Bindery Operator: Job Description, Duties and Requirements

AJ ALMENDINGER

glimpse into the future of Roblox

Our vision to bring the world together through play has never been more relevant than it is now. As our founder and CEO, David Baszucki (a.k.a. Builderman), mentioned in his keynote, more and more people are using Roblox to stay connected with their friends and loved ones. He hinted at a future where, with our automatic machine translation technology, Roblox will one day act as a universal translator, enabling people from different cultures and backgrounds to connect and learn from each other.
During his keynote, Builderman also elaborated upon our vision to build the Metaverse; the future of avatar creation on the platform (infinitely customizable avatars that allow any body, any clothing, and any animation to come together seamlessly); more personalized game discovery; and simulating large social gatherings (like concerts, graduations, conferences, etc.) with tens of thousands of participants all in one server. We’re still very early on in this journey, but if these past five months have shown us anything, it’s clear that there is a growing need for human co-experience platforms like Roblox that allow people to play, create, learn, work, and share experiences together in a safe, civil 3D immersive space.
Up next, our VP of Developer Relations, Matt Curtis (a.k.a. m4rrh3w), shared an update on all the things we’re doing to continue empowering developers to create innovative and exciting content through collaboration, support, and expertise. He also highlighted some of the impressive milestones our creator community has achieved since last year’s RDC. Here are a few key takeaways:
And lastly, our VP of Engineering, Technology, Adam Miller (a.k.a. rbadam), unveiled a myriad of cool and upcoming features developers will someday be able to sink their teeth into. We saw a glimpse of procedural skies, skinned meshes, more high-quality materials, new terrain types, more fonts in Studio, a new asset type for in-game videos, haptic feedback on mobile, real-time CSG operations, and many more awesome tools that will unlock the potential for even bigger, more immersive experiences on Roblox.

Vibin’

Despite the virtual setting, RDC just wouldn’t have been the same without any fun party activities and networking opportunities. So, we invited special guests DJ Hyper Potions and cyber mentalist Colin Cloud for some truly awesome, truly mind-bending entertainment. Yoga instructor Erin Gilmore also swung by to inspire attendees to get out of their chair and get their body moving. And of course, we even had virtual rooms dedicated to karaoke and head-to-head social games, like trivia and Pictionary.
Over on the networking side, Team Adopt Me, Red Manta, StyLiS Studios, and Summit Studios hosted a virtual booth for attendees to ask questions, submit resumes, and more. We also had a networking session where three participants would be randomly grouped together to get to know each other.

What does Roblox mean to you?

We all know how talented the Roblox community is from your creations. We’ve heard plenty of stories over the years about how Roblox has touched your lives, how you’ve made friendships, learned new skills, or simply found a place where you can be yourself. We wanted to hear more. So, we asked attendees: What does Roblox mean to you? How has Roblox connected you? How has Roblox changed your life? Then, over the course of RDC, we incorporated your responses into this awesome mural.
📷
Created by Alece Birnbach at Graphic Recording Studio

Knowledge is power

This year’s breakout sessions included presentations from Roblox developers and staff members on the latest game development strategies, a deep dive into the Roblox engine, learning how to animate with Blender, tools for working together in teams, building performant game worlds, and the new Creator Dashboard. Dr. Michael Rich, Associate Professor at Harvard Medical School and Physician at Boston Children’s Hospital, also led attendees through a discussion on mental health and how to best take care of you and your friends’ emotional well-being, especially now during these challenging times.
📷
Making the Dream Work with Teamwork (presented by Roblox developer Myzta)
In addition to our traditional Q&A panel with top product and engineering leaders at Roblox, we also held a special session with Builderman himself to answer the community’s biggest questions.
📷
Roblox Product and Engineering Q&A Panel

2020 Game Jam

The Game Jam is always one of our favorite events of RDC. It’s a chance for folks to come together, flex their development skills, and come up with wildly inventive game ideas that really push the boundaries of what’s possible on Roblox. We had over 60 submissions this year—a new RDC record.
Once again, teams of up to six people from around the world had less than 24 hours to conceptualize, design, and publish a game based on the theme “2020 Vision,” all while working remotely no less! To achieve such a feat is nothing short of awe-inspiring, but as always, our dev community was more than up for the challenge. I’ve got to say, these were some of the finest creations we’ve seen.
WINNERS
Best in Show: Shapescape Created By: GhettoMilkMan, dayzeedog, maplestick, theloudscream, Brick_man, ilyannna You awaken in a strange laboratory, seemingly with no way out. Using a pair of special glasses, players must solve a series of anamorphic puzzles and optical illusions to make their escape.
Excellence in Visual Art: agn●sia Created By: boatbomber, thisfall, Elttob An obby experience unlike any other, this game is all about seeing the world through a different lens. Reveal platforms by switching between different colored lenses and make your way to the end.
Most Creative Gameplay: Visions of a perspective reality Created By: Noble_Draconian and Spathi Sometimes all it takes is a change in perspective to solve challenges. By switching between 2D and 3D perspectives, players can maneuver around obstacles or find new ways to reach the end of each level.
Outstanding Use of Tech: The Eyes of Providence Created By: Quenty, Arch_Mage, AlgyLacey, xJennyBeanx, Zomebody, Crykee This action/strategy game comes with a unique VR twist. While teams fight to construct the superior monument, two VR players can support their minions by collecting resources and manipulating the map.
Best Use of Theme: Sticker Situation Created By: dragonfrosting and Yozoh Set in a mysterious art gallery, players must solve puzzles by manipulating the environment using a magic camera and stickers. Snap a photograph, place down a sticker, and see how it changes the world.
OTHER TOP PICKS
HONORABLE MENTIONS
For the rest of the 2020 Game Jam submissions, check out the list below:
20-20 Vision | 20/20 Vision | 2020 Vision, A Crazy Perspective | 2020 Vision: Nyon | A Wild Trip! | Acuity | Best Year Ever | Better Half | Bloxlabs | Climb Stairs to 2021 | Double Vision (Team hey apple) | Eyebrawl | Eyeworm Exam | FIRE 2020 | HACKED | Hyperspective | Lucid Scream | Mystery Mansion | New Years at the Museum | New Year’s Bash | Poor Vision | Predict 2020 | RBC News | Retrovertigo | Second Wave | see no evil | Sight Fight | Sight Stealers | Spectacles Struggle | Specter Spectrum | Survive 2020 | The Lost Chicken Leg | The Outbreak | The Spyglass | Time Heist | Tunnel Vision | Virtual RDC – The Story | Vision (Team Freepunk) | Vision (Team VIP People ####) | Vision Developers Conference 2020 | Vision Is Key | Vision Perspective | Vision Racer | Visions | Zepto
And last but not least, we wanted to give a special shout out to Starboard Studios. Though they didn’t quite make it on time for our judges, we just had to include Dave’s Vision for good measure. 📷
Thanks to everyone who participated in the Game Jam, and congrats to all those who took home the dub in each of our categories this year. As the winners of Best in Show, the developers of Shapescape will have their names forever engraved on the RDC Game Jam trophy back at Roblox HQ. Great work!

‘Til next year

And that about wraps up our coverage of the first-ever digital RDC. Thanks to all who attended! Before we go, we wanted to share a special “behind the scenes” video from the 2020 RDC photoshoot.
Check it out:
It was absolutely bonkers. Getting 350 of us all in one server was so much fun and really brought back the feeling of being together with everyone again. That being said, we can’t wait to see you all—for real this time—at RDC next year. It’s going to be well worth the wait. ‘Til we meet again, my friends.
© 2020 Roblox Corporation. All Rights Reserved.

Improving Simulation and Performance with an Advanced Physics Solver

August

05, 2020

by chefdeletat
PRODUCT & TECH
📷In mid-2015, Roblox unveiled a major upgrade to its physics engine: the Projected Gauss-Seidel (PGS) physics solver. For the first year, the new solver was optional and provided improved fidelity and greater performance compared to the previously used spring solver.
In 2016, we added support for a diverse set of new physics constraints, incentivizing developers to migrate to the new solver and extending the creative capabilities of the physics engine. Any new places used the PGS solver by default, with the option of reverting back to the classic solver.
We ironed out some stability issues associated with high mass differences and complex mechanisms by the introduction of the hybrid LDL-PGS solver in mid-2018. This made the old solver obsolete, and it was completely disabled in 2019, automatically migrating all places to the PGS.
In 2019, the performance was further improved using multi-threading that splits the simulation into jobs consisting of connected islands of simulating parts. We still had performance issues related to the LDL that we finally resolved in early 2020.
The physics engine is still being improved and optimized for performance, and we plan on adding new features for the foreseeable future.

Implementing the Laws of Physics

📷
The main objective of a physics engine is to simulate the motion of bodies in a virtual environment. In our physics engine, we care about bodies that are rigid, that collide and have constraints with each other.
A physics engine is organized into two phases: collision detection and solving. Collision detection finds intersections between geometries associated with the rigid bodies, generating appropriate collision information such as collision points, normals and penetration depths. Then a solver updates the motion of rigid bodies under the influence of the collisions that were detected and constraints that were provided by the user.
📷
The motion is the result of the solver interpreting the laws of physics, such as conservation of energy and momentum. But doing this 100% accurately is prohibitively expensive, and the trick to simulating it in real-time is to approximate to increase performance, as long as the result is physically realistic. As long as the basic laws of motion are maintained within a reasonable tolerance, this tradeoff is completely acceptable for a computer game simulation.

Taking Small Steps

The main idea of the physics engine is to discretize the motion using time-stepping. The equations of motion of constrained and unconstrained rigid bodies are very difficult to integrate directly and accurately. The discretization subdivides the motion into small time increments, where the equations are simplified and linearized making it possible to solve them approximately. This means that during each time step the motion of the relevant parts of rigid bodies that are involved in a constraint is linearly approximated.
📷📷
Although a linearized problem is easier to solve, it produces drift in a simulation containing non-linear behaviors, like rotational motion. Later we’ll see mitigation methods that help reduce the drift and make the simulation more plausible.

Solving

📷
Having linearized the equations of motion for a time step, we end up needing to solve a linear system or linear complementarity problem (LCP). These systems can be arbitrarily large and can still be quite expensive to solve exactly. Again the trick is to find an approximate solution using a faster method. A modern method to approximately solve an LCP with good convergence properties is the Projected Gauss-Seidel (PGS). It is an iterative method, meaning that with each iteration the approximate solution is brought closer to the true solution, and its final accuracy depends on the number of iterations.
📷
This animation shows how a PGS solver changes the positions of the bodies at each step of the iteration process, the objective being to find the positions that respect the ball and socket constraints while preserving the center of mass at each step (this is a type of positional solver used by the IK dragger). Although this example has a simple analytical solution, it’s a good demonstration of the idea behind the PGS. At each step, the solver fixes one of the constraints and lets the other be violated. After a few iterations, the bodies are very close to their correct positions. A characteristic of this method is how some rigid bodies seem to vibrate around their final position, especially when coupling interactions with heavier bodies. If we don’t do enough iterations, the yellow part might be left in a visibly invalid state where one of its two constraints is dramatically violated. This is called the high mass ratio problem, and it has been the bane of physics engines as it causes instabilities and explosions. If we do too many iterations, the solver becomes too slow, if we don’t it becomes unstable. Balancing the two sides has been a painful and long process.

Mitigation Strategies

📷A solver has two major sources of inaccuracies: time-stepping and iterative solving (there is also floating point drift but it’s minor compared to the first two). These inaccuracies introduce errors in the simulation causing it to drift from the correct path. Some of this drift is tolerable like slightly different velocities or energy loss, but some are not like instabilities, large energy gains or dislocated constraints.
Therefore a lot of the complexity in the solver comes from the implementation of methods to minimize the impact of computational inaccuracies. Our final implementation uses some traditional and some novel mitigation strategies:
  1. Warm starting: starting with the solution from a previous time-step to increase the convergence rate of the iterative solver
  2. Post-stabilization: reprojecting the system back to the constraint manifold to prevent constraint drift
  3. Regularization: adding compliance to the constraints ensuring a solution exists and is unique
  4. Pre-conditioning: using an exact solution to a linear subsystem, improving the stability of complex mechanisms
Strategies 1, 2 and 3 are pretty traditional, but 3 has been improved and perfected by us. Also, although 4 is not unheard of, we haven’t seen any practical implementation of it. We use an original factorization method for large sparse constraint matrices and a new efficient way of combining it with the PGS. The resulting implementation is only slightly slower compared to pure PGS but ensures that the linear system coming from equality constraints is solved exactly. Consequently, the equality constraints suffer only from drift coming from the time discretization. Details on our methods are contained in my GDC 2020 presentation. Currently, we are investigating direct methods applied to inequality constraints and collisions.

