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What makes my node app restart every 30 seconds using pm2


What makes my node app restart every 30 seconds using pm2

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What makes my node app restart every 30 seconds using pm2
Tag : node.js , By : Ben Kohn
Date : November 28 2020, 11:01 PM

Any of those help This directive could be problem: 'max_memory_restart'. One megabyte for app is pretty low value. Try to increase to ~200MB - depending on your app memory requirements.
EDIT: this directive is expressing maximum amount of memory which can be consumpted. If process will allocate more, it will be restarted.

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Website makes IE crash and requires restart (!)


Tag : ruby-on-rails , By : ianium
Date : March 29 2020, 07:55 AM
To fix the issue you can do The problem was (appearantly) limited to IE8 & XP-users. That combination conflicted with a bug in jQuery 1.6.2 according to http://bugs.jquery.com/ticket/9981.
Downgrading to 1.6.1 solved the problem.

Trying to get a CountDownTimer to restart after 15 seconds.


Tag : android , By : Saul
Date : March 29 2020, 07:55 AM
wish helps you The onFinish method is being called from the interface thread, so any interface changes you make won't actually redraw until onFinish returns. Try something like this:
  cdt = new CountDownTimerWithPause(60000,1000,true) {
      @Override
      public void onTick(long millisUntiFinished) {
          tvClock.setText("Remaining:" + millisUntiFinished/1000);

      }

      @Override
      public void onFinish() {
          tvClock.setText("");
          bell.start();
          if (bAutoPlayIsOn) {

              tvClock.setText("waiting for next pose...");
              (
                new Thread() {
                    public void run() {
                        try {
                            //15 second pauses between poses
                            Thread.sleep(15000);
                            getActivity().runOnUiThread
                            (
                              new Runnable() {
                                  public void run() {
                                    //start over
                                    listener.onForwardItemSelected();
                                    ResetClocktoMaxTime(60000);
                                    resume();
                                  }
                              }
                            );
                        }
                        catch (InterruptedException e) {
                            Log.d("Sleep Interrupted", e.toString());
                            e.printStackTrace();
                        }
                        catch (Exception e) {
                            Log.d("Timer", e.toString());
                        }
                    }
                }

              ).start();

          }
          else {
            tvClock.setText("Done");
            btnStart.setText("Start ");
            bClockIsTicking = false;
            btnStart.setCompoundDrawablesWithIntrinsicBounds(null, playBtn, null, null);
          }

      }
  };   

Setting BitmapDrawable tileMode makes the app restart


Tag : android , By : stan
Date : March 29 2020, 07:55 AM
it should still fix some issue Although this thread was not exactly about the same problem I had, it helped me accidentally. Setting the layerType of the layout in question to software like

Android Firestore makes app restart


Tag : android , By : nagre
Date : March 29 2020, 07:55 AM
this will help You need to move the logic of getting the data from the database inside the if statement. Your data might be null. So in case of nullity, those lines of code do not need to be executed. That's why you get your app restared.
register = FireStore.getUserInfo(firestore, uid).addSnapshotListener(new EventListener<DocumentSnapshot>() {
    @Override
    public void onEvent(DocumentSnapshot documentSnapshot, FirebaseFirestoreException e) {
        Log.d("Snapshot Listener", "Calling");
        String source = documentSnapshot != null && documentSnapshot.getMetadata().hasPendingWrites() ? "local" : "server";
        if(documentSnapshot != null & documentSnapshot.exists()) {
            Log.d("Snapshot Listener", source + " data :" + documentSnapshot.getData());

            currentUser = documentSnapshot.toObject(User.class);
            runOnUiThread(new Runnable() {
                 @Override
                public void run() {
                    Log.d("Snapshot Listener", "Point is updated.");
                    tvBoneNum.setText(String.valueOf(currentUser.getPoint()));
                }
            });
        } else {
            Log.d("Snapshot Listener", source + " data : null");
        }
    }
});

UDP Server Restart every 5 seconds


Tag : cpp , By : Peter Leung
Date : March 29 2020, 07:55 AM
wish help you to fix your issue I am writing for the first time in this language and could only write this UDP server and client. I need help; I want to server waits for a response and displays it. If within 5 sec. the answer is not received, the program starts its execution again.If you don't understand task, you can translate task(fifth) :https://www.opennet.ru/docs/RUS/socket/node15.html
#include <iostream>
#include <WS2tcpip.h>
#pragma comment (lib, "ws2_32.lib")
using namespace std;
void main()
{
    struct timeval tv;
    fd_set fd;
    WSADATA data;
    WORD version = MAKEWORD(2, 2);
    int wsOk = WSAStartup(version, &data);
    cout << "5" << endl;
    if (wsOk != 0)
    {
        cout << "Winsock" << wsOk;
        return;
    }
    SOCKET in = socket(AF_INET, SOCK_DGRAM, 0);
    sockaddr_in serverHint;
    serverHint.sin_addr.S_un.S_addr = ADDR_ANY; 
    serverHint.sin_family = AF_INET; 
    serverHint.sin_port = htons(54000); 
    if (bind(in, (sockaddr*)& serverHint, sizeof(serverHint)) == SOCKET_ERROR)
    {
        cout << "hhhh" << WSAGetLastError() << endl;
        return;
    }
    sockaddr_in client; 
    int clientLength = sizeof(client); 
    char buf[1024];
    while (true)
    {

        FD_ZERO(&fd);
        FD_SET(in, &fd);
        tv.tv_sec = 5;
        tv.tv_usec = 0;
        if (select(0, &fd, NULL, NULL, &tv) > 0)
        {
            ZeroMemory(&client, clientLength);
            ZeroMemory(buf, 1024);
            int bytesIn = recvfrom(in, buf, 1024, 0, (sockaddr*)& client, &clientLength);
            if (bytesIn == SOCKET_ERROR)
            {
                cout << "EEEROOR" << WSAGetLastError() << endl;
                continue;
            }
            char clientIp[256];
            ZeroMemory(clientIp, 256);
            inet_ntop(AF_INET, &client.sin_addr, clientIp, 256);
            cout << "ะก " << clientIp << " : " << buf << endl;
            closesocket(in);
            WSACleanup();
            exit(0);
        }
        else  {
            cout << "jhkjhkjhjn" << endl;
            closesocket(in);
            main();

        }

    }
}
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