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  • Is it possible create a 4TB bootable partition in the x86 edition of Windows Server 2003 Enterprise?

    - by Giffyguy
    I'd like to find out if there is any way to accomplish this, since it would benifit my storage server greatly. I am using a Promise FastTrak 8660 and five Seagate ST31000340NS 1TB drives in a RAID 5 array. I figure that if the x86 ENTERPRISE edition of Server 2003 can handle 64GB of RAM, it should have no problem supporting larger HDD volumes as well. I've read (somewhere...) that the Windows Server operating systems are not limited to the standard 2TB like Windows XP and 2000 are. I'm hoping it's something that just needs to be turned on, similar to the way PAE works for the 4GB RAM limit in x86 servers.

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  • Toon shader with Texture. Can this be optimized?

    - by Alex
    I am quite new to OpenGL, I have managed after long trial and error to integrate Nehe's Cel-Shading rendering with my Model loaders, and have them drawn using the Toon shade and outline AND their original texture at the same time. The result is actually a very nice Cel Shading effect of the model texture, but it is havling the speed of the program, it's quite very slow even with just 3 models on screen... Since the result was kind of hacked together, I am thinking that maybe I am performing some extra steps or extra rendering tasks that maybe are not needed, and are slowing down the game? Something unnecessary that maybe you guys could spot? Both MD2 and 3DS loader have an InitToon() function called upon creation to load the shader initToon(){ int i; // Looping Variable ( NEW ) char Line[255]; // Storage For 255 Characters ( NEW ) float shaderData[32][3]; // Storate For The 96 Shader Values ( NEW ) FILE *In = fopen ("Shader.txt", "r"); // Open The Shader File ( NEW ) if (In) // Check To See If The File Opened ( NEW ) { for (i = 0; i < 32; i++) // Loop Though The 32 Greyscale Values ( NEW ) { if (feof (In)) // Check For The End Of The File ( NEW ) break; fgets (Line, 255, In); // Get The Current Line ( NEW ) shaderData[i][0] = shaderData[i][1] = shaderData[i][2] = float(atof (Line)); // Copy Over The Value ( NEW ) } fclose (In); // Close The File ( NEW ) } else return false; // It Went Horribly Horribly Wrong ( NEW ) glGenTextures (1, &shaderTexture[0]); // Get A Free Texture ID ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind This Texture. From Now On It Will Be 1D ( NEW ) // For Crying Out Loud Don't Let OpenGL Use Bi/Trilinear Filtering! ( NEW ) glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage1D (GL_TEXTURE_1D, 0, GL_RGB, 32, 0, GL_RGB , GL_FLOAT, shaderData); // Upload ( NEW ) } This is the drawing for the animated MD2 model: void MD2Model::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) // ORIGINAL PART OF THE FUNCTION //Figure out the two frames between which we are interpolating int frameIndex1 = (int)(time * (endFrame - startFrame + 1)) + startFrame; if (frameIndex1 > endFrame) { frameIndex1 = startFrame; } int frameIndex2; if (frameIndex1 < endFrame) { frameIndex2 = frameIndex1 + 1; } else { frameIndex2 = startFrame; } MD2Frame* frame1 = frames + frameIndex1; MD2Frame* frame2 = frames + frameIndex2; //Figure out the fraction that we are between the two frames float frac = (time - (float)(frameIndex1 - startFrame) / (float)(endFrame - startFrame + 1)) * (endFrame - startFrame + 1); // I ADDED THESE FROM NEHE'S TUTORIAL FOR FIRST PASS (TOON SHADE) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) // ORIGINAL DRAWING CODE //Draw the model as an interpolation between the two frames glBegin(GL_TRIANGLES); for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd(); // ADDED THESE FROM NEHE'S FOR SECOND PASS (OUTLINE) glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) // HERE I AM PARSING THE VERTICES AGAIN (NOT IN THE ORIGINAL FUNCTION) FOR THE OUTLINE AS PER NEHE'S TUT glBegin (GL_TRIANGLES); // Tell OpenGL What We Want To Draw for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd (); // Tell OpenGL We've Finished glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); } Whereas this is the drawToon function in the 3DS loader void Model_3DS::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) //ORIGINAL CODE if (visible) { glPushMatrix(); // Move the model glTranslatef(pos.x, pos.y, pos.z); // Rotate the model glRotatef(rot.x, 1.0f, 0.0f, 0.0f); glRotatef(rot.y, 0.0f, 1.0f, 0.0f); glRotatef(rot.z, 0.0f, 0.0f, 1.0f); glScalef(scale, scale, scale); // Loop through the objects for (int i = 0; i < numObjects; i++) { // Enable texture coordiantes, normals, and vertices arrays if (Objects[i].textured) glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (lit) glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); // Point them to the objects arrays if (Objects[i].textured) glTexCoordPointer(2, GL_FLOAT, 0, Objects[i].TexCoords); if (lit) glNormalPointer(GL_FLOAT, 0, Objects[i].Normals); glVertexPointer(3, GL_FLOAT, 0, Objects[i].Vertexes); // Loop through the faces as sorted by material and draw them for (int j = 0; j < Objects[i].numMatFaces; j ++) { // Use the material's texture Materials[Objects[i].MatFaces[j].MatIndex].tex.Use(); // AFTER THE TEXTURE IS APPLIED I INSERT THE TOON FUNCTIONS HERE (FIRST PASS) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) // THIS IS AN ADDED SECOND PASS AT THE VERTICES FOR THE OUTLINE glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) for (int j = 0; j < Objects[i].numMatFaces; j ++) { glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); glPopMatrix(); } Finally this is the tex.Use() function that loads a BMP texture and somehow gets blended perfectly with the Toon shading void GLTexture::Use() { glEnable(GL_TEXTURE_2D); // Enable texture mapping glBindTexture(GL_TEXTURE_2D, texture[0]); // Bind the texture as the current one }

