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  • How do you make a static sprite be a child of another sprite in cocos2D while using SpaceManager

    - by JJBigThoughts
    I have two static (STATIC_MASS) SpaceManager sprites. One is a child of the other - by which I mean that one sort of builds up the other one, but although the child's images shows up in the right place, the child doesn't seem to exists in the chipmunk physics engine, like I would expect. In my case, I have a backboard (rectangular sprite) and a hoop (a circular sprite). Since I might want to move the backboard, I'd like to attach the hoop to backboard so that the hoop automatically moves right along with the backboard. Here, we see a rotating backboard with attached hoop. It looks OK on the screen, but other objects only bounce off the backboard but pass right through the hoop (in a bad sense of the term). What doesn't my child sprite seem to exist in the physics engine? // Add Backboard cpShape *shapeRect = [smgr addRectAt:cpvWinCenter mass:STATIC_MASS width:200 height:10 rotation:0.0f ];// We're upgrading this cpCCSprite * cccrsRect = [cpCCSprite spriteWithShape:shapeRect file:@"rect_200x10.png"]; [self addChild:cccrsRect]; // Spin the static backboard: http://stackoverflow.com/questions/2691589/how-do-you-make-a-sprite-rotate-in-cocos2d-while-using-spacemanager // Make static object update moves in chipmunk // Since Backboard is static, and since we're going to move it, it needs to know about spacemanager so its position gets updated inside chipmunk. // Setting this would make the smgr recalculate all static shapes positions every step // cccrsRect.integrationDt = smgr.constantDt; // cccrsRect.spaceManager = smgr; // Alternative method: smgr.rehashStaticEveryStep = YES; smgr.rehashStaticEveryStep = YES; // Spin the backboard [cccrsRect runAction:[CCRepeatForever actionWithAction: [CCSequence actions: [CCRotateTo actionWithDuration:2 angle:180], [CCRotateTo actionWithDuration:2 angle:360], nil] ]]; // Add the hoop cpShape *shapeHoop = [smgr addCircleAt:ccp(100,-45) mass:STATIC_MASS radius: 50 ]; cpCCSprite * cccrsHoop = [cpCCSprite spriteWithShape:shapeHoop file:@"hoop_100x100.png"]; [cccrsRect addChild:cccrsHoop]; This is only half working for me. Note: SpaceManager is a toolkit for working with cocos2D-iphone

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  • How do I create a dynamic data transfer object dynamically from ADO.net model

    - by Richard
    I have a pretty simple database with 5 tables, PK's and relationships setup, etc. I also have an ASP.net MVC3 project I'm using to create simple web services to feed JSON/XML to a mobile app using post/get. To access my data I'm using an ADO.net entity model class to handle generation of the entities, etc. Due to issues with serialization/circular references created by the auto-generated relations from ADO.net entity model, I've been forced to create "Data transfer objects" to strip out the relations and data that doesn't need to be transferred. Question 1: is there an easier way to create DTOs using the entity framework itself? IE, specify only the entity properties I want to convert to Jsonresults? I don't wish to use any 3rd party frameworks if I can help it. Question 2: A side question for Entity Framework, say I create an ADO.net entity model in one project within a solution. Because that model relies on the connection to the database specified in project A, can project B somehow use that model with a similar connection? Both projects are in the same solution. Thanks!

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  • Xerces C++ SAX Parsing Problem: expected class-name before '{' token

    - by aduric
    I'm trying to run through an example given for the C++ Xerces XML library implementation. I've copied the code exactly, but I'm having trouble compiling it. error: expected class-name before '{' token I've looked around for a solution, and I know that this error can be caused by circular includes or not defining a class before it is used, but as you can see from the code, I only have 2 files: MySAXHandler.hpp and MySAXHandler.cpp. However, the MySAXHandler class is derived from HandlerBase, which is included. MyHandler.hpp #include <xercesc/sax/HandlerBase.hpp> class MySAXHandler : public HandlerBase { public: void startElement(const XMLCh* const, AttributeList&); void fatalError(const SAXParseException&); }; MySAXHandler.cpp #include "MySAXHandler.hpp" #include <iostream> using namespace std; MySAXHandler::MySAXHandler() { } void MySAXHandler::startElement(const XMLCh* const name, AttributeList& attributes) { char* message = XMLString::transcode(name); cout << "I saw element: "<< message << endl; XMLString::release(&message); } void MySAXHandler::fatalError(const SAXParseException& exception) { char* message = XMLString::transcode(exception.getMessage()); cout << "Fatal Error: " << message << " at line: " << exception.getLineNumber() << endl; XMLString::release(&message); } I'm compiling like so: g++ -L/usr/local/lib -lxerces-c -I/usr/local/include -c MySAXHandler.cpp I've looked through the HandlerBase and it is defined, so I don't know why I can't derive a class from it? Do I have to override all the virtual functions in HandlerBase? I'm kinda new to C++. Thanks in advance.

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  • C++ class is not being included properly.

    - by ravloony
    Hello all, I have a problem which is either something I have completely failed to understand, or very strange. It's probably the first one, but I have spent the whole afternoon googling with no success, so here goes... I have a class called Schedule, which has as a member a vector of Room. However, when I compile using cmake, or even by hand, I get the following: In file included from schedule.cpp:1: schedule.h:13: error: ‘Room’ was not declared in this scope schedule.h:13: error: template argument 1 is invalid schedule.h:13: error: template argument 2 is invalid schedule.cpp: In constructor ‘Schedule::Schedule(int, int, int)’: schedule.cpp:12: error: ‘Room’ was not declared in this scope schedule.cpp:12: error: expected ‘;’ before ‘r’ schedule.cpp:13: error: request for member ‘push_back’ in ‘((Schedule*)this)->Schedule::_sched’, which is of non-class type ‘int’ schedule.cpp:13: error: ‘r’ was not declared in this scope Here are the relevant bits of code: #include <vector> #include "room.h" class Schedule { private: std::vector<Room> _sched; //line 13 int _ndays; int _nrooms; int _ntslots; public: Schedule(); ~Schedule(); Schedule(int nrooms, int ndays, int ntslots); }; Schedule::Schedule(int nrooms, int ndays, int ntslots):_ndays(ndays), _nrooms(nrooms),_ntslots(ntslots) { for (int i=0; i<nrooms;i++) { Room r(ndays,ntslots); _sched.push_back(r); } } In theory, g++ should compile a class before the one that includes it. There are no circular dependencies here, it's all straightforward stuff. I am completely stumped on this one, which is what leads me to believe that I must be missing something. :-D

