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From: InputIO on 4 Jan 2008 10:04 Sorry but i still to don't understand.... :-( 1 case : 32 bit application on windows server x64 in this case it's mandatory compile my application with the flag /LARGEADDRESSAWAR for see >2 Gb of memory or not ? 2 case: 64 bit aplication on windows server x64 in this case i need make anything on my server or my application for use more than 2GB ? 3 case : 23 bit application on window server 32 bit in this case after set the /3GB flag in boot.ini i nedd make anything on my server or application for use more than 2GB ? Thanks in advance. bye :) "jorgen" <na(a)invalid> ha scritto nel messaggio news:ee$4$1jTIHA.4696(a)TK2MSFTNGP05.phx.gbl... > Charlie Russel - MVP wrote: >> clearly you did. >> >> The problem is that we're talking about two different things here. And >> neither of them is RAM. > > We are actually talking about the same thing. And I do differentiate > between RAM, physical address space, virtual address space, between user > space and kernel space etc. > > I just thought you said, that every 32-bit application automatically was > able to grow to 4GB in 64-bit Windows - even without the flag in the image > header. Nothing more than that :)
From: Bo Persson on 4 Jan 2008 11:52 InputIO wrote: :: Sorry but i still to don't understand.... :-( :: :: 1 case : 32 bit application on windows server x64 :: :: in this case it's mandatory compile my application with the flag :: /LARGEADDRESSAWAR for see >2 Gb of memory or not ? Yes. :: :: :: 2 case: 64 bit aplication on windows server x64 :: :: in this case i need make anything on my server or my application :: for use more than 2GB ? No. :: :: :: :: 3 case : 23 bit application on window server 32 bit :: :: in this case after set the /3GB flag in boot.ini i nedd make :: anything on my server or application for use more than 2GB ? You still need the /LARGEADDRESSAWARE flag, for the application to even attempt to use > 2GB. Bo Persson
From: Chuck Walbourn [MSFT] on 4 Jan 2008 15:12 There's a bit of confusion in this thread, although the technical details came out fine in the end. To sum up: - 32-bit applications can opt-in to use >2 GB of virtual address space by using /LARGEADDRESSAWARE when they are built by the developer. There are some compataiblity implications that the developer must handle correctly to support this, which is why by default 32-bit applications never get more than 2 GB in the first place. Just forcing this on by using editbin could easily result in corruptions, crashes, or other major failures. - Such applications will only actually be able to allocate >2 GB if the OS they are running on is also configured to support this. For 32-bit versions of Windows, this requires special boot modes and even then can never get more than a total of 3 GB. For 64-bit versions of Windows, there is NO special boot mode required and can grow to a full 4 GB. Standard 32-bit applications (i.e., those without /LARGEADDRESSAWARE) will still never get >2 GB no matter how the OS is configured. - 64-bit applications always have access to at least 8 TB of virtual address space. How much physical RAM an application uses is a slightly different matter, but as an approximiation you need as much Virtual Address Space as you have physical memory allocated at a given time plus some more for other things like memory-mapped files, Direct3D devices, EXE and DLL size, etc. There's a nice summary of this in the DirectX SDK article "64-bit programming for Game Developers" http://msdn2.microsoft.com/en-us/library/bb147385.aspx ,as well information in many of the whitepapers Charlie pointed to on MSDN's websites. -- Chuck Walbourn SDE, XNA Developer Connection This posting is provided "AS IS" with no warranties, and confers no rights.
From: Charlie Russel - MVP on 4 Jan 2008 16:03 correct. ;) -- Charlie. http://msmvps.com/xperts64 http://mvp.support.microsoft.com/profile/charlie.russel "Chuck Walbourn [MSFT]" <chuckw(a)online.microsoft.com> wrote in message news:OnDDZ4wTIHA.1168(a)TK2MSFTNGP02.phx.gbl... > There's a bit of confusion in this thread, although the technical details > came out fine in the end. > > To sum up: > > - 32-bit applications can opt-in to use >2 GB of virtual address space by > using /LARGEADDRESSAWARE when they are built by the developer. There are > some compataiblity implications that the developer must handle correctly > to support this, which is why by default 32-bit applications never get > more than 2 GB in the first place. Just forcing this on by using editbin > could easily result in corruptions, crashes, or other major failures. > > - Such applications will only actually be able to allocate >2 GB if the OS > they are running on is also configured to support this. For 32-bit > versions of Windows, this requires special boot modes and even then can > never get more than a total of 3 GB. For 64-bit versions of Windows, there > is NO special boot mode required and can grow to a full 4 GB. Standard > 32-bit applications (i.e., those without /LARGEADDRESSAWARE) will still > never get > >2 GB no matter how the OS is configured. > > - 64-bit applications always have access to at least 8 TB of virtual > address space. > > How much physical RAM an application uses is a slightly different matter, > but as an approximiation you need as much Virtual Address Space as you > have physical memory allocated at a given time plus some more for other > things like memory-mapped files, Direct3D devices, EXE and DLL size, etc. > > There's a nice summary of this in the DirectX SDK article "64-bit > programming for Game Developers" > http://msdn2.microsoft.com/en-us/library/bb147385.aspx ,as well > information in many of the whitepapers Charlie pointed to on MSDN's > websites. > > -- > Chuck Walbourn > SDE, XNA Developer Connection > > This posting is provided "AS IS" with no warranties, and confers no > rights. >
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