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  • Is Ubuntu MAAS free? Will it remain like that?

    - by Bruno Pereira
    Ubuntu MAAS, very cool, awesome in fact, looks like a unique tool for several jobs. It looks free, but part of its documentation starts already with clauses that would scare anyone with interest in it: Documentation is copy righted by Canonical; Documentation must be used only for non-commercial purposes; If documentation is distributed within the non-commercial clause you must retain copyright; It just sounds a lot for a guide on how to install MAAS + Juju + Openstack and that scares me a bit. Under what license is Ubuntu MAAS distributed and what would be the reasoning for being so worried about copyrighting a guide like that so heavily? Is Ubuntu MAAS free? Will it continue like that?

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  • Why does my ID3DXSprite appear to be incorrectly scaled?

    - by Bjoern
    I am using D3D9 for rendering some simple things (a movie) as the backmost layer, then on top of that some text messages, and now wanted to add some buttons to that. Before adding the buttons everything seemed to have worked fine, and I was using a ID3DXSprite for the text as well (ID3DXFont), now I am loading some graphics for the buttons, but they seem to be scaled to something like 1.2 times their original size. In my test window I centered the graphic, but it being too big it just doesnt fit well, for example the client area is 640x360, the graphic is 440, so I expect 100 pixel on left and right, left side is fine [I took screenshot and "counted" the pixels in photoshop], but on the right there is only about 20 pixels) My rendering code is very simple (I am omitting error checks, et cetera, for brevity) // initially viewport was set to width/height of client area // clear device m_d3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0,0,0,0), 1.0f, 0 ); // begin scene m_d3dDevice->BeginScene(); // render movie surface (just two triangles to which the movie is rendered) m_d3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,false); m_d3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ); // bilinear filtering m_d3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR ); // bilinear filtering m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); //Ignored m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 ); m_d3dDevice->SetTexture( 0, m_movieTexture ); m_d3dDevice->SetStreamSource(0, m_displayPlaneVertexBuffer, 0, sizeof(Vertex)); m_d3dDevice->SetFVF(Vertex::FVF_Flags); m_d3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2); // render sprites m_sprite->Begin(D3DXSPRITE_ALPHABLEND | D3DXSPRITE_SORT_TEXTURE | D3DXSPRITE_DO_NOT_ADDREF_TEXTURE); // text drop shadow m_font->DrawText( m_playerSprite, m_currentMessage.c_str(), m_currentMessage.size(), &m_playerFontRectDropShadow, DT_RIGHT|DT_TOP|DT_NOCLIP, m_playerFontColorDropShadow ); // text m_font->DrawText( m_playerSprite, m_currentMessage.c_str(), m_currentMessage.size(), &m_playerFontRect, DT_RIGHT|DT_TOP|DT_NOCLIP, m_playerFontColorMessage ) ); // control object m_sprite->Draw( m_texture, 0, 0, &m_vecPos, 0xFFFFFFFF ); // draws a few objects like this m_sprite->End() // end scene m_d3dDevice->EndScene(); What did I forget to do here? Except for the control objects (play button, pause button etc which are placed on a "panel" which is about 440 pixels wide) everything seems fine, the objects are positioned where I expect them, but just too big. By the way I loaded the images using D3DXCreateTextureFromFileEx (resizing wnidow, and reacting to lost device, etc, works fine too). For experimenting, I added some code to take an identity matrix and scale is down on the x/y axis to 0.75f, which then gave me the expected result for the controls (but also made the text smaller and out of position), but I don't know why I would need to scale anything. My rendering code is so simple, I just wanted to draw my 2D objects 1;1 the size they came from the file... I am really very inexperienced in D3D, so the answer might be very simple...

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  • When does a "scripter" become a "programmer"?

    - by makerofthings7
    Is there a difference between 'scripters' and 'programmers'? What is the dividing line between scripters and programmers? Perhaps all scripters be considered to be a programmer. If not all scripters can fall into the same camp, what about those people who use external objects such as COM objects, Win32's, etc. via an interop library? As far as script languages I'm thinking of are (but not limited to) perl, bash, javascript, powershell, and batch files.

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  • New Whitepaper: Sales Cloud Business Object Cheatsheet

    - by Richard Bingham
    Ever tried coding groovy in Application Composer and found it hard to remember the API names for the standard objects and their fields? To help we have created this short set of ERD-like diagrams for the most regularly used Business Objects with along with their key attributes. As a handy PDF we hope this quick-reference guide will make this easier and save you some time. Please let us know in the comments below if this is useful or any enhancements you'd like us to add.

