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  • PandoraBar Packs Pandora Radio Client into a Compact Case

    - by Jason Fitzpatrick
    This stylish and compact build makes it easy to enjoy streaming radio without the bulk and overhead of running your entire computer to do so. Check out the video to see the compact streaming radio box in action. Courtesy of tinker blog Engscope, we find this clean Pandora-client-in-box build. Currently the project blog has a cursory overview of the project with the demo video but promises future updates detailing the software and hardware components of the build. If you can’t wait that long, make sure to check out some of the previous Wi-Fi radio builds we’ve shared: DIY Wi-Fi Radio Brings Wireless Tunes Anywhere in Your House and Wi-Fi Speakers Stream Music Anywhere. Pandobar [via Hacked Gadgets] How To Create a Customized Windows 7 Installation Disc With Integrated Updates How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using?

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  • AMD/AMD GPU Switching

    - by user73816
    I have two GPU's in my laptop, both of which are AMD. Whenever I use the Catalyst Control Centre to change the GPU, nothing changes after reboot. In fact, when I do the fglrxinfo command the terminal only reports seeing one GPU, the integrated one (HD 4250). The dedicated one (Mobility HD5470) goes unnoticed and I can't seem to use that GPU at all. I really don't want to use the Open Source drivers because I've found there generally slower than the proprietary, but the proprietary doesn't seem to work either. Any help is appreciated.

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  • Why lock-free data structures just aren't lock-free enough

    - by Alex.Davies
    Today's post will explore why the current ways to communicate between threads don't scale, and show you a possible way to build scalable parallel programming on top of shared memory. The problem with shared memory Soon, we will have dozens, hundreds and then millions of cores in our computers. It's inevitable, because individual cores just can't get much faster. At some point, that's going to mean that we have to rethink our architecture entirely, as millions of cores can't all access a shared memory space efficiently. But millions of cores are still a long way off, and in the meantime we'll see machines with dozens of cores, struggling with shared memory. Alex's tip: The best way for an application to make use of that increasing parallel power is to use a concurrency model like actors, that deals with synchronisation issues for you. Then, the maintainer of the actors framework can find the most efficient way to coordinate access to shared memory to allow your actors to pass messages to each other efficiently. At the moment, NAct uses the .NET thread pool and a few locks to marshal messages. It works well on dual and quad core machines, but it won't scale to more cores. Every time we use a lock, our core performs an atomic memory operation (eg. CAS) on a cell of memory representing the lock, so it's sure that no other core can possibly have that lock. This is very fast when the lock isn't contended, but we need to notify all the other cores, in case they held the cell of memory in a cache. As the number of cores increases, the total cost of a lock increases linearly. A lot of work has been done on "lock-free" data structures, which avoid locks by using atomic memory operations directly. These give fairly dramatic performance improvements, particularly on systems with a few (2 to 4) cores. The .NET 4 concurrent collections in System.Collections.Concurrent are mostly lock-free. However, lock-free data structures still don't scale indefinitely, because any use of an atomic memory operation still involves every core in the system. A sync-free data structure Some concurrent data structures are possible to write in a completely synchronization-free way, without using any atomic memory operations. One useful example is a single producer, single consumer (SPSC) queue. It's easy to write a sync-free fixed size SPSC queue using a circular buffer*. Slightly trickier is a queue that grows as needed. You can use a linked list to represent the queue, but if you leave the nodes to be garbage collected once you're done with them, the GC will need to involve all the cores in collecting the finished nodes. Instead, I've implemented a proof of concept inspired by this intel article which reuses the nodes by putting them in a second queue to send back to the producer. * In all these cases, you need to use memory barriers correctly, but these are local to a core, so don't have the same scalability problems as atomic memory operations. Performance tests I tried benchmarking my SPSC queue against the .NET ConcurrentQueue, and against a standard Queue protected by locks. In some ways, this isn't a fair comparison, because both of these support multiple producers and multiple consumers, but I'll come to that later. I started on my dual-core laptop, running a simple test that had one thread producing 64 bit integers, and another consuming them, to measure the pure overhead of the queue. So, nothing very interesting here. Both concurrent collections perform better than the lock-based one as expected, but there's not a lot to choose between the ConcurrentQueue and my SPSC queue. I was a little disappointed, but then, the .NET Framework team spent a lot longer optimising it than I did. So I dug out a more powerful machine that Red Gate's DBA tools team had been using for testing. It is a 6 core Intel i7 machine with hyperthreading, adding up to 12 logical cores. Now the results get more interesting. As I increased the number of producer-consumer pairs to 6 (to saturate all 12 logical cores), the locking approach was slow, and got even slower, as you'd expect. What I didn't expect to be so clear was the drop-off in performance of the lock-free ConcurrentQueue. I could see the machine only using about 20% of available CPU cycles when it should have been saturated. My interpretation is that as all the cores used atomic memory operations to safely access the queue, they ended up spending most of the time notifying each other about cache lines that need invalidating. The sync-free approach scaled perfectly, despite still working via shared memory, which after all, should still be a bottleneck. I can't quite believe that the results are so clear, so if you can think of any other effects that might cause them, please comment! Obviously, this benchmark isn't realistic because we're only measuring the overhead of the queue. Any real workload, even on a machine with 12 cores, would dwarf the overhead, and there'd be no point worrying about this effect. But would that be true on a machine with 100 cores? Still to be solved. The trouble is, you can't build many concurrent algorithms using only an SPSC queue to communicate. In particular, I can't see a way to build something as general purpose as actors on top of just SPSC queues. Fundamentally, an actor needs to be able to receive messages from multiple other actors, which seems to need an MPSC queue. I've been thinking about ways to build a sync-free MPSC queue out of multiple SPSC queues and some kind of sign-up mechanism. Hopefully I'll have something to tell you about soon, but leave a comment if you have any ideas.

