XCode 14 compile errors immediately disappear or do not appear at all
Something similar has happened to me in the past on a number of occasions. If the Swift compiler is hanging mid-build, usually the issue is that there is some expression that is too complex for Swift to do the type inference on.
What you need to do is first find the exact statement that is causing the hang. This is how I do it:
First find out which source file is causing the problem. Look at the build log to figure this out (the build log can be located by looking at the reports navigator ⌘9 ). Find the build log and click on it. The build log will appear in an editor window.
One of the compiles will still be in progress and its file is the one you want.
The next thing to do is comment out all the code and recompile. This time the compilation will finish (if you have the right file, or there is only one) but probably with a lot of errors. Then you add the code back in, function by function, until one of them causes the compilation to hang again. If it's not obvious which line of the function is causing the problem, comment it out again and then add the lines back one by one until the compilation breaks again.
Once you have located the line, you need to simplify the type inference on that line. If it's a closure, try adding an explicit declaration for its parameters and return type. If it involves some complex array, try adding a type annotation to its declaration. Also try breaking down complex expressions into multiple simpler expressions.
There's no one size fits all answer to this but usually, once you have located the exact line that is causing the problem, it should be reasonably obvious how to fix it.

Command failed due to signal: Segmentation fault: with xCode 7.0.1

My code is unable to build on xcode 7. What is Segmentation fault?
A segmentation fault happens when your code tries to access memory that it isn't allowed to access. This is often a sign of an uninitialized reference.
It's not clear to me from your screenshot exactly what is going on, though. Perhaps you could provide more details?
From the screenshot it looks like it is happening when you build your project. If this is correct, you need to create a minimal example that displays the problem i.e a code fragment that crashes the compiler in the same way and then you need to raise a bug report about it with Apple (supplying your minimal example so they can reproduce it).
This has happened to me a couple of times in the past and the way I have identified the bit that crashes the compiler is to comment out everything in the source file and then add it back in function by function.That will narrow the problem down to the function. After that you repeat with the lines of code in the offending function, until you get the line that crashes the compiler.
Along the way you may find a work around to stop the compiler crashing. If you do, do not be tempted to skip reporting the bug to Apple. They need to know.

Attempt to load library; get "bad image" error

I've been trying to load a library into lua file. Sparing the details, as they are not really important, I have tried this many ways.
The final way, and the one I believe to be correct although I still can't get it to work, is to use "package.loadlib". See code:
ed = package.loadlib("Encode_Decode.lua", "luaopen_ed")
print(ed)
But when I run the program I get this error:
Encode_Decode.lua is either not designed to run on Windows or it
contains an error. Try installing the program again using the original
installation media or contact your system administrator or the
software vendor for support.
I know the program runs because I used it internally to test it's encoding and decoding abilities and it worked fine. I'd really prefer not moving the contents of the library over as my main lua file is crowded as it is. I will if I have to though.
Yes it is in the main folder. I've also tried changing the extension of the library file into a .dll, with the same error.
What am I doing wrong?
I apologize in advance if this is a duplicate, I did my best to research this problem as thoroughly as I could. But to be honest it's almost 3 AM and I've been searching for almost an hour.
Stupid beginner mistake, used the wrong syntax.
require("Encode_Decode")
print(dec("bnVs")) --returns "nul"
package.loadlib is used for loading shared libraries; i.e. .dll or .so files. You're passing a .lua file to it, so Windows attempts to load it as a .dll and fails when it can't.
To load Lua source code, you can use dofile. Alternatively, you can use require, which is a bit more complex, but handles loading modules only once and works with both Lua and C modules.

Methods without GOT slots

When I am compiling my program the build output says
"Methods without GOT slots: 0 (0%)"
I am using Xamarin and writing a program for the iPad. There are no errors in the build and the program runs just fine. I assume because there are 0 methods without GOT slots it would work right?
What is a GOT slot and how do methods have or don't have them? What are things to look out for when coding so that I don't run into problems with this if it is a problem?
Those are Global Offset Table.
To keep it a short story, do not worry about the output of the AOT compiler if it does not return an error.
If you're curious about the AOT process it from the Mono wiki. It's not 100% identical to what Xamarin.iOS is using (full AOT) but it's an interesting read to satisfy most curiosity.

Apple Instruments - Counters - Source unavailable

I've been running into a problem with Apple Instruments (4.6, Xcode 4.6.2 on 10.8.3).
Normally when using the Time Profiler, I can look at my source and see the hotspots without any problems (same project).
This time I've been trying to use the "Counters" Template to sample my CPUs Performance Counter Events. It samples the events as it should and I also have the same time based profiling information as well, however when I try to step into my code to look at the hot spots, like I can do for the "Time Profiler", all I get is "Unavailable" where I used to have the source. No Assembly either.
The Project is built as:
Release build
Debugging information is on and not stripped
DWARF + dsym is used to store the profiling data.
As I said, its the same configuration that works for the time profiler.
I already tried to (pretty much all that's stated in here: Xcode 4 Instruments doesn't show source lines , except for doing -O0, debug performance is not of interest to me)
recompile
relocate the dysm file using "File -> Re-Symbolicate"
As soon as I plainly close Instruments, start another Profile from Xcode and choose the Time Profiler, it works, if I go back to the Performance Counters, it stops.
Is this the default behaviour? Should it be like this? Has anybody already managed to get it working, in the current Instruments version? Otherwise it might be worth to file a bug with Apple.
Thanks a lot!
Try the Xcode 5.1 beta4. For me its fixed there: Counter works now.
The seed notes mentions some details what they did. Don't know if its under NDA.

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