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  • What is better to have more LUNs or more Storages

    - by skomak
    Hi, what is better to have - more LUNs or more Storages. Actually i have 1 storage ESXi per 1 LUN so there are about 15 LUNs and 15 storages. Now there is a kind of problem because the LUNs have different space allocated so if i remove 2 LUNs f.e. 1 2 3 4 [x] 6 [x] 8 9 (like that) i can't make 1 LUN from 5 and 7 pieces of free diskspace on IBM storage array. It's a first argument to not have a lot of LUNs. If i had to make only a few LUNs (about 3) and inside some Storage from ESXi would it be a better idea? For example for expanding storage capacity? i look for good solutions. Thanks in advance.

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  • Rsync plugin to many local wordpress installs via script or cli

    - by Nick Abbey
    I am maintaining a large number of wordpress installs on a production server, and we are looking to deploy InfiniteWP for managing these installs. I am looking for a way to script the distribution of the plugin folder to all of these installs. On server wp-prod, all sites are stored in /srv//site/ The plugin needs to be copied from ~/iws-plugin to /srv//site/wp-content/plugins/ Here's some pseudo code to explain what I need to do: array dirs = <all folders in /srv> for each d in dirs if exits "/srv/d/site/wp-content/plugins" rsync -avzh --log-file=~/d.log ~/plugin_base_folder /srv/d/site/wp-content/plugins/ else touch d.log echo 'plugin folder for "d" not found' >> ~/d.log end end I just don't know how to make it happen from the cli or via bash. I can (and will) tinker with a bash or ruby script on my test server, but I'm thinking the command-line-fu here on SF is strong enough to handle this issue much more quickly than I can hack together a solution. Thanks!

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  • OpenGL ES Loading

    - by kuroutadori
    I want to know what is the norm of loading rendering code. Take a button. When the application is loaded, a texture is loaded which has the image of the button on it. When the button is tapped, it then adds a loader into a queue, which is loaded on render thread. It then loads up an array buffer with vertexes and tex coords when render is called. It then adds to a render tree. Then it renders. the render function looks like this void render() { update(); mBaseRenderer->render(); } update() is when the queue is checked to see if anything needs loading. mBaseRenderer->render() is the render tree. What I am asking then is, should I even have the update() there at all and instead have everything preloaded before it renders? If I can have it loaded when need, for instance when there is tap, then how can it be done (My current code causes an dequeueing buffer error (Unknown error: -75) which I assume is to do with OpenGL ES and the context)?

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  • Why doesn't my cube hold a position?

    - by Christian Frantz
    I gave up a previous method of creating cubes so I went with a list to hold my cube objects. The list is being populated from an array like so: #region MAP float[,] map = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} }; #endregion MAP for (int x = 0; x < mapWidth; x++) { for (int z = 0; z < mapHeight; z++) { cubes.Add(new Cube(device, new Vector3(x, map[x,z], z), Color.Green)); } } The cube follows all the parameters of what I had before. This is just easier to deal with. But when I debug, every cube has a position of (0, 0, 0) and there's just one black cube in the middle of my screen. What could I be doing wrong here? public Vector3 cubePosition { get; set; } public Cube(GraphicsDevice graphicsDevice, Vector3 Position, Color color) { device = graphicsDevice; color = Color.Green; Position = cubePosition; SetUpIndices(); SetUpVerticesArray(); } That's the cube constructor. All variables are being passed correctly I think

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  • What is the point of dynamic allocation in C++?

