Saving progress should feel comforting.
You've survived a difficult section. You've made it through another encounter. Your progress is secure.
In theory, a save point represents safety.
Yet some of the most memorable horror games somehow make saving feel tense.
I've always found that fascinating.
In most genres, saving is a completely mechanical action. You barely think about it. Open a menu, press a button, move on.
In horror games, however, save systems often become part of the experience itself.
Sometimes they even become part of the fear.
Safety Feels Temporary
One thing horror games understand exceptionally well is that safety and danger become more meaningful when they exist side by side.
A safe room feels comforting because the rest of the world doesn't.
A save point feels valuable because progress can be lost.
That contrast creates emotional weight.
I still remember older survival horror games where reaching a save location felt like completing a journey.
Not because the act of saving was exciting.
Because getting there was.
Every hallway between me and that room carried risk. Every enemy encounter threatened valuable resources. Every mistake felt expensive.
The save point became more than a feature.
It became a destination.
Relief Can Be an Emotion Too
People often discuss fear when talking about horror games.
Relief deserves more attention.
In many ways, relief is one of the most important emotions the genre creates.
Without moments of relief, tension eventually becomes exhausting.
Players need opportunities to recover.
Save rooms often provide exactly that.
The music changes.
The atmosphere softens.
The pressure decreases.
For a few moments, players can breathe.
Those quiet pauses create an interesting effect. Instead of weakening the horror, they strengthen it.
The next dangerous section feels more intense because you've experienced a brief sense of comfort.
The contrast matters.
Fear isn't effective when it never changes.
Limited Saving Changes Behavior
Some horror games allow unlimited saves.
Others place restrictions on them.
Whether through limited resources, specific locations, or special conditions, these systems dramatically influence how players think.
I've noticed that limited saving changes decision-making almost immediately.
Players become cautious.
Resources feel more valuable.
Exploration becomes riskier.
Every choice carries additional weight because mistakes have consequences.
Suddenly, saving isn't just a technical feature.
It's a strategic decision.
Should I save now?
Should I keep going?
Can I survive the next section without doing it?
These questions create tension even when no immediate threat exists.
That's impressive design.
The game generates anxiety through decision-making rather than direct danger.
The Walk Back Is Sometimes Scarier
One of my favorite horror gaming experiences involves leaving a save room.
Entering feels great.
Leaving feels terrible.
The moment you step back into the unknown, the comfort disappears.
The music fades.
The safety vanishes.
The uncertainty returns.
What's interesting is that nothing may have changed.
The environment is the same.
The enemies are the same.
The layout remains familiar.
Yet emotionally, everything feels different.
You know you're moving away from security.
That awareness alone increases tension.
I've experienced situations where opening the door to leave a save room felt more intimidating than entering a boss area.
Not because I expected a specific threat.
Because I was abandoning certainty.
Modern Horror Uses Saving Differently
Contemporary horror games often approach saving in a less restrictive way.
Autosaves are common.
Checkpoints are frequent.
Players rarely lose significant amounts of progress.
That shift has obvious advantages. It reduces frustration and makes games more accessible.
At the same time, it changes the emotional role of saving.
Older horror games often transformed save systems into part of the atmosphere.
Modern games typically treat them as invisible support systems.
Neither approach is inherently better.
They're simply pursuing different goals.
One emphasizes vulnerability.
The other prioritizes convenience.
Interestingly, both can still create effective horror when used thoughtfully.
For another perspective on player vulnerability, see our [discussion about why limited resources increase tension].
Safe Rooms Become Emotional Anchors
Some locations in horror games remain memorable long after the details of the story fade.
Safe rooms are often among them.
Players remember how those spaces felt.
The familiar music.
The calm atmosphere.
The temporary sense of control.
I've finished games years ago and forgotten specific enemy encounters, yet I can still picture certain save rooms clearly.
That's remarkable when you think about it.
These locations rarely contain action.
Nothing dramatic happens there.
Their importance comes entirely from emotion.
They provide stability within unstable worlds.
The player develops a relationship with them.
Returning feels reassuring.
Leaving feels uncomfortable.
Few game mechanics achieve that kind of emotional significance.
Fear Feels Bigger When Progress Matters
A major reason save systems affect horror so strongly is simple.
Consequences matter.
If players feel that failure costs nothing, tension often decreases.
When progress becomes valuable, fear gains additional weight.
Suddenly every encounter feels important.
Every decision matters.
Every mistake carries consequences beyond the immediate moment.
This doesn't mean horror games need harsh punishment systems.
Excessive penalties can easily become frustrating.
But a small amount of risk often makes emotional investment stronger.
Players care more because they have something to lose.
And caring is essential for fear.
Without investment, horror struggles to have lasting impact.
The Psychology of "Just One More Room"
I've fallen into this trap countless times.
You're standing near a save point.
Logic says you should save and stop playing.
Instead, you think:
"I'll check one more room."
Then another room.
Then another hallway.
Then another objective.
Before long, you've wandered into a situation far more dangerous than expected.
Horror games thrive on this kind of curiosity.
Players constantly balance caution against exploration.
The save point represents security.
The unexplored area represents possibility.
Most of the time, curiosity wins.
That's why horror games remain so engaging despite the fear they create.
Players aren't simply avoiding danger.
They're actively seeking answers.
Why Save Points Remain Memorable
Not every horror game uses traditional save rooms anymore.
Not every game limits progress in meaningful ways.
Yet the underlying idea remains powerful.
Players need moments of safety.
Moments of relief.
Moments where tension briefly relaxes before building again.
Save points became iconic because they delivered those emotions consistently.
They represented hope within hostile environments.
A reminder that survival was possible.
A chance to regroup before facing whatever came next.
And perhaps that's why so many horror fans remember them so fondly.
They weren't frightening on their own.
They mattered because of everything waiting outside.
After all, what makes a safe place feel truly safe if there was never any danger to escape from in the first place?
https://horrorgamesfree.com
Have you ever felt the exhilarating rush of speed, the focus demanded by precision, and the utter satisfaction of overcoming a seemingly impossible challenge? If so, then you might just be ready to tackle Slope. This deceptively simple online game has captivated players with its addictive gameplay and endless potential for improvement. It's a perfect little escape for a quick break or a dedicated practice session. Let's dive into how to play and, more importantly, how to experience the thrill of Slope.
Introduction: What is Slope?
