ssds | Skinning Decomposition with Similarity Transformations
kandi X-RAY | ssds Summary
kandi X-RAY | ssds Summary
本コードは、Sampling-based Rig Conversion into Non-rigid Helper Bonesで提案している"Skinning Decomposition with Similarity Transformations (SSDS)"のMaya2018用プラグイン実装のサンプルです。任意のメッシュアニメーションを、ジョイントアニメーション(平行移動+回転+スケール)に変換します。SSDR4Mayaの上位版です。また、Locality-Aware Skinning Decomposition Using Model-Dependent Mesh Clusteringで提案しているアルゴリズムの一部も実装しています。.
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QUESTION
We have a site that has been working pretty well for the past 2 years. But we are actually seeing random peaks in the database load that make the site very slow for a few seconds.
These peaks only appear from a certain load on the server and are impossible to predict. More users = more peaks. Everything run very smoothly outside of those peaks (page load is < 300ms). CPU and RAM are not impacted by those peaks.
Spikes are especially visible in db connections were it can go from 100 connections to 1000 connections for 2 or 3 seconds. Then back to normal.
We have nothing in the PHP log, nothing in the slow query log (long_query_time = 0.1).
Server : Debian / MariaDB 10.3.31, Apache 2.4.38, PHP 7.3.31 All tables are InnoDB with primary keys. Connection by socket. Codeigniter 4.1.7. Redis cache.
What we already try :
Reboot the server / Restart Mysql
Slow query log with long_query_time = 0 for 24h then pt-query-digest on the result. Everything is ok.
General log for 3h when heavy traffic then pt-query-digest on the result. Everything is ok.
Explain on each request of the logs. Everything looks fine.
We no longer know where to look to find the source of the problem.
Additional info:
Environment : VMware virtual machine | CPU : 16x Intel(R) Xeon(R) Gold 6240R CPU @ 2.40GHz | RAM : 31.39 GiB | Disks : SSDs via SAN network
SHOW VARIABLES
: https://pastebin.com/fx99mrdt
SHOW GLOBAL STATUTS
: https://pastebin.com/NY1PKqpp
SHOW ENGINE INNODB STATUS
: https://pastebin.com/bNcKKTYN
MYSQL TUNNER
: https://pastebin.com/8gx9Qp1j
EDIT 1:
...ANSWER
Answered 2022-Mar-06 at 18:16"intersect" is less efficient than a composite index.
Have an index with these 4 columns in any order:
QUESTION
I am trying to create multi instance in GCP with cloud function, use golang programing.
I refer tutorial in https://medium.com/google-cloud/using-cloud-scheduler-and-cloud-functions-to-deploy-a-periodic-compute-engine-vm-worker-2b897ef68dc5 then write some customize in my context. Here is my code
...ANSWER
Answered 2022-Mar-17 at 09:55I was found my answer. Root cause is each instance must have a disk partition, with different name. So, I change my code with some change, you can see it bellow.
QUESTION
I'm using SQL Server running on an Azure VM with 8 SSDs. The SSDs are grouped together in Storage Spaces as 1 disk - in order to increase the capacity and also to combine the IOPS/Throughput. But the "combine the IOPS" part just doesn't seem to be working as far as I can tell by all of my tests/benchmarks (the "combine the throughput" part is working though). In fact, it looks like the SSD performance (IOPS) are better on 1 single disk than the whole 8-physical-disk virtual disk. So, I'm thinking about just forgetting about Storage Spaces and splitting up my data across 8 disks.
But what would be the best way to do that? (I don't have much experience with mulitple files, or filegroups, or partitioning tables, and that sort of thing.)
Just make 8 mdf files (1 on each disk) and let SQL Server redistribute the data across all of these files? If so, I would like to know how SQL Server knows which disk a given record is on. Would doing this speed things up?
And maybe split up the ldf files too?
What about multiple filegroups? I really don't know what the practical difference is between multiple files and filegroups.
What about splitting up the big tables somehow by using a partitioning function? Would that help, since now, maybe, SQL Server would "have a better idea" of where (in which file) a given record would be - since that is defined by a partition function?
