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  • Unable to get Stencil Buffer to work in iOS 4+ (5.0 works fine). [OpenGL ES 2.0]

    - by MurderDev
    So I am trying to use a stencil buffer in iOS for masking/clipping purposes. Do you guys have any idea why this code may not work? This is everything I have associated with Stencils. On iOS 4 I get a black screen. On iOS 5 I get exactly what I expect. The transparent areas of the image I drew in the stencil are the only areas being drawn later. Code is below. This is where I setup the frameBuffer, depth and stencil. In iOS the depth and stencil are combined. -(void)setupDepthBuffer { glGenRenderbuffers(1, &depthRenderBuffer); glBindRenderbuffer(GL_RENDERBUFFER, depthRenderBuffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, self.frame.size.width * [[UIScreen mainScreen] scale], self.frame.size.height * [[UIScreen mainScreen] scale]); } -(void)setupFrameBuffer { glGenFramebuffers(1, &frameBuffer); glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRenderBuffer); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderBuffer); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthRenderBuffer); // Check the FBO. if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { NSLog(@"Failure with framebuffer generation: %d", glCheckFramebufferStatus(GL_FRAMEBUFFER)); } } This is how I am setting up and drawing the stencil. (Shader code below.) glEnable(GL_STENCIL_TEST); glDisable(GL_DEPTH_TEST); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glDepthMask(GL_FALSE); glStencilFunc(GL_ALWAYS, 1, -1); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); glColorMask(0, 0, 0, 0); glClear(GL_STENCIL_BUFFER_BIT); machineForeground.shader = [StencilEffect sharedInstance]; [machineForeground draw]; machineForeground.shader = [BasicEffect sharedInstance]; glDisable(GL_STENCIL_TEST); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_TRUE); Here is where I am using the stencil. glEnable(GL_STENCIL_TEST); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glStencilFunc(GL_EQUAL, 1, -1); ...Draw Stuff here glDisable(GL_STENCIL_TEST); Finally here is my fragment shader. varying lowp vec2 TexCoordOut; uniform sampler2D Texture; void main(void) { lowp vec4 color = texture2D(Texture, TexCoordOut); if(color.a < 0.1) gl_FragColor = color; else discard; }

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  • Can web apps allow fast data-typists to "type-ahead"?

    - by user61852
    In some data entry contexts, I've seen data typists, type really fast and know so well the app they use, and have a mechanic quality in their work so that they can "type ahead", ie continue typing and "tab-bing" and "enter-ing" faster than the display updates, so that in many occasions they are typing in the data for the next form before it draws itself. Then when this next entry form appears, their keystrokes fill the text boxes and they continue typing, selecting etc. In contexts like this, this speed is desirable, since this persons are really productive. I think this "type ahead of time" is only possible in desktop apps, but I may be wrong. My question is whether this way of handling the keyboard buffer (which in desktop apps require no extra programming) is achievable in web apps, or is this impossible because of the way web apps work, handle sessions, etc (network latency and the overhead of generating new web pages ) ? Edit: By "type ahead" I mean "keyboard type ahead" (typing faster than the next entry form can load), not suggets-as-you-type-like-google type ahead. Typeahead is a feature of computers and software (and some typewriters) that enables users to continue typing regardless of program or computer operation—the user may type in whatever speed he or she desires, and if the receiving software is busy at the time it will be called to handle this later. Often this means that keystrokes entered will not be displayed on the screen immediately. This programming technique for handling user what is known as a keyboard buffer.

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  • Writing to a D3DFMT_R32F render target clamps to 1

    - by Mike
    I'm currently implementing a picking system. I render some objects in a frame buffer, which has a render target, which has the D3DFMT_R32F format. For each mesh, I set an integer constant evaluator, which is its material index. My shader is simple: I output the position of each vertex, and for each pixel, I cast the material index in float, and assign this value to the Red channel: int ObjectIndex; float4x4 WvpXf : WorldViewProjection< string UIWidget = "None"; >; struct VS_INPUT { float3 Position : POSITION; }; struct VS_OUTPUT { float4 Position : POSITION; }; struct PS_OUTPUT { float4 Color : COLOR0; }; VS_OUTPUT VSMain( const VS_INPUT input ) { VS_OUTPUT output = (VS_OUTPUT)0; output.Position = mul( float4(input.Position, 1), WvpXf ); return output; } PS_OUTPUT PSMain( const VS_OUTPUT input, in float2 vpos : VPOS ) { PS_OUTPUT output = (PS_OUTPUT)0; output.Color.r = float( ObjectIndex ); output.Color.gba = 0.0f; return output; } technique Default { pass P0 { VertexShader = compile vs_3_0 VSMain(); PixelShader = compile ps_3_0 PSMain(); } } The problem I have, is that somehow, the values written in the render target are clamped between 0.0f and 1.0f. I've tried to change the rendertarget format, but I always get clamped values... I don't know what the root of the problem is. For information, I have a depth render target attached to the frame buffer. I disabled the blend in the render state the stencil is disabled Any ideas?

