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  • Kernel panic when bringing up DRBD resource

    - by sc.
    I'm trying to set up two machines synchonizing with DRBD. The storage is setup as follows: PV - LVM - DRBD - CLVM - GFS2. DRBD is set up in dual primary mode. The first server is set up and running fine in primary mode. The drives on the first server have data on them. I've set up the second server and I'm trying to bring up the DRBD resources. I created all the base LVM's to match the first server. After initializing the resources with `` drbdadm create-md storage I'm bringing up the resources by issuing drbdadm up storage After issuing that command, I get a kernel panic and the server reboots in 30 seconds. Here's a screen capture. My configuration is as follows: OS: CentOS 6 uname -a Linux host.structuralcomponents.net 2.6.32-279.5.2.el6.x86_64 #1 SMP Fri Aug 24 01:07:11 UTC 2012 x86_64 x86_64 x86_64 GNU/Linux rpm -qa | grep drbd kmod-drbd84-8.4.1-2.el6.elrepo.x86_64 drbd84-utils-8.4.1-2.el6.elrepo.x86_64 cat /etc/drbd.d/global_common.conf global { usage-count yes; # minor-count dialog-refresh disable-ip-verification } common { handlers { pri-on-incon-degr "/usr/lib/drbd/notify-pri-on-incon-degr.sh; /usr/lib/drbd/notify-emergency-reboot.sh; echo b /proc/sysrq-trigger ; reboot -f"; pri-lost-after-sb "/usr/lib/drbd/notify-pri-lost-after-sb.sh; /usr/lib/drbd/notify-emergency-reboot.sh; echo b /proc/sysrq-trigger ; reboot -f"; local-io-error "/usr/lib/drbd/notify-io-error.sh; /usr/lib/drbd/notify-emergency-shutdown.sh; echo o /proc/sysrq-trigger ; halt -f"; # fence-peer "/usr/lib/drbd/crm-fence-peer.sh"; # split-brain "/usr/lib/drbd/notify-split-brain.sh root"; # out-of-sync "/usr/lib/drbd/notify-out-of-sync.sh root"; # before-resync-target "/usr/lib/drbd/snapshot-resync-target-lvm.sh -p 15 -- -c 16k"; # after-resync-target /usr/lib/drbd/unsnapshot-resync-target-lvm.sh; } startup { # wfc-timeout degr-wfc-timeout outdated-wfc-timeout wait-after-sb become-primary-on both; wfc-timeout 30; degr-wfc-timeout 10; outdated-wfc-timeout 10; } options { # cpu-mask on-no-data-accessible } disk { # size max-bio-bvecs on-io-error fencing disk-barrier disk-flushes # disk-drain md-flushes resync-rate resync-after al-extents # c-plan-ahead c-delay-target c-fill-target c-max-rate # c-min-rate disk-timeout } net { # protocol timeout max-epoch-size max-buffers unplug-watermark # connect-int ping-int sndbuf-size rcvbuf-size ko-count # allow-two-primaries cram-hmac-alg shared-secret after-sb-0pri # after-sb-1pri after-sb-2pri always-asbp rr-conflict # ping-timeout data-integrity-alg tcp-cork on-congestion # congestion-fill congestion-extents csums-alg verify-alg # use-rle protocol C; allow-two-primaries yes; after-sb-0pri discard-zero-changes; after-sb-1pri discard-secondary; after-sb-2pri disconnect; } } cat /etc/drbd.d/storage.res resource storage { device /dev/drbd0; meta-disk internal; on host.structuralcomponents.net { address 10.10.1.120:7788; disk /dev/vg_storage/lv_storage; } on host2.structuralcomponents.net { address 10.10.1.121:7788; disk /dev/vg_storage/lv_storage; } /var/log/messages is not logging anything about the crash. I've been trying to find a cause of this but I've come up with nothing. Can anyone help me out? Thanks.

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  • How to create scripts that create another scripts

    - by sfrj
    I am writing an script that needs to generate another script that will be used to shutdown an appserver... This is how my code looks like: echo "STEP 8: CREATE STOP SCRIPT" stopScriptContent="echo \"STOPING GLASSFISH PLEASE WAIT...\"\n cd glassfish4/bin\n chmod +x asadmin\n ./asadmin stop-domain\n #In order to work it is required that the original folder of glassfish don't contain already any #project, otherwise, there will be a conflict\n" ${stopScriptContent} > stop.sh chmod +x stop.sh But it is not being created correctly, this is how the output stop.sh looks like: "STOPING GLASSFISH PLEASE WAIT..."\n cd glassfish4/bin\n chmod +x asadmin\n ./asadmin stop-domain\n #In order to work it is required that the original folder of glassfish don't contain already any #project, otherwise, there will be a conflict\n As you see, lots of things are wrong: there is no echo command is taking the \n literaly so there is no new line My doubts are: What is the correct way of making an .sh script create another .sh script. What do you thing I am doing wrong?

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  • Is there a difference between "." and "source" in bash, after all?

    - by ysap
    I was looking for the difference between the "." and "source" builtin commands and a few sources (e.g., in this discussion, and the bash manpage) suggest that these are just the same. However, following a problem with environment variables, I conducted a test. I created a file testenv.sh that contains: #!/bin/bash echo $MY_VAR In the command prompt, I performed the following: > chmod +x testenv.sh > MY_VAR=12345 > ./testenv.sh > source testenv.sh 12345 > MY_VAR=12345 ./testenv.sh 12345 [note that the 1st form returned an empty string] So, this little experiment suggests that there is a difference after all, where for the "source" command, the child environment inherits all the variables from the parent one, where for the "." it does not. Am I missing something, or is this is an undocumented/deprecated feature of bash? [ GNU bash, version 4.1.5(1)-release (x86_64-pc-linux-gnu) ]

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  • Unable to install VMWare Workstation v8

    - by pst007x
    Installing VMware 8.0.2 64bit Ubuntu 12.04LTS 64bit BETA My Kernel version is: 3.2.0-20-generic pst007x@pst007x-Aspire-5741:~$ sudo sh VMware-Workstation-Full-8.0.2- 591240.x86_64.bundle Installs ok When I launch I am asked to install modules which are compiled and loaded into the running kernel. A window opens VMware Kernel Module Updater This fails on Virtual Network Device ERROR LOG. UPDATE: PATCH. When I try to add patch, following error: pst007x@pst007x-Aspire-5741:~$ sudo sh patch-modules_3.2.0.sh [sudo] password for pst007x: patch-modules_3.2.0.sh: 27: [: workstation8.0.2: unexpected operator patch-modules_3.2.0.sh: 28: [: workstation8.0.2: unexpected operator Sorry, this script is only for VMWare WorkStation 8.0.2 or VMWare Player 4.0.2. Exiting pst007x@pst007x-Aspire-5741:~$ I have fully un-installed, and re-installed. I am installing the correct version. Probably a problem with the patch. VMware installs perfectly on Ubuntu 11.10 This is how I uninstalled.

