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  • Cisco Nexus 5000 Vs. UCS 6100

    - by radius
    Hello, I'm a bit lost when I take a look to Nexus 5000 and UCS 6100. The description of Nexus 5000 is quite clear and I see what it does but the description of the UCS 6100 is a bit unclear for me. Could someone told me what would be the difference between a Nexus 5000 with all port at 10G and an UCS 6100 with all port at 10G ? Thanks,

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  • NetworkManager will not allow me to select WPA

    - by Mala
    Hi I have a fresh install of Crunchbang (basically Ubuntu with Openbox instead of Gnome). In any case, I can't connect to my WPA network - when I click on it in the nm-applet and it asks me to authenticate my only options are: WEP 10/128-bit key WEP 128-bit Passphrase LEAP Dynamic WEP (802.1x) wpa_supplicant is indeed installed, yet WPA does not get listed... any ideas?

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  • Tortoise won't display Status Icons

    - by dean20007
    I updated my Tortoise SVN client today to TortoiseSVN 1.6.8, Build 19260 - 32 Bit , 2010/04/16 20:20:11 Subversion 1.6.11, apr 1.3.8 apr-utils 1.3.9 neon 0.29.3 OpenSSL 0.9.8k 25 Mar 2009 zlib 1.2.3 However, I now don't see any Status icons for any folders/files. The client still works as expected but it is a bit frustrating to not see a visual status. Has anyone else had this issue?

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  • IIS 7.5 - how to get?

    - by Chris Lively
    My servers are currently running IIS 7 (windows 2008). Is there any way to get IIS 7.5 without upgrading to 2008 R2? The reason I ask is that they are 32 bit servers and there is no upgrade path from 32 bit 2008 to 2008 R2.

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  • What's the easiest way to duplicate a portion of a directory structure onto an external drive?

    - by Jon Cage
    I'm trying to move a large chunk of data from one of our servers onto an external drive for delivery to Amazon glacier storage. To do that, I'd like to copy a chunk of the server, preserving the directory structure. I.e. move this: \\MyServer\Some\Longwinded\Path\TheDataIWantToCopy \\MyServer\Some\Longwinded\Path\TheDataIWantToCopy\First bit of data\DataFile1.dat to this: D:\ D:\First bit of data\DataFile1.dat

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  • Windows 98 style flat icons in Windows XP

    - by Senthil
    I am using Windows XP. I am tired of looking at the folder icons in Windows XP. I changed the color depth to 256 colors and the folder icons in Windows Explorer changed to the flat - windows 95/98 style icons. I loved them! is there a way to tell windows explorer to show those flat old style icons for folders? without going to 8-bit? Note: I am okay with going down from 32-bit, but 8 is way too low to work with.

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  • I have 2 identical windows 2008 r2 servers with 32G RAM, one shows "Installed Memory(Ram): 32.0GB" a

    - by c0m4
    the server model: HP Poliant DL160 G5, both servers have identical product ID. for some reason one of the servers have 4GB ram reserved. it shows in the memory tab on the Resource monitor as "Hardware Reserved". I've googled it a bit and found some post related to msconfig boot parameters (but mine are properly set) and some post related to memory remap option in the bios but it is not available in my servers bios so in a bit lost... help?

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  • Security: Managing network shares remotely on Ubuntu?

    - by Industrial
    Hi everyone, I am about to setup a home network server running Ubuntu Server and I'm currently a bit worried about how to handle network shares and permissions in a good way. After working a bit lately with Netgears ReadyNAS's units, I have become really spoiled with how easy it was to set up network shares and giving a specific user different levels of network access to a specific share (forbidden access, read, read/write). How would I accomplish the same with my Ubuntu server through SSH? Thanks a lot

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  • computer plays movie fine but ps3 plays it with no sound?

    - by kacalapy
    i have a movie that plays fine on my computer but when i copy it to an SD card and play it in my PS3 it has no sound. the audio format is mpeg layer-3 bit rate is 128 frame rate is 25frames/ second data rate is 1068 kbps video sample size is 12 bit video compression is DivX i got these stats by right clicking the file and viewing properties. can i open it in some editor and re-save it? what editor? thanks all

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  • What is "Cloud Computing"?

