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  • Efficient method to calculate the rank vector of a list in Python

    - by Tamás
    I'm looking for an efficient way to calculate the rank vector of a list in Python, similar to R's rank function. In a simple list with no ties between the elements, element i of the rank vector of a list l should be x if and only if l[i] is the x-th element in the sorted list. This is simple so far, the following code snippet does the trick: def rank_simple(vector): return [rank for rank in sorted(range(n), key=vector.__getitem__)] Things get complicated, however, if the original list has ties (i.e. multiple elements with the same value). In that case, all the elements having the same value should have the same rank, which is the average of their ranks obtained using the naive method above. So, for instance, if I have [1, 2, 3, 3, 3, 4, 5], the naive ranking gives me [0, 1, 2, 3, 4, 5, 6], but what I would like to have is [0, 1, 3, 3, 3, 5, 6]. Which one would be the most efficient way to do this in Python? Footnote: I don't know if NumPy already has a method to achieve this or not; if it does, please let me know, but I would be interested in a pure Python solution anyway as I'm developing a tool which should work without NumPy as well.

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  • To have efficient many-to-many relation in Java

    - by Masi
    How can you make the efficient many-to-many -relation from fileID to Words and from word to fileIDs without database -tools like Postgres in Java? I have the following classes. The relation from fileID to words is cheap, but not the reverse, since I need three for -loops for it. My solution is not apparently efficient. Other options may be to create an extra class that have word as an ID with the ArrayList of fileIDs. Reply to JacobM's answer The relevant part of MyFile's constructors is: /** * Synopsis of data in wordToWordConutInFile.txt: * fileID|wordID|wordCount * * Synopsis of the data in the file wordToWordID.txt: * word|wordID **/ /** * Getting words by getting first wordIDs from wordToWordCountInFile.txt and then words in wordToWordID.txt. */ InputStream in2 = new FileInputStream("/home/dev/wordToWordCountInFile.txt"); BufferedReader fi2 = new BufferedReader(new InputStreamReader(in2)); ArrayList<Integer> wordIDs = new ArrayList<Integer>(); String line = null; while ((line = fi2.readLine()) != null) { if ((new Integer(line.split("|")[0]) == currentFileID)) { wordIDs.add(new Integer(line.split("|")[6])); } } in2.close(); // Getting now the words by wordIDs. InputStream in3 = new FileInputStream("/home/dev/wordToWordID.txt"); BufferedReader fi3 = new BufferedReader(new InputStreamReader(in3)); line = null; while ((line = fi3.readLine()) != null) { for (Integer wordID : wordIDs) { if (wordID == (new Integer(line.split("|")[1]))) { this.words.add(new Word(new String(line.split("|")[0]), fileID)); break; } } } in3.close(); this.words.addAll(words); The constructor of Word is at the paste.

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  • Most efficient method of detecting/monitoring DOM changes?

    - by Graza
    I need an efficient mechanism for detecting changes to the DOM. Preferably cross-browser, but if there's any efficient means which are not cross browser, I can implement these with a fail-safe cross browser method. In particular, I need to detect changes that would affect the text on a page, so any new, removed or modified elements, or changes to inner text (innerHTML) would be required. I don't have control over the changes being made (they could be due to 3rd party javascript includes, etc), so it can't be approached from this angle - I need to "monitor" for changes somehow. Currently I've implemented a "quick'n'dirty" method which checks body.innerHTML.length at intervals. This won't of course detect changes which result in the same length being returned, but in this case is "good enough" - the chances of this happening are extremely slim, and in this project, failing to detect a change won't result in lost data. The problem with body.innerHTML.length is that it's expensive. It can take between 1 and 5 milliseconds on a fast browser, and this can bog things down a lot - I'm also dealing with a large-ish number of iframes and it all adds up. I'm pretty sure the expensiveness of doing this is because the innerHTML text is not stored statically by browsers, and needs to be calculated from the DOM every time it is read. The types of answers I am looking for are anything from the "precise" (for example event) to the "good enough" - perhaps something as "quick'n'dirty" as the innerHTML.length method, but that executes faster.

