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  • How Parallelism Works in SQL Server

    - by Paul White
    You might have noticed that January was a quiet blogging month for me.  Part of the reason was that I was working on a series of articles for Simple Talk, examining how parallel query execution really works.  The first part is published today at: http://www.simple-talk.com/sql/learn-sql-server/understanding-and-using-parallelism-in-sql-server/ . This introductory piece is not quite as deeply technical as my SQLblog posts tend to be, but I hope there be enough interesting material to make...(read more)

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  • Table Variables: an empirical approach.

    - by Phil Factor
    It isn’t entirely a pleasant experience to publish an article only to have it described on Twitter as ‘Horrible’, and to have it criticized on the MVP forum. When this happened to me in the aftermath of publishing my article on Temporary tables recently, I was taken aback, because these critics were experts whose views I respect. What was my crime? It was, I think, to suggest that, despite the obvious quirks, it was best to use Table Variables as a first choice, and to use local Temporary Tables if you hit problems due to these quirks, or if you were doing complex joins using a large number of rows. What are these quirks? Well, table variables have advantages if they are used sensibly, but this requires some awareness by the developer about the potential hazards and how to avoid them. You can be hit by a badly-performing join involving a table variable. Table Variables are a compromise, and this compromise doesn’t always work out well. Explicit indexes aren’t allowed on Table Variables, so one cannot use covering indexes or non-unique indexes. The query optimizer has to make assumptions about the data rather than using column distribution statistics when a table variable is involved in a join, because there aren’t any column-based distribution statistics on a table variable. It assumes a reasonably even distribution of data, and is likely to have little idea of the number of rows in the table variables that are involved in queries. However complex the heuristics that are used might be in determining the best way of executing a SQL query, and they most certainly are, the Query Optimizer is likely to fail occasionally with table variables, under certain circumstances, and produce a Query Execution Plan that is frightful. The experienced developer or DBA will be on the lookout for this sort of problem. In this blog, I’ll be expanding on some of the tests I used when writing my article to illustrate the quirks, and include a subsequent example supplied by Kevin Boles. A simplified example. We’ll start out by illustrating a simple example that shows some of these characteristics. We’ll create two tables filled with random numbers and then see how many matches we get between the two tables. We’ll forget indexes altogether for this example, and use heaps. We’ll try the same Join with two table variables, two table variables with OPTION (RECOMPILE) in the JOIN clause, and with two temporary tables. It is all a bit jerky because of the granularity of the timing that isn’t actually happening at the millisecond level (I used DATETIME). However, you’ll see that the table variable is outperforming the local temporary table up to 10,000 rows. Actually, even without a use of the OPTION (RECOMPILE) hint, it is doing well. What happens when your table size increases? The table variable is, from around 30,000 rows, locked into a very bad execution plan unless you use OPTION (RECOMPILE) to provide the Query Analyser with a decent estimation of the size of the table. However, if it has the OPTION (RECOMPILE), then it is smokin’. Well, up to 120,000 rows, at least. It is performing better than a Temporary table, and in a good linear fashion. What about mixed table joins, where you are joining a temporary table to a table variable? You’d probably expect that the query analyzer would throw up its hands and produce a bad execution plan as if it were a table variable. After all, it knows nothing about the statistics in one of the tables so how could it do any better? Well, it behaves as if it were doing a recompile. And an explicit recompile adds no value at all. (we just go up to 45000 rows since we know the bigger picture now)   Now, if you were new to this, you might be tempted to start drawing conclusions. Beware! We’re dealing with a very complex beast: the Query Optimizer. It can come up with surprises What if we change the query very slightly to insert the results into a Table Variable? We change nothing else and just measure the execution time of the statement as before. Suddenly, the table variable isn’t looking so much better, even taking into account the time involved in doing the table insert. OK, if you haven’t used OPTION (RECOMPILE) then you’re toast. Otherwise, there isn’t much in it between the Table variable and the temporary table. The table variable is faster up to 8000 rows and then not much in it up to 100,000 rows. Past the 8000 row mark, we’ve lost the advantage of the table variable’s speed. Any general rule you may be formulating has just gone for a walk. What we can conclude from this experiment is that if you join two table variables, and can’t use constraints, you’re going to need that Option (RECOMPILE) hint. Count Dracula and the Horror Join. These tables of integers provide a rather unreal example, so let’s try a rather different example, and get stuck into some implicit indexing, by using constraints. What unusual words are contained in the