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  • Optimal storage of data structure for fast lookup and persistence

    - by Mikael Svenson
    Scenario I have the following methods: public void AddItemSecurity(int itemId, int[] userIds) public int[] GetValidItemIds(int userId) Initially I'm thinking storage on the form: itemId -> userId, userId, userId and userId -> itemId, itemId, itemId AddItemSecurity is based on how I get data from a third party API, GetValidItemIds is how I want to use it at runtime. There are potentially 2000 users and 10 million items. Item id's are on the form: 2007123456, 2010001234 (10 digits where first four represent the year). AddItemSecurity does not have to perform super fast, but GetValidIds needs to be subsecond. Also, if there is an update on an existing itemId I need to remove that itemId for users no longer in the list. I'm trying to think about how I should store this in an optimal fashion. Preferably on disk (with caching), but I want the code maintainable and clean. If the item id's had started at 0, I thought about creating a byte array the length of MaxItemId / 8 for each user, and set a true/false bit if the item was present or not. That would limit the array length to little over 1mb per user and give fast lookups as well as an easy way to update the list per user. By persisting this as Memory Mapped Files with the .Net 4 framework I think I would get decent caching as well (if the machine has enough RAM) without implementing caching logic myself. Parsing the id, stripping out the year, and store an array per year could be a solution. The ItemId - UserId[] list can be serialized directly to disk and read/write with a normal FileStream in order to persist the list and diff it when there are changes. Each time a new user is added all the lists have to updated as well, but this can be done nightly. Question Should I continue to try out this approach, or are there other paths which should be explored as well? I'm thinking SQL server will not perform fast enough, and it would give an overhead (at least if it's hosted on a different server), but my assumptions might be wrong. Any thought or insights on the matter is appreciated. And I want to try to solve it without adding too much hardware :) [Update 2010-03-31] I have now tested with SQL server 2008 under the following conditions. Table with two columns (userid,itemid) both are Int Clustered index on the two columns Added ~800.000 items for 180 users - Total of 144 million rows Allocated 4gb ram for SQL server Dual Core 2.66ghz laptop SSD disk Use a SqlDataReader to read all itemid's into a List Loop over all users If I run one thread it averages on 0.2 seconds. When I add a second thread it goes up to 0.4 seconds, which is still ok. From there on the results are decreasing. Adding a third thread brings alot of the queries up to 2 seonds. A forth thread, up to 4 seconds, a fifth spikes some of the queries up to 50 seconds. The CPU is roofing while this is going on, even on one thread. My test app takes some due to the speedy loop, and sql the rest. Which leads me to the conclusion that it won't scale very well. At least not on my tested hardware. Are there ways to optimize the database, say storing an array of int's per user instead of one record per item. But this makes it harder to remove items.

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  • My server app works strangely. What could be the reason(s)?

    - by Poni
    Hi! I've written a server app (two parts actually; proxy server and a game server) using C++ (board game). It uses IOCP as the sockets interface. For that app I've also written a "client simulator" (hereafter "client") app that spawns many client connections, where each of them plays, in very high speed, getting the CPU to be 100% utilized. So, that's how it goes in terms of topology: Game server - holds the game state. Real players do not connect it directly but through the proxy server. When a player joins a game, the proxy actually asks for it on behalf of that player, and the game server spawns a "player instance" for that player, and from now on, every notification between the game server and the player is being passed through the proxy. Proxy server - holds TCP connections with the real players. Players communicate with the game server through it only. Client simulator - connects to the proxy only. When running the server (again, it's actually two server apps) & client locally it all works just fine. I'm talking about 40k+ player instances in which all of them are active in a game. On the other hand, when running the server remotely with, say, 1000 clients who play things getting strange. For example, I run it as said above. Then with Task Manager I kill the client simulator app ("End Process Tree"). Then it seems like the buffer of the remote server got modified by another thread, or in other words, a memory corruption has been occurred. The server crashes because it got an unknown message id (it's a custom protocol where each message has it's own unique number). To make things clear, here is how I run the apps: PC1 - game server and clients simulator (because the clients will connect the proxy). PC2 - proxy server. The strangest thing is this: Only the remote side gets "corrupted". Remote in terms that it's not the PC I use to code the app (VC++ 2008). Let's call the PC I use to code the apps "PC1". Now for example, if this time I ran the game server on PC1 (it means that proxy server on PC2 and clients simulator on PC1), then the proxy server crashes with an "unknown message id" error. Another variation is when I run the proxy server on PC1 (again, the dev machine), the game server and the clients simulator on PC2, then the game server on PC2 gets crashed. As for the IOCP config: The servers' internal connections use the default receive/send buffer sizes. Tried even with setting them to 1MB, but no luck. I have three PCs in total; 2 x Vista 64bit <<-- one of those is the dev machine. The other is connected through WiFi. 1 x WinXP 32bit They're all connected in a "full duplex" manner. What could be the reason? Tried about everything; Stack tracing, recording some actions (like read/write logging).. I want to stress that only the PC I'm not using to code the apps crashes (actually the server app "role" which is running on it - sometimes the game server and sometimes the proxy server). At first I thought that maybe the wireless PC has problems (it's wireless..) but: TCP has it's own mechanisms to make sure the packet is delivered properly. Also, a crash also happens when trying it with the two PCs that are physically connected (Vista vs. XP). Another option is that the Windows DLLs versions might have problems, but then again, one of the tests is Vista vs. Vista, and the other is Vista vs. XP. Any idea?

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  • [C] Texture management / pointer question

