I looked up for similar topics on this website and could not really find a solution. The answers were always shallow and confusing for rookie like myself.
I have a task to create a C language program that will display how many processes were running on average in certain amount of time. As you can see, the stopwatch part of a program is piece of cake. The problem is I do not know how to get number of processes running.
The only condition I have is to use system calls to get the number.
While I was searching internet I found following code
struct kinfo kinfo;
int nr_tasks, nr_procs;
getsysinfo(PM_PROC_NR, SI_KINFO, &kinfo);
nr_procs = kinfo.nr_procs;
printf("Number of processes: %d", nr_procs);
When I write this code for example, I get a bunch of errors. As you can see there is plenty of undefined variables and no information about included libaries.
I could not even execute getsysinfo() function becouse I don't know how to include it in my c file.
I have to mention that program itself is working properly (I tested it with simple "hello world").
I would appreciate a little bit detailed advice on this problem since I do not have big knowledge at operative systems.
Related
I'm working on moving some types to a matching file refactoring in a VB.NET application written years ago by someone whose no longer with us. He tended to put lots of classes in a file. For example, he'd put a dozen classes into a BaseClases.vb file. It has become hard to find those classes, so I started performing this refactoring to help me as I support the app.
However, every time I'd refactor a type into a separate class file, VS 2019 would generate a message that reads like this:
"The item SomeClass.vb has been cloaked. See output tool window for information on any other errors."
I'd look at the Errors window but didn't see anything obvious. Although there's lots of other errors unrelated to this, so it might be there, and I've missed it in the crowd of errors.
I've searched SO for the phrase "has been cloaked". It only brought up 2 posts, neither of which addressed the situation I'm in.
So, what does it mean to have a new class cloaked? From what is it being cloaked?
I was wondering if there were a way to compute the size of a reg in Verilog. I researched it quite a bit, and found $size(a), but it's only in SystemVerilog, and it won't work in my verilog program.
Does anyone know an alternative for this??
I also wanted to ask as a side note; I'm having some trouble with my test bench in the sense that when I update a value in the file, that change is not taken in consideration when I simulate. I've been told I might have been using an old test bench but the one I am continuously simulating is the only one available in this project.
EDIT:
To give you an idea of what's the problem: in my code there is a "start" signal and when it is set to 1, the operation starts. Otherwise, it stays idle. I began writing the test bench with start=0, tested it and simulated it, then edited the test bench by setting start to 1. But when I simulate it, the start signal remains 0 in the waveform. I tried to check whether I was using another test bench, but it is the only test bench I am using in this project.
Given that I was on a deadline, I worked on the code so that it would adapt to the "frozen" test bench. I am getting now all the results I want, but I wanted to test some other features of my code, so I created a new project and copy pasted the code in new files (including the same test bench). But when I ran a simulation, the waveform displayed wrong results (even though I was using the exact same code in all modules and test bench). Any idea why?
Any help would be appreciated :)
There is a standardised way to do this, but it requires you to use the VPI, which I don't think you get on Modelsim's student edition. In short, you have to write C code, and dynamically link it to the simulator. In the C code, you can get object properties using routines such as vpi_get. Useful properites might be vpiSize, which is what you want, vpiLeftRange, vpiRightRange, and so on.
Having said all that, Verilog is essentially a static language, and objects have to be declared with a static width using constant expressions. Having a run-time method to determine an object's size is therefore of pretty limited value (since you should already know it), and may not solve whatever problem you actually have. Your question would make more sense for VHDL (and SystemVerilog?), which are much more dynamic.
Note on Icarus: the developers have pushed lots of SystemVerilog stuff back into the main language. If you take advantge of this you may find that your code is not portable.
Second part of your question: you need to be specific on what your problem actually is.
Why all programs are divided into 200 basic blocks by Valgrind? And how to divided?
First Question
It's been some time since I've worked on a Valgrind tool (even longer than this question is old), but in case anyone is still interested, here's what I've dredged up from memory:
First, a distinction: a super block is a bit different from a basic block. Valgrind uses super blocks, not basic blocks. A super block may exit at any point, but a basic block will only ever exit by running off its end.
Valgrind doesn't divide a program into 200 super blocks. I'm pretty sure that it instead breaks programs up into super blocks of no more than 200 IRStatements (which may or may not translate directly into instructions).
The reason for this I'm pretty sure is for efficiency of the translator: at least with current versions of Valgrind I'm reasonably sure it doesn't translate your entire program up front. Translating the program into its IR format is time consuming and resource intensive, so the translator seeks to only translate as much of the program as it needs to. It does this by only translating code as it gets executed for the first time.
