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  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

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  • Processing a log to fix a malformed IP address ?.?.?.x

    - by skymook
    I would like to replace the first character 'x' with the number '7' on every line of a log file using a shell script. Example of the log file: 216.129.119.x [01/Mar/2010:00:25:20 +0100] "GET /etc/.... 74.131.77.x [01/Mar/2010:00:25:37 +0100] "GET /etc/.... 222.168.17.x [01/Mar/2010:00:27:10 +0100] "GET /etc/.... My humble beginnings... #!/bin/bash echo Starting script... cd /Users/me/logs/ gzip -d /Users/me/logs/access.log.gz echo Files unzipped... echo I'm totally lost here to process the log file and save it back to hd... exit 0 Why is the log file IP malformed like this? My web provider (1and1) has decide not to store IP address, so they have replaced the last number with the character 'x'. They told me it was a new requirement by 'law'. I personally think that is bs, but that would take us off topic. I want to process these log files with AWstats, so I need an IP address that is not malformed. I want to replace the x with a 7, like so: 216.129.119.7 [01/Mar/2010:00:25:20 +0100] "GET /etc/.... 74.131.77.7 [01/Mar/2010:00:25:37 +0100] "GET /etc/.... 222.168.17.7 [01/Mar/2010:00:27:10 +0100] "GET /etc/.... Not perfect I know, but least I can process the files, and I can still gain a lot of useful information like country, number of visitors, etc. The log files are 200MB each, so I thought that a shell script is the way to go because I can do that rapidly on my Macbook Pro locally. Unfortunately, I know very little about shell scripting, and my javascript skills are not going to cut it this time. I appreciate your help.

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  • Application Architect vs. Systems Architect vs. Enterprise Architect?

    - by iaman00b
    So many buzzwords. Not sure if I need to start playing BS Bingo or not. And I'm not trying to be cynical. But I've heard many people with these various titles. There never seems to be a clear delineation between the three. Or there's a lot of domain crossover between the three. Actually, another I've seen while looking around here on Stackoverflow has been "Solutions Architect" as well. But that one doesn't seem to be so prevalent in other places. There are questions here and there with vague answers. But I'd like definative answers to this. Please assume I'm still relatively new to software stuff and that I'm trying to map out a career path. Oh, and please be gentle folks; this most definitely is not a duplicate question. Neither is it an aggregate. So kindly leave it alone. Xp

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  • What's it like being a financial programmer?

    - by Mike
    As a student who's done an internship at a Silicon Valley company(non-financial), I'm curious to know what it's like working for a financial company doing software development. I'd expect the hours to be longer, and the pay to be higher. Specifically, I have the following questions: What's the work/life balance really like? Are you expected to work 80 hours a week most weeks? For those who have worked in non-financial software engineering jobs, how does being a financial software engineer compare in terms of work/life balance? How much does it pay? I'm curious as to starting(i.e. just got a BS) pay, as well as "top out" pay. (I'd prefer concrete numbers - ballpark is fine). Also, bonuses would be useful information. What jobs do financial programmers typically have? Are most just general software engineers, or do people typically have very specialized(i.e. AI or systems) backgrounds? Also, do most programmers have PhDs? Are programmers typically required to be at work, or are financial companies generally flexible about letting programmers work from home? When at work, do programmers have to dress formally? What are the technology environments like? Are finance companies using state-of-the-art hardware and software, or are they generally more conservative in upgrading their equipment? What programming languages are typically used? If VBA(shudder) is used, is it a large part of a finance company's workflow? If you could turn back the clock, would you still be a financial programmer? I'm going to keep this post open a little bit longer to get some more responses.

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  • Non-Mainstream Languages, Bad for your resume?

    - by Joe
    Hi folks, I got my BS in Computer Science about seven years ago. I spent two years in neuroscience research and the next three providing what amounts to tech support. But I love computer programming - and I have since written, as a freelancer, non-trivial commercial code in Haskell, Smalltalk, and Objective-C. I used these languages because I find them rewarding, they make me a better programmer and thus, I thought, more attractive to companies. However the polar opposite has occured and I am now unhireable. The freelance market has bottomed out and I am looking for regular employment. But I am being repeatedly turned down, even for entry-level positions, because I don't specifically fit the requirements - eg. Java programmer with 2+ years with JUnit, JavaMail, Servlets etc. And none of the hiring managers, let alone the recruiters, have heard of either Haskell or Smalltalk and more disturbing is their thinly veiled contempt for my background. My question is , how should I market myself to these positions? Is anyone here in a similar position? What should I be doing different professionally? More broadly is this contempt for non-mainstream experience occurring everywhere or just my town? And if there are any hiring managers reading this, I'd love to hear your side. Please be brutally honest. thanks, joe

