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  • Mysterious Windows 7 slowdown problem

    - by cletus
    I have a fairly beefy machine: Intel Q9450 8GB DDR2800 (4x2) Intel X25-M G2 80GB SSD Several other hard drives Windows 7 Ultimate 64 In the last month I've gotten a mysterious slowdown problem. When I start my IDE (IntelliJ IDEA) it usually takes about 20 seconds on the SSD. If my machine has been on for a day or two (as far as I can tell this is the only pattern) and I try to start the IDE, it brings my machine to a halt. CPU usage goes up to 25% per core (so it's basically 100% usage) and it takes up to 5 minutes to start. Other things I've noticed: iTunes will start to skip and stutter (my music is running off a second hard drive). The only persistent things I'm running are: AVG Anti-Virus Spybot (the slowdown predates this) Hamachi and Murmur (again the slowdown predates this) Apple Airport Base Agent HP OfficeJet 8500 driver/manager The browser I use is Chrome. I can't think why that'd be relevant but it's always on so I thought I'd mention it. When this happens I can't see a reason for it in the process list. No CPU hogs. No spikes in IO activity that I can see. Basically I'm at a loss to explain it and need to reboot, at which point everything returns to normal (for awhile). FWIW the Intel SSD is about 75-80% full. I know being too full can really degrade performance. I don't believe that's the issue here. Does anyone have any ideas on what I can do to fix this or at least help find what's going wrong? This same machine (sans SSD) could run Win XP and stay up fine for a month or two.

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  • Chipset GPU causes a massive slowdown

    - by zyboxenterprises
    My AMD Radeon HD 7700 recently broke (fan stopped working and GPU overheated), and now I'm running on internal chipset graphics, and it causes a massive slowdown of the whole PC. I've changed the graphics memory from 32MB (minimum) to 256MB (highest), and it hasn't made any difference whatsoever. I'm using Windows Aero, and disabling it should have made a small difference, but it didn't; the whole PC is still slow. I know that it's not the computer build, because I built it myself, and it was a lot faster when it had the AMD Radeon HD 7700 in it, which is the reason why I believe it's the internal chipset graphics that are causing the problem. Is this behavior normal? I don't have the cash right now to go out and buy a new dedicated GPU. I'm using an ASRock N68C-GS FX motherboard with an AMD FX 4100 (overclocked to 4.3GHZ), with 4GB RAM. The overclock was an attempt to resolve this issue, and it isn't related to this issue that the integrated graphics is causing a slowdown.

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  • web service slowdown

    - by user238591
    Hi, I have a web service slowdown. My (web) service is in gsoap & managed C++. It's not IIS/apache hosted, but speaks xml. My client is in .NET The service computation time is light (<0.1s to prepare reply). I expect the service to be smooth, fast and have good availability. I have about 100 clients, response time is 1s mandatory. Clients have about 1 request per minute. Clients are checking web service presence by tcp open port test. So, to avoid possible congestion, I turned gSoap KeepAlive to false. Until there everything runs fine : I bearly see connections in TCPView (sysinternals) New special synchronisation program now calls the service in a loop. It's higher load but everything is processed in less 30 seconds. With sysinternals TCPView, I see that about 1 thousands connections are in TIME_WAIT. They slowdown the service and It takes seconds for the service to reply, now. Could it be that I need to reset the SoapHttpClientProtocol connection ? Someone has TIME_WAIT ghosts with a web service call in a loop ?

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  • Slowdown after repeated hibernation in XP SP3

    - by John
    I have a Dell laptop w/dual core and 4 gigs of memory. Recently my machine has started to go off in never never land for 5 to 20 minutes at a time with a lot of hard drive churning. Eventually it comes back and everything operates properly. If I manage to have task manager up CPU usage shows no more then 3 to 5% during this process. I am on a corporate network and have very good virus protection in place. The problem seems to have increased in frequency since I let an update happen to IE8 and/or I started using hibernate more frequently. Any ideas or suggestions? TIA J

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  • Screen flicker -> Severe System Slowdown?

