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  • A Patent for Workload Management Based on Service Level Objectives

    - by jsavit
    I'm very pleased to announce that after a tiny :-) wait of about 5 years, my patent application for a workload manager was finally approved. Background Many operating systems have a resource manager which lets you control machine resources. For example, Solaris provides controls for CPU with several options: shares for proportional CPU allocation. If you have twice as many shares as me, and we are competing for CPU, you'll get about twice as many CPU cycles), dedicated CPU allocation in which a number of CPUs are exclusively dedicated to an application's use. You can say that a zone or project "owns" 8 CPUs on a 32 CPU machine, for example. And, capped CPU in which you specify the upper bound, or cap, of how much CPU an application gets. For example, you can throttle an application to 0.125 of a CPU. (This isn't meant to be an exhaustive list of Solaris RM controls.) Workload management Useful as that is (and tragic that some other operating systems have little resource management and isolation, and frighten people into running only 1 app per OS instance - and wastefully size every server for the peak workload it might experience) that's not really workload management. With resource management one controls the resources, and hope that's enough to meet application service objectives. In fact, we hold resource distribution constant, see if that was good enough, and adjust resource distribution if that didn't meet service level objectives. Here's an example of what happens today: Let's try 30% dedicated CPU. Not enough? Let's try 80% Oh, that's too much, and we're achieving much better response time than the objective, but other workloads are starving. Let's back that off and try again. It's not the process I object to - it's that we to often do this manually. Worse, we sometimes identify and adjust the wrong resource and fiddle with that to no useful result. Back in my days as a customer managing large systems, one of my users would call me up to beg for a "CPU boost": Me: "it won't make any difference - there's plenty of spare CPU to be had, and your application is completely I/O bound." User: "Please do it anyway." Me: "oh, all right, but it won't do you any good." (I did, because he was a friend, but it didn't help.) Prior art There are some operating environments that take a stab about workload management (rather than resource management) but I find them lacking. I know of one that uses synthetic "service units" composed of the sum of CPU, I/O and memory allocations multiplied by weighting factors. A workload is set to make a target rate of service units consumed per second. But this seems to be missing a key point: what is the relationship between artificial 'service units' and actually meeting a throughput or response time objective? What if I get plenty of one of the components (so am getting enough service units), but not enough of the resource whose needed to remove the bottleneck? Actual workload management That's not really the answer either. What is needed is to specify a workload's service levels in terms of externally visible metrics that are meaningful to a business, such as response times or transactions per second, and have the workload manager figure out which resources are not being adequately provided, and then adjust it as needed. If an application is not meeting its service level objectives and the reason is that it's not getting enough CPU cycles, adjust its CPU resource accordingly. If the reason is that the application isn't getting enough RAM to keep its working set in memory, then adjust its RAM assignment appropriately so it stops swapping. Simple idea, but that's a task we keep dumping on system administrators. In other words - don't hold the number of CPU shares constant and watch the achievement of service level vary. Instead, hold the service level constant, and dynamically adjust the number of CPU shares (or amount of other resources like RAM or I/O bandwidth) in order to meet the objective. Instrumenting non-instrumented applications There's one little problem here: how do I measure application performance in a way relating to a service level. I don't want to do it based on internal resources like number of CPU seconds it received per minute - We need to make resource decisions based on externally visible and meaningful measures of performance, not synthetic items or internal resource counters. If I have a way of marking the beginning and end of a transaction, I can then measure whether or not the application is meeting an objective based on it. If I can observe the delay factors for an application, I can see which resource shortages are slowing an application enough to keep it from meeting its objectives. I can then adjust resource allocations to relieve those shortages. Fortunately, Solaris provides facilities for both marking application progress and determining what factors cause application latency. The Solaris DTrace facility let's me introspect on application behavior: in particular I can see events like "receive a web hit" and "respond to that web hit" so I can get transaction rate and response time. DTrace (and tools like prstat) let me see where latency is being added to an application, so I know which resource to adjust. Summary After a delay of a mere few years, I am the proud creator of a patent (advice to anyone interested in going through the process: don't hold your breath!). The fundamental idea is fairly simple: instead of holding resource constant and suffering variable levels of success meeting service level objectives, properly characterise the service level objective in meaningful terms, instrument the application to see if it's meeting the objective, and then have a workload manager change resource allocations to remove delays preventing service level attainment. I've done it by hand for a long time - I think that's what a computer should do for me.

