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  • Force Your Mac to Sort Folders on Top of Files (Windows Style)

    - by Eric Z Goodnight
    Even die-hard Mac converts have their issues with Mac OS, and one of those problems is that OS X lists folders mixed in with all other files. Here’s how to fix that in under five minutes with a clever hack. You know you’ve had that issue. You’ve dug through your files looking for that one elusive folder, and because it’s jumbled in with all the other stuff, it’s more or less impossible to find. Have no fear, with no downloads or silly plug-in software, you can finally make Mac OS behave like Windows and Linux and list those folders in the proper order.  How To Encrypt Your Cloud-Based Drive with BoxcryptorHTG Explains: Photography with Film-Based CamerasHow to Clean Your Dirty Smartphone (Without Breaking Something)

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  • Why did visual programming never take off and what future paradigms might change that?

    - by Rego
    As the number of "visual" OS's such as Android, iOS and the promised Windows 8 are becoming more popular, it does not seem to me that we programmers have new ways to code using these new technologies, due to a possible lack in new visual programming languages paradigms. I've seen several discussions about incompatibilities between the current coding development environment, and the new OS approaches from Windows 8, Android and other tablets OS's. I mean, today if we have a new tablet, it's almost a requirement for coding, to have, for instance, an external keyboard (due it seems to me it's very difficult to program using the touch screen), exactly because the coding assistance is not conceived to "write" thousands of lines of code. So, how advanced should be the "new" visual programming languages paradigms? Which characteristics these new paradigms would be required?

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  • Mount of File System Failed. -- After upgrading from 9.04 to 9.10

    - by javanoob
    After upgrading from Ubuntu 9.04 to 9.10 i am getting this message on boot up: Mount of File System Failed. A maintenance shell will now be started. CONTROL-D will terminate this shell and retry. myusername@root:~$ After searching in google,i found out that i have to run the command fsck on the OS partition from ubuntu Live CD.. Here are my questions: 1) I dont know in which partition my ubuntu OS is installed..(Those are not user-friendly drive names to remember right :)) -- Is there any command to know in which partition my ubuntu os is installed? 2) Can i do this from Ubuntu 10.04 live CD? Thanks in Advance

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  • Unable to turn on seamless mode in VirtualBox

    - by user11658
    I'm not able to switch to Seamless Mode in VirtualBox with Ubuntu 10.04 or 9.10 as guest OS's. I have tried the seamless mode with XP as guest OS, and it works absolutely fine. The host OS is Windows 7. I have in-built Via/S3G Unichrome Pro IGP graphics, and I have allocated 30 MB out of 64 MB of graphics memory. I've also 1.5 GB of RAM. I also tried installing Guest Additions but it still didn't work. VirtualBox version is 4.0.4r70112. How can I get the seamless mode to work? Please help!

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  • Got problem with installation. "No root file system is defined."

    - by user92322
    I'm very new with Ubuntu and generally with linux. I saw ubuntu and it seems like this OS is really good and stable, and so I decided to install it alongside my windows 7 OS. I have a few problems with the installation. Here is what I did: I downloaded the 64bit version from Ubuntu official website, and burned it on a dvd. I set the boot sequence to first load from my CD-Rom. Ubuntu installation started, and I chose "Install Ubuntu" in the menu. (where there is also a "Try Ubuntu" option) I clicked forward until I got into the installation type screen As you can see, the installation wont show my actual details about my hard drive! I have 1 hard drive with 750 GB - 80 GB - My main drive with windows 7 OS 600GB - All of my stuff 20GB Free space that I saved for Ubuntu But the installation wont show that!

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  • La Preview de Windows 8.1 disponible dans quelques heures, le compte à rebours est enclenché

    Windows Blue la prochaine mise à jour majeure de Windows 8 ? Microsoft aurait adopté un cycle annuelÀ peine Windows 8 disponible que des rumeurs courent déjà sur son successeur.Selon un article du quotidien The Verge, se référant à des sources anonymes proches de Microsoft, la firme serait déjà en train de travailler sur Windows Blue, la prochaine version de son système d'exploitation.Décrit comme une mise à jour majeure pour Windows 8, l'OS serait disponible mi-2013, à un prix nettement inférieur, voire même gratuit. Cet OS mettra fin aux cycles longs des sorties de nouvelles versions de Windows et aux Services Pack, pour adopter un rythme de mises à jour annuelles tout comme Mac OS X ou encore...

