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  • Tracking down memory issues affecting a website

    - by gaoshan88
    I've got a website (Wordpress based) that became unresponsive. I SSH'd into the server and saw that we were out of memory. Errors in my apache log files indicated the same... things failing to be allocated due to lack of memory). Restarting the server fixes it. So I look in access.log and error.log around the time of the incident but I see nothing strange. No extra traffic, no unusual requests. In fact the only request around the time of the problem was one from Googlebot for an rss feed... at that point I start to see 500 response codes in the logs until the machine was rebooted. I look in message.log hoping to see something but there is nothing at all for that entire day (which is odd as there are entries for every other day). The site has a large amount of memory allocated to it and normally runs using about 30% of what is available. My question... how would you go about trying to track this down at this point? What are some other log files I could check or strategies I could take?

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  • Representing a world in memory

    - by user9993
    I'm attempting to write a chunk based map system for a game, where as the player moves around chunks are loaded/unloaded, so that the program doesn't run out of memory by having the whole map in memory. I have this part mostly working, however I've hit a wall regarding how to represent the contents of each chunk in memory because of my so far limited understanding of OOP languages. The design I have currently has a ChunkManager class that uses a .NET List type to store instances of Chunk classes. The "chunks" consist of "blocks". It's similar to a Minecraft style game. Inside the Chunk classes, I have some information such as the chunk's X/Y coordinate etc, and I also have a three dimensional array of Block objects. (Three dimensional because I need XYZ values) Here's the problem: The Block class has some basic properties, and I had planned on making different types of blocks inherit from this "base" class. So for example, I would have "StoneBlock", "WaterBlock" etc. So because I have blocks of many different types, I don't know how I would create an array with different object types in each cell. This is how I currently have the three dimensional array declared in my Chunk class: private Block[][][] ArrayOfBlocks; But obviously this will only accept Block objects, not any of the other classes that inherit from Block. How would I go about creating this? Or am I doing it completely wrong and there's a better way?

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  • Setting kernel memory for installing postgresql

    - by Matthieu Taymans
    My question is about setting the kernel shared memory for installing postgresql on mac osx 10.6.8. In the readme file of postgresql it is said: Shared Memory PostgreSQL uses shared memory extensively for caching and inter-process communication. Unfortunately, the default configuration of Mac OS X does not allow suitable amounts of shared memory to be created to run the database server. Before running the installation, please ensure that your system is configured to allow the use of larger amounts of shared memory. Note that this does not 'reserve' any memory so it is safe to configure much higher values than you might initially need. You can do this by editting the file /etc/sysctl.conf - e.g. % sudo vi /etc/sysctl.conf On a MacBook Pro with 2GB of RAM, the author's sysctl.conf contains: kern.sysv.shmmax=1610612736 kern.sysv.shmall=393216 kern.sysv.shmmin=1 kern.sysv.shmmni=32 kern.sysv.shmseg=8 kern.maxprocperuid=512 kern.maxproc=2048 Note that (kern.sysv.shmall * 4096) should be greater than or equal to kern.sysv.shmmax. kern.sysv.shmmax must also be a multiple of 4096. Once you have edited (or created) the file, reboot before continuing with the installation. If you wish to check the settings currently being used by the kernel, you can use the sysctl utility: % sysctl -a The database server can now be installed. I'm a real beginner with all this but need to instal postgresql for academic purposes do you know how i can set this kernel shared memory. Won't that be harmful for my system? Thank you in advance. Matthieu

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  • High memory utilization with firebird + windows server 2008 r2

