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  • Detecting walls or floors in pygame

    - by Serial
    I am trying to make bullets bounce of walls, but I can't figure out how to correctly do the collision detection. What I am currently doing is iterating through all the solid blocks and if the bullet hits the bottom, top or sides, its vector is adjusted accordingly. However, sometimes when I shoot, the bullet doesn't bounce, I think it's when I shoot at a border between two blocks. Here is the update method for my Bullet class: def update(self, dt): if self.can_bounce: #if the bullet hasnt bounced find its vector using the mousclick pos and player pos speed = -10. range = 200 distance = [self.mouse_x - self.player[0], self.mouse_y - self.player[1]] norm = math.sqrt(distance[0] ** 2 + distance[1] ** 2) direction = [distance[0] / norm, distance[1 ] / norm] bullet_vector = [direction[0] * speed, direction[1] * speed] self.dx = bullet_vector[0] self.dy = bullet_vector[1] #check each block for collision for block in self.game.solid_blocks: last = self.rect.copy() if self.rect.colliderect(block): topcheck = self.rect.top < block.rect.bottom and self.rect.top > block.rect.top bottomcheck = self.rect.bottom > block.rect.top and self.rect.bottom < block.rect.bottom rightcheck = self.rect.right > block.rect.left and self.rect.right < block.rect.right leftcheck = self.rect.left < block.rect.right and self.rect.left > block.rect.left each test tests if it hit the top bottom left or right side of the block its colliding with if self.can_bounce: if topcheck: self.rect = last self.dy *= -1 self.can_bounce = False print "top" if bottomcheck: self.rect = last self.dy *= -1 #Bottom check self.can_bounce = False print "bottom" if rightcheck: self.rect = last self.dx *= -1 #right check self.can_bounce = False print "right" if leftcheck: self.rect = last self.dx *= -1 #left check self.can_bounce = False print "left" else: # if it has already bounced and colliding again kill it self.kill() for enemy in self.game.enemies_list: if self.rect.colliderect(enemy): self.kill() #update position self.rect.x -= self.dx self.rect.y -= self.dy This definitely isn't the best way to do it but I can't think of another way. If anyone has done this or can help that would be awesome!

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  • Sorting for 2D Drawing

    - by Nexian
    okie, looked through quite a few similar questions but still feel the need to ask mine specifically (I know, crazy). Anyhoo: I am drawing a game in 2D (isometric) My objects have their own arrays. (i.e. Tiles[], Objects[], Particles[], etc) I want to have a draw[] array to hold anything that will be drawn. Because it is 2D, I assume I must prioritise depth over any other sorting or things will look weird. My game is turn based so Tiles and Objects won't be changing position every frame. However, Particles probably will. So I am thinking I can populate the draw[] array (probably a vector?) with what is on-screen and have it add/remove object, tile & particle references when I pan the screen or when a tile or object is specifically moved. No idea how often I'm going to have to update for particles right now. I want to do this because my game may have many thousands of objects and I want to iterate through as few as possible when drawing. I plan to give each element a depth value to sort by. So, my questions: Does the above method sound like a good way to deal with the actual drawing? What is the most efficient way to sort a vector? Most of the time it wont require efficiency. But for panning the screen it will. And I imagine if I have many particles on screen moving across multiple tiles, it may happen quite often. For reference, my screen will be drawing about 2,800 objects at any one time. When panning, it will be adding/removing about ~200 elements every second, and each new element will need adding in the correct location based on depth.