At its core, Slope is a rolling ball game. You control a ball that’s constantly moving downhill, navigating a procedurally generated landscape of interconnected platforms. Sounds straightforward, right? Don’t be fooled! The platforms narrow, the speed increases relentlessly, and the gaps between platforms widen as you progress. One wrong move and you’re plummeting into the abyss.
https://slopegame-online.com
The brilliance of Slope lies in its accessibility and its learning curve. It's incredibly easy to pick up and play, yet fiendishly difficult to master. You don't need complicated controllers or extensive tutorials. Just a keyboard, a steady hand, and a determined spirit. It's a perfect example of a simple concept executed brilliantly.
Gameplay: Navigating the Perilous Path
The controls are as minimal as the aesthetic: the left and right arrow keys are all you need to guide your ball. Use the left arrow key to steer the ball left, and the right arrow key to steer it right. That's it! But mastering those two keys is the key to survival.
Your objective is to stay on the platforms for as long as possible. As you roll further down the slope, your speed increases, and the environment becomes increasingly challenging. Red blocks appear, acting as obstacles that instantly end your run if touched. The platforms themselves will start to shift and move, adding another layer of complexity to the game.
The game ends when your ball falls off the platform. Your score is determined by the distance you travelled before your demise. The higher the score, the better! The goal is to constantly improve your score, pushing yourself to see just how far you can go.
Tips and Tricks for Conquering the Slope
While the controls are simple, mastering Slope requires practice and a good understanding of the game's mechanics. Here are a few tips to help you improve your game:
Smooth Movements Are Key: Avoid jerky, panicked movements. Small, controlled adjustments are far more effective than large, sweeping ones. Think less about reacting and more about anticipating.
Look Ahead: Try to focus a little further down the slope. Anticipating the next turn or gap will give you more time to react and adjust your trajectory. This is easier said than done when the speed is high, but it's a crucial skill to develop.
Embrace the Momentum: Understand how your ball's momentum affects its movement. Learn how to use the slight curve of the platforms to your advantage, especially when approaching tight turns.
Don't Fear the Edges: Sometimes, the safest route is to ride along the edge of the platform. This allows you to make small corrections and avoid potential obstacles in the center.
Practice, Practice, Practice: There's no substitute for practice. The more you play, the better you'll become at anticipating the challenges and reacting accordingly. Don't get discouraged by early failures. Everyone starts somewhere. You can visit Slope to begin practicing!
Learn from Your Mistakes: Analyze your failures. What caused you to fall off the platform? Were you too slow to react? Did you misjudge the turn? Understanding your mistakes will help you avoid them in the future.
Conclusion: The Enduring Appeal of an Endless Game
Slope isn't about complicated storylines, stunning graphics, or intricate controls. It's about the pure, unadulterated challenge of pushing your skills to the limit. It's about the satisfaction of mastering a seemingly impossible task. It's about the addictive loop of playing, failing, learning, and improving. And its accessible nature means anyone can jump in and experience that thrill. So, go ahead, give it a try. You might just find yourself hooked on the endless decline. The simple controls and challenging gameplay make it a strangely addictive experience. It's a testament to the idea that sometimes, the simplest games are the most engaging.
We recently had another incident where two drivers put pages they got from
get_user_pages() into a DMA-buf and cause quite a number of problems.
Explicitely document that this is not something exporters can do.
Signed-off-by: Christian König <christian.koenig(a)amd.com>
---
drivers/dma-buf/dma-buf.c | 8 ++++++++
1 file changed, 8 insertions(+)
diff --git a/drivers/dma-buf/dma-buf.c b/drivers/dma-buf/dma-buf.c
index 71f37544a5c6..aa5af4f439c2 100644
--- a/drivers/dma-buf/dma-buf.c
+++ b/drivers/dma-buf/dma-buf.c
@@ -685,6 +685,14 @@ static struct file *dma_buf_getfile(size_t size, int flags)
*
* For the detailed semantics exporters are expected to implement see
* &dma_buf_ops.
+ *
+ * It is explicitely forbidden for exporters to expose buffers they don't "own"
+ * as DMA-buf. This includes pages acquired by get_user_pages() or other import
+ * mechanism. Not following this rule can create numerous security problems.
+ *
+ * It is also strongly discouraged to expose the same backing store through
+ * multiple DMA-bufs at the same time. This eventually creates aliasing and
+ * cache coherency problems which are extremely hard to debug and fix.
*/
/**
--
2.43.0
Introduction to Wordle Unlimited Experience
Wordle Unlimited is a modern word puzzle game designed for players who enjoy continuous vocabulary challenges without daily limits. Unlike traditional word guessing games that restrict attempts to once per day, this version allows unlimited gameplay sessions. This creates an environment where learning, practice, and entertainment can happen at any time. https://wordleunlimitedgame.org/
The game has become popular among language learners, puzzle fans, and casual gamers because it combines simple rules with strategic thinking. Players must guess a hidden word within a set number of attempts, using feedback from each guess to improve accuracy. The unlimited format removes waiting time and allows repeated practice, making it suitable for skill development and relaxation.
What Wordle Unlimited Means in Modern Gaming
Wordle Unlimited refers to an expanded version of the original word guessing concept where users can play repeatedly without restriction. Each round generates a new hidden word, giving continuous opportunities to test vocabulary knowledge.
This format is especially useful for users who want to improve language skills. Instead of waiting for a daily puzzle, players can engage in multiple rounds in one sitting. The structure remains consistent, which helps build familiarity and confidence over time.
The game typically uses a grid system where each attempt reveals color coded feedback. Correct letters in correct positions, correct letters in wrong positions, and incorrect letters are all highlighted differently to guide future guesses.
How to Play Wordle Unlimited Step by Step
Playing Wordle Unlimited is straightforward and accessible for all skill levels. The objective is to identify the hidden word within a limited number of guesses.
First, the player enters a starting word. This word is usually chosen to include common vowels and consonants to maximize information. After submission, the game provides feedback on each letter.
Next, the player analyzes the feedback and adjusts the next guess accordingly. Letters that are correct and correctly placed should be kept in the same position. Letters that are correct but misplaced should be repositioned in the next attempt. Letters that are not part of the word should be avoided.
This process continues until the correct word is discovered or attempts are exhausted. After each round, a new word is available immediately, allowing continuous play.
Key Features That Define Wordle Unlimited
Wordle Unlimited includes several features that make it appealing to a wide audience. One major feature is unlimited gameplay, which removes daily restrictions and supports continuous learning.