book ‘Dracula’ by Bram Stoker? Here we get a table of all the common words in the English language (60,387 of them) and put them in a table. We put them in a Table Variable with the word as a primary key, a Table Variable Heap and a Table Variable with a primary key. We then take all the distinct words used in the book ‘Dracula’ (7,558 of them). We then create a table variable and insert into it all those uncommon words that are in ‘Dracula’. i.e. all the words in Dracula that aren’t matched in the list of common words. To do this we use a left outer join, where the right-hand value is null. The results show a huge variation, between the sublime and the gorblimey. If both tables contain a Primary Key on the columns we join on, and both are Table Variables, it took 33 Ms. If one table contains a Primary Key, and the other is a heap, and both are Table Variables, it took 46 Ms. If both Table Variables use a unique constraint, then the query takes 36 Ms. If neither table contains a Primary Key and both are Table Variables, it took 116383 Ms. Yes, nearly two minutes!! If both tables contain a Primary Key, one is a Table Variables and the other is a temporary table, it took 113 Ms. If one table contains a Primary Key, and both are Temporary Tables, it took 56 Ms.If both tables are temporary tables and both have primary keys, it took 46 Ms. Here we see table variables which are joined on their primary key again enjoying a  slight performance advantage over temporary tables. Where both tables are table variables and both are heaps, the query suddenly takes nearly two minutes! So what if you have two heaps and you use option Recompile? If you take the rogue query and add the hint, then suddenly, the query drops its time down to 76 Ms. If you add unique indexes, then you've done even better, down to half that time. Here are the text execution plans.So where have we got to? Without drilling down into the minutiae of the execution plans we can begin to create a hypothesis. If you are using table variables, and your tables are relatively small, they are faster than temporary tables, but as the number of rows increases you need to do one of two things: either you need to have a primary key on the column you are using to join on, or else you need to use option (RECOMPILE) If you try to execute a query that is a join, and both tables are table variable heaps, you are asking for trouble, well- slow queries, unless you give the table hint once the number of rows has risen past a point (30,000 in our first example, but this varies considerably according to context). Kevin’s Skew In describing the table-size, I used the term ‘relatively small’. Kevin Boles produced an interesting case where a single-row table variable produces a very poor execution plan when joined to a very, very skewed table. In the original, pasted into my article as a comment, a column consisted of 100000 rows in which the key column was one number (1) . To this was added eight rows with sequential numbers up to 9. When this was joined to a single-tow Table Variable with a key of 2 it produced a bad plan. This problem is unlikely to occur in real usage, and the Query Optimiser team probably never set up a test for it. Actually, the skew can be slightly less extreme than Kevin made it. The following test showed that once the table had 54 sequential rows in the table, then it adopted exactly the same execution plan as for the temporary table and then all was well. Undeniably, real data does occasionally cause problems to the performance of joins in Table Variables due to the extreme skew of the distribution. We've all experienced Perfectly Poisonous Table Variables in real live data. As in Kevin’s example, indexes merely make matters worse, and the OPTION (RECOMPILE) trick does nothing to help. In this case, there is no option but to use a temporary table. However, one has to note that once the slight de-skew had taken place, then the plans were identical across a huge range. Conclusions Where you need to hold intermediate results as part of a process, Table Variables offer a good alternative to temporary tables when used wisely. They can perform faster than a temporary table when the number of rows is not great. For some processing with huge tables, they can perform well when only a clustered index is required, and when the nature of the processing makes an index seek very effective. Table Variables are scoped to the batch or procedure and are unlikely to hang about in the TempDB when they are no longer required. They require no explicit cleanup. Where the number of rows in the table is moderate, you can even use them in joins as ‘Heaps’, unindexed. Beware, however, since, as the number of rows increase, joins on Table Variable heaps can easily become saddled by very poor execution plans, and this must be cured either by adding constraints (UNIQUE or PRIMARY KEY) or by adding the OPTION (RECOMPILE) hint if this is impossible. Occasionally, the way that the data is distributed prevents the efficient use of Table Variables, and this will require using a temporary table instead. Tables Variables require some awareness by the developer about the potential hazards and how to avoid them. If you are not prepared to do any performance monitoring of your code or fine-tuning, and just want to pummel out stuff that ‘just runs’ without considering namby-pamby stuff such as indexes, then stick to Temporary tables. If you are likely to slosh about large numbers of rows in temporary tables without considering the niceties of processing just what is required and no more, then temporary tables provide a safer and less fragile means-to-an-end for you.

