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  • Liskov substitution principle with abstract parent class

    - by Songo
    Does Liskov substitution principle apply to inheritance hierarchies where the parent is an abstract class the same way if the parent is a concrete class? The Wikipedia page list several conditions that have to be met before a hierarchy is deemed to be correct. However, I have read in a blog post that one way to make things easier to conform to LSP is to use abstract parent instead of a concrete class. How does the choice of the parent type (abstract vs concrete) impacts the LSP? Is it better to have an abstract base class whenever possible?

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  • Avoiding coupling

    - by Seralize
    It is also true that a system may become so coupled, where each class is dependent on other classes that depend on other classes, that it is no longer possible to make a change in one place without having a ripple effect and having to make subsequent changes in many places.[1] This is why using an interface or an abstract class can be valuable in any object-oriented software project. Quote from Wikipedia Starting from scratch I'm starting from scratch with a project that I recently finished because I found the code to be too tightly coupled and hard to refactor, even when using MVC. I will be using MVC on my new project aswell but want to try and avoid the pitfalls this time, hopefully with your help. Project summary My issue is that I really wish to keep the Controller as clean as possible, but it seems like I can't do this. The basic idea of the program is that the user picks wordlists which is sent to the game engine. It will pick random words from the lists until there are none left. Problem at hand My main problem is that the game will have 'modes', and need to check the input in different ways through a method called checkWord(), but exactly where to put this and how to abstract it properly is a challenge to me. I'm new to design patterns, so not sure whether there exist any might fit my problem. My own attempt at abstraction Here is what I've gotten so far after hours of 'refactoring' the design plans, and I know it's long, but it's the best I could do to try and give you an overview (Note: As this is the sketch, anything is subject to change, all help and advice is very welcome. Also note the marked coupling points): Wordlist class Wordlist { // Basic CRUD etc. here! // Other sample methods: public function wordlistCount($user_id) {} // Returns count of how many wordlists a user has public function getAll($user_id) {} // Returns all wordlists of a user } Word class Word { // Basic CRUD etc. here! // Other sample methods: public function wordCount($wordlist_id) {} // Returns count of words in a wordlist public function getAll($wordlist_id) {} // Returns all words from a wordlist public function getWordInfo($word_id) {} // Returns information about a word } Wordpicker class Wordpicker { // The class needs to know which words and wordlists to exclude protected $_used_words = array(); protected $_used_wordlists = array(); // Wordlists to pick words from protected $_wordlists = array(); /* Public Methods */ public function setWordlists($wordlists = array()) {} public function setUsedWords($used_words = array()) {} public function setUsedWordlists($used_wordlists = array()) {} public function getRandomWord() {} // COUPLING POINT! Will most likely need to communicate with both the Wordlist and Word classes /* Protected Methods */ protected function _checkAvailableWordlists() {} // COUPLING POINT! Might need to check if wordlists are deleted etc. protected function _checkAvailableWords() {} // COUPLING POINT! Method needs to get all words in a wordlist from the Word class } Game class Game { protected $_session_id; // The ID of a game session which gets stored in the database along with game details protected $_game_info = array(); // Game instantiation public function __construct($user_id) { if (! $this->_session_id = $this->_gameExists($user_id)) { // New game } else { // Resume game } } // This is the method I tried to make flexible by using abstract classes etc. // Does it even belong in this class at all? public function checkWord($answer, $native_word, $translation) {} // This method checks the answer against the native word / translation word, depending on game mode public function getGameInfo() {} // Returns information about a game session, or creates it if it does not exist public function deleteSession($session_id) {} // Deletes a game session from the database // Methods dealing with game session information protected function _gameExists($user_id) {} protected function _getProgress($session_id) {} protected function _updateProgress($game_info = array()) {} } The Game /* CONTROLLER */ /* "Guess the word" page */ // User input $game_type = $_POST['game_type']; // Chosen with radio buttons etc. $wordlists = $_POST['wordlists']; // Chosen with checkboxes etc. // Starts a new game or resumes one from the database $game = new Game($_SESSION['user_id']); $game_info = $game->getGameInfo(); // Instantiates a new Wordpicker $wordpicker = new Wordpicker(); $wordpicker->setWordlists((isset($game_info['wordlists'])) ? $game_info['wordlists'] : $wordlists); $wordpicker->setUsedWordlists((isset($game_info['used_wordlists'])) ? $game_info['used_wordlists'] : NULL); $wordpicker->setUsedWords((isset($game_info['used_words'])) ? $game_info['used_words'] : NULL); // Fetches an available word if (! $word_id = $wordpicker->getRandomWord()) { // No more words left - game over! $game->deleteSession($game_info['id']); redirect(); } else { // Presents word details to the user $word = new Word(); $word_info = $word->getWordInfo($word_id); } The Bit to Finish /* CONTROLLER */ /* "Check the answer" page */ // ?????????????????? ( http://pastebin.com/cc6MtLTR ) Make sure you toggle the 'Layout Width' to the right for a better view. Thanks in advance. Questions To which extent should objects be loosely coupled? If object A needs info from object B, how is it supposed to get this without losing too much cohesion? As suggested in the comments, models should hold all business logic. However, as objects should be independent, where to glue them together? Should the model contain some sort of "index" or "client" area which connects the dots? Edit: So basically what I should do for a start is to make a new model which I can more easily call with oneliners such as $model->doAction(); // Lots of code in here which uses classes! How about the method for checking words? Should it be it's own object? I'm not sure where I should put it as it's pretty much part of the 'game'. But on another hand, I could just leave out the 'abstraction and OOPness' and make it a method of the 'client model' which will be encapsulated from the controller anyway. Very unsure about this.

