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  • Financial institutions build predictive models using Oracle R Enterprise to speed model deployment

    - by Mark Hornick
    See the Oracle press release, Financial Institutions Leverage Metadata Driven Modeling Capability Built on the Oracle R Enterprise Platform to Accelerate Model Deployment and Streamline Governance for a description where a "unified environment for analytics data management and model lifecycle management brings the power and flexibility of the open source R statistical platform, delivered via the in-database Oracle R Enterprise engine to support open standards compliance." Through its integration with Oracle R Enterprise, Oracle Financial Services Analytical Applications provides "productivity, management, and governance benefits to financial institutions, including the ability to: Centrally manage and control models in a single, enterprise model repository, allowing for consistent management and application of security and IT governance policies across enterprise assets Reuse models and rapidly integrate with applications by exposing models as services Accelerate development with seeded models and common modeling and statistical techniques available out-of-the-box Cut risk and speed model deployment by testing and tuning models with production data while working within a safe sandbox Support compliance with regulatory requirements by carrying out comprehensive stress testing, which captures the effects of adverse risk events that are not estimated by standard statistical and business models. This approach supplements the modeling process and supports compliance with the Pillar I and the Internal Capital Adequacy Assessment Process stress testing requirements of the Basel II Accord Improve performance by deploying and running models co-resident with data. Oracle R Enterprise engines run in database, virtually eliminating the need to move data to and from client machines, thereby reducing latency and improving security"

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  • Speed up ADF Mobile Deployment to Android with Keystore

    - by Shay Shmeltzer
    As you might have noticed from my latest ADF Mobile entries, I'm doing most of my ADF Mobile development on a windows machine and testing on an Android device. Unfortunately the Android/windows experience is not as fast as the iOS/Mac one. However, there is one thing I learned today that can make this a bit less painful in terms of the speed to deploy and test your application - and this is to use the "Release" mode when deploying your application instead of the "Debug" mode. To do this you'll first need to define a keystore, but as Joe from our Mobile team showed me today, this is quite easy. Here are the steps: Open a command line in your JDK bin directory (I just used the JDK that comes with the JDeveloper install). Issue the following command: keytool –genkey –v –keystore <Keystore Name>.keystore –alias <Alias Name> -keyalg RSA –keysize 2048 –validity 10000 Both keystore name and alias names are strings that you decide on. The keytool utility will then prompt you with various questions that you'll need to answer. Once this is done, the next step is to configure your JDeveloper preferences->ADF Mobile to add this keystore there under the release tab:  Then for your application specific deployment profile - switch the build mode from debug to release. The end result is a much smaller mobile application (for example from 60 to 21mb) and a much faster deployment cycle (for me it is about twice as fast as before).

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  • Client and Server game update speed

    - by user20686
    I am working on a simple two player networked asteroids game using XNA and the Lidgren networking library. For this set up I have a Lidgren server maintaining what I want to be the true state of the game, and the XNA game is the Lidgren client. The client sends key inputs to the server, and the server process the key inputs against game logic, sending back updates. (This seemed like a better idea then sending local positions to the server.) The client also processes the key inputs on its own, so as to not have any visible lag, and then interpolates between the local position and remote position. Based on what I have been reading this is the correct way to smooth out a networked game. The only thing I don’t get is what value to use as the time deltas. Currently every message the server sends it also sends a delta-time update with it, which is time between the last update. The client then saves this delta time to use for its local position updates, so they can be using roughly the same time deltas to calculate position updates. I know the XNA game update gets called 60 times a second, so I set my server to update the game state at the same speed. This will probably only work as long as the game is working on a fixed time step and will probably cause problems if I want to change that in the future. The server sends updates to clients on another thread, which runs at 10 updates per second to cut down on bandwidth. I do not see noticeable lag in movement and over time if no user input is received the local and remote positions converge on each other as they should. I am also not currently calculating for any latency as I am trying to go one step at a time. So my question is should the XNA client be using its current game time to update the local game state and not being using time deltas sent by the server? If I should be using the clients time delta between updates how do I keep it in-line with how fast the server is updating its game state?

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  • How to open textfile and write to it append-style with php?

    - by Chris_45
    How do you open a textfile and write to it with php appendstyle textFile.txt //caught these variables $var1 = $_POST['string1']; $var2 = $_POST['string2']; $var3 = $_POST['string3']; $handle = fopen("textFile.txt", "w"); fwrite = ("%s %s %s\n", $var1, $var2, $var3, handle);//not the way to append to textfile fclose($handle);

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  • Cannot write to Folder mounted with SSHFS

    - by JM at Work
    I just created a folder according to SSHFS (Ubuntu Docs) sudo apt-get install sshfs sudo gpasswd -a jm fuse sshfs -o idmap=user [email protected]:/path/to/folder folder Then I found that the folder is mounted, but I cannot write to it. The permissions seems fine http://pastie.org/1969299 But I even tried with chmod -R 777 ./folder Still no go UPDATE: It seems I can't write using NetBeans only. But it works with LeafPad for example