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  • How to completely shutdown Ati card

    - by Celso
    I would like to know how do i prevent my Ati card from turning on when i enter on ubuntu 11.10. My bios only lets-me shutdown intel hd card or leave the both on but i want to know if is possbible to completely shutdown without having to access to the bios.( if is possible to turn of without using Vgaswitcheroo even better!) My system is: Acer 3820tg-- intel core i3 350M, 2.26 Ghz L3, Ati Mobility Radeon HD 5470 up to 2138 MB hyper memory, 13,3" HD LED LCD, 4gb DDR3, SSD corsair 60GB sata 2. EDIT: I now know what is missing on the answers! I edited /etc/rc.local file and added the next lines: Sleep 3 echo ON /sys/kernel/debug/vgaswitcheroo/switch echo IGD /sys/kernel/debug/vgaswitcheroo/switch echo OFF /sys/kernel/debug/vgaswitcheroo/switch And then save the file and restart. It should be possible to use only the intel card now. By the way, i didn't blacklisted the radeon driver because doing it make my ati card wake up. (use it at your own risk. i only tested in my system)

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  • Lean/Kanban *Inside* Software (i.e. WIP-Limits, Reducing Queues and Pull as Programming Techniques)

    - by Christoph
    Thinking about Kanban, I realized that the queuing-theory behind the SW-development-methodology obviously also applies to concurrent software. Now I'm looking for whether this kind of thinking is explicitly applied in some area. A simple example: We usually want to limit the number of threads to avoid cache-thrashing (WIP-Limits). In the paper about the disruptor pattern[1], one statement that I found interesting was that producer/consumers are rarely balanced so when using queues, either consumers wait (queues are empty), or producers produce more than is consumed, resulting in either a full capacity-constrained queue or an unconstrained one blowing up and eating away memory. Both, in lean-speak, is waste, and increases lead-time. Does anybody have examples of WIP-Limits, reducing/eliminating queues, pull or single piece flow being applied in programming? http://disruptor.googlecode.com/files/Disruptor-1.0.pdf

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  • How to make the switch to C++11?

    - by Overv
    I've been programming in C++ for a while now, but mostly thinks centered around the low-level features of C++. By that I mean mostly working with pointers and raw arrays. I think this behavior is known as using C++ as C with classes despite me only having tried C recently for the first time. I was pleasantly surprised how languages like C# and Java hide these details away in convenient standard library classes like Dictionaries and Lists. I'm aware that the C++ standard library has many convenience containers like vectors, maps and strings as well and C++11 only adds to this by having std:: array and ranged loops. How do I best learn to make use of these modern language features and which are suitable for which moments? Is it correct that software engineering in C++ nowadays I'd mostly free of manual memory management? Lastly, which compiler should I use to make the most of the new standard? Visual Studio has excellent debugging tools, but even VS2012 seems to have terrible C++11 support.

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  • Ubuntu install and boot failure 11.10

    - by Robert Moody
    I installed Ubuntu 11.10 on my machine alongside Vista, and upgraded to 12.4. I decided I liked 11.10 better, so I tried to install that again as my only OS, except I increased the size of the swap file partition to 2 gigs. It boots up fine off the CD, but when I install, it gives me a non-specific error, and returns me to the desktop. When attempting to boot off the hard drive, I get a black screen with a blinking underscore that starts in the corner, drops a couple spaces, and stays there. I managed to install 9.04, and am currently using that. The computer is a little outdated, but was fired up for the very first time last week, so the hard drive is in new condition and the CD rom drive is fine too. Running a 3GHzX2 processor. I ran a memory test, which came back fine, and being new to the linux environment, I've been scratching my head for the last couple days. How can I fix this?

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  • How do you set up PhysFS for use in a game?

    - by ThePlan
    After my recent question on GD I've been advised to use PhysFS to pack all my game data in 1 file. So I have, and the decission wasn't light, because I've tried out every library in my answers but none contained a single good tutorial whatsoever, in fact PhysFS is the poorest documented library I've ever seen. After attempting to set up PhysFS in my game I realized it's not as simple as adding the headers to the project, it appears something much more complicated, in fact after my first attempt to install PhysFS the compiler ran out of memory to display errors, it reached the critical count of 50 errors. So basically what I'm asking here is: How can I set up PhysFS on my game? I'm using Code::Blocks IDE on Windows XP SP3;

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  • Probably the dumbest and poitnless question to ask

    - by Anthony Adams
    How can I dual boot this with Windows 8? I've tried to burn to a CD, never have a enough memory or the program tells me that the CD isn't writable. So, I want to run from USB. But I never understood how to run the program from the USB, how to download it on to the USB and how to set up the computer to run the USB before the Hard Drive. I am a beginner trying to learn Linux, if any one could help a newbie like me, that would be much appreciated.