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  • GDD-BR 2010 [2E] Building Business Apps using Google Web Toolkit and Spring Roo

    GDD-BR 2010 [2E] Building Business Apps using Google Web Toolkit and Spring Roo Speaker: Chris Ramsdale Track: Cloud Computing Time: 14:40 - 15:25 Room: sala[2] Level: 201 Who says you can't build rich web apps for your business? Follow along in this session to learn how you can use the latest integrated set of tools from Google and VMware to take your internal business apps into the cloud. We'll cover how to get started using GWT with Spring Roo and SpringSource Tool Suite (STS), as well as the new data presentation widgets and MVP framework that will be available in the 2.1 release of GWT. From: GoogleDevelopers Views: 69 0 ratings Time: 45:56 More in Science & Technology

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  • higher cpu usage in ubuntu 12.04 than windows 7

    - by Medya
    Hi I have a Intel Core i5 with 6GB of Ram using ubuntu 12.04 64bit. I noticed that whenever I run chrome which is the faster browser for me in linux) when I watch youtube, the CPU usage for Chrome is at least 13% and sometimes even 30% . but in Windows 7 same thing (youtube on chrome) rarely uses more than 6% of my CPU usage. I also notice my laptop is so hot in ubuntu 12.04 and the fan is working all the time, while in windows the laptop is so silent and the fan doesnt make much noise all the time and not as warm as in linux. is it like that for every one or is it just me?

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  • Desktop Fun: World of Warcraft Customization Set

    - by Asian Angel
    Are you a World of Warcraft fan whose desktop needs some adventure? Whether you are a member of the Alliance or the Horde get ready to journey to Azeroth with our World of Warcraft Desktop Customization set. Latest Features How-To Geek ETC Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 The History Of Operating Systems [Infographic] DriveSafe.ly Reads Your Text Messages Aloud The Likability of Angry Birds [Infographic] Dim an Overly Bright Alarm Clock with a Binder Divider Preliminary List of Keyboard Shortcuts for Unity Now Available Bring a Touch of the Wild West to Your Desktop with the Rango Theme for Windows 7

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  • Enabling "AllowDualLinkModes" in xorg.conf

    - by Gausie
    I'm using a GeForce GT 620 (which is dual-link compatable) and a DVI-I dual-link splitter to try to have a desktop extended onto two monitors. At the moment when I plug in the monitors, only the monitor on the female VGA marked "1" gets a signal, and the other screen gets nothing and only one screen is detected by nvidia-settings. After reading around, I have realised that my graphics card probably comes with dual-link disabled by default, and I can enable it by adding an "AllowDualLinkModes" option to my xorg.conf. This is the current state of my xorg.conf Section "Device" Identifier "Default Device" Option "NoLogo" "True" EndSection Where do I put the line about AllowDualLinkModes? Do I create a new Section? Have I misunderstood? Cheers Gausie

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  • links for 2010-04-07

    - by Bob Rhubart
    James McGovern: Enterprise Architecture and Social CRM "With a few exceptions, the vast majority of enterprise architects I know spend an awful lot of time focused on internal issues whether it is rationalization, the cloud, storage governance, data center consolidation, creation of reference architectures, portfolio management and other considerations that aren’t even visible to customers. One should ask whether IT can be truly successful if we are busy listening to the business but otherwise are blissfully ignorant towards the customers they serve." -- James McGovern (tags: enterprisearchitecture crm socialcomputing) WRF Benchmark: X6275 Beats Power6 - BestPerf "Oracle's Sun Blade X6275 cluster is 28% faster than the IBM POWER6 cluster on Weather Research and Forecasting (WRF) continental United Status (CONUS) benchmark datasets. The Sun Blade X6275 cluster used a Quad Data Rate (QDR) InfiniBand connection along with Intel compilers and MPI." (tags: oracle sun x6275 benchmarks)

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  • can't login to Unity always login to Unity 2D

    - by Goddard
    I select Ubuntu on login and it always loads Unity 2D. I ran /usr/lib/nux/unity_support_test -p And got this error X Error of failed request: BadWindow (invalid Window parameter) Major opcode of failed request: 137 (NV-GLX) Minor opcode of failed request: 4 () Resource id in failed request: 0x21f Serial number of failed request: 42 Current serial number in output stream: 42 I'm using 12.04 with all the latest updates. nvidia-installer --version nvidia-installer: version 295.53 ([email protected]) Sat May 12 00:34:26 PDT 2012 The NVIDIA Software Installer for Unix/Linux. This program is used to install, upgrade and uninstall The NVIDIA Accelerated Graphics Driver Set for Linux-x86_64. Copyright (C) 2003 - 2010 NVIDIA Corporation.