Getting More Details

Traditionally there are two mathematical models for articulated mechanisms: there are reduced coordinate methods spearheaded by Featherstone, that parametrize the degrees of freedom at each joint, and there are full coordinate methods that use a Lagrangian formulation.
We use the second formulation as it is less restrictive and requires much simpler mathematics and implementation.
The Roblox engine uses analytical methods to compute the dynamic response of constraints, as opposed to penalty methods that were used before. Analytics methods were initially introduced in Baraff 1989, where they are used to treat both equality and non-equality constraints in a consistent manner. Baraff observed that the contact model can be formulated using quadratic programming, and he provided a heuristic solution method (which is not the method we use in our solver).
Instead of using force-based formulation, we use an impulse-based formulation in velocity space, originally introduced by Mirtich-Canny 1995 and further improved by Stewart-Trinkle 1996, which unifies the treatment of different contact types and guarantees the existence of a solution for contacts with friction. At each timestep, the constraints and collisions are maintained by applying instantaneous changes in velocities due to constraint impulses. An excellent explanation of why impulse-based simulation is superior is contained in the GDC presentation of Catto 2014.
The frictionless contacts are modeled using a linear complementarity problem (LCP) as described in Baraff 1994. Friction is added as a non-linear projection onto the friction cone, interleaved with the iterations of the Projected Gauss-Seidel.
The numerical drift that introduces positional errors in the constraints is resolved using a post-stabilization technique using pseudo-velocities introduced by Cline-Pai 2003. It involves solving a second LCP in the position space, which projects the system back to the constraint manifold.
The LCPs are solved using a PGS / Impulse Solver popularized by Catto 2005 (also see Catto 2009). This method is iterative and considers each individual constraints in sequence and resolves it independently. Over many iterations, and in ideal conditions, the system converges to a global solution.
Additionally, high mass ratio issues in equality constraints are ironed out by preconditioning the PGS using the sparse LDL decomposition of the constraint matrix of equality constraints. Dense submatrices of the constraint matrix are sparsified using a method we call Body Splitting. This is similar to the LDL decomposition used in Baraff 1996, but allows more general mechanical systems, and solves the system in constraint space. For more information, you can see my GDC 2020 presentation.
The architecture of our solver follows the idea of Guendelman-Bridson-Fedkiw, where the velocity and position stepping are separated by the constraint resolution. Our time sequencing is:
  1. Advance velocities
  2. Constraint resolution in velocity space and position space
  3. Advance positions
This scheme has the advantage of integrating only valid velocities, and limiting latency in external force application but allowing a small amount of perceived constraint violation due to numerical drift.
An excellent reference for rigid body simulation is the book Erleben 2005 that was recently made freely available. You can find online lectures about physics-based animation, a blog by Nilson Souto on building a physics engine, a very good GDC presentation by Erin Catto on modern solver methods, and forums like the Bullet Physics Forum and GameDev which are excellent places to ask questions.

In Conclusion

The field of game physics simulation presents many interesting problems that are both exciting and challenging. There are opportunities to learn a substantial amount of cool mathematics and physics and to use modern optimizations techniques. It’s an area of game development that tightly marries mathematics, physics and software engineering.
Even if Roblox has a good rigid body physics engine, there are areas where it can be improved and optimized. Also, we are working on exciting new projects like fracturing, deformation, softbody, cloth, aerodynamics and water simulation.
Neither Roblox Corporation nor this blog endorses or supports any company or service. Also, no guarantees or promises are made regarding the accuracy, reliability or completeness of the information contained in this blog.
This blog post was originally published on the Roblox Tech Blog.
© 2020 Roblox Corporation. All Rights Reserved.

Using Clang to Minimize Global Variable Use

July

23, 2020

by RandomTruffle
PRODUCT & TECH
Every non-trivial program has at least some amount of global state, but too much can be a bad thing. In C++ (which constitutes close to 100% of Roblox’s engine code) this global state is initialized before main() and destroyed after returning from main(), and this happens in a mostly non-deterministic order. In addition to leading to confusing startup and shutdown semantics that are difficult to reason about (or change), it can also lead to severe instability.
Roblox code also creates a lot of long-running detached threads (threads which are never joined and just run until they decide to stop, which might be never). These two things together have a very serious negative interaction on shutdown, because long-running threads continue accessing the global state that is being destroyed. This can lead to elevated crash rates, test suite flakiness, and just general instability.
The first step to digging yourself out of a mess like this is to understand the extent of the problem, so in this post I’m going to talk about one technique you can use to gain visibility into your global startup flow. I’m also going to discuss how we are using this to improve stability across the entire Roblox game engine platform by decreasing our use of global variables.

Introducing -finstrument-functions

Nothing excites me more than learning about a new obscure compiler option that I’ve never had a use for before, so I was pretty happy when a colleague pointed me to this option in the Clang Command Line Reference. I’d never used it before, but it sounded very cool. The idea being that if we could get the compiler to tell us every time it entered and exited a function, we could filter this information through a symbolizer of some kind and generate a report of functions that a) occur before main(), and b) are the very first function in the call-stack (indicating it’s a global).
Unfortunately, the documentation basically just tells you that the option exists with no mention of how to use it or if it even actually does what it sounds like it does. There’s also two different options that sound similar to each other (-finstrument-functions and -finstrument-functions-after-inlining), and I still wasn’t entirely sure what the difference was. So I decided to throw up a quick sample on godbolt to see what happened, which you can see here. Note there are two assembly outputs for the same source listing. One uses the first option and the other uses the second option, and we can compare the assembly output to understand the differences. We can gather a few takeaways from this sample:
  1. The compiler is injecting calls to __cyg_profile_func_enter and __cyg_profile_func_exit inside of every function, inline or not.
  2. The only difference between the two options occurs at the call-site of an inline function.
  3. With -finstrument-functions, the instrumentation for the inlined function is inserted at the call-site, whereas with -finstrument-functions-after-inlining we only have instrumentation for the outer function. This means that when using-finstrument-functions-after-inlining you won’t be able to determine which functions are inlined and where.
Of course, this sounds exactly like what the documentation said it did, but sometimes you just need to look under the hood to convince yourself.
To put all of this another way, if we want to know about calls to inline functions in this trace we need to use -finstrument-functions because otherwise their instrumentation is silently removed by the compiler. Sadly, I was never able to get -finstrument-functions to work on a real example. I would always end up with linker errors deep in the Standard C++ Library which I was unable to figure out. My best guess is that inlining is often a heuristic, and this can somehow lead to subtle ODR (one-definition rule) violations when the optimizer makes different inlining decisions from different translation units. Luckily global constructors (which is what we care about) cannot possibly be inlined anyway, so this wasn’t a problem.
I suppose I should also mention that I still got tons of linker errors with -finstrument-functions-after-inlining as well, but I did figure those out. As best as I can tell, this option seems to imply –whole-archive linker semantics. Discussion of –whole-archive is outside the scope of this blog post, but suffice it to say that I fixed it by using linker groups (e.g. -Wl,–start-group and -Wl,–end-group) on the compiler command line. I was a bit surprised that we didn’t get these same linker errors without this option and still don’t totally understand why. If you happen to know why this option would change linker semantics, please let me know in the comments!

Implementing the Callback Hooks

If you’re astute, you may be wondering what in the world __cyg_profile_func_enter and __cyg_profile_func_exit are and why the program is even successfully linking in the first without giving undefined symbol reference errors, since the compiler is apparently trying to call some function we’ve never defined. Luckily, there are some options that allow us to see inside the linker’s algorithm so we can find out where it’s getting this symbol from to begin with. Specifically, -y should tell us how the linker is resolving . We’ll try it with a dummy program first and a symbol that we’ve defined ourselves, then we’ll try it with __cyg_profile_func_enter .
[email protected]:~/src/sandbox$ cat instr.cpp int main() {} [email protected]:~/src/sandbox$ clang++-9 -fuse-ld=lld -Wl,-y -Wl,main instr.cpp /usbin/../lib/gcc/x86_64-linux-gnu/crt1.o: reference to main /tmp/instr-5b6c60.o: definition of main
No surprises here. The C Runtime Library references main(), and our object file defines it. Now let’s see what happens with __cyg_profile_func_enter and -finstrument-functions-after-inlining.
[email protected]:~/src/sandbox$ clang++-9 -fuse-ld=lld -finstrument-functions-after-inlining -Wl,-y -Wl,__cyg_profile_func_enter instr.cpp /tmp/instr-8157b3.o: reference to __cyg_profile_func_enter /lib/x86_64-linux-gnu/libc.so.6: shared definition of __cyg_profile_func_enter
Now, we see that libc provides the definition, and our object file references it. Linking works a bit differently on Unix-y platforms than it does on Windows, but basically this means that if we define this function ourselves in our cpp file, the linker will just automatically prefer it over the shared library version. Working godbolt link without runtime output is here. So now you can kind of see where this is going, however there are still a couple of problems left to solve.
  1. We don’t want to do this for a full run of the program. We want to stop as soon as we reach main.
  2. We need a way to symbolize this trace.
The first problem is easy to solve. All we need to do is compare the address of the function being called to the address of main, and set a flag indicating we should stop tracing henceforth. (Note that taking the address of main is undefined behavior[1], but for our purposes it gets the job done, and we aren’t shipping this code, so ¯\_(ツ)_/¯). The second problem probably deserves a little more discussion though.

Symbolizing the Traces

In order to symbolize these traces, we need two things. First, we need to store the trace somewhere on persistent storage. We can’t expect to symbolize in real time with any kind of reasonable performance. You can write some C code to save the trace to some magic filename, or you can do what I did and just write it to stderr (this way you can pipe stderr to some file when you run it).
Second, and perhaps more importantly, for every address we need to write out the full path to the module the address belongs to. Your program loads many shared libraries, and in order to translate an address into a symbol, we have to know which shared library or executable the address actually belongs to. In addition, we have to be careful to write out the address of the symbol in the file on disk. When your program is running, the operating system could have loaded it anywhere in memory. And if we’re going to symbolize it after the fact we need to make sure we can still reference it after the information about where it was loaded in memory is lost. The linux function dladdr() gives us both pieces of information we need. A working godbolt sample with the exact implementation of our instrumentation hooks as they appear in our codebase can be found here.

Putting it All Together

Now that we have a file in this format saved on disk, all we need to do is symbolize the addresses. addr2line is one option, but I went with llvm-symbolizer as I find it more robust. I wrote a Python script to parse the file and symbolize each address, then print it in the same “visual” hierarchical format that the original output file is in. There are various options for filtering the resulting symbol list so that you can clean up the output to include only things that are interesting for your case. For example, I filtered out any globals that have boost:: in their name, because I can’t exactly go rewrite boost to not use global variables.
The script isn’t as simple as you would think, because simply crawling each line and symbolizing it would be unacceptably slow (when I tried this, it took over 2 hours before I finally killed the process). This is because the same address might appear thousands of times, and there’s no reason to run llvm-symbolizer against the same address multiple times. So there’s a lot of smarts in there to pre-process the address list and eliminate duplicates. I won’t discuss the implementation in more detail because it isn’t super interesting. But I’ll do even better and provide the source!
So after all of this, we can run any one of our internal targets to get the call tree, run it through the script, and then get output like this (actual output from a Roblox process, source file information removed):
excluded_symbols = [‘.\boost.*’]* excluded_modules = [‘/usr.\’]* /uslib/x86_64-linux-gnu/libLLVM-9.so.1: 140 unique addresses InterestingRobloxProcess: 38928 unique addresses /uslib/x86_64-linux-gnu/libstdc++.so.6: 1 unique addresses /uslib/x86_64-linux-gnu/libc++.so.1: 3 unique addresses Printing call tree with depth 2 for 29276 global variables. __cxx_global_var_init.5 (InterestingFile1.cpp:418:22) RBX::InterestingRobloxClass2::InterestingRobloxClass2() (InterestingFile2.cpp.:415:0) __cxx_global_var_init.19 (InterestingFile2.cpp:183:34) (anonymous namespace)::InterestingRobloxClass2::InterestingRobloxClass2() (InterestingFile2.cpp:171:0) __cxx_global_var_init.274 (InterestingFile3.cpp:2364:33) RBX::InterestingRobloxClass3::InterestingRobloxClass3()
So there you have it: the first half of the battle is over. I can run this script on every platform, compare results to understand what order our globals are actually initialized in in practice, then slowly migrate this code out of global initializers and into main where it can be deterministic and explicit.

