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| description | title | ms.date | f1_keywords | helpviewer_keywords | ms.assetid |
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Learn more about: Fatal Error C1076 |
Fatal Error C1076 |
03/08/2019 |
C1076 |
C1076 |
84ac1180-3e8a-48e8-9f77-7f18a778b964 |
compiler limit : internal heap limit reached; use /Zm to specify a higher limit
This error can be caused by too many symbols, or too many template instantiations. Starting in Visual Studio 2015, this message may result from Windows virtual memory pressure caused by too many parallel build processes. In this case, the recommendation to use the /Zm option should be ignored unless you are using a #pragma hdrstop directive.
To resolve this error:
-
If your precompiled header uses a
#pragma hdrstopdirective, use the /Zm option to set the compiler memory limit to the value specified in the C3859 error message. For more information that includes how to set this value in Visual Studio, see the Remarks section in /Zm (Specify Precompiled Header Memory Allocation Limit). -
Consider reducing the number of parallel processes specified by using the /maxcpucount option to MSBUILD.EXE in conjunction with the /MP option to CL.EXE. For more information, see Precompiled Header (PCH) issues and recommendations.
-
If you are using the 32-bit hosted compilers on a 64-bit operating system, use the 64-bit hosted compilers instead. For more information, see How to: Enable a 64-Bit Visual C++ Toolset on the Command Line.
-
Eliminate unnecessary include files.
-
Eliminate unnecessary global variables—for example, by allocating memory dynamically instead of declaring a large array.
-
Eliminate unused declarations.
If C1076 occurs immediately after the build starts, the value specified for /Zm is probably too high for your program. Reduce the /Zm value.
Today I’ve been adding some library headers to our precomp.h file. Then I tried to recompile in debug and got those two errors (spawned from a boost include):
error C3859: virtual memory range for PCH exceeded; please recompile with a command line option of ‘-Zm310’ or greater
fatal error C1076: compiler limit : internal heap limit reached; use /Zm to specify a higher limit
So I fixed them by increasing the memory heap size. No problem there.
My question is more about if this problem hides another one? Will I eventually have to give it more memory if I keep on adding library headers to the precomp.h? Is this the way programmers handle it, or would there be a «cleaner» way to do it?
More info:
- Visual Studio 2013
- c++
asked Apr 28, 2015 at 13:44
VaillancourtVaillancourt
1,3351 gold badge11 silver badges42 bronze badges
1
The /Zm parameter does not change anything about how the code is interpreted, so it does not hide a problem in the code, other than the fact that the code requires a lot of memory to compile.
The switch only informs the compiler about the memory costs it should plan for during compilation. In VS 2013, the default precompiled header buffer size is 75 MB, which is value that a complex project can reasonably exceed. In such situations, you can use /Zm to increase the limit. Alternately, you could invest significant work into reducing the complexity of your include files.
In most cases, it is a much better use of developers’ time to increase /Zm.
answered May 17, 2015 at 4:59
Try using the 64-bit platform toolset in Visual Studio. Doing this resolved the issue for us, and it’s is one of Microsoft’s recommendations for how to address the C1076 error. It’s also mentioned in a blog post on precompiled header compilation issues.
To change the platform toolset, open the project’s .vcxproj and add <PreferredToolArchitecture>x64</PreferredToolArchitecture> to each configuration property group as per https://stackoverflow.com/a/46069460/478380 (which is for VS 2017 but applies to 2013).
answered Jan 16, 2018 at 23:46
GnatGnat
2,8011 gold badge22 silver badges30 bronze badges
Содержание
- Fatal Error C1076
- Неустранимая ошибка C1076
- Memory allocation errors can be caused by slow page file growth
- Symptoms
- Cause
- Workaround
- Status
- More information
- Name already in use
- cpp-docs / docs / error-messages / compiler-errors-1 / fatal-error-c1076.md
- UGS Troubleshooting
- Some tips and procedures for correcting common problems with UGS
- Basic Troubleshooting
- Troubleshooting Compile Errors
- Specific Problems
- Can’t detect Precompiled Binaries.
- Can’t connect.
- **Failed sync or build due to too-long path**.
- **UGS won’t auto-update.**
- Random Build Errors related to «can’t find files».
- Cooking from a UGS copy of the Editor fails.
- Compiler limit: internal heap limit reached.
- (Windows) Nothing happens when launching the game or editor, or the editor crashes right away with a weird error.
- UGS crashes on launch.
- Errors generating project files.
- Error: System.ComponentModel.Win32Exception
- Error: System.UnauthorizedAccessException
- Couldn’t find any Perforce workspace containing . /
- Connection to server failure.
- System.Io.FileNotFoundException: Ionic.Zip.Reduced
- UGS is not using the correct proxy server.