    - by Aerovistae
    I really have never understood it at all. I can do it, but I just don't get why I would want to. For instance, I was programming a game yesterday, and I set up an array of pointers to dynamically allocated little enemies in the game, then passed it to a function which updates their positions. When I ran the game, I got one of those nondescript assertion errors, something about a memory block not existing, I don't know. It was a run-time error, so it didn't say where the problem was. So I just said screw it and rewrote it with static instantiation, i.e.: while(n<4) { Enemy tempEnemy = Enemy(3, 4); enemyVector.push_back(tempEnemy); n++; } updatePositions(&enemyVector); And it immediately worked perfectly. Now sure, some of you may be thinking something to the effect of "Maybe if you knew what you were doing," or perhaps "n00b can't use pointers L0L," but frankly, you really can't deny that they make things way overcomplicated, hence most modern languages have done away with them entirely. But please-- someone -- What IS the point of dynamic allocation? What advantage does it afford? Why would I ever not do what I just did in the above example?

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  • Is a disk/ata timeout exception dangerous?

    - by j-g-faustus
    I have a few hard drives in mdadm RAID 5 configured to go to standby after a few minutes of inactivity. (Using hdparm.conf spindown_time.) At irregular intervals I get messages like these in dmesg: [ 1840.251661] ata4.00: exception Emask 0x0 SAct 0x0 SErr 0x0 action 0x6 frozen [ 1840.251722] ata4.00: failed command: SMART [ 1840.251758] ata4.00: cmd b0/d5:01:06:4f:c2/00:00:00:00:00/00 tag 0 pio 512 in [ 1840.251759] res 40/00:14:50:2e:04/00:00:02:00:00/40 Emask 0x4 (timeout) [ 1840.251858] ata4.00: status: { DRDY } [ 1840.251888] ata4: hard resetting link [ 1840.600742] ata4: SATA link up 3.0 Gbps (SStatus 123 SControl 300) [ 1840.601521] ata4.00: configured for UDMA/133 [ 1840.601547] ata4: EH complete [337877.713988] ata4.00: exception Emask 0x0 SAct 0x0 SErr 0x0 action 0x6 frozen [337877.714019] ata4.00: failed command: SMART [337877.714038] ata4.00: cmd b0/d5:01:06:4f:c2/00:00:00:00:00/00 tag 0 pio 512 in [337877.714039] res 40/00:04:90:10:81/00:00:00:00:00/40 Emask 0x4 (timeout) [337877.714089] ata4.00: status: { DRDY } [337877.714107] ata4: hard resetting link [337878.063085] ata4: SATA link up 3.0 Gbps (SStatus 123 SControl 300) [337878.063743] ata4.00: configured for UDMA/133 [337878.063764] ata4: EH complete I think the exception is caused by smartd when a drive does not wake up quickly enough. There are no issues (that I can tell) in accessing the drives normally through the file system - it takes a few seconds longer than normal when they are asleep, but there are no exceptions. Is this something I should worry about, as a potential symptom on something that could corrupt a drive over time? Or can I safely ignore it as part of normal operation? Edit: By request: smartctl -a for sdaand sde, both disks are members of the array. If ata4is the same as scsi-4 then sde is the one that gave the error above, according to /dev/disk/by-path.

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  • Data Structure for Small Number of Agents in a Relatively Big 2D World

    - by Seçkin Savasçi
    I'm working on a project where we will implement a kind of world simulation where there is a square 2D world. Agents live on this world and make decisions like moving or replicating themselves based on their neighbor cells(world=grid) and some extra parameters(which are not based on the state of the world). I'm looking for a data structure to implement such a project. My concerns are : I will implement this 3 times: sequential, using OpenMP, using MPI. So if I can use the same structure that will be quite good. The first thing comes up is keeping a 2D array for the world and storing agent references in it. And simulate the world for each time slice by checking every cell in each iteration and further processing if an agents is found in the cell. The downside is what if I have 1000x1000 world and only 5 agents in it. It will be an overkill for both sequential and parallel versions to check each cell and look for possible agents in them. I can use quadtree and store agents in it, but then how can I get the information about neighbor cells then? Please let me know if I should elaborate more.

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  • Top 25 security issues for developers of web sites

