'gcstress0xc_minopts_heapverify1' : ['COMPlus_GCStress' : '0xC', 'COMPlus_JITMinOpts' : '1', 'COMPlus_HeapVerify' : '1']
]
// This is the basic set of scenarios
- def static basicScenarios = ['default', 'pri1', 'ilrt', 'r2r', 'pri1r2r', 'gcstress15_pri1r2r', 'longgc', 'coverage']
+ def static basicScenarios = ['default', 'pri1', 'ilrt', 'r2r', 'pri1r2r', 'gcstress15_pri1r2r', 'longgc', 'coverage', 'gcsimulator']
// This is the set of configurations
def static configurationList = ['Debug', 'Checked', 'Release']
// This is the set of architectures
return (scenario == 'coverage')
}
+def static isLongGc(def scenario) {
+ return (scenario == 'longgc' || scenario == 'gcsimulator')
+}
+
def static setTestJobTimeOut(newJob, scenario) {
if (isGCStressRelatedTesting(scenario)) {
Utilities.setJobTimeout(newJob, 1440)
Utilities.addPeriodicTrigger(job, '@daily')
addEmailPublisher(job, 'dotnetgctests@microsoft.com')
break
+ case 'gcsimulator':
+ // GCSimulator is currently only triggered by PR
+ break
case 'ilrt':
assert !(os in bidailyCrossList)
// ILASM/ILDASM roundtrip one gets a daily build, and only for release
Utilities.addGithubPRTriggerForBranch(job, branch, "${os} ${architecture} ${configuration} Long-Running GC Build & Test", "(?i).*test\\W+${os}\\W+${configuration}\\W+${scenario}.*")
}
break
+ case 'gcsimulator':
+ if (configuration == 'Release') {
+ Utilities.addGithubPRTriggerForBranch(job, branch, "${os} ${architecture} ${configuration} GC Simulator", "(?i).*test\\W+${os}\\W+${configuration}\\W+${scenario}.*")
+ }
+ break
case 'minopts':
assert (os == 'Windows_NT') || (os in Constants.crossList)
Utilities.addGithubPRTriggerForBranch(job, branch, "${os} ${architecture} ${configuration} Build and Test (Jit - MinOpts)",
Utilities.addGithubPRTriggerForBranch(job, branch, "${os} ${architecture} ${configuration} Long-Running GC Build & Test", "(?i).*test\\W+${os}\\W+${configuration}\\W+${scenario}.*")
}
break
+ case 'gcsimulator':
+ if (configuration == 'Release') {
+ Utilities.addGithubPRTriggerForBranch(job, branch, "${os} ${architecture} ${configuration} GC Simulator", "(?i).*test\\W+${os}\\W+${configuration}\\W+${scenario}.*")
+ }
+ break
case 'minopts':
assert (os == 'Windows_NT') || (os in Constants.crossList)
Utilities.addGithubPRTriggerForBranch(job, branch, "${os} ${architecture} ${configuration} Build and Test (Jit - MinOpts)",
}
break
case 'x86':
- assert (scenario == 'default' || scenario == 'r2r' || scenario == 'pri1r2r' || scenario == 'gcstress15_pri1r2r' || scenario == 'longgc')
+ assert (scenario == 'default' || scenario == 'r2r' || scenario == 'pri1r2r' || scenario == 'gcstress15_pri1r2r' || scenario == 'longgc' || scenario == 'gcsimulator')
// For windows, x86 runs by default
if (scenario == 'default') {
if (os == 'Windows_NT') {
Utilities.addGithubPRTriggerForBranch(job, branch, "${os} ${architecture} ${configuration} GCStress 15 R2R pri1 Build & Test", "(?i).*test\\W+${os}\\W+${architecture}\\W+${configuration}\\W+${scenario}.*")
}
}
- } else if (scenario == 'longgc') {
+ }
+ else if (scenario == 'longgc') {
if (os == 'Windows_NT'){
if (configuration == 'Release'){
Utilities.addGithubPRTriggerForBranch(job, branch, "${os} ${architecture} ${configuration} Long-Running GC Build & Test", "(?i).*test\\W+${os}\\W+${architecture}\\W+${configuration}\\W+${scenario}.*")
}
}
}
+ else if (scenario == 'gcsimulator') {
+ if (os == 'Windows_NT') {
+ if (configuration == 'Release') {
+ Utilities.addGithubPRTriggerForBranch(job, branch, "${os} ${architecture} ${configuration} GC Simulator", "(?i).*test\\W+${os}\\W+${architecture}\\W+${configuration}\\W+${scenario}.*")
+ }
+ }
+ }
break
default:
println("Unknown architecture: ${architecture}");
}
break
case 'longgc':
+ case 'gcsimulator':
if (os != 'Windows_NT' && os != 'Ubuntu' && os != 'OSX') {
return
}
buildCommands += "build.cmd ${lowerConfiguration} ${architecture} skiptests"
buildCommands += "set __TestIntermediateDir=int&&tests\\buildtest.cmd ${lowerConfiguration} ${architecture} longgctests"
}
+ else if (scenario == 'gcsimulator') {
+ buildCommands += "build.cmd ${lowerConfiguration} ${architecture} skiptests"
+ buildCommands += "set __TestIntermediateDir=int&&tests\\buildtest.cmd ${lowerConfiguration} ${architecture} gcsimulator"
+ }
else if (scenario == 'coverage') {
buildCommands += "build.cmd ${lowerConfiguration} ${architecture} skiptests"
buildCommands += "set __TestIntermediateDir=int&&tests\\buildtest.cmd ${lowerConfiguration} ${architecture} crossgen Priority 1"
}
}
else if (architecture == 'x64') {
- if (scenario == 'longgc') {
- buildCommands += "tests\\runtest.cmd ${lowerConfiguration} ${architecture} longgctests sequential Exclude0"
+ if (isLongGc(scenario)) {
+ buildCommands += "tests\\runtest.cmd ${lowerConfiguration} ${architecture} longgctests sequential"
} else {
buildCommands += "tests\\runtest.cmd ${lowerConfiguration} ${architecture}"
}
}
else if (architecture == 'x86') {
- if (scenario == 'longgc') {
- buildCommands += "tests\\runtest.cmd ${lowerConfiguration} ${architecture} longgctests sequential Exclude0"
+ if (isLongGc(scenario)) {
+ buildCommands += "tests\\runtest.cmd ${lowerConfiguration} ${architecture} longgctests sequential"
} else {
buildCommands += "tests\\runtest.cmd ${lowerConfiguration} ${architecture} Exclude0 x86_legacy_backend_issues.targets"
}
}
break
case 'longgc':
+ case 'gcsimulator':
// Long GC tests take a long time on non-Release builds
if (configuration != 'Release') {
return
crossgenStr = '--crossgen'
}
- if (scenario == 'longgc') {
+ if (isLongGc(scenario)) {
// Long GC tests behave very poorly when they are not
// the only test running (many of them allocate until OOM).
sequentialString = '--sequential'
// The Long GC playlist contains all of the tests that are
- // going to be run.
- playlistString = '--playlist=./tests/longRunningGcTests.txt'
+ // going to be run. The GCSimulator playlist contains all of
+ // the GC simulator tests.
+ if (scenario == 'longgc') {
+ playlistString = '--playlist=./tests/longRunningGcTests.txt'
+ }
+ else if (scenario == 'gcsimulator') {
+ playlistString = '--playlist=./tests/gcSimulatorTests.txt'
+ }
}
set __BuildSequential=
set __TestPriority=
set __LongGCTests=
+set __GCSimulatorTests=
set __msbuildCleanBuildArgs=
set __msbuildExtraArgs=
set __verbosity=normal
if /i "%1" == "priority" (set __TestPriority=%2&shift&shift&goto Arg_Loop)
if /i "%1" == "gcstresslevel" (set __GCStressLevel=%2&shift&shift&goto Arg_Loop)
if /i "%1" == "longgctests" (set __LongGCTests=1&shift&goto Arg_Loop)
+if /i "%1" == "gcsimulator" (set __GCSimulatorTests=1&shift&goto Arg_Loop)
if /i "%1" == "verbose" (set __verbosity=detailed&shift&goto Arg_Loop)
set __msbuildManagedBuildArgs=%__msbuildManagedBuildArgs% /p:GCLongRunning=true
)
+if defined __GCSimulatorTests (
+ echo Building GCSimulator tests
+ set __msbuildManagedBuildArgs=%__msbuildManagedBuildArgs% /p:GCSimulatorRun=true
+)
+
set __BuildLogRootName=Tests_Managed
call :msbuild "%__ProjectFilesDir%\build.proj" %__msbuildManagedBuildArgs%
if errorlevel 1 exit /b 1
echo gcstresslevel ^<N^> : specify the GCStress level the tests should run under.
echo sequential: force a non-parallel build ^(default is to build in parallel
echo using all processors^).