Another important feature is instant feedback after each guess. This feedback system helps players improve logic and vocabulary skills quickly. It also encourages strategic thinking rather than random guessing.
The game also maintains a simple interface, making it easy to understand for beginners. There are no complex controls or instructions, which allows users to focus entirely on word solving.
Additionally, the game supports replayability. Each new round offers a different word challenge, which keeps the experience fresh and engaging over long periods.
Effective Strategies for Better Results
Success in Wordle Unlimited often depends on strategy rather than luck. One effective approach is starting with words that include multiple vowels and common consonants. This helps identify useful letters early in the game.
Another strategy is pattern recognition. After receiving feedback, players should focus on common English word structures. Recognizing prefixes, suffixes, and common letter combinations can significantly improve guessing accuracy.
It is also helpful to avoid repeating incorrect letters. Keeping track of eliminated letters reduces unnecessary guesses and increases efficiency.
Advanced players often use logical elimination methods. By narrowing down possibilities step by step, they can solve puzzles in fewer attempts and improve overall performance.
Benefits of Playing Wordle Unlimited Regularly
Wordle Unlimited offers several cognitive and educational benefits. One major benefit is vocabulary improvement. Regular exposure to new words helps expand language knowledge over time.
The game also enhances problem solving skills. Each round requires analysis, deduction, and logical thinking. These mental exercises contribute to sharper cognitive abilities.
Another benefit is stress relief. The simple and repetitive structure of the game provides a relaxing experience that can help reduce mental fatigue.
In addition, unlimited access allows flexible practice schedules. Players can engage for a few minutes or extended sessions depending on personal preference, making it suitable for different lifestyles.
Why Wordle Unlimited Has Become So Popular
The popularity of Wordle Unlimited comes from its balance of simplicity and challenge. It is easy to learn but difficult to master, which keeps users engaged.
Social sharing also plays a role in its growth. Many players enjoy comparing results and discussing strategies with others, creating a sense of community around the game.
The unlimited format is another key factor. Unlike limited daily puzzles, this version allows continuous engagement, which appeals to users who enjoy long gaming sessions.
Its accessibility across devices also contributes to popularity. Players can enjoy the game on computers, tablets, or mobile devices without complicated setup processes.
Conclusion on Wordle Unlimited Value
Wordle Unlimited stands out as an engaging and educational word puzzle experience that combines entertainment with cognitive development. Its unlimited format allows continuous learning and practice, making it suitable for both beginners and advanced players.
With simple rules, strategic depth, and instant feedback, the game provides a balanced experience that supports vocabulary growth and logical thinking. Whether used for relaxation or skill improvement, Wordle Unlimited remains a strong choice for anyone interested in word based challenges.
Wave Rider surprised me more than I expected. The game looks simple at first, but once the speed increases and the waves become unstable, every run starts feeling intense. Unlike many endless runner games that rely only on fast movement, Wave Rider creates pressure through unpredictable water physics and constantly changing obstacle patterns. Play Wave Rider online at https://wave-rider.io
The gameplay is built around survival. Your board moves forward automatically while you focus on steering through dangerous sections of water. Floating barriers, underwater mines, sharp turns, and narrow lanes appear quickly, forcing players to react within seconds. What I liked most is how the game balances smooth surfing movement with sudden moments of chaos. Sometimes the water feels calm, then everything changes when multiple obstacles appear together.
Wave Rider also rewards risky decisions. Pearls are often hidden near dangerous routes, making players choose between safe movement and higher scores. I found myself taking bigger risks after every run just to see how far I could push the distance counter. The durability system adds even more tension because repeated small crashes slowly reduce your chance of surviving longer sessions.
Game Controls
Left Arrow / A: Move left
Right Arrow / D: Move right
Spacebar or Up Arrow: Jump or glide over obstacles
The controls are easy to learn, but mastering the timing takes practice. Quick reactions help, but smooth movement and patience usually lead to better runs. Players who panic and change direction too aggressively often crash faster than expected.
Overall, Wave Rider feels like a solid arcade experience for anyone who enjoys reaction-based gameplay. The combination of flowing water, rising speed, and nonstop danger makes every session feel fresh and competitive.
I'm happy to see that DEPT reported real problems in practice:
https://lore.kernel.org/lkml/6383cde5-cf4b-facf-6e07-1378a485657d@I-love.SA…https://lore.kernel.org/lkml/1674268856-31807-1-git-send-email-byungchul.pa…https://lore.kernel.org/all/b6e00e77-4a8c-4e05-ab79-266bf05fcc2d@igalia.com/
I’ve added documentation describing DEPT — this should help you
understand what DEPT is and how it works. You can use DEPT simply by
enabling CONFIG_DEPT and checking dmesg at runtime.
---
Hi Linus and folks,
I’ve been developing a tool to detect deadlock possibilities by tracking
waits/events — rather than lock acquisition order — to cover all the
synchronization mechanisms. To summarize the design rationale, starting
from the problem statement, through analysis, to the solution:
CURRENT STATUS
--------------
Lockdep tracks lock acquisition order to identify deadlock conditions.
Additionally, it tracks IRQ state changes — via {en,dis}able — to
detect cases where locks are acquired unintentionally during
interrupt handling.
PROBLEM
-------
Waits and their associated events that are never reachable can
eventually lead to deadlocks. However, since Lockdep focuses solely
on lock acquisition order, it has inherent limitations when handling
waits and events.
Moreover, by tracking only lock acquisition order, Lockdep cannot
properly handle read locks or cross-event scenarios — such as
wait_for_completion() and complete() — making it increasingly
inadequate as a general-purpose deadlock detection tool.
SOLUTION
--------
Once again, waits and their associated events that are never
reachable can eventually lead to deadlocks. The new solution, DEPT,
focuses directly on waits and events. DEPT monitors waits and events,
and reports them when any become unreachable.
DEPT provides:
* Correct handling of read locks.
* Support for general waits and events.
* Continuous operation, even after multiple reports.
* Simple, intuitive annotation APIs.
There are still false positives, and some are already being worked on
for suppression. Especially splitting the folio class into several
appropriate classes e.g. block device mapping class and regular file
mapping class, is currently under active development by me and Yeoreum
Yun.
Anyway, these efforts will need to continue for a while, as we’ve seen
with lockdep over two decades. DEPT is tagged as EXPERIMENTAL in
Kconfig — meaning it’s not yet suitable for use as an automation tool.