    - by BizTalk Visionary
    Sourced from: CWE This is a brief listing of the Top 25 items, using the general ranking. NOTE: 16 other weaknesses were considered for inclusion in the Top 25, but their general scores were not high enough. They are listed in the On the Cusp focus profile. Rank Score ID Name [1] 346 CWE-79 Failure to Preserve Web Page Structure ('Cross-site Scripting') [2] 330 CWE-89 Improper Sanitization of Special Elements used in an SQL Command ('SQL Injection') [3] 273 CWE-120 Buffer Copy without Checking Size of Input ('Classic Buffer Overflow') [4] 261 CWE-352 Cross-Site Request Forgery (CSRF) [5] 219 CWE-285 Improper Access Control (Authorization) [6] 202 CWE-807 Reliance on Untrusted Inputs in a Security Decision [7] 197 CWE-22 Improper Limitation of a Pathname to a Restricted Directory ('Path Traversal') [8] 194 CWE-434 Unrestricted Upload of File with Dangerous Type [9] 188 CWE-78 Improper Sanitization of Special Elements used in an OS Command ('OS Command Injection') [10] 188 CWE-311 Missing Encryption of Sensitive Data [11] 176 CWE-798 Use of Hard-coded Credentials [12] 158 CWE-805 Buffer Access with Incorrect Length Value [13] 157 CWE-98 Improper Control of Filename for Include/Require Statement in PHP Program ('PHP File Inclusion') [14] 156 CWE-129 Improper Validation of Array Index [15] 155 CWE-754 Improper Check for Unusual or Exceptional Conditions [16] 154 CWE-209 Information Exposure Through an Error Message [17] 154 CWE-190 Integer Overflow or Wraparound [18] 153 CWE-131 Incorrect Calculation of Buffer Size [19] 147 CWE-306 Missing Authentication for Critical Function [20] 146 CWE-494 Download of Code Without Integrity Check [21] 145 CWE-732 Incorrect Permission Assignment for Critical Resource [22] 145 CWE-770 Allocation of Resources Without Limits or Throttling [23] 142 CWE-601 URL Redirection to Untrusted Site ('Open Redirect') [24] 141 CWE-327 Use of a Broken or Risky Cryptographic Algorithm [25] 138 CWE-362 Race Condition Cross-site scripting and SQL injection are the 1-2 punch of security weaknesses in 2010. Even when a software package doesn't primarily run on the web, there's a good chance that it has a web-based management interface or HTML-based output formats that allow cross-site scripting. For data-rich software applications, SQL injection is the means to steal the keys to the kingdom. The classic buffer overflow comes in third, while more complex buffer overflow variants are sprinkled in the rest of the Top 25.

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  • Matrix Multiplication with C++ AMP

    - by Daniel Moth
    As part of our API tour of C++ AMP, we looked recently at parallel_for_each. I ended that post by saying we would revisit parallel_for_each after introducing array and array_view. Now is the time, so this is part 2 of parallel_for_each, and also a post that brings together everything we've seen until now. The code for serial and accelerated Consider a naïve (or brute force) serial implementation of matrix multiplication  0: void MatrixMultiplySerial(std::vector<float>& vC, const std::vector<float>& vA, const std::vector<float>& vB, int M, int N, int W) 1: { 2: for (int row = 0; row < M; row++) 3: { 4: for (int col = 0; col < N; col++) 5: { 6: float sum = 0.0f; 7: for(int i = 0; i < W; i++) 8: sum += vA[row * W + i] * vB[i * N + col]; 9: vC[row * N + col] = sum; 10: } 11: } 12: } We notice that each loop iteration is independent from each other and so can be parallelized. If in addition we have really large amounts of data, then this is a good candidate to offload to an accelerator. First, I'll just show you an example of what that code may look like with C++ AMP, and then we'll analyze it. It is assumed that you included at the top of your file #include <amp.h> 13: void MatrixMultiplySimple(std::vector<float>& vC, const std::vector<float>& vA, const std::vector<float>& vB, int M, int N, int W) 14: { 15: concurrency::array_view<const float,2> a(M, W, vA); 16: concurrency::array_view<const float,2> b(W, N, vB); 17: concurrency::array_view<concurrency::writeonly<float>,2> c(M, N, vC); 18: concurrency::parallel_for_each(c.grid, 19: [=](concurrency::index<2> idx) restrict(direct3d) { 20: int row = idx[0]; int col = idx[1]; 21: float sum = 0.0f; 22: for(int i = 0; i < W; i++) 23: sum += a(row, i) * b(i, col); 24: c[idx] = sum; 25: }); 26: } First a visual comparison, just for fun: The beginning and end is the same, i.e. lines 0,1,12 are identical to lines 13,14,26. The double nested loop (lines 2,3,4,5 and 10,11) has been transformed into a parallel_for_each call (18,19,20 and 25). The core algorithm (lines 6,7,8,9) is essentially the same (lines 21,22,23,24). We have extra lines in the C++ AMP version (15,16,17). Now let's dig in deeper. Using array_view and extent When we decided to convert this function to run on an accelerator, we knew we couldn't use the std::vector objects in the restrict(direct3d) function. So we had a choice of copying the data to the the concurrency::array<T,N> object, or wrapping the vector container (and hence its data) with a concurrency::array_view<T,N> object from amp.h – here we used the latter (lines 15,16,17). Now we can access the same data through the array_view objects (a and b) instead of the vector objects (vA and vB), and the added benefit is that we can capture the array_view objects in the lambda (lines 19-25) that we pass to the parallel_for_each call (line 18) and the data will get copied on demand for us to the accelerator. Note that line 15 (and ditto for 16 and 17) could have been written as two lines instead of one: extent<2> e(M, W); array_view<const float, 2> a(e, vA); In other words, we could have explicitly created the extent object instead of letting the array_view create it for us under the covers through the constructor overload we chose. The benefit of the extent object in this instance is that we can express that the data is indeed two dimensional, i.e a matrix. When we were using a vector object we could not do that, and instead we had to track via additional unrelated variables the dimensions of the matrix (i.e. with the integers M and W) – aren't you loving C++ AMP already? Note that the const before the float when creating a and b, will result in the underling data only being copied to the accelerator and not be copied back – a nice optimization. A similar thing is happening on line 17 when creating array_view c, where we have indicated that we do not need to copy the data to the accelerator, only copy it back. The kernel dispatch On line 18 we make the call to the C++ AMP entry point (parallel_for_each) to invoke our parallel loop or, as some may say, dispatch our kernel. The first argument we need to pass describes how many threads we want for this computation. For this algorithm we decided that we want exactly the same number of threads as the number of elements in the output matrix, i.e. in array_view c which will eventually update the vector vC. So each thread will compute exactly one result. Since the elements in c are organized in a 2-dimensional manner we can organize our threads in a two-dimensional manner too. We don't have to think too much about how to create the first argument (a grid) since the array_view object helpfully exposes that as a property. Note that instead of c.grid we could have written grid<2>(c.extent) or grid<2>(extent<2>(M, N)) – the result is the same in that we have specified M*N threads to execute our lambda. The second argument is a restrict(direct3d) lambda that accepts an index object. Since we elected to use a two-dimensional extent as the first argument of parallel_for_each, the index will also be two-dimensional and as covered in the previous posts it represents the thread ID, which in our case maps perfectly to the index of each element in the resulting array_view. The kernel itself The lambda body (lines 20-24), or as some may say, the kernel, is the code that will actually execute on the accelerator. It will be called by M*N threads and we can use those threads to index into the two input array_views (a,b) and write results into the output array_view ( c ). The four lines (21-24) are essentially identical to the four lines of the serial algorithm (6-9). The only difference is how we index into a,b,c versus how we index into vA,vB,vC. The code we wrote with C++ AMP is much nicer in its indexing, because the dimensionality is a first class concept, so you don't have to do funny arithmetic calculating the index of where the next row starts, which you have to do when working with vectors directly (since they store all the data in a flat manner). I skipped over describing line 20. Note that we didn't really need to read the two components of the index into temporary local variables. This mostly reflects my personal choice, in some algorithms to break down the index into local variables with names that make sense for the algorithm, i.e. in this case row and col. In other cases it may i,j,k or x,y,z, or M,N or whatever. Also note that we could have written line 24 as: c(idx[0], idx[1])=sum  or  c(row, col)=sum instead of the simpler c[idx]=sum Targeting a specific accelerator Imagine that we had more than one hardware accelerator on a system and we wanted to pick a specific one to execute this parallel loop on. So there would be some code like this anywhere before line 18: vector<accelerator> accs = MyFunctionThatChoosesSuitableAccelerators(); accelerator acc = accs[0]; …and then we would modify line 18 so we would be calling another overload of parallel_for_each that accepts an accelerator_view as the first argument, so it would become: concurrency::parallel_for_each(acc.default_view, c.grid, ...and the rest of your code remains the same… how simple is that? Comments about this post by Daniel Moth welcome at the original blog.