+echo longgctests: Build tests so that runtests.cmd will do a long-running GC test.
+echo gcsimulator: Build tests so that runtests.cmd will do a GCSimulator test run.
echo IlasmRoundTrip: enables ilasm round trip build and run of the tests before executing them.
echo verbose: enables detailed file logging for the msbuild tasks into the msbuild log file.
exit /b 1
--- /dev/null
+GC/Scenarios/GCSimulator/GCSimulator_100/GCSimulator_100.sh
+GC/Scenarios/GCSimulator/GCSimulator_101/GCSimulator_101.sh
+GC/Scenarios/GCSimulator/GCSimulator_102/GCSimulator_102.sh
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+GC/Scenarios/GCSimulator/GCSimulator_28/GCSimulator_28.sh
+GC/Scenarios/GCSimulator/GCSimulator_290/GCSimulator_290.sh
+GC/Scenarios/GCSimulator/GCSimulator_291/GCSimulator_291.sh
+GC/Scenarios/GCSimulator/GCSimulator_292/GCSimulator_292.sh
+GC/Scenarios/GCSimulator/GCSimulator_293/GCSimulator_293.sh
+GC/Scenarios/GCSimulator/GCSimulator_294/GCSimulator_294.sh
+GC/Scenarios/GCSimulator/GCSimulator_295/GCSimulator_295.sh
+GC/Scenarios/GCSimulator/GCSimulator_296/GCSimulator_296.sh
+GC/Scenarios/GCSimulator/GCSimulator_297/GCSimulator_297.sh
+GC/Scenarios/GCSimulator/GCSimulator_298/GCSimulator_298.sh
+GC/Scenarios/GCSimulator/GCSimulator_299/GCSimulator_299.sh
+GC/Scenarios/GCSimulator/GCSimulator_29/GCSimulator_29.sh
+GC/Scenarios/GCSimulator/GCSimulator_2/GCSimulator_2.sh
+GC/Scenarios/GCSimulator/GCSimulator_300/GCSimulator_300.sh
+GC/Scenarios/GCSimulator/GCSimulator_301/GCSimulator_301.sh
+GC/Scenarios/GCSimulator/GCSimulator_302/GCSimulator_302.sh
+GC/Scenarios/GCSimulator/GCSimulator_303/GCSimulator_303.sh
+GC/Scenarios/GCSimulator/GCSimulator_304/GCSimulator_304.sh
+GC/Scenarios/GCSimulator/GCSimulator_305/GCSimulator_305.sh
+GC/Scenarios/GCSimulator/GCSimulator_306/GCSimulator_306.sh
+GC/Scenarios/GCSimulator/GCSimulator_307/GCSimulator_307.sh
+GC/Scenarios/GCSimulator/GCSimulator_308/GCSimulator_308.sh
+GC/Scenarios/GCSimulator/GCSimulator_309/GCSimulator_309.sh
+GC/Scenarios/GCSimulator/GCSimulator_30/GCSimulator_30.sh
+GC/Scenarios/GCSimulator/GCSimulator_310/GCSimulator_310.sh
+GC/Scenarios/GCSimulator/GCSimulator_311/GCSimulator_311.sh
+GC/Scenarios/GCSimulator/GCSimulator_312/GCSimulator_312.sh
+GC/Scenarios/GCSimulator/GCSimulator_313/GCSimulator_313.sh
+GC/Scenarios/GCSimulator/GCSimulator_314/GCSimulator_314.sh
+GC/Scenarios/GCSimulator/GCSimulator_315/GCSimulator_315.sh
+GC/Scenarios/GCSimulator/GCSimulator_316/GCSimulator_316.sh
+GC/Scenarios/GCSimulator/GCSimulator_317/GCSimulator_317.sh
+GC/Scenarios/GCSimulator/GCSimulator_318/GCSimulator_318.sh
+GC/Scenarios/GCSimulator/GCSimulator_319/GCSimulator_319.sh
+GC/Scenarios/GCSimulator/GCSimulator_31/GCSimulator_31.sh
+GC/Scenarios/GCSimulator/GCSimulator_320/GCSimulator_320.sh
+GC/Scenarios/GCSimulator/GCSimulator_321/GCSimulator_321.sh
+GC/Scenarios/GCSimulator/GCSimulator_322/GCSimulator_322.sh
+GC/Scenarios/GCSimulator/GCSimulator_323/GCSimulator_323.sh
+GC/Scenarios/GCSimulator/GCSimulator_324/GCSimulator_324.sh
+GC/Scenarios/GCSimulator/GCSimulator_325/GCSimulator_325.sh
+GC/Scenarios/GCSimulator/GCSimulator_326/GCSimulator_326.sh
+GC/Scenarios/GCSimulator/GCSimulator_327/GCSimulator_327.sh
+GC/Scenarios/GCSimulator/GCSimulator_328/GCSimulator_328.sh
+GC/Scenarios/GCSimulator/GCSimulator_329/GCSimulator_329.sh
+GC/Scenarios/GCSimulator/GCSimulator_32/GCSimulator_32.sh
+GC/Scenarios/GCSimulator/GCSimulator_330/GCSimulator_330.sh
+GC/Scenarios/GCSimulator/GCSimulator_331/GCSimulator_331.sh
+GC/Scenarios/GCSimulator/GCSimulator_332/GCSimulator_332.sh
+GC/Scenarios/GCSimulator/GCSimulator_333/GCSimulator_333.sh
+GC/Scenarios/GCSimulator/GCSimulator_334/GCSimulator_334.sh
+GC/Scenarios/GCSimulator/GCSimulator_335/GCSimulator_335.sh
+GC/Scenarios/GCSimulator/GCSimulator_336/GCSimulator_336.sh
+GC/Scenarios/GCSimulator/GCSimulator_337/GCSimulator_337.sh
+GC/Scenarios/GCSimulator/GCSimulator_338/GCSimulator_338.sh
+GC/Scenarios/GCSimulator/GCSimulator_339/GCSimulator_339.sh
+GC/Scenarios/GCSimulator/GCSimulator_33/GCSimulator_33.sh
+GC/Scenarios/GCSimulator/GCSimulator_340/GCSimulator_340.sh
+GC/Scenarios/GCSimulator/GCSimulator_341/GCSimulator_341.sh
+GC/Scenarios/GCSimulator/GCSimulator_342/GCSimulator_342.sh
+GC/Scenarios/GCSimulator/GCSimulator_343/GCSimulator_343.sh
+GC/Scenarios/GCSimulator/GCSimulator_344/GCSimulator_344.sh
+GC/Scenarios/GCSimulator/GCSimulator_345/GCSimulator_345.sh
+GC/Scenarios/GCSimulator/GCSimulator_346/GCSimulator_346.sh
+GC/Scenarios/GCSimulator/GCSimulator_347/GCSimulator_347.sh
+GC/Scenarios/GCSimulator/GCSimulator_348/GCSimulator_348.sh
+GC/Scenarios/GCSimulator/GCSimulator_349/GCSimulator_349.sh
+GC/Scenarios/GCSimulator/GCSimulator_34/GCSimulator_34.sh
+GC/Scenarios/GCSimulator/GCSimulator_350/GCSimulator_350.sh
+GC/Scenarios/GCSimulator/GCSimulator_351/GCSimulator_351.sh
+GC/Scenarios/GCSimulator/GCSimulator_352/GCSimulator_352.sh
+GC/Scenarios/GCSimulator/GCSimulator_353/GCSimulator_353.sh
+GC/Scenarios/GCSimulator/GCSimulator_354/GCSimulator_354.sh
+GC/Scenarios/GCSimulator/GCSimulator_355/GCSimulator_355.sh
+GC/Scenarios/GCSimulator/GCSimulator_356/GCSimulator_356.sh
+GC/Scenarios/GCSimulator/GCSimulator_357/GCSimulator_357.sh
+GC/Scenarios/GCSimulator/GCSimulator_358/GCSimulator_358.sh
+GC/Scenarios/GCSimulator/GCSimulator_359/GCSimulator_359.sh