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  • passing multiple vectors to function by reference (using structure)

    - by madman
    Hi StackOverflow, Can someone tell me the correct way of passing multiple vectors to a function that can take only a single argument? (specifically for pthread_create (..) function) I tried the following but it does not seem to work :-( First, I created the following structure struct ip2 { void* obj; int dim; int n_s; vector<vector<vector<double> > > *wlist; vector<int> *nrsv; struct model *pModel; }; The threads that I have created actually needs all these parameters. Since im using pthreads_create I put all this in a structure and then passed the pointer to the structure as an argument to pthread_create (as shown). some_fxn() { //some code struct ip2 ip; ip.obj=(void*) this; ip.n_s=n_s; ip.wlist=&wlist; ip.nrsv=&nrsv; ip.pModel=pModel; ip.dim=dim; pthread_create(&callThd1[lcntr], &attr1, &Cls::Entry, (void*) &ip); } The Entry method looks something like this. void* Cls::Entry(void *ip) { struct ip2 *x; x = (struct ip2 *)ip; (reinterpret_cast<Cls1 *>(x->obj))->Run(x->dim,x->n_s, x->wlist, x->nrsv, x->pModel); } The Run method looks something like this. void Run(int dim, int n_c, vector<vector<vector<double> > > *wlist, vector<int> *nrsv, struct model* pModel ) { //some code for(int k = 0; k < n_c; ++k) { //some code end = index + nrsv[k]; //some code } I get the following error when I try to compile the program. error: no match for ‘operator+’ in ‘index + *(((std::vector<int, std::allocator<int> >*)(((unsigned int)k) * 12u)) + nrsv)’ Can someone tell me how to do it the right way. Madhavan

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  • C# 2D Vector Graphics Game using DirectX or OpenGL?

    - by Brian
    Hey Guys, So it has been a while since I have done any game programming in C#, but I have had a recent bug to get back into it, and I wanted some opinions on what configuration I should use. I wanted to use C# as that is what I use for work, and have become vary familiar with. I have worked with both DirectX and OpenGL in the past, but mostly in 3D, but now I am interested in writing a 2D game with all vector graphics, something that resembles the look of Geometry Wars or the old Star Wars arcade game. Key points I am interested in: • Ease of use/implementation. • Easy on memory. (I plan on having a lot going on at once) • Looks good, I don't want curve to look pixelated. • Maybe some nice effects like glow or particle. I am open to any and all suggestions, maybe even something I have not thought of... Thanks in advance!

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  • C++ a map to a 2 dimensional vector

    - by user1701545
    I want to create a C++ map where key is, say, int and value is a 2-D vector of double: map myMap; suppose I filled it and now I would like to update the second vector mapped by each key (for example divide each element by 2). How would I access that vector iteratively? The "itr-second[0]" syntax in the statement below is obviously wrong. What would be the right syntax for that action? for(std::map<in, vector<vector<double> > > itr = myMap.begin(); itr != myMap.end();++itr) { for(int i = 0;i < itr->second[0].size();++i) { itr->second[0][i] /= 2; } } thanks, rubi

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  • Applications: The mathematics of movement, Part 1