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  • Analyzing Memory Usage: Java vs C++ Negligible?

    - by Anthony
    How does the memory usage of an integer object written in Java compare\contrast with the memory usage of a integer object written in C++? Is the difference negligible? No difference? A big difference? I'm guessing it's the same because an int is an int regardless of the language (?) The reason why I asked this is because I was reading about the importance of knowing when a program's memory requirements will prevent the programmer from solving a given problem. What fascinated me is the amount of memory required for creating a single Java object. Take for example, an integer object. Correct me if I'm wrong but a Java integer object requires 24 bytes of memory: 4 bytes for its int instance variable 16 bytes of overhead (reference to the object's class, garbage collection info & synchronization info) 4 bytes of padding As another example, a Java array (which is implemented as an object) requires 48+bytes: 24 bytes of header info 16 bytes of object overhead 4 bytes for length 4 bytes for padding plus the memory needed to store the values How do these memory usages compare with the same code written in C++? I used to be oblivious about the memory usage of the C++ and Java programs I wrote, but now that I'm beginning to learn about algorithms, I'm having a greater appreciation for the computer's resources.

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  • Problem setting up DL360G5 with scsi RAID

    - by ernelli
    I have a problem with reinstalling OS on a DL360G5. The BIOS [F9] do not detect any disc controllers and the HP SmartSetup did not find any compatible controllers. Inside the server, the two SCSI disks are conncted to a RAID controller using BCM8603 chipset. How is disc contoller supposed to be setup? I have tried to do a full BIOS reset. EDIT At the moment we suspect that the Smart Array controller E200i/412205-001 is broken. Are there any status LED's that indicate failure or success during start up? At the moment all LED's are off.