    - by Zimmy-DUB-Zongy-Zong-DUBBY
    Everywhere I turn, I keep seeing the term "cloud computing". I've done the usual drill of reading Wikipedia, searching around a bit, but it's hard to sort the wheat from the chaff. Can someone provide a buzzword-free definition of clouding computing? It's a bit of a struggle given that seemingly every tech company uses the term now, probably incorrectly.

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  • Where can I download VMWare Tools for 1.x?

    - by matnagel
    Plsease can you show me where I can download the latest Version of VMWare Tools for the following Client: Server is Windows 2003 32 bit with VMWare Server 1.x Client is Windows 2003 32 bit Please can you point me to a download page. If the name is not "VmWare Tools" please also help me to choose the right file. (Yes, I know 1.x is old. We will upgrade later soon but not now.) Thank you.

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  • Session memory – who’s this guy named Max and what’s he doing with my memory?

    - by extended_events
    SQL Server MVP Jonathan Kehayias (blog) emailed me a question last week when he noticed that the total memory used by the buffers for an event session was larger than the value he specified for the MAX_MEMORY option in the CREATE EVENT SESSION DDL. The answer here seems like an excellent subject for me to kick-off my new “401 – Internals” tag that identifies posts where I pull back the curtains a bit and let you peek into what’s going on inside the extended events engine. In a previous post (Option Trading: Getting the most out of the event session options) I explained that we use a set of buffers to store the event data before  we write the event data to asynchronous targets. The MAX_MEMORY along with the MEMORY_PARTITION_MODE defines how big each buffer will be. Theoretically, that means that I can predict the size of each buffer using the following formula: max memory / # of buffers = buffer size If it was that simple I wouldn’t be writing this post. I’ll take “boundary” for 64K Alex For a number of reasons that are beyond the scope of this blog, we create event buffers in 64K chunks. The result of this is that the buffer size indicated by the formula above is rounded up to the next 64K boundary and that is the size used to create the buffers. If you think visually, this means that the graph of your max_memory option compared to the actual buffer size that results will look like a set of stairs rather than a smooth line. You can see this behavior by looking at the output of dm_xe_sessions, specifically the fields related to the buffer sizes, over a range of different memory inputs: Note: This test was run on a 2 core machine using per_cpu partitioning which results in 5 buffers. (Seem my previous post referenced above for the math behind buffer count.) input_memory_kb total_regular_buffers regular_buffer_size total_buffer_size 637 5 130867 654335 638 5 130867 654335 639 5 130867 654335 640 5 196403 982015 641 5 196403 982015 642 5 196403 982015 This is just a segment of the results that shows one of the “jumps” between the buffer boundary at 639 KB and 640 KB. You can verify the size boundary by doing the math on the regular_buffer_size field, which is returned in bytes: 196403 – 130867 = 65536 bytes 65536 / 1024 = 64 KB The relationship between the input for max_memory and when the regular_buffer_size is going to jump from one 64K boundary to the next is going to change based on the number of buffers being created. The number of buffers is dependent on the partition mode you choose. If you choose any partition mode other than NONE, the number of buffers will depend on your hardware configuration. (Again, see the earlier post referenced above.) With the default partition mode of none, you always get three buffers, regardless of machine configuration, so I generated a “range table” for max_memory settings between 1 KB and 4096 KB as an example. start_memory_range_kb end_memory_range_kb total_regular_buffers regular_buffer_size total_buffer_size 1 191 NULL NULL NULL 192 383 3 130867 392601 384 575 3 196403 589209 576 767 3 261939 785817 768 959 3 327475 982425 960 1151 3 393011 1179033 1152 1343 3 458547 1375641 1344 1535 3 524083 1572249 1536 1727 3 589619 1768857 1728 1919 3 655155 1965465 1920 2111 3 720691 2162073 2112 2303 3 786227 2358681 2304 2495 3 851763 2555289 2496 2687 3 917299 2751897 2688 2879 3 982835 2948505 2880 3071 3 1048371 3145113 3072 3263 3 1113907 3341721 3264 3455 3 1179443 3538329 3456 3647 3 1244979 3734937 3648 3839 3 1310515 3931545 3840 4031 3 1376051 4128153 4032 4096 3 1441587 4324761 As you can see, there are 21 “steps” within this range and