Future Work

It occurred to me sometime after implementing this that we could make a general purpose profiling hook that exposed some public symbols (dllexport’ed if you speak Windows), and allowed a plugin module to hook into this dynamically. This plugin module could filter addresses using whatever arbitrary logic that it was interested in. One interesting use case I came up for this is that it could look up the debug information, check if the current address maps to the constructor of a function local static, and write out the address if so. This effectively allows us to gain a deeper understanding of the order in which our lazy statics are initialized. The possibilities are endless here.

Further Reading

If you’re interested in this kind of thing, I’ve collected a couple of my favorite references for this kind of topic.
  1. Various: The C++ Language Standard
  2. Matt Godbolt: The Bits Between the Bits: How We Get to main()
  3. Ryan O’Neill: Learning Linux Binary Analysis
  4. Linkers and Loaders: John R. Levine
  5. https://eel.is/c++draft/basic.exec#basic.start.main-3
Neither Roblox Corporation nor this blog endorses or supports any company or service. Also, no guarantees or promises are made regarding the accuracy, reliability or completeness of the information contained in this blog.
submitted by jaydenweez to u/jaydenweez [link] [comments]

Error accessing Nextdoor

Hi all,
When I try to log in to nextdoor.com the page throws the error, " There was an error establishing a session. Please try again." I tried restarting Waterfox with add-ons disabled and got the same result. Tried in MS Edge and was able to log in. I've attached the raw text of the troubleshooting log (unimportant details removed due to post restrictions).
Raw data:
{
"application": {
"name": "Waterfox",
"osVersion": "Windows_NT 10.0",
"version": "2020.06",
"buildID": "20200602213843",
"userAgent": "Mozilla/5.0 (Windows NT 10.0; Win64; x64; rv:56.0) Gecko/20100101 Firefox/56.0 Waterfox/56.3",
"safeMode": false,
"updateChannel": "release",
"supportURL": "https://support.mozilla.org/1/firefox/56.3/WINNT/en-US/",
"numTotalWindows": 1,
"numRemoteWindows": 1,
"remoteAutoStart": true,
"currentContentProcesses": 2,
"maxContentProcesses": 1,
"autoStartStatus": 0,
"styloBuild": false,
"styloDefault": false,
"styloResult": false,
"keyGoogleFound": false,
"keyMozillaFound": false
},
"modifiedPreferences": {
"accessibility.typeaheadfind.flashBar": 0,
"accessibility.force_disabled": 1,
"accessibility.browsewithcaret": true,
"accessibility.typeaheadfind": true,
"browser.cache.disk.filesystem_reported": 1,
"browser.cache.disk.smart_size.first_run": false,
"browser.cache.frecency_experiment": 3,
"browser.cache.disk.capacity": 358400,
"browser.display.use_document_fonts": 0,
"browser.download.useDownloadDir": false,
"browser.link.open_newwindow.override.external": 3,
"browser.link.open_newwindow.restriction": 0,
"browser.places.smartBookmarksVersion": 8,
"browser.search.openintab": true,
"browser.search.useDBForOrder": true,
"browser.sessionstore.upgradeBackup.latestBuildID": "MOZ_BUILDID",
"browser.sessionstore.resume_from_crash": false,
"browser.sessionstore.max_tabs_undo": 30,
"browser.startup.homepage_override.mstone": "56.3",
"browser.startup.homepage": "https://www.google.com/?gws_rd=ssl",
"browser.startup.homepage_override.buildID": "MOZ_BUILDID",
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submitted by jonnyrebel to waterfox [link] [comments]

