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  • How to insert time in SQl Derver 2005?

    - by sam
    i am creating windows application .In this i have to subtract two dates .i subtract it successfully ,i used TimeSpan to get subtracted value.But when i insert it in SQl Server 2005 db, it inserted with starting date i.e. 1/1/1900 and the calculated difference which format should i use to insert Time only? Thanks in advance

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  • javancss includes problem

    - by senzacionale
    <javancss srcdir="C:\Projekti\KIS\Model\src" generateReport="true" includes="**/*.java" outputfile="docs/javancss_metrics.xml" format="xml" /> if i use includes="*/.java" then no metrics are calculated. If i delete includes then works. Any idea why?

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  • How to generate dynamic Timers

    - by Jeeva
    I'm developing a web based game application using flex. I'm placing images dynamically inside a canvas . Whenever i place an image it should change it state after a period of time. For example after 2 mins it should change it state. The time has to be calculated for each image after i place the image. How shall i handle this.

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  • Javascript for loop efficiency

    - by Misha Moroshko
    Is for (var i=0, cols=columns.length; i<cols; i++) { ... } more efficient than for (var i=0; i<columns.length; i++) { ... } ? In the second variant, is columns.length calculated each time the condition i<columns.length is checked ?

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  • apply tax by shipping orgin when store pick up

    - by latvian
    Hi, when customer chooses store pick up, instead of having products shipped, we would need taxes calculated based on the store address and not billing or shipping address. How to do it? is it even possible to do in admin side or needs to look under the hood? thanks, Margots

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  • Possible to distribute or parallel process a sequential program?

    - by damigu
    In C++, I've written a mathematical program (for diffusion limited aggregation) where each new point calculated is dependent on all of the preceding points. Is it possible to have such a program work in a parallel or distributed manner to increase computing speed? If so, what type of modifications to the code would I need to look into?

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  • how to have the right sum of type Time with sql

    - by kawtousse
    hi , i have 2 fields called Timefrom and TimeUntill the duration is calculated in TimeSpent. The colonne timeFrom is like the followine: 10:00:00 the colonne timeUntill is like the following: 12:00:00 the time spent colonne has the value: 02:00:00. My goal is to calculate the sum of timeSpent. PLease help.

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  • Do static / relative divs accept height in %

    - by Crimson
    I have a div which needs to be positioned statically / relatively. When it has both height and width defined in %, the browser (FF) ignores the height set and renders a very small div. However, when I set the height in px (approximately same calculated value), it works smoothly. The width defined in % works perfectly. I need the height to be defined in % as well - due to resolution / scaling issues.

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  • Deferred rendering with VSM - Scaling light depth loses moments