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  • Handling array passed to object at creation

    - by cecilli0n
    When creating my object I pass it an array of a row from my database. (everything in the array we will need, disregarding unnecessary elements at sql query level) When I need to access certain array elements from within my class, I do so like $this->row['element'] However, As I continue development, I sometimes forget what exactly is in this passed array.(this itself doesn't seem good) I am wondering if their is a professional approach to dealing with this, Or am I the only one who has these "I wonder whats in the array" thoughts. One approach to tackling this could be that when we originally pass the array, in the constructor, we assign each element of the array to its own variable, but is this considered professional practice? Additionally by doing this, we could make those variables constants, in a attempt at immutability. Overall I am trying to adhere to good software craftsmanship. Regards.

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  • Are injectable classes allowed to have constructor parameters in DI?

    - by Songo
    Given the following code: class ClientClass{ public function print(){ //some code to calculate $inputString $parser= new Parser($inputString); $result= $parser->parse(); } } class Parser{ private $inputString; public __construct($inputString){ $this->inputString=$inputString; } public function parse(){ //some code } } Now the ClientClass has dependency on class Parser. However, if I wanted to use Dependency Injection for unit testing it would cause a problem because now I can't send the input string to the parser constructor like before as its calculated inside ClientCalss itself: class ClientClass{ private $parser; public __construct(Parser $parser){ $this->parser=$parser; } public function print(){ //some code to calculate $inputString $result= $this->parser->parse(); //--> will throw an exception since no string was provided } } The only solution I found was to modify all my classes that took parameters in their constructors to utilize Setters instead (example: setInputString()). However, I think there might be a better solution than this because sometimes modifying existing classes can cause much harm than benefit. So, Are injectable classes not allowed to have input parameters? If a class must take input parameters in its constructor, what would be the way to inject it properly? UPDATE Just for clarification, the problem happens when in my production code I decide to do this: $clientClass= new ClientClass(new Parser($inputString));//--->I have no way to predict $inputString as it is calculated inside `ClientClass` itself. UPDATE 2 Again for clarification, I'm trying to find a general solution to the problem not for this example code only because some of my classes have 2, 3 or 4 parameters in their constructors not only one.

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  • USB drive was bootable, but no longer boots

    - by i-g
    I'm trying to install a new OS onto a computer from a bootable USB stick. I previously installed Ubuntu Linux and it was a piece of cake -- I downloaded the ISO image, used UNetbootin to copy it to the USB drive and make it bootable, and that was that. Now, however, no matter what I try, I can't make the same USB drive bootable again! I've tried formatting it as FAT32 and NTFS. I've tried several different Linux distributions and Windows 7. I've tried using UNetbootin, Windows 7 USB Download Tool, WinToFlash, and manually making it bootable with diskpart/bootsect/bootrec. (Yes, I've tried bootsect /nt60 x: /force.) None of this seems to be working! When I try to boot from the drive, the machine reads from it (I can see the drive's LED blinking) and then gives me the same "Insert system disk and press Enter" message. (I've disabled booting from the hard drive.) Am I missing something I need to do to make the USB drive bootable again? I think it lost some pixie dust when I formatted it with the standard Windows formatting tool (it was quicker than deleting files), but I have no idea what it was or how to get it back. The USB drive in question is a SanDisk Cruzer 8GB SDCZ6. The computer I'm working on is running Windows Vista SP1.