2.5 VR / non-VR / TrackIR - Application hangs with audio continuing in background for several minutes before resuming

EDIT: Video demonstrating the issue along with M.2 SSD benchmark results
I had already made a thread about this awhile ago, and even engaged in a back-and-forth with Eagle Dynamics Support who also couldn't give me a straight answer about this problem.
The game will run for a few minutes before hanging (Not locking or crashing to desktop), with the audio continuing in the background. If you give it a few minutes, it will resume for another couple minutes before hanging again.
I've tried VR, non-VR, TrackIR, non-TrackIR, reinstall of the game, reinstall of the OS.
Looking it up produces very few threads, and the threads that do exist contain answers that are never the same (One will tell you to switch to 3 monitors since it's a drawing problem, one will tell you to change your pre-load radius, one will tell you to change your page pool settings)
Hardware specs:
Unfortunately, DCS is the only application I've had issues with since building this workstation, every other game and application I've run work as expected.
This thread is a last ditch effort in resolving this, as I've more or less given up on DCS as a result. I'm well past refund eligibility so I'll most likely leave it uninstalled from here on out.
EDIT:
Forgot to include a log. The game never crashes so there aren't any .crash logs or whatever DCS generates when it hits an exception
This is on a brand new install of Windows where DCS is the only Steam game that was downloaded and installed:
=== Log opened UTC 2019-04-27 21:36:01 2019-04-27 21:36:01.573 INFO DCS: Command line: "C:\Program Files (x86)\Steam\steamapps\common\DCSWorld\bin\DCS.exe" --force_enable_VR --force_steam_VR 2019-04-27 21:36:01.573 INFO DCS: DCS/2.5.4.29167 (x86_64; Windows NT 10.0.17763) 2019-04-27 21:36:01.584 INFO DCS: Hwid: vMBlHyYToTawU4z-cSCOwuvDHFzpomWXaZXnvA 2019-04-27 21:36:01.584 INFO DCS: DCS revision: 149155 2019-04-27 21:36:01.584 INFO DCS: Renderer revision: 18967 2019-04-27 21:36:01.584 INFO DCS: Terrain revision: 18978 2019-04-27 21:36:01.584 INFO DCS: CPU cores: 8, threads: 16, System RAM: 32685 MB, Pagefile: 37805 MB 2019-04-27 21:36:01.598 INFO EDCORE: (dDispatcher)enterToState_:0 2019-04-27 21:36:01.602 INFO Dispatcher: 2019/4/27 17:36 V1803061700 2019-04-27 21:36:01.658 INFO INPUT: Device [Keyboard] created deviceId = -1 2019-04-27 21:36:41.733 INFO INPUT: Device [Joystick - HOTAS Warthog {2E677DE0-6908-11e9-8002-444553540000}] created deviceId = -1 2019-04-27 21:36:41.733 INFO INPUT: Joystick created[Joystick - HOTAS Warthog {2E677DE0-6908-11e9-8002-444553540000}], ForceFeedBack: no 2019-04-27 21:36:41.734 INFO INPUT: Device [Throttle - HOTAS Warthog {3522F8D0-6908-11e9-8003-444553540000}] created deviceId = -1 2019-04-27 21:36:41.734 INFO INPUT: Joystick created[Throttle - HOTAS Warthog {3522F8D0-6908-11e9-8003-444553540000}], ForceFeedBack: no 2019-04-27 21:36:41.740 INFO INPUT: Device [Mouse] created deviceId = -1 2019-04-27 21:36:41.757 INFO SOUND: Using driver: xaudio29 2019-04-27 21:36:41.772 INFO SOUND: Found 6 available audio device(s): 2019-04-27 21:36:41.772 INFO SOUND: 0: ID: "\\?\SWD#MMDEVAPI#{0.0.0.00000000}.{040706cf-c2d8-4f94-98ae-a5a2ce0bdd60}#{e6327cad-dcec-4949-ae8a-991e976a79d2}", Name: "BenQ XL2430T (NVIDIA High Definition Audio)" 2019-04-27 21:36:41.772 INFO SOUND: 1: ID: "\\?\SWD#MMDEVAPI#{0.0.0.00000000}.{0cdd2822-7f15-48be-ab0f-f914ff61fcde}#{e6327cad-dcec-4949-ae8a-991e976a79d2}", Name: "Digital Audio (S/PDIF) (2- High Definition Audio Device)" 2019-04-27 21:36:41.772 INFO SOUND: 2: ID: "\\?\SWD#MMDEVAPI#{0.0.0.00000000}.{e966662c-45fe-4ac6-94d9-3a98ff14306d}#{e6327cad-dcec-4949-ae8a-991e976a79d2}", Name: "Speakers (2- High Definition Audio Device)" 2019-04-27 21:36:41.772 INFO SOUND: 3: ID: "\\?\SWD#MMDEVAPI#{0.0.0.00000000}.{ae0c6512-0cb7-4ccb-a318-f9ee4143759c}#{e6327cad-dcec-4949-ae8a-991e976a79d2}", Name: "BenQ XL2430T (NVIDIA High Definition Audio)" 2019-04-27 21:36:41.772 INFO SOUND: 4: ID: "\\?\SWD#MMDEVAPI#{0.0.0.00000000}.{765b53df-9796-4c76-8c31-2cd41ad65946}#{e6327cad-dcec-4949-ae8a-991e976a79d2}", Name: "Speakers (2- HTC Vive)" 2019-04-27 21:36:41.772 INFO SOUND: 5: ID: "\\?\SWD#MMDEVAPI#{0.0.0.00000000}.{1df21cb4-9185-439a-a2de-3edba9fc3b6a}#{e6327cad-dcec-4949-ae8a-991e976a79d2}", Name: "HTC-VIVE (NVIDIA High Definition Audio)" 2019-04-27 21:36:41.875 INFO SOUND: loaded 1318 sdefs from "sounds\sdef\" 2019-04-27 21:36:41.875 INFO SOUNDER: Preloading Sounders from Sounds\Sounders 2019-04-27 21:36:41.907 INFO Dispatcher: Loading installed modules... 2019-04-27 21:36:42.977 INFO Scripting: OBSOLETE mount_vfs_sound_path() used in ./CoreMods/aircraft/AJS37/entry.lua 2019-04-27 21:36:43.014 INFO Scripting: OBSOLETE mount_vfs_sound_path() used in ./CoreMods/aircraft/F14/entry.lua 2019-04-27 21:36:43.044 INFO Scripting: OBSOLETE mount_vfs_sound_path() used in ./Mods/aircraft/F14/entry.lua 2019-04-27 21:36:43.052 INFO Scripting: PLUGINS START------------------------------------------------- 2019-04-27 21:36:43.054 INFO SOUNDER: Preloading Sounders from .\CoreMods\tech\TechWeaponPack\Sounds\Sounders 2019-04-27 21:36:43.058 INFO SOUNDER: Preloading Sounders from .\CoreMods\tech\USS John C Stennis\Sounds\Sounders 2019-04-27 21:36:43.064 INFO SOUND: loaded 15 sdefs from ".\coremods\aircraft\av8bna\sounds\sdef\" 2019-04-27 21:36:43.064 INFO SOUNDER: Preloading Sounders from .\CoreMods\aircraft\AV8BNA\Sounds\Sounders 2019-04-27 21:36:43.065 WARNING EDCORE: Source ./CoreMods/aircraft/AV8BNA/Shapes is already mounted to the same mount /models/. 2019-04-27 21:36:43.073 INFO SOUND: loaded 9 sdefs from ".\coremods\aircraft\c-101\sounds\sdef\" 2019-04-27 21:36:43.074 WARNING EDCORE: Source ./CoreMods/aircraft/C-101/Liveries is already mounted to the same mount /textures//liveries/. 2019-04-27 21:36:43.077 INFO SOUND: loaded 12 sdefs from ".\coremods\aircraft\chinaassetpack\sounds\sdef\" 2019-04-27 21:36:43.077 INFO SOUNDER: Preloading Sounders from .\CoreMods\aircraft\ChinaAssetPack\Sounds\Sounders 2019-04-27 21:36:43.080 INFO SOUND: loaded 5 sdefs from ".\coremods\aircraft\christen eagle ii\sounds\sdef\" 2019-04-27 21:36:43.081 ERROR EDCORE: Can't mount coremods/aircraft/christen eagle ii/textures2. Drivers errors: 2019-04-27 21:36:43.081 ERROR EDCORE: EDCDriver: there is no directory coremods/aircraft/christen eagle ii/textures2.edc 2019-04-27 21:36:43.081 ERROR EDCORE: FSDriver: there is no directory coremods/aircraft/christen eagle ii/textures2 2019-04-27 21:36:43.081 ERROR EDCORE: ZipDriver: Can't open zip archive coremods/aircraft/christen eagle ii/textures2.zip. 2019-04-27 21:36:43.085 INFO SOUND: loaded 26 sdefs from ".\coremods\aircraft\f14\sounds\sdef\" 2019-04-27 21:36:43.085 INFO SOUNDER: Preloading Sounders from .\CoreMods\aircraft\F14\Sounds\Sounders 2019-04-27 21:36:43.086 ERROR EDCORE: Can't mount coremods/aircraft/f14/textures/lns_f14_exterior. Drivers errors: 2019-04-27 21:36:43.086 ERROR EDCORE: EDCDriver: there is no directory coremods/aircraft/f14/textures/lns_f14_exterior.edc 2019-04-27 21:36:43.086 ERROR EDCORE: FSDriver: there is no directory coremods/aircraft/f14/textures/lns_f14_exterior 2019-04-27 21:36:43.086 ERROR EDCORE: ZipDriver: Can't open zip archive coremods/aircraft/f14/textures/lns_f14_exterior.zip. 2019-04-27 21:36:43.091 INFO SOUND: loaded 19 sdefs from ".\coremods\aircraft\m-2000c\sounds\sdef\" 2019-04-27 21:36:43.095 INFO SOUND: loaded 7 sdefs from ".\coremods\aircraft\mig-21bis\sounds\sdef\" 2019-04-27 21:36:43.101 INFO SOUND: loaded 2 sdefs from ".\coremods\aircraft\sa342\sounds\sdef\" 2019-04-27 21:36:43.798 INFO SOUND: loaded 8871 sdefs from ".\mods\aircraft\f14\sounds\sdef\" 2019-04-27 21:36:43.798 ERROR EDCORE: Can't mount mods/aircraft/f14/textures/colodynamic. Drivers errors: 2019-04-27 21:36:43.798 ERROR EDCORE: EDCDriver: there is no directory mods/aircraft/f14/textures/colodynamic.edc 2019-04-27 21:36:43.798 ERROR EDCORE: FSDriver: there is no directory mods/aircraft/f14/textures/colodynamic 2019-04-27 21:36:43.798 ERROR EDCORE: ZipDriver: Can't open zip archive mods/aircraft/f14/textures/colodynamic.zip. 2019-04-27 21:36:43.798 ERROR EDCORE: Can't mount mods/aircraft/f14/textures/chromecatlegacy. Drivers errors: 2019-04-27 21:36:43.798 ERROR EDCORE: EDCDriver: there is no directory mods/aircraft/f14/textures/chromecatlegacy.edc 2019-04-27 21:36:43.798 ERROR EDCORE: FSDriver: there is no directory mods/aircraft/f14/textures/chromecatlegacy 2019-04-27 21:36:43.798 ERROR EDCORE: ZipDriver: Can't open zip archive mods/aircraft/f14/textures/chromecatlegacy.zip. 2019-04-27 21:36:43.808 INFO SOUND: loaded 103 sdefs from ".\mods\aircraft\fa-18c\sounds\sdef\" 2019-04-27 21:36:43.815 INFO Scripting: PLUGINS DONE-------------------------------------------------- 2019-04-27 21:36:44.075 INFO SECURITYCONTROL: Loaded ./CoreMods/aircraft/AV8BNA/bin/AV8B_AI.dll 2019-04-27 21:36:44.076 INFO CE2_AI: Loading CE AI 2019-04-27 21:36:44.076 INFO SECURITYCONTROL: Loaded ./CoreMods/aircraft/Christen Eagle II/bin/CE2_AI.dll 2019-04-27 21:36:44.077 INFO SECURITYCONTROL: Loaded ./CoreMods/aircraft/F14/bin/F14-AI.dll 2019-04-27 21:36:44.078 INFO MiG21_AI: Loading CE AI 2019-04-27 21:36:44.078 INFO SECURITYCONTROL: Loaded ./CoreMods/aircraft/MiG-21bis/bin/MiG21_AI.dll 2019-04-27 21:36:44.081 INFO SECURITYCONTROL: Loaded ./CoreMods/services/CaptoGlove/bin/edCaptoGlove.dll 2019-04-27 21:36:44.749 INFO SECURITYCONTROL: Loaded ./Mods/aircraft/A-10C/bin/A10.dll 2019-04-27 21:36:44.795 INFO SECURITYCONTROL: Loaded ./Mods/aircraft/A-10C/bin/Cockpit_A10Common.dll 2019-04-27 21:36:44.837 INFO SECURITYCONTROL: Loaded ./Mods/aircraft/A-10C/bin/Cockpit_A10C.dll 2019-04-27 21:36:44.841 INFO SECURITYCONTROL: Loaded (mm) ./Mods/aircraft/F14/bin/F14-HeatblurCommon.dll.crypt 2019-04-27 21:36:44.874 INFO SECURITYCONTROL: Loaded (mm) ./Mods/aircraft/F14/bin/F14-FlightModel.dll.crypt 2019-04-27 21:36:44.909 INFO SECURITYCONTROL: Loaded (mm) ./Mods/aircraft/F14/bin/F14-Avionics.dll.crypt 2019-04-27 21:36:44.939 INFO SECURITYCONTROL: Loaded (mm) ./Mods/aircraft/FA-18C/bin/FA18C.dll.crypt 2019-04-27 21:36:44.944 INFO SECURITYCONTROL: Loaded (mm) ./Mods/aircraft/Su-33/bin/Su33.dll.crypt 2019-04-27 21:36:44.946 INFO SECURITYCONTROL: Loaded (mm) ./Mods/aircraft/Su-33/bin/SU33CWS.dll.crypt 2019-04-27 21:36:44.948 INFO SECURITYCONTROL: Loaded ./Mods/aircraft/TF-51D/bin/P51Base.dll 2019-04-27 21:36:44.949 INFO SECURITYCONTROL: Loaded ./Mods/aircraft/TF-51D/bin/TF51D.dll 2019-04-27 21:36:44.951 INFO SECURITYCONTROL: Loaded ./Mods/aircraft/TF-51D/bin/Cockpit_P51Common.dll 2019-04-27 21:36:44.956 INFO SECURITYCONTROL: Loaded ./Mods/aircraft/jsAvionics/bin/jsAvionics.dll 2019-04-27 21:36:52.074 INFO VISUALIZER: LAUNCH IN VR : OpenVR : Vive. MV 2019-04-27 21:36:52.156 INFO DX11BACKEND: Driver Concurrent Creates - 1 2019-04-27 21:36:52.156 INFO DX11BACKEND: Driver Command Lists - 1 2019-04-27 21:36:52.170 INFO DX11BACKEND: NVIDIA API init OK 2019-04-27 21:36:52.170 INFO DX11BACKEND: NVIDIA Display Driver Version 43039.r430_00 2019-04-27 21:36:52.170 INFO DX11BACKEND: TRUNK renderer init: showShaderError coreCount=1 2019-04-27 21:36:52.213 INFO DX11BACKEND: commonPool: 68-128, cbPool: 5-14, samplerPool: 5-16 2019-04-27 21:36:52.214 INFO DX11BACKEND: DX11ShaderBinaries::loadCache Bazashaders/fxo/fxo.zip 2019-04-27 21:36:52.916 INFO DX11BACKEND: DX11ShaderBinaries::loadCache done. Loaded 974/974. 2019-04-27 21:36:52.917 INFO DX11BACKEND: DX11ShaderBinaries::loadCache C:\Users\Pete\Saved Games\DCS\fxo 2019-04-27 21:36:52.925 INFO DX11BACKEND: DX11ShaderBinaries::loadCache done. Loaded 107/107. 2019-04-27 21:36:53.547 INFO SOUND: XAudio2: channel layout: Headphones/Stereo 2019-04-27 21:36:53.547 INFO SOUND: Using SSE FTZ/DAZ mode. 2019-04-27 21:36:53.552 INFO DCS: gDescription: "NVIDIA GeForce RTX 2080 Ti" gVendorId: 4318 gDeviceId: 7687 gMemory: 11049 MB 2019-04-27 21:36:53.559 ERROR EDOBJECTS: Destruction shape not found AVIASHTAB_CRASH 2019-04-27 21:36:53.561 ERROR EDOBJECTS: Object HB_F14_EXT_PHX_ALU with id=292 already declared in table MissileTable 2019-04-27 21:36:54.062 INFO DX11BACKEND: DX11ShaderBinaries::loadCache ./Mods/aircraft/F14/fxo 2019-04-27 21:36:54.062 INFO DX11BACKEND: DX11ShaderBinaries::loadCache done. Loaded 0/0. 2019-04-27 21:36:54.115 INFO EDCORE: (dDispatcher)enterToState_:1 2019-04-27 21:36:56.549 INFO UIBASERENDERER: Cannot load font [C:\Program Files (x86)\Steam\steamapps\common\DCSWorld\dxgui\skins\fonts\]! 2019-04-27 21:36:58.095 INFO Dispatcher: //=== END OF INIT ======================================// 2019-04-27 21:36:58.095 INFO EDCORE: (dDispatcher)enterToState_:2 2019-04-27 21:36:58.160 INFO EDCORE: (dDispatcher)enterToState_:3 2019-04-27 21:36:58.160 INFO Lua: Lua CPU usage: metric: average game loading: 10.9093 % 2019-04-27 21:37:00.395 INFO NET: login cancelled. 