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  • How do I get FEATURE_LEVEL_9_3 to work with shaders in Direct3D11?

    - by Dominic
    Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and switching the vertex and pixel shader versions in D3DX11CompileFromFile to "vs_4_0" and "ps_4_0" respectively. This works fine as I'm not using any DX11-only features yet. I'd like to make it compatible with DX9.0c, which naively I thought I could do by changing the feature level setting to 9_3 or something and taking the vertex/pixel shader versions down to 3 or 2. However, no matter what I change the vertex/pixel shader versions to, it always fails when I try to call D3DX11CompileFromFile to compile the vertex/pixel shader files when I have D3D_FEATURE_LEVEL_9_3 enabled. Maybe this is due to the the vertex/pixel shader files themselves being incompatible for the lower vertex/pixel shader versions, but I'm not expert enough to say. My shader files are listed below: Vertex shader: cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; PixelInputType LightVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Calculate the normal vector against the world matrix only. output.normal = mul(input.normal, (float3x3)worldMatrix); // Normalize the normal vector. output.normal = normalize(output.normal); return output; } Pixel Shader: Texture2D shaderTexture; SamplerState SampleType; cbuffer LightBuffer { float4 ambientColor; float4 diffuseColor; float3 lightDirection; float padding; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; float4 LightPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float3 lightDir; float lightIntensity; float4 color; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor = shaderTexture.Sample(SampleType, input.tex); // Set the default output color to the ambient light value for all pixels. color = ambientColor; // Invert the light direction for calculations. lightDir = -lightDirection; // Calculate the amount of light on this pixel. lightIntensity = saturate(dot(input.normal, lightDir)); if(lightIntensity > 0.0f) { // Determine the final diffuse color based on the diffuse color and the amount of light intensity. color += (diffuseColor * lightIntensity); } // Saturate the final light color. color = saturate(color); // Multiply the texture pixel and the final diffuse color to get the final pixel color result. color = color * textureColor; return color; }

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  • Master Data Management for Location Data - Oracle Site Hub

    - by david.butler(at)oracle.com
    Most MDM discussions cover key domains such as customer, supplier, product, service, and reference data. It is usually understood that these domains have complex structures and hundreds if not thousands of attributes that need governing. Location, on the other hand, strikes most people as address data. How hard can that be? But for many industries, locations are complex, and site information is critical to efficient operations and relevant analytics. Retail stores and malls, bank branches, construction sites come to mind. But one of the best industries for illustrating the power of a site mastering application is Oil & Gas.   Oracle's Master Data Management solution for location data is the Oracle Site Hub. It is a location mastering solution that enables organizations to centralize site and location specific information from heterogeneous systems, creating a single view of site information that can be leveraged across all functional departments and analytical systems.   Let's take a look at the location entities the Oracle Site Hub can manage for the Oil & Gas industry: organizations, property, land, buildings, roads, oilfield, service center, inventory site, real estate, facilities, refineries, storage tanks, vendor locations, businesses, assets; project site, area, well, basin, pipelines, critical infrastructure, offshore platform, compressor station, gas station, etc. Any site can be classified into multiple hierarchies, like organizational hierarchy, operational hierarchy, geographic hierarchy, divisional hierarchies and so on. Any site can also be associated to multiple clusters, i.e. collections of sites, and these can be used as a foundation for driving reporting, analysis, organize daily work, etc. Hierarchies can also be used to model entities which are structured or non-structured collections of nodes, like for example routes, pipelines and more. The User Defined Attribute Framework provides the needed infrastructure to add single row attributes groups like well base attributes (well IDs, well type, well structure and key characterizing measures, and more) and well geometry, and multi row attribute groups like well applications, permits, production data, activities, operations, logs, treatments, tests, drills, treatments, and KPIs. Site Hub can also model areas, lands, fields, basins, pools, platforms, eco-zones, and stratigraphic layers as specific sites, tracking their base attributes, aliases, descriptions, subcomponents and more. Midstream entities (pipelines, logistic sites, pump stations) and downstream entities (cylinders, tanks, inventories, meters, partner's sites, routes, facilities, gas stations, and competitor sites) can also be easily modeled, together with their specific attributes and relationships. Site Hub can store any type of unstructured data associated to a site. This could be stored directly or on an external content management solution, like Oracle Universal Content Management. Considering a well, for example, Site Hub can store any relevant associated multimedia file such as: CAD drawings of the well profile, structure and/or parts, engineering documents, contracts, applications, permits, logs, pictures, photos, videos and more. For any site entity, Site Hub can associate all the related assets and equipments at the site, as well as all relationships between sites, between a site and multiple parties, and between a site and any purchasable or sellable item, over time. Items can be equipment, instruments, facilities, services, products, production entities, production facilities (pipelines, batteries, compressor stations, gas plants, meters, separators, etc.), support facilities (rigs, roads, transmission or radio towers, airstrips, etc.), supplier products and services, catalogs, and more. Items can just be associated to sites using standard Site Hub features, or they can be fully mastered by implementing Oracle Product Hub. Site locations (addresses or geographical coordinates) are also managed with out-of-the-box address geo-coding capabilities coupled with Google Maps integration to deliver powerful mapping capabilities and spatial data analysis. Locations can be shared between different sites. Centered on the site location, any site can also have associated areas. Site Hub can master any site location specific information, like for example cadastral, ownership, jurisdictional, geological, seismic and more, and any site-centric area specific information, like for example economical, political, risk, weather, logistic, traffic information and more. Now if anyone ever asks you why locations need MDM, think about how all these Oil & Gas entities and attributes would translate into your business locations. To learn more about Oracle's full MDM solution for the digital oil field, here is a link to Roberto Negro's outstanding whitepaper: Oracle Site Master Data Management for mastering wells and other PPDM entities in a digital oilfield context  

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  • MySQL problem with many concurrent connections