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  • Creating my own kill cam

    - by DalexL
    I plan on creating my own kill cam system for a sandbox tool set. After thinking about the mechanics of the kill cam itself, however, I'm quite lost. I'm trying to recreate the ones commonly seen in call of duty games that show, from the view of the killer, the actual killing scene. My Thoughts: -I can't just keep in memory when people kill others because I wouldn't know when to start the 'recording process'. There is on way for me to accurately determine when somebody is 'about' to kill someone. -My only real idea so far is to have a complete duplicate of everything loaded off to the side copying all the movement from the original world but with a 10 second delay. That way, all the kill cams would be 10 seconds long and the persons camera would just be moved to the second world of their killer. My Questions: Is there already an accepted way to do this? Does anybody have any good ideas for something like this? Thanks if you can!

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  • What makes it hard to protect from hacks/bots in BF3 and Quake Live?

    - by Jakub P.
    After playing these games, asking other players/admins, and reading online I am led to believe that Quake Live and Battlefield 3 are frequented by bots and there are plenty of hacks of various kinds. I'm confused how this is possible, or even easy seeing how many players have access to these kinds of "tools" (sic). Isn't it possible for the game authors to digitally sign the game executables so that when they run, the server can ensure only the allowed client is sending commands, thus preventing any kind of abuse? I.e. every player command would be signed by a private key, or symmetrically encrypted (not sure which would make more sense). I understand that players can look at the running executable's behavior (memory etc.), but if games are apparently so easy to hack, shouldn't most apps be hacked as well (e.g. Skype, all DRM running on Windows etc.)?

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  • Ubuntu Hangs Suddenly (Dell Latitude E5530)

    - by iFadey
    I recently bought (a month ago) Dell Latitude E5530 which comes pre-installed with Ubuntu 11.10. I removed Ubuntu 11.10 and installed 12.04 LTS right after the purchase. Everything worked out of box but occasionally Ubuntu completely hangs. The screen freezes and I can't even switch to other terminals by pressing (CTRL+ALT+F*). Whenever the screen freezes, CPU fan speed also increases. This is not happening when running particular applications. I mean it can hang without giving any reason or error displayed and while running any application. In short currently I can't able to reproduce system hang myself. I also want to mention that sometimes it never hangs complete day. Here are the specs of my laptop: Processor: Core i7-3520M CPU @ 2.90GHz Memory: 8GB HDD: 500GB, 7200rpm (Model=ST9500423AS) Graphics: Intel HD 4000 Operating System: Ubuntu 12.04 LTS (64-bit) Thanks!

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  • Expected time for an CakePHP MVC form/controller and db make up

    - by hephestos
    I would like to know, what is an average time for building a form in MVC pattern with for example CakePHP. I build 8 functions, two of them do custom queries, return json data, split them, expand them in a model in memory and delivers to the view. Those are three queries if you consider and an array to feed view for making some combo box. Why? all these, because I have data from json and I split them in order to make row of data like a table. Like that I changed a bit the edit.ctp but not a lot. And I created a javascript outside, with three functions. One collects data the other upon a change of a combo returnes the selected values, and does also some redirection flow. All this, in average how much time should it take ?

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  • What are the most common stumbling blocks when it comes to learning programming, in order of difficulty?

    - by blueberryfields
    I seem to remember that linked lists, recursion, pointers, and memory management are all good examples of stumbling blocks - places where the aspiring programmer typically ends up spending significant time trying to understand a concept before moving on and improving, and many end up giving up and not improving. I'm looking for a complete/comprehensive list of these types of stumbling blocks, in rough estimated order of difficulty to learn, with the goal of making sure that an educational program for programmers is structured to properly guide students through them Is this information available somewhere? Ideally, the difficulty to learn will be measured in some sort of objective manner (ie, % of students which consistently fail to learn the concept) What sources are most appropriate for obtaining this information?