2019-04-27 21:37:04.523 INFO TERRAIN: lSystem::load() 2019-04-27 21:37:04.523 INFO TERRAIN: lSystem::CleanScenes() 2019-04-27 21:37:04.523 INFO TERRAIN: lSystem::exit() 2019-04-27 21:37:04.523 INFO VISUALIZER: TerrainRenderer::release 2019-04-27 21:37:04.523 INFO TERRAIN: lSystem::CleanScenes() 2019-04-27 21:37:04.523 INFO EDOBJECTS: lTypeObjectManagerImpl::clear 13 2019-04-27 21:37:04.593 INFO EDTERRAIN4: TERRAIN_REVISION = 2055 2019-04-27 21:37:04.593 INFO EDTERRAIN4: Open terrain cfg "./Mods/terrains/Caucasus\terrain.cfg.lua" 2019-04-27 21:37:04.593 INFO EDTERRAIN4: Build date: 2019-04-27 21:37:04.593 INFO EDTERRAIN4: Texture quality: "max" 2019-04-27 21:37:04.653 INFO EDCORE: 0.053916 s terrain references 2019-04-27 21:37:04.656 INFO EDCORE: 0.000012 s terrain models 2019-04-27 21:37:04.660 INFO EDCORE: 0.000004 s terrain assets 2019-04-27 21:37:04.751 INFO EDCORE: 0.083849 s terrain assets2 2019-04-27 21:37:05.083 INFO EDCORE: 0.329075 s terrain landfile 2019-04-27 21:37:05.090 INFO EDCORE: 0.002760 s terrain surfaceTile 2019-04-27 21:37:05.094 INFO EDTERRAIN4: switchTextures (season=1, minTexture=false) 2019-04-27 21:37:05.114 INFO EDCORE: 0.020618 s terrain vfstextures 2019-04-27 21:37:05.168 INFO EDCORE: 0.049777 s terrain scene 2019-04-27 21:37:05.172 INFO EDCORE: 0.000005 s terrain roaddetails 2019-04-27 21:37:05.181 INFO EDCORE: 0.000006 s terrain forest 2019-04-27 21:37:07.254 INFO EDCORE: 2.062376 s terrain routes 2019-04-27 21:37:07.258 INFO EDCORE: 0.000128 s terrain surfacedetails 2019-04-27 21:37:07.270 INFO EDCORE: 0.000045 s terrain blocks 2019-04-27 21:37:07.287 INFO EDCORE: 0.000001 s terrain references 2019-04-27 21:37:07.539 INFO EDCORE: 0.258365 s terrain superficials 2019-04-27 21:37:07.548 INFO EDCORE: 0.005208 s terrain lma 2019-04-27 21:37:07.552 INFO EDCORE: 0.000015 s terrain vectordatasettings 2019-04-27 21:37:08.132 INFO EDCORE: 0.571672 s terrain navgraph 2019-04-27 21:37:08.137 INFO EDCORE: 0.001787 s terrain vti 2019-04-27 21:37:08.137 INFO EDTERRAIN4: terrain time: 3.543886 s 2019-04-27 21:37:08.142 INFO TERRAIN: lSystem::InitScenes() 2019-04-27 21:37:08.142 INFO EDTERRAIN4: lTerraDispatchImpl::setDate( day=22, month=6) 2019-04-27 21:37:08.144 INFO EDTERRAINGRAPHICS41: ITerrainGraphicsImpl4::openTerrain() START 2019-04-27 21:37:08.144 INFO EDTERRAINGRAPHICS41: loading terrain options: Config/terrain/terrainoptions41.lua 2019-04-27 21:37:08.145 INFO EDTERRAINGRAPHICS41: loading terrain shading options: ./Mods/terrains/Caucasus/shadingOptions/Caucasus.lua 2019-04-27 21:37:08.145 INFO RENDERER: MetaShaderCache2: [108] from ./Mods/terrains/Caucasus/misc/metacache/dcs.lua 2019-04-27 21:37:08.169 INFO RENDERER: loaded [108/108] 2019-04-27 21:37:08.170 INFO EDTERRAINGRAPHICS41: Save scene: "C:\Users\Pete\Saved Games\DCS\failed.ofsh" 2019-04-27 21:37:08.183 WARNING EDTERRAINGRAPHICS41: failed to open "surfaceDetailsHints" section in terrain config 2019-04-27 21:37:08.189 INFO EDTERRAINGRAPHICS41: 0.000020s Loaded reference file "caucasus" buffers: 0 2019-04-27 21:37:08.189 INFO EDCORE: 0.000035 s landscape4::lReferenceFile 2019-04-27 21:37:08.221 INFO EDTERRAINGRAPHICS41: 0.023964s Loaded reference file "airfieldslights" buffers: 7 2019-04-27 21:37:08.221 INFO EDCORE: 0.023973 s landscape4::lReferenceFile 2019-04-27 21:37:08.291 INFO EDTERRAINGRAPHICS41: 0.065180s Loaded reference file "blockbuildings" buffers: 7 2019-04-27 21:37:08.291 INFO EDCORE: 0.065196 s landscape4::lReferenceFile 2019-04-27 21:37:08.308 INFO EDTERRAINGRAPHICS41: 0.009164s Loaded reference file "blocktrees" buffers: 0 2019-04-27 21:37:08.308 INFO EDCORE: 0.009177 s landscape4::lReferenceFile 2019-04-27 21:37:08.409 INFO EDTERRAINGRAPHICS41: 0.094301s Loaded reference file "caucasusafbbuildings_new" buffers: 27 2019-04-27 21:37:08.409 INFO EDCORE: 0.094313 s landscape4::lReferenceFile 2019-04-27 21:37:08.434 INFO EDTERRAINGRAPHICS41: 0.006902s Loaded reference file "caucasusbridges" buffers: 11 2019-04-27 21:37:08.434 INFO EDCORE: 0.006914 s landscape4::lReferenceFile 2019-04-27 21:37:08.472 INFO EDTERRAINGRAPHICS41: 0.032249s Loaded reference file "caucasusobjects" buffers: 0 2019-04-27 21:37:08.472 INFO EDCORE: 0.032258 s landscape4::lReferenceFile 2019-04-27 21:37:08.482 INFO EDTERRAINGRAPHICS41: 0.005581s Loaded reference file "communication" buffers: 7 2019-04-27 21:37:08.482 INFO EDCORE: 0.005588 s landscape4::lReferenceFile 2019-04-27 21:37:08.487 INFO EDTERRAINGRAPHICS41: 0.000260s Loaded reference file "crashmodels" buffers: 1 2019-04-27 21:37:08.487 INFO EDCORE: 0.000267 s landscape4::lReferenceFile 2019-04-27 21:37:08.542 INFO EDTERRAINGRAPHICS41: 0.044000s Loaded reference file "crashmodelsfromedm" buffers: 22 2019-04-27 21:37:08.542 INFO EDCORE: 0.044008 s landscape4::lReferenceFile 2019-04-27 21:37:08.562 INFO EDTERRAINGRAPHICS41: 0.015537s Loaded reference file "housedetails" buffers: 9 2019-04-27 21:37:08.562 INFO EDCORE: 0.015549 s landscape4::lReferenceFile 2019-04-27 21:37:08.567 INFO EDTERRAINGRAPHICS41: 0.001533s Loaded reference file "industrial" buffers: 7 2019-04-27 21:37:08.567 INFO EDCORE: 0.001539 s landscape4::lReferenceFile 2019-04-27 21:37:08.598 INFO EDTERRAINGRAPHICS41: 0.021293s Loaded reference file "misc" buffers: 3 2019-04-27 21:37:08.598 INFO EDCORE: 0.021302 s landscape4::lReferenceFile 2019-04-27 21:37:08.608 INFO EDTERRAINGRAPHICS41: 0.004193s Loaded reference file "oilplatforms" buffers: 7 2019-04-27 21:37:08.608 INFO EDCORE: 0.004206 s landscape4::lReferenceFile 2019-04-27 21:37:08.619 INFO EDTERRAINGRAPHICS41: 0.004791s Loaded reference file "tuapserefinery" buffers: 6 2019-04-27 21:37:08.619 INFO EDCORE: 0.004807 s landscape4::lReferenceFile 2019-04-27 21:37:08.629 INFO EDTERRAINGRAPHICS41: 0.003476s Loaded reference file "vehicles" buffers: 9 2019-04-27 21:37:08.629 INFO EDCORE: 0.003489 s landscape4::lReferenceFile 2019-04-27 21:37:08.637 INFO EDTERRAINGRAPHICS41: 0.002248s Loaded reference file "vessels" buffers: 7 2019-04-27 21:37:08.637 INFO EDCORE: 0.002256 s landscape4::lReferenceFile 2019-04-27 21:37:08.652 INFO EDTERRAINGRAPHICS41: 0.008324s Loaded reference file "walls" buffers: 2 2019-04-27 21:37:08.652 INFO EDCORE: 0.008337 s landscape4::lReferenceFile 2019-04-27 21:37:08.676 INFO EDTERRAINGRAPHICS41: 0.015312s Loaded reference file "americanbeech" buffers: 0 2019-04-27 21:37:08.676 INFO EDCORE: 0.015335 s landscape4::lReferenceFile 2019-04-27 21:37:08.683 INFO EDTERRAINGRAPHICS41: 0.000982s Loaded reference file "caucasus_fir" buffers: 0 2019-04-27 21:37:08.683 INFO EDCORE: 0.000999 s landscape4::lReferenceFile 2019-04-27 21:37:08.694 INFO EDTERRAINGRAPHICS41: 0.004695s Loaded reference file "cypress_oak" buffers: 0 2019-04-27 21:37:08.694 INFO EDCORE: 0.004707 s landscape4::lReferenceFile 2019-04-27 21:37:08.701 INFO EDTERRAINGRAPHICS41: 0.001059s Loaded reference file "european_beech" buffers: 0 2019-04-27 21:37:08.701 INFO EDCORE: 0.001068 s landscape4::lReferenceFile 2019-04-27 21:37:08.713 INFO EDTERRAINGRAPHICS41: 0.001410s Loaded reference file "green_ash" buffers: 0 2019-04-27 21:37:08.713 INFO EDCORE: 0.001421 s landscape4::lReferenceFile 2019-04-27 21:37:08.733 INFO EDTERRAINGRAPHICS41: 0.010783s Loaded reference file "honey_mesquite" buffers: 0 2019-04-27 21:37:08.733 INFO EDCORE: 0.010792 s landscape4::lReferenceFile 2019-04-27 21:37:08.738 INFO EDTERRAINGRAPHICS41: 0.000683s Loaded reference file "italiancypress" buffers: 0 2019-04-27 21:37:08.738 INFO EDCORE: 0.000691 s landscape4::lReferenceFile 2019-04-27 21:37:08.745 INFO EDTERRAINGRAPHICS41: 0.000590s Loaded reference file "lombardypoplar" buffers: 0 2019-04-27 21:37:08.745 INFO EDCORE: 0.000597 s landscape4::lReferenceFile 2019-04-27 21:37:08.757 INFO EDTERRAINGRAPHICS41: 0.001053s Loaded reference file "mountain_maple" buffers: 0 2019-04-27 21:37:08.757 INFO EDCORE: 0.001067 s landscape4::lReferenceFile 2019-04-27 21:37:08.767 INFO EDTERRAINGRAPHICS41: 0.000797s Loaded reference file "norwayspruce" buffers: 0 2019-04-27 21:37:08.767 INFO EDCORE: 0.000805 s landscape4::lReferenceFile 2019-04-27 21:37:08.779 INFO EDTERRAINGRAPHICS41: 0.000602s Loaded reference file "shrub" buffers: 0 2019-04-27 21:37:08.779 INFO EDCORE: 0.000612 s landscape4::lReferenceFile 2019-04-27 21:37:08.779 INFO EDTERRAINGRAPHICS41: InstanceManager2 is completing initialization... 2019-04-27 21:37:08.782 INFO EDTERRAINGRAPHICS41: InstanceManager2::updateObjectDeclBuffer() 2019-04-27 21:37:08.782 INFO EDTERRAINGRAPHICS41: InstanceManager2::updateObjectLodDeclBuffer() 2019-04-27 21:37:08.783 INFO EDTERRAINGRAPHICS41: InstanceManager2 complete initialization: 2019-04-27 21:37:08.783 INFO EDTERRAINGRAPHICS41: objects: 666 2019-04-27 21:37:08.783 INFO EDTERRAINGRAPHICS41: subObjects: 493 2019-04-27 21:37:08.783 INFO EDTERRAINGRAPHICS41: objectLods: 2911 2019-04-27 21:37:08.783 INFO EDTERRAINGRAPHICS41: objectLodRenderItems: 352 2019-04-27 21:37:08.783 INFO EDTERRAINGRAPHICS41: MAX_LODS_IN_OBJECT: 10 2019-04-27 21:37:08.783 INFO EDTERRAINGRAPHICS41: MAX_SUBOBJECTS_IN_OBJECT: 74 2019-04-27 21:37:08.783 INFO EDTERRAINGRAPHICS41: GEOMETRY BUFFERS: 132 2019-04-27 21:37:08.796 INFO EDCORE: 0.000015 s landscape5::OceanFile 2019-04-27 21:37:08.894 INFO EDCORE: 0.090653 s landscape5::GrassFile 2019-04-27 21:37:08.898 INFO EDCORE: 0.000001 s landscape5::lModels5File 2019-04-27 21:37:09.083 WARNING LOG: 16 duplicate message(s) skipped. 2019-04-27 21:37:09.083 INFO EDTERRAINGRAPHICS41: remapper.deformers is not empty 2019-04-27 21:37:09.199 INFO EDTERRAINGRAPHICS41: materialParams[34095]*1536 2019-04-27 21:37:09.208 INFO EDCORE: 0.128588 s landscape5::Surface5File 2019-04-27 21:37:09.228 INFO EDTERRAINGRAPHICS41: materialParams[981]*1536 2019-04-27 21:37:09.228 INFO EDCORE: 0.002260 s landscape5::SurfaceTile 2019-04-27 21:37:09.238 INFO EDCORE: 0.001600 s landscape5::Scene5File 2019-04-27 21:37:09.252 INFO EDCORE: 0.004319 s landscape4::lRoutesFile 2019-04-27 21:37:09.258 INFO EDCORE: 0.000016 s landscape4::lSurfaceDetails2File 2019-04-27 21:37:09.270 INFO EDTERRAINGRAPHICS41: materialParams[1]*1536 2019-04-27 21:37:09.270 INFO EDCORE: 0.000213 s landscape4::lSuperficialFile 2019-04-27 21:37:09.281 INFO EDCORE: 0.000718 s landscape4::lGeoNamesFile 2019-04-27 21:37:09.294 INFO EDCORE: 0.001857 s landscape5::sup5File 2019-04-27 21:37:09.303 INFO EDCORE: 0.000151 s landscape5::sup5File 2019-04-27 21:37:09.314 INFO EDCORE: 0.000002 s landscape5::navGraph5File 2019-04-27 21:37:09.314 INFO EDTERRAINGRAPHICS41: ITerrainGraphicsImpl4::openTerrain() END 1.170069 s 2019-04-27 21:37:09.567 INFO Dispatcher: loadMission C:\Users\Pete\AppData\Local\Temp\DCS\tempMission.miz 2019-04-27 21:37:09.568 INFO WORLDGENERAL: loading mission from: "C:\Users\Pete\AppData\Local\Temp\DCS\tempMission.miz" 2019-04-27 21:37:09.625 INFO EDCORE: (dDispatcher)enterToState_:4 2019-04-27 21:37:11.136 INFO TERRAIN: lSystem::load() 2019-04-27 21:37:11.136 INFO TERRAIN: lSystem::CleanScenes() 2019-04-27 21:37:11.136 INFO TERRAIN: lSystem::InitScenes() 2019-04-27 21:37:11.136 INFO EDTERRAIN4: lTerraDispatchImpl::setDate( day=30, month=7) 2019-04-27 21:37:11.137 WARNING GRAPHICSVISTA: already registered Renderer callback 2019-04-27 21:37:11.143 INFO VISUALIZER: StartSimulation 2019-04-27 21:37:12.729 INFO Dispatcher: initial random seed = 1032367 2019-04-27 21:37:12.729 INFO Dispatcher: apply random seed = 1032367 2019-04-27 21:37:13.226 INFO WORLDGENERAL: loaded from mission Scripts/World/GPS_GNSS.lua 2019-04-27 21:37:13.576 INFO WORLDGENERAL: loaded from mission Config/View/SnapViewsDefault.lua 2019-04-27 21:37:13.576 INFO WORLDGENERAL: loaded from mission Config/View/View.lua 2019-04-27 21:37:13.577 INFO WORLDGENERAL: loaded from mission Config/View/Server.lua 2019-04-27 21:37:13.698 INFO Config: netview started 2019-04-27 21:37:13.757 INFO VISUALIZER: CameraIndependedPreload() 2019-04-27 21:37:13.757 INFO VISUALIZER: CameraIndependedPreload() finished 2019-04-27 21:37:17.189 INFO DCS: MissionSpawn:initScript 2019-04-27 21:37:17.189 INFO DCS: MissionSpawn:spawnCoalition red 2019-04-27 21:37:17.189 INFO DCS: MissionSpawn:spawnCoalition blue 2019-04-27 21:37:17.189 INFO DCS: MissionSpawn:spawnPlanes 2 2019-04-27 21:37:17.190 INFO DCS: MissionSpawn:spawnLocalPlayer 1,FA-18C_hornet 2019-04-27 21:37:17.230 WARNING EDCORE: Source ./Mods/aircraft/FA-18C/Cockpit/Scripts/../Shape is already mounted to the same mount /models/. 2019-04-27 21:37:17.244 INFO VISUALIZER: cockpit ILV loaded 2019-04-27 21:37:17.640 ERROR Lua::Config: load error ./Mods/aircraft/FA-18C/Cockpit/Scripts/Multipurpose_Display_Group/Common/indicatoPages/MPD/FLIFLIR.lua:[string "./Mods/aircraft/FA-18C/Cockpit/Scripts/Multipurpose_Display_Group/Common/indicatoPages/MPD/FLIFLIR.lua"]:6: attempt to perform arithmetic on global 'RDR_tacDisplay_half' (a nil value). 2019-04-27 21:37:19.092 WARNING LOG: 2 duplicate message(s) skipped. 2019-04-27 21:37:19.092 INFO COCKPITBASE: lua state still active MACROS, 55 (status undefined) 2019-04-27 21:37:19.092 INFO COCKPITBASE: lua state still active TGP_INTERFACE, 62 (status undefined) 2019-04-27 21:37:19.092 INFO COCKPITBASE: lua state still active HMD, 63 (status undefined) 2019-04-27 21:37:19.102 INFO WORLDGENERAL: loaded from mission Scripts/World/birds.lua 2019-04-27 21:37:19.102 INFO DCS: dbox not found , skip 2019-04-27 21:37:19.118 INFO EDTERRAINGRAPHICS41: surface5 gc() LOD 0 0 squares 2019-04-27 21:37:19.118 INFO EDTERRAINGRAPHICS41: surface5 gc() LOD 1 0 squares 2019-04-27 21:37:19.118 INFO EDTERRAINGRAPHICS41: surface5 gc() 0.221100 ms 2019-04-27 21:37:19.188 INFO VISUALIZER: Preload() camera=-360752.512342, 2437.143722, 619064.463076 radius=150000.000000 2019-04-27 21:37:19.188 INFO EDTERRAINGRAPHICS41: ITerrainGraphicsImpl4::forceLoading(): pos=(-360753, 2437.14, 619064), radius=150000 2019-04-27 21:37:19.791 INFO EDTERRAINGRAPHICS41: surface5 clean up LOD 0: left 4 released 0 2019-04-27 21:37:19.791 INFO EDTERRAINGRAPHICS41: surface5 clean up 0.090900 ms 2019-04-27 21:37:20.414 INFO EDTERRAINGRAPHICS41: surface5 clean up LOD 1: left 32 released 0 2019-04-27 21:37:20.414 INFO EDTERRAINGRAPHICS41: surface5 clean up 0.084600 ms 2019-04-27 21:37:20.879 INFO EDTERRAINGRAPHICS41: surface5 clean up 0.000100 ms 2019-04-27 21:37:22.854 WARNING LOG: 1 duplicate message(s) skipped. 2019-04-27 21:37:22.854 INFO EDTERRAINGRAPHICS41: forestDistanceFactor has been changed to 0.340000. Update lod buffers. 2019-04-27 21:37:22.854 INFO EDTERRAINGRAPHICS41: InstanceManager2::updateObjectDeclBuffer() 2019-04-27 21:37:22.854 INFO EDTERRAINGRAPHICS41: InstanceManager2::updateObjectLodDeclBuffer() 2019-04-27 21:37:22.950 INFO GRAPHICSVISTA: Creating Resource "Unicode" of type 1 2019-04-27 21:37:22.980 ERROR_ONCE DX11BACKEND: texture 'pilot_f18_fp_kneeboard' not found. Asked from 'NGMODEL' 2019-04-27 21:37:24.340 INFO VISUALIZER: Preload() finished 2019-04-27 21:37:24.405 INFO Dispatcher: precache units resources in slots 2019-04-27 21:37:24.580 INFO Lua: Lua CPU usage: metric: average mission loading: 13.5362 % 2019-04-27 21:37:24.580 INFO Dispatcher: loadMission Done: Сontrol passed to the player 2019-04-27 21:37:31.865 WARNING DXGUI: Invalid blur type! 
submitted by BrunooSardine to hoggit [link] [comments]