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  • Give write access to USB and Serial devices automatically

    - by Saeid87
    I am working with some USB and Serial micro-controllers. Everytime I plug a device I have to do the following command to give it write access, and also my password: sudo chmod 666 /dev/ttyUSB0 Can I set my Ubuntu to automatically give write access to pluged in devices? If not, how can I make a batch file that I can easily give the access to port I want for example if I run the following command it does the job: giveaccess -usb0

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  • Motivating yourself to actually write the code after you've designed something

    - by dpb
    Does it happen only to me or is this familiar to you too? It's like this: You have to create something; a module, a feature, an entire application... whatever. It is something interesting that you have never done before, it is challenging. So you start to think how you are going to do it. You draw some sketches. You write some prototypes to test your ideas. You are putting different pieces together to get the complete view. You finally end up with a design that you like, something that is simple, clear to everybody, easy maintainable... you name it. You covered every base, you thought of everything. You know that you are going to have this class and that file and that database schema. Configure this here, adapt this other thingy there etc. But now, after everything is settled, you have to sit down and actually write the code for it. And is not challenging anymore.... Been there, done that! Writing the code now is just "formalities" and makes it look like re-iterating what you've just finished. At my previous job I sometimes got away with it because someone else did the coding based on my specifications, but at my new gig I'm in charge of the entire process so I have to do this too ('cause I get payed to do it). But I have a pet project I'm working on at home, after work and there is just me and no one is paying me to do it. I do the creative work and then when time comes to write it down I just don't feel like it (lets browse the web a little, see what's new on P.SE, on SO etc). I just want to move to the next challenging thing, and then to the next, and the next... Does this happen to you too? How do you deal with it? How do you convince yourself to go in and write the freaking code? I'll take any answer.

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  • Write Your Own Microsoft Expression Blend 3 Addin

    Although there have been numerous articles introducing how to write a Microsoft Expression blend 2 addin, the Microsoft Expression blend 3/4 related ones are few. In this article, you will learn what a Microsoft Expression blend addin is and command the common routine to write an Addin. Finally, you will master the inner workings of the addin through a concrete sample application.

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  • Is a 1:* write:read thread system safe?

    - by Di-0xide
    Theoretically, thread-safe code should fix race conditions. Race conditions, as I understand it, occur because two threads attempt to write to the same location at the same time. However, what about a threading model in which a single thread is designed to write to a location, and several slave/worker threads simply read from the location? Assuming the value/timing at which they read the data isn't relevant/doesn't hinder the worker thread's outcome, wouldn't this be considered 'thread safe', or am I missing something in my logic?

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  • Php profiling on production server or other options

    - by absentx
    Alright I need some help here. I am commonly asked to speed up certain sections of some websites that I program for. I have yet to be able to figure out how to use a good php diagnosis/profiling tool. Some things to consider: The sites I am working on are already built, getting a testing server set up locally is just a huge pain..I have to rewrite include paths and just so many things. This is a results oriented deal and spending days to get a site fully working on a testing platform so I can debug one page probably isn't an option. I can write tons of php, but I have no clue how to interact or mess with servers. So every tutorial I read about setting up xdebug or xhprof all seem to involve getting something installed on a production server that I don't have access to or have no clue how to work with. So are there any solutions out there that will show me where my php is slow without having to do all sorts of server stuff that I just don't know how to do? Xhprof seems to be the closest to useable for me but from what I can tell it still has to be installed on a server. If anyone can just point me in the right direction on this I would be very grateful. Maybe getting these things put on the server isn't a big deal...but I have never interacted with server command lines or anything like that. I suppose I should start sometime but I really have no idea where to start. Plus I realize that profiling on a live platform is not the greatest idea either but I feel I am in a tough spot. I have speed issues to solve and setting up a local environment while a great idea, just doesn't seem real practical at the moment.

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  • Accelerating 2d object collision with other objects [on hold]

