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  • I can not cd "LaunchAgents" on macbook

    - by why
    after installing mongdb on my macbook-pro, it tells me: If this is your first install, automatically load on login with: cp /usr/local/Cellar/mongodb/1.6.3-x86_64/org.mongodb.mongod.plist ~/Library/LaunchAgents launchctl load -w ~/Library/LaunchAgents/org.mongodb.mongod.plist If this is an upgrade and you already have the org.mongodb.mongod.plist loaded: launchctl unload -w ~/Library/LaunchAgents/org.mongodb.mongod.plist cp /usr/local/Cellar/mongodb/1.6.3-x86_64/org.mongodb.mongod.plist ~/Library/LaunchAgents launchctl load -w ~/Library/LaunchAgents/org.mongodb.mongod.plist Or start it manually: mongod run --config /usr/local/Cellar/mongodb/1.6.3-x86_64/mongod.conf but after i copy org.mongodb.mongod.plist to ~/Library/LaunchAgents, it tells me launchctl load -w ~/Library/LaunchAgents/org.mongodb.mongod.plist launchctl: Couldn't stat("/Users/liuqiang/Library/LaunchAgents/org.mongodb.mongod.plist"): Not a directory and also i can not cd "~/Library/LaunchAgents", but i can ls the directory! "~/Library/LaunchAgents" is a strange directory in mac.

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  • Siege - running a stress test benchmark

    - by morgoth84
    I need to do a benchmark test of a HTTPS server using Siege, to see how it behaves under massive load. I'm initiating tests from another machine which is quite powerful and it is connected to the same physical switch the server is connected on. But when I initiate a test, I can't get it to make more than 170 requests per second. With this load the server's CPU usage is at 15-20% and the average response time for a request is approx. 0.03 seconds. Load of the client machine is approx. at 10%. So, I gradually increase the number of users in Siege (the number of worker threads) and request rate linearly increases up to 170 reqs/sec, but it never gets over it. No matter how many more worker threads I start, the load on the server is never more than 20% (and the client's load also doesn't increase any more). How can I overcome this? I've googled a bit and found out that after a request is completed, a socket associated with one ephermal port remains in WAIT_TIME state for some time during which it can't be reused. I tried to overcome this by doing these things: sysctl -w net.ipv4.ip_local_port_range="1024 65535" echo 1 > /proc/sys/net/ipv4/tcp_tw_recycle Oh, and the client machine is a Linux (RedHat, I think, but I'm not sure). Any help would be appreciated.

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  • Apache 2 settings for high traffic website

    - by Harry
    I'm having problems with the load on my website. It's an amazon ec2 server with 15Gb ram and 4 CPUs behind an LB. apachetop says I'm getting around 80 reqs per second which seems really low for this kind of server and the load ( given by top ) is usually around 15 but does increase to about 150 in 24 hrs. I'm seeing about 100 active apache processes at any time. Apache is in prefork mode. Mysql is used very little on the server and there are almost no static files. Here are my Apache settings: Timeout 20 KeepAlive Off MaxKeepAliveRequests 0 KeepAliveTimeout 3 <IfModule mpm_prefork_module> StartServers 40 MinSpareServers 25 MaxSpareServers 40 ServerLimit 400 MaxClients 400 MaxRequestsPerChild 4 </IfModule> Can anyone advise on how to tweak the settings? Thanx! Edit: The config was gotten by trial and error. Any and I mean by a number, change to these lines make the load skyrocket in like 5 minutes. It literally jumps to like 200-300 in a matter of minutes. Especially MaxRequestsPerChild. I've tried with 10, 15, 100, 1000 and the load just skyrockets. About php - there are actually only a few php files which aren't really that expensive at all. They just spit some simple stuff out. If I turn on KeepAlive load also goes to space..

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  • Apache with mod_php high memory utilization

    - by Raj
    We have Magento application deployed on Apache with mod_php and mysql. I have observed that sometime apache server starts consuming high memory which causes memory swapping and results in high load on servers. whenever there is high load on apache server, the apache processes which are causing the high load were in sleep mode at mysql end and CLOSE_WAIT state at client side. Any help is appreciated to resolve this issue.

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  • ASP.NET, IS7 and IE8 caching?

    - by jdege
    We're suddenly having problems with some of our sites having old versions of .css and .js files show up in the browser. Generally, these problems go away, when the user clears cache in the browser. Is there something we can do either in the code or in IIS7, to convince the browser to not used the cached files? In our weirdest case, we have one customer whose users hit our site, and get an old version of a js file. They clear cache, load the page, get the current version, and the page runs fine. Then they load the file again, and suddenly have the old version, again. Any ideas as to how that might be happening? I can think of three: The browser is somehow holding on to the old version, when we clear cache, and is putting it back in the cache, before the second page load. One of our servers has an old version of the file, and while the first page load after a clear cache pulls it from one of the servers with the current version, second and subsequent page loads pull it from the server that has the old version. The first load after a clear cache goes straight to our servers, while subsequent loads pull the file from the cache on the customer's web proxy. I have to say, all three of those scenarios seem outlandishly unlikely, but it's a repeatable behavior. Any ideas?

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  • Drawing chunks, and positioning the camera

    - by Troubleshoot
    I've seen many questions and answers regarding how to draw tiled maps but I can't really get my head around it. Many answers suggest either loading the visible part of the map, or loading and unloading chunks of the map. I've decided the best option would be to load chunks, but I'm slightly confused as to how this would be implemented. Currently I'm loading the full map to a 2D array of buffered images, then drawing it every time repaint is called. Q1: If I were to load chunks of the map, would I load the map as a whole then draw the necessary chunk(s), or load & unload the chunks as the player moves along, and if so, how? My second question regards the camera. I want the player to be in the centre of the X axis and the camera to follow it. I've thought of drawing everything in relation to the map and calculating the position of the camera in relation to the players coordinates on the map. So, to calculate the camera's X position I understand that I should use cameraX = playerX - (canvasWidth/2), but how should I calculate the Y position? I want the camera to only move up when the player reaches cameraHeight/2 but to move down when the player reaches 3/4(cameraHeight). Q2: Should I check for this in the same way I check for collision, and move the camera relative to the movement of the player until the player stops moving, or am I thinking about it in the wrong way?

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  • ??????????? ??????? ??????? ?? Oracle Hyperion Essbase + Oracle BI - ?????? ? ????????? ???????? (Q4

    - by [email protected]
    ?? ??????? ??????? - Q4 FY10 - ??? ?????? ??????? (EMEA) ???????? ??????????? ??????? ?? ???????? ???????? ??? ???????????? ?? ???? ?????? ??????? ???????????:       1. ???  ?????? ?????????? (CPU) ? ???????? ??????? ??????????????:     * ??????????? ????? CPU ??? Essbase ????? ???? ??????? ?? ??????????????? ?????????? CPU ??? ?????????????? Oracle BI EE+ (?? 1 CPU)    * ??? ???? ????????????? ????? ??????????????? ?????? ?? ??? ????????  2. ??? ?????? ???????????? (NUP) ? ???????? ??????? ?????????????? Essbase ???????? ?????????????? ?????????????? ?????? ??? ????????????? ???????? ???????? ?????????????. 3. ??? Essbase ???????? ??????? "Essbase Consumer" ??? "read-only user", ??? ????????:     * ????????? ?????? ? ????????????    * ???????????? ??????? - 25 read-only ?????????????    * ??????????? ?????????????? ?????????????? ?????? ?? read-only ????????????? ?????? ??????????? ?? ???????????????? ?? ??????? ? ????? ?????????????? ????????????? ????????? ?? ??????? ??????? (Q4 FY10). ??? ????????? ?????????????? ?????????? ? ?????? ? ????????? - ??????? ?????????? ? ?????????????? Oracle ?? ???????????? Oracle BI ? EPM: ??????  ??????, ??????? ????????, ????? ??????????, ????? ???????????

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  • Flash As3 Loader Problem

    - by Hadar
    Hi iam trying to load a few external jpegs in As3. It works fine locally in Flash, but it dosen't work at all ion my server. My app also loads a youtube video simultaneously. function drawResult(index,videoID,song_title,thumbnail:String=null) { var theClip:resultRowClip=new resultRowClip (); _clip.addChild(theClip); myArray[index] = new Array(videoID,theClip); theClip.y=0+(43*(index-1)); theClip.rowText.text = song_title; theClip.rowBack.visible = false; if (thumbnail != ""){ theClip.tHolder.visible=true; loadImage(thumbnail,index); } } function loadImage(url:String,index):void { //this.myClip.myText.text += "load image"; // Set properties on my Loader object var imageLoader:Loader = new Loader(); imageLoader.load(new URLRequest(url)); imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, function (evt:Event){imageLoaded(evt,index)}); } function imageLoaded(evt,id):void { //this.myClip.myText.text += "id : evt : " + evt.status; // Load Image var image:Bitmap = new Bitmap(evt.target.content.bitmapData); myArray[id][1].tHolder.addChild(image); myArray[id][1].tHolder.width=myArray[id][1].tHolder.width*0.35; myArray[id][1].tHolder.height=myArray[id][1].tHolder.height*0.35; } Does anyone knows what the problem is ? ** I added two Evenet listeners from io Error : imageLoader.addEventListener(IOErrorEvent.IO_ERROR,ioErrorHandler); imageLoader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR,ioErrorHandler); This is the function for handling the errors : private function ioErrorHandler(event:IOErrorEvent):void { this.myClip.myText.text +=("ioErrorHandler: " + event); } anyway, I got no errors... I also tried to move the listeners before imageLoader.load but it's still the same...no errors and no data loaded.. I change my code to patrikS suggestion : function loadImage(url:String,index):void { //this.myClip.myText.text += "load image"; // Set properties on my Loader object //if (index != 1) return; var imageLoader:Loader = new Loader(); imageLoader.name = index.toString(); //myArray[index][1].addChild(imageLoader); //imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, function (evt:Event){imageLoaded(evt,index)}); imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE,completeHandler); imageLoader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR,ioErrorHandler); imageLoader.load(new URLRequest(url)); } My current completeHandler function(tnx patrikS ) : private function completeHandler(evt:Event):void{ //this.myClip.myText.text += "id : evt : " + evt.status; // Load Image trace("evt target loader name : "+ evt.target.loader.name ); evt.target.removeEventListener(Event.COMPLETE, completeHandler ); var image:Bitmap = new Bitmap(evt.target.content.bitmapData); myArray[evt.target.loader.name][1].tHolder.addChild(image); myArray[evt.target.loader.name][1].tHolder.width=myArray[evt.target.loader.name][1].tHolder.width*0.35; myArray[evt.target.loader.name][1].tHolder.height=myArray[evt.target.loader.name][1].tHolder.height*0.35; //trace (hadar.y + "Y / X" + hadar.x); } It still work only on flash IDE and dosent work on any browser...

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  • Problems with :uniq => true/Distinct option in a has_many_through association w/ named scope (Rails)