    - by user1423893
    I'm calculating my shadow term using a VSM method. This works correctly when using forward rendered lights but fails with deferred lights. // Shadow term (1 = no shadow) float shadow = 1; // [Light Space -> Shadow Map Space] // Transform the surface into light space and project // NB: Could be done in the vertex shader, but doing it here keeps the // "light shader" abstraction and doesn't limit the number of shadowed lights float4x4 LightViewProjection = mul(LightView, LightProjection); float4 surf_tex = mul(position, LightViewProjection); // Re-homogenize // 'w' component is not used in later calculations so no need to homogenize (it will equal '1' if homogenized) surf_tex.xyz /= surf_tex.w; // Rescale viewport to be [0,1] (texture coordinate system) float2 shadow_tex; shadow_tex.x = surf_tex.x * 0.5f + 0.5f; shadow_tex.y = -surf_tex.y * 0.5f + 0.5f; // Half texel offset //shadow_tex += (0.5 / 512); // Scaled distance to light (instead of 'surf_tex.z') float rescaled_dist_to_light = dist_to_light / LightAttenuation.y; //float rescaled_dist_to_light = surf_tex.z; // [Variance Shadow Map Depth Calculation] // No filtering float2 moments = tex2D(ShadowSampler, shadow_tex).xy; // Flip the moments values to bring them back to their original values moments.x = 1.0 - moments.x; moments.y = 1.0 - moments.y; // Compute variance float E_x2 = moments.y; float Ex_2 = moments.x * moments.x; float variance = E_x2 - Ex_2; variance = max(variance, Bias.y); // Surface is fully lit if the current pixel is before the light occluder (lit_factor == 1) // One-tailed inequality valid if float lit_factor = (rescaled_dist_to_light <= moments.x - Bias.x); // Compute probabilistic upper bound (mean distance) float m_d = moments.x - rescaled_dist_to_light; // Chebychev's inequality float p = variance / (variance + m_d * m_d); p = ReduceLightBleeding(p, Bias.z); // Adjust the light color based on the shadow attenuation shadow *= max(lit_factor, p); This is what I know for certain so far: The lighting is correct if I do not try and calculate the shadow term. (No shadows) The shadow term is correct when calculated using forward rendered lighting. (VSM works with forward rendered lights) With the current rescaled light distance (lightAttenuation.y is the far plane value): float rescaled_dist_to_light = dist_to_light / LightAttenuation.y; The light is correct and the shadow appears to be zoomed in and misses the blurring: When I do not rescale the light and use the homogenized 'surf_tex': float rescaled_dist_to_light = surf_tex.z; the shadows are blurred correctly but the lighting is incorrect and the cube model is no longer lit Why is scaling by the far plane value (LightAttenuation.y) zooming in too far? The only other factor involved is my world pixel position, which is calculated as follows: // [Position] float4 position; // [Screen Position] position.xy = input.PositionClone.xy; // Use 'x' and 'y' components already homogenized for uv coordinates above position.z = tex2D(DepthSampler, texCoord).r; // No need to homogenize 'z' component position.z = 1.0 - position.z; position.w = 1.0; // 1.0 = position.w / position.w // [World Position] position = mul(position, CameraViewProjectionInverse); // Re-homogenize position (xyz AND w, otherwise shadows will bend when camera is close) position.xyz /= position.w; position.w = 1.0; Using the inverse matrix of the camera's view x projection matrix does work for lighting but maybe it is incorrect for shadow calculation? EDIT: Light calculations for shadow including 'dist_to_light' // Work out the light position and direction in world space float3 light_position = float3(LightViewInverse._41, LightViewInverse._42, LightViewInverse._43); // Direction might need to be negated float3 light_direction = float3(-LightViewInverse._31, -LightViewInverse._32, -LightViewInverse._33); // Unnormalized light vector float3 dir_to_light = light_position - position; // Direction from vertex float dist_to_light = length(dir_to_light); // Normalise 'toLight' vector for lighting calculations dir_to_light = normalize(dir_to_light); EDIT2: These are the calculations for the moments (depth) //============================================= //---[Vertex Shaders]-------------------------- //============================================= DepthVSOutput depth_VS( float4 Position : POSITION, uniform float4x4 shadow_view, uniform float4x4 shadow_view_projection) { DepthVSOutput output = (DepthVSOutput)0; // First transform position into world space float4 position_world = mul(Position, World); output.position_screen = mul(position_world, shadow_view_projection); output.light_vec = mul(position_world, shadow_view).xyz; return output; } //============================================= //---[Pixel Shaders]--------------------------- //============================================= DepthPSOutput depth_PS(DepthVSOutput input) { DepthPSOutput output = (DepthPSOutput)0; // Work out the depth of this fragment from the light, normalized to [0, 1] float2 depth; depth.x = length(input.light_vec) / FarPlane; depth.y = depth.x * depth.x; // Flip depth values to avoid floating point inaccuracies depth.x = 1.0f - depth.x; depth.y = 1.0f - depth.y; output.depth = depth.xyxy; return output; } EDIT 3: I have tried the folloiwng: float4 pp; pp.xy = input.PositionClone.xy; // Use 'x' and 'y' components already homogenized for uv coordinates above pp.z = tex2D(DepthSampler, texCoord).r; // No need to homogenize 'z' component pp.z = 1.0 - pp.z; pp.w = 1.0; // 1.0 = position.w / position.w // Determine the depth of the pixel with respect to the light float4x4 LightViewProjection = mul(LightView, LightProjection); float4x4 matViewToLightViewProj = mul(CameraViewProjectionInverse, LightViewProjection); float4 vPositionLightCS = mul(pp, matViewToLightViewProj); float fLightDepth = vPositionLightCS.z / vPositionLightCS.w; // Transform from light space to shadow map texture space. float2 vShadowTexCoord = 0.5 * vPositionLightCS.xy / vPositionLightCS.w + float2(0.5f, 0.5f); vShadowTexCoord.y = 1.0f - vShadowTexCoord.y; // Offset the coordinate by half a texel so we sample it correctly vShadowTexCoord += (0.5f / 512); //g_vShadowMapSize This suffers the same problem as the second picture. I have tried storing the depth based on the view x projection matrix: output.position_screen = mul(position_world, shadow_view_projection); //output.light_vec = mul(position_world, shadow_view); output.light_vec = output.position_screen; depth.x = input.light_vec.z / input.light_vec.w; This gives a shadow that has lots surface acne due to horrible floating point precision errors. Everything is lit correctly though. EDIT 4: Found an OpenGL based tutorial here I have followed it to the letter and it would seem that the uv coordinates for looking up the shadow map are incorrect. The source uses a scaled matrix to get the uv coordinates for the shadow map sampler /// <summary> /// The scale matrix is used to push the projected vertex into the 0.0 - 1.0 region. /// Similar in role to a * 0.5 + 0.5, where -1.0 < a < 1.0. /// <summary> const float4x4 ScaleMatrix = float4x4 ( 0.5, 0.0, 0.0, 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0 ); I had to negate the 0.5 for the y scaling (M22) in order for it to work but the shadowing is still not correct. Is this really the correct way to scale? float2 shadow_tex; shadow_tex.x = surf_tex.x * 0.5f + 0.5f; shadow_tex.y = surf_tex.y * -0.5f + 0.5f; The depth calculations are exactly the same as the source code yet they still do not work, which makes me believe something about the uv calculation above is incorrect.

