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  • Large scale file replication with an option to "unsubscribe" from a replicated file on a given machine

    - by Alexander Gladysh
    I have a 100+ GB files per day incoming on one machine. (File size is arbitrary and can be adjusted as needed.) I have several other machines that do some work on these files. I need to reliably deliver each incoming file to the worker machines. A worker machine should be able to free its HDD from a file once it is done working with it. It is preferable that a file would be uploaded to the worker only once and then processed in place, and then deleted, without copying somewhere else — to minimize already high HDD load. (Worker itself requires quite a bit of bandwidth.) Please advise a solution that is not based on Java. None of existing replication solutions that I've seen can do the "free HDD from the file once processed" stuff — but maybe I'm missing something... A preferable solution should work with files (from the POV of our business logic code), not require the business logic to connect to some queue or other. (Internally the solution may use whatever technology it needs to — except Java.)

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  • Apache's htcacheclean doesn't scale: How to tame a huge Apache disk_cache?

    - by flight
    We have an Apache setup with a huge disk_cache (500.000 entries, 50 GB disk space used). The cache grows by 16 GB every day. My problem is that the cache seems to be growing nearly as fast as it's possible to remove files and directories from the cache filesystem! The cache partition is an ext3 filesystem (100GB, "-t news") on an iSCSI storage. The Apache server (which acts as a caching proxy) is a VM. The disk_cache is configured with CacheDirLevels=2 and CacheDirLength=1, and includes variants. A typical file path is "/htcache/B/x/i_iGfmmHhxJRheg8NHcQ.header.vary/A/W/oGX3MAV3q0bWl30YmA_A.header". When I try to call htcacheclean to tame the cache (non-daemon mode, "htcacheclean-t -p/htcache -l15G"), IOwait is going through the roof for several hours. Without any visible action. Only after hours, htcacheclean starts to delete files from the cache partition, which takes a couple more hours. (A similar problem was brought up in the Apache mailing list in 2009, without a solution: http://www.mail-archive.com/[email protected]/msg42683.html) The high IOwait leads to problems with the stability of the web server (the bridge to the Tomcat backend server sometimes stalls). I came up with my own prune script, which removes files and directories from random subdirectories of the cache. Only to find that the deletion rate of the script is just slightly higher than the cache growth rate. The script takes ~10 seconds to read the a subdirectory (e.g. /htcache/B/x) and frees some 5 MB of disk space. In this 10 seconds, the cache has grown by another 2 MB. As with htcacheclean, IOwait goes up to 25% when running the prune script continuously. Any idea? Is this a problem specific to the (rather slow) iSCSI storage? Should I choose a different file system for a huge disk_cache? ext2? ext4? Are there any kernel parameter optimizations for this kind of scenario? (I already tried the deadline scheduler and a smaller read_ahead_kb, without effect).

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  • Program to scale any OpenGL/DirectX window 2x larger?

    - by Neeb
    I would like to run some game on windowed mode, but its hard to see the game when my desktop resolution is huge. One solution could be to change my desktop resolution every time i play the game. But the bad thing is that my screen automatically smoothes the pixels when im using non-native resolutions, and the blurred pixels really makes it ugly and hard to look at. Is there some program to double the pixel size of any opengl/directx window without smoothing the pixels? I've tried multiple magnifying glass programs, but they all seem to make it blurred...

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  • Is make -j distcc possible to scale over 5 times?

    - by holmes
    Since distcc cannot keep states and just possible to send jobs and headers and let those servers to use only the data just sent and preprocess and compile, I think the lastest distcc has problem in scalability. In my local build environment which has appx. 10,000 c/c++ files to build, I could only make 2 times faster than not using distcc (but using make -j) when having 20 build servers. What do you think is the problem? If anyone has achieved scalability more than 10 - 20 times using make -j and distcc, please let me know. The following product claims that it is impossible to scale make -j and distcc faster than 5 times. http://www.electric-cloud.com/products/electricaccelerator.php I think this can be improved by: Letting the distccd server to maintain sessions Tied to those sessions, they will cache their own header directories Preprocess will be done demand base from the distccd server This will be done through a LD_PRELOADed library libdistcc.so which will replace stat/open syscalls and fetches the header files over network. ... Has anyone done this kind of thing?

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  • What is the right way to scale a Flex application up to fullscreen?

    - by Impirator
    Fullscreen mode and I have been battling for a while in this Flex application, and I'm coming up short on Google results to end my woes. I have no problem going into fullscreen mode by doing a Application.application.stage.displayState = StageDisplayState.FULL_SCREEN;, but the rest of the content just sits there in the top, left corner at it's original size. All right, says I, I'll just do a stage.scaleMode = StageScaleMode.SHOW_ALL and make it figure out how to pull this off. And it looks like it does. Except that when you mouse over the individual checkboxes and buttons and various components, they all fidget slightly. Just a slight jump up or down as they resize...on mouse over. Well, this is frustrating, but bearable. I can always just invoke invalidateSize() explicitly for all of them. But for the comboboxes. The ones at the bottom have their menus go off the bottom of the screen, and when I pop out of fullscreen mode, their drop downs cut off half way. I have no idea how to fix that. Can someone step in here, and put me out of my misery? What is the right way to scale a Flex application up to fullscreen? var button:Button = button_fullscreen; try { if(stage.displayState == StageDisplayState.FULL_SCREEN) { Application.application.stage.displayState = StageDisplayState.NORMAL; button.label = "View Fullscreen Mode"; stage.scaleMode = StageScaleMode.NO_SCALE; } else { Application.application.stage.displayState = StageDisplayState.FULL_SCREEN; button.label = "Exit Fullscreen Mode"; stage.scaleMode = StageScaleMode.SHOW_ALL; } invalidateSizes(); // Calls invalidateSize() explicitly on several components. } catch(error:SecurityError) { Alert.show("The security settings of your computer prevent this from being displayed in fullscreen.","Error: "+error.name+" #"+error.errorID); } catch(error:Error) { Alert.show(error.message,error.name+" #"+error.errorID); }

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  • Would this method work to scale out SQL queries?