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  • Jupiter in Ubuntu 13.10 (Laptop Overheating)

    - by Daniel Pacheco
    I was wondering if Jupiter (Interface for display, power and device control) will work in Ubuntu 13.10, because my laptop (Toshiba Satellite C855D, AMD A6-4400M with Radeon HD Graphics running Ubuntu 13.04 x64) keeps overheating, I tried some other tools, like laptop-mode-tools or TLP, none of those work, not at all. Jupiter was the only option and it's supposedly discontinued, the version I'm using is being maintained by JoliCloud team, but they told me they're not sure if it will work with 13.10... If it doesn't work, I'm definitely not upgrading, since overheating is a major issue for me... Thanks in advance!

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  • Much Ado About Nothing: Stub Objects

    - by user9154181
    The Solaris 11 link-editor (ld) contains support for a new type of object that we call a stub object. A stub object is a shared object, built entirely from mapfiles, that supplies the same linking interface as the real object, while containing no code or data. Stub objects cannot be executed — the runtime linker will kill any process that attempts to load one. However, you can link to a stub object as a dependency, allowing the stub to act as a proxy for the real version of the object. You may well wonder if there is a point to producing an object that contains nothing but linking interface. As it turns out, stub objects are very useful for building large bodies of code such as Solaris. In the last year, we've had considerable success in applying them to one of our oldest and thorniest build problems. In this discussion, I will describe how we came to invent these objects, and how we apply them to building Solaris. This posting explains where the idea for stub objects came from, and details our long and twisty journey from hallway idea to standard link-editor feature. I expect that these details are mainly of interest to those who work on Solaris and its makefiles, those who have done so in the past, and those who work with other similar bodies of code. A subsequent posting will omit the history and background details, and instead discuss how to build and use stub objects. If you are mainly interested in what stub objects are, and don't care about the underlying software war stories, I encourage you to skip ahead. The Long Road To Stubs This all started for me with an email discussion in May of 2008, regarding a change request that was filed in 2002, entitled: 4631488 lib/Makefile is too patient: .WAITs should be reduced This CR encapsulates a number of cronic issues with Solaris builds: We build Solaris with a parallel make (dmake) that tries to build as much of the code base in parallel as possible. There is a lot of code to build, and we've long made use of parallelized builds to get the job done quicker. This is even more important in today's world of massively multicore hardware. Solaris contains a large number of executables and shared objects. Executables depend on shared objects, and shared objects can depend on each other. Before you can build an object, you need to ensure that the objects it needs have been built. This implies a need for serialization, which is in direct opposition to the desire to build everying in parallel. To accurately build objects in the right order requires an accurate set of make rules defining the things that depend on each other. This sounds simple, but the reality is quite complex. In practice, having programmers explicitly specify these dependencies is a losing strategy: It's really hard to get right. It's really easy to get it wrong and never know it because things build anyway. Even if you get it right, it won't stay that way, because dependencies between objects can change over time, and make cannot help you detect such drifing. You won't know that you got it wrong until the builds break. That can be a long time after the change that triggered the breakage happened, making it hard to connect the cause and the effect. Usually this happens just before a release, when the pressure is on, its hard to think calmly, and there is no time for deep fixes. As a poor compromise, the libraries in core Solaris were built using a set of grossly incomplete hand written rules, supplemented with a number of dmake .WAIT directives used to group the libraries into sets of non-interacting groups that can be built in parallel because we think they don't depend on each other. From time to time, someone will suggest that we could analyze the built objects themselves to determine their dependencies and then generate make rules based on those relationships. This is possible, but but there are complications that limit the usefulness of that approach: To analyze an object, you have to build it first. This is a classic chicken and egg scenario. You could analyze the results of a previous build, but then you're not necessarily going to get accurate rules for the current code. It should be possible to build the code without having a built workspace available. The analysis will take time, and remember that we're constantly trying to make builds faster, not slower. By definition, such an approach will always be approximate, and therefore only incremantally more accurate than the hand written rules described above. The hand written rules are fast and cheap, while this idea is slow and complex, so we stayed with the hand written approach. Solaris was built that way, essentially forever, because these are genuinely difficult problems that had no easy answer. The makefiles were full of build races in which the right outcomes happened reliably for years until a new machine or a change in build server workload upset the accidental balance of things. After figuring out what had happened, you'd mutter "How did that ever work?", add another incomplete and soon to be inaccurate make dependency rule to the system, and move on. This was not a satisfying solution, as we tend to be perfectionists in the Solaris group, but we didn't have a better answer. It worked well enough, approximately. And so it went for years. We needed a different approach — a new idea to cut the Gordian Knot. In that discussion from