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  • What the best way to achieve RPO of zero and lowest possible RTO (less than 15 minutes) with SQL 2008 R2?

    - by Adrian Hope-Bailie
    We are running a payments (EFT transaction processing) application which is processing high volumes of transactions 24/7 and are currently investigating a better way of doing DB replication to our disaster recovery site. Our current and previous strategies have included using both DoubleTake and Redgate to replicate data to a warm stand-by. DoubleTake is the supported solution from the payments software vendor however their (DoubleTake's) support in South Africa is very poor. We had a few issues and simply couldn't ever resolve them so we had to give up on DoubleTake. We have been using Redgate to manually read the data from the primary site (via queries) and write to the DR site but this is: A bad solution Getting the software vendor hot and bothered whenever we have support issues as it has a tendency to interfere with the payment application which is very DB intensive. We recently upgraded the whole system to run on SQL 2008 R2 Enterprise which means we should probably be looking at using some of the built-in replication features. The server has 2 fairly large databases with a mixture of tables containing highly volatile transactional data and pretty static configuration data. Replication would be done over a WAN link to a separate physical site and needs to achieve the following objectives. RPO: Zero loss - This is transactional data with financial impact so we can't lose anything. RTO: Tending to zero - The business depends on our ability to process transactions every minute we are down we are losing money I have looked at a few of the other questions/answers but none meet our case exactly: SQL Server 2008 failover strategy - Log shipping or replication? How to achieve the following RTO & RPO with logshipping only using SQL Server? What is the best of two approaches to achieve DB Replication? My current thinking is that we should use mirroring but I am concerned that for RPO:0 we will need to do delayed commits and this could impact the performance of the primary DB which is not an option. Our current DR process is to: Stop incoming traffic to the primary site and allow all in-flight transaction to complete. Allow the replication to DR to complete. Change network routing to route to DR site. Start all applications and services on the secondary site (Ideally we can change this to a warmer stand-by whereby the applications are already running but not processing any transactions). In other words the DR database needs to, as quickly as possible, catch up with primary and be ready for processing as the new primary. We would then need to be able to reverse this when we are ready to switch back. Is there a better option than mirroring (should we be doing log-shipping too) and can anyone suggest other considerations that we should keep in mind?

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  • How to bring Paging File usage metric to zero?

    - by AngryHacker
    I am trying to tune a SQL Server. Per Brent Ozar's Performance Tuning Video, he says the PerfMon's Paging File:%Usage should be zero or ridiculously close to it. The average metric on my box is around 1.341% The box has 18 GB of RAM, the SQL Server is off, the Commit Charge Total is 1GB and yet the PerfMon metric is not 0. The Performance of the Task Manager states that PF Usage is 1.23GB. What should I do to better tune the box?

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  • UNIX-style RegExp Replace running extremely slowly under windows. Help? EDIT: Negative lookahead ass

    - by John Sullivan
    I'm trying to run a unix regEXP on every log file in a 1.12 GB directory, then replace the matched pattern with ''. Test run on a 4 meg file is took about 10 minutes, but worked. Obviously something is murdering performance by several orders of magnitude. Find: ^(?!.*155[0-2][0-9]{4}\s.*).*$ -- NOTE: match any line NOT starting 155[0-2]NNNN where in is a number 0-9. Replace with: ''. Is there some justifiable reason for my regExp to take this long to replace matching text, or is the program I am using (this is windows / a program called "grepWin") most likely poorly optimized? Thanks. UPDATE: I am noticing that searching for ^(155[0-2]).$ takes ~7 seconds in a 5.6 MB file with 77 matches. Adding the Negative Lookahead Assertion, ?=, so that the regExp becomes ^(?!155[0-2]).$ is causing it to take at least 5-10 minutes; granted, there will be thousands and thousands of matches. Should the negative lookahead assertion be extremely detrimental to performance, and/or a large quantity of matches?