+GC/Scenarios/GCSimulator/GCSimulator_35/GCSimulator_35.sh
+GC/Scenarios/GCSimulator/GCSimulator_360/GCSimulator_360.sh
+GC/Scenarios/GCSimulator/GCSimulator_361/GCSimulator_361.sh
+GC/Scenarios/GCSimulator/GCSimulator_362/GCSimulator_362.sh
+GC/Scenarios/GCSimulator/GCSimulator_363/GCSimulator_363.sh
+GC/Scenarios/GCSimulator/GCSimulator_364/GCSimulator_364.sh
+GC/Scenarios/GCSimulator/GCSimulator_365/GCSimulator_365.sh
+GC/Scenarios/GCSimulator/GCSimulator_366/GCSimulator_366.sh
+GC/Scenarios/GCSimulator/GCSimulator_367/GCSimulator_367.sh
+GC/Scenarios/GCSimulator/GCSimulator_368/GCSimulator_368.sh
+GC/Scenarios/GCSimulator/GCSimulator_369/GCSimulator_369.sh
+GC/Scenarios/GCSimulator/GCSimulator_36/GCSimulator_36.sh
+GC/Scenarios/GCSimulator/GCSimulator_370/GCSimulator_370.sh
+GC/Scenarios/GCSimulator/GCSimulator_371/GCSimulator_371.sh
+GC/Scenarios/GCSimulator/GCSimulator_372/GCSimulator_372.sh
+GC/Scenarios/GCSimulator/GCSimulator_373/GCSimulator_373.sh
+GC/Scenarios/GCSimulator/GCSimulator_374/GCSimulator_374.sh
+GC/Scenarios/GCSimulator/GCSimulator_375/GCSimulator_375.sh
+GC/Scenarios/GCSimulator/GCSimulator_376/GCSimulator_376.sh
+GC/Scenarios/GCSimulator/GCSimulator_377/GCSimulator_377.sh
+GC/Scenarios/GCSimulator/GCSimulator_378/GCSimulator_378.sh
+GC/Scenarios/GCSimulator/GCSimulator_379/GCSimulator_379.sh
+GC/Scenarios/GCSimulator/GCSimulator_37/GCSimulator_37.sh
+GC/Scenarios/GCSimulator/GCSimulator_380/GCSimulator_380.sh
+GC/Scenarios/GCSimulator/GCSimulator_381/GCSimulator_381.sh
+GC/Scenarios/GCSimulator/GCSimulator_382/GCSimulator_382.sh
+GC/Scenarios/GCSimulator/GCSimulator_383/GCSimulator_383.sh
+GC/Scenarios/GCSimulator/GCSimulator_384/GCSimulator_384.sh
+GC/Scenarios/GCSimulator/GCSimulator_385/GCSimulator_385.sh
+GC/Scenarios/GCSimulator/GCSimulator_386/GCSimulator_386.sh
+GC/Scenarios/GCSimulator/GCSimulator_387/GCSimulator_387.sh
+GC/Scenarios/GCSimulator/GCSimulator_388/GCSimulator_388.sh
+GC/Scenarios/GCSimulator/GCSimulator_389/GCSimulator_389.sh
+GC/Scenarios/GCSimulator/GCSimulator_38/GCSimulator_38.sh
+GC/Scenarios/GCSimulator/GCSimulator_390/GCSimulator_390.sh
+GC/Scenarios/GCSimulator/GCSimulator_391/GCSimulator_391.sh
+GC/Scenarios/GCSimulator/GCSimulator_392/GCSimulator_392.sh
+GC/Scenarios/GCSimulator/GCSimulator_393/GCSimulator_393.sh
+GC/Scenarios/GCSimulator/GCSimulator_394/GCSimulator_394.sh
+GC/Scenarios/GCSimulator/GCSimulator_395/GCSimulator_395.sh
+GC/Scenarios/GCSimulator/GCSimulator_396/GCSimulator_396.sh
+GC/Scenarios/GCSimulator/GCSimulator_397/GCSimulator_397.sh
+GC/Scenarios/GCSimulator/GCSimulator_398/GCSimulator_398.sh
+GC/Scenarios/GCSimulator/GCSimulator_399/GCSimulator_399.sh
+GC/Scenarios/GCSimulator/GCSimulator_39/GCSimulator_39.sh
+GC/Scenarios/GCSimulator/GCSimulator_3/GCSimulator_3.sh
+GC/Scenarios/GCSimulator/GCSimulator_400/GCSimulator_400.sh
+GC/Scenarios/GCSimulator/GCSimulator_401/GCSimulator_401.sh
+GC/Scenarios/GCSimulator/GCSimulator_402/GCSimulator_402.sh
+GC/Scenarios/GCSimulator/GCSimulator_403/GCSimulator_403.sh
+GC/Scenarios/GCSimulator/GCSimulator_404/GCSimulator_404.sh
+GC/Scenarios/GCSimulator/GCSimulator_405/GCSimulator_405.sh
+GC/Scenarios/GCSimulator/GCSimulator_406/GCSimulator_406.sh
+GC/Scenarios/GCSimulator/GCSimulator_407/GCSimulator_407.sh
+GC/Scenarios/GCSimulator/GCSimulator_408/GCSimulator_408.sh
+GC/Scenarios/GCSimulator/GCSimulator_409/GCSimulator_409.sh
+GC/Scenarios/GCSimulator/GCSimulator_40/GCSimulator_40.sh
+GC/Scenarios/GCSimulator/GCSimulator_410/GCSimulator_410.sh
+GC/Scenarios/GCSimulator/GCSimulator_411/GCSimulator_411.sh
+GC/Scenarios/GCSimulator/GCSimulator_412/GCSimulator_412.sh
+GC/Scenarios/GCSimulator/GCSimulator_413/GCSimulator_413.sh
+GC/Scenarios/GCSimulator/GCSimulator_414/GCSimulator_414.sh
+GC/Scenarios/GCSimulator/GCSimulator_415/GCSimulator_415.sh
+GC/Scenarios/GCSimulator/GCSimulator_416/GCSimulator_416.sh
+GC/Scenarios/GCSimulator/GCSimulator_417/GCSimulator_417.sh
+GC/Scenarios/GCSimulator/GCSimulator_418/GCSimulator_418.sh
+GC/Scenarios/GCSimulator/GCSimulator_419/GCSimulator_419.sh
+GC/Scenarios/GCSimulator/GCSimulator_41/GCSimulator_41.sh
+GC/Scenarios/GCSimulator/GCSimulator_420/GCSimulator_420.sh
+GC/Scenarios/GCSimulator/GCSimulator_421/GCSimulator_421.sh
+GC/Scenarios/GCSimulator/GCSimulator_422/GCSimulator_422.sh
+GC/Scenarios/GCSimulator/GCSimulator_423/GCSimulator_423.sh
+GC/Scenarios/GCSimulator/GCSimulator_424/GCSimulator_424.sh
+GC/Scenarios/GCSimulator/GCSimulator_425/GCSimulator_425.sh
+GC/Scenarios/GCSimulator/GCSimulator_426/GCSimulator_426.sh
+GC/Scenarios/GCSimulator/GCSimulator_427/GCSimulator_427.sh
+GC/Scenarios/GCSimulator/GCSimulator_428/GCSimulator_428.sh
+GC/Scenarios/GCSimulator/GCSimulator_429/GCSimulator_429.sh
+GC/Scenarios/GCSimulator/GCSimulator_42/GCSimulator_42.sh
+GC/Scenarios/GCSimulator/GCSimulator_430/GCSimulator_430.sh
+GC/Scenarios/GCSimulator/GCSimulator_431/GCSimulator_431.sh
+GC/Scenarios/GCSimulator/GCSimulator_432/GCSimulator_432.sh
+GC/Scenarios/GCSimulator/GCSimulator_43/GCSimulator_43.sh
+GC/Scenarios/GCSimulator/GCSimulator_44/GCSimulator_44.sh
+GC/Scenarios/GCSimulator/GCSimulator_45/GCSimulator_45.sh
+GC/Scenarios/GCSimulator/GCSimulator_46/GCSimulator_46.sh
+GC/Scenarios/GCSimulator/GCSimulator_47/GCSimulator_47.sh
+GC/Scenarios/GCSimulator/GCSimulator_48/GCSimulator_48.sh