However, for those who are interested in using DEPT to analyze complex
synchronization patterns and extract dependency insights, DEPT would be
a great tool for the purpose.
Thanks for your support and contributions to:
Harry Yoo <harry.yoo(a)oracle.com>
Gwan-gyeong Mun <gwan-gyeong.mun(a)intel.com>
Yunseong Kim <ysk(a)kzalloc.com>
Yeoreum Yun <yeoreum.yun(a)arm.com>
FAQ
---
Q. Is this the first attempt to solve this problem?
A. No. The cross-release feature (commit b09be676e0ff2) attempted to
address it — as a Lockdep extension. It was merged, but quickly
reverted, because:
While it uncovered valuable hidden issues, it also introduced false
positives. Since these false positives mask further real problems
with Lockdep — and developers strongly dislike them — the feature was
rolled back.
Q. Why wasn’t DEPT built as a Lockdep extension?
A. Lockdep is the result of years of work by kernel developers — and is
now very stable. But I chose to build DEPT separately, because:
While reusing BFS(Breadth First Search) and Lockdep’s hashing is
beneficial, the rest of the system must be rebuilt from scratch to
align with DEPT’s wait-event model — since Lockdep was originally
designed for tracking lock acquisition orders, not wait-event
dependencies.
Q. Do you plan to replace Lockdep entirely?
A. Not at all — Lockdep still plays a vital role in validating correct
lock usage. While its dependency-checking logic should eventually be
superseded by DEPT, the rest of its functionality should stay.
Q. Should we replace the dependency check immediately?
A. Absolutely not. Lockdep’s stability is the result of years of hard
work by kernel developers. Lockdep and DEPT should run side by side
until DEPT matures.
Q. Stronger detection often leads to more false positives — which was a
major pain point when cross-release was added. Is DEPT designed to
handle this?
A. Yes. DEPT’s simple, generalized design enables flexible reporting —
so while false positives still need fixing, they’re far less
disruptive than they were under the Lockdep extension, cross-release.
Q. Why not fix all false positives out-of-tree before merging?
A. Since the affected subsystems span the entire kernel, like Lockdep,
which has relied on annotations to avoid false positives over the
last two decades, DEPT too will require the annotation efforts.
Performing annotation work within the mainline will help us add
annotations more appropriately and will also make DEPT a useful tool
for a wider range of users more quickly.
CONFIG_DEPT is marked EXPERIMENTAL, so it’s opt-in. Some users are
already interested in using DEPT to analyze complex synchronization
patterns and extract dependency insights.
Byungchul
---
Changes from v17:
1. Rebase on the mainline as of 2025 Dec 5.
2. Convert the documents' format from txt to rst. (feedbacked
by Jonathan Corbet and Bagas Sanjaya)
3. Move the documents from 'Documentation/dependency' to
'Documentation/dev-tools'. (feedbakced by Jonathan Corbet)
4. Improve the documentation. (feedbacked by NeilBrown)
5. Use a common function, enter_from_user_mode(), instead of
arch specific code, to notice context switch from user mode.
(feedbacked by Dave Hansen, Mark Rutland, and Mark Brown)
6. Resolve the header dependency issue by using dept's internal
header, instead of relocating 'struct llist_{head,node}' to
another header. (feedbacked by Greg KH)
7. Improve page(or folio) usage type APIs.
8. Add rust helper for wait_for_completion(). (feedbacked by
Guangbo Cui, Boqun Feng, and Danilo Krummrich)
9. Refine some commit messages.
Changes from v16:
1. Rebase on v6.17.
2. Fix a false positive from rcu (by Yunseong Kim)
3. Introduce APIs to set page's usage, dept_set_page_usage() and
dept_reset_page_usage() to avoid false positives.
4. Consider lock_page() as a potential wait unconditionally.
5. Consider folio_lock_killable() as a potential wait
unconditionally.
6. Add support for tracking PG_writeback waits and events.
7. Fix two build errors due to the additional debug information
added by dept. (by Yunseong Kim)
Changes from v15:
1. Fix typo and improve comments and commit messages (feedbacked
by ALOK TIWARI, Waiman Long, and kernel test robot).
2. Do not stop dept on detection of cicular dependency of
recover event, allowing to keep reporting.
3. Add SK hynix to copyright.
4. Consider folio_lock() as a potential wait unconditionally.
5. Fix Kconfig dependency bug (feedbacked by kernel test rebot).
6. Do not suppress reports that involve classes even that have
already involved in other reports, allowing to keep
reporting.
Changes from v14:
1. Rebase on the current latest, v6.15-rc6.
2. Refactor dept code.
3. With multi event sites for a single wait, even if an event
forms a circular dependency, the event can be recovered by
other event(or wake up) paths. Even though informing the
circular dependency is worthy but it should be suppressed
once informing it, if it doesn't lead an actual deadlock. So
introduce APIs to annotate the relationship between event
site and recover site, that are, event_site() and
dept_recover_event().
4. wait_for_completion() worked with dept map embedded in struct
completion. However, it generates a few false positves since
all the waits using the instance of struct completion, share
the map and key. To avoid the false positves, make it not to
share the map and key but each wait_for_completion() caller
have its own key by default. Of course, external maps also
can be used if needed.
5. Fix a bug about hardirq on/off tracing.
6. Implement basic unit test for dept.
7. Add more supports for dma fence synchronization.
8. Add emergency stop of dept e.g. on panic().
9. Fix false positives by mmu_notifier_invalidate_*().
10. Fix recursive call bug by DEPT_WARN_*() and DEPT_STOP().
11. Fix trivial bugs in DEPT_WARN_*() and DEPT_STOP().
12. Fix a bug that a spin lock, dept_pool_spin, is used in
both contexts of irq disabled and enabled without irq
disabled.
13. Suppress reports with classes, any of that already have
been reported, even though they have different chains but
being barely meaningful.
14. Print stacktrace of the wait that an event is now waking up,
not only stacktrace of the event.
15. Make dept aware of lockdep_cmp_fn() that is used to avoid
false positives in lockdep so that dept can also avoid them.
16. Do do_event() only if there are no ecxts have been
delimited.
17. Fix a bug that was not synchronized for stage_m in struct
dept_task, using a spin lock, dept_task()->stage_lock.