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  • External File Upload Optimizations for Windows Azure

    - by rgillen
    [Cross posted from here: http://rob.gillenfamily.net/post/External-File-Upload-Optimizations-for-Windows-Azure.aspx] I’m wrapping up a bit of the work we’ve been doing on data movement optimizations for cloud computing and the latest set of data yielded some interesting points I thought I’d share. The work done here is not really rocket science but may, in some ways, be slightly counter-intuitive and therefore seemed worthy of posting. Summary: for those who don’t like to read detailed posts or don’t have time, the synopsis is that if you are uploading data to Azure, block your data (even down to 1MB) and upload in parallel. Set your block size based on your source file size, but if you must choose a fixed value, use 1MB. Following the above will result in significant performance gains… upwards of 10x-24x and a reduction in overall file transfer time of upwards of 90% (eg, uploading a 1GB file averaged 46.37 minutes prior to optimizations and averaged 1.86 minutes afterwards). Detail: For those of you who want more detail, or think that the claims at the end of the preceding paragraph are over-reaching, what follows is information and code supporting these claims. As the title would indicate, these tests were run from our research facility pointing to the Azure cloud (specifically US North Central as it is physically closest to us) and do not represent intra-cloud results… we have performed intra-cloud tests and the overall results are similar in notion but the data rates are significantly different as well as the tipping points for the various block sizes… this will be detailed separately). We started by building a very simple console application that would loop through a directory and upload each file to Azure storage. This application used the shipping storage client library from the 1.1 version of the azure tools. The only real variation from the client library is that we added code to collect and record the duration (in ms) and size (in bytes) for each file transferred. The code is available here. We then created a directory that had a collection of files for the following sizes: 2KB, 32KB, 64KB, 128KB, 512KB, 1MB, 5MB, 10MB, 25MB, 50MB, 100MB, 250MB, 500MB, 750MB, and 1GB (50 files for each size listed). These files contained randomly-generated binary data and do not benefit from compression (a separate discussion topic). Our file generation tool is available here. The baseline was established by running the application described above against the directory containing all of the data files. This application uploads the files in a random order so as to avoid transferring all of the files of a given size sequentially and thereby spreading the affects of periodic Internet delays across the collection of results.  We then ran some scripts to split the resulting data and generate some reports. The raw data collected for our non-optimized tests is available via the links in the Related Resources section at the bottom of this post. For each file size, we calculated the average upload time (and standard deviation) and the average transfer rate (and standard deviation). As you likely are aware, transferring data across the Internet is susceptible to many transient delays which can cause anomalies in the resulting data. It is for this reason that we randomized the order of source file processing as well as executed the tests 50x for each file size. We expect that these steps will yield a sufficiently balanced set of results. Once the baseline was collected and analyzed, we updated the test harness application with some methods to split the source file into user-defined block sizes and then to upload those blocks in parallel (using the PutBlock() method of Azure storage). The parallelization was handled by simply relying on the Parallel Extensions to .NET to provide a Parallel.For loop (see linked source for specific implementation details in Program.cs, line 173 and following… less than 100 lines total). Once all of the blocks were uploaded, we called PutBlockList() to assemble/commit the file in Azure storage. For each block transferred, the MD5 was calculated and sent ensuring that the bits that arrived matched was was intended. The timer for the blocked/parallelized transfer method wraps the entire process (source file splitting, block transfer, MD5 validation, file committal). A diagram of the process is as follows: We then tested the affects of blocking & parallelizing the transfers by running the updated application against the same source set and did a parameter sweep on the block size including 256KB, 512KB, 1MB, 2MB, and 4MB (our assumption was that anything lower than 256KB wasn’t worth the trouble and 4MB is the maximum size of a block supported by Azure). The raw data for the parallel tests is available via the links in the Related Resources section at the bottom of this post. This data was processed and then compared against the single-threaded / non-optimized transfer numbers and the results were encouraging. The Excel version of the results is available here. Two semi-obvious points need to be made prior to reviewing the data. The first is that if the block size is larger than the source file size you will end up with a “negative optimization” due to the overhead of attempting to block and parallelize. The second is that as the files get smaller, the clock-time cost of blocking and parallelizing (overhead) is more apparent and can tend towards negative optimizations. For this reason (and is supported in the raw data provided in the linked worksheet) the charts and dialog below ignore source file sizes less than 1MB. (click chart for full size image) The chart above illustrates some interesting points about the results: When the block size is smaller than the source file, performance increases but as the block size approaches and then passes the source file size, you see decreasing benefit to the point of negative gains (see the values for the 1MB file size) For some of the moderately-sized source files, small blocks (256KB) are best As the size of the source file gets larger (see values for 50MB and up), the smallest block size is not the most efficient (presumably due, at least in part, to the increased number of blocks, increased number of individual transfer requests, and reassembly/committal costs). Once you pass the 250MB source file size, the difference in rate for 1MB to 4MB blocks is more-or-less constant The 1MB block size gives the best average improvement (~16x) but the optimal approach would be to vary the block size based on the size of the source file.    (click chart for full size image) The above is another view of the same data as the prior chart just with the axis changed (x-axis represents file size and plotted data shows improvement by block size). It again highlights the fact that the 1MB block size is probably the best overall size but highlights the benefits of some of the other block sizes at different source file sizes. This last chart shows the change in total duration of the file uploads based on different block sizes for the source file sizes. Nothing really new here other than this view of the data highlights the negative affects of poorly choosing a block size for smaller files.   Summary What we have found so far is that blocking your file uploads and uploading them in parallel results in significant performance improvements. Further, utilizing extension methods and the Task Parallel Library (.NET 4.0) make short work of altering the shipping client library to provide this functionality while minimizing the amount of change to existing applications that might be using the client library for other interactions.   Related Resources Source code for upload test application Source code for random file generator ODatas feed of raw data from non-optimized transfer tests Experiment Metadata Experiment Datasets 2KB Uploads 32KB Uploads 64KB Uploads 128KB Uploads 256KB Uploads 512KB Uploads 1MB Uploads 5MB Uploads 10MB Uploads 25MB Uploads 50MB Uploads 100MB Uploads 250MB Uploads 500MB Uploads 750MB Uploads 1GB Uploads Raw Data OData feeds of raw data from blocked/parallelized transfer tests Experiment Metadata Experiment Datasets Raw Data 256KB Blocks 512KB Blocks 1MB Blocks 2MB Blocks 4MB Blocks Excel worksheet showing summarizations and comparisons