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  • How to execute? [closed]

    - by Viswa
    Possible Duplicate: how to read the password from variable? I did the below code in my python script,but its not work. #! /usr/bin/python import os address = "rsync -avrz [email protected]:/opt/script/python/data/ /opt/script/python/data/" passwd ="my server password" os.system('%(address)s "echo %(passwd)s"' %locals()) it throws below error. If arg is a remote file/dir, prefix it with a colon (:). rsync error: syntax or usage error (code 1) at main.c(1236) [Receiver=3.0.7] If i run os.system('%(address)s' %locals()) means it work without any error but it ask password. I need that password should be read from my passwd variable. How to write python script to read server password from my variable.

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  • how to install ubuntu on imac

    - by leviathan
    i need help! im still new to this. i really need help, i have an imac.. (it's corrupted. when i try to open it, it shows a question mark alternating with a smiley) Model Family: iMac G5 Processor: 1.8GHz G5 (PowerPC 970fx) Manufacturer: Motorola of CPUs: 1 Size: 17" Finish: Matte Resolution: 1440x900 Backlight: CCFL Base Memory: 256MB PC3200 DIMM Max Memory: 2GB Memory Slots: 2 Brand: Apple Original OS: Mac OS X 10.3.5 i think it's vintage. haha. but i want to fix it. first, i think the hard drive is broken (pretty much corrupted) but i tried to install a xubuntu os on it because i don't have any other disc. but i think xubuntu is not compatible because i can't seem to get pass through the partitioning part. could some one please help..

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  • dpkg --set-selections from 11.10 on 12.04LTS

    - by Vixxo
    I have to move a server to a different DC in a different country. The server is currently running 11.10, but the new fresh installed OS will be 12.04. The hardware of both is completely different. In order to install the same packages that the server currently uses, I am thinking of exporting all packages to a list and then run this list on the new machine. I will after that proceed with transferring the configuration files for the LAMP stack. My question is if this will work, or if there will be a problem because of the differences in the versions of the OS? What is the correct way to do it? PS. I have no access to KVM to reload the OS as an image, so this would not be an option.

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  • Looking for Java Developers Using Mac

    - by Shay Shmeltzer
    The Oracle's Middleware User Experience team is currently looking for Java developers on Mac OS . If Mac OS is your primary development platform, we would like to invite you to participate in a customer usability feedback session allowing us to learn more about your experiences developing Java software on Mac OS. Sessions are typically 1.5 hours and would be conducted in your office via web conferencing. If interested, please send an email to this email address with the following information: Name: Job Title / Role: Daytime Phone: Provide a brief description of the programs you create in Java: Is MacOS your primary development platform? What is your primary development environment, tool, or IDE? What version(s) of the JDK do you currently use?

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  • Connected to Access Point but no internet connection?

    - by ReaZem
    I am trying to use my school's WPA Enterprise network to access the internet with my Three-OS laptop. I currently have Windows7, Ubuntu11.10 and Backtrack5 installed. I can use my home's WPA2 network without any issues with the 3 OS. I can successfully connect to my school's network with the 3 OS but I can only browse the internet with windows7. Ubuntu network-manager and Backtrack WICD both say that I am connected to the Acces Point but I cannot browse the internet. I have tried uninstalling network-manager and installing WICD but it did not solve the problem. Every time I connect to the Access Point, I am able to browse the internet for about 10 seconds. I have tried disabling IPV6 I have tried changing DNS.

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  • Le nombre de malwares Android augmente de 400% au second trimestre, déjouant les prévisions des cabinets de sécurité

    Le nombre de malwares Android augmente de 400% au second trimestre déjouant les prévisions des cabinets de sécurité Le nombre d'utilisateurs des terminaux Android évolue à un rythme infernal. L'OS mobile enregistre environ 1 million d'activations par jour. La rançon de ce succès est l'intérêt croissant des pirates pour la plateforme. La courbe du nombre de malwares ciblant Android s'aligne quasiment avec le rythme d'adoption de l'OS, déjouant les statistiques des cabinets de sécurité. Le cabinet de sécurité Trend Micro, dans son rapport pour le second trimestre 2012, a découvert près de 25 000 applications malveillantes pour l'OS mobile de Google, soit une augmentation de près de 4...