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  • How to modify ASCII table in C ? [closed]

    - by drigoSkalWalker
    Like this: My ASCII Chart 0 1 2 3 4 5 6 7 8 9 A B C D E F 0 NUL SOH STX ETX EOT ENQ ACK BEL BS HT LF VT FF CR SO SI 1 DLE DC1 DC2 DC3 DC4 NAK SYN ETB CAN EM SUB ESC FS GS RS US 2 SP ! " # $ % & ' ( ) * + , - . / 3 0 1 2 3 4 5 6 7 8 9 : ; ? 4 @ A B C D E F G H I J K L M N O 5 P Q R S T U V W X Y Z [ \ ] ^ _ 6 ` a b c d e f g h i j k l m n o 7 p q r s t u v w x y z { | } ~ DEL I want to call a function, alter the ASCII sequence in this function and when it returns, the ASCII sequence back to the original. Thanks in advance! EDIT: What I want is it: I want to change the order of chars, for examble, A is 65, if I want to make A equal a 0? without to make a function to do it, for example, I could accomplish it with a function that compare an array of chars, and store it in another way with the correct value (the new table), but do it is too expensive, is there another way? thanks in advance again!

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  • Regex to add CDATA for mal formed XML

    - by AntonioCS
    Hey guys! I have this huge xml file (13 mb) and it has some malformed values. Here is a sample of the xml: <propertylist> <adprop index="0" proptype="type" value="Ft"/> <adprop index="0" proptype="category" value="Bs"/> <adprop index="0" proptype="subcategory" value="Bsm"/> <adprop index="0" proptype="description" value="MOONEN CUSTOM 58"/> </propertylist> Now this is ok. But I many other nodes that are not encapsulated in CDATA that need to be. The node that gives me problems is the <adprop index="0" proptype="description" value=""/> I created this regular expression: <adprop index="0" proptype="description" value="(.+)"\/> to catch that node and replace it with this: <adprop index="0" proptype="description" value="<![CDATA[\1]]>"\/> I run this in notepad++ and it works. The only problem is when the value="" is multi lined like: <adprop index="0" proptype="description" value="cutter that has demonstrated her offshore capabiliti from there to the Canaries with her current owner. Spacious homely interior with over 2m headroom and heaps of" /> It fails with this one, and there are plenty like this one. Can anyone help me out in the regular expression so that I can catch the value when it's multi lined? Thanks

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  • Jquery addClass on radio box checked.

    - by Zoltan Repas
    I checked all the topics, but i simply don't know why my script does not work :( <script type="text/javascript" src="http://code.jquery.com/jquery-1.4.2.min.js"></script> <script type="text/javascript"> $('#pic').click(function() { $(this).parents("li").find(".green").removeClass("green"); if($(this).is(':checked')) { $(this).parents("ul").find("li").addClass('green'); } }); </script> etc... <ul> <li><input type="radio" name="pic" value="asd"/>asd</li> <li><input type="radio" name="pic" value="b"/>asd</li> <li><input type="radio" name="pic" value="ba"/>asd</li> <li><input type="radio" name="pic" value="bs"/>asd</li> <li><input type="radio" name="pic" value="bc"/>asd</li> </ul> Please help me!

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  • How do I left join tables in unidirectional many-to-one in Hibernate?

    - by jbarz
    I'm piggy-backing off of http://stackoverflow.com/questions/2368195/how-to-join-tables-in-unidirectional-many-to-one-condition. If you have two classes: class A { @Id public Long id; } class B { @Id public Long id; @ManyToOne @JoinColumn(name = "parent_id", referencedColumnName = "id") public A parent; } B - A is a many to one relationship. I understand that I could add a Collection of Bs to A however I do not want that association. So my actual question is, Is there an HQL or Criteria way of creating the SQL query: select * from A left join B on (b.parent_id = a.id) This will retrieve all A records with a Cartesian product of each B record that references A and will include A records that have no B referencing them. If you use: from A a, B b where b.a = a then it is an inner join and you do not receive the A records that do not have a B referencing them. I have not found a good way of doing this without two queries so anything less than that would be great. Thanks.

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  • So many technologies to choose from. Where does the beginner start?