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  • Django install on a shared host, .htaccess help

    - by redconservatory
    I am trying to install Django on a shared host using the following instructions: docs.google.com/View?docid=dhhpr5xs_463522g My problem is with the following line on my root .htaccess: RewriteRule ^(.*)$ /cgi-bin/wcgi.py/$1 [QSA,L] When I include this line I get a 500 error with almost all of my domains on this account. My cgi-bin directory is home/my-username/public_html/cgi-bin/ The wcgi.py file contains: #!/usr/local/bin/python import os, sys sys.path.insert(0, "/home/username/django/") sys.path.insert(0, "/home/username/django/projects") sys.path.insert(0, "/home/username/django/projects/newprojects") import django.core.handlers.wsgi os.chdir("/home/username/django/projects/newproject") # optional os.environ['DJANGO_SETTINGS_MODULE'] = "newproject.settings" def runcgi(): environ = dict(os.environ.items()) environ['wsgi.input'] = sys.stdin environ['wsgi.errors'] = sys.stderr environ['wsgi.version'] = (1,0) environ['wsgi.multithread'] = False environ['wsgi.multiprocess'] = True environ['wsgi.run_once'] = True application = django.core.handlers.wsgi.WSGIHandler() if environ.get('HTTPS','off') in ('on','1'): environ['wsgi.url_scheme'] = 'https' else: environ['wsgi.url_scheme'] = 'http' headers_set = [] headers_sent = [] def write(data): if not headers_set: raise AssertionError("write() before start_response()") elif not headers_sent: # Before the first output, send the stored headers status, response_headers = headers_sent[:] = headers_set sys.stdout.write('Status: %s\r\n' % status) for header in response_headers: sys.stdout.write('%s: %s\r\n' % header) sys.stdout.write('\r\n') sys.stdout.write(data) sys.stdout.flush() def start_response(status,response_headers,exc_info=None): if exc_info: try: if headers_sent: # Re-raise original exception if headers sent raise exc_info[0], exc_info[1], exc_info[2] finally: exc_info = None # avoid dangling circular ref elif headers_set: raise AssertionError("Headers already set!") headers_set[:] = [status,response_headers] return write result = application(environ, start_response) try: for data in result: if data: # don't send headers until body appears write(data) if not headers_sent: write('') # send headers now if body was empty finally: if hasattr(result,'close'): result.close() runcgi() Only I changed the "username" to my username...

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  • Multi-reader IPC solution?

    - by gct
    I'm working on a framework in C++ (just for fun for now), that lets the user write plugins that use a standard API to stream data between each other. There's going to be three basic transport mechanisms for the data: files, sockets, and some kind of IPC piping system. The system is set up so that for the non-file transport, each stream can have multiple readers. IE once a server socket it setup, multiple computers can connect and stream the data. I'm a little stuck at the multi-reader IPC system though. All my plugins run in threads so they live in the same address space, so some kind of shared memory system would work fine, I was thinking I'd write my own circular buffer with a write pointer and read pointers chassing it around the buffer, but I have my doubts that I can achieve the same performance as something like linux pipes. I'm curious what people would suggest for a multi-reader solution to something like this? Is the overhead for pipes or domain sockets low enough that I could just open a connection to each reader and issue separate writes to each reader? This is intended to be significant volumes of data (tens of mega-samples/sec), so performance is a must.

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  • Big-O for calculating all routes from GPS data

    - by HH
    A non-critical GPS module use lists because it needs to be modifiable, new routes added, new distances calculated, continuos comparisons. Well so I thought but my team member wrote something I am very hard to get into. His pseudo code int k =0; a[][] <- create mapModuleNearbyDotList -array //CPU O(n) for(j = 1 to n) // O(nlog(m)) for(i =1 to n) for(k = 1 to n) if(dot is nearby) adj[i][j]=min(adj[i][j], adj[i][k] + adj[k][j]); His ideas transformations of lists to tables His worst case time complexity is O(n^3), where n is number of elements in his so-called table. Exception to the last point with Finite structure: O(mlog(n)) where n is number of vertices and m is the amount of neighbour vertices. Questions about his ideas why to waste resources to transform constantly-modified lists to table? Fast? only point where I to some extent agree but cannot understand the same upper limits n for each for-loops -- perhaps he supposed it circular why does the code take O(mlog(n)) to proceed in time as finite structure? The term finite may be wrong, explicit?

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  • Big-O for GPS data

    - by HH
    A non-critical GPS module use lists because it needs to be modifiable, new routes added, new distances calculated, continuos comparisons. Well so I thought but my team member wrote something I am very hard to get into. His pseudo code int k =0; a[][] <- create mapModuleNearbyDotList -array //CPU O(n) for(j = 1 to n) // O(nlog(m)) for(i =1 to n) for(k = 1 to n) if(dot is nearby) adj[i][j]=min(adj[i][j], adj[i][k] + adj[k][j]); His ideas transformations of lists to tables His worst case time complexity is O(n^3), where n is number of elements in his so-called table. Exception to the last point with Finite structure: O(mlog(n)) where n is number of vertices and m is an arbitrary constants Questions about his ideas why to waste resources to transform constantly-modified lists to table? Fast? only point where I to some extent agree but cannot understand the same upper limits n for each for-loops -- perhaps he supposed it circular why does the code take O(mlog(n)) to proceed in time as finite structure? The term finite may be wrong, explicit?