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  • iPhoneOS 4 bêta 3 et SDK disponibles, ils corrigent les problèmes de la précédente version et intro

    iPhone OS 4 bêta 3 et SDK Apple a proposé dernièrement aux développeurs la troisième bêta de l'iPhone OS 4 (firmware et SDK). Cette nouvelle version était vraiment attendue par tous les développeurs, car la version précédente était considérée comme une véritable "catastrophe" au point que certain développeur serait retourné sur la dernière version officielle de l'OS (3.1.3). En effet, la bêta 2 était vraiment instable, lente, avec de gros problèmes dans certaine application principale, comme l'incapacité de prendre des photos, l'impossibilité de recharger son iPhone sans être obligé de redémarrer l'appareil ou encore des problèmes aux réseaux Wifi ou 3G. Cette bêta corrige donc ces problèmes, il est mainte...

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  • Solaris 11 Express:????????&Web????????

    - by Yusuke.Yamamoto
    ????????????????? Solaris 11 Express ?? 2011?????????? Oracle Solaris 11 ???????????????????????OS Solaris 11??2011?1?19????????? ???????????????????????????????????????????????? ?????????????OS Solaris 11?:???????? ?????????????OS Solaris 11?:?? ?????17?13?30????Solaris 11 Express ??????????????????????????????? ??????????????? ??? ???? ???? 2011?02?17?(?)13:30~14:30 ?? ?????? Solaris 11 Express ???? ???? Oracle Solaris|??????????? Oracle Solaris Solaris ZFS|??????????? ?????Solaris 11??????????????? - ???? Watch

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  • Does Firefox on OS X Lion make use of Full Page Zoom for the touchpad? How to customize behavior?

    - by Steven Lu
    I really like the smooth pinch-zoom of Safari using the touchpad, but the two-finger scroll on Firefox is so much better than the scrolling performance in Safari. So I really like to use Firefox, but then I miss out on two-finger-double-tap to zoom to paragraph width, and the smooth pinch gesture zoom. What I'm wondering is if it is possible to write a Firefox Extension to improve the update rate of the full-page zoom in Firefox that is already functioning via the touchpad pinch gesture. I feel like it is specifically programmed to zoom at certain zoom levels: 100%, 120%, 150% (these are guesses of mine) but I think it would be great if I can get some more control there to make it work more like the zoom functionality in Safari. Also the two-finger-double-tap on a paragraph or element to zoom to it would be really awesome as well. https://developer.mozilla.org/en/Full_page_zoom This seems to indicate (if "full page zoom" is what I think it is) that an extension has the ability to zoom to an arbitrary scale factor, but what remains is to find out if it is possible to obtain or hook the touchpad pinch gesture. Update: I have updated the toolkit.zoomManager.zoomValues option in about:config to include more zoom levels: .3,.5,.67,.8,.9,1,1.01,1.02,1.03,1.04,1.05,1.06,1.07,1.08,1.09,1.1,1.2,1.33,1.5,1.7,2,2.4,3 Notice how I inserted a bunch of entries between 1 and 1.1. But it isn't switching between them any faster (why would it?) so it's less usable than before because of waiting for it to respond fast enough. It's clear that re-rendering the page at a different zoom level requires time and in order for the zoom to be dynamic, some kind of screen capture and scale effect must be performed (which is what Safari does). I guess such a thing is probably doable but I don't think I could pull it off. :-/

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  • what's the "best" approach to creating the UI of an audio plugin that will be both audio unit and VST for OS X and Windows?

    - by SaldaVonSchwartz
    I'm working on a couple audio plugins. Right now, they are audio units. And while the "DSP" code won't change for the most part between implementations / ports, I'm not sure how to go about the GUI. For instance, I was looking at the Apple-supplied AUs in Lion. Does anyone know how did they go about the UI? Like, are the knobs and controls just subclasses of Cocoa controls? are they using some separate framework or coding these knobs and such from scratch? And then, the plugs I'm working on are going to be available too as VSTs for Windows. I already have them up and running with generic interfaces. But I'm wondering if I should just get over it and recreate all my interfaces with the vstgui code provided by Steinberg or if there's a more practical approach to making the interfaces cross-platform.