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  • Using Open MQ as an Oracle CEP Event Source

    - by seth.white
    I helped an Oracle CEP customer recently who wanted to use Open MQ has an event source for their Oracle CEP application.  In this case, the Oracle CEP application was being used to provide monitoring for an electronic commerce website, however, the steps for configuring Open MQ are entirely independent of the application logic. I thought I would list the configuration steps in a blog post in case they might help others in the future. Note that although the Oracle CEP documentation states that only WebLogic and Tibco JMS are "officially" supported, any JMS implementation that provides a Java client should work with Oracle CEP. The first step is to add an adapter to the application's EPN. This can be done in the usual way, using the Eclipse IDE. The end result is something like the following bit of configuration in the application's Spring application context. Note that the provider attribute value of 'jms-inbound' specifies that the out-of-the-box JMS adapter is being used. <wlevs:adapter id="helloworldAdapter" provider="jms-inbound"> </wlevs:adapter>   Next, configure the inbound adapter so that it can connect to Open MQ in the Oracle CEP configuration file (config.xml). The snippet below provides an example of what this configuration should look like. The exact values specified for jndi-provider-url, jndi-factory, connection-jndi-name, destination-jndi-name elements will depend on your Open MQ configuration.  For example , if the name of your Open MQ topic destination is 'ElectronicCommerceTopic', then you would specify that as the destination-jndi-name.  The name of your Open MQ connection factory goes in the connection-jndi-name element. In my simple example, I also specify in event-type element so that the out-of-the-box JMS adapter will attempt to automatically convert incoming messages to events of type HelloWorldEvent. In a more complex application, one would configure a custom converter on the JMS adapter to convert from messages to events.  The Oracle CEP 11.1.3 documentation describes how to do this.   <jms-adapter> <name>helloworldAdapter</name> <event-type>HelloWorldEvent</event-type> <jndi-provider-url>file:///C:/Temp</jndi-provider-url> <jndi-factory>com.sun.jndi.fscontext.RefFSContextFactory</jndi-factory> <connection-jndi-name>YourJMSConnectionFactoryName</connection-jndi-name> <destination-jndi-name>YourJMSDestinationName</destination-jndi-name> </jms-adapter>   Finally, one needs to package the client-side Open MQ jars so that the classes that they contain are available to the Oracle CEP runtime. The recommended way for doing this in the Oracle CEP 11.1.3 release is to package the classes as a library module or simply place them in the application bundle.  The advantage of deploying the classes as a library module is that they are available to any application that wants to connect to Open MQ. In my case, I packaged the classes in my application bundle. A best practice when you want to include additional jars in your application bundle is to create a 'lib' directory in your Eclipse project and then copy the required jars into that directory.  Then, use the support that Eclipse provides to add the jars to the bundle classpath (which makes the classes part of your application in the same way that regular application classes are), and export all of the classes from your application bundle so that they are available to the Oracle CEP server runtime.  The screenshot below Illustrates how this is done in Eclipse.  The bundle classpath contains two Open MQ jars and all packages in the jars are exported.     Finally, import the javax.jms and javax.naming packages into the application module as these are needed by the Open MQ classes. The screenshot below shows the complete list of package imports for my sample application.       Once you have completed these steps, you should be able to build and deploy your application and begin receiving inbound messages from Open MQ. 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  • How to code a 4x shader/filter which emulates arcade crt display behavior?

    - by Arthur Wulf White
    I want to write a shader/filer probably in adobe Pixel Bender that will do the best job possible in emulating the fill of an oldskul monochromatic arcade CRT screen. Much like this here: http://filthypants.blogspot.com/2012/07/customizing-cgwgs-crt-pixel-shader.html Here are some attributes I know will exist in this filter: It will take in a low res image 160 x 120 and return a medium res image 640 x 480. It will add scanlines It will blur the color channels to create that color bleeding effect It will distort the shape of the image from a perfect rectangle into a rounder shape. The question is, could you please provide any other attributes that are beneficial to emulating an arcade CRT feel and links and resources on coding these effects. Thanks