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  • Bit-Twiddling in SQL

    - by Mike C
    Someone posted a question to the SQL Server forum the other day asking how to count runs of zero bits in an integer using SQL. Basically the poster wanted to know how to efficiently determine the longest contiguous string of zero-bits (known as a run of bits) in any given 32-bit integer. Here are a couple of examples to demonstrate the idea: Decimal = Binary = Zero Run 999,999,999 decimal = 00 111011 1 00 11010 11 00 1 00 1 11111111 binary = 2 contiguous zero bits 666,666,666 decimal = 00100111 10111100...(read more)

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  • Ball bouncing at a certain angle and efficiency computations

    - by X Y
    I would like to make a pong game with a small twist (for now). Every time the ball bounces off one of the paddles i want it to be under a certain angle (between a min and a max). I simply can't wrap my head around how to actually do it (i have some thoughts and such but i simply cannot implement them properly - i feel i'm overcomplicating things). Here's an image with a small explanation . One other problem would be that the conditions for bouncing have to be different for every edge. For example, in the picture, on the two small horizontal edges i do not want a perfectly vertical bounce when in the middle of the edge but rather a constant angle (pi/4 maybe) in either direction depending on the collision point (before the middle of the edge, or after). All of my collisions are done with the Separating Axes Theorem (and seem to work fine). I'm looking for something efficient because i want to add a lot of things later on (maybe polygons with many edges and such). So i need to keep to a minimum the amount of checking done every frame. The collision algorithm begins testing whenever the bounding boxes of the paddle and the ball intersect. Is there something better to test for possible collisions every frame? (more efficient in the long run,with many more objects etc, not necessarily easy to code). I'm going to post the code for my game: Paddle Class public class Paddle : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private bool keybEnabled; private bool isLeftPaddle; private Texture2D paddleSprite; private Vector2 paddlePosition; private float paddleSpeedY; private Vector2 paddleScale = new Vector2(1f, 1f); private const float DEFAULT_Y_SPEED = 150; private Vector2[] Normals2Edges; private Vector2[] Vertices = new Vector2[4]; private List<Vector2> lst = new List<Vector2>(); private Vector2 Edge; #endregion #region Properties public float Speed { get {return paddleSpeedY; } set { paddleSpeedY = value; } } public Vector2[] Normal2EdgesVector { get { NormalsToEdges(this.isLeftPaddle); return Normals2Edges; } } public Vector2[] VertexVector { get { return Vertices; } } public Vector2 Scale { get { return paddleScale; } set { paddleScale = value; NormalsToEdges(this.isLeftPaddle); } } public float X { get { return paddlePosition.X; } set { paddlePosition.X = value; } } public float Y { get { return paddlePosition.Y; } set { paddlePosition.Y = value; } } public float Width { get { return (Scale.X == 1f ? (float)paddleSprite.Width : paddleSprite.Width * Scale.X); } } public float Height { get { return ( Scale.Y==1f ? (float)paddleSprite.Height : paddleSprite.Height*Scale.Y ); } } public Texture2D GetSprite { get { return paddleSprite; } } public Rectangle Boundary { get { return new Rectangle((int)paddlePosition.X, (int)paddlePosition.Y, (int)this.Width, (int)this.Height); } } public bool KeyboardEnabled { get { return keybEnabled; } } #endregion private void NormalsToEdges(bool isLeftPaddle) { Normals2Edges = null; Edge = Vector2.Zero; lst.Clear(); for (int i = 0; i < Vertices.Length; i++) { Edge = Vertices[i + 1 == Vertices.Length ? 0 : i + 1] - Vertices[i]; if (Edge != Vector2.Zero) { Edge.Normalize(); //outer normal to edge !! (origin in top-left) lst.Add(new Vector2(Edge.Y, -Edge.X)); } } Normals2Edges = lst.ToArray(); } public float[] ProjectPaddle(Vector2 axis) { if (Vertices.Length == 0 || axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, Vertices[0]); max = min; for (int i = 1; i < Vertices.Length; i++) { float p = Vector2.Dot(axis, Vertices[i]); if (p < min) min = p; else if (p > max) max = p; } return (new float[2] { min, max }); } public Paddle(Game game, bool isLeftPaddle, bool enableKeyboard = true) : base(game) { contentManager = new ContentManager(game.Services); keybEnabled = enableKeyboard; this.isLeftPaddle = isLeftPaddle; } public void setPosition(Vector2 newPos) { X = newPos.X; Y = newPos.Y; } public override void Initialize() { base.Initialize(); this.Speed = DEFAULT_Y_SPEED; X = 0; Y = 0; NormalsToEdges(this.isLeftPaddle); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleSprite = contentManager.Load<Texture2D>(@"Content\pongBar"); } public override void Update(GameTime