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  • Ruby shortest/most efficient way to write rnd hex

    - by Whirlwin
    Hi. What I have is a method used to generate random hex values. E.g 666 or FF7 However, I don't think it is efficient at all.. What I want is to make it more efficient which perhaps will make my code shorter as well, but I don't know how. That is why I need tips or hints Here is my code so far: def random_values random_values = Array.new letters = ['A','B','C','D','E','F'] for i in 1..15 if i <= 9 random_values << i else random_values << letters[i-10] end end return random_values.shuffle[0].to_s + random_values.shuffle[0].to_s + random_values.shuffle[0].to_s end As you probably see, I do not generate random numbers. I just shuffle the array containing the values I want, meaning all the numbers in the array are unique, which is not needed, but was the easiest solution for me when I wrote the code. I am most concerned about the return line.. If only it was possible to write like: return 3.times { random_values.shuffle[0] } or return random_values.shuffle[0].to_s *3 Thanks in advance!

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  • Efficient Multiplication of Varying-Length #s [Conceptual]

    - by Milan Patel
    Write the pseudocode of an algorithm that takes in two arbitrary length numbers (provided as strings), and computes the product of these numbers. Use an efficient procedure for multiplication of large numbers of arbitrary length. Analyze the efficiency of your algorithm. I decided to take the (semi) easy way out and use the Russian Peasant Algorithm. It works like this: a * b = a/2 * 2b if a is even a * b = (a-1)/2 * 2b + a if a is odd My pseudocode is: rpa(x, y){ if x is 1 return y if x is even return rpa(x/2, 2y) if x is odd return rpa((x-1)/2, 2y) + y } I have 3 questions: Is this efficient for arbitrary length numbers? I implemented it in C and tried varying length numbers. The run-time in was near-instant in all cases so it's hard to tell empirically... Can I apply the Master's Theorem to understand the complexity...? a = # subproblems in recursion = 1 (max 1 recursive call across all states) n / b = size of each subproblem = n / 1 - b = 1 (problem doesn't change size...?) f(n^d) = work done outside recursive calls = 1 - d = 0 (the addition when a is odd) a = 1, b^d = 1, a = b^d - complexity is in n^d*log(n) = log(n) this makes sense logically since we are halving the problem at each step, right? What might my professor mean by providing arbitrary length numbers "as strings". Why do that? Many thanks in advance

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  • Efficient mapping of game entity positions in Java

    - by byte
    In Java (Swing), say I've got a 2D game where I have various types of entities on the screen, such as a player, bad guys, powerups, etc. When the player moves across the screen, in order to do efficient checking of what is in the immediate vicinity of the player, I would think I'd want indexed access to the things that are near the character based on their position. For example, if player 'P' steps onto element 'E' in the following example... | | | | | | | | | |P| | | | |E| | | | | | | | | ... would be to do something like: if(player.getPosition().x == entity.getPosition().x && entity.getPosition.y == thing.getPosition().y) { //do something } And thats fine, but that implies that the entities hold their positions, and therefor if I had MANY entities on the screen I would have to loop through all possible entities available and check each ones position against the player position. This seems really inefficient especially if you start getting tons of entities. So, I would suspect I'd want some sort of map like Map<Point, Entity> map = new HashMap<Point, Entity>(); And store my point information there, so that I could access these entities in constant time. The only problem with that approach is that, if I want to move an entity to a different point on the screen, I'd have to search through the values of the HashMap for the entity I want to move (inefficient since I dont know its Point position ahead of time), and then once I've found it remove it from the HashMap, and re-insert it with the new position information. Any suggestions or advice on what sort of data structure / storage format I ought to be using here in order to have efficient access to Entities based on their position, as well as Position's based on the Entity?

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  • SQL SERVER – Retrieve and Explore Database Backup without Restoring Database – Idera virtual databas