Fatal Error C1076
compiler limit : internal heap limit reached; use /Zm to specify a higher limit
This error can be caused by too many symbols, or too many template instantiations. Starting in Visual Studio 2015, this message may result from Windows virtual memory pressure caused by too many parallel build processes. In this case, the recommendation to use the /Zm option should be ignored unless you are using a #pragma hdrstop directive.
To resolve this error:
If your precompiled header uses a #pragma hdrstop directive, use the /Zm option to set the compiler memory limit to the value specified in the C3859 error message. For more information that includes how to set this value in Visual Studio, see the Remarks section in /Zm (Specify Precompiled Header Memory Allocation Limit).
Consider reducing the number of parallel processes specified by using the /maxcpucount option to MSBUILD.EXE in conjunction with the /MP option to CL.EXE. For more information, see Precompiled Header (PCH) issues and recommendations.
If you are using the 32-bit hosted compilers on a 64-bit operating system, use the 64-bit hosted compilers instead. For more information, see How to: Enable a 64-Bit Visual C++ Toolset on the Command Line.
Eliminate unnecessary include files.
Eliminate unnecessary global variables—for example, by allocating memory dynamically instead of declaring a large array.
Eliminate unused declarations.
If C1076 occurs immediately after the build starts, the value specified for /Zm is probably too high for your program. Reduce the /Zm value.
Источник
Неустранимая ошибка C1076
ограничение компилятора: достигнут предел внутренней кучи; воспользуйтесь /Zm для задания большего значения
Эта ошибка может возникать при использовании слишком большого числа символов или создании слишком большого числа экземпляров шаблонов. начиная с Visual Studio 2015, это сообщение может появиться из Windows нехватки виртуальной памяти, вызванной слишком большим количеством параллельных процессов сборки. В этом случае рекомендуется игнорировать рекомендацию по использованию параметра /ZM , если не используется #pragma hdrstop директива.
Если предкомпилированный заголовок использует #pragma hdrstop директиву, используйте параметр /ZM , чтобы установить ограничение памяти компилятора на значение, указанное в сообщении об ошибке C3859 . дополнительные сведения о том, как задать это значение в Visual Studio, см. в подразделе «примечания» раздела /zm (укажите предел выделения памяти для предкомпилированного заголовка).
Рекомендуется уменьшить количество параллельных процессов, заданное с помощью параметра /maxcpucount , чтобы MSBUILD.EXE в сочетании с параметром /MP для CL.EXE. Дополнительные сведения см. в разделе проблемы и рекомендации предкомпилированного заголовка (PCH).
Если используются 32-разрядные размещенные компиляторы в 64-разрядной операционной системе, используйте 64-разрядные размещенные компиляторы. Дополнительные сведения см. в разделе как включить 64-разрядный набор инструментов Visual C++ в командной строке.
Удалите неиспользуемые включенные файлы.
Удалите неиспользуемые глобальные переменные — например, вместо объявления большого массива можно использовать динамическое выделение памяти.
Удалите неиспользуемые объявления.
Если C1076 происходит сразу после запуска сборки, значение, указанное для параметра /ZM , возможно, слишком велико для вашей программы. Сократите значение /ZM .
Источник
Memory allocation errors can be caused by slow page file growth
This article provides a workaround for errors that occur when applications frequently allocate memory.
Applies to: В Windows 10 — all editions
Original KB number: В 4055223
Symptoms
Applications that frequently allocate memory may experience random «out-of-memory» errors. Such errors can result in other errors or unexpected behavior in affected applications.
Cause
Memory allocation failures can occur due to latencies that are associated with growing the size of a page file to support additional memory requirements in the system. A potential cause of these failures is when the page file size is configured as «automatic.» Automatic page-file size starts with a small page file and grows automatically as needed.
The IO system consists of many components, including file system filters, file systems, volume filters, storage filters, and so on. The specific components on a given system can cause variability in page file growth.
Workaround
To work around this issue, manually configure the size of the page file. To do this, follow these steps:
- Press the Windows logo key + the Pause/Break key to open System Properties.
- Select Advanced system settings and then select Settings in the Performance section on the Advanced tab.
- Select the Advanced tab, and then select Change in the Virtual memory section.
- Clear the Automatically manage paging file size for all drives check box.
- Select Custom size, and then set the «Initial size» and «Maximum size» values for the paging file. We recommend that you set the initial size to 1.5 times the amount of RAM in the system.
- Select OK to apply the settings, and then restart the system. If you continue to receive «out-of-memory» error messages, increase the «initial size» of the page file.
Status
Microsoft has confirmed that this is a problem in Windows 10.