    - by MikeH
    I had to make some tweaks to my app to add new functionality, and my changes seem to have broken the :uniq option that was previously working perfectly. Here's the set up: #User.rb has_many :products, :through = :seasons, :uniq = true has_many :varieties, :through = :seasons, :uniq = true #product.rb has_many :seasons has_many :users, :through = :seasons, :uniq = true has_many :varieties #season.rb belongs_to :product belongs_to :variety belongs_to :user named_scope :by_product_name, :joins = :product, :order = 'products.name' #variety.rb belongs_to :product has_many :seasons has_many :users, :through = :seasons, :uniq = true First I want to show you the previous version of the view that is now breaking, so that we have a baseline to compare. The view below is pulling up products and varieties that belong to the user. In both versions below, I've assigned the same products/varieties to the user so the logs will looking at the exact same use case. #user/show <% @user.products.each do |product| %> <%= link_to product.name, product %> <% @user.varieties.find_all_by_product_id(product.id).each do |variety| %> <%=h variety.name.capitalize %></p> <% end %> <% end %> This works. It displays only one of each product, and then displays each product's varieties. In the log below, product ID 1 has 3 associated varieties. And product ID 43 has none. Here's the log output for the code above: Product Load (11.3ms) SELECT DISTINCT `products`.* FROM `products` INNER JOIN `seasons` ON `products`.id = `seasons`.product_id WHERE ((`seasons`.user_id = 1)) ORDER BY name, products.name Product Columns (1.8ms) SHOW FIELDS FROM `products` Variety Columns (1.9ms) SHOW FIELDS FROM `varieties` Variety Load (0.7ms) SELECT DISTINCT `varieties`.* FROM `varieties` INNER JOIN `seasons` ON `varieties`.id = `seasons`.variety_id WHERE (`varieties`.`product_id` = 1) AND ((`seasons`.user_id = 1)) ORDER BY name Variety Load (0.5ms) SELECT DISTINCT `varieties`.* FROM `varieties` INNER JOIN `seasons` ON `varieties`.id = `seasons`.variety_id WHERE (`varieties`.`product_id` = 43) AND ((`seasons`.user_id = 1)) ORDER BY name Ok, so everything above is the previous version which was working great. In the new version, I added some columns to the join table called seasons, and made a bunch of custom methods that query those columns. As a result, I made the following changes to the view code that you saw above so that I could access those methods on the seasons model: <% @user.seasons.by_product_name.each do |season| %> <%= link_to season.product.name, season.product %> #Note: I couldn't get this loop to work at all, so I settled for the following: #<% @user.varieties.find_all_by_product_id(product.id).each do |variety| %> <%=h season.variety.name.capitalize %> <%end%> <%end%> Here's the log output for that: SQL (0.9ms) SELECT count(DISTINCT "products".id) AS count_products_id FROM "products" INNER JOIN "seasons" ON "products".id = "seasons".product_id WHERE (("seasons".user_id = 1)) Season Load (1.8ms) SELECT "seasons".* FROM "seasons" INNER JOIN "products" ON "products".id = "seasons".product_id WHERE ("seasons".user_id = 1) AND ("seasons".user_id = 1) ORDER BY products.name Product Load (0.7ms) SELECT * FROM "products" WHERE ("products"."id" = 43) ORDER BY products.name CACHE (0.0ms) SELECT "seasons".* FROM "seasons" INNER JOIN "products" ON "products".id = "seasons".product_id WHERE ("seasons".user_id = 1) AND ("seasons".user_id = 1) ORDER BY products.name Product Load (0.4ms) SELECT * FROM "products" WHERE ("products"."id" = 1) ORDER BY products.name Variety Load (0.4ms) SELECT * FROM "varieties" WHERE ("varieties"."id" = 2) ORDER BY name CACHE (0.0ms) SELECT * FROM "products" WHERE ("products"."id" = 1) ORDER BY products.name Variety Load (0.4ms) SELECT * FROM "varieties" WHERE ("varieties"."id" = 8) ORDER BY name CACHE (0.0ms) SELECT * FROM "products" WHERE ("products"."id" = 1) ORDER BY products.name Variety Load (0.4ms) SELECT * FROM "varieties" WHERE ("varieties"."id" = 7) ORDER BY name CACHE (0.0ms) SELECT * FROM "products" WHERE ("products"."id" = 43) ORDER BY products.name CACHE (0.0ms) SELECT count(DISTINCT "products".id) AS count_products_id FROM "products" INNER JOIN "seasons" ON "products".id = "seasons".product_id WHERE (("seasons".user_id = 1)) CACHE (0.0ms) SELECT "seasons".* FROM "seasons" INNER JOIN "products" ON "products".id = "seasons".product_id WHERE ("seasons".user_id = 1) AND ("seasons".user_id = 1) ORDER BY products.name CACHE (0.0ms) SELECT * FROM "products" WHERE ("products"."id" = 1) ORDER BY products.name CACHE (0.0ms) SELECT * FROM "products" WHERE ("products"."id" = 1) ORDER BY products.name CACHE (0.0ms) SELECT * FROM "varieties" WHERE ("varieties"."id" = 8) ORDER BY name I'm having two problems: (1) The :uniq option is not working for products. Three distinct versions of the same product are displaying on the page. (2) The :uniq option is not working for varieties. I don't have validation set up on this yet, and if the user enters the same variety twice, it does appear on the page. In the previous working version, this was not the case. The result I need is that only one product for any given ID displays, and all varieties associated with that ID display along with such unique product. One thing that sticks out to me is the sql call in the most recent log output. It's adding 'count' to the distinct call. I'm not sure why it's doing that or whether it might be an indication of an issue. I found this unresolved lighthouse ticket that seems like it could potentially be related, but I'm not sure if it's the same issue: https://rails.lighthouseapp.com/projects/8994/tickets/2189-count-breaks-sqlite-has_many-through-association-collection-with-named-scope I've tried a million variations on this and can't get it working. Any help is much appreciated!

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  • "Win32 exception occurred releasing IUnknown at..." error using Pylons and WMI

    - by Anders
    Hi all, Im using Pylons in combination with WMI module to do some basic system monitoring of a couple of machines, for POSIX based systems everything is simple - for Windows - not so much. Doing a request to the Pylons server to get current CPU, however it's not working well, or atleast with the WMI module. First i simply did (something) this: c = wmi.WMI() for cpu in c.Win32_Processor(): value = cpu.LoadPercentage However, that gave me an error when accessing this module via Pylons (GET http://ip:port/cpu): raise x_wmi_uninitialised_thread ("WMI returned a syntax error: you're probably running inside a thread without first calling pythoncom.CoInitialize[Ex]") x_wmi_uninitialised_thread: <x_wmi: WMI returned a syntax error: you're probably running inside a thread without first calling pythoncom.CoInitialize[Ex] (no underlying exception)> Looking at http://timgolden.me.uk/python/wmi/tutorial.html, i wrapped the code accordingly to the example under the topic "CoInitialize & CoUninitialize", which makes the code work, but it keeps throwing "Win32 exception occurred releasing IUnknown at..." And then looking at http://mail.python.org/pipermail/python-win32/2007-August/006237.html and the follow up post, trying to follow that - however pythoncom._GetInterfaceCount() is always 20. Im guessing this is someway related to Pylons spawning worker threads and crap like that, however im kinda lost here, advice would be nice. Thanks in advance, Anders

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  • Can a call to WaitHandle.SignalAndWait be ignored for performance profiling purposes?

    - by Dan Tao
    I just downloaded the trial version of ANTS Performance Profiler from Red Gate and am investigating some of my team's code. Immediately I notice that there's a particular section of code that ANTS is reporting as eating up to 99% CPU time. I am completely unfamiliar with ANTS or performance profiling in general (that is, aside from self-profiling using what I'm sure are extremely crude and frowned-upon methods such as double timeToComplete = (endTime - startTime).TotalSeconds), so I'm still fiddling around with the application and figuring out how it's used. But I did call the developer responsible for the code in question and his immediate reaction was "Yeah, that doesn't surprise me that it says that; but that code calls SignalAndWait [which I could see for myself, thanks to ANTS], which doesn't use any CPU, it just sits there waiting for something to do." He advised me to simply ignore that code and look for anything ELSE I could find. My question: is it true that SignalAndWait requires NO CPU overhead (and if so, how is this possible?), and is it reasonable that a performance profiler would view it as taking up 99% CPU time? I find this particularly curious because, if it's at 99%, that would suggest that our application is often idle, wouldn't it? And yet its performance has become rather sluggish lately. Like I said, I really am just a beginner when it comes to this tool, and I don't know anything about the WaitHandle class. So ANY information to help me to understand what's going on here would be appreciated.

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  • Flash video slooow in AIR 2 HTMLLoader component

    - by shane
    I am working on a full screen kiosk application in Flex 4/Air 2 using Flash Builder 4. We have a company training website which staff can access via the kiosk, and the main content is interactive flash training videos. Our target machines are by no means 'beefy', they are Atom n270s @ 1.6Ghz with 1Gb RAM. As it stands the videos are all but unusable when used from within the Air application, the application becomes completely unresponsive (100% cpu usage, click events take approx 5-10 seconds to register). So far I have tried: increasing the default frame rate from 24fps to 60. No improvement. nativeWindow.stage.frameRate = 60; running the videos in a stripped down version of my app, just a full screen HTMLLoader component pointed at the training website. No better than before. disabled hyper threading. The Atom CPU is split into two virtual cores, and the AIR app was only able to use one thread so maxed out at 50% CPU usage. Since the kiosk will only run the AIR app I am happy to loose hyper threading to increase the performance of the Air app. Marginal Improvement. The same website with the same videos is responsive if viewed in ie7 on the same machine, although Internet Explorer takes advantage of the CPU’s hyper threading. The flash videos are built with Adobe Captivate and from what I understand employee JavaScript to relay results back to the server. I will add more information about the video content asap as the training guru is back in the office later this week.

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  • Linux 2.6.31 Scheduler and Multithreaded Jobs

    - by dsimcha
    I run massively parallel scientific computing jobs on a shared Linux computer with 24 cores. Most of the time my jobs are capable of scaling to 24 cores when nothing else is running on this computer. However, it seems like when even one single-threaded job that isn't mine is running, my 24-thread jobs (which I set for high nice values) only manage to get ~1800% CPU (using Linux notation). Meanwhile, about 500% of the CPU cycles (again, using Linux notation) are idle. Can anyone explain this behavior and what I can do about it to get all of the 23 cores that aren't being used by someone else? Notes: In case it's relevant, I have observed this on slightly different kernel versions, though I can't remember which off the top of my head. The CPU architecture is x64. Is it at all possible that the fact that my 24-core jobs are 32-bit and the other jobs I'm competing w/ are 64-bit is relevant? Edit: One thing I just noticed is that going up to 30 threads seems to alleviate the problem to some degree. It gets me up to ~2100% CPU.

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  • Help with why my app crashed?

    - by Moshe
    I'm writing an iPad app that is a "kiosk" app. The iPad should be hanging on the wall and the app should just run. I did a test, starting the app last night (Friday, December 31) and letting it run. This morning, when I woke up, it was not running. I just checked the iPad's console and I can't figure out why it crashed. The iPad was plugged in and so the battery is not the issued. I did disable the idleTimer in my application delegate. The app was seen running as late as midnight last night. I would like to note that my app acts as a Bluetooth server through Game Kit and large portion of the console output is occupied by bluetooth status messages. When I opened the iPad, the app was paused and there was a system alert which prompted me to check an "Expiring Provisioning Profile". I tapped "dismiss" and the alert went away. The app crashed about a second after I dismissed the system alert. Any ideas how I can diagnose this problem? Why would my app crash? Here is my iPad's Console log, as copied from Xcode's organizer. Edit: A bit of Googling lead me to this site which says that alert views cause the app to lose focus. Could that be involved? What can I do to fix the problem? EDIT2: My Crash log describes the situation as: Application Specific Information: appname failed to resume in time Elapsed total CPU time (seconds): 10.010 (user 8.070, system 1.940), 100% CPU Elapsed application CPU time (seconds): 9.470, 95% CPU

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  • Introducing Oracle VM Server for SPARC