    - by pinaldave
    I recently downloaded Idera’s SQL virtual database, and tested it. There are a few things about this tool which caught my attention. My Scenario It is quite common in real life that sometimes observing or retrieving older data is necessary; however, it had changed as time passed by. The full database backup was 40 GB in size, and, to restore it on our production server, it usually takes around 16 to 22 minutes, depending on the load server that is usually present. This range in time varies from one server to another as per the configuration of the computer. Some other issues we used to have are the following: When we try to restore a large 40-GB database, we needed at least that much space on our production server. Once in a while, we even had to make changes in the restored database, and use the said changed and restored database for our purpose, making it more time-consuming. My Solution I have heard a lot about the Idera’s SQL virtual database tool.. Well, right after we started to test this tool, we found out that it really delivers what it promises. Using this software was very easy and we were able to restore our database from backup in less than 2 minutes, sparing us from the usual longer time of 16–22 minutes. The needful was finished in a total of 10 minutes. Another interesting observation is that there is no need to have an additional space for restoring the database. For complete database restoration, the single additional MB on the drive is not required anymore. We can use the database in the same way as our regular database, and there is no need for any additional configuration and setup. Let us look at the most relevant points of this product based on my initial experience: Quick restoration of the database backup No additional space required for database restoration virtual database has no physical .MDF or .LDF The database which is restored is, in fact, the backup file converted in the virtual database. DDL and DML queries can be executed against this virtually restored database. Regular backup operation can be implemented against virtual database, creating a physical .bak file that can be used for future use. There was no observed degradation in performance on the original database as well the restored virtual database. Additional T-SQL queries can be let off on the virtual database. Well, this summarizes my quick review. And, as I was saying, I am very impressed with the product and I plan to explore it more. There are many features that I have noticed in this tool, which I think can be very useful if properly understood. I had taken a few screenshots using my demo database afterwards. Let us see what other things this tool can do besides the mentioned activities. I am surprised with its performance so I want to know how exactly this feature works, specifically in the matter of why it does not create any additional files and yet, it still allows update on the virtually restored database. I guess I will have to send an e-mail to the developers of Idera and try to figure this out from them. I think this tool is very useful, and it delivers a high level of performance way more than what I expected. Soon, I will write a review for additional uses of SQL virtual database.. If you are using SQL virtual database in your production environment, I am eager to learn more about it and your experience while using it. The ‘Virtual’ Part of virtual database When I set out to test this software, I thought virtual database had something to do with Hyper-V or visualization. In fact, the virtual database is a kind of database which shows up in your SQL Server Management Studio without actually restoring or even creating it. This tool creates a database in SSMS from the backup of the same database. The backup, however, works virtually the same way as original database. Potential Usage of virtual database: As soon as I described this tool to my teammate, I think his very first reaction was, “hey, if we have this then there is no need for log shipping.” I find his comment very interesting as log shipping is something where logs are moved to another server. In fact, there are no updates on the database from log; I would rather compare it with Snapshot Replication. In fact, whatever we use, snapshot replicated database can be similarly used and configured with virtual database. I totally believe that we can use it for reporting purpose. In fact, after this database was configured, I think the uses of this tool are unlimited. I will have to spend some more time studying it and will get back to you. Click on images to see larger images. virtual database Console Harddrive Space before virtual database Setup Attach Full Backup Screen Backup on Harddrive Attach Full Backup Screen with Settings virtual database Setup – less than 60 sec virtual database Setup – Online Harddrive Space after virtual database Setup Point in Time Recovery Option – Timeline View virtual database Summary No Performance Difference between Regular DB vs Virtual DB Please note that all SQL Server MVP gets free license of this software. Reference: Pinal Dave (http://blog.SQLAuthority.com), Idera (virtual database) Filed under: Database, Pinal Dave, SQL, SQL Add-On, SQL Authority, SQL Backup and Restore, SQL Data Storage, SQL Query, SQL Server, SQL Tips and Tricks, SQL Utility, SQLAuthority News, T SQL, Technology Tagged: Idera

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  • SQL SERVER – 2008 – Introduction to Snapshot Database – Restore From Snapshot