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  • Overlap of the variable in mysql, my column are set to my query result

    - by foodil
    The question is not clear , let me clarify it: try{ $sql = ' SELECT UserID <==== (***********Used here for query ******) FROM user WHERE Rights != ?'; $stmt = $conn->prepare($sql); $stmt->execute(array('admin')); $result= $stmt->fetchAll(); } catch(PDOException $e) { die ($e->getMessage().'<a href="add.php"> Back</a>'); } foreach ($result as $set) { if ($set['UserID']==$_SESSION['username']) $rights='edit'; else {$rights=$_POST[$set['UserID']];} if (($rights != 'default' || $set['UserID']==$_SESSION['username']) && $_POST['public']==0 ) { $user=$set['UserID']; try { $query="INSERT INTO user_list(UserID <==== (***********Used here for insert ******),ListID,UserRights) VALUES ($user,$lastID,$rights)"; $stmt = $conn->prepare($query); $stmt->execute(); } catch(PDOException $e) { die ($e->getMessage().'<a href="add.php"> Back</a>'); $conn->rollBack(); } } } As you can see the UserID is a query result but it is also the column i need to insert, so when i insert into the table it will casued an error SQLSTATE[42S22]: Column not found: 1054 Unknown column 'UserA_ID' in 'field list' because the column is modify by my query result from: $query="INSERT INTO user_list(UserID,ListID,UserRights) VALUES ($user,$lastID,$rights)"; to: $query="INSERT INTO user_list(query_result_id,ListID,UserRights) VALUES ($user,$lastID,$rights)"; How to fix it ?Thank you.

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  • 8 Reasons to Attend Oracle OpenWorld 2012

    - by kgee
    Every year, the Oracle Hardware team recognizes the unique buzz that accompanies the season of OpenWorld. During the late nights kept possible by the grace of caffeine combined with the stress and eagerness for the event to run smoothly, we like to remind ourselves of why all our hard work is going to pay off. So, now that we've registered, here are some of our top reasons that we’re excited for Oracle OpenWorld 2012: The KeynotesJust to name a few...Larry Ellison, Mark Hurd, Thomas Kurian, John Fowler and many more are speaking live. We're expecting to walk away from the keynotes with a new frame of reference on a vast array of hot topics. NetworkingWhether it's through means of the OpenWorld Lounges, social media, or bars and cafes around Moscone Center, we'll be surrounded by people who are experts in the hardware field. Hardware SessionsThere are enough sessions to satisfy every Oracle hardware knowledge need. Hardware Experts in GeneralSo many experts that we wish we could be in two places at once sometimes. Pearl Jam & Kings of LeonRock out with these two legendary bands at the Oracle Appreciation Event! Oracle Music FestivalJoss Stone, Macy Gray, the Hives, and Jimmy Cliff will be welcome escapes at the end of each day at OpenWorld, and are just a couple more reasons these all nighters before OpenWorld are worth it. ORACLE TEAM USA and the America's Cup trophyAfter the sailors take on San Francisco Bay for Fleet Week, we’ll be soliciting them for autographs and taking pictures with them at OpenWorld. Location, Location, LocationThe Moscone Center is beautiful and in the best location in San Francisco. We know the OpenWorld hype will get to us sometimes, and it's nice to know that we have pretty much everything San Francisco has to offer at our finger tips. Why are you excited for #OOW? Tell us why!

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  • 284 GiB of data, 217.4 GiB of space

    - by Malfist
    I want to reinstall my OS, but I don't have the hard drive space to backup any more (I have a RAID 1 array, so I haven't done it for a while). In my /home I have 284.8 GiB of data, and I have a spare 250 GB (or 217.4 GiB) hard drive that I've been using for backup. What type of compression algorithm (if any) is capable of this type of compression? I don't care about the time, I have a quad core though, so something that utilizes all 4 cores would be great. I have tried 7zip with no success. Ran on one core for two days and failed because of lack of space. Any ideas?