    - by Honglin Su
    As you are watching Oracle's Virtualization Strategy Webcast and exploring the great virtualization offerings of Oracle VM product line, I'd like to introduce Oracle VM Server for SPARC --  highly efficient, enterprise-class virtualization solution for Sun SPARC Enterprise Systems with Chip Multithreading (CMT) technology. Oracle VM Server for SPARC, previously called Sun Logical Domains, leverages the built-in SPARC hypervisor to subdivide supported platforms' resources (CPUs, memory, network, and storage) by creating partitions called logical (or virtual) domains. Each logical domain can run an independent operating system. Oracle VM Server for SPARC provides the flexibility to deploy multiple Oracle Solaris operating systems simultaneously on a single platform. Oracle VM Server also allows you to create up to 128 virtual servers on one system to take advantage of the massive thread scale offered by the CMT architecture. Oracle VM Server for SPARC integrates both the industry-leading CMT capability of the UltraSPARC T1, T2 and T2 Plus processors and the Oracle Solaris operating system. This combination helps to increase flexibility, isolate workload processing, and improve the potential for maximum server utilization. Oracle VM Server for SPARC delivers the following: Leading Price/Performance - The low-overhead architecture provides scalable performance under increasing workloads without additional license cost. This enables you to meet the most aggressive price/performance requirement Advanced RAS - Each logical domain is an entirely independent virtual machine with its own OS. It supports virtual disk mutipathing and failover as well as faster network failover with link-based IP multipathing (IPMP) support. Moreover, it's fully integrated with Solaris FMA (Fault Management Architecture), which enables predictive self healing. CPU Dynamic Resource Management (DRM) - Enable your resource management policy and domain workload to trigger the automatic addition and removal of CPUs. This ability helps you to better align with your IT and business priorities. Enhanced Domain Migrations - Perform domain migrations interactively and non-interactively to bring more flexibility to the management of your virtualized environment. Improve active domain migration performance by compressing memory transfers and taking advantage of cryptographic acceleration hardware. These methods provide faster migration for load balancing, power saving, and planned maintenance. Dynamic Crypto Control - Dynamically add and remove cryptographic units (aka MAU) to and from active domains. Also, migrate active domains that have cryptographic units. Physical-to-virtual (P2V) Conversion - Quickly convert an existing SPARC server running the Oracle Solaris 8, 9 or 10 OS into a virtualized Oracle Solaris 10 image. Use this image to facilitate OS migration into the virtualized environment. Virtual I/O Dynamic Reconfiguration (DR) - Add and remove virtual I/O services and devices without needing to reboot the system. CPU Power Management - Implement power saving by disabling each core on a Sun UltraSPARC T2 or T2 Plus processor that has all of its CPU threads idle. Advanced Network Configuration - Configure the following network features to obtain more flexible network configurations, higher performance, and scalability: Jumbo frames, VLANs, virtual switches for link aggregations, and network interface unit (NIU) hybrid I/O. Official Certification Based On Real-World Testing - Use Oracle VM Server for SPARC with the most sophisticated enterprise workloads under real-world conditions, including Oracle Real Application Clusters (RAC). Affordable, Full-Stack Enterprise Class Support - Obtain worldwide support from Oracle for the entire virtualization environment and workloads together. The support covers hardware, firmware, OS, virtualization, and the software stack. SPARC Server Virtualization Oracle offers a full portfolio of virtualization solutions to address your needs. SPARC is the leading platform to have the hard partitioning capability that provides the physical isolation needed to run independent operating systems. Many customers have already used Oracle Solaris Containers for application isolation. Oracle VM Server for SPARC provides another important feature with OS isolation. This gives you the flexibility to deploy multiple operating systems simultaneously on a single Sun SPARC T-Series server with finer granularity for computing resources.  For SPARC CMT processors, the natural level of granularity is an execution thread, not a time-sliced microsecond of execution resources. Each CPU thread can be treated as an independent virtual processor. The scheduler is naturally built into the CPU for lower overhead and higher performance. Your organizations can couple Oracle Solaris Containers and Oracle VM Server for SPARC with the breakthrough space and energy savings afforded by Sun SPARC Enterprise systems with CMT technology to deliver a more agile, responsive, and low-cost environment. Management with Oracle Enterprise Manager Ops Center The Oracle Enterprise Manager Ops Center Virtualization Management Pack provides full lifecycle management of virtual guests, including Oracle VM Server for SPARC and Oracle Solaris Containers. It helps you streamline operations and reduce downtime. Together, the Virtualization Management Pack and the Ops Center Provisioning and Patch Automation Pack provide an end-to-end management solution for physical and virtual systems through a single web-based console. This solution automates the lifecycle management of physical and virtual systems and is the most effective systems management solution for Oracle's Sun infrastructure. Ease of Deployment with Configuration Assistant The Oracle VM Server for SPARC Configuration Assistant can help you easily create logical domains. After gathering the configuration data, the Configuration Assistant determines the best way to create a deployment to suit your requirements. The Configuration Assistant is available as both a graphical user interface (GUI) and terminal-based tool. Oracle Solaris Cluster HA Support The Oracle Solaris Cluster HA for Oracle VM Server for SPARC data service provides a mechanism for orderly startup and shutdown, fault monitoring and automatic failover of the Oracle VM Server guest domain service. In addition, applications that run on a logical domain, as well as its resources and dependencies can be controlled and managed independently. These are managed as if they were running in a classical Solaris Cluster hardware node. Supported Systems Oracle VM Server for SPARC is supported on all Sun SPARC Enterprise Systems with CMT technology. UltraSPARC T2 Plus Systems ·   Sun SPARC Enterprise T5140 Server ·   Sun SPARC Enterprise T5240 Server ·   Sun SPARC Enterprise T5440 Server ·   Sun Netra T5440 Server ·   Sun Blade T6340 Server Module ·   Sun Netra T6340 Server Module UltraSPARC T2 Systems ·   Sun SPARC Enterprise T5120 Server ·   Sun SPARC Enterprise T5220 Server ·   Sun Netra T5220 Server ·   Sun Blade T6320 Server Module ·   Sun Netra CP3260 ATCA Blade Server Note that UltraSPARC T1 systems are supported on earlier versions of the software.Sun SPARC Enterprise Systems with CMT technology come with the right to use (RTU) of Oracle VM Server, and the software is pre-installed. If you have the systems under warranty or with support, you can download the software and system firmware as well as their updates. Oracle Premier Support for Systems provides fully-integrated support for your server hardware, firmware, OS, and virtualization software. Visit oracle.com/support for information about Oracle's support offerings for Sun systems. For more information about Oracle's virtualization offerings, visit oracle.com/virtualization.

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  • SQL SERVER – Core Concepts – Elasticity, Scalability and ACID Properties – Exploring NuoDB an Elastically Scalable Database System

    - by pinaldave
    I have been recently exploring Elasticity and Scalability attributes of databases. You can see that in my earlier blog posts about NuoDB where I wanted to look at Elasticity and Scalability concepts. The concepts are very interesting, and intriguing as well. I have discussed these concepts with my friend Joyti M and together we have come up with this interesting read. The goal of this article is to answer following simple questions What is Elasticity? What is Scalability? How ACID properties vary from NOSQL Concepts? What are the prevailing problems in the current database system architectures? Why is NuoDB  an innovative and welcome change in database paradigm? Elasticity This word’s original form is used in many different ways and honestly it does do a decent job in holding things together over the years as a person grows and contracts. Within the tech world, and specifically related to software systems (database, application servers), it has come to mean a few things - allow stretching of resources without reaching the breaking point (on demand). What are resources in this context? Resources are the usual suspects – RAM/CPU/IO/Bandwidth in the form of a container (a process or bunch of processes combined as modules). When it is about increasing resources the simplest idea which comes to mind is the addition of another container. Another container means adding a brand new physical node. When it is about adding a new node there are two questions which comes to mind. 1) Can we add another node to our software system? 2) If yes, does adding new node cause downtime for the system? Let us assume we have added new node, let us see what the new needs of the system are when a new node is added. Balancing incoming requests to multiple nodes Synchronization of a shared state across multiple nodes Identification of “downstate” and resolution action to bring it to “upstate” Well, adding a new node has its advantages as well. Here are few of the positive points Throughput can increase nearly horizontally across the node throughout the system Response times of application will increase as in-between layer interactions will be improved Now, Let us put the above concepts in the perspective of a Database. When we mention the term “running out of resources” or “application is bound to resources” the resources can be CPU, Memory or Bandwidth. The regular approach to “gain scalability” in the database is to look around for bottlenecks and increase the bottlenecked resource. When we have memory as a bottleneck we look at the data buffers, locks, query plans or indexes. After a point even this is not enough as there needs to be an efficient way of managing such large workload on a “single machine” across memory and CPU bound (right kind of scheduling)  workload. We next move on to either read/write separation of the workload or functionality-based sharing so that we still have control of the individual. But this requires lots of planning and change in client systems in terms of knowing where to go/update/read and for reporting applications to “aggregate the data” in an intelligent way. What we ideally need is an intelligent layer which allows us to do these things without us getting into managing, monitoring and distributing the workload. Scalability In the context of database/applications, scalability means three main things Ability to handle normal loads without pressure E.g. X users at the Y utilization of resources (CPU, Memory, Bandwidth) on the Z kind of hardware (4 processor, 32 GB machine with 15000 RPM SATA drives and 1 GHz Network switch) with T throughput Ability to scale up to expected peak load which is greater than normal load with acceptable response times Ability to provide acceptable response times across the system E.g. Response time in S milliseconds (or agreed upon unit of measure) – 90% of the time The Issue – Need of Scale In normal cases one can plan for the load testing to test out normal, peak, and stress scenarios to ensure specific hardware meets the needs. With help from Hardware and Software partners and best practices, bottlenecks can be identified and requisite resources added to the system. Unfortunately this vertical scale is expensive and difficult to achieve and most of the operational people need the ability to scale horizontally. This helps in getting better throughput as there are physical limits in terms of adding resources (Memory, CPU, Bandwidth and Storage) indefinitely. Today we have different options to achieve scalability: Read & Write Separation The idea here is to do actual writes to one store and configure slaves receiving the latest data with acceptable delays. Slaves can be used for balancing out reads. We can also explore functional separation or sharing as well. We can separate data operations by a specific identifier (e.g. region, year, month) and consolidate it for reporting purposes. For functional separation the major disadvantage is when schema changes or workload pattern changes. As the requirement grows one still needs to deal with scale need in manual ways by providing an abstraction in the middle tier code. Using NOSQL solutions The idea is to flatten out the structures in general to keep all values which are retrieved together at the same store and provide flexible schema. The issue with the stores is that they are compromising on mostly consistency (no ACID guarantees) and one has to use NON-SQL dialect to work with the store. The other major issue is about education with NOSQL solutions. Would one really want to make these compromises on the ability to connect and retrieve in simple SQL manner and learn other skill sets? Or for that matter give up on ACID guarantee and start dealing with consistency issues? Hybrid Deployment – Mac, Linux, Cloud, and Windows One of the challenges today that we see across On-premise vs Cloud infrastructure is a difference in abilities. Take for example SQL Azure – it is wonderful in its concepts of throttling (as it is shared deployment) of resources and ability to scale using federation. However, the same abilities are not available on premise. This is not a mistake, mind you – but a compromise of the sweet spot of workloads, customer requirements and operational SLAs which can be supported by the team. In today’s world it is imperative that databases are available across operating systems – which are a commodity and used by developers of all hues. An Ideal Database Ability List A system which allows a linear scale of the system (increase in throughput with reasonable response time) with the addition of resources A system which does not compromise on the ACID guarantees and require developers to learn new paradigms A system which does not force fit a new way interacting with database by learning Non-SQL dialect A system which does not force fit its mechanisms for providing availability across its various modules. Well NuoDB is the first database which has all of the above abilities and much more. In future articles I will cover my hands-on experience with it. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology Tagged: NuoDB

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  • How to Tell a Hardware Problem From a Software Problem

    - by Chris Hoffman
    Your computer seems to be malfunctioning — it’s slow, programs are crashing or Windows may be blue-screening. Is your computer’s hardware failing, or does it have a software problem that you can fix on your own? This can actually be a bit tricky to figure out. Hardware problems and software problems can lead to the same symptoms — for example, frequent blue screens of death may be caused by either software or hardware problems. Computer is Slow We’ve all heard the stories — someone’s computer slows down over time because they install too much software that runs at startup or it becomes infected with malware. The person concludes that their computer is slowing down because it’s old, so they replace it. But they’re wrong. If a computer is slowing down, it has a software problem that can be fixed. Hardware problems shouldn’t cause your computer to slow down. There are some rare exceptions to this — perhaps your CPU is overheating and it’s downclocking itself, running slower to stay cooler — but most slowness is caused by software issues. Blue Screens Modern versions of Windows are much more stable than older versions of Windows. When used with reliable hardware with well-programmed drivers, a typical Windows computer shouldn’t blue-screen at all. If you are encountering frequent blue screens of death, there’s a good chance your computer’s hardware is failing. Blue screens could also be caused by badly programmed hardware drivers, however. If you just installed or upgraded hardware drivers and blue screens start, try uninstalling the drivers or using system restore — there may be something wrong with the drivers. If you haven’t done anything with your drivers recently and blue screens start, there’s a very good chance you have a hardware problem. Computer Won’t Boot If your computer won’t boot, you could have either a software problem or a hardware problem. Is Windows attempting to boot and failing part-way through the boot process, or does the computer no longer recognize its hard drive or not power on at all? Consult our guide to troubleshooting boot problems for more information. When Hardware Starts to Fail… Here are some common components that can fail and the problems their failures may cause: Hard Drive: If your hard drive starts failing, files on your hard drive may become corrupted. You may see long delays when you attempt to access files or save to the hard drive. Windows may stop booting entirely. CPU: A failing CPU may result in your computer not booting at all. If the CPU is overheating, your computer may blue-screen when it’s under load — for example, when you’re playing a demanding game or encoding video. RAM: Applications write data to your RAM and use it for short-term storage. If your RAM starts failing, an application may write data to part of the RAM, then later read it back and get an incorrect value. This can result in application crashes, blue screens, and file corruption. Graphics Card: Graphics card problems may result in graphical errors while rendering 3D content or even just while displaying your desktop. If the graphics card is overheating, it may crash your graphics driver or cause your computer to freeze while under load — for example, when playing demanding 3D games. Fans: If any of the fans fail in your computer, components may overheat and you may see the above CPU or graphics card problems. Your computer may also shut itself down abruptly so it doesn’t overheat any further and damage itself. Motherboard: Motherboard problems can be extremely tough to diagnose. You may see occasional blue screens or similar problems. Power Supply: A malfunctioning power supply is also tough to diagnose — it may deliver too much power to a component, damaging it and causing it to malfunction. If the power supply dies completely, your computer won’t power on and nothing will happen when you press the power button. Other common problems — for example, a computer slowing down — are likely to be software problems. It’s also possible that software problems can cause many of the above symptoms — malware that hooks deep into the Windows kernel can cause your computer to blue-screen, for example. The Only Way to Know For Sure We’ve tried to give you some idea of the difference between common software problems and hardware problems with the above examples. But it’s often tough to know for sure, and troubleshooting is usually a trial-and-error process. This is especially true if you have an intermittent problem, such as your computer blue-screening a few times a week. You can try scanning your computer for malware and running System Restore to restore your computer’s system software back to its previous working state, but these aren’t  guaranteed ways to fix software problems. The best way to determine whether the problem you have is a software or hardware one is to bite the bullet and restore your computer’s software back to its default state. That means reinstalling Windows or using the Refresh or reset feature on Windows 8. See whether the problem still persists after you restore its operating system to its default state. If you still see the same problem – for example, if your computer is blue-screening and continues to blue-screen after reinstalling Windows — you know you have a hardware problem and need to have your computer fixed or replaced. If the computer crashes or freezes while reinstalling Windows, you definitely have a hardware problem. Even this isn’t a completely perfect method — for example, you may reinstall Windows and install the same hardware drivers afterwards. If the hardware drivers are badly programmed, the blue-screens may continue. Blue screens of death aren’t as common on Windows these days — if you’re encountering them frequently, you likely have a hardware problem. Most blue screens you encounter will likely be caused by hardware issues. On the other hand, other common complaints like “my computer has slowed down” are easily fixable software problems. When in doubt, back up your files and reinstall Windows. Image Credit: Anders Sandberg on Flickr, comedy_nose on Flickr     