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  • USB drive was bootable, but no longer isn't

    - by i-g
    I'm trying to install a new OS onto a computer from a bootable USB stick. I previously installed Ubuntu Linux and it was a piece of cake -- I downloaded the ISO image, used UNetbootin to copy it to the USB drive and make it bootable, and that was that. Now, however, no matter what I try, I can't make the same USB drive bootable again! I've tried formatting it as FAT32 and NTFS. I've tried several different Linux distributions and Windows 7. I've tried using UNetbootin, Windows 7 USB Download Tool, WinToFlash, and manually making it bootable with diskpart/bootsect/bootrec. (Yes, I've tried bootsect /nt60 x: /force.) None of this seems to be working! When I try to boot from the drive, the machine reads from it (I can see the drive's LED blinking) and then gives me the same "Insert system disk and press Enter" message. (I've disabled booting from the hard drive.) Am I missing something I need to do to make the USB drive bootable again? The USB drive in question is a SanDisk Cruzer 8GB SDCZ6. The computer I'm working on is running Windows Vista SP1.

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  • Is wrapping a third party code the only solution to unit test its consumers? [closed]

    - by Songo
    I'm doing unit testing and in one of my classes I need to send a mail from one of the methods, so using constructor injection I inject an instance of Zend_Mail class which is in Zend framework. Now some people argue that if a library is stable enough and won't change often then there is no need to wrap it. So assuming that Zend_Mail is stable and won't change and it fits my needs entirely, then I won't need a wrapper for it. Now take a look at my class Logger that depends on Zend_Mail: class Logger{ private $mailer; function __construct(Zend_Mail $mail){ $this->mail=$mail; } function toBeTestedFunction(){ //Some code $this->mail->setTo('some value'); $this->mail->setSubject('some value'); $this->mail->setBody('some value'); $this->mail->send(); //Some } } However, Unit testing demands that I test one component at a time, so I need to mock the Zend_Mail class. In addition I'm violating the Dependency Inversion principle as my Logger class now depends on concretion not abstraction. Now is wrapping Zend_Mail the only solution or is there a better approach to this problem? The code is in PHP, but answers doesn't have to be. This is more of a design issue than a language specific feature

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  • Should library classes be wrapped before using them in unit testing?

    - by Songo
    I'm doing unit testing and in one of my classes I need to send a mail from one of the methods, so using constructor injection I inject an instance of Zend_Mail class which is in Zend framework. Example: class Logger{ private $mailer; function __construct(Zend_Mail $mail){ $this->mail=$mail; } function toBeTestedFunction(){ //Some code $this->mail->setTo('some value'); $this->mail->setSubject('some value'); $this->mail->setBody('some value'); $this->mail->send(); //Some } } However, Unit testing demands that I test one component at a time, so I need to mock the Zend_Mail class. In addition I'm violating the Dependency Inversion principle as my Logger class now depends on concretion not abstraction. Does that mean that I can never use a library class directly and must always wrap it in a class of my own? Example: interface Mailer{ public function setTo($to); public function setSubject($subject); public function setBody($body); public function send(); } class MyMailer implements Mailer{ private $mailer; function __construct(){ $this->mail=new Zend_Mail; //The class isn't injected this time } function setTo($to){ $this->mailer->setTo($to); } //implement the rest of the interface functions similarly } And now my Logger class can be happy :D class Logger{ private $mailer; function __construct(Mailer $mail){ $this->mail=$mail; } //rest of the code unchanged } Questions: Although I solved the mocking problem by introducing an interface, I have created a totally new class Mailer that now needs to be unit tested although it only wraps Zend_Mail which is already unit tested by the Zend team. Is there a better approach to all this? Zend_Mail's send() function could actually have a Zend_Transport object when called (i.e. public function send($transport = null)). Does this make the idea of a wrapper class more appealing? The code is in PHP, but answers doesn't have to be. This is more of a design issue than a language specific feature

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  • Am I violating LSP if the condition can be checked?

    - by William
    This base class for some shapes I have in my game looks like this. Some of the shapes can be resized, some of them can not. private Shape shape; public virtual void SetSizeOfShape(int x, int y) { if (CanResize()){ shape.Width = x; shape.Height = y; } else { throw new Exception("You cannot resize this shape"); } } public virtual bool CanResize() { return true; } In a sub class of a shape that I don't ever want to resize I am overriding the CanResize() method so a piece of client code can check before calling the SetSizeOfShape() method. public override bool CanResize() { return false; } Here's how it might look in my client code: public void DoSomething(Shape s) { if(s.CanResize()){ s.SetSizeOfShape(50, 70); } } Is this violating LSP?