max_memory values below 192 KB fall below the 64K per buffer limit so they generate an error when you attempt to specify them. Max approximates True as memory approaches 64K The upshot of this is that the max_memory option does not imply a contract for the maximum memory that will be used for the session buffers (Those of you who read Take it to the Max (and beyond) know that max_memory is really only referring to the event session buffer memory.) but is more of an estimate of total buffer size to the nearest higher multiple of 64K times the number of buffers you have. The maximum delta between your initial max_memory setting and the true total buffer size occurs right after you break through a 64K boundary, for example if you set max_memory = 576 KB (see the green line in the table), your actual buffer size will be closer to 767 KB in a non-partitioned event session. You get “stepped up” for every 191 KB block of initial max_memory which isn’t likely to cause a problem for most machines. Things get more interesting when you consider a partitioned event session on a computer that has a large number of logical CPUs or NUMA nodes. Since each buffer gets “stepped up” when you break a boundary, the delta can get much larger because it’s multiplied by the number of buffers. For example, a machine with 64 logical CPUs will have 160 buffers using per_cpu partitioning or if you have 8 NUMA nodes configured on that machine you would have 24 buffers when using per_node. If you’ve just broken through a 64K boundary and get “stepped up” to the next buffer size you’ll end up with total buffer size approximately 10240 KB and 1536 KB respectively (64K * # of buffers) larger than max_memory value you might think you’re getting. Using per_cpu partitioning on large machine has the most impact because of the large number of buffers created. If the amount of memory being used by your system within these ranges is important to you then this is something worth paying attention to and considering when you configure your event sessions. The DMV dm_xe_sessions is the tool to use to identify the exact buffer size for your sessions. In addition to the regular buffers (read: event session buffers) you’ll also see the details for large buffers if you have configured MAX_EVENT_SIZE. The “buffer steps” for any given hardware configuration should be static within each partition mode so if you want to have a handy reference available when you configure your event sessions you can use the following code to generate a range table similar to the one above that is applicable for your specific machine and chosen partition mode. DECLARE @buf_size_output table (input_memory_kb bigint, total_regular_buffers bigint, regular_buffer_size bigint, total_buffer_size bigint) DECLARE @buf_size int, @part_mode varchar(8) SET @buf_size = 1 -- Set to the begining of your max_memory range (KB) SET @part_mode = 'per_cpu' -- Set to the partition mode for the table you want to generate WHILE @buf_size <= 4096 -- Set to the end of your max_memory range (KB) BEGIN     BEGIN TRY         IF EXISTS (SELECT * from sys.server_event_sessions WHERE name = 'buffer_size_test')             DROP EVENT SESSION buffer_size_test ON SERVER         DECLARE @session nvarchar(max)         SET @session = 'create event session buffer_size_test on server                         add event sql_statement_completed                         add target ring_buffer                         with (max_memory = ' + CAST(@buf_size as nvarchar(4)) + ' KB, memory_partition_mode = ' + @part_mode + ')'         EXEC sp_executesql @session         SET @session = 'alter event session buffer_size_test on server                         state = start'         EXEC sp_executesql @session         INSERT @buf_size_output (input_memory_kb, total_regular_buffers, regular_buffer_size, total_buffer_size)             SELECT @buf_size, total_regular_buffers, regular_buffer_size, total_buffer_size FROM sys.dm_xe_sessions WHERE name = 'buffer_size_test'     END TRY     BEGIN CATCH         INSERT @buf_size_output (input_memory_kb)             SELECT @buf_size     END CATCH     SET @buf_size = @buf_size + 1 END DROP EVENT SESSION buffer_size_test ON SERVER SELECT MIN(input_memory_kb) start_memory_range_kb, MAX(input_memory_kb) end_memory_range_kb, total_regular_buffers, regular_buffer_size, total_buffer_size from @buf_size_output group by total_regular_buffers, regular_buffer_size, total_buffer_size Thanks to Jonathan for an interesting question and a chance to explore some of the details of Extended Event internals. - Mike

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  • HDMI video connection cuts top and bottom borders of screen