    - by ndg
    I'm working on a texture management and animation solution for a small side project of mine. Although the project uses Allegro for rendering and input, my question mostly revolves around C and memory management. I wanted to post it here to get thoughts and insight into the approach, as I'm terrible when it comes to pointers. Essentially what I'm trying to do is load all of my texture resources into a central manager (textureManager) - which is essentially an array of structs containing ALLEGRO_BITMAP objects. The textures stored within the textureManager are mostly full sprite sheets. From there, I have an anim(ation) struct, which contains animation-specific information (along with a pointer to the corresponding texture within the textureManager). To give you an idea, here's how I setup and play the players 'walk' animation: createAnimation(&player.animations[0], "media/characters/player/walk.png", player.w, player.h); playAnimation(&player.animations[0], 10); Rendering the animations current frame is just a case of blitting a specific region of the sprite sheet stored in textureManager. For reference, here's the code for anim.h and anim.c. I'm sure what I'm doing here is probably a terrible approach for a number of reasons. I'd like to hear about them! Am I opening myself to any pitfalls? Will this work as I'm hoping? anim.h #ifndef ANIM_H #define ANIM_H #define ANIM_MAX_FRAMES 10 #define MAX_TEXTURES 50 struct texture { bool active; ALLEGRO_BITMAP *bmp; }; struct texture textureManager[MAX_TEXTURES]; typedef struct tAnim { ALLEGRO_BITMAP **sprite; int w, h; int curFrame, numFrames, frameCount; float delay; } anim; void setupTextureManager(void); int addTexture(char *filename); int createAnimation(anim *a, char *filename, int w, int h); void playAnimation(anim *a, float delay); void updateAnimation(anim *a); #endif anim.c void setupTextureManager() { int i = 0; for(i = 0; i < MAX_TEXTURES; i++) { textureManager[i].active = false; } } int addTextureToManager(char *filename) { int i = 0; for(i = 0; i < MAX_TEXTURES; i++) { if(!textureManager[i].active) { textureManager[i].bmp = al_load_bitmap(filename); textureManager[i].active = true; if(!textureManager[i].bmp) { printf("Error loading texture: %s", filename); return -1; } return i; } } return -1; } int createAnimation(anim *a, char *filename, int w, int h) { int textureId = addTextureToManager(filename); if(textureId > -1) { a->sprite = textureManager[textureId].bmp; a->w = w; a->h = h; a->numFrames = al_get_bitmap_width(a->sprite) / w; printf("Animation loaded with %i frames, given resource id: %i\n", a->numFrames, textureId); } else { printf("Texture manager full\n"); return 1; } return 0; } void playAnimation(anim *a, float delay) { a->curFrame = 0; a->frameCount = 0; a->delay = delay; } void updateAnimation(anim *a) { a->frameCount ++; if(a->frameCount >= a->delay) { a->frameCount = 0; a->curFrame ++; if(a->curFrame >= a->numFrames) { a->curFrame = 0; } } }

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  • error Caused by: java.lang.OutOfMemoryError Load Image

    - by user2493770
    This is my method to load images in background, the first and second load normally. But after these loading, a memory error appears. How can I fix this? public class MainArrayAdapterViewHolder extends ArrayAdapter<EmpresaListaPrincipal> { private final Context context; private ArrayList<EmpresaListaPrincipal> data_array; public DisplayImageOptions options; public ImageLoader imageLoader = ImageLoader.getInstance(); public MainArrayAdapterViewHolder(Context context, ArrayList<EmpresaListaPrincipal> list_of_ids) { super(context, R.layout.main_list_rowlayout, list_of_ids); this.context = context; this.data_array = list_of_ids; //------------- read more here https://github.com/nostra13/Android-Universal-Image-Loader options = new DisplayImageOptions.Builder().showImageForEmptyUri(R.drawable.ic_launcher).showImageOnFail(R.drawable.ic_launcher).resetViewBeforeLoading() .cacheOnDisc().imageScaleType(ImageScaleType.IN_SAMPLE_INT).bitmapConfig(Bitmap.Config.RGB_565).delayBeforeLoading(0).build(); File cacheDir = StorageUtils.getCacheDirectory(context); ImageLoaderConfiguration config = new ImageLoaderConfiguration.Builder(context).memoryCacheExtraOptions(720, 1280) // default = device screen // dimensions .discCacheExtraOptions(720, 1280, CompressFormat.JPEG, 100).threadPoolSize(3) // default .threadPriority(Thread.NORM_PRIORITY - 1) // default .memoryCacheSize(2 * 1024 * 1024).discCache(new UnlimitedDiscCache(cacheDir)) // default .discCacheSize(50 * 1024 * 1024).discCacheFileCount(100).discCacheFileNameGenerator(new HashCodeFileNameGenerator()) // default .imageDownloader(new BaseImageDownloader(context)) // default .tasksProcessingOrder(QueueProcessingType.FIFO) // default .defaultDisplayImageOptions(options) // default .build(); imageLoader.init(config); } @Override public View getView(int position, View convertView, ViewGroup parent) { ViewHolder viewholder; View v = convertView; //Asociamos el layout de la lista que hemos creado e incrustamos el ViewHolder if(convertView == null){ LayoutInflater inflater = (LayoutInflater) context.getSystemService(Context.LAYOUT_INFLATER_SERVICE); //View rowView = inflater.inflate(R.layout.main_list_rowlayout, parent, false); v = inflater.inflate(R.layout.main_list_rowlayout, parent, false); viewholder = new ViewHolder(); viewholder.textView_main_row_title = (TextView) v.findViewById(R.id.textView_main_row_title); viewholder.imageView_restaurant_icon = (ImageView) v.findViewById(R.id.imageView_restaurant_icon); viewholder.textView_main_row_direccion = (TextView) v.findViewById(R.id.textView_main_row_direccion); v.setTag(viewholder); } ImageLoadingListener mImageLoadingListenr = new ImageLoadingListener() { @Override public void onLoadingStarted(String arg0, View arg1) { // Log.e("* started *", String.valueOf("complete")); } @Override public void onLoadingComplete(String arg0, View arg1, Bitmap arg2) { // Log.e("* complete *", String.valueOf("complete")); } @Override public void onLoadingCancelled(String arg0, View arg1) { } @Override public void onLoadingFailed(String arg0, View arg1, FailReason arg2) { // TODO Auto-generated method stub } }; try { viewholder = (ViewHolder) v.getTag(); viewholder.textView_main_row_title.setText(data_array.get(position).getNOMBRE()); viewholder.textView_main_row_direccion.setText(data_array.get(position).getDIRECCION()); String image = data_array.get(position).getURL(); // ------- image --------- try { if (image.length() > 4) imageLoader.displayImage(image, viewholder.imageView_restaurant_icon, options, mImageLoadingListenr); } catch (Exception ex) { } //textView_main_row_title.setText(name); //textView_main_row_address.setText(address); } catch (Exception e) { // TODO: handle exception } return v; } public class ViewHolder { public TextView textView_main_row_title; public TextView textView_main_row_direccion; //public TextView cargo; public ImageView imageView_restaurant_icon; } }

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  • Losing NSManaged Objects in my Application