    - by TechTwaddle
    Before you continue reading this post, a suggestion; if you haven’t read “Programming Windows Phone 7 Series” by Charles Petzold, go read it. Now. If you find 150+ pages a little too long, at least go through Chapter 5, Principles of Movement, especially the section “A Brief Review of Vectors”. This post is largely inspired from this chapter. At this point I assume you know what vectors are, how they are represented using the pair (x, y), what a unit vector is, and given a vector how you would normalize the vector to get a unit vector. Our task in this post is simple, a marble is drawn at a point on the screen, the user clicks at a random point on the device, say (destX, destY), and our program makes the marble move towards that point and stop when it is reached. The tricky part of this task is the word “towards”, it adds a direction to our problem. Making a marble bounce around the screen is simple, all you have to do is keep incrementing the X and Y co-ordinates by a certain amount and handle the boundary conditions. Here, however, we need to find out exactly how to increment the X and Y values, so that the marble appears to move towards the point where the user clicked. And this is where vectors can be so helpful. The code I’ll show you here is not ideal, we’ll be working with C# on Windows Mobile 6.x, so there is no built-in vector class that I can use, though I could have written one and done all the math inside the class. I think it is trivial to the actual problem that we are trying to solve and can be done pretty easily once you know what’s going on behind the scenes. In other words, this is an excuse for me being lazy. The first approach, uses the function Atan2() to solve the “towards” part of the problem. Atan2() takes a point (x, y) as input, Atan2(y, x), note that y goes first, and then it returns an angle in radians. What angle you ask. Imagine a line from the origin (0, 0), to the point (x, y). The angle which Atan2 returns is the angle the positive X-axis makes with that line, measured clockwise. The figure below makes it clear, wiki has good details about Atan2(), give it a read. The pair (x, y) also denotes a vector. A vector whose magnitude is the length of that line, which is Sqrt(x*x + y*y), and a direction ?, as measured from positive X axis clockwise. If you’ve read that chapter from Charles Petzold’s book, this much should be clear. Now Sine and Cosine of the angle ? are special. Cosine(?) divides x by the vectors length (adjacent by hypotenuse), thus giving us a unit vector along the X direction. And Sine(?) divides y by the vectors length (opposite by hypotenuse), thus giving us a unit vector along the Y direction. Therefore the vector represented by the pair (cos(?), sin(?)), is the unit vector (or normalization) of the vector (x, y). This unit vector has a length of 1 (remember sin2(?) + cos2(?) = 1 ?), and a direction which is the same as vector (x, y). Now if I multiply this unit vector by some amount, then I will always get a point which is a certain distance away from the origin, but, more importantly, the point will always be on that line. For example, if I multiply the unit vector with the length of the line, I get the point (x, y). Thus, all we have to do to move the marble towards our destination point, is to multiply the unit vector by a certain amount each time and draw the marble, and the marble will magically move towards the click point. Now time for some code. The application, uses a timer based frame draw method to draw the marble on the screen. The timer is disabled initially and whenever the user clicks on the screen, the timer is enabled. The callback function for the timer follows the standard Update and Draw cycle. private double totLenToTravelSqrd = 0; private double startPosX = 0, startPosY = 0; private double destX = 0, destY = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     destX = e.X;     destY = e.Y;     double x = marble1.x - destX;     double y = marble1.y - destY;     //calculate the total length to be travelled     totLenToTravelSqrd = x * x + y * y;     //store the start position of the marble     startPosX = marble1.x;     startPosY = marble1.y;     timer1.Enabled = true; } private void timer1_Tick(object sender, EventArgs e) {     UpdatePosition();     DrawMarble(); } Form1_MouseUp() method is called when ever the user touches and releases the screen. In this function we save the click point in destX and destY, this is the destination point for the marble and we also enable the timer. We store a few more values which we will use in the UpdatePosition() method to detect when the marble has reached the destination and stop the timer. So we store the start position of the marble and the