    - by David
    I have a database containing a single huge table. At the moment a query can take anything from 10 to 20 minutes and I need that to go down to 10 seconds. I have spent months trying different products like GridSQL. GridSQL works fine, but is using its own parser which does not have all the needed features. I have also optimized my database in various ways without getting the speedup I need. I have a theory on how one could scale out queries, meaning that I utilize several nodes to run a single query in parallel. The idea is to take an incoming SQL query and simply run it exactly like it is on all the nodes. When the results are returned to a coordinator node, the same query is run on the union of the resultsets. I realize that an aggregate function like average need to be rewritten into a count and sum to the nodes and that the coordinator divides the sum of the sums with the sum of the counts to get the average. What kinds of problems could not easily be solved using this model. I believe one issue would be the count distinct function. Edit: I am getting so many nice suggestions, but none have addressed the method.

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  • Announcing: Great Improvements to Windows Azure Web Sites

    - by ScottGu
    I’m excited to announce some great improvements to the Windows Azure Web Sites capability we first introduced earlier this summer.  Today’s improvements include: a new low-cost shared mode scaling option, support for custom domains with shared and reserved mode web-sites using both CNAME and A-Records (the later enabling naked domains), continuous deployment support using both CodePlex and GitHub, and FastCGI extensibility.  All of these improvements are now live in production and available to start using immediately. New “Shared” Scaling Tier Windows Azure allows you to deploy and host up to 10 web-sites in a free, shared/multi-tenant hosting environment. You can start out developing and testing web sites at no cost using this free shared mode, and it supports the ability to run web sites that serve up to 165MB/day of content (5GB/month).  All of the capabilities we introduced in June with this free tier remain the same with today’s update. Starting with today’s release, you can now elastically scale up your web-site beyond this capability using a new low-cost “shared” option (which we are introducing today) as well as using a “reserved instance” option (which we’ve supported since June).  Scaling to either of these modes is easy.  Simply click on the “scale” tab of your web-site within the Windows Azure Portal, choose the scaling option you want to use with it, and then click the “save” button.  Changes take only seconds to apply and do not require any code to be changed, nor the app to be redeployed: Below are some more details on the new “shared” option, as well as the existing “reserved” option: Shared Mode With today’s release we are introducing a new low-cost “shared” scaling mode for Windows Azure Web Sites.  A web-site running in shared mode is deployed in a shared/multi-tenant hosting environment.  Unlike the free tier, though, a web-site in shared mode has no quotas/upper-limit around the amount of bandwidth it can serve.  The first 5 GB/month of bandwidth you serve with a shared web-site is free, and then you pay the standard “pay as you go” Windows Azure outbound bandwidth rate for outbound bandwidth above 5 GB. A web-site running in shared mode also now supports the ability to map multiple custom DNS domain names, using both CNAMEs and A-records, to it.  The new A-record support we are introducing with today’s release provides the ability for you to support “naked domains” with your web-sites (e.g. http://microsoft.com in addition to http://www.microsoft.com).  We will also in the future enable SNI based SSL as a built-in feature with shared mode web-sites (this functionality isn’t supported with today’s release – but will be coming later this year to both the shared and reserved tiers). You pay for a shared mode web-site using the standard “pay as you go” model that we support with other features of Windows Azure (meaning no up-front costs, and you pay only for the hours that the feature is enabled).  A web-site running in shared mode costs only 1.3 cents/hr during the preview (so on average $9.36/month). Reserved Instance Mode In addition to running sites in shared mode, we also support scaling them to run within a reserved instance mode.  When running in reserved instance mode your sites are guaranteed to run isolated within your own Small, Medium or Large VM (meaning no other customers run within it).  You can run any number of web-sites within a VM, and there are no quotas on CPU or memory limits. You can run your sites using either a single reserved instance VM, or scale up to have multiple instances of them (e.g. 2 medium sized VMs, etc).  Scaling up or down is easy – just select the “reserved” instance VM within the “scale” tab of the Windows Azure Portal, choose the VM size you want, the number of instances of it you want to run, and then click save.  Changes take effect in seconds: Unlike shared mode, there is no per-site cost when running in reserved mode.  Instead you pay only for the reserved instance VMs you use – and you can run any number of web-sites you want within them at no extra cost (e.g. you could run a single site within a reserved instance VM or 100 web-sites within it for the same cost).  Reserved instance VMs start at 8 cents/hr for a small reserved VM.  Elastic Scale-up/down Windows Azure Web Sites allows you to scale-up or down your capacity within seconds.  This allows you to deploy a site using the shared mode option to begin with, and then dynamically scale up to the reserved mode option only when you need to – without you having to change any code or redeploy your application. If your site traffic starts to drop off, you can scale back down the number of reserved instances you are using, or scale down to the shared mode tier – all within seconds and without having to change code, redeploy, or adjust DNS mappings.  You can also use the “Dashboard” view within the Windows Azure Portal to easily monitor your site’s load in real-time (it shows not only requests/sec and bandwidth but also stats like CPU and memory usage). Because of Windows Azure’s “pay as you go” pricing model, you only pay for the compute capacity you use in a given hour.  