    - by Sahat
    WPF Silverlight Windows phone 7 w/ Silverlight iPhone OS w/ Objective-C Cocoa w/ Objective-C ASP.NET Android Facebook FBML HTML5 I will be graduating with B.S. in Computer Science soon and have to decide what do I want to learn from this list. I believe it's better to focus on one thing, master it and build up a portfolio to enhance my resume. Bachelor's Degree with no experience, no portfolio won't do me any good. It won't get me a job by itself. I need to have something that will greatly boost my resume. What would it be? iPhone development? ASP.NET web development? Facebook development? Or completely something else that I haven't listed? I understand it's natural for silverlight developers to say "Learn Silverlight", and iPhone developers say "Learn iPhone SDK and Objective-C". So please try to give a constructive, non-biased, non-objective opinion on which technology should I focus on. Please don't close the topic for "subjective/argumentative" reasons. I am just looking for some guidance.

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  • Are game engines developed in the USA?

    - by numerical25
    I just finished talking to a Flashpoint Academy recruiter about their curriculum. I told him that after I graduate, I would like to go more in-depth with learning game engines and how to make games. So I asked him did their school teach anything in regards to learning any graphics API such as DirectX. He asked me to elaborate a little more as if he was not sure what I was talking about. So I asked did their school teach on how to build game engines. He said "no we only teach with the tools at hand, such as XNA, or the Unreal engine". He further said "most jobs that deal with building game engines go overseas and most of creative work is done in the United States." To be honest, I really had no intentions of going to this school. I just wanted to learn more about the school in case I had second thoughts somewhere down the line. To me I thought it was a bunch of BS, but my question is to you guys, "is it" ??

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  • What are the lengths/limits C preprocessor as a language creation tool? Where can I learn more about

    - by Weston C
    In his FAQ @ http://www2.research.att.com/~bs/bs_faq.html#bootstrapping, Bjarne Stroustrup says: To build [Cfront, the first C++ compiler], I first used C to write a "C with Classes"-to-C preprocessor. "C with Classes" was a C dialect that became the immediate ancestor to C++... I then wrote the first version of Cfront in "C with Classes". When I read this, it piqued my interest in the C preprocessor. I'd seen its macro capabilities as suitable for simplifying common expressions but hadn't thought about its ability to significantly add to syntax and semantics on the level that I imagine bringing classes to C took. So now I have a couple of questions on my mind: 1) Are there other examples of this approach to bootstrapping a language off of C? 2) Is the source to Stroustrup's original work available anywhere? 3) Where could I learn more about the specifics of utilizing this technique? 4) What are the lengths/limits of that approach? Could one, say, create a set of preprocessor macros that let someone write in something significantly Lisp/Scheme like?

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  • Learn Prolog Now! DCG Practice Example

    - by Timothy
    I have been progressing through Learn Prolog Now! as self-study and am now learning about Definite Clause Grammars. I am having some difficulty with one of the Practical Session's tasks. The task reads: The formal language anb2mc2mdn consists of all strings of the following form: an unbroken block of as followed by an unbroken block of bs followed by an unbroken block of cs followed by an unbroken block of ds, such that the a and d blocks are exactly the same length, and the c and d blocks are also exactly the same length and furthermore consist of an even number of cs and ds respectively. For example, ε, abbccd, and aaabbbbccccddd all belong to anb2mc2mdn. Write a DCG that generates this language. I am able to write rules that generate andn, b2mc2m, and even anb2m and c2mndn... but I can't seem to join all these rules into anb2mc2mdn. The following are my rules that can generate andn and b2mc2m. s1 --> []. s1 --> a,s1,d. a --> [a]. d --> [d]. s2 --> []. s2 --> c,c,s2,d,d. c --> [c]. d --> [d]. Is anb2mc2mdn really a CFG, and is it possible to write a DCG using only what was taught in the lesson (no additional arguments or code, etc)? If so, can anyone offer me some guidance how I can join these so that I can solve the given task?

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  • Is it possible to achieve MAX(As,Ad) openGL blending?

    - by Jeff B
    I am working on a game where I want to create shadows under a series of sprites on a grid. The shadows are larger than the sprites themselves and the sprites are animated (i.e. move and rotate). I cannot simply render them into the sprite png, or the shadows will overlap adjacent sprites. I also cannot simply put shadows on a lower layer by themselves, because when they overlap, they will create dark bands at their intersection. These sprites are animated, so it is not feasible to render these en masse. Basically, I want the sprites' shadows to blend together such that they max out at a set opacity. Example: I believe this is equivalent to an openGL blending of (Rs,Gs,Bs,Max(As,Ds)), where I don't really care about R,G, and B, as it will always be the same color in src and dst. However, this is not a valid openGL blending mode. Is there an easy way to accomplish this, especially in cocos2d-iphone? I would be able to approximate this by making the shadow sprites opaque, then applying them both to a parent sprite, and making the parent sprite 40% opacity. However, the way cocos2d works, this only sets the opacity of each child to 40%, rather than the combined sprite image, which results in the same stripe.