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  • Tree-like queues

    - by Rehno Lindeque
    I'm implementing a interpreter-like project for which I need a strange little scheduling queue. Since I'd like to try and avoid wheel-reinvention I was hoping someone could give me references to a similar structure or existing work. I know I can simply instantiate multiple queues as I go along, I'm just looking for some perspective by other people who might have better ideas than me ;) I envision that it might work something like this: The structure is a tree with a single root. You get a kind of "insert_iterator" to the root and then push elements onto it (e.g. a and b in the example below). However, at any point you can also split the iterator into multiple iterators, effectively creating branches. The branches cannot merge into a single queue again, but you can start popping elements from the front of the queue (again, using a kind of "visitor_iterator") until empty branches can be discarded (at your discretion). x -> y -> z a -> b -> { g -> h -> i -> j } f -> b Any ideas? Seems like a relatively simple structure to implement myself using a pool of circular buffers but I'm following the "think first, code later" strategy :) Thanks

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  • Need help getting parent reference to child view controller

    - by Andy
    I've got the following code in one of my view controllers: - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { switch (indexPath.section) { case 0: // "days" section tapped { DayPicker *dayPicker = [[DayPicker alloc] initWithStyle:UITableViewStylePlain]; dayPicker.rowLabel = self.activeDaysLabel; dayPicker.selectedDays = self.newRule.activeDays; [self.navigationController pushViewController:dayPicker animated:YES]; [dayPicker release]; break; ... Then, in the DayPicker controller, I do some stuff to the dayPicker.rowLabel property. Now, when the dayPicker is dismissed, I want the value in dayPicker.rowLabel to be used as the cell.textLabel.text property in the cell that called the controller in the first place (i.e., the cell label becomes the option that was selected within the DayPicker controller). I thought that by using the assignment operator to set dayPicker.rowLabel = self.activeDaysLabel, the two pointed to the same object in memory, and that upon dismissing the DayPicker, my first view controller, which uses self.activeDaysLabel as the cell.textLabel.text property for the cell in question, would automagically pick up the new value of the object. But no such luck. Have I missed something basic here, or am I going about this the wrong way? I originally passed a reference to the calling view controller to the child view controller, but several here told me that was likely to cause problems, being a circular reference. That setup worked, though; now I'm not sure how to accomplish the same thing "the right way." As usual, thanks in advance for your help.

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  • Entity framework self referencing loop detected

    - by Lyd0n
    I have a strange error. I'm experimenting with a .NET 4.5 Web API, Entity Framework and MS SQL Server. I've already created the database and set up the correct primary and foreign keys and relationships. I've created a .edmx model and imported two tables: Employee and Department. A department can have many employees and this relationship exists. I created a new controller called EmployeeController using the scaffolding options to create an API controller with read/write actions using Entity Framework. In the wizard, selected Employee as the model and the correct entity for the data context. The method that is created looks like this: // GET api/Employee public IEnumerable<Employee> GetEmployees() { var employees = db.Employees.Include(e => e.Department); return employees.AsEnumerable(); } When I call my API via /api/Employee, I get this error: ...The 'ObjectContent`1' type failed to serialize the response body for content type 'application/json; ...System.InvalidOperationException","StackTrace":null,"InnerException":{"Message":"An error has occurred.","ExceptionMessage":"Self referencing loop detected with type 'System.Data.Entity.DynamicProxies.Employee_5D80AD978BC68A1D8BD675852F94E8B550F4CB150ADB8649E8998B7F95422552'. Path '[0].Department.Employees'.","ExceptionType":"Newtonsoft.Json.JsonSerializationException","StackTrace":" ... Why is it self referencing [0].Department.Employees? That doesn't make a whole lot of sense. I would expect this to happen if I had circular referencing in my database but this is a very simple example. What could be going wrong?

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  • How to speed-up a simple method (preferably without changing interfaces or data structures)?

    - by baol
    I have some data structures: all_unordered_m is a big vector containing all the strings I need (all different) ordered_m is a small vector containing the indexes of a subset of the strings (all different) in the former vector position_m maps the indexes of objects from the first vector to their position in the second one. The string_after(index, reverse) method returns the string referenced by ordered_m after all_unordered_m[index]. ordered_m is considered circular, and is explored in natural or reverse order depending on the second parameter. The code is something like the following: struct ordered_subset { // [...] std::vector<std::string>& all_unordered_m; // size = n >> 1 std::vector<size_t> ordered_m; // size << n std::tr1::unordered_map<size_t, size_t> position_m; const std::string& string_after(size_t index, bool reverse) const { size_t pos = position_m.find(index)->second; if(reverse) pos = (pos == 0 ? orderd_m.size() - 1 : pos - 1); else pos = (pos == ordered.size() - 1 ? 0 : pos + 1); return all_unordered_m[ordered_m[pos]]; } }; Given that: I do need all of the data-structures for other purposes; I cannot change them because I need to access the strings: by their id in the all_unordered_m; by their index inside the various ordered_m; I need to know the position of a string (identified by it's position in the first vector) inside ordered_m vector; I cannot change the string_after interface without changing most of the program. How can I speed up the string_after method that is called billions of times and is eating up about 10% of the execution time?

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  • How to speed-up a simple method? (possibily without changing interfaces or data structures)

    - by baol
    Hello. I have some data structures: all_unordered_mordered_m is a big vector containing all the strings I need (all different) ordered_m is a small vector containing the indexes of a subset of the strings (all different) in the former vector position_m maps the indexes of objects from the first vector to their position in the second one. The string_after(index, reverse) method returns the string referenced by ordered_m after all_unordered_m[index]. ordered_m is considered circular, and is explored in natural or reverse order depending on the second parameter. The code is something like the following: struct ordered_subset { // [...] std::vector<std::string>& all_unordered_m; // size = n >> 1 std::vector<size_t> ordered_m; // size << n std::map<size_t, size_t> position_m; // positions of strings in ordered_m const std::string& string_after(size_t index, bool reverse) const { size_t pos = position_m.find(index)->second; if(reverse) pos = (pos == 0 ? orderd_m.size() - 1 : pos - 1); else pos = (pos == ordered.size() - 1 ? 0 : pos + 1); return all_unordered_m[ordered_m[pos]]; } }; Given that: I do need all of the data-structures for other purposes; I cannot change them because I need to access the strings: by their id in the all_unordered_m; by their index inside the various ordered_m; I need to know the position of a string (identified by it's position in the first vector) inside ordered_m vector; I cannot change the string_after interface without changing most of the program. How can I speed up the string_after method that is called billions of times and is eating up about 10% of the execution time?