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  • Attach to Process in Visual Studio

    - by Daniel Moth
    One option for achieving step 1 in the Live Debugging process is attaching to an already running instance of the process that hosts your code, and this is a good place for me to talk about debug engines. You can attach to a process by selecting the "Debug" menu and then the "Attach To Process…" menu in Visual Studio 11 (Ctrl+Alt+P with my keyboard bindings), and you should see something like this screenshot: I am not going to explain this UI, besides being fairly intuitive, there is good documentation on MSDN for the Attach dialog. I do want to focus on the row of controls that starts with the "Attach to:" label and ends with the "Select..." button. Between them is the readonly textbox that indicates the debug engine that will be used for the selected process if you click the "Attach" button. If you haven't encountered that term before, read on MSDN about debug engines. Notice that the "Type" column shows the Code Type(s) that can be detected for the process. Typically each debug engine knows how to debug a specific code type (the two terms tend to be used interchangeably). If you click on a different process in the list with a different code type, the debug engine used will be different. However note that this is the automatic behavior. If you believe you know best, or more typically you want to choose the debug engine for a process using more than one code type, you can do so by clicking the "Select..." button, which should yield a "Select Code Type" dialog like this one: In this dialog you can switch to the debug engine you want to use by checking the box in front of your desired one, then hit "OK", then hit "Attach" to use it. Notice that the dialog suggests that you can select more than one. Not all combinations work (you'll get an error if you select two incompatible debug engines), but some do. Also notice in the list of debug engines one of the new players in Visual Studio 11, the GPU debug engine - I will be covering that on the C++ AMP team blog (and no, it cannot be combined with any others in this release). Comments about this post by Daniel Moth welcome at the original blog.

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  • Responding to Invites

    - by Daniel Moth
    Following up from my post about Sending Outlook Invites here is a shorter one on how to respond. Whatever your choice (ACCEPT, TENTATIVE, DECLINE), if the sender has not unchecked the "Request Response" option, then send your response. Always send your response. Even if you think the sender made a mistake in keeping it on, send your response. Seriously, not responding is plain rude. If you knew about the meeting, and you are happy investing your time in it, and the time and location work for you, and there is an implicit/explicit agenda, then ACCEPT and send it. If one or more of those things don't work for you then you have a few options. Send a DECLINE explaining why. Reply with email to ask for further details or for a change to be made. If you don’t receive a response to your email, send a DECLINE when you've waited enough. Send a TENTATIVE if you haven't made up your mind yet. Hint: if they really require you there, they'll respond asking "why tentative" and you have a discussion about it. When you deem appropriate, instead of the options above, you can also use the counter propose feature of Outlook but IMO that feature has questionable interaction model and UI (on both sender and recipient) so many people get confused by it. BTW, two of my outlook rules are relevant to invites. The first one auto-marks as read the ACCEPT responses if there is no comment in the body of the accept (I check later who has accepted and who hasn't via the "Tracking" button of the invite). I don’t have a rule for the DECLINE and TENTATIVE cause typically I follow up with folks that send those.   The second rule ensures that all Invites go to a specific folder. That is the first folder I see when I triage email. It is also the only folder which I have configured to show a count of all items inside it, rather than the unread count - when sending a response to an invite the item disappears from the folder and hence it is empty and not nagging me. Comments about this post by Daniel Moth welcome at the original blog.

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  • Live Debugging

    - by Daniel Moth
    Based on my classification of diagnostics, you should know what live debugging is NOT about - at least according to me :-) and in this post I'll share how I think of live debugging. These are the (outer) steps to live debugging Get the debugger in the picture. Control program execution. Inspect state. Iterate between 2 and 3 as necessary. Stop debugging (and potentially start new iteration going back to step 1). Step 1 has two options: start with the debugger attached, or execute your binary separately and attach the debugger later. You might say there is a 3rd option, where the app notifies you that there is an issue, referred to as JIT debugging. However, that is just a variation of the attach because that is when you start the debugging session: when you attach. I'll be covering in future posts how this step works in Visual Studio. Step 2 is about pausing (or breaking) your app so that it makes no progress and remains "frozen". A sub-variation is to pause only parts of its execution, or in other words to freeze individual threads. I'll be covering in future posts the various ways you can perform this step in Visual Studio. Step 3, is about seeing what the state of your program is when you have paused it. Typically it involves comparing the state you are finding, with a mental picture of what you thought the state would be. Or simply checking invariants about the intended state of the app, with the actual state of the app. I'll be covering in future posts the various ways you can perform this step in Visual Studio. Step 4 is necessary if you need to inspect more state - rinse and repeat. Self-explanatory, and will be covered as part of steps 2 & 3. Step 5 is the most straightforward, with 3 options: Detach the debugger; terminate your binary though the normal way that it terminates (e.g. close the main window); and, terminate the debugging session through your debugger with a result that it terminates the execution of your program too. In a future post I'll cover the ways you can detach or terminate the debugger in Visual Studio. I found an old picture I used to use to map the steps above on Visual Studio 2010. It is basically the Debug menu with colored rectangles around each menu mapping the menu to one of the first 3 steps (step 5 was merged with step 1 for that slide). Here it is in case it helps: Stay tuned for more... Comments about this post by Daniel Moth welcome at the original blog.