    - by Wayfarer
    I've been doing quite a bit of work on a fun little iPhone app. At one point, I get a bunch of player objects from my Persistant store, and then display them on the screen. I also have the options of adding new player objects (their just custom UIButtons) and removing selected players. However, I believe I'm running into some memory management issues, in that somehow the app is not saving which "players" are being displayed. Example: I have 4 players shown, I select them all and then delete them all. They all disappear. But if I exit and then reopen the application, they all are there again. As though they had never left. So somewhere in my code, they are not "really" getting removed. MagicApp201AppDelegate *appDelegate = [[UIApplication sharedApplication] delegate]; context = [appDelegate managedObjectContext]; NSFetchRequest *request = [[NSFetchRequest alloc] init]; NSEntityDescription *desc = [NSEntityDescription entityForName:@"Player" inManagedObjectContext:context]; [request setEntity:desc]; NSError *error; NSMutableArray *objects = [[[context executeFetchRequest:request error:&error] mutableCopy] autorelease]; if (objects == nil) { NSLog(@"Shit man, there was an error taking out the single player object when the view did load. ", error); } int j = 0; while (j < [objects count]) { if ([[[objects objectAtIndex:j] valueForKey:@"currentMultiPlayer"] boolValue] == NO) { [objects removeObjectAtIndex:j]; j--; } else { j++; } } [self setPlayers:objects]; //This is a must, it NEEDS to work Objects are all the players playing So in this snippit (in the viewdidLoad method), I grab the players out of the persistant store, and then remove the objects I don't want (those whose boolValue is NO), and the rest are kept. This works, I'm pretty sure. I think the issue is where I remove the players. Here is that code: NSLog(@"Remove players"); /** For each selected player: Unselect them (remove them from SelectedPlayers) Remove the button from the view Remove the button object from the array Remove the player from Players */ NSLog(@"Debugging Removal: %d", [selectedPlayers count]); for (int i=0; i < [selectedPlayers count]; i++) { NSManagedObject *rPlayer = [selectedPlayers objectAtIndex:i]; [rPlayer setValue:[NSNumber numberWithBool:NO] forKey:@"currentMultiPlayer"]; int index = [players indexOfObjectIdenticalTo:rPlayer]; //this is the index we need for (int j = (index + 1); j < [players count]; j++) { UIButton *tempButton = [playerButtons objectAtIndex:j]; tempButton.tag--; } NSError *error; if ([context hasChanges] && ![context save:&error]) { NSLog(@"Unresolved error %@, %@", error, [error userInfo]); abort(); } UIButton *aButton = [playerButtons objectAtIndex:index]; [players removeObjectAtIndex:index]; [aButton removeFromSuperview]; [playerButtons removeObjectAtIndex:index]; } [selectedPlayers removeAllObjects]; NSError *error; if ([context hasChanges] && ![context save:&error]) { NSLog(@"Unresolved error %@, %@", error, [error userInfo]); abort(); } NSLog(@"About to refresh YES"); [self refreshAllPlayers:YES]; The big part in the second code snippet is I set them to NO for currentMultiPlayer. NO NO NO NO NO, they should NOT come back when the view does load, NEVER ever ever. Not until I say so. No other relevant part of the code sets that to YES. Which makes me think... perhaps they aren't being saved. Perhaps that doesn't save, perhaps those objects aren't being managed anymore, and so they don't get saved in. Is there a lifetime (metaphorically) of NSManaged object? The Players array is the same I set in the "viewDidLoad" method, and SelectedPlayers holds players that are selected, references to NSManagedObjects. Does it have something to do with Removing them from the array? I'm so confused, some insight would be greatly appreciated!!

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  • How to copy depth buffer to CPU memory in DirectX?

    - by Ashwin
    I have code in OpenGL that uses glReadPixels to copy the depth buffer to a CPU memory buffer: glReadPixels(0, 0, w, h, GL_DEPTH_COMPONENT, GL_FLOAT, dbuf); How do I achieve the same in DirectX? I have looked at a similar question which gives the solution to copy the RGB buffer. I've tried to write similar code to copy the depth buffer: IDirect3DSurface9* d3dSurface; d3dDevice->GetDepthStencilSurface(&d3dSurface); D3DSURFACE_DESC d3dSurfaceDesc; d3dSurface->GetDesc(&d3dSurfaceDesc); IDirect3DSurface9* d3dOffSurface; d3dDevice->CreateOffscreenPlainSurface( d3dSurfaceDesc.Width, d3dSurfaceDesc.Height, D3DFMT_D32F_LOCKABLE, D3DPOOL_SCRATCH, &d3dOffSurface, NULL); // FAILS: D3DERR_INVALIDCALL D3DXLoadSurfaceFromSurface( d3dOffSurface, NULL, NULL, d3dSurface, NULL, NULL, D3DX_FILTER_NONE, 0); // Copy from offscreen surface to CPU memory ... The code fails on the call to D3DXLoadSurfaceFromSurface. It returns the error value D3DERR_INVALIDCALL. What is wrong with my code?

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  • What to call objects that may delete cached data to meet memory constraints?

    - by Brent
    I'm developing some cross-platform software which is intended to run on mobile devices. Both iOS and Android provide low memory warnings. I plan to make a wrapper class that will free cached resources (like textures) when low memory warnings are issued (assuming the resource is not in use). If the resource returns to use, it'll re-cache it, etc... I'm trying to think of what this is called. In .Net, it's similar to a "weak reference" but that only really makes sense when dealing with garbage collection, and since I'm using c++ and shared_ptr, a weak reference already has a meaning which is distinct from the one I'm thinking of. There's also the difference that this class will be able to rebuild the cache when needed. What is this pattern/whatever is called? Edit: Feel free to recommend tags for this question.

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  • How important is it for a programmer to know how to implement a QuickSort/MergeSort algorithm from memory?

    - by John Smith
    I was reviewing my notes and stumbled across the implementation of different sorting algorithms. As I attempted to make sense of the implementation of QuickSort and MergeSort, it occurred to me that although I do programming for a living and consider myself decent at what I do, I have neither the photographic memory nor the sheer brainpower to implement those algorithms without relying on my notes. All I remembered is that some of those algorithms are stable and some are not. Some take O(nlog(n)) or O(n^2) time to complete. Some use more memory than others... I'd feel like I don't deserve this kind of job if it weren't because my position doesn't require that I use any sorting algorithm other than those found in standard APIs. I mean, how many of you have a programming position where it actually is essential that you can remember or come up with this kind of stuff on your own?

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  • SAP met l'accent sur son Cloud, le In-Memory et la mobilité et fait la promotion du temps-réel au SAPPHIRE NOW

    SAP : Cloud, In-Memory et mobilité Lors du SAPPHIRE NOW l'éditeur rappelle qu'il s'est diversifié et fait la promotion du temps-réel Depuis aujourd'hui, la grand messe de SAP, le SAPPHIRE NOW, se tient à Madrid. L'évènement regroupe plus de 10.000 personnes et s'est ouvert dans une ambiance de sciences fiction fortement inspirée de Riddley Scott. Mais derrière ce show d'ouverture « à l'américaine », très solennel et montrant un futur transformé (en bien) par les progrès technologiques, le message de SAP est lui bien ancré dans le présent : SAP a changé et veut le faire savoir. Il n'est plus l'éditeur d'un seul produit. Cloud, In-Memory et mobilité sont devenus ses trois piliers.

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  • SAP ouvre sa plateforme In Memory aux Startups et organise une série d'événements pour construire un écosystème autour d'HANA

    SAP ouvre sa plateforme In Memory aux Startups et organise une série d'événements pour construire un écosystème fiable autour d'HANA SAP organise une série d'événements pour aider les développeurs et startups qui utilisent la plateforme In Memory HANA à tirer parti de celle-ci. SAP HANA (High-Performance Analytic Appliance) permet de produire des environnements de Data Warehouse dopés, qui fournissent des données clients en temps réel. Elle permet également d'animer un réseau en ligne et offre une plateforme ouverte aux développeurs. La société souhaite qu'un écosystème fiable soit construit autour de sa plateforme grâce à son programme de soutien aux startups du monde en...