    - by Luis Alvarado
    Ok this is an extension of another problem I had with a VGA connection and an Nvidia Geforce GT 440 card. Here is goes the explanation of this particular problem: I have a Soneview 32' TV. This TV has many connections including VGA (First reason I bought it), HDMI (Second reason but did not have a HDMI cable at that time) and DVI. I have had this TV for little over a month now, actually I had it to celebrate the release of Ubuntu 11.10 and started using it exactly on that date (I know too much fan there but hey, I like geek stuff). I started using it with the VGA cable. After 2 weeks I bought an Nvidia GT440 card. The previous 9500GT was working correctly with no problems whatsoever. I installed the GT440 and the first problem that I encountered using this latest card is mentioned here: Nvidia GT 440 black screen problem when loading lightdm greeter. The solution to this problem was to actually disconnect then connect again the VGA cable. This would result in the screen showing me the lightdm screen for my login. If I did not disconnect then connect the cable I could be there forever thinking that there is no video signal. I got tired of looking for answers that did not work and for solutions that made me literally have to install Ubuntu again. I just went and bought a HDMI cable and changed the VGA one for that one. It worked and I did not have to disconnect/connect the cable but now I have this problem when using any resolution. My normal resolution is 1920x1080 (This TV is 1080HD) so in VGA I could use this resolution with no problem, but on HDMI am getting the borders cut out. Here is a pic: As you can see from the PIC, the Launcher icons only show less than 50% of their witdh. Forget about the top and bottom parts, I can access them with the mouse but I can not visualize them in the screen. It is like it's outside of the TVs view. Basically there is like 20 to 30 pixels gone from all sides. I searched around and came to running xrand --verbose to see what it could detect from the TV. I got this: cyrex@cyrex:~$ xrandr --verbose xrandr: Failed to get size of gamma for output default Screen 0: minimum 320 x 175, current 1920 x 1080, maximum 1920 x 1080 default connected 1920x1080+0+0 (0x164) normal (normal) 0mm x 0mm Identifier: 0x163 Timestamp: 465485 Subpixel: unknown Clones: CRTC: 0 CRTCs: 0 Transform: 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 filter: 1920x1080 (0x164) 103.7MHz *current h: width 1920 start 0 end 0 total 1920 skew 0 clock 54.0KHz v: height 1080 start 0 end 0 total 1080 clock 50.0Hz 1920x1080 (0x165) 105.8MHz h: width 1920 start 0 end 0 total 1920 skew 0 clock 55.1KHz v: height 1080 start 0 end 0 total 1080 clock 51.0Hz 1920x1080 (0x166) 107.8MHz h: width 1920 start 0 end 0 total 1920 skew 0 clock 56.2KHz v: height 1080 start 0 end 0 total 1080 clock 52.0Hz 1920x1080 (0x167) 109.9MHz h: width 1920 start 0 end 0 total 1920 skew 0 clock 57.2KHz v: height 1080 start 0 end 0 total 1080 clock 53.0Hz 1920x1080 (0x168) 112.0MHz h: width 1920 start 0 end 0 total 1920 skew 0 clock 58.3KHz v: height 1080 start 0 end 0 total 1080 clock 54.0Hz 1920x1080 (0x169) 114.0MHz h: width 1920 start 0 end 0 total 1920 skew 0 clock 59.4KHz v: height 1080 start 0 end 0 total 1080 clock 55.0Hz 1680x1050 (0x16a) 98.8MHz h: width 1680 start 0 end 0 total 1680 skew 0 clock 58.8KHz v: height 1050 start 0 end 0 total 1050 clock 56.0Hz 1680x1050 (0x16b) 100.5MHz h: width 1680 start 0 end 0 total 1680 skew 0 clock 59.9KHz v: height 1050 start 0 end 0 total 1050 clock 