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  • What library for octrees or kd-trees?

    - by Will
    Are there any robust performant libraries for indexing objects? It would need frustum culling and visiting objects hit by a ray as well as neighbourhood searches. I can find lots of articles showing the math for the component parts, often as algebra rather than simple C, but nothing that puts it all together (apart from perhaps Ogre, which has rather more involved and isn't so stand-alone). Surely hobby game makers don't all have to make their own octrees? (Python or C/C++ w/bindings preferred)

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  • Circular class dependency

    - by shad0w
    Is it bad design to have 2 classes which need each other? I'm writing a small game in which I have a GameEngine class which has got a few GameState objects. To access several rendering methods, these GameState objects also need to know the GameEngine class - so it's a circular dependency. Would you call this bad design? I am just asking, because I am not quite sure and at this time I am still able to refactor these things.

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  • Trying to use stencils in 2D while retaining layer depth

    - by Steve
    This is a screen of what's going on just so you can get a frame of reference. http://i935.photobucket.com/albums/ad199/fobwashed/tilefloors.png The problem I'm running into is that my game is slowing down due to the amount of texture swapping I'm doing during my draw call. Since walls, characters, floors, and all objects are on their respective sprite sheet containing those types, per tile draw, the loaded texture is swapping no less than 3 to 5+ times as it cycles and draws the sprites in order to layer properly. Now, I've tried throwing all common objects together into their respective lists, and then using layerDepth drawing them that way which makes things a lot better, but the new problem I'm running into has to do with the way my doors/windows are drawn on walls. Namely, I was using stencils to clear out a block on the walls that are drawn in the shape of the door/window so that when the wall would draw, it would have a door/window sized hole in it. This is the way my draw was set up for walls when I was going tile by tile rather than grouped up common objects. first it would check to see if a door/window was on this wall. If not, it'd skip all the steps and just draw normally. Otherwise end the current spriteBatch Clear the buffers with a transparent color to preserve what was already drawn start a new spritebatch with stencil settings draw the door area end the spriteBatch start a new spritebatch that takes into account the previously set stencil draw the wall which will now be drawn with a hole in it end that spritebatch start a new spritebatch with the normal settings to continue drawing tiles In the tile by tile draw, clearing the depth/stencil buffers didn't matter since I wasn't using any layerDepth to organize what draws on top of what. Now that I'm drawing from lists of common objects rather than tile by tile, it has sped up my draw call considerably but I can't seem to figure out a way to keep the stencil system to mask out the area a door or window will be drawn into a wall. The root of the problem is that when I end a spriteBatch to change the DepthStencilState, it flattens the current RenderTarget and there is no longer any depth sorting for anything drawn further down the line. This means walls always get drawn on top of everything regardless of depth or positioning in the game world and even on top of each other as the stencil has to happen once for every wall that has a door or window. Does anyone know of a way to get around this? To boil it down, I need a way to draw having things sorted by layer depth while also being able to stencil/mask out portions of specific sprites.

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  • Basic memcached question

    - by Aadith
    I have been reading up on distributed hashing. I learnt that consistent hashing is used for distributing the keys among cache machines. I also learnt that, a key is duplicated on mutiple caches to handle failure of cache hosts. But what I have come across on memcached doesn't seem to be in alignment with all this. I read that all cache nodes are independent of each other and that if a cache goes down, requests go to DB. Theres no mention of cache miss on a host resulting in the host directing the request to another host which could either be holding the key or is nearer to the key. Can you please tell me how these two fit together? Is memcached a very preliminary form of distributed hashing which doesnt have much sophistication?

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  • On what name should I claim copyright in open source software?

    - by ONOZ
    When I want to use the Apache 2.0 licence in my project, I should include this in the comments of my source code: Copyright [yyyy] [name of copyright owner] Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. What name should I fill in for [name of copyright owner]? I am currently working alone on this project, but I'm going to release the source code so there might be other contributors in the near future.