    - by user48303
    Hi, here's a sixcore with 32 GB RAM. I've installed MySQL 5.1.47 (backport). Config is nearly standard, except max_connections, which is set to 2000. On the other hand there is PHP5.3/FastCGI on nginx. There is a very simple php application which should be served. NGINX can handle thousands of request parallel on this machine. This application accesses MySQL via mysqli. When using non-persistent connections in mysqli there is a problem when reaching 100 concurrent connections. [error] 14074#0: *296 FastCGI sent in stderr: "PHP Warning: mysqli::mysqli(): [2002] Resource temporarily unavailable (trying to connect via unix:///tmp/mysqld.sock) in /var/www/libs/db.php on line 7 I've no idea to solve this. Connecting via tcp to mysql is terrible slow. The interesting thing is, when using persistent connections (add 'p:' to hostname in mysqli) the first 5000-10000 thousand requests fail with the same error as above until max connections (from webserver, set to 1500) is reached. After the first requests MySQL keeps it 1500 open connections and all is fine, so that I can make my 1500 concurrent requests. Huh? Is it possible, that this is a problem with PHP FastCGI?

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  • Strange Happenings

    - by MOSSLover
    There are weeks we go about our life thinking nothing is going to change nothing will happen.  Then there are other weeks a billion things happen at once.  Friday started off very weird for me.  I flew into Atlanta and I met some cool people for another SharePoint event.  I had some good conversations.  Saturday then hit me and my virtual machine bombed in my presentation after the auto updater ran.  I was writing code on the board and describing everything in notepad.  I would say as presentations go it was the best and the worst presentation all wrapped into one.  The next day I was in Baltimore and I hung out with my aunt which was relatively uneventful and great.  Then Monday hit and half my presentations failed or succeeded and my screen freezes so I start describing the code.  I was on top of my game until Monday night.  On top of the world.  I'm exhausted I get into Raleigh and one of the craziest stories of my life happens.  So my boss has been renting cars through Priceline this week I got a different company than the other weeks. The company gives me a Ford Focus and I plug in the coordinates on my IPhone where I want go.  I head out and then I get to the destination hotel (or I thought I did). I go inside it's the wrong hotel the other one is a few miles away.  I walk outside hop into the car and it sounds like a gunshot.  Nothing is starting...Am I doing something wrong?  No I'm not the car is completely dead in the water.  I call the rental car facility and they tell me to call roadside they are closing for the night.  Roadside says they can't give me a new car but they can get me a jump then I have to take it up with the facility.  They send me a tow truck to give me a jump the guy can't jump the car.  He tells me this vehicle was towed about an hour ago.  He shows me a copy of a slip from when he towed it.  We also notice the rental car company left one of there price scanning guns in the vehicle.  I call up roadside and now they are interested in getting me a car because I need to be onsite tomorrow.  They get the manager of the facility on the phone he apologizes profusely and he says he'll be there in 10 minutes.  About 30 minutes pass and him plus another dude show up with a Ford Escape leather interior.  At this point I hand him the gun tell him someone left it in the vehicle and that I'm not so happy with them.  I ask them to comp my rental they can't due to Priceline, however if I call him again this week he can get me a voucher.  It's about 2 am and I'm ready to get to the hotel I don't make it in the next morning until 10 am.  I would say this was a crazy week all forms of technology are trying to tell me something.  What I have no idea, but we'll see the outcome soon.  I feel so weird tons of change is about to happen.  I don't know if it's good or bad.  I think this week is some form of omen.

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  • Error while installing boost_1_54

    - by Farhat
    On trying to install boost I get this error during configuration checks. Googling did not give any pointers. [root@heracles boost_1_54_0]# ./b2 install Performing configuration checks - 32-bit : no (cached) - 64-bit : yes (cached) - arm : no (cached) - mips1 : no (cached) - power : no (cached) - sparc : no (cached) - x86 : yes (cached) error: No best alternative for libs/coroutine/build/allocator_sources next alternative: required properties: <link>static <target-os>windows <threading>multi not matched next alternative: required properties: <link>static <segmented-stacks>on <threading>multi not matched next alternative: required properties: <link>static <threading>multi not matched - has_icu builds : no (cached) warning: Graph library does not contain MPI-based parallel components. note: to enable them, add "using mpi ;" to your user-config.jam - zlib : yes (cached) - iconv (libc) : yes (cached) - icu : no (cached) - icu (lib64) : no (cached) - compiler-supports-ssse3 : yes (cached) - compiler-supports-avx2 : no (cached) - gcc visibility : yes (cached) - long double support : yes (cached) warning: skipping optional Message Passing Interface (MPI) library. note: to enable MPI support, add "using mpi ;" to user-config.jam. note: to suppress this message, pass "--without-mpi" to bjam. note: otherwise, you can safely ignore this message. error: No best alternative for libs/coroutine/build/allocator_sources next alternative: required properties: <link>static <target-os>windows <threading>multi not matched next alternative: required properties: <link>static <segmented-stacks>on <threading>multi not matched next alternative: required properties: <link>static <threading>multi not matched - zlib : yes (cached) How can the alternative for allocator sources be located? Thanks.

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  • Can MS Services for Unix be deployed and accessed from a shared drive?

    - by Ian C.
    I'm interested in experimenting with replacing our dependency on MKS with MS' Sevices for Unix toolset. I was wondering if anyone has any experience with deploying SFU on a shared drive? We like to, wherever possible, host our dev tools on one central NAS and call to the NAS to access the tools instead of rolling stuff out to each and every desktop. I'm not interested in the NFS support or ActiveState Perl. Really, none of the daemon technology is required here. I'm looking for replacements for the coreutils/binutils stuff you find in Linux (and MKS on Windows): sed, awk, csh, bash, grep, ls, find -- the meat-and-potates command line apps that our build and test scripts are built around. If I limit the install to just the Interix GNU Components (and maybe the Remote Connectivity components) will is run nicely from a shared location? To head off some questions: Yes, I've looked at Cygwin. Unfortunately it's performance in our build and test environment is poor. It runs considerably slower than MKS and it's not a direct drop-in replacement for MKS (thanks to its internal pathing and limitations with commands like 'ps'), so it's a tougher sell. Yes, I'm looking at the MinGW offering in parallel to this.