Waterfox eating cookies

I really like this browser, but it eats my cookies sometimes. My cookies.sqlite is about 1,50MB (1 572 864 bytes) but at seemingly random times when I close the Waterfox browser it changes the size of the cookies.sqlite file to 524 288 bytes. This is always the same exact size after the change and I'm no longer logged in where I'm supposed to be logged in/have access. Using the backup file fixes it. Anyone else had this issue?
It's using the C:\Users[username]\AppData\Roaming\Waterfox\Profiles\ folder for the profile.
EDIT: The cookies fail to keep me logged into reddit while the browser is running, then the old file is still there when I close the browser and it is eaten when I open the browser again.

Application Basics

Name: Waterfox Version: 55.2.2 Build ID: 20171010194856 Update Channel: release User Agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64; rv:55.0) Gecko/20100101 Firefox/55.2.2 Waterfox/55.2.2 OS: Windows_NT 10.0 Multiprocess Windows: 1/1 (Enabled by default) Web Content Processes: 4/4 Google Key: Missing Mozilla Location Service Key: Missing Safe Mode: false

Waterfox Features

Name: Firefox Screenshots Version: 10.12.0 ID: [email protected]

Extensions

Name: Adblock Plus Version: 3.0.2 Enabled: true ID: {d10d0bf8-f5b5-c8b4-a8b2-2b9879e08c5d}
Name: Add to Search Bar Version: 2.9 Enabled: true ID: [email protected]
Name: Add-on Compatibility Reporter Version: 2.2.4 Enabled: true ID: [email protected]
Name: Advanced Cookie Manager Version: 5.12 Enabled: true ID: [email protected]
Name: BetterTTV Version: 7.0 Enabled: true ID: [email protected]
Name: Blank Your Monitor + Easy Reading Version: 1.9.13.1-signed.1-signed Enabled: true ID: [email protected]
Name: CacheViewer Continued Version: 0.8 Enabled: true ID: {30E08C68-889E-11E0-95EF-DA7E4824019B}
Name: Child Comment Expander Version: 1.0.1-signed.1-signed Enabled: true ID: [email protected]
Name: Classic Theme Restorer Version: 1.7.3.4 Enabled: true ID: [email protected]
Name: Cryptocat Version: 2.2.2.1-signed.1-signed Enabled: true ID: [email protected]
Name: Downloads Window Version: 0.6.8 Enabled: true ID: {a7213cf2-fa1e-4373-88ff-255d0abd3020}
Name: DownThemAll! Version: 3.0.8 Enabled: true ID: {DDC359D1-844A-42a7-9AA1-88A850A938A8}
Name: Exif Viewer Version: 3.5.2 Enabled: true ID: [email protected]
Name: FireFTP Version: 2.0.31 Enabled: true ID: {a7c6cf7f-112c-4500-a7ea-39801a327e5f}
Name: Flash and Video Download Version: 3.0.4 Enabled: true ID: {bee6eb20-01e0-ebd1-da83-080329fb9a3a}
Name: Foxy Gestures Version: 1.0.10 Enabled: true ID: {e839c3f9-298e-4cd0-99e0-464431cb7c34}
Name: gfycat Companion for Firefox Version: 0.4b3.1-signed.1-signed Enabled: true ID: [email protected]
Name: Greasefire Version: 1.0.8.1-signed.1-signed Enabled: true ID: [email protected]
Name: Greasemonkey Version: 4.1 Enabled: true ID: {e4a8a97b-f2ed-450b-b12d-ee082ba24781}
Name: HTTPS Everywhere Version: 2017.12.6 Enabled: true ID: [email protected]
Name: I don't care about cookies Version: 2.7.1 Enabled: true ID: [email protected]
Name: Image Search Options Version: 3.0.7 Enabled: true ID: {4a313247-8330-4a81-948e-b79936516f78}
Name: MD5 Reborned Hasher Version: 0.9.0.1-signed.1-signed Enabled: true ID: [email protected]
Name: Menu Wizard Version: 5.10 Enabled: true ID: [email protected]
Name: NoScript Version: 5.1.8.3 Enabled: true ID: {73a6fe31-595d-460b-a920-fcc0f8843232}
Name: Nuke Anything Version: 2.4 Enabled: true ID: {1ced4832-f06e-413f-aa14-9eb63ad40ace}
Name: printpdf Version: 0.76.1-signed.1-signed Enabled: true ID: [email protected]
Name: RefControl Version: 0.8.17.1-signed.1-signed Enabled: true ID: {455D905A-D37C-4643-A9E2-F6FEFAA0424A}
Name: Remove It Permanently Version: 1.0.6.10.1-signed.1-signed Enabled: true ID: {1dbc4a33-ea62-4330-966c-7bdad3455322}
Name: RightToClick Version: 2.9.6 Enabled: true ID: {cd617375-6743-4ee8-bac4-fbf10f35729e}
Name: Rikaichan Version: 3.02 Enabled: true ID: {0AA9101C-D3C1-4129-A9B7-D778C6A17F82}
Name: Rikaichan Japanese Names Dictionary File Version: 2.01.170301 Enabled: true ID: [email protected]
Name: Rikaichan Japanese-English Dictionary File Version: 2.01.170301 Enabled: true ID: [email protected]
Name: Shodan Version: 0.3.2 Enabled: true ID: [email protected]
Name: Stylish - Custom themes for any website Version: 3.0.1 Enabled: true ID: {46551EC9-40F0-4e47-8E18-8E5CF550CFB8}
Name: Tab Auto Refresh Version: 0.1.1 Enabled: true ID: {7fee47a1-8299-4576-90bf-5fd88d756926}
Name: Terms of Service; Didn’t Read Version: 0.6 Enabled: true ID: [email protected]
Name: TinEye Reverse Image Search Version: 1.3.2 Enabled: true ID: [email protected]
Name: Undo Closed Tabs Button Version: 4.0.1 Enabled: true ID: [email protected]
Name: Video DownloadHelper Version: 6.3.3 Enabled: true ID: {b9db16a4-6edc-47ec-a1f4-b86292ed211d}
Name: YouTube Plus Version: 1.9.6 Enabled: true ID: [email protected]
Name: BetterPrivacy Version: 1.77 Enabled: false ID: {d40f5e7b-d2cf-4856-b441-cc613eeffbe3}
Name: MEGA Version: 3.16.2 Enabled: false ID: [email protected]
Name: Menu Editor Version: 1.2.7 Enabled: false ID: {EDA7B1D7-F793-4e03-B074-E6F303317FB0}
Name: Mouse Gestures Redox Version: 3.2pre.20110922 Enabled: false ID: {FFA36170-80B1-4535-B0E3-A4569E497DD0}
Name: Skip Redirect Version: 2.2.1 Enabled: false ID: [email protected]
Name: The Addon Bar (restored) Version: 3.2.9-compat-fixed-4 Enabled: false ID: [email protected]
Name: Video Resumer Version: 1.2.3 Enabled: false ID: [email protected]
Name: YouTube™ Flash® Player Version: 2.0.2 Enabled: false ID: [email protected]