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  • Attach to Process in Visual Studio

    - by Daniel Moth
    One option for achieving step 1 in the Live Debugging process is attaching to an already running instance of the process that hosts your code, and this is a good place for me to talk about debug engines. You can attach to a process by selecting the "Debug" menu and then the "Attach To Process…" menu in Visual Studio 11 (Ctrl+Alt+P with my keyboard bindings), and you should see something like this screenshot: I am not going to explain this UI, besides being fairly intuitive, there is good documentation on MSDN for the Attach dialog. I do want to focus on the row of controls that starts with the "Attach to:" label and ends with the "Select..." button. Between them is the readonly textbox that indicates the debug engine that will be used for the selected process if you click the "Attach" button. If you haven't encountered that term before, read on MSDN about debug engines. Notice that the "Type" column shows the Code Type(s) that can be detected for the process. Typically each debug engine knows how to debug a specific code type (the two terms tend to be used interchangeably). If you click on a different process in the list with a different code type, the debug engine used will be different. However note that this is the automatic behavior. If you believe you know best, or more typically you want to choose the debug engine for a process using more than one code type, you can do so by clicking the "Select..." button, which should yield a "Select Code Type" dialog like this one: In this dialog you can switch to the debug engine you want to use by checking the box in front of your desired one, then hit "OK", then hit "Attach" to use it. Notice that the dialog suggests that you can select more than one. Not all combinations work (you'll get an error if you select two incompatible debug engines), but some do. Also notice in the list of debug engines one of the new players in Visual Studio 11, the GPU debug engine - I will be covering that on the C++ AMP team blog (and no, it cannot be combined with any others in this release). Comments about this post by Daniel Moth welcome at the original blog.

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  • Running C++ AMP kernels on the CPU

    - by Daniel Moth
    One of the FAQs we receive is whether C++ AMP can be used to target the CPU. For targeting multi-core we have a technology we released with VS2010 called PPL, which has had enhancements for VS 11 – that is what you should be using! FYI, it also has a Linux implementation via Intel's TBB which conforms to the same interface. When you choose to use C++ AMP, you choose to take advantage of massively parallel hardware, through accelerators like the GPU. Having said that, you can always use the accelerator class to check if you are running on a system where the is no hardware with a DirectX 11 driver, and decide what alternative code path you wish to follow.  In fact, if you do nothing in code, if the runtime does not find DX11 hardware to run your code on, it will choose the WARP accelerator which will run your code on the CPU, taking advantage of multi-core and SSE2 (depending on the CPU capabilities WARP also uses SSE3 and SSE 4.1 – it does not currently use AVX and on such systems you hopefully have a DX 11 GPU anyway). A few things to know about WARP It is our fallback CPU solution, not intended as a primary target of C++ AMP. WARP stands for Windows Advanced Rasterization Platform and you can read old info on this MSDN page on WARP. What is new in Windows 8 Developer Preview is that WARP now supports DirectCompute, which is what C++ AMP builds on. It is not currently clear if we will have a CPU fallback solution for non-Windows 8 platforms when we ship. When you create a WARP accelerator, its is_emulated property returns true. WARP does not currently support double precision.   BTW, when we refer to WARP, we refer to this accelerator described above. If we use lower case "warp", that refers to a bunch of threads that run concurrently in lock step and share the same instruction. In the VS 11 Developer Preview, the size of warp in our Ref emulator is 4 – Ref is another emulator that runs on the CPU, but it is extremely slow not intended for production, just for debugging. Comments about this post by Daniel Moth welcome at the original blog.

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  • OOF checklist

    - by Daniel Moth
    When going on vacation or otherwise being out of office (known as OOF in Microsoft), it is polite and professional that our absence creates the minimum disruption possible to the rest of the business, and especially our colleagues. Below is my OOF checklist - I try to do these as soon as I know I'll be OOF, rather than leave it for the night before. Let the relevant folks on the team know the planned dates of absence and check if anybody was expecting something from you during that timeframe. Reset expectations with them, and as applicable try to find another owner for individual activities that cannot wait. Go through your calendar for the OOF period and decline every meeting occurrence so the owner of the meeting knows that you won't be attending (similar to my post about responding to invites). If it is your meeting cancel it so that people don’t turn up without the meeting organizer being there. Do this even for meetings were the folks should know due to step #1. Over-communicating is a good thing here and keeps calendars all around up to date. Enter your OOF dates in whatever tool your company uses. Typically that is the notification to your manager. In your Outlook calendar, create a local Appointment (don't invite anyone) for the date range (All day event) setting the "Show As" dropdown to "Out of Office". This way, people won’t try to schedule meetings with you on that day. If you use Lync, set the status to "Off Work" for that period. If you won't be responding to email (which when on your vacation you definitely shouldn't) then in Outlook setup "Automatic Replies (Out of Office)" for that period. This way people won’t think you are rude when not replying to their emails. In your OOF message point to an alias (ideally of many people) as a fallback for urgent queries. If you want to proactively notify individuals of your OOFage then schedule and send a multi-day meeting request for the entire period. Remember to set the "Show As" to "Free" (so their calendar doesn’t show busy/oof to others), set the "Reminder" to "None" (so they don’t get a reminder about it), set "Low Importance", and uncheck both "Response Options" so if they don't want this on their calendar, it is just one click for them to get rid of it. Aside: I have another post with advice on sending invites. If you care about people who would not observe the above but could drop by your office, stick a physical OOF note at your office door or chair/monitor or desk. Have I missed any? Comments about this post by Daniel Moth welcome at the original blog.

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  • Perfect is the enemy of “Good Enough”

    - by Daniel Moth
    This is one of the quotes that I was against, but now it is totally part of my core beliefs: "Perfect is the enemy of Good Enough" Folks used to share this quote a lot with me in my early career and my frequent interpretation was that they were incompetent people that were satisfied with mediocrity, i.e. I ignored them and their advice. (Yes, I went through an arrogance phase). I later "grew up" and "realized" that they were missing the point, so instead of ignoring them I would retort: "Of course we have to aim for perfection, because as human beings we'll never achieve perfection, so by aiming for perfection we will indeed achieve good enough results". (Yes, I went through a smart ass phase). Later I grew up a bit more and "understood" that what I was really being told is to finish my work earlier and move on to other things because by trying to perfect that one thing, another N things that I was responsible for were suffering by not getting my attention - all things on my plate need to move beyond the line, not just one of them to go way over the line. It is really a statement of increasing scale and scope. To put it in other words, getting PASS grades on 10 things is better than getting an A+ with distinction on 1-2 and a FAIL on the rest. Instead of saying “I am able to do very well these X items” it is best if you can say I can do well enough on these X * Y items”, where Y > 1. That is how breadth impact is achieved. In the future, I may grow up again and have a different interpretation, but for now - even though I secretly try to "perfect" things, I try not to do that at the expense of other responsibilities. This means that I haven't had anybody quote that saying to me in a while (or perhaps my quality of work has dropped so much that it doesn't apply to me any more - who knows :-)). Wikipedia attributes the quote to Voltaire and it also makes connections to the “Law of diminishing returns”, and to the “80-20 rule” or “Pareto principle”… it commonly takes 20% of the full time to complete 80% of a task while to complete the last 20% of a task takes 80% of the effort …check out the Wikipedia entry on “Perfect is the enemy of Good” and its links. Also use your favorite search engine to search and see what others are saying (Bing, Google) – it is worth internalizing this in a way that makes sense to you… Comments about this post by Daniel Moth welcome at the original blog.