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  • Oracle CEP on OTN

    - by seth.white
    Here are the latest links to Oracle CEP on the Oracle website (OTN). I've heard from a few folks that these are hard to find. As of this writing, the latest release of Oracle CEP is 11.1.3. You may also see this release referred to as 11.1.1.3 and 11.1.1.3.0. An overview of the new features in 11.1.3 can be found here. The product download page: http://www.oracle.com/technology/software/products/middleware/htdocs/fmw_11_download.html The product documentation: http://download.oracle.com/docs/cd/E14571_01/soa.htm#ocep Don't be alarmed that the release number in the documentation is 11.1.1. This is the documentation for the 11.1.3 release. The user forum: http://forums.oracle.com/forums/forum.jspa?forumID=820 The Oracle CEP samples page (contains useful code samples): http://www.oracle.com/technology/sample_code/products/event-driven-architecture/index.html   The Oracle CEP product page (maintained by our product manager): http://www.oracle.com/technology/products/event-driven-architecture/complex-event-processing.html   The event driven architecture page (Oracle CEP is bundled in the EDA Suite product): http://www.oracle.com/technology/products/event-driven-architecture/index.html   Technorati Tags: Oracle,CEP,OTN

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  • Redering performance in FlasCC + UDK when compared to Stage3d and UDK on Windows?

    - by Arthur Wulf White
    http://gaming.adobe.com/technologies/flascc/ Developers can now access UDK for browser applications. Does this mean greater performance than using a Stage3D engine (Away3D 4) and how much of a noticeable difference in performance would it make in rendering speeds? Is there any benchmark you could propose that would allow to compare them fairly? I am asking this to help myself understand the consequences in performance for deciding to use UDK in a browser based game. I would also like to know how it compares with UDK running natively in Windows? I am not asking which technology to use or which is better. Only interested in the optimizing rendering speed in a 3d browser game with flash.

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  • How to Generate Spritesheet from a 'problematic' animated Symbol in Flash Pro CS6?

    - by Arthur Wulf White
    In the new Flash Pro CS6 there is an option to generate spriteheet from a symbol. I used these tutorials: http://www.adobe.com/devnet/flash/articles/using-sprite-sheet-generator.html http://tv.adobe.com/watch/cs6-creative-cloud-feature-tour-for-web/generating-sprite-sheets-using-flash-professional-cs6/ And it works really well! An artist I'm working with created a bunch of assets for a game. One of them is a walking person as seen from a top-down view. You can find the .fla here: https://docs.google.com/folder/d/0B3L2bumwc4onRGhLcGNId1p2Szg/edit (If this does not work let me know, it is the first time I used Google Drive to share files) 1 .When I press ctrl+enter I can see it is moving. When I look for the animation, I do not seem to find it. When I select to create a spritesheet, flash suggest creating a spritesheet with one frame in the base pose and no other (animation) frames. What is causing this and how do I correct it? 2 .I want to convert it to a sprite sheet for 32 angles of movement. Is there any magical easy way to get this done? Is there a workaround without using Flash CS6 to do the same thing?

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  • Penalty for collision during a racing game

    - by Arthur Wulf White
    In a racing game: How should we penalize the player for colliding head on into obstacles such as walls, trees and so on. What is the way it is done in your favorite racing game? How is it done in other successful racing games? Do you think temporarily disabling the engine for a second is too severe? If I do go that route, how would I convey the 'engine is disabled' to the player in a subtle and easily understood way? Is this 'too much' of a penalty? Would the slow-down from the collision be sufficient to discourage the player from driving too carelessly? Which one is more fun? Should I consider a health-bar and affect engine performance for 'low health' status? Could you offer examples of games that handle this well and one that do it poorly? Please share your experience with racing games obstacles and reference games you feel perform well in this aspect. I am sure we all enjoy our racing games differently and I would like to hear different opinions regarding this issue. I would also like to hear how you feel we should penalize or reward for colliding with other vehicles? Should enemy vehicles be destroyable? Should they slow down severely when they hit the back of your car or would that make the gameplay imbalanced?