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  • Packet loss rate with iperf and tcpdump

    - by stefita
    I tested a line for its link quality with iperf. The measured speed (UDP port 9005) was 96Mbps, which is fine, because both servers are connected with 100Mbps to the internet. On the other hand the datagram loss rate was shown to be 3.3-3.7%, which I found a little too much. Using a high-speed transfer protocol I recorded the packets on both sides with tcpdump. Than I calculated the packet loss - average 0.25%. Have anyone an explanation, where this big difference may be coming from? What is an acceptable packet loss in your opinion?

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  • How to monitor current output/receive queue length in Linux

    - by IZhen
    I want to check the capacity and performance of my network. Besides checking the txkB/s and rxkB/s via Sar, I'd also like to see the average queue length of the network interface(so that the average queueing time in the interface can be calculated). It seems that netstat can give a per socket queue length, is it possible to get a per interface statics(a bit like Network Interface\Output Queue Length in Windows)? A related and kind of reverse questions is How do I view the TCP Send and Receive Queue sizes on Windows? Thanks

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  • Why subnet mask for IP 10.0.1.4 is 255.255.255.0?

    - by Rohit Kandhal
    Well I'm not sure whether I'm missing something here. But all I've read is that if first octet of IP is within 0 - 127 then it is categorized as Class A subnet and correspondingly Subnet Mask for this is 255.0.0.0 but when I connect my system to Apple airport then my system gets IP as 10.0.1.4 however subnet mask is 255.255.255.0 not 255.0.0.0. Please explain what I'm missing here. If there is something like for apple router subnet mask is calculated on some different flags then please let me know.

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  • Excel formula - sometimes array formula, sometimes not

    - by Jonas
    I want to write some data to an Excel file, and I want the first page to show a summary of the data that are spread all over the sheets. The individual data items on a sheet can be included or excluded, and I want the summary to be calculated only on the included values. Thus, I thought I'd use a formula like this to show, for example, an average (for which empty fields shouldn't be counted, either): =AVERAGE(IF('dataSheet1'!$B:$B=1,IF('dataSheet1'!$I:$I<>"",'dataSheet1'!$I:$I,""),"")) If I have this formula in dataSheet1, everything works fine. If I have this formula in the summary sheet, I need to enter it as an array formula, and I have to specify the exact ranges to make it work. Is there a way (aside from adding the average in dataSheet, and then referencing the result in summary) to make the formula work without having it turn into an array formula?