May 2008, my fellow linker-alien Rod Evans had the initial spark that lead us to a game changing series of realizations: The link-editor is used to link objects together, but it only uses the ELF metadata in the object, consisting of symbol tables, ELF versioning sections, and similar data. Notably, it does not look at, or understand, the machine code that makes an object useful at runtime. If you had an object that only contained the ELF metadata for a dependency, but not the code or data, the link-editor would find it equally useful for linking, and would never know the difference. Call it a stub object. In the core Solaris OS, we require all objects to be built with a link-editor mapfile that describes all of its publically available functions and data. Could we build a stub object using the mapfile for the real object? It ought to be very fast to build stub objects, as there are no input objects to process. Unlike the real object, stub objects would not actually require any dependencies, and so, all of the stubs for the entire system could be built in parallel. When building the real objects, one could link against the stub objects instead of the real dependencies. This means that all the real objects can be built built in parallel too, without any serialization. We could replace a system that requires perfect makefile rules with a system that requires no ordering rules whatsoever. The results would be considerably more robust. We immediately realized that this idea had potential, but also that there were many details to sort out, lots of work to do, and that perhaps it wouldn't really pan out. As is often the case, it would be necessary to do the work and see how it turned out. Following that conversation, I set about trying to build a stub object. We determined that a faithful stub has to do the following: Present the same set of global symbols, with the same ELF versioning, as the real object. Functions are simple — it suffices to have a symbol of the right type, possibly, but not necessarily, referencing a null function in its text segment. Copy relocations make data more complicated to stub. The possibility of a copy relocation means that when you create a stub, the data symbols must have the actual size of the real data. Any error in this will go uncaught at link time, and will cause tragic failures at runtime that are very hard to diagnose. For reasons too obscure to go into here, involving tentative symbols, it is also important that the data reside in bss, or not, matching its placement in the real object. If the real object has more than one symbol pointing at the same data item, we call these aliased symbols. All data symbols in the stub object must exhibit the same aliasing as the real object. We imagined the stub library feature working as follows: A command line option to ld tells it to produce a stub rather than a real object. In this mode, only mapfiles are examined, and any object or shared libraries on the command line are are ignored. The extra information needed (function or data, size, and bss details) would be added to the mapfile. When building the real object instead of the stub, the extra information for building stubs would be validated against the resulting object to ensure that they match. In exploring these ideas, I immediately run headfirst into the reality of the original mapfile syntax, a subject that I would later write about as The Problem(s) With Solaris SVR4 Link-Editor Mapfiles. The idea of extending that poor language was a non-starter. Until a better mapfile syntax became available, which seemed unlikely in 2008, the solution could not involve extentions to the mapfile syntax. Instead, we cooked up the idea (hack) of augmenting mapfiles with stylized comments that would carry the necessary information. A typical definition might look like: # DATA(i386) __iob 0x3c0 # DATA(amd64,sparcv9) __iob 0xa00 # DATA(sparc) __iob 0x140 iob; A further problem then became clear: If we can't extend the mapfile syntax, then there's no good way to extend ld with an option to produce stub objects, and to validate them against the real objects. The idea of having ld read comments in a mapfile and parse them for content is an unacceptable hack. The entire point of comments is that they are strictly for the human reader, and explicitly ignored by the tool. Taking all of these speed bumps into account, I made a new plan: A perl script reads the mapfiles, generates some small C glue code to produce empty functions and data definitions, compiles and links the stub object from the generated glue code, and then deletes the generated glue code. Another perl script used after both objects have been built, to compare the real and stub objects, using data from elfdump, and validate that they present the same linking interface. By June 2008, I had written the above, and generated a stub object for libc. It was a useful prototype process to go through, and it allowed me to explore the ideas at a deep level. Ultimately though, the result was unsatisfactory as a basis for real product. There were so many issues: The use of stylized comments were fine for a prototype, but not close to professional enough for shipping product. The idea of having to document and support it was a large concern. The ideal solution for stub objects really does involve having the link-editor accept the same arguments used to build the real object, augmented with a single extra command line option. Any other solution, such as our prototype script, will require makefiles to be modified in deeper ways to support building stubs, and so, will raise barriers to converting existing code. A validation script that rederives what the linker knew when it built an object will always be at a disadvantage relative to the actual linker that did the work. A stub object should be identifyable as such. In the prototype, there was no tag or other metadata that would let you know that they weren't real objects. Being able to identify a stub object in this way means that the file command can tell you what it is, and that the runtime linker can refuse to try and run a program that loads one. At that point, we needed to apply this prototype to building Solaris. As you might imagine, the task of