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  • Why doesn't the installer see all of my hard drives?

    - by atodd
    I'm trying to setup a dual boot system with Windows Vista 64 (already installed) and Ubuntu 10.10. I added a new drive which is identical to the one Vista is installed on. When I boot into the LiveCD I can see and mount the second drive and edit it in Gparted. However, when I use the installer it will only bring up the drive that already has Vista installed. I've tried everything I know. I'm not sure if its a BIOS setting or something else I've missed. I've also tried both the desktop and alternate amd64 installs with the same result.

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  • Tension between the dependency inversion principle and avoiding "new" in C++?

    - by Kazark
    I have seen a lot of advice that it is better to do Type object; than Type* object = new Type(); in C++ whenever possible. I understand the rational behind this and appreciate it. But according to my understanding, to practice dependency inversion requires pointers, e.g.: Type* object = new Implementation();. (Or am I wrong about that?) Is there an inherent tension between the DIP and avoiding new when using C++? If so, what patterns/principles/practices can be used to mitigate this tension?

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  • INACCESSIBLE_BOOT_DEVICE after installing Linux on same drive

    - by kdgregory
    History: My PC was configured with two drives: an 80G on IDE 0 Primary that was running Win2K, and a 320G on IDE 0 Secondary that was running Linux (Ubuntu). I decided to pull the 80Gb drive out of the system, so dd'd the entire 80 G drive (/dev/sda) onto the 320 (/dev/sdb) -- this included the MBR and partition table. Then I pulled the drive, plugged the 320 into IDE 0 Primary, and rebooted. The Windows partition worked at this point. Then I installed Ubuntu into the remaining space on the 320. It works. However, when I try to boot into Windows, I get a BSOD with the following message: *** STOP: 0x0000007B (0x89055030,0xC000014F,0x00000000,0x00000000) INACCESSILE_BOOT_DEVICE Before the BSOD I see the Win2K splash screen, and it claims to be "starting windows" for a couple of seconds -- so it appears that the first stage boot loader is working as expected. Ditto when I try booting in Safe Mode. After reading the Microsoft KB article, I booted into the recovery console and tried running chkdsk /r. It refused to run, claiming that the drive was corrupted (sorry, didn't write down the exact error message). However, I can mount the drive from Linux, and access all files. And for what it's worth, I can scan the drive using the Linux "Disk Utility" (this is Ubuntu, the menus don't show real program names), it claims the drive to be clean. The KB article mentioned that boot.ini could be the problem, so here it is: timeout=10 default=multi(0)disk(0)rdisk(0)partition(1)\WINDOWS [operating systems] multi(0)disk(0)rdisk(0)partition(1)\WINDOWS="Microsoft Windows 2000 Professional" /fastdetect Any pointers on what to do next?

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  • Can't upgrade 11.04: flashplugin-nonfree: Package is in very bad, inconsistent state

    - by Ondra Žižka
    I can't upgrade from 11.04. I've disabled all apt sources, but still I get: http://img715.imageshack.us/img715/6680/snmekobrazovkyg.png The only option I am capable doing is to format and reinstall whole system, which I don't prefer as I have tuned a lot of apps settings, etc. How can I fix this? Update: After restart, when trying to update all packages, I get this error: installArchives() failed: dpkg: error processing flashplugin-nonfree (--remove): Package is in very bad, inconsistent state - before trying to remove rather reinstall it. Reinstalling it results in the same error.

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  • Reasons to disable game save during combat (e.g. Mass Effect 2)

    - by Steve V.
    So I've been playing Mass Effect 2 (PC) and one of the things I've noticed is that you can only save your game when you're not engaged in combat. As soon as the first enemy shows up on your radar, the save button is disabled. Once combat is over, save functionality reappears. It seems reasonable to assume that Mass Effect 2 is a state machine, and therefore, the internal state of the program at any moment can be captured and reloaded later. This is basically a solved problem - games have been designed this way since the Half-Life era. It also seems reasonable to assume that BioWare knew what they were doing when they made the decision not to follow this model - it's a tried and true system; BioWare wouldn't have done it the way they did without some good reason. What reasons are there to disable game save functionality during combat?

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  • How do I restore GRUB 2?