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  • How to convert a rectangle to TRBL CSS rect value?

    - by VLostBoy
    I'm not quite sure how to put this, but here goes... The css clip attribute is defined like so: rect(top, right, bottom, left). However, I'm exploring the use of a custom Rectangle 'class' to encapsulate some operations. The rectangle class has the attributes height, width and x, y. The x and y values are encapsulated in a Point object, and the height and width are encapsulated in a Dimension object, the rectangle being a composite of a point (its top-left location) and a dimension (width and height). So far so good. I though it would be pretty simple on the basis of having the rectangles x, y, width and height values to define the css rect attribute in terms of top, right, bottom, left, but I've become hopelessly confused- I've been googling for a while, and I can't seem to find any documentation as to what the TRBL values actually are or what they represent. For example, should I be thinking in terms of co-ordinates, in which case, surely I can describe the rectangle as a css rect using the rectangles x position for Top, x position + width for Right, the rectangles height + y for Bottom and its y position for Left... but thats a load of BS, surely? Also, surely rect is actually an inset, or have I just inverted my understanding of clip? I'd appreciate some advice. What I want to be able to do is (i) Define a rectangle using x, y, width and height (ii)Express the rectangle in TRBL form so that I can manipulate a divs clipping behaviour (iii)Change x, y, width or height and recalculate in terms of TRBL and goto (ii) I appreciate there are some other factors here, and some intermediary transforms to be done, but I've confused myself pretty badly- Can anyone give me some pointers?

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  • Django ModelForm Imagefield Upload

    - by Wei Xu
    I am pretty new to Django and I met a problem in handling image upload using ModelForm. My model is as following: class Project(models.Model): name = models.CharField(max_length=100) description = models.CharField(max_length=2000) startDate = models.DateField(auto_now_add=True) photo = models.ImageField(upload_to="projectimg/", null=True, blank=True) And the modelform is as following: class AddProjectForm(ModelForm): class Meta: model = Project widgets = { 'description': Textarea(attrs={'cols': 80, 'rows': 50}), } fields = ['name', 'description', 'photo'] And the View function is: def addProject(request, template_name): if request.method == 'POST': addprojectform = AddProjectForm(request.POST,request.FILES) print addprojectform if addprojectform.is_valid(): newproject = addprojectform.save(commit=False) print newproject print request.FILES newproject.photo = request.FILES['photo'] newproject.save() print newproject.photo else: addprojectform = AddProjectForm() newProposalNum = projectProposal.objects.filter(solved=False).count() return render(request, template_name, {'addprojectform':addprojectform, 'newProposalNum':newProposalNum}) the template is: <form class="bs-example form-horizontal" method="post" action="">{% csrf_token %} <h2>Project Name</h2><br> {{ addprojectform.name }}<br> <h2>Project Description</h2> {{ addprojectform.description }}<br> <h2>Image Upload</h2><br> {{ addprojectform.photo }}<br> <input type="submit" class="btn btn-success" value="Add Project"> </form> Can anyone help me or could you give an example of image uploading? Thank you!

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  • What's the deal with the hidden Throw when catching a ThreadAbortException?

    - by priehl
    I'm going through a book of general c# development, and I've come to the thread abort section. The book says something along the lines that when you call Thread.Abort() on another thread, that thread will throw a ThreadAbortException, and even if you tried to supress it it would automatically rethrow it, unless you did some bs that's generally frowned upon. Here's the simple example offered. using System; using System.Threading; public class EntryPoint { private static void ThreadFunc() { ulong counter = 0; while (true) { try { Console.WriteLine("{0}", counter++); } catch (ThreadAbortException) { // Attempt to swallow the exception and continue. Console.WriteLine("Abort!"); } } } static void Main() { try { Thread newThread = new Thread(new ThreadStart(EntryPoint.ThreadFunc)); newThread.Start(); Thread.Sleep(2000); // Abort the thread. newThread.Abort(); // Wait for thread to finish. newThread.Join(); } catch (Exception e) { Console.WriteLine(e.ToString()); } } } The book says: When your thread finishes processing the abort exception, the runtime implicitly rethrows it at the end of your exception handler. It’s the same as if you had rethrown the exception yourself. Therefore, any outer exception handlers or finally blocks will still execute normally. In the example, the call to Join won’t be waiting forever as initially expected. So i wrapped a try catch around the Thread.Abort() call and set a break point, expecting it to hit this, considering the text says "any outer exception handlers or finally blocks will still execute normally". BUT IT DOES NOT. I'm racking my brain to figure out why. Anyone have any thoughts on why this isn't the case? Is the book wrong? Thanks in advance.