    - by Adam Robinson
    I'm using a Dell D830 laptop, and over the last few weeks it's been developing a very irritating screen flicker problem that leads to the system slowing down almost to the point of unusability. At seemingly random times (no commonality between how long the system has been running, what I was doing, what applications were open, etc.) my screen (I use two external LCD's with the laptop closed in a dock) flickers for a moment, then the system becomes incredibly slow. The screen redraws painfully slowly--almost like what you might expect to see with generic graphics drivers installed--and the entire system is maddeningly unresponsive. The only thing that seems to be able to correct the issue is a restart. I've checked the event logs and nothing out of the ordinary is there, and definitely nothing that's common to all of the events. I'm running XP Pro SP2. Any ideas?

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  • Slowdown upon router/modem setup change

    - by Ollie Saunders
    I’ve been using a Belkin FSD7632-4 modem router to connect to my TalkTalk provided ADSL internet connection for some time and been pretty happy with it. Recently, however, the connection has been failing and I decided to get a ASUS RT-N16 instead, which is also a much more capable router generally. The ASUS RT-N16 doesn’t come with a modem built-in so I purchased as Zoom modem as well. I’ve set them both up and am using them to post this message. But I’m a bit miffed to find that I get a significantly and consistently slower downstream rate from the new configuration than with the old Belkin. Belkin modem router: downstream: 3.45 mbps upstream: 0.73 mbps ASUS router + Zoom modem: downstream: 2.71 mbps upstream: 0.66 mbps Any ideas why this is? The really weird thing about this is that the Zoom supports ADSL2 and ADSL2+ but I don’t think the old Belkin does. At first I thought it might be due to the Zoom modem being limited to PPPoE instead of PPPoA, which my ISP supports, but then I tried using PPPoE with the Belkin and that still gave a high speed. I’m using VC-Mux encapsulation with both. VPI of 0 and VCI of 38. I pulled this data off the Zoom: Mode: ADSL2 Line Coding: Trellis On Status: No Defect Link Power State: L0 Downstream Upstream SNR Margin (dB): 12.3 11.8 Attenuation (dB): 43.0 24.9 Output Power (dBm): 12.9 0.0 Attainable Rate (Kbps): 3936 844 Rate (Kbps): 3194 840 MSGc (number of bytes in overhead channel message): 59 10 B (number of bytes in Mux Data Frame): 99 14 M (number of Mux Data Frames in FEC Data Frame): 2 16 T (Mux Data Frames over sync bytes): 1 8 R (number of check bytes in FEC Data Frame): 8 8 S (ratio of FEC over PMD Data Frame length): 1.9833 9.0594 L (number of bits in PMD Data Frame): 839 219 D (interleaver depth): 32 2 Delay (msec): 15 4 Super Frames: 15808 14078 Super Frame Errors: 0 4294967232 RS Words: 513778 111753 RS Correctable Errors: 126 4294967238 RS Uncorrectable Errors: 0 N/A HEC Errors: 0 4294967279 OCD Errors: 0 0 LCD Errors: 0 0 Total Cells: 1920175 237597 Data Cells: 205993 392 Bit Errors: 0 0 Total ES: 0 0 Total SES: 0 0 Total UAS: 34 0