    - by Silent Cave
    Making my very first attempt at game programming with SDL/OpenGL. So I made an object Actor witch can move in all four sides with acceleration. And there are bunch of other rectangles to collide to. the image Movement and collision detection alghorythms work just fine by itself, but when combined to prevent the green rectangle from crossing black rectangles, it gives me a kind of funny resault. Let me show you the code first: from Actor.h class Actor{ public: SDL_Rect * dim; alphaColor * col; float speed; float xlGrav, xrGrav, yuGrav, ydGrav; float acceleration; bool left,right,up,down; Actor(SDL_Rect * dim,alphaColor * col, float speed, float acceleration); bool colides(const SDL_Rect & rect); bool check_for_collisions(const std::vector<SDL_Rect*> & gameObjects ); }; from actor.cpp bool Actor::colides(const SDL_Rect & rect){ if (dim->x + dim->w < rect.x) return false; if (dim->x > rect.x + rect.w) return false; if (dim->y + dim->h < rect.y) return false; if (dim->y > rect.y + rect.h) return false; return true; } movement logic from main.cpp if (actor->left){ if(actor->xlGrav < actor->speed){ actor->xlGrav += actor->speed*actor->acceleration; }else actor->xlGrav = actor->speed; actor->dim->x -= actor->xlGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x += actor->xlGrav; actor->xlGrav = 0; } } if (!actor->left){ if(actor->xlGrav - actor->speed*actor->acceleration > 0){ actor->xlGrav -= actor->speed*actor->acceleration; }else actor->xlGrav = 0; actor->dim->x -= actor->xlGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x += actor->xlGrav; actor->xlGrav = 0; } } if (actor->right){ if(actor->xrGrav < actor->speed){ actor->xrGrav += actor->speed*actor->acceleration; }else actor->xrGrav = actor->speed; actor->dim->x += actor->xrGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x -= actor->xrGrav; actor->xrGrav = 0; } } if (!actor->right){ if(actor->xrGrav - actor->speed*actor->acceleration > 0){ actor->xrGrav -= actor->speed*actor->acceleration; }else actor->xrGrav = 0; actor->dim->x += actor->xrGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x -= actor->xrGrav; actor->xrGrav = 0; } } if (actor->up){ if(actor->yuGrav < actor->speed){ actor->yuGrav += actor->speed*actor->acceleration; }else actor->yuGrav = actor->speed; actor->dim->y -= actor->yuGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y += actor->yuGrav; actor->yuGrav = 0; } } if (!actor->up){ if(actor->yuGrav - actor->speed*actor->acceleration > 0){ actor->yuGrav -= actor->speed*actor->acceleration; }else actor->yuGrav = 0; actor->dim->y -= actor->yuGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y += actor->yuGrav; actor->yuGrav = 0; } } if (actor->down){ if(actor->ydGrav < actor->speed){ actor->ydGrav += actor->speed*actor->acceleration; }else actor->ydGrav = actor->speed; actor->dim->y += actor->ydGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y -= actor->ydGrav; actor->ydGrav = 0; } } if (!actor->down){ if(actor->ydGrav - actor->speed*actor->acceleration > 0){ actor->ydGrav -= actor->speed*actor->acceleration; }else actor->ydGrav = 0; actor->dim->y += actor->ydGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y -= actor->ydGrav; actor->ydGrav = 0; } } So, if the green box approaches an obstacle from up or left, everything goes as planned - object stops, and it's acceleration drops to zero. But if it comes from bottom or right, it enters into obstacles inner space and starts strangely dance, I'd rather say move in inverted controls. What do I fail to see?

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  • Applications: The Mathematics of Movement, Part 3

    - by TechTwaddle
    Previously: Part 1, Part 2 As promised in the previous post, this post will cover two variations of the marble move program. The first one, Infinite Move, keeps the marble moving towards the click point, rebounding it off the screen edges and changing its direction when the user clicks again. The second version, Finite Move, is the same as first except that the marble does not move forever. It moves towards the click point, rebounds off the screen edges and slowly comes to rest. The amount of time that it moves depends on the distance between the click point and marble. Infinite Move This case is simple (actually both cases are simple). In this case all we need is the direction information which is exactly what the unit vector stores. So when the user clicks, you calculate the unit vector towards the click point and then keep updating the marbles position like crazy. And, of course, there is no stop condition. There’s a little more additional code in the bounds checking conditions. Whenever the marble goes off the screen boundaries, we need to reverse its direction.  Here is the code for mouse up event and UpdatePosition() method, //stores the unit vector double unitX = 0, unitY = 0; double speed = 6; //speed times the unit vector double incrX = 0, incrY = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     double x = e.X - marble1.x;     double y = e.Y - marble1.y;     //calculate distance between click point and current marble position     double lenSqrd = x * x + y * y;     double len = Math.Sqrt(lenSqrd);     //unit vector along the same direction (from marble towards click point)     unitX = x / len;     unitY = y / len;     timer1.Enabled = true; } private void UpdatePosition() {     //amount by which to increment marble position     incrX = speed * unitX;     incrY = speed * unitY;     marble1.x += incrX;     marble1.y += incrY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;         unitX *= -1;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;         unitX *= -1;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;         unitY *= -1;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;         unitY *= -1;     } } So whenever the user clicks we calculate the unit vector along that direction and also the amount by which the marble position needs to be incremented. The speed in this case is fixed at 6. You can experiment with different values. And under bounds checking, whenever the marble position goes out of bounds along the x or y direction we reverse the direction of the unit vector along that direction. Here’s a video of it running;   Finite Move The code for finite move is almost exactly same as that of Infinite Move, except for the difference that the speed is not fixed and there is an end condition, so the marble comes to rest after a while. Code follows, //unit vector along the direction of click point double unitX = 0, unitY = 0; //speed of the marble double speed = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     double x = 0, y = 0;     double lengthSqrd = 0, length = 0;     x = e.X - marble1.x;     y = e.Y - marble1.y;     lengthSqrd = x * x + y * y;     //length in pixels (between click point and current marble pos)     length = Math.Sqrt(lengthSqrd);     //unit vector along the same direction as vector(x, y)     unitX = x / length;     unitY = y / length;     speed = length / 12;     timer1.Enabled = true; } private void UpdatePosition() {     marble1.x += speed * unitX;     marble1.y += speed * unitY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;         unitX *= -1;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;         unitX *= -1;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;         unitY *= -1;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;         unitY *= -1;     }     //reduce speed by 3% in every loop     speed = speed * 0.97f;     if ((int)speed <= 0)     {         timer1.Enabled = false;     } } So the only difference is that the speed is calculated as a function of length when the mouse up event occurs. Again, this can be experimented with. Bounds checking is same as before. In the update and draw cycle, we reduce the speed by 3% in every cycle. Since speed is calculated as a function of length, speed = length/12, the amount of time it takes speed to reach zero is directly proportional to length. Note that the speed is in ‘pixels per 40ms’ because the timeout value of the timer is 40ms.  The readability can be improved by representing speed in ‘pixels per second’. This would require you to add some more calculations to the code, which I leave out as an exercise. Here’s a video of this second version,