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  • ObjectDataSource firing twice, or on its own

    - by LoveMeSomeCode
    Can someone explain exactly how/when an ObjectDataSource fires? I have an ASP.NET page, with a GridView, which is referencing an ODS. I put a breakpoint in the method the ODS is using, and noticed it was firing twice. I looked into the code and the answer seemed obvious at first. I had Page_Load() { if(!Page.IsPostBack) { MethodA(); MethodB(); } } where MethodA and MethodB were both eventually calling gv.DataBind(). This made sense because I assume that each call to GridView.DataBind() would result in asking the ODS for data, and therefore running my data access method. The weird thing is that when comment out the call to MethodA, it still fires twice. Checking the call stack shows the method being run first as a result of MethodB, and then again, with no trail except [External Code]. This mystery load does not happen when I let MethodA and MethodB both execute. Any idea what's going on here? Any idea what other code I might have that is asking the ODS for data? I'm starting to think all these 'no code' data controls are more obfuscation and BS than they're worth.

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  • Does Entity Framework saves related classes automatically?

    - by herbatnic
    Let's assume that we have such classes public class A{ string someField { get; set; } public virtual B B {get; set; } } public class B { int someIntField {get; set; } [ForeignKey("Id")] [Required] public virtual A A { get; set; } } In code I create new instances for both of them and making relation like: A a = new A () { someField = "abcd"}; B b = new B () { someIntField = 42 }; A.B = b; B.A = a; Should I using DBContext to save both classes like that: using (var db = new myDbContext()) { myDbContext.As.Add(A); myDbContext.Bs.Add(B); myDBContext.SaveChanges(); } Or saving it like that: using (var db = new myDbContext()) { myDbContext.As.Add(A); myDbContext.SaveChanges(); } is enough to store related objects into database?

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  • Bad motherboard / controller / HDs?