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  • .NET 2.0 Framework in C# check if 64bit os if so do this? if not do this? better answer?

    - by NightsEVil
    hi i have this little snippet of code i wrote that checks to see if a folder is present (only exists in x64) if so it does "X" commands, if not (i.e x86) does "Z" commands (x,Z are just markers for code) but what i wanna know is there a better or more reliable way to do this using only the 2.0 .net Framework? string target = @"C:\Windows\SysWow64"; { if (Directory.Exists(target)) { //do x64 stuff } else { //do x86 stuff }

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  • Why the Cave Troll in the ‘Mines of Moria’ was So Angry [Humorous LOTR Video]

    - by Asian Angel
    Did you ever wonder why the cave troll the Fellowship of the Ring met in the Mines of Moria was so angry? It all comes down to a certain Hobbit’s carelessness! LEGO The Cranky Cavetroll [via Geeks are Sexy] HTG Explains: What is the Windows Page File and Should You Disable It? How To Get a Better Wireless Signal and Reduce Wireless Network Interference How To Troubleshoot Internet Connection Problems

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  • The Battle of Helm’s Deep in LEGO [Video]

    - by Jason Fitzpatrick
    Not only is this an impressive rendering of the Lord of the Ring’s series Battle of Helm’s Deep, but the animator threw in some great cameos and jokes along the way. LEGO The Battle of Helm’s Deep [via Geeks Are Sexy] Our Geek Trivia App for Windows 8 is Now Available Everywhere How To Boot Your Android Phone or Tablet Into Safe Mode HTG Explains: Does Your Android Phone Need an Antivirus?

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  • Minecraft Style Chunk building problem

