UIforETW
simdjson
UIforETW | simdjson | |
---|---|---|
18 | 65 | |
1,531 | 18,386 | |
0.7% | 0.5% | |
5.5 | 9.2 | |
3 months ago | 9 days ago | |
C++ | C++ | |
Apache License 2.0 | Apache License 2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
UIforETW
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Mark Russinovich: “Working towards enabling Windows driver development in Rust”
You can use UI4ETW[0] to capture an event trace when the mouse freezes. You may need to install the Windows SDK or Visual Studio to interpret the results, though.
[0] https://github.com/google/UIforETW
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How to avoid bounds checks in Rust (without unsafe!)
Event Tracing for Windows (WPA/xperf) works quite well for profiling, and it's really easy to set up with UIforETW. Symbol loading works with MSVC-generated symbols (just set the target/debug/ folder as a symbol path), though it's rather slow.
- League FPS midgame slowdown: Call for details
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AMD Adrenalin 22.8.2 Released
There's a couple methods to achieve this but I like to recommend this project since it provides an easy to use GUI and (iirc) doesn't require the installation of Windows ADK.
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Anyone else has mini stutters since last update even tho ping and packet loss are fine?
If anyone could use UI for ETW (https://github.com/google/UIforETW/releases) to grab an ETL file during the micro-stutters and share it with me, that'd be amazingly helpful. An ETL is like a whole-machine tracefile that'll show exactly what chunk of code is using the time when a stall happens.
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Micro-stutters started happening about a week ago, Now Dota 2 is basically unplayable for me.
Install UI for ETW (https://github.com/google/UIforETW/releases) and collect an ETL file while the stuttering is happening. Upload them to somewhere and send it to JeffHill once you got them.
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Dota2 Bug Tracker
If you capture an ETL file using UI for ETW (https://github.com/google/UIforETW/releases) and link that ETL file in the report, I'm happy to take a look and see what might be going on?
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My main account lags in main menu and I created a new account to check it and it doesn't. Can't figure out why. Plays from the same laptop (i5 6th gen, 4gb ram, gpu dead). Lags only in main menu and once I get into the game it's the same.
Could you install UI for ETW and collect an ETL file? https://github.com/google/UIforETW/releases
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Anybody else experiencing severe FPS drops ever since the Primal Beast Update?
If you install UI for ETW (https://github.com/google/UIforETW/releases) and capture an ETL trace during gameplay, I'd love to open it with dev tools and find out what's going on! It sounds like you've done all the obvious things, so I'm pretty curious what's actually going on with your system. With a rig like that you should have no problems running Dota at a pretty high frame rate.
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Alongside the tinker nerf, techies rework, new maps etc. One thing that we as a community should demand is massive spring cleaning update.
If you're seeing poor performance in Dota, one thing that's incredibly helpful is to install UI for ETW (https://github.com/google/UIforETW/releases) and collect an ETL file during the problem. We can read these files to see which parts of Dota are misbehaving or what else on your system might be interacting with Dota.
simdjson
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Tips on adding JSON output to your command line utility. (2021)
It's also supported by simdjson [0] (which has a lot of language bindings [1]):
> Multithreaded processing of gigantic Newline-Delimited JSON (ndjson) and related formats at 3.5 GB/s
[0] https://simdjson.org/
[0] https://github.com/simdjson/simdjson?tab=readme-ov-file#bind...
- 1BRC Merykitty's Magic SWAR: 8 Lines of Code Explained in 3k Words
- Training great LLMs from ground zero in the wilderness as a startup
- simdjson: Parsing Gigabytes of JSON per Second
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Use any web browser as GUI, with Zig in the back end and HTML5 in the front end
String parsing is negligible compared to the speed of the DOM which is glacially slow: https://news.ycombinator.com/item?id=38835920
Come on, people, make an effort to learn how insanely fast computers are, and how insanely inefficient our software is.
String parsing can be done at gigabytes per second: https://github.com/simdjson/simdjson If you think that is the slowest operation in the browser, please find some resources that talk about what is actually happening in the browser?
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Cray-1 performance vs. modern CPUs
Thanks for all the detailed information! That answers a bunch of my questions and the implementation of strlen is nice.
The instruction I was thinking of is pshufb. An example ‘weird’ use can be found for detecting white space in simdjson: https://github.com/simdjson/simdjson/blob/24b44309fb52c3e2c5...
This works as follows:
1. Observe that each ascii whitespace character ends with a different nibble.
2. Make some vector of 16 bytes which has the white space character whose final nibble is the index of the byte, or some other character with a different final nibble from the byte (eg first element is space =0x20, next could be eg 0xff but not 0xf1 as that ends in the same nibble as index)
3. For each block where you want to find white space, compute pcmpeqb(pshufb(whitespace, input), input). The rules of pshufb mean (a) non-ascii (ie bit 7 set) characters go to 0 so will compare false, (b) other characters are replaced with an element of whitespace according to their last nibble so will compare equal only if they are that whitespace character.
I’m not sure how easy it would be to do such tricks with vgather.vv. In particular, the length of the input doesn’t matter (could be longer) but the length of white space must be 16 bytes. I’m not sure how the whole vlen stuff interacts with tricks like this where you (a) require certain fixed lengths and (b) may have different lengths for tables and input vectors. (and indeed there might just be better ways, eg you could imagine an operation with a 256-bit register where you permute some vector of bytes by sign-extending the nth bit of the 256-bit register into the result where the input byte is n).
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Codebases to read
Additionally, if you like low level stuff, check out libfmt (https://github.com/fmtlib/fmt) - not a big project, not difficult to understand. Or something like simdjson (https://github.com/simdjson/simdjson).
- Simdjson: Parsing Gigabytes of JSON per Second
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Building a high performance JSON parser
Everything you said is totally reasonable. I'm a big fan of napkin math and theoretical upper bounds on performance.
simdjson (https://github.com/simdjson/simdjson) claims to fully parse JSON on the order of 3 GB/sec. Which is faster than OP's Go whitespace parsing! These tests are running on different hardware so it's not apples-to-apples.
The phrase "cannot go faster than this" is just begging for a "well ackshully". Which I hate to do. But the fact that there is an existence proof of Problem A running faster in C++ SIMD than OP's Probably B scalar Go is quite interesting and worth calling out imho. But I admit it doesn't change the rest of the post.
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New package : lspce - a simple LSP Client for Emacs
I have same question as /u/JDRiverRun : how do you deal with JSON, do you parse json on Rust side or on Emacs side. I see that you are requiring json.el in your lspce.el, but I haven't looked through entire file carefully. If you parse on Rust side, do you use simdjson (there are at least two Rust bindings to it)? If yes, what are your impressions, experiences compared to more "standard" json library?
What are some alternatives?
windows-drivers-rs - Platform that enables Windows driver development in Rust. Developed by Surface.
RapidJSON - A fast JSON parser/generator for C++ with both SAX/DOM style API
ViGEmBus - Windows kernel-mode driver emulating well-known USB game controllers.
jsoniter - jsoniter (json-iterator) is fast and flexible JSON parser available in Java and Go
Dota-2-Vulkan - Tracker for issues specific to the Vulkan version of Dota 2 on Windows, Linux, and macOS
json - JSON for Modern C++
Meadow.Foundation - Unified driver and library framework for Meadow applications.
json-schema-validator - JSON schema validator for JSON for Modern C++
GTAO_Booster_PoC
JsonCpp - A C++ library for interacting with JSON.
KernelSharp - C# Kernel Mode Driver example using NativeAOT
json - A C++11 library for parsing and serializing JSON to and from a DOM container in memory.