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  • Link instead of Attaching

    - by Daniel Moth
    With email storage not being an issue in many companies (I think I currently have 25GB of storage on my email account, I don’t even think about storage), this encourages bad behaviors such as liberally attaching office documents to emails instead of sharing a link to the document in SharePoint or SkyDrive or some file share etc. Attaching a file admittedly has its usage scenarios too, but it should not be the default. I thought I'd list the reasons why sharing a link can be better than attaching files directly. In no particular order: Better Review. It allows multiple recipients to review the file and their comments are aggregated into a single document. The alternative is everyone having to detach the document, add their comments, then send back to you, and then you have to collate. Wirth the alternative, you also potentially miss out on recipients reading comments from other recipients. Always up to date. The attachment becomes a fork instead of an always up to date document. For example, you send the email on Thursday, I only open it on Tuesday: between those days you could have made updates that now I am missing because you decided to share a link instead of an attachment. Better bookmarking. When I need to find that document you shared, you are forcing me to search through my email (I may not even be running outlook), instead of opening the link which I have bookmarked in my browser or my collection of links in my OneNote or from the recent/pinned links of the office app on my task bar, etc. Can control access. If someone accidentally or naively forwards your link to someone outside your group/org who you’d prefer not to have access to it, the location of the document can be protected with specific access control. Can add more recipients. If someone adds people to the email thread in outlook, your attachment doesn't get re-attached - instead, the person added is left without the attachment unless someone remembers to re-attach it. If it was a link, they are immediately caught up without further actions. Enable Discovery. If you put it on a share, I may be able to discover other cool stuff that lives alongside that document. Save on storage. So this doesn't apply to me given my opening statement, but if in your company you do have such limitations, attaching files eats up storage on all recipients accounts and will also get "lost" when those people archive email (and lose completely at some point if they follow the company retention policy). Like I said, attachments do have their place, but they should be an explicit choice for explicit reasons rather than the default. Comments about this post by Daniel Moth welcome at the original blog.

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  • How to send a signal SIGINT from script to script ? BASH

    - by debugger
    I want to trap a signal send from Script-A.sh to Script-B.sh so in Script-A.sh i use the command (Send SIGINT to Script-B.sh) kill -2 $PID_Script-B.sh And in Script-B.sh i catch the signal and call function Clean trap 'Clean' 2 It does not work, instead the Script-B.sh is killed right away without performing the Clean !! What i notice also is that if i want to send SIGINT from terminal to any script that traps it, a ctrl-c will be catched correctly, but not if i specify the signal via the command kill -2 $pid_of_script Any idea about the difference between the two method to send the SIGINT (ctrl-c VS kill -2 $pid_of_script), and how i can send a SIGINT from a script to another ? Regards, Debugger

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  • How to build the rpm package with SHA-256 checksum for files?

    - by larrycai
    In standard alone RHEL 6.4 rpm build environment, the rpm packages is generated with SHA-256 check sum, which is gotten by command rpm -qp --dump xxx.rpm [user@redhat64 abc]$ rpm -qp --dump package/rpm/abc-1.0.1-1.x86_64.rpm .. /opt/company/abc/abc/1.0.1-1/bin/start.sh 507 1398338016 d8820685b6446ee36a85cc1f7387d14537d6f8bf5ce4c5a4ccd2f70e9066c859 0100750 user abcc 0 .. While if it is build in docker environment (still RHEL6.4) the checksum is md5 UPDATE Use Ubuntu 14.04 as docker server, Redhat6.4 is the container inside [user@c1cbdf51d189 abc]$ rpm -qp --dump package/rpm/abc-1.0.1-1.x86_64.rpm .. /opt/company/abc/abc/1.0.1-1/bin/start.sh 507 1401952578 f229759944ba77c3c8ba2982c55bbe70 0100750 user abcc 0 .. If I checked the real file, the file is the same [user@c1cbdf51d189 1.0.1-1]$ sha256sum bin/start.sh d8820685b6446ee36a85cc1f7387d14537d6f8bf5ce4c5a4ccd2f70e9066c859 bin/start.sh [user@c1cbdf51d189 1.0.1-1]$ md5sum bin/start.sh f229759944ba77c3c8ba2982c55bbe70 bin/start.sh How I configure rpmbuild to let generated rpm file is SHA-256 based ?

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  • why i failed to build rtorrent?