So if your site is running most of the month in shared mode (at 1.3 cents/hr), but there is a weekend when it gets really popular and you decide to scale it up into reserved mode to have it run in your own dedicated VM (at 8 cents/hr), you only have to pay the additional pennies/hr for the hours it is running in the reserved mode.  There is no upfront cost you need to pay to enable this, and once you scale back down to shared mode you return to the 1.3 cents/hr rate.  This makes it super flexible and cost effective. Improved Custom Domain Support Web sites running in either “shared” or “reserved” mode support the ability to associate custom host names to them (e.g. www.mysitename.com).  You can associate multiple custom domains to each Windows Azure Web Site.  With today’s release we are introducing support for A-Records (a big ask by many users). With the A-Record support, you can now associate ‘naked’ domains to your Windows Azure Web Sites – meaning instead of having to use www.mysitename.com you can instead just have mysitename.com (with no sub-name prefix).  Because you can map multiple domains to a single site, you can optionally enable both a www and naked domain for a site (and then use a URL rewrite rule/redirect to avoid SEO problems). We’ve also enhanced the UI for managing custom domains within the Windows Azure Portal as part of today’s release.  Clicking the “Manage Domains” button in the tray at the bottom of the portal now brings up custom UI that makes it easy to manage/configure them: As part of this update we’ve also made it significantly smoother/easier to validate ownership of custom domains, and made it easier to switch existing sites/domains to Windows Azure Web Sites with no downtime. Continuous Deployment Support with Git and CodePlex or GitHub One of the more popular features we released earlier this summer was support for publishing web sites directly to Windows Azure using source control systems like TFS and Git.  This provides a really powerful way to manage your application deployments using source control.  It is really easy to enable this from a website’s dashboard page: The TFS option we shipped earlier this summer provides a very rich continuous deployment solution that enables you to automate builds and run unit tests every time you check in your web-site, and then if they are successful automatically publish to Azure. With today’s release we are expanding our Git support to also enable continuous deployment scenarios and integrate with projects hosted on CodePlex and GitHub.  This support is enabled with all web-sites (including those using the “free” scaling mode). Starting today, when you choose the “Set up Git publishing” link on a website’s “Dashboard” page you’ll see two additional options show up when Git based publishing is enabled for the web-site: You can click on either the “Deploy from my CodePlex project” link or “Deploy from my GitHub project” link to walkthrough a simple workflow to configure a connection between your website and a source repository you host on CodePlex or GitHub.  Once this connection is established, CodePlex or GitHub will automatically notify Windows Azure every time a checkin occurs.  This will then cause Windows Azure to pull the source and compile/deploy the new version of your app automatically.  The below two videos walkthrough how easy this is to enable this workflow and deploy both an initial app and then make a change to it: Enabling Continuous Deployment with Windows Azure Websites and CodePlex (2 minutes) Enabling Continuous Deployment with Windows Azure Websites and GitHub (2 minutes) This approach enables a really clean continuous deployment workflow, and makes it much easier to support a team development environment using Git: Note: today’s release supports establishing connections with public GitHub/CodePlex repositories.  Support for private repositories will be enabled in a few weeks. Support for multiple branches Previously, we only supported deploying from the git ‘master’ branch.  Often, though, developers want to deploy from alternate branches (e.g. a staging or future branch). This is now a supported scenario – both with standalone git based projects, as well as ones linked to CodePlex or GitHub.  This enables a variety of useful scenarios.  For example, you can now have two web-sites - a “live” and “staging” version – both linked to the same repository on CodePlex or GitHub.  You can configure one of the web-sites to always pull whatever is in the master branch, and the other to pull what is in the staging branch.  This enables a really clean way to enable final testing of your site before it goes live. This 1 minute video demonstrates how to configure which branch to use with a web-site. Summary The above features are all now live in production and available to use immediately.  If you don’t already have a Windows Azure account, you can sign-up for a free trial and start using them today.  Visit the Windows Azure Developer Center to learn more about how to build apps with it. We’ll have even more new features and enhancements coming in the weeks ahead – including support for the recent Windows Server 2012 and .NET 4.5 releases (we will enable new web and worker role images with Windows Server 2012 and .NET 4.5 next month).  Keep an eye out on my blog for details as these new features become available. Hope this helps, Scott P.S. In addition to blogging, I am also now using Twitter for quick updates and to share links. Follow me at: twitter.com/scottgu

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  • DPI Scaling in Windows 8.1 via command line

    - by Vulcan
    I'd like to create a keyboard shortcut to quickly and easily change the DPI scale on my machine. In Windows 8.1, the desktop display DPI scale can be set via the control panel (pictured below), taking effect immediately. Alternatively, the scale can be set manually in the registry, but doing so requires that the user sign in and out or restart the machine in order to take effect (and only works to imitate the "one scaling level for all my displays" option). How can I set the DPI scale via the command line, or otherwise programmatically?

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  • How can a cloud be created from virtualization or how is it different from virtualization?