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  • Temporary Tables in Stored Procedures

    - by Paul White
    Ask anyone what the primary advantage of temporary tables over table variables is, and the chances are they will say that temporary tables support statistics and table variables do not. This is true, of course; even the indexes that enforce PRIMARY KEY and UNIQUE constraints on table variables do not have populated statistics associated with them, and it is not possible to manually create statistics or non-constraint indexes on table variables. Intuitively, then, any query that has alternative execution...(read more)

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  • Undocumented Query Plans: Equality Comparisons

    - by Paul White
    The diagram below shows two data sets, with differences highlighted: To find changed rows using TSQL, we might write a query like this: The logic is clear: join rows from the two sets together on the primary key column, and return rows where a change has occurred in one or more data columns.  Unfortunately, this query only finds one of the expected four rows: The problem, of course, is that our query does not correctly handle NULLs.  The ‘not equal to’ operators <> and != do not evaluate...(read more)

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  • What are the advantages and challenges of using HaXe over ActionScript 3?

    - by Arthur Wulf White
    I read this: http://webr3.org/blog/haxe/bitmapdata-vectors-bytearrays-and-optimization/ And this: http://stackoverflow.com/questions/5220045/what-are-the-pro-and-cons-of-using-haxe-over-actionscript-3 http://www.haxenme.org/developers/documentation/actionscript-developers/ I read there are only two books, is that right? http://haxe.org/doc/book I also see that using FlashDevelop you can make an Adobe Air project with HaXe and compile to exe. And begun to wonder from a game making perspective: I saw the example in the first link, are there any additional advantages in performance when using HaXe instead of AS3 for games development (for the web)?

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  • Redirect a url to another url in IIS 7.5

    - by Jason White
    I have no idea why this isn't working. I've tried creating map rules and then rewritng and redirecting the url. I've tried just redirecting it with a simple rewrite rule and no matter what, the only time I can get it to work is if I set the match url to match this regex .*. I'm trying to redirect webmail.example.com to mail.example.com. Seemed like it would have taken but a couple seconds; boy was I wrong. I'm thinking I must be doing something wrong with the regex, but I'm not sure what as when I test it it seems to work fine. <rule name="webmail" patternSyntax="ECMAScript" stopProcessing="true"> <match url=".*webmail.*" /> <conditions logicalGrouping="MatchAll" trackAllCaptures="false"> </conditions> <action type="Redirect" url="https://mail.example.com:8000" appendQueryString="false" logRewrittenUrl="true" /> </rule> Thanks

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  • SQL Intersection Conference, Las Vegas MGM Grand 10-13 November 2014

    - by Paul White
    I am very pleased to announce that I will be speaking at the SQL Intersection conference in Las Vegas again this year. This time around, I am giving a full-day workshop, "Mastering SQL Server Execution Plan Analysis" as well as a two-part session, "Parallel Query Execution" during the main conference. The workshop is a pre-conference event, held on Sunday 9 November (straight after this year's PASS Summit). Being on Sunday gives you the whole Monday off to recover and before the...(read more)

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  • Google I/O 2010 - Keynote Day 1

    Google I/O 2010 - Keynote Day 1 Google I/O 2010 - Keynote Day 1 Video footage from Day 1 keynote at Google I/O 2010 Vic Gundotra, Engineering Vice President, Google Sundar Pichai, Vice President, Product Management, Google Charles Pritchard, Founder, MugTug Jim Lanzone, CEO, Clicker Mike Shaver, VP Engineering, Mozilla Corporation Håkon Wium Lie, CTO, Opera Software Kevin Lynch, CTO, Adobe Systems Terry McDonell, Editor, Sports Illustrated Group Lars Rasmussen, Manager, Google Wave David Glazer, Engineering Director, Google Paul Maritz, President & CEO, VMware Ben Alex, Senior Staff Engineer, SpringSource Division of VMware, Bruce Johnson, Engineering Director, Google Kevin Gibbs, Software Engineer, Google For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 2 1 ratings Time: 02:05:08 More in Science & Technology

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  • Using Event Driven Programming in games, when is it beneficial?

