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  • Any alternative or other option for anchor point in cocos2d ?

    - by Srinivas
    I have game application (cocos2d) in which, a ball is to be shooted from a cannon, this ball travels through a trajectory path and land on a building. Now the problem is that according to the requirement I have to increase the size of the background image due to which I have to set the Building image with anchor point now I have to put fire image on the building dynamically on different window locations, for this should I use same anchor point option or there are some alternative options to accomplish this task.

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  • apply a css style of a area on a image map

    - by aron
    Hello, Is there anyway to apply a css style of a area on a image map? Like here I have .notAvail I tried this and it did not work. <map name="SMap" id="SMap"> <area target="bottomFrame" class="notAvail" coords="104,58,120,72" title="Grand Ball Room: 1: C" alt="Grand Ball Room: 1: C" shape="rect"> </map>

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  • excel change 4 rows / 48 col to 48 rows / 4 col

    - by GoodOlPete
    Hi, I've selected 4 database records of 48 fields into excel as below: FirstName LastName Age Address1 ....................... Andy smith 23 53 high st billy ball 43 23 the avenue charles brown 76 rose cottage dave green 43 station rd I want to display them as firstname andy billy charles dave lastname smith ball brown green age 23 43 76 43 address1.............................. Can anyone suggest how to do this?

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  • which touch event to use to slide an image??

    - by hemant
    i am using the following function to move a ball from one location to another wherever user touches the screen..right now i dont have an i-phone to test my application and i am new to i-phone application programming so i wanted to know does this event will also make the ball slide from one point to another wen user maintains the touch?? -(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch=[[event allTouches] anyObject]; CGPoint location=[touch locationInView:touch.view]; fball.center=location; }

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  • Copy all childNodes to an other element. In javascript native way.

    - by kroko
    Hello I have to change "unknown" contents of XML. The structure and content itself is valid. Original <blabla foo="bar"> <aa>asas</aa> <ff> <cc> <dd /> </cc> </ff> <gg attr2="2"> </gg> ... ... </blabla> becomes <blabla foo="bar"> <magic> <aa>asas</aa> <ff> <cc> <dd /> </cc> </ff> <gg attr2="2"> </gg> ... ... </magic> </blabla> thus, adding a child straight under document root node (document.documentElement) and "pushing" the "original" children under that. Here it has to be done in plain javascript (ecmascript). The idea now is to // Get the root node RootNode = mymagicdoc.documentElement; // Create new magic element (that will contain contents of original root node) var magicContainer = mymagicdoc.createElement("magic"); // Copy all root node children (and their sub tree - deep copy) to magic node /* ????? here RootNodeClone = RootNode.cloneNode(true); RootNodeClone.childNodes...... */ // Remove all children from root node while(RootNode.hasChildNodes()) RootNode.removeChild(RootNode.firstChild); // Now when root node is empty add the magicContainer // node in it that contains all the children of original root node RootNode.appendChild(magicContainer); How to do that /* */ step? Or maybe someone has a much better solution in general for achieving the desirable result? Thank you in advance!

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  • Image in Image Algorithm

    - by Paul
    I need an algorithm written in any language to find an image inside of an image, including at different scales. Does anyone know a starting point to solving a problem like this? For example: I have an image of 800x600 and in that image is a yellow ball measuring 180 pixels in circumference. I need to be able to find this image with a search pattern of a yellow ball having a circumference of 15 pixels. Thanks

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  • Complex movement within animation

    - by Irwin
    I've this application, where two children are playing catch. One throws and the other catches. While I can show a ball object moving between two stationary objects, how do I show the objects "releasing" and "catching" the ball, in a way that is close to lifelike? EDIT: The movement of the hands in this game: http://www.acreativedesktop.com/animation-game-slaphands.html is what I would like to replicate. Any tips on how to do that?

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  • SSIS: Way to handle hot folder items in parallel?

    - by Dr. Zim
    We have eight Xeon (i7) cores and 16 gig of RAM on our SSIS box. We have about 200 image files we want to convert using a command line utility every day. Currently the process is using Adobe Photoshop and droplets (very manual, taking upwards of two hours a day) Using SSIS hot folders, is there a way to execute up to eight conversions at once? Is there any way to tell a process completed or execute code upon it's completion?

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  • Words doesn't starts with numbers

    - by pocoa
    I have a string "one two 9three 52eight four", so I only want to get "one two four", because "three" starts with "9" and "eight" starts with "52". I tried: "(?!\d)\w+" but it's still taking the "three" and "eight". I don't want it.