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  • Server slowdown

    - by Clinton Bosch
    I have a GWT application running on Tomcat on a cloud linux(Ubuntu) server, recently I released a new version of the application and suddenly my server response times have gone from 500ms average to 15s average. I have run every monitoring tool I know. iostat says my disks are 0.03% utilised mysqltuner.pl says I am OK other see below top says my processor is 99% idle and load average: 0.20, 0.31, 0.33 memory usage is 50% (-/+ buffers/cache: 3997 3974) mysqltuner output [OK] Logged in using credentials from debian maintenance account. -------- General Statistics -------------------------------------------------- [--] Skipped version check for MySQLTuner script [OK] Currently running supported MySQL version 5.1.63-0ubuntu0.10.04.1-log [OK] Operating on 64-bit architecture -------- Storage Engine Statistics ------------------------------------------- [--] Status: +Archive -BDB -Federated +InnoDB -ISAM -NDBCluster [--] Data in MyISAM tables: 370M (Tables: 52) [--] Data in InnoDB tables: 697M (Tables: 1749) [!!] Total fragmented tables: 1754 -------- Security Recommendations ------------------------------------------- [OK] All database users have passwords assigned -------- Performance Metrics ------------------------------------------------- [--] Up for: 19h 25m 41s (1M q [28.122 qps], 1K conn, TX: 2B, RX: 1B) [--] Reads / Writes: 98% / 2% [--] Total buffers: 1.0G global + 2.7M per thread (500 max threads) [OK] Maximum possible memory usage: 2.4G (30% of installed RAM) [OK] Slow queries: 0% (1/1M) [OK] Highest usage of available connections: 34% (173/500) [OK] Key buffer size / total MyISAM indexes: 16.0M/279.0K [OK] Key buffer hit rate: 99.9% (50K cached / 40 reads) [OK] Query cache efficiency: 61.4% (844K cached / 1M selects) [!!] Query cache prunes per day: 553779 [OK] Sorts requiring temporary tables: 0% (0 temp sorts / 34K sorts) [OK] Temporary tables created on disk: 4% (4K on disk / 102K total) [OK] Thread cache hit rate: 84% (185 created / 1K connections) [!!] Table cache hit rate: 0% (256 open / 27K opened) [OK] Open file limit used: 0% (20/2K) [OK] Table locks acquired immediately: 100% (692K immediate / 692K locks) [OK] InnoDB data size / buffer pool: 697.2M/1.0G -------- Recommendations ----------------------------------------------------- General recommendations: Run OPTIMIZE TABLE to defragment tables for better performance MySQL started within last 24 hours - recommendations may be inaccurate Enable the slow query log to troubleshoot bad queries Increase table_cache gradually to avoid file descriptor limits Variables to adjust: query_cache_size (> 16M) table_cache (> 256)

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  • Exceptional slowdown of robocopy copying from VM to DFS array

    - by user1588867
    I've got an old win 2003 VM (VMware) on a blade cluster of VMs that I'm moving a considerable amount of files to our new DFS array. There are two main folders with about 1.7 million and half a million smaller files (letters, memos, and other smaller files) respectively. Total size is ~420 GB and ~100 GB. We're using the gui version of robocopy on the server to copy the files. We had initiated a file copy about a month ago to test the process and found that it was taking around 4 hours for the large file. Now that I'm in the process of actually switching the files over it has been taking 18-20 hours. Nothing has changed on the server side and nothing has changed on the settings of the copy (no logs, 1 retry with a wait of 1 second). Our intent is to shut off the share and force the copy over again to get all the files that have been left out of the copy due to being locked by users. I can't take a 20 hour outage to do that though. Does anyone have any theories about what could be causing such a delay for robocopy compared to previously shorter runs?

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  • bottle.py on EC2 micro instance causes 2 order of magnitude slowdown

    - by user61633
    Cross-posted from StackOverflow: I wrote a little toy script to solve this type of game, and put it on my new micro EC2 instance. It works perfectly, but while it takes around 0.5 seconds to run a local version, and takes under 0.5 seconds to run both the local and the bottle.py version on my home computer, running the bottle.py version on the EC2 instance takes over 2 minutes. Python has the cpu pegged at 99% the entire time. Only 7.4% memory usage, consistently, and no swapping. The only guess I have is initialization time for bottle.py on EC2, but if it were that, why would it be ~200x faster on my own computer with bottle.py?

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  • Gradual memory leak and slowdown in loop