+GC/Scenarios/GCSimulator/GCSimulator_49/GCSimulator_49.sh
+GC/Scenarios/GCSimulator/GCSimulator_4/GCSimulator_4.sh
+GC/Scenarios/GCSimulator/GCSimulator_50/GCSimulator_50.sh
+GC/Scenarios/GCSimulator/GCSimulator_51/GCSimulator_51.sh
+GC/Scenarios/GCSimulator/GCSimulator_52/GCSimulator_52.sh
+GC/Scenarios/GCSimulator/GCSimulator_53/GCSimulator_53.sh
+GC/Scenarios/GCSimulator/GCSimulator_54/GCSimulator_54.sh
+GC/Scenarios/GCSimulator/GCSimulator_55/GCSimulator_55.sh
+GC/Scenarios/GCSimulator/GCSimulator_56/GCSimulator_56.sh
+GC/Scenarios/GCSimulator/GCSimulator_57/GCSimulator_57.sh
+GC/Scenarios/GCSimulator/GCSimulator_58/GCSimulator_58.sh
+GC/Scenarios/GCSimulator/GCSimulator_59/GCSimulator_59.sh
+GC/Scenarios/GCSimulator/GCSimulator_5/GCSimulator_5.sh
+GC/Scenarios/GCSimulator/GCSimulator_60/GCSimulator_60.sh
+GC/Scenarios/GCSimulator/GCSimulator_61/GCSimulator_61.sh
+GC/Scenarios/GCSimulator/GCSimulator_62/GCSimulator_62.sh
+GC/Scenarios/GCSimulator/GCSimulator_63/GCSimulator_63.sh
+GC/Scenarios/GCSimulator/GCSimulator_64/GCSimulator_64.sh
+GC/Scenarios/GCSimulator/GCSimulator_65/GCSimulator_65.sh
+GC/Scenarios/GCSimulator/GCSimulator_66/GCSimulator_66.sh
+GC/Scenarios/GCSimulator/GCSimulator_67/GCSimulator_67.sh
+GC/Scenarios/GCSimulator/GCSimulator_68/GCSimulator_68.sh
+GC/Scenarios/GCSimulator/GCSimulator_69/GCSimulator_69.sh
+GC/Scenarios/GCSimulator/GCSimulator_6/GCSimulator_6.sh
+GC/Scenarios/GCSimulator/GCSimulator_70/GCSimulator_70.sh
+GC/Scenarios/GCSimulator/GCSimulator_71/GCSimulator_71.sh
+GC/Scenarios/GCSimulator/GCSimulator_72/GCSimulator_72.sh
+GC/Scenarios/GCSimulator/GCSimulator_73/GCSimulator_73.sh
+GC/Scenarios/GCSimulator/GCSimulator_74/GCSimulator_74.sh
+GC/Scenarios/GCSimulator/GCSimulator_75/GCSimulator_75.sh
+GC/Scenarios/GCSimulator/GCSimulator_76/GCSimulator_76.sh
+GC/Scenarios/GCSimulator/GCSimulator_77/GCSimulator_77.sh
+GC/Scenarios/GCSimulator/GCSimulator_78/GCSimulator_78.sh
+GC/Scenarios/GCSimulator/GCSimulator_79/GCSimulator_79.sh
+GC/Scenarios/GCSimulator/GCSimulator_7/GCSimulator_7.sh
+GC/Scenarios/GCSimulator/GCSimulator_80/GCSimulator_80.sh
+GC/Scenarios/GCSimulator/GCSimulator_81/GCSimulator_81.sh
+GC/Scenarios/GCSimulator/GCSimulator_82/GCSimulator_82.sh
+GC/Scenarios/GCSimulator/GCSimulator_83/GCSimulator_83.sh
+GC/Scenarios/GCSimulator/GCSimulator_84/GCSimulator_84.sh
+GC/Scenarios/GCSimulator/GCSimulator_85/GCSimulator_85.sh
+GC/Scenarios/GCSimulator/GCSimulator_86/GCSimulator_86.sh
+GC/Scenarios/GCSimulator/GCSimulator_87/GCSimulator_87.sh
+GC/Scenarios/GCSimulator/GCSimulator_88/GCSimulator_88.sh
+GC/Scenarios/GCSimulator/GCSimulator_89/GCSimulator_89.sh
+GC/Scenarios/GCSimulator/GCSimulator_8/GCSimulator_8.sh
+GC/Scenarios/GCSimulator/GCSimulator_90/GCSimulator_90.sh
+GC/Scenarios/GCSimulator/GCSimulator_91/GCSimulator_91.sh
+GC/Scenarios/GCSimulator/GCSimulator_92/GCSimulator_92.sh
+GC/Scenarios/GCSimulator/GCSimulator_93/GCSimulator_93.sh
+GC/Scenarios/GCSimulator/GCSimulator_94/GCSimulator_94.sh
+GC/Scenarios/GCSimulator/GCSimulator_95/GCSimulator_95.sh
+GC/Scenarios/GCSimulator/GCSimulator_96/GCSimulator_96.sh
+GC/Scenarios/GCSimulator/GCSimulator_97/GCSimulator_97.sh
+GC/Scenarios/GCSimulator/GCSimulator_98/GCSimulator_98.sh
+GC/Scenarios/GCSimulator/GCSimulator_99/GCSimulator_99.sh
+GC/Scenarios/GCSimulator/GCSimulator_9/GCSimulator_9.sh
\ No newline at end of file
</ExcludeList>
<ExcludeList Include="$(XunitTestBinBase)\Interop\BestFitMapping\BestFitMapping\BestFitMapping.cmd" >
<Issue>3571</Issue>
- </ExcludeList>
+ </ExcludeList>
<ExcludeList Include="$(XunitTestBinBase)\GC\Scenarios\DoublinkList\doublinknoleak\*">
<Issue>3392</Issue>
</ExcludeList>
<ExcludeList Include="$(XunitTestBinBase)\GC\Coverage\271010\*">
<Issue>3392</Issue>
</ExcludeList>
- <ExcludeList Include="$(XunitTestBinBase)\GC\Features\BackgroundGC\concurrentspin2\*">
- <Issue>3392</Issue>
- </ExcludeList>
<ExcludeList Include="$(XunitTestBinBase)\GC\Features\BackgroundGC\foregroundgc\*">
<Issue>3392</Issue>
</ExcludeList>
- <ExcludeList Include="$(XunitTestBinBase)\GC\Features\LOHCompaction\lohcompact_stress\*">
- <Issue>3392</Issue>
- </ExcludeList>
- <ExcludeList Include="$(XunitTestBinBase)\GC\Features\LOHCompaction\lohcompactscenariorepro\*">
- <Issue>3392</Issue>
- </ExcludeList>
- <ExcludeList Include="$(XunitTestBinBase)\GC\Features\LOHCompaction\lohcompactapi2\*">
- <Issue>3392</Issue>
- </ExcludeList>
<ExcludeList Include="$(XunitTestBinBase)\GC\Features\LOHFragmentation\lohfragmentation\*">
<Issue>3392</Issue>
</ExcludeList>
- <ExcludeList Include="$(XunitTestBinBase)\GC\Features\PartialCompaction\partialcompactiontest\*">
- <Issue>3392</Issue>
- </ExcludeList>
- <ExcludeList Include="$(XunitTestBinBase)\GC\Features\PartialCompaction\partialcompactionwloh\*">
- <Issue>3392</Issue>
- </ExcludeList>
- <ExcludeList Include="$(XunitTestBinBase)\GC\Features\PartialCompaction\eco1\*">
- <Issue>3392</Issue>
- </ExcludeList>
- <ExcludeList Include="$(XunitTestBinBase)\GC\Features\SustainedLowLatency\sustainedlowlatency_race_reverse\*">
- <Issue>3392</Issue>
- </ExcludeList>
<ExcludeList Include="$(XunitTestBinBase)\GC\Features\SustainedLowLatency\scenario\*">
<Issue>3392</Issue>
</ExcludeList>
- <ExcludeList Include="$(XunitTestBinBase)\GC\Features\SustainedLowLatency\sustainedlowlatency_race\*">
- <Issue>3392</Issue>
- </ExcludeList>
<ExcludeList Include="$(XunitTestBinBase)\GC\Regressions\dev10bugs\536168\536168\*">
<Issue>3392</Issue>
</ExcludeList>
exit 0
fi
]]></BashCLRTestEnvironmentCompatibilityCheck>
+ <BashCLRTestGCSimulatorSkipCondition Condition="$(GCSimulatorRun) != 'true' And '$(IsGCSimulatorTest)' == 'true'"><![CDATA[
+echo "Skipping execution because GCSimulator tests are not enabled"
+exit 0
+ ]]></BashCLRTestGCSimulatorSkipCondition>
+ <BashCLRTestGCLongTestSkipCondition Condition="$(GCLongRunning) != 'true' And '$(IsLongRunningGCTest)' == 'true'"><![CDATA[
+echo "Skipping execution because long-running GC tests are not enabled"
+exit 0
+ ]]></BashCLRTestGCLongTestSkipCondition>
<BashCLRTestExitCodePrep Condition="$(_CLRTestNeedsToRun)">
<![CDATA[CLRTestExpectedExitCode=$(CLRTestExitCode)
echo BEGIN EXECUTION]]>
$(BashCLRTestEnvironmentCompatibilityCheck)
$(BashCLRTestArgPrep)
$(BashCLRTestExitCodePrep)
+# Long-running GC test checks
+$(BashCLRTestGCSimulatorSkipCondition)
+$(BashCLRTestGCLongTestSkipCondition)
# CrossGen Script (when /p:CrossGen=true)
$(CrossgenBashScript)
# IlasmRoundTrip Script
echo Skipping execution because this is not a long-running GC test
Exit /b 0
]]></BatchCLRTestGCLongTestSkipCondition>
+ <BatchCLRTestGCLongTestSkipCondition Condition="$(GCLongRunning) != 'true' And '$(IsLongRunningGCTest)' == 'true'"><![CDATA[
+echo Skipping execution because long-running GC tests are not enabled
+Exit /b 0
+ ]]></BatchCLRTestGCLongTestSkipCondition>
+ <BatchCLRTestGCSimulatorSkipCondition Condition="$(GCSimulatorRun) == 'true' And '$(IsGCSimulatorTest)' != 'true'"><![CDATA[
+echo Skipping execution because this is not a GCSimulator test
+Exit /b 0
+ ]]></BatchCLRTestGCSimulatorSkipCondition>
+ <BatchCLRTestGCSimulatorSkipCondition Condition="$(GCSimulatorRun) != 'true' And '$(IsGCSimulatorTest)' == 'true'"><![CDATA[
+echo Skipping execution because GCSimulator tests are not enabled
+Exit /b 0
+ ]]></BatchCLRTestGCSimulatorSkipCondition>
<BatchCLRTestExitCodePrep Condition="$(_CLRTestNeedsToRun)">
<![CDATA[
set CLRTestExpectedExitCode=$(CLRTestExitCode)
REM Long GC Tests Script (when /p:GCLongRunning=true)
$(BatchCLRTestGCLongTestSkipCondition)
+REM GCSimulator Tests Script (when /p:GCSimulatorRun=true)
+$(BatchCLRTestGCSimulatorSkipCondition)
+
REM Precommands
$(CLRTestBatchPreCommands)
REM Launch
--- /dev/null
+// Licensed to the .NET Foundation under one or more agreements.
+// The .NET Foundation licenses this file to you under the MIT license.
+// See the LICENSE file in the project root for more information.
+
+using System;
+using System.Threading;
+using System.Collections.Generic;
+using System.Runtime.InteropServices;
+using LifeTimeFX;
+
+interface PinnedObject
+{
+ void CleanUp();
+ bool IsPinned();
+
+}
+
+namespace GCSimulator
+{
+
+ class RandomLifeTimeStrategy : LifeTimeStrategy
+ {
+ private int counter = 0;
+ private int mediumLifeTime = 30;
+ private int shortLifeTime = 3;
+ private int mediumDataCount = 1000000;
+ private int shortDataCount = 5000;
+
+ private Random rand = new Random(123456);
+
+ public RandomLifeTimeStrategy(int mediumlt, int shortlt, int mdc, int sdc)
+ {
+ mediumLifeTime = mediumlt;
+ shortLifeTime = shortlt;
+ mediumDataCount = mdc;
+ shortDataCount = sdc;
+
+ }
+ public int MediumLifeTime
+ {
+ set
+ {
+ mediumLifeTime = value;
+ }
+ }
+ public int ShortLifeTime
+ {
+ set
+ {
+ shortLifeTime = value;
+ }
+ }
+
+ public int NextObject(LifeTimeENUM lifeTime)
+ {
+ switch (lifeTime)
+ {
+ case LifeTimeENUM.Short:
+ return rand.Next() % shortDataCount;
+
+ case LifeTimeENUM.Medium:
+ return (rand.Next() % mediumDataCount) + shortDataCount;
+
+
+ case LifeTimeENUM.Long:
+ return 0;
+ }
+ return 0;
+ }
+ public bool ShouldDie(LifeTime o, int index)
+ {
+ counter++;
+ LifeTimeENUM lifeTime = o.LifeTime;
+ switch (lifeTime)
+ {
+ case LifeTimeENUM.Short:
+ if (counter % shortLifeTime == 0)
+ return true;
+ break;
+ case LifeTimeENUM.Medium:
+ if (counter % mediumLifeTime == 0)
+ return true;
+ break;
+ case LifeTimeENUM.Long:
+ return false;
+
+ }
+ return false;
+ }
+ }
+
+ /// <summary>
+ /// we might want to implement a different strategy that decide the life time of the object based on the time
+ /// elabsed since the last object acceess.
+ ///
+ /// </summary>
+ class TimeBasedLifeTimeStrategy : LifeTimeStrategy
+ {
+ private int lastMediumTickCount = Environment.TickCount;
+ private int lastShortTickCount = Environment.TickCount;
+ private int lastMediumIndex = 0;
+ private int lastShortIndex = 0;
+
+ public int NextObject(LifeTimeENUM lifeTime)
+ {
+ switch (lifeTime)
+ {
+ case LifeTimeENUM.Short:
+ return lastShortIndex;
+ case LifeTimeENUM.Medium:
+ return lastMediumIndex;
+ case LifeTimeENUM.Long:
+ return 0;
+ }
+ return 0;
+ }
+
+ public bool ShouldDie(LifeTime o, int index)
+ {
+
+ LifeTimeENUM lifeTime = o.LifeTime;
+ // short objects will live for 20 seconds, long objects will live for more.
+ switch (lifeTime)
+ {
+ case LifeTimeENUM.Short:
+ if (Environment.TickCount - lastShortTickCount > 1) // this is in accureat enumber, since
+ // we will be finsh iterating throuh the short life time object in less than 1 ms , so we need
+ // to switch either to QueryPeroformanceCounter, or to block the loop for some time through
+ // Thread.Sleep, the other solution is to increase the number of objects a lot.
+ {
+ lastShortTickCount = Environment.TickCount;
+ lastShortIndex = index;
+ return true;
+ }
+
+ break;
+ case LifeTimeENUM.Medium:
+ if (Environment.TickCount - lastMediumTickCount > 20)
+ {
+ lastMediumTickCount = Environment.TickCount;
+ lastMediumIndex = index;
+ return true;
+ }
+
+ break;
+ case LifeTimeENUM.Long:
+ break;
+ }
+ return false;
+ }
+ }
+
+ class ObjectWrapper : LifeTime, PinnedObject
+ {
+
+ private bool pinned;
+ private bool weakReferenced;
+ private GCHandle gcHandle;
+ private LifeTimeENUM lifeTime;
+ private WeakReference weakRef;
+
+ private byte[] data;
+ private int dataSize;
+ public int DataSize
+ {
+ set
+ {
+ dataSize = value;
+ data = new byte[dataSize];
+ if (pinned)
+ {
+ gcHandle = GCHandle.Alloc(data, GCHandleType.Pinned);
+ }
+
+ if (weakReferenced)
+ {
+ weakRef = new WeakReference(data);
+ }
+ }
+
+ }
+
+ public LifeTimeENUM LifeTime
+ {
+ get
+ {
+ return lifeTime;
+ }
+ set
+ {
+ this.lifeTime = value;
+ }
+ }
+
+ public bool IsPinned()
+ {
+ return pinned;
+ }
+
+ public bool IsWeak()
+ {
+ return weakReferenced;
+ }
+
+
+ public void CleanUp()
+ {
+ if (pinned)
+ {
+ gcHandle.Free();
+ }
+ }
+
+ public ObjectWrapper(bool runFinalizer, bool pinned, bool weakReferenced)
+ {
+ this.pinned = pinned;
+ this.weakReferenced = weakReferenced;
+ if (!runFinalizer)
+ {
+ GC.SuppressFinalize(this);
+ }
+ }
+
+
+ ~ObjectWrapper()
+ {
+ // DO SOMETHING BAD IN FINALIZER
+ data = new byte[dataSize];
+ }
+ }
+
+ class ClientSimulator
+ {
+ [ThreadStatic]
+ private static ObjectLifeTimeManager lifeTimeManager;
+
+ private static int meanAllocSize = 17;
+
+ private static int mediumLifeTime = 30;
+ private static int shortLifeTime = 3;
+
+ private static int mediumDataSize = meanAllocSize;
+ private static int shortDataSize = meanAllocSize;
+
+ private static int mediumDataCount = 1000000;
+ private static int shortDataCount = 5000;
+
+ private static int countIters = 500;
+ private static float percentPinned = 0.02F;
+ private static float percentWeak = 0.0F;
+
+ private static int numThreads = 1;
+
+ private static bool runFinalizer = false;
+ private static string strategy = "Random";
+
+ private static bool noTimer = false;
+
+ private static string objectGraph = "List";
+
+
+ private static List<Thread> threadList = new List<Thread>();
+ public static int Main(string[] args)
+ {
+
+ bool shouldContinue = ParseArgs(args);
+ if (!shouldContinue)
+ {
+ return 1;
+ }
+
+ int timer = 0;
+ // Run the test.
+
+ for (int i = 0; i < numThreads; ++i)
+ {
+ Thread thread = new Thread(RunTest);
+ threadList.Add(thread);
+ thread.Start();
+
+ }
+
+ foreach (Thread t in threadList)
+ {
+ t.Join();
+ }
+
+ return 100;
+ }
+
+
+ public static void RunTest(object threadInfoObj)
+ {
+
+ // Allocate the objects.
+ lifeTimeManager = new ObjectLifeTimeManager();
+ LifeTimeStrategy ltStrategy;
+
+ int threadMediumLifeTime = mediumLifeTime;
+ int threadShortLifeTime = shortLifeTime;
+ int threadMediumDataSize = mediumDataSize;
+ int threadShortDataSize = shortDataSize;
+ int threadMediumDataCount = mediumDataCount;
+ int threadShortDataCount = shortDataCount;
+ float threadPercentPinned = percentPinned;
+ float threadPercentWeak = percentWeak;
+ bool threadRunFinalizer = runFinalizer;
+ string threadStrategy = strategy;
+ string threadObjectGraph = objectGraph;
+
+ if (threadObjectGraph.ToLower() == "tree")
+ {
+ lifeTimeManager.SetObjectContainer(new BinaryTreeObjectContainer<LifeTime>());
+ }
+ else
+ {
+ lifeTimeManager.SetObjectContainer(new ArrayObjectContainer<LifeTime>());
+ }
+
+ lifeTimeManager.Init(threadShortDataCount + threadMediumDataCount);
+
+
+ if (threadStrategy.ToLower()=="random")
+ {
+ ltStrategy = new RandomLifeTimeStrategy(threadMediumLifeTime, threadShortLifeTime, threadMediumDataCount, threadShortDataCount);
+ }
+ else
+ {
+ // may be we need to specify the elapsed time.
+ ltStrategy = new TimeBasedLifeTimeStrategy();
+ }
+
+ lifeTimeManager.LifeTimeStrategy = ltStrategy;
+ lifeTimeManager.objectDied += new ObjectDiedEventHandler(objectDied);
+
+ for (int i=0; i < threadShortDataCount + threadMediumDataCount; ++i)
+ {
+ bool pinned = false;
+ if (threadPercentPinned!=0)
+ {
+ pinned = (i % ((int)(1/threadPercentPinned))==0);
+ }
+
+ bool weak = false;
+ if (threadPercentWeak!=0)
+ {
+ weak = (i % ((int)(1/threadPercentWeak))==0);
+ }
+
+ ObjectWrapper oWrapper = new ObjectWrapper(threadRunFinalizer, pinned, weak);
+ if (i < threadShortDataCount)
+ {
+ oWrapper.DataSize = threadShortDataSize;
+ oWrapper.LifeTime = LifeTimeENUM.Short;
+ }
+ else
+ {
+ oWrapper.DataSize = threadMediumDataSize;
+ oWrapper.LifeTime = LifeTimeENUM.Medium;
+ }
+
+ lifeTimeManager.AddObject(oWrapper, i);
+ }
+
+ for (int i = 0; i < countIters; ++i)
+ {
+
+ // Run the test.
+ lifeTimeManager.Run();
+ }
+
+ }
+
+ private static void objectDied(LifeTime lifeTime, int index)
+ {
+ // put a new fresh object instead;
+
+ LifeTimeENUM lifeTimeEnum;
+ lifeTimeEnum = lifeTime.LifeTime;
+
+ ObjectWrapper oWrapper = lifeTime as ObjectWrapper;
+ bool weakReferenced = oWrapper.IsWeak();
+ bool pinned = oWrapper.IsPinned();
+ if (pinned)
+ {
+ oWrapper.CleanUp();
+ }
+
+ oWrapper = new ObjectWrapper(runFinalizer, pinned, weakReferenced);
+ oWrapper.LifeTime = lifeTimeEnum;
+ oWrapper.DataSize = lifeTime.LifeTime == LifeTimeENUM.Short ? shortDataSize : mediumDataSize;
+ lifeTimeManager.AddObject(oWrapper, index);
+ }
+
+ /// <summary>
+ /// Parse the arguments, no error checking is done yet.
+ /// TODO: Add more error checking.
+ ///
+ /// Populate variables with defaults, then overwrite them with config settings. Finally overwrite them with command line parameters
+ /// </summary>
+ public static bool ParseArgs(string[] args)
+ {
+
+ for (int i = 0; i < args.Length; ++i)
+ {
+ string currentArg = args[i];
+ string currentArgValue;
+ if (currentArg.StartsWith("-") || currentArg.StartsWith("/"))
+ {
+ currentArg = currentArg.Substring(1);
+ }
+ else
+ {
+ continue;
+ }
+
+ if (currentArg.StartsWith("?"))
+ {
+ Usage();
+ return false;
+ }
+ if (currentArg.StartsWith("iter") || currentArg.Equals("i")) // number of iterations
+ {
+ currentArgValue = args[++i];
+ countIters = Int32.Parse(currentArgValue);
+ }
+ if (currentArg.StartsWith("datasize") || currentArg.Equals("dz"))
+ {
+ currentArgValue = args[++i];
+ mediumDataSize = Int32.Parse(currentArgValue);
+ }
+
+ if (currentArg.StartsWith("sdatasize") || currentArg.Equals("sdz"))
+ {
+ currentArgValue = args[++i];
+ shortDataSize = Int32.Parse(currentArgValue);
+ }
+
+ if (currentArg.StartsWith("datacount") || currentArg.Equals("dc"))
+ {
+ currentArgValue = args[++i];
+ mediumDataCount = Int32.Parse(currentArgValue);
+ }
+
+ if (currentArg.StartsWith("sdatacount") || currentArg.Equals("sdc"))
+ {
+ currentArgValue = args[++i];
+ shortDataCount = Int32.Parse(currentArgValue);
+ }
+
+
+ if (currentArg.StartsWith("lifetime") || currentArg.Equals("lt"))
+ {
+ currentArgValue = args[++i];
+ shortLifeTime = Int32.Parse(currentArgValue);
+ mediumLifeTime = shortLifeTime * 10;
+ }
+
+ if (currentArg.StartsWith("threads") || currentArg.Equals("t"))
+ {
+ currentArgValue = args[++i];
+ numThreads = Int32.Parse(currentArgValue);
+ }
+ if (currentArg.StartsWith("fin") || currentArg.Equals("f"))
+ {
+ runFinalizer = true;
+ }
+
+ if (currentArg.StartsWith("datapinned") || currentArg.StartsWith("dp")) // percentage data pinned
+ {
+ currentArgValue = args[++i];
+ percentPinned = float.Parse(currentArgValue);
+ }
+
+ if (currentArg.StartsWith("strategy")) //strategy that if the object died or not
+ {
+ currentArgValue = args[++i];
+ strategy = currentArgValue;
+ }
+
+ if (currentArg.StartsWith("notimer"))
+ {
+ noTimer = true;
+ }
+
+ if (currentArg.StartsWith("dataweak") || currentArg.StartsWith("dw") )
+ {
+ currentArgValue = args[++i];
+ percentWeak = float.Parse(currentArgValue);
+ }
+
+ if (currentArg.StartsWith("objectgraph") || currentArg.StartsWith("og") )
+ {
+ currentArgValue = args[++i];
+ objectGraph = currentArgValue;
+ }
+ }
+
+ return true;
+ }
+
+ public static void Usage()
+ {
+ Console.WriteLine("GCSimulator [-?] [-i <num Iterations>] [-dz <data size in bytes>] [-lt <life time>] [-t <num threads>] [-f] [-dp <percent data pinned>]");
+ Console.WriteLine("Options");
+ Console.WriteLine("-? Display the usage and exit");
+ Console.WriteLine("-i [-iter] <num iterations> : specify number of iterations for the test, default is " + countIters);
+ Console.WriteLine("-dz [-datasize] <data size> : specify the data size in bytes, default is " + mediumDataSize);
+ Console.WriteLine("-sdz [sdatasize] <data size> : specify the short lived data size in bytes, default is " + shortDataSize);
+ Console.WriteLine("-dc [datacount] <data count> : specify the medium lived data count , default is " + mediumDataCount);
+ Console.WriteLine("-sdc [sdatacount] <data count> : specify the short lived data count, default is " + shortDataCount);
+ Console.WriteLine("-lt [-lifetime] <number> : specify the life time of the objects, default is " + shortLifeTime);
+ Console.WriteLine("-t [-threads] <number of threads> : specifiy number of threads , default is " + numThreads);
+ Console.WriteLine("-f [-fin] : specify whether to do allocation in finalizer or not, default is no");
+ Console.WriteLine("-dp [-datapinned] <percent of data pinned> : specify the percentage of data that we want to pin, default is " + percentPinned);
+ Console.WriteLine("-dw [-dataweak] <percent of data weak referenced> : specify the percentage of data that we want to weak reference, default is " + percentWeak);
+ Console.WriteLine("-strategy < indicate the strategy for deciding when the objects should die, right now we support only Random and Time strategy, default is Random");
+ Console.WriteLine("-og [-objectgraph] <List|Tree> : specify whether to use a List- or Tree-based object graph, default is " + objectGraph);
+ Console.WriteLine("-notimer < indicate that we do not want to run the performance timer and output any results , default is no");
+ }
+
+ }
+}
--- /dev/null
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+ <Import Project="$([MSBuild]::GetDirectoryNameOfFileAbove($(MSBuildThisFileDirectory), dir.props))\dir.props" />
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+ <AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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+ <IsGCSimulatorTest>true</IsGCSimulatorTest>
+ </PropertyGroup>
+ <!-- Default configurations to help VS understand the configurations -->
+ <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
+ </PropertyGroup>
+ <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
+ </PropertyGroup>
+ <ItemGroup>
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+ <Visible>False</Visible>
+ </CodeAnalysisDependentAssemblyPaths>
+ </ItemGroup>
+ <ItemGroup>
+ <Compile Include="GCSimulator.cs" />
+ <Compile Include="lifetimefx.cs" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="app.config" />
+ <None Include="$(GCPackagesConfigFileDirectory)extra\project.json" />
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+ <PropertyGroup>
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+ <ProjectLockJson>$(GCPackagesConfigFileDirectory)extra\project.lock.json</ProjectLockJson>
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+ <Import Project="$([MSBuild]::GetDirectoryNameOfFileAbove($(MSBuildThisFileDirectory), dir.targets))\dir.targets" />
+ <PropertyGroup Condition=" '$(MsBuildProjectDirOverride)' != '' ">
+ </PropertyGroup>
+</Project>
--- /dev/null
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+ <SolutionDir Condition="$(SolutionDir) == '' Or $(SolutionDir) == '*Undefined*'">..\..\</SolutionDir>
+ <AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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+ <IsGCSimulatorTest>true</IsGCSimulatorTest>
+ </PropertyGroup>
+ <!-- Default configurations to help VS understand the configurations -->
+ <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
+ </PropertyGroup>
+ <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
+ </PropertyGroup>
+ <ItemGroup>
+ <CodeAnalysisDependentAssemblyPaths Condition=" '$(VS100COMNTOOLS)' != '' " Include="$(VS100COMNTOOLS)..\IDE\PrivateAssemblies">
+ <Visible>False</Visible>
+ </CodeAnalysisDependentAssemblyPaths>
+ </ItemGroup>
+ <ItemGroup>
+ <Compile Include="GCSimulator.cs" />
+ <Compile Include="lifetimefx.cs" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="app.config" />
+ <None Include="$(GCPackagesConfigFileDirectory)extra\project.json" />
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+ </PropertyGroup>
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--- /dev/null
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+ <IsGCSimulatorTest>true</IsGCSimulatorTest>
+ </PropertyGroup>
+ <!-- Default configurations to help VS understand the configurations -->
+ <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
+ </PropertyGroup>
+ <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
+ </PropertyGroup>
+ <ItemGroup>
+ <CodeAnalysisDependentAssemblyPaths Condition=" '$(VS100COMNTOOLS)' != '' " Include="$(VS100COMNTOOLS)..\IDE\PrivateAssemblies">
+ <Visible>False</Visible>
+ </CodeAnalysisDependentAssemblyPaths>
+ </ItemGroup>
+ <ItemGroup>
+ <Compile Include="GCSimulator.cs" />
+ <Compile Include="lifetimefx.cs" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="app.config" />
+ <None Include="$(GCPackagesConfigFileDirectory)extra\project.json" />
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+ </PropertyGroup>
+</Project>
--- /dev/null
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+ <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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+ <ProjectGuid>{95DFC527-4DC1-495E-97D7-E94EE1F7140D}</ProjectGuid>
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+ <!-- Default configurations to help VS understand the configurations -->
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+ <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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+ <ItemGroup>
+ <CodeAnalysisDependentAssemblyPaths Condition=" '$(VS100COMNTOOLS)' != '' " Include="$(VS100COMNTOOLS)..\IDE\PrivateAssemblies">
+ <Visible>False</Visible>
+ </CodeAnalysisDependentAssemblyPaths>
+ </ItemGroup>
+ <ItemGroup>
+ <Compile Include="GCSimulator.cs" />
+ <Compile Include="lifetimefx.cs" />
+ </ItemGroup>
+ <ItemGroup>
+ <None Include="app.config" />
+ <None Include="$(GCPackagesConfigFileDirectory)extra\project.json" />
+ </ItemGroup>
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--- /dev/null
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+ <IsGCSimulatorTest>true</IsGCSimulatorTest>
+ </PropertyGroup>
+ <!-- Default configurations to help VS understand the configurations -->
+ <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
+ </PropertyGroup>
+ <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
+ </PropertyGroup>
+ <ItemGroup>
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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--- /dev/null
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+// Licensed to the .NET Foundation under one or more agreements.
+// The .NET Foundation licenses this file to you under the MIT license.
+// See the LICENSE file in the project root for more information.
+
+/*
+ * A Simple Framework to manage the life time of of objects
+ * Objects are required to implement LifeTime Interface in order to keep track of their lifetime.
+ * TODO: we need to add flexibility to the framework to control the type of datastructure used to keep track
+ * of the objects. Right now we are using a simple 1 D array , but other interesting datastructures can be
+ * used instead like a HashTable.
+ */
+using System;
+using System.Collections.Generic;
+
+namespace LifeTimeFX
+{
+ public enum LifeTimeENUM
+ {
+ Short,
+ Medium,
+ Long
+ }
+
+ public interface LifeTime
+ {
+ LifeTimeENUM LifeTime
+ {
+ get;
+ set;
+ }
+
+ }
+
+ public interface LifeTimeStrategy
+ {
+ int NextObject(LifeTimeENUM lifeTime);
+ bool ShouldDie(LifeTime o, int index);
+ }
+
+ /// <summary>
+ /// This interfact abstract the object contaienr , allowing us to specify differnt datastructures
+ /// implementation.
+ /// The only restriction on the ObjectContainer is that the objects contained in it must implement
+ /// LifeTime interface.
+ /// Right now we have a simple array container as a stock implementation for that. for more information
+ /// see code:#ArrayContainer
+ /// </summary>
+ /// <param name="o"></param>
+ /// <param name="index"></param>
+
+ public interface ObjectContainer<T> where T:LifeTime
+ {
+ void Init(int numberOfObjects);
+ void AddObjectAt(T o, int index);
+ T GetObject(int index);
+ T SetObjectAt(T o , int index);
+ int Count
+ {
+ get;
+ }
+ }
+
+
+ public sealed class BinaryTreeObjectContainer<T> : ObjectContainer<T> where T:LifeTime
+ {
+
+ class Node
+ {
+ public Node LeftChild;
+ public Node RightChild;
+ public int id;
+ public T Data;
+
+ }
+
+
+
+ private Node root;
+ private int count;
+
+ public BinaryTreeObjectContainer()
+ {
+ root = null;
+ count = 0;
+ }
+
+ public void Init(int numberOfObjects)
+ {
+
+ if (numberOfObjects<=0)
+ {
+ return;
+ }
+
+ root = new Node();
+ root.id = 0;
+ count = numberOfObjects;
+ if (numberOfObjects>1)
+ {
+ int depth = (int)Math.Log(numberOfObjects,2)+1;
+
+ root.LeftChild = CreateTree(depth-1, 1);
+ root.RightChild = CreateTree(depth-1, 2);
+ }
+
+
+ }
+
+ public void AddObjectAt(T o, int index)
+ {
+ Node node = Find(index);
+
+ if (node!=null)
+ {
+ node.Data = o;
+ }
+
+ }
+
+
+ public T GetObject(int index)
+ {
+
+
+ Node node = Find(index);
+
+ if (node==null)
+ {
+ return default(T);
+ }
+
+ return node.Data;
+
+ }
+
+ public T SetObjectAt(T o , int index)
+ {
+
+ Node node = Find(index);
+
+ if (node==null)
+ {
+ return default(T);
+ }
+
+ T old = node.Data;
+ node.Data = o;
+ return old;
+
+ }
+
+ public int Count
+ {
+ get
+ {
+ return count;
+ }
+ }
+
+
+
+ private Node CreateTree(int depth, int id)
+ {
+ if (depth<=0)
+ {
+ return null;
+ }
+
+ Node node = new Node();
+ node.id = id;
+ node.LeftChild = CreateTree(depth-1, id*2+1);
+ node.RightChild = CreateTree(depth-1, id*2+2);
+
+ return node;
+ }
+
+ private Node Find(int id)
+ {
+
+ List<int> path = new List<int>();
+
+ // find the path from node to root
+ int n=id;
+ while (n>0)
+ {
+ path.Add(n);
+ n = (int)Math.Ceiling( ((double)n/2.0) ) - 1;
+ }
+
+ // follow the path from root to node
+ Node node = root;
+ for (int i=path.Count-1; i>=0; i--)
+ {
+ if (path[i]==(id*2+1))
+ {
+ node = node.LeftChild;
+ }
+ else
+ {
+ node = node.RightChild;
+ }
+
+ }
+
+ return node;
+ }
+
+ }
+
+
+
+//#ArrayContainer Simple Array Stock Implemntation for ObjectContainer
+ public sealed class ArrayObjectContainer<T> : ObjectContainer<T> where T:LifeTime
+ {
+ private T[] objContainer = null;
+ public void Init(int numberOfObjects)
+ {
+ objContainer = new T[numberOfObjects];
+
+ }
+
+ public void AddObjectAt(T o, int index)
+ {
+ objContainer[index] = o;
+ }
+
+ public T GetObject(int index)
+ {
+ return objContainer[index];
+ }
+
+ public T SetObjectAt(T o, int index)
+ {
+ T old = objContainer[index];
+ objContainer[index] = o;
+ return old;
+ }
+
+ public int Count
+ {
+ get
+ {
+ return objContainer.Length;
+ }
+ }
+ }
+
+
+
+ public delegate void ObjectDiedEventHandler(LifeTime o, int index );
+
+ public sealed class ObjectLifeTimeManager
+ {
+ private LifeTimeStrategy strategy;
+
+ private ObjectContainer<LifeTime> objectContainer = null;
+ //
+
+ public void SetObjectContainer (ObjectContainer<LifeTime> objectContainer)
+ {
+ this.objectContainer = objectContainer;
+ }
+
+ public event ObjectDiedEventHandler objectDied;
+
+ public void Init(int numberObjects)
+ {
+ objectContainer.Init(numberObjects);
+ //objContainer = new object[numberObjects];
+ }
+
+ public LifeTimeStrategy LifeTimeStrategy
+ {
+ set
+ {
+ strategy = value;
+ }
+ }
+
+ public void AddObject(LifeTime o, int index)
+ {
+ objectContainer.AddObjectAt(o, index);
+ //objContainer[index] = o;
+ }
+
+ public void Run()
+ {
+
+
+ LifeTime objLifeTime;
+
+ for (int i = 0; i < objectContainer.Count; ++i)
+ {
+ objLifeTime = objectContainer.GetObject(i);
+ //object o = objContainer[i];
+ //objLifeTime = o as LifeTime;
+
+ if (strategy.ShouldDie(objLifeTime, i))
+ {
+ int index = strategy.NextObject(objLifeTime.LifeTime);
+ LifeTime oldObject = objectContainer.SetObjectAt(null, index);
+ //objContainer[index] = null;
+ // fire the event
+ objectDied(oldObject, index);
+ }
+
+ }
+ }
+ }
+}
GC/Scenarios/BaseFinal/basefinal/basefinal.sh
GC/Coverage/smalloom/smalloom.sh
GC/Coverage/271010/271010.sh
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GC/Features/BackgroundGC/foregroundgc/foregroundgc.sh
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GC/Features/LOHFragmentation/lohfragmentation/lohfragmentation.sh
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-GC/Features/SustainedLowLatency/sustainedlowlatency_race_reverse/sustainedlowlatency_race_reverse.sh
GC/Features/SustainedLowLatency/scenario/scenario.sh
-GC/Features/SustainedLowLatency/sustainedlowlatency_race/sustainedlowlatency_race.sh
GC/Regressions/dev10bugs/536168/536168/536168.sh
GC/Stress/Framework/ReliabilityFramework/ReliabilityFramework.sh
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