Second Question
Now, as to your second question... I'm not entirely sure what you're asking. If you're asking, "How does Valgrind decide how to divide up the program?", then the answer is that it decides similarly to a compiler. It starts converting the program into super blocks, and starts a new super block whenever it reaches the block limit size or detects that there is an entry point into the block from elsewhere (super blocks and basic blocks can only have one entry point).
If you instead meant, "Can I change the size of an IRSB super block?", then yes, there is an option you can pass back to Valgrind in your tools initialization code to tell it what size super blocks you want (although I don't recall if you can increase this to an arbitrary size). None of this is documented online, and only sparsely documented in the files themselves. You can take a look at the source to the other tools to see how they pass configuration options to Valgrind during initialization. That should at least give you a good idea on which headers to look at to figure out what option you need to pass back to Valgrind.
Theoretically, the end user should never see internal errors. But in practice, theory and practice differ. So the question is what to show the end user. Now, for the totally non-technical user, you want to show as little as possible ("click here to submit a bug report" kind of things), but for more advanced users, they will want to know if there is a work around, if it's been known for a while, etc. So you want to include some sort of info about what's wrong as well.
The classic way to do this is either an assert with a filename:line-number or a stack trace with the same. Now this is good for the developer because it points him right at the problem; however it has some significant downsides for the user, particularly that it's very cryptic (e.g. unfriendly) and code changes change the error message (Googling for the error only works for this version).
I have a program that I'm planning on writing where I want to address these issues. What I want is a way to attach a unique identity to every assert in such a way that editing the code around the assert won't alter it. (For example, if I cut/paste it to another file, I want the same information to be displayed) Any ideas?
One tack I'm thinking of is to have an enumeration for the errors, but how to make sure that they are never used in more than one place?
(Note: For this question, I'm only looking at errors that are caused by coding errors. Not things that could legitimately happen like bad input. OTOH those errors may be of some interest to the community at large.)
(Note 2: The program in question would be a command line app running on the user's system. But again, that's just my situation.)
(Note 3: the target language is D and I'm very willing to dive into meta-programming. Answers for other languages more than welcome!)
(note 4: I explicitly want to NOT use actual code locations but rather some kind of symbolic names for the errors. This is because if code is altered in practically any way, code locations change.)
Interesting question. A solution I have used several times is this: If it's a fatal error (non-fatal errors should give the user a chance to correct the input, for example), we generate a file with a lot of relevant information: The request variables, headers, internal configuration information and a full backtrace for later debugging. We store this in a file with a generated unique filename (and with the time as a prefix).
For the user, we present a page which explains that an unrecoverable error has occurred, and ask that they include the filename as a reference if they would like to report the bug. A lot easier to debug with all this information from the context of the offending request.
In PHP the debug_backtrace() function is very useful for this. I'm sure there's an equivalent for your platform.
Also remember to send relevant http headers: Probably: HTTP/1.1 500 Internal Server Error
Given a sensible format of the error report file, it's also possible to analyze the errors that users have not reported.
Write a script to grep your entire source tree for uses of these error codes, and then complain if there are duplicates. Run that script as part of your unit tests.
I know nothing about your target language, but this is an interesting question that I have given some thought to and I wanted to add my two cents.
My feeling has always been that messages for hard errors and internal errors should be as useful as possible for the developer to identify the problem & fix it quickly. Most users won't even look at this error message, but the highly sophisticated end users (tech support people perhaps) will often get a pretty good idea what the problem is and even come up with novel workarounds by looking at highly detailed error messages. The key is to make those error messages detailed without being cryptic, and this is more an art than a science.
An example from a Windows program that uses an out-of-proc COM server. If the main program tries to instantiate an object from the COM server and fails with the error message:
"WARNING: Unable to Instantiate
UtilityObject: Error 'Class Not
Registered' in 'CoCreateInstance'"
99% of users will see this and think it is written in Greek. A tech support person may quickly realize that they need ro re-register the COM server. And the developer will know exactly what went wrong.
In order to associate some contextual information with the assertion, in my C++ code I will often use a simple string with the name of the method, or something else that makes it clear where the error occured (I apologize for answering in a language you didn't ask about):
int someFunction()
{
static const std::string loc = "someFunction";
: :
if( somethingWentWrong )
{
WarningMessage(loc.c_str(), "Unable to Instantiate UtilityObject: Error 'Class Not
Registered' in 'CoCreateInstance);
}
}
...which generates:
WARNING [someFunction] : Unable to
Instantiate UtilityObject: Error
'Class Not Registered' in
'CoCreateInstance
I've been experimenting with creating an interpreter for Brainfuck, and while quite simple to make and get up and running, part of me wants to be able to run tests against it. I can't seem to fathom how many tests one might have to write to test all the possible instruction combinations to ensure that the implementation is proper.