57.0Hz 1600x1024 (0x16c) 95.0MHz h: width 1600 start 0 end 0 total 1600 skew 0 clock 59.4KHz v: height 1024 start 0 end 0 total 1024 clock 58.0Hz 1440x900 (0x16d) 76.5MHz h: width 1440 start 0 end 0 total 1440 skew 0 clock 53.1KHz v: height 900 start 0 end 0 total 900 clock 59.0Hz 1360x768 (0x171) 65.8MHz h: width 1360 start 0 end 0 total 1360 skew 0 clock 48.4KHz v: height 768 start 0 end 0 total 768 clock 63.0Hz 1360x768 (0x172) 66.8MHz h: width 1360 start 0 end 0 total 1360 skew 0 clock 49.2KHz v: height 768 start 0 end 0 total 768 clock 64.0Hz 1280x1024 (0x173) 85.2MHz h: width 1280 start 0 end 0 total 1280 skew 0 clock 66.6KHz v: height 1024 start 0 end 0 total 1024 clock 65.0Hz 1280x960 (0x176) 83.6MHz h: width 1280 start 0 end 0 total 1280 skew 0 clock 65.3KHz v: height 960 start 0 end 0 total 960 clock 68.0Hz 1280x960 (0x177) 84.8MHz h: width 1280 start 0 end 0 total 1280 skew 0 clock 66.2KHz v: height 960 start 0 end 0 total 960 clock 69.0Hz 1280x720 (0x178) 64.5MHz h: width 1280 start 0 end 0 total 1280 skew 0 clock 50.4KHz v: height 720 start 0 end 0 total 720 clock 70.0Hz 1280x720 (0x179) 65.4MHz h: width 1280 start 0 end 0 total 1280 skew 0 clock 51.1KHz v: height 720 start 0 end 0 total 720 clock 71.0Hz 1280x720 (0x17a) 66.4MHz h: width 1280 start 0 end 0 total 1280 skew 0 clock 51.8KHz v: height 720 start 0 end 0 total 720 clock 72.0Hz 1152x864 (0x17b) 72.7MHz h: width 1152 start 0 end 0 total 1152 skew 0 clock 63.1KHz v: height 864 start 0 end 0 total 864 clock 73.0Hz 1152x864 (0x17c) 73.7MHz h: width 1152 start 0 end 0 total 1152 skew 0 clock 63.9KHz v: height 864 start 0 end 0 total 864 clock 74.0Hz ....Many Resolutions later... 320x200 (0x1d1) 10.2MHz h: width 320 start 0 end 0 total 320 skew 0 clock 31.8KHz v: height 200 start 0 end 0 total 200 clock 159.0Hz 320x175 (0x1d2) 9.0MHz h: width 320 start 0 end 0 total 320 skew 0 clock 28.0KHz v: height 175 start 0 end 0 total 175 clock 160.0Hz 1920x1080 (0x1dd) 333.8MHz h: width 1920 start 0 end 0 total 1920 skew 0 clock 173.9KHz v: height 1080 start 0 end 0 total 1080 clock 161.0Hz If it helps, the Refresh Rate at 1920x1080 is 60. There is a flickering effect at this resolution using HDMI but not VGA which I imagine is related to the borders cut off issue am asking here. I have also done the following but this will only solve the problem on lower resolutions than 1920x1080 or on others TV (My father has a Sony TV where this problem is also solved): NVIDIA WAY Go to Nvidia-Settings and there will be an option that will have more features if a HDMI cable is connected. In the next pic the option is DFP-1 (CNDLCD) but this name changes depending on what device the PC is connected to: Uncheck Force Full GPU Scaling What this will do for resolutions LOWER than 1920x1080 (At least in my case) is solve the flickering problem and fix the borders cut by the monitor. Save to Xorg.conf file the changes made after changing to a resolution acceptable to your eyes. TV WAY If you TV has OSD Menu and this menu has options for scanning the screen resolution or auto adjusting to it, disable them. Specifically the option about SCAN. If you have an option for AV Mode disable it. Basically disable any option that needs to scan and scale the resolution. Test one by one. In the case of my father's TV this did it. In my case, the Nvidia solved it for lower resolutions. NOTE: In the case this is not solved in the next couple of weeks I will add this as the answer but take into consideration that the issue is still active with 1920x1080 resolutions.