    - by Arthur Wulf White
    I am learning ActionScript 3 and I see the Event flow adheres to the W3C recommendations. From what I learned events can only be captured by the dispatcher unless, the listener capturing the event is a DisplayObject on stage and a parent of the object firing the event. You can capture the events in the capture(before) or bubbling(after) phase depending on Listner and Event setup you use. Does this system lend itself well for game programming? When is this system useful? Could you give an example of a case where using events is a lot better than going without them? Are they somehow better for performance in games? Please do not mention events you must use to get a game running, like Event.ENTER_FRAME Or events that are required to get input from the user like, KeyboardEvent.KEY_DOWN and MouseEvent.CLICK. I am asking if there is any use in firing events that have nothing to do with user input, frame rendering and the likes(that are necessary). I am referring to cases where objects are communicating. Is this used to avoid storing a collection of objects that are on the stage? Thanks Here is some code I wrote as an example of event behavior in ActionScript 3, enjoy. package regression { import flash.display.Shape; import flash.display.Sprite; import flash.events.Event; import flash.events.EventDispatcher; import flash.events.KeyboardEvent; import flash.events.MouseEvent; import flash.events.EventPhase; /** * ... * @author ... */ public class Check_event_listening_1 extends Sprite { public const EVENT_DANCE : String = "dance"; public const EVENT_PLAY : String = "play"; public const EVENT_YELL : String = "yell"; private var baby : Shape = new Shape(); private var mom : Sprite = new Sprite(); private var stranger : EventDispatcher = new EventDispatcher(); public function Check_event_listening_1() { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { trace("test begun"); addChild(mom); mom.addChild(baby); stage.addEventListener(EVENT_YELL, onEvent); this.addEventListener(EVENT_YELL, onEvent); mom.addEventListener(EVENT_YELL, onEvent); baby.addEventListener(EVENT_YELL, onEvent); stranger.addEventListener(EVENT_YELL, onEvent); trace("\nTest1 - Stranger yells with no bubbling"); stranger.dispatchEvent(new Event(EVENT_YELL, false)); trace("\nTest2 - Stranger yells with bubbling"); stranger.dispatchEvent(new Event(EVENT_YELL, true)); stage.addEventListener(EVENT_PLAY, onEvent); this.addEventListener(EVENT_PLAY, onEvent); mom.addEventListener(EVENT_PLAY, onEvent); baby.addEventListener(EVENT_PLAY, onEvent); stranger.addEventListener(EVENT_PLAY, onEvent); trace("\nTest3 - baby plays with no bubbling"); baby.dispatchEvent(new Event(EVENT_PLAY, false)); trace("\nTest4 - baby plays with bubbling"); baby.dispatchEvent(new Event(EVENT_PLAY, true)); trace("\nTest5 - baby plays with bubbling but is not a child of mom"); mom.removeChild(baby); baby.dispatchEvent(new Event(EVENT_PLAY, true)); mom.addChild(baby); stage.addEventListener(EVENT_DANCE, onEvent, true); this.addEventListener(EVENT_DANCE, onEvent, true); mom.addEventListener(EVENT_DANCE, onEvent, true); baby.addEventListener(EVENT_DANCE, onEvent); trace("\nTest6 - Mom dances without bubbling - everyone is listening during capture phase(not target and bubble phase)"); mom.dispatchEvent(new Event(EVENT_DANCE, false)); trace("\nTest7 - Mom dances with bubbling - everyone is listening during capture phase(not target and bubble phase)"); mom.dispatchEvent(new Event(EVENT_DANCE, true)); } private function onEvent(e : Event):void { trace("Event was captured"); trace("\nTYPE : ", e.type, "\nTARGET : ", objToName(e.target), "\nCURRENT TARGET : ", objToName(e.currentTarget), "\nPHASE : ", phaseToString(e.eventPhase)); } private function phaseToString(phase : int):String { switch(phase) { case EventPhase.AT_TARGET : return "TARGET"; case EventPhase.BUBBLING_PHASE : return "BUBBLING"; case EventPhase.CAPTURING_PHASE : return "CAPTURE"; default: return "UNKNOWN"; } } private function objToName(obj : Object):String { if (obj == stage) return "STAGE"; else if (obj == this) return "MAIN"; else if (obj == mom) return "Mom"; else if (obj == baby) return "Baby"; else if (obj == stranger) return "Stranger"; else return "Unknown" } } } /*result : test begun Test1 - Stranger yells with no bubbling Event was captured TYPE : yell TARGET : Stranger CURRENT TARGET : Stranger PHASE : TARGET Test2 - Stranger yells with bubbling Event was captured TYPE : yell TARGET : Stranger CURRENT TARGET : Stranger PHASE : TARGET Test3 - baby plays with no bubbling Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Baby PHASE : TARGET Test4 - baby plays with bubbling Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Baby PHASE : TARGET Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Mom PHASE : BUBBLING Event was captured TYPE : play TARGET : Baby CURRENT TARGET : MAIN PHASE : BUBBLING Event was captured TYPE : play TARGET : Baby CURRENT TARGET : STAGE PHASE : BUBBLING Test5 - baby plays with bubbling but is not a child of mom Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Baby PHASE : TARGET Test6 - Mom dances without bubbling - everyone is listening during capture phase(not target and bubble phase) Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : STAGE PHASE : CAPTURE Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : MAIN PHASE : CAPTURE Test7 - Mom dances with bubbling - everyone is listening during capture phase(not target and bubble phase) Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : STAGE PHASE : CAPTURE Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : MAIN PHASE : CAPTURE */