    - by hugemeow
    i am not root, so i have to build rtorrent from source and hope to install it in my home directory, but failed, why? [mirror@hugemeow rtorrent]$ ls AUTHORS autogen.sh ChangeLog configure.ac COPYING doc INSTALL Makefile.am NEWS rak README scripts src test [mirror@hugemeow rtorrent]$ ./autogen.sh aclocal... aclocal:configure.ac:7: warning: macro `AM_PATH_CPPUNIT' not found in library autoheader... libtoolize... using libtoolize automake... configure.ac: installing `./install-sh' configure.ac: installing `./missing' src/Makefile.am: installing `./depcomp' autoconf... configure.ac:7: error: possibly undefined macro: AM_PATH_CPPUNIT If this token and others are legitimate, please use m4_pattern_allow. See the Autoconf documentation. though autoge failed, configure script is created. [mirror@hugemeow rtorrent]$ ls aclocal.m4 autogen.sh ChangeLog config.h.in configure COPYING doc install-sh Makefile.am missing rak scripts test AUTHORS autom4te.cache config.guess config.sub configure.ac depcomp INSTALL ltmain.sh Makefile.in NEWS README src run configure, and fail for syntax error near unexpected token `1.9.6', what's wrong? what i should do in order to build this rtorrent for my centos? [mirror@hugemeow rtorrent]$ ./configure checking for a BSD-compatible install... /usr/bin/install -c checking whether build environment is sane... yes checking for gawk... gawk checking whether make sets $(MAKE)... yes ./configure: line 2016: syntax error near unexpected token `1.9.6' ./configure: line 2016: `AM_PATH_CPPUNIT(1.9.6)' [mirror@hugemeow rtorrent]$ git branch * master [mirror@hugemeow rtorrent]$ git branch -a * master remotes/origin/HEAD -> origin/master remotes/origin/c++11 remotes/origin/master [mirror@hugemeow rtorrent]$ git tag 0.9.0 0.9.1 [mirror@hugemeow rtorrent]$ git clean -dfx Removing Makefile.in Removing aclocal.m4 Removing autom4te.cache/ Removing config.guess Removing config.h.in Removing config.log Removing config.sub Removing configure Removing depcomp Removing doc/Makefile.in Removing install-sh Removing ltmain.sh Removing missing Removing src/Makefile.in Removing src/core/Makefile.in Removing src/display/Makefile.in Removing src/input/Makefile.in Removing src/rpc/Makefile.in Removing src/ui/Makefile.in Removing src/utils/Makefile.in Removing test/Makefile.in Edit 1: details about libtool and libtools [mirror@hugemeow rtorrent]$ libtoolize --version libtoolize (GNU libtool) 1.5.22 Copyright (C) 2005 Free Software Foundation, Inc. This is free software; see the source for copying conditions. There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. [mirror@hugemeow rtorrent]$ libtool --version ltmain.sh (GNU libtool) 1.5.22 (1.1220.2.365 2005/12/18 22:14:06) Copyright (C) 2005 Free Software Foundation, Inc. This is free software; see the source for copying conditions. There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

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  • Allow user to execute a shell script without seeing its contents?

    - by Autopulated
    I'd like to have an hg hook that sends email using a gmail account. Obviously I don't want anyone to be able read the email-sending script except me or root, since it has a password in, so here's what I've tried: -rwsr-xr-x 1 james james 58 Feb 18 12:05 incoming.email.sh -rwx--x--x 1 james james 262 Feb 18 12:04 send-incoming-email.sh where incoming.email.sh is the file executed as the hook: #! /bin/bash /path/to/send-incoming-email.sh However, when I try to run as another user I get the error: /bin/bash: /path/to/send-incoming-email.sh: Permission denied The send-incoming-email.sh file works fine when I run as myself. Is what I'm trying to do possible, or will setuid not propagate to commands executed from a shell script? System is Ubuntu 10.04.2 LTS.

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  • Using powershell call native command-line app and capture STDERR

    - by crtracy
    I'm using a port of a cygwin tool on Windows which writes normal status messages to STRERR. This produces ugly output when run from PowerShell: PS> dos2unix.exe -n StartApp.sh StartApp_fixed.sh dos2unix.exe : dos2unix: converting file StartEC3.sh to file StartEC3_fixed.sh in UNIX format ... At line:1 char:13 + dos2unix.exe <<<< -n StartApp.sh StartApp_fixed.sh + CategoryInfo : NotSpecified: (dos2unix: conve...UNIX format ...:String) [], RemoteException + FullyQualifiedErrorId : NativeCommandError Is there a better way? P.S. I intend to post one solution I've found and compare it to answers from others.

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  • Different behaviour of script locally and over ssh

    - by neorg
    I have a script on a server-A Script-A #!/bin/bash -l echo "script-A.sh" | change-environment.sh When I ssh onto server-A and execute it, it works fine. However, when I ssh user@server-A ./script-A.sh Script-A executes, but throws an undefined variable error in change-environment.sh. change-environment.sh runs in the c shell(I have no control over the script so the method I have used is about the only way I can use it), but everything else is in bash. Had found a similar question at I can run a script locally, but cannot do "ssh HOSTNAME /path/to/script.sh". However, there was no solution to the issue and it was a year old.

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  • GPU Debugging with VS 11

    - by Daniel Moth
    With VS 11 Developer Preview we have invested tremendously in parallel debugging for both CPU (managed and native) and GPU debugging. I'll be doing a whole bunch of blog posts on those topics, and in this post I just wanted to get people started with GPU debugging, i.e. with debugging C++ AMP code. First I invite you to watch 6 minutes of a glimpse of the C++ AMP debugging experience though this video (ffw to minute 51:54, up until minute 59:16). Don't read the rest of this post, just go watch that video, ideally download the High Quality WMV. Summary GPU debugging essentially means debugging the lambda that you pass to the parallel_for_each call (plus any functions you call from the lambda, of course). CPU debugging means debugging all the code above and below the parallel_for_each call, i.e. all the code except the restrict(direct3d) lambda and the functions that it calls. With VS 11 you have to choose what debugger you want to use for a particular debugging session, CPU or GPU. So you can place breakpoints all over your code, then choose what debugger you want (CPU or GPU), and you'll only be able to hit breakpoints for the code type that the debugger engine understands – the remaining breakpoints will appear as unbound. If you want to hit the unbound breakpoints, you'd have to stop debugging, and start again with the other debugger. Sorry. We suck. We know. But once you are past that limitation, I think you'll find the experience truly rewarding – seriously! Switching debugger engines With the Developer Preview bits, one way to switch the debugger engine is through the project properties – see the screenshots that follow. This one is showing the CPU option selected, which is basically the default that you are all familiar with: This screenshot is showing the GPU option selected, by changing the debugger launcher (notice that this applies for both the local and remote case): You actually do not have to open the project properties just for switching the debugger engine, you can switch the selection from the toolbar in VS 11 Developer Preview too – see following screenshot (the effect is the same as if you opened the project properties and switched there) Breakpoint behavior Here are two screenshots, one showing a debugging session for CPU and the other a debugging session for GPU (notice the unbound breakpoints in each case) …and here is the GPU case (where we cannot bind the CPU breakpoints but can the GPU breakpoint, which is actually hit) Give C++ AMP debugging a try So to debug your C++ AMP code, pull down the drop down under the 'play' button to select the 'GPU C++ Direct3D Compute Debugger' menu option, then hit F5 (or the 'play' button itself). Then you can explore debugging by exploring the menus under the Debug and under the Debug->Windows menus. One way to do that exploration is through the C++ AMP debugging walkthrough on MSDN. Another way to explore the C++ AMP debugging experience, you can use the moth.cpp code file, which is what I used in my BUILD session debugger demo. Note that for my demo I was using the latest internal VS11 bits, so your experience with the Developer Preview bits won't be identical to what you saw me demonstrate, but it shouldn't be far off. Stay tuned for a lot more content on the parallel debugger in VS 11, both CPU and GPU, both managed and native. Comments about this post by Daniel Moth welcome at the original blog.