    - by Echelon
    I have heard that virtualization is the basis of Cloud,so If i have a machine with xen as virtualizing environment and many vms running on it,then can that be called as a cloud. Is it true that vms that scale based on load and memory is called cloud and vms that do not scale is called as just virtualization! How can a vm scale??Based on my understanding for xen once we fix cpu and ram,it cant go beyond that (am aware of Dynamic memory Management) so how it really scale?.Can any one please clarify this

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  • image scaling with C

    - by sa125
    Hi - I'm trying to read an image file and scale it by multiplying each byte by a scale its pixel levels by some absolute factor. I'm not sure I'm doing it right, though - void scale_file(char *infile, char *outfile, float scale) { // open files for reading FILE *infile_p = fopen(infile, 'r'); FILE *outfile_p = fopen(outfile, 'w'); // init data holders char *data; char *scaled_data; // read each byte, scale and write back while ( fread(&data, 1, 1, infile_p) != EOF ) { *scaled_data = (*data) * scale; fwrite(&scaled_data, 1, 1, outfile); } // close files fclose(infile_p); fclose(outfile_p); } What gets me is how to do each byte multiplication (scale is 0-1.0 float) - I'm pretty sure I'm either reading it wrong or missing something big. Also, data is assumed to be unsigned (0-255). Please don't judge my poor code :) thanks

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  • Transform.Translation problem on rotation

    - by eco_bach
    I am using the following to scale and reposition a UIView layer when the device rotates to landscape. [containerView.layer setValue:[NSNumber numberWithFloat: 0] forKeyPath: @"transform.translation.x"]; [containerView.layer setValue:[NSNumber numberWithFloat: 0] forKeyPath: @"transform.translation.y"]; [containerView.layer setValue:[NSNumber numberWithFloat: 1] forKeyPath: @"transform.scale.x"]; //[NSNumber numberWithInt:1] [containerView.layer setValue:[NSNumber numberWithFloat: 1] forKeyPath: @"transform.scale.y"]; and then the folowing when rotating back to portrait [containerView.layer setValue:[NSNumber numberWithFloat: -75] forKeyPath: @"transform.translation.x"]; [containerView.layer setValue:[NSNumber numberWithFloat: 0] forKeyPath: @"transform.translation.y"]; [containerView.layer setValue:[NSNumber numberWithFloat: .7] forKeyPath: @"transform.scale.x"]; //[NSNumber numberWithInt:1] [containerView.layer setValue:[NSNumber numberWithFloat: .7] forKeyPath: @"transform.scale.y"]; The problem is that after rotaing back to portrait, the layer is 'travelling' ie the x,y offset are gradually changing(increasing x, decreasing y). Scale seems fine (ie doesn't increment, decrement on repeated rotations) Can anyone suggest a proper solution?

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  • Box 2d basic questions

    - by philipp
    I am a bit new to box2d and I am developing an game with type and letters. I am using an svg font and generate the box2d bodies direct from the glyphs path definition, using the convex hull of them. I also have an decomposition routine the decomposes this hull if necessary. All this it is more or less working, except that I got some strange errors which definitely are caused by the scale factors. The problem is caused by two factors: first: the world scale of box2d, second: the the precision of curve-approximation of the glyph vectors. So through scaling down the input vertices for box2d, it happens that they become equal caused by numerical precision, what causes errors in box2d. Through scaling the my glyphs a bit up, this goes away. I also goes away if I chose a different world scale factor, but this slows down the whole animation quite much! So if my view port is about 990px * 600px and i want to animate Glyphs in box2d which should have a size from about 50px * 50px up to 300px * 300px, which scale factor of the b2world should i choose? How small should the smallest distance from on vertex to another be, while approximating the glyph vectors? Thanks for help greetings philipp EDIT:: I continued reading the docs of box2d and after rethinking of the units system, which is designed to handle object from 0.1 up to 10 meters, I calculated a scale factor of 75. So Objects 600px width will are 8 meters wide in box2d and even small objects of about 20px width will become 0.26 meters width in box2d. I will go on trying with this values, but if there is somebody out there who could give me a clever advice i would be happy!

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  • SQL SERVER – Weekend Project – Experimenting with ACID Transactions, SQL Compliant, Elastically Scalable Database

    - by pinaldave
    Database technology is huge and big world. I like to explore always beyond what I know and share the learning. Weekend is the best time when I sit around download random software on my machine which I like to call as a lab machine (it is a pretty old laptop, hardly a quality as lab machine) and experiment it. There are so many free betas available for download that it’s hard to keep track and even harder to find the time to play with very many of them.  This blog is about one you shouldn’t miss if you are interested in the learning various relational databases. NuoDB just released their Beta 7.  I had already downloaded their Beta 6 and yesterday did the same for 7.   My impression is that they are onto something very very interesting.  In fact, it might be something really promising in terms of database elasticity, scale and operational cost reduction. The folks at NuoDB say they are working on the world’s first “emergent” database which they tout as a brand new transitional database that is intended to dramatically change what’s possible with OLTP.  It is SQL compliant, guarantees ACID transactions, yet scales elastically on heterogeneous and decentralized cloud-based resources. Interesting note for sure, making me explore more. Based on what I’ve seen so far, they are solving the architectural challenge that exists between elastic, cloud-based compute infrastructures designed to scale out in response to workload requirements versus the traditional relational database management system’s architecture of central control. Here’s my experience with the NuoDB Beta 6 so far: First they pretty much threw away all the features you’d associate with existing RDBMS architectures except the SQL and ACID transactions which they were smart to keep.  It looks like they have incorporated a number of the big ideas from various algorithms, systems and techniques to achieve maximum DB scalability. From a user’s perspective, the NuoDB Beta software behaves like any other traditional SQL database and seems to offer all the benefits users have come to expect from standards-based SQL solutions. One of the interesting feature is that one can run a transactional node and a storage node on my Windows laptop as well on other platforms – indeed interesting for sure. It’s quite amazing to see a database elastically scale across machine boundaries. So, one of the basic NuoDB concepts is that as you need to scale out, you can easily use more inexpensive hardware when/where you need it.  This is unlike what we have traditionally done to scale a database for an application – we replace the hardware with something more powerful (faster CPU and Disks). This is where I started to feel like NuoDB is on to something that has the potential to elastically scale on commodity hardware while reducing operational expense for a big OLTP database to a degree we’ve never seen before. NuoDB is able to fully leverage the cloud in an asynchronous and highly decentralized manner – while providing both SQL compliance and ACID transactions. Basically what NuoDB is doing is so new that it is all hard to believe until you’ve experienced it in action.  I will keep you up to date as I test the NuoDB Beta 7 but if you are developing a web-scale application or have an on-premise app you are thinking of moving to the cloud, testing this beta is worth your time. If you do try it, let me know what you think.  Before I say anything more, I am going to do more experiments and more test on this product and compare it with other existing similar products. For me it was a weekend worth spent on learning something new. I encourage you to download Beta 7 version and share your opinions here. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Documentation, SQL Download, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • The new Auto Scaling Service in Windows Azure