    - by David Torrey
    I'm having some problems with speed in my chunk engine. I timed it out, and in its current state it takes a total ~5 seconds per chunk to fill each face's list. I have a check to see if each face of a block is visible and if it is not visible, it skips it and moves on. I'm using a dictionary (unordered map) because it makes sense memorywise to just not have an entry if there is no block. I've tracked my problem down to testing if there is an entry, and accessing an entry if it does exist. If I remove the tests to see if there is an entry in the dictionary for an adjacent block, or if the block type itself is seethrough, it runs within about 2-4 milliseconds. so here's my question: Is there a faster way to check for an entry in a dictionary than .ContainsKey()? As an aside, I tried TryGetValue() and it doesn't really help with the speed that much. If I remove the ContainsKey() and keep the test where it does the IsSeeThrough for each block, it halves the time, but it's still about 2-3 seconds. It only drops to 2-4ms if I remove BOTH checks. Here is my code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Runtime.InteropServices; using OpenTK; using OpenTK.Graphics.OpenGL; using System.Drawing; namespace Anabelle_Lee { public enum BlockEnum { air = 0, dirt = 1, } [StructLayout(LayoutKind.Sequential,Pack=1)] public struct Coordinates<T1> { public T1 x; public T1 y; public T1 z; public override string ToString() { return "(" + x + "," + y + "," + z + ") : " + typeof(T1); } } public struct Sides<T1> { public T1 left; public T1 right; public T1 top; public T1 bottom; public T1 front; public T1 back; } public class Block { public int blockType; public bool SeeThrough() { switch (blockType) { case 0: return true; } return false ; } public override string ToString() { return ((BlockEnum)(blockType)).ToString(); } } class Chunk { private Dictionary<Coordinates<byte>, Block> mChunkData; //stores the block data private Sides<List<Coordinates<byte>>> mVBOVertexBuffer; private Sides<int> mVBOHandle; //private bool mIsChanged; private const byte mCHUNKSIZE = 16; public Chunk() { } public void InitializeChunk() { //create VBO references #if DEBUG Console.WriteLine ("Initializing Chunk"); #endif mChunkData = new Dictionary<Coordinates<byte> , Block>(); //mIsChanged = true; GL.GenBuffers(1, out mVBOHandle.left); GL.GenBuffers(1, out mVBOHandle.right); GL.GenBuffers(1, out mVBOHandle.top); GL.GenBuffers(1, out mVBOHandle.bottom); GL.GenBuffers(1, out mVBOHandle.front); GL.GenBuffers(1, out mVBOHandle.back); //make new list of vertexes for each face mVBOVertexBuffer.top = new List<Coordinates<byte>>(); mVBOVertexBuffer.bottom = new List<Coordinates<byte>>(); mVBOVertexBuffer.left = new List<Coordinates<byte>>(); mVBOVertexBuffer.right = new List<Coordinates<byte>>(); mVBOVertexBuffer.front = new List<Coordinates<byte>>(); mVBOVertexBuffer.back = new List<Coordinates<byte>>(); #if DEBUG Console.WriteLine("Chunk Initialized"); #endif } public void GenerateChunk() { #if DEBUG Console.WriteLine("Generating Chunk"); #endif for (byte i = 0; i < mCHUNKSIZE; i++) { for (byte j = 0; j < mCHUNKSIZE; j++) { for (byte k = 0; k < mCHUNKSIZE; k++) { Random blockLoc = new Random(); Coordinates<byte> randChunk = new Coordinates<byte> { x = i, y = j, z = k }; mChunkData.Add(randChunk, new Block()); mChunkData[randChunk].blockType = blockLoc.Next(0, 1); } } } #if DEBUG Console.WriteLine("Chunk Generated"); #endif } public void DeleteChunk() { //delete VBO references #if DEBUG Console.WriteLine("Deleting Chunk"); #endif GL.DeleteBuffers(1, ref mVBOHandle.left); GL.DeleteBuffers(1, ref mVBOHandle.right); GL.DeleteBuffers(1, ref mVBOHandle.top); GL.DeleteBuffers(1, ref mVBOHandle.bottom); GL.DeleteBuffers(1, ref mVBOHandle.front); GL.DeleteBuffers(1, ref mVBOHandle.back); //clear all vertex buffers ClearPolyLists(); #if DEBUG Console.WriteLine("Chunk Deleted"); #endif } public void UpdateChunk() { #if DEBUG Console.WriteLine("Updating Chunk"); #endif ClearPolyLists(); //prepare buffers //for every entry in mChunkData map foreach(KeyValuePair<Coordinates<byte>,Block> feBlockData in mChunkData) { Coordinates<byte> checkBlock = new Coordinates<byte> { x = feBlockData.Key.x, y = feBlockData.Key.y, z = feBlockData.Key.z }; //check for polygonson the left side of the cube if (checkBlock.x > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x - 