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  • Skip subdirectory in python import

    - by jstaab
    Ok, so I'm trying to change this: app/ - lib.py - models.py - blah.py Into this: app/ - __init__.py - lib.py - models/ - __init__.py - user.py - account.py - banana.py - blah.py And still be able to import my models using from app.models import User rather than having to change it to from app.models.user import User all over the place. Basically, I want everything to treat the package as a single module, but be able to navigate the code in separate files for development ease. The reason I can't do something like add for file in __all__: from file import * into init.py is I have circular references between the model files. A fix I don't want is to import those models from within the functions that use them. But that's super ugly. Let me give you an example: user.py ... from app.models import Banana ... banana.py ... from app.models import User ... I wrote a quick pre-processing script that grabs all the files, re-writes them to put imports at the top, and puts it into models.py, but that's hardly an improvement, since now my stack traces don't show the line number I actually need to change. Any ideas? I always though init was probably magical but now that I dig into it, I can't find anything that lets me provide myself this really simple convenience.

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  • How to randomly assign a partner?

    - by David
    I asked a question some time ago about creating a random circular partner assignment using php and mysql. This is a related issue. I am working from the following code to try to give two users new, randomly selected partners: $q = "SELECT user_id FROM users WHERE partner='$quit_partner' AND status='1'"; $r = mysqli_query ($dbc, $q) or trigger_error("Query: $q\n<br />MySQL Error: " . mysqli_error($dbc)); while ($row = mysqli_fetch_array($r)) { $users[] = $row[0]; } $current = end($users); $partners = array(); foreach ($users as $user) { $partners[$user] = $current; $current = $user; $q = "UPDATE users SET partner='{$partners[$user]}' WHERE user_id='{$user}'"; mysqli_query ($dbc, $q) or trigger_error("Query: $q\n<br />MySQL Error: " . mysqli_error($dbc)); } Basically, a particular user (lets say user #4) quits the activity, leaving multiple other users without a partner (hypothetically, users # 5,6,7). I need to find out who those users are, hence the first query. Once I find them, I throw them into an array. Then comes the difficult part. I want those newly partnerless users (5,6,7) to be randomly assigned new partners from everyone in the table. The current code is flawed in that it only assigns the newly partnerless users eachother. Thanks for your help.

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  • Clarification on ZVals

    - by Beachhouse
    I was reading this: http://www.dereleased.com/2011/04/27/the-importance-of-zvals-and-circular-references/ And there's an example that lost me a bit. $foo = &$bar; $bar = &$foo; $baz = 'baz'; $foo = &$baz; var_dump($foo, $bar); /* string(3) "baz" NULL */ If you’ve been following along, this should make perfect sense. $foo is created, and pointed at a ZVal location identified by $bar; when $bar is created, it points at the same place $foo was pointed. That location, of course, is null. When $foo is reassigned, the only thing that changes is to which ZVal $foo points; if we had assigned a different value to $foo first, then $bar would still retain that value. I learned to program in C. I understand that PHP is different and it uses ZVals instead of memory locations as references. But when you run this code: $foo = &$bar; $bar = &$foo; It seems to me that there would be two ZVals. In C there would be two memory locations (and the values would be of the opposite memory location). Can someone explain?

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  • .NET List Thread-Safe Implementation Suggestion needed

    - by Bamboo
    .Net List class isn't thread safe. I hope to achieve the minimal lock needed and yet still fulfilling the requirement such that as for reading, phantom record is allowed, and for writing, they must be thread-safe so there won't be any lost updates. So I have something like public static List<string> list = new List<string>(); In Methods that have **List.Add**/**List.Remove** , I always lock to assure thread safety lock (lockHelper) { list.Add(obj); or list.Remove(obj); } In Methods that requires **List Reading** I don't care about phantom record so I go ahead to read without any locking. In this case. Return a bool by checking whether a string had been added. if (list.Count() != 0) { return list.Contains("some string") } All I did was locking write accesses, and allow read accesses to go through without any locking. Is my thread safety idea valid? I understand there is List size expansion. Will it be ok? My guess is that when a List is expanding, it may uses a temp. list. This is ok becasue the temp list size will always have a boundary, and .Net class is well implemented, ie. there shouldn't be any indexOutOfBound or circular reference problems when reading was caught in updates.

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  • '<=' operator is not working in sql server 2000

    - by Lalit
    Hello, Scenario is, database is in the maintenance phase. this database is not developed by ours developer. it is an existing database developed by the 'xyz' company in sql server 2000. This is real time database, where i am working now. I wanted to write the stored procedure which will retrieve me the records From date1 to date 2.so query is : Select * from MyTableName Where colDate>= '3-May-2010' and colDate<= '5-Oct-2010' and colName='xyzName' whereas my understanding I must get data including upper bound date as well as lower bound date. but somehow I am getting records from '3-May-2010' (which is fine but) to '10-Oct-2010' As i observe in table design , for ColDate, developer had used 'varchar' to store the date. i know this is wrong remedy by them. so in my stored procedure I have also used varchar parameters as @FromDate1 and @ToDate to get inputs for SP. this is giving me result which i have explained. i tried to take the parameter type as 'Datetime' but it is showing error while saving/altering the stored procedure that "@FromDate1 has invalid datatype", same for "@ToDate". situation is that, I can not change the table design at all. what i have to do here ? i know we can use user defined table in sql server 2008 , but there is version sql server 2000. which does not support the same. Please guide me for this scenario. **Edited** I am trying to write like this SP: CREATE PROCEDURE USP_Data (@Location varchar(100), @FromDate DATETIME, @ToDate DATETIME) AS SELECT * FROM dbo.TableName Where CAST(Dt AS DATETIME) >=@fromDate and CAST(Dt AS DATETIME)<=@ToDate and Location=@Location GO but getting Error: Arithmetic overflow error converting expression to data type datetime. in sql server 2000 What should be that ? is i am wrong some where ? also (202 row(s) affected) is changes every time in circular manner means first time sayin (122 row(s) affected) run again saying (80 row(s) affected) if again (202 row(s) affected) if again (122 row(s) affected) I can not understand what is going on ?