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  • Hadoop:Only master node does the work

    - by user287722
    I've setup a Hadoop 2.2 cluster with 1 master node(namenode and secondary namenode) and 3 slave nodes(datanode and namenode on each one).All of the machines use Linux Mint 64bit. When I run my MapReduce program, writen in Java, I can only see that master node is using extra CPU and RAM. Slave nodes are not doing a thing. I've checked the logs from all of the namenodes and there is nothing wrong with the namenodes on slave nodes. Resource Manager is running and all of the slave nodes can see the Resource Manager. I used this http://n0where.net/hadoop-2-2-multi-node-cluster-setup/ tutorial to configure my nodes. Datanodes are working in terms of distributed data storing but I can't see any indication of distributed data processing. Do I have to configure the xml configuration files in some other way so all of the machines will process data while I'm running my MapReduce Job?

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  • Using Single Image for Map in 2D Platformer

    - by Jon
    I'm fairly new to game development, and have been messing around with Slick2D. Currently, my map consists of objects that are represented as rectangles. If I wanted to use am image simlar to: How would I be able to use this image to make a level? That question is a bit vague, but like I said, I'm new to game development and am not familiar with terminology or procedures. But going along with this question, how would I also use non-rectangular objects/platforms? Thanks

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  • How would I detect if two 2D arrays of any shape collided?

    - by user2104648
    Say there's two or more moveable objects of any shape in 2D plane, each object has its own 2D boolean array to act as a bounds box which can range from 10 to 100 pixels, the program then reads each pixel from a image that represents it, and appropriatly changes the array to true(pixel has a alpha more then 1) or false(pixel has a alpha less than one). Each time one of these objects moves, what would be the best accurate way to test if they hit another object in Java using as few APIs/libraries as possible?

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  • SSIS object search using T-SQL

    Easily determining what objects are located in all your SSIS packages can be a challenging endeavor. James Greaves brings us a technique that can help you determine which packages might need to be changed based on objects you alter in your database.

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  • WS-Eventing for WCF (Indigo)

    This article describes the design, implementation and usage of the WS-Eventing for distributed applications driven by new MS communication model WCF (Windows Communication Foundation)

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  • Finding cubes in frustum

    - by salmonmoose
    Working with an infinite set of cubes, is there a way of detecting which cubes exist within a frustum? Most frustum culling seems to work along the lines of running through all objects and seeing if they intersect - this is ok with a finite set of objects, or something like Octrees. I'm currently finding all cubes within the frustum's bounding box - but that's far more than I really need. I could then test these all against it, but I was wondering if I could skip a step.

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  • Box2d contant speed before and after collision

    - by bobenko
    I want to make my body fly at constant speed, how to make it fly at constant speed before and after collision? I set restitution of my body to 1.0 but after some direct and powerful collisions my objects begins to slow, I want it to fly same speed as before. I heard this can be done by setting liner damping of the object, I think it can prevent only from fast flying objects not slow. Thanks in advance.

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  • Chapter 3: Data-Tier Applications

    With the release of Microsoft SQL Server 2008 R2, the SQL Server Manageability team addressed these struggles by introducing support for data-tier applications to help streamline the deployment, management, and upgrade of database applications. A data tier application, also referred to as a DAC, is a single unit of deployment that contains all the elements used by an application, such as the database application schema, instance level objects, associated database objects, files and scripts, and even a manifest defining the organization’s deployment requirements.

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  • Troubleshooting Error 8999 in SQL Server

    All the users connected to the SQL Server instance have access to a global resource called tempdb system database. This database holds temporary user objects, internal database objects, and row versi... [Author: Mark Willium - Computers and Internet - May 13, 2010]

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  • Problem with MS DTC on SQL2008 win server 2k8 with linked server from sql2000 win server 2k

    - by user31648
    Hi, We have migrated our db from sql2000 win server 2k to sql2008 win server 2k8. We have linked server from sql2000 win server 2k. By our opinion the problem is with DTC and we have made a lot of setting that we found as solution for our problem, but still the problem exist. There is no any error or worning or information niether in the sql log nor in win event viewer. The application is hanging out and at the end the time out exception is shown. What we have done till now: Enable Network DTC Access with inbound and outbound with No Authentication Required on win 2k8 We have opened RPC dynamic port allocation through registry on 2k and 2k8 We have entered subkey TurnOffRpcSecurity in the registry HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\MSDTC and made it enable on 2k and 2k8 We have added exception for DTC in firewall for all entities What we have notice that when we restart SQL service and make the first try for our transaction the following is shown: "Attempting to initialize Microsoft Distributed Transaction Coordinator (MS DTC). This is an informational message only. No user action is required." and after it: "Recovery of any in-doubt distributed transactions involving Microsoft Distributed Transaction Coordinator (MS DTC) has completed. This is an informational message only. No user action is required." Does someone have any idea what else can be done in order to solve the problem? Thanks in advance. Regards, Snezana