    - by Benji XVI
    I have a simple foundation tool that exports every frame of a movie as a .tiff file. Here is the relevant code: NSString* movieLoc = [NSString stringWithCString:argv[1]]; QTMovie *sourceMovie = [QTMovie movieWithFile:movieLoc error:nil]; int i=0; while (QTTimeCompare([sourceMovie currentTime], [sourceMovie duration]) != NSOrderedSame) { // save image of movie to disk NSAutoreleasePool *arp = [[NSAutoreleasePool alloc] init]; NSString *filePath = [NSString stringWithFormat:@"/somelocation_%d.tiff", i++]; NSData *currentImageData = [[sourceMovie currentFrameImage] TIFFRepresentation]; [currentImageData writeToFile:filePath atomically:NO]; NSLog(@"%@", filePath); [sourceMovie stepForward]; [arp release]; } [pool drain]; return 0; As you can see, in order to prevent very large memory buildups with the various transparently-autoreleased variables in the loop, we create, and flush, an autoreleasepool with every run through the loop. However, over the course of stepping through a movie, the amount of memory used by the program still gradually increases, and the speed at which frames are processed drops precipitously. (From ~0.5 seconds per frame at the start, to ~2 seconds per frame by the 250th frame.) The only thing I can think can be causing the gradual memory leak is a buildup of the NSAutoreleasePool objects themselves. Am I right in thinking they will only be deallocated when the outer pool is released? If so, is there a better memory management solution here? Creating a pool every run through the loop seems a little hacky. And if not, what is causing the slow memory leak? (It is not NSStrings, and much too slow to be NSImages or NSDatas.) And what could be causing the slowdown?

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  • call addsubview again causes slowdown

    - by Tom
    hi guys, i am writing a little music-game for the iphone. I am almost done, this is the only issue which keeps me from rolling it out. any help to solve this is much appreciated. this is what i do: at my appDelegate I add my menu-view-screen to the window. the menu-view-screen acts as a container and controls which view gets presented to the user. means, on the menu-view-screen I got 4 buttons (new game, options, faq, highscore). when the user clicks on a button something as this happens: if (self.gameViewController == nil) { GameViewController *viewController = [[GameViewController alloc] initWithNibName:@"GameViewController" bundle:nil]; self.gameViewController = viewController; [viewController release]; } [self.view addSubview:self.gameViewController.view]; [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(handleSwitchViewNotificationFromGameView:) name:@"SwitchView" object:gameViewController]; when the user returns to the menu, this piece of code gets executed: [[NSNotificationCenter defaultCenter] removeObserver:self]; [self.gameViewController viewWillDisappear:YES]; [self.gameViewController.view removeFromSuperview]; this works fine for all screens but not for the gamescreen(well this is the only one with heaps of user-interaction) means the responsiveness of the iphone(when playing tones) gets really slow. The performance is fine when I display the gameview for the first time. it starts getting slower as soon as I add it to the menu-views-container-subviews again (addsubview) (basically open up a new game) any ideas what causes(or to get around) this? thanks heaps Best regards Tom

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  • WebView with NSShadow slowdown

    - by Rodrigo
    I have a webview that shows some animated boxes, but it slows down and lags horribly when I put a drop shadow in the view. Without the shadow, the webview contents animate smoothly. I achieved a similar effect as safari/chrome when you do a elastic scroll with the touchpad. Looks nice! But doesnt run as smooth as in my inspirations. Here is the snippet of the shadow setting: NSShadow *dropShadow = [[NSShadow alloc] init]; [dropShadow setShadowColor:[NSColor blackColor]]; [dropShadow setShadowOffset:NSMakeSize(0, 0)]; [dropShadow setShadowBlurRadius:5.0]; [webview setWantsLayer: YES]; [webview setShadow: dropShadow]; [dropShadow release]; -- My question is: How can I work around this problem?

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  • Visual C++ function suddenly 170 ms slower (4x longer)

    - by Mikael
    For the past few months I've been working on a Visual C++ project to take images from cameras and process them. Up until today this has taken about 65 ms to update the data but now it has suddenly increased significantly. What happens is: I launch my program and for the first 30 or so iterations it performs as expected, then suddenly the loop time increases from 65 ms to 250 ms. The odd thing is, after timing each function I found out that the part of the code which is causing the slowdown is fairly basic and has not been modified in over a month. The data which goes into it is unchanged and identical every iteration but the execution time which is initially less than 1 ms suddenly increases to 170 ms while the rest of the code is still performing as expected (time-wise). Basically, I am calling the same function over and over, for the first 30 calls it performs as it should, after that it slows down for no apparent reason. It might also be worth noting that it is a sudden change in execution time, not a gradual increase. What could be causing this? The code is leaking some memory (~50 kb/s) but not nearly enough to warrant a sudden 4x slowdown. If anyone has any ideas I'd love to hear them!

