File Sizes for Rich Media Banners - banner

Hello I am preparing a Rich Media Banner in Sizmek that expands from 300x250 to 300x600. In the 300x250 size the banner runs a standard flash add.
My question is does this 300x250 size need to be under the 40kb limit for non RM banners?

K-size specs are up to the publishers, but yes, most likely you need to keep your collapsed state under 40k. Sizmek adds several kb of their class files, so it's even less than 40k in practice. You may be able to do a 2nd 'polite load' prior to expanding, or sub-load upon user interaction. Check with your media team to get exact specs.

Related

How can an executable be this small in file size?

I've been generating payloads on Metasploit and I've been experimenting with the different templates and one of the templates you can have your payload as is exe-small. The type of payload I've been generating is a windows/meterpreter/reverse_tcp and just using the normal exe template it has a file size around 72 KB however exe-small outputs a payload the size of 2.4kb. Why is this? And how could I apply this to my programming?
The smallest possible PE file is just 97 bytes - and it does nothing (just return).
The smallest runnable executable today is 133 bytes, because Windows requires kernel32 being loaded. Executing a PE file with no imports is not possible.
At that size it can already download payload from the Internet by specifying an UNC path in the import table.
To achieve such a small executable, you have to
implement in assembler, mainly to get rid of the C runtime
decrease the file alignment which is 1024 by default
remove the DOS stub that prints the message "This program cannot be run in DOS mode"
Merge some of the PE parts into the MZ header
Remove the data directory
The full description is available in a larger research blog post called TinyPE.
For EXE's this small, the most space typically is used for the icon. Typically the icon has various sizes and color schemes contained, which you could get rid of, if you do not care having an "old, rusty" icon, or no icon at all.
There is also some 4k of space used, when you sign the EXE.
As an example for a small EXE, see never10 by grc. There is a details page which highlights the above points:
https://www.grc.com/never10/details.htm
in the last paragraph:
A final note: I'm a bit annoyed that “Never10” is as large as it is at
85 kbyte. The digital signature increases the application's size by
4k, but the high-resolution and high-color icons Microsoft now
requires takes up 56k! So without all that annoying overhead, the app
would be a respectable 25k. And, yes, of course I wrote it in
assembly language.
Disclaimer: I am not affiliated with grc in any way.
The is little need for an executable to be big, except when it contains what I call code spam, code not actually critical to the functionality of the program/exe. This is valid for other files too. Look at a manually written HTML page compared to one written in FrontPage. That's spamcode.
I remember my good old DOS files that were all KB in size and were performing practically any needed task in the OS. One of my .exes (actually .com) was only 20 bytes in size.
Just think of it this way: just as in some situations a large majority of the files contained in a Windows OS can be removed and still the OS can function perfectly, it's the same with the .exe files: large parts of the code is either useless, or has different than relevant-to-objective purpose or are intentionally added (see below).
The peak of this aberration is the code added nowdays in the .exe files of some games that use advanced copy protection, which can make the files as large as dozens of MB. The actually code needed to run the game is practically under 10% of the full code.
A file size of 72 KB as in your example can be pretty sufficient to do practically anything to a windows OS.
To apply this to your programming, as in make very small .exes, keep things simple. Don't add unnecessary code just for the looks of it or by thinking you will use that part of the program/code at a point.

How to get a Win32 program to update the file size while still writing files

I have a Win32 program that keeps a file open and writes data to it over a period of several hours. I'd like for the file size, as shown in an Explorer window, to be updated every so often.
As an example, when a browser is downloading a large file, you can see the file size change over time, even though the file is still downloading.
With my current naive implementation, the file size remains zero until I close the file.
How do I do this in Win32? Currently the file is open using std::ofstream. Is this a proper application of std::ostream::flush() ? Or do I need to close and reopen the file with some regularity?
std::ostream::flush() makes sure you have your data safe on disk. Flushing the buffer is a valid use case in situations where the automatic flushes ain't good enough for you (e.g. there's too little data written over too long periods, the data is written constantly but needs to be accessible constantly too, you need to be sure the data gets logged in case of crash or power down etc.); yet, on some OS/filesystem combinations (see Why is the file size reported incorrectly for files that are still being written to?), that still won't update the file size accordingly. On Win32, you usually won't see size updates before actually closing/reopening the handle; sometimes re-reading the dir etc. will help, and sometimes it simply won't.
As such, you can use e.g. ReOpenFile to force that update, or simply use close/open instead of flushing. The exact solution depends whether you need the updated filesize so direly and the reduced output rate is not a real problem (in which case reopening is the best option), or if you can live with a wrong size reported (in which case flushes are your best option IMO).