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  • InfiniBand Enabled Diskless PXE Boot

    - by Neeraj Gupta
    When you want to bring up a compute server in your environment and need InfiniBand connectivity, usually you go through various installation steps. This could involve operating systems like Linux, followed by a compatible InfiniBand software distribution, associated dependencies and configurations. What if you just want to run some InfiniBand diagnostics or troubleshooting tools from a test machine ? What if something happened to your primary machine and while recovering in rescue mode, you also need access to your InfiniBand network ? Often times we use opensource community supported small Linux distributions but they don't come with required InfiniBand support and tools. In this weblog, I am going to provide instructions on how to add InfniBand support to a specific Linux image - Parted Magic.This is a free to use opensource Linux distro often used to recover or rescue machines. The distribution itself will not be changed at all. Yes, you heard it right ! I have built an InfiniBand Add-on package that will be passed to the default kernel and initrd to get this all working. Pr-requisites You will need to have have a PXE server ready on your ethernet based network. The compute server you are trying to PXE boot should have a compatible IB HCA and must be connected to an active IB network. Required Downloads Download the Parted Magic small distribution for PXE from Parted Magic website. Download InfiniBand PXE Add On package. Right Click and Download from here. Do not extract contents of this file. You need to use it as is. Prepare PXE Server Extract the contents of downloaded pmagic distribution into a temporary directory. Inside the directory structure, you will see pmagic directory containing two files - bzImage and initrd.img. Copy this directory in your TFTP server's root directory. This is usually /tftpboot unless you have a different setup. For Example: cp pmagic_pxe_2012_2_27_x86_64.zip /tmp cd /tmp unzip pmagic_pxe_2012_2_27_x86_64.zip cd pmagic_pxe_2012_2_27_x86_64 # ls -l total 12 drwxr-xr-x  3 root root 4096 Feb 27 15:48 boot drwxr-xr-x  2 root root 4096 Mar 17 22:19 pmagic cp -r pmagic /tftpboot As I mentioned earlier, we dont change anything to the default pmagic distro. Simply provide the add-on package via PXE append options. If you are using a menu based PXE server, then add an entry to your menu. For example /tftpboot/pxelinux.cfg/default can be appended with following section. LABEL Diskless Boot With InfiniBand Support MENU LABEL Diskless Boot With InfiniBand Support KERNEL pmagic/bzImage APPEND initrd=pmagic/initrd.img,pmagic/ib-pxe-addon.cgz edd=off load_ramdisk=1 prompt_ramdisk=0 rw vga=normal loglevel=9 max_loop=256 TEXT HELP * A Linux Image which can be used to PXE Boot w/ IB tools ENDTEXT Note: Keep the line starting with "APPEND" as a single line. If you use host specific files in pxelinux.cfg, then you can use that specific file to add the above mentioned entry. Boot Computer over PXE Now boot your desired compute machine over PXE. This does not have to be over InfiniBand. Just use your standard ethernet interface and network. If using menus, then pick the new entry that you created in previous section. Enable IPoIB After a few minutes, you will be booted into Parted Magic environment. Open a terminal session and see if InfiniBand is enabled. You can use commands like: ifconfig -a ibstat ibv_devices ibv_devinfo If you are connected to InfiniBand network with an active Subnet Manager, then your IB interfaces must have come online by now. You can proceed and assign IP address to them. This will enable you at IPoIB layer. Example InfiniBand Diagnostic Tools I have added several InfiniBand Diagnistic tools in this add-on. You can use from following list: ibstat, ibstatus, ibv_devinfo, ibv_devices perfquery, smpquery ibnetdiscover, iblinkinfo.pl ibhosts, ibswitches, ibnodes Wrap Up This concludes this weblog. Here we saw how to bring up a computer with IPoIB and InfiniBand diagnostic tools without installing anything on it. Its almost like running diskless !

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  • Python import error: Symbol not found, but the symbol is present in the file