    - by quidpro
    On a leased server, I am running into some timing issues with an application that requires precise timing. Server is a Dual Xeon E5410 running on a Supermicro X7DVL-3 motherboard under CentOs 5.5 x64. The application I am running is timer sensitive and keeps sensing drift whether under load or at idle, but especially under load. I did some investigating with atop and dd and found some mind-blowing numbers. Mind you, I am no Linux guru but something sure seems out of whack. I ran: dd bs=4096 if=/dev/zero of=/bigtestfile to generate disk activity. Regardless whether I wrote it to sda or sdb my DSK value in atop would go over 100%, at one time peaking at 1700%. Again it does not matter if I am writing to sda or sdb. DSK | sdb | busy 675% | read 0 | write 110 | avio 78 ms | Here are the smartctl outputs: # smartctl -A /dev/sda smartctl version 5.38 [x86_64-redhat-linux-gnu] Copyright (C) 2002-8 Bruce Allen Home page is http://smartmontools.sourceforge.net/ === START OF READ SMART DATA SECTION === SMART Attributes Data Structure revision number: 16 Vendor Specific SMART Attributes with Thresholds: ID# ATTRIBUTE_NAME FLAG VALUE WORST THRESH TYPE UPDATED WHEN_FAILED RAW_VALUE 1 Raw_Read_Error_Rate 0x000b 200 200 051 Pre-fail Always - 0 3 Spin_Up_Time 0x0007 165 165 021 Pre-fail Always - 2750 4 Start_Stop_Count 0x0032 100 100 040 Old_age Always - 21 5 Reallocated_Sector_Ct 0x0033 200 200 140 Pre-fail Always - 0 7 Seek_Error_Rate 0x000a 200 200 051 Old_age Always - 0 9 Power_On_Hours 0x0032 065 065 000 Old_age Always - 25831 10 Spin_Retry_Count 0x0012 100 253 051 Old_age Always - 0 11 Calibration_Retry_Count 0x0012 100 253 051 Old_age Always - 0 12 Power_Cycle_Count 0x0032 100 100 000 Old_age Always - 21 194 Temperature_Celsius 0x0022 116 093 000 Old_age Always - 27 196 Reallocated_Event_Count 0x0032 200 200 000 Old_age Always - 0 197 Current_Pending_Sector 0x0012 200 200 000 Old_age Always - 0 198 Offline_Uncorrectable 0x0012 200 200 000 Old_age Always - 0 199 UDMA_CRC_Error_Count 0x000a 200 253 000 Old_age Always - 0 200 Multi_Zone_Error_Rate 0x0008 200 200 051 Old_age Offline - 0 # smartctl -A /dev/sdb smartctl version 5.38 [x86_64-redhat-linux-gnu] Copyright (C) 2002-8 Bruce Allen Home page is http://smartmontools.sourceforge.net/ === START OF READ SMART DATA SECTION === SMART Attributes Data Structure revision number: 16 Vendor Specific SMART Attributes with Thresholds: ID# ATTRIBUTE_NAME FLAG VALUE WORST THRESH TYPE UPDATED WHEN_FAILED RAW_VALUE 1 Raw_Read_Error_Rate 0x000f 200 200 051 Pre-fail Always - 0 3 Spin_Up_Time 0x0003 180 180 021 Pre-fail Always - 3958 4 Start_Stop_Count 0x0032 100 100 000 Old_age Always - 22 5 Reallocated_Sector_Ct 0x0033 200 200 140 Pre-fail Always - 0 7 Seek_Error_Rate 0x000f 200 200 051 Pre-fail Always - 0 9 Power_On_Hours 0x0032 068 068 000 Old_age Always - 24087 10 Spin_Retry_Count 0x0013 100 253 051 Pre-fail Always - 0 11 Calibration_Retry_Count 0x0013 100 253 051 Pre-fail Always - 0 12 Power_Cycle_Count 0x0032 100 100 000 Old_age Always - 21 194 Temperature_Celsius 0x0022 122 096 000 Old_age Always - 25 196 Reallocated_Event_Count 0x0032 200 200 000 Old_age Always - 0 197 Current_Pending_Sector 0x0012 200 200 000 Old_age Always - 0 198 Offline_Uncorrectable 0x0010 200 200 000 Old_age Offline - 0 199 UDMA_CRC_Error_Count 0x003e 200 200 000 Old_age Always - 0 200 Multi_Zone_Error_Rate 0x0009 200 200 051 Pre-fail Offline - 0 Any idea what's wrong here? Bad motherboard? It would seem rare that both drives are going bad (smartctl says they PASS_, so it leaves the mobo as the culprit in my eyes.

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  • Ubuntu 12.04 boot degraded raid

    - by beacon_bonanza
    I've installed Ubuntu 12.04.1 in a new server and set up the 4 hard drives with 3 RAID 1 devices, the configuration is such that the first two drives have md0 (swap space) and md1 (/) with the third and fourth drives having md2 (/var). I've been testing the operation under a drive failure and found that the system boots fine if I remove disk two but if I remove disk one then the system gets to grub and then just restarts. I'm confused as to why grub appears to be loading properly from disk two but then the boot fails. I've tried to copy the MBR from disk 1 to 2: dd if=/dev/sda of=/dev/sdb bs=512 count=1 but this didn't make a difference. Any ideas how to get it to boot from just the second disk? fdisk -l Disk /dev/sda: 2000.4 GB, 2000398934016 bytes 255 heads, 63 sectors/track, 243201 cylinders, total 3907029168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x000ccfa5 Device Boot Start End Blocks Id System /dev/sda1 2048 31250431 15624192 fd Linux RAID autodetect /dev/sda2 * 31250432 3907028991 1937889280 fd Linux RAID autodetect Disk /dev/sdb: 2000.4 GB, 2000398934016 bytes 255 heads, 63 sectors/track, 243201 cylinders, total 3907029168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x000ccfa5 Device Boot Start End Blocks Id System /dev/sdb1 2048 31250431 15624192 fd Linux RAID autodetect /dev/sdb2 * 31250432 3907028991 1937889280 fd Linux RAID autodetect Disk /dev/sdd: 2000.4 GB, 2000398934016 bytes 255 heads, 63 sectors/track, 243201 cylinders, total 3907029168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00035b05 Device Boot Start End Blocks Id System /dev/sdd1 2048 3907028991 1953513472 fd Linux RAID autodetect Disk /dev/sdc: 2000.4 GB, 2000398934016 bytes 255 heads, 63 sectors/track, 243201 cylinders, total 3907029168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x000c73aa Device Boot Start End Blocks Id System /dev/sdc1 2048 3907028991 1953513472 fd Linux RAID autodetect Disk /dev/md1: 1984.3 GB, 1984264208384 bytes 2 heads, 4 sectors/track, 484439504 cylinders, total 3875516032 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00000000 Disk /dev/md2: 2000.3 GB, 2000263380992 bytes 2 heads, 4 sectors/track, 488345552 cylinders, total 3906764416 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00000000 Disk /dev/md0: 16.0 GB, 15990652928 bytes 2 heads, 4 sectors/track, 3903968 cylinders, total 31231744 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00000000