    - by uahug
    I upgraded my laptop with an SSD, moving my old HDD to where the DVD-drive was, so that I could have speed and storage. Now, I have reinstalled Ubuntu on the SSD, deleting all the partitions on the old HDD to make space for a data partition. But now the laptop doesn't even get to GRUB 2 if the HDD is plugged in! If I take it out, everything works, but as soon as I plug it in and retry to boot, I won't find GRUB. At first, I thought it was because of the boot order, but the order was OK: first the notebook hard drive (SSD) and then the CD/DVD drive (which in reality is the HDD). How can I fix it? Doing a simple grub-install /dev/sda doesn't work.. The SSD is sda, and the HDD is sdb.

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  • Fixing Windows install by connecting it's hard drive via USB to a different laptop

    - by Jason
    I tried to upgrade a laptop to SP3, which broke it. I later found out SP3 doesn't work on that 2002 laptop. I can't uninstall SP3, or fix SP2, because the hard drive is now not detected during setup (I've read that's the problem you get). I put the hard drive in a USB drive case and plugged it into my other laptop, and I can read (& write to) the disk okay. (The hard drive won't fit in my other laptop, so I'm using USB.) I need to get that disk back to SP2, or fix whatever files got screwed up causing the disk to not be recognized. I don't want to do a re-install as there are 80GB of files on it I need, and they won't fit on the HD of my other laptop, and also because I no longer have some of the install CDs for software on it. What do I need to do to fix that drive from my other laptop? (I don't want my working laptop (XP SP3) to get screwed with by putting an SP2 disk in the CD drive, or the non-o/s data on the other hard drive screwed with.)

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  • Fixing Windows install by connecting its hard drive via USB to a different laptop

    - by Jason
    I tried to upgrade a laptop to SP3, which broke it. I later found out SP3 doesn't work on that 2002 laptop. I can't uninstall SP3, or fix SP2, because the hard drive is now not detected during setup (I've read that's the problem you get). I put the hard drive in a USB drive case and plugged it into my other laptop, and I can read (& write to) the disk okay. (The hard drive won't fit in my other laptop, so I'm using USB.) I need to get that disk back to SP2, or fix whatever files got screwed up causing the disk to not be recognized. I don't want to do a re-install as there are 80GB of files on it I need, and they won't fit on the HD of my other laptop, and also because I no longer have some of the install CDs for software on it. What do I need to do to fix that drive from my other laptop? (I don't want my working laptop (XP SP3) to get screwed with by putting an SP2 disk in the CD drive, or the non-o/s data on the other hard drive screwed with.)

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  • How do I duplicate a Box2d simulation, mid-simulation?

    - by Whyte
    I want to serialize the state mid-game, send it over the network to an identical computer (same CPU, same OS, same binary), load it there, and have the two games run in tandem doing the exact same simulation, without one of them drifting off and going haywire. In short: I want pop-in, pop-out networking support on my HIGHLY physics-intensive game, where sending object coordinates every few seconds is impossible, due to having thousands of objects, and many clients. I tried this with Box2D, and saving an object's location/velocity/etc wasn't enough... there's internal state that's not accessible through any public methods. My current workaround is to force EVERY client to save its entire worldstate and reload it from scratch, whenever a new player connects... but this is obviously bad practice, because it hangs the game for everyone whenever someone new connects. However, it works, with zero desynchronization. So, anyone know of any other techniques that can help me? Or should I just kiss my project goodbye?

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  • Is this a violation of the Liskov Substitution Principle?

    - by Paul T Davies
    Say we have a list of Task entities, and a ProjectTask sub type. Tasks can be closed at any time, except ProjectTasks which cannot be closed once they have a status of Started. The UI should ensure the option to close a started ProjectTask is never available, but some safeguards are present in the domain: public class Task { public Status Status { get; set; } public virtual void Close() { Status = Status.Closed; } } public ProjectTask : Task { public override void Close() { if (Status == Status.Started) throw new Exception("Cannot close a started Project Task"); base.Close(); } } Now when calling Close() on a Task, there is a chance the call will fail if it is a ProjectTask with the started status, when it wouldn't if it was a base Task. But this is the business requirements. It should fail. Can this be regarded as a violation?

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  • Why doesn't the Ubuntu Installer see all of my hard drives

    - by atodd
    I'm trying to setup a dual boot system with Windows Vista 64 (already installed) and Ubuntu 10.10. I added a new drive which is identical to the one Vista is installed on. When I boot into the LiveCD I can see and mount the second drive and edit it in Gparted. However, when I use the installer it will only bring up the drive that already has Vista installed. I've tried everything I know. I'm not sure if its a BIOS setting or something else I've missed. I've also tried both the desktop and alternate amd64 installs with the same result.