    - by pinaldave
    Snapshot database is one of the most interesting concepts that I have used at some places recently. Here is a quick definition of the subject from Book On Line: A Database Snapshot is a read-only, static view of a database (the source database). Multiple snapshots can exist on a source database and can always reside on the same server instance as the database. Each database snapshot is consistent, in terms of transactions, with the source database as of the moment of the snapshot’s creation. A snapshot persists until it is explicitly dropped by the database owner. If you do not know how Snapshot database work, here is a quick note on the subject. However, please refer to the official description on Book-on-Line for accuracy. Snapshot database is a read-only database created from an original database called the “source database”. This database operates at page level. When Snapshot database is created, it is produced on sparse files; in fact, it does not occupy any space (or occupies very little space) in the Operating System. When any data page is modified in the source database, that data page is copied to Snapshot database, making the sparse file size increases. When an unmodified data page is read in the Snapshot database, it actually reads the pages of the original database. In other words, the changes that happen in the source database are reflected in the Snapshot database. Let us see a simple example of Snapshot. In the following exercise, we will do a few operations. Please note that this script is for demo purposes only- there are a few considerations of CPU, DISK I/O and memory, which will be discussed in the future posts. Create Snapshot Delete Data from Original DB Restore Data from Snapshot First, let us create the first Snapshot database and observe the sparse file details. USE master GO -- Create Regular Database CREATE DATABASE RegularDB GO USE RegularDB GO -- Populate Regular Database with Sample Table CREATE TABLE FirstTable (ID INT, Value VARCHAR(10)) INSERT INTO FirstTable VALUES(1, 'First'); INSERT INTO FirstTable VALUES(2, 'Second'); INSERT INTO FirstTable VALUES(3, 'Third'); GO -- Create Snapshot Database CREATE DATABASE SnapshotDB ON (Name ='RegularDB', FileName='c:\SSDB.ss1') AS SNAPSHOT OF RegularDB; GO -- Select from Regular and Snapshot Database SELECT * FROM RegularDB.dbo.FirstTable; SELECT * FROM SnapshotDB.dbo.FirstTable; GO Now let us see the resultset for the same. Now let us do delete something from the Original DB and check the same details we checked before. -- Delete from Regular Database DELETE FROM RegularDB.dbo.FirstTable; GO -- Select from Regular and Snapshot Database SELECT * FROM RegularDB.dbo.FirstTable; SELECT * FROM SnapshotDB.dbo.FirstTable; GO When we check the details of sparse file created by Snapshot database, we will find some interesting details. The details of Regular DB remain the same. It clearly shows that when we delete data from Regular/Source DB, it copies the data pages to Snapshot database. This is the reason why the size of the snapshot DB is increased. Now let us take this small exercise to  the next level and restore our deleted data from Snapshot DB to Original Source DB. -- Restore Data from Snapshot Database USE master GO RESTORE DATABASE RegularDB FROM DATABASE_SNAPSHOT = 'SnapshotDB'; GO -- Select from Regular and Snapshot Database SELECT * FROM RegularDB.dbo.FirstTable; SELECT * FROM SnapshotDB.dbo.FirstTable; GO -- Clean up DROP DATABASE [SnapshotDB]; DROP DATABASE [RegularDB]; GO Now let us check the details of the select statement and we can see that we are successful able to restore the database from Snapshot Database. We can clearly see that this is a very useful feature in case you would encounter a good business that needs it. I would like to request the readers to suggest more details if they are using this feature in their business. Also, let me know if you think it can be potentially used to achieve any tasks. Complete Script of the afore- mentioned operation for easy reference is as follows: USE master GO -- Create Regular Database CREATE DATABASE RegularDB GO USE RegularDB GO -- Populate Regular Database with Sample Table CREATE TABLE FirstTable (ID INT, Value VARCHAR(10)) INSERT INTO FirstTable VALUES(1, 'First'); INSERT INTO FirstTable VALUES(2, 'Second'); INSERT INTO FirstTable VALUES(3, 'Third'); GO -- Create Snapshot Database CREATE DATABASE SnapshotDB ON (Name ='RegularDB', FileName='c:\SSDB.ss1') AS SNAPSHOT OF RegularDB; GO -- Select from Regular and Snapshot Database SELECT * FROM RegularDB.dbo.FirstTable; SELECT * FROM SnapshotDB.dbo.FirstTable; GO -- Delete from Regular Database DELETE FROM RegularDB.dbo.FirstTable; GO -- Select from Regular and Snapshot Database SELECT * FROM RegularDB.dbo.FirstTable; SELECT * FROM SnapshotDB.dbo.FirstTable; GO -- Restore Data from Snapshot Database USE master GO RESTORE DATABASE RegularDB FROM DATABASE_SNAPSHOT = 'SnapshotDB'; GO -- Select from Regular and Snapshot Database SELECT * FROM RegularDB.dbo.FirstTable; SELECT * FROM SnapshotDB.dbo.FirstTable; GO -- Clean up DROP DATABASE [SnapshotDB]; DROP DATABASE [RegularDB]; GO Reference : Pinal Dave (http://blog.SQLAuthority.com) Filed under: SQL, SQL Authority, SQL Backup and Restore, SQL Data Storage, SQL Query, SQL Server, SQL Tips and Tricks, SQLServer, T SQL, Technology