18. Fix a bug that dept didn't handle the case that multiple
ttwus for a single waiter can be called at the same time
e.i. a race issue.
19. Distinguish each kernel context from others, not only by
system call but also by user oriented fault so that dept can
work with more accuracy information about kernel context.
That helps to avoid a few false positives.
20. Limit dept's working to x86_64 and arm64.
Changes from v13:
1. Rebase on the current latest version, v6.9-rc7.
2. Add 'dept' documentation describing dept APIs.
Changes from v12:
1. Refine the whole document for dept.
2. Add 'Interpret dept report' section in the document, using a
deadlock report obtained in practice. Hope this version of
document helps guys understand dept better.
https://lore.kernel.org/lkml/6383cde5-cf4b-facf-6e07-1378a485657d@I-love.SA…https://lore.kernel.org/lkml/1674268856-31807-1-git-send-email-byungchul.pa…
Changes from v11:
1. Add 'dept' documentation describing the concept of dept.
2. Rewrite the commit messages of the following commits for
using weaker lockdep annotation, for better description.
fs/jbd2: Use a weaker annotation in journal handling
cpu/hotplug: Use a weaker annotation in AP thread
(feedbacked by Thomas Gleixner)
Changes from v10:
1. Fix noinstr warning when building kernel source.
2. dept has been reporting some false positives due to the folio
lock's unfairness. Reflect it and make dept work based on
dept annotaions instead of just wait and wake up primitives.
3. Remove the support for PG_writeback while working on 2. I
will add the support later if needed.
4. dept didn't print stacktrace for [S] if the participant of a
deadlock is not lock mechanism but general wait and event.
However, it made hard to interpret the report in that case.
So add support to print stacktrace of the requestor who asked
the event context to run - usually a waiter of the event does
it just before going to wait state.
5. Give up tracking raw_local_irq_{disable,enable}() since it
totally messed up dept's irq tracking. So make it work in the
same way as lockdep does. I will consider it once any false
positives by those are observed again.
6. Change the manual rwsem_acquire_read(->j_trans_commit_map)
annotation in fs/jbd2/transaction.c to the try version so
that it works as much as it exactly needs.
7. Remove unnecessary 'inline' keyword in dept.c and add
'__maybe_unused' to a needed place.
Changes from v9:
1. Fix a bug. SDT tracking didn't work well because of my big
mistake that I should've used waiter's map to indentify its
class but it had been working with waker's one. FYI,
PG_locked and PG_writeback weren't affected. They still
worked well. (reported by YoungJun)
Changes from v8:
1. Fix build error by adding EXPORT_SYMBOL(PG_locked_map) and
EXPORT_SYMBOL(PG_writeback_map) for kernel module build -
appologize for that. (reported by kernel test robot)
2. Fix build error by removing header file's circular dependency
that was caused by "atomic.h", "kernel.h" and "irqflags.h",
which I introduced - appolgize for that. (reported by kernel
test robot)
Changes from v7:
1. Fix a bug that cannot track rwlock dependency properly,
introduced in v7. (reported by Boqun and lockdep selftest)
2. Track wait/event of PG_{locked,writeback} more aggressively
assuming that when a bit of PG_{locked,writeback} is cleared
there might be waits on the bit. (reported by Linus, Hillf
and syzbot)
3. Fix and clean bad style code e.i. unnecessarily introduced
a randome pattern and so on. (pointed out by Linux)
4. Clean code for applying dept to wait_for_completion().
Changes from v6:
1. Tie to task scheduler code to track sleep and try_to_wake_up()
assuming sleeps cause waits, try_to_wake_up()s would be the
events that those are waiting for, of course with proper dept
annotations, sdt_might_sleep_weak(), sdt_might_sleep_strong()
and so on. For these cases, class is classified at sleep
entrance rather than the synchronization initialization code.
Which would extremely reduce false alarms.
2. Remove the dept associated instance in each page struct for
tracking dependencies by PG_locked and PG_writeback thanks to
the 1. work above.
3. Introduce CONFIG_dept_AGGRESIVE_TIMEOUT_WAIT to suppress
reports that waits with timeout set are involved, for those
who don't like verbose reporting.
4. Add a mechanism to refill the internal memory pools on
running out so that dept could keep working as long as free
memory is available in the system.
5. Re-enable tracking hashed-waitqueue wait. That's going to no
longer generate false positives because class is classified
at sleep entrance rather than the waitqueue initailization.
6. Refactor to make it easier to port onto each new version of
the kernel.
7. Apply dept to dma fence.
8. Do trivial optimizaitions.
Changes from v5:
1. Use just pr_warn_once() rather than WARN_ONCE() on the lack
of internal resources because WARN_*() printing stacktrace is
too much for informing the lack. (feedback from Ted, Hyeonggon)
2. Fix trivial bugs like missing initializing a struct before
using it.
3. Assign a different class per task when handling onstack
variables for waitqueue or the like. Which makes dept
distinguish between onstack variables of different tasks so
as to prevent false positives. (reported by Hyeonggon)
4. Make dept aware of even raw_local_irq_*() to prevent false
positives. (reported by Hyeonggon)
5. Don't consider dependencies between the events that might be
triggered within __schedule() and the waits that requires
__schedule(), real ones. (reported by Hyeonggon)
6. Unstage the staged wait that has prepare_to_wait_event()'ed
*and* yet to get to __schedule(), if we encounter __schedule()
in-between for another sleep, which is possible if e.g. a
mutex_lock() exists in 'condition' of ___wait_event().
7. Turn on CONFIG_PROVE_LOCKING when CONFIG_DEPT is on, to rely
on the hardirq and softirq entrance tracing to make dept more
portable for now.
Changes from v4:
1. Fix some bugs that produce false alarms.
2. Distinguish each syscall context from another *for arm64*.
3. Make it not warn it but just print it in case dept ring
buffer gets exhausted. (feedback from Hyeonggon)
4. Explicitely describe "EXPERIMENTAL" and "dept might produce
false positive reports" in Kconfig. (feedback from Ted)
Changes from v3:
1. dept shouldn't create dependencies between different depths
of a class that were indicated by *_lock_nested(). dept
normally doesn't but it does once another lock class comes
in. So fixed it. (feedback from Hyeonggon)
2. dept considered a wait as a real wait once getting to
__schedule() even if it has been set to TASK_RUNNING by wake
up sources in advance. Fixed it so that dept doesn't consider
the case as a real wait. (feedback from Jan Kara)
3. Stop tracking dependencies with a map once the event
associated with the map has been handled. dept will start to
work with the map again, on the next sleep.