square of the total length to be travelled. I’ll leave out the term ‘sqrd’ when speaking of lengths from now on. The time out interval of the timer is set to 40ms, thus giving us a frame rate of about ~25fps. In the timer callback, we update the marble position and draw the marble. We know what DrawMarble() does, so here, we’ll only look at how UpdatePosition() is implemented; private void UpdatePosition() {     //the vector (x, y)     double x = destX - marble1.x;     double y = destY - marble1.y;     double incrX=0, incrY=0;     double distanceSqrd=0;     double speed = 6;     //distance between destination and current position, before updating marble position     distanceSqrd = x * x + y * y;     double angle = Math.Atan2(y, x);     //Cos and Sin give us the unit vector, 6 is the value we use to magnify the unit vector along the same direction     incrX = speed * Math.Cos(angle);     incrY = speed * Math.Sin(angle);     marble1.x += incrX;     marble1.y += incrY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;     }     //distance between destination and current point, after updating marble position     x = destX - marble1.x;     y = destY - marble1.y;     double newDistanceSqrd = x * x + y * y;     //length from start point to current marble position     x = startPosX - (marble1.x);     y = startPosY - (marble1.y);     double lenTraveledSqrd = x * x + y * y;     //check for end conditions     if ((int)lenTraveledSqrd >= (int)totLenToTravelSqrd)     {         System.Console.WriteLine("Stopping because destination reached");         timer1.Enabled = false;     }     else if (Math.Abs((int)distanceSqrd - (int)newDistanceSqrd) < 4)     {         System.Console.WriteLine("Stopping because no change in Old and New position");         timer1.Enabled = false;     } } Ok, so in this function, first we subtract the current marble position from the destination point to give us a vector. The first three lines of the function construct this vector (x, y). The vector (x, y) has the same length as the line from (marble1.x, marble1.y) to (destX, destY) and is in the direction pointing from (marble1.x, marble1.y) to (destX, destY). Note that marble1.x and marble1.y denote the center point of the marble. Then we use Atan2() to get the angle which this vector makes with the positive X axis and use Cosine() and Sine() of that angle to get the unit vector along that same direction. We multiply this unit vector with 6, to get the values which the position of the marble should be incremented by. This variable, speed, can be experimented with and determines how fast the marble moves towards the destination. After this, we check for bounds to make sure that the marble stays within the screen limits and finally we check for the end condition and stop the timer. The end condition has two parts to it. The first case is the normal case, where the user clicks well inside the screen. Here, we stop when the total length travelled by the marble is greater than or equal to the total length to be travelled. Simple enough. The second case is when the user clicks on the very corners of the screen. Like I said before, the values marble1.x and marble1.y denote the center point of the marble. When the user clicks on the corner, the marble moves towards the point, and after some time tries to go outside of the screen, this is when the bounds checking comes into play and corrects the marble position so that the marble stays inside the screen. In this case the marble will never travel a distance of totLenToTravelSqrd, because of the correction is its position. So here we detect the end condition when there is not much change in marbles position. I use the value 4 in the second condition above. After experimenting with a few values, 4 seemed to work okay. There is a small thing missing in the code above. In the normal case, case 1, when the update method runs for the last time, marble position over shoots the destination point. This happens because the position is incremented in steps (which are not small enough), so in this case too, we should have corrected the marble position, so that the center point of the marble sits exactly on top of the destination point. I’ll add this later and update the post. This has been a pretty long post already, so I’ll leave you with a video of how this program looks while running. Notice in the video that the marble moves like a bot, without any grace what so ever. And that is because the speed of the marble is fixed at 6. In the next post we will see how to make the marble move a little more elegantly. And also, if Atan2(), Sine() and Cosine() are a little too much to digest, we’ll see how to achieve the same effect without using them, in the next to next post maybe. Ciao!