gameTime) { //vertices array Vertices[0] = this.paddlePosition; Vertices[1] = this.paddlePosition + new Vector2(this.Width, 0); Vertices[2] = this.paddlePosition + new Vector2(this.Width, this.Height); Vertices[3] = this.paddlePosition + new Vector2(0, this.Height); // Move paddle, but don't allow movement off the screen if (KeyboardEnabled) { float moveDistance = Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState newKeyState = Keyboard.GetState(); if (newKeyState.IsKeyDown(Keys.Down) && Y + paddleSprite.Height + moveDistance <= Game.GraphicsDevice.Viewport.Height) { Y += moveDistance; } else if (newKeyState.IsKeyDown(Keys.Up) && Y - moveDistance >= 0) { Y -= moveDistance; } } else { if (this.Y + this.Height > this.GraphicsDevice.Viewport.Height) { this.Y = this.Game.GraphicsDevice.Viewport.Height - this.Height - 1; } } base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Texture,null); spriteBatch.Draw(paddleSprite, paddlePosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Ball Class public class Ball : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private const float DEFAULT_SPEED = 50; private float speedIncrement = 0; private Vector2 ballScale = new Vector2(1f, 1f); private const float INCREASE_SPEED = 50; private Texture2D ballSprite; //initial texture private Vector2 ballPosition; //position private Vector2 centerOfBall; //center coords private Vector2 ballSpeed = new Vector2(DEFAULT_SPEED, DEFAULT_SPEED); //speed #endregion #region Properties public float DEFAULTSPEED { get { return DEFAULT_SPEED; } } public Vector2 ballCenter { get { return centerOfBall; } } public Vector2 Scale { get { return ballScale; } set { ballScale = value; } } public float SpeedX { get { return ballSpeed.X; } set { ballSpeed.X = value; } } public float SpeedY { get { return ballSpeed.Y; } set { ballSpeed.Y = value; } } public float X { get { return ballPosition.X; } set { ballPosition.X = value; } } public float Y { get { return ballPosition.Y; } set { ballPosition.Y = value; } } public Texture2D GetSprite { get { return ballSprite; } } public float Width { get { return (Scale.X == 1f ? (float)ballSprite.Width : ballSprite.Width * Scale.X); } } public float Height { get { return (Scale.Y == 1f ? (float)ballSprite.Height : ballSprite.Height * Scale.Y); } } public float SpeedIncreaseIncrement { get { return speedIncrement; } set { speedIncrement = value; } } public Rectangle Boundary { get { return new Rectangle((int)ballPosition.X, (int)ballPosition.Y, (int)this.Width, (int)this.Height); } } #endregion public Ball(Game game) : base(game) { contentManager = new ContentManager(game.Services); } public void Reset() { ballSpeed.X = DEFAULT_SPEED; ballSpeed.Y = DEFAULT_SPEED; ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } public void SpeedUp() { if (ballSpeed.Y < 0) ballSpeed.Y -= (INCREASE_SPEED + speedIncrement); else ballSpeed.Y += (INCREASE_SPEED + speedIncrement); if (ballSpeed.X < 0) ballSpeed.X -= (INCREASE_SPEED + speedIncrement); else ballSpeed.X += (INCREASE_SPEED + speedIncrement); } public float[] ProjectBall(Vector2 axis) { if (axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, this.ballCenter) - this.Width/2; //center - radius max = min + this.Width; //center + radius return (new float[2] { min, max }); } public void ChangeHorzDirection() { ballSpeed.X *= -1; } public void ChangeVertDirection() { ballSpeed.Y *= -1; } public override void Initialize() { base.Initialize(); ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); ballSprite = contentManager.Load<Texture2D>(@"Content\ball"); } public override void Update(GameTime gameTime) { if (this.Y < 1 || this.Y > GraphicsDevice.Viewport.Height - this.Height - 1) this.ChangeVertDirection(); centerOfBall = new Vector2(ballPosition.X + this.Width / 2, ballPosition.Y + this.Height / 2); base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(ballSprite, ballPosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Main game class public class gameStart : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public gameStart() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.Window.Title = "Pong game"; } protected override void Initialize() { ball = new Ball(this); paddleLeft = new Paddle(this,true,false); paddleRight = new Paddle(this,false,true); Components.Add(ball); Components.Add(paddleLeft); Components.Add(paddleRight); this.Window.AllowUserResizing = false; this.IsMouseVisible = true; this.IsFixedTimeStep = false; this.isColliding = false; base.Initialize(); } #region MyPrivateStuff private Ball ball; private Paddle paddleLeft, paddleRight; private int[] bit = { -1, 1 }; private Random rnd = new Random(); private int updates = 0; enum nrPaddle { None, Left, Right }; private nrPaddle PongBar = nrPaddle.None; private ArrayList Axes = new ArrayList(); private Vector2 MTV; //minimum translation vector private bool isColliding; private float overlap; //smallest