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  • 13.10 upgrade dropping wifi [on hold]

    - by Daryl
    Almost a complete newb here. After my last upgrade from 12.04 to 13.10 my wifi now randomly drops. The only way I can get a signal back is a shutdown and restart otherwise it shows no network is even available to connect to. Had no problems until the upgrade. Any help would be appreciated. H/W path Device Class Description ==================================================== system h8-1534 (H2N64AA#ABA) /0 bus 2AC8 /0/0 memory 64KiB BIOS /0/4 processor AMD FX(tm)-6200 Six-Core Processor /0/4/5 memory 288KiB L1 cache /0/4/6 memory 6MiB L2 cache /0/4/7 memory 8MiB L3 cache /0/d memory 10GiB System Memory /0/d/0 memory DIMM Synchronous [empty] /0/d/1 memory 4GiB DIMM DDR3 Synchronous 1600 MHz (0.6 ns) /0/d/2 memory 2GiB DIMM DDR3 Synchronous 1600 MHz (0.6 ns) /0/d/3 memory 4GiB DIMM DDR3 Synchronous 1600 MHz (0.6 ns) /0/100 bridge RD890 PCI to PCI bridge (external gfx0 port B) /0/100/0.2 generic RD990 I/O Memory Management Unit (IOMMU) /0/100/2 bridge RD890 PCI to PCI bridge (PCI express gpp port B) /0/100/2/0 display Turks PRO [Radeon HD 7570] /0/100/2/0.1 multimedia Turks/Whistler HDMI Audio [Radeon HD 6000 Series] /0/100/5 bridge RD890 PCI to PCI bridge (PCI express gpp port E) /0/100/5/0 bus TUSB73x0 SuperSpeed USB 3.0 xHCI Host Controller /0/100/11 storage SB7x0/SB8x0/SB9x0 SATA Controller [RAID5 mode] /0/100/12 bus SB7x0/SB8x0/SB9x0 USB OHCI0 Controller /0/100/12.2 bus SB7x0/SB8x0/SB9x0 USB EHCI Controller /0/100/13 bus SB7x0/SB8x0/SB9x0 USB OHCI0 Controller /0/100/13.2 bus SB7x0/SB8x0/SB9x0 USB EHCI Controller /0/100/14 bus SBx00 SMBus Controller /0/100/14.2 multimedia SBx00 Azalia (Intel HDA) /0/100/14.3 bridge SB7x0/SB8x0/SB9x0 LPC host controller /0/100/14.4 bridge SBx00 PCI to PCI Bridge /0/100/14.5 bus SB7x0/SB8x0/SB9x0 USB OHCI2 Controller /0/100/15 bridge SB700/SB800/SB900 PCI to PCI bridge (PCIE port 0) /0/100/15.1 bridge SB700/SB800/SB900 PCI to PCI bridge (PCIE port 1) /0/100/15.2 bridge SB900 PCI to PCI bridge (PCIE port 2) /0/100/15.2/0 wlan0 network RT3290 Wireless 802.11n 1T/1R PCIe /0/100/15.2/0.1 generic RT3290 Bluetooth /0/100/15.3 bridge SB900 PCI to PCI bridge (PCIE port 3) /0/100/15.3/0 eth0 network RTL8111/8168/8411 PCI Express Gigabit Ethernet Controller /0/100/16 bus SB7x0/SB8x0/SB9x0 USB OHCI0 Controller /0/100/16.2 bus SB7x0/SB8x0/SB9x0 USB EHCI Controller /0/101 bridge Family 15h Processor Function 0 /0/102 bridge Family 15h Processor Function 1 /0/103 bridge Family 15h Processor Function 2 /0/104 bridge Family 15h Processor Function 3 /0/105 bridge Family 15h Processor Function 4 /0/106 bridge Family 15h Processor Function 5 /0/1 scsi0 storage /0/1/0.0.0 /dev/sda disk 1TB WDC WD1002FAEX-0 /0/1/0.0.0/1 volume 189MiB Windows FAT volume /0/1/0.0.0/2 /dev/sda2 volume 244MiB data partition /0/1/0.0.0/3 /dev/sda3 volume 931GiB LVM Physical Volume /0/2 scsi2 storage /0/2/0.0.0 /dev/cdrom disk DVD A DH16ACSHR /0/3 scsi6 storage /0/3/0.0.0 /dev/sdb disk SCSI Disk /0/3/0.0.1 /dev/sdc disk SCSI Disk /0/3/0.0.2 /dev/sdd disk SCSI Disk /0/3/0.0.3 /dev/sde disk MS/MS-Pro /0/3/0.0.3/0 /dev/sde disk /1 power Standard Efficiency I apologize for my newbness. I hope this is enough info for the hardware. Thanks Bruno for pointing out I needed to add more info. If I am lacking anything else please let me know and I'll post it.

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  • How to analyze 'dbcc memorystatus' result in SQL Server 2008

    - by envykok
    Currently i am facing a sql memory pressure issue. i have run 'dbcc memorystatus', here is part of my result: Memory Manager KB VM Reserved 23617160 VM Committed 14818444 Locked Pages Allocated 0 Reserved Memory 1024 Reserved Memory In Use 0 Memory node Id = 0 KB VM Reserved 23613512 VM Committed 14814908 Locked Pages Allocated 0 MultiPage Allocator 387400 SinglePage Allocator 3265000 MEMORYCLERK_SQLBUFFERPOOL (node 0) KB VM Reserved 16809984 VM Committed 14184208 Locked Pages Allocated 0 SM Reserved 0 SM Committed 0 SinglePage Allocator 0 MultiPage Allocator 408 MEMORYCLERK_SQLCLR (node 0) KB VM Reserved 6311612 VM Committed 141616 Locked Pages Allocated 0 SM Reserved 0 SM Committed 0 SinglePage Allocator 1456 MultiPage Allocator 20144 CACHESTORE_SQLCP (node 0) KB VM Reserved 0 VM Committed 0 Locked Pages Allocated 0 SM Reserved 0 SM Committed 0 SinglePage Allocator 3101784 MultiPage Allocator 300328 Buffer Pool Value Committed 1742946 Target 1742946 Database 1333883 Dirty 940 In IO 1 Latched 18 Free 89 Stolen 408974 Reserved 2080 Visible 1742946 Stolen Potential 1579938 Limiting Factor 13 Last OOM Factor 0 Page Life Expectancy 5463 Process/System Counts Value Available Physical Memory 258572288 Available Virtual Memory 8771398631424 Available Paging File 16030617600 Working Set 15225597952 Percent of Committed Memory in WS 100 Page Faults 305556823 System physical memory high 1 System physical memory low 0 Process physical memory low 0 Process virtual memory low 0 Procedure Cache Value TotalProcs 11382 TotalPages 430160 InUsePages 28 Can you lead me to analyze this result ? Is it a lot execute plan have been cached causing the memory issue or other reasons?