    - by chesterman
    i have a Windows Server 2008 R2 (64bit) running a 64bit installation of Firebird 2.1.4.18393_0 in a 4GB phisical server. After a while, the task manager show that all memory is used, but the sum of the memory of all process does not stack to the half of the memory. Unfortunally, it's start swapping. Using RAMMAP, i can see that my entire database file is mapped into the memory. This only occours in windows server 2008 r2 and windows 7 64 bit. i can use firebird 32 or 64bit installations, doesn't matter. How can i prevent this? Why this only occours in w2k8r2 and w7? tks in advance ** UPDATE Aparently, this occours by the use of all memory by the file system cache. The microsoft documentations explain that this WAS a issue in windows xp, 2k3, vista and 2k8, but it was solved in 7 and 2k8r2. also adds that this issue is more common in 64bit hosts. (http://support.microsoft.com/kb/976618) there are some tools (DynCache, setcache and the Get/SetSystemFileCacheSize system calls from windows API) that allows me to fix a upper limit to the memory usage by the fscache, but the documentation argues that i should not do this in w2k8r2 because it will severely impact on the overall system performance. anyway, i tried, the performance remained the same shit and the use of the page file remained, although there is now more the 1gb of free memory.

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  • Material usage, one per model or per object?

    - by WSkid
    Is it better (memory, time (of developer), space) to use single model that is unwrapped and uses a single material or to break a model down into appropriate bits, each with their own smaller texture/material? Or does it depend on the target platform as to what is acceptable - ie PC vs tablet? An example: Say you have a typical house with a tiled roof. Model it, make sure everything is attached, unwrap the walls/roof so in your UV template the walls and roof would be in one texture file, side-by-side in say a 512x512 file. Model the roof/walls as separate objects, unwrap them individually and have two UV templates. You could then have a 256x256 file for each one.

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  • Can I copy large files faster without using the file cache?

    - by Veazer
    After adding the preload package, my applications seem to speed up but if I copy a large file, the file cache grows by more than double the size of the file. By transferring a single 3-4 GB virtualbox image or video file to an external drive, this huge cache seems to remove all the preloaded applications from memory, leading to increased load times and general performance drops. Is there a way to copy large, multi-gigabyte files without caching them (i.e. bypassing the file cache)? Or a way to whitelist or blacklist specific folders from being cached?

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  • General usage question of vbo

    - by CSharpie
    Firstofall, I am sorry if my question is to broad. I am developing a tile based game and switched from those gl.Begin calls to using VBOs. This is kind of working allready, I managed to render a hexagonal polygon with a simple shader applied. What I am not sure is, how to implement the "whole" tile concept. Concrete the questions are: - Is it better to create 1 VBO for a single tile and render it n-Times in every different position, or render one huge VBO that represents the whole "world" - Depending on the answer above, what is the best way to draw a "linegrid". Overlay with the same vbo using the respecting polygon.mode , or is there a way to let the shader to this? - How would frustum-culling or mousepicking work then, do i need to keep the VBO-data in memory?

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  • Is it possible to store pointers in shared memory without using offsets?

    - by Joseph Garvin
    When using shared memory, each process may mmap the shared region into a different area of their address space. This means that when storing pointers within the shared region, you need to store them as offsets of the start of the shared region. Unfortunately, this complicates use of atomic instructions (e.g. if you're trying to write a lock free algorithm). For example, say you have a bunch of reference counted nodes in shared memory, created by a single writer. The writer periodically atomically updates a pointer 'p' to point to a valid node with positive reference count. Readers want to atomically write to 'p' because it points to the beginning of a node (a struct) whose first element is a reference count. Since p always points to a valid node, incrementing the ref count is safe, and makes it safe to dereference 'p' and access other members. However, this all only works when everything is in the same address space. If the nodes and the 'p' pointer are stored in shared memory, then clients suffer a race condition: x = read p y = x + offset Increment refcount at y During step 2, p may change and x may no longer point to a valid node. The only workaround I can think of is somehow forcing all processes to agree on where to map the shared memory, so that real pointers rather than offsets can be stored in the mmap'd region. Is there any way to do that? I see MAP_FIXED in the mmap documentation, but I don't know how I could pick an address that would be safe.

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  • How do I keep from running out of memory on graphics for an Android app?