Please don't try to close this question because it seems very general or open-ended. Life is tough enough as it is. This is a very good question. And I'm sure there are a lot of people out there who could give very helpful, experienced answers to this which would help a lot of people. Just because there might not be one exact answer to this question, doesn't mean it's a bad question. And anyway, if you think about it, there IS one best answer to this question - there is a best way to do things in this - very common - situation.
...ANSWER
Answered 2022-Feb-08 at 06:45The details you are asking in a single thread require too much of depth research. The use case varies from project to project.
I recommend you to go in-depth on Storage: Performance best practices for SQL Server on Azure VMs, Microsoft's official document. Go through the Checklist details. Refer the disk type most suitable for your use case based on IOPS. You will get the answers to all your queries within this document.
QUESTION
I have a job running on Flink 1.14.3 (Java 11) that uses rocksdb as the state backend. The problem is that the job requires an amount of memory pretty similar to the overall state size.
Indeed, for making it stable (and capable of taking snapshots) this is what I'm using:
- 4 TMs with 30 GB of RAM and 7 CPUs
- Everything is run on top of Kubernetes on AWS using nodes with 32 GB of RAM and locally attached SSD disks (M5ad instances for what it's worth)
I have these settings in place:
...ANSWER
Answered 2022-Feb-04 at 18:54RocksDB is designed to use all of the memory you give it access to -- so if it can fit all of your state in memory, it will. And given that you've increased taskmanager.memory.managed.fraction
from 0.4 to 0.9, it's not surprising that your overall memory usage approaches its limit over time.
If you give RocksDB rather less memory, it should cope. Have you tried that?
QUESTION
If one looks at the pricing tiers for disks in Azure storage (Premium SSDs one below as of today for the East US region), the higher the IOPS offered the higher the disk size.
One can choose a higher performance tier but use a lower disk size (although it won't make much sense probably, as you'd still be paying for the respective tier and corresponding size). But why isn't there an option to get a small disk (e.g. 32 GB) with a high number of IOPS?
In another words, why is there this forced correlation between disk size and IOPS?
...ANSWER
Answered 2022-Jan-07 at 16:29But why isn't there an option to get a small disk (e.g. 32 GB) with a high number of IOPS?
For most storage technologies IOPS and Size are linked, and premium storage offers provisioned IOPS. Conceptually* a P4 is just 1/32nd of a P30, and you can't allow a P4 to use more than 1/32nd of the available IOPS without degrading the performance of the other small disks that share the storage.
*The actual implementation is probably more complex.
QUESTION
I want to generate a large amount (10 TB) of seemingly random, but predictable numbers. The generation speed should exceed that of fast SSDs, so I want 3000 MB/s to 4000 MB/s.
After the file has been written, the numbers will be read again and generated again, so that they can be compared. The total program is supposed to check disks.
At the moment I'm thinking of hashes. The data to be hashed is just a 8 byte number (ulong
) for the predictability. So in the binary file it looks like this
ANSWER
Answered 2022-Jan-04 at 14:12I don't think is is possible to reach that speed without using a gpu. But here are few things you can do to gain some performance:
- You can utilize the localInit of
Parallel.For
to create the SHA256 object, as well as a byte array of size 8 to hold the data to be hashed, once per task. - There is no need to explicitly call
Initialize
. - Instead of converting the long to byte array manually, one byte at a time, you can use pointers or the
Unsafe
class to set the bytes all at once. - Pre-allocate the array of bytes that will hold the hash and use
TryComputeHash
instead ofComputeHash
since it allows passing a span for the output.
Here is a code implementing the mentioned above:
QUESTION
Im a currently working on mutliple Unity projects that share quite a lot of prefabs, scripts etc. More or less those are multiple "minigames" that all have the same foundation. I am currently showing those Games via WebGL on a Website that requests the data files (wasm, data etc.) from an Azure Blob Storage where I upload the files to. This upload happens through a separate Page I set up for the various Developers we have in the Team. The Problem is the following:
- The developers all build the Games on their dev Machines which "locks" the PC from any other use / further development
- They have the "work" of uploading the game via the second webapp
Because of these concerns I wanted to automate this process. My Ideas so far where using Unity Cloud Build (as we already have Unity plus and Teams advanced) or using Github Actions and source controlling it via a Git repository.