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  • Traffic shaping on Linux with HTB: weird results

    - by DADGAD
    I'm trying to have some simple bandwidth throttling set up on a Linux server and I'm running into what seems to be very weird stuff despite a seemingly trivial config. I want to shape traffic coming to a specific client IP (10.41.240.240) to a hard maximum of 75Kbit/s. Here's how I set up the shaping: # tc qdisc add dev eth1 root handle 1: htb default 1 r2q 1 # tc class add dev eth1 parent 1: classid 1:1 htb rate 75Kbit # tc class add dev eth1 parent 1:1 classid 1:10 htb rate 75kbit # tc filter add dev eth1 parent 1:0 protocol ip prio 1 u32 match ip dst 10.41.240.240 flowid 1:10 To test, I start a file download over HTTP from the said client machine and measure the resulting speed by looking at Kb/s in Firefox. Now, the behaviour is rather puzzling: the DL starts at about 10Kbyte/s and proceeds to pick up speed until it stabilizes at about 75Kbytes/s (Kilobytes, not Kilobits as configured!). Then, If I start several parallel downloads of that very same file, each download stabilizes at about 45Kbytes/s; the combined speed of those downloads thus greatly exceeds the configured maximum. Here's what I get when probing tc for debug info [root@kup-gw-02 /]# tc -s qdisc show dev eth1 qdisc htb 1: r2q 1 default 1 direct_packets_stat 1 Sent 17475717 bytes 1334 pkt (dropped 0, overlimits 2782 requeues 0) rate 0bit 0pps backlog 0b 12p requeues 0 [root@kup-gw-02 /]# tc -s class show dev eth1 class htb 1:1 root rate 75000bit ceil 75000bit burst 1608b cburst 1608b Sent 14369397 bytes 1124 pkt (dropped 0, overlimits 0 requeues 0) rate 577896bit 5pps backlog 0b 0p requeues 0 lended: 1 borrowed: 0 giants: 1938 tokens: -205561 ctokens: -205561 class htb 1:10 parent 1:1 prio 0 **rate 75000bit ceil 75000bit** burst 1608b cburst 1608b Sent 14529077 bytes 1134 pkt (dropped 0, overlimits 0 requeues 0) **rate 589888bit** 5pps backlog 0b 11p requeues 0 lended: 1123 borrowed: 0 giants: 1938 tokens: -205561 ctokens: -205561 What I can't for the life of me understand is this: how come I get a "rate 589888bit 5pps" with a config of "rate 75000bit ceil 75000bit"? Why does the effective rate get so much higher than the configured rate? What am I doing wrong? Why is it behaving the way it is? Please help, I'm stumped. Thanks guys.

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  • Doubts about several best practices for rest api + service layer

    - by TheBeefMightBeTough
    I'm going to be starting a project soon that exposes a restful api for business intelligence. It may not be limited to a restful api, so I plan to delegate requests to a service layer that then coordinates multiple domain objects (each of which have business logic local to the object). The api will likely have many calls as it is a long-term project. While thinking about the design, I recalled a few best practices. 1) Use command objects at the controller layer (I'm using Spring MVC). 2) Use DTOs at the service layer. 3) Validate in both the controller and service layer, though for different reasons. I have my doubts about these recommendations. 1) Using command objects adds a lot of extra single-purpose classes (potentially one per request). What exactly is the benefit? Annotation based validation can be done using this approach, sure. What if I have two requests that take the same parameters, but have different validation requirements? I would have to have two different classes with exactly the same members but different annotations? Bleh. 2) I have heard that using DTOs is preferable to parameters because it makes for more maintainable code down the road (say, e.g., requirements change and the service parameters need to be altered). I don't quite understand this. Shouldn't an api be more-or-less set in stone? I would understand that in the early phases of a project (or, especially, an entire company) the domain itself will not be well understood, and thus core domain objects may change along with the apis that manipulate these objects. At this point however the number of api methods should be small and their dependents few, so changes to the methods could easily be tolerated from a maintainability standpoint. In a large api with many methods and a substantial domain model, I would think having a DTO for potentially each domain object would become unwieldy. Am I misunderstanding something here? 3) I see validation in the controller and service layer as redundant in most cases. Why would I validate that parameters are not null and are in general well formed in the controller if the service is going to do exactly the same (and more). Couldn't I just do all the validation in the service and throw a runtime exception with a list of bad parameters then catch that in the controller to make the error messages more presentable? Better yet, couldn't I just make the error messages user-friendly in the service and let the exception trickle up to a global handler (ControllerAdvice in spring, for example)? Is there something wrong with either of these approaches? (I do see a use case for controller validation if the input does not map one-to-one with the service input, but since the controllers are for a rest api and not forms, the api parameters will probably map directly to service parameters.) I do also have a question about unchecked vs checked exceptions. Namely, I'm not really sure why I'd ever want to use a checked exception. Every time I have seen them used they just get wrapped into general exceptions (DomainException, SystemException, ApplicationException, w/e) to reduce the signature length of methods, or devs catch Exception rather than dealing with the App1Exception, App2Exception, Sys1Exception, Sys2Exception. I don't see how either of these practices is very useful. Why not just use unchecked exceptions always and catch the ones you actually do care about? You could just document what unchecked exceptions the method throws.

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  • Splitting build cross the network?