    - by Autopulated
    I get this error when I try to import ssrc.spread: ImportError: dlopen(/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/site-packages/ssrc/_spread.so, 2): Symbol not found: __ZN17ssrcspread_v1_0_67Mailbox11ZeroTimeoutE The file in question (_spread.so) includes the symbol: $ nm _spread.so | grep _ZN17ssrcspread_v1_0_67Mailbox11ZeroTimeoutE U __ZN17ssrcspread_v1_0_67Mailbox11ZeroTimeoutE U __ZN17ssrcspread_v1_0_67Mailbox11ZeroTimeoutE (twice because the file is a fat ppc/x86 binary) The archive header information of _spread.so is: $ otool -fahv _spread.so Fat headers fat_magic FAT_MAGIC nfat_arch 2 architecture ppc7400 cputype CPU_TYPE_POWERPC cpusubtype CPU_SUBTYPE_POWERPC_7400 capabilities 0x0 offset 4096 size 235272 align 2^12 (4096) architecture i386 cputype CPU_TYPE_I386 cpusubtype CPU_SUBTYPE_I386_ALL capabilities 0x0 offset 241664 size 229360 align 2^12 (4096) /Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/site-packages/ssrc/_spread.so (architecture ppc7400): Mach header magic cputype cpusubtype caps filetype ncmds sizeofcmds flags MH_MAGIC PPC ppc7400 0x00 BUNDLE 10 1420 NOUNDEFS DYLDLINK BINDATLOAD TWOLEVEL WEAK_DEFINES BINDS_TO_WEAK /Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/site-packages/ssrc/_spread.so (architecture i386): Mach header magic cputype cpusubtype caps filetype ncmds sizeofcmds flags MH_MAGIC I386 ALL 0x00 BUNDLE 11 1604 NOUNDEFS DYLDLINK BINDATLOAD TWOLEVEL WEAK_DEFINES BINDS_TO_WEAK And my python is python 2.6.4: $ which python | xargs otool -fahv Fat headers fat_magic FAT_MAGIC nfat_arch 2 architecture ppc cputype CPU_TYPE_POWERPC cpusubtype CPU_SUBTYPE_POWERPC_ALL capabilities 0x0 offset 4096 size 9648 align 2^12 (4096) architecture i386 cputype CPU_TYPE_I386 cpusubtype CPU_SUBTYPE_I386_ALL capabilities 0x0 offset 16384 size 13176 align 2^12 (4096) /Library/Frameworks/Python.framework/Versions/2.6/bin/python (architecture ppc): Mach header magic cputype cpusubtype caps filetype ncmds sizeofcmds flags MH_MAGIC PPC ALL 0x00 EXECUTE 11 1268 NOUNDEFS DYLDLINK TWOLEVEL /Library/Frameworks/Python.framework/Versions/2.6/bin/python (architecture i386): Mach header magic cputype cpusubtype caps filetype ncmds sizeofcmds flags MH_MAGIC I386 ALL 0x00 EXECUTE 11 1044 NOUNDEFS DYLDLINK TWOLEVEL There seems to be a difference in the ppc architecture in the files, but I'm running on an intel, so I don't see why this should cause a problem. So why might the symbol not be found?

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  • SPARC T4-4 Beats 8-CPU IBM POWER7 on TPC-H @3000GB Benchmark