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  • Position Reconstruction from Depth by inverting Perspective Projection

    - by user1294203
    I had some trouble reconstructing position from depth sampled from the depth buffer. I use the equivalent of gluPerspective in GLM. The code in GLM is: template GLM_FUNC_QUALIFIER detail::tmat4x4 perspective ( valType const & fovy, valType const & aspect, valType const & zNear, valType const & zFar ) { valType range = tan(radians(fovy / valType(2))) * zNear; valType left = -range * aspect; valType right = range * aspect; valType bottom = -range; valType top = range; detail::tmat4x4 Result(valType(0)); Result[0][0] = (valType(2) * zNear) / (right - left); Result[1][2] = (valType(2) * zNear) / (top - bottom); Result[2][3] = - (zFar + zNear) / (zFar - zNear); Result[2][4] = - valType(1); Result[3][5] = - (valType(2) * zFar * zNear) / (zFar - zNear); return Result; } There doesn't seem to be any errors in the code. So I tried to invert the projection, the formula for the z and w coordinates after projection are: and dividing z' with w' gives the post-projective depth (which lies in the depth buffer), so I need to solve for z, which finally gives: Now, the problem is I don't get the correct position (I have compared the one reconstructed with a rendered position). I then tried using the respective formula I get by doing the same for this Matrix. The corresponding formula is: For some reason, using the above formula gives me the correct position. I really don't understand why this is the case. Have I done something wrong? Could someone enlighten me please?

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  • emacs: How to intelligently handle buffer-modified when setting text properties?

    - by Cheeso
    The documentation on Text Properties says: Since text properties are considered part of the contents of the buffer (or string), and can affect how a buffer looks on the screen, any change in buffer text properties marks the buffer as modified. First, I don't understand that policy. Can anyone explain? The text props are not actually saved in the file, when the buffer is saved. So why mark the buffer as modified? For me, buffer-modified indicates "some changes have not yet been saved." but understanding the policy is just for my own amusement. More importantly, is there an already-established way that, in code, I can change syntax text properties on the text in a buffer, while keeping the buffer-modified flag set to whatever it was, prior to those changes? I'm thinking of something like save-excursion. It would be pretty easy to write, but this seems like a common case and I'd like to use the standard function, if possible. For more on the scenario - I have a mode that does a full text scan and sets syntax-tabe properties on the text. After opening a buffer, the scan runs, but it results in a buffer with buffer-modified set to t . As always, thanks.

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  • C# Sockets Buffer Overflow No Error

    - by Michael Covelli
    I have one thread that is receiving data over a socket like this: while (sock.Connected) { // Receive Data (Block if no data) recvn = sock.Receive(recvb, 0, rlen, SocketFlags.None, out serr); if (recvn <= 0 || sock == null || !sock.Connected) { OnError("Error In Receive, recvn <= 0 || sock == null || !sock.Connected"); return; } else if (serr != SocketError.Success) { OnError("Error In Receive, serr = " + serr); return; } // Copy Data Into Tokenizer tknz.Read(recvb, recvn); // Parse Data while (tknz.MoveToNext()) { try { ParseMessageAndRaiseEvents(tknz.Buffer(), tknz.Length); } catch (System.Exception ex) { string BadMessage = ByteArrayToStringClean(tknz.Buffer(), tknz.Length); string msg = string.Format("Exception in MDWrapper Parsing Message, Ex = {0}, Msg = {1}", ex.Message, BadMessage); OnError(msg); } } } And I kept seeing occasional errors in my parsing function indicating that the message wasn't valid. At first, I thought that my tokenizer class was broken. But after logging all the incoming bytes to the tokenizer, it turns out that the raw bytes in recvb weren't a valid message. I didn't think that corrupted data like this was possible with a tcp data stream. I figured it had to be some type of buffer overflow so I set sock.ReceiveBufferSize = 1024 * 1024 * 8; and the parsing error never, ever occurs in testing (it happens often enough to replicate if I don't change the ReceiveBufferSize). But my question is: why wasn't I seeing an exception or an error state or something if the socket's internal buffer was overflowing before I changed this buffer size?

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  • How can I write only to the stencil buffer in OpenGL ES 2.0?

    - by stephelton
    I'd like to write to the stencil buffer without incurring the cost of my expensive shaders. As I understand it, I write to the stencil buffer as a 'side effect' of rendering something. In this first pass where I write to the stencil buffer, I don't want to write anything to the color or depth buffer, and I definitely don't want to run through my lighting equations in my shaders. Do I need to create no-op shaders for this (and can I just discard fragments), or is there a better way to do this? As the title says, I'm using OpenGL ES 2.0. I haven't used the stencil buffer before, so if I seem to be misunderstanding something, feel free to be verbose.

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  • Problem reading hexadecimal buffer from C socket

    - by Olaseni
    I'm using the SDL_net sockets API to create a server and client. I can easily read a string buffer, but when I try to send hexadecimal data, recv gets the length, but I cannot seem to be a able to read the buffer contents. IPaddress ip; TCPsocket server,client; int bufSize = 1024; char message[bufSize]; int len; server = SDLNet_TCP_Open(&ip); client = SDLNet_TCP_Accept(server); len = SDLNet_TCP_Recv(client,message,bufSize); Here's a snippet. the buffer length "len" is set (i.e. message length) but I can't get to the data contents in the message buffer. Some sample bind_transmitter PDU data was sent by a random client to the server at that port. I can't read the PDU (SMPP).