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  • WinHTTP and Windows 7 x64: Error

    - by JackOfAllTrades
    I have an application which uses WinHTTP, and it seems under Windows 7 (64-bit; have yet to test the 32-bit version) the call to WinHttpOpen fails, returning "The group or resource is not in the correct state to perform the requested operation." This corresponds to error code 5023, and occurs for the Administrator as well as a standard user. The C++ DLL containing this call was compiled using Visual Studio 2008 (32-bit) on a Windows XP Professional system. Other than Outlook 2007, this is an otherwise clean install in a VM. Thanks!

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  • Floating point conversion from Fixed point algorithm

    - by Viks
    Hi, I have an application which is using 24 bit fixed point calculation.I am porting it to a hardware which does support floating point, so for speed optimization I need to convert all fixed point based calculation to floating point based calculation. For this code snippet, It is calculating mantissa for(i=0;i<8207;i++) { // Do n^8/7 calculation and store // it in mantissa and exponent, scaled to // fixed point precision. } So since this calculation, does convert an integer to mantissa and exponent scaled to fixed point precision(23 bit). When I tried converting it to float, by dividing the mantissa part by precision bits and subtracting the exponent part by precision bit, it really does' t work. Please help suggesting a better way of doing it.

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  • XNA 2D Collision with specific tiles

    - by zenzero
    I am new to game programming and to these sites for help. I am making a 2D game but I can't seem to get the collision between my character and certain tiles. I have a map filled with grass tiles and water tiles and I want to keep my character from walking on the water tiles. I have a Tiles class that I use so that the tiles are objects and also has the collision method in it, a TileEngine class used create the map and it also holds a list of Tiles, and the class James which is for my character. I also have a Camera class that centers the camera on my character if that has anything to do with the problem. The character's movement is intended to be restricted to 4 directions(up, down, left, right). As an extra note, the bottom right water tile does have collision, but the collision does not occur for any of the other water tiles. Here is my TileEngine class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Test2DGame2 { class TileEngine : Microsoft.Xna.Framework.Game { //makes a list of Tiles objects public List<Tiles> tilesList = new List<Tiles>(); public TileEngine() {} public static int tileWidth = 64; public static int tileHeight = 64; public int[,] 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, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 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, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, }; public void drawMap(SpriteBatch spriteBatch) { for (int y = 0; y < map.GetLength(0); y++) { for (int x = 0; x < map.GetLength(1); x++) { //make a Rectangle tilesList[map[y, x]].rectangle = new Rectangle(x * tileWidth, y * tileHeight, tileWidth, tileHeight); //draw the Tiles objects spriteBatch.Draw(tilesList[map[y, x]].texture, tilesList[map[y, x]].rectangle, Color.White); } } } } } Here is my Tiles class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Test2DGame2 { class Tiles { public Texture2D texture; public Rectangle rectangle; public Tiles(Texture2D texture) { this.texture = texture; } //check to see if james collides with the tile from the right side public void rightCollision(James james) { if (james.GetBounds().Intersects(rectangle)) { james.position.X = rectangle.Left - james.front.Width; } } } } I have a method for rightCollision because I could only figure out how to get the collisions from specifying directions. and here is the James class for my character using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Test2DGame2 { class James { public Texture2D front; public Texture2D back; public Texture2D left; public Texture2D right; public Vector2 center; public Vector2 position; public James(Texture2D front) { position = new Vector2(0, 0); this.front = front; center = new Vector2(front.Width / 2, front.Height / 2); } public James(Texture2D front, Vector2 newPosition) { this.front = front; position = newPosition; center = new Vector2(front.Width / 2, front.Height / 2); } public void move(GameTime gameTime) { KeyboardState keyboard = Keyboard.GetState(); float SCALE = 20.0f; float speed = gameTime.ElapsedGameTime.Milliseconds / 100.0f; if (keyboard.IsKeyDown(Keys.Up)) { position.Y -=speed * SCALE; } else if (keyboard.IsKeyDown(Keys.Down)) { position.Y += speed * SCALE; } else if (keyboard.IsKeyDown(Keys.Left)) { position.X -= speed * SCALE; } else if (keyboard.IsKeyDown(Keys.Right)) { position.X += speed * SCALE; } } public void draw(SpriteBatch spriteBatch) { spriteBatch.Draw(front, position, null, Color.White, 0, center, 1.0f, SpriteEffects.None, 0.0f); } //get the boundingbox for James public Rectangle GetBounds() { return new Rectangle( (int)position.X, (int)position.Y, front.Width, front.Height); } } }

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  • SQlite: Column format for unix timestamp; Integer types

    - by SF.
    Original problem: What is the right column format for a unix timestamp? The net is full of confusion: some posts claim SQLite has no unsigned types - either whatsoever, or with exception of the 64bit int type (but there are (counter-)examples that invoke UNSIGNED INTEGER). The data types page mentions it only in a bigint example. It also claims there is a 6-byte integer but doesn't give a name for it. Of course standard INTEGER being 4-byte signed signed stores unix timestamps as negative numbers. I've heard that some systems return 64-bit timestamps too. OTOH I'm not too fond of wasting 4 bytes to store 1 extra bit (top bit of timestamp), and even if I have to pick a bigger data format, I'd rather go for the 6-byte one. I've even seen a post that claims SQLite unix timestamp is of type REAL... Complete problem: Could someone please clarify that mess?