1, checkBlock.y, checkBlock.z)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.left); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.left); } //check for polygons on the right side of the cube if (checkBlock.x < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x + 1, checkBlock.y, checkBlock.z)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.right); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.right); } if (checkBlock.y > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x, checkBlock.y - 1, checkBlock.z)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.bottom); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.bottom); } //check for polygons on the right side of the cube if (checkBlock.y < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x, checkBlock.y + 1, checkBlock.z)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.top); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.top); } if (checkBlock.z > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x, checkBlock.y, checkBlock.z - 1)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.back); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.back); } //check for polygons on the right side of the cube if (checkBlock.z < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x, checkBlock.y, checkBlock.z + 1)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.front); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.front); } } BuildBuffers(); #if DEBUG Console.WriteLine("Chunk Updated"); #endif } public void RenderChunk() { } public void LoadChunk() { #if DEBUG Console.WriteLine("Loading Chunk"); #endif #if DEBUG Console.WriteLine("Chunk Deleted"); #endif } public void SaveChunk() { #if DEBUG Console.WriteLine("Saving Chunk"); #endif #if DEBUG Console.WriteLine("Chunk Saved"); #endif } private bool IsVisible(int pX,int pY,int pZ) { Block testBlock; Coordinates<byte> checkBlock = new Coordinates<byte> { x = Convert.ToByte(pX), y = Convert.ToByte(pY), z = Convert.ToByte(pZ) }; if (mChunkData.TryGetValue(checkBlock,out testBlock )) //if data exists { if (testBlock.SeeThrough() == true) //if existing data is not seethrough { return true; } } return true; } private void AddPoly(byte pX, byte pY, byte pZ, int BufferSide) { //create temp array GL.BindBuffer(BufferTarget.ArrayBuffer, BufferSide); if (BufferSide == mVBOHandle.front) { //front face mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); } else if (BufferSide == mVBOHandle.right) { //back face mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.top) { //left face mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.bottom) { //right face mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); } else if (BufferSide == mVBOHandle.front) { //top face mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.back) { //bottom face mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ + 1) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ + 1) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ + 1) }); } } private void BuildBuffers() { #if DEBUG Console.WriteLine("Building Chunk Buffers"); #endif GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.front); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.front.Count), mVBOVertexBuffer.front.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.back); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.back.Count), mVBOVertexBuffer.back.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.left); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.left.Count), mVBOVertexBuffer.left.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.right); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.right.Count), mVBOVertexBuffer.right.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.top); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.top.Count), mVBOVertexBuffer.top.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.bottom); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.bottom.Count), mVBOVertexBuffer.bottom.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer,0); #if DEBUG Console.WriteLine("Chunk Buffers Built"); #endif } private void ClearPolyLists() { #if DEBUG Console.WriteLine("Clearing Polygon Lists"); #endif mVBOVertexBuffer.top.Clear(); mVBOVertexBuffer.bottom.Clear(); mVBOVertexBuffer.left.Clear(); mVBOVertexBuffer.right.Clear(); mVBOVertexBuffer.front.Clear(); mVBOVertexBuffer.back.Clear(); #if DEBUG Console.WriteLine("Polygon Lists Cleared"); #endif } }//END CLASS }//END NAMESPACE