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  • links for 2011-01-03

    - by Bob Rhubart
    Using Solaris zfs + iscsi targets with Oracle VM (Wim Coekaerts Blog) "I was playing with my Oracle VM setup and needed some shared storage that was block based. I did not have a storage array available but I did have a Solaris box, that I use for Oracle VDI, available." - Wim Coekaerts (tags: oracle otn solaris oraclevm virtualization) DanT's GridBlog: Oracle Grid Engine: Changes for a Bright Future at Oracle "Today, we are entering a new chapter in Oracle Grid Engine’s life. Oracle has been working with key members of the open source community to pass on the torch for maintaining the open source code base to the Open Grid Scheduler project hosted on SourceForge." - Dan Templeton (tags: oracle gridengine) Oracle Fusion Middleware Security: How do I secure my services? "I've been up early for a couple of days talking to a customer about how they should secure their services,' says Chris Johnson. "I'm going to tell you what I told them." (tags: oracle fusionmiddleware security) OldSpice your Innovation - Dangers of Status Quo E2.0 | Enterprise 2.0 Blogs "If organizations only leverage E2.0 technologies in a 'me too' fashion, they are essentially using a bucket to bail water from a leaking ship." - John Brunswick (tags: oracle enteprise2.0) The Aquarium: GlassFish in 2011 - What to expect A look into the Glassfish crystal ball... (tags: oracle glassfish) Andrejus Baranovskis's Blog: Fusion Middleware 11g Security - Retrieve Security Groups from ADF 11g Oracle ACE Director Andrejus Baranovskis shows you what to do when you need to access security information directly from an ADF 11g application. (tags: oracle otn fusionmiddleware security adf) @eelzinga: Book review : Oracle SOA Suite 11g R1 Developer's Guide "What I really liked in this book...was the compare/description of the Oracle Service Bus. The authors did a great job on describing functionality of components existing in the SOA Suite and how to model them in your own process." - Oracle ACE Eric ElZinga (tags: oracle oracleace soa bookreview soasuite)

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  • Dirt Cheap Bi-Directional Antenna Wirelessly Extends Your LAN

    - by Jason Fitzpatrick
    If you’re looking for an effective way to link remote LANs without the hassle of laying cable, this DIY bi-directional antenna is a quick (and cheap) method for bringing internet access to outbuildings and other locations. Tinker Danilo Larizza needed to share internet access between apartments that are relatively close together but not hardwired–ruling out simply sharing the access via existing LAN infrastructure. His solution combines a simple scrap wire antenna array mounted inside a plastic food bin (seen here with the cover removed to show the antenna) and some coaxial cable to link the antenna to two routers. Our favorite part about his build is that he constructed the pair to establish if the antenna setup would even work in his location and intended to buy commercial antennas if it did; his Tupperware models worked so well, however, they’re now the permanent solution. Hit up the link below for more information about the project. 2.4 Ghz Directive Biquad Antenna [via Hack A Day] How To Use USB Drives With the Nexus 7 and Other Android Devices Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder? Why Your Android Phone Isn’t Getting Operating System Updates and What You Can Do About It

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  • The best way to have a pointer to several methods - critique requested

    - by user827992
    I'm starting with a short introduction of what i know from the C language: a pointer is a type that stores an adress or a NULL the * operator reads the left value of the variable on its right and use this value as address and reads the value of the variable at that address the & operator generate a pointer to the variable on its right so i was thinking that in C++ the pointers can work this way too, but i was wrong, to generate a pointer to a static method i have to do this: #include <iostream> class Foo{ public: static void dummy(void){ std::cout << "I'm dummy" << std::endl; }; }; int main(){ void (*p)(); p = Foo::dummy; // step 1 p(); p = &(Foo::dummy); // step 2 p(); p = Foo; // step 3 p->dummy(); return(0); } now i have several questions: why step 1 works why step 2 works too, looks like a "pointer to pointer" for p to me, very different from step 1 why step 3 is the only one that doesn't work and is the only one that makes some sort of sense to me, honestly how can i write an array of pointers or a pointer to pointers structure to store methods ( static or non-static from real objects ) what is the best syntax and coding style for generating a pointer to a method?

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  • Linear Performance Scalability with HP San Solutions

    - by Berzemus
    Hi all, I need a San Solution with linear scalability in size as well as in performance. From what I know, with a Modular Smart Array solution such as the P2000/MSA-class solutions from HP, even with a dual controller initial node, I can only increase the size of it, as added nodes come controller-less, so overall performance tends to decrease. On the other hand, the P4000 (lefthand) family of solutions has each of it's nodes have it's own controller, and so when a node is added, storage capacity as well as performance increase. Am I right in all that I say, and is the P4000 the only solution, or have I forgotten something ?

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  • EMEA Analytics & Data Integration Oracle Partner Forum

    - by Mike.Hallett(at)Oracle-BI&EPM
    MONDAY 12TH NOVEMBER, 2012 IN LONDON (UK) For Oracle Partners across Europe, Middle East and Africa: come to hear the latest news from Oracle OpenWorld about Oracle BI & Data Integration, and propel your business growth as an Oracle partner. This event should appeal to BI or Data Integration specialised partners, Executives, Sales, Pre-sales and Solution architects: with a choice of participation in the plenary day and then a set of special interest (technical) sessions. The follow on breakout sessions from the 13th November provide deeper dives and technical training for those of you who wish to stay for more detailed and hands-on workshops. Keynote: Andrew Sutherland, SVP Oracle Technology Hot agenda items will include: The Fusion Middleware Stack: Engineered to work together A complete Analytics and Data Integration Solution Architecture: Big Data and Little Data combined In-Memory Analytics for Extreme Insight Latest Product Development Roadmap for Data Integration and Analytics Venue:  Oracles London CITY Moorgate Offices Places are limited, Register from this Link {see Register button at bottom right of page}. Note: Registration for the conference and the deeper dives and technical training is free of charge to OPN member Partners, but you will be responsible for your own travel and hotel expenses. Event Schedule During this event you can learn about partner success stories, participate in an array of break-out sessions, exchange information with other partners and enjoy a vibrant panel discussion. Nov. 12th  : Day 1 Main Plenary Session : Full day, starting 10.30 am.     Oracle Hosted Dinner in the Evening Nov. 13th  onwards Architecture Masterclass : IM Reference Architecture – Big Data and Little Data combined (1 day) BI-Apps Bootcamp  (4-days) Oracle GoldenGate workshop (1 day) Oracle Data Integrator and Oracle Enterprise Data Quality workshop (1 day)   For further information and detail download the Agenda (pdf) or contact Michael Hallett at [email protected].

