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  • ??????Oracle Automatic Storage Management???·????????

    - by Yusuke.Yamamoto
    ????? ??:2010/03/01 ??:???? Oracle Database ?????? Automatic Storage Management(ASM) ? Oracle Database 10g ?????????Oracle ASM ? Oracle Database ?????????????·????????????·????????????????????????????????????????Oracle ASM ????????????????·?????????????????????????? ??????·???????????????·??????????????????????ASRU ???????ASRU ???????????? ????????? ????????????????? http://www.oracle.com/technetwork/jp/database/1005200-oracle-asm-and-tr-321865-ja.pdf

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  • setup lowcost image storage server with 24x SSD array to get high IOPS?

    - by Nenad
    I want to build let's name it a lowcost Ra*san which would host for our social site the images (many millions) we have 5 sizes of every photo with 3 KB, 7 KB, 15 KB, 25 KB and 80 KB per Image. My idea is to build a Server with 24x consumer 240 GB SSD's in Raid 6 which will give me some 5 TB Disk space for the photo storage. To have HA I can add a 2nd one and use drdb. I'm looking to get above 150'000 IOPS (4K Random reads). As we mostly have read access only and rarely delete photos i think to go with consumer MLC SSD. I read many endurance reviews and don't see there a problem as long we don't rewrite the cells. What you think about my idea? - I'm not sure between Raid 6 or Raid 10 (more IOPS, cost SSD). - Is ext4 OK for the filesystem - Would you use 1 or 2 Raid controller, with Extender Backplane If anyone has realized something similar i would be happy to get Real World numbers. UPDATE I have buy 12 (plus some spare) OCZ Talos 480GB SAS SSD Drive's they will be placed in a 12-bay DAS and attached to a PERC H800 (1GB NV Cache, manufactured by LSI with fastpath) Controller, I plan to setup Raid 50 with ext4. If someone is wondering about some benchmarks let me know what you would like to see.

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  • How to organise storage for media content such as video and music?

    - by thor
    Currently, we have a single server hosting all content: music, video and software. This content is downloaded by users through HTTP. Now free space is coming to an end and we are exploring different ways of extending our storage capacity. We want to do it cheap, simple and reliable (protected from disk/ server faults). Currenly, we see two ways: Add a couple of cheap servers with 4 disks (RAID1 ?), run some distributed file-system on top, like GlusterFS. Pros: hopefully, we will see all our disks as single flat file system, just dump content into it and be done. Cons: could be tricky in configuration and handling of faults. Add a couple of cheap servers, all running HTTP servers. Each piece of content (be it a music file or video) is placed on randomly selected two servers. Pros: don't have to deal with RAID, as content is duplicated; single server failure does not bring down any part of content; doubled distribution capacity (as any signle file could be downloaded from any of two servers hosting it). Cons: requires some scripting on part of distribution of content, adding/ removing servers. Do we miss any other ways? Which of the aforementioned options seems to be the best?

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  • How can I remove all drivers and other files related to a USB Mass Storage device?

    - by Bob
    I have a flash drive here that does not work on one OS on computer - let's call it the desktop Windows 7. It works fine on another computer - laptop Windows 7. It also works fine on Windows 8 on the same desktop computer. Other flash drives work fine under desktop Windows 7. So not a hardware issue, not a generic USB Mass Storage driver issue. It's something specific to this drive. On desktop Windows 7, I can connect the drive but no volume comes up under Windows Explorer. Ditto for Disk Management. With diskpart, loading hangs until I unplug the drive, if I replug it and try list disk it hangs again. If I unplug the drive at this point, list disk prints out all attached drives - including the just removed flash drive. The drive consistently appears under Device Manager, but uninstalling the drivers, restarting and reinstalling the drivers (by inserting the drive) only works for the first insertion. After that it fails again. I get the feeling that the driver files are not actually removed, and are corrupted, meaning every reinstall it's the same corrupted drivers being installed. Is there any way to remove these drivers completely? Or perhaps some other setting Windows 7 retains? Formatting the drive through another computer/OS does not help. I've also tried a complete wipe and rebuild of the MBR and single partition. The allocation unit size makes no difference; neither does a NTFS format. This is a relatively small matter, and I would not like to reinstall the entire OS!