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  • Multiple OpenSSL vulnerabilities in Sun SPARC Enterprise M-series XCP Firmware

    - by RitwikGhoshal
    CVE DescriptionCVSSv2 Base ScoreComponentProduct and Resolution CVE-2008-5077 Improper Input Validation vulnerability 5.8 OpenSSL in XCP1113 Firmware Sun SPARC Enterprise M3000 SPARC: 14216085 Sun SPARC Enterprise M4000 SPARC: 14216091 Sun SPARC Enterprise M5000 SPARC: 14216093 Sun SPARC Enterprise M8000 SPARC: 14216096 Sun SPARC Enterprise M9000 SPARC: 14216098 CVE-2008-7270 Cryptographic Issues vulnerability 4.3 CVE-2009-0590 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 5.0 CVE-2009-3245 Improper Input Validation vulnerability 10.0 CVE-2010-4180 Cipher suite downgrade vulnerability 4.3 This notification describes vulnerabilities fixed in third-party components that are included in Oracle's product distributions.Information about vulnerabilities affecting Oracle products can be found on Oracle Critical Patch Updates and Security Alerts page.

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  • design for a parser to handle very large files

    - by user619818
    I have written a program which records protocol messages between an application and a hardware device which matches each application request with each hardware response. This is so that I can later remove the hardware, connect a 'replay' application to the main application and wait for an application request and reply with a matched copy of the requisite hardware reply message. My replay application saves the matched request/response in a list (using C++ std::list). This works fine on a small interaction session. My problem now is that I need to be able to use the replay over a long long session. With my current implementation, the replay program eventually uses up all available memory on my computer and crashes. So I need some sort of lookahead - and not parse the whole session in one go. Can anyone make any suggestions on how to get started?

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  • How to get scripted programs governing game entities run in parallel with a game loop?

    - by Jim
    I recently discovered Crobot which is (briefly) a game where each player codes a virtual robot in a pseudo-C language. Each robot is then put in an arena where it fights against other robots. A robots' source code has this shape : /* Beginning file robot.r */ main() { while (1) { /* Do whatever you want */ ... move(); ... fire(); } } /* End file robot.r */ You can see that : The code is totally independent from any library/include Some predefined functions are available (move, fire, etc…) The program has its own game loop, and consequently is not called every frame My question is: How to achieve a similar result using scripted languages in collaboration with a C/C++ main program ? I found a possible approach using Python, multi-threading and shared memory, although I am not sure yet that it is possible this way. TCP/IP seems a bit too complicated for this kind of application.

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  • WUBI installation on Lenovo u310

    - by Tom
    I recently installed 12.04 through the WUBI on a Lenovo u310. The installation went fine, but when I rebooted into Windows 7, and then rebooted into Ubuntu, it immediately went to a command line 'grub' prompt. I was able to reboot from there successfully into 12.04 (once) but then on another occasion could do nothing to reboot into Ubuntu, so had to reinstall. The reason I used the WUBI route was that there are troubles in 12.04 recognizing the hard drives on Lenovo u310 on direct install from memory stick. This has been a bit frustrating, and I was surprised by the difficulties on the Lenovo u310.

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  • Is slower performance, of programming languages, really, a bad thing?

    - by Emanuil
    Here's how I see it. There's machine code and it's all that computers needs in order to run something. Computers don't care about programming languages. It doesn't matter to them whether the machine code comes from Perl, Python or PHP. Programming languages don't serve computers. They serve programmers. Some programming languages run slower than others but that's not necessarily because there is something wrong with them. In many cases, it's because they do more things that programmers would otherwise have to do (i.e. memory management) and by doing these things, they are better in what they are supposed to do - serve programmers. So, is slower performance, of programming languages, really, a bad thing?

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  • Case convention- Why the variation between languages?

    - by Jason
    Coming from a Java background, I'm very used to camelCase. When writing C, using the underscore wasn't a big adjustment, since it was only used sparingly when writing simple Unix apps. In the meantime, I stuck with camelCase as my style, as did most of the class. However, now that I'm teaching myself C# in preparation for my upcoming Usability Design class in the fall, the PascalCase convention of the language is really tripping me up and I'm having to rely on intellisense a great deal in order to make sure the correct API method is being used. To be honest, switching to the PascalCase layout hasn't quite sunk in the muscle memory just yet, and that is frustrating from my point of view. Since C# and Java are considered to be brother languages, as both are descended from C++, why the variation in the language conventions? Was it a personal decision by the creators based on their comfort level, or was it just to play mindgames with new introductees to the language?