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  • Azure Table Storage Creation using Nov 2009 CTP

    - by kaleidoscope
    The new SDK introduces a new class - · The CloudTableClient : This new class enables us to create tables and test for the existence of tables. We need not need use this class for querying table storage, it's   more of an administrative class for dealing with table storage itself.   · Once we have got the account key and the account name from ConfigurationSetting, we can create an instance of the storage credentials and table client classes:   StorageCredentialsAccountAndKey creds = new StorageCredentialsAccountAndKey(accountName, accountKey);     CloudTableClient tableStorage = new CloudTableClient(tableBaseUri, creds);     CustomerContext ctx = new CustomerContext(tableBaseUri, creds);     //where tableBaseUri is the TableStorageEndpoint obtained from ConfigurationSetting Using the table storage class, we can now create a new table (if it doesn't already exist):     if (tableStorage.CreateTableIfNotExist("Customers"))     {        CustomerRow cust = new CustomerRow("AccountsReceivable", "kevin");         cust.FirstName = "Kevin";        cust.LastName = "Hoffman";        ctx.AddObject("Customers", cust);        ctx.SaveChanges();     } For a complete article on this topic please follow this link: http://dotnetaddict.dotnetdevelopersjournal.com/azure_nov09_tablestorage.htm Tinu, O

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  • Rendering performance in FlasCC + UDK when compared to Stage3d and UDK on Windows?

    - by Arthur Wulf White
    Adobe recently released the Flash C++ Compiler, which UDK uses to target Flash Player. Developers can now access UDK for browser applications. Does this mean greater performance than using a Stage3D engine (Away3D 4) and how much of a noticeable difference in performance would it make in rendering speeds? Is there any benchmark you could propose that would allow to compare them fairly? I am asking this to help myself understand the consequences in performance for deciding to use UDK in a browser based game. I would also like to know how it compares with UDK running natively in Windows? I am not asking which technology to use or which is better. Only interested in optimizing rendering speed in a 3d browser game with flash.

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  • Read only array, deep copy or retrieve copies one by one? (Performance and Memory)

    - by Arthur Wulf White
    In a garbage collection based system, what is the most effective way to handle a read only array if such a structure does not exist natively in the language. Is it better to return a copy of an array or allow other classes to retrieve copies of the objects stored in the array one by one? @JustinSkiles: It is not very broad. It is performance related and can actually be answered specifically for two general cases. You only need very few items: in this situation it's more effective to retrieve copies of the objects one by one. You wish to iterate over 30% or more objects. In this cases it is superior to retrieve all the array at once. This saves on functions calls. Function calls are very expansive when compared to reading directly from an array. A good specific answer could include performance, reading from an array and reading indirectly through a function. It is a simple performance related question.

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  • Workflow with Flash Pro CS6 and FlashDevelop: Using fla and swc to store assets

    - by Arthur Wulf White
    I am using this tutorial: http://www.flashdevelop.org/wikidocs/index.php?title=AS3:FlexAndFlashCS3Workflow In the past older versions of Flash Pro I was able to complete these steps: right-click on the symbol in the Library panel, select "Linkage..." dialog, check "Export for ActionScript" and fill in the symbol name (ie. MySymbol_design or assets.MySymbol_design), do not change the base class (ie. flash.display.MovieClip). Right now, I am stuck at that part. Any hints? What I wish to do is: Use fla for the artist to store assets. Publish to swc Extract the assets in FlashDevelop by creating an instance of their class. ... How is this done in CS6? To clear things up, this is what I see when I right click a Flash symbol:

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  • Hadoop and Object Reuse, Why?

    - by Andrew White
    In Hadoop, objects passed to reducers are reused. This is extremely surprising and hard to track down if you're not expecting it. Furthermore, the original tracker for this "feature" doesn't offer any evidence that this change actually improved performance (unless I missed it). It would speed up the system substantially if we reused the keys and values [...] but I think it is worth doing. This seems completely counter to this very popular answer. Is there some credence to the Hadoop developer's claim? Is there something "special" about Hadoop that would invalidate the notion of object creation being cheap?