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  • nconf deployment.ini configuration for a basic Nagios server on CentOS 6.2

    - by jshin47
    I have set up nconf and Nagios but I cannot figure out how to configure deployment.ini to properly deploy the generated configuration to /usr/local/nagios/etc. Here are the directory listings of interest: [jshin@nag0 tmp]$ ls Default_collector global [jshin@nag0 tmp]$ cd Default_collector/ [jshin@nag0 Default_collector]$ ls advanced_services.cfg hostgroups.cfg service_dependencies.cfg services.cfg host_dependencies.cfg hosts.cfg servicegroups.cfg [jshin@nag0 Default_collector]$ cd .. [jshin@nag0 tmp]$ cd global/ [jshin@nag0 global]$ ls checkcommands.cfg contacts.cfg misccommands.cfg timeperiods.cfg contactgroups.cfg host_templates.cfg service_templates.cfg [jshin@nag0 global]$ cd .. [jshin@nag0 tmp]$ cd /usr/local/nagios/etc/ [jshin@nag0 etc]$ ls cgi.cfg htpasswd.users nagios.cfg objects resource.cfg [jshin@nag0 etc]$ cd objects/ [jshin@nag0 objects]$ ls commands.cfg localhost.cfg switch.cfg timeperiods.cfg contacts.cfg printer.cfg templates.cfg windows.cfg Here is my deployment.ini (pretty much the default setting) ;; LOCAL deployment ;; [extract config] type = local source_file = "/var/www/html/nconf/output/NagiosConfig.tgz" target_file = "/tmp/" action = extract [copy collector config] type = local source_file = "/tmp/Default_collector/" target_file = "/usr/local/nagios/etc/Default_collector/" action = copy [copy global config] type = local source_file = "/tmp/global/" target_file = "/usr/local/nagios/etc/global" action = copy reload_command = "service nagios restart" What I am wondering is why the directory structure that the default deployment.ini seems to suggest, with Default_collector and global, is different from the one that Nagios has by default, with only a folder called objects. What am I missing? Or more importantly, how does your deployment.ini look?

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  • Excel controls not visible for certain users

    - by Nossidge
    One of the users of an Excel program I've written is having a weird problem. None of the control objects (Command Button, ComboBox, etc.) are visible to him when he opens the file on his laptop. He is using Excel 2003, the same version I used to create the program, and enables macros using the pop-up when the file loads. I have Googled this, and have found these people who seem to be having the exact same problem, with various versions of Excel. Unfortunately, none of their questions were answered. I can't really explain it any better than this user: If I enter design mode and pull a control from the control toolbar onto a sheet all I see are the drag handles. When not in design mode I have to feel around with the mouse and can click the button which executes the button click code correctly and opens another sheet where again I have to feel around for the buttons to return me to the original sheet. The button I managed to click is now visible but as soon as I click anywhere on the sheet it disappears. I have verified that the visible property of the buttons is set and that the Show All Objects on the Options View tab is selected. If I pull buttons from the Forms toolbar onto a sheet they are visible. If I try to find Objects using F5 when not in design mode Excel reports no objects on the sheet. So, Super Users, can you help? UPDATE: Thanks for your replies, but much like the person in the ozgrid link, the problem has gone away. Not sure why it went, but I can confirm that the user rebooted again and also started up other Excel files that didn't contain controls in the interim. Perhaps that fixed it, or maybe it'll be back again. I'll keep udating with progress, and close if the problem doesn't reoccur for the next few days. Thanks again.