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  • Objects won't render when Texture Compression + Mipmapping is Enabled

    - by felipedrl
    I'm optimizing my game and I've just implemented compressed (DXTn) texture loading in OpenGL. I've worked my way removing bugs but I can't figure out this one: objects w/ DXTn + mipmapped textures are not being rendered. It's not like they are appearing with a flat color, they just don't appear at all. DXTn textured objs render and mipmapped non-compressed textures render just fine. The texture in question is 256x256 I generate the mips all the way down 4x4, i.e 1 block. I've checked on gDebugger and it display all the levels (7) just fine. I'm using GL_LINEAR_MIPMAP_NEAREST for min filter and GL_LINEAR for mag one. The texture is being compressed and mipmaps being created offline with Paint.NET tool using super sampling method. (I also tried bilinear just in case) Source follow: [SNIPPET 1: Loading DDS into sys memory + Initializing Object] // Read header DDSHeader header; file.read(reinterpret_cast<char*>(&header), sizeof(DDSHeader)); uint pos = static_cast<uint>(file.tellg()); file.seekg(0, std::ios_base::end); uint dataSizeInBytes = static_cast<uint>(file.tellg()) - pos; file.seekg(pos, std::ios_base::beg); // Read file data mData = new unsigned char[dataSizeInBytes]; file.read(reinterpret_cast<char*>(mData), dataSizeInBytes); file.close(); mMipmapCount = header.mipmapcount; mHeight = header.height; mWidth = header.width; mCompressionType = header.pf.fourCC; // Only support files divisible by 4 (for compression blocks algorithms) massert(mWidth % 4 == 0 && mHeight % 4 == 0); massert(mCompressionType == NO_COMPRESSION || mCompressionType == COMPRESSION_DXT1 || mCompressionType == COMPRESSION_DXT3 || mCompressionType == COMPRESSION_DXT5); // Allow textures up to 65536x65536 massert(header.mipmapcount <= MAX_MIPMAP_LEVELS); mTextureFilter = TextureFilter::LINEAR; if (mMipmapCount > 0) { mMipmapFilter = MipmapFilter::NEAREST; } else { mMipmapFilter = MipmapFilter::NO_MIPMAP; } mBitsPerPixel = header.pf.bitcount; if (mCompressionType == NO_COMPRESSION) { if (header.pf.flags & DDPF_ALPHAPIXELS) { // The only format supported w/ alpha is A8R8G8B8 massert(header.pf.amask == 0xFF000000 && header.pf.rmask == 0xFF0000 && header.pf.gmask == 0xFF00 && header.pf.bmask == 0xFF); mInternalFormat = GL_RGBA8; mFormat = GL_BGRA; mDataType = GL_UNSIGNED_BYTE; } else { massert(header.pf.rmask == 0xFF0000 && header.pf.gmask == 0xFF00 && header.pf.bmask == 0xFF); mInternalFormat = GL_RGB8; mFormat = GL_BGR; mDataType = GL_UNSIGNED_BYTE; } } else { uint blockSizeInBytes = 16; switch (mCompressionType) { case COMPRESSION_DXT1: blockSizeInBytes = 8; if (header.pf.flags & DDPF_ALPHAPIXELS) { mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; } else { mInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; } break; case COMPRESSION_DXT3: mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break; case COMPRESSION_DXT5: mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break; default: // Not Supported (DXT2, DXT4 or any compression format) massert(false); } } [SNIPPET 2: Uploading into video memory] massert(mData != NULL); glGenTextures(1, &mHandle); massert(mHandle!=0); glBindTexture(GL_TEXTURE_2D, mHandle); commitFiltering(); uint offset = 0; Renderer* renderer = Renderer::getInstance(); switch (mInternalFormat) { case GL_RGB: case GL_RGBA: case GL_RGB8: case GL_RGBA8: for (uint i = 0; i < mMipmapCount + 1; ++i) { uint width = std::max(1U, mWidth >> i); uint height = std::max(1U, mHeight >> i); glTexImage2D(GL_TEXTURE_2D, i, mInternalFormat, width, height, mHasBorder, mFormat, mDataType, &mData[offset]); offset += width * height * (mBitsPerPixel / 8); } break; case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: { uint blockSize = 16; if (mInternalFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT || mInternalFormat == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) { blockSize = 8; } uint width = mWidth; uint height = mHeight; for (uint i = 0; i < mMipmapCount + 1; ++i) { uint nBlocks = ((width + 3) / 4) * ((height + 3) / 4); // Only POT textures allowed for mipmapping massert(width % 4 == 0 && height % 4 == 0); glCompressedTexImage2D(GL_TEXTURE_2D, i, mInternalFormat, width, height, mHasBorder, nBlocks * blockSize, &mData[offset]); offset += nBlocks * blockSize; if (width <= 4 && height <= 4) { break; } width = std::max(4U, width / 2); height = std::max(4U, height / 2); } break; } default: // Not Supported massert(false); } Also I don't understand the "+3" in the block size computation but looking for a solution for my problema I've encountered people defining it as that. I guess it won't make a differente for POT textures but I put just in case. Thanks.