    - by Dandikas
    Is there a known solution for splitting build process cross the network machines? Use case: We are an average software development company. We own around 50 development workstations (Quad Core 2.66Ghz, 4 GB ram, 200 GB raid). No need to tell that at any single moment not every machine is loaded to the max. There are 5 to 15 projects running simultaneously at any single moment. Obviously all of them are continuously build on server, than deployed to proper environment. Single project build is taking from 3 to 15 minutes. The problem: Whenever we build 5 projects in a row the last project is going to be ready after around 25 - 50 minutes. Building in parallel does not solve the problem (build is only a part of the game, than you need to deploy, run tests etc.) YES the correct solution is to add another build server, but "That involves buying new Expensive hardware, and we already spent a lot!". Yea, right(damn them)! Anyway. What about splitting build among developers workstation? Lets say whenever we need to build project "A" we check 5 workstations and start build on all that are not overloaded. The build can be canceled by a developer if he really needs all the power of his machine as long as there is at least 1 machine that is still building. After build is finished deployment can be performed to a proper environment (hosted on some server, not on workstation :) ). The bigger the company the more this makes sense to me. Anyone tried something like this? Are there any good practices? Any helpful software?

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  • rc scripts dependencies

    - by chris
    On a Ubuntu 10.04.1 LTS server install certain services fail to start properly after a reboot. I have a couple of virtual interfaces defined on eth0: /etc/network/interfaces # This file describes the network interfaces available on your system # and how to activate them. For more information, see interfaces(5). # The loopback network interface auto lo iface lo inet loopback # The primary network interface auto eth0 iface eth0 inet static address 172.16.5.240 netmask 255.255.255.0 gateway 172.16.5.1 auto eth0:1 iface eth0:1 inet static address 172.16.5.241 netmask 255.255.255.0 gateway 172.16.5.1 auto eth0:2 iface eth0:2 inet static address 172.16.5.242 netmask 255.255.255.0 gateway 172.16.5.1 auto eth0:3 iface eth0:3 inet static address 172.16.5.243 netmask 255.255.255.0 gateway 172.16.5.1 and so on... The services that try to bind to for example 172.16.5.243 fail during boot, complaining that there is no such IP address. My questions: 1) Are the services started parallel by default? Can I disable that so they run sequentially? 2) Is there a way to define dependencies between rc scripts? I'm only familiar with the defining the order of seqentially started scripts using the numbers in /etc/rc[0-6].d/) Any other fix or workaround appreciated.

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  • Remote Socket Read In Multi-Threaded Application Returns Zero Bytes or EINTR (104)

    - by user39891
    Hi. Am a c-coder for a while now - neither a newbie nor an expert. Now, I have a certain daemoned application in C on a PPC Linux. I use PHP's socket_connect as a client to connect to this service locally. The server uses epoll for multiplexing connections via a Unix socket. A user submitted string is parsed for certain characters/words using strstr() and if found, spawns 4 joinable threads to different websites simultaneously. I use socket, connect, write and read, to interact with the said webservers via TCP on their port 80 in each thread. All connections and writes seems successful. Reads to the webserver sockets fail however, with either (A) all 3 threads seem to hang, and only one thread returns -1 and errno is set to 104. The responding thread takes like 10 minutes - an eternity long:-(. *I read somewhere that the 104 (is EINTR?), which in the network context suggests that ...'the connection was reset by peer'; or (B) 0 bytes from 3 threads, and only 1 of the 4 threads actually returns some data. Isn't the socket read/write thread-safe? I use thread-safe (and reentrant) libc functions such as strtok_r, gethostbyname_r, etc. *I doubt that the said webhosts are actually resetting the connection, because when I run a single-threaded standalone (everything else equal) all things works perfectly right, but of course in series not parallel. There's a second problem too (oops), I can't write back to the client who connect to my epoll-ed Unix socket. My daemon application will hang and hog CPU 100% for ever. Yet nothing is written to the clients end. Am sure the client (a very typical PHP socket application) hasn't closed the connection whenever this is happening - no error(s) detected either. Any ideas? I cannot figure-out whatever is wrong even with Valgrind, GDB or much logging. Kindly help where you can.

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  • Firefox proxy authentication with Kerberos: one service ticket per connection (Linux)

    - by Dari
    I am trying to enable proxy authentication via Kerberos for Firefox. The setup is: Active Directory domain (for LDAP and Kerberos; this works and I can log in the computer and get Kerberos tickets without problems) Microsoft Windows witness machine (on which Firefox runs fine with no ticket problem) CentOS 6.3 system with Firefox (the tests were performed with both the 10.0.1 ESR found in the CentOS package repositories and the 15.0.1 downloaded from Mozilla's website) BlueCoat proxy with Kerberos authentication enabled For the moment, Firefox requests an element of a website, gets an HTTP error code of "407 Proxy Authentication Required" from the proxy, gets a ticket granting service (TGS) from the domain for the proxy and performs the request again while passing the ticket. The transaction runs fine. However, when more elements are requested (in parallel), Firefox requests one more ticket per proxy connection. And this takes many DNS queries, Kerberos interactions with domain controllers and costs a lot of time (for example, the home page of Adobe takes several minutes to load and at the end, I have about 30 valid Kerberos tickets). I am stuck on this since a while, and help would be greatly appreciated. Minor information: the CentOS operating system is virtualized with VMware Player 3.1.3, but I do not think this would be a game changer.

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  • Texture errors in CubeMap

