SQLServer: Why is a Shared lock blocking on an IX lock when Read Committed Snapshot is enabled?

Our system has randomly started deadlocking in areas where it previously had not, and an analysis of the deadlock graph looks like it should not even be happening to begin with. Here is a screenshot of the deadlock graph.

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For reference: The left node is a basic insert into the sync_entities table, where the right node is "update sync_entities set A=B, C=D from sync_entities e join sync_revisions r on e.id=r.entity_id where r.id in ()"

Based on my understanding of lock compatibility, an Requesting an S lock when an IX lock exists would block only if Read Committed Snapshot is off, but it is turned on for this database, and has been for a very long time. Am I missing something?

Read Manga WordPress based with manga update tool

Why are you selling this site?
I'm just developer for making money.

How is it monetized?
you can use adsense or other ad network such as propellerads, adsterra or others.

Does this site come with any social media accounts?
no

How much time does this site take to run?
the website is using laravel script to update mangas.
with one click you can add new manga with all chapters.
using gdrive unlimited as manga image storage.

no need to upload manga manually, winner…

Read Manga WordPress based with manga update tool

How exactly does PostgreSQL expect me to read in/delete the CSV log files?

I’ve been following the (very sparse and cryptic) instructions here: https://www.postgresql.org/docs/12/runtime-config-logging.html#RUNTIME-CONFIG-LOGGING-CSVLOG

  1. I’ve set up the postgres_log table exactly like it says on that page.

  2. I’ve set up my postgresql.conf like this:

    log_destination = ‘csvlog’

    logging_collector = on

    log_directory = ‘C:\pglogs’

    log_filename = ‘PG_%Y-%m-%d_%H;%M;%S’

    log_rotation_age = 1d

    log_rotation_size = 0

    log_truncate_on_rotation = on

  3. I’ve restarted PostgreSQL, and it has created a PG_2020-09-20_00;56;19.csv and PG_2020-09-20_00;56;19 file.

  4. I am able to successfully run a COPY query to import the PG_2020-09-20_00;56;19.csv into my database table, if I explicitly name it.

My problems:

  1. How am I supposed to determine which filename(s) to pick to COPY into the table from my automated, regularly run script? (Since it can’t be the "current" one.)
  2. After I have somehow determined which filename(s) are safe to COPY in, and I’ve loaded them into my table, am I expected to delete these myself?
  3. What’s with the plaintext-format PG_2020-09-20_00;56;19 file? Why is that created when I clearly tell PG to use CSV?

None of this is addressed on the page I linked to and which I’ve been following.

WordPress “Read More” Tag

Hello,

I'm looking to do another WordPress Site and love the "read more" feature on this site -https://www.entertainmentone.com/about-eone/

If you scroll down to any of their services and click on a "read more" button, it pulls down an entirely new row of things, new photos and information.

I'm trying to figure out the best way to do that in WordPress? I know there are the "Read more" sections, but it doesn't normally pop down an entire row like that and keep the design nice…

WordPress "Read More" Tag

reading a file with other read permissions set

For this question assume a file with 604 perms in a directory with 700 permissions. Assume this file exists: /test/file

A non-root user can techincally read that file but in practice to read it the process must be given the pathname to the file, and the kernel will check that the directory /test has the executable bit set. Because it is not set, the read will fail.

If the one does a chmod o+x /test, then a non-root user can do a cat /test/file and read the file. Is there a way to read the file without setting the execute bit on the directory /test.?

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Why Burrow’s Wheeler Matching (FM-Index) is favored for DNA read matching

I noticed that FM-indexing is a preferred way to match strings in large data sets, and in particular DNA sequencing wiki-article. I know that with this method, it can eliminate space dependencies thanks to compression methods. However, alternatives like Knuth-Morris-Pratt Algorithm or Rabin-karp are highly effective in terms of extra space complexity with $ O(|Pattern| + 1)$ and $ O(1)$ respectively. These, are the complexity that would take if I were to code them so there might be better ways.