Millions of small graphics files and how to overcome slow file system access on XP

I'm rendering millions of tiles which will be displayed as an overlay on Google Maps. The files are created by GMapCreator from the Centre for Advanced Spatial Analysis at University College London. The application renders files in to a single folder at a time, in some cases I need to create about 4.2 million tiles. Im running it on Windows XP using an NTFS filesystem, the disk is 500GB and was formatted using the default operating system options.
I'm finding the rendering of tiles gets slower and slower as the number of rendered tiles increases. I have also seen that if I try to look at the folders in Windows Explorer or using the Command line then the whole machine effectively locks up for a number of minutes before it recovers enough to do something again.
I've been splitting the input shapefiles into smaller pieces, running on different machines and so on, but the issue is still causing me considerable pain. I wondered if the cluster size on my disk might be hindering the thing or whether I should look at using another file system altogether. Does anyone have any ideas how I might be able to overcome this issue?
Thanks,
Barry.
Update:
Thanks to everyone for the suggestions. The eventual solution involved writing piece of code which monitored the GMapCreator output folder, moving files into a directory heirarchy based upon their filenames; so a file named abcdefg.gif would be moved into \a\b\c\d\e\f\g.gif. Running this at the same time as GMapCreator overcame the filesystem performance problems. The hint about the generation of DOS 8.3 filenames was also very useful - as noted below I was amazed how much of a difference this made. Cheers :-)
There are several things you could/should do
Disable automatic NTFS short file name generation (google it)
Or restrict file names to use 8.3 pattern (e.g. i0000001.jpg, ...)
In any case try making the first six characters of the filename as unique/different as possible
If you use the same folder over and (say adding file, removing file, readding files, ...)
Use contig to keep the index file of the directory as less fragmented as possible (check this for explanation)
Especially when removing many files consider using the folder remove trick to reduce the direcotry index file size
As already posted consider splitting up the files in multiple directories.
.e.g. instead of
directory/abc.jpg
directory/acc.jpg
directory/acd.jpg
directory/adc.jpg
directory/aec.jpg
use
directory/b/c/abc.jpg
directory/c/c/acc.jpg
directory/c/d/acd.jpg
directory/d/c/adc.jpg
directory/e/c/aec.jpg
You could try an SSD....
http://www.crucial.com/promo/index.aspx?prog=ssd
Use more folders and limit the number of entries in any given folder. The time to enumerate the number of entries in a directory goes up (exponentially? I'm not sure about that) with the number of entries, and if you have millions of small files in the same directory, even doing something like dir folder_with_millions_of_files can take minutes. Switching to another FS or OS will not solve the problem---Linux has the same behavior, last time I checked.
Find a way to group the images into subfolders of no more than a few hundred files each. Make the directory tree as deep as it needs to be in order to support this.
The solution is most likely to restrict the number of files per directory.
I had a very similar problem with financial data held in ~200,000 flat files. We solved it by storing the files in directories based on their name. e.g.
gbp97m.xls
was stored in
g/b/p97m.xls
This works fine provided your files are named appropriately (we had a spread of characters to work with). So the resulting tree of directories and files wasn't optimal in terms of distribution, but it worked well enough to reduced each directory to 100s of files and free the disk bottleneck.
One solution is to implement haystacks. This is what Facebook does for photos, as the meta-data and random-reads required to fetch a file is quite high, and offers no value for a data store.
Haystack presents a generic HTTP-based object store containing needles that map to stored opaque objects. Storing photos as needles in the haystack eliminates the metadata overhead by aggregating hundreds of thousands of images in a single haystack store file. This keeps the metadata overhead very small and allows us to store each needle’s location in the store file in an in-memory index. This allows retrieval of an image’s data in a minimal number of I/O operations, eliminating all unnecessary metadata overhead.

Are there alternatives for creating large container files that are cross platform?

