jdk1.7 Double.parseDouble become slow in multithread condition with large calculate - jdk1.7

http://dalelane.co.uk/blog/?p=2936
jdk1.7 Double.parseDouble() become very slow in multiThread condition, it's a bug in jdk1.7 and fix in jdk1.8

upgrade jdk1.7 to jdk1.8 to solve this problem, because in jdk1.7 Double.parseDouble() will cause lock competition

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The same operation takes different execution times in two identical projects

I have an app which I am trying to migrate to a new project. There is a heavy operation which I am handling in main thread asynchronously. In my older project, it takes just a second to complete this task but in my new project, it takes 6-7 seconds for the same task.
I observed the CPU usage and it looks like the new app is using less CPU and getting very few threads while the old one gets lots of threads for the same task. PS: I am using the same device.
What could cause this? Any ideas or suggestions to find out?
Thanks.
Finally, I found the problem. It was caused by Optimization Level setting in Xcode Build Settings. When a new project created, default Debug optimization level is none, and Release optimization level is Fastest, Smallest [-Os] So when I changed Debug to Fastest, Smallest [-Os] my task completion time dropped to 1 sec.
From Apple:
The Xcode compiler supports optimization options that let you choose
whether you prefer a smaller binary size, faster code, or faster build
times. For new projects, Xcode automatically disables optimizations
for the debug build configuration and selects the Fastest, Smallest
option for the release build configuration. Code optimizations of any
kind result in slower build times because of the extra work involved
in the optimization process. If your code is changing, as it does
during the development cycle, you do not want optimizations enabled.
As you near the end of your development cycle, though, the release
build configuration can give you an indication of the size of your
finished product, so the Fastest, Smallest option is appropriate.
If you want to read more about optimization levels and performance: Tuning for Performance and Responsiveness
Side note: Changing the optimization level to fastest, Smallest [-0s] in debug mode might affect the debugger breakpoints and it will behave abruptly.
Cheers.
This probably isn't really a response to your question, you answered it yourself quite nicely, but nonetheless I feel like it's needed.
I'd like to stress out how you should NOT make long running operation on the main thread. For no reason. Actually, if you want the screen to refresh 60 times per second (which should always be your goal) it means that every block of code you submit to the main thread must last less than 0.016 seconds (1/60) to avoid losing some frames. If, in the meantime, you also need to make the main thread do some complex animation and other stuff, well probably you need to go far behind the 0.016 seconds point.
If you block the main thread for much more than that (like 1 second in this case) than the users will experience a stuck interface, they can't scroll a scrollView or navigate the app. They may as well close your app entirely since they may feel like it's stuck.
In your case, for example, you may want to add some nice loading animation, like the ActivityIndicator or some nicer animation, to express you're actually working at that moment and you didn't freeze. That's really expected by users nowadays.
You may (or may not, it's up to you) also wanna add a cancel button, if the user wants to cancel the long running operation and do something else with your app.
To avoid what you say that causes the loss of performances (the task is slowed up to 7-8 seconds) you may want to use a serialQueue with a high quality of service.
Probably userInitiated is what you want.
This way you still have those task be prioritized by the OS, but you won't block the main thread in meantime, allowing you to add that loading animation for example.
If that's still too low of a performance, you could think of splitting the task in subtasks and having them performed in parallel by using DispatchQueue.concurrentPerform(iterations:execute:) (but I don't know if that's doable in your case).
I hope this helps you.
Cheers

Crashed: com.apple.root.utility-qos

Facing this strange issue where my app crashes after certain period of time. Attached is the screenshot from the Crashlytics as well.
This has occurred in an iPhone 6Plus running iOS 11.4.1.
I'd like to see a full crash log to get more information. With anything related to concurrency, I like to take a look at what all the threads are doing. Sometimes there is a clue in a thread that did not crash.
I do not know what's going on. But I can make an educated guess here that you are seeing heap corruption of some kind. The function "os_unfair_lock_corruption_abort" strongly indicates that the OS's primitive locking mechanism has detected a corrupted data structure, and is killing the processing.
Heap corruption is super-common, and can be extremely difficult to debug. One of the reasons is what you are seeing here is a symptom of the corruption, not the source. The source could be completely unrelated to locking/OperationQueue internals.
My suggestions would be to try out the memory debugging tools at your disposal, and attempt to fix all issues you can find. You might never be able to know which, if any, cause this. But, that's pretty much all you can do.
Check out malloc scribble, guardmalloc, and even NSZombies. All could potentially turn up some heap corruption bugs that are in your code.