Overall, Burrows-Wheeler transform doesn’t do all that much both in terms of time and space. So why is it favored? My current assumption is that it can be modified to do approximate pattern matching. Does that imply Rabin-karp or KMP cannot be modified to efficiently calculate approximate matches?

How does the cache / memory know where to return results of read requests to?

The pipeline of a modern processor has many stages that may issue read requests to main memory, e.g. in fetching the next command or loading some memory location into a register. How is the result of a read request returned to the right pipeline stage, given that there are more than one possible recipients? Since most CPUs access main memory via a cache hierarchy, the question becomes: how does the L1 cache know which part of the pipeline to return a result to?

I imagine that access to the L1 cache is queued, but each access presumably needs a ‘return address’. How is this typically handled?

What can I read about how we tie the stochastic characteristics of task resolution into statements about a game system’s aesthetics? [closed]

I like making RPG systems. One thing I’ve noticed is that different kinds of task resolution systems make the game significantly different.

Background

For example, games like D&D 3.X and Shadowrun 4E have a very details-oriented approach to task resolution. A typical die roll in combat might be something like 1d20+1+1+4+3+(7+2+3)*1.5+20-2 v.s. 10+8+min(4,1)+5+3+2+5, where each number comes from a different source and things like "I enjoyed breakfast greatly! +3 to hit" and "My shoes are freshly polished for +1 max dex mod to AC" matter greatly.

There are a limited number of modifiers and choosing the right combination for any given character is immensely important to the character’s success in the game.

Other games, like FATE 2.0 or Amber Diceless, have a different approach. There a typical task looks like 5+4dF vs 3+4dF±2. All of the things that are tracked carefully in the first examples are abstracted away into a single modifier. This modifier generally does not exceed 50% of the base skill amount, and is generally regarded as less important than having a higher base skill amount. (In Amber diceless the ‘rolls’ are even more extreme: 1±1 v 3±1 is an example of a task’s mechanical description there).

I am comfortable talking about this kind of difference between RPGs in general. We can talk about levels of abstraction, we can talk about focus, we can describe a system as ‘high-level’ or ‘detail-oriented’ or whatever.

The problem

What I am less comfortable with is the manner in which the stochastic character of a system’s task resolution comes off to participants of RPGs run in it.

For example, I can tell you that the absence of dice in Amber significantly changes the feel of the game versus a similar setting modeled and run in FATE 2.0.
I’m much less articulate as to what the actual differences are, though. I’m aware of some popular pieces on randomness in RPGs, like the ‘goblin dice’ thing, but none of them really talk about the full space of stochastic design available to us as game designers. We can talk about how 2d6 is ‘less swingy’ than 1d13, but how using one or the other more commonly for some hypothetical ruleset would influence our aesthetic perception of that ruleset is not immediately clear.

I’m looking for a published overview of ways that different features of a task resolution system (in terms of stochastic analysis) are relevant to the ‘feel’ (i.e. the perception of aesthetic qualities) of the overall game system from a game-design perspective. In particular, I’m interested in the impact of the magnitude of the stochastic variance of the resolution system on the system, as well as the impact of greater or lesser volatility, and of polynomialization of the distribution (i.e. how binomial, trinomial, etc distribution for a game’s randomizer affects the game’s overall aesthetic).

Basically, I’m looking to read published work addressing the question: How do we tie the stochastic characteristics of task resolution into a statement about the experience of using a particular role-playing game system?

What makes a good answer?

Answers will recommend further reading on the topic to support the claims made in their shorter overview. IJRP preferred. I’m looking for an overview, not a full discussion– it’s sufficient to provide references to appropriate academic literature and to explain how, and that, that literature answers the question. Also, since comments indicate that people are seeking primarily for online sources, let it be explicitly mentioned that offline sources like books are no less good for their being offline (RPGs may be young, but they most certainly predate widespread internet use).