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  • Noob with git repository on Windows Storage Server 2008?

    - by HibbyHoo
    I have a Western Digital Sentinel at home running Windows Storage Server 2008 R2 Essentials. I have several git repositories on it for my own personal projects, and have no problem pushing and pulling over my local network. I want to be able to access those repos remotely from anywhere. I am able to log in and remotely access folders and files on it, but I cannot clone repos using the same address. It hangs for a REALLY long time before finally failing with an error: git.exe clone --progress -v "https://myIpAddressHere/Remote/fs/files.aspx?path=%5C%5Cmydevicename%5Cmyreposfolder%5Cmyrepo.git" "D:\repo" Cloning into 'D:\repo'... error: Failed connect to myIpAddress:443; No error while accessing https://myIpAddress/Remote/fs/files.aspx?path=%5C%5Cmydevicename%5Cmyreposfolder%5Cmyrepo.git/info/refs fatal: HTTP request failed git did not exit cleanly (exit code 128) I'm not too privy to networking or web development, and I have only a rudimentary understanding of how to use git (with TortoiseGit). I'm having a hard time finding search results for this specific problem and a hard time interpreting generic tutorials for the general scope of this problem. TortoiseGit version: 1.7.13.0. git version: 1.7.10.mysysgit.1.

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  • New Project Starting. Got Gas?

    - by merrillaldrich
    “Storage is just like gasoline,” said a fellow DBA at the office the other day. This DBA, Mike is his name, is one of the smartest people I know, so I pressed him, in my subtle and erudite way, to elaborate. “Um, whut?” I said. “Yeah. Now that everything is shared – VMs or consolidated SQL Servers and shared storage – if you want to do a big project, like, say, drive to Vegas, you better fill the car with gas. Drive back and forth to work every day? Gas. Same for storage.” This was a light-bulb-above-my-head...(read more)

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  • Is there a Distributed SAN/Storage System out there?

    - by Joel Coel
    Like many other places, we ask our users not to save files to their local machines. Instead, we encourage that they be put on a file server so that others (with appropriate permissions) can use them and that the files are backed up properly. The result of this is that most users have large hard drives that are sitting mainly empty. It's 2010 now. Surely there is a system out there that lets you turn that empty space into a virtual SAN or document library? What I envision is a client program that is pushed out to users' PCs that coordinates with a central server. The server looks to users just like a normal file server, but instead of keeping entire file contents it merely keeps a record of where those files can be found among various user PCs. It then coordinates with the right clients to serve up file requests. The client software would be able to respond to such requests directly, as well as be smart enough to cache recent files locally. For redundancy the server could make sure files are copied to multiple PCs, perhaps allowing you to define groups in different locations so that an instance of the entire repository lives in each group to protect against a disaster in one building taking down everything else. Obviously you wouldn't point your database server here, but for simpler things I see several advantages: Files can often be transferred from a nearer machine. Disk space grows automatically as your company does. Should ultimately be cheaper, as you don't need to keep a separate set of disks I can see a few downsides as well: Occasional degradation of user pc performance, if the machine has to serve or accept a large file transfer during a busy period. Writes have to be propogated around the network several times (though I suspect this isn't really much of a problem, as reading happens in most places more than writing) Still need a way to send a complete copy of the data offsite occasionally, and this would make it very hard to do differentials Think of this like a cloud storage system that lives entirely within your corporate LAN and makes use of your existing user equipment. Our old main file server is due for retirement in about 2 years, and I'm looking into replacing it with a small SAN. I'm thinking something like this would be a better fit. As a school, we have a couple computer labs I can leave running that would be perfect for adding a little extra redundancy to the system. Unfortunately, the closest thing I can find is Dienst, and it's just a paper that dates back to 1994. Am I just using the wrong buzzwords in my searches, or does this really not exist? If not, is there a big downside that I'm missing?