Previously, I asked the question.
The problem is the demands of our file structure are very high.
For instance, we're trying to create a container with up to 4500 files and 500mb data.
The file structure of this container consists of
SQLite DB (under 1mb)
Text based xml-like file
Images inside a dynamic folder structure that make up the rest of the 4,500ish files
After the initial creation the images files are read only with the exception of deletion.
The small db is used regularly when the container is accessed.
Tar, Zip and the likes are all too slow (even with 0 compression). Slow is subjective I know, but to untar a container of this size is over 20 seconds.
Any thoughts?
As you seem to be doing arbitrary file system operations on your container (say, creation, deletion of new files in the container, overwriting existing files, appending), I think you should go for some kind of file system. Allocate a large file, then create a file system structure in it.
There are several options for the file system available: for both Berkeley UFS and Linux ext2/ext3, there are user-mode libraries available. It might also be possible that you find a FAT implementation somewhere. Make sure you understand the structure of the file system, and pick one that allows for extending - I know that ext2 is fairly easy to extend (by another block group), and FAT is difficult to extend (need to append to the FAT).
Alternatively, you can put a virtual disk format yet below the file system, allowing arbitrary remapping of blocks. Then "free" blocks of the file system don't need to appear on disk, and you can allocate the virtual disk much larger than the real container file will be.
Three things.
1) What Timothy Walters said is right on, I'll go in to more detail.
2) 4500 files and 500Mb of data is simply a lot of data and disk writes. If you're operating on the entire dataset, it's going to be slow. Just I/O truth.
3) As others have mentioned, there's no detail on the use case.
If we assume a read only, random access scenario, then what Timothy says is pretty much dead on, and implementation is straightforward.
In a nutshell, here is what you do.
You concatenate all of the files in to a single blob. While you are concatenating them, you track their filename, the file length, and the offset that the file starts within the blob. You write that information out in to a block of data, sorted by name. We'll call this the Table of Contents, or TOC block.
Next, then, you concatenate the two files together. In the simple case, you have the TOC block first, then the data block.
When you wish to get data from this format, search the TOC for the file name, grab the offset from the begining of the data block, add in the TOC block size, and read FILE_LENGTH bytes of data. Simple.
If you want to be clever, you can put the TOC at the END of the blob file. Then, append at the very end, the offset to the start of the TOC. Then you lseek to the end of the file, back up 4 or 8 bytes (depending on your number size), take THAT value and lseek even farther back to the start of your TOC. Then you're back to square one. You do this so you don't have to rebuild the archive twice at the beginning.
If you lay out your TOC in blocks (say 1K byte in size), then you can easily perform a binary search on the TOC. Simply fill each block with the File information entries, and when you run out of room, write a marker, pad with zeroes and advance to the next block. To do the binary search, you already know the size of the TOC, start in the middle, read the first file name, and go from there. Soon, you'll find the block, and then you read in the block and scan it for the file. This makes it efficient for reading without having the entire TOC in RAM. The other benefit is that the blocking requires less disk activity than a chained scheme like TAR (where you have to crawl the archive to find something).
I suggest you pad the files to block sizes as well, disks like work with regular sized blocks of data, this isn't difficult either.
Updating this without rebuilding the entire thing is difficult. If you want an updatable container system, then you may as well look in to some of the simpler file system designs, because that's what you're really looking for in that case.
As for portability, I suggest you store your binary numbers in network order, as most standard libraries have routines to handle those details for you.
Working on the assumption that you're only going to need read-only access to the files why not just merge them all together and have a second "index" file (or an index in the header) that tells you the file name, start position and length. All you need to do is seek to the start point and read the correct number of bytes. The method will vary depending on your language but it's pretty straight forward in most of them.
The hardest part then becomes creating your data file + index, and even that is pretty basic!
An ISO disk image might do the trick. It should be able to hold that many files easily, and is supported by many pieces of software on all the major operating systems.
First, thank-you for expanding your question, it helps a lot in providing better answers.
Given that you're going to need a SQLite database anyway, have you looked at the performance of putting it all into the database? My experience is based around SQL Server 2000/2005/2008 so I'm not positive of the capabilities of SQLite but I'm sure it's going to be a pretty fast option for looking up records and getting the data, while still allowing for delete and/or update options.
Usually I would not recommend to put files inside the database, but given that the total size of all images is around 500MB for 4500 images you're looking at a little over 100K per image right? If you're using a dynamic path to store the images then in a slightly more normalized database you could have a "ImagePaths" table that maps each path to an ID, then you can look for images with that PathID and load the data from the BLOB column as needed.
The XML file(s) could also be in the SQLite database, which gives you a single 'data file' for your app that can move between Windows and OSX without issue. You can simply rely on your SQLite engine to provide the performance and compatability you need.
How you optimize it depends on your usage, for example if you're frequently needing to get all images at a certain path then having a PathID (as an integer for performance) would be fast, but if you're showing all images that start with "A" and simply show the path as a property then an index on the ImageName column would be of more use.
I am a little concerned though that this sounds like premature optimization, as you really need to find a solution that works 'fast enough', abstract the mechanics of it so your application (or both apps if you have both Mac and PC versions) use a simple repository or similar and then you can change the storage/retrieval method at will without any implication to your application.
Check Solid File System - it seems to be what you need.