    - by shiju
    One of the key features of the Cloud is the on-demand scalability, which lets the cloud application developers to scale up or scale down the number of compute resources hosted on the Cloud. Auto Scaling provides the capability to dynamically scale up and scale down your compute resources based on user-defined policies, Key Performance Indicators (KPI), health status checks, and schedules, without any manual intervention. Auto Scaling is an important feature to consider when designing and architecting cloud based solutions, which can unleash the real power of Cloud to the apps for providing truly on-demand scalability and can also guard the organizational budget for cloud based application deployment. In the past, you have had to leverage the the Microsoft Enterprise Library Autoscaling Application Block (WASABi) or a services like  MetricsHub for implementing Automatic Scaling for your cloud apps hosted on the Windows Azure. The WASABi required to host your auto scaling block in a Windows Azure Worker Role for effectively implementing the auto scaling behaviour to your Windows Azure apps. The newly announced Auto Scaling service in Windows Azure lets you add automatic scaling capability to your Windows Azure Compute Services such as Cloud Services, Web Sites and Virtual Machine. Unlike WASABi hosted on a Worker Role, you don’t need to host any monitoring service for using the new Auto Scaling service and the Auto Scaling service will be available to individual Windows Azure Compute Services as part of the Scaling. Configure Auto Scaling for a Windows Azure Cloud Service Currently the Auto Scaling service supports Cloud Services, Web Sites and Virtual Machine. In this demo, I will be used a Cloud Services app with a Web Role and a Worker Role. To enable the Auto Scaling, select t your Windows Azure app in the Windows Azure management portal, and choose “SCLALE” tab. The Scale tab will show the all information regards with Auto Scaling. The below image shows that we have currently disabled the AutoScale service. To enable Auto Scaling, you need to choose either CPU or QUEUE. The QUEUE option is not available for Web Sites. The image below demonstrates how to configure Auto Scaling for a Web Role based on the utilization of CPU. We have configured the web role app for running with 1 to 5 Virtual Machine instances based on the CPU utilization with a range of 50 to 80%. If the aggregate utilization is becoming above above 80%, it will scale up instances and it will scale down instances when utilization is becoming below 50%. The image below demonstrates how to configure Auto Scaling for a Worker Role app based on the messages added into the Windows Azure storage Queue. We configured the worker role app for running with 1 to 3 Virtual Machine instances based on the Queue messages added into the Windows Azure storage Queue. Here we have specified the number of messages target per machine is 2000. The image below shows the summary of the Auto Scaling for the Cloud Service after configuring auto scaling service. Summary Auto Scaling is an extremely important behaviour of the Cloud applications for providing on-demand scalability without any manual intervention. Windows Azure provides greater support for enabling Auto Scaling for the apps deployed on the Windows Azure cloud platform. The new Auto Scaling service in Windows Azure lets you add automatic scaling capability to your Windows Azure Compute Services such as Cloud Services, Web Sites and Virtual Machine. In the new Auto Scaling service, you don’t have to host any monitor service like you have had in WASABi block. The Auto Scaling service is an excellent alternative to the manually hosting WASABi block in a Worker Role app.

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  • How do I consistently re-size my game window and elements?