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  • iOS Efficiency File Saving Efficiency

    - by Guvvy Aba
    I was working on my iOS app and my goal is to save a file that I am receiving from the internet bit by bit. My current setup is that I have a NSMutableData object and I add a bit of data to it as I receive my file. After the last "packet" is received, I write the NSData to a file and the process is complete. I'm kind of worried that this isn't the ideal way to do it because of the limitations of RAM in a mobile device and it would be problematic to receive large files. My next thought was to implement a NSFileHandle so that as the file arrives, it would be saved to the disk, rather than the virtual memory. In terms of speed and efficiency, which method do you think will work decently on an iOS device. I am currently using the first, NSMutableData approach. Is it worth changing my app to use the NSFileHandle? Thanks in advance, Guvvy

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  • Doubt about the Intel's IA-32 software developer manual

    - by Francesco Turco
    I'm studying the Intel's IA-32 software developer manual. In particular, I'm reading the following manual: http://www.intel.com/Assets/PDF/manual/253666.pdf. Let's take for example the ADD instruction. On page 79 it is written that you can an r8 (8-bit register) to an r/m8 (8-bit register or memory location). A few rows below, it is also written that you can add an r/m8 to an r8. The question is: if I add two 8-bit registers, which instruction I am using? Thanks.

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  • Thread placement policies on NUMA systems - update