More information
You might see intermittent build errors like the following if you encounter this problem when using the Microsoft Visual C++ compiler (cl.exe):
- Fatal error C1076: compiler limit: internal heap reached; use /Zm to specify a higher limit
- Fatal error C1083: cannot opentypefile: ‘file’: message
- Fatal error C1090: PDB API call failed, error code ‘code’: ‘message’
- Compiler error C3859: virtual memory range for PCH exceeded; please recompile with a command line option of ‘-ZmXXX’ or greater
For more information about the Visual C++ compiler errors and how to work around them, see Precompiled Header (PCH) issues and recommendations.
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cpp-docs / docs / error-messages / compiler-errors-1 / fatal-error-c1076.md
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Fatal Error C1076
compiler limit : internal heap limit reached; use /Zm to specify a higher limit
This error can be caused by too many symbols, or too many template instantiations. Starting in Visual Studio 2015, this message may result from Windows virtual memory pressure caused by too many parallel build processes. In this case, the recommendation to use the /Zm option should be ignored unless you are using a #pragma hdrstop directive.
To resolve this error:
If your precompiled header uses a #pragma hdrstop directive, use the /Zm option to set the compiler memory limit to the value specified in the C3859 error message. For more information that includes how to set this value in Visual Studio, see the Remarks section in /Zm (Specify Precompiled Header Memory Allocation Limit).
Consider reducing the number of parallel processes specified by using the /maxcpucount option to MSBUILD.EXE in conjunction with the /MP option to CL.EXE. For more information, see Precompiled Header (PCH) issues and recommendations.
If you are using the 32-bit hosted compilers on a 64-bit operating system, use the 64-bit hosted compilers instead. For more information, see How to: Enable a 64-Bit Visual C++ Toolset on the Command Line.
Eliminate unnecessary include files.
Eliminate unnecessary global variables—for example, by allocating memory dynamically instead of declaring a large array.
Eliminate unused declarations.
If C1076 occurs immediately after the build starts, the value specified for /Zm is probably too high for your program. Reduce the /Zm value.
Источник
UGS Troubleshooting
Some tips and procedures for correcting common problems with UGS
Choose your operating system:
For many issues that you experience within Unreal Game Sync, there is a tooltip that gives you more information on what’s going wrong with an option you believe should be working correctly.
Basic Troubleshooting
When you need to ask a question to either Epic or your IT department about Unreal Game Sync, you should include basic information about your setup. This will help get you better, more efficient assistance. Some examples include:
Establish if you can reproduce the issue without using UGS. Often, issues that appear to be UGS-related, are not. For example:
If there’s a crash, try opening the editor without using UGS.
If there’s a Perforce sync issue, try using only Perforce instead of using it through UGS.
If you still see the issue without UGS involved, you’ll need to contact the team or department responsible for where the issue is actually occurring to get better assistance.
Establish if you are on the latest version of UGS. Version information can be accessed through either the Diagnostics menu (Main page > Options > Diagnostics. ), or it can be found in C:Users AppDataLocalUnrealGameSync in UnrealGameSync.log . This can often be the cause of issues involving metadata and updates to UGS.
If you’ve determined that this is a UGS-specific issue, please refer to the common issues below first.
Troubleshooting Compile Errors
A large number of compile errors can be solved with simple troubleshooting steps:
Confirm which step in the Compile failed. For example, UnrealHeaderTool, ShaderCompileWorker, and so on.
Clean your Workspace through UnrealGameSync, by selecting More. > Clean Workspace in the Project Overview area. After that, attempt to sync or compile again.
Delete UE4.sln , then manually run GenerateProjectFiles.bat (Windows), or GenerateProjectFiles.command (Mac), and attempt to sync or compile again.
Attempt to manually compile using Visual Studio or XCode.
Attempt to sync or compile a Changelist marked as Good (indicated with a green circle)
If failure continues, select Options > Use Incremental Builds = False
Attempt to recompile
Ensure Sync Precompiled Editor is disabled
Only available in certain streams.
Confirm the workspace in Perforce has been configured properly.
This can be helpful in a lot of situations, but it doesn’t cover if there are extra files within your workspace. If your workspace gets too complex to manage, you may need to contact your IT department for help, or remake your workspace and re-sync the data for it.
Specific Problems
Can’t detect Precompiled Binaries.
Detecting PCBs can take a long time. UGS will first load all the CLs, then cross-reference them to see what PCBs are available. On a slower connection, this can take minutes, so be patient.
If the problem persists, this is likely a result of permissions issues with the stream where they’re stored, or they aren’t getting created/uploaded correctly due to a build health issue. Contact your Perforce administrator and confirm your builds are successfully uploading the precompiled binaries, and that you have access.
The tooltip shown when hovering over Sync Precompiled Binaries will also give more information that’s helpful when debugging this issue:
Can’t connect.