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  • Read a buffer of unknown size (Console input)

    - by Sanarothe
    Hi. I'm a little behind in my X86 Asm class, and the book is making me want to shoot myself in the face. The examples in the book are insufficient and, honestly, very frustrating because of their massive dependencies upon the author's link library, which I hate. I wanted to learn ASM, not how to call his freaking library, which calls more of his library. Anyway, I'm stuck on a lab that requires console input and output. So far, I've got this for my input: input PROC INVOKE ReadConsole, inputHandle, ADDR buffer, Buf - 2, ADDR bytesRead, 0 mov eax,OFFSET buffer Ret input EndP I need to use the input and output procedures multiple times, so I'm trying to make it abstract. I'm just not sure how to use the data that is set to eax here. My initial idea was to take that string array and manually crawl through it by adding 8 to the offset for each possible digit (Input is integer, and there's a little bit of processing) but this doesn't work out because I don't know how big the input actually is. So, how would you swap the string array into an integer that could be used? Full code: (Haven't done the integer logic or the instruction string output because I'm stuck here.) include c:/irvine/irvine32.inc .data inputHandle HANDLE ? outputHandle HANDLE ? buffer BYTE BufSize DUP(?),0,0 bytesRead DWORD ? str1 BYTE "Enter an integer:",0Dh, 0Ah str2 BYTE "Enter another integer:",0Dh, 0Ah str3 BYTE "The higher of the two integers is: " int1 WORD ? int2 WORD ? int3 WORD ? Buf = 80 .code main PROC call handle push str1 call output call input push str2 call output call input push str3 call output call input main EndP larger PROC Ret larger EndP output PROC INVOKE WriteConsole Ret output EndP handle PROC USES eax INVOKE GetStdHandle, STD_INPUT_HANDLE mov inputHandle,eax INVOKE GetStdHandle, STD_INPUT_HANDLE mov outputHandle,eax Ret handle EndP input PROC INVOKE ReadConsole, inputHandle, ADDR buffer, Buf - 2, ADDR bytesRead, 0 mov eax,OFFSET buffer Ret input EndP END main

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  • Using fscanf with dynamically allocated buffer.

    - by ryyst
    Hi, I got the following code: char buffer[2047]; int charsRead; do { if(fscanf(file, "%2047[^\n]%n%*c", buffer, &charsRead) == 1) { // Do something } } while (charsRead == 2047); I wanted to convert this code to use dynamically allocated variables so that when calling this code often I won't get heavy memory leakage. Thus, I tried this: char *buffer = malloc(sizeof(char) * 2047); int *charsRead = malloc(sizeof(int)); do { if(fscanf(file, "%2047[^\n]%n%*c", *buffer, charsRead) == 1) { // Do something } } while (*charsRead == 2047); Unfortunately, this does not work. I always get “EXC_BAD_ACCESS” errors, just before the if-statement with the fscanf call. What am I doing wrong? Thanks for any help! -- Ry

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  • Create big buffer on a pic18f with microchip c18 compiler

    - by acemtp
    Using Microchip C18 compiler with a pic18f, I want to create a "big" buffer of 3000 bytes in the program data space. If i put this in the main() (on stack): char tab[127]; I have this error: Error [1300] stack frame too large If I put it in global, I have this error: Error - section '.udata_main.o' can not fit the section. Section '.udata_main.o' length=0x0000007f How to create a big buffer? Do you have tutorial on how to manage big buffer on pic18f with c18?

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  • Drawing RAW buffer to CGBitmapContext

    - by Raj
    Hi all, I have a raw image buffer in the RGB format. I need to draw it to CGContext so that I get a new buffer of the format ARGB. I accomplish this in the following way: Create a data provider out of raw buffer using CGDataProviderCreateWithData and then create image out of the data provider with the api: CGImageCreate. Now if I write this image back to the CGBitmapContext using CGContextImageDraw. Instead of creating an intermediate image, is there any way of writing the buffer directly to CGContext so that I can avoid the image creation phase? Thanks

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  • Rendering GDI components to a buffer or d3d texture

    - by Tim
    Hi, I'm trying to redirect the output of a GDI application to a buffer, preferably a d3d texture but I'll settle for a system memory buffer that I can then copy to a d3d texture. Specifically, I'm trying to get Google Chrome to render into a d3d buffer to be displayed in a d3d application. Are there any foolproof ways to do this or am I opening the mother of all worm-cans? Thanks, Tim.