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  • Visual C++ function suddenly 170x slower

    - by Mikael
    For the past few months I've been working on a Visual C++ project to take images from cameras and process them. Up until today this has taken about 65 ms to update the data but now it has suddenly increased significantly. What happens is: I launch my program and for the first 30 or so iterations it performs as expected, then suddenly the loop time increases from 65 ms to 250 ms. The odd thing is, after timing each function I found out that the part of the code which is causing the slowdown is fairly basic and has not been modified in over a month. The data which goes into it is unchanged and identical every iteration but the execution time which is initially less than 1 ms suddenly increases to 170 ms while the rest of the code is still performing as expected (time-wise). Basically, I am calling the same function over and over, for the first 30 calls it performs as it should, after that it slows down for no apparent reason. It might also be worth noting that it is a sudden change in execution time, not a gradual increase. What could be causing this? The code is leaking some memory (~50 kb/s) but not nearly enough to warrant a sudden 4x slowdown. If anyone has any ideas I'd love to hear them!

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  • Let system time determine animation speed, not program FPS

    - by Anders
    I'm writing a card game in ActionScript 3. Each card is represented by an instance of a class extending movieclip exported from Flash CS4 that contains the card graphics and a flip animation. When I want to flip a card I call gotoAndPlay on this movieclip. When the frame rate slows down all animations take longer to finish. It seems Flash will by default animate movieclips in a way that makes sure all frames in the clip will be drawn. Therefor, when the program frame rate goes below the frame rate of the clip, the animation will be played at a slower pace. I would like to have an animation always play at the same speed and as a consequence always be shown on the screen for the same amount of time. If the frame rate is too slow to show all frames, frames are dropped. Is is possible to tell Flash to animate in this way? If not, what is the easiest way to program this behavior myself?

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  • How do I slow down a flash game?

    - by dsaccount1
    Basically the objective is to click on certain targets, which upon doing so would destroy the target and garner you points. I've written a macro to help me until the point where its impossible to even see the target more than a mere flicker, (maybe even less than that, i cant see it with my eyes). But its possible because i believe others have done so. (Maybe on slower comps?) Anyway the question is, how would it be possible to slow down the flash game? I've thought of a couple of ways that could work but i'm not sure how to implement them. 1. Slow down the cpu speed? (smth like that? how?) 2. As the game progress the time the targets appear and stay up is reduced. Maybe theres a variable controlling all of this, isit possible to modify the address of this variable? freeze it or smth? Any ideas, suggestions and especially advice would really be appreciated, thanks!

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  • C# slowdown while creating a bitmap - calculating distances from a large List of places for each pixel