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  • Question regarding Readability vs Processing Time

    - by Jordy
    I am creating a flowchart for a program with multiple sequential steps. Every step should be performed if the previous step is succesful. I use a c-based programming language so the lay-out would be something like this: METHOD 1: if(step_one_succeeded()) { if(step_two_succeeded()) { if(step_three_succeeded()) { //etc. etc. } } } If my program would have 15+ steps, the resulting code would be terribly unfriendly to read. So I changed my design and implemented a global errorcode that I keep passing by reference, make everything more readable. The resulting code would be something like this: METHOD 2: int _no_error = 0; step_one(_no_error); if(_no_error == 0) step_two(_no_error); if(_no_error == 0) step_three(_no_error); if(_no_error == 0) step_two(_no_error); The cyclomatic complexibility stays the same. Now let's say there are N number of steps. And let's assume that checking a condition is 1 clock long and performing a step doesn't take up time. The processing speed of Method1 can be anywhere between 1 and N. The processing speed of Method2 however is always equal to N-1. So Method1 will be faster most of the time. Which brings me to my question, is it bad practice to sacrifice time in order to make the code more readable? And why (not)?

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  • Long 'Wait' Time for three php/CSS files. Is something blocking them?

    - by William Pitcher
    I have been speed optimizing a Wordpress site to little effect. There are three files CSS-related php files from the Wordpress theme that are delaying page loads on the site. One of the three files is basically one line of custom CSS from the custom CSS feature in the theme. You can see what I am talking about with this Pingdom speed test: The yellow is 'Wait'. There are no slow items in the cut-off portion of the image. The full results are here: Pingdom Results Page 1. Any thoughts on what might be causing this? I understand that I have blocking CSS or JS files, but I don't see anything that would be causing that long of a wait. When I ran the P3 Plugin Profiler, Wordpress and all plugins appeared fine -- it is the theme that is taking all the time. GTmetrix recommends avoiding dynamic queries. I assume all the ver=3.61 references are to the version of Wordpress (which I am using). I noticed that my Wordpress sites using other themes don't make this query (at least not over and over). 2. Is this typical coding practice? 3. How much negative impact do these query-strings have -- a little or a lot? I tried searching for similar questions here, please excuse me if I missed something. Sometimes, I know just enough to be dangerous.

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  • Why doesn't the monitor output anything in Linux console mode?

    - by flypen
    I install Linux without graphics support. Previously I used a monitor with 720p support. And it can display normally. Now I change to a monitor with 1080p support. I can see BIOS and GRUB info on monitor, and kernel messages in early stages. However, the monitor says that there is no input immediately, and then I can't see anything again. It seems that it happens after something initializes. Is it related to vesafb? vesafb: mode is 1280x1024x32, linelength=5120, pages=0 vesafb: scrolling: redraw vesafb: Truecolor: size=8:8:8:8, shift=24:16:8:0 mtrr: type mismatch for 7f800000,800000 old: write-back new: write-combining mtrr: type mismatch for 7f800000,400000 old: write-back new: write-combining mtrr: type mismatch for 7f800000,200000 old: write-back new: write-combining mtrr: type mismatch for 7f800000,100000 old: write-back new: write-combining mtrr: type mismatch for 7f800000,80000 old: write-back new: write-combining mtrr: type mismatch for 7f800000,40000 old: write-back new: write-combining mtrr: type mismatch for 7f800000,20000 old: write-back new: write-combining mtrr: type mismatch for 7f800000,10000 old: write-back new: write-combining mtrr: type mismatch for 7f800000,8000 old: write-back new: write-combining mtrr: type mismatch for 7f800000,4000 old: write-back new: write-combining mtrr: type mismatch for 7f800000,2000 old: write-back new: write-combining mtrr: type mismatch for 7f800000,1000 old: write-back new: write-combining vesafb: framebuffer at 0x7f800000, mapped to 0xffffc90011380000, using 5120k, total 5120k Console: switching to colour frame buffer device 160x64 fb0: VESA VGA frame buffer device

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  • How can I determine which GPU card is running at PCI Express 2.0 x16 & which is using x8?