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  • .NET Sockets Buffer Overflow No Error

    - by Michael Covelli
    I have one thread that is receiving data over a socket like this: while (sock.Connected) { // Receive Data (Block if no data) recvn = sock.Receive(recvb, 0, rlen, SocketFlags.None, out serr); if (recvn <= 0 || sock == null || !sock.Connected) { OnError("Error In Receive, recvn <= 0 || sock == null || !sock.Connected"); return; } else if (serr != SocketError.Success) { OnError("Error In Receive, serr = " + serr); return; } // Copy Data Into Tokenizer tknz.Read(recvb, recvn); // Parse Data while (tknz.MoveToNext()) { try { ParseMessageAndRaiseEvents(tknz.Buffer(), tknz.Length); } catch (System.Exception ex) { string BadMessage = ByteArrayToStringClean(tknz.Buffer(), tknz.Length); string msg = string.Format("Exception in MDWrapper Parsing Message, Ex = {0}, Msg = {1}", ex.Message, BadMessage); OnError(msg); } } } And I kept seeing occasional errors in my parsing function indicating that the message wasn't valid. At first, I thought that my tokenizer class was broken. But after logging all the incoming bytes to the tokenizer, it turns out that the raw bytes in recvb weren't a valid message. I didn't think that corrupted data like this was possible with a tcp data stream. I figured it had to be some type of buffer overflow so I set sock.ReceiveBufferSize = 1024 * 1024 * 8; and the parsing error never, ever occurs in testing (it happens often enough to replicate if I don't change the ReceiveBufferSize). But my question is: why wasn't I seeing an exception or an error state or something if the socket's internal buffer was overflowing before I changed this buffer size?

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  • Emacs shell output buffer height

    - by jimbo
    Hi , i have the following in my .emacs file(thanks to a SOer nikwin), which evaluates the current buffer content and displays the output in another buffer. (defun shell-compile () (interactive) (save-buffer) (shell-command (concat "python " (buffer-file-name)))) (add-hook 'python-mode-hook (lambda () (local-set-key (kbd "\C-c\C-c") 'shell-compile))) The problem is that the output window takes half the emacs screen. Is there any way to set the output windows's height to something smaller. I googled for 30mins or so and could not find anything that worked. Thanks in advance.

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  • An IOCP documentation interpretation question - buffer ownership ambiguity

    - by Poni
    Since I'm not a native English speaker I might be missing something so maybe someone here knows better than me. Taken from WSASend's doumentation at MSDN: lpBuffers [in] A pointer to an array of WSABUF structures. Each WSABUF structure contains a pointer to a buffer and the length, in bytes, of the buffer. For a Winsock application, once the WSASend function is called, the system owns these buffers and the application may not access them. This array must remain valid for the duration of the send operation. Ok, can you see the bold text? That's the unclear spot! I can think of two translations for this line (might be something else, you name it): Translation 1 - "buffers" refers to the OVERLAPPED structure that I pass this function when calling it. I may reuse the object again only when getting a completion notification about it. Translation 2 - "buffers" refer to the actual buffers, those with the data I'm sending. If the WSABUF object points to one buffer, then I cannot touch this buffer until the operation is complete. Can anyone tell what's the right interpretation to that line? And..... If the answer is the second one - how would you resolve it? Because to me it implies that for each and every data/buffer I'm sending I must retain a copy of it at the sender side - thus having MANY "pending" buffers (in different sizes) on an high traffic application, which really going to hurt "scalability". Statement 1: In addition to the above paragraph (the "And...."), I thought that IOCP copies the data to-be-sent to it's own buffer and sends from there, unless you set SO_SNDBUF to zero. Statement 2: I use stack-allocated buffers (you know, something like char cBuff[1024]; at the function body - if the translation to the main question is the second option (i.e buffers must stay as they are until the send is complete), then... that really screws things up big-time! Can you think of a way to resolve it? (I know, I asked it in other words above).

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  • Formulae for U and V buffer offset

    - by Abhi
    Hi all ! What should be the buffer offset value for U & V in YUV444 format type? Like for an example if i am using YV12 format the value is as follows: ppData.inputIDMAChannel.UBufOffset = iInputHeight * iInputWidth + (iInputHeight * iInputWidth)/4; ppData.inputIDMAChannel.VBufOffset = iInputHeight * iInputWidth; iInputHeight = 160 & iInputWidth = 112 ppdata is an object for the following structure: typedef struct ppConfigDataStruct { //--------------------------------------------------------------- // General controls //--------------------------------------------------------------- UINT8 IntType; // FIRSTMODULE_INTERRUPT: the interrupt will be // rised once the first sub-module finished its job. // FRAME_INTERRUPT: the interrput will be rised // after all sub-modules finished their jobs. //--------------------------------------------------------------- // Format controls //--------------------------------------------------------------- // For input idmaChannel inputIDMAChannel; BOOL bCombineEnable; idmaChannel inputcombIDMAChannel; UINT8 inputcombAlpha; UINT32 inputcombColorkey; icAlphaType alphaType; // For output idmaChannel outputIDMAChannel; CSCEQUATION CSCEquation; // Selects R2Y or Y2R CSC Equation icCSCCoeffs CSCCoeffs; // Selects R2Y or Y2R CSC Equation icFlipRot FlipRot; // Flip/Rotate controls for VF BOOL allowNopPP; // flag to indicate we need a NOP PP processing }*pPpConfigData, ppConfigData; and idmaChannel structure is as follows: typedef struct idmaChannelStruct { icFormat FrameFormat; // YUV or RGB icFrameSize FrameSize; // frame size UINT32 LineStride;// stride in bytes icPixelFormat PixelFormat;// Input frame RGB format, set NULL // to use standard settings. icDataWidth DataWidth;// Bits per pixel for RGB format UINT32 UBufOffset;// offset of U buffer from Y buffer start address // ignored if non-planar image format UINT32 VBufOffset;// offset of U buffer from Y buffer start address // ignored if non-planar image format } idmaChannel, *pIdmaChannel; I want the formulae for ppData.inputIDMAChannel.UBufOffset & ppData.inputIDMAChannel.VBufOffset for YUV444 Thanks in advance