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  • Disk Drive not working

    - by user287681
    The CD/DVD drive on my sisters' (I'm helping her shift from Win. XP (now officially deprecated by Microsoft) to Ubuntu) system. Now, it may end up being a failed attempt, all together (Almost the whole last year (when she's been on XP) the disk drive hasn't (not even powering on) been working.), I just want to make sure I've explored every remote possibility. Because I figure, "Huh, now that I've got Ubuntu running, instead of XP, that (just) might make a difference.". I have tried using the sudo lshw command in the terminal, to (seemingly) no avil, but, who knows, you might be able to make something out of it. Here's the output: kyra@kyra-Satellite-P105:~$ sudo lshw [sudo] password for kyra: kyra-satellite-p105 description: Notebook product: Satellite P105 () vendor: TOSHIBA version: PSPA0U-0TN01M serial: 96084354W width: 64 bits capabilities: smbios-2.4 dmi-2.4 vsyscall32 configuration: administrator_password=disabled boot=oem-specific chassis=notebook frontpanel_password=unknown keyboard_password=unknown power-on_password=disabled uuid=00900559-F88E-D811-82E0-00163680E992 *-core description: Motherboard product: Satellite P105 vendor: TOSHIBA physical id: 0 version: Not Applicable serial: 1234567890 *-firmware description: BIOS vendor: TOSHIBA physical id: 0 version: V4.70 date: 01/19/20092 size: 92KiB capabilities: isa pci pcmcia pnp upgrade shadowing escd cdboot acpi usb biosbootspecification *-cpu description: CPU product: Intel(R) Core(TM)2 CPU T5500 @ 1.66GHz vendor: Intel Corp. physical id: 4 bus info: cpu@0 version: Intel(R) Core(TM)2 CPU T5 slot: U2E1 size: 1667MHz capacity: 1667MHz width: 64 bits clock: 166MHz capabilities: fpu fpu_exception wp vme de pse tsc msr pae mce cx8 apic sep mtrr pge mca cmov pat pse36 clflush dts acpi mmx fxsr sse sse2 ss ht tm pbe syscall nx x86-64 constant_tsc arch_perfmon pebs bts rep_good nopl aperfmperf pni dtes64 monitor ds_cpl est tm2 ssse3 cx16 xtpr pdcm lahf_lm dtherm cpufreq *-cache:0 description: L1 cache physical id: 5 slot: L1 Cache size: 16KiB capacity: 16KiB capabilities: asynchronous internal write-back *-cache:1 description: L2 cache physical id: 6 slot: L2 Cache size: 2MiB capabilities: burst external write-back *-memory description: System Memory physical id: c slot: System board or motherboard size: 2GiB capacity: 3GiB *-bank:0 description: SODIMM DDR2 Synchronous physical id: 0 slot: M1 size: 1GiB width: 64 bits *-bank:1 description: SODIMM DDR2 Synchronous physical id: 1 slot: M2 size: 1GiB width: 64 bits *-pci description: Host bridge product: Mobile 945GM/PM/GMS, 943/940GML and 945GT Express Memory Controller Hub vendor: Intel Corporation physical id: 100 bus info: pci@0000:00:00.0 version: 03 width: 32 bits clock: 33MHz configuration: driver=agpgart-intel resources: irq:0 *-display:0 description: VGA compatible controller product: Mobile 945GM/GMS, 943/940GML Express Integrated Graphics Controller vendor: Intel Corporation physical id: 2 bus info: pci@0000:00:02.0 version: 03 width: 32 bits clock: 33MHz capabilities: msi pm vga_controller bus_master cap_list rom configuration: driver=i915 latency=0 resources: irq:16 memory:d0200000-d027ffff ioport:1800(size=8) memory:c0000000-cfffffff memory:d0300000-d033ffff *-display:1 UNCLAIMED description: Display controller product: Mobile 945GM/GMS/GME, 943/940GML Express Integrated Graphics Controller vendor: Intel Corporation physical id: 2.1 bus info: pci@0000:00:02.1 version: 03 width: 32 bits clock: 33MHz capabilities: pm bus_master cap_list configuration: latency=0 resources: memory:d0280000-d02fffff *-multimedia description: Audio device product: NM10/ICH7 Family High Definition Audio Controller vendor: Intel Corporation physical id: 1b bus info: pci@0000:00:1b.0 version: 02 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list configuration: driver=snd_hda_intel latency=0 resources: irq:44 memory:d0340000-d0343fff *-pci:0 description: PCI bridge product: NM10/ICH7 Family PCI Express Port 1 vendor: Intel Corporation physical id: 1c bus info: pci@0000:00:1c.0 version: 02 width: 32 bits clock: 33MHz capabilities: pci pciexpress msi pm normal_decode bus_master cap_list configuration: driver=pcieport resources: irq:40 ioport:3000(size=4096) memory:84000000-841fffff ioport:84200000(size=2097152) *-pci:1 description: PCI bridge product: NM10/ICH7 Family PCI Express Port 2 vendor: Intel Corporation physical id: 1c.1 bus info: pci@0000:00:1c.1 version: 02 width: 32 bits clock: 33MHz capabilities: pci pciexpress msi pm normal_decode bus_master cap_list configuration: driver=pcieport resources: irq:41 ioport:4000(size=4096) memory:84400000-846fffff ioport:84700000(size=2097152) *-network description: Wireless interface product: PRO/Wireless 3945ABG [Golan] Network Connection vendor: Intel Corporation physical id: 0 bus info: pci@0000:03:00.0 logical name: wlan0 version: 02 serial: 00:13:02:d6:d2:35 width: 32 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=iwl3945 driverversion=3.13.0-29-generic firmware=15.32.2.9 ip=10.110.20.157 latency=0 link=yes multicast=yes wireless=IEEE 802.11abg resources: irq:43 memory:84400000-84400fff *-pci:2 description: PCI bridge product: NM10/ICH7 Family PCI Express Port 3 vendor: Intel Corporation physical id: 1c.2 bus info: pci@0000:00:1c.2 version: 02 width: 32 bits clock: 33MHz capabilities: pci pciexpress msi pm normal_decode bus_master cap_list configuration: driver=pcieport resources: irq:42 ioport:5000(size=4096) memory:84900000-84afffff ioport:84b00000(size=2097152) *-usb:0 description: USB controller product: NM10/ICH7 Family USB UHCI Controller #1 vendor: Intel Corporation physical id: 1d bus info: pci@0000:00:1d.0 version: 02 width: 32 bits clock: 33MHz capabilities: uhci bus_master configuration: driver=uhci_hcd latency=0 resources: irq:23 ioport:1820(size=32) *-usb:1 description: USB controller product: NM10/ICH7 Family USB UHCI Controller #2 vendor: Intel Corporation physical id: 1d.1 bus info: pci@0000:00:1d.1 version: 02 width: 32 bits clock: 33MHz capabilities: uhci bus_master configuration: driver=uhci_hcd latency=0 resources: irq:19 ioport:1840(size=32) *-usb:2 description: USB controller product: NM10/ICH7 Family USB UHCI Controller #3 vendor: Intel Corporation physical id: 1d.2 bus info: pci@0000:00:1d.2 version: 02 width: 32 bits clock: 33MHz capabilities: uhci bus_master configuration: driver=uhci_hcd latency=0 resources: irq:18 ioport:1860(size=32) *-usb:3 description: USB controller product: NM10/ICH7 Family USB UHCI Controller #4 vendor: Intel Corporation physical id: 1d.3 bus info: pci@0000:00:1d.3 version: 02 width: 32 bits clock: 33MHz capabilities: uhci bus_master configuration: driver=uhci_hcd latency=0 resources: irq:16 ioport:1880(size=32) *-usb:4 description: USB controller product: NM10/ICH7 Family USB2 EHCI Controller vendor: Intel Corporation physical id: 1d.7 bus info: pci@0000:00:1d.7 version: 02 width: 32 bits clock: 33MHz capabilities: pm debug ehci bus_master cap_list configuration: driver=ehci-pci latency=0 resources: irq:23 memory:d0544000-d05443ff *-pci:3 description: PCI bridge product: 82801 Mobile PCI Bridge vendor: Intel Corporation physical id: 1e bus info: pci@0000:00:1e.0 version: e2 width: 32 bits clock: 33MHz capabilities: pci subtractive_decode bus_master cap_list resources: ioport:2000(size=4096) memory:d0000000-d00fffff ioport:80000000(size=67108864) *-pcmcia description: CardBus bridge product: PCIxx12 Cardbus Controller vendor: Texas Instruments physical id: 4 bus info: pci@0000:0a:04.0 version: 00 width: 32 bits clock: 33MHz capabilities: pcmcia bus_master cap_list configuration: driver=yenta_cardbus latency=176 maxlatency=5 mingnt=192 resources: irq:17 memory:d0004000-d0004fff ioport:2400(size=256) ioport:2800(size=256) memory:80000000-83ffffff memory:88000000-8bffffff *-firewire description: FireWire (IEEE 1394) product: PCIxx12 OHCI Compliant IEEE 1394 Host Controller vendor: Texas Instruments physical id: 4.1 bus info: pci@0000:0a:04.1 version: 00 width: 32 bits clock: 33MHz capabilities: pm ohci bus_master cap_list configuration: driver=firewire_ohci latency=64 maxlatency=4 mingnt=3 resources: irq:17 memory:d0007000-d00077ff memory:d0000000-d0003fff *-storage description: Mass storage controller product: 5-in-1 Multimedia Card Reader (SD/MMC/MS/MS PRO/xD) vendor: Texas Instruments physical id: 4.2 bus info: pci@0000:0a:04.2 version: 00 width: 32 bits clock: 33MHz capabilities: storage pm bus_master cap_list configuration: driver=tifm_7xx1 latency=64 maxlatency=4 mingnt=7 resources: irq:17 memory:d0005000-d0005fff *-generic description: SD Host controller product: PCIxx12 SDA Standard Compliant SD Host Controller vendor: Texas Instruments physical id: 4.3 bus info: pci@0000:0a:04.3 version: 00 width: 32 bits clock: 33MHz capabilities: pm bus_master cap_list configuration: driver=sdhci-pci latency=64 maxlatency=4 mingnt=7 resources: irq:17 memory:d0007800-d00078ff *-network description: Ethernet interface product: PRO/100 VE Network Connection vendor: Intel Corporation physical id: 8 bus info: pci@0000:0a:08.0 logical name: eth0 version: 02 serial: 00:16:36:80:e9:92 size: 10Mbit/s capacity: 100Mbit/s width: 32 bits clock: 33MHz capabilities: pm bus_master cap_list ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=e100 driverversion=3.5.24-k2-NAPI duplex=half latency=64 link=no maxlatency=56 mingnt=8 multicast=yes port=MII speed=10Mbit/s resources: irq:20 memory:d0006000-d0006fff ioport:2000(size=64) *-isa description: ISA bridge product: 82801GBM (ICH7-M) LPC Interface Bridge vendor: Intel Corporation physical id: 1f bus info: pci@0000:00:1f.0 version: 02 width: 32 bits clock: 33MHz capabilities: isa bus_master cap_list configuration: driver=lpc_ich latency=0 resources: irq:0 *-ide description: IDE interface product: 82801GBM/GHM (ICH7-M Family) SATA Controller [IDE mode] vendor: Intel Corporation physical id: 1f.2 bus info: pci@0000:00:1f.2 version: 02 width: 32 bits clock: 66MHz capabilities: ide pm bus_master cap_list configuration: driver=ata_piix latency=0 resources: irq:19 ioport:1f0(size=8) ioport:3f6 ioport:170(size=8) ioport:376 ioport:18b0(size=16) *-serial UNCLAIMED description: SMBus product: NM10/ICH7 Family SMBus Controller vendor: Intel Corporation physical id: 1f.3 bus info: pci@0000:00:1f.3 version: 02 width: 32 bits clock: 33MHz configuration: latency=0 resources: ioport:18c0(size=32) *-scsi physical id: 1 logical name: scsi0 capabilities: emulated *-disk description: ATA Disk product: ST9250421AS vendor: Seagate physical id: 0.0.0 bus info: scsi@0:0.0.0 logical name: /dev/sda version: SD13 serial: 5TH0B2HB size: 232GiB (250GB) capabilities: partitioned partitioned:dos configuration: ansiversion=5 sectorsize=512 signature=000d7fd5 *-volume:0 description: EXT4 volume vendor: Linux physical id: 1 bus info: scsi@0:0.0.0,1 logical name: /dev/sda1 logical name: / version: 1.0 serial: 13bb4bdd-8cc9-40e2-a490-dbe436c2a02d size: 230GiB capacity: 230GiB capabilities: primary bootable journaled extended_attributes large_files huge_files dir_nlink recover extents ext4 ext2 initialized configuration: created=2014-06-01 17:37:01 filesystem=ext4 lastmountpoint=/ modified=2014-06-01 21:15:21 mount.fstype=ext4 mount.options=rw,relatime,errors=remount-ro,data=ordered mounted=2014-06-01 21:15:21 state=mounted *-volume:1 description: Extended partition physical id: 2 bus info: scsi@0:0.0.0,2 logical name: /dev/sda2 size: 2037MiB capacity: 2037MiB capabilities: primary extended partitioned partitioned:extended *-logicalvolume description: Linux swap / Solaris partition physical id: 5 logical name: /dev/sda5 capacity: 2037MiB capabilities: nofs *-remoteaccess UNCLAIMED vendor: Intel physical id: 1 capabilities: inbound kyra@kyra-Satellite-P105:~$