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  • Firmware/driver for Broadcom wifi card, PowerBook G4 running Ubuntu 12.04 [duplicate]

    - by user107831
    This question already has an answer here: How to Install Broadcom Wireless Drivers 40 answers This is my first time working with Ubuntu (or Linux), so please be patient. I am running Ubuntu 12.04-powerpc "Precise Pangolin" on a Mac PowerBook G4 with 1.67GHz processor. The firmware/driver for the wifi card is missing. For reasons not worth explaining, I cannot physically plug the computer into the network. I have another computer, a MacBook Pro running OSX, from which I can download files and port them by USB thumb drive. The wifi card in the PowerBook G4 is by Broadcom. The chip is BCM4306, rev. 3. The PCI number is 14e4:4302. I have downloaded b43-fwcutter_015-14_powerpc.deb and dropped it into the Home folder on the Ubuntu machine. However, it will not install. When I double-click, it opens with Ubuntu SoftwareCenter, but the "Install" button is inactive: I can't click it. There's a message beside the inactive button saying, "An older version of 'b43-fwcutter' is available in your normal software channels. Only install this file if you trust the origin." If I "right-click" the .deb file and open with Archive Manager, it shows me the "DEBIAN" and "usr" folders, but I'm unsure what to do from there...and fairly certain this is not the right way to do things. Maybe I have the wrong version of b43-fwcutter for my machine/version of Ubuntu? The documentation for this problem is a mess. It refers to all sorts of out-of-date Ubuntu versions and to an array of different "cutter" and firmware files. Maybe I'd be able to figure this out if I were a more seasoned Ubuntu user, but I have no idea why Sofware Center won't let me do the install. I would be VERY grateful for an explanation of how to get the wifi card working on this machine again. Thank you!

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  • Compressing 2D level data

    - by Lucius
    So, I'm developing a 2D, tile based game and a map maker thingy - all in Java. The problem is that recently I've been having some memory issues when about 4 maps are loaded. Each one of these maps are composed of 128x128 tiles and have 4 layers (for details and stuff). I already spent a good amount of time searching for solutions and the best thing I found was run-length enconding (RLE). It seems easy enough to use with static data, but is there a way to use it with data that is constantly changing, without a big drop in performance? In my maps, supposing I'm compressing the columns, I would have 128 rows, each with some amount of data (hopefully less than it would be without RLE). Whenever I change a tile, that whole row would have to be checked and I'm affraid that would slow down too much the production (and I'm in a somewhat tight schedule). Well, worst case scenario I work on each map individually, and save them using RLE, but it would be really nice if I could avoind that. EDIT: What I'm currently using to store the data for the tiles is a 2D array of HashMaps that use the layer as key and store the id of the tile in that position - like this: private HashMap< Integer, Integer [][]

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  • Solution for storing sata drives outside of case

    - by Jeffrey Kevin Pry
    I have a system that has 8 sata disks in a software raid 5 array using mdadm. My issue is that I want to move the drives from inside of the computer case in order to cool more efficiently. I have looked all over the web and only seem to find enclosures that hide the drives connectors behind an estata port or some other internal raid controller. Basically what I want is an enclosure or equivalent that I can run independent sata cables to and either power as well, or have it have its own power supply. I have the sata ports on the motherboard available and don't want to limit io by using one port with a multiplier or the like. One final caveat, I am a college student on a budget and don't have a fortune to spend on such an enclosure. Thanks in advance for your help and advice.

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  • Remote RAID Control in ESXi on a Dell PowerEdge 2950 Using OpenManage

    - by yoyomommy
    I was wondering how one can add a drive into an existing RAID array while ESXi is still running. I have read that you are able to use Dell OpenManage to do this. I have installed OMSA 7.0 on the VMWare ESXi host (5.0 and fully updated) and I've installed OpenManage Essentials on a Windows Server 2008 R2 guest. The issue that I'm having is that OpenManage is unable to see my RAID controller. I have seen videos and photos as parts of guides on how to do this online, so I would assume that the functionality exists and I just have it set up wrong.

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