distance after projections private Vector2 overlapAxis; //axis of overlap #endregion protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleLeft.setPosition(new Vector2(0, this.GraphicsDevice.Viewport.Height / 2 - paddleLeft.Height / 2)); paddleRight.setPosition(new Vector2(this.GraphicsDevice.Viewport.Width - paddleRight.Width, this.GraphicsDevice.Viewport.Height / 2 - paddleRight.Height / 2)); paddleLeft.Scale = new Vector2(1f, 2f); //scale left paddle } private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] <= circle[0] || circle[1] <= pad[0]) { return false; } if (pad[1] - circle[0] < circle[1] - pad[0]) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax; } } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * overlap; } return true; } protected override void Update(GameTime gameTime) { updates += 1; float ftime = 5 * (float)gameTime.ElapsedGameTime.TotalSeconds; if (updates == 1) { isColliding = false; int Xrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; int Yrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; ball.SpeedX = Xrnd * ball.SpeedX; ball.SpeedY = Yrnd * ball.SpeedY; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } else { updates = 100; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } //autorun :) paddleLeft.Y = ball.Y; //collision detection PongBar = nrPaddle.None; if (ball.Boundary.Intersects(paddleLeft.Boundary)) { PongBar = nrPaddle.Left; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleLeft.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleLeft.VertexVector, ball.ballCenter)); } } else if (ball.Boundary.Intersects(paddleRight.Boundary)) { PongBar = nrPaddle.Right; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleRight.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleRight.VertexVector, ball.ballCenter)); } } if (PongBar != nrPaddle.None && !isColliding) switch (PongBar) { case nrPaddle.Left: if (ShapesIntersect(paddleLeft, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; case nrPaddle.Right: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; default: break; } if (!ShapesIntersect(paddleRight, ball) && !ShapesIntersect(paddleLeft, ball)) isColliding = false; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; //check ball movement if (ball.X > paddleRight.X + paddleRight.Width + 2) { //IncreaseScore(Left); ball.Reset(); updates = 0; return; } else if (ball.X < paddleLeft.X - 2) { //IncreaseScore(Right); ball.Reset(); updates = 0; return; } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Aquamarine); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.End(); base.Draw(gameTime); } } And one method i've used: public static Vector2 NormAxisFromCircle2ClosestVertex(Vector2[] vertices, Vector2 circle) { Vector2 temp = Vector2.Zero; if (vertices.Length > 0) { float dist = (circle.X - vertices[0].X) * (circle.X - vertices[0].X) + (circle.Y - vertices[0].Y) * (circle.Y - vertices[0].Y); for (int i = 1; i < vertices.Length;i++) { if (dist > (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y)) { temp = vertices[i]; //memorize the closest vertex dist = (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y); } } temp = circle - temp; temp.Normalize(); } return temp; } Thanks in advance for any tips on the 4 issues. EDIT1: Something isn't working properly. The collision axis doesn't come out right and the interpolation also seems to have no effect. I've changed the code a bit: private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] < circle[0] || circle[1] < pad[0]) { return false; } if (Math.Abs(pad[1] - circle[0]) < Math.Abs(circle[1] - pad[0])) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax * (-1); } //to get the proper axis } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * Math.Abs(overlap); } return true; } And part of the Update method: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) { ball.X += MTV.X; ball.Y += MTV.Y; } //test if (overlapAxis.X == 0) //collision with horizontal edge { } else if (overlapAxis.Y == 0) //collision with vertical edge { float factor = Math.Abs(ball.ballCenter.Y - paddleRight.Y) / paddleRight.Height; if (factor > 1) factor = 1f; if (overlapAxis.X < 0) //left edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(-1, -3), new Vector2(-1, 3), factor)))); else //right edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(1, -3), new Vector2(1, 3), factor)))); } else //vertex collision??? { ball.Speed = -ball.Speed; } } What seems to happen is that "overlapAxis" doesn't always return the right one. So instead of (-1,0) i get the (1,0) (this happened even before i multiplied with -1 there). Sometimes there isn't even a collision registered even though the ball passes through the paddle... The interpolation also seems to have no effect as the angles barely change (or the overlapAxis is almost never (-1,0) or (1,0) but something like (0.9783473, 0.02743843)... ). What am i missing here? :(