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  • Instructions on how to configure a WebLogic Cluster and use it with Oracle Http Server

    - by Laurent Goldsztejn
    On October 17th I delivered a webcast on WebLogic Clustering that included a demo with Apache as the proxy server.  I realized that many steps are needed to set up the configuration I used during the demo.  The purpose of this article is to go through these steps to show how quickly and easily one can define a new cluster and then proxy requests via an Oracle Http Server (OHS). The domain configuration wizard offers the option to create a cluster.  The administration console or WLST, the Weblogic scripting tool can also be used to define a new cluster.  It can be created at any time but the servers that will participate in it cannot be in a running state. Cluster Creation using the configuration wizard Network and architecture requirements need to be considered while choosing between unicast and multicast. Multicast Vs. Unicast with WebLogic Clustering is of great help to make the best decision between the two messaging modes.  In addition, Configure Cluster offers details on each single field displayed above. After this initial configuration page, individual servers could be assigned to this newly created cluster although servers can be added later to the cluster.  What is not recommended is for the Admin server to participate in a cluster as the main purpose of the Admin server is to perform the bulk of the processing for the domain.  Servers need to stop before being assigned to a cluster.  There is also no minimum number of servers that have to participate in the cluster. At this point the configuration should be done and the cluster created successfully.  This can easily be verified from the console. Each clustered managed server can be launched to join the cluster.   At startup the following messages should be logged for each clustered managed server: <Notice> <WeblogicServer> <BEA-000365> <Server state changed to STARTING> <Notice> <Cluster> <BEA-000197> <Listening for announcements from cluster using messaging_mode cluster messaging> <Notice> <Cluster> <BEA-000133> <Waiting to synchronize with other running members of cluster_name>  It's time to try sending requests to the cluster and we will do this with the help of Oracle Http Server to play the role of a proxy server to demonstrate load balancing.  Proxy Server configuration  The first step is to download Weblogic Server Web Server Plugin that will enhance the web server by handling requests aimed at being sent to the Weblogic cluster.  For our test Oracle Http Server (OHS) will be used.  However plug-ins are also available for Apache Http server, Microsoft Internet Information Server (IIS), Oracle iPlanet Webserver or even WebLogic Server with the HttpClusterServlet. Once OHS is installed on the system, the configuration file, mod_wl_ohs.conf, will need to be altered to include Weblogic proxy specifics. First of all, add the following directive to instruct Apache to load the Weblogic shared object module extracted from the plugins file just downloaded. LoadModule weblogic_module modules/mod_wl_ohs.so and then create an IfModule directive to encapsulate the following location block so that proxy will be enabled by path (each request including /wls will be directed directly to the WebLogic Cluster).  You could also proxy requests by MIME type using MatchExpression in the Location block. <IfModule weblogic_module> <Location /wls>    SetHandler weblogic-handler    PathTrim /wls    WebLogicCluster MS1_URL:port,MS2_URL:port    Debug ON    WLLogFile        c:/tmp/global_proxy.log     WLTempDir        "c:/myTemp"    DebugConfigInfo  On </Location> </IfModule> SetHandler specifies the handler for the plug-in module  PathTrim will instruct the plug-in to trim /w ls from the URL before forwarding the request to the cluster. The list of WebLogic Servers defined in WeblogicCluster could contain a mixed set of clustered and single servers.  However, the dynamic list returned for this parameter will only contain valid clustered servers and may contain more servers if not all clustered servers are listed in WeblogicCluster. Testing proxy and load balancing It's time to start OHS web server which should at this point be configured correctly to proxy requests to the clustered servers.  By default round-robin is the load balancing strategy set by WebLogic. Testing the load balancing can be easily done by disabling cookies on your browser given that a request containing a cookie attempts to connect to the primary server. If that attempt fails, the plug-in attempts to make a connection to the next available server in the list in a round-robin fashion.  With cookies enabled, you could use two different browsers to test the load balancing with a JSP page that contains the following: <%@ page contentType="text/html; charset=iso-8859-1" language="java"  %>  <%  String path = request.getContextPath();   String getProtocol=request.getScheme();   String getDomain=request.getServerName();   String getPort=Integer.toString(request.getLocalPort());   String getPath = getProtocol+"://"+getDomain+":"+getPort+path+"/"; %> <html> <body> Receiving Server <%=getPath%> </body> </html>  Assuming that you name the JSP page Test.jsp and the webapp that contains it TestApp, your browsers should open the following URL: http://localhost/wls/TestApp/Test.jsp  Each browser should connect to a different clustered server and this simple JSP should confirm that.  The webapp that contains the JSP needs to be deployed to the cluster. You can also verify that the load is correctly balanced by looking at the proxy log file.  Each request generates a set of log entries that starts with : timestamp ================New Request: Each request is associated with a primary server and a secondary server if one is available.  For our test request, the following entries should appear in the log as well:Using Uri /wls/TestApp/Test.jsp After trimming path: '/TestApp/Test.jsp' The final request string is '/TestApp/Test.jsp' If an exception occurs, it should also be logged in the proxy log file with the prefix:timestamp *******Exception type   WeblogicBridgeConfig DebugConfigInfo enables runtime statistics and the production of configuration information.  For security purposes, this parameter should be turned off in production. http://webserver_host:port/path/xyz.jsp?__WebLogicBridgeConfig will display a proxy bridge page detailing the plugin configuration followed by runtime statistics which could help in diagnosing issues along with the analyzing of the proxy log file.  In our example the url would be: http://localhost/wls/TestApp/Test.jsp?__WebLogicBridgeConfig  Here is how the top section of the screen can look like: The bottom part of the page contains runtime statistics, here is a snippet of it (unrelated with the previous JSP example).   This entire plugin configuration should be very similar with other web servers, what varies is the name of the proxy server configuration file. So, as you can see, it only takes a few minutes to configure a Weblogic cluster and get servers to join it. 

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  • Error when Eclipse started and now my package explorer is empty!