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  • asynchrony is viral

    - by Daniel Moth
    It is becoming hard to write code today without introducing some form of asynchrony and, if you are using .NET (e.g. for Windows Phone 8 or Windows Store apps), that means sooner or later you have to await something and mark your method as async. My most recent examples included introducing speech recognition in my Translator By Moth phone app where I had to await mySpeechRecognizerUI.RecognizeWithUIAsync() and when moving that code base to a Windows Store project just to show a MessageBox I had to await myMessageDialog.ShowAsync(). Any time you need to invoke an asynchronous method in your code, you have a choice to make: kick off the operation but don’t wait for it to complete (otherwise known as fire-and-forget), synchronously wait for it to complete (which will entail blocking, which can be bad, especially on a UI thread), or asynchronously wait for it to complete before continuing on with the rest of the method’s work. In most cases, you want the latter, and the await keyword makes that trivial to implement.  When you use the magical await keyword in front of an API call, then you typically have to make additional changes to your code: This await usage is within a method of course, and now you have to annotate that method with async. Furthermore, you have to change the return type of the method you just annotated so it returns a Task (if it previously returned void), or Task<myOldReturnType> (if it previously returned myOldReturnType). Note that if it returns void, in some cases you could cheat and stop there. Furthermore, any method that called this method you just annotated with async will now also be invoking an asynchronous operation, so you have to make that change in the body of the caller method to introduce the await keyword before the call to the method. …you guessed it, you now have to change this caller method to be annotated with async and have its return types tweaked... …and it goes on virally… At some point you reach the root of your user code, e.g. a GUI event handler, and whoever calls that void method can already deal with the fact that you marked it as async and the viral introduction of the keywords stops there… This is all wonderful progress and a very powerful mechanism, and I just wish someone had written a refactoring tool to take care of this… anyone? I mentioned earlier that you have a choice when invoking an asynchronous operation. If the first time you encounter this you wish to localize the impact of all these changes and essentially try to turn the asynchronous behavior into synchronous by blocking - don't! For reasons why you don't want to do that, read Toub's excellent blog post (and check out the rest of his blog with gems on async programming starting with the Async FAQ). Just embrace the pattern knowing that when you use one instance of an await, you'll propagate the change all the way to the root user code method, e.g. typically an event handler. Related aside: I just finished re-writing my MessageBox wrapper class for Phone projects, including making it work in Windows Store projects, and it does expect you to use it with an await :-). I'll share that in an upcoming post for those of you that have the same need… Comments about this post by Daniel Moth welcome at the original blog.

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  • concurrency::accelerator_view

    - by Daniel Moth
    Overview We saw previously that accelerator represents a target for our C++ AMP computation or memory allocation and that there is a notion of a default accelerator. We ended that post by introducing how one can obtain accelerator_view objects from an accelerator object through the accelerator class's default_view property and the create_view method. The accelerator_view objects can be thought of as handles to an accelerator. You can also construct an accelerator_view given another accelerator_view (through the copy constructor or the assignment operator overload). Speaking of operator overloading, you can also compare (for equality and inequality) two accelerator_view objects between them to determine if they refer to the same underlying accelerator. We'll see later that when we use concurrency::array objects, the allocation of data takes place on an accelerator at array construction time, so there is a constructor overload that accepts an accelerator_view object. We'll also see later that a new concurrency::parallel_for_each function overload can take an accelerator_view object, so it knows on what target to execute the computation (represented by a lambda that the parallel_for_each also accepts). Beyond normal usage, accelerator_view is a quality of service concept that offers isolation to multiple "consumers" of an accelerator. If in your code you are accessing the accelerator from multiple threads (or, in general, from different parts of your app), then you'll want to create separate accelerator_view objects for each thread. flush, wait, and queuing_mode When you create an accelerator_view via the create_view method of the accelerator, you pass in an option of immediate or deferred, which are the two members of the queuing_mode enum. At any point you can access this value from the queuing_mode property of the accelerator_view. When the queuing_mode value is immediate (which is the default), any commands sent to the device such as kernel invocations and data transfers (e.g. parallel_for_each and copy, as we'll see in future posts), will get submitted as soon as the runtime sees fit (that is the definition of immediate). When the value of queuing_mode is deferred, the commands will be batched up. To send all buffered commands to the device for execution, there is a non-blocking flush method that you can call. If you wish to block until all the commands have been sent, there is a wait method you can call. Deferring is a more advanced scenario aimed at performance gains when you are submitting many device commands and you want to avoid the tiny overhead of flushing/submitting each command separately. Querying information Just like accelerator, accelerator_view exposes the is_debug and version properties. In fact, you can always access the accelerator object from the accelerator property on the accelerator_view class to access the accelerator interface we looked at previously. Interop with D3D (aka DX) In a later post I'll show an example of an app that uses C++ AMP to compute data that is used in pixel shaders. In those scenarios, you can benefit by integrating C++ AMP into your graphics pipeline and one of the building blocks for that is being able to use the same device context from both the compute kernel and the other shaders. You can do that by going from accelerator_view to device context (and vice versa), through part of our interop API in amp.h: *get_device, create_accelerator_view. More on those in a later post. Comments about this post by Daniel Moth welcome at the original blog.