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  • How to eliminate the downtime when a dynamic IP address changes?

    - by xenon
    We currently have a number of client computers linked up to a database server (MS SQL 2008) for replication. The database server recognises the computers based on their Windows hostname. We are using dynamic IP addresses at this time because we tend to change the computers’ hardware quite frequently, and so the MAC address may be different. Unless static IP has a good way for us to manage frequent changing of MAC addresses, we are keeping it to dynamic IP. The problem with dynamic IP addresses, however, is that when a client fetches an new IP from the DHCP, ie, there is a change in the IP address, there is going to have a downtime for the hostname to reflect the new IP address, the client’s DNS cache of the hostname to reload, and also the server’s DNS cache to reload to see the new IP from the hostname. All of these have different timings and the delay can be really bad at times. Restarting the computer doesn't work all the time too. The clients are on Windows 7. How can I eliminate the amount of downtime required when there is a change in IP in the case of dynamic IP addresses?

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  • How to shrink-to-fit an std::vector in a memory-efficient way?

    - by dehmann
    I would like to 'shrink-to-fit' an std::vector, to reduce its capacity to its exact size, so that additional memory is freed. The standard trick seems to be the one described here: template< typename T, class Allocator > void shrink_capacity(std::vector<T,Allocator>& v) { std::vector<T,Allocator>(v.begin(),v.end()).swap(v); } The whole point of shrink-to-fit is to save memory, but doesn't this method first create a deep copy and then swaps the instances? So at some point -- when the copy is constructed -- the memory usage is doubled? If that is the case, is there a more memory-friendly method of shrink-to-fit? (In my case the vector is really big and I cannot afford to have both the original plus a copy of it in memory at any time.)

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  • How to test KVM guest CPU maximum allocation limit?

    - by Ace
    Running Ubuntu 13.04 Host and vm Guest. Using virtio for hdd, nic. Max-allocaion CPU cores is 6, minimum is 2. Ive made a vm with virt-manager just to play with, and to test out kvm. Alright, I have a decent understand how the memory balloon driver works, but I still dont know how to test if the guest OS can utilize the max setting for cpu cores. From what i gather, the host will start one thread of qemu for each core allocated per vm. When i run htop inside the guest, it only shows two cores. (also here is the output of cat /proc/cpuinfo: https://gist.github.com/anonymous/93a361545130923537da ) How can I "force" the guest to allocate the other 4 cores so that it can show 6 cores in htop? Is there a way to do this?

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  • Why can I not map a dynamic texture in D3D?

    - by sebf
    I am trying to map a Texture2D resource in DirectX11 via SharpDX. The resource is declared as a ShaderResource, with Dynamic usage and the 'Write' CPU flag specified. My call however fails with a generic exception from SharpDX: _Parent.Context.MapSubresource( _Resource, 0, SharpDX.Direct3D11.MapMode.Write, SharpDX.Direct3D11.MapFlags.None, out stream ); I see from this question that it is supported. The MSDN docs and this other question hint that instead of using Context.MapSubresource() I should be using Texture2D.Map(), however, the DirectX11 Texture2D class does not define Map() (though it does for the D3D 10 equivalent). If I call the above with MapMode.WriteDiscard, the call succeeds but in this case the previous content of the texture is lost, which is no good when I only want to update a section of it. Has the Map() method been removed in Direct3D 11 or am I looking in the wrong place? Is the MapSubresource() method unsuitable or am I using it wrong? EDIT: I declared my resource as Dynamic with CPU Write Flags - not Default as I originaly wrote - sorry for the fairly huge 'typo' that changes the entire question!

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  • How do I prevent other dynamic bodies from affecting the player's velocity with Box2D?

    - by Milo
    I'm working on my player object for my game. PhysicsBodyDef def; def.fixedRotation = true; def.density = 1.0f; def.position = Vec2(200.0f, 200.0f); def.isDynamic = true; def.size = Vec2(50.0f,200.0f); m_player.init(def,&m_physicsEngine.getWorld()); This is how he moves: b2Vec2 vel = getBody()->GetLinearVelocity(); float desiredVel = 0; if (m_keys[ALLEGRO_KEY_A] || m_keys[ALLEGRO_KEY_LEFT]) { desiredVel = -5; } else if (m_keys[ALLEGRO_KEY_D] || m_keys[ALLEGRO_KEY_RIGHT]) { desiredVel = 5; } else { desiredVel = 0; } float velChange = desiredVel - vel.x; float impulse = getBody()->GetMass() * velChange; //disregard time factor getBody()->ApplyLinearImpulse( b2Vec2(impulse,0), getBody()->GetWorldCenter(),true); This creates a few problems. First, to move the player at a constant speed he must be given a high velocity. The problem with this is if he just comes in contact with a small box, he makes it move a lot. Now, I can fix this by lowering his density, but then comes my main issue: I need other objects to be able to run into him, but when they do, he should be like a static wall and not move. I'm not sure how to do that without high density. I cannot use collision groups since I still need him to be solid toward other dynamic things. How can this be done? Essentially, how do I prevent other dynamic bodies from affecting the player's velocity?

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  • Are the only types of data "sources" static and dynamic?

    - by blunders
    Thinking that there might be others, but not sure -- but before getting into that, let me explain what I mean by static and dynamic data sources. Static (or datastore) - Meaning that the data's state is non-changing, and if was changed, that would be a new state, and the old data would be considered stateless; meaning it no longer is known to exist, or not exist. Another way of possibly looking at a static data source might be that if read and written back without modification, the checksum for before and after should be exactly the same regardless of the duration of time between the reading and rewriting of the data. Examples: Photos, Files, Database Record, Dynamic (or datastream) - Meaning that the data's state is known to be in flux, and never expected to be the same per input. Example: Live video/audio feed, Stock Market feed, First let me say, the above is a very loose mapping of the concepts, and I'd welcome any feedback. Next, onto the core of the question, that being are these the only two types of data sources. My guess, is that yes, they are -- but that there are hybrid versions of the two. That being, streaming data that has a fixed state. For example, the data being streamed has a checksum given and each unique checksum is known to be a single instance of static data. On the flip side, static data could be chained via say a version control system; when played back, each version might be viewed as a segment of a stream; thing is, the very fact that it can be played back makes the data source static. Another type might be that the data source is being organically discovered, and it's simply unknown what the state is. Questions, feedback, requests -- just comment, thanks!!