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  • How would you code an efficient Circular Buffer in Java or C#

    - by Cheeso
    I want a simple class that implements a fixed-size circular buffer. It should be efficient, easy on the eyes, generically typed. EDIT: It need not be MT-capable, for now. I can always add a lock later, it won't be high-concurrency in any case. Methods should be: .Add and I guess .List, where I retrieve all the entries. On second thought, Retrieval I think should be done via an indexer. At any moment I will want to be able to retrieve any element in the buffer by index. But keep in mind that from one moment to the next Element[n] may be different, as the Circular buffer fills up and rolls over. This isn't a stack, it's a circular buffer. Regarding "overflow": I would expect internally there would be an array holding the items, and over time the head and tail of the buffer will rotate around that fixed array. But that should be invisible from the user. There should be no externally-detectable "overflow" event or behavior. This is not a school assignment - it is most commonly going to be used for a MRU cache or a fixed-size transaction or event log.

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  • GTK+ buffer in g_input_stream_read...

    - by sterh
    Hello, I load data with function: gssize g_input_stream_read (GInputStream *stream, void *buffer, gsize count, GCancellable *cancellable, GError **error); What is ma value of buffer parameter. How can I know what should be equal to buffer? I make: #define LOAD_BUFFER_SIZE 65536 But when i try to load image, only visible part of the image. Thank you.

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  • How to buffer stdout in memory and write it from a dedicated thread

    - by NickB
    I have a C application with many worker threads. It is essential that these do not block so where the worker threads need to write to a file on disk, I have them write to a circular buffer in memory, and then have a dedicated thread for writing that buffer to disk. The worker threads do not block any more. The dedicated thread can safely block while writing to disk without affecting the worker threads (it does not hold a lock while writing to disk). My memory buffer is tuned to be sufficiently large that the writer thread can keep up. This all works great. My question is, how do I implement something similar for stdout? I could macro printf() to write into a memory buffer, but I don't have control over all the code that might write to stdout (some of it is in third-party libraries). Thoughts? NickB

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  • user buffer after doing 'write' to file opened with O_DIRECT

    - by user1868481
    I'm using the O_DIRECT flag to write to the disk directly from the user buffer. But as far as I understand, Linux doesn't guarantee that after this call, the data is written. It just writes directly from the user buffer to the physical device using DMA or anything else... Therefore, I don't understand if I can write to the user buffer after the call to 'write' function. I'm sure that example code will help to understand my question: char *user_buff = malloc(...); /* assume it is aligned as needed */ fd = open(..., O_DIRECT); write(fd, ...) memset(user_buff, 0, ...) Is the last line (memset) legal? Is writing to the user buffer valid that is maybe used by DMA to transfer data to the device?

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  • How to scroll the diff buffer easily in Emacs while point is on the minibuffer

    - by RamyenHead
    In Emacs, after a lot of editing, I press C-x s (save-some-buffers), then Emacs asks "Save file ...? (y,n,.... d ...)" for each file, I sometimes answer d (diff) to see the changes, but then it's not easy to scroll the diff buffer because the cursor is on the minibuffer. Scrollbar does not work. C-M-v works, but if I try to back-scroll by pressing C-M-- C-M-v, Emacs just says "Type C-h for help". How do I scroll the diff buffer in such cases?

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  • Option Trading: Getting the most out of the event session options