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  • Differentiate Between UITableView Editing States?

    - by Josh Kahane
    I have been looking at trying to differentiate between editing states in my UITableView. I need to call a method only when in editing mode after tapping the edit button, so when you get your cell slide in and you see the little circular delete icons but NOT when the user swipes to delete. Is there anyway I can differentiate between the two? Thanks. EDIT: Solution thanks to Rodrigo Both each cell and the entire tableview has an 'editing' BOOL value, so I loop through all the cells and if more than one of them is editing then we know the whole table is (the user tapped the edit button), however if only one is editing then we know that the user has swiped a cell, editing that individual one, this lets me deal with each editing state individually! - (void)setEditing:(BOOL)editing animated:(BOOL)animated { [super setEditing:editing animated:animated]; int i = 0; //When editing loop through cells and hide status image so it doesn't block delete controls. Fade back in when done editing. for (customGuestCell *cell in self.tableView.visibleCells) { if (cell.isEditing) { i += 1; } } if (i > 1) { for (customGuestCell *cell in self.tableView.visibleCells) { if (editing) { // loop through the visible cells and animate their imageViews [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:0.4]; cell.statusImg.alpha = 0; [UIView commitAnimations]; } } } else if (!editing) { for (customGuestCell *cell in self.tableView.visibleCells) { [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:0.4]; cell.statusImg.alpha = 1.0; [UIView commitAnimations]; } } }

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  • How can I centralise MySQL data between 3 or more geographically separate servers?

    - by Andy Castles
    To explain the background to the question: We have a home-grown PHP application (for running online language-learning courses) running on a Linux server and using MySQL on localhost for saving user data (e.g. results of tests taken, marks of submitted work, time spent on different pages in the courses, etc). As we have students from different geographic locations we currently have 3 virtual servers hosted close to those locations (Spain, UK and Hong Kong) and users are added to the server closest to them (they access via different URLs, e.g. europe.domain.com, uk.domain.com and asia.domain.com). This works but is an administrative nightmare as we have to remember which server a particular user is on, and users can only connect to one server. We would like to somehow centralise the information so that all users are visible on any of the servers and users could connect to any of the 3 servers. The question is, what method should we use to implement this. It must be an issue that that lots of people have encountered but I haven't found anything conclusive after a fair bit of Googling around. The closest I have seen to solutions are: something like master-master replication, but I have read so many posts suggesting that this is not a good idea as things like auto_increment fields can break. circular replication, this sounded perfect but to quote from O'Reilly's High Performance MySQL, "In general, rings are brittle and best avoided" We're not against rewriting code in the application to make it work with whatever solution is required but I am not sure if replication is the correct thing to use. Thanks, Andy P.S. I should add that we experimented with writes to a central database and then using reads from a local database but the response time between the different servers for writing was pretty bad and it's also important that written data is available immediately for reading so if replication is too slow this could cause out-of-date data to be returned. Edit: I have been thinking about writing my own rudimentary replication script which would involve something like having each user given a server ID to say which is his "home server", e.g. users in asia would be marked as having the Hong Kong server as their own server. Then the replication scripts (which would be a PHP script set to run as a cron job reasonably frequently, e.g. every 15 minutes or so) would run independently on each of the servers in the system. They would go through the database and distribute any information about users with the "home server" set to the server that the script is running on to all of the other databases in the system. They would also need to suck new information which has been added to any of the other databases on the system where the "home server" flag is the server where the script is running. I would need to work out the details and build in the logic to deal with conflicts but I think it would be possible, however I wanted to make sure that there is not a correct solution for this already out there as it seems like it must be a problem that many people have already come across.

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  • SQL SERVER – Beginning of SQL Server Architecture – Terminology – Guest Post