modifying all the makefiles in the core Solaris code base in order to do this is a massive task, and not something you'd enter into lightly. The quality of the prototype just wasn't good enough to justify that sort of time commitment, so I tabled the project, putting it on my list of long term things to think about, and moved on to other work. It would sit there for a couple of years. Semi-coincidentally, one of the projects I tacked after that was to create a new mapfile syntax for the Solaris link-editor. We had wanted to do something about the old mapfile syntax for many years. Others before me had done some paper designs, and a great deal of thought had already gone into the features it should, and should not have, but for various reasons things had never moved beyond the idea stage. When I joined Sun in late 2005, I got involved in reviewing those things and thinking about the problem. Now in 2008, fresh from relearning for the Nth time why the old mapfile syntax was a huge impediment to linker progress, it seemed like the right time to tackle the mapfile issue. Paving the way for proper stub object support was not the driving force behind that effort, but I certainly had them in mind as I moved forward. The new mapfile syntax, which we call version 2, integrated into Nevada build snv_135 in in February 2010: 6916788 ld version 2 mapfile syntax PSARC/2009/688 Human readable and extensible ld mapfile syntax In order to prove that the new mapfile syntax was adequate for general purpose use, I had also done an overhaul of the ON consolidation to convert all mapfiles to use the new syntax, and put checks in place that would ensure that no use of the old syntax would creep back in. That work went back into snv_144 in June 2010: 6916796 OSnet mapfiles should use version 2 link-editor syntax That was a big putback, modifying 517 files, adding 18 new files, and removing 110 old ones. I would have done this putback anyway, as the work was already done, and the benefits of human readable syntax are obvious. However, among the justifications listed in CR 6916796 was this We anticipate adding additional features to the new mapfile language that will be applicable to ON, and which will require all sharable object mapfiles to use the new syntax. I never explained what those additional features were, and no one asked. It was premature to say so, but this was a reference to stub objects. By that point, I had already put together a working prototype link-editor with the necessary support for stub objects. I was pleased to find that building stubs was indeed very fast. On my desktop system (Ultra 24), an amd64 stub for libc can can be built in a fraction of a second: % ptime ld -64 -z stub -o stubs/libc.so.1 -G -hlibc.so.1 \ -ztext -zdefs -Bdirect ... real 0.019708910 user 0.010101680 sys 0.008528431 In order to go from prototype to integrated link-editor feature, I knew that I would need to prove that stub objects were valuable. And to do that, I knew that I'd have to switch the Solaris ON consolidation to use stub objects and evaluate the outcome. And in order to do that experiment, ON would first need to be converted to version 2 mapfiles. Sub-mission accomplished. Normally when you design a new feature, you can devise reasonably small tests to show it works, and then deploy it incrementally, letting it prove its value as it goes. The entire point of stub objects however was to demonstrate that they could be successfully applied to an extremely large and complex code base, and specifically to solve the Solaris build issues detailed above. There was no way to finesse the matter — in order to move ahead, I would have to successfully use stub objects to build the entire ON consolidation and demonstrate their value. In software, the need to boil the ocean can often be a warning sign that things are trending in the wrong direction. Conversely, sometimes progress demands that you build something large and new all at once. A big win, or a big loss — sometimes all you can do is try it and see what happens. And so, I spent some time staring at ON makefiles trying to get a handle on how things work, and how they'd have to change. It's a big and messy world, full of complex interactions, unspecified dependencies, special cases, and knowledge of arcane makefile features... ...and so, I backed away, put it down for a few months and did other work... ...until the fall, when I felt like it was time to stop thinking and pondering (some would say stalling) and get on with it. Without stubs, the following gives a simplified high level view of how Solaris is built: An initially empty directory known as the proto, and referenced via the ROOT makefile macro is established to receive the files that make up the Solaris distribution. A top level setup rule creates the proto area, and performs operations needed to initialize the workspace so that the main build operations can be launched, such as copying needed header files into the proto area. Parallel builds are launched to build the kernel (usr/src/uts), libraries (usr/src/lib), and commands. The install makefile target builds each item and delivers a copy to the proto area. All libraries and executables link against the objects previously installed in the proto, implying the need to synchronize the order in which things are built. Subsequent passes run lint, and do packaging. Given this structure, the additions to use stub objects are: A new second proto area is established, known as the stub proto and referenced via the STUBROOT makefile macro. The stub proto has the same structure as the real proto, but is used to hold stub objects. All files in the real proto are delivered as part of the Solaris product. In contrast, the stub proto is used to build the product, and then thrown away. A new target is added to library Makefiles called stub. This rule builds the stub objects. The ld command is designed so that you can build a stub object using the same ld command line you'd use to build the real object, with the addition of a single -z stub option. This means that the makefile rules for building the stub objects are very similar to those used to build the real objects, and many existing makefile definitions can be shared between them. A new