Changes from v2:
1. Disable dept on bit_wait_table[] in sched/wait_bit.c
reporting a lot of false positives, which is my fault.
Wait/event for bit_wait_table[] should've been tagged in a
higher layer for better work, which is a future work.
(feedback from Jan Kara)
2. Disable dept on crypto_larval's completion to prevent a false
positive.
Changes from v1:
1. Fix coding style and typo. (feedback from Steven)
2. Distinguish each work context from another in workqueue.
3. Skip checking lock acquisition with nest_lock, which is about
correct lock usage that should be checked by lockdep.
Changes from RFC(v0):
1. Prevent adding a wait tag at prepare_to_wait() but __schedule().
(feedback from Linus and Matthew)
2. Use try version at lockdep_acquire_cpus_lock() annotation.
3. Distinguish each syscall context from another.
Byungchul Park (41):
dept: implement DEPT(DEPendency Tracker)
dept: add single event dependency tracker APIs
dept: add lock dependency tracker APIs
dept: tie to lockdep and IRQ tracing
dept: add proc knobs to show stats and dependency graph
dept: distinguish each kernel context from another
dept: distinguish each work from another
dept: add a mechanism to refill the internal memory pools on running
out
dept: record the latest one out of consecutive waits of the same class
dept: apply sdt_might_sleep_{start,end}() to
wait_for_completion()/complete()
dept: apply sdt_might_sleep_{start,end}() to swait
dept: apply sdt_might_sleep_{start,end}() to waitqueue wait
dept: apply sdt_might_sleep_{start,end}() to hashed-waitqueue wait
dept: apply sdt_might_sleep_{start,end}() to dma fence
dept: track timeout waits separately with a new Kconfig
dept: apply timeout consideration to wait_for_completion()/complete()
dept: apply timeout consideration to swait
dept: apply timeout consideration to waitqueue wait
dept: apply timeout consideration to hashed-waitqueue wait
dept: apply timeout consideration to dma fence wait
dept: make dept able to work with an external wgen
dept: track PG_locked with dept
dept: print staged wait's stacktrace on report
locking/lockdep: prevent various lockdep assertions when
lockdep_off()'ed
dept: add documents for dept
cpu/hotplug: use a weaker annotation in AP thread
dept: assign dept map to mmu notifier invalidation synchronization
dept: assign unique dept_key to each distinct dma fence caller
dept: make dept aware of lockdep_set_lock_cmp_fn() annotation
dept: make dept stop from working on debug_locks_off()
dept: assign unique dept_key to each distinct wait_for_completion()
caller
completion, dept: introduce init_completion_dmap() API
dept: introduce a new type of dependency tracking between multi event
sites
dept: add module support for struct dept_event_site and
dept_event_site_dep
dept: introduce event_site() to disable event tracking if it's
recoverable
dept: implement a basic unit test for dept
dept: call dept_hardirqs_off() in local_irq_*() regardless of irq
state
dept: introduce APIs to set page usage and use subclasses_evt for the
usage
dept: track PG_writeback with dept
SUNRPC: relocate struct rcu_head to the first field of struct rpc_xprt
mm: percpu: increase PERCPU_DYNAMIC_SIZE_SHIFT on DEPT and large
PAGE_SIZE
Yunseong Kim (1):
rcu/update: fix same dept key collision between various types of RCU
Documentation/dev-tools/dept.rst | 778 ++++++
Documentation/dev-tools/dept_api.rst | 125 +
drivers/dma-buf/dma-fence.c | 23 +-
include/asm-generic/vmlinux.lds.h | 13 +-
include/linux/completion.h | 124 +-
include/linux/dept.h | 402 +++
include/linux/dept_ldt.h | 78 +
include/linux/dept_sdt.h | 68 +
include/linux/dept_unit_test.h | 67 +
include/linux/dma-fence.h | 74 +-
include/linux/hardirq.h | 3 +
include/linux/irq-entry-common.h | 4 +
include/linux/irqflags.h | 21 +-
include/linux/local_lock_internal.h | 1 +
include/linux/lockdep.h | 105 +-
include/linux/lockdep_types.h | 3 +
include/linux/mm_types.h | 4 +
include/linux/mmu_notifier.h | 26 +
include/linux/module.h | 5 +
include/linux/mutex.h | 1 +
include/linux/page-flags.h | 217 +-
include/linux/pagemap.h | 37 +-
include/linux/percpu-rwsem.h | 2 +-
include/linux/percpu.h | 4 +
include/linux/rcupdate_wait.h | 13 +-
include/linux/rtmutex.h | 1 +
include/linux/rwlock_types.h | 1 +
include/linux/rwsem.h | 1 +
include/linux/sched.h | 118 +
include/linux/seqlock.h | 2 +-
include/linux/spinlock_types_raw.h | 3 +
include/linux/srcu.h | 2 +-
include/linux/sunrpc/xprt.h | 9 +-
include/linux/swait.h | 3 +
include/linux/wait.h | 3 +
include/linux/wait_bit.h | 3 +
init/init_task.c | 2 +
init/main.c | 2 +
kernel/Makefile | 1 +
kernel/cpu.c | 2 +-
kernel/dependency/Makefile | 5 +
kernel/dependency/dept.c | 3499 ++++++++++++++++++++++++++
kernel/dependency/dept_hash.h | 10 +
kernel/dependency/dept_internal.h | 314 +++
kernel/dependency/dept_object.h | 13 +
kernel/dependency/dept_proc.c | 94 +
kernel/dependency/dept_unit_test.c | 173 ++
kernel/exit.c | 1 +
kernel/fork.c | 2 +
kernel/locking/lockdep.c | 33 +
kernel/module/main.c | 19 +
kernel/rcu/rcu.h | 1 +
kernel/rcu/update.c | 5 +-
kernel/sched/completion.c | 62 +-
kernel/sched/core.c | 9 +
kernel/workqueue.c | 3 +
lib/Kconfig.debug | 48 +
lib/debug_locks.c | 2 +
lib/locking-selftest.c | 2 +
mm/filemap.c | 38 +
mm/mm_init.c | 3 +
mm/mmu_notifier.c | 31 +-
rust/helpers/completion.c | 5 +
63 files changed, 6602 insertions(+), 121 deletions(-)
create mode 100644 Documentation/dev-tools/dept.rst
create mode 100644 Documentation/dev-tools/dept_api.rst
create mode 100644 include/linux/dept.h
create mode 100644 include/linux/dept_ldt.h
create mode 100644 include/linux/dept_sdt.h
create mode 100644 include/linux/dept_unit_test.h
create mode 100644 kernel/dependency/Makefile
create mode 100644 kernel/dependency/dept.c
create mode 100644 kernel/dependency/dept_hash.h
create mode 100644 kernel/dependency/dept_internal.h
create mode 100644 kernel/dependency/dept_object.h
create mode 100644 kernel/dependency/dept_proc.c
create mode 100644 kernel/dependency/dept_unit_test.c
base-commit: 43dfc13ca972988e620a6edb72956981b75ab6b0
--
2.17.1
In a world brimming with complex video games and immersive online experiences, sometimes the most satisfying entertainment comes from a simple yet brilliant word puzzle. The Connections Game, a daily online brain-teaser, offers just that – a delightful challenge that tests your vocabulary, logic, and lateral thinking. If you’re looking for a fresh way to engage your mind and expand your word association skills, then stepping into the world of Connections Game is a fantastic choice.