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  • Mounting a Mail Store that is in a Recovery Storage group On Exchange 2003

    - by Kyle Brandt
    If I have a production server with the Mail Store Foo in both the storage group companyName and the Recovery Storage Group, is it okay to Mount Foo in the RSG while it is mounted in companyName so I can extract some mailboxs from the recovery storage group? Basically I am wonder if it is okay to mount it in both Production and the Recovery Storage Groups while the mail server is in production and the particular mail store is in production. Reference: "Once an RSG is restored into and mounted up you can connect to it with ExMerge and read out mailboxes into PST files for merging back into a 'live' store" -- http://serverfault.com/questions/49728/test-restore-of-exchange-dbs-with-the-ms-exchange-plugin-of-netbackup-6

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  • Efficient way of drawing outlines around sprites

    - by Greg
    Hi, I'm using XNA to program a game, and have been experimenting with various ways to achieve a 'selected' effect on my sprites. The trouble I am having is that each clickable that is drawn in the spritebatch is drawn using more than a single sprite (each object can be made up of up to 6 sprites). I'd appreciate it if someone could advise me on how I could achieve adding an outline to my sprites of X pixels (so the outline width can be various numbers of whole pixels). Thanks in advance, Greg.

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  • Maryland Institute College of Art - The Art of Efficient ERP

    - by jay.richey
    Talent Management Magazine has published an article on the Maryland Institute College of Art's (MICA) upgrade to PeopleSoft Enterprise HCM 9.0. Ted Simpson, director of administrative systems at MICA, illustrates how ERP software has helped revolutionize the way academic instituitions do business and lower costs. http://bit.ly/arFRFN

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  • Using mixed disks and OpenFiler to create RAID storage

    - by Cylindric
    I need to improve my home storage to add some resilience. I currently have four disks, as follows: D0: 500Gb (System, Boot) D1: 1Tb D2: 500Gb D3: 250Gb There's a mix of partitions on there, so it's not JBOD, but data is pretty spread out and not redundant. As this is my primary PC and I don't want to give up the entire OS to storage, my plan is to use OpenFiler in a VM to create a virtual SAN. I will also use Windows Software RAID to mirror the OS. Partitions will be created as follows: D0 P1: 100Mb: System-Reserved Boot D0 P2: 50Gb: Virtual Machine VMDKs for OS D0 P3: 350Gb: Data D1 P1: 100Mb: System-Reserved Boot D1 P2: 50Gb: Virtual Machine VMDKs for OS D1 P3: 800Gb: Data D2 P1: 450Gb: Data D3 P1: 200Gb: Data This will result in: Mirrored boot partition Mirrored Operating system Mirrored Virtual machine O/S disks Four partitions for data In the four data partitions I will create several large VMDK files, which I will "mount" into OpenFiler as block-storage devices, combined into three RAID arrays (due to the differing disk sizes) In effect, I'll end up with the following usable partitions SYSTEM 100Mb the small boot partition created by the Windows 7 installer (RAID-1) HOST 50Gb the Windows 7 partition (RAID-1) GUESTS 50Gb Virtual machine Guest VMDK's (RAID-1) VG1 900Gb Volume group consisting of a RAID-5 and two RAID-1 VG2 300Gb Volume group consisting of a single disk On VG1 I can dynamically assign storage for my media, photographs, documents, whatever, and it will be safe. On VG2 I can dynamically assign storage for my data that is not critical, and easily recoverable, as it is not safe. Are there any particular 'gotchas' when implementing a virtual OpenFiler like this? Is the recovery process for a failing disk going to be very problematic? Thanks.

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  • Making meetings much more efficient

    - by John Paul Cook
    Water. Yes, it’s that simple. There needs to be a rule that whoever convenes a meeting be required to drink water. Half a liter of water when the meeting begins and another half a liter every half hour thereafter. That simple rule will motivate the meeting organizer to find closure quickly – and the exit. What day did I post this? Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!...(read more)

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  • Efficient solution for multiplayer space partioning?

