You would want to do this on situations where frequent backups are not possible, or to force changed pages off buffer pools before performing copy activities outside DB2.
在不需要进行频繁备份的情况下可以这么做,或者在DB2之外执行复制活动之前强制发生变更的页面离开缓冲池。
Fundamentally, any time your program reads or copies data into a buffer, it needs to check that there's enough space before making the copy.
从根本上讲,在程序将数据读入或复制到缓冲区中的任何时候,它需要在复制之前检查是否有足够的空间。
It reads entire files into its own buffer, makes the specified operations on that copy, and optionally writes the buffer to disk.
它将整个文件读入自己的缓冲区,对该副本执行指定的操作,并可选地将缓冲区写到磁盘。
From here, depending on architecture, a call is made to copy from the user buffer to a kernel buffer with zeroing (of unavailable bytes).
从此开始,根据构架,为执行从用户缓冲区到内核缓冲区的零拷贝(不可用字节)而进行一个调用。
Sendfile (2) is a technique that avoids buffer copy overhead, and it directly pushes bits from the file system onto the network.
Sendfile(2)是一种避免缓冲区复制开销的技术,并且它直接将数据位从文件系统转移到网络。
As a copy from user space, this function first checks that the buffer is readable via access_ok.
由于从用户空间复制,该函数首先使用access_ok检查缓冲区是否可读。
The first copy is performed by the DMA engine, which reads file contents from the disk and stores them into a kernel address space buffer.
DMA模块从磁盘中读取文件内容,并将其存储在内核空间的缓冲区内,完成了第1次复制。
The first copy (see Figure 1) is performed by the direct memory access (DMA) engine, which reads file contents from the disk and stores them into a kernel address space buffer.
直接内存存取(direct memory access,DMA)引擎执行了第一次拷贝(参见图1),它从磁盘中读取文件内容,然后将它们存储到一个内核地址空间缓存区中。
It will then copy it into its buffer, perform the conversion, and copy it back. Here is the SPE code (enter as convert_dma_main.s).
它随后会将其复制到其缓冲区,执行转换任务再将其复制回来。
Also, sometimes we need to copy information between the buffer, and this is done by the AddAndFlush (..) function in the IOCPS class.
我们有时也需要在两个内存间复制信息,CIOCPS类中的AddAndFlush函数可以实现。
This copy occurs when the disk is copied to the buffer cache and then again from the file.
将磁盘的数据复制到缓冲区缓存,然后再复制文件数据时会出现多余的副本。
After the transfer, you use the data in that structure to copy the string itself into your buffer in the local store using another DMA transfer, and wait for it to complete.
传输之后,使用那个结构中的数据来将字符串自身复制到本地存储的缓存区内,方法是借助另一个dma传输并等待它完成。
It would be better to read a line into a temporary buffer and then copy this to user space in one go.
比较好的方法是读取一行到临时缓冲区,然后将这一行一次性拷贝到用户空间。
Users should make their own copy of the returned buffer if they intend to keep it independent on the state of the MemBufFormatTarget.
如果用户打算使返回的缓冲区与MemBufFor matTarget的状态无关,他们应该制作自己的返回缓冲区副本。
A third copy is performed to put the data into a kernel address space buffer again.
数据从用户空间缓冲区被再次复制到内核空间缓冲区,完成了第3次复制。
Based on the single buffer copy technology, the strategy overcomes the inefficiency of storage block copy in some embedded system's memory control unit.
该策略基于缓冲区单次拷贝技术,克服了有些嵌入式系统存储控制器低效的存储块拷贝。
The other option is to load a copy of the original file into buffer and place the file pointer at the intended position.
另一个选择是在预定位置的原始文件的副本到缓冲区,将文件指针的方法负载。
After all the graphics have been drawn to the buffer, you can use the BufferedGraphics. Render Method to copy the contents of the buffer to the drawing surface on the screen.
所有绘制操作完成后,内存缓冲区直接复制到与其关联的绘图图面。
A better solution is a two-pass scan of the buffer: the first pass simply computes the length of the new buffer, after which we allocate the memory and copy the data with the required replacements.
一个更好的解决办法是对内存区的两段扫描:第一段只是计算新内存区的长度,随后我们分配内存和拷贝带有需要的替换的数据。
If we are using a simple buffer, we either have to extend it with realloc or equivalent, or copy the whole thing interpolating the replacement.
如果我们使用一个简单的内存区,我们要么必须用realloc或其它等效方法来扩展它,要么拷贝内插有替换的整体。
For instance, they may return a message object that references property entries and body values that reside in an internal message buffer rather than being forced to make a copy.
例如,他们可能会返回一个引用驻留在一个内部消息缓冲区而不是被迫进行复印属性条目和身体值的报文对象。
Two algorithms and their implementation of the 2D scroll game, whole area copy and four-part buffer, are introduced.
详细介绍2D卷轴游戏中的两种算法——整体Copy算法和四分缓冲区算法及其实现,并对比两者的差异。
Two algorithms and their implementation of the 2D scroll game, whole area copy and four-part buffer, are introduced.
详细介绍2D卷轴游戏中的两种算法——整体Copy算法和四分缓冲区算法及其实现,并对比两者的差异。
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