    - by M. Tibbits
    Is there a way to determine the speed of the PCI Express connection to a specific card? I have three cards plugged in: two Nvidia GTX 480's (one at x16 & and one at x8) one Nvidia GTX 460 running at x8 Is there some way, either by a function call in C or an option to lspci that I can determine the bus speed of the graphics cards? When I only use one of the cards for my CUDA program, I'd like to use the one which is running at x16. Thanks! Note: lspci -vvv dumps out For the two GTX 480s. I don't see any differences that pertain to bus speed. 03:00.0 VGA compatible controller: nVidia Corporation Device 06c0 (rev a3) Subsystem: eVga.com. Corp. Device 1480 Control: I/O- Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx- Status: Cap+ 66MHz- UDF- FastB2B- ParErr- DEVSEL=fast >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 0 Interrupt: pin A routed to IRQ 16 Region 0: Memory at d4000000 (32-bit, non-prefetchable) [size=32M] Region 1: Memory at b0000000 (64-bit, prefetchable) [size=128M] Region 3: Memory at bc000000 (64-bit, prefetchable) [size=64M] Region 5: I/O ports at df00 [disabled] [size=128] [virtual] Expansion ROM at b8000000 [disabled] [size=512K] Capabilities: <access denied> Kernel driver in use: nvidia Kernel modules: nvidia, nvidiafb, nouveau 03:00.1 Audio device: nVidia Corporation Device 0be5 (rev a1) Subsystem: eVga.com. Corp. Device 1480 Control: I/O- Mem- BusMaster- SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx- Status: Cap+ 66MHz- UDF- FastB2B- ParErr- DEVSEL=fast >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Interrupt: pin B routed to IRQ 5 Region 0: [virtual] Memory at d7ffc000 (32-bit, non-prefetchable) [disabled] [size=16K] Capabilities: <access denied> 04:00.0 VGA compatible controller: nVidia Corporation Device 06c0 (rev a3) Subsystem: eVga.com. Corp. Device 1480 Control: I/O+ Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx- Status: Cap+ 66MHz- UDF- FastB2B- ParErr- DEVSEL=fast >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 0 Interrupt: pin A routed to IRQ 16 Region 0: Memory at dc000000 (32-bit, non-prefetchable) [size=32M] Region 1: Memory at c0000000 (64-bit, prefetchable) [size=128M] Region 3: Memory at cc000000 (64-bit, prefetchable) [size=64M] Region 5: I/O ports at cf00 [size=128] [virtual] Expansion ROM at c8000000 [disabled] [size=512K] Capabilities: <access denied> Kernel driver in use: nvidia Kernel modules: nvidia, nvidiafb, nouveau 04:00.1 Audio device: nVidia Corporation Device 0be5 (rev a1) Subsystem: eVga.com. Corp. Device 1480 Control: I/O- Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx- Status: Cap+ 66MHz- UDF- FastB2B- ParErr- DEVSEL=fast >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 0, Cache Line Size: 64 bytes Interrupt: pin B routed to IRQ 5 Region 0: Memory at dfffc000 (32-bit, non-prefetchable) [size=16K] Capabilities: <access denied> And the only differences I see relate specifically to the memory mapping: myComputer:~> diff card1 card2 3c3 < Control: I/O- Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx- --- > Control: I/O+ Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx- 7,11c7,11 < Region 0: Memory at d4000000 (32-bit, non-prefetchable) [size=32M] < Region 1: Memory at b0000000 (64-bit, prefetchable) [size=128M] < Region 3: Memory at bc000000 (64-bit, prefetchable) [size=64M] < Region 5: I/O ports at df00 [disabled] [size=128] < [virtual] Expansion ROM at b8000000 [disabled] [size=512K] --- > Region 0: Memory at dc000000 (32-bit, non-prefetchable) [size=32M] > Region 1: Memory at c0000000 (64-bit, prefetchable) [size=128M] > Region 3: Memory at cc000000 (64-bit, prefetchable) [size=64M] > Region 5: I/O ports at cf00 [size=128] > [virtual] Expansion ROM at c8000000 [disabled] [size=512K] 18c18 < Control: I/O- Mem- BusMaster- SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx- --- > Control: I/O- Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx- 19a20 > Latency: 0, Cache Line Size: 64 bytes 21c22 < Region 0: [virtual] Memory at d7ffc000 (32-bit, non-prefetchable) [disabled] [size=16K] --- > Region 0: Memory at dfffc000 (32-bit, non-prefetchable) [size=16K]

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  • Resources to Help You Getting Up To Speed on ADF Mobile