    - by pinaldave
    SQL Server Architecture is a very deep subject. Covering it in a single post is an almost impossible task. However, this subject is very popular topic among beginners and advanced users.  I have requested my friend Anil Kumar who is expert in SQL Domain to help me write  a simple post about Beginning SQL Server Architecture. As stated earlier this subject is very deep subject and in this first article series he has covered basic terminologies. In future article he will explore the subject further down. Anil Kumar Yadav is Trainer, SQL Domain, Koenig Solutions. Koenig is a premier IT training firm that provides several IT certifications, such as Oracle 11g, Server+, RHCA, SQL Server Training, Prince2 Foundation etc. In this Article we will discuss about MS SQL Server architecture. The major components of SQL Server are: Relational Engine Storage Engine SQL OS Now we will discuss and understand each one of them. 1) Relational Engine: Also called as the query processor, Relational Engine includes the components of SQL Server that determine what your query exactly needs to do and the best way to do it. It manages the execution of queries as it requests data from the storage engine and processes the results returned. Different Tasks of Relational Engine: Query Processing Memory Management Thread and Task Management Buffer Management Distributed Query Processing 2) Storage Engine: Storage Engine is responsible for storage and retrieval of the data on to the storage system (Disk, SAN etc.). to understand more, let’s focus on the following diagram. When we talk about any database in SQL server, there are 2 types of files that are created at the disk level – Data file and Log file. Data file physically stores the data in data pages. Log files that are also known as write ahead logs, are used for storing transactions performed on the database. Let’s understand data file and log file in more details: Data File: Data File stores data in the form of Data Page (8KB) and these data pages are logically organized in extents. Extents: Extents are logical units in the database. They are a combination of 8 data pages i.e. 64 KB forms an extent. Extents can be of two types, Mixed and Uniform. Mixed extents hold different types of pages like index, System, Object data etc. On the other hand, Uniform extents are dedicated to only one type. Pages: As we should know what type of data pages can be stored in SQL Server, below mentioned are some of them: Data Page: It holds the data entered by the user but not the data which is of type text, ntext, nvarchar(max), varchar(max), varbinary(max), image and xml data. Index: It stores the index entries. Text/Image: It stores LOB ( Large Object data) like text, ntext, varchar(max), nvarchar(max),  varbinary(max), image and xml data. GAM & SGAM (Global Allocation Map & Shared Global Allocation Map): They are used for saving information related to the allocation of extents. PFS (Page Free Space): Information related to page allocation and unused space available on pages. IAM (Index Allocation Map): Information pertaining to extents that are used by a table or index per allocation unit. BCM (Bulk Changed Map): Keeps information about the extents changed in a Bulk Operation. DCM (Differential Change Map): This is the information of extents that have modified since the last BACKUP DATABASE statement as per allocation unit. Log File: It also known as write ahead log. It stores modification to the database (DML and DDL). Sufficient information is logged to be able to: Roll back transactions if requested Recover the database in case of failure Write Ahead Logging is used to create log entries Transaction logs are written in chronological order in a circular way Truncation policy for logs is based on the recovery model SQL OS: This lies between the host machine (Windows OS) and SQL Server. All the activities performed on database engine are taken care of by SQL OS. It is a highly configurable operating system with powerful API (application programming interface), enabling automatic locality and advanced parallelism. SQL OS provides various operating system services, such as memory management deals with buffer pool, log buffer and deadlock detection using the blocking and locking structure. Other services include exception handling, hosting for external components like Common Language Runtime, CLR etc. I guess this brief article gives you an idea about the various terminologies used related to SQL Server Architecture. In future articles we will explore them further. Guest Author  The author of the article is Anil Kumar Yadav is Trainer, SQL Domain, Koenig Solutions. Koenig is a premier IT training firm that provides several IT certifications, such as Oracle 11g, Server+, RHCA, SQL Server Training, Prince2 Foundation etc. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Security, SQL Server, SQL Tips and Tricks, SQL Training, T SQL, Technology

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  • Class Loading Deadlocks

    - by tomas.nilsson
    Mattis follows up on his previous post with one more expose on Class Loading Deadlocks As I wrote in a previous post, the class loading mechanism in Java is very powerful. There are many advanced techniques you can use, and when used wrongly you can get into all sorts of trouble. But one of the sneakiest deadlocks you can run into when it comes to class loading doesn't require any home made class loaders or anything. All you need is classes depending on each other, and some bad luck. First of all, here are some basic facts about class loading: 1) If a thread needs to use a class that is not yet loaded, it will try to load that class 2) If another thread is already loading the class, the first thread will wait for the other thread to finish the loading 3) During the loading of a class, one thing that happens is that the <clinit method of a class is being run 4) The <clinit method initializes all static fields, and runs any static blocks in the class. Take the following class for example: class Foo { static Bar bar = new Bar(); static { System.out.println("Loading Foo"); } } The first time a thread needs to use the Foo class, the class will be initialized. The <clinit method will run, creating a new Bar object and printing "Loading Foo" But what happens if the Bar object has never been used before either? Well, then we will need to load that class as well, calling the Bar <clinit method as we go. Can you start to see the potential problem here? A hint is in fact #2 above. What if another thread is currently loading class Bar? The thread loading class Foo will have to wait for that thread to finish loading. But what happens if the <clinit method of class Bar tries to initialize a Foo object? That thread will have to wait for the first thread, and there we have the deadlock. Thread one is waiting for thread two to initialize class Bar, thread two is waiting for thread one to initialize class Foo. All that is needed for a class loading deadlock is static cross dependencies between two classes (and a multi threaded environment): class Foo { static Bar b = new Bar(); } class Bar { static Foo f = new Foo(); } If two threads cause these classes to be loaded at exactly the same time, we will have a deadlock. So, how do you avoid this? Well, one way is of course to not have these circular (static) dependencies. On the other hand, it can be very hard to detect these, and sometimes your design may depend on it. What you can do in that case is to make sure that the classes are first loaded single threadedly, for example during an initialization phase of your application. The following program shows this kind of deadlock. To help bad luck on the way, I added a one second sleep in the static block of the classes to trigger the unlucky timing. Notice that if you uncomment the "//Foo f = new Foo();" line in the main method, the class will be loaded single threadedly, and the program will terminate as it should. public class ClassLoadingDeadlock { // Start two threads. The first will instansiate a Foo object, // the second one will instansiate a Bar object. public static void main(String[] arg) { // Uncomment next line to stop the deadlock // Foo f = new Foo(); new Thread(new FooUser()).start(); new Thread(new BarUser()).start(); } } class FooUser implements Runnable { public void run() { System.out.println("FooUser causing class Foo to be loaded"); Foo f = new Foo(); System.out.println("FooUser done"); } } class BarUser implements Runnable { public void run() { System.out.println("BarUser causing class Bar to be loaded"); Bar b = new Bar(); System.out.println("BarUser done"); } } class Foo { static { // We are deadlock prone even without this sleep... // The sleep just makes us more deterministic try { Thread.sleep(1000); } catch(InterruptedException e) {} } static Bar b = new Bar(); } class Bar { static { try { Thread.sleep(1000); } catch(InterruptedException e) {} } static Foo f = new Foo(); }

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  • Why lock-free data structures just aren't lock-free enough