    - by user279112
    I've been working on an Android app in Eclipse, and so far, my program hasn't really grown past midget size. However I've already run into an issue with an Out of Memory error. You see, I've been using graphics comprised solely of bitmaps and PNGs in this program, and recently, when I tried to add a little bit more functionality to the program (mainly including a few more bitmaps and causing an extra sprite to be created), it started crashing in the graphics thread's constructor - sprite's constructor. When I tracked the problem down, it turned out to be an Out of Memory error that is seemingly caused by adding too many picture files to the program and creating Drawables out of them. This would be a problem, as I really don't have that many picture resources worked into that program...maybe 20 or so. I haven't even started to include sound yet. These images aren't all that fancy. My questions are this: 1) Are programs for the Android phone really that limited on how much memory they can employ, or is it probably something other than the 20-30 resource pictures causing that error? 2) If the memory for Android apps is so awful it can't even handle 20-30 picture resources being loaded into Drawables that exist at the same time, then how in the world are you supposed to make decent graphics and sound for that thing? Thanks.

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  • GetIpAddrTable() leaks memory. How to resolve that?

    - by Stabledog
    On my Windows 7 box, this simple program causes the memory use of the application to creep up continuously, with no upper bound. I've stripped out everything non-essential, and it seems clear that the culprit is the Microsoft Iphlpapi function "GetIpAddrTable()". On each call, it leaks some memory. In a loop (e.g. checking for changes to the network interface list), it is unsustainable. There seems to be no async notification API which could do this job, so now I'm faced with possibly having to isolate this logic into a separate process and recycle the process periodically -- an ugly solution. Any ideas? // IphlpLeak.cpp - demonstrates that GetIpAddrTable leaks memory internally: run this and watch // the memory use of the app climb up continuously with no upper bound. #include <stdio.h> #include <windows.h> #include <assert.h> #include <Iphlpapi.h> #pragma comment(lib,"Iphlpapi.lib") void testLeak() { static unsigned char buf[16384]; DWORD dwSize(sizeof(buf)); if (GetIpAddrTable((PMIB_IPADDRTABLE)buf, &dwSize, false) == ERROR_INSUFFICIENT_BUFFER) { assert(0); // we never hit this branch. return; } } int main(int argc, char* argv[]) { for ( int i = 0; true; i++ ) { testLeak(); printf("i=%d\n",i); Sleep(1000); } return 0; }

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  • Huge burst of memory in c# service, what could be the cause?

    - by Daniel
    I'm working on a c# service application and i have this problem where out of no where and for no obvious reason, the memory for the process will climb from 150mb to almost 2gb in about 5 seconds and then back to 150mb. But nothing in our system should be using any where near that amount of memory (so its probably a bug somewhere). It might be a tight while true loop somewhere but the cpu usage at the time was very low so i thought i'd look for other ideas. Now the weirder thing is when i compile the service for 64bit, the same massive burst will occur except it exceeded 10gb of ram (paging most of it) and it just caused lots of problems with the computer and everything running on it. After a while it shuts down but it looks like windows is still willing to give it more memory. Would you have any ideas or tools that i can use in order to find this? Yes it has lots of logging however nothing in the logs stand out as to why this is happening. I can run the service in a console app mode, so my next test was going to be running it in visual studio debugger and see if i can find anything. It only happens occasionally but usually about 10-20 minutes after startup. On 32bit mode it cleans up and continues on like normally. 64bit mode it crashes after a while and uses stupid amounts of memory. But i'm really stumped as to why this is happening!!!

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  • Users take over a minute to log onto a 2008 windows server. LSM.exe running at 100MB+ memory.

    - by seanyboy
    We've a 64bit Windows Server 2008 running Remote Desktop. The application lsm.exe (the local session manager) appears to be leaking memory. Although the memory usage is quite low when the server is rebooted, this continues to climb until people can no longer log in. The server has no audio card and does not have any AV software installed. The server is fully service packed. (Service pack 2) What could be causing this, and how would I fix it?