    - by Milo
    In my 2D game, I have a flow layout. Inside the flow layout are tables. I have a slider that lets the user make the tables larger or smaller. This makes the background larger or smaller too. Everything should scale proportionally which means the background should stay at the same position when I make things larger, and it almost does. When the scrollbar is at 0, it does exactly this. As the scrollbar gets further down problems arise. I'll toggle the slider maybe 3 times and on the fourth time, the background jumps a little lower on the Y axis. In order to be efficient, I only start rendering the background near the parent of the flow layout. Here it is: void LobbyTableManager::renderBG( GraphicsContext* g, agui::Rectangle& absRect, agui::Rectangle& childRect ) { int cx, cy, cw, ch; g->getClippingRect(cx,cy,cw,ch); g->setClippingRect(absRect.getX(),absRect.getY(),absRect.getWidth(),absRect.getHeight()); float scale = 0.35f; int w = m_bgSprite->getWidth() * getTableScale() * scale; int h = m_bgSprite->getHeight() * getTableScale() * scale; int numX = ceil(absRect.getWidth() / (float)w) + 2; int numY = ceil(absRect.getHeight() / (float)h) + 2; float offsetX = m_activeTables[0]->getLocation().getX() - w; float offsetY = m_activeTables[0]->getLocation().getY() - h; int startY = childRect.getY(); if(moo) { std::cout << "S=" << startY << ","; } int numAttempts = 0; while(startY + h < absRect.getY() && numAttempts < 1000) { startY += h; if(moo) { std::cout << startY << ","; } numAttempts++; } if(moo) { std::cout << "\n"; moo = false; } g->holdDrawing(); for(int i = 0; i < numX; ++i) { for(int j = 0; j < numY; ++j) { g->drawScaledSprite(m_bgSprite,0,0,m_bgSprite->getWidth(),m_bgSprite->getHeight(), absRect.getX() + (i * w) + (offsetX),absRect.getY() + (j * h) + startY,w,h,0); } } g->unholdDrawing(); g->setClippingRect(cx,cy,cw,ch); } The numeric problem seems to be in the value of startY. I outputted startY figuring out its value: As you can see here, this is me only zooming in, pay attention to the final number before the next s=. You'll notice that, what should happen is, the numbers should be linear, ex: -40, -38, -36, -34, -32, -30, etc. As you'll notice, the start numbers linearly correlate ex: 62k, 64k, 66k, 68k, 70k etc.. but the end result is wrong every third or 4th time. Here is most of the resize code: void LobbyTableManager::setTableScale( float scale ) { scale += 0.3f; scale *= 2.0f; agui::Gui* gotGui = getGui(); float scrollRel = m_vScroll->getRelativeValue(); setScale(scale); rescaleTables(); resizeFlow(); if(gotGui) { gotGui->toggleWidgetLocationChanged(false); } updateScrollBars(); float newVal = scrollRel * m_vScroll->getMaxValue(); if((int)(newVal + 0.5f) > (int)newVal) { newVal++; } m_vScroll->setValue(newVal); static int x = 0; x++; moo = true; //std::cout << m_vScroll->getValue() << std::endl; if(gotGui) { gotGui->toggleWidgetLocationChanged(true); } if(gotGui) { gotGui->_widgetLocationChanged(); } } void LobbyTableManager::valueChanged( agui::VScrollBar* source,int val ) { if(getGui()) { getGui()->toggleWidgetLocationChanged(false); } m_flow->setLocation(0,-val); if(getGui()) { getGui()->toggleWidgetLocationChanged(true); getGui()->_widgetLocationChanged(); } }

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  • Sprite not rotating around its centre after Scaling at its centre

    - by asma.farhat
    If I scale a sprite at its centre, then try to rotate it around its centre as well, the rotation does not occur around its centre. If you need to rotate, for example a scaled ball,the way its working it is set the scale center at the top left (0,0) set the scale that you want, and then set the rotation center to the middle of the scaled sprite, and then apply the rotation modifier. blaBloBliSprite.setScaleCenter(0, 0); blaBloBliSprite.setScale(0.667f); blaBloBliSprite.setPosition(557, CAMERA_HEIGHT / 2 - blaBloBliSprite.getHeightScaled() / 2); blaBloBliSprite.setRotationCenter(blaBloBliSprite.getWidthScaled() / 2, blaBloBliSprite.getHeightScaled() / 2); But I want to scale a sprite at its centre as well. Is there any way of doing it?

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  • Why is my Simplex Noise appearing in four columns?

    - by Joe the Person
    I'm trying to make a Texture out of Simplex noise, but it keeps appearing like this regardless of how big or small scale is: The following code is used to produce the image's color date: private Color[,] GetSimplex() { Color[,] colors = new Color[800, 600]; float scale = colors.GetLength(0); for (int x = 0; x < 800; x++) { for (int y = 0; y < 600; y++) { byte noise = (byte)(Noise.Generate(x / scale, y / scale) * 255); colors[x, y] = new Color(noise, noise, noise); } } return colors; }

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  • box2d resize bodies arround point

    - by philipp
    I have a compound object, consisting of a b2Body, vector-graphics and a list polygons which describe the b2body's shapes. This object has its own transformation matrix to centralize the storage of transformations. So far everything is working quiet fine, even scaling works, but not if i scale around a point. In the initialization phase of the object it is scaled around a point. This happens in this order: transform the main matrix transform the vector graphics and the polygons recreate the b2Body After this function ran, the shapes and all the graphics are exactly where they should be, BUT: after the first steps of the b2World the graphical stuff moves away from the body. When I ran the debugger I found out that the position of the body is 0/0 the red dot shows the center of scaling. the first image shows the basic setup and the second the final position of the graphics. This distance stays constant for the rest of the simulation. If I set the position via myBody.SetPosition( sx, sy ); the whole scenario just plays a bit more distant for the origin. Any Idea how to fix this? EDIT:: I came deeper down to the problem and it lies in the fact that i must not scale the transform matrix for the b2body shapes around the center, but set the b2body's position back to the point after scaling. But how can I calculate that point? EDIT 2 :: I came ever deeper down to it, even solved it, but this is a slow solution and i hope that there is somebody who understands what formula I need. assuming to have a set polygons relative to an origin as basis shapes for a b2body: scaling the whole object around a certain point is done in the following steps: i scale everything around the center except the polygons i create a clone of the polygons matrix i scale this clone around the point i calculate dx, dy as difference of clone.tx - original.tx and clone.ty - original.ty i scale the original polygon matrix NOT around the point i recreate the body i create the fixture i set the position of the body to dx and dy done! So what i an interested in is a formula for dx and dy without cloning matrices, scaling the clone around a point, getting dx and dy and finally scale the vertex matrix.