    - by Joe Huang
    Hi, everyone: By now, I hope you would have a chance to review the sample applications and try to deploy it.  This is a great way to get started on learning ADF Mobile.  To help you getting started, here is a central list of "steps to get up to speed on ADF Mobile" and related resources that can help you developing your mobile application. Check out the ADF Mobile Landing Page on the Oracle Technology Network. View this introductory video. Read this Data Sheet and FAQ on ADF Mobile. JDeveloper 11.1.2.3 Download. Download the generic version of JDeveloper for installation on Mac. Note that there are workarounds required to install JDeveloper on a Mac. Download ADF Mobile Extension from JDeveloper Update Center or Here. Please note you will need to configure JDeveloper for Internet access (In HTTP Proxy preferences) in order the install the extension, as the installation process will prompt you for a license that's linked off Oracle's web site. View this end-to-end application creation video. View this end-to-end iOS deployment video if you are developing for iOS devices. Configure your development environment, including location of the SDK, etc in JDeveloper-Tools-Preferences-ADF Mobile dialog box.  The two videos above should cover some of these configuration steps. Check out the sample applications shipped with JDeveloper, and then deploy them to simulator/devices using the steps outlined in the video above.  This blog entry outlines all sample applications shipped with JDeveloper. Develop a simple mobile application by following this tutorial. Try out the Oracle Open World 2012 Hands on Lab to get a sense of how to programmatically access server data.  You will need these source files. Ask questions in the ADF/JDeveloper Forum. Search ADF Mobile Preview Forum for entries from ADF Mobile Beta Testing participants. For all other questions, check out this exhaustive and detailed ADF Mobile Developer Guide. If something does not seem right, check out the ADF Mobile Release Note. Thanks, Oracle ADF Mobile Product Management Team

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  • Issues writing to serial port on MAC OSX using unistd.h in c

    - by Schuyler
    I am trying to write to a bluetooth device on MAC OSX using the unistd.h Linux functions in c. I am connecting fine and writing the first few bytes with success. When I try to write other commands to it (there are bytes added to the write buffer every 15ms), I don't see any results even though the write() function returns 1 (write success). If you start a write and it doesn't finish by the time you try to start another write (since it is non-blocking), could that possibly screw up the initial write? (If so, is there any way to check if a write has completed?) That is the only thing I can think of since the writes are occurring fairly frequently and the first two are successfully sent. qwbyte() simply adds a byte to the output array and increments its length The open port function: BAMid = -1; struct termios options; struct termios originalTTYAttrs; // Open the serial port read/write, nonblocking, with no controlling terminal, and don't wait for a connection. BAMid = open(strPath, O_RDWR | O_NOCTTY | O_NONBLOCK); if (BAMid == -1) { printf("Error opening serial port %s - %s(%d).\n", strPath, strerror(errno), errno); goto error; } // Issue TIOCEXCL ioctl to prevent additional opens except by root-owned processes. if (ioctl(BAMid, TIOCEXCL) == -1) { printf("Error setting TIOCEXCL on %s - %s(%d).\n", strPath, strerror(errno), errno); goto error; } // Get the current options and save them so we can restore the default settings later. if (tcgetattr(BAMid, &originalTTYAttrs) == -1) { printf("Error getting tty attributes %s - %s(%d).\n", strPath, strerror(errno), errno); goto error; } // The serial port attributes such as timeouts and baud rate are set by modifying the termios // structure and then calling tcsetattr() to cause the changes to take effect. Note that the // changes will not become effective without the tcsetattr() call. options = originalTTYAttrs; // Set raw input (non-canonical) mode, with reads blocking until either a single character // has been received or a one second timeout expires. [should be moot since we are leaving it as nonblocking] cfmakeraw(&options); options.c_cc[VMIN] = 1; options.c_cc[VTIME] = 10; cfsetspeed(&options, B57600); // Set 57600 baud options.c_cflag |= CS8; // Use 8 bit words // Cause the new options to take effect immediately. if (tcsetattr(BAMid, TCSANOW, &options) == -1) { printf("Error setting tty attributes %s - %s(%d).\n", strPath, strerror(errno), errno); goto error; } //flush old transmissions if (tcflush(BAMid,TCIOFLUSH) == -1) { printf("Error flushing BAM serial port - %s(%d).\n", strerror(errno), errno); } oBufLength = 0; // Ask it to start if (! qwbyte(CmdStart) ) { goto error; } if (! qwbyte(CmdFull) ) { goto error; } //this transmit works txbytes(); printf("success opening port!"); return -1; // Failure path error: if (BAMid != -1) { close(BAMid); } printf("returning an error--%d",errno); return errno; } The write function (txbytes): int i, bufSize, numBytes; if(oBufLength != 0) { //if the output array isn't empty //duplicating the output array and its size so it can //be overwritten while this write is occuring printf("about to transmit: "); for(i = 0; i < oBufLength; i++) { printf(" %u",oBuf[i]); tempBuf[i] = oBuf[i]; } printf("\n"); bufSize = oBufLength; oBufLength = 0; numBytes = write(BAMid, &tempBuf, bufSize); printf("bytes written = %d\n",numBytes); if (numBytes == -1) { printf("Error writing to port - %s(%d).\n", strerror(errno), errno); } return (numBytes 0); } else { return 0; }

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  • Speed up executable program Linux. Bit Toggling