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  • Triggering State Changes with Health Counter

    - by Hairgami_Master
    I'm developing a game where the player changes states as their health decreases. Below 50, it should trigger animation1. Below 30, it should trigger animation2. The problem is, I only want to trigger animation1 once. But my game timer is checking every "frame", so it's triggering animation1 every cycle below 50. I only want it to trigger once, then not again until it's gone over 50 and then naturally decreased back to below 50. Are there any tried and true strategies for triggering state changes as a timer counts down (without the over-triggering problem)? I thought I could say: if (health == 50) animation1.play(); but sometimes, health never equals exactly 50, so it will skip right past that statement.

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  • Is there a performance difference between Windows 7 on SSD installed from scratch versus it using a recent ghost/clone drive image from a harddisk?

    - by therobyouknow
    I'm planning to upgrade a notebook PC to a Solid-State Flash Drive (SSD) soon. I want to use the notebook before that and am considering installing Windows 7 on the hard disk (spinning variety, 5400rpm) before I get the SSD. To save time I am wondering if I can ghost/clone the installation of Windows 7 from the hard drive and put on the SSD. Would the performance of this clone from the harddisk onto the SSD be different from starting again and reinstalling Windows 7 from scratch on the SSD? (Windows 7 32bit professional)

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  • What are "Excess Fragments" in defragmenting a hard drive?

    - by Andrew Swift
    I'm defragmenting my hard drive (XP SP3) with PerfectDisk 7.0, and it finds 816,659 excess fragments when I ask for an analysis. [update] Specifically, it shows that the 1TB disk is 14% fragmented with 19693 fragments and 816,659 excess fragments. About 20% of the disk is still free space. What does excess fragments refer to? What is the difference between fragments and excess fragments? I have had problems in the past where I defragmented a fragmented disk and many files were corrupted. It seemed as though "excess fragments" referred to orphan pieces, where the program couldn't find out where to put them. If that was true, then defragmenting a disk resulted in many incomplete files, and in fact I defragmented a disk full of MP3's and got a lot of corrupted files as a result. Instead, I started to simply format a separate disk and copy everything from one to the other. That way there were no orphan bits, and no file corruption. Does anybody know what "excess fragments" really are?

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  • If I partition a drive connected via eSata will it show different partitions when connected via USB?

    - by jeffreypriebe
    I have an odd problem with an external drive. I'm formatting it connected to my laptop prior to connecting it to my router. The HDD enclosure has both an eSata and USB connections. Generally, I connect it via eSata to my laptop. I created my partitions and connected it to the router, but I see partition information that is different than what I created. After chasing leads concerning large HDD size, I mindlessly connected the HDD to my laptop with USB. Lo! I see the same partitions as the router. Attached are screenshots using the same program and the HDD in question. The only difference is the connection. For the first, I connected via eSata and hit "refresh" on the partition program. Then, turned off the HDD, disconnected the eSata cable, and connected via USB. Power and refresh. eSata: reports a total HDD size of 2328 GB, with four partitions (the third being 1.96TB) USB: reports a total HDD size of 280 GB, with three partitions (the third being 279 GB) Any idea why this is happening? It looks like it clearly is an issue of the 4K sector size and not playing nice with the USB enclosure. I tried it eSata and USB in Windows and Linux and it appears consistently that eSata is reporting correctly, USB incorrectly.

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  • Are there any disadvantages of having a "free fall sensor" on a hard disk drive?

    - by therobyouknow
    This is a general question that came out of a specific comparison between the Western Digital Scorpio WD3200BEKT and Western Digital Scorpio WD3200BJKT (which is the same as the former but with a free fall sensor.) Note: I'm not asking for a review or appraisal of these specific drives, as the general question does apply on other brands as well. Though your input would help my decision. To break down the general question in order to answer it, I would be looking for comments on things like: if it's necessary to have differing physical dimensions between free fall sensor drives and those without, e.g. does it make it any thicker, and therefore reduce the systems where it can be installed - particularly smaller laptops? does it actually make the system less reliable - because of false alarms whereby the drive thought the laptop was falling but it wasn't? I suppose that the fact that a manufacturer produces both drives with and without free fall sensors says something about possible disadvantages. Or it could be standard marketing techniques where by making drives with and without results in larger sales volume than just those with the feature alone.

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