    - by user576849
    I'm creating a graphic of the glow of lights above a geographic location based upon Walkers Law: Skyglow=0.01*Population*DistanceFromCenter^-2.5 I have a CSV file of places with 66,000 records using 5 fields (id,name,population,latitude,longitude), parsed on the FormLoad event and stored it in: List<string[]> placeDataList Then I set up nested loops to fill in a bitmap using SetPixel. For each pixel on the bitmap, which represents a coordinate on a map (latitude and longitude), the program loops through placeDataList – calculating the distance from that coordinate (pixel) to each place record. The distance (along with population) is used in a calculation to find how much cumulative sky glow is contributed to the coordinate from each place record. So, for every pixel, 66,000 distance calculations must be made. The problem is, this is predictably EXTREMELY slow – on the order of one line of pixels per 30 seconds or so on a 320 pixel wide image. This is unrelated to SetPixel, which I know is also slow, because the speed is similarly slow when adding the distance calculation results to an array. I don’t actually need to test all 66,000 records for every pixel, only the records within 150 miles (i.e. no skyglow is contributed to a coordinate from a small town 3000 miles away). But to find which records are within 150 miles of my coordinate I would still need to loop through all the records for each pixel. I can't use a smaller number of records because all 66,000 places contribute to skyglow for SOME coordinate in my map as it loops. This seems like a Catch-22, so I know there must be a better method out there. Like I mentioned, the slowdown is related to how many calculations I’m making per pixel, not anything to do with the bitmap. Any suggestions? private void fillPixels(int width) { Color pixelColor; int pixel_w = width; int pixel_h = (int)Math.Floor((width * 0.424088664)); Bitmap bmp = new Bitmap(pixel_w, pixel_h); for (int i = 0; i < pixel_h; i++) for (int j = 0; j < pixel_w; j++) { pixelColor = getPixelColor(i, j); bmp.SetPixel(j, i, pixelColor); } bmp.Save("Nightfall", System.Drawing.Imaging.ImageFormat.Jpeg); pictureBox1.Image = bmp; MessageBox.Show("Done"); } private Color getPixelColor(int height, int width) { int c; double glow,d,cityLat,cityLon,cityPop; double testLat, testLon; int size_h = (int)Math.Floor((size_w * 0.424088664)); ; testLat = (height * (24.443136 / size_h)) + 24.548874; testLon = (width * (57.636853 / size_w)) -124.640767; glow = 0; for (int i = 0; i < placeDataList.Count; i++) { cityPop=Convert.ToDouble(placeDataList[i][2]); cityLat=Convert.ToDouble(placeDataList[i][3]); cityLon=Convert.ToDouble(placeDataList[i][4]); d = distance(testLat, testLon, cityLat, cityLon,"M"); if(d<150) glow = glow+(0.01 * cityPop * Math.Pow(d, -2.5)); } if (glow >= 1) glow=1; c = (int)Math.Ceiling(glow * 255); return Color.FromArgb(c, c, c); }

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  • How to avoid geometric slowdown with large Linq transactions?

    - by Shaul
    I've written some really nice, funky libraries for use in LinqToSql. (Some day when I have time to think about it I might make it open source... :) ) Anyway, I'm not sure if this is related to my libraries or not, but I've discovered that when I have a large number of changed objects in one transaction, and then call DataContext.GetChangeSet(), things start getting reaalllly slooowwwww. When I break into the code, I find that my program is spinning its wheels doing an awful lot of Equals() comparisons between the objects in the change set. I can't guarantee this is true, but I suspect that if there are n objects in the change set, then the call to GetChangeSet() is causing every object to be compared to every other object for equivalence, i.e. at best (n^2-n)/2 calls to Equals()... Yes, of course I could commit each object separately, but that kinda defeats the purpose of transactions. And in the program I'm writing, I could have a batch job containing 100,000 separate items, that all need to be committed together. Around 5 billion comparisons there. So the question is: (1) is my assessment of the situation correct? Do you get this behavior in pure, textbook LinqToSql, or is this something my libraries are doing? And (2) is there a standard/reasonable workaround so that I can create my batch without making the program geometrically slower with every extra object in the change set?

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  • Predicting advantages of database denormalization

    - by Janus Troelsen
    I was always taught to strive for the highest Normal Form of database normalization, and we were taught Bernstein's Synthesis algorithm to achieve 3NF. This is all very well and it feels nice to normalize your database, knowing that fields can be modified while retaining consistency. However, performance may suffer. That's why I am wondering whether there is any way to predict the speedup/slowdown when denormalizing. That way, you can build your list of FD's featuring 3NF and then denormalize as little as possible. I imagine that denormalizing too much would waste space and time, because e.g. giant blobs are duplicated or it because harder to maintain consistency because you have to update multiple fields using a transaction. Summary: Given a 3NF FD set, and a set of queries, how do I predict the speedup/slowdown of denormalization? Link to papers appreciated too.