This is typically a Perforce or local network issue. We have seen problems with version 2019.2, and we recommend using a different version to start. Sometimes using P4V to relog into your Perforce server can help.
If, during a first time setup, you get the following error: Failed to sync application And your log contains: Couldn’t find last changelist Make sure your Depot Path is set to the correct Perforce location provided to you by your Perforce administrator, and that the path is properly formatted with the two leading slashes, denoting a Perforce depot, and no terminating forward slash, as shown in the example below: //depot/path/to/UnrealGameSync/bin Then click Connect again.
If this is all set correctly, and your Perforce version is not 2019.2, you should contact your Perforce admin to confirm you have permissions for your depot path.
**Failed sync or build due to too-long path**.
There is a 260 character path limit on most Windows versions that UGS is unable to circumvent. In fact, if UGS detects a path that will be longer than 260 characters, it will block syncing a project entirely. There is currently no way to disable this check in UGS.
To help with this, you may need to set up your workspace in a folder that’s closer to the root (for example, D:/prj/workspace/ ). Also, try to enforce a file naming structure that shortens your file names as much as possible.
This can also occur in rare instances if you’ve decided to sync your project using a .uprojectdirs file instead of a .uproject file. This can be worked around by instead setting up the project in UGS with a .uproject file.
Select Settings
Select Browse for both the Name and the Path of the Workspace you’re using.
Instead of selecting a .uprojectdirs file like in the setup tutorial, select a .uproject file within that stream.
Attempt to sync again.
**UGS won’t auto-update.**
Case 1: This one is typically due to file contention on the machine. This can be solved by closing UGS, confirming there are no active UGS processes running, and deleting **[AppData]/Local/UnrealGameSync/Latest/ which typically contains the files in contention that prevent the update.
If the deletion of that folder fails, you should be shown what file is held in contention and what process is holding on to it. If you’re unable to stop that process, rebooting should resolve that issue and allow you to delete that folder.
Afterwards, you can use the UnrealGameSyncLauncher to download the latest update.
You may need to remove UnrealGameSync from your startup applications before restarting, deleting the folder, re-adding UGS to the startup applications, and restarting from there depending on how you set up UGS.
Case 2: If a user either doesn’t have the proper connection, or the proper permissions to see the Perforce path where the UGS updated binaries are, UGS can hang indefinitely, not allowing the user to proceed. If this is the case, either update the Depot Path in the connection settings, or speak with your Perforce admin to get the correct access to the files.
Random Build Errors related to «can’t find files».
This is usually a Perforce related error, and not necessarily UGS-related. If your workspace has issues, first try force-syncing the entire engine directory, and if all else fails, create a new workspace.
This can also happen when Sync Filters aren’t configured properly, either with something important for building getting filtered out (for example, Win64 folders), or a dependency to a file that’s covered by a sync filter has been introduced accidentally. Refer to the UGS Sync Filter Setup documentation for more information.
Cooking from a UGS copy of the Editor fails.
If you’re getting an error similar to, ERROR: Failed to find command BuildCookRun , when attempting to cook or package from a precompiled binary version of the engine distributed through UGS, it could be due to needing the source folder for this operation.
Currently, even if you’re not actually building the source code, you’ll need the source directory for cooking and packaging through the precompiled binaries used by UGS. If this is part of your workflow, check your sync filters to make sure you’re not excluding the source directory, even if you’re not working directly with it.
Compiler limit: internal heap limit reached.
If you encounter an error similar to any of the following when compiling:
You will need to use a workaround.
Short-Term Workaround: Restart your machine as this clears cached memory and can temporarily unblock a compile.
Long-term Resolution: You should contact your IT department with a description of your problem. In some cases, increasing the maximum page file size through the Control Panel may help, but this is something that would need to be done through IT at most studios.
(Windows) Nothing happens when launching the game or editor, or the editor crashes right away with a weird error.
Most of the time, this occurs on a machine that hasn’t been configured to run Unreal before. If you’re on a new machine, have everything synced, and everything else seems to be in working order, but nothing happens when launching, try running the UE4PrereqSetup_x64.exe application located at:
This should install the prerequisites needed to run Unreal on a machine that has not done so previously.
UGS crashes on launch.
UnrealGameSync uses the P4 Command Line tools to query Perforce for updates. Not having Command Line tools installed is the most common cause of a crash on launch.
To resolve this problem:
Rerun the Perforce Client Installer
During installation, ensure command line tools are included
Check for P4 Command Line tools:
Open a Command window
If P4 Command Line tools are installed, a series of help commands are printed.
If P4 Command Line tools are not installed, the error message File not found is printed,
Errors generating project files.
When generating project files, if you encounter an error similar to:
This is typically caused by missing Visual Studio Components.
Ensure all Visual Studio Components are installed according to the instructions in the Setting Up Visual Studio for Unreal Engine documentation.