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  • Webcast: ODI and Successful Strategies for Optimizing Your Data Warehouse

    - by antonio romero
    A new public webcast for ODI: “Successful Strategies for Optimizing Your Data Warehouse”  is scheduled for March 3th at 10am PT/1pm ET. In this webcast, Mala Narasimharajan, from the product marketing team and Denis Gray from the product management team, will be presenting ODI’s strong value proposition for data warehousing solutions. You can find the registration link below. Live webcast: Successful Strategies for Optimizing Your Data Warehouse March 3, 2011 1pm ET/10pm PT Registration link: http://www.oracle.com/us/dm/66153-wwmk10035379mpp011-se-309154.html

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  • NUMA-aware placement of communication variables

    - by Dave
    For classic NUMA-aware programming I'm typically most concerned about simple cold, capacity and compulsory misses and whether we can satisfy the miss by locally connected memory or whether we have to pull the line from its home node over the coherent interconnect -- we'd like to minimize channel contention and conserve interconnect bandwidth. That is, for this style of programming we're quite aware of where memory is homed relative to the threads that will be accessing it. Ideally, a page is collocated on the node with the thread that's expected to most frequently access the page, as simple misses on the page can be satisfied without resorting to transferring the line over the interconnect. The default "first touch" NUMA page placement policy tends to work reasonable well in this regard. When a virtual page is first accessed, the operating system will attempt to provision and map that virtual page to a physical page allocated from the node where the accessing thread is running. It's worth noting that the node-level memory interleaving granularity is usually a multiple of the page size, so we can say that a given page P resides on some node N. That is, the memory underlying a page resides on just one node. But when thinking about accesses to heavily-written communication variables we normally consider what caches the lines underlying such variables might be resident in, and in what states. We want to minimize coherence misses and cache probe activity and interconnect traffic in general. I don't usually give much thought to the location of the home NUMA node underlying such highly shared variables. On a SPARC T5440, for instance, which consists of 4 T2+ processors connected by a central coherence hub, the home node and placement of heavily accessed communication variables has very little impact on performance. The variables are frequently accessed so likely in M-state in some cache, and the location of the home node is of little consequence because a requester can use cache-to-cache transfers to get the line. Or at least that's what I thought. Recently, though, I was exploring a simple shared memory point-to-point communication model where a client writes a request into a request mailbox and then busy-waits on a response variable. It's a simple example of delegation based on message passing. The server polls the request mailbox, and having fetched a new request value, performs some operation and then writes a reply value into the response variable. As noted above, on a T5440 performance is insensitive to the placement of the communication variables -- the request and response mailbox words. But on a Sun/Oracle X4800 I noticed that was not the case and that NUMA placement of the communication variables was actually quite important. For background an X4800 system consists of 8 Intel X7560 Xeons . Each package (socket) has 8 cores with 2 contexts per core, so the system is 8x8x2. Each package is also a NUMA node and has locally attached memory. Every package has 3 point-to-point QPI links for cache coherence, and the system is configured with a twisted ladder "mobius" topology. The cache coherence fabric is glueless -- there's not central arbiter or coherence hub. The maximum distance between any two nodes is just 2 hops over the QPI links. For any given node, 3 other nodes are 1 hop distant and the remaining 4 nodes are 2 hops distant. Using a single request (client) thread and a single response (server) thread, a benchmark harness explored all permutations of NUMA placement for the two threads and the two communication variables, measuring the average round-trip-time and throughput rate between the client and server. In this benchmark the server simply acts as a simple transponder, writing the request value plus 1 back into the reply field, so there's no particular computation phase and we're only measuring communication overheads. In addition to varying the placement of communication variables over pairs of nodes, we also explored variations where both variables were placed on one page (and thus on one node) -- either on the same cache line or different cache lines -- while varying the node where the variables reside along with the placement of the threads. The key observation was that if the client and server threads were on different nodes, then the best placement of variables was to have the request variable (written by the client and read by the server) reside on the same node as the client thread, and to place the response variable (written by the server and read by the client) on the same node as the server. That is, if you have a variable that's to be written by one thread and read by another, it should be homed with the writer thread. For our simple client-server model that means using split request and response communication variables with unidirectional message flow on a given page. This can yield up to twice the throughput of less favorable placement strategies. Our X4800 uses the QPI 1.0 protocol with source-based snooping. Briefly, when node A needs to probe a cache line it fires off snoop requests to all the nodes in the system. Those recipients then forward their response not to the original requester, but to the home node H of the cache line. H waits for and collects the responses, adjudicates and resolves conflicts and ensures memory-model ordering, and then sends a definitive reply back to the original requester A. If some node B needed to transfer the line to A, it will do so by cache-to-cache transfer and let H know about the disposition of the cache line. A needs to wait for the authoritative response from H. So if a thread on node A wants to write a value to be read by a thread on node B, the latency is dependent on the distances between A, B, and H. We observe the best performance when the written-to variable is co-homed with the writer A. That is, we want H and A to be the same node, as the writer doesn't need the home to respond over the QPI link, as the writer and the home reside on the very same node. With architecturally informed placement of communication variables we eliminate at least one QPI hop from the critical path. Newer Intel processors use the QPI 1.1 coherence protocol with home-based snooping. As noted above, under source-snooping a requester broadcasts snoop requests to all nodes. Those nodes send their response to the home node of the location, which provides memory ordering, reconciles conflicts, etc., and then posts a definitive reply to the requester. In home-based snooping the snoop probe goes directly to the home node and are not broadcast. The home node can consult snoop filters -- if present -- and send out requests to retrieve the line if necessary. The 3rd party owner of the line, if any, can respond either to the home or the original requester (or even to both) according to the protocol policies. There are myriad variations that have been implemented, and unfortunately vendor terminology doesn't always agree between vendors or with the academic taxonomy papers. The key is that home-snooping enables the use of a snoop filter to reduce interconnect traffic. And while home-snooping might have a longer critical path (latency) than source-based snooping, it also may require fewer messages and less overall bandwidth. It'll be interesting to reprise these experiments on a platform with home-based snooping. While collecting data I also noticed that there are placement concerns even in the seemingly trivial case when both threads and both variables reside on a single node. Internally, the cores on each X7560 package are connected by an internal ring. (Actually there are multiple contra-rotating rings). And the last-level on-chip cache (LLC) is partitioned in banks or slices, which with each slice being associated with a core on the ring topology. A hardware hash function associates each physical address with a specific home bank. Thus we face distance and topology concerns even for intra-package communications, although the latencies are not nearly the magnitude we see inter-package. I've not seen such communication distance artifacts on the T2+, where the cache banks are connected to the cores via a high-speed crossbar instead of a ring -- communication latencies seem more regular.