    - by extended_events
    You can control different aspects of how an event session behaves by setting the event session options as part of the CREATE EVENT SESSION DDL. The default settings for the event session options are designed to handle most of the common event collection situations so I generally recommend that you just use the defaults. Like everything in the real world though, there are going to be a handful of “special cases” that require something different. This post focuses on identifying the special cases and the correct use of the options to accommodate those cases. There is a reason it’s called Default The default session options specify a total event buffer size of 4 MB with a 30 second latency. Translating this into human terms; this means that our default behavior is that the system will start processing events from the event buffer when we reach about 1.3 MB of events or after 30 seconds, which ever comes first. Aside: What’s up with the 1.3 MB, I thought you said the buffer was 4 MB?The Extended Events engine takes the total buffer size specified by MAX_MEMORY (4MB by default) and divides it into 3 equally sized buffers. This is done so that a session can be publishing events to one buffer while other buffers are being processed. There are always at least three buffers; how to get more than three is covered later. Using this configuration, the Extended Events engine can “keep up” with most event sessions on standard workloads. Why is this? The fact is that most events are small, really small; on the order of a couple hundred bytes. Even when you start considering events that carry dynamically sized data (eg. binary, text, etc.) or adding actions that collect additional data, the total size of the event is still likely to be pretty small. This means that each buffer can likely hold thousands of events before it has to be processed. When the event buffers are finally processed there is an economy of scale achieved since most targets support bulk processing of the events so they are processed at the buffer level rather than the individual event level. When all this is working together it’s more likely that a full buffer will be processed and put back into the ready queue before the remaining buffers (remember, there are at least three) are full. I know what you’re going to say: “My server is exceptional! My workload is so massive it defies categorization!” OK, maybe you weren’t going to say that exactly, but you were probably thinking it. The point is that there are situations that won’t be covered by the Default, but that’s a good place to start and this post assumes you’ve started there so that you have something to look at in order to determine if you do have a special case that needs different settings. So let’s get to the special cases… What event just fired?! How about now?! Now?! If you believe the commercial adage from Heinz Ketchup (Heinz Slow Good Ketchup ad on You Tube), some things are worth the wait. This is not a belief held by most DBAs, particularly DBAs who are looking for an answer to a troubleshooting question fast. If you’re one of these anxious DBAs, or maybe just a Program Manager doing a demo, then 30 seconds might be longer than you’re comfortable waiting. If you find yourself in this situation then consider changing the MAX_DISPATCH_LATENCY option for your event session. This option will force the event buffers to be processed based on your time schedule. This option only makes sense for the asynchronous targets since those are the ones where we allow events to build up in the event buffer – if you’re using one of the synchronous targets this option isn’t relevant. Avoid forgotten events by increasing your memory Have you ever had one of those days where you keep forgetting things? That can happen in Extended Events too; we call it dropped events. In order to optimizes for server performance and help ensure that the Extended Events doesn’t block the server if to drop events that can’t be published to a buffer because the buffer is full. You can determine if events are being dropped from a session by querying the dm_xe_sessions DMV and looking at the dropped_event_count field. Aside: Should you care if you’re dropping events?Maybe not – think about why you’re collecting data in the first place and whether you’re really going to miss a few dropped events. For example, if you’re collecting query duration stats over thousands of executions of a query it won’t make a huge difference to miss a couple executions. Use your best judgment. If you find that your session is dropping events it means that the event buffer is not large enough to handle the volume of events that are being published. There are two ways to address this problem. First, you could collect fewer events – examine you session to see if you are over collecting. Do you need all the actions you’ve specified? Could you apply a predicate to be more specific about when you fire the event? Assuming the session is defined correctly, the next option is to change the MAX_MEMORY option to a larger number. Picking the right event buffer size might take some trial and error, but a good place to start is with the number of dropped events compared to the number you’ve collected. Aside: There are three different behaviors for dropping events that you specify using the EVENT_RETENTION_MODE option. The default is to allow single event loss and you should stick with this setting since it is the best choice for keeping the impact on server performance low.You’ll be tempted to use the setting to not lose any events (NO_EVENT_LOSS) – resist this urge since it can result in blocking