https://connectionsgamefree.com
What is Connections Game?
At its heart, Connections is a game about finding hidden relationships between words. Each day, you're presented with 16 seemingly disparate words. Your task is to group these words into four sets of four, with each set sharing a common thread or category. The categories can be anything from "Types of Fruit" to "Words that Rhyme with 'Blue'" or even more abstract connections that require a bit of outside-the-box thinking. The beauty of the game lies in its simplicity and the sheer satisfaction of uncovering those clever links. You can experience it firsthand at Connections Game.
The Gameplay Unpacked
When you open the game, you'll see all 16 words laid out before you. To play, you simply click on four words you believe belong together. Once you’ve selected your quartet, you hit the "Submit" button.
Correct Guess: If your four words form a valid category, they will disappear, and the category will be revealed. You'll then move on to the remaining words.
Incorrect Guess: If your guess is wrong, the words will remain on the board, and you'll lose one of your four allowed mistakes. That's right – you only get four incorrect attempts before the game ends! This adds a delicious layer of pressure and strategic thinking.
The categories are color-coded, ranging from "Yellow" (easiest) to "Purple" (most difficult/obscure). Often, the trickiest part is recognizing "red herrings" – words that seem to fit into multiple categories, making you second-guess your initial assumptions.
Tips for Success
To truly master the Connections Game, here are a few friendly tips:
Read All the Words First: Before clicking anything, take a moment to scan all 16 words. Look for obvious groupings first. Are there any four words that immediately jump out as being related?
Look for Obvious Categories: Sometimes, one or two categories will be relatively straightforward. Tackling these first can clear up the board and make the remaining words easier to analyze.
Consider Different Meanings: Many words have multiple meanings. Don't get stuck on just one interpretation. For example, "bat" could refer to a flying mammal or a piece of sports equipment.
Think About Wordplay and Sounds: Categories aren't always about literal definitions. They can involve synonyms, antonyms, rhyming words, or even words that form a phrase when combined.
Utilize Your Mistakes Wisely: Remember, you only have four chances. If you’re unsure, it’s often better to hold off on a guess until you have a stronger conviction. Sometimes, eliminating other categories can clarify ambiguous words.
Don't Be Afraid to Rearrange: Mentally (or even physically, if you're playing on a device that allows it) rearrange the words. Seeing them in a different order can sometimes spark new connections.
Conclusion
The Connections Game is more than just a pastime; it's a daily brain workout that's both challenging and incredibly rewarding. It encourages you to think critically, expand your vocabulary, and see the intricate relationships between words. Whether you're a seasoned wordsmith or just looking for a fun new way to pass the time, give it a try – you might just find your new favorite daily ritual! You can access the game daily at Connections Game.
So, you're looking for a new game to sink your teeth into? Something challenging, maybe a little bit infuriating, and definitely memorable? Look no further than Level Devil. This deceptively simple platformer is a masterclass in trickery, constantly changing the rules and keeping you on your toes. But don't be intimidated! With a little patience (and maybe a stress ball), you can conquer its devilish design.
https://leveldevilfull.com
Gameplay: Expect the Unexpected
At its core, Level Devil is a 2D platformer. You control a little pixelated character tasked with reaching the exit door in each level. Sounds easy, right? Wrong. The beauty (and the frustration) lies in the unpredictable nature of the environment. Platforms crumble beneath your feet, spikes appear out of nowhere, and the ground itself can vanish unexpectedly.
Each level introduces new challenges, forcing you to adapt your strategy on the fly. You'll encounter moving platforms, disappearing blocks, and even gravity-defying puzzles. The real kicker? The layout of the levels often changes on each attempt, meaning memorization alone won't cut it. You need to be quick-witted and reactive.
The charm of Level Devil is its lack of hand-holding. There are no tutorials, no hints, and no mercy. You're thrown straight into the deep end, forced to learn from your mistakes (and trust me, there will be plenty). That feeling of finally overcoming a particularly difficult section is incredibly rewarding. It's a game that demands your full attention and rewards persistence.
Tips for Taming the Devil
While Level Devil thrives on its unpredictability, here are a few tips to help you navigate its treacherous landscape:
• Patience is Key: This game is designed to test your limits. Don't get discouraged by frequent deaths. Treat each attempt as a learning experience.
• Observe Carefully: Before making a move, take a moment to scan the environment. Look for subtle cues that might indicate impending danger.
• Embrace Failure: You will die. A lot. Embrace it as part of the learning process. Each death provides valuable insight into the level's design.
• Don't Overthink It: Sometimes, the solution is simpler than you think. Avoid overcomplicating your approach.
• Take Breaks: If you find yourself getting too frustrated, step away from the game for a while. Come back with a fresh perspective.
• Listen to the Sound: The game’s audio cues often hint at upcoming dangers. Pay close attention! Level Devil utilizes sound design to enhance the experience (and sometimes, to cleverly mislead you!).
Conclusion: A Test of Skill and Sanity
Level Devil isn't for the faint of heart. It's a challenging and often frustrating experience. However, it's also incredibly rewarding. The constant surprises, the need for quick thinking, and the sheer satisfaction of overcoming its devilish design make it a truly unique and memorable game. If you're looking for a platformer that will push you to your limits and leave you feeling accomplished, then Level Devil is definitely worth a try. Just be prepared to rage quit... and then come back for more.