    - by shade4159
    I am trying to apply this texture as a cubemap. This is my result: Clearly I am doing something with my texture coordinates, but I cannot for the life of me figure out what. I don't even see a pattern to the texture fragments. They just seem like a jumble of different faces. Can anyone shed some light on this? Vertex shader: #version 400 in vec4 vPosition; in vec3 inTexCoord; smooth out vec3 texCoord; uniform mat4 projMatrix; void main() { texCoord = inTexCoord; gl_Position = projMatrix * vPosition; } My fragment shader: #version 400 smooth in vec3 texCoord; out vec4 fColor; uniform samplerCube textures void main() { fColor = texture(textures,texCoord); } Vertices of cube: point4 worldVerts[8] = { vec4( 15, 15, 15, 1 ), vec4( -15, 15, 15, 1 ), vec4( -15, 15, -15, 1 ), vec4( 15, 15, -15, 1 ), vec4( -15, -15, 15, 1 ), vec4( 15, -15, 15, 1 ), vec4( 15, -15, -15, 1 ), vec4( -15, -15, -15, 1 ) }; Cube rendering: void worldCube(point4* verts, int& Index, point4* points, vec3* texVerts) { quadInv( verts[0], verts[1], verts[2], verts[3], 1, Index, points, texVerts); quadInv( verts[6], verts[3], verts[2], verts[7], 2, Index, points, texVerts); quadInv( verts[4], verts[5], verts[6], verts[7], 3, Index, points, texVerts); quadInv( verts[4], verts[1], verts[0], verts[5], 4, Index, points, texVerts); quadInv( verts[5], verts[0], verts[3], verts[6], 5, Index, points, texVerts); quadInv( verts[4], verts[7], verts[2], verts[1], 6, Index, points, texVerts); } Backface function (since this is the inside of the cube): void quadInv( const point4& a, const point4& b, const point4& c, const point4& d , int& Index, point4* points, vec3* texVerts) { quad( a, d, c, b, Index, points, texVerts, a.to_3(), b.to_3(), c.to_3(), d.to_3()); } And the quad drawing function: void quad( const point4& a, const point4& b, const point4& c, const point4& d, int& Index, point4* points, vec3* texVerts, const vec3& tex_a, const vec3& tex_b, const vec3& tex_c, const vec3& tex_d) { texVerts[Index] = tex_a.normalized(); points[Index] = a; Index++; texVerts[Index] = tex_b.normalized(); points[Index] = b; Index++; texVerts[Index] = tex_c.normalized(); points[Index] = c; Index++; texVerts[Index] = tex_a.normalized(); points[Index] = a; Index++; texVerts[Index] = tex_c.normalized(); points[Index] = c; Index++; texVerts[Index] = tex_d.normalized(); points[Index] = d; Index++; } Edit: I forgot to mention, in the image, the camera is pointed directly at the back face of the cube. You can kind of see the diagonals leading out of the corners, if you squint.

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  • Extrapolation breaks collision detection

    - by user22241
    Before applying extrapolation to my sprite's movement, my collision worked perfectly. However, after applying extrapolation to my sprite's movement (to smooth things out), the collision no longer works. This is how things worked before extrapolation: However, after I implement my extrapolation, the collision routine breaks. I am assuming this is because it is acting upon the new coordinate that has been produced by the extrapolation routine (which is situated in my render call ). After I apply my extrapolation How to correct this behaviour? I've tried puting an extra collision check just after extrapolation - this does seem to clear up a lot of the problems but I've ruled this out because putting logic into my rendering is out of the question. I've also tried making a copy of the spritesX position, extrapolating that and drawing using that rather than the original, thus leaving the original intact for the logic to pick up on - this seems a better option, but it still produces some weird effects when colliding with walls. I'm pretty sure this also isn't the correct way to deal with this. I've found a couple of similar questions on here but the answers haven't helped me. This is my extrapolation code: public void onDrawFrame(GL10 gl) { //Set/Re-set loop back to 0 to start counting again loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip){ SceneManager.getInstance().getCurrentScene().updateLogic(); nextGameTick+=skipTicks; timeCorrection += (1000d/ticksPerSecond) % 1; nextGameTick+=timeCorrection; timeCorrection %=1; loops++; tics++; } extrapolation = (float)(System.currentTimeMillis() + skipTicks - nextGameTick) / (float)skipTicks; render(extrapolation); } Applying extrapolation render(float extrapolation){ //This example shows extrapolation for X axis only. Y position (spriteScreenY is assumed to be valid) extrapolatedPosX = spriteGridX+(SpriteXVelocity*dt)*extrapolation; spriteScreenPosX = extrapolationPosX * screenWidth; drawSprite(spriteScreenX, spriteScreenY); } Edit As I mentioned above, I have tried making a copy of the sprite's coordinates specifically to draw with.... this has it's own problems. Firstly, regardless of the copying, when the sprite is moving, it's super-smooth, when it stops, it's wobbling slightly left/right - as it's still extrapolating it's position based on the time. Is this normal behavior and can we 'turn it off' when the sprite stops? I've tried having flags for left / right and only extrapolating if either of these is enabled. I've also tried copying the last and current positions to see if there is any difference. However, as far as collision goes, these don't help. If the user is pressing say, the right button and the sprite is moving right, when it hits a wall, if the user continues to hold the right button down, the sprite will keep animating to the right, while being stopped by the wall (therefore not actually moving), however because the right flag is still set and also because the collision routine is constantly moving the sprite out of the wall, it still appear to the code (not the player) that the sprite is still moving, and therefore extrapolation continues. So what the player would see, is the sprite 'static' (yes, it's animating, but it's not actually moving across the screen), and every now and then it shakes violently as the extrapolation attempts to do it's thing....... Hope this help

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  • mkfs Operation Takes Very Long on Linux Software Raid 5

    - by Elmar Weber
    I've set-up a Linux software raid level 5 consisting of 4 * 2 TB disks. The disk array was created with a 64k stripe size and no other configuration parameters. After the initial rebuild I tried to create a filesystem and this step takes very long (about half an hour or more). I tried to create an xfs and ext3 filesystem, both took a long time, with mkfs.ext3 I observed the following behaviour, which might be helpful: writing inode tables runs fast until it reaches 1053 (~ 1 second), then it writes about 50, waits for two seconds, then the next 50 are written (according to the console display) when I try to cancel the operation with Control+C it hangs for half a minute before it is really canceled The performance of the disks individually is very good, I've run bonnie++ on each one separately with write / read values of around 95 / 110MB/s. Even when I run bonnie++ on every drive in parallel the values are only reduced by about 10 MB. So I'm excluding hardware / I/O scheduling in general as a problem source. I tried different configuration parameters for stripe_cache_size and readahead size without success, but I don't think they are that relevant for the file system creation operation. The server details: Linux server 2.6.35-27-generic #48-Ubuntu SMP x86_64 GNU/Linux mdadm - v2.6.7.1 Does anyone has a suggestion on how to further debug this?