on the server. If you’re worried that you’re losing events you should be increasing your event buffer memory as described in this section. Some events are too big to fail A less common reason for dropping an event is when an event is so large that it can’t fit into the event buffer. Even though most events are going to be small, you might find a condition that occasionally generates a very large event. You can determine if your session is dropping large events by looking at the dm_xe_sessions DMV once again, this time check the largest_event_dropped_size. If this value is larger than the size of your event buffer [remember, the size of your event buffer, by default, is max_memory / 3] then you need a large event buffer. To specify a large event buffer you set the MAX_EVENT_SIZE option to a value large enough to fit the largest event dropped based on data from the DMV. When you set this option the Extended Events engine will create two buffers of this size to accommodate these large events. As an added bonus (no extra charge) the large event buffer will also be used to store normal events in the cases where the normal event buffers are all full and waiting to be processed. (Note: This is just a side-effect, not the intended use. If you’re dropping many normal events then you should increase your normal event buffer size.) Partitioning: moving your events to a sub-division Earlier I alluded to the fact that you can configure your event session to use more than the standard three event buffers – this is called partitioning and is controlled by the MEMORY_PARTITION_MODE option. The result of setting this option is fairly easy to explain, but knowing when to use it is a bit more art than science. First the science… You can configure partitioning in three ways: None, Per NUMA Node & Per CPU. This specifies the location where sets of event buffers are created with fairly obvious implication. There are rules we follow for sub-dividing the total memory (specified by MAX_MEMORY) between all the event buffers that are specific to the mode used: None: 3 buffers (fixed)Node: 3 * number_of_nodesCPU: 2.5 * number_of_cpus Here are some examples of what this means for different Node/CPU counts: Configuration None Node CPU 2 CPUs, 1 Node 3 buffers 3 buffers 5 buffers 6 CPUs, 2 Node 3 buffers 6 buffers 15 buffers 40 CPUs, 5 Nodes 3 buffers 15 buffers 100 buffers   Aside: Buffer size on multi-processor computersAs the number of Nodes or CPUs increases, the size of the event buffer gets smaller because the total memory is sub-divided into more pieces. The defaults will hold up to this for a while since each buffer set is holding events only from the Node or CPU that it is associated with, but at some point the buffers will get too small and you’ll either see events being dropped or you’ll get an error when you create your session because you’re below the minimum buffer size. Increase the MAX_MEMORY setting to an appropriate number for the configuration. The most likely reason to start partitioning is going to be related to performance. If you notice that running an event session is impacting the performance of your server beyond a reasonably expected level [Yes, there is a reasonably expected level of work required to collect events.] then partitioning might be an answer. Before you partition you might want to check a few other things: Is your event retention set to NO_EVENT_LOSS and causing blocking? (I told you not to do this.) Consider changing your event loss mode or increasing memory. Are you over collecting and causing more work than necessary? Consider adding predicates to events or removing unnecessary events and actions from your session. Are you writing the file target to the same slow disk that you use for TempDB and your other high activity databases? <kidding> <not really> It’s always worth considering the end to end picture – if you’re writing events to a file you can be impacted by I/O, network; all the usual stuff. Assuming you’ve ruled out the obvious (and not so obvious) issues, there are performance conditions that will be addressed by partitioning. For example, it’s possible to have a successful event session (eg. no dropped events) but still see a performance impact because you have many CPUs all attempting to write to the same free buffer and having to wait in line to finish their work. This is a case where partitioning would relieve the contention between the different CPUs and likely reduce the performance impact cause by the event session. There is no DMV you can check to find these conditions – sorry – that’s where the art comes in. This is  largely a matter of experimentation. On the bright side you probably won’t need to to worry about this level of detail all that often. The performance impact of Extended Events is significantly lower than what you may be used to with SQL Trace. You will likely only care about the impact if you are trying to set up a long running event session that will be part of your everyday workload – sessions used for short term troubleshooting will likely fall into the “reasonably expected impact” category. Hey buddy – I think you forgot something OK, there are two options I didn’t cover: STARTUP_STATE & TRACK_CAUSALITY. If you want your event sessions to start automatically when the server starts, set the STARTUP_STATE option to ON. (Now there is only one option I didn’t cover.) I’m going to leave causality for another post since it’s not really related to session behavior, it’s more about event analysis. - Mike Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • Option Trading: Getting the most out of the event session options