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  • WIFI/LAN not working after Installing Ubuntu 13.10

    - by user183025
    I can't connect to my WIFI after installing Ubuntu 13.10. I tried re-installing it three times (thinking that I did something wrong during the installation) but I still can't connect to my WIFI. It just gives me the message that I'm offline and that I can't connect to my WIFI. I also tried connecting to the internet using LAN cable but with the same results. I tried google but it seems that there's no solution to this yet.... Anybody knows how to solve this? Thanks! FYI: H/W path Device Class Description ====================================================== system RC530/RC730 (To be filled by O.E.M.) /0 bus RC530/RC730 /0/0 memory 64KiB BIOS /0/4 processor Intel(R) Core(TM) i5-2410M CPU @ 2.30GHz /0/4/5 memory 32KiB L1 cache /0/41 memory 4GiB System Memory /0/41/0 memory DIMM [empty] /0/41/1 memory 4GiB SODIMM DDR3 Synchronous 1333 MHz (0.8 ns) /0/100 bridge 2nd Generation Core Processor Family DRAM Controller 02:00.0 Network controller: Intel Corporation Centrino Wireless-N 130 (rev 34) Subsystem: Intel Corporation Centrino Wireless-N 130 BGN Flags: bus master, fast devsel, latency 0, IRQ 44 Memory at f7200000 (64-bit, non-prefetchable) [size=8K] Capabilities: <access denied> Kernel driver in use: iwlwifi Kernel modules: iwlwifi 03:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168/8411 PCI Express Gigabit Ethernet Controller (rev 06) Subsystem: Samsung Electronics Co Ltd Device c0c1 Flags: bus master, fast devsel, latency 0, IRQ 41 I/O ports at b000 [size=256] Memory at f2104000 (64-bit, prefetchable) [size=4K] Memory at f2100000 (64-bit, prefetchable) [size=16K] Capabilities: <access denied> Kernel driver in use: r8169 Kernel modules: r8169

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  • Dynamic Bursting ... no really!

    - by Tim Dexter
    If any of you have seen me or my colleagues present BI Publisher to you then we have hopefully mentioned 'bursting.' You may have even seen a demo where we talk about being able to take a batch of data, say invoices. Then split them by some criteria, say customer id; format them with a template; generate the output and then deliver the documents to the recipients with a click. We and especially I, always say this can be completely dynamic! By this I mean, that you could store customer preferences in a database. What layout would each customer like; what output format they would like and how they would like the document delivered. We (I) talk a good talk, but typically don't do the walk in a demo. We hard code everything in the bursting query or bursting control file to get the concept across. But no more peeps! I have finally put together a dynamic bursting demo! Its been minutes in the making but its been tough to find those minutes! Read on ... It's nothing amazing in terms of making the burst dynamic. I created a CUSTOMER_PREFS table with some simple UI in an APEX application so that I can maintain their requirements. In EBS you have descriptive flexfields that could do the same thing or probably even 'contact' fields to store most of the info. Here's my table structure: Name                           Type ------------------------------ -------- CUSTOMER_ID                    NUMBER(6) TEMPLATE_TYPE                  VARCHAR2(20) TEMPLATE_NAME                  VARCHAR2(120) OUTPUT_FORMAT                  VARCHAR2(20) DELIVERY_CHANNEL               VARCHAR2(50) EMAIL                          VARCHAR2(255) FAX                            VARCHAR2(20) ATTACH                         VARCHAR2(20) FILE_LOC                       VARCHAR2(255) Simple enough right? Just need CUSTOMER_ID as the key for the bursting engine to join it to the customer data at burst time. I have not covered the full delivery options, just email, fax and file location. Remember, its a demo people :0) However the principal is exactly the same for each delivery type. They each have a set of attributes that need to be provided and you will need to handle that in your bursting query. On a side note, in EBS, you use a bursting control file, you can apply the same principals that I'm laying out here you just need to get the customer bursting info into the XML data stream so that you can refer to it in the control file using XPATH expressions. Next, we need to look up what attributes or parameters are required for each delivery method. that can be found in the documentation here.  Now we know the combinations of parameters and delivery methods we can construct the query using a series a decode statements: select distinct cp.customer_id "KEY", cp.template_name TEMPLATE, cp.template_type TEMPLATE_FORMAT, 'en-US' LOCALE, cp.output_format OUTPUT_FORMAT, 'false' SAVE_FORMAT, cp.delivery_channel DEL_CHANNEL, decode(cp.delivery_channel,'FILE', cp.file_loc , 'EMAIL', cp.email , 'FAX', cp.fax) PARAMETER1, decode(cp.delivery_channel,'FILE', c.cust_last_name||'_orders.pdf' ,'EMAIL','[email protected]' ,'FAX', 'faxserver.com') PARAMETER2, decode(cp.delivery_channel,'FILE',NULL ,'EMAIL','[email protected]' ,'FAX', null) PARAMETER3, decode(cp.delivery_channel,'FILE',NULL ,'EMAIL','Your current orders' ,'FAX',NULL) PARAMETER4, decode(cp.delivery_channel,'FILE',NULL ,'EMAIL','Please find attached a copy of your current orders with BI Publisher, Inc' ,'FAX',NULL) PARAMETER5, decode(cp.delivery_channel,'FILE',NULL ,'EMAIL','false' ,'FAX',NULL) PARAMETER6, decode(cp.delivery_channel,'FILE',NULL ,'EMAIL','[email protected]' ,'FAX',NULL) PARAMETER7 from cust_prefs cp, customers c, orders_view ov where cp.customer_id = c.customer_id and cp.customer_id = ov.customer_id order by cp.customer_id Pretty straightforward, just need to test, test, test, the query and ensure it's bringing back the correct data based on each customers preferences. Notice the NULL values for parameters that are not relevant for a given delivery channel. You should end up with bursting control data that the bursting engine can use:  Now, your users can run the burst and documents will be formatted, generated and delivered based on the customer prefs. If you're interested in the example, I have used the sample OE schema data for the base report. The report files and CUST_PREFS table are zipped up here. The zip contains the data model (.xdmz), the report and templates (.xdoz) and the sql scripts to create and load data to the CUST_PREFS table.  Once you load the report into the catalog, you'll need to create the OE data connection and point the data model at it. You'll probably need to re-point the report to the data model too. Happy Bursting!