    - by DevilWithin
    This question is a little tricky, but I will try to make it clear, Lets say I am building an online game, not in a mmo scale, but gladly supporting as many players as possible, in a authoritative server approach, and I want really big worlds with lots of AI simulated enemies. I am aware of a few strategies to save server's CPU by subdividing the space and not processing what doesn't need processing. I 've already split the world by regions, that will require loading times and small transitions, which i think is important to mantain the quality of gameplay when playing locally (alone or even with a couple of friends) because the players won't normally be in more than one or two regions. But even a region can become pretty big, and have a lot of NPC simulating at a time, how do I handle this without screwing the player's experience? Approaches like one server per region and alike are not in the table. I am mainly looking for data structures to hold hordes of enemies, and even peaceful NPC. To finalize the question, please note that vehicles exist, therefore its considerably fast to travel within a region, influencing the "when" to cull areas. Sorry for the confusing question, thanks

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  • Making meetings much more efficient

    - by John Paul Cook
    Water. Yes, that’s simple. There needs to be a rule that whoever convenes a meeting be required to drink water. Half a liter of water when the meeting begins and another half a liter every half hour thereafter. That simple rule will motivate the meeting organizer to find closure quickly – and the exit. What day did I post this? Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!...(read more)

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  • Efficient visualization of a large voxelized volume

    - by Alejandro Piad
    Lets consider a large voxelized volume stored in an oct-tree or any other convenient structure. This volume represents, for instance, a landscape, where each block is either empty (air), or it has an specific material that will be later used to apply a texture. Voxels that are next to each other represent connected sections of the surface. What I need is an algorithm to generate a mesh from this voxels that represents the volume, with the following caracteristics: All the "holes" in the voxelized volume are correct. All the connections are correct, i.e. seamless. The surface appears smooth. In a broad sense, I want to somehow preserve the surface topology, meaning that connected sections remain connected in the resulting mesh and that the surface has a curvature that responds to the voxels topology. Imagine trying to render the Minecraft world but getting the mountain ladders to be smooth instead of blocky.

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  • Efficient skeletal animation

    - by Will
    I am looking at adopting a skeletal animation format (as prompted here) for an RTS game. The individual representation of each model on-screen will be small but there will be lots of them! In skeletal animation e.g. MD5 files, each individual vertex can be attached to an arbitrary number of joints. How can you efficiently support this whilst doing the interpolation in GLSL? Or do engines do their animation on the CPU? Or do engines set arbitrary limits on maximum joints per vertex and invoke nop multiplies for those joints that don't use the maximum number? Are there games that use skeletal animation in an RTS-like setting thus proving that on integrated graphics cards I have nothing to worry about in going the bones route?

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  • How to implement efficient Fog of War?

    - by Cambrano
    I've asked a question how to implement Fog Of War(FOW) with shaders. Well I've got this working. I use the vertex color to identify the alpha of a single vertex. I guess the most of you know what the FOW of Age of Empires was like, anyway I'll shortly explain it: You have a map. Everything is unexplored(solid black / 100% transparency) at the beginning. When your NPC's / other game units explore the world (by moving around mostly) they unshadow the map. That means. Everything in a specific radius (viewrange) around a NPC is visible (0%transparency). Anything that is out of viewrange but already explored is visible but shadowed (50% transparency). So yeah, AoE had relatively huge maps. Requirements was something around 100mhz etc. So it should be relatively easy to implement something to solve this problem - actually. Okay. I'm currently adding planes above my world and set the color per vertex. Why do I use many planes ? Unity has a vertex limit of 65.000 per mesh. According to the size of my tiles and the size of my map I need more than one plane. So I actually need a lot of planes. This is obviously pita for my FPS. Well so my question is, what are simple (in sense of performance) techniques to implement a FOW shader? Okay some simplified code what I'm doin so far: // Setup for (int x = 0; x < (Map.Dimension/planeSize); x++) { for (int z = 0; z < (Map.Dimension/planeSize); z++) { CreateMeshAt(x*planeSize, 3, z*planeSize) } } // Explore (is called from NPCs when walking for example) for (int x = ((int) from.x - radius); x < from.x + radius; x ++) { for (int z = ((int) from.z - radius); z < from.z + radius; z ++) { if (from.Distance(x, 1, z) > radius) continue; _transparency[x/tileSize, z/tileSize] = 0.5f; } } // Update foreach(GameObject plane in planes){ foreach(Vector3 vertex in vertices){ Vector3 worldPos = GetWorldPos(vertex); vertex.Color = new Color(0,0,0, _transparency[worldPos.x/tileSize, worldPos.z/tileSize]); } } My shader just sets the transparency of the vertex now, which comes from the vertex color channel

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  • *Code owner* system: is it an efficient way?