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  • SQL SERVER – Solution – Challenge – Puzzle – Usage of FAST Hint

    - by pinaldave
    Earlier I had posted quick puzzle and I had received wonderful response to the same from Brad Schulz. Today we will go over the solution. The puzzle was posted here: SQL SERVER – Challenge – Puzzle – Usage of FAST Hint The question was in what condition the hint FAST will be useful. In the response to this puzzle blog post here is what SQL Server Expert Brad Schulz has pointed me to his blog post where he explain how FAST hint can be useful. I strongly recommend to read his blog post over here. With the permission of the Brad, I am reproducing following queries here. He has come up with example where FAST hint improves the performance. USE AdventureWorks GO DECLARE @DesiredDateAtMidnight DATETIME = '20010709' DECLARE @NextDateAtMidnight DATETIME = DATEADD(DAY,1,@DesiredDateAtMidnight) -- Query without FAST SELECT OrderID=h.SalesOrderID ,h.OrderDate ,h.TerritoryID ,TerritoryName=t.Name ,c.CardType ,c.CardNumber ,CardExpire=RIGHT(STR(100+ExpMonth),2)+'/'+STR(ExpYear,4) ,h.TotalDue FROM Sales.SalesOrderHeader h LEFT JOIN Sales.SalesTerritory t ON h.TerritoryID=t.TerritoryID LEFT JOIN Sales.CreditCard c ON h.CreditCardID=c.CreditCardID WHERE OrderDate>=@DesiredDateAtMidnight AND OrderDate<@NextDateAtMidnight ORDER BY h.SalesOrderID; -- Query with FAST(10) SELECT OrderID=h.SalesOrderID ,h.OrderDate ,h.TerritoryID ,TerritoryName=t.Name ,c.CardType ,c.CardNumber ,CardExpire=RIGHT(STR(100+ExpMonth),2)+'/'+STR(ExpYear,4) ,h.TotalDue FROM Sales.SalesOrderHeader h LEFT JOIN Sales.SalesTerritory t ON h.TerritoryID=t.TerritoryID LEFT JOIN Sales.CreditCard c ON h.CreditCardID=c.CreditCardID WHERE OrderDate>=@DesiredDateAtMidnight AND OrderDate<@NextDateAtMidnight ORDER BY h.SalesOrderID OPTION(FAST 10) Now when you check the execution plan for the same, you will find following visible difference. You will find query with FAST returns results with much lower cost. Thank you Brad for excellent post and teaching us something. I request all of you to read original blog post written by Brad for much more information. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: Pinal Dave, Readers Contribution, Readers Question, SQL, SQL Authority, SQL Puzzle, SQL Query, SQL Scripts, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • SQL SERVER – Data Pages in Buffer Pool – Data Stored in Memory Cache