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  • Problem with passing vector of pointers to objects to member function of another object

    - by Jamesz
    Hi, I have a vector of pointers to Mouse objects called 'mice'. I'm passing the mice to the cat by reference. vector <Mouse*> mice; Cat * c; c->lookForMouse(&mice); And here's my lookForMouse() member function void Cat::lookForMouse(vector <Mouse*> *mice) { ... } And now to the problem! Within the function above, I can't seem to access my mice. This below will not work mice[i]->isActive(); The error message I receive suggests to use mice[i].isActive(), but this throws an error saying isActive() is not a member of std::vector<_Ty ... This works though... vector <Mouse*> miceCopy = *mice; miceCopy[i]->isActive(); I understand that I shouldn't be creating another vector of mice here, it defeats the whole point of passing it by reference (let me know if I'm wrong)... Why can't I do mice[i]-isActive() What should I be doing? Thanks for your time and help :D James.

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  • returning a pointed to an object within a std::vector

    - by memC
    I have a very basic question on returning a reference to an element of a vector . There is a vector vec that stores instances of class Foo. I want to access an element from this vector . ( don't want to use the vector index) . How should I code the method getFoo here? #include<vector> #include<stdio.h> #include<iostream> #include<math.h> using namespace std; class Foo { public: Foo(){}; ~Foo(){}; }; class B { public: vector<Foo> vec; Foo* getFoo(); B(){}; ~B(){}; }; Foo* B::getFoo(){ int i; vec.push_back(Foo()); i = vec.size() - 1; // how to return a pointer to vec[i] ?? return vec.at(i); }; int main(){ B b; b = B(); int i = 0; for (i = 0; i < 5; i ++){ b.getFoo(); } return 0; }

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  • C++ Vector of vectors is messing with me

    - by xbonez
    If I put this code in a .cpp file and run it, it runs just fine: #include <iostream> #include <vector> #include <string> using namespace std; typedef vector<int> row; typedef vector<row> myMatrix; void main() { //cout << endl << "test" << endl; myMatrix mat(2,2); mat[0][1] = 2; cout << endl << mat[0][1] << endl; } But, if I make a .h and a .cpp file with the .h file like this, it gives me boatloads of errors. #ifndef _grid_ #define _grid_ #include<iostream> #include<vector> #include<string> using namespace std; typedef vector<int> row; typedef vector<row> myMatrix; class grid { public: grid(); ~grid(); int getElement(unsigned int ri, unsigned int ci); bool setElement(unsigned int ri, unsigned int ci, unsigned int value); private: myMatrix sudoku_(9,9); }; #endif These are some of the errors I get: warning C4091: 'typedef ' : ignored on left of 'int' when no variable is declared error C4430: missing type specifier - int assumed. Note: C++ does not support default-int

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  • Using NumPy arrays as 2D mathematical vectors?

    - by CorundumGames
    Right now I'm using lists as position, velocity, and acceleration vectors in my game. Is that a better option than using NumPy's arrays (not the standard library's) as vectors (with float data types)? I'm frequently adding vectors and changing their values directly, then placing the values in these vectors into a Pygame Rect. The vector is used for position (because Rects can't hold floats, so we can't go "between" pixels), and the Rect is used for rendering (because Pygame will only take in Rects for rendering positions).

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  • C++ Directx 11 D3DXVECTOR3 doesn't allow me to devide it

    - by Miguel P
    If i have a simple vector3 like this: D3DXVECTOR3 inversevector = D3DXVECTOR3( (pos+lookat_pos)); It works perfect! But let's say i wanted to multiply it by: Speed*(float) timeHandler.GetDelta() So: D3DXVECTOR3 inversevector = D3DXVECTOR3( (pos+lookat_pos) * Speed*(float) timeHandler.GetDelta()); Now this fails completely, i've used this snippet before, but for some wierd reason it simply won't work( The vector somehow leads x,y,z to 0 or almost, no idea why). Do you have any idea why?

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  • MySQL problem with many concurrent connections

    - by user48303
    Hi, here's a sixcore with 32 GB RAM. I've installed MySQL 5.1.47 (backport). Config is nearly standard, except max_connections, which is set to 2000. On the other hand there is PHP5.3/FastCGI on nginx. There is a very simple php application which should be served. NGINX can handle thousands of request parallel on this machine. This application accesses MySQL via mysqli. When using non-persistent connections in mysqli there is a problem when reaching 100 concurrent connections. [error] 14074#0: *296 FastCGI sent in stderr: "PHP Warning: mysqli::mysqli(): [2002] Resource temporarily unavailable (trying to connect via unix:///tmp/mysqld.sock) in /var/www/libs/db.php on line 7 I've no idea to solve this. Connecting via tcp to mysql is terrible slow. The interesting thing is, when using persistent connections (add 'p:' to hostname in mysqli) the first 5000-10000 thousand requests fail with the same error as above until max connections (from webserver, set to 1500) is reached. After the first requests MySQL keeps it 1500 open connections and all is fine, so that I can make my 1500 concurrent requests. Huh? Is it possible, that this is a problem with PHP FastCGI?