If you encounter an error similar to:
error MSB3644: The reference assemblies for framework «.NETFramework,Version=v4.6.2» were not found.
Error: System.ComponentModel.Win32Exception
When building using UGS, if the following error appears:
This is caused by installing the .NET Framework and other developer packages, and trying to sync before restarting the computer.
To correct this problem, restart the computer, generate project files again, and rebuild.
This occurs typically with versions of UGS that haven’t been updated in some time and looks like:
UnrealGameSync has crashed.
System.UnauthorizedAccessException: Access to the path
To resolve the problem:
Navigate to C: AppDataLocalUnrealGameSync
Removing this file will remove user data, including:
Saved build configurations.
Editor command line arguments.
Favorited open projects.
Precompiled editor and incremental build elections.
Couldn’t find any Perforce workspace containing . /
.uproject. Check your connection settings.
If you’re setting up UGS for the first time and add a project using the local file dialog, but still get the above error:
Try adding the same file through the Open Project > Workspace > New… dialog.
If you’re not able to, this is a Perforce permissions issue and you’ll need to work with your Perforce administrator to make sure you have the correct access permissions for the stream and files that your workspace targets.
Connection to server failure.
Attempting to connect to your Perforce server with an unrecognized port number will return the following error:
Perforce client error: Connect to server failed; check $P4PORT
To fix this problem:
Open a command/terminal window
Enter p4 set P4PORT= .
Press Enter.
Close and relaunch UGS.
Likewise, connecting with an unknown user will generate the error:
Access for user ‘USERNAME’ has not been enabled by ‘p4 protect’
To fix this, open a command window and:
Enter p4 set P4USER=
Press Enter.
Close and relaunch UGS.
System.Io.FileNotFoundException: Ionic.Zip.Reduced
Verify that C:Users[User.name]AppDataLocalUnrealGameSyncLatest contains Ionic.Zip.Reduced.dll
If it does exist, you are likely missing a file from the workspace and should force sync the EngineBinaries folder in your workspace
Otherwise, check that your anti-virus is not quarantining it. Follow the steps for your anti-virus to «trust» the file
If you’re unsure how to do that, proceed as follows:
Terminate UGS from the task manager.
Delete the contents of C:Users[User.name]AppDataLocalUnrealGameSyncLatest .
Confirm after UGS opens that the file now exists.
UGS is not using the correct proxy server.
If after opening the Diagnostics menu (bottom right corner of main window, Options -> Diagnostics at the very bottom of the list), the diagnostics menu shows that you’re using your proxy server but syncing is still failing, proceed as follows:
Open a new project in UGS
Look for Using default Perforce server settings.
Click on Change.*
Disable Use default connection settings.
Enter your proxy server and user name in the provided fields.
Click Ok.
Opening the UGS diagnostic should now show the correct server settings.
Источник
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Question
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Hi
I’m facing this error in VS6.0
«fatal error C1076: compiler limit : internal heap limit reached; use /Zm to specify a higher limit»
any Solution ?
I really need the Solution
Thanks in Advance
All replies
-
Did you try to specify the /Zm to the compiler options?
With kind regards,
Konrad
-
Can you tell me the Steps so that I can follow you
Thanks
-
I no longer have a Visual Studio 6.0 installed. So I cannot check all the steps required.
But I found soe nice pages on the web that could explain it to you:
http://msdn.microsoft.com/en-us/library/aa236704(v=vs.60).aspx is an explanation of available switches. And looking at it, is important: /Zm needs a paramter.
All details can be found at
http://msdn.microsoft.com/en-us/library/aa278580(v=vs.60).aspx.So I would try something like /Zm200 (Which will double the memory) but if I understood it correctly, it can be up to /Zm2000.
Inside the project settings you should find a tab for compiler settings. I would expect it there. Maybe you have to play around a little till you find it. I think I saw a picture on the web where the old project settings dialog was shown. Inside the compiler
tab was a dropdown where you had to choose the area e.g. Preprocessor. You might have to check the available things to look for something like «additional options».Good luck finding it.
(And ever thought about switching to a newer version of Visual Studio? If required you could even use the older C++ compiler with the new gui — see
http://resnikb.wordpress.com/2009/10/28/using-visual-studio-2008-with-visual-c-6-0-compiler/ for a description — but I would check if that is really required first!)
With kind regards,
Konrad
-
I inserted /ZM200 in Project Settings >> Custom Build >> Commands
now the error occur
Linking…
exports.def : error LNK2001: unresolved external symbol PlayMethod
exports.def : error LNK2001: unresolved external symbol mainDLL
Debug/TelenorBGM.lib : fatal error LNK1120: 2 unresolved externals
LINK : fatal error LNK1141: failure during build of exports file
Error executing link.exe.where th PlayMethod and mainDLL is our method .