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  • Confusion about TCP packet analysis terms

    - by Berkay
    I'm analyzing our network and have some confusion about the terms: this is the 2-packet output from source to destination. from these i have to get some features as describe, pls make me clear... packets with at least a bytes of TCP data payload: it seems tcp.len0; The minimum segment size (confusion is headers are included or or not) The average segment size observed during the lifetime of the connection, the definition: is calculated as the value reported in the actual data bytes divided by the actual data pkts reported. Total bytes in IP packets, should be ip_len value. Total bytes in (Ethernet) The total number of bytes sent probably related to frame.len and frame.cap_len these two terms are describes as, also make me clear about these two terms. frame.cap_len: Frame length stored into the capture file frame.len: Frame length on the wire

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  • How to calculate CIDR notation from entries in a routing table

    - by febreezey
    I have some entries in a routing table that were created using longest prefix matching, and I have to use those entries to determine the a.b.c.d/x notation (CIDR). This is an example entry: 11001000 00010111 00010. That was calculated from the range 11001000 00010111 00010000 00000000 through 11001000 00010111 00010111 11111111. I know the range is from IP addresses 200.23.16.0 to 200.23.23.255, but getting the /x for the subnet # doesn't make sense to me. Anyone know how to properly go about calculating it?

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  • I got this message from my host "Exceeded allocated monthly traffic" want to understand problems tha

    - by Amr ElGarhy
    I have a dedicated windows 2008 server and with Allocated monthly traffic: 1500GB, the hosting company sent me "Please take note that the allocated traffic included with your Budget (calculated by GB of traffic) has been exceeded. You will be billed for the exceeding traffic at the end of the month according to the per GB exceeding traffic fee specified on your contract." I checked my Google analytics account and didn't find any big different for the websites traffic this month than previous months. I just want to understand what may cause this sudden increase in traffic this month? may be ftp access? remoting to webserver too much time? or what may cause this? Also, is there any tool in the server to know where the traffic went?

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  • Control truetype font tracking in fontforge

    - by ??O?????
    Hello. I'm designing a font intended to be used mainly as a subtitle font. It's a sans-serif font not unlike Helvetica. The em size is 2000 (I know it "should" be 2048 for a truetype font), the ascent/descent are 1600/400. Most glyphs don't go higher than 1450 though, with the exception of accented Latin characters. There lies the issue: when my font includes accented Latin characters, the tracking (line -of-text intradistance, but correct me if I got the term "tracking" wrong) skyrockets. I can't seem to find a way to control that. As my intended design goes, I don't mind if I have a descender (e.g. "g") above and an accented capital Latin letter below and they almost touch. It's something that does not happen very often, anyway. How can I control tracking? It seems it's auto-calculated.

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  • How to change a function/formula in a whole column where I also have empty cells

    - by Zvi
    I have a column with a formula/function that has other cells as parameters. However in the column, every few rows I have a subtotal and blanks, for readability. Now I decided to change the formula/function but I can not do copy+paste on the whole column because of the subtotals/blank cells, and I can not do change+replace because there are parameters in the functions that uses other cells and thus it is different in each cell in the column. For example, if the formula is =if(A5>24,1,"") and I want to change it to =AA_userfn(A5,B5) Any idea how to change it easily? currently I copy+paste few rows at a time, but that is tedious. Maybe a Sub that will go all over the column (the column number as an input parameter) and looks for =if(, and then replaces it with =aa_userfn(Ax, By) where Ax and By are calculated based on the position of the cell currently changed in reference to the previous values in that cell. Any ideas will be welcomed

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  • Distributed, Parallel, Fault-tolerant File System

    - by Eddified
    There are so many choices that it's hard to know where to start. My requirements are these: Runs on Linux Most of the files will be between 5-9 MB in size. There will also be a significant number of small-ish jpgs (100px x 100px). All of the files need to be available over http. Redundancy -- ideally it would provide the space efficiency similar to RAID 5 of 75% (in RAID 5 this would be calculated thus: with 4 identical disks, 25% of the space is used for parity = 75% efficent) Must support several petabytes of data scalable runs on commodity hardware In addition, I look for these qualities, though they are not "requirements": Stable, mature file system Lots of momentum and support etc I would like some input as to which file system works best for the given requirements. Some people at my organization are leaning towards MogileFS, but I'm not convinced of the stability and momentum of that project. GlusterFS and Lustre, based on my limited research, appear to be better supported... Thoughts?

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