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  • SQL SERVER – SSMS: Top Object and Batch Execution Statistics Reports

    - by Pinal Dave
    The month of June till mid of July has been the fever of sports. First, it was Wimbledon Tennis and then the Soccer fever was all over. There is a huge number of fan followers and it is great to see the level at which people sometimes worship these sports. Being an Indian, I cannot forget to mention the India tour of England later part of July. Following these sports and as the events unfold to the finals, there are a number of ways the statisticians can slice and dice the numbers. Cue from soccer I can surely say there is a team performance against another team and then there is individual member fairs against a particular opponent. Such statistics give us a fair idea to how a team in the past or in the recent past has fared against each other, head-to-head stats during World cup and during other neutral venue games. All these statistics are just pointers. In reality, they don’t reflect the calibre of the current team because the individuals who performed in each of these games are totally different (Typical example being the Brazil Vs Germany semi-final match in FIFA 2014). So at times these numbers are misleading. It is worth investigating and get the next level information. Similar to these statistics, SQL Server Management studio is also equipped with a number of reports like a) Object Execution Statistics report and b) Batch Execution Statistics reports. As discussed in the example, the team scorecard is like the Batch Execution statistics and individual stats is like Object Level statistics. The analogy can be taken only this far, trust me there is no correlation between SQL Server functioning and playing sports – It is like I think about diet all the time except while I am eating. Performance – Batch Execution Statistics Let us view the first report which can be invoked from Server Node -> Reports -> Standard Reports -> Performance – Batch Execution Statistics. Most of the values that are displayed in this report come from the DMVs sys.dm_exec_query_stats and sys.dm_exec_sql_text(sql_handle). This report contains 3 distinctive sections as outline below.   Section 1: This is a graphical bar graph representation of Average CPU Time, Average Logical reads and Average Logical Writes for individual batches. The Batch numbers are indicative and the details of individual batch is available in section 3 (detailed below). Section 2: This represents a Pie chart of all the batches by Total CPU Time (%) and Total Logical IO (%) by batches. This graphical representation tells us which batch consumed the highest CPU and IO since the server started, provided plan is available in the cache. Section 3: This is the section where we can find the SQL statements associated with each of the batch Numbers. This also gives us the details of Average CPU / Average Logical Reads and Average Logical Writes in the system for the given batch with object details. Expanding the rows, I will also get the # Executions and # Plans Generated for each of the queries. Performance – Object Execution Statistics The second report worth a look is Object Execution statistics. This is a similar report as the previous but turned on its head by SQL Server Objects. The report has 3 areas to look as above. Section 1 gives the Average CPU, Average IO bar charts for specific objects. The section 2 is a graphical representation of Total CPU by objects and Total Logical IO by objects. The final section details the various objects in detail with the Avg. CPU, IO and other details which are self-explanatory. At a high-level both the reports are based on queries on two DMVs (sys.dm_exec_query_stats and sys.dm_exec_sql_text) and it builds values based on calculations using columns in them: SELECT * FROM    sys.dm_exec_query_stats s1 CROSS APPLY sys.dm_exec_sql_text(sql_handle) AS s2 WHERE   s2.objectid IS NOT NULL AND DB_NAME(s2.dbid) IS NOT NULL ORDER BY  s1.sql_handle; This is one of the simplest form of reports and in future blogs we will look at more complex reports. I truly hope that these reports can give DBAs and developers a hint about what is the possible performance tuning area. As a closing point I must emphasize that all above reports pick up data from the plan cache. If a particular query has consumed a lot of resources earlier, but plan is not available in the cache, none of the above reports would show that bad query. Reference: Pinal Dave (http://blog.sqlauthority.com)Filed under: SQL, SQL Authority, SQL Query, SQL Server, SQL Server Management Studio, SQL Tips and Tricks, T SQL Tagged: SQL Reports

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  • The Unspoken - The Why of GC Ergonomics