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  • Best way to store a large amount of game objects and update the ones onscreen

    - by user3002473
    Good afternoon guys! I'm a young beginner game developer working on my first large scale game project and I've run into a situation where I'm not quite sure what the best solution may be (if there is a lone solution). The question may be vague (if anyone can think of a better title after having read the question, please edit it) or broad but I'm not quite sure what to do and I thought it would help just to discuss the problem with people more educated in the field. Before we get started, here are some of the questions I've looked at for help in the past: Best way to keep track of game objects Elegant way to simulate large amounts of entities within a game world What is the most efficient container to store dynamic game objects in? I've also read articles about different data structures commonly used in games to store game objects such as this one about slot maps, but none of them are really what I'm looking for. Also, if it helps at all I'm using Python 3 to design the game. It has to be Python 3, if I could I would use C++ or Unityscript or something else, but I'm restricted to having to use Python 3. My game will be a form of side scroller shooter game. In said game the player will traverse large rooms with large amounts of enemies and other game objects to update (think some of the larger areas in Cave Story or Iji). The player obviously can't see the entire room all at once, so there is a viewport that follows the player around and renders only a selection of the room and the game objects that it contains. This is not a foreign concept. The part that's getting me confused has to do with how certain game objects are updated. Some of them are to be updated constantly, regardless of whether or not they can be seen. Other objects however are only to be updated when they are onscreen (for example, an enemy would only be updated to react to the player when it is onscreen or when it is in a certain range of the screen). Another problem is that game objects have to be easily referable by other game objects; something that happens in the player's update() method may affect another object in the world. Collision detection in games is always a serious problem. I need a way of containing the game objects such that it minimizes the number of cases when testing for collisions against one another. The final problem is that of creating and destroying game objects. I think this problem is pretty self explanatory. To store the game objects then I've considered a number of different methods. The original method I had was to simply store all the objects in a hash table by an id. This method was simple, and decently fast as it allows all the objects to be looked up in O(1) complexity, and also allows them to be deleted fairly easily. Hash collisions would not be a major problem; I wasn't originally planning on using computer generated ids to store the game objects I was going to rely on them all using ids given to them by the game designer (such names would be strings like 'Player' or 'EnemyWeapon4'), and even if I did use computer generated ids, if I used a decent hashing algorithm then the chances of collisions would be around 1 in 4 billion. The problem with using a hash table however is that it is inefficient in checking to see what objects are in range of the viewport. Considering the fact that certain game objects move (as well as the viewport itself), the only solution I could think of in order to only update objects that are in the viewport would be to iterate through every object in the hash table and check if it is in the viewport or not, updating only the ones that are in the valid area. This would be incredibly slow in scenarios where the amount of game objects exceeds 500, or even 200. The second solution was to store everything in a 2-d list. The world is partitioned up into cells (a tilemap essentially), where each cell or tile is the same size and is square. Each cell would contain a list of the game objects that are currently occupying it (each game object would be inserted into a cell depending on the center of the object's collision mask). A 2-d list would allow me to take the top-left and bottom-right corners of the viewport and easily grab a rectangular area of the grid containing only the cells containing entities that are in valid range to be updated. This method also solves the problem of collision detection; when I take an entity I can find the cell that it is currently in, then check only against entities in it's cell and the 8 cells around it. One problem with this system however is that it prohibits easy lookup of game objects. One solution I had would be to simultaneously keep a hash table that would contain all the positions of the objects in the 2-d list indexed by the id of said object. The major problem with a 2-d list is that it would need to be rebuilt every single game frame (along with the hash table of object positions), which may be a serious detriment to game speed. Both systems have ups and downs and seem to solve some of each other's problems, however using them both together doesn't seem like the best solution either. If anyone has any thoughts, ideas, suggestions, comments, opinions or solutions on new data structures or better implementations of the existing data structures I have in mind, please post, any and all criticism and help is welcome. Thanks in advance! EDIT: Please don't close the question because it has a bad title, I'm just bad with names!