    - by sergzach
    There is a new developer in our team. An agile methodology is in use at our company. But the developer has another experience: he considers that particular parts of the code must be assigned to particular developers. So if one developer had created a program procedure or module it would be considered normal that all changes of the procedure/module would be made by him only. On the plus side, supposedly with the proposed approach we save common development time, because each developer knows his part of the code well and makes fixes fast. The downside is that developers don't know the system entirely. Do you think the approach will work well for a medium size system (development of a social network site)?

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  • Most efficient arc for developing cross-browser support?

    - by Chris Hasbrouck
    I'm curious to hear what approach people take to planning for cross-browser support when developing a website. There are generally two approaches I've seen developers take in their workflow: -optimize for webkit then apply hacks for IE7-9, or -optimize for IE7-8 then apply newer features for IE9/webkit Basically starting at the front of technology and working toward the back, or starting at the back of technology and working toward the front. How do you do things? What advantages or disadvantage do you perceive in the different way of doing things wrt to developing cross-browser support?

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  • LibGdx efficient data saving/loading?

    - by grimrader22
    Currently, my LibGDX game consists of a 512 x 512 map of Tiles and entities such as players and monsters. I am wondering how to efficiently save and load the data of my levels. At the moment I am using JSON serialization for each class I want to save. I implement the Json.Serializable interface for all of these classes and write only the variables that are necessary. So my map consists of 512 x 512 tiles, that's 260,000 tiles. Each tile on the map consists of a Tile object, which points to some final Tile object like a GRASS_TILE or a STONE_TILE. When I serialize each level tile, the final Tile that it points to is re-serialized over and over again, so if I have 100 Tiles all pointing to GRASS_TILE, the data of GRASS_TILE is written 100 times over. When I go to load/deserialize my objects, 100 GrassTile objects are created, but they are each their own object. They no longer point to the final tile object. I feel like this reading/writing files very slow. If I were to abandon JSON serialization, to my knowledge my next best option would be saving the level data to a sql database. Unless there is a way to speed up serializing/deserializing 260,000 tiles I may have to do this. Is this a good idea? Could I really write that many tiles to the database efficiently? To sum all this up, I am trying to save my levels using JSON serialization, but it is VERY slow. What other options do I have for saving the data of so many tiles. I also must note that the JSON serialization is not slow on a PC, it is only VERY slow on a mobile device. Since file writing/reading is so slow on mobile devices, what can I do?

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  • What tools to use for efficient link building?

    - by Evgeny
    As most SEO experts keep saying, it is not just the content that you have - but also a hefty amount of quality incoming links to your content that is important -- these are the two ways to get to the top of the search results. The question is where do I find the incomnig links? One way I know is Google Blog Search, it can be used to find blogs with related information to your content and some allow to leave comments. The comments usually consist of your name, e-mail and website. If you put your keyword instead of your name, then the keyword turns into a link to your website. Unfortunately most blogs put rel=nofollow on such links, but some blogs don't do that. What other ways are there to find quality pages to put keywords links back to your website? Quality link usually means: located on a page with relevant content does not have a rel=nofollow in the <a has a relevant keyword as in <a href=websitekeyword</a the page with the link has high PageRank (3+) and TrustRank

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  • Most efficient way to implement delta time

