Memory Pro 1.9



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  1. Memory Pro 1.9 Pack
  2. Smart Memory Booster Pro 1.9 Apk
  3. Memory Pro 1.9 Shaders

Memory Pro 1.9 Pack

A memory pool is a kernel object that allows memory blocksto be dynamically allocated from a designated memory region.The memory blocks in a memory pool can be of any size,thereby reducing the amount of wasted memory when an applicationneeds to allocate storage for data structures of different sizes.The memory pool uses a “buddy memory allocation” algorithmto efficiently partition larger blocks into smaller ones,allowing blocks of different sizes to be allocated and released efficientlywhile limiting memory fragmentation concerns.

  • Concepts
  • Implementation

Any number of memory pools can be defined. Each memory pool is referencedby its memory address.

A memory pool has the following key properties:

  • A minimum block size, measured in bytes.It must be at least 4X bytes long, where X is greater than 0.
  • A maximum block size, measured in bytes.This should be a power of 4 times larger than the minimum block size.That is, “maximum block size” must equal “minimum block size” times 4^Y,where Y is greater than or equal to zero.
  • The number of maximum-size blocks initially available.This must be greater than zero.
  • A buffer that provides the memory for the memory pool’s blocks.This must be at least “maximum block size” times“number of maximum-size blocks” bytes long.

The memory pool’s buffer must be aligned to an N-byte boundary, whereN is a power of 2 larger than 2 (i.e. 4, 8, 16, …). To ensure thatall memory blocks in the buffer are similarly aligned to this boundary,the minimum block size must also be a multiple of N.

Oblivion crash on new game show. A thread that needs to use a memory block simply allocates it from a memorypool. Following a successful allocation, the data fieldof the block descriptor supplied by the thread indicates the starting addressof the memory block. When the thread is finished with a memory block,it must release the block back to the memory pool so the block can be reused.

If a block of the desired size is unavailable, a thread can optionally waitfor one to become available.Any number of threads may wait on a memory pool simultaneously;when a suitable memory block becomes available, it is given tothe highest-priority thread that has waited the longest.

Unlike a heap, more than one memory pool can be defined, if needed. Forexample, different applications can utilize different memory pools; thiscan help prevent one application from hijacking resources to allocate allof the available blocks. Roblox on mac.

A memory pool’s buffer is an array of maximum-size blocks,with no wasted space between the blocks.Each of these “level 0” blocks is a quad-block that can bepartitioned into four smaller “level 1” blocks of equal size, if needed.Likewise, each level 1 block is itself a quad-block that can be partitionedinto four smaller “level 2” blocks in a similar way, and so on.Thus, memory pool blocks can be recursively partitioned into quartersuntil blocks of the minimum size are obtained,at which point no further partitioning can occur.

A memory pool keeps track of how its buffer space has been partitionedusing an array of block set data structures. There is one block setfor each partitioning level supported by the pool, or (to put it another way)for each block size. A block set keeps track of all free blocks of itsassociated size using an array of quad-block status data structures.

When an application issues a request for a memory block,the memory pool first determines the size of the smallest blockthat will satisfy the request, and examines the corresponding block set.If the block set contains a free block, the block is marked as usedand the allocation process is complete.If the block set does not contain a free block,the memory pool attempts to create one automatically by splitting a free blockof a larger size or by merging free blocks of smaller sizes;if a suitable block can’t be created, the allocation request fails.

The memory pool’s merging algorithm cannot combine adjacent freeblocks of different sizes, nor can it merge adjacent free blocks ofthe same size if they belong to different parent quad-blocks. As aconsequence, memory fragmentation issues can still be encountered whenusing a memory pool.

1.9

When an application releases a previously allocated memory block it iscombined synchronously with its three “partner” blocks if possible,and recursively so up through the levels. This is done in constanttime, and quickly, so no manual “defragmentation” management isneeded.

A memory pool is defined using a variable of type structk_mem_pool.However, since a memory pool also requires a number of variable-size datastructures to represent its block sets and the status of its quad-blocks,the kernel does not support the run-time definition of a memory pool.A memory pool can only be defined and initialized at compile timeby calling K_MEM_POOL_DEFINE.

The following code defines and initializes a memory pool that has 3 blocksof 4096 bytes each, which can be partitioned into blocks as small as 64 bytesand is aligned to a 4-byte boundary.(That is, the memory pool supports block sizes of 4096, 1024, 256,and 64 bytes.)Observe that the macro defines all of the memory pool data structures,as well as its buffer.

A memory block is allocated by calling k_mem_pool_alloc().

The following code builds on the example above, and waits up to 100 millisecondsfor a 200 byte memory block to become available, then fills it with zeroes.A warning is issued if a suitable block is not obtained.

Note that the application will actually receive a 256 byte memory block,since that is the closest matching size supported by the memory pool.

A memory block is released by calling k_mem_pool_free().

The following code builds on the example above, and allocates a 75 bytememory block, then releases it once it is no longer needed. (A 256 bytememory block is actually used to satisfy the request.)

Use a memory pool to allocate memory in variable-size blocks.

Smart Memory Booster Pro 1.9 Apk

Use memory pool blocks when sending large amounts of data from one threadto another, to avoid unnecessary copying of the data.

Memory Pro 1.9 Shaders

The following memory pool APIs are provided by kernel.h: