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2008/8/12 Duncan <1i5t5.duncan@×××.net> |
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> Beso <givemesugarr@×××××.com> posted |
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> d257c3560808120130o55c0c805n69bda3ed4cb9a823@××××××××××.com, excerpted |
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> below, on Tue, 12 Aug 2008 08:30:44 +0000: |
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> |
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> > if you're still using something the kernel won't kill nothing. the |
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> > behaviour you're referencing is the kernel cached pages. when you use |
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> > something you load it into memory. after you finish using it then the |
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> > kernel will continue to hold the pages in ram as cached pages, if you |
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> > have enough space to be able to speed up the eventual future reuse of |
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> > that particular object. |
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> |
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> Beso, I think he was referring to being totally out of memory+swap, thus |
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> triggering the kernel OOM (out of memory) killer. |
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> |
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> Yes, that can happen. However, in practice, at least from my experience, |
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> before the kernel ever gets to the point of actually killing anything, |
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> the system becomes basically unresponsive anyway, as the kernel searches |
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> for every last bit of memory it can recover to use for whatever is taking |
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> it all. I've never had that happen since I switched to /tmp on tmpfs so |
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> I don't know how it works in regard to that -- presumably it'd consider |
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> it temporary and kill it before killing applications, but I don't know |
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> that for sure -- but I did have it happen once when I had swap turned off |
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> and only a gig of memory -- and tried to scan something at an incredibly |
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> high resolution that would have used over a gig of memory for the scan |
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> data alone, had I had it there to use! Even with swap turned off, the |
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> system was unusable, as the kernel was still looking for every bit of |
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> memory it could find some 15 minutes or so into unresponsiveness, when I |
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> gave up and hit the reset. I don't know how much longer it would have |
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> continued before triggering the OOM killer, but it wasn't worth waiting |
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> around to find out. |
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> |
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> BTW, I did have a runaway process once some-time later (before I set |
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> system per-process memory limits using ulimit, see "help ulimit" at the |
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> bash prompt), after I had upgraded to 8 gigs RAM, with 16 gigs swap as 4 |
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> partitions of 4 gigs each, on 4 different hard drives (with priority set |
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> equal so the kernel striped them for 4X swap speed). That worked much |
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> better as I didn't let it get quite out of memory before killing it, but |
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> I did let the process go long enough to have it eat up the 8 gigs of |
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> regular memory plus 15 gigs or so of swap before I killed it, just to see |
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> how responsive the system remained while nearly 16 gigs into swap after I |
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> had 4-way striped it. The system was a bit draggy at that, but it was |
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> certainly WAY more responsive than that time I let it get totally out of |
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> memory with NO swap, and responsive enough that I could still kill the |
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> runaway process when I decided it was getting too close to leaving me in |
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> the same situation again. (While I let it run until 15 out of 16 gigs |
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> swap were used, I had setup a high priority root shell with the kill -9 |
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> command waiting for me to hit enter... before it got far into swap, just |
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> in case.) I'd have hated to have been 16 gigs into swap on a single- |
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> spindle swap system, that's for sure! |
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> |
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> So anyway, make sure you have enough memory+swap to compile OOo, and you |
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> shouldn't have any major problems. FWIW, I set my max capacity on the |
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> tmpfs to 6 GB, since I knew OOo took 5+ gigs as the largest package, tho |
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> I've never actually compiled it. And of course with 8 gigs RAM and 16 |
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> gigs swap, I have 24 gigs mem+swap to play with, and the 6 gig max tmpfs |
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> doesn't get anywhere near that, so I'm fine. |
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> |
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> BTW, Chris G, one of the devs in the game herd, has mentioned that there |
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> are a couple game-data packages that actually require more scratch-space |
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> to merge than OOo, but of course they aren't compiled, so if the system |
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> runs out of room installing them, no big deal, just create a sufficiently |
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> large temporary swap file or switch PORTAGE_TMPDIR back to disk |
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> temporarily, and retry. It's not like you're losing hours of work like |
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> would be possible if OOo ran out of room while emerging. Plus at least |
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> personally, I don't have to worry about that since the games in question |
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> aren't freedomware anyway, so I'd never install them in the first place. |
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> |
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|
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does it really worth to compile OOo instead of just downloading the bin |
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version?! the last time i've tried it the ammount of space taken "hostage", |
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the slowness of compilation and the really small improvement in speed (as |
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well as the other deps to install) made me chose the 32bit precompiled bin |
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package. |
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dott. ing. beso |