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  • Getting FEATURE_LEVEL_9_3 to work in DX11

    - by Dominic
    Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and switching the vertex and pixel shader versions in D3DX11CompileFromFile to "vs_4_0" and "ps_4_0" respectively. This works fine as I'm not using any DX11-only features yet. I'd like to make it compatible with DX9.0c, which naively I thought I could do by changing the feature level setting to 9_3 or something and taking the vertex/pixel shader versions down to 3 or 2. However, no matter what I change the vertex/pixel shader versions to, it always fails when I try to call D3DX11CompileFromFile to compile the vertex/pixel shader files when I have D3D_FEATURE_LEVEL_9_3 enabled. Maybe this is due to the the vertex/pixel shader files themselves being incompatible for the lower vertex/pixel shader versions, but I'm not expert enough to say. My shader files are listed below: Vertex shader: cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; PixelInputType LightVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Calculate the normal vector against the world matrix only. output.normal = mul(input.normal, (float3x3)worldMatrix); // Normalize the normal vector. output.normal = normalize(output.normal); return output; } Pixel Shader: Texture2D shaderTexture; SamplerState SampleType; cbuffer LightBuffer { float4 ambientColor; float4 diffuseColor; float3 lightDirection; float padding; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; float4 LightPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float3 lightDir; float lightIntensity; float4 color; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor = shaderTexture.Sample(SampleType, input.tex); // Set the default output color to the ambient light value for all pixels. color = ambientColor; // Invert the light direction for calculations. lightDir = -lightDirection; // Calculate the amount of light on this pixel. lightIntensity = saturate(dot(input.normal, lightDir)); if(lightIntensity > 0.0f) { // Determine the final diffuse color based on the diffuse color and the amount of light intensity. color += (diffuseColor * lightIntensity); } // Saturate the final light color. color = saturate(color); // Multiply the texture pixel and the final diffuse color to get the final pixel color result. color = color * textureColor; return color; }

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  • Why does clicking on Windows 7 Printer Properties Result In Driver Not Installed?

    - by octopusgrabbus
    The question I need to ask is has anyone heard of getting a "driver not installed" error when clicking on a printer's properties on Windows 7, and is there a workaround? Here are the details of the problem. One of our users has a Windows 7 desktop, and an HP LaserJet 4050 T connected to via a parallel-to-usb converter. The PLC5 universal driver was installed for series 4050 printers. I needed to install the PLC 6 driver, which completed successfully. The user is an administrator of the system, and I was prompted to and accepted running as Administrator to install the driver. After the install, I went to see the 4050's properties and was prompted that the PLC6 driver was not installed. I believe the PLC6 driver was installed, because the PLC5 driver resulted in receiving an official HP error page indicating the printer was "not set up for collating" as the second page of printing two copies of a one page email. This problem did not occur with the PLC 6 driver. Oddly enough, setting back to PLC5 produced the same error about the PLC5 driver not being installed. I ignored/dismissed the error box (did not re-install the driver), and reproduced the error, with the second page being the HP not set up for collating error page. Any thoughts on what is causing this and how to clear it would be appreciated. The closest fix I could find was on a Microsoft tech page, and they had me clear winsock out of a Administrator run command line, followed by a reboot. That did not fix the problem. I have also found this http://social.technet.microsoft.com/Forums/windowsserver/en-US/5101195b-3aca-4699-9a06-db4578614e2d/changing-driver-results-in-printer-driver-is-not-installed-error-on-server-2008?forum=winserverprint and will look into trying some of these suggestions, which appear to me to be a "shotgun" approach to fixing the problem.

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  • Is this "cache administrator" error my server's problem?

    - by Eoin
    Hey, I have a CentOS VPS running Apache with a phpBB installation. One specific user has received errors when posting a message or logging in to the forum. The following issue has arisen in parallel to installing nginx, which serves only the static files of my site. Not sure if this is only coincidence. Furthermore, my setup uses redirects (in some cases, double-redirects) to point the user to a different virtual folder. So, the forum is seen to be at /translation/ but the actual files are found in /phpbb/. I'm at a loss as to what may be the underlying issue. My server? The person's ISP? She has tested both at home and at work, with similar issues. While trying to process the request: GET /phpbb/index.php?sid=f62c927e7eb8f1d60a92dcc6fd918112 HTTP/1.1 Host: www.irishgaelictranslator.com User-Agent: Mozilla/5.0 (Windows; U; Windows NT 5.1; en-GB; rv:1.9.2.13) Gecko/20101203 Firefox/3.6.13 Accept: text/html,application/xhtml+xml,application/xml;q=0.9,*/*;q=0.8 Accept-Language: en-za Accept-Encoding: gzip,deflate Accept-Charset: ISO-8859-1,utf-8;q=0.7,*;q=0.7 Keep-Alive: 115 Connection: keep-alive Referer: http://www.irishgaelictranslator.com/phpbb/ucp.php?mode=login Cookie: phpbb3_cipi4_u=96645; phpbb3_cipi4_k=; phpbb3_cipi4_sid=f62c927e7eb8f1d60a92dcc6fd918112; __utma=153470688.1232378553.1294664234.1294664234.1294664234.1; __utmb=153470688.9.10.1294664234; __utmc=153470688; __utmz=153470688.1294664235.1.1.utmcsr=(direct)|utmccn=(direct)|utmcmd=(none); style_cookie=null The following error was encountered: Invalid Response The HTTP Response message received from the contacted server could not be understood or was otherwise malformed. Please contact the site operator. Your cache administrator may be able to provide you with more details about the exact nature of the problem if needed.