    - by pinaldave
    This will drop all the clean buffers so we will be able to start again from there. Now, run the following script and check the execution plan of the query. Have you ever wondered what types of data are there in your cache? During SQL Server Trainings, I am usually asked if there is any way one can know how much data in a table is stored in the memory cache? The more detailed question I usually get is if there are multiple indexes on table (and used in a query), were the data of the single table stored multiple times in the memory cache or only for a single time? Here is a query you can run to figure out what kind of data is stored in the cache. USE AdventureWorks GO SELECT COUNT(*) AS cached_pages_count, name AS BaseTableName, IndexName, IndexTypeDesc FROM sys.dm_os_buffer_descriptors AS bd INNER JOIN ( SELECT s_obj.name, s_obj.index_id, s_obj.allocation_unit_id, s_obj.OBJECT_ID, i.name IndexName, i.type_desc IndexTypeDesc FROM ( SELECT OBJECT_NAME(OBJECT_ID) AS name, index_id ,allocation_unit_id, OBJECT_ID FROM sys.allocation_units AS au INNER JOIN sys.partitions AS p ON au.container_id = p.hobt_id AND (au.type = 1 OR au.type = 3) UNION ALL SELECT OBJECT_NAME(OBJECT_ID) AS name, index_id, allocation_unit_id, OBJECT_ID FROM sys.allocation_units AS au INNER JOIN sys.partitions AS p ON au.container_id = p.partition_id AND au.type = 2 ) AS s_obj LEFT JOIN sys.indexes i ON i.index_id = s_obj.index_id AND i.OBJECT_ID = s_obj.OBJECT_ID ) AS obj ON bd.allocation_unit_id = obj.allocation_unit_id WHERE database_id = DB_ID() GROUP BY name, index_id, IndexName, IndexTypeDesc ORDER BY cached_pages_count DESC; GO Now let us run the query above and observe the output of the same. We can see in the above query that there are four columns. Cached_Pages_Count lists the pages cached in the memory. BaseTableName lists the original base table from which data pages are cached. IndexName lists the name of the index from which pages are cached. IndexTypeDesc lists the type of index. Now, let us do one more experience here. Please note that you should not run this test on a production server as it can extremely reduce the performance of the database. DBCC DROPCLEANBUFFERS This will drop all the clean buffers and we will be able to start again from there. Now run following script and check the execution plan for the same. USE AdventureWorks GO SELECT UnitPrice, ModifiedDate FROM Sales.SalesOrderDetail WHERE SalesOrderDetailID BETWEEN 1 AND 100 GO The execution plans contain the usage of two different indexes. Now, let us run the script that checks the pages cached in SQL Server. It will give us the following output. It is clear from the Resultset that when more than one index is used, datapages related to both or all of the indexes are stored in Memory Cache separately. Let me know what you think of this article. I had a great pleasure while writing this article because I was able to write on this subject, which I like the most. In the next article, we will exactly see what data are cached and those that are not cached, using a few undocumented commands. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: DMV, Pinal Dave, SQL, SQL Authority, SQL Optimization, SQL Query, SQL Scripts, SQL Server, SQL Tips and Tricks, T SQL, Technology Tagged: SQL DMV

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  • Why is the root partition on my disk full?

    - by Agmenor
    I installed Ubuntu 12.04 by doing a fresh install where there was previously Ubuntu 11.10. My computer warns me now that my disk is nearly full. After having run apt-get purge, run apt-get autoremove and emptied the Trash can, I still have this problem as shown by this screenshot of Gparted: The disk /dev/sda7 is indeed full. I ran the Disk Usage Analyzer (Baobab) and I am still not sure of what is happening: One of my hypothesis is that when installing Ubuntu 12.04, I didn't configure my disks well and the disk /dev/sda6 is not mounted well as /home. Is this the reason indeed? What should I do to verify this and then to get the things fixed? Here are a few additional details to answer the questions I received (thank you everybody): My home directory is not encrypted. The Backup utility (Déjà Dup) is not set for automatic backups. (I do it myself and manually.) After I mount /dev/sda6, the command df -h gives Filesystem Size Used Avail Use% Mounted on /dev/sda7 244G 221G 12G 96% / udev 3,9G 4,0K 3,9G 1% /dev tmpfs 1,6G 904K 1,6G 1% /run none 5,0M 0 5,0M 0% /run/lock none 3,9G 164K 3,9G 1% /run/shm /dev/sda6 653G 189G 433G 31% /media/8ec2fa69-039b-4c52-ab1b-034d785132a1 (sorry but formatting this into code does not work, for an unknown reason) Thanks to izx's post, I realized /dev/sda6 was not even mounted before. It contains all the documents I used to have when I was running Ubuntu 11.10.

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  • Game Object Factory: Fixing Memory Leaks