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  • how to retain the animated position in opengl es 2.0

    - by Arun AC
    I am doing frame based animation for 300 frames in opengl es 2.0 I want a rectangle to translate by +200 pixels in X axis and also scaled up by double (2 units) in the first 100 frames Then, the animated rectangle has to stay there for the next 100 frames. Then, I want the same animated rectangle to translate by +200 pixels in X axis and also scaled down by half (0.5 units) in the last 100 frames. I am using simple linear interpolation to calculate the delta-animation value for each frame. Pseudo code: The below drawFrame() is executed for 300 times (300 frames) in a loop. float RectMVMatrix[4][4] = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }; // identity matrix int totalframes = 300; float translate-delta; // interpolated translation value for each frame float scale-delta; // interpolated scale value for each frame // The usual code for draw is: void drawFrame(int iCurrentFrame) { // mySetIdentity(RectMVMatrix); // comment this line to retain the animated position. mytranslate(RectMVMatrix, translate-delta, X_AXIS); // to translate the mv matrix in x axis by translate-delta value myscale(RectMVMatrix, scale-delta); // to scale the mv matrix by scale-delta value ... // opengl calls glDrawArrays(...); eglswapbuffers(...); } The above code will work fine for first 100 frames. in order to retain the animated rectangle during the frames 101 to 200, i removed the "mySetIdentity(RectMVMatrix);" in the above drawFrame(). Now on entering the drawFrame() for the 2nd frame, the RectMVMatrix will have the animated value of first frame e.g. RectMVMatrix[4][4] = { 1.01, 0, 0, 2, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 };// 2 pixels translation and 1.01 units scaling after first frame This RectMVMatrix is used for mytranslate() in 2nd frame. The translate function will affect the value of "RectMVMatrix[0][0]". Thus translation affects the scaling values also. Eventually output is getting wrong. How to retain the animated position without affecting the current ModelView matrix? =========================================== I got the solution... Thanks to Sergio. I created separate matrices for translation and scaling. e.g.CurrentTranslateMatrix[4][4], CurrentScaleMatrix[4][4]. Then for every frame, I reset 'CurrentTranslateMatrix' to identity and call mytranslate( CurrentTranslateMatrix, translate-delta, X_AXIS) function. I reset 'CurrentScaleMatrix' to identity and call myscale(CurrentScaleMatrix, scale-delta) function. Then, I multiplied these 'CurrentTranslateMatrix' and 'CurrentScaleMatrix' to get the final 'RectMVMatrix' Matrix for the frame. Pseudo Code: float RectMVMatrix[4][4] = {0}; float CurrentTranslateMatrix[4][4] = {0}; float CurrentScaleMatrix[4][4] = {0}; int iTotalFrames = 300; int iAnimationFrames = 100; int iTranslate_X = 200.0f; // in pixels float fScale_X = 2.0f; float scaleDelta; float translateDelta_X; void DrawRect(int iTotalFrames) { mySetIdentity(RectMVMatrix); for (int i = 0; i< iTotalFrames; i++) { DrawFrame(int iCurrentFrame); } } void getInterpolatedValue(int iStartFrame, int iEndFrame, int iTotalFrame, int iCurrentFrame, float *scaleDelta, float *translateDelta_X) { float fDelta = float ( (iCurrentFrame - iStartFrame) / (iEndFrame - iStartFrame)) float fStartX = 0.0f; float fEndX = ConvertPixelsToOpenGLUnit(iTranslate_X); *translateDelta_X = fStartX + fDelta * (fEndX - fStartX); float fStartScaleX = 1.0f; float fEndScaleX = fScale_X; *scaleDelta = fStartScaleX + fDelta * (fEndScaleX - fStartScaleX); } void DrawFrame(int iCurrentFrame) { getInterpolatedValue(0, iAnimationFrames, iTotalFrames, iCurrentFrame, &scaleDelta, &translateDelta_X) mySetIdentity(CurrentTranslateMatrix); myTranslate(RectMVMatrix, translateDelta_X, X_AXIS); // to translate the mv matrix in x axis by translate-delta value mySetIdentity(CurrentScaleMatrix); myScale(RectMVMatrix, scaleDelta); // to scale the mv matrix by scale-delta value myMultiplyMatrix(RectMVMatrix, CurrentTranslateMatrix, CurrentScaleMatrix);// RectMVMatrix = CurrentTranslateMatrix*CurrentScaleMatrix; ... // opengl calls glDrawArrays(...); eglswapbuffers(...); } I maintained this 'RectMVMatrix' value, if there is no animation for the current frame (e.g. 101th frame onwards). Thanks, Arun AC

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  • Numbers not adding up? (What am I not understanding here?) [closed]