Recovery from optical media ignoring read errors

I have backups of files archived in optical media (CDs and DVDs). These all have par2 recovery files, stored on separate media. Even in cases where there are no par2 files, minor errors when reading on one optical drive can be read fine on another drive.
The thing is, when reading faulty media, the read time is very, very long, because devices tend to retry multiple times.
The question is: how can I control the number of retries (ie set to no retries or only one try)? Some system call? A library I can download? Do I have to work on the SCSI layer?
The question is mainly about Linux, but any Win32 pointers will be more than welcome too.
man readom, a program that comes with cdrecord:
-noerror
Do not abort if the high level error checking in readom found an
uncorrectable error in the data stream.
-nocorr
Switch the drive into a mode where it ignores read errors in
data sectors that are a result of uncorrectable ECC/EDC errors
before reading. If readom completes, the error recovery mode of
the drive is switched back to the remembered old mode.
...
retries=#
Set the retry count for high level retries in readom to #. The
default is to do 128 retries which may be too much if you like
to read a CD with many unreadable sectors.
The best tool avaliable is dd_rhelp. Just
dd_rhelp /dev/cdrecorder /home/myself/DVD.img
,take a cup of tea and watch the nice graphics.
The dd_rhelp rpm package info:
dd_rhelp uses ddrescue on your entire disc, and attempts to gather the maximum
valid data before trying for ages on badsectors. If you leave dd_rhelp work
for infinite time, it has a similar effect as a simple dd_rescue. But because
you may not have this infinite time, dd_rhelp jumps over bad sectors and rescue
valid data. In the long run, it parses all your device with dd_rescue.
You can Ctrl-C it whenever you want, and rerun-it at will, dd_rhelp resumes the
job as it depends on the log files dd_rescue creates. In addition, progress
is shown in an ASCII picture of your device being rescued.
I've used it a lot myself and Is very, very realiable.
You can install it from DAG to Red Hat like distributions.
Since dd was suggested, I should note that I know of the existence and have used sg_dd, but my question was not about commands (1) or (1m), but about system calls (2) or libraries (3).
EDIT
Another linux command-line utility that is of help, is sdparm. The following flag seems to disable hardware retries:
sudo sdparm --set=RRC=0 /dev/sr0
where /dev/sr0 is the device for the optical drive in my case.
While checking whether hdparm could modify the number of retries (doesn't seem so), I thought that, depending on the type of error, lowering the CD-ROM speed could potentially reduce the number of read errors, which could actually increase the average read speed. However, if some sectors are completely unreadable, then even lowering the CD-ROM speed won't help.
Since you are asking about driver level access, you should look into SCSI commands, or perhaps an ASPI like API. On windows VSO software (developers of blindread/blindwrite below) have developed a much better API, Patin-Couffin, that provides locked low level access:
http://en.wikipedia.org/wiki/Patin-Couffin
That might get you started. However, at the end of the day, the drive is interfaced with SCSI commands, even if it's actually USB, SATA, ATA, IDE, or otherwise. You might also look up terms related to ATAPI, which was one of the first specifications for this CD-ROM SCSI layer interface.
I'd be surprised if you couldn't find a suitable linux library or example of dealing with the lower level commands using the above search terms and concepts.
Older answer:
Blindread/blindwrite was developed in the heyday of cd-rom protection schemes often using intentionally bad sectors or error information to verify the original CD.
It will allow you to set a whole slew of parameters, including retries. Keep in mind that the CD-ROM drive itself determines how many times to retry, and I'm not sure that this is settable via software for many (most?) CD-ROM drives.
You can copy the disk to ISO format, ignoring the errors, and then use ISO utilities to read the data.
-Adam
Take a look at the ASPI interface. Available on both windows and linux.
dd(1) is your friend.
dd if=/dev/cdrom of=image bs=2352 conv=noerror,notrunc
The drive may still retry a bit, but I don't think you'll get any better without modifying firmware.

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