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  • Unable to enable wireless on a Vostro 2520

    - by Joe
    I have a Vostro 2520 and not sure how to enable wireless on my machine. The details are given below, would appreciate any pointers to resolving this issue. lsmod returns Module Size Used by ath9k 132390 0 ath9k_common 14053 1 ath9k ath9k_hw 411151 2 ath9k,ath9k_common ath 24067 3 ath9k,ath9k_common,ath9k_hw b43 365785 0 mac80211 506816 2 ath9k,b43 cfg80211 205544 4 ath9k,ath,b43,mac80211 bcma 26696 1 b43 ssb 52752 1 b43 ndiswrapper 282628 0 ums_realtek 18248 0 usb_storage 49198 1 ums_realtek uas 18180 0 snd_hda_codec_hdmi 32474 1 snd_hda_codec_cirrus 24002 1 joydev 17693 0 parport_pc 32866 0 ppdev 17113 0 rfcomm 47604 0 bnep 18281 2 bluetooth 180104 10 rfcomm,bnep psmouse 97362 0 dell_wmi 12681 0 sparse_keymap 13890 1 dell_wmi snd_hda_intel 33773 3 snd_hda_codec 127706 3 snd_hda_codec_hdmi,snd_hda_codec_cirrus,snd_hda_intel snd_hwdep 13668 1 snd_hda_codec snd_pcm 97188 3 snd_hda_codec_hdmi,snd_hda_intel,snd_hda_codec snd_seq_midi 13324 0 snd_rawmidi 30748 1 snd_seq_midi snd_seq_midi_event 14899 1 snd_seq_midi snd_seq 61896 2 snd_seq_midi,snd_seq_midi_event snd_timer 29990 2 snd_pcm,snd_seq snd_seq_device 14540 3 snd_seq_midi,snd_rawmidi,snd_seq wmi 19256 1 dell_wmi snd 78855 16 snd_hda_codec_hdmi,snd_hda_codec_cirrus,snd_hda_intel,snd_hda_codec,snd_hwdep,snd_pcm,snd_rawmidi,snd_seq,snd_timer,snd_seq_device mac_hid 13253 0 i915 473240 3 drm_kms_helper 46978 1 i915 uvcvideo 72627 0 drm 242038 4 i915,drm_kms_helper videodev 98259 1 uvcvideo soundcore 15091 1 snd dell_laptop 18119 0 dcdbas 14490 1 dell_laptop i2c_algo_bit 13423 1 i915 v4l2_compat_ioctl32 17128 1 videodev snd_page_alloc 18529 2 snd_hda_intel,snd_pcm video 19596 1 i915 serio_raw 13211 0 mei 41616 0 lp 17799 0 parport 46562 3 parport_pc,ppdev,lp r8169 62099 0 sudo lshw -class network *-network UNCLAIMED description: Network controller product: Broadcom Corporation vendor: Broadcom Corporation physical id: 0 bus info: pci@0000:07:00.0 version: 01 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list configuration: latency=0 resources: memory:f7c00000-f7c07fff *-network description: Ethernet interface product: RTL8111/8168B PCI Express Gigabit Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:09:00.0 logical name: eth0 version: 07 serial: 78:45:c4:a3:aa:65 size: 100Mbit/s capacity: 1Gbit/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix vpd bus_master cap_list ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd 1000bt 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8169 driverversion=2.3LK-NAPI duplex=full firmware=rtl8168e-3_0.0.4 03/27/12 ip=192.168.1.5 latency=0 link=yes multicast=yes port=MII speed=100Mbit/s resources: irq:41 ioport:e000(size=256) memory:f0004000-f0004fff memory:f0000000-f0003fff rfkill list all 0: dell-wifi: Wireless LAN Soft blocked: yes Hard blocked: yes 1: dell-bluetooth: Bluetooth Soft blocked: yes Hard blocked: yes Output of lspci > 00:00.0 Host bridge: Intel Corporation Ivy Bridge DRAM Controller (rev > 09) 00:02.0 VGA compatible controller: Intel Corporation Ivy Bridge > Graphics Controller (rev 09) 00:16.0 Communication controller: Intel > Corporation Panther Point MEI Controller #1 (rev 04) 00:1a.0 USB > controller: Intel Corporation Panther Point USB Enhanced Host > Controller #2 (rev 04) 00:1b.0 Audio device: Intel Corporation Panther > Point High Definition Audio Controller (rev 04) 00:1c.0 PCI bridge: > Intel Corporation Panther Point PCI Express Root Port 1 (rev c4) > 00:1c.3 PCI bridge: Intel Corporation Panther Point PCI Express Root > Port 4 (rev c4) 00:1c.5 PCI bridge: Intel Corporation Panther Point > PCI Express Root Port 6 (rev c4) 00:1d.0 USB controller: Intel > Corporation Panther Point USB Enhanced Host Controller #1 (rev 04) > 00:1f.0 ISA bridge: Intel Corporation Panther Point LPC Controller > (rev 04) 00:1f.2 SATA controller: Intel Corporation Panther Point 6 > port SATA Controller [AHCI mode] (rev 04) 00:1f.3 SMBus: Intel > Corporation Panther Point SMBus Controller (rev 04) 07:00.0 Network > controller: Broadcom Corporation Device 4365 (rev 01) 09:00.0 Ethernet > controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express > Gigabit Ethernet controller (rev 07) Output of lspci -v 0:00.0 Host bridge: Intel Corporation Ivy Bridge DRAM Controller (rev 09) Subsystem: Dell Device 0558 Flags: bus master, fast devsel, latency 0 Capabilities: <access denied> Kernel driver in use: agpgart-intel 00:02.0 VGA compatible controller: Intel Corporation Ivy Bridge Graphics Controller (rev 09) (prog-if 00 [VGA controller]) Subsystem: Dell Device 0558 Flags: bus master, fast devsel, latency 0, IRQ 43 Memory at f7800000 (64-bit, non-prefetchable) [size=4M] Memory at e0000000 (64-bit, prefetchable) [size=256M] I/O ports at f000 [size=64] Expansion ROM at <unassigned> [disabled] Capabilities: <access denied> Kernel driver in use: i915 Kernel modules: i915 00:16.0 Communication controller: Intel Corporation Panther Point MEI Controller #1 (rev 04) Subsystem: Dell Device 0558 Flags: bus master, fast devsel, latency 0, IRQ 42 Memory at f7d0a000 (64-bit, non-prefetchable) [size=16] Capabilities: <access denied> Kernel driver in use: mei Kernel modules: mei 00:1a.0 USB controller: Intel Corporation Panther Point USB Enhanced Host Controller #2 (rev 04) (prog-if 20 [EHCI]) Subsystem: Dell Device 0558 Flags: bus master, medium devsel, latency 0, IRQ 16 Memory at f7d08000 (32-bit, non-prefetchable) [size=1K] Capabilities: <access denied> Kernel driver in use: ehci_hcd 00:1b.0 Audio device: Intel Corporation Panther Point High Definition Audio Controller (rev 04) Subsystem: Dell Device 0558 Flags: bus master, fast devsel, latency 0, IRQ 44 Memory at f7d00000 (64-bit, non-prefetchable) [size=16K] Capabilities: <access denied> Kernel driver in use: snd_hda_intel Kernel modules: snd-hda-intel 00:1c.0 PCI bridge: Intel Corporation Panther Point PCI Express Root Port 1 (rev c4) (prog-if 00 [Normal decode]) Flags: bus master, fast devsel, latency 0 Bus: primary=00, secondary=04, subordinate=04, sec-latency=0 Capabilities: <access denied> Kernel driver in use: pcieport Kernel modules: shpchp 00:1c.3 PCI bridge: Intel Corporation Panther Point PCI Express Root Port 4 (rev c4) (prog-if 00 [Normal decode]) Flags: bus master, fast devsel, latency 0 Bus: primary=00, secondary=07, subordinate=07, sec-latency=0 Memory behind bridge: f7c00000-f7cfffff Capabilities: <access denied> Kernel driver in use: pcieport Kernel modules: shpchp 00:1c.5 PCI bridge: Intel Corporation Panther Point PCI Express Root Port 6 (rev c4) (prog-if 00 [Normal decode]) Flags: bus master, fast devsel, latency 0 Bus: primary=00, secondary=09, subordinate=09, sec-latency=0 I/O behind bridge: 0000e000-0000efff Prefetchable memory behind bridge: 00000000f0000000-00000000f00fffff Capabilities: <access denied> Kernel driver in use: pcieport Kernel modules: shpchp 00:1d.0 USB controller: Intel Corporation Panther Point USB Enhanced Host Controller #1 (rev 04) (prog-if 20 [EHCI]) Subsystem: Dell Device 0558 Flags: bus master, medium devsel, latency 0, IRQ 23 Memory at f7d07000 (32-bit, non-prefetchable) [size=1K] Capabilities: <access denied> Kernel driver in use: ehci_hcd 00:1f.0 ISA bridge: Intel Corporation Panther Point LPC Controller (rev 04) Subsystem: Dell Device 0558 Flags: bus master, medium devsel, latency 0 Capabilities: <access denied> Kernel modules: iTCO_wdt 00:1f.2 SATA controller: Intel Corporation Panther Point 6 port SATA Controller [AHCI mode] (rev 04) (prog-if 01 [AHCI 1.0]) Subsystem: Dell Device 0558 Flags: bus master, 66MHz, medium devsel, latency 0, IRQ 40 I/O ports at f0b0 [size=8] I/O ports at f0a0 [size=4] I/O ports at f090 [size=8] I/O ports at f080 [size=4] I/O ports at f060 [size=32] Memory at f7d06000 (32-bit, non-prefetchable) [size=2K] Capabilities: <access denied> Kernel driver in use: ahci 00:1f.3 SMBus: Intel Corporation Panther Point SMBus Controller (rev 04) Subsystem: Dell Device 0558 Flags: medium devsel, IRQ 11 Memory at f7d05000 (64-bit, non-prefetchable) [size=256] I/O ports at f040 [size=32] Kernel modules: i2c-i801 07:00.0 Network controller: Broadcom Corporation Device 4365 (rev 01) Subsystem: Dell Device 0016 Flags: bus master, fast devsel, latency 0, IRQ 10 Memory at f7c00000 (64-bit, non-prefetchable) [size=32K] Capabilities: <access denied> 09:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 07) Subsystem: Dell Device 0558 Flags: bus master, fast devsel, latency 0, IRQ 41 I/O ports at e000 [size=256] Memory at f0004000 (64-bit, prefetchable) [size=4K] Memory at f0000000 (64-bit, prefetchable) [size=16K] Capabilities: <access denied> Kernel driver in use: r8169 Kernel modules: r8169