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  • Projective texture and deferred lighting

    - by Vodácek
    In my previous question, I asked whether it is possible to do projective texturing with deferred lighting. Now (more than half a year later) I have a problem with my implementation of the same thing. I am trying to apply this technique in light pass. (my projector doesn't affect albedo). I have this projector View a Projection matrix: Matrix projection = Matrix.CreateOrthographicOffCenter(-halfWidth * Scale, halfWidth * Scale, -halfHeight * Scale, halfHeight * Scale, 1, 100000); Matrix view = Matrix.CreateLookAt(Position, Target, Vector3.Up); Where halfWidth and halfHeight is are half of the texture's width and height, Position is the Projector's position and target is the projector's target. This seems to be ok. I am drawing full screen quad with this shader: float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; texture2D ProjectorTexture; float4x4 ProjectorViewProjection; sampler2D depthSampler = sampler_state { texture = <DepthTexture>; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = <NormalTexture>; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D projectorSampler = sampler_state { texture = <ProjectorTexture>; AddressU = Clamp; AddressV = Clamp; }; float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position :POSITION0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = input.Position; output.PositionCopy=output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { float2 texCoord =postProjToScreen(input.PositionCopy) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); //return float4(depth.r,0,0,1); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; //compute projection float3 projection=tex2D(projectorSampler,postProjToScreen(mul(position,ProjectorViewProjection)) + halfPixel()); return float4(projection,1); } In first part of pixel shader is recovered position from G-buffer (this code I am using in other shaders without any problem) and then is tranformed to projector viewprojection space. Problem is that projection doesn't appear. Here is an image of my situation: The green lines are the rendered projector frustum. Where is my mistake hidden? I am using XNA 4. Thanks for advice and sorry for my English. EDIT: Shader above is working but projection was too small. When I changed the Scale property to a large value (e.g. 100), the projection appears. But when the camera moves toward the projection, the projection expands, as can bee seen on this YouTube video.

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  • mkfs Operation Takes Very Long on Linux Software Raid 5

    - by Elmar Weber
    I've set-up a Linux software raid level 5 consisting of 4 * 2 TB disks. The disk array was created with a 64k stripe size and no other configuration parameters. After the initial rebuild I tried to create a filesystem and this step takes very long (about half an hour or more). I tried to create an xfs and ext3 filesystem, both took a long time, with mkfs.ext3 I observed the following behaviour, which might be helpful: writing inode tables runs fast until it reaches 1053 (~ 1 second), then it writes about 50, waits for two seconds, then the next 50 are written (according to the console display) when I try to cancel the operation with Control+C it hangs for half a minute before it is really canceled The performance of the disks individually is very good, I've run bonnie++ on each one separately with write / read values of around 95 / 110MB/s. Even when I run bonnie++ on every drive in parallel the values are only reduced by about 10 MB. So I'm excluding hardware / I/O scheduling in general as a problem source. I tried different configuration parameters for stripe_cache_size and readahead size without success, but I don't think they are that relevant for the file system creation operation. The server details: Linux server 2.6.35-27-generic #48-Ubuntu SMP x86_64 GNU/Linux mdadm - v2.6.7.1 Does anyone has a suggestion on how to further debug this?

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  • Detect multitouch (two fingers touch) on a sprite to apply pinch zoom behaviour

    - by Tahreem
    I am using andengine, want to move, zoom and rotate multiple sprites individually on a scene. I have achieved "move" but for pinch zoom i am unable to get the event to two fingers' touch. Below is the code: public class Main extends SimpleBaseGameActivity { private Camera camera; private BitmapTextureAtlas mBitmapTextureAtlas; private ITextureRegion mFaceTextureRegion; private ITextureRegion mFaceTextureRegion2; Sprite face2; private static final int CAMERA_WIDTH = 800; private static final int CAMERA_HEIGHT = 480; @Override public EngineOptions onCreateEngineOptions() { camera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT); EngineOptions engineOptions = new EngineOptions(true, ScreenOrientation.LANDSCAPE_FIXED, new RatioResolutionPolicy( CAMERA_WIDTH, CAMERA_HEIGHT), camera); return engineOptions; } @Override protected void onCreateResources() { BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/"); this.mBitmapTextureAtlas = new BitmapTextureAtlas( this.getTextureManager(), 1024, 1600, TextureOptions.NEAREST); BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas, // this, "ui_ball_1.png", 0, 0, 1, 1), // this.getVertexBufferObjectManager()); this.mFaceTextureRegion = BitmapTextureAtlasTextureRegionFactory .createFromAsset(this.mBitmapTextureAtlas, this, "ui_ball_1.png", 0, 0); this.mFaceTextureRegion2 = BitmapTextureAtlasTextureRegionFactory .createFromAsset(this.mBitmapTextureAtlas, this, "ui_ball_1.png", 0, 0); this.mBitmapTextureAtlas.load(); this.mEngine.getTextureManager().loadTexture(this.mBitmapTextureAtlas); } @Override protected Scene onCreateScene() { this.mEngine.registerUpdateHandler(new FPSLogger()); final Scene scene = new Scene(); scene.setBackground(new Background(0.09804f, 0.6274f, 0.8784f)); final float centerX = (CAMERA_WIDTH - this.mFaceTextureRegion .getWidth()) / 2; final float centerY = (CAMERA_HEIGHT - this.mFaceTextureRegion .getHeight()) / 2; final Sprite face = new Sprite(centerX, centerY, this.mFaceTextureRegion, this.getVertexBufferObjectManager()) { @Override public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final float pTouchAreaLocalX, final float pTouchAreaLocalY) { this.setPosition(pSceneTouchEvent.getX() - this.getWidth() / 2, pSceneTouchEvent.getY() - this.getHeight() / 2); return true; } }; face.setScale(2); scene.attachChild(face); scene.registerTouchArea(face); face2 = new Sprite(200, 200, this.mFaceTextureRegion2, this.getVertexBufferObjectManager()) { @Override public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final float pTouchAreaLocalX, final float pTouchAreaLocalY) { switch(pSceneTouchEvent.getAction()){ case TouchEvent.ACTION_DOWN: int count = pSceneTouchEvent.getMotionEvent().getPointerCount() ; for(int i= 0; i <count; i++) { int id = pSceneTouchEvent.getMotionEvent().getPointerId(i); } break; case TouchEvent.ACTION_MOVE: this.setPosition(pSceneTouchEvent.getX() -this.getWidth() / 2, pSceneTouchEvent.getY()-this.getHeight() / 2); break; case TouchEvent.ACTION_UP: break; } return true; } }; face2.setScale(2); scene.attachChild(face2); scene.registerTouchArea(face2); scene.setTouchAreaBindingOnActionDownEnabled(true); return scene; } } This line int count = pSceneTouchEvent.getMotionEvent().getPointerCount() ; should set 2 to the count variable if i touch the sprite with to fingers, then i can apply zooming functionality (setScale method) on the sprite by getting the distance between the coordinates of two fingers. Can anyone help me? why it does not detect two fingers? and without this how can i zoom the sprite on pinch of two fingers? I am very new to game development, any help would be appreciated. Thanks in advance.