    - by carpenteri
    Friends, Just a quick introduction, I'm currently learning Java, using a combination of the Head First Java book and Eclipse. Everything was going well until tonight! When I started up Eclipse tonight, I saw an error message which I didn't pay attention to (I know! I know!) and acknowledged after which the project explorer was empty where it used to contain my Head First project! After a quick "google" I found the workspace.metadata.log and the errors are shown below. The version of Eclipse I am using is: 20100218-1602 and the only plugin that I use is egit. Any help would be much appreciated. Thanks !SESSION 2010-06-08 19:24:33.841 ----------------------------------------------- eclipse.buildId=unknown java.version=1.5.0_22 java.vendor=Sun Microsystems Inc. BootLoader constants: OS=win32, ARCH=x86, WS=win32, NL=en_GB Framework arguments: -product org.eclipse.epp.package.java.product Command-line arguments: -os win32 -ws win32 -arch x86 -product org.eclipse.epp.package.java.product !ENTRY org.eclipse.ui.workbench 4 2 2010-06-08 19:24:36.475 !MESSAGE Problems occurred when invoking code from plug-in: "org.eclipse.ui.workbench". !STACK 1 org.eclipse.ui.WorkbenchException: Content is not allowed in prolog. at org.eclipse.ui.XMLMemento.createReadRoot(XMLMemento.java:121) at org.eclipse.ui.XMLMemento.createReadRoot(XMLMemento.java:64) at org.eclipse.ui.internal.Workbench$49.run(Workbench.java:1895) at org.eclipse.core.runtime.SafeRunner.run(SafeRunner.java:42) at org.eclipse.ui.internal.Workbench.restoreState(Workbench.java:1890) at org.eclipse.ui.internal.WorkbenchConfigurer.restoreState(WorkbenchConfigurer.java:183) at org.eclipse.ui.application.WorkbenchAdvisor$1.run(WorkbenchAdvisor.java:781) Caused by: org.xml.sax.SAXParseException: Content is not allowed in prolog. at com.sun.org.apache.xerces.internal.parsers.DOMParser.parse(DOMParser.java:264) at com.sun.org.apache.xerces.internal.jaxp.DocumentBuilderImpl.parse(DocumentBuilderImpl.java:292) at org.eclipse.ui.XMLMemento.createReadRoot(XMLMemento.java:94) ... 6 more !SUBENTRY 1 org.eclipse.ui 4 0 2010-06-08 19:24:36.475 !MESSAGE Content is not allowed in prolog. !STACK 0 org.xml.sax.SAXParseException: Content is not allowed in prolog. at com.sun.org.apache.xerces.internal.parsers.DOMParser.parse(DOMParser.java:264) at com.sun.org.apache.xerces.internal.jaxp.DocumentBuilderImpl.parse(DocumentBuilderImpl.java:292) at org.eclipse.ui.XMLMemento.createReadRoot(XMLMemento.java:94) at org.eclipse.ui.XMLMemento.createReadRoot(XMLMemento.java:64) at org.eclipse.ui.internal.Workbench$49.run(Workbench.java:1895) at org.eclipse.core.runtime.SafeRunner.run(SafeRunner.java:42) at org.eclipse.ui.internal.Workbench.restoreState(Workbench.java:1890) at org.eclipse.ui.internal.WorkbenchConfigurer.restoreState(WorkbenchConfigurer.java:183) at org.eclipse.ui.application.WorkbenchAdvisor$1.run(WorkbenchAdvisor.java:781) !SUBENTRY 1 org.eclipse.ui 4 0 2010-06-08 19:24:36.475 !MESSAGE Content is not allowed in prolog. !STACK 0 org.xml.sax.SAXParseException: Content is not allowed in prolog. at com.sun.org.apache.xerces.internal.parsers.DOMParser.parse(DOMParser.java:264) at com.sun.org.apache.xerces.internal.jaxp.DocumentBuilderImpl.parse(DocumentBuilderImpl.java:292) at org.eclipse.ui.XMLMemento.createReadRoot(XMLMemento.java:94) at org.eclipse.ui.XMLMemento.createReadRoot(XMLMemento.java:64) at org.eclipse.ui.internal.Workbench$49.run(Workbench.java:1895) at org.eclipse.core.runtime.SafeRunner.run(SafeRunner.java:42) at org.eclipse.ui.internal.Workbench.restoreState(Workbench.java:1890) at org.eclipse.ui.internal.WorkbenchConfigurer.restoreState(WorkbenchConfigurer.java:183) at org.eclipse.ui.application.WorkbenchAdvisor$1.run(WorkbenchAdvisor.java:781) !ENTRY org.eclipse.jdt.ui 4 10001 2010-06-08 19:24:41.442 !MESSAGE Internal Error !STACK 1 org.eclipse.jdt.internal.ui.JavaUIException: Problems reading information from XML 'OpenTypeHistory.xml' at org.eclipse.jdt.internal.corext.util.History.createException(History.java:70) at org.eclipse.jdt.internal.corext.util.History.load(History.java:257) at org.eclipse.jdt.internal.corext.util.History.load(History.java:166) at org.eclipse.jdt.internal.corext.util.OpenTypeHistory.<init>(OpenTypeHistory.java:199) at org.eclipse.jdt.internal.corext.util.OpenTypeHistory.getInstance(OpenTypeHistory.java:185) at org.eclipse.jdt.internal.ui.JavaPlugin.initializeAfterLoad(JavaPlugin.java:381) at org.eclipse.jdt.internal.ui.InitializeAfterLoadJob$RealJob.run(InitializeAfterLoadJob.java:36) at org.eclipse.core.internal.jobs.Worker.run(Worker.java:55) Caused by: org.xml.sax.SAXParseException: Content is not allowed in prolog. at com.sun.org.apache.xerces.internal.parsers.DOMParser.parse(DOMParser.java:264) at com.sun.org.apache.xerces.internal.jaxp.DocumentBuilderImpl.parse(DocumentBuilderImpl.java:292) at org.eclipse.jdt.internal.corext.util.History.load(History.java:255) ... 6 more !SUBENTRY 1 org.eclipse.jdt.ui 4 4 2010-06-08 19:24:41.442 !MESSAGE Problems reading information from XML 'OpenTypeHistory.xml' !STACK 0 org.xml.sax.SAXParseException: Content is not allowed in prolog. at com.sun.org.apache.xerces.internal.parsers.DOMParser.parse(DOMParser.java:264) at com.sun.org.apache.xerces.internal.jaxp.DocumentBuilderImpl.parse(DocumentBuilderImpl.java:292) at org.eclipse.jdt.internal.corext.util.History.load(History.java:255) at org.eclipse.jdt.internal.corext.util.History.load(History.java:166) at org.eclipse.jdt.internal.corext.util.OpenTypeHistory.<init>(OpenTypeHistory.java:199) at org.eclipse.jdt.internal.corext.util.OpenTypeHistory.getInstance(OpenTypeHistory.java:185) at org.eclipse.jdt.internal.ui.JavaPlugin.initializeAfterLoad(JavaPlugin.java:381) at org.eclipse.jdt.internal.ui.InitializeAfterLoadJob$RealJob.run(InitializeAfterLoadJob.java:36) at org.eclipse.core.internal.jobs.Worker.run(Worker.java:55) !ENTRY org.eclipse.jdt.ui 4 10001 2010-06-08 19:24:50.435 !MESSAGE Internal Error !STACK 1 org.eclipse.jdt.internal.ui.JavaUIException: Problems reading information from XML 'QualifiedTypeNameHistory.xml' at org.eclipse.jdt.internal.corext.util.History.createException(History.java:70) at org.eclipse.jdt.internal.corext.util.History.load(History.java:257) at org.eclipse.jdt.internal.corext.util.History.load(History.java:166) at org.eclipse.jdt.internal.corext.util.QualifiedTypeNameHistory.<init>(QualifiedTypeNameHistory.java:33) at org.eclipse.jdt.internal.corext.util.QualifiedTypeNameHistory.getDefault(QualifiedTypeNameHistory.java:26) at org.eclipse.jdt.internal.ui.JavaPlugin.stop(JavaPlugin.java:602) at org.eclipse.osgi.framework.internal.core.BundleContextImpl$2.run(BundleContextImpl.java:843) at java.security.AccessController.doPrivileged(Native Method) at org.eclipse.osgi.framework.internal.core.BundleContextImpl.stop(BundleContextImpl.java:836) at org.eclipse.osgi.framework.internal.core.BundleHost.stopWorker(BundleHost.java:474) at org.eclipse.osgi.framework.internal.core.AbstractBundle.suspend(AbstractBundle.java:546) at org.eclipse.osgi.framework.internal.core.Framework.suspendBundle(Framework.java:1098) at org.eclipse.osgi.framework.internal.core.StartLevelManager.decFWSL(StartLevelManager.java:593) at org.eclipse.osgi.framework.internal.core.StartLevelManager.doSetStartLevel(StartLevelManager.java:261) at org.eclipse.osgi.framework.internal.core.StartLevelManager.shutdown(StartLevelManager.java:216) at org.eclipse.osgi.framework.internal.core.InternalSystemBundle.suspend(InternalSystemBundle.java:266) at org.eclipse.osgi.framework.internal.core.Framework.shutdown(Framework.java:685) at org.eclipse.osgi.framework.internal.core.Framework.close(Framework.java:583) at org.eclipse.core.runtime.adaptor.EclipseStarter.shutdown(EclipseStarter.java:409) at org.eclipse.core.runtime.adaptor.EclipseStarter.run(EclipseStarter.java:200) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:592) at org.eclipse.equinox.launcher.Main.invokeFramework(Main.java:559) at org.eclipse.equinox.launcher.Main.basicRun(Main.java:514) at org.eclipse.equinox.launcher.Main.run(Main.java:1311) Caused by: org.xml.sax.SAXParseException: Content is not allowed in prolog. at com.sun.org.apache.xerces.internal.parsers.DOMParser.parse(DOMParser.java:264) at com.sun.org.apache.xerces.internal.jaxp.DocumentBuilderImpl.parse(DocumentBuilderImpl.java:292) at org.eclipse.jdt.internal.corext.util.History.load(History.java:255) ... 25 more !SUBENTRY 1 org.eclipse.jdt.ui 4 4 2010-06-08 19:24:50.435 !MESSAGE Problems reading information from XML 'QualifiedTypeNameHistory.xml' !STACK 0 org.xml.sax.SAXParseException: Content is not allowed in prolog. at com.sun.org.apache.xerces.internal.parsers.DOMParser.parse(DOMParser.java:264) at com.sun.org.apache.xerces.internal.jaxp.DocumentBuilderImpl.parse(DocumentBuilderImpl.java:292) at org.eclipse.jdt.internal.corext.util.History.load(History.java:255) at org.eclipse.jdt.internal.corext.util.History.load(History.java:166) at org.eclipse.jdt.internal.corext.util.QualifiedTypeNameHistory.<init>(QualifiedTypeNameHistory.java:33) at org.eclipse.jdt.internal.corext.util.QualifiedTypeNameHistory.getDefault(QualifiedTypeNameHistory.java:26) at org.eclipse.jdt.internal.ui.JavaPlugin.stop(JavaPlugin.java:602) at org.eclipse.osgi.framework.internal.core.BundleContextImpl$2.run(BundleContextImpl.java:843) at java.security.AccessController.doPrivileged(Native Method) at org.eclipse.osgi.framework.internal.core.BundleContextImpl.stop(BundleContextImpl.java:836) at org.eclipse.osgi.framework.internal.core.BundleHost.stopWorker(BundleHost.java:474) at org.eclipse.osgi.framework.internal.core.AbstractBundle.suspend(AbstractBundle.java:546) at org.eclipse.osgi.framework.internal.core.Framework.suspendBundle(Framework.java:1098) at org.eclipse.osgi.framework.internal.core.StartLevelManager.decFWSL(StartLevelManager.java:593) at org.eclipse.osgi.framework.internal.core.StartLevelManager.doSetStartLevel(StartLevelManager.java:261) at org.eclipse.osgi.framework.internal.core.StartLevelManager.shutdown(StartLevelManager.java:216) at org.eclipse.osgi.framework.internal.core.InternalSystemBundle.suspend(InternalSystemBundle.java:266) at org.eclipse.osgi.framework.internal.core.Framework.shutdown(Framework.java:685) at org.eclipse.osgi.framework.internal.core.Framework.close(Framework.java:583) at org.eclipse.core.runtime.adaptor.EclipseStarter.shutdown(EclipseStarter.java:409) at org.eclipse.core.runtime.adaptor.EclipseStarter.run(EclipseStarter.java:200) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:592) at org.eclipse.equinox.launcher.Main.invokeFramework(Main.java:559) at org.eclipse.equinox.launcher.Main.basicRun(Main.java:514) at org.eclipse.equinox.launcher.Main.run(Main.java:1311)

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  • CCNet and .Net 4.0

    - by Pino
    Could not load file or assembly 'System.Data' or one of its dependencies. An attempt was made to load a program with an incorrect format We have just upgraded one of our projects to .Net 4.0 and have re-configured our build server (Cruise Control .Net). Anyone help with the above error? I have included more trace below. > debug: > > [copy] Copying 1 file to 'C:\Builds\SilverChip\Working\sc.website\web.config'. > [copy] Copying 1 file to 'C:\Builds\SilverChip\Working\sc.admin\web.config'. > [copy] Copying 1 file to 'C:\Builds\SilverChip\Working\sc.website\bin\Intelligencia.UrlRewriter.dll'. > [copy] Copying 1 file to 'C:\Builds\SilverChip\Working\sc.website\bin\UrlRewritingNet.UrlRewriter.dll'. > [exec] Microsoft (R) Build Engine Version 4.0.30319.1 > [exec] [Microsoft .NET Framework, Version 4.0.30319.1] > [exec] Copyright (C) Microsoft Corporation 2007. All rights > reserved. > [exec] > [exec] Build started 11/05/2010 12:02:16. > [exec] Project "C:\Builds\SilverChip\Working\Silverchip.sln" > on node 1 (default targets). > [exec] ValidateSolutionConfiguration: > [exec] Building solution configuration "Debug|Any CPU". > [exec] Project "C:\Builds\SilverChip\Working\Silverchip.sln" > (1) is building > "C:\Builds\SilverChip\Working\sc.lib\sc.lib.csproj" > (2) on node 1 (default targets). > [exec] CoreCompile: > [exec] Skipping target "CoreCompile" because all output files > are up-to-date with respect to the > input files. > [exec] _CopyAppConfigFile: > [exec] Skipping target "_CopyAppConfigFile" because all > output files are up-to-date with > respect to the input files. > [exec] CopyFilesToOutputDirectory: > [exec] sc.lib -> C:\Builds\SilverChip\Working\sc.lib\bin\Debug\sc.lib.dll > [exec] Done Building Project "C:\Builds\SilverChip\Working\sc.lib\sc.lib.csproj" > (default targets). > [exec] Project "C:\Builds\SilverChip\Working\Silverchip.sln" > (1) is building > "C:\Builds\SilverChip\Working\sc_admin.metaproj" > (3) on node 1 (default targets). > [exec] Build: > [exec] Copying file from "C:\Builds\SilverChip\Working\sc.lib\bin\Debug\sc.lib.dll" > to "sc.admin\\Bin\sc.lib.dll". > [exec] Copying file from "C:\Builds\SilverChip\Working\sc.lib\bin\Debug\SubSonic.Core.dll" > to "sc.admin\\Bin\SubSonic.Core.dll". > [exec] Copying file from "C:\Builds\SilverChip\Working\sc.lib\bin\Debug\sc.lib.pdb" > to "sc.admin\\Bin\sc.lib.pdb". > [exec] C:\Windows\Microsoft.NET\Framework\v4.0.30319\aspnet_compiler.exe > -v /sc.admin -p sc.admin\ -u -f -d PrecompiledWeb\sc.admin\ > [exec] ASPNETCOMPILER : error ASPCONFIG: Could not load file or > assembly 'System.Data' or one of its > dependencies. An attempt was made to > load a program with an incorrect > format. > [C:\Builds\SilverChip\Working\sc_admin.metaproj] > [exec] Done Building Project "C:\Builds\SilverChip\Working\sc_admin.metaproj" > (default targets) -- FAILED. > [exec] Project "C:\Builds\SilverChip\Working\Silverchip.sln" > (1) is building > "C:\Builds\SilverChip\Working\sc_website.metaproj" > (4) on node 1 (default targets). > [exec] Build: > [exec] Copying file from "C:\Builds\SilverChip\Working\sc.lib\bin\Debug\sc.lib.dll" > to "sc.website\\Bin\sc.lib.dll". > [exec] Copying file from "C:\Builds\SilverChip\Working\sc.lib\bin\Debug\SubSonic.Core.dll" > to > "sc.website\\Bin\SubSonic.Core.dll". > [exec] Copying file from "C:\Builds\SilverChip\Working\sc.lib\bin\Debug\sc.lib.pdb" > to "sc.website\\Bin\sc.lib.pdb". > [exec] C:\Windows\Microsoft.NET\Framework\v4.0.30319\aspnet_compiler.exe > -v /sc.website -p sc.website\ -u -f -d PrecompiledWeb\sc.website\ > [exec] ASPNETCOMPILER : error ASPCONFIG: Could not load file or > assembly 'System.Data' or one of its > dependencies. An attempt was made to > load a program with an incorrect > format. > [C:\Builds\SilverChip\Working\sc_website.metaproj] > [exec] Done Building Project "C:\Builds\SilverChip\Working\sc_website.metaproj" > (default targets) -- FAILED. > [exec] Done Building Project "C:\Builds\SilverChip\Working\Silverchip.sln" > (default targets) -- FAILED. > [exec] > [exec] Build FAILED. > [exec] > [exec] "C:\Builds\SilverChip\Working\Silverchip.sln" > (default target) (1) -> > [exec] "C:\Builds\SilverChip\Working\sc_admin.metaproj" > (default target) (3) -> > [exec] (Build target) -> > [exec] ASPNETCOMPILER : error ASPCONFIG: Could not load file > or assembly 'System.Data' or one of > its dependencies. An attempt was made > to load a program with an incorrect > format. > [C:\Builds\SilverChip\Working\sc_admin.metaproj] > [exec] > [exec] > [exec] "C:\Builds\SilverChip\Working\Silverchip.sln" > (default target) (1) -> > [exec] "C:\Builds\SilverChip\Working\sc_website.metaproj" > (default target) (4) -> > [exec] ASPNETCOMPILER : error ASPCONFIG: Could not load file > or assembly 'System.Data' or one of > its dependencies. An attempt was made > to load a program with an incorrect > format. > [C:\Builds\SilverChip\Working\sc_website.metaproj] > [exec] > [exec] 0 Warning(s) > [exec] 2 Error(s) > [exec]