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  • tunnel effect cocos2d

    - by samfisher
    I am looking to create a similar tunnel effect in COCOS2D (iOS). Could anyone suggest any pointers? ref Video 1 ref Video 2 Till now I have tried with several ring shape sprites with decreasing scale and positioned center to a same point and keeping Z decreasing as well for each smaller sprite. With that, animating it with CCScaleTo and changing the size to 2.0 with animation duration but it does not come anyway near to the tunnel effect shown in the reference. Thanks, sam

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  • Issues with LVM partition size in Server 13.04

    - by Michael
    I am new to ubuntu and a little confused about how hard drive partitions and LVM works. I remember setting up Ubuntu server 13.04 and telling to to use 1TB of a 3TB server. Well I have maxed that out with blu-ray rips and want the rest of the drive for space. On log-in it says: System load: 2.24 Processes: 179 Usage of /: 88.7% of 912.89GB Users logged in: 0 Memory usage: 6% IP address for p5p1: 192.168.0.100 Swap usage: 0% => / is using 88.7% of 912.89GB lvdisplay outputs: --- Logical volume --- LV Path /dev/DeathStar-vg/root LV Name root VG Name DeathStar-vg LV Write Access read/write LV Creation host, time DeathStar, 2013-05-18 22:21:11 -0400 LV Status available # open 1 LV Size 2.70 TiB Current LE 707789 Segments 2 Allocation inherit Read ahead sectors auto - currently set to 256 Block device 252:0 --- Logical volume --- LV Path /dev/DeathStar-vg/swap_1 LV Name swap_1 VG Name DeathStar-vg LV Write Access read/write LV Creation host, time DeathStar, 2013-05-18 22:21:11 -0400 LV Status available # open 2 LV Size 3.75 GiB Current LE 959 Segments 1 Allocation inherit Read ahead sectors auto - currently set to 256 Block device 252:1 vgdisplay outputs: VG Name DeathStar-vg System ID Format lvm2 Metadata Areas 1 Metadata Sequence No 4 VG Access read/write VG Status resizable MAX LV 0 Cur LV 2 Open LV 2 Max PV 0 Cur PV 1 Act PV 1 VG Size 2.73 TiB PE Size 4.00 MiB Total PE 715335 Alloc PE / Size 708748 / 2.70 TiB Free PE / Size 6587 / 25.73 GiB df outputs: Filesystem 1K-blocks Used Available Use% Mounted on /dev/mapper/DeathStar--vg-root 957238932 848972636 59634696 94% / none 4 0 4 0% /sys/fs/cgroup udev 1864716 4 1864712 1% /dev tmpfs 374968 1060 373908 1% /run none 5120 4 5116 1% /run/lock none 1874824 148 1874676 1% /run/shm none 102400 24 102376 1% /run/user /dev/sda2 234153 56477 165184 26% /boot And fdisk /dev/sda -l outputs: Disk /dev/sda: 3000.6 GB, 3000592982016 bytes 255 heads, 63 sectors/track, 364801 cylinders, total 5860533168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 4096 bytes I/O size (minimum/optimal): 4096 bytes / 4096 bytes Disk identifier: 0x00000000 Device Boot Start End Blocks Id System /dev/sda1 1 4294967295 2147483647+ ee GPT Partition 1 does not start on physical sector boundary. I just don't know what to make of all this and am not sure how I can make it use all 2.73TBs. Thanks in advance for any help. EDIT-- Yes I did make changes to the LVM Config, but it didnt do anything. As requested, output of parted -l /dev/sda Model: ATA WDC WD30EFRX-68A (scsi) Disk /dev/sda: 3001GB Sector size (logical/physical): 512B/4096B Partition Table: gpt Number Start End Size File system Name Flags 1 1049kB 2097kB 1049kB bios_grub 2 2097kB 258MB 256MB ext2 3 258MB 3001GB 3000GB lvm Model: ATA WDC WD30EFRX-68A (scsi) Disk /dev/sdb: 3001GB Sector size (logical/physical): 512B/4096B Partition Table: msdos Number Start End Size Type File system Flags Model: Linux device-mapper (linear) (dm) Disk /dev/mapper/DeathStar--vg-swap_1: 4022MB Sector size (logical/physical): 512B/4096B Partition Table: loop Number Start End Size File system Flags 1 0.00B 4022MB 4022MB linux-swap(v1) Model: Linux device-mapper (linear) (dm) Disk /dev/mapper/DeathStar--vg-root: 2969GB Sector size (logical/physical): 512B/4096B Partition Table: loop Number Start End Size File system Flags 1 0.00B 2969GB 2969GB ext4

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