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  • Visual Studio Exceptions dialogs

    - by Daniel Moth
    Previously I covered step 1 of live debugging with start and attach. Once the debugger is attached, you want to go to step 2 of live debugging, which is to break. One way to break under the debugger is to do nothing, and just wait for an exception to occur in your code. This is true for all types of code that you debug in Visual Studio, and let's consider the following piece of C# code:3: static void Main() 4: { 5: try 6: { 7: int i = 0; 8: int r = 5 / i; 9: } 10: catch (System.DivideByZeroException) {/*gulp. sue me.*/} 11: System.Console.ReadLine(); 12: } If you run this under the debugger do you expect an exception on line 8? It is a trick question: you have to know whether I have configured the debugger to break when exceptions are thrown (first-chance exceptions) or only when they are unhandled. The place you do that is in the Exceptions dialog which is accessible from the Debug->Exceptions menu and on my installation looks like this: Note that I have checked all CLR exceptions. I could have expanded (like shown for the C++ case in my screenshot) and selected specific exceptions. To read more about this dialog, please read the corresponding Exception Handling debugging msdn topic and all its subtopics. So, for the code above, the debugger will break execution due to the thrown exception (exactly as if the try..catch was not there), so I see the following Exception Thrown dialog: Note the following: I can hit continue (or hit break and then later continue) and the program will continue fine since I have a catch handler. If this was an unhandled exception, then that is what the dialog would say (instead of first chance exception) and continuing would crash the app. That hyperlinked text ("Open Exception Settings") opens the Exceptions dialog I described further up. The coolest thing to note is the checkbox - this is new in this latest release of Visual Studio: it is a shortcut to the checkbox in the Exceptions dialog, so you don't have to open it to change this setting for this specific exception - you can toggle that option right from this dialog. Finally, if you try the code above on your system, you may observe a couple of differences from my screenshots. The first is that you may have an additional column of checkboxes in the Exceptions dialog. The second is that the last dialog I shared may look different to you. It all depends on the Debug->Options settings, and the two relevant settings are in this screenshot: The Exception assistant is what configures the look of the UI when the debugger wants to indicate exception to you, and the Just My Code setting controls the extra column in the Exception dialog. You can read more about those options on MSDN: How to break on User-Unhandled exceptions (plus Gregg’s post) and Exception Assistant. Before I leave you to go play with this stuff a bit more, please note that this level of debugging is now available for JavaScript too, and if you are looking at the Exceptions dialog and wondering what the "GPU Memory Access Exceptions" node is about, stay tuned on the C++ AMP blog ;-) Comments about this post by Daniel Moth welcome at the original blog.

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  • Give a session on C++ AMP – here is how

    - by Daniel Moth
    Ever since presenting on C++ AMP at the AMD Fusion conference in June, then the Gamefest conference in August, and the BUILD conference in September, I've had numerous requests about my material from folks that want to re-deliver the same session. The C++ AMP session I put together has evolved over the 3 presentations to its final form that I used at BUILD, so that is the one I recommend you base yours on. Please get the slides and the recording from channel9 (I'll refer to slide numbers below). This is how I've been presenting the C++ AMP session: Context (slide 3, 04:18-08:18) Start with a demo, on my dual-GPU machine. I've been using the N-Body sample (for VS 11 Developer Preview). (slide 4) Use an nvidia slide that has additional examples of performance improvements that customers enjoy with heterogeneous computing. (slide 5) Talk a bit about the differences today between CPU and GPU hardware, leading to the fact that these will continue to co-exist and that GPUs are great for data parallel algorithms, but not much else today. One is a jack of all trades and the other is a number cruncher. (slide 6) Use the APU example from amd, as one indication that the hardware space is still in motion, emphasizing that the C++ AMP solution is a data parallel API, not a GPU API. It has a future proof design for hardware we have yet to see. (slide 7) Provide more meta-data, as blogged about when I first introduced C++ AMP. Code (slide 9-11) Introduce C++ AMP coding with a simplistic array-addition algorithm – the slides speak for themselves. (slide 12-13) index<N>, extent<N>, and grid<N>. (Slide 14-16) array<T,N>, array_view<T,N> and comparison between them. (Slide 17) parallel_for_each. (slide 18, 21) restrict. (slide 19-20) actual restrictions of restrict(direct3d) – the slides speak for themselves. (slide 22) bring it altogether with a matrix multiplication example. (slide 23-24) accelerator, and accelerator_view. (slide 26-29) Introduce tiling incl. tiled matrix multiplication [tiling probably deserves a whole session instead of 6 minutes!]. IDE (slide 34,37) Briefly touch on the concurrency visualizer. It supports GPU profiling, but enhancements specific to C++ AMP we hope will come at the Beta timeframe, which is when I'll be spending more time talking about it. (slide 35-36, 51:54-59:16) Demonstrate the GPU debugging experience in VS 11. Summary (slide 39) Re-iterate some of the points of slide 7, and add the point that the C++ AMP spec will be open for other compiler vendors to implement, even on other platforms (in fact, Microsoft is actively working on that). (slide 40) Links to content – see slide – including where all your questions should go: http://social.msdn.microsoft.com/Forums/en/parallelcppnative/threads.   "But I don't have time for a full blown session, I only need 2 (or just 1, or 3) C++ AMP slides to use in my session on related topic X" If all you want is a small number of slides, you can take some from the session above and customize them. But because I am so nice, I have created some slides for you, including talking points in the notes section. Download them here. Comments about this post by Daniel Moth welcome at the original blog.

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  • What DX level does my graphics card support? Does it go to 11?