    - by Starkers
    Here's one way to implement delta time: /// init /// var duration = 5000, currentTime = Date.now(); // and create cube, scene, camera ect ////// function animate() { /// determine delta /// var now = Date.now(), deltat = now - currentTime, currentTime = now, scalar = deltat / duration, angle = (Math.PI * 2) * scalar; ////// /// animate /// cube.rotation.y += angle; ////// /// update /// requestAnimationFrame(render); ////// } Could someone confirm I know how it works? Here what I think is going on: Firstly, we set duration at 5000, which how long the loop will take to complete in an ideal world. With a computer that is slow/busy, let's say the animation loop takes twice as long as it should, so 10000: When this happens, the scalar is set to 2.0: scalar = deltat / duration scalar = 10000 / 5000 scalar = 2.0 We now times all animation by twice as much: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 2.0; angle = (Math.PI * 4) // which is 2 rotations When we do this, the cube rotation will appear to 'jump', but this is good because the animation remains real-time. With a computer that is going too quickly, let's say the animation loop takes half as long as it should, so 2500: When this happens, the scalar is set to 0.5: scalar = deltat / duration scalar = 2500 / 5000 scalar = 0.5 We now times all animation by a half: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 0.5; angle = (Math.PI * 1) // which is half a rotation When we do this, the cube won't jump at all, and the animation remains real time, and doesn't speed up. However, would I be right in thinking this doesn't alter how hard the computer is working? I mean it still goes through the loop as fast as it can, and it still has render the whole scene, just with different smaller angles! So this a bad way to implement delta time, right? Now let's pretend the computer is taking exactly as long as it should, so 5000: When this happens, the scalar is set to 1.0: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 1; angle = (Math.PI * 2) // which is 1 rotation When we do this, everything is timsed by 1, so nothing is changed. We'd get the same result if we weren't using delta time at all! My questions are as follows Mostly importantly, have I got the right end of the stick here? How do we know to set the duration to 5000 ? Or can it be any number? I'm a bit vague about the "computer going too quickly". Is there a way loop less often rather than reduce the animation steps? Seems like a better idea. Using this method, do all of our animations need to be timesed by the scalar? Do we have to hunt down every last one and times it? Is this the best way to implement delta time? I think not, due to the fact the computer can go nuts and all we do is divide each animation step and because we need to hunt down every step and times it by the scalar. Not a very nice DSL, as it were. So what is the best way to implement delta time? Below is one way that I do not really get but may be a better way to implement delta time. Could someone explain please? // Globals INV_MAX_FPS = 1 / 60; frameDelta = 0; clock = new THREE.Clock(); // In the animation loop (the requestAnimationFrame callback)… frameDelta += clock.getDelta(); // API: "Get the seconds passed since the last call to this method." while (frameDelta >= INV_MAX_FPS) { update(INV_MAX_FPS); // calculate physics frameDelta -= INV_MAX_FPS; } How I think this works: Firstly we set INV_MAX_FPS to 0.01666666666 How we will use this number number does not jump out at me. We then intialize a frameDelta which stores how long the last loop took to run. Come the first loop frameDelta is not greater than INV_MAX_FPS so the loop is not run (0 = 0.01666666666). So nothing happens. Now I really don't know what would cause this to happen, but let's pretend that the loop we just went through took 2 seconds to complete: We set frameDelta to 2: frameDelta += clock.getDelta(); frameDelta += 2.00 Now we run an animation thanks to update(0.01666666666). Again what is relevance of 0.01666666666?? And then we take away 0.01666666666 from the frameDelta: frameDelta -= INV_MAX_FPS; frameDelta = frameDelta - INV_MAX_FPS; frameDelta = 2 - 0.01666666666 frameDelta = 1.98333333334 So let's go into the second loop. Let's say it took 2(? Why not 2? Or 12? I am a bit confused): frameDelta += clock.getDelta(); frameDelta = frameDelta + clock.getDelta(); frameDelta = 1.98333333334 + 2 frameDelta = 3.98333333334 This time we enter the while loop because 3.98333333334 = 0.01666666666 We run update We take away 0.01666666666 from frameDelta again: frameDelta -= INV_MAX_FPS; frameDelta = frameDelta - INV_MAX_FPS; frameDelta = 3.98333333334 - 0.01666666666 frameDelta = 3.96666666668 Now let's pretend the loop is super quick and runs in just 0.1 seconds and continues to do this. (Because the computer isn't busy any more). Basically, the update function will be run, and every loop we take away 0.01666666666 from the frameDelta untill the frameDelta is less than 0.01666666666. And then nothing happens until the computer runs slowly again? Could someone shed some light please? Does the update() update the scalar or something like that and we still have to times everything by the scalar like in the first example?

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  • Web application and remote storage of files

    - by Matt
    Hi have a web application that can store lots and lots of files on the server. i.e. users upload data to it. The files are stored below a particular storage path. The web host will be an IBM xseries 345. However, the disks are really expensive so we would like to put the files onto a less expensive server. Now here is the question. Should I use an NFS mount on the IBM server of a path on the storage server? Or should I write some scripts to upload the files to the storage server instead. Both the storage server and the web host are on the same network. Only the web server is visible to the world. Is NFS performance suitable for an expected low to moderately loaded server?

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