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  • RHEL5: Can't create sparse file bigger than 256GB in tmpfs

    - by John Kugelman
    /var/log/lastlog gets written to when you log in. The size of this file is based off of the largest UID in the system. The larger the maximum UID, the larger this file is. Thankfully it's a sparse file so the size on disk is much smaller than the size ls reports (ls -s reports the size on disk). On our system we're authenticating against an Active Directory server, and the UIDs users are assigned end up being really, really large. Like, say, UID 900,000,000 for the first AD user, 900,000,001 for the second, etc. That's strange but should be okay. It results in /var/log/lastlog being huuuuuge, though--once an AD user logs in lastlog shows up as 280GB. Its real size is still small, thankfully. This works fine when /var/log/lastlog is stored on the hard drive on an ext3 filesystem. It breaks, however, if lastlog is stored in a tmpfs filesystem. Then it appears that the max file size for any file on the tmpfs is 256GB, so the sessreg program errors out trying to write to lastlog. Where is this 256GB limit coming from, and how can I increase it? As a simple test for creating large sparse files I've been doing: dd if=/dev/zero of=sparse-file bs=1 count=1 seek=300GB I've tried Googling for "tmpfs max file size", "256GB filesystem limit", "linux max file size", things like that. I haven't been able to find much. The only mention of 256GB I can find is that ext3 filesystems with 2KB blocks are limited to 256GB files. But our hard drives are formatted with 4K blocks so that doesn't seem to be it--not to mention this is happening in a tmpfs mounted ON TOP of the hard drive so the ext3 partition shouldn't be a factor. This is all happening on a 64-bit Red Hat Enterprise Linux 5.4 system. Interestingly, on my personal development machine, which is a 32-bit Fedora Core 6 box, I can create 300GB+ files in tmpfs filesystems no problem. On the RHEL5.4 systems it is no go.

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  • Creating a USB stick for installing centos 6.x using DVD1 and DVD2 iso files

    - by user250563
    First, we create 2 partitions on the USB stick that is let's say 16GB. first partition is let's say only 1GB and the second partition is the rest of what is available. after we "w" write the changes, the USB now has 2 partitions. 1 is 1GB 1 is more than 14GB so , we have... sdb1 and sdb2 now. now we need to turn these partitions into filesystems some say i should run these commands after those procedures. mkfs.vfat -F 32 /dev/sdb1 mkfs.ext3 /dev/sdb2 but some web pages recommend using: mkfs.vfat -n BOOT /dev/sdb1 mkfs.ext2 -m 0 -b 4096 -L DATA /dev/sdb2 which is it? so let's say the DVDs are called: CentOS-6.4-x86_64-bin-DVD1.iso CentOS-6.4-x86_64-bin-DVD2.iso so we make a directory: mkdir -p /mnt/dvd1 and then mount it: mount -o loop CentOS-6.4-x86_64-bin-DVD1.iso /mnt/dvd1 and i suppose we don't make a directory for dvd2 and we don't have to mount it ? at this point i do not know what should be done. but i think this step might be next: we make the USB bootable by finding the file named mbr.bin and then moving it to there via these commnad. dd conv=notrunc bs=440 count=1 if=/usr/lib/syslinux/mbr.bin of=/dev/sdb parted /dev/sdb set 1 boot on in other words we are "dd-ing it to 'sdb' not sdb1' or 'sdb2'. and then we use parted to set the boot to on for sdb so far everything looks good? here is the confusing parts.. how exactly do i move these iso files to the usb drive? EVERYTHING BELOW IS A GUESS. so at this point i should copy the folder /mnt/dvd1/isolinux to usb's sdb1 or sdb2 ? rename it to syslinux ? and then inside this syslinux folder there will be a file called... isolinux.cfg ? which should be renamed to syslinux.cfg ? and then copy the contents of /mnt/dvd1/images/* to USB's sdb2 ? but i think i am also suppose to copy and paste the both CentOS-6.4-x86_64-bin-DVD1.iso CentOS-6.4-x86_64-bin-DVD2.iso somewhere into this USB's sdb2 partition, correct ? almost like a drag and drop kind of a thing? or do they go into any folders ? centos' own web site has some instructions but those instructions do not work. http://wiki.centos.org/HowTos/InstallFromUSBkey i once got this working but things got ruined, i have to do it again and this time take notes.