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  • How Byte loading/storing is implemented By the CPU?

    - by AlexDan
    I know that in 32bit machine, cpu read from memory 32bits at a time. since the registers in this case is 32bit in size too, I can understand how this works. What I don't understand is how the cpu implement load instructions of 1 byte. does it load the whole word where the single byte is located to the register, then perform some kind of "byte shifting", or does the cpu can load a single byte, in this case when does the byte masking happen, is it until the byte got loaded in the register, or it happen when byte is send through the data bus ? P.S. The cpu Im using is MIPS, the instructions Im talking about are: lb or lbu

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  • .NET mulithreading and quad core processors

    - by w0051977
    I have a single threaded application that runs on a machine with a quad core processor. The scheduled tasks that run VB.NET forms are too slow. I am new to multi threading and parallel computing. If you have a single threaded application that runs on a server with a multi core processor then does the application only ever use one of the processors? What happens if you have multiple scheduled tasks and multiple instances are in memory at the same time? I have read this question on Stackoverflow: http://stackoverflow.com/questions/607775/how-to-write-net-applications-that-utilize-multi-core-processors, but I am still not clear.

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  • The best AutoCAD 2010 Ubuntu alternative?

    - by onvas
    I'm looking for the best AutoCAD 2010 alternative for Ubuntu. Wine's support for the 2010 version isn't polished so I'm looking for Linux based similar programs. I know that this can be subjective so I'd like to know what's the best Ubuntu alternative which has the most similar, and significant features as that of AutoCAD 2010? I'm not familiar with the program because I'm researching this for my sister who is studying Aeronautical Engineering. Any help is appreciated. I'm using 12.04 64-bit on my ThinkPad R61i with 3.8GB memory and 160GB hard drive.

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  • Is it costly to leave the Console and Script features enabled in Firebug?

    - by parisminton
    For some time now, I've run Firebug constantly enabled to do quick DOM inspections, leaving the Console and Script panels disabled. I'm just starting to use these two features so I don't have to keep using alerts for testing and debugging. I enable them while I use them and turn them back off when I'm done. I'd like to know if these particular features can slow things down such that they shouldn't be left on round-the-clock. Like do they slow down page loads, use inordinate chunks of memory or something? I don't see anything about it in the Firebug wiki.

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  • Is it costly to leave the Console and Script features enabled in Firebug?

    - by parisminton
    For some time now, I've run Firebug constantly enabled to do quick DOM inspections, leaving the Console and Script panels disabled. I'm just starting to use these two features so I don't have to keep using alerts for testing and debugging. I enable them while I use them and turn them back off when I'm done. I'd like to know if these particular features can slow things down such that they shouldn't be left on round-the-clock. Like do they slow down page loads, use inordinate chunks of memory or something? I don't see anything about it in the Firebug wiki.

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  • Unable to mount /dev/loop0 during install

    - by AJP
    I was installing 32-bit Ubuntu(ubuntu-10.10-desktop-i386.iso) on VMWare workstation 7.1. During installation an error came up with the following text. (initramfs) mount: mounting dev/loop0 on //filesystem.squashfs failed: Input/Output error Can not mount /dev/loop0 (/cdrom/casper/filesystem.squashfs) on //filesystem.squashfs I did a memory test which was successful, but when selecting "Try Ubuntu without installing", "Install Ubuntu" or "Check disk for defects" the same error is showing up. I download the ISO image from Ubuntu website "http://www.ubuntu.com/desktop/get-ubuntu/download". As I couldn't find the checksum data, the ISO image was verified by mounting to a virtual drive and browsing the contents. The ISO image is mounted to a virtual drive in VMWare and not burnt to a CD.

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