Why is Application Insights Performance Counter Collection causing high CPU usage

Logging performed by our Performance Team has indicated that this line specifically, is killing our CPUs
Microsoft.AI.PerfCounterCollector!Microsoft.ApplicationInsights.Extensibility.PerfCounterCollector.Implementation.PerformanceCounterUtility.ExpandInstanceName()
One theory was the the regexes used to identify Perf Counters in the library are recursing
https://adtmag.com/blogs/dev-watch/2016/07/stack-overflow-crash.aspx
I've inspected the Perf Counter names and nothing looks particularly out of kilter regarding the names and the regexes should have no trouble chewing over them. Certainly for large periods of time there are no issues whatsoever.
I've now turned on Applications Insights Diagnostic Logging in an attempt to observe the issue (in a test environment)
Has anyone else observed this, how can we mitigate this?
We have ensured DeveloperMode is NOT set to on.
this answer most likely won`t be usable now as AppInsights 2 code is much improved, but in my case it was double call AddApplicationInsightsTelemetry(). It adds collector each time this method is called, and due to lack of synchronization inside perf counter collector code it creates CPU spikes.
So avoid calling multiple times AddApplicationInsightsTelemetry, or use AppInsights 2.x. (and the best thing is to do both).
Do the counters you're collecting utilize instance placeholders in their names? If the instance name is known at build time, getting rid of placeholders may significantly improve performance. For instance, instead of
\Process(??APP_WIN32_PROC??)\% Processor Time
try using
\Process(w3wp)\% Processor Time
Also, how many counters are you collecting overall?

Performance issues when upgrading from ruby 1.9.3 to 2.2.2

When upgraded from ruby-1.9.3-p545 to ruby-2.2.2 we experienced a 50% drop in performance on our application. I have done a fair amount of reading around this and I suspect that this may be a result of the change in the way that ruby does garbage collection.
The confusing thing is that there have been no noticeable changes on our server metrics. We have not seen a spike in memory usage. If garbage collection was causing a performance slow down would we see a spike in memory usage ? Is this a sign that the performance issues are being caused elsewhere ? Possible by gems not playing nicely together ?
It appears that the cause of the performance drop related to garbage collection. We managed to realise a significant improvement in performance by setting RUBY_GC_MALLOC_LIMIT=90000000
We used the following as a resource
https://meta.discourse.org/t/tuning-ruby-and-rails-for-discourse/4126

iOS 7 app freezes without crash

I have an app that I am building for iOS 7 only and running on an iPhone 5S. The app sometimes in normal use just freezes up and won't recognize any touch interactions happen and it requires the app to be force quit. I have noticed it doing many different tasks and in different views. I have had this problem while debugging and the RAM usage is at about 65 Mb which I think is pretty good, cpu usage is in the single digits and the debugger doesn't register a crash. Where can I go from here in terms of debugging and trying to fix this pretty serious problem?
To put my comment as an answer, usually when your application freezes, it means either the CPU is doing some heavy lifting or your have a deadlock somewhere. As you mentioned that it was the CPU usage was low, my first guess was a deadlock.
Thanks to Leo Natan for suggesting that it was deadlocks, because it was. There was a specific instance where I was saving and fetching from the background thread and there was an easy solution that made it possible for me to stop fetching on the background thread.
For me, it was an endless while loop. Found it out by pausing the process and checking out the stack trace.

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