My Problems with these 2 options are:
- Cloud build / Collaborate apparently does not support branching (always builds on commit but sometimes those are used for "transferring" progress to another machine), Cloud build is quite difficult to customize to our needs (would have to somehow upload the files after build to the blob storage (supposedly via FTP or something similar)
- I have no experience with source controlling Unity files and Projects with Github (I have knowledge of Github itself and how to use it))
The final Problem I have is that, as said in the beginning, all "Games" are in the same Unity Project in order to make it easier and faster to develop the next games (weekly) and using a source control I do not want to build all games everytime but rather select which one I want to build (cloud build / github action).
So my questions in particular are:
- Is Cloud Build / Github Action feasible for my needs
- How would I control which games to build and deploy and which not (I thought of a triggered build on master/main branch commit and then checking which files have changed and getting the according "game" for those files)
- How much faster / slower would a cloud build solution be compared to a local building option (The devs have quite the machines (i7-10xxx, i9-11xxx + rtx 30xx and m.2 ssds)
Maybe someone with more experience can help me out!
Cheers
...ANSWER
Answered 2021-Dec-26 at 21:17Is Cloud Build / Github Action feasible for my needs
Yes, Cloud Build is definitely a good option here. You can use Unity's version control (Plastic SCM) to make it easier to work together, you can set triggers on Plastic SCM (after merge/before merge/after code review...etc..) or if you still prefer Github you can still Github actions too. If you want automated builds (Without starting it manually via Unity's dashboard you can set Auto-build option to true in the build config, which will start a cloud build whenever the repository is updated or the branch that you selected to be built.
If you look at the options below you can see that there is much options for automating things.
How would I control which games to build and deploy and which not (I thought of a triggered build on master/main branch commit and then checking which files have changed and getting the according "game" for those files)
You can have multiple branches, each branch represents a mini-game. You can trigger a cloud build on specific branch. For example this is the basic config for a Cloud Build I set up back in time linked with Plastic SCM. You can see the option "Branch" in my case I used a branch named QA but you can use minigame1 or whatever is the name of the game.
How much faster / slower would a cloud build solution be compared to a local building option (The devs have quite the machines (i7-10xxx, i9-11xxx + rtx 30xx and m.2 ssds)
That can't be decided just like that, it depends how big is your game. You have the option to choose if you want a clean build or normal, obviously a clean build would take more time since it will clear all local files/cache.
Let me know if you have any questions about how to setup stuff as from what you said I assumed that you know how to set it up and just asking what is possible.
References: Using GitHub with Unity Cloud Build Plastic SCM Cloud build
QUESTION
So, since ages I have been told that hard disks (I am specifically interested in HDDs and not SSDs) write data in units of 512 bytes, sectors. But when I interrogate the folder with stat .
then I get told that blocks are 4096 bytes. How do I find out the sector size for the HDD and not the filesystem?
ANSWER
Answered 2021-Dec-22 at 13:30Wiki clearly states that 512-byte sector is the normal, unless we are talking about Advanced Format standard of 4K (4096 bytes).
As per comment: use sudo fdisk -x /dev/sda
to get all the info you are looking for.
QUESTION
In my current system, I have 3 SSDs, sda, sdb and sdc. The OS is installed in sdc. I am trying to extract the SSDs without the OS installed in it. So, this command
...ANSWER
Answered 2021-Nov-22 at 13:32grep
has a -v
option to print only non-matching lines. So:
QUESTION
I'm trying to write a custom renderer to change Text color in my JTable based on the values inside.
This is the code I have so far. I tried to simplify it as much as possible without actually changing the code so much:
...ANSWER
Answered 2021-Jul-30 at 08:25By default, the class associated with columns is Object
, as specified in the documentation for getColumnClass()
:
Returns Object.class regardless of columnIndex.
So you can change your code like this to make it work:
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