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  • CUPS printer on Vritual Machine can be access via CUPS admin, but not by XP?

    - by SJaguar13
    I have a Zebra label printer connected to a Linux Mint virtual machine. It was set up with CUPS and a Windows XP computer can then print to it via http://192.168.1.76:632/printers/labelprinter. That was all fine and dandy I then hooked up a Fargo Pro L PVC card printer to a Windows XP virtual machine. I had to disconnect the label printer as the server that hosted both virtual machines only has 1 parallel port. Now I plugged in the Zebra again, and it cannot print from the Windows XP computer anymore. If I go to the CUPS admin panel on the Windows XP computer, I can see it, everything looks fine, and I can send it a test page to print which works. If I try to print from Windows, I get an error that the printer is not found/cannot connect to the server. The only other thing that changed was the firewall on the router to allow remote desktop to another computer from outside the network, but all the firewall stuff was for external use. Nothing affected the IP address of the internal network. The Linux Mint VM also had a PDF pritner that was shared with CUPS. That printer is also down. I tried setting up a new CUPS installation on another VM, and when I go to share it with XP, I get the same error. I don't know what to try. It has access, it can get to the admin from that computer, it seems to be up and ready, but when Windows tries to connect, the printer isn't found even though 4 days ago everything was fine. Any ideas?

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  • Keytool and SSL Apache config

    - by Safari
    I have a question about SSL certificate... I have generate a certificate using this keytool command.. keytool -genkey -alias myalias -keyalg RSA -keysize 2048 and I used this command to export the certificate keytool -export -alias myalias -file certificate.crt So, I have a file .crt Now I would to configure my Apache ssl module. I need to use keytool...At the moment I can't to use Openssl How can I configure the module if I have only this certificate.crt file? I see these sections in my ssl.conf # Server Certificate: # Point SSLCertificateFile at a PEM encoded certificate. If # the certificate is encrypted, then you will be prompted for a # pass phrase. Note that a kill -HUP will prompt again. A new # certificate can be generated using the genkey(1) command. #SSLCertificateFile /etc/pki/tls/certs/localhost.crt # Server Private Key: # If the key is not combined with the certificate, use this # directive to point at the key file. Keep in mind that if # you've both a RSA and a DSA private key you can configure # both in parallel (to also allow the use of DSA ciphers, etc.) #SSLCertificateKeyFile /etc/pki/tls/private/localhost.key # Server Certificate Chain: # Point SSLCertificateChainFile at a file containing the # concatenation of PEM encoded CA certificates which form the # certificate chain for the server certificate. Alternatively # the referenced file can be the same as SSLCertificateFile # when the CA certificates are directly appended to the server # certificate for convinience. #SSLCertificateChainFile /etc/pki/tls/certs/server-chain.crt How can I configure the correct section?

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  • IIS 7.5 truncating POST body containing JSON data with ASP.NET MVC 3

    - by Guneet Sahai
    I'm facing a problem which I hope is a configuration thing with IIS but is right now giving a lot of trouble. Basically I have a controller that accepts a JSON and does some processing. While it generally works fine, but every now and then when the system has some load I get an error. After some painful debugging, we figured the incoming JSON gets truncated which causes the deserialzer to fail. To narrow down the problem - we wrote a simple controller that accepts a JSON and tries to deserialize it. In case it fails it just logs it. This works fine but when I hit it using a load testing tool (JMeter) it throws the same error (truncation) for a few requests. The # of failures increased when I increase parallel connections. It starts showing with 150 concurrent requests. We are running IIS 7 on windows 2008 server with ASP.Net MVC 3 with more or less default configuration of IIS. More information available in my question below http://stackoverflow.com/questions/12662282/content-length-of-http-request-body-size

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  • To what extent is size a factor in SSD performance?

    - by artif
    To what extent is the size of an SSD a factor in its performance? In my mind, correct me if I'm wrong, a bigger SSD should be, everything else being equal, faster than a smaller one. A bigger SSD would have more erase blocks and thus more leeway for the FTL (flash translation layer) to do garbage collection optimization. Also there would be more time before TRIM became necessary. I see on Wikipedia that it remarks that "The performance of the SSD can scale with the number of parallel NAND flash chips used in the device" so it seems throughput also increases significantly. Also many SSDs contain internal caches of some sort and presumably those caches are larger for correspondingly large SSDs. But supposing this effect exists, I would like a quantitative analysis. Does throughput increase linearly? How much is garbage collection impacted, if at all? Does latency stay the same? And so on. Would the performance of a 8 GB SSD be significantly different from, for example, an 80 GB SSD assuming both used high quality chips, controllers, etc? Are there any resources (webpages, research papers, presentations, books, etc) that discuss correlations between SSD performance (4 KB random write speed, latency, maximum sequential throughput, etc) and size? I realize this does not really sound like a programming question but it is relevant for what I'm working on (using flash for caching hard drive data) which does involve programming. If there is a better place to ask this question, eg a more hardware oriented site, what would that be? Something like the equivalent of stack overflow (or perhaps a forum) for in-depth questions on hardware interfaces, internals, etc would be appreciated.

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