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  • Finding N contiguous zero bits in an integer to the left of the MSB position of another integer

    - by James Morris
    The problem is: given an integer val1 find the position of the highest bit set (Most Significant Bit) then, given a second integer val2 find a contiguous region of unset bits, with the minimum number of zero bits given by width to the left of the position (ie, in the higher bits). Here is the C code for my solution: typedef unsigned int t; unsigned const t_bits = sizeof(t) * CHAR_BIT; _Bool test_fit_within_left_of_msb( unsigned width, t val1, t val2, unsigned* offset_result) { unsigned offbit = 0; unsigned msb = 0; t mask; t b; while(val1 >>= 1) ++msb; while(offbit + width < t_bits - msb) { mask = (((t)1 << width) - 1) << (t_bits - width - offbit); b = val2 & mask; if (!b) { *offset_result = offbit; return true; } if (offbit++) /* this conditional bothers me! */ b <<= offbit - 1; while(b <<= 1) offbit++; } return false; } Aside from faster ways of finding the MSB of the first integer, the commented test for a zero offbit seems a bit extraneous, but necessary to skip the highest bit of type t if it is set. I have also implemented similar algorithms but working to the right of the MSB of the first number, so they don't require this seemingly extra condition. How can I get rid of this extra condition, or even, are there far more optimal solutions? Edit: Some background not strictly required. The offset result is a count of bits from the high bit, not from the low bit as maybe expected. This will be part of a wider algorithm which scans a 2D array for a 2D area of zero bits. Here, for testing, the algorithm has been simplified. val1 represents the first integer which does not have all bits set found in a row of the 2D array. From this the 2D version would scan down which is what val2 represents. Here's some output showing success and failure: t_bits:32 t_high: 10000000000000000000000000000000 ( 2147483648 ) --------- ----------------------------------- *** fit within left of msb test *** ----------------------------------- val1: 00000000000000000000000010000000 ( 128 ) val2: 01000001000100000000100100001001 ( 1091569929 ) msb: 7 offbit:0 + width: 8 = 8 mask: 11111111000000000000000000000000 ( 4278190080 ) b: 01000001000000000000000000000000 ( 1090519040 ) offbit:8 + width: 8 = 16 mask: 00000000111111110000000000000000 ( 16711680 ) b: 00000000000100000000000000000000 ( 1048576 ) offbit:12 + width: 8 = 20 mask: 00000000000011111111000000000000 ( 1044480 ) b: 00000000000000000000000000000000 ( 0 ) offbit:12 iters:10 ***** found room for width:8 at offset: 12 ***** ----------------------------------- *** fit within left of msb test *** ----------------------------------- val1: 00000000000000000000000001000000 ( 64 ) val2: 00010000000000001000010001000001 ( 268469313 ) msb: 6 offbit:0 + width: 13 = 13 mask: 11111111111110000000000000000000 ( 4294443008 ) b: 00010000000000000000000000000000 ( 268435456 ) offbit:4 + width: 13 = 17 mask: 00001111111111111000000000000000 ( 268402688 ) b: 00000000000000001000000000000000 ( 32768 ) ***** mask: 00001111111111111000000000000000 ( 268402688 ) offbit:17 iters:15 ***** no room found for width:13 ***** (iters is the count of iterations of the inner while loop)

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  • Why can't I store a float value - it's always zero!