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  • What are good design practices when working with Entity Framework

    - by AD
    This will apply mostly for an asp.net application where the data is not accessed via soa. Meaning that you get access to the objects loaded from the framework, not Transfer Objects, although some recommendation still apply. This is a community post, so please add to it as you see fit. Applies to: Entity Framework 1.0 shipped with Visual Studio 2008 sp1. Why pick EF in the first place? Considering it is a young technology with plenty of problems (see below), it may be a hard sell to get on the EF bandwagon for your project. However, it is the technology Microsoft is pushing (at the expense of Linq2Sql, which is a subset of EF). In addition, you may not be satisfied with NHibernate or other solutions out there. Whatever the reasons, there are people out there (including me) working with EF and life is not bad.make you think. EF and inheritance The first big subject is inheritance. EF does support mapping for inherited classes that are persisted in 2 ways: table per class and table the hierarchy. The modeling is easy and there are no programming issues with that part. (The following applies to table per class model as I don't have experience with table per hierarchy, which is, anyway, limited.) The real problem comes when you are trying to run queries that include one or many objects that are part of an inheritance tree: the generated sql is incredibly awful, takes a long time to get parsed by the EF and takes a long time to execute as well. This is a real show stopper. Enough that EF should probably not be used with inheritance or as little as possible. Here is an example of how bad it was. My EF model had ~30 classes, ~10 of which were part of an inheritance tree. On running a query to get one item from the Base class, something as simple as Base.Get(id), the generated SQL was over 50,000 characters. Then when you are trying to return some Associations, it degenerates even more, going as far as throwing SQL exceptions about not being able to query more than 256 tables at once. Ok, this is bad, EF concept is to allow you to create your object structure without (or with as little as possible) consideration on the actual database implementation of your table. It completely fails at this. So, recommendations? Avoid inheritance if you can, the performance will be so much better. Use it sparingly where you have to. In my opinion, this makes EF a glorified sql-generation tool for querying, but there are still advantages to using it. And ways to implement mechanism that are similar to inheritance. Bypassing inheritance with Interfaces First thing to know with trying to get some kind of inheritance going with EF is that you cannot assign a non-EF-modeled class a base class. Don't even try it, it will get overwritten by the modeler. So what to do? You can use interfaces to enforce that classes implement some functionality. For example here is a IEntity interface that allow you to define Associations between EF entities where you don't know at design time what the type of the entity would be. public enum EntityTypes{ Unknown = -1, Dog = 0, Cat } public interface IEntity { int EntityID { get; } string Name { get; } Type EntityType { get; } } public partial class Dog : IEntity { // implement EntityID and Name which could actually be fields // from your EF model Type EntityType{ get{ return EntityTypes.Dog; } } } Using this IEntity, you can then work with undefined associations in other classes // lets take a class that you defined in your model. // that class has a mapping to the columns: PetID, PetType public partial class Person { public IEntity GetPet() { return IEntityController.Get(PetID,PetType); } } which makes use of some extension functions: public class IEntityController { static public IEntity Get(int id, EntityTypes type) { switch (type) { case EntityTypes.Dog: return Dog.Get(id); case EntityTypes.Cat: return Cat.Get(id); default: throw new Exception("Invalid EntityType"); } } } Not as neat as having plain inheritance, particularly considering you have to store the PetType in an extra database field, but considering the performance gains, I would not look back. It also cannot model one-to-many, many-to-many relationship, but with creative uses of 'Union' it could be made to work. Finally, it creates the side effet of loading data in a property/function of the object, which you need to be careful about. Using a clear naming convention like GetXYZ() helps in that regards. Compiled Queries Entity Framework performance is not as good as direct database access with ADO (obviously) or Linq2SQL. There are ways to improve it however, one of which is compiling your queries. The performance of a compiled query is similar to Linq2Sql. What is a compiled query? It is simply a query for which you tell the framework to keep the parsed tree in memory so it doesn't need to be regenerated the next time you run it. So the next run, you will save the time it takes to parse the tree. Do not discount that as it is a very costly operation that gets even worse with more complex queries. There are 2 ways to compile a query: creating an ObjectQuery with EntitySQL and using CompiledQuery.Compile() function. (Note that by using an EntityDataSource in your page, you will in fact be using ObjectQuery with EntitySQL, so that gets compiled and cached). An aside here in case you don't know what EntitySQL is. It is a string-based way of writing queries against the EF. Here is an example: "select value dog from Entities.DogSet as dog where dog.ID = @ID". The syntax is pretty similar to SQL syntax. You can also do pretty complex object manipulation, which is well explained [here][1]. Ok, so here is how to do it using ObjectQuery< string query = "select value dog " + "from Entities.DogSet as dog " + "where dog.ID = @ID"; ObjectQuery<Dog> oQuery = new ObjectQuery<Dog>(query, EntityContext.Instance)); oQuery.Parameters.Add(new ObjectParameter("ID", id)); oQuery.EnablePlanCaching = true; return oQuery.FirstOrDefault(); The first time you run this query, the framework will generate the expression tree and keep it in memory. So the next time it gets executed, you will save on that costly step. In that example EnablePlanCaching = true, which is unnecessary since that is the default option. The other way to compile a query for later use is the CompiledQuery.Compile method. This uses a delegate: static readonly Func<Entities, int, Dog> query_GetDog = CompiledQuery.Compile<Entities, int, Dog>((ctx, id) => ctx.DogSet.FirstOrDefault(it => it.ID == id)); or using linq static readonly Func<Entities, int, Dog> query_GetDog = CompiledQuery.Compile<Entities, int, Dog>((ctx, id) => (from dog in ctx.DogSet where dog.ID == id select dog).FirstOrDefault()); to call the query: query_GetDog.Invoke( YourContext, id ); The advantage of CompiledQuery is that the syntax of your query is checked at compile time, where as EntitySQL is not. However, there are other consideration... Includes Lets say you want to have the data for the dog owner to be returned by the query to avoid making 2 calls to the database. Easy to do, right? EntitySQL string query = "select value dog " + "from Entities.DogSet as dog " + "where dog.ID = @ID"; ObjectQuery<Dog> oQuery = new ObjectQuery<Dog>(query, EntityContext.Instance)).Include("Owner"); oQuery.Parameters.Add(new ObjectParameter("ID", id)); oQuery.EnablePlanCaching = true; return oQuery.FirstOrDefault(); CompiledQuery static readonly Func<Entities, int, Dog> query_GetDog = CompiledQuery.Compile<Entities, int, Dog>((ctx, id) => (from dog in ctx.DogSet.Include("Owner") where dog.ID == id select dog).FirstOrDefault()); Now, what if you want to have the Include parametrized? What I mean is that you want to have a single Get() function that is called from different pages that care about different relationships for the dog. One cares about the Owner, another about his FavoriteFood, another about his FavotireToy and so on. Basicly, you want to tell the query which associations to load. It is easy to do with EntitySQL public Dog Get(int id, string include) { string query = "select value dog " + "from Entities.DogSet as dog " + "where dog.ID = @ID"; ObjectQuery<Dog> oQuery = new ObjectQuery<Dog>(query, EntityContext.Instance)) .IncludeMany(include); oQuery.Parameters.Add(new ObjectParameter("ID", id)); oQuery.EnablePlanCaching = true; return oQuery.FirstOrDefault(); } The include simply uses the passed string. Easy enough. Note that it is possible to improve on the Include(string) function (that accepts only a single path) with an IncludeMany(string) that will let you pass a string of comma-separated associations to load. Look further in the extension section for this function. If we try to do it with CompiledQuery however, we run into numerous problems: The obvious static readonly Func<Entities, int, string, Dog> query_GetDog = CompiledQuery.Compile<Entities, int, string, Dog>((ctx, id, include) => (from dog in ctx.DogSet.Include(include) where dog.ID == id select dog).FirstOrDefault()); will choke when called with: query_GetDog.Invoke( YourContext, id, "Owner,FavoriteFood" ); Because, as mentionned above, Include() only wants to see a single path in the string and here we are giving it 2: "Owner" and "FavoriteFood" (which is not to be confused with "Owner.FavoriteFood"!). Then, let's use IncludeMany(), which is an extension function static readonly Func<Entities, int, string, Dog> query_GetDog = CompiledQuery.Compile<Entities, int, string, Dog>((ctx, id, include) => (from dog in ctx.DogSet.IncludeMany(include) where dog.ID == id select dog).FirstOrDefault()); Wrong again, this time it is because the EF cannot parse IncludeMany because it is not part of the functions that is recognizes: it is an extension. Ok, so you want to pass an arbitrary number of paths to your function and Includes() only takes a single one. What to do? You could decide that you will never ever need more than, say 20 Includes, and pass each separated strings in a struct to CompiledQuery. But now the query looks like this: from dog in ctx.DogSet.Include(include1).Include(include2).Include(include3) .Include(include4).Include(include5).Include(include6) .[...].Include(include19).Include(include20) where dog.ID == id select dog which is awful as well. Ok, then, but wait a minute. Can't we return an ObjectQuery< with CompiledQuery? Then set the includes on that? Well, that what I would have thought so as well: static readonly Func<Entities, int, ObjectQuery<Dog>> query_GetDog = CompiledQuery.Compile<Entities, int, string, ObjectQuery<Dog>>((ctx, id) => (ObjectQuery<Dog>)(from dog in ctx.DogSet where dog.ID == id select dog)); public Dog GetDog( int id, string include ) { ObjectQuery<Dog> oQuery = query_GetDog(id); oQuery = oQuery.IncludeMany(include); return oQuery.FirstOrDefault; } That should have worked, except that when you call IncludeMany (or Include, Where, OrderBy...) you invalidate the cached compiled query because it is an entirely new one now! So, the expression tree needs to be reparsed and you get that performance hit again. So what is the solution? You simply cannot use CompiledQueries with parametrized Includes. Use EntitySQL instead. This doesn't mean that there aren't uses for CompiledQueries. It is great for localized queries that will always be called in the same context. Ideally CompiledQuery should always be used because the syntax is checked at compile time, but due to limitation, that's not possible. An example of use would be: you may want to have a page that queries which two dogs have the same favorite food, which is a bit narrow for a BusinessLayer function, so you put it in your page and know exactly what type of includes are required. Passing more than 3 parameters to a CompiledQuery Func is limited to 5 parameters, of which the last one is the return type and the first one is your Entities object from the model. So that leaves you with 3 parameters. A pitance, but it can be improved on very easily. public struct MyParams { public string param1; public int param2; public DateTime param3; } static readonly Func<Entities, MyParams, IEnumerable<Dog>> query_GetDog = CompiledQuery.Compile<Entities, MyParams, IEnumerable<Dog>>((ctx, myParams) => from dog in ctx.DogSet where dog.Age == myParams.param2 && dog.Name == myParams.param1 and dog.BirthDate > myParams.param3 select dog); public List<Dog> GetSomeDogs( int age, string Name, DateTime birthDate ) { MyParams myParams = new MyParams(); myParams.param1 = name; myParams.param2 = age; myParams.param3 = birthDate; return query_GetDog(YourContext,myParams).ToList(); } Return Types (this does not apply to EntitySQL queries as they aren't compiled at the same time during execution as the CompiledQuery method) Working with Linq, you usually don't force the execution of the query until the very last moment, in case some other functions downstream wants to change the query in some way: static readonly Func<Entities, int, string, IEnumerable<Dog>> query_GetDog = CompiledQuery.Compile<Entities, int, string, IEnumerable<Dog>>((ctx, age, name) => from dog in ctx.DogSet where dog.Age == age && dog.Name == name select dog); public IEnumerable<Dog> GetSomeDogs( int age, string name ) { return query_GetDog(YourContext,age,name); } public void DataBindStuff() { IEnumerable<Dog> dogs = GetSomeDogs(4,"Bud"); // but I want the dogs ordered by BirthDate gridView.DataSource = dogs.OrderBy( it => it.BirthDate ); } What is going to happen here? By still playing with the original ObjectQuery (that is the actual return type of the Linq statement, which implements IEnumerable), it will invalidate the compiled query and be force to re-parse. So, the rule of thumb is to return a List< of objects instead. static readonly Func<Entities, int, string, IEnumerable<Dog>> query_GetDog = CompiledQuery.Compile<Entities, int, string, IEnumerable<Dog>>((ctx, age, name) => from dog in ctx.DogSet where dog.Age == age && dog.Name == name select dog); public List<Dog> GetSomeDogs( int age, string name ) { return query_GetDog(YourContext,age,name).ToList(); //<== change here } public void DataBindStuff() { List<Dog> dogs = GetSomeDogs(4,"Bud"); // but I want the dogs ordered by BirthDate gridView.DataSource = dogs.OrderBy( it => it.BirthDate ); } When you call ToList(), the query gets executed as per the compiled query and then, later, the OrderBy is executed against the objects in memory. It may be a little bit slower, but