    - by Alex.Davies
    Today's post will explore why the current ways to communicate between threads don't scale, and show you a possible way to build scalable parallel programming on top of shared memory. The problem with shared memory Soon, we will have dozens, hundreds and then millions of cores in our computers. It's inevitable, because individual cores just can't get much faster. At some point, that's going to mean that we have to rethink our architecture entirely, as millions of cores can't all access a shared memory space efficiently. But millions of cores are still a long way off, and in the meantime we'll see machines with dozens of cores, struggling with shared memory. Alex's tip: The best way for an application to make use of that increasing parallel power is to use a concurrency model like actors, that deals with synchronisation issues for you. Then, the maintainer of the actors framework can find the most efficient way to coordinate access to shared memory to allow your actors to pass messages to each other efficiently. At the moment, NAct uses the .NET thread pool and a few locks to marshal messages. It works well on dual and quad core machines, but it won't scale to more cores. Every time we use a lock, our core performs an atomic memory operation (eg. CAS) on a cell of memory representing the lock, so it's sure that no other core can possibly have that lock. This is very fast when the lock isn't contended, but we need to notify all the other cores, in case they held the cell of memory in a cache. As the number of cores increases, the total cost of a lock increases linearly. A lot of work has been done on "lock-free" data structures, which avoid locks by using atomic memory operations directly. These give fairly dramatic performance improvements, particularly on systems with a few (2 to 4) cores. The .NET 4 concurrent collections in System.Collections.Concurrent are mostly lock-free. However, lock-free data structures still don't scale indefinitely, because any use of an atomic memory operation still involves every core in the system. A sync-free data structure Some concurrent data structures are possible to write in a completely synchronization-free way, without using any atomic memory operations. One useful example is a single producer, single consumer (SPSC) queue. It's easy to write a sync-free fixed size SPSC queue using a circular buffer*. Slightly trickier is a queue that grows as needed. You can use a linked list to represent the queue, but if you leave the nodes to be garbage collected once you're done with them, the GC will need to involve all the cores in collecting the finished nodes. Instead, I've implemented a proof of concept inspired by this intel article which reuses the nodes by putting them in a second queue to send back to the producer. * In all these cases, you need to use memory barriers correctly, but these are local to a core, so don't have the same scalability problems as atomic memory operations. Performance tests I tried benchmarking my SPSC queue against the .NET ConcurrentQueue, and against a standard Queue protected by locks. In some ways, this isn't a fair comparison, because both of these support multiple producers and multiple consumers, but I'll come to that later. I started on my dual-core laptop, running a simple test that had one thread producing 64 bit integers, and another consuming them, to measure the pure overhead of the queue. So, nothing very interesting here. Both concurrent collections perform better than the lock-based one as expected, but there's not a lot to choose between the ConcurrentQueue and my SPSC queue. I was a little disappointed, but then, the .NET Framework team spent a lot longer optimising it than I did. So I dug out a more powerful machine that Red Gate's DBA tools team had been using for testing. It is a 6 core Intel i7 machine with hyperthreading, adding up to 12 logical cores. Now the results get more interesting. As I increased the number of producer-consumer pairs to 6 (to saturate all 12 logical cores), the locking approach was slow, and got even slower, as you'd expect. What I didn't expect to be so clear was the drop-off in performance of the lock-free ConcurrentQueue. I could see the machine only using about 20% of available CPU cycles when it should have been saturated. My interpretation is that as all the cores used atomic memory operations to safely access the queue, they ended up spending most of the time notifying each other about cache lines that need invalidating. The sync-free approach scaled perfectly, despite still working via shared memory, which after all, should still be a bottleneck. I can't quite believe that the results are so clear, so if you can think of any other effects that might cause them, please comment! Obviously, this benchmark isn't realistic because we're only measuring the overhead of the queue. Any real workload, even on a machine with 12 cores, would dwarf the overhead, and there'd be no point worrying about this effect. But would that be true on a machine with 100 cores? Still to be solved. The trouble is, you can't build many concurrent algorithms using only an SPSC queue to communicate. In particular, I can't see a way to build something as general purpose as actors on top of just SPSC queues. Fundamentally, an actor needs to be able to receive messages from multiple other actors, which seems to need an MPSC queue. I've been thinking about ways to build a sync-free MPSC queue out of multiple SPSC queues and some kind of sign-up mechanism. Hopefully I'll have something to tell you about soon, but leave a comment if you have any ideas.

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  • How to structure game states in an entity/component-based system

    - by Eva
    I'm making a game designed with the entity-component paradigm that uses systems to communicate between components as explained here. I've reached the point in my development that I need to add game states (such as paused, playing, level start, round start, game over, etc.), but I'm not sure how to do it with my framework. I've looked at this code example on game states which everyone seems to reference, but I don't think it fits with my framework. It seems to have each state handling its own drawing and updating. My framework has a SystemManager that handles all the updating using systems. For example, here's my RenderingSystem class: public class RenderingSystem extends GameSystem { private GameView gameView_; /** * Constructor * Creates a new RenderingSystem. * @param gameManager The game manager. Used to get the game components. */ public RenderingSystem(GameManager gameManager) { super(gameManager); } /** * Method: registerGameView * Registers gameView into the RenderingSystem. * @param gameView The game view registered. */ public void registerGameView(GameView gameView) { gameView_ = gameView; } /** * Method: triggerRender * Adds a repaint call to the event queue for the dirty rectangle. */ public void triggerRender() { Rectangle dirtyRect = new Rectangle(); for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); dirtyRect.add(graphicsComponent.getDirtyRect()); } gameView_.repaint(dirtyRect); } /** * Method: renderGameView * Renders the game objects onto the game view. * @param g The graphics object that draws the game objects. */ public void renderGameView(Graphics g) { for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); if (!graphicsComponent.isVisible()) continue; GraphicsComponent.Shape shape = graphicsComponent.getShape(); BoundsComponent boundsComponent = object.getComponent(BoundsComponent.class); Rectangle bounds = boundsComponent.getBounds(); g.setColor(graphicsComponent.getColor()); if (shape == GraphicsComponent.Shape.RECTANGULAR) { g.fill3DRect(bounds.x, bounds.y, bounds.width, bounds.height, true); } else if (shape == GraphicsComponent.Shape.CIRCULAR) { g.fillOval(bounds.x, bounds.y, bounds.width, bounds.height); } } } /** * Method: getRenderableObjects * @return The renderable game objects. */ private HashSet<GameObject> getRenderableObjects() { return gameManager.getGameObjectManager().getRelevantObjects( getClass()); } } Also all the updating in my game is event-driven. I don't have a loop like theirs that simply updates everything at the same time. I like my framework because it makes it easy to add new GameObjects, but doesn't have the problems some component-based designs encounter when communicating between components. I would hate to chuck it just to get pause to work. Is there a way I can add game states to my game without removing the entity-component design? Does the game state example actually fit my framework, and I'm just missing something? EDIT: I might not have explained my framework well enough. My components are just data. If I was coding in C++, they'd probably be structs. Here's an example of one: public class BoundsComponent implements GameComponent { /** * The position of the game object. */ private Point pos_; /** * The size of the game object. */ private Dimension size_; /** * Constructor * Creates a new BoundsComponent for a game object with initial position * initialPos and initial size initialSize. The position and size combine * to make up the bounds. * @param initialPos The initial position of the game object. * @param initialSize The initial size of the game object. */ public BoundsComponent(Point initialPos, Dimension initialSize) { pos_ = initialPos; size_ = initialSize; } /** * Method: getBounds * @return The bounds of the game object. */ public Rectangle getBounds() { return new Rectangle(pos_, size_); } /** * Method: setPos * Sets the position of the game object to newPos. * @param newPos The value to which the position of the game object is * set. */ public void setPos(Point newPos) { pos_ = newPos; } } My components do not communicate with each other. Systems handle inter-component communication. My systems also do not communicate with each other. They have separate functionality and can easily be kept separate. The MovementSystem doesn't need to know what the RenderingSystem is rendering to move the game objects correctly; it just need to set the right values on the components, so that when the RenderingSystem renders the game objects, it has accurate data. The game state could not be a system, because it needs to interact with the systems rather than the components. It's not setting data; it's determining which functions need to be called. A GameStateComponent wouldn't make sense because all the game objects share one game state. Components are what make up objects and each one is different for each different object. For example, the game objects cannot have the same bounds. They can have overlapping bounds, but if they share a BoundsComponent, they're really the same object. Hopefully, this explanation makes my framework less confusing.