    - by jonthecollector
    Do you use GC ergonomics, -XX:+UseAdaptiveSizePolicy, with the UseParallelGC collector? The jist of GC ergonomics for that collector is that it tries to grow or shrink the heap to meet a specified goal. The goals that you can choose are maximum pause time and/or throughput. Don't get too excited there. I'm speaking about UseParallelGC (the throughput collector) so there are definite limits to what pause goals can be achieved. When you say out loud "I don't care about pause times, give me the best throughput I can get" and then say to yourself "Well, maybe 10 seconds really is too long", then think about a pause time goal. By default there is no pause time goal and the throughput goal is high (98% of the time doing application work and 2% of the time doing GC work). You can get more details on this in my very first blog. GC ergonomics The UseG1GC has its own version of GC ergonomics, but I'll be talking only about the UseParallelGC version. If you use this option and wanted to know what it (GC ergonomics) was thinking, try -XX:AdaptiveSizePolicyOutputInterval=1 This will print out information every i-th GC (above i is 1) about what the GC ergonomics to trying to do. For example, UseAdaptiveSizePolicy actions to meet *** throughput goal *** GC overhead (%) Young generation: 16.10 (attempted to grow) Tenured generation: 4.67 (attempted to grow) Tenuring threshold: (attempted to decrease to balance GC costs) = 1 GC ergonomics tries to meet (in order) Pause time goal Throughput goal Minimum footprint The first line says that it's trying to meet the throughput goal. UseAdaptiveSizePolicy actions to meet *** throughput goal *** This run has the default pause time goal (i.e., no pause time goal) so it is trying to reach a 98% throughput. The lines Young generation: 16.10 (attempted to grow) Tenured generation: 4.67 (attempted to grow) say that we're currently spending about 16% of the time doing young GC's and about 5% of the time doing full GC's. These percentages are a decaying, weighted average (earlier contributions to the average are given less weight). The source code is available as part of the OpenJDK so you can take a look at it if you want the exact definition. GC ergonomics is trying to increase the throughput by growing the heap (so says the "attempted to grow"). The last line Tenuring threshold: (attempted to decrease to balance GC costs) = 1 says that the ergonomics is trying to balance the GC times between young GC's and full GC's by decreasing the tenuring threshold. During a young collection the younger objects are copied to the survivor spaces while the older objects are copied to the tenured generation. Younger and older are defined by the tenuring threshold. If the tenuring threshold hold is 4, an object that has survived fewer than 4 young collections (and has remained in the young generation by being copied to the part of the young generation called a survivor space) it is younger and copied again to a survivor space. If it has survived 4 or more young collections, it is older and gets copied to the tenured generation. A lower tenuring threshold moves objects more eagerly to the tenured generation and, conversely a higher tenuring threshold keeps copying objects between survivor spaces longer. The tenuring threshold varies dynamically with the UseParallelGC collector. That is different than our other collectors which have a static tenuring threshold. GC ergonomics tries to balance the amount of work done by the young GC's and the full GC's by varying the tenuring threshold. Want more work done in the young GC's? Keep objects longer in the survivor spaces by increasing the tenuring threshold. This is an example of the output when GC ergonomics is trying to achieve a pause time goal UseAdaptiveSizePolicy actions to meet *** pause time goal *** GC overhead (%) Young generation: 20.74 (no change) Tenured generation: 31.70 (attempted to shrink) The pause goal was set at 50 millisecs and the last GC was 0.415: [Full GC (Ergonomics) [PSYoungGen: 2048K-0K(26624K)] [ParOldGen: 26095K-9711K(28992K)] 28143K-9711K(55616K), [Metaspace: 1719K-1719K(2473K/6528K)], 0.0758940 secs] [Times: user=0.28 sys=0.00, real=0.08 secs] The full collection took about 76 millisecs so GC ergonomics wants to shrink the tenured generation to reduce that pause time. The previous young GC was 0.346: [GC (Allocation Failure) [PSYoungGen: 26624K-2048K(26624K)] 40547K-22223K(56768K), 0.0136501 secs] [Times: user=0.06 sys=0.00, real=0.02 secs] so the pause time there was about 14 millisecs so no changes are needed. If trying to meet a pause time goal, the generations are typically shrunk. With a pause time goal in play, watch the GC overhead numbers and you will usually see the cost of setting a pause time goal (i.e., throughput goes down). If the pause goal is too low, you won't achieve your pause time goal and you will spend all your time doing GC. GC ergonomics is meant to be simple because it is meant to be used by anyone. It was not meant to be mysterious and so this output was added. If you don't like what GC ergonomics is doing, you can turn it off with -XX:-UseAdaptiveSizePolicy, but be pre-warned that you have to manage the size of the generations explicitly. If UseAdaptiveSizePolicy is turned off, the heap does not grow. The size of the heap (and the generations) at the start of execution is always the size of the heap. I don't like that and tried to fix it once (with some help from an OpenJDK contributor) but it unfortunately never made it out the door. I still have hope though. Just a side note. With the default throughput goal of 98% the heap often grows to it's maximum value and stays there. Definitely reduce the throughput goal if footprint is important. Start with -XX:GCTimeRatio=4 for a more modest throughput goal (%20 of the time spent in GC). A higher value means a smaller amount of time in GC (as the throughput goal).

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