    - by AK_47
    I have a ZyBo circuit board which has a ArmV7 processor. I wrote a C program to output a clock and a corresponding data sequence on a PMOD. The PMOD has a switching speed of up to 50MHz. However, my program's created clock only has a max frequency of 115 Hz. I need this program to output as fast as possible because the PMOD I'm using is capable of 50MHz. I compiled my program with the following code line: gcc -ofast (c_program) Here is some sample code: #include <stdio.h> #include <stdlib.h> #define ARRAYSIZE 511 //________________________________________ //macro for the SIGNAL PMOD //________________________________________ //DATA //ZYBO Use Pin JE1 #define INIT_SIGNAL system("echo 54 > /sys/class/gpio/export"); system("echo out > /sys/class/gpio/gpio54/direction"); #define SIGNAL_ON system("echo 1 > /sys/class/gpio/gpio54/value"); #define SIGNAL_OFF system("echo 0 > /sys/class/gpio/gpio54/value"); //________________________________________ //macro for the "CLOCK" PMOD //________________________________________ //CLOCK //ZYBO Use Pin JE4 #define INIT_MYCLOCK system("echo 57 > /sys/class/gpio/export"); system("echo out > /sys/class/gpio/gpio57/direction"); #define MYCLOCK_ON system("echo 1 > /sys/class/gpio/gpio57/value"); #define MYCLOCK_OFF system("echo 0 > /sys/class/gpio/gpio57/value"); int main(void){ int myarray[ARRAYSIZE] = {//hard coded array for signal data 1,0,0,1,0,1,0,0,1,0,1,0,0,1,0,1,0,0,1,0,1,0,0,1,0,0,1,0,1,0,0,1,1,0,0,1,1,0,1,0,0,0,0,0,1,0,0,1,1,1,0,0,1,1,1,0,1,1,1,1,0,0,1,0,0,0,1,0,1,0,0,1,1,1,0,0,1,0,1,0,1,0,0,1,0,1,1,0,1,0,1,1,0,0,1,1,1,1,0,0,1,0,1,0,0,1,1,1,1,1,1,0,0,1,0,0,1,1,0,1,0,0,0,0,1,0,0,0,1,1,0,0,1,0,1,1,1,0,0,0,1,0,0,0,1,0,1,0,0,0,1,0,0,1,0,1,1,1,1,0,1,1,0,1,0,0,1,0,0,0,1,0,1,0,0,1,0,0,0,1,0,0,0,1,0,1,0,1,0,1,0,1,1,0,0,0,0,0,0,0,0,1,0,1,1,0,1,1,1,1,1,0,0,1,1,1,0,0,1,1,0,1,1,0,1,1,1,0,0,1,1,1,1,1,0,0,1,0,1,0,1,0,1,1,0,1,0,0,0,1,1,1,0,1,0,1,0,1,0,1,0,1,0,1,0,0,1,0,0,0,0,1,1,1,0,1,1,1,1,0,1,1,0,1,0,1,0,1,0,0,1,0,1,1,1,0,1,1,1,0,0,1,1,1,0,1,0,0,1,0,1,1,1,1,1,0,1,1,1,1,1,1,1,0,1,1,0,0,1,0,1,1,0,1,0,1,1,1,0,0,0,0,0,1,0,0,0,1,0,1,1,1,1,1,1,1,0,0,0,0,0,1,1,0,1,1,1,1,1,1,1,1,0,1,1,0,1,0,0,0,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,0,1,1,1,0,1,0,1,1,1,0,0,0,1,0,1,0,1,0,0,1,1,0,0,1,1,0,1,0,0,1,0,0,1,0,1,1,1,1,1,1,0,1,1,0,1,0,1,1,1,1,1,1,0,0,1,1,0,1,1,0,0,1,1,0,1,1,0,1,0,1,0,1,0,1,0,0,1,1,1,0,1,1,0,0,0,0,1,1,0,1,1,0,1,1,1,1,1,1,1,0,1,0,1,1,0,0,0,0,0,0,0,0,0,0,0 }; INIT_SIGNAL INIT_MYCLOCK; //infinite loop int i; do{ i = 0; do{ /* 1020 is chosen because it is twice the size needed allowing for the changes in the clock. (511= 0-510, 510*2= 1020 ==> 0-1020 needed, so 1021 it is) */ if((i%2)==0) { MYCLOCK_ON; if(myarray[i/2] == 1){ SIGNAL_ON; }else{ SIGNAL_OFF; } } else if((i%2)==1) { MYCLOCK_OFF; //dont need to change the signal since it will just stay at whatever it was. } ++i; } while(i < 1021); } while(1); return 0; } I'm using the 'system' call to tell the system to output 1 volt or 0 volts onto a pin on the board (to represent the data signal and clock signal. One pin for the data and another for the clock). That was the only way I knew to tell the system to output a voltage. What can I do to make my executable program output to be at least in the magnitude of MegaHertz?