I'm not even sure. One sure thing is that you have no worries about mis-handling the ObjectQuery and invalidating the compiled query plan. Once again, that is not a blanket statement. ToList() is a defensive programming trick, but if you have a valid reason not to use ToList(), go ahead. There are many cases in which you would want to refine the query before executing it. Performance What is the performance impact of compiling a query? It can actually be fairly large. A rule of thumb is that compiling and caching the query for reuse takes at least double the time of simply executing it without caching. For complex queries (read inherirante), I have seen upwards to 10 seconds. So, the first time a pre-compiled query gets called, you get a performance hit. After that first hit, performance is noticeably better than the same non-pre-compiled query. Practically the same as Linq2Sql When you load a page with pre-compiled queries the first time you will get a hit. It will load in maybe 5-15 seconds (obviously more than one pre-compiled queries will end up being called), while subsequent loads will take less than 300ms. Dramatic difference, and it is up to you to decide if it is ok for your first user to take a hit or you want a script to call your pages to force a compilation of the queries. Can this query be cached? { Dog dog = from dog in YourContext.DogSet where dog.ID == id select dog; } No, ad-hoc Linq queries are not cached and you will incur the cost of generating the tree every single time you call it. Parametrized Queries Most search capabilities involve heavily parametrized queries. There are even libraries available that will let you build a parametrized query out of lamba expressions. The problem is that you cannot use pre-compiled queries with those. One way around that is to map out all the possible criteria in the query and flag which one you want to use: public struct MyParams { public string name; public bool checkName; public int age; public bool checkAge; } static readonly Func<Entities, MyParams, IEnumerable<Dog>> query_GetDog = CompiledQuery.Compile<Entities, MyParams, IEnumerable<Dog>>((ctx, myParams) => from dog in ctx.DogSet where (myParams.checkAge == true && dog.Age == myParams.age) && (myParams.checkName == true && dog.Name == myParams.name ) select dog); protected List<Dog> GetSomeDogs() { MyParams myParams = new MyParams(); myParams.name = "Bud"; myParams.checkName = true; myParams.age = 0; myParams.checkAge = false; return query_GetDog(YourContext,myParams).ToList(); } The advantage here is that you get all the benifits of a pre-compiled quert. The disadvantages are that you most likely will end up with a where clause that is pretty difficult to maintain, that you will incur a bigger penalty for pre-compiling the query and that each query you run is not as efficient as it could be (particularly with joins thrown in). Another way is to build an EntitySQL query piece by piece, like we all did with SQL. protected List<Dod> GetSomeDogs( string name, int age) { string query = "select value dog from Entities.DogSet where 1 = 1 "; if( !String.IsNullOrEmpty(name) ) query = query + " and dog.Name == @Name "; if( age > 0 ) query = query + " and dog.Age == @Age "; ObjectQuery<Dog> oQuery = new ObjectQuery<Dog>( query, YourContext ); if( !String.IsNullOrEmpty(name) ) oQuery.Parameters.Add( new ObjectParameter( "Name", name ) ); if( age > 0 ) oQuery.Parameters.Add( new ObjectParameter( "Age", age ) ); return oQuery.ToList(); } Here the problems are: - there is no syntax checking during compilation - each different combination of parameters generate a different query which will need to be pre-compiled when it is first run. In this case, there are only 4 different possible queries (no params, age-only, name-only and both params), but you can see that there can be way more with a normal world search. - Noone likes to concatenate strings! Another option is to query a large subset of the data and then narrow it down in memory. This is particularly useful if you are working with a definite subset of the data, like all the dogs in a city. You know there are a lot but you also know there aren't that many... so your CityDog search page can load all the dogs for the city in memory, which is a single pre-compiled query and then refine the results protected List<Dod> GetSomeDogs( string name, int age, string city) { string query = "select value dog from Entities.DogSet where dog.Owner.Address.City == @City "; ObjectQuery<Dog> oQuery = new ObjectQuery<Dog>( query, YourContext ); oQuery.Parameters.Add( new ObjectParameter( "City", city ) ); List<Dog> dogs = oQuery.ToList(); if( !String.IsNullOrEmpty(name) ) dogs = dogs.Where( it => it.Name == name ); if( age > 0 ) dogs = dogs.Where( it => it.Age == age ); return dogs; } It is particularly useful when you start displaying all the data then allow for filtering. Problems: - Could lead to serious data transfer if you are not careful about your subset. - You can only filter on the data that you returned. It means that if you don't return the Dog.Owner association, you will not be able to filter on the Dog.Owner.Name So what is the best solution? There isn't any. You need to pick the solution that works best for you and your problem: - Use lambda-based query building when you don't care about pre-compiling your queries. - Use fully-defined pre-compiled Linq query when your object structure is not too complex. - Use EntitySQL/string concatenation when the structure could be complex and when the possible number of different resulting queries are small (which means fewer pre-compilation hits). - Use in-memory filtering when you are working with a smallish subset of the data or when you had to fetch all of the data on the data at first anyway (if the performance is fine with all the data, then filtering in memory will not cause any time to be spent in the db). Singleton access The best way to deal with your context and entities accross all your pages is to use the singleton pattern: public sealed class YourContext { private const string instanceKey = "On3GoModelKey"; YourContext(){} public static YourEntities Instance { get { HttpContext context = HttpContext.Current; if( context == null ) return Nested.instance; if (context.Items[instanceKey] == null) { On3GoEntities entity = new On3GoEntities(); context.Items[instanceKey] = entity; } return (YourEntities)context.Items[instanceKey]; } } class Nested { // Explicit static constructor to tell C# compiler // not to mark type as beforefieldinit static Nested() { } internal static readonly YourEntities instance = new YourEntities(); } } NoTracking, is it worth it? When executing a query, you can tell the framework to track the objects it will return or not. What does it mean? With tracking enabled (the default option), the framework will track what is going on with the object (has it been modified? Created? Deleted?) and will also link objects together, when further queries are made from the database, which is what is of interest here. For example, lets assume that Dog with ID == 2 has an owner which ID == 10. Dog dog = (from dog in YourContext.DogSet where dog.ID == 2 select dog).FirstOrDefault(); //dog.OwnerReference.IsLoaded == false; Person owner = (from o in YourContext.PersonSet where o.ID == 10 select dog).FirstOrDefault(); //dog.OwnerReference.IsLoaded == true; If we were to do the same with no tracking, the result would be different. ObjectQuery<Dog> oDogQuery = (ObjectQuery<Dog>) (from dog in YourContext.DogSet where dog.ID == 2 select dog); oDogQuery.MergeOption = MergeOption.NoTracking; Dog dog = oDogQuery.FirstOrDefault(); //dog.OwnerReference.IsLoaded == false; ObjectQuery<Person> oPersonQuery = (ObjectQuery<Person>) (from o in YourContext.PersonSet where o.ID == 10 select o); oPersonQuery.MergeOption = MergeOption.NoTracking; Owner owner = oPersonQuery.FirstOrDefault(); //dog.OwnerReference.IsLoaded == false; Tracking is very useful and in a perfect world without performance issue, it would always be on. But in this world, there is a price for it, in terms of performance. So, should you use NoTracking to speed things up? It depends on what you are planning to use the data for. Is there any chance that the data your query with NoTracking can be used to make update/insert/delete in the database? If so, don't use NoTracking because associations are not tracked and will causes exceptions to be thrown. In a page where there are absolutly no updates to the database, you can use NoTracking. Mixing tracking and NoTracking is possible, but it requires you to be extra careful with updates/inserts/deletes. The problem is that if you mix then you risk having the framework trying to Attach() a NoTracking object to the context where another copy of the same object exist with tracking on. Basicly, what I am saying is that Dog dog1 = (from dog in YourContext.DogSet where dog.ID == 2).FirstOrDefault(); ObjectQuery<Dog> oDogQuery = (ObjectQuery<Dog>) (from dog in YourContext.DogSet where dog.ID == 2 select dog); oDogQuery.MergeOption = MergeOption.NoTracking; Dog dog2 = oDogQuery.FirstOrDefault(); dog1 and dog2 are 2 different objects, one tracked and one not. Using the detached object in an update/insert will force an Attach() that will say "Wait a minute, I do already have an object here with the same database key. Fail". And when you Attach() one object, all of its hierarchy gets attached as well, causing problems everywhere. Be extra careful. How much faster is it with NoTracking It depends on the queries. Some are much more succeptible to tracking than other. I don't have a fast an easy rule for it, but it helps. So I should use NoTracking everywhere then? Not exactly. There are some advantages to tracking object. The first one is that the object is cached, so subsequent call for that object will not hit the database. That cache is only valid for the lifetime of the YourEntities object, which, if you use the singleton code above, is the same as the page lifetime. One page request == one YourEntity object. So for multiple calls for the same object, it will load only once per page request. (Other caching mechanism could extend that). What happens when you are using NoTracking and try to load the same object multiple times? The database will be queried each time, so there is an impact there. How often do/should you call for the same object during a single page request? As little as possible of course, but it does happens. Also remember the piece above about having the associations connected automatically for your? You don't have that with NoTracking, so if you load your data in multiple batches, you will not have a link to between them: ObjectQuery<Dog> oDogQuery = (ObjectQuery<Dog>)(from dog in YourContext.DogSet select dog); oDogQuery.MergeOption = MergeOption.NoTracking; List<Dog> dogs = oDogQuery.ToList(); ObjectQuery<Person> oPersonQuery = (ObjectQuery<Person>)(from o in YourContext.PersonSet select o); oPersonQuery.MergeOption = MergeOption.NoTracking; List<Person> owners = oPersonQuery.ToList(); In this case, no dog will have its .Owner property set. Some things to keep in mind when you are trying to optimize the performance. No lazy loading, what am I to do? This can be seen as a blessing in disguise. Of course it is annoying to load everything manually. However, it decreases the number of calls to the db and forces you to think about when you should load data. The more you can load in one database call the better. That was always true, but it is enforced now with this 'feature' of EF. Of course, you can call if( !ObjectReference.IsLoaded ) ObjectReference.Load(); if you want to, but a better practice is to force the framework to load the objects you know you will need in one shot. This is where the discussion about parametrized Includes begins to make sense. Lets say you have you Dog object public class Dog { public Dog Get(int id) { return YourContext.DogSet.FirstOrDefault(it => it.ID == id ); } } This is the type of function you work with all the time. It gets called from all over the place and once you have that Dog object, you will do very different things to it in different functions. First, it should be pre-compiled, because you will call that very often. Second, each different pages will want to have access to a different subset of the Dog data. Some will want the Owner, some the FavoriteToy, etc. Of course, you could call Load() for each reference you need anytime you need one. But that will generate a call to the database each time. Bad idea. So instead, each page will ask for the data it wants to see when it first request for the Dog object: static public Dog Get(int id) { return GetDog(entity,"");} static public Dog Get(int id, string includePath) { string query = "select value o " + " from YourEntities.DogSet as o " +

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  • Problem converting FBX file into XNB

    - by Dado
    I create a Monogame Content Project to convert assets into XNB. For FBX file without texture there is no problem: the file is correctly converted and when I load XNB into my project everything is ok. The problem occours when i have associated to fbx file a texture map: in this case both FBX and PNG files are converted to XNB but when i try to load these XNB files into my project the following problem occours: "ContentLoadException: Could not load Models/maze1 asset as a non-content file!" Note: maze1 is the XNB file that was converted from FBX. How can I solve this problem? Thank you in advance

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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  • As a game developer, which data structure use for develop the game? [duplicate]

    - by Rizwanabbasi
    This question already has an answer here: When should vector/list be used? 5 answers We are developing a game for bank robbery. The game plots a bank robbery. Lots of people witness that robbery. Our game will load the lists of suspected offenders while the players (witnesses) will have to identify the offenders of this robbery. Game should load list of offenders to identify the one as quickly as possible. Admin can add/remove offenders in the lists and two or more lists of offenders can also be merged into one (to show it to the player). As a game developer, which data structure we should use for develop the game? Justify your selection with solid arguments. Remember the most critical requirement is that the list should load super fast.

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