    - by just_another_coder
    I have a view controller that is created by the app delegate - it's the first one shown in the app. In its interface I declare float lengthOfTime; I also set it as a property: @property (nonatomic) float lengthOfTime; And in it's implemetation: @synthesize lengthOfTime; In the class viewDidLoad method, I set the value: self.lengthOfTime = 3.0f; However, after this, the value is always zero. No errors, no compile warnings, nothing. Just zero. The class is instantiated, it is showing in the view, so I'm pretty sure it's not a nil reference. I've searched all over Google and can't figure it out. What's going on?!? :(

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  • Prevent Negative numbers for Age without using client side validation.

    - by Deepak
    Hi People, I have an issue in Core java. Consider the Employee class having an attribute called age. class Employee{ private int age; public void setAge(int age); } My question is how do i restrict/prevent setAge(int age) method such that it accepts only positive numbers and it should not allow negative numbers, Note: This has to be done without using client side validation.how do i achieve it using Java/server side Validation only.The validation for age attribute should be handled such that no exception is thrown

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  • Negative margins: can they work in IE7 and IE8?

    - by Haroldo
    I'm trying to have a kind of dirty underline effect using a string of hyphens, but I want it slightly closer to the multi-line title than the line-height. Negative margin works a treat in FF but no joy in IE? <p>a multiline title here<p><p style="margin: -7px 0px 10px 0px;">-----------------------------------------------------------------------------</p>

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  • Is there a need for zero-out DIV's margin and padding?

    - by ssg
    I wonder if on any browser div element comes with a preset margin/padding value other than zero. As far as I know, div and span come with zero padding and margin values by standard to make them suitable canvas for style decoration. Even better, is there a definite standard for default styles for all elements that is cross-browser which we can make assumptions upon? For instance FORM comes with top/bottom margins, OL/UL come with padding-left's. I occasionally see a * { margin: 0; padding: 0; } and this just looks like a dirty hack without knowing the reasons or consequences. Anyone has any better approach to this?

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  • a function that returns a random number that is a multiple of 3 between 0 and the function's non-negative integer parameter n

    - by martin
    I need to write a function called multipleOf3 that returns a random number that is a multiple of 3 between 0 and the function's non-negative integer parameter n and here is the result i want [Note: No number returned can be greater than the value of the parameter n] Examples: multipleOf3(0) -- 0 multipleOf3(1) -- 0 multipleOf3(2) -- 0 multipleOf3(3) -- 0 or 3 multipleOf3(20) -- 0 or 3 or 6 or 9 or 12 or 15 or 18

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  • Do spaces in your URL (%20) have a negative impact on SEO?

    - by Kevin
    All the articles I Googled on this subject are dated back in 2004-2005. Basically I am structuring precanned searches, and it is based off of categories the client will input. Example content/(term name)/index.htm Does it matter if I used the raw term with a space, which is converted to %20 in the URL, or should I convert the link to '-' and remove that before querying for results? I already have it working, but does anyone know if this definitely has a negative impact on SEO and ranking?

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  • How can I recover a huge folder that's been converted to a zero kb file on an NTFS partition?

    - by aalaap
    I have a 1TB drive with two 500GB partitions. One of them is being used as a Mac OS X Time Machine back up drive and the other one was NTFS and being used for storage. I had my entire 'iTunes Music' folder stored on it. Recently, there were some errors on the NTFS drive that caused chkdsk to run when in Windows, and it removed a lot of corrupt files. In this process, it converted my 'iTunes Music' folder into one zero KB file. How can I recover this? The partitions are intact and the other data on the disk is still accessible. It's just the 'iTunes Music' folder that's gone.

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  • CRM 2011 Plugin for CREATE (post-operational): Why is the value of "baseamount" zero in post entity image and target?