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  • Practical value for concurrent-request-timeout parameter

    - by Andrei
    In the Seam Reference Guide, one can find this paragraph: We can set a sensible default for the concurrent request timeout (in ms) in components.xml: <core:manager concurrent-request-timeout="500" /> However, we found that 500 ms is not nearly enough time for most of the cases we had to deal with, especially with the severe restriction seam places on conversation access. In our application we have a combination of page scoped ajax requests (triggered by various use actions), some global scoped polling notification logic (part of the header, so included in every page) and regular links that invoke actions and/or navigate to other pages. Therefore, we get the dreaded concurrent access to conversation exception way too often, even without any significant load on the site. After researching the options for quite a bit, we ended up bumping this value to several seconds (we're debating whether to bump it up to 10s), as none of the recommended solutions seemed able to solve our issue completely (even forcing a global queue for all the ajax requests would still leave us exposed to a user deciding to click a link right when one of our polling calls was in progress). And we'd much rather have the users wait for a second or two instead of getting an error page just because they clicked a link at the wrong moment. And now to the question: is there something obvious we're missing (like a way to allow concurrent access to conversations and taking care of the needed locking ourselves, for instance :)? How do people solve this problem (ajax requests mixed with user driven interaction) in seam? Disabling all the links on the page while ajax requests are in progress (as suggested by one blog page) is really not a viable option. Any other suggestions? TIA, Andrei

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  • Squid handling of concurrent cache misses

    - by Oliver H-H
    We're using a Squid cache to off-load traffic from our web servers, ie. it's setup as a reverse-proxy responding to inbound requests before they hit our web servers. When we get blitzed with concurrent requests for the same request that's not in the cache, Squid proxies all the requests through to our web ("origin") servers. For us, this behavior isn't ideal: our origin servers gets bogged down trying to fulfill N identical requests concurrently. Instead, we'd like the first request to proxy through to the origin server, the rest of the requests to queue at the Squid layer, and then all be fulfilled by Squid when the origin server has responded to that first request. Does anyone know how to configure Squid to do this? We've read through the documentation multiple times and thoroughly web-searched the topic, but can't figure out how to do it. We use Akamai too and, interestingly, this is its default behavior. (However, Akamai has so many nodes that we still see lots of concurrent requests in certain traffic spike scenarios, even with Akamai's super-node feature enabled.) This behavior is clearly configurable for some other caches, eg. the Ehcache documentation offers the option "Concurrent Cache Misses: A cache miss will cause the filter chain, upstream of the caching filter to be processed. To avoid threads requesting the same key to do useless duplicate work, these threads block behind the first thread." Some folks call this behavior a "blocking cache," since the subsequent concurrent requests block behind the first request until it's fulfilled or timed-out. Thx for looking over my noob question! Oliver

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  • Strange problem with vectors.

    - by Catalin Dumitru
    I have a really strange problem with stl vectors in which the wrong destructor is called for the right object when I call the erase method if that makes any sense. My code looks something like this: for(vector<Category>::iterator iter = this->children.begin(); iter != this->children.end(); iter++) { if((*iter).item == item) { this->children.erase(iter); return; } ------------------------- } It's just a simple function that finds the element in the vector which has some item to be searched, and removes said element from the vector. My problem is than when the erase function is called, and thus the object which the iterator is pointing at is being destroyed, the wrong destructor is being called. More specific the destructor of the last element in the vector is being called, and not of the actual object being removed. Thus the memory is being removed from the wrong object, which will still be an element in the vector, and the actual object which is removed from the vector, still has all of it's memory intact. The costructor of the object looks like this: Category::Category(const Category &from) { this->name = from.name; for(vector<Category>::const_iterator iter = from.children.begin(); iter != from.children.end(); iter++) this->children.push_back((*iter)); this->item = new QTreeWidgetItem; } And the destructor Category::~Category() { this->children.clear(); if(this->item != NULL) { QTreeWidgetItem* parent = this->item->parent(); if(parent != NULL) parent->removeChild(this->item); delete this->item; } }

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  • How do I represent concurrent actions in jBPM, any of which can end a process?