target is added to the Makefiles called stubinstall which delivers the stub objects built by the stub rule into the stub proto. These rules reuse much of existing plumbing used by the existing install rule. The setup rule runs stubinstall over the entire lib subtree as part of its initialization. All libraries and executables link against the objects in the stub proto rather than the main proto, and can therefore be built in parallel without any synchronization. There was no small way to try this that would yield meaningful results. I would have to take a leap of faith and edit approximately 1850 makefiles and 300 mapfiles first, trusting that it would all work out. Once the editing was done, I'd type make and see what happened. This took about 6 weeks to do, and there were many dark days when I'd question the entire project, or struggle to understand some of the many twisted and complex situations I'd uncover in the makefiles. I even found a couple of new issues that required changes to the new stub object related code I'd added to ld. With a substantial amount of encouragement and help from some key people in the Solaris group, I eventually got the editing done and stub objects for the entire workspace built. I found that my desktop system could build all the stub objects in the workspace in roughly a minute. This was great news, as it meant that use of the feature is effectively free — no one was likely to notice or care about the cost of building them. After another week of typing make, fixing whatever failed, and doing it again, I succeeded in getting a complete build! The next step was to remove all of the make rules and .WAIT statements dedicated to controlling the order in which libraries under usr/src/lib are built. This came together pretty quickly, and after a few more speed bumps, I had a workspace that built cleanly and looked like something you might actually be able to integrate someday. This was a significant milestone, but there was still much left to do. I turned to doing full nightly builds. Every type of build (open, closed, OpenSolaris, export, domestic) had to be tried. Each type failed in a new and unique way, requiring some thinking and rework. As things came together, I became aware of things that could have been done better, simpler, or cleaner, and those things also required some rethinking, the seeking of wisdom from others, and some rework. After another couple of weeks, it was in close to final form. My focus turned towards the end game and integration. This was a huge workspace, and needed to go back soon, before changes in the gate would made merging increasingly difficult. At this point, I knew that the stub objects had greatly simplified the makefile logic and uncovered a number of race conditions, some of which had been there for years. I assumed that the builds were faster too, so I did some builds intended to quantify the speedup in build time that resulted from this approach. It had never occurred to me that there might not be one. And so, I was very surprised to find that the wall clock build times for a stock ON workspace were essentially identical to the times for my stub library enabled version! This is why it is important to always measure, and not just to assume. One can tell from first principles, based on all those removed dependency rules in the library makefile, that the stub object version of ON gives dmake considerably more opportunities to overlap library construction. Some hypothesis were proposed, and shot down: Could we have disabled dmakes parallel feature? No, a quick check showed things being build in parallel. It was suggested that we might be I/O bound, and so, the threads would be mostly idle. That's a plausible explanation, but system stats didn't really support it. Plus, the timing between the stub and non-stub cases were just too suspiciously identical. Are our machines already handling as much parallelism as they are capable of, and unable to exploit these additional opportunities? Once again, we didn't see the evidence to back this up. Eventually, a more plausible and obvious reason emerged: We build the libraries and commands (usr/src/lib, usr/src/cmd) in parallel with the kernel (usr/src/uts). The kernel is the long leg in that race, and so, wall clock measurements of build time are essentially showing how long it takes to build uts. Although it would have been nice to post a huge speedup immediately, we can take solace in knowing that stub objects simplify the makefiles and reduce the possibility of race conditions. The next step in reducing build time should be to find ways to reduce or overlap the uts part of the builds. When that leg of the build becomes shorter, then the increased parallelism in the libs and commands will pay additional dividends. Until then, we'll just have to settle for simpler and more robust. And so, I integrated the link-editor support for creating stub objects into snv_153 (November 2010) with 6993877 ld should produce stub objects PSARC/2010/397 ELF Stub Objects followed by the work to convert the ON consolidation in snv_161 (February 2011) with 7009826 OSnet should use stub objects 4631488 lib/Makefile is too patient: .WAITs should be reduced This was a huge putback, with 2108 modified files, 8 new files, and 2 removed files. Due to the size, I was allowed a window after snv_160 closed in which to do the putback. It went pretty smoothly for something this big, a few more preexisting race conditions would be discovered and addressed over the next few weeks, and things have been quiet since then. Conclusions and Looking Forward Solaris has been built with stub objects since February. The fact that developers no longer specify the order in which libraries are built has been a big success, and we've eliminated an entire class of build error. That's not to say that there are no build races left in the ON makefiles, but we've taken a substantial bite out of the problem while generally simplifying and improving things. The introduction of a stub proto area has also opened some interesting new possibilities for other build improvements. As this article has become quite long, and as those uses do not involve stub objects, I will defer that discussion to a future article.