    - by Bunkai.Satori
    Dear all, this is going to be tough: I have created a game object factory that generates objects of my wish. However, I get memory leaks which I can not fix. Memory leaks are generated by return new Object(); in the bottom part of the code sample. static BaseObject * CreateObjectFunc() { return new Object(); } How and where to delete the pointers? I wrote bool ReleaseClassType(). Despite the factory works well, ReleaseClassType() does not fix memory leaks. bool ReleaseClassTypes() { unsigned int nRecordCount = vFactories.size(); for (unsigned int nLoop = 0; nLoop < nRecordCount; nLoop++ ) { // if the object exists in the container and is valid, then render it if( vFactories[nLoop] != NULL) delete vFactories[nLoop](); } return true; } Before taking a look at the code below, let me help you in that my CGameObjectFactory creates pointers to functions creating particular object type. The pointers are stored within vFactories vector container. I have chosen this way because I parse an object map file. I have object type IDs (integer values) which I need to translate them into real objects. Because I have over 100 different object data types, I wished to avoid continuously traversing very long Switch() statement. Therefore, to create an object, I call vFactoriesnEnumObjectTypeID via CGameObjectFactory::create() to call stored function that generates desired object. The position of the appropriate function in the vFactories is identical to the nObjectTypeID, so I can use indexing to access the function. So the question remains, how to proceed with garbage collection and avoid reported memory leaks? #ifndef GAMEOBJECTFACTORY_H_UNIPIXELS #define GAMEOBJECTFACTORY_H_UNIPIXELS //#include "MemoryManager.h" #include <vector> template <typename BaseObject> class CGameObjectFactory { public: // cleanup and release registered object data types bool ReleaseClassTypes() { unsigned int nRecordCount = vFactories.size(); for (unsigned int nLoop = 0; nLoop < nRecordCount; nLoop++ ) { // if the object exists in the container and is valid, then render it if( vFactories[nLoop] != NULL) delete vFactories[nLoop](); } return true; } // register new object data type template <typename Object> bool RegisterClassType(unsigned int nObjectIDParam ) { if(vFactories.size() < nObjectIDParam) vFactories.resize(nObjectIDParam); vFactories[nObjectIDParam] = &CreateObjectFunc<Object>; return true; } // create new object by calling the pointer to the appropriate type function BaseObject* create(unsigned int nObjectIDParam) const { return vFactories[nObjectIDParam](); } // resize the vector array containing pointers to function calls bool resize(unsigned int nSizeParam) { vFactories.resize(nSizeParam); return true; } private: //DECLARE_HEAP; template <typename Object> static BaseObject * CreateObjectFunc() { return new Object(); } typedef BaseObject*(*factory)(); std::vector<factory> vFactories; }; //DEFINE_HEAP_T(CGameObjectFactory, "Game Object Factory"); #endif // GAMEOBJECTFACTORY_H_UNIPIXELS

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  • improve Collision detection memory usage (blocks with bullets)

    - by Eddy
    i am making a action platform 2D game, something like Megaman. I am using XNA to make it. already made player phisics,collisions, bullets, enemies and AIs, map editor, scorolling X Y camera (about 75% of game is finished ). as i progressed i noticed that my game would be more interesting to play if bullets would be destroyed on collision with regular(stationary ) map blocks, only problem is that if i use my collision detection (each bullet with each block) sometimes it begins to lag(btw if my bullet exits the screen player can see it is removed from bullet list) So how to improve my collision detection so that memory usage would be so high? :) ( on a map 300x300 blocks for example don't think that bigger map should be made); int block = 0; int bulet= 0; bool destroy_bullet = false; while (bulet < bullets.Count) { while (block < blocks.Count) { if (bullets[bulet].P_Bul_rec.Intersects( blocks[block].rect)) {//bullets and block are Lists that holds objects of bullet and block classes //P_Bul_rec just bullet rectangle destroy_bullet = true; } block++; } if (destroy_bullet) { bullets.RemoveAt(bulet); destroy_bullet = false; } else { bulet++; } block = 0; }

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  • Software licensing template that gives room for restricting usage to certain industries/uses of software/source

    - by BSara
    *Why this question is not a duplicate of the questions specified as such: I did not ask if there was a license that restricted specific uses and I did not ask if I could rewrite every line of any open source project. I asked very specifically: "Does there exist X? If not, can I Y with Z?". As far as I can tell, the two questions that were specified as duplicates do not answer my specific question. Please remove the duplicate status placed on the question. I'm developing some software that I would like to be "semi" open source. I would like to allow for anyone to use my software/source unless they are using the software/source for certain purposes. For example, I don't want to allow usage of the software/source if it is being used to create, distribute, view or otherwise support pornography, illegal purposes, etc. I'm no lawyer and couldn't ever hope to write a license myself nor do I have to time to figure how to best do this. My question is this: Does there exist a freely available license or a template for a license that I can use to license my software under they conditions explained above just like one can use the Creative Commons licenses? If not, am I allowed to just alter one of Creative Commons licenses to meet my needs?