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  • Emulating old-school sprite flickering (theory and concept)

    - by Jeffrey Kern
    I'm trying to develop an oldschool NES-style video game, with sprite flickering and graphical slowdown. I've been thinking of what type of logic I should use to enable such effects. I have to consider the following restrictions if I want to go old-school NES style: No more than 64 sprites on the screen at a time No more than 8 sprites per scanline, or for each line on the Y axis If there is too much action going on the screen, the system freezes the image for a frame to let the processor catch up with the action From what I've read up, if there were more than 64 sprites on the screen, the developer would only draw high-priority sprites while ignoring low-priority ones. They could also alternate, drawing each even numbered sprite on opposite frames from odd numbered ones. The scanline issue is interesting. From my testing, it is impossible to get good speed on the XBOX 360 XNA framework by drawing sprites pixel-by-pixel, like the NES did. This is why in old-school games, if there were too many sprites on a single line, some would appear if they were cut in half. For all purposes for this project, I'm making scanlines be 8 pixels tall, and grouping the sprites together per scanline by their Y positioning. So, dumbed down I need to come up with a solution that.... 64 sprites on screen at once 8 sprites per 'scanline' Can draw sprites based on priority Can alternate between sprites per frame Emulate slowdown Here is my current theory First and foremost, a fundamental idea I came up with is addressing sprite priority. Assuming values between 0-255 (0 being low), I can assign sprites priority levels, for instance: 0 to 63 being low 63 to 127 being medium 128 to 191 being high 192 to 255 being maximum Within my data files, I can assign each sprite to be a certain priority. When the parent object is created, the sprite would randomly get assigned a number between its designated range. I would then draw sprites in order from high to low, with the end goal of drawing every sprite. Now, when a sprite gets drawn in a frame, I would then randomly generate it a new priority value within its initial priority level. However, if a sprite doesn't get drawn in a frame, I could add 32 to its current priority. For example, if the system can only draw sprites down to a priority level of 135, a sprite with an initial priority of 45 could then be drawn after 3 frames of not being drawn (45+32+32+32=141) This would, in theory, allow sprites to alternate frames, allow priority levels, and limit sprites to 64 per screen. Now, the interesting question is how do I limit sprites to only 8 per scanline? I'm thinking that if I'm sorting the sprites high-priority to low-priority, iterate through the loop until I've hit 64 sprites drawn. However, I shouldn't just take the first 64 sprites in the list. Before drawing each sprite, I could check to see how many sprites were drawn in it's respective scanline via counter variables . For example: Y-values between 0 to 7 belong to Scanline 0, scanlineCount[0] = 0 Y-values between 8 to 15 belong to Scanline 1, scanlineCount[1] = 0 etc. I could reset the values per scanline for every frame drawn. While going down the sprite list, add 1 to the scanline's respective counter if a sprite gets drawn in that scanline. If it equals 8, don't draw that sprite and go to the sprite with the next lowest priority. SLOWDOWN The last thing I need to do is emulate slowdown. My initial idea was that if I'm drawing 64 sprites per frame and there's still more sprites that need to be drawn, I could pause the rendering by 16ms or so. However, in the NES games I've played, sometimes there's slowdown if there's not any sprite flickering going on whereas the game moves beautifully even if there is some sprite flickering. Perhaps give a value to each object that uses sprites on the screen (like the priority values above), and if the combined values of all objects w/ sprites surpass a threshold, introduce the sprite flickering? IN CONCLUSION... Does everything I wrote actually sound legitimate and could work, or is it a pipe dream? What improvements can you all possibly think with this game programming theory of mine?

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  • Computers on network crashing

    - by Phil Cross
    We have recently upgraded our network to Windows 7 clients with Windows server 2008 servers. The upgrade was completed by the end of September and until now has been fine (apart from the minor bugs). Recently (within the last 2 weeks) we've notice all computers on the network (around 1000) start to slow down to the point their unusable. It starts at about 08:45 and finishes at 09:15. Because of this, we think something may be broadcasting across the network. This happens every day, between these times. I cant use my computer at all at the slowdown peak, and looking at task managers performance graphs, Physical memory is hovering around 35% and CPU usage is at 0-10% (idle) yet still crashing. I've looked on DHCPs server log and cant see anything which stands out. The only change we made prior to the slowdown was installing adobe CS6 on some computers, however the slowdown affects computers without CS6. We have 2 physical machines, each with around 5-7 virtual machines running on them with ample memory. Does anyone have any suggestions as to what we can do to narrow down whats causing the crashes? Any help, suggestions or advice would be appreciated.

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  • SMB2 traffic crashes network?