    - by extended_events
    You can control different aspects of how an event session behaves by setting the event session options as part of the CREATE EVENT SESSION DDL. The default settings for the event session options are designed to handle most of the common event collection situations so I generally recommend that you just use the defaults. Like everything in the real world though, there are going to be a handful of “special cases” that require something different. This post focuses on identifying the special cases and the correct use of the options to accommodate those cases. There is a reason it’s called Default The default session options specify a total event buffer size of 4 MB with a 30 second latency. Translating this into human terms; this means that our default behavior is that the system will start processing events from the event buffer when we reach about 1.3 MB of events or after 30 seconds, which ever comes first. Aside: What’s up with the 1.3 MB, I thought you said the buffer was 4 MB?The Extended Events engine takes the total buffer size specified by MAX_MEMORY (4MB by default) and divides it into 3 equally sized buffers. This is done so that a session can be publishing events to one buffer while other buffers are being processed. There are always at least three buffers; how to get more than three is covered later. Using this configuration, the Extended Events engine can “keep up” with most event sessions on standard workloads. Why is this? The fact is that most events are small, really small; on the order of a couple hundred bytes. Even when you start considering events that carry dynamically sized data (eg. binary, text, etc.) or adding actions that collect additional data, the total size of the event is still likely to be pretty small. This means that each buffer can likely hold thousands of events before it has to be processed. When the event buffers are finally processed there is an economy of scale achieved since most targets support bulk processing of the events so they are processed at the buffer level rather than the individual event level. When all this is working together it’s more likely that a full buffer will be processed and put back into the ready queue before the remaining buffers (remember, there are at least three) are full. I know what you’re going to say: “My server is exceptional! My workload is so massive it defies categorization!” OK, maybe you weren’t going to say that exactly, but you were probably thinking it. The point is that there are situations that won’t be covered by the Default, but that’s a good place to start and this post assumes you’ve started there so that you have something to look at in order to determine if you do have a special case that needs different settings. So let’s get to the special cases… What event just fired?! How about now?! Now?! If you believe the commercial adage from Heinz Ketchup (Heinz Slow Good Ketchup ad on You Tube), some things are worth the wait. This is not a belief held by most DBAs, particularly DBAs who are looking for an answer to a troubleshooting question fast. If you’re one of these anxious DBAs, or maybe just a Program Manager doing a demo, then 30 seconds might be longer than you’re comfortable waiting. If you find yourself in this situation then consider changing the MAX_DISPATCH_LATENCY option for your event session. This option will force the event buffers to be processed based on your time schedule. This option only makes sense for the asynchronous targets since those are the ones where we allow events to build up in the event buffer – if you’re using one of the synchronous targets this option isn’t relevant. Avoid forgotten events by increasing your memory Have you ever had one of those days where you keep forgetting things? That can happen in Extended Events too; we call it dropped events. In order to optimizes for server performance and help ensure that the Extended Events doesn’t block the server if to drop events that can’t be published to a buffer because the buffer is full. You can determine if events are being dropped from a session by querying the dm_xe_sessions DMV and looking at the dropped_event_count field. Aside: Should you care if you’re dropping events?Maybe not – think about why you’re collecting data in the first place and whether you’re really going to miss a few dropped events. For example, if you’re collecting query duration stats over thousands of executions of a query it won’t make a huge difference to miss a couple executions. Use your best judgment. If you find that your session is dropping events it means that the event buffer is not large enough to handle the volume of events that are being published. There are two ways to address this problem. First, you could collect fewer events – examine you session to see if you are over collecting. Do you need all the actions you’ve specified? Could you apply a predicate to be more specific about when you fire the event? Assuming the session is defined correctly, the next option is to change the MAX_MEMORY option to a larger number. Picking the right event buffer size might take some trial and error, but a good place to start is with the number of dropped events compared to the number you’ve collected. Aside: There are three different behaviors for dropping events that you specify using the EVENT_RETENTION_MODE option. The default is to allow single event loss and you should stick with this setting since it is the best choice for keeping the impact on server performance low.You’ll be tempted to use the setting to not lose any events (NO_EVENT_LOSS) – resist this urge since it can result in blocking on the server. If you’re worried that you’re losing events you should be increasing your event buffer memory as described in this section. Some events are too big to fail A less common reason for dropping an event is when an event is so large that it can’t fit into the event buffer. Even though most events are going to be small, you might find a condition that occasionally generates a very large event. You can determine if your session is dropping large events by looking at the dm_xe_sessions DMV once again, this time check the largest_event_dropped_size. If this value is larger than the size of your event buffer [remember, the size of your event buffer, by default, is max_memory / 3] then you need a large event buffer. To specify a large event buffer you set the MAX_EVENT_SIZE option to a value large enough to fit the largest event dropped based on data from the DMV. When you set this option the Extended Events engine will create two buffers of this size to accommodate these large events. As an added bonus (no extra charge) the large event buffer will also be used to store normal events in the cases where the normal event buffers are all full and waiting to be processed. (Note: This is just a side-effect, not the intended use. If you’re dropping many normal events then you should increase your normal event buffer size.) Partitioning: moving your events to a sub-division Earlier I alluded to the fact that you can configure your event session to use more than the standard three event buffers – this is called partitioning and is controlled by the MEMORY_PARTITION_MODE option. The result of setting this option is fairly easy to explain, but knowing when to use it is a bit more art than science. First the science… You can configure partitioning in three ways: None, Per NUMA Node & Per CPU. This specifies the location where sets of event buffers are created with fairly obvious implication. There are rules we follow for sub-dividing the total memory (specified by MAX_MEMORY) between all the event buffers that are specific to the mode used: None: 3 buffers (fixed)Node: 3 * number_of_nodesCPU: 2.5 * number_of_cpus Here are some examples of what this means for different Node/CPU counts: Configuration None Node CPU 2 CPUs, 1 Node 3 buffers 3 buffers 5 buffers 6 CPUs, 2 Node 3 buffers 6 buffers 15 buffers 40 CPUs, 5 Nodes 3 buffers 15 buffers 100 buffers   Aside: Buffer size on multi-processor computersAs the number of Nodes or CPUs increases, the size of the event buffer gets smaller because the total memory is sub-divided into more pieces. The defaults will hold up to this for a while since each buffer set is holding events only from the Node or CPU that it is associated with, but at some point the buffers will get too small and you’ll either see events being dropped or you’ll get an error when you create your session because you’re below the minimum buffer size. Increase the MAX_MEMORY setting to an appropriate number for the configuration. The most likely reason to start partitioning is going to be related to performance. If you notice that running an event session is impacting the performance of your server beyond a reasonably expected level [Yes, there is a reasonably expected level of work required to collect events.] then partitioning might be an answer. Before you partition you might want to check a few other things: Is your event retention set to NO_EVENT_LOSS and causing blocking? (I told you not to do this.) Consider changing your event loss mode or increasing memory. Are you over collecting and causing more work than necessary? Consider adding predicates to events or removing unnecessary events and actions from your session. Are you writing the file target to the same slow disk that you use for TempDB and your other high activity databases? <kidding> <not really> It’s always worth considering the end to end picture – if you’re writing events to a file you can be impacted by I/O, network; all the usual stuff. Assuming you’ve ruled out the obvious (and not so obvious) issues, there are performance conditions that will be addressed by partitioning. For example, it’s possible to have a successful event session (eg. no dropped events) but still see a performance impact because you have many CPUs all attempting to write to the same free buffer and having to wait in line to finish their work. This is a case where partitioning would relieve the contention between the different CPUs and likely reduce the performance impact cause by the event session. There is no DMV you can check to find these conditions – sorry – that’s where the art comes in. This is  largely a matter of experimentation. On the bright side you probably won’t need to to worry about this level of detail all that often. The performance impact of Extended Events is significantly lower than what you may be used to with SQL Trace. You will likely only care about the impact if you are trying to set up a long running event session that will be part of your everyday workload – sessions used for short term troubleshooting will likely fall into the “reasonably expected impact” category. Hey buddy – I think you forgot something OK, there are two options I didn’t cover: STARTUP_STATE & TRACK_CAUSALITY. If you want your event sessions to start automatically when the server starts, set the STARTUP_STATE option to ON. (Now there is only one option I didn’t cover.) I’m going to leave causality for another post since it’s not really related to session behavior, it’s more about event analysis. - Mike Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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