    - by Milo
    I have the following output: Short version: The last numbers on the S= lines increase by H and SHOULD theoretically be linearly decreasing, ex: -285,-290,-295...but the fourth one jumps to -252. Yet, every other number is linearly increasing. Why is that and how could I fix that? To explain the numbers, it comes from slider value changed. I have a slider whose value is used to generate the float on the next line. Everything should be growing linearly here. This value is used to determine the size of a flow layout and it is also used in conjunction with a scrollbar. But basically I have a background for the flow layout and that number is the start location for rendering it. The numbers should linearly change to create a smooth transition but when that one jumps, it looks weird on screen and I dont understand why the numbers are jumping every X slider value changes. Mathematically what could be causing this? Here is the code for rendering the background and the function that is called when value changes: void LobbyTableManager::renderBG( GraphicsContext* g, agui::Rectangle& absRect, agui::Rectangle& childRect ) { float scale = 0.35f; int w = m_bgSprite->getWidth() * getTableScale() * scale; int h = m_bgSprite->getHeight() * getTableScale() * scale; int numX = ceil(absRect.getWidth() / (float)w) + 2; int numY = ceil(absRect.getHeight() / (float)h) + 2; int startY = childRect.getY(); int numAttempts = 0; while(startY + h < absRect.getY() && numAttempts < 1000) { startY += h; if(moo) { std::cout << startY << ","; } numAttempts++; } g->holdDrawing(); for(int i = 0; i < numX; ++i) { for(int j = 0; j < numY; ++j) { g->drawScaledSprite(m_bgSprite,0,0,m_bgSprite->getWidth(),m_bgSprite->getHeight(), absRect.getX() + (i * w) + (offsetX),absRect.getY() + (j * h) + startY,w,h,0); } } g->unholdDrawing(); g->setClippingRect(cx,cy,cw,ch); } void LobbyTableManager::setTableScale( float scale ) { scale += 0.3f; scale *= 2.0f; float scrollRel = m_vScroll->getRelativeValue(); setScale(scale); rescaleTables(); resizeFlow(); updateScrollBars(); float newVal = scrollRel * m_vScroll->getMaxValue(); m_vScroll->setValue(newVal); } void LobbyTableManager::valueChanged( agui::VScrollBar* source,int val ) { m_flow->setLocation(0,-val); } Any insight on mathematically why the anomaly might happen every Nth time would be helpful. I just dont understand why if every number linearly increates it jumps from -295 to -252! Thanks

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  • Class or Dictionary

    - by user2038134
    I want to create a immutable Scale class in C#. public sealed class Scale { string _Name; string _Description; SomeOrderedCollection _ScaleValueDefinitions; Unit _Unit // properties .... // methods ContainsValue(double value) .... // constructors // all parameters except scalevaluedefinitions are optional // for a Scale to be useful atleast 1 ScaleValueDefinition should exist public Scale(string name, string description, SomeOrderedCollection scaleValueDefinitions, unit) { /* initialize */} } so first a ScaleValueDefinition should be represented by to values: Value (double) Definition (string) these values are known before the Scale class is created and should be unique. so what is the best approach. create a immutable class ScaleValueDefinition with value and definition as properties and use it in a list. use a dictionary. use another way i didn't think of... and how to implement it. for option 1. i can use params ScaleValueDefinition[] ValueDefinitions in the constructor, but how to do it for the other options? and as last at what amount of value's (properties) should i choose one option over the other?

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  • Rails: include index with fields_for form helper

    - by Patrick Oscity
    i'm trying to build two models from one form by using the fields_for method. my code looks like this: <% for scale in @event.scales %> <% f.fields_for "scale[]", scale do |scale_form| %> <p> Scale<br /> <%= scale_form.label :name %> <%= scale_form.text_field :name %> <%= scale_form.label :price %> <%= scale_form.text_field :price %> </p> <% end %> <% end %> but unfortunately the output html is missing the id's of the scales: <p> Scale<br /> <label for="event_scale__name">Name</label> <input id="event_scale__name" name="event[scale][][name]" size="30" type="text" /> <label for="event_scale__price">Price</label> <input id="event_scale__price" name="event[scale][][price]" size="30" type="text" /> </p> ... here's the corresponding controller and model: class EventsController < ApplicationController ... def new @event = Event.new @providers = Provider.find(:all, :order => :name) 3.times { @event.scales.build } respond_to do |format| format.html end end ... end class Event < ActiveRecord::Base has_many :scales ... end what am i doing wrong?

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  • How would you update 100+ variables if something is changed in a different class?

    - by N. Lucas
    I have a class Grid which produces a graph paper like grid on in the drawing area. I then have 5 other classes for different shapes to draw with; Line, Polygon, Ellipse, Curve, Arc Now, these 5 classes use an instance of Grid because Grid has a resolution and a scale. Inside Grid I have: public function set resolution(x:Number):void { _gap = (modBy10(x) / 10); _scale = (modBy10(x) / (this.resolution * _scale)); draw(); } public function get resolution():Number { return (_gap * 10); } public function set scale(x:Number):void { _scale = (this.resolution / x); } public function get scale():Number { return _scale; } /**/ public function scaleLength(x:Number):Number { return (x * this.scale); } public function scaleLengthDown(x:Number):Number { return (x / this.scale); } public function scaleArea(x:Number):Number { return (x / Math.pow(this.scale, 2)); } I'm just lost for a solution on how to update every instance of my 5 drawing classes when Grid is changed. For instance, Polygon is made up of multiple instances of Line, Line(length, angle) where "length" is in either in, ft, cm, or m. If the user wishes to change the scale from say 10ft per 100px resolution.. Is there an easier way than re-drawing every Line inside Polygon?

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  • How can I scale the height of a UITextView to fit a changing amount of text?

    - by Tony
    I created a nib for a specific view I have. The view has a text field that may change height depending on the amount of text in the view's "represented object". For example, a blog post screen would have to handle different amounts of text as blog posts are not the same length and you obviously only want one nib to represent all blog posts. Here is a screen shot of my nib settings. Do you know what is wrong? I am pretty sure it is just staying at the height I give it. Thanks!

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