    - by Phil Cross
    We've been having significant network slowdown issues over the past few weeks, primarily on a Friday morning. We run Windows 7 client machines, with Windows Server 2008 R2 servers. What generally happens is the network starts to slow down massively at 08:55 and resumes normal speeds at around 09:20 This affects everything on the network from logging on, resetting passwords, opening programs and files etc. On my client machine, Physical Memory usage remains at around 40% (normal) and CPU usage hovers around 0-10% idle. The servers show memory usage spikes massively and remains quite intense during the times mentioned above. I have taken several wireshark captures, both during the slowdown and when the network operates fine. One of the main things I noticed is the increase in SMB2 entries in the wireshark log during the slowdown. Record Time Source Destination Protocol Length Info 382 3.976460000 10.47.35.11 10.47.32.3 SMB2 362 Create Request File: pcross\My Documents 413 4.525047000 10.47.35.11 10.47.32.3 SMB2 146 Close Request File: pcross\My Documents 441 5.235927000 10.47.32.3 10.47.35.11 SMB2 298 Create Response File: pcross\My Documents\Downloads 442 5.236199000 10.47.35.11 10.47.32.3 SMB2 260 Find Request File: pcross\My Documents\Downloads SMB2_FIND_ID_BOTH_DIRECTORY_INFO Pattern: *;Find Request File: pcross\My Documents\Downloads SMB2_FIND_ID_BOTH_DIRECTORY_INFO Pattern: * 573 6.327634000 10.47.35.11 10.47.32.3 SMB2 146 Close Request File: pcross\My Documents\Downloads 703 7.664186000 10.47.35.11 10.47.32.3 SMB2 394 Create Request File: pcross\My Documents\Downloads\WestlandsProspectus\P24 __ P21.pdf These are some of the SMB2 records from a list of a couple of hundred which original from my computer with a destination of the fileserver. One of the interesting things to note is the last entry in the examples above is for a PDF file. That file was not open anywhere on my computer, or on anyone elses. No folders with the files in were open either. When I took another capture when the network was running fine, there were hardly any SMB2 entries, and the ones that were displayed were mainly from Wireshark. We currently have around 800 computers, 90 Macs and 200 Laptops and Netbooks. Our concern is if this traffic is happening on my computer, is it happening on other computers, and if so, would those computers be adding to the slow network issues? Again, this only happens during certain times. We're pretty sure its not the our antivirus. Is there anything to narrow down whats initializing this SMB traffic during the particular times? Or if anyone has any extra advice, or links to resources it would be appreciate.

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  • Vlan and Switch setting - dummy

    - by Andras Sebestyen
    I need to speak tomorrow the network engineer and I would like to understand his so apologise for the Dummy question: In the school we have a cab with a 24 port Netgear manageable switch with an admin and curriculum VLAN settings. Usually, as I over heard, in the morning and around 4.30pm there are a slowdown period on the computers which connect to this switch. No one could track this back yet. Questions: What is the best way to track back this slowdown Would it be a temporary solution to physical separate the two network with 2 switches If that would work how can I link them together to be able to see the curriculum from the admin side. Do I need an extra router then? Too many questions but I have no clue where to start and the gentleman will be paid by hours... can you see where I am coming from?:) Could you guide me in the right direction please? Any comment would be appreciated and please send links if you down vote the question:)

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  • measuring performance - using real clicks vs "ab" command

    - by shanyu
    I have a web site in closed beta, developed in Django, runs with Mysql on Debian. In the last few days, the main page has been showing a slowdown. For every ten clicks, one or two receives extremely slow response (10 secs or more), others are as fast as they used to be. When I was searching for the problem, I ran into this issue that I couldn't grasp: top command shows that when I request the main page, mysql shoots up to 90% - 100% cpu usage. I get the page just as the cpu use gets back to normal. So, I thought, it is db. Then I called ab with parameters -n 1000 -c 5, I got decent performance, about 100 pages per second, just as it was before the slowdown. I would imagine a worse performance as 10-20% of requests take 10 secs to load. Is this conflict between ab and "real" clicks normal, or am I using ab in a wrong configuration?

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