Currently, `fill_sg_entry()` splits the scatterlist using `UINT_MAX`.
This creates a non-page-aligned DMA length (`0xFFFFFFFF`) for the
first entry, resulting in non-page-aligned DMA addresses for all
subsequent entries.
While the underlying IOMMU mapping may be contiguous, hardware
DMA engines often require explicit address alignment (e.g., page,
cacheline, or storage sector boundaries). Passing unaligned
addresses and lengths can cause explicit failures in DMA descriptor
creation or silent data corruption if lower unaligned bits are
truncated.
Fix this by splitting the scatterlist by the largest possible page
aligned chunk within `UINT_MAX` (`ALIGN_DOWN(UINT_MAX, PAGE_SIZE)`).
This ensures all scatterlist DMA addresses and lengths remain page
aligned and satisfy hardware constraints.
Page-aligned entries allow the system to cleanly chunk payloads into
PCIe MaxPayloadSize (MPS) (e.g., 128 bytes, 256 bytes, 512 bytes).
As a result, this may help reduce TLP fragmentation in P2P transfers
and alleviate potential congestion within a logical PCIe switch
partition, especially when Relaxed Ordering is not possible due to
hardware constraints.
Reported-by: sashiko-bot <sashiko-bot(a)kernel.org>
Closes: https://lore.kernel.org/all/20260609165431.778061F00893@smtp.kernel.org/
Fixes: 3aa31a8bb11e ("dma-buf: provide phys_vec to scatter-gather mapping routine")
Cc: stable(a)vger.kernel.org
Signed-off-by: David Hu <xuehaohu(a)google.com>
---
drivers/dma-buf/dma-buf-mapping.c | 13 ++++++++-----
1 file changed, 8 insertions(+), 5 deletions(-)
diff --git a/drivers/dma-buf/dma-buf-mapping.c b/drivers/dma-buf/dma-buf-mapping.c
index 794acff2546a..f2bde38fdb1f 100644
--- a/drivers/dma-buf/dma-buf-mapping.c
+++ b/drivers/dma-buf/dma-buf-mapping.c
@@ -5,6 +5,9 @@
*/
#include <linux/dma-buf-mapping.h>
#include <linux/dma-resv.h>
+#include <linux/align.h>
+
+#define MAX_ENT_SZ ALIGN_DOWN(UINT_MAX, PAGE_SIZE)
static struct scatterlist *fill_sg_entry(struct scatterlist *sgl, size_t length,
dma_addr_t addr)
@@ -12,9 +15,9 @@ static struct scatterlist *fill_sg_entry(struct scatterlist *sgl, size_t length,
unsigned int len, nents;
int i;
- nents = DIV_ROUND_UP(length, UINT_MAX);
+ nents = DIV_ROUND_UP(length, MAX_ENT_SZ);
for (i = 0; i < nents; i++) {
- len = min_t(size_t, length, UINT_MAX);
+ len = min_t(size_t, length, MAX_ENT_SZ);
length -= len;
/*
* DMABUF abuses scatterlist to create a scatterlist
@@ -24,7 +27,7 @@ static struct scatterlist *fill_sg_entry(struct scatterlist *sgl, size_t length,
* does not require the CPU list for mapping or unmapping.
*/
sg_set_page(sgl, NULL, 0, 0);
- sg_dma_address(sgl) = addr + (dma_addr_t)i * UINT_MAX;
+ sg_dma_address(sgl) = addr + (dma_addr_t)i * MAX_ENT_SZ;
sg_dma_len(sgl) = len;
sgl = sg_next(sgl);
}
@@ -41,14 +44,14 @@ static unsigned int calc_sg_nents(struct dma_iova_state *state,
if (!state || !dma_use_iova(state)) {
for (i = 0; i < nr_ranges; i++)
- nents += DIV_ROUND_UP(phys_vec[i].len, UINT_MAX);
+ nents += DIV_ROUND_UP(phys_vec[i].len, MAX_ENT_SZ);
} else {
/*
* In IOVA case, there is only one SG entry which spans
* for whole IOVA address space, but we need to make sure
* that it fits sg->length, maybe we need more.
*/
- nents = DIV_ROUND_UP(size, UINT_MAX);
+ nents = DIV_ROUND_UP(size, MAX_ENT_SZ);
}
return nents;
--
2.55.0.rc0.738.g0c8ab3ebcc-goog
Hi,
On Mon, Oct 23, 2023 at 10:25:50AM -0700, Doug Anderson wrote:
> On Mon, Oct 23, 2023 at 9:31 AM Yuran Pereira <yuran.pereira(a)hotmail.com> wrote:
> >
> > Since "Clean up checks for already prepared/enabled in panels" has
> > already been done and merged [1], I think there is no longer a need
> > for this item to be in the gpu TODO.
> >
> > [1] https://patchwork.freedesktop.org/patch/551421/
> >
> > Signed-off-by: Yuran Pereira <yuran.pereira(a)hotmail.com>
> > ---
> > Documentation/gpu/todo.rst | 25 -------------------------
> > 1 file changed, 25 deletions(-)
>
> It's not actually all done. It's in a bit of a limbo state right now,
> unfortunately. I landed all of the "simple" cases where panels were
> needlessly tracking prepare/enable, but the less simple cases are
> still outstanding.
>
> Specifically the issue is that many panels have code to properly power
> cycle themselves off at shutdown time and in order to do that they
> need to keep track of the prepare/enable state. After a big, long
> discussion [1] it was decided that we could get rid of all the panel
> code handling shutdown if only all relevant DRM KMS drivers would
> properly call drm_atomic_helper_shutdown().
>
> I made an attempt to get DRM KMS drivers to call
> drm_atomic_helper_shutdown() [2] [3] [4]. I was able to land the
> patches that went through drm-misc, but currently many of the
> non-drm-misc ones are blocked waiting for attention.
>
> ...so things that could be done to help out:
>
> a) Could review patches that haven't landed in [4]. Maybe adding a
> Reviewed-by tag would help wake up maintainers?
>
> b) Could see if you can identify panels that are exclusively used w/
> DRM drivers that have already been converted and then we could post
> patches for just those panels. I have no idea how easy this task would
> be. Is it enough to look at upstream dts files by "compatible" string?
I think it is, yes.
Maxime