    - by Olli
    REFORMULATED QUESTION (Apr 24): I am using the CRM Developer Toolkit for VS2012 to create a CRM2011 plugin. The plugin is registered for the CREATE message of the "Invoice Product" entity. Pipeline-Stage is post-operational, execution is synchronous. I register for a post image that contains baseamount. The toolkit creates an execute function that looks like this: protected void ExecutePostInvoiceProductCreate(LocalPluginContext localContext) { if (localContext == null) { throw new ArgumentNullException("localContext"); } IPluginExecutionContext context = localContext.PluginExecutionContext; Entity postImageEntity = (context.PostEntityImages != null && context.PostEntityImages.Contains(this.postImageAlias)) ? context.PostEntityImages[this.postImageAlias] : null; } Since we are in post operational stage, the value of baseamount in postImageEntity should already be calculated from the user input, right? However, the value of baseamountin the postImageEntity is zero. The same holds true for the value of baseamount in the target entity that I get using the following code: Entity targetEntity = (context.InputParameters != null && context.InputParameters.Contains("Target")) ? (Entity)context.InputParameters["Target"] : null; Using a retrieve request like the one below, I am getting the correct value of baseamount: Entity newlyCreated = service.Retrieve("invoicedetail", targetEntity.Id, new ColumnSet(true)); decimal baseAmount = newlyCreated.GetAttributeValue<Money>("baseamount").Value; The issue does not appear in post operational stage of an update event. I'd be glad to hear your ideas/explanations/suggestions on why this is the case... (Further information: Remote debugging, no isolation mode, plugin stored in database) Original Question: I am working on a plugin for CRM 2011 that is supposed to calculate the amount of tax to be paid when an invoice detail is created. To this end I am trying to get the baseamount of the newly created invoicedetail entity from the post entity image in post operational stage. As far as I understood it, the post entity image is a snapshot of the entity in the database after the new invoice detail has been created. Thus it should contain all properties of the newly created invoice detail. I am getting a "postentityimages" property of the IPluginExecutionContext that contains an entity with the alias I registered ("postImage"). This "postImage" entity contains a key for "baseamount" but its value is 0. Can anybody help me understand why this is the case and what I can do about it? (I also noticed that the postImage does not contain all but only a subset of the entities I registered for.) Here is what the code looks like: protected void ExecutePostInvoiceProductCreate(LocalPluginContext localContext) { if (localContext == null) { throw new ArgumentNullException("localContext"); } // Get PluginExecutionContext to obtain PostEntityImages IPluginExecutionContext context = localContext.PluginExecutionContext; // This works: I get a postImage that is not null. Entity postImage = (context.PostEntityImages != null && context.PostEntityImages.Contains(this.postImageAlias)) ? context.PostEntityImages[this.postImageAlias] : null; // Here is the problem: There is a "baseamount" key in the postImage // but its value is zero! decimal baseAmount = ((Money)postImage["baseamount"]).Value; } ADDITION: Pre and post images for post operational update contain non-zero values for baseamount.

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  • Zero downtime deployment (Tomcat), Nginx or HAProxy, behind hardware LB - how to "starve" old server?

    - by alexeypro
    Currently we have the following setup. Hardware Load Balancer (LB) Box A running Tomcat on 8080 (TA) Box B running Tomcat on 8080 (TB) TA and TB are running behind LB. For now it's pretty complicated and manual job to take Box A or Box B out of LB to do the zero downtime deployment. I am thinking to do something like this: Hardware Load Balancer (LB) Box A running Nginx on 8080 (NA) Box A running Tomcat on 8081 (TA1) Box A running Tomcat on 8082 (TA2) Box B running Nginx on 8080 (NB) Box B running Tomcat on 8081 (TB1) Box B running Tomcat on 8082 (TB2) Basically LB will be directing traffic between NA and NB now. On each of Nginx's we'll have TA1, TA2 and TB1, TB2 configured as upstream servers. Once one of the upstreams's healthcheck page is unresponsive (shutdown) the traffic goes to another one (HttpHealthcheckModule module on Nginx). So the deploy process is simple. Say, TA1 is active with version 0.1 of the app. Healthcheck on TA1 is OK. We start TA2 with Healthcheck on it as ERROR. So Nginx is not talking to it. We deploy app version 0.2 to TA2. Make sure it works. Now, we switch the Healthcheck on TA2 to OK, switch Healthcheck to TA1 to ERROR. Nginx will start serving TA2, and will remove TA1 out of rotation. Done! And now same with the other box. While it sounds all cool and nice, how do we "starve" the Nginx? Say we have pending connections, some users on TA1. If we just turn it off, sessions will break (we have cookie-based sessions). Not good. Any way to starve traffic to one of the upstream servers with Nginx? Thanks!

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  • Should I use uint in C# for values that can't be negative?