    - by Daniel Moth
    Recently I run into a situation that I have run into quite a few times. Someone encounters a machine and the question arises: "Is there a DirectX 11 card in this machine?". Typically the reason you are interested in that is because cards with DirectX 11 drivers fully support DirectCompute (and by extension C++ AMP) for GPGPU programming. The driver specifically is WDDM (1.1 on Windows 7 and Windows 8 introduces WDDM 1.2 with cool new capabilities). There are many ways for figuring out if you have a DirectX11 card, so here are the approaches that you can use, with a bonus right at the end of the post. Run DxDiag WindowsKey + R, type DxDiag and hit Enter. That is the DirectX diagnostic tool, which unfortunately, only tells you on the "System" tab what is the highest version of DirectX installed on your machine. So if it reports DirectX 11, that doesn't mean you have a DX11 driver! The "Display" tab has a promising "DDI version" label, but unfortunately that doesn't seem to be accurate on the machines I've tested it with (or I may be misinterpreting its use). Either way, this tool is not the one you want for this purpose, although it is good for telling you the WDDM version among other things. Use the Microsoft hardware page There is a Microsoft Windows 7 compatibility center, that lists all hardware (tip: use the advanced search) and you could try and locate your device there… good luck. Use Wikipedia or the hardware vendor's website Use the Wikipedia page for the vendor cards, for both nvidia and amd. Often this information will also be in the specifications for the cards on the IHV site, but is is nice that wikipedia has a single page per vendor that you can search etc. There is a column in the tables for API support where you can see the DirectX version. Check if it is one of these recommended DX11 cards You may not have a DirectX 11 card and are interested in purchasing one. While I am in no position to make recommendations, I will list here some cards from two big IHVs that we know are DirectX 11 capable. Some AMD (aka ATI) cards Low end, inexpensive DX11 hardware: Radeon 5450, 5550, 6450, 6570 Mid range (decent perf, single precision): Radeon 5750, 5770, 6770, 6790 High end (capable of double precision): Radeon 5850, 5870, 6950, 6970 Single precision APUs: AMD E-Series APUs AMD A-Series APUs Some NVIDIA cards Low end, inexpensive DX11 hardware: GeForce GT430, GT 440, GT520, GTS 450 Quadro 400, 600 Mid-range (decent perf, single precision): GeForce GTX 460, GTX 550 Ti, GTX 560, GTX 560 Ti Quadro 2000 High end (capable of double precision): GeForce GTX 480, GTX 570, GTX 580, GTX 590, GTX 595 Quadro 4000, 5000, 6000 Tesla C2050, C2070, C2075 Get the DirectX SDK and run DirectX Caps Viewer Download and install the June 2010 DirectX SDK. As part of that you now have the DirectX Capabilities Viewer utility (find it in your start menu by searching for "DirectX Caps Viewer", the filename is DXCapsViewer.exe). It will list all your devices (emulated, and real hardware ones) under the first node. Expand the hardware entries and then expand again the Direct3D 11 folder. If you see D3D_FEATURE_LEVEL_11_ under that, then your card supports feature level 11 which means it supports DirectCompute and C++ AMP. In the following screenshot of one of my old laptops, the card only goes to feature level 10. Run a utility from the web that just tells you! Of course, writing some C++ AMP code that enumerates accelerators and lists the ones that are capable is trivial. However that requires that you have redistributed the runtime, so a more broadly applicable approach is to use the DX APIs directly to enumerate the DX11 capable cards. That is exactly what the development lead for C++ AMP has done and he describes and shares that utility at this post. Comments about this post by Daniel Moth welcome at the original blog.

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  • What DX level does my graphics card support? Does it go to 11?

    - by Daniel Moth
    Recently I run into a situation that I have run into quite a few times. Someone encounters a machine and the question arises: "Is there a DirectX 11 card in this machine?". Typically the reason you are interested in that is because cards with DirectX 11 drivers fully support DirectCompute (and by extension C++ AMP) for GPGPU programming. The driver specifically is WDDM (1.1 on Windows 7 and Windows 8 introduces WDDM 1.2 with cool new capabilities). There are many ways for figuring out if you have a DirectX11 card, so here are the approaches that you can use, with a bonus right at the end of the post. Run DxDiag WindowsKey + R, type DxDiag and hit Enter. That is the DirectX diagnostic tool, which unfortunately, only tells you on the "System" tab what is the highest version of DirectX installed on your machine. So if it reports DirectX 11, that doesn't mean you have a DX11 driver! The "Display" tab has a promising "DDI version" label, but unfortunately that doesn't seem to be accurate on the machines I've tested it with (or I may be misinterpreting its use). Either way, this tool is not the one you want for this purpose, although it is good for telling you the WDDM version among other things. Use the Microsoft hardware page There is a Microsoft Windows 7 compatibility center, that lists all hardware (tip: use the advanced search) and you could try and locate your device there… good luck. Use Wikipedia or the hardware vendor's website Use the Wikipedia page for the vendor cards, for both nvidia and amd. Often this information will also be in the specifications for the cards on the IHV site, but is is nice that wikipedia has a single page per vendor that you can search etc. There is a column in the tables for API support where you can see the DirectX version. Check if it is one of these recommended DX11 cards You may not have a DirectX 11 card and are interested in purchasing one. While I am in no position to make recommendations, I will list here some cards from two big IHVs that we know are DirectX 11 capable. Some AMD (aka ATI) cards Low end, inexpensive DX11 hardware: Radeon 5450, 5550, 6450, 6570 Mid range (decent perf, single precision): Radeon 5750, 5770, 6770, 6790 High end (capable of double precision): Radeon 5850, 5870, 6950, 6970 Single precision APUs: AMD E-Series APUs AMD A-Series APUs Some NVIDIA cards Low end, inexpensive DX11 hardware: GeForce GT430, GT 440, GT520, GTS 450 Quadro 400, 600 Mid-range (decent perf, single precision): GeForce GTX 460, GTX 550 Ti, GTX 560, GTX 560 Ti Quadro 2000 High end (capable of double precision): GeForce GTX 480, GTX 570, GTX 580, GTX 590, GTX 595 Quadro 4000, 5000, 6000 Tesla C2050, C2070, C2075 Get the DirectX SDK and run DirectX Caps Viewer Download and install the June 2010 DirectX SDK. As part of that you now have the DirectX Capabilities Viewer utility (find it in your start menu by searching for "DirectX Caps Viewer", the filename is DXCapsViewer.exe). It will list all your devices (emulated, and real hardware ones) under the first node. Expand the hardware entries and then expand again the Direct3D 11 folder. If you see D3D_FEATURE_LEVEL_11_ under that, then your card supports feature level 11 which means it supports DirectCompute and C++ AMP. In the following screenshot of one of my old laptops, the card only goes to feature level 10. Run a utility from the web that just tells you! Of course, writing some C++ AMP code that enumerates accelerators and lists the ones that are capable is trivial. However that requires that you have redistributed the runtime, so a more broadly applicable approach is to use the DX APIs directly to enumerate the DX11 capable cards. That is exactly what the development lead for C++ AMP has done and he describes and shares that utility at this post. Comments about this post by Daniel Moth welcome at the original blog.

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