-
You have to make sure, that the linker got all object code / lib files required. The functions missing are inside your code?
Make sure,
— that the code is correct
— that the files are compiled correctly
— that the linker really processes the created filesThat are the generic steps. Maybe you should ask inside a c++ forum to get better guidance.
With kind regards,
Konrad
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23.07.2011, 19:43. Показов 3988. Ответов 12
Работаю с областью памяти около 20 Мб, при линковке компилятор выдал сообщение Где и как прописать /Zm??? Смотрел тут
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23.07.2011, 19:51 |
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To set this compiler option in the Visual Studio development environment Добавлено через 57 секунд
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23.07.2011, 19:56 [ТС] |
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Я выставил не помогло…. Миниатюры
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23.07.2011, 20:04 |
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If C1076 occurs immediately after the build starts, the value specified for /Zm is probably too high for your program. Reduce the /Zm value. Добавлено через 47 секунд
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23.07.2011, 20:15 [ТС] |
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internal heap limit reached; use /Zm to specify a higher limit спустил на 50 Мб, думаю дело не в этом, пытаюсь запихнуть в программу массив из 10 000 000 элементов, вчера когда динамически память выделял программа хоть както работала, а сейчас вообще не компилится…
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23.07.2011, 20:37 |
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Possible solutions Добавлено через 13 минут
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23.07.2011, 21:28 [ТС] |
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LosAngeles, спасибо за отклик, к сожалению при динамическом выделении такого количества памяти программа работает некорректно, поэтому и решил статически выделить память под массив и инициализировать его из файла прямым включением в проект директивой #include
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бжни 2473 / 1684 / 135 Регистрация: 14.05.2009 Сообщений: 7,162 |
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23.07.2011, 21:41 |
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а если использовать VirtualAlloc? должно быть быстрее heap’a
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23.07.2011, 21:54 [ТС] |
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Я пробовал динамику, с malloc работало кое как, мне это надоело и решил статически вбить массив
В самих txt-шниках вбито double A[][N]={{….},….{}}; double B[] = {….} Я делал чтение этих массивов, но даже само время считывания с инициализацией элементов значительно, вот и хотел себе упростить жизнь
Теперь выставив параметр /Zm 1553 получаю от компилятора уже такую ошибку fatal error C1063:
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бжни 2473 / 1684 / 135 Регистрация: 14.05.2009 Сообщений: 7,162 |
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23.07.2011, 22:03 |
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vec = (double *)realloc неплохо бы проверять, что возвращает realloc
к сожалению при динамическом выделении такого количества памяти программа работает некорректно как именно? и для быстроты можно хранить матрицу в бинарном, а не текстовом виде
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23.07.2011, 22:18 [ТС] |
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Реаллок по ходу ближе к концу начинал сбоить, но вначале при небольшом считанном числе строк алгоритм шёл как по маслу. За бинарку — идея, как то недодумал, обязательно попробую!
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xAtom 934 / 759 / 299 Регистрация: 09.12.2010 Сообщений: 1,346 Записей в блоге: 1 |
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24.07.2011, 07:52 |
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Вообще для больших объёмов данных более 10-15 MB лучше работать с VirtualAlloc. Пример работы с 19-20 МБ, после вызова функции страницы будут освобождены.
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Делаю внезапно и красиво 1312 / 1227 / 72 Регистрация: 22.03.2011 Сообщений: 3,744 |
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24.07.2011, 08:03 |
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Ну круто! Ошибка компилятора, ты /Zm для компоновщика указываешь. Добавлено через 1 минуту Добавлено через 1 минуту
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IT_Exp Эксперт 87844 / 49110 / 22898 Регистрация: 17.06.2006 Сообщений: 92,604 |
24.07.2011, 08:03 |
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Помогаю со студенческими работами здесь LIMIT and WHERE Limit LIMIT Можно программно сделать… LIMIT mysql_query("SELECT * from $mysql_table LIMIT 3, 10"); Искать еще темы с ответами Или воспользуйтесь поиском по форуму: 13 |
The Real-Time Workshop (RTW) build process is used by several simulation-based targets. In general, modifying the Template Makefile (TMF) being used by a target is the most fundamental approach to customizing compiler options. If available, alternative approaches to controlling the compiler options based on the target are described below.
Note: If using a version prior to R14SP2, refer to the Related Solution listed below.
___________________________________
Simulink Accelerator:
WIN32 Platform:
You can modify the «mexopts.bat» file located in your «prefdir» to control compiler options.
1. Run:
to select the desired compiler.