    - by Johannes Rössel
    I have just tried implementing a class where numerous length/count properties, etc. are uint instead of int. However, while doing so I noticed that it's actually painful to do so, like as if no one actually wants to do that. Nearly everything that hands out an integral type returns an int, therefore requiring casts in several points. I wanted to construct a StringBuffer with its buffer length defaulted to one of the fields in that class. Requires a cast too. So I wondered whether I should just revert to int here. I'm certainly not using the entire range anyway. I just thought since what I'm dealing with there simply can't be negative (if it was, it'd be an error) it'd be a nice idea to actually use uint. P.S.: I saw this question and this at least explains why the framework itself always uses int but even in own code it's actually cumbersome to stick to uint which makes me think it apparently isn't really wanted.

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  • Can i have a negative value as constant expression in Scala?

    - by Klinke
    I have an Java-Annotation that return a double value: @Retention(RetentionPolicy.RUNTIME) @Target(ElementType.FIELD) public @interface DoubleValue { double value(); } When i try to attach the annotation to a field in a scala class and the value is negativ like here: class Test { @DoubleValue(-0.05) var a = _ } i get an compiler error with the message: "annotation argument needs to be a constant; found: 0.05.unary_-". I understood that i need a numerical literal and i looked into the Scala Language Specification and it seems, that the - sign is only used for the exponent but not for the mantissa. Does someone has an idea how i can have a negative value as runtime information using annotations? Thanks, Klinke

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  • T-SQL: How to make a positive value turn into the equivalent negative value (e.g "10.00" to "-10.00"

    - by RPM1984
    Ok so i have a DECIMAL field called "Score". (e.g 10.00) Now, in my SP, i want to increment/decrement the value of this field in update transactions. So i might want to do this: SET @NewScore = @CurrentScore + @Points Where @Points is the value im going to increment/decrement. Now lets say @Points = 10.00. In a certain scenario, i want 10.00 to become -10.00 So the statement would be translated to: SET @NewScore = @CurrentScore + -10.00 How can i do that? I know its a strange question, but basically i want that statement to be dynamic, in that i dont want to have a different statement for incrementing/decrementing the value. I just want something like this: SET @Points = 10.00 IF @ActivityBeingPerformedIsFoo BEGIN -- SET @Points to be equivalent negative value, (e.g -10.00) END SET @NewScore = @CurrentScore + @Points

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  • how to represent negative number to array of integers ?

    - by stdnoit
    I must convert string of 1324312321 to array of integers in java this is fine. I could use integer parseint and string substring method but how do I repesent -12312312 to my original array of integer.. the fact that - is a char / string and convert to array of integer would alter the value ( even though I convert - to integer-equivalent , it would change the rest of 12312312) it must be an array of integers and how should I convert negative numbers and still keeep the same value somehow reminding me of two complements trick but i dont think i need to go down to binary level in my program.. any other trick for doing this? thanks!

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  • How do I stop IE6 clipping an element positioned outside its parent via negative margins?

    - by Paul D. Waite
    I have an element positioned outisde its parent via negative margins, like this: <style> .parent { height: 1%; } .element { float: left; margin-left: -4px; } </style> ... <div class="parent"> <div class="element">Element</div> </div> In Internet Explorer 6, the part of .element positioned outside of its parent element is clipped, i.e. invisible, hidden, cut off. How do I fix this?

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  • Can a member struct be zero-init from the constructor initializer list without calling memset?

    - by selbie
    Let's say I have the following structure declaration (simple struct with no constructor). struct Foo { int x; int y; int z; char szData[DATA_SIZE]; }; Now let's say this struct is a member of a C++ class as follows: class CFoobar { Foo _foo; public: CFoobar(); }; If I declare CFoobar's constructor as follows: CFoobar::CFoobar() { printf("_foo = {%d, %d, %d}\n", _foo.x, _foo.y,_foo.z); for (int x = 0; x < 100; x++) printf("%d\n", _foo.szData[x]); } As you would expect, when CFoobar's constructor runs, garbage data gets printed out Obviously, the easy fix is to memset or ZeroMemory &_foo. It's what I've always done... However, I did notice that if add _foo to the constructor's initialization list with no parameters as follows: CFoobar::CFoobar() : _foo() { That this appears to zero-out the member variables of _foo. At least that was the case with g++ on linux. Now here's my question: Is this standard C++, or is this compiler specific behavior? If it's standard behavior, can someone quote me a reference from an official source? Any "gotchas" in regards to implicit zero-init behavior with more complicated structs and classes?

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