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  • Best Usage of Multiple Computers For a Developer

    - by whaley
    I have two Macbook Pros - both are comparable in hardware. One is a 17" and the other a 15". The 17" has a slightly swifter CPU clock speed, but beyond that the differences are completely negligible. I tried a setup a while back where I had the 17" hooked up to an external monitor in the middle of my desk with the 15" laptop immediately to the right of it, and was using teleport to control the 15" from my 17". All development, terminal usage, etc. etc. was being done on the 17" and the 15" was primarily used for email / IM / IRC... or anything secondary to what I was working on. I have a MobileMe account so preferences were synced, but otherwise I didn't really use anything else to keep the computers in sync (I use dropbox/git but probably not optimally). For reasons I can't put my finger on, this setup never felt quite right. A few things that irked me was the 15" was way under-utlized and the 17" was overutilized having 2 laptops and a 21" monitor all on one desk actually took up lots of desk space and it felt like I had too much to look at. I reverted back to just using the 17" and the external monitor and keeping the 15" around the house (and using it very sparingly). For those of you who are using multiple laptops (or just multiple machines for that matter), I'd like to see setups that work for you for when you have 2 or more machines that gives you optimal productivity and why. I'd like to give this one more shot but with a different approach than my previous - which was using the 15" as a machine for secondary things (communication, reading documentation, etc. etc).

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  • Why is my disk full?

    - by Agmenor
    I installed Ubuntu 12.04 by doing a fresh install where there was previously Ubuntu 11.10. My computer warns me now that my disk is nearly full. After having run apt-get purge, run apt-get autoremove and emptied the Trash can, I still have this problem as shown by this screenshot of Gparted: The disk /dev/sda7 is indeed full. I ran the Disk Usage Analyzer (Baobab) and I am still not sure of what is happening: One of my hypothesis is that when installing Ubuntu 12.04, I didn't configure my disks well and the disk /dev/sda6 is not mounted well as /home. Is this the reason indeed? What should I do to verify this and then to get the things fixed? Here are a few additional details to answer the questions I received (thank you everybody): My home directory is not encrypted. The Backup utility (Déjà Dup) is not set for automatic backups. (I do it myself and manually.) After I mount /dev/sda6, the command df -h gives Filesystem Size Used Avail Use% Mounted on /dev/sda7 244G 221G 12G 96% / udev 3,9G 4,0K 3,9G 1% /dev tmpfs 1,6G 904K 1,6G 1% /run none 5,0M 0 5,0M 0% /run/lock none 3,9G 164K 3,9G 1% /run/shm /dev/sda6 653G 189G 433G 31% /media/8ec2fa69-039b-4c52-ab1b-034d785132a1 (sorry but formatting this into code does not work, for an unknown reason) Thanks to izx's post, I realized /dev/sda6 was not even mounted before. It contains all the documents I used to have when I was running Ubuntu 11.10.

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  • Updating to linux-image-3.2.0-26-generic occupies all disk space

    - by user42228
    I just ran a normal update through the update manager that wanted to update me to linux-image-3.2.0-26-generic. The installation paused halfway with a message that the root was full. I checked the disk usage, and noticed that one of the newly installed files: /lib/modules/3.2.0-26-generic/modules.ccwmap took up 63GB(!). Compared to the previous version: /lib/modules/3.2.0-24-generic/modules.ccwmap that took up only 4KB it seems like something went awfully wrong! As mentioned the update was paused when i ran out of disk space. There is no option in the update dialog to cancel or perform rollback on the update. Is it asking for trouble to kill the update manager? Any ideas as to what went wrong, and what I can do to remedy it? It's only minimal how much space I can free on that partition (without deleting the above mentioned file). If it is any help, the update was paused after this: Examining /etc/kernel/postinst.d. run-parts: executing /etc/kernel/postinst.d/dkms 3.2.0-26-generic /boot/vmlinuz-3.2.0-26-generic