Graphics

Features Compositing: Direct3D 11 Asynchronous Pan/Zoom: wheel input enabled; scrollbar drag enabled WebGL 1 Driver WSI Info: EGL_VENDOR: Google Inc. (adapter LUID: 0000000000009038) EGL_VERSION: 1.4 (ANGLE 2.1.0.dec065540d5f) EGL_EXTENSIONS: EGL_EXT_create_context_robustness EGL_ANGLE_d3d_share_handle_client_buffer EGL_ANGLE_d3d_texture_client_buffer EGL_ANGLE_surface_d3d_texture_2d_share_handle EGL_ANGLE_query_surface_pointer EGL_ANGLE_window_fixed_size EGL_ANGLE_keyed_mutex EGL_ANGLE_surface_orientation EGL_ANGLE_direct_composition EGL_NV_post_sub_buffer EGL_KHR_create_context EGL_EXT_device_query EGL_KHR_image EGL_KHR_image_base EGL_KHR_gl_texture_2D_image EGL_KHR_gl_texture_cubemap_image EGL_KHR_gl_renderbuffer_image EGL_KHR_get_all_proc_addresses EGL_KHR_stream EGL_KHR_stream_consumer_gltexture EGL_NV_stream_consumer_gltexture_yuv EGL_ANGLE_flexible_surface_compatibility EGL_ANGLE_stream_producer_d3d_texture_nv12 EGL_ANGLE_create_context_webgl_compatibility EGL_CHROMIUM_create_context_bind_generates_resource EGL_EXTENSIONS(nullptr): EGL_EXT_client_extensions EGL_EXT_platform_base EGL_EXT_platform_device EGL_ANGLE_platform_angle EGL_ANGLE_platform_angle_d3d EGL_ANGLE_device_creation EGL_ANGLE_device_creation_d3d11 EGL_ANGLE_experimental_present_path EGL_KHR_client_get_all_proc_addresses WebGL 1 Driver Renderer: Google Inc. -- ANGLE (NVIDIA GeForce GTX 1060 3GB Direct3D11 vs_5_0 ps_5_0) WebGL 1 Driver Version: OpenGL ES 2.0 (ANGLE 2.1.0.dec065540d5f) WebGL 1 Driver Extensions: GL_ANGLE_depth_texture GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_lossy_etc_decode GL_ANGLE_pack_reverse_row_order GL_ANGLE_request_extension GL_ANGLE_robust_client_memory GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_CHROMIUM_bind_generates_resource GL_CHROMIUM_bind_uniform_location GL_CHROMIUM_copy_compressed_texture GL_CHROMIUM_copy_texture GL_CHROMIUM_sync_query GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_disjoint_timer_query GL_EXT_draw_buffers GL_EXT_frag_depth GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_robustness GL_EXT_sRGB GL_EXT_shader_texture_lod GL_EXT_texture_compression_dxt1 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_rg GL_EXT_texture_storage GL_EXT_unpack_subimage GL_KHR_debug GL_NV_EGL_stream_consumer_external GL_NV_fence GL_NV_pack_subimage GL_NV_pixel_buffer_object GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_compressed_ETC1_RGB8_texture GL_OES_depth32 GL_OES_element_index_uint GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object WebGL 1 Extensions: ANGLE_instanced_arrays EXT_blend_minmax EXT_color_buffer_half_float EXT_frag_depth EXT_shader_texture_lod EXT_texture_filter_anisotropic EXT_disjoint_timer_query MOZ_debug OES_element_index_uint OES_standard_derivatives OES_texture_float OES_texture_float_linear OES_texture_half_float OES_texture_half_float_linear OES_vertex_array_object WEBGL_color_buffer_float WEBGL_compressed_texture_s3tc WEBGL_debug_renderer_info WEBGL_debug_shaders WEBGL_depth_texture WEBGL_draw_buffers WEBGL_lose_context MOZ_WEBGL_lose_context MOZ_WEBGL_compressed_texture_s3tc MOZ_WEBGL_depth_texture WebGL 2 Driver WSI Info: EGL_VENDOR: Google Inc. (adapter LUID: 0000000000009038) EGL_VERSION: 1.4 (ANGLE 2.1.0.dec065540d5f) EGL_EXTENSIONS: EGL_EXT_create_context_robustness EGL_ANGLE_d3d_share_handle_client_buffer EGL_ANGLE_d3d_texture_client_buffer EGL_ANGLE_surface_d3d_texture_2d_share_handle EGL_ANGLE_query_surface_pointer EGL_ANGLE_window_fixed_size EGL_ANGLE_keyed_mutex EGL_ANGLE_surface_orientation EGL_ANGLE_direct_composition EGL_NV_post_sub_buffer EGL_KHR_create_context EGL_EXT_device_query EGL_KHR_image EGL_KHR_image_base EGL_KHR_gl_texture_2D_image EGL_KHR_gl_texture_cubemap_image EGL_KHR_gl_renderbuffer_image EGL_KHR_get_all_proc_addresses EGL_KHR_stream EGL_KHR_stream_consumer_gltexture EGL_NV_stream_consumer_gltexture_yuv EGL_ANGLE_flexible_surface_compatibility EGL_ANGLE_stream_producer_d3d_texture_nv12 EGL_ANGLE_create_context_webgl_compatibility EGL_CHROMIUM_create_context_bind_generates_resource EGL_EXTENSIONS(nullptr): EGL_EXT_client_extensions EGL_EXT_platform_base EGL_EXT_platform_device EGL_ANGLE_platform_angle EGL_ANGLE_platform_angle_d3d EGL_ANGLE_device_creation EGL_ANGLE_device_creation_d3d11 EGL_ANGLE_experimental_present_path EGL_KHR_client_get_all_proc_addresses WebGL 2 Driver Renderer: Google Inc. -- ANGLE (NVIDIA GeForce GTX 1060 3GB Direct3D11 vs_5_0 ps_5_0) WebGL 2 Driver Version: OpenGL ES 3.0 (ANGLE 2.1.0.dec065540d5f) WebGL 2 Driver Extensions: GL_ANGLE_depth_texture GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_lossy_etc_decode GL_ANGLE_pack_reverse_row_order GL_ANGLE_request_extension GL_ANGLE_robust_client_memory GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_CHROMIUM_bind_generates_resource GL_CHROMIUM_bind_uniform_location GL_CHROMIUM_copy_compressed_texture GL_CHROMIUM_copy_texture GL_CHROMIUM_sync_query GL_EXT_blend_minmax GL_EXT_color_buffer_float GL_EXT_color_buffer_half_float GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_disjoint_timer_query GL_EXT_draw_buffers GL_EXT_frag_depth GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_robustness GL_EXT_sRGB GL_EXT_shader_texture_lod GL_EXT_texture_compression_dxt1 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_norm16 GL_EXT_texture_rg GL_EXT_texture_storage GL_EXT_unpack_subimage GL_KHR_debug GL_NV_EGL_stream_consumer_external GL_NV_fence GL_NV_pack_subimage GL_NV_pixel_buffer_object GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_EGL_image_external_essl3 GL_OES_compressed_ETC1_RGB8_texture GL_OES_depth32 GL_OES_element_index_uint GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object WebGL 2 Extensions: EXT_color_buffer_float EXT_texture_filter_anisotropic EXT_disjoint_timer_query MOZ_debug OES_texture_float_linear WEBGL_compressed_texture_s3tc WEBGL_debug_renderer_info WEBGL_debug_shaders WEBGL_lose_context MOZ_WEBGL_lose_context MOZ_WEBGL_compressed_texture_s3tc Audio Backend: wasapi Direct2D: true DirectWrite: true (10.0.16299.15) GPU #1 Active: Yes Description: NVIDIA GeForce GTX 1060 3GB Vendor ID: 0x10de Device ID: 0x1c02 Driver Version: 23.21.13.8813 Driver Date: 10-27-2017 Drivers: C:\WINDOWS\System32\DriverStore\FileRepository\nv_ref_pubwu.inf_amd64_2e7fa54192fe16d0\nvldumdx.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nv_ref_pubwu.inf_amd64_2e7fa54192fe16d0\nvldumdx.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nv_ref_pubwu.inf_amd64_2e7fa54192fe16d0\nvldumdx.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nv_ref_pubwu.inf_amd64_2e7fa54192fe16d0\nvldumdx.dll C:\WINDOWS\System32\DriverStore\FileRepository\nv_ref_pubwu.inf_amd64_2e7fa54192fe16d0\nvldumd.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nv_ref_pubwu.inf_amd64_2e7fa54192fe16d0\nvldumd.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nv_ref_pubwu.inf_amd64_2e7fa54192fe16d0\nvldumd.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nv_ref_pubwu.inf_amd64_2e7fa54192fe16d0\nvldumd.dll Subsys ID: 37241458 RAM: 3072
Diagnostics AzureCanvasAccelerated: 0 AzureCanvasBackend: Direct2D 1.1 AzureCanvasBackend (UI Process): skia AzureContentBackend: Direct2D 1.1 AzureContentBackend (UI Process): skia AzureFallbackCanvasBackend (UI Process): cairo GPUProcessPid: 14560 Decision Log WEBRENDER: opt-in by default: WebRender is an opt-in feature unavailable by runtime: Build doesn't include WebRender

Important Modified Preferences

accessibility.typeaheadfind.flashBar: 0 browser.cache.disk.capacity: 358400 browser.cache.disk.filesystem_reported: 1 browser.cache.disk.hashstats_reported: 1 browser.cache.disk.smart_size.first_run: false browser.cache.disk.smart_size.use_old_max: false browser.cache.frecency_experiment: 1 browser.display.use_document_colors: true browser.download.manager.alertOnEXEOpen: true browser.places.smartBookmarksVersion: 8 browser.search.suggest.enabled: false browser.sessionstore.upgradeBackup.latestBuildID: 20171010194856 browser.startup.homepage: https://www.reddit.com/Suomi/ browser.startup.homepage_override.buildID: 20171010194856 browser.startup.homepage_override.mstone: 55.2.2 browser.tabs.remote.autostart.2: true browser.tabs.warnOnClose: false browser.urlbar.lastSuggestionsPromptDate: 20171006 browser.urlbar.timesBeforeHidingSuggestionsHint: 0 dom.ipc.processCount.web: 4 extensions.lastAppVersion: 55.2.2 font.internaluseonly.changed: false gfx.crash-guard.d3d11layers.appVersion: 55.2.2 gfx.crash-guard.d3d11layers.deviceID: 0x00ba gfx.crash-guard.d3d11layers.driverVersion: 10.0.15063.0 gfx.crash-guard.d3d11layers.feature-d2d: false gfx.crash-guard.d3d11layers.feature-d3d11: false gfx.crash-guard.status.d3d11layers: 2 gfx.crash-guard.status.d3d11video: 2 media.benchmark.vp9.fps: 100 media.benchmark.vp9.versioncheck: 2 media.gmp-gmpopenh264.abi: x86_64-msvc-x64 media.gmp-gmpopenh264.lastUpdate: 1507239128 media.gmp-gmpopenh264.version: 1.6 media.gmp-manager.buildID: 20171010194856 media.gmp-manager.lastCheck: 1513457809 media.gmp.storage.version.observed: 1 media.hardware-video-decoding.failed: false network.cookie.prefsMigrated: true network.predictor.cleaned-up: true places.database.lastMaintenance: 1513448302 places.history.expiration.transient_current_max_pages: 139811 plugin.disable_full_page_plugin_for_types: application/pdf plugins.ctprollout.cohort: early-adopter-ctp print.printer_Microsoft_Print_to_PDF.print_bgcolor: false print.printer_Microsoft_Print_to_PDF.print_bgimages: false print.printer_Microsoft_Print_to_PDF.print_duplex: -437918235 print.printer_Microsoft_Print_to_PDF.print_edge_bottom: 0 print.printer_Microsoft_Print_to_PDF.print_edge_left: 0 print.printer_Microsoft_Print_to_PDF.print_edge_right: 0 print.printer_Microsoft_Print_to_PDF.print_edge_top: 0 print.printer_Microsoft_Print_to_PDF.print_evenpages: true print.printer_Microsoft_Print_to_PDF.print_footercenter: print.printer_Microsoft_Print_to_PDF.print_footerleft: &PT print.printer_Microsoft_Print_to_PDF.print_footerright: &D print.printer_Microsoft_Print_to_PDF.print_headercenter: print.printer_Microsoft_Print_to_PDF.print_headerleft: &T print.printer_Microsoft_Print_to_PDF.print_headerright: &U print.printer_Microsoft_Print_to_PDF.print_in_color: true print.printer_Microsoft_Print_to_PDF.print_margin_bottom: 0.5 print.printer_Microsoft_Print_to_PDF.print_margin_left: 0.5 print.printer_Microsoft_Print_to_PDF.print_margin_right: 0.5 print.printer_Microsoft_Print_to_PDF.print_margin_top: 0.5 print.printer_Microsoft_Print_to_PDF.print_oddpages: true print.printer_Microsoft_Print_to_PDF.print_orientation: 0 print.printer_Microsoft_Print_to_PDF.print_page_delay: 50 print.printer_Microsoft_Print_to_PDF.print_paper_data: 0 print.printer_Microsoft_Print_to_PDF.print_paper_height: 11,00 print.printer_Microsoft_Print_to_PDF.print_paper_name: print.printer_Microsoft_Print_to_PDF.print_paper_size_unit: 0 print.printer_Microsoft_Print_to_PDF.print_paper_width: 8,50 print.printer_Microsoft_Print_to_PDF.print_resolution: -437918235 print.printer_Microsoft_Print_to_PDF.print_reversed: false print.printer_Microsoft_Print_to_PDF.print_scaling: 1,00 print.printer_Microsoft_Print_to_PDF.print_shrink_to_fit: true print.printer_Microsoft_Print_to_PDF.print_to_file: false print.printer_Microsoft_Print_to_PDF.print_unwriteable_margin_bottom: 0 print.printer_Microsoft_Print_to_PDF.print_unwriteable_margin_left: 0 print.printer_Microsoft_Print_to_PDF.print_unwriteable_margin_right: 0 print.printer_Microsoft_Print_to_PDF.print_unwriteable_margin_top: 0 security.sandbox.content.tempDirSuffix: {1d9571d0-4cd3-4ef8-828b-02c8a0101d3f} services.sync.declinedEngines: services.sync.engine.greasemonkey: true storage.vacuum.last.index: 2 storage.vacuum.last.places.sqlite: 1512439897 storage.vacuum.last.queue.sqlite: 1511402193 ui.osk.debug.keyboardDisplayReason: IKPOS: Touch screen not found.