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  • Personal cloud storage options

    - by rhaddan
    I'm looking for some personal cloud storage options. My biggest concern about moving to a hosted storage solution is the long-term viability of the provider. Has anyone used a cloud service that you're crazy about? I'm a Mac user, so I need to have something that will work on the Mac OS and ideally the iPhone as well.

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  • Strange error from mysql storage engine

    - by zerkms
    General error: 1030 Got error -1 from storage engine the used storage engine is innodb the query was runned when i got it today morning was: SELECT feeds.* FROM feeds ORDER BY RAND() LIMIT 1 i know rand() is bad but it's very small table (<500 records) and not loaded project this error i receive approximately once a day. cannot google anything relevant :-(

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  • DOM Storage and locks

    - by user535759
    Since DOM storage and its equivalencies persist in between tabs and windows, I've thought about using it for message passing. The problem is that fetch and store are different operations, and therefore not atomic. I have models that rely on UUID generation, conflict resolutions, and beaconing to do the small subset of what I need to do, but my real question is this: Since the local storage is a shared memory resource, what are the locking mechanisms available for mutual access?

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  • Local development using HTML5 storage

    - by jasongonzales
    I am experimenting with HTML5 local storage functionality, but was frustrated to learn that the browser won't allow local storage when the file is local. My guess is that the browser (Chrome in my case, FF too) wants to see a domain rather than a file location. Has anyone here discovered a workaround for developing locally? Perhaps setting up a local domain? That sounds like too much trouble. There should just be a developer option in the browser, grrrrrr.

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  • Installing Intel Rapid Storage Drivers makes my eSATA Drives act weird

    - by Filip Ekberg
    I have a HP 8530w Elitebook this Laptop got an eSATA port which I want to plug my LaCie d2 Quadra V2 1TB harddrive into. It all works well on a fresh install of Windows 7 without the Intel Chipset drivers installed. However when I install the Intel Rapid Storage drivers or the Intel Matrix software my drive seems to "disconnect" when I use it to much. I have a lot of Virtual PC's on the drive and when I start them the disk somewhat disconnects. What could cause this?

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  • Tape Storage - How do I setup a tape backup system for use with my NAS

    - by John Himmelman
    I currently have a QNAP NAS with a raid 5 config (~600gb storage) but don't have a reliable backup solution. I've heard great things about tape backup systems (reliability, durability, etc..). How can I go about setting up a tape backup system? The tape drives seem very expensive (1k+ for a decent one, more than the price of my NAS). What are the important specs to compare and features to take into consideration? Edit: Does anyone have links to some good resources? There is a ton of articles, guides, and sites on this subject, not sure where to start.

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  • Setting default version on Azure Blob Storage?

    - by Erik
    What is the easiest way, without having to create your own utility, to set the default service version to the latest in Azure Blob Storage ? http://msdn.microsoft.com/en-us/library/windowsazure/dd894041 There is basically nothing to be set in the Azure portal and I am having a difficult time finding working utilities to use for Azure. For some reason Azure is defaulting to the oldest version which does not send things like the http range header for example. Any utility that can do this ? Thank you.

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  • Windows Storage Server 2003 R2 RDP Disconnection

    - by Antitribu
    I am unable to remote desktop to our Windows Storage Server 2003 R2 machine. There are a few people about with similar issues but no answers around. Symantec End Point is installed but no network protection. Using rdesktop in Linux I receive: ERROR: send: Connection reset by peer NOT IMPLEMENTED: PDU 12 ERROR: Connection closed Where the "PDU XX" number changes on each connection. In windows using the latest mstsc I receive: The connection was lost due to a network error. Try connecting again. If the problem persists, contact your network Administrator. Any ideas?

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  • How does fail2ban 0.9 database storage actually works?

    - by Arantir
    Fail2ban 0.9 introduce database storage to save bans on restart. But I can't find out the actual mechanism of it work. There is dbpurgeage parameter which controls lifetime of old bans, defaults to 24 hours. As I see from code research, fail2ban saves a ban to the db with timeofban equals to the moment of ban being saved. Then every dbpurgeage period it removes all bans with timeofban < MyTime.time() - self._purgeAge, in other words removes all bans have been stored more than 24 hours ago. But what if an IP was banned for the month? Does all this mean that with dbpurgeage = 86400 after restart in 24 hours I will lost all bans longer than 24 hours? I just want that all my permanent bans will be preserved in any case.