2. Edit the «mexopts.bat» file:
edit(rtw_alt_pathname(fullfile(prefdir,‘mexopts.bat’)))
3. Adjust the following lines as desired:
set COMPFLAGS=-c -Zp8 -G5 -GR -W3 -DMATLAB_MEX_FILE -nologo
set OPTIMFLAGS=/MD -O2 -Oy- -DNDEBUG
UNIX/MAC Platforms:
1. You can use the make command property of the Real-Time Workshop page of the Configuration Parameters dialog to customize the OPT_OPTS compiler optimizations setting. For example:
make_rtw OPT_OPTS=»-fPIC»
(Note: The Real-Time Workshop page will not be visible if you do not own a license to Real-Time Workshop. The Simulink Accelerator does not require a Real-Time Workshop license).
Alternatively, on any platform, you can edit the Template Makefile (TMF), located in:
$MATLABrtwcaccel*.tmf
(where $MATLAB is the MATLAB root directory on your machine, as returned by typing
at the MATLAB command prompt.)
Use the file corresponding to the compiler you are using:
accel_vc.tmf for MSVC
accel_lcc.tmf for LCC
accel _unix.tmf for UNIX hosts (including Mac)
You can also copy the TMF file to the current working directory and make changes to the copy. The file in the current directory will be used in the build process before the file in directory mentioned above.
___________________________________
Model Reference Simulation Target (used for Model blocks):
1. You must edit the Template Makefile (TMF):
$MATLABrtwcmodelref*.tmf
(where $MATLAB is the MATLAB root directory on your machine, as returned by typing
at the MATLAB command prompt.)
Use the file corresponding to the compiler you are using:
modelrefsim_vc.tmf for MSVC
modelrefsim_lcc.tmf for LCC
modelrefsim_unix.tmf for UNIX hosts (including Mac)
You can also copy the TMF file to the current working directory and make changes to the copy. The file in the current directory will be used in the build process before the file in directory mentioned above.
2. Set the ‘OPTS’ to the desired compiler options. For example:
# General User Options
OPTS = -Zm200
3. Add a line to set the optimization variable, OPT_OPTS, to desired value:
- General User Options
OPTS =
OPT_OPTS = -O3
___________________________________
Rapid Simulation (RSIM) Target:
1. Use the make command property of the RTW page of the Configuration Parameters dialog to customize the compiler options for RSIM. For example:
make_rtw OPTS=»-Zm200″ OPT_OPTS=»-O3″
Alternatively, you can do the following:
1a. Follow the same approach as described for Model Reference Simulation target using the files in:
$MATLABrtwcrsim*.tmf
(where $MATLAB is the MATLAB root directory on your machine, as returned by typing
at the MATLAB command prompt.)
Use the file corresponding to the compiler you are using:
rsim_intel.tmf for Intel compiler
rsim_lcc.tmf for LCC compiler
rsim_unix.tmf for gcc compiler
rsim_vc.tmf for MSVC compiler
rsim_bc.tmf for Borland compiler
rsim_watc.tmf for Watcom compiler
You can also copy the TMF file to the current working directory and make changes to the copy. The file in the current directory will be used in the build process before the file in directory mentioned above.
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Oxygen
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fatal error C1076: compiler limit : internal heap limit…
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hi,
when i try to build the demo project or the tutorial in debug mode, i got those errors …STLportstlportstltype_traits.h(361) : fatal error C1076: compiler limit : internal heap limit reached; use /Zm to specify a higher limit. I changed the /Zm value but this doesnt works, the option «_STLP_DEBUG» doesnt works too. I use VC 6.0 with stlport 4.6.2 and i tried stlport version 4.5.3 too, both with the same error. The Ogre Version is 0.15.1. Without the «Additional Include Directories» i can compile the tutorial with skyplane code as debug version, but the programm crahes with the failure:
«Debug Assertion Failed!
Program:….
File: dbgheap.c
Line: 1163
Expression: _BLOCK_TYPE_IS_VALID (pHead->nBlockUse)
«
My Project Setting:
«
/nologo /MDd /W3 /Gm /GX /ZI /Od /I «..include» /I «..srcwin32» /I «……OgreMaininclude» /I «……Dependenciesinclude» /I «..srcnvparse» /I «..srcatifsinclude» /I «..srcglslinclude» /D «WIN32» /D «_DEBUG» /D «_WINDOWS» /D «_MBCS» /D «_USRDLL» /D «RENDERSYSTEM_GL_EXPORTS» /D «OGRE_GL_USE_MULTITEXTURING» /Fp»..objDebug/RenderSystem_GL.pch» /YX /Fo»..objDebug/» /Fd»..objDebug/» /FD /Zm400 /GZ /c
«
I am still a noob so dont blame me
Greetings Oxygen
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by lomburger » Mon Dec 20, 2004 2:26 am
I have the same problem but I am wondering how to apply this patch.