Important Locked Preferences

Places Database

JavaScript

Incremental GC: true

Accessibility

Activated: false Prevent Accessibility: 0

Library Versions

NSPR Expected minimum version: 4.15 Version in use: 4.15
NSS Expected minimum version: 3.32.1 Version in use: 3.32.1
NSSSMIME Expected minimum version: 3.32.1 Version in use: 3.32.1
NSSSSL Expected minimum version: 3.32.1 Version in use: 3.32.1
NSSUTIL Expected minimum version: 3.32.1 Version in use: 3.32.1

Experimental Features

Sandbox

Content Process Sandbox Level: 1 Effective Content Process Sandbox Level: 1
submitted by 13958 to waterfox [link] [comments]

Speedtest makes Waterfox 55.02 hang

Hi, With the latest Flash version installed, the http://www.speedtest.net/ test makes Waterfox hang.
Firefox 55.02 configured the same way does not.
Details about my config:

Application Basics

Name: Waterfox Version: 55.0.2 Build ID: 20170821205413 Update Channel: release User Agent: Mozilla/5.0 (Windows NT 6.1; Win64; x64; rv:55.0) Gecko/20100101 Firefox/55.0.2 Waterfox/55.0.2 OS: Windows_NT 6.1 Multiprocess Windows: 2/2 (Enabled by user) Web Content Processes: 4/4 Google Key: Missing Mozilla Location Service Key: Missing Safe Mode: false

Waterfox Features

Name: Application Update Service Helper Version: 2.0 ID: [email protected]
Name: Firefox Screenshots Version: 10.10.0 ID: [email protected]

Extensions

Name: 2 Pane Bookmarks Version: 1.0.2016020701 Enabled: true ID: {FD61379B-066A-4afc-89DE-89FB24D907C2}
Name: Add Bookmark Here ² Version: 55.0.20170705 Enabled: true ID: [email protected]
Name: AutocopySelection2Clipboard Version: 1.420 Enabled: true ID: [email protected]
Name: Back to Owner Tab Version: 0.3.2014032801.1-signed.1-signed Enabled: true ID: [email protected]
Name: Classic Theme Restorer Version: 1.6.9.1 Enabled: true ID: [email protected]
Name: Copy As Plain Text Version: 1.0.9.1-signed Enabled: true ID: {1a5dabbd-0e74-41da-b532-a364bb552cab}
Name: Customizable Shortcuts Version: 0.9.8 Enabled: true ID: [email protected]
Name: Default Full Zoom Level Version: 7.7 Enabled: true ID: {D9A7CBEC-DE1A-444f-A092-844461596C4D}
Name: Disable Anti-Adblock Version: 3.1.1-signed.1-signed Enabled: true ID: {d49a148e-817e-4025-bee3-5d541376de3b}
Name: Disable clipboard manipulations Version: 1.0.1.1-signed Enabled: true ID: [email protected]
Name: DuckDuckGo Plus Version: 1.1.18 Enabled: true ID: [email protected]
Name: Element Hiding Helper for Adblock Plus Version: 1.4 Enabled: true ID: [email protected]
Name: Extended Statusbar Version: 2.0.5 Enabled: true ID: {daf44bf7-a45e-4450-979c-91cf07434c3d}
Name: Fast Dial Version: 4.16.6 Enabled: true ID: [email protected]
Name: FEBE Version: 8.9.3.1 Enabled: true ID: {4BBDD651-70CF-4821-84F8-2B918CF89CA3}
Name: Go Parent Folder Version: 2.9.1.1-signed.1-signed Enabled: true ID: [email protected]
Name: Google Translator for Firefox Version: 2.1.0.5.3 Enabled: true ID: [email protected]
Name: Greasemonkey Version: 3.11 Enabled: true ID: {e4a8a97b-f2ed-450b-b12d-ee082ba24781}
Name: HTTPS Everywhere Version: 2017.8.19 Enabled: true ID: https-every[email protected]
Name: I don't care about cookies Version: 2.6.7 Enabled: true ID: [email protected]
Name: IDM Integration Module Version: 6.28.16 Enabled: true ID: [email protected]
Name: IMDB Search Version: 1.0.1-signed.1-signed Enabled: true ID: {c4080853-c699-4120-b8e0-618bff8a4474}
Name: Location Guard Version: 1.2.3 Enabled: true ID: [email protected]
Name: Print Edit Version: 18.3 Enabled: true ID: [email protected]
Name: Real-Debrid extension Version: 1.4.8 Enabled: true ID: [email protected]
Name: RightToClick Version: 2.9.6 Enabled: true ID: {cd617375-6743-4ee8-bac4-fbf10f35729e}
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Graphics

Features Compositing: Direct3D 11 Asynchronous Pan/Zoom: wheel input enabled; scrollbar drag enabled WebGL 1 Driver WSI Info: EGL_VENDOR: Google Inc. 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(adapter LUID: 000000000003a469) EGL_VERSION: 1.4 (ANGLE 2.1.0.dec065540d5f) EGL_EXTENSIONS: EGL_EXT_create_context_robustness EGL_ANGLE_d3d_share_handle_client_buffer EGL_ANGLE_d3d_texture_client_buffer EGL_ANGLE_surface_d3d_texture_2d_share_handle EGL_ANGLE_query_surface_pointer EGL_ANGLE_window_fixed_size EGL_ANGLE_keyed_mutex EGL_ANGLE_surface_orientation EGL_NV_post_sub_buffer EGL_KHR_create_context EGL_EXT_device_query EGL_KHR_image EGL_KHR_image_base EGL_KHR_gl_texture_2D_image EGL_KHR_gl_texture_cubemap_image EGL_KHR_gl_renderbuffer_image EGL_KHR_get_all_proc_addresses EGL_KHR_stream EGL_KHR_stream_consumer_gltexture EGL_NV_stream_consumer_gltexture_yuv EGL_ANGLE_flexible_surface_compatibility EGL_ANGLE_create_context_webgl_compatibility EGL_CHROMIUM_create_context_bind_generates_resource EGL_EXTENSIONS(nullptr): EGL_EXT_client_extensions EGL_EXT_platform_base EGL_EXT_platform_device EGL_ANGLE_platform_angle EGL_ANGLE_platform_angle_d3d EGL_ANGLE_device_creation EGL_ANGLE_device_creation_d3d11 EGL_ANGLE_experimental_present_path EGL_KHR_client_get_all_proc_addresses WebGL 2 Driver Renderer: Google Inc. -- ANGLE (NVIDIA GeForce GTX 1060 3GB Direct3D11 vs_5_0 ps_5_0) WebGL 2 Driver Version: OpenGL ES 3.0 (ANGLE 2.1.0.dec065540d5f) WebGL 2 Driver Extensions: GL_ANGLE_depth_texture GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_lossy_etc_decode GL_ANGLE_pack_reverse_row_order GL_ANGLE_request_extension GL_ANGLE_robust_client_memory GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_CHROMIUM_bind_generates_resource GL_CHROMIUM_bind_uniform_location GL_CHROMIUM_copy_compressed_texture GL_CHROMIUM_copy_texture GL_CHROMIUM_sync_query GL_EXT_blend_minmax GL_EXT_color_buffer_float GL_EXT_color_buffer_half_float GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_disjoint_timer_query GL_EXT_draw_buffers GL_EXT_frag_depth GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_robustness GL_EXT_sRGB GL_EXT_shader_texture_lod GL_EXT_texture_compression_dxt1 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_norm16 GL_EXT_texture_rg GL_EXT_texture_storage GL_EXT_unpack_subimage GL_KHR_debug GL_NV_EGL_stream_consumer_external GL_NV_fence GL_NV_pack_subimage GL_NV_pixel_buffer_object GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_EGL_image_external_essl3 GL_OES_compressed_ETC1_RGB8_texture GL_OES_depth32 GL_OES_element_index_uint GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object WebGL 2 Extensions: EXT_color_buffer_float EXT_texture_filter_anisotropic EXT_disjoint_timer_query MOZ_debug OES_texture_float_linear WEBGL_compressed_texture_s3tc WEBGL_debug_renderer_info WEBGL_debug_shaders WEBGL_lose_context MOZ_WEBGL_lose_context MOZ_WEBGL_compressed_texture_s3tc Audio Backend: wasapi Direct2D: true DirectWrite: true (6.2.9200.22164) GPU #1 Active: Yes Description: NVIDIA GeForce GTX 1060 3GB Vendor ID: 0x10de Device ID: 0x1c02 Driver Version: 21.21.13.7270 Driver Date: 8-25-2016 Drivers: nvd3dumx,nvwgf2umx,nvwgf2umx nvd3dum,nvwgf2um,nvwgf2um Subsys ID: 00000000 RAM: 3072
Diagnostics ClearType Parameters: Gamma: 2.2 Pixel Structure: RGB ClearType Level: 100 Enhanced Contrast: 300 AzureCanvasAccelerated: 0 AzureCanvasBackend: Direct2D 1.1 AzureCanvasBackend (UI Process): skia AzureContentBackend: Direct2D 1.1 AzureContentBackend (UI Process): skia AzureFallbackCanvasBackend (UI Process): cairo GPUProcessPid: 8216 ClearType Parameters: Gamma: 2.2 Pixel Structure: RGB ClearType Level: 100 Enhanced Contrast: 300 Decision Log WEBRENDER: opt-in by default: WebRender is an opt-in feature unavailable by runtime: Build doesn't include WebRender

Important Modified Preferences

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Important Locked Preferences

Places Database

JavaScript

Incremental GC: true

Accessibility

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Library Versions

NSPR Expected minimum version: 4.15 Version in use: 4.15
NSS Expected minimum version: 3.31.1 Version in use: 3.31.1
NSSSMIME Expected minimum version: 3.31.1 Version in use: 3.31.1
NSSSSL Expected minimum version: 3.31.1 Version in use: 3.31.1
NSSUTIL Expected minimum version: 3.31.1 Version in use: 3.31.1

Experimental Features

Sandbox

Content Process Sandbox Level: 1 Effective Content Process Sandbox Level: 1
submitted by Bob4K to waterfox [link] [comments]

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