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  • Sharing external storage between different operating systems?

    - by CT
    I just received a Lacie 1TB external usb/firewire/esata drive. I have 2 machines. A macbook running osx 10.6 and a desktop running windows 7. I would like to rip my dvd collection to iso and store on my external. Right now I use my macbook's disk utility to rip dvds to iso. However my desktop is what is connected to my hdtv. I mainly just use the desktop for media. I'd like to format the external with a 200 GB partition for time machine backups and have the rest for storage. DVD iso are often above 8GB so that sort of eliminates FAT file systems correct? Do I have any options to be able to have my mac and pc both see the drive?

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  • VMWare esxi 4.1 storage errors with MD3200

    - by Karl Katzke
    We're seeing some storage errors from the esxi logs relating to our MD3200. I'm sort of a VMWare noob and am not sure where to go from here because I couldn't find a lot of documentation on the VMWare website, and the forums didn't seem to have any posts about it with actual answers. Everything is working, but I'm trying to proactively troubleshoot this. sfcb-vmware_base|StoragePool Cannot get logical disk data from controller 0 sfcb-vmware_base|Volume Cannot get logical disk data from controller 0 sfcb-vmware_base|storelib-GetLDList-ProcessLibCommandCall failed; rval = 0x800E The ESXi boxes are connected directly via SAS to the controller on the MD3200. What do these errors actually mean, and what's a good path to start troubleshooting or solving them?

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  • What is the easiest way to get MySQL's Archive Storage Engine working on CentOS 5.4

    - by tronda
    The Archive Storage Engine is not enabled by the default build of MySQL in CentOS/RHEL. I would like to enable it on our CentOS 5.4 server. My initial reaction was to modify the SPEC file for the SRPMS file, but this indicates that this might not be that easy. There's always the option to build from MySQL source, but I would prefer if possible to stay within the RPMS/Yum world. Does anybody have a successful approach to this by using RPMS/SRPMS/Yum? Some patches which makes this work flawless with SRPMS?

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  • Triple Boot - With storage partition

    - by art
    I'm new to the multi-boot world, as i used to rely on virtualizing for running linux. Recently i moved to Dual booting Windows 7 and Ubuntu, with a storage partition for all my files where both operating systems could access them. Is it possible, to have 1 partition for 7, another for XP, another for Ubuntu, and a separate partition where the OS's can access my files? so 4 partitions on my hdd. and if there's a better way to go about this (or if its not possible), please let me know! thanks

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  • NetFlow Storage Calculator

    - by javano
    I am planning to deploy a NetFlow server (using NfSen/NfDump) for harvesting data from Cisco devices; Are there standard calculations or guidelines I can use to calculate my server requirements, specifically I need to plan for storage. Is there a way of knowing how much data I will collect per day for example, given N flows? Lets say one device has 10k flows per day, this is typically XYZ MBs, so I can scale this up? If not, how many flows are you guys and girls recording per day, and how much data is this generating? Hopefully we can generate an estimate from everyone else's figures! P.S. If it makes a difference, I'll be collecting from <= 50 devices max (non more than 50Mbps each).

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  • HALEVT troubleshooting: VFAT usb storage device gets mounted with root:root user:group

    - by Nova deViator
    Hi, i'm banging my head for number of days around this problem. using Halevt for automounting, everything mostly works, but the only thing is that Halevt mounts external USB storage devices as root. So, as user i cannot write to files on them. Halevt gets run as halevt user on boot through /etc/init.d script. This is Ubuntu Lucid with Awesome WM. No GDM. Running halevt as user seem to not work (halevt runs but doesn't respond on Insert) I know HAL is deprecated and removed and i should probably write my own UDEV rules, but until then it seems there must a be simple hack that enables mounting VFAT/NTFS devices with specific uid/gid. this question/answer helps a lot, but not specifically to the above.

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  • How does the data storage work? [closed]

    - by Andres Adhi
    I am really new to the whole concept of Data storage, Domain, Server and everything else related to this. Can someone pleases explain what a Domain is? How are server part of the Domain and How are Database stored in the Server or Domain? How does a new server be able to connect to existing database server to get all the data needed. I tried to find this information in the web but I am not really finding a good resource. It may be because these is really basic information. I will really appreciate if someone can explain these concept in plain terms. Thanks in advance.

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