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  • Looking for WAMP Benchmarking (my current WAMP is very slow, so are other solutions)

    - by therobyouknow
    I'm running ZWAMP WAMP stack on my local development machine. However I have found it to be very slow at serving pages from a Drupal site I have setup. By contrast, my live production site on shared hosting is reasonably quick. For me the goal with a local WAMP stack was to develop offline and send completed work to the live production site. I liked ZWAMP because it didn't require adjustments to User Access Control or other permissions. I've looked at Drupal Acquia Development Stack but found this too restrictive: only one site instance/doc root can be installed. I've looked at other DAMP stacks and heard reports of them being slow. My local development machine that I am running the WAMP stack on is a Dual Core 2.6Ghz hyperthreaded Intel i7, 4Gb RAM, 7200rpm hard disk, running Windows 64bit professional. Surely this is fast enough. So I'm looking for: Causes of the slowness of the WAMP and how to improve the speed Benchmark data of various WAMP stacks

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  • Score Awesome Games on the Cheap with Humble Indie Bundle 6

    - by Jason Fitzpatrick
    It’s the Humble Indie Bundle time of year again; score six great games at a name-your-own-price including acclaimed action-RPG Torchlight. The Humble Indie Bundle combines games from independent development houses into a big promotional pack where gamers can name their own price and choose how much of that price goes towards the developers or gaming-related charities. Included in this bundle are: Dustforce, Rochard, Shatter, S.P.A.Z., Torchlight, and Vessel. Torchlight 2, the followup to the wildly popular Torchlight, is set for release in a scant two days–now is the perfect time to pick up a copy of Torchlight on the cheap and get yourself up to speed. The Humble Indie Bundle is cross-platform and DRM-free. Grab a copy and enjoy it on your Windows, Mac, or Linux machine without any registration hassles. The Humble Indie Bundle 6 How To Create a Customized Windows 7 Installation Disc With Integrated Updates How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using?

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  • Can't boot into ubuntu, black screen after grub menu

    - by wim
    Ubuntu is not booting properly for me anymore. The grub menu comes up, and whether I choose a linux recovery mode or the normal one I get a black screen after a few seconds. There is a brief message about vga=791 being deprecated, but I am not able to read it fully because the black screen covers it up almost immediately. I have googled for hours for solutions, and most people seem able to solve similar problems by editing in grub and adding nomodeset into the line starting with linux /boot... but this solution is not working for me, I still don't get any GUI. Sometimes I am able to get the dmesg rolling past, I think it was when I removed quiet splash from that line, but still no GUI - the computer seems to be on and working because it responds to a ctrl-alt-del and reboots. I have tried with 3 different graphics cards (2 nVidia and 1 ATI) and swapping them doesn't seem to change the behaviour at all. What else can I try?

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  • Is flash game development not considered 'proper' game development?

    - by humbleBee
    I've come across this a couple of times. That flash game development is not 'proper' game development when compared to XNA or even Unity. Mentioned here: Need guidelines for studying Game Development Also here in some comments : Where to start with game development? This judgement also befalls java, according to some. Is it because in flash its so easy to draw graphics and to import and add on to the stage any element we want and also because flash needs a 'container program' to run and others don't? But flash is by far way easier to 'distribute' than any other of those mentioned above. Maybe except for iphone or android games.

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  • Professional iOS Development as a Backup Career [closed]

    - by New Coder
    I am a research chemist by day and I am a self-taught hobbyist iOS programmer by night. I am in the process of developing a moderately complex iOS app and hope to launch it within a month or two. I love everything about iOS development (and programming in general). I want to know if iOS development could become a backup career for me if I loose my job. My question: Let's say I had a couple of apps in the app store, a solid foundation in objective-C and the apple frameworks and basic knowledge on network integrated apps. Without a formal CS degree, what other experience/knowledge would I need to land a job as a professional iOS developer? Forgive me if this question is out of bounds for this forum. If it is, suggestions on where to post such a question would be appreciated.

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  • Implementation of Race Game Tree

    - by Mert Toka
    I build a racing game right in OpenGL using Glut, and I'm a bit lost in all the details. First of all, any suggestions as a road map would be more than great. So far what I thought is this: Tree implementation for transformations. Simulated dynamics.(*) Octree implementation for collusion detection. Actual collusion detection.(*) Modelling in Maya and export them as .OBJs. Polishing the game with GLSL or something like that for graphics quality. (*): I am not sure the order of these two. So I started with the simulated dynamics without tree, and it turned out to be a huge chaos for me. Is there any way you can think of such that could help me to build such tree to use in racing game? I thought something like this but I have no idea how to implement it. Reds are static, yellows are dynamic nodes

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  • Display clock frequency per core using Conky

    - by cfbaptista
    I am using Conky to display a lot of information of my system. I managed to display the load percentage per core. But I do not know how to display the clock frequency of each core. What I have now is: ${font sans-serif:bold:size=8}PROCESSORS ${hr 2}${font} CPU1: ${cpu cpu1}% $alignr ${freq} MHz $alignr ${cpubar cpu1 8,60} CPU2: ${cpu cpu2}% $alignr ${freq} MHz $alignr ${cpubar cpu2 8,60} CPU3: ${cpu cpu3}% $alignr ${freq} MHz $alignr ${cpubar cpu3 8,60} CPU4: ${cpu cpu4}% $alignr ${freq} MHz $alignr ${cpubar cpu4 8,60} CPU5: ${cpu cpu5}% $alignr ${freq} MHz $alignr ${cpubar cpu5 8,60} CPU6: ${cpu cpu6}% $alignr ${freq} MHz $alignr ${cpubar cpu6 8,60} CPU7: ${cpu cpu7}% $alignr ${freq} MHz $alignr ${cpubar cpu7 8,60} CPU8: ${cpu cpu8}% $alignr ${freq} MHz $alignr ${cpubar cpu8 8,60} But this only gives me the global clock frequency and not the individual clock frequency per core. Does someone know how to get the individual clock frequency per core? System information Linux Mint 13 KDE, 64 bit (based on Ubuntu 12.04) Intel i7-2670QM (quad core with multithreading)