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  • USB transfer speed for Windows 7 is incredibly slow to my external drive

    - by Wolfram
    I'm running Windows 7 Pro and am try to backup 116 GB of data to my external 1 TB hard drive. My laptop has only USB 2.0 ports and my hard drive is USB 3.0 compatible, as is the cable I'm using. I understand that the transfer speed should still be in accordance with USB 2.0 speeds. However, right now I'm getting 135 KB/s and it's been gradually dropping. For an earlier transfer, I would get between 4 MB/s to 8 MB/s. So, I'm really just wondering what's going on with my transfer rate and what I can do to improve it. I'm currently about 35 GB into the 116 GB transfer. Another strange thing is that the window which shows the transfer status decided to max out at 835 MB, and therefore shows items remaining as 0. However, it is still performing the rest of the transfer, and I can see it still cycling through files. Now that I think about it, it seems plausible that the speed being shown by the window is calculated merely as total data transferred / time elapsed. Since the "counter" of data, as far as what is being displayed in the window, maxed out at 835 MB, as time increases, the speed shown is going to keep decreasing because the 'total data transferred' value isn't being incremented. So with that in mind, I suppose I don't actually know at what rate the data is being transferred currently. Nonetheless, my best speed earlier was only around 8 MB/s. Shouldn't USB 2.0 deliver closer to 35 MB/s? Also, if someone can tell me why the transfer status window is displaying the incorrect data information and how to fix this, that would also be appreciated.

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  • external drive and CentOS - Reset high speed USB device number

    - by Phil
    I have 2 external drives (3TB) and both will not work with my centOS Box. Tested them in windows ( different machine ) No problems ( 2.6.32-279.9.1.el6.i686 ) dmesg reports: usb 2-2: new high speed USB device number 3 using ehci_hcd usb 2-2: New USB device found, idVendor=2109, idProduct=0700 usb 2-2: New USB device strings: Mfr=1, Product=2, SerialNumber=3 usb 2-2: Product: USB 3.0 SATA Bridge usb 2-2: Manufacturer: VIA Labs, Inc. usb 2-2: SerialNumber: 0000000000006121 usb 2-2: configuration #1 chosen from 1 choice scsi6 : SCSI emulation for USB Mass Storage devices usb-storage: device found at 3 usb-storage: waiting for device to settle before scanning usb-storage: device scan complete scsi 6:0:0:0: Direct-Access ST3000DM 001-9YN166 CC4B PQ: 0 ANSI: 2 sd 6:0:0:0: Attached scsi generic sg3 type 0 sd 6:0:0:0: [sdd] Very big device. Trying to use READ CAPACITY(16). sd 6:0:0:0: [sdd] 5860533165 512-byte logical blocks: (3.00 TB/2.72 TiB) sd 6:0:0:0: [sdd] Write Protect is off sd 6:0:0:0: [sdd] Mode Sense: 00 06 00 00 sd 6:0:0:0: [sdd] Assuming drive cache: write through sd 6:0:0:0: [sdd] Very big device. Trying to use READ CAPACITY(16). sd 6:0:0:0: [sdd] Assuming drive cache: write through sdd: sdd1 sd 6:0:0:0: [sdd] Very big device. Trying to use READ CAPACITY(16). sd 6:0:0:0: [sdd] Assuming drive cache: write through sd 6:0:0:0: [sdd] Attached SCSI disk Tyring to use cfdisk / fdisk / gdisk or even fdisk -l results in the program hanging and dmesg reports: usb 2-2: reset high speed USB device number 3 using ehci_hcd usb 2-2: reset high speed USB device number 3 using ehci_hcd usb 2-2: reset high speed USB device number 3 using ehci_hcd I have the same 2 drives physically installed in the computer via SATA Any Ideas?

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  • Increasing link speed on OpenVPN (bandwidth)

    - by Mike
    I have bought a tunnel service by using OpenVPN. For a year I've had 10 Mbps max upload/download speed but now I've bought an additional 20 Mbps making the available total bandwidth 30 Mbps for me. On their homepage there are some controls available for me, for example to restart the tunnel. I've done that. It also says that the speed has indeed been upgraded to 30 Mbps on their page. I also got an email that said they have upgraded the speed. However after I reboot my machine, and OpenVPN has started up and is running as usual, when I look at the Windows Task Manager (opens when pressing CTRL+SHIFT+ESC) in the "Networking" tab I still have a link speed of only 10 Mbps. Two adapters are listed: Local Area Connection 4 (10 Mbps) and Local Area Connection 5 (100 Mbps). LAC5 is my "real" adapter, I have a 100 Mbps Internet connection if I don't use a tunnel. LAC3 is the virtual adapter used by OpenVPN. The problem is that it is still showing 10 Mbps even though I have upgraded to 30 Mbps. How can I fix this?

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  • How to specify expiration of cacheable resources?

    - by Richard
    I'm trying to speed up a wordpress site -- this site: http://richardclunan.net I'm following the observations here: http://gtmetrix.com/reports/richardclunan.net/9ps7Zc0j The first item says: "The following cacheable resources have a short freshness lifetime. Specify an expiration at least one week in the future for the following resources:" How do I specify expirations for those things? (I'm not very technically-minded, and likely won't know relevant terminology -- really appreciate baby-steps explanation if possible :)

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