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  • Scaling a video processing application on EC2?

    - by Stpn
    I am approaching the need to scale a video-processign application that runs on EC2. So far the setup is one machine: Backbonejs frontend Rails 3.2 Postgresql Resque + S3 for storage The flow of the app is as follows: 1) Request from frontend. Upload a video. 2) Storing video 3) Quering external APIs. 4) Processing / encoding videos. 5) Post to frontend. I can separate the backend and frontend without any problems, but when it comes to distributing the backend between several servers I am a bit puzzled. I can probably come up with a temporary solution (like just duplicating apps making several instances), but since I don't really have expertise in backend system administration, there can be some fundamental mistakes.. Also I would rather have something that is scalable. I wonder if anyone can give some feedback on the following plan: A) Frontend machine. Just frontend, talks to backend via REST Api of sorts. B) Backend server (BS), main database. Gets request from 1), posts to 2) saves uploads to 3) C) S3 storage. D) Server for quering APIs. Basically just a Resque workers, that post info back to 2) E) Server for video encoding. Processes videos uploaded on 3) and uploads them back. So I will have: A)frontend \ \ B)MAIN_APP/DB ----- C)S3 Storage (Files) / \ / / \ / D)ExternalAPI_queries E)Video_Processing (redundant DB) (redundant DB) All this will supposedly talk to each other via HTTP requests. My reason for this is that Video Processing part is really the most resource-intensive and I would just run barebones application that accepts requests and starts processing them. Questions: 1) In this setup I will have the main database at B) and all other servers will communicate with it via HTTP requests (and store duplicates of databases also I guess..for safety reasons). Is it the right approach or should I have 1 database that everyone connects to (how then?) 2) Is it a good idea to separate API queries from Video Processing part? Logically they are very close (processing is determined by the result of API queries), but resource-wise Video Processing is waaay more intensive. 3) what should I use to distribute calls between backend apps based on load?

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  • Linux filesystem with inodes close on the disk

    - by pts
    I'd like to make the ls -laR /media/myfs on Linux as fast as possible. I'll have 1 million files on the filesystem, 2TB of total file size, and some directories containing as much as 10000 files. Which filesystem should I use and how should I configure it? As far as I understand, the reason why ls -laR is slow because it has to stat(2) each inode (i.e. 1 million stat(2)s), and since inodes are distributed randomly on the disk, each stat(2) needs one disk seek. Here are some solutions I had in mind, none of which I am satisfied with: Create the filesystem on an SSD, because the seek operations on SSDs are fast. This wouldn't work, because a 2TB SSD doesn't exist, or it's prohibitively expensive. Create a filesystem which spans on two block devices: an SSD and a disk; the disk contains file data, and the SSD contains all the metadata (including directory entries, inodes and POSIX extended attributes). Is there a filesystem which supports this? Would it survive a system crash (power outage)? Use find /media/myfs on ext2, ext3 or ext4, instead of ls -laR /media/myfs, because the former can the advantage of the d_type field (see in the getdents(2) man page), so it doesn't have to stat. Unfortunately, this doesn't meet my requirements, because I need all file sizes as well, which find /media/myfs doesn't print. Use a filesystem, such as VFAT, which stores inodes in the directory entries. I'd love this one, but VFAT is not reliable and flexible enough for me, and I don't know of any other filesystem which does that. Do you? Of course, storing inodes in the directory entries wouldn't work for files with a link count more than 1, but that's not a problem since I have only a few dozen such files in my use case. Adjust some settings in /proc or sysctl so that inodes are locked to system memory forever. This would not speed up the first ls -laR /media/myfs, but it would make all subsequent invocations amazingly fast. How can I do this? I don't like this idea, because it doesn't speed up the first invocation, which currently takes 30 minutes. Also I'd like to lock the POSIX extended attributes in memory as well. What do I have to do for that? Use a filesystem which has an online defragmentation tool, which can be instructed to relocate inodes to the the beginning of the block device. Once the relocation is done, I can run dd if=/dev/sdb of=/dev/null bs=1M count=256 to get the beginning of the block device fetched to the kernel in-memory cache without seeking, and then the stat(2) operations would be fast, because they read from the cache. Is there a way to lock those inodes and/or blocks into memory once they have been read? Which filesystem has such a defragmentation tool?

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