Is there a specific tool to download ?
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by sinbad » Mon Dec 20, 2004 1:32 pm
Either you can get cygwin and use the ‘patch’ tool supplied with that, or simply add /Zm500 to the compiler command line options in your project settings in debug mode.
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by Oxygen » Mon Dec 20, 2004 7:15 pm
ok it works
thx and
Merry Christmas and a Happy New Year
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by WanabeCoder » Mon Jan 10, 2005 12:40 pm
Er..
Ok.. cygwin is an OS.
Where do I put the .patch file.. and how do I link to it
And how do I type in the debug window?
Eeh? Can you explain HOW to enter the /Zm800 plz?
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by haffax » Mon Jan 10, 2005 2:16 pm
Cygwin is not an OS. It’s a DLL that lets you run linux programs (after recompilation) on Windows. Anyway you can just take the patch.exe from this unix tool compilation: unxutils.
Alternativly you can modify all projects per hand (only 41 )
I only have a (german) VC.Net 2003, so your milage may vary.
Right click a project. Choose properties. C/C++->Command Line -> Additional Options. In this Textbox you can add
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by WanabeCoder » Mon Jan 10, 2005 4:08 pm
Thanks <3 Helps a lot
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by crazyman5000 » Tue Jan 11, 2005 4:38 am
i’ve set the /Zm800 flag, but I still get the same error.
i even tried 100 thru 1000!
using VC++ 6, and thats the only error i get.
everything would be great without that b*tch!
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by monster » Tue Jan 11, 2005 5:01 am
have you set the flag for all debug configurations?
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by crazyman5000 » Tue Jan 11, 2005 5:09 am
OK /Zm800 is working now for some reason.
monster wrote:have you set the flag for all debug configurations?
don’t know what you mean?
i get the » cannot find OGREMain.LIB » error now.
im still working on that, but any tips would be appreciated.
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by monster » Tue Jan 11, 2005 5:21 am
it needs to be set on all the ogre projects (ogremain, scene managers, plugins, etc) check the patch for details
either you haven’t built ogremain.lib, or you haven’t set your library path correctly for the project you’re building
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by crazyman5000 » Tue Jan 11, 2005 5:28 am
i compiled Ogre.dsw
this is what i get:
———————Configuration: Plugin_CgProgramManager — Win32 Debug———————
Compiling…
OgreCgProgram.cpp
f:stlport-4.5.3stlportstltype_traits.h(360) : fatal error C1076: compiler limit : internal heap limit reached; use /Zm to specify a higher limit
OgreCgProgramFactory.cpp
f:stlport-4.5.3stlportstltype_traits.h(360) : fatal error C1076: compiler limit : internal heap limit reached; use /Zm to specify a higher limit
OgreCgProgramManagerDll.cpp
f:stlport-4.5.3stlportstltype_traits.h(360) : fatal error C1076: compiler limit : internal heap limit reached; use /Zm to specify a higher limit
Error executing cl.exe.
Demo_Shadows.exe — 3 error(s), 0 warning(s)
if /Zm800 will work, where should i add it?
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by monster » Tue Jan 11, 2005 5:39 am
in the same place you set it for your other project, but for all the ogre projects, in the project options
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by crazyman5000 » Tue Jan 11, 2005 5:50 am
wait… wrong project!
how can i batch build all projects?
Last edited by crazyman5000 on Tue Jan 11, 2005 5:55 am, edited 1 time in total.
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by monster » Tue Jan 11, 2005 5:53 am
or apply the patch, i think that sets it on all of them, but if just ogre main works then that’s fine
yes batch building ogre takes a long time, it’s big, but you don’t have to do it very often
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by crazyman5000 » Tue Jan 11, 2005 5:56 am
Ok im getting confused. which project do i build first?
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by monster » Tue Jan 11, 2005 6:02 am
open up ogre.dsw, make any /Zm changes you need and do a batch build, this will build all the ogre libraries, plugins and examples — do that first
when you got the «cannot find ogremain.lib» error you were compiling another project (the demo/tutorial referred to in the first post in this thread?) that was linking to the ogre core libraries — you can’t do that until you’ve built the core libraries
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by crazyman5000 » Tue Jan 11, 2005 6:11 am
i get it now. i never worked with multiple projects in one workspace before. it was kind of confusing.
how would i batch build the Ogre workspace?
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by monster » Tue Jan 11, 2005 6:17 am
right click the workspace in the project navigator and click batch build? look around on the menus for it? dunno, I don’t use VC6
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by crazyman5000 » Tue Jan 11, 2005 6:20 am
ok, ill keep reading up on batch building in the help files.
ill get it eventually.
Thank you for all your help, monster!
EDIT: just found Batch Build… in the menu. DUH!