    - by tpdi
    An example: a permit must be examined by two lawyers and one engineer. If any of those three reject it, the process enters a "rejected" end state. If all three grant the permit, it enters a "granted" end state. All three examiners may examine simultaneously, or in any order. Once one engineer has granted it, it shouldn't be available to be examined by an engineer; once two lawyers have examined it, it shouldn't be available to lawyers; once one engineer and two lawyers have examined it should go to the granted end state. My initial thinking is that either I have a overly complicated state transition diagram, with "the same" intermediate states multiply repeated, or I carry (external) state with the process { bool rejected; int engineerSignoffId; int lawyer1SignoffId; int lawyer2SignoffId}. Or something like this? If so, how does the engineer's rejection terminate the subprocess that is in "Lawyers"? START->FORK->Engineer->Granted?---------------->Y->JOIN-->Granted |->Lawyers-->Granted?->by 2 lawyers?->Y---^ ^ | |--------------------------N What's the canonical jBPM answer to this? Can you point me to examples or documentation of such answers? Thanks.

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  • PHP running as a FastCGI application (php-cgi) - how to issue concurrent requests?

    - by Sbm007
    Some background information: I'm writing my own webserver in Java and a couple of days ago I asked on SO how exactly Apache interfaces with PHP, so I can implement PHP support. I learnt that FastCGI is the best approach (since mod_php is not an option). So I have looked at the FastCGI protocol specification and have managed to write a working FastCGI wrapper for my server. I have tested phpinfo() and it works, in fact all PHP functions seem to work just fine (posting data, sessions, date/time, etc etc). My webserver is able to serve requests concurrently (ie user1 can retrieve file1.html at the same time as user2 requesting some_large_binary_file.zip), it does this by spawning a new Java thread for each user request (terminating when completed or user connection with client is cancelled). However, it cannot deal with 2 (or more) FastCGI requests at the same time. What it does is, it queues them up, so when request 1 is completed immediately thereafter it starts processing request 2. I tested this with 2 PHP pages, one contains sleep(10) and the other phpinfo(). How would I go about dealing with multiple requests as I know it can be done (PHP under IIS runs as FastCGI and it can deal with multiple requests just fine). Some more info: I am coding under windows and my batch file used to execute php-cgi.exe contains: set PHP_FCGI_CHILDREN=8 set PHP_FCGI_MAX_REQUESTS=500 php-cgi.exe -b 9000 But it does not spawn 8 children, the service simply terminates after 500 requests. I have done research and from Wikipedia: Processing of multiple requests simultaneously is achieved either by using a single connection with internal multiplexing (ie. multiple requests over a single connection) and/or by using multiple connections Now clearly the multiple connections isn't working for me, as everytime a client requests something that involves FastCGI it creates a new socket to the FastCGI application, but it does not work concurrently (it queues them up instead). I know that internal multiplexing of FastCGI requests under the same connection is accomplished by issuing each unique FastCGI request with a different request ID. (also see the last 3 paragraphs of 'The Communication Protocol' heading in this article). I have not tested this, but how would I go about implementing that? I take it I need some kind of FastCGI Java thread which contains a Map of some sort and a static function which I can use to add requests to. Then in the Thread's run() function it would have a while loop and for every cycle it would check whether the Map contains new requests, if so it would assign them a request ID and write them to the FastCGI stream. And then wait for input etc etc, As you can see this becomes too complicated. Does anyone know the correct way of doing this? Or any thoughts at all? Thanks very much. Note, if required I can supply the code for my FastCGI wrapper.

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  • Concurrent Programming:Should I write a sequential program first, then add thread safety?