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  • FlasCC requirements and limitations?

    - by Arthur Wulf White
    It is now available for download. It says you need twice* as many bits as I have. Why would you need more bits to compile code? Does that mean you need more bits to run flash games writtes with flasCC Did anyone try it out and happens to know the answers? http://gaming.adobe.com/technologies/flascc/ Minimum system requirements Flash Player 11 or higher Flex SDK 4.6 or higher Java Virtual Machine (64-bit) Windows Microsoft® Windows® 7 (64-bit edition) Cygwin (included) *This is meant as a joke. however I do own a 32-bit laptop and I am wondering why you need 64-bit. Afaik - You only need 64-bit if you want to run a system that has more than 4gigs of memory. Why would any flash game require more than 4 gigs of memory. The only system that is 64-bits and does not have 4gigs of memory that I can quickly recall is that hilarious Nintendo that came ages ago with a Motorola CPU.

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  • Splitting Graph into distinct polygons in O(E) complexity

    - by Arthur Wulf White
    If you have seen my last question: trapped inside a Graph : Find paths along edges that do not cross any edges How do you split an entire graph into distinct shapes 'trapped' inside the graph(like the ones described in my last question) with good complexity? What I am doing now is iterating over all edges and then starting to traverse while always taking the rightmost turn. This does split the graph into distinct shapes. Then I eliminate all the excess shapes (that are repeats of previous shapes) and return the result. The complexity of this algorithm is O(E^2). I am wondering if I could do it in O(E) by removing edges I already traversed previously. My current implementation of that returns unexpected results.

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  • Redirect a URL to another URL with IIS 7.5

    - by Jason White
    I have no idea why this isn't working. I've tried creating map rules and then rewriting and redirecting the URL. I've tried just redirecting it with a simple rewrite rule and no matter what, the only time I can get it to work is if I set the match URL to match this regex .*. I'm trying to redirect webmail.example.com to mail.example.com. Seemed like it would have taken but a couple seconds; boy was I wrong. I'm thinking I must be doing something wrong with the regex, but I'm not sure what as when I test it it seems to work fine. <rule name="webmail" patternSyntax="ECMAScript" stopProcessing="true"> <match url=".*webmail.*" /> <conditions logicalGrouping="MatchAll" trackAllCaptures="false"> </conditions> <action type="Redirect" url="https://mail.example.com:8000" appendQueryString="false" logRewrittenUrl="true" /> </rule>

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  • How to use Pixel Bender (pbj) in ActionScript3 on large Vectors to make fast calculations?

    - by Arthur Wulf White
    Remember my old question: 2d game view camera zoom, rotation & offset using 'Filter' / 'Shader' processing? I figured I could use a Pixel Bender Shader to do the computation for any large group of elements in a game to save on processing time. At least it's a theory worth checking. I also read this question: Pass large array to pixel shader Which I'm guessing is about accomplishing the same thing in a different language. I read this tutorial: http://unitzeroone.com/blog/2009/03/18/flash-10-massive-amounts-of-3d-particles-with-alchemy-source-included/ I am attempting to do some tests. Here is some of the code: private const SIZE : int = Math.pow(10, 5); private var testVectorNum : Vector.<Number>; private function testShader():void { shader.data.ab.value = [1.0, 8.0]; shader.data.src.input = testVectorNum; shader.data.src.width = SIZE/400; shader.data.src.height = 100; shaderJob = new ShaderJob(shader, testVectorNum, SIZE / 4, 1); var time : int = getTimer(), i : int = 0; shaderJob.start(true); trace("TEST1 : ", getTimer() - time); } The problem is that I keep getting a error saying: [Fault] exception, information=Error: Error #1000: The system is out of memory. Update: I managed to partially workaround the problem by converting the vector into bitmapData: (Using this technique I still get a speed boost of 3x using Pixel Bender) private function testShader():void { shader.data.ab.value = [1.0, 8.0]; var time : int = getTimer(), i : int = 0; testBitmapData.setVector(testBitmapData.rect, testVectorInt); shader.data.src.input = testBitmapData; shaderJob = new ShaderJob(shader, testBitmapData); shaderJob.start(true); testVectorInt = testBitmapData.getVector(testBitmapData.rect); trace("TEST1 : ", getTimer() - time); }

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