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  • What am I (a beginner) losing, by choosing Cherokee over Apache for serving dynamic content?

    - by Bad Learner
    I am a complete beginner and am planning to setup a photo sharing site. This is the setup I am planning, basically for a start - - Cherokee (instead of Apache) for serving dynamic content (python-based application), and Nginx for serving static files. Since, I am a beginner, what have I, to lose? So, can someone, from your experience, please tell me, what I'd lose by choosing Cherokee over Apache for serving dynamic content in PHP/Python/whatever? Anything other than the fact that there's lot of documentation, many people who can help when there's an issue etc as Apache is well established and the most popular web server? Again, my intention is not to spurt a flame war here. Just wanted to know if Cherokee would be better than Apache in terms of performance, reliability, and speed, when it matters (peak load times). Also, I heard it's a lot faster than Apache in serving dynamic content, is it true?

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  • Add an array of buttons to a GridView in an Android application

    - by Tai Squared
    I have an application that will have 5-15 buttons depending on what is available from a backend. How do I define the proper GridView layout files to include an array of buttons that will each have different text and other attributes? Each button will essentially add an item to a cart, so the onClick code will be the same except for the item it adds to the cart. How can I define an array so I can add a variable number of buttons, but still reference each of them by a unique ID? I've seen examples of the arrays.xml, but they have created an array of strings that are pre-set. I need a way to create an object and not have the text defined in the layout or arrays xml file. Update - Added info about adding to a GridView I want to add this to a GridView, so calling the addView method results in an UnsupportedOperationException. I can do the following: ImageButton b2 = new ImageButton(getApplicationContext()); b2.setBackgroundResource(R.drawable.img_3); android.widget.LinearLayout container = (android.widget.LinearLayout) findViewById(R.id.lay); container.addView(b2); but that doesn't layout the buttons in a grid like I would like. Can this be done in a GridView?

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  • Getting the submatrix with maximum sum?

    - by guirgis
    With the help of the Algorithmist and Larry and a modification of Kadane's Algorithm, here is my solution: int dim = matrix.length; //computing the vertical prefix sum for columns int[][] ps = new int[dim][dim]; for (int i = 0; i < dim; i++) { for (int j = 0; j < dim; j++) { if (j == 0) { ps[j][i] = matrix[j][i]; } else { ps[j][i] = matrix[j][i] + ps[j - 1][i]; } } } int maxSoFar = 0; int min , subMatrix; //iterate over the possible combinations applying Kadane's Alg. //int toplefti =0, topleftj=0, bottomrighti=0, bottomrightj=0; for (int i = 0; i < dim; i++) { for (int j = i; j < dim; j++) { min = 0; subMatrix = 0; for (int k = 0; k < dim; k++) { if (i == 0) { subMatrix += ps[j][k]; } else { subMatrix += ps[j][k] - ps[i-1][k]; } if(subMatrix < min){ min = subMatrix; } if((subMatrix - min) > maxSoFar){ maxSoFar = subMatrix - min; } } } } The only problem left is to determine the submatrix elements, i mean the top left and the bottom right corners. I managed to do this in one dimensional case. Any suggestions?

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  • UINavigationController leak/understanding popViewController

    - by Kamchatka
    Hello, I have a navigation controller and a table view. When someone click on the table view, I do the following: MyViewController *myViewController = [[MyViewController alloc] initWithImage:image]; [image release]; [self.navigationController pushViewController:myViewController animated:YES]; [myViewController release]; myViewController will retain the image. Now, if I go back and forth in the NavigationController, I get a leak because a new MyViewController gets created each time and apparently the popViewController doesn't release the myViewController. My question: Why doesn't popViewController release the controller? How should I handle that? Put the myViewController as a member of my class and check if it already exists instead of creating it each time? Thanks in advance for your help,

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