![]() ![]() Specified during configuration, “m” and “a” can be specified to omit merged arena and per arena statistics, respectively “b” and “l” can be specified to Note that malloc_message() uses the mallctl*()įunctions internally, so inconsistent statistics can be reported if multiple threads use these functions simultaneously. General information that never changes during executionĬan be omitted by specifying "g" as a character within the opts string. Writes human-readable summary statistics via the write_cb callback function pointer and cbopaque data passed to write_cb, or nje_mallctlbymib public static int nje_mallctlbymib(long mib,. ![]() } Parameters: name - the namespace location mibp - an array of integers miblenp - the number of components in mibp Mallctlbymib(mib, miblen, &bin_size, &len, NULL, 0) Mallctlnametomib("arenas.bin.0.size", mib, &miblen) Mallctl("arenas.nbins", &nbins, &len, NULL, 0) Therefore, it is legitimate to construct code like the following: "arenas.bin.2.size"), the corresponding MIB component will always be that integer. For name components that are integers (e.g. Results in a partial MIB that can be used as the basis for constructing a complete MIB. Thus it is possible to pass a *miblenp that is smaller than the number of period-separated name components, which Mibp contains an array of *miblenp integers, where *miblenp is the lesser of the number of components in name and the input Upon successful return from mallctlnametomib(), “Management Information Base” (MIB) that can be passed repeatedly to mallctlbymib. ![]() Gl4.Provides a way to avoid repeated name lookups for applications that repeatedly query the same portion of the namespace, by translating a name to a You should, instead, allocating an int as big as all your objects, like here and then you manage it via final variables In this way you decrease the possibility to have errors regarding binding illegal objects, since you when you use them, you can't confuse one with another, because it is clear by its name what you are using, like here It's a simple sample allocating an int array with just one dimension for tutorial purpouses, nothing else I'd suggest you to always go with the arrays, they are faster and easier to manipulate Void glGenVertexArrays(int n, int arrays, int arrays_offset) Void glGenVertexArrays(int n, IntBuffer arrays) You can see it here where for the C function In jogl, you usually have two possibilities: ![]()
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