    - by evthim
    I'm working on a project where we have to create a number of threads(actual number will be inputted in by testers (TA's)). I'm having trouble not only with the programming but also with the design, I can't wrap my head around all of the threads that will be invoked and where I might cause errors. The project is due soon so I don't want to waste time on this if it'll actually set me back, but I was wondering if I should write the program like only one thread will be running and everything should be sequential and then later go back and try to add the thread safety parts of the code? Would that take twice the original amount of time? Project Description: Note:I'm going to be as vague as possible so I don't violate any honor codes, sorry :( your program should accept n number of objectA threads, m number of objectB threads, and r number of objectC objectB threads interact with code in objectA. objectA threads interact with code in objectB and objectC objectB and objectC don't directly interact, but do so indirectly through objectA -ex: objectB needs something from objectA. objectA gets the result for that something by calling objectC my confusion stems mostly from the fact that all of this interactions will be done by m+n threads and there are various restrictions throughout the descriptions, like objectB can request something from objectA, and objectA has to wait for objectC to finish that something before returning it to objectB. Also each objectA thread can only work on one instruction from objectB at a time, etc. etc. I just want to know if I write the code so that there is only 1 objectA, 1 objectB and 1 object C, can I go back and easily modify it so that those 1's can be changed to m, n and r? Sorry again, if my description is a little bit confusing.

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  • Routing protocols, distance vector vs link state

    - by Artem Barger
    I'm trying to figure out the differences(pros/cons) between two routing protocols approach and I would be great-full for any help, advice and explanation. As far I can say that it seems like distance vector is more static and more local based routing, since it doesn't know the network state whereas link state is more aware of current states therefore it seems more natural to use it over distance-vector, but I have a feeling like I'm missing something. And I would be glad to here about more aspects and different issues I have to consider while choosing one of them.

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  • JVM CMS Garbage Collecting Issues

    - by jlintz
    I'm seeing the following symptoms on an application's GC log file with the Concurrent Mark-Sweep collector: 4031.248: [CMS-concurrent-preclean-start] 4031.250: [CMS-concurrent-preclean: 0.002/0.002 secs] [Times: user=0.00 sys=0.00, real=0.00 secs] 4031.250: [CMS-concurrent-abortable-preclean-start] CMS: abort preclean due to time 4036.346: [CMS-concurrent-abortable-preclean: 0.159/5.096 secs] [Times: user=0.00 sys=0.01, real=5.09 secs] 4036.346: [GC[YG occupancy: 55964 K (118016 K)]4036.347: [Rescan (parallel) , 0.0641200 secs]4036.411: [weak refs processing, 0.0001300 secs]4036.411: [class unloading, 0.0041590 secs]4036.415: [scrub symbol & string tables, 0.0053220 secs] [1 CMS-remark: 16015K(393216K)] 71979K(511232K), 0.0746640 secs] [Times: user=0.08 sys=0.00, real=0.08 secs] The preclean process keeps aborting continously. I've tried adjusting CMSMaxAbortablePrecleanTime to 15 seconds, from the default of 5, but that has not helped. The current JVM options are as follows... Djava.awt.headless=true -Xms512m -Xmx512m -Xmn128m -XX:MaxPermSize=128m -XX:+HeapDumpOnOutOfMemoryError -XX:+UseParNewGC -XX:+UseConcMarkSweepGC -XX:BiasedLockingStartupDelay=0 -XX:+DoEscapeAnalysis -XX:+UseBiasedLocking -XX:+EliminateLocks -XX:+CMSParallelRemarkEnabled -verbose:gc -XX:+PrintGCTimeStamps -XX:+PrintGCDetails -XX:+PrintHeapAtGC -Xloggc:gc.log -XX:+CMSClassUnloadingEnabled -XX:+CMSPermGenPrecleaningEnabled -XX:CMSInitiatingOccupancyFraction=50 -XX:ReservedCodeCacheSize=64m -Dnetworkaddress.cache.ttl=30 -Xss128k It appears the concurrent-abortable-preclean never gets a chance to run. I read through http://blogs.sun.com/jonthecollector/entry/did_you_know which had a suggestion of enabling CMSScavengeBeforeRemark, but the side effects of pausing did not seem ideal. Could anyone offer up any suggestions? Also I was wondering if anyone had a good reference for grokking the CMS GC logs, in particular this line: [1 CMS-remark: 16015K(393216K)] 71979K(511232K), 0.0746640 secs] Not clear on what memory regions those numbers are referring to.

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