    - by Dave
    In a prior blog entry I noted that Solaris used a "maximum dispersal" placement policy to assign nascent threads to their initial processors. The general idea is that threads should be placed as far away from each other as possible in the resource topology in order to reduce resource contention between concurrently running threads. This policy assumes that resource contention -- pipelines, memory channel contention, destructive interference in the shared caches, etc -- will likely outweigh (a) any potential communication benefits we might achieve by packing our threads more densely onto a subset of the NUMA nodes, and (b) benefits of NUMA affinity between memory allocated by one thread and accessed by other threads. We want our threads spread widely over the system and not packed together. Conceptually, when placing a new thread, the kernel picks the least loaded node NUMA node (the node with lowest aggregate load average), and then the least loaded core on that node, etc. Furthermore, the kernel places threads onto resources -- sockets, cores, pipelines, etc -- without regard to the thread's process membership. That is, initial placement is process-agnostic. Keep reading, though. This description is incorrect. On Solaris 10 on a SPARC T5440 with 4 x T2+ NUMA nodes, if the system is otherwise unloaded and we launch a process that creates 20 compute-bound concurrent threads, then typically we'll see a perfect balance with 5 threads on each node. We see similar behavior on an 8-node x86 x4800 system, where each node has 8 cores and each core is 2-way hyperthreaded. So far so good; this behavior seems in agreement with the policy I described in the 1st paragraph. I recently tried the same experiment on a 4-node T4-4 running Solaris 11. Both the T5440 and T4-4 are 4-node systems that expose 256 logical thread contexts. To my surprise, all 20 threads were placed onto just one NUMA node while the other 3 nodes remained completely idle. I checked the usual suspects such as processor sets inadvertently left around by colleagues, processors left offline, and power management policies, but the system was configured normally. I then launched multiple concurrent instances of the process, and, interestingly, all the threads from the 1st process landed on one node, all the threads from the 2nd process landed on another node, and so on. This happened even if I interleaved thread creating between the processes, so I was relatively sure the effect didn't related to thread creation time, but rather that placement was a function of process membership. I this point I consulted the Solaris sources and talked with folks in the Solaris group. The new Solaris 11 behavior is intentional. The kernel is no longer using a simple maximum dispersal policy, and thread placement is process membership-aware. Now, even if other nodes are completely unloaded, the kernel will still try to pack new threads onto the home lgroup (socket) of the primordial thread until the load average of that node reaches 50%, after which it will pick the next least loaded node as the process's new favorite node for placement. On the T4-4 we have 64 logical thread contexts (strands) per socket (lgroup), so if we launch 48 concurrent threads we will find 32 placed on one node and 16 on some other node. If we launch 64 threads we'll find 32 and 32. That means we can end up with our threads clustered on a small subset of the nodes in a way that's quite different that what we've seen on Solaris 10. So we have a policy that allows process-aware packing but reverts to spreading threads onto other nodes if a node becomes too saturated. It turns out this policy was enabled in Solaris 10, but certain bugs suppressed the mixed packing/spreading behavior. There are configuration variables in /etc/system that allow us to dial the affinity between nascent threads and their primordial thread up and down: see lgrp_expand_proc_thresh, specifically. In the OpenSolaris source code the key routine is mpo_update_tunables(). This method reads the /etc/system variables and sets up some global variables that will subsequently be used by the dispatcher, which calls lgrp_choose() in lgrp.c to place nascent threads. Lgrp_expand_proc_thresh controls how loaded an lgroup must be before we'll consider homing a process's threads to another lgroup. Tune this value lower to have it spread your process's threads out more. To recap, the 'new' policy is as follows. Threads from the same process are packed onto a subset of the strands of a socket (50% for T-series). Once that socket reaches the 50% threshold the kernel then picks another preferred socket for that process. Threads from unrelated processes are spread across sockets. More precisely, different processes may have different preferred sockets (lgroups). Beware that I've simplified and elided details for the purposes of explication. The truth is in the code. Remarks: It's worth noting that initial thread placement is just that. If there's a gross imbalance between the load on different nodes then the kernel will migrate threads to achieve a better and more even distribution over the set of available nodes. Once a thread runs and gains some affinity for a node, however, it becomes "stickier" under the assumption that the thread has residual cache residency on that node, and that memory allocated by that thread resides on that node given the default "first-touch" page-level NUMA allocation policy. Exactly how the various policies interact and which have precedence under what circumstances could the topic of a future blog entry. The scheduler is work-conserving. The x4800 mentioned above is an interesting system. Each of the 8 sockets houses an Intel 7500-series processor. Each processor has 3 coherent QPI links and the system is arranged as a glueless 8-socket twisted ladder "mobius" topology. Nodes are either 1 or 2 hops distant over the QPI links. As an aside the mapping of logical CPUIDs to physical resources is rather interesting on Solaris/x4800. On SPARC/Solaris the CPUID layout is strictly geographic, with the highest order bits identifying the socket, the next lower bits identifying the core within that socket, following by the pipeline (if present) and finally the logical thread context ("strand") on the core. But on Solaris on the x4800 the CPUID layout is as follows. [6:6] identifies the hyperthread on a core; bits [5:3] identify the socket, or package in Intel terminology; bits [2:0] identify the core within a socket. Such low-level details should be of interest only if you're binding threads -- a bad idea, the kernel typically handles placement best -- or if you're writing NUMA-aware code that's aware of the ambient placement and makes decisions accordingly. Solaris introduced the so-called critical-threads mechanism, which is expressed by putting a thread into the FX scheduling class at priority 60. The critical-threads mechanism applies to placement on cores, not on sockets, however. That is, it's an intra-socket policy, not an inter-socket policy. Solaris 11 introduces the Power Aware Dispatcher (PAD) which packs threads instead of spreading them out in an attempt to be able to keep sockets or cores at lower power levels. Maximum dispersal may be good for performance but is anathema to power management. PAD is off by default, but power management polices constitute yet another confounding factor with respect to scheduling and dispatching. If your threads communicate heavily -- one thread reads cache lines last written by some other thread -- then the new dense packing policy may improve performance by reducing traffic on the coherent interconnect. On the other hand if your threads in your process communicate rarely, then it's possible the new packing policy might result on contention on shared computing resources. Unfortunately there's no simple litmus test that says whether packing or spreading is optimal in a given situation. The answer varies by system load, application, number of threads, and platform hardware characteristics. Currently we don't have the necessary tools and sensoria to decide at runtime, so we're reduced to an empirical approach where we run trials and try to decide on a placement policy. The situation is quite frustrating. Relatedly, it's often hard to determine just the right level of concurrency to optimize throughput. (Understanding constructive vs destructive interference in the shared caches would be a good start. We could augment the lines with a small tag field indicating which strand last installed or accessed a line. Given that, we could augment the CPU with performance counters for misses where a thread evicts a line it installed vs misses where a thread displaces a line installed by some other thread.)

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  • How to prevent MSBUILD from copying dependent GAC assemblies to bin

    - by Matt Wrock
    I have a msbuild task that builds my solution and I am migrating it from .net 3.5 to 4.0. I have some dependent DLLs that have Local Copy set to true. The 4.0 version of msbuild is not only copying the dependent DLL (which I want), it is also copying all dependent assemblies of that DLL from the 32 bit version of the GAC to my bin. Not only do I not want these files being copied from the GAC, I especially do not want the 32 bit versions for this 64 bit build. Has the behavior changed in msbuild 4.0? And does anyone know how to force msbuild to use the behavior in 3.5?

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