Obviously, with Brainfuck, the instruction set is small, but I can't help but think that as more instructions are added, your test code would grow exponentially. More so than your typical tests at any rate.
Now, I'm about as newbie as you can get in terms of writing compilers and interpreters, so my assumptions could very well be way off base.
Basically, where do you even begin with testing on something like this?
Testing a compiler is a little different from testing some other kinds of apps, because it's OK for the compiler to produce different assembly-code versions of a program as long as they all do the right thing. However, if you're just testing an interpreter, it's pretty much the same as any other text-based application. Here is a Unix-centric view:
You will want to build up a regression test suite. Each test should have
Source code you will interpret, say test001.bf
Standard input to the program you will interpret, say test001.0
What you expect the interpreter to produce on standard output, say test001.1
What you expect the interpreter to produce on standard error, say test001.2 (you care about standard error because you want to test your interpreter's error messages)
You will need a "run test" script that does something like the following
function fail {
echo "Unexpected differences on $1:"
diff $2 $3
exit 1
}
for testname
do
tmp1=$(tempfile)
tmp2=$(tempfile)
brainfuck $testname.bf < $testname.0 > $tmp1 2> $tmp2
[ cmp -s $testname.1 $tmp1 ] || fail "stdout" $testname.1 $tmp1
[ cmp -s $testname.2 $tmp2 ] || fail "stderr" $testname.2 $tmp2
done
You will find it helpful to have a "create test" script that does something like
brainfuck $testname.bf < $testname.0 > $testname.1 2> $testname.2
You run this only when you're totally confident that the interpreter works for that case.
You keep your test suite under source control.
It's convenient to embellish your test script so you can leave out files that are expected to be empty.
Any time anything changes, you re-run all the tests. You probably also re-run them all nightly via a cron job.
Finally, you want to add enough tests to get good test coverage of your compiler's source code. The quality of coverage tools varies widely, but GNU Gcov is an adequate coverage tool.
Good luck with your interpreter! If you want to see a lovingly crafted but not very well documented testing infrastructure, go look at the test2 directory for the Quick C-- compiler.
I don't think there's anything 'special' about testing a compiler; in a sense it's almost easier than testing some programs, since a compiler has such a basic high-level summary - you hand in source, it gives you back (possibly) compiled code and (possibly) a set of diagnostic messages.
Like any complex software entity, there will be many code paths, but since it's all very data-oriented (text in, text and bytes out) it's straightforward to author tests.
I’ve written an article on compiler testing, the original conclusion of which (slightly toned down for publication) was: It’s morally wrong to reinvent the wheel. Unless you already know all about the preexisting solutions and have a very good reason for ignoring them, you should start by looking at the tools that already exist. The easiest place to start is Gnu C Torture, but bear in mind that it’s based on Deja Gnu, which has, shall we say, issues. (It took me six attempts even to get the maintainer to allow a critical bug report about the Hello World example onto the mailing list.)
I’ll immodestly suggest that you look at the following as a starting place for tools to investigate:
Software: Practice and Experience April 2007. (Payware, not available to the general public---free preprint at http://pobox.com/~flash/Practical_Testing_of_C99.pdf.
http://en.wikipedia.org/wiki/Compiler_correctness#Testing (Largely written by me.)
Compiler testing bibliography (Please let me know of any updates I’ve missed.)
In the case of brainfuck, I think testing it should be done with brainfuck scripts. I would test the following, though:
1: Are all the cells initialized to 0
2: What happens when you decrement the data pointer when it's currently pointing to the first cell? Does it wrap? Does it point to invalid memory?
3: What happens when you increment the data pointer when it's pointing at the last cell? Does it wrap? Does it point to invalid memory
4: Does output function correctly
5: Does input function correctly
6: Does the [ ] stuff work correctly
7: What happens when you increment a byte more than 255 times, does it wrap to 0 properly, or is it incorrectly treated as an integer or other value.
More tests are possible too, but this is probably where i'd start. I wrote a BF compiler a few years ago, and that had a few extra tests. Particularly I tested the [ ] stuff heavily, by having a lot of code inside the block, since an early version of my code generator had issues there (on x86 using a jxx I had issues when the block produced more than 128 bytes or so of code, resulting in invalid x86 asm).
You can test with some already written apps.
The secret is to:
Separate the concerns
Observe the law of Demeter
Inject your dependencies
Well, software that is hard to test is a sign that the developer wrote it like it's 1985. Sorry to say that, but utilizing the three principles I presented here, even line numbered BASIC would be unit testable (it IS possible to inject dependencies into BASIC, because you can do "goto variable".