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  • Torchlight II Drops Today; New Classes and Miles of Atmospheric Dungeon Crawling Await

    - by Jason Fitzpatrick
    Torchlight II, sequel to the extremely popular Torchlight action-RPG, is available for sale today. With four new classes and a massively expanded world, you’ll have plenty to explore. The new release features extra classes, extra companion creatures, in-game weather systems, and of course: updated graphics and a massively expanded game universe. Trumping all these additions, however, is LAN/internet co-op multiplayer–by far the feature most requested and anticipated by Torchlight fans. Check out the trailer video above to take a peak at the game, read more about it at the Torchlight II site, and then hit up the link below to grab a copy on Steam–you can pre-order it any time but it won’t be officially available for download until 2PM EST, today. Torchlight II is Windows-only, $19.99 for a single copy or $59.99 for a friend 4-pack (which includes a copy of Torchlight I). Torchlight II How To Create a Customized Windows 7 Installation Disc With Integrated Updates How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using?

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  • The videocard driver killed Unity

    - by iUngi
    Hy, I just installed the ubuntu 11.04. After I restarted the PC I got a little notification that some drivers are missing, I click to activate the driver. So after the activation I can't use the unity. When in the preference page I click to the Ati catalyst control center I get the following error: There was a problem initializing Catalyst Control Center Linux edition. It could be caused by the following. No ATI graphics driver is installed, or the ATI driver is not functioning properly. Please install the ATI driver appropriate for you ATI hardware, or configure using aticonfig. My video card is ATI so I don't know what is the problem!?!

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  • Good Atom Based Tablets that run Ubuntu?

    - by Anthony Papillion
    I'm starting a software project for a company that will deploy on tablet computers. They want to stick with Intel processors so they are looking for a good tablet that runs on an Atom processor. MY requirement is that it needs to also be able to run Ubuntu. It doesn't have to come with Ubuntu, I just need to be able to install it with no hassle. But, if it comes with Ubuntu preinstalled, that's even better. Can anyone make a recommend? Thanks! Anthony

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  • Play PlayStation Games on a Rooted Nook Simple Touch

    - by Jason Fitzpatrick
    Just when you feel like you’ve seen it all, some guy comes along and shows you how he can play original PlayStation games on his ebook reader. Check out the video to see the surprisingly full-speed–albeit black and white–graphics in action. The secret sauce in Sean’s cool setup? He’s rooted the device and installed Free PlayStation Emulator (FPSE) on it–along with the NoRefresh hack–to enjoy touch-screen controls and PS emulation. The whole thing is shockingly smooth; once you get past the choppy intro videos, the games run at full speed. [via Hack A Day] HTG Explains: Why Do Hard Drives Show the Wrong Capacity in Windows? Java is Insecure and Awful, It’s Time to Disable It, and Here’s How What Are the Windows A: and B: Drives Used For?

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  • Oracle Makes Social Services More Effective

    - by michael.seback
    By Brendan B. Read, TMCnet.com, April 5, 2010 Oracle Makes Social Services More Effective with New Oracle Social Services Suite Overworked, with too frequently heart-wrenching cases yet cash-strapped, social service agencies now have a new solution that has been expressly designed to help them accomplish more for their clients with the same resources. Oracle's Oracle Social Services Suite provides them with a complete, open and integrated platform for eligibility and case management to simplify eligibility determination increase caseworker efficiency and improve program effectiveness. The Social Services Suite also includes updated versions of Oracle's Siebel CRM Public Sector 8.2 and Oracle Policy Automation 10. Here are the Oracle Social Services Suite and Siebel CRM Public Sector 8.2 features and benefits: read the article here.

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  • How do I install an older 2.6.37 Kernel Version?

    - by Seyed Mohammad
    I have a Sony VAIO P netbook and for several issues (graphics driver, audio driver and power management), I want to install an older version of the Linux kernel on Ubuntu 11.10 (actually its Xubuntu) that seems to be much more suitable. So I searched for Ubuntu kernels and found this link which includes all versions of the Linux kernel distributed by Ubuntu. I am looking for a version before 2.6.38 (to escape the known power management issue) and of course solve my many driver problems! I guess my best bet is 2.6.37 but there are several 2.6.37.x-x kernels! Can someone point me to the right choice? In each folder (for example: this one) there are several DEB packages. Which packages should I install? (Note: I have a 32-bit system) What is the installation process? sudo dpkg -i *.deb ? Is this fine or additional steps are required? Thanks.

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  • How To Enlarge a Virtual Machine’s Disk in VirtualBox or VMware

    - by Chris Hoffman
    When you create a virtual hard disk in VirtualBox or VMware, you specify a maximum disk size. If you want more space on your virtual machine’s hard disk later, you’ll have to enlarge the virtual hard disk and partition. Note that you may want to back up your virtual hard disk file before performing these operations – there’s always a chance something can go wrong, so it’s always good to have backups. However, the process worked fine for us. Image Credit: flickrsven How To Create a Customized Windows 7 Installation Disc With Integrated Updates How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using?

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