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  • SQLDeveloper using over 100MB of PGA

    - by Leigh Riffel
    Perhaps this is normal, but in my Oracle 11g database I am seeing programmers using Oracle's SQL Developer regularly consume more than 100MB of combined UGA and PGA memory. I'd like to know if this is normal and what can be done about it. Our database is on the 32 bit version of Windows 2008, so memory limitations are becoming an increasing concern. I am using the following query to show the memory usage: SELECT e.SID, e.username, e.status, b.PGA_MEMORY FROM v$session e LEFT JOIN (select y.SID, y.value pga, TO_CHAR(ROUND(y.value/1024/1024),99999999) || ' MB' PGA_MEMORY from v$sesstat y, v$statname z where y.STATISTIC# = z.STATISTIC# and NAME = 'session pga memory') b ON e.sid=b.sid WHERE (PGA)/1024/1024 > 20 ORDER BY 4 DESC; It seems that the resource usage goes up any time a table is opened in SQLDeveloper, but even when it is closed the memory does not go away. The problem is worse if the table is sorted while it was open as that seems to use even more memory. I understand how this would use memory while it is sorting, and perhaps even while it is still open, but to use memory after it is closed seems wrong to me. Can anyone confirm this? Update: I discovered that my numbers were off due to not understanding that the UGA is stored in the PGA under dedicated server mode. This makes the numbers lower than they were, but the problem still remains that SQL Developer seems to use excessive PGA.

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  • SQLDeveloper using over 100MB of PGA+UGA

    - by Leigh Riffel
    Perhaps this is normal, but in my Oracle 11g database I am seeing programmers using Oracle's SQL Developer regularly consume more than 100MB of combined UGA and PGA memory. I'd like to know if this is normal and what can be done about it. Our database is on the 32 bit version of Windows 2008, so memory limitations are becoming an increasing concern. I am using the following query to show the memory usage: SELECT e.SID, e.username, e.status, b.PGA_MEMORY FROM v$session e LEFT JOIN (select y.SID, y.value pga, TO_CHAR(ROUND(y.value/1024/1024),99999999) || ' MB' PGA_MEMORY from v$sesstat y, v$statname z where y.STATISTIC# = z.STATISTIC# and NAME = 'session pga memory') b ON e.sid=b.sid WHERE (PGA)/1024/1024 > 20 ORDER BY 4 DESC; It seems that the resource usage goes up any time a table is opened in SQLDeveloper, but even when it is closed the memory does not go away. The problem is worse if the table is sorted while it was open as that seems to use even more memory. I understand how this would use memory while it is sorting, and perhaps even while it is still open, but to use memory after it is closed seems wrong to me. Can anyone confirm this? Update: I discovered that my numbers were off due to not understanding that the UGA is stored in the PGA under dedicated server mode. This makes the numbers lower than they were, but the problem still remains that SQL Developer seems to use excessive PGA.

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  • Is it possible to share a C struct in shared memory between apps compiled with different compilers?

    - by Joseph Garvin
    I realize that in general the C and C++ standards gives compiler writers a lot of latitude. But in particular it guarantees that POD types like C struct members have to be laid out in memory the same order that they're listed in the structs definition, and most compilers provide extensions letting you fix the alignment of members. So if you had a header that defined a struct and manually specified the alignment of its members, then compiled two apps with different compilers using the header, shouldn't one app be able to write an instance of the struct into shared memory and the other app be able to read it without errors? I am assuming though that the size of the types contained is consistent across two compilers on the same architecture (it has to be the same platform already since we're talking about shared memory). I realize that this is not always true for some types (e.g. long vs. long long in GCC and MSVC 64-bit) but nowadays there are uint16_t, uint32_t, etc. types, and float and double are specified by IEEE standards.

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