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  • InnoDB Compression Improvements in MySQL 5.6

    - by Inaam Rana
    MySQL 5.6 comes with significant improvements for the compression support inside InnoDB. The enhancements that we'll talk about in this piece are also a good example of community contributions. The work on these was conceived, implemented and contributed by the engineers at Facebook. Before we plunge into the details let us familiarize ourselves with some of the key concepts surrounding InnoDB compression. In InnoDB compressed pages are fixed size. Supported sizes are 1, 2, 4, 8 and 16K. The compressed page size is specified at table creation time. InnoDB uses zlib for compression. InnoDB buffer pool will attempt to cache compressed pages like normal pages. However, whenever a page is actively used by a transaction, we'll always have the uncompressed version of the page as well i.e.: we can have a page in the buffer pool in compressed only form or in a state where we have both the compressed page and uncompressed version but we'll never have a page in uncompressed only form. On-disk we'll always only have the compressed page. When both compressed and uncompressed images are present in the buffer pool they are always kept in sync i.e.: changes are applied to both atomically. Recompression happens when changes are made to the compressed data. In order to minimize recompressions InnoDB maintains a modification log within a compressed page. This is the extra space available in the page after compression and it is used to log modifications to the compressed data thus avoiding recompressions. DELETE (and ROLLBACK of DELETE) and purge can be performed without recompressing the page. This is because the delete-mark bit and the system fields DB_TRX_ID and DB_ROLL_PTR are stored in uncompressed format on the compressed page. A record can be purged by shuffling entries in the compressed page directory. This can also be useful for updates of indexed columns, because UPDATE of a key is mapped to INSERT+DELETE+purge. A compression failure happens when we attempt to recompress a page and it does not fit in the fixed size. In such case, we first try to reorganize the page and attempt to recompress and if that fails as well then we split the page into two and recompress both pages. Now lets talk about the three major improvements that we made in MySQL 5.6.Logging of Compressed Page Images:InnoDB used to log entire compressed data on the page to the redo logs when recompression happens. This was an extra safety measure to guard against the rare case where an attempt is made to do recovery using a different zlib version from the one that was used before the crash. Because recovery is a page level operation in InnoDB we have to be sure that all recompress attempts must succeed without causing a btree page split. However, writing entire compressed data images to the redo log files not only makes the operation heavy duty but can also adversely affect flushing activity. This happens because redo space is used in a circular fashion and when we generate much more than normal redo we fill up the space much more quickly and in order to reuse the redo space we have to flush the corresponding dirty pages from the buffer pool.Starting with MySQL 5.6 a new global configuration parameter innodb_log_compressed_pages. The default value is true which is same as the current behavior. If you are sure that you are not going to attempt to recover from a crash using a different version of zlib then you should set this parameter to false. This is a dynamic parameter.Compression Level:You can now set the compression level that zlib should choose to compress the data. The global parameter is innodb_compression_level - the default value is 6 (the zlib default) and allowed values are 1 to 9. Again the parameter is dynamic i.e.: you can change it on the fly.Dynamic Padding to Reduce Compression Failures:Compression failures are expensive in terms of CPU. We go through the hoops of recompress, failure, reorganize, recompress, failure and finally page split. At the same time, how often we encounter compression failure depends largely on the compressibility of the data. In MySQL 5.6, courtesy of Facebook engineers, we have an adaptive algorithm based on per-index statistics that we gather about compression operations. The idea is that if a certain index/table is experiencing too many compression failures then we should try to pack the 16K uncompressed version of the page less densely i.e.: we let some space in the 16K page go unused in an attempt that the recompression won't end up in a failure. In other words, we dynamically keep adding 'pad' to the 16K page till we get compression failures within an agreeable range. It works the other way as well, that is we'll keep removing the pad if failure rate is fairly low. To tune the padding effort two configuration variables are exposed. innodb_compression_failure_threshold_pct: default 5, range 0 - 100,dynamic, implies the percentage of compress ops to fail before we start using to padding. Value 0 has a special meaning of disabling the padding. innodb_compression_pad_pct_max: default 50, range 0 - 75, dynamic, the  maximum percentage of uncompressed data page that can be reserved as pad.

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