    - by Brian
    Oracle's SPARC T4-4 server delivered a world record TPC-H @3000GB benchmark result for systems with four processors. This result beats eight processor results from IBM (POWER7) and HP (x86). The SPARC T4-4 server also delivered better performance per core than these eight processor systems from IBM and HP. Comparisons below are based upon system to system comparisons, highlighting Oracle's complete software and hardware solution. This database world record result used Oracle's Sun Storage 2540-M2 arrays (rotating disk) connected to a SPARC T4-4 server running Oracle Solaris 11 and Oracle Database 11g Release 2 demonstrating the power of Oracle's integrated hardware and software solution. The SPARC T4-4 server based configuration achieved a TPC-H scale factor 3000 world record for four processor systems of 205,792 QphH@3000GB with price/performance of $4.10/QphH@3000GB. The SPARC T4-4 server with four SPARC T4 processors (total of 32 cores) is 7% faster than the IBM Power 780 server with eight POWER7 processors (total of 32 cores) on the TPC-H @3000GB benchmark. The SPARC T4-4 server is 36% better in price performance compared to the IBM Power 780 server on the TPC-H @3000GB Benchmark. The SPARC T4-4 server is 29% faster than the IBM Power 780 for data loading. The SPARC T4-4 server is up to 3.4 times faster than the IBM Power 780 server for the Refresh Function. The SPARC T4-4 server with four SPARC T4 processors is 27% faster than the HP ProLiant DL980 G7 server with eight x86 processors on the TPC-H @3000GB benchmark. The SPARC T4-4 server is 52% faster than the HP ProLiant DL980 G7 server for data loading. The SPARC T4-4 server is up to 3.2 times faster than the HP ProLiant DL980 G7 for the Refresh Function. The SPARC T4-4 server achieved a peak IO rate from the Oracle database of 17 GB/sec. This rate was independent of the storage used, as demonstrated by the TPC-H @3000TB benchmark which used twelve Sun Storage 2540-M2 arrays (rotating disk) and the TPC-H @1000TB benchmark which used four Sun Storage F5100 Flash Array devices (flash storage). [*] The SPARC T4-4 server showed linear scaling from TPC-H @1000GB to TPC-H @3000GB. This demonstrates that the SPARC T4-4 server can handle the increasingly larger databases required of DSS systems. [*] The SPARC T4-4 server benchmark results demonstrate a complete solution of building Decision Support Systems including data loading, business questions and refreshing data. Each phase usually has a time constraint and the SPARC T4-4 server shows superior performance during each phase. [*] The TPC believes that comparisons of results published with different scale factors are misleading and discourages such comparisons. Performance Landscape The table lists the leading TPC-H @3000GB results for non-clustered systems. TPC-H @3000GB, Non-Clustered Systems System Processor P/C/T – Memory Composite(QphH) $/perf($/QphH) Power(QppH) Throughput(QthH) Database Available SPARC Enterprise M9000 3.0 GHz SPARC64 VII+ 64/256/256 – 1024 GB 386,478.3 $18.19 316,835.8 471,428.6 Oracle 11g R2 09/22/11 SPARC T4-4 3.0 GHz SPARC T4 4/32/256 – 1024 GB 205,792.0 $4.10 190,325.1 222,515.9 Oracle 11g R2 05/31/12 SPARC Enterprise M9000 2.88 GHz SPARC64 VII 32/128/256 – 512 GB 198,907.5 $15.27 182,350.7 216,967.7 Oracle 11g R2 12/09/10 IBM Power 780 4.1 GHz POWER7 8/32/128 – 1024 GB 192,001.1 $6.37 210,368.4 175,237.4 Sybase 15.4 11/30/11 HP ProLiant DL980 G7 2.27 GHz Intel Xeon X7560 8/64/128 – 512 GB 162,601.7 $2.68 185,297.7 142,685.6 SQL Server 2008 10/13/10 P/C/T = Processors, Cores, Threads QphH = the Composite Metric (bigger is better) $/QphH = the Price/Performance metric in USD (smaller is better) QppH = the Power Numerical Quantity QthH = the Throughput Numerical Quantity The following table lists data load times and refresh function times during the power run. TPC-H @3000GB, Non-Clustered Systems Database Load & Database Refresh System Processor Data Loading(h:m:s) T4Advan RF1(sec) T4Advan RF2(sec) T4Advan SPARC T4-4 3.0 GHz SPARC T4 04:08:29 1.0x 67.1 1.0x 39.5 1.0x IBM Power 780 4.1 GHz POWER7 05:51:50 1.5x 147.3 2.2x 133.2 3.4x HP ProLiant DL980 G7 2.27 GHz Intel Xeon X7560 08:35:17 2.1x 173.0 2.6x 126.3 3.2x Data Loading = database load time RF1 = power test first refresh transaction RF2 = power test second refresh transaction T4 Advan = the ratio of time to T4 time Complete benchmark results found at the TPC benchmark website http://www.tpc.org. Configuration Summary and Results Hardware Configuration: SPARC T4-4 server 4 x SPARC T4 3.0 GHz processors (total of 32 cores, 128 threads) 1024 GB memory 8 x internal SAS (8 x 300 GB) disk drives External Storage: 12 x Sun Storage 2540-M2 array storage, each with 12 x 15K RPM 300 GB drives, 2 controllers, 2 GB cache Software Configuration: Oracle Solaris 11 11/11 Oracle Database 11g Release 2 Enterprise Edition Audited Results: Database Size: 3000 GB (Scale Factor 3000) TPC-H Composite: 205,792.0 QphH@3000GB Price/performance: $4.10/QphH@3000GB Available: 05/31/2012 Total 3 year Cost: $843,656 TPC-H Power: 190,325.1 TPC-H Throughput: 222,515.9 Database Load Time: 4:08:29 Benchmark Description The TPC-H benchmark is a performance benchmark established by the Transaction Processing Council (TPC) to demonstrate Data Warehousing/Decision Support Systems (DSS). TPC-H measurements are produced for customers to evaluate the performance of various DSS systems. These queries and updates are executed against a standard database under controlled conditions. Performance projections and comparisons between different TPC-H Database sizes (100GB, 300GB, 1000GB, 3000GB, 10000GB, 30000GB and 100000GB) are not allowed by the TPC. TPC-H is a data warehousing-oriented, non-industry-specific benchmark that consists of a large number of complex queries typical of decision support applications. It also includes some insert and delete activity that is intended to simulate loading and purging data from a warehouse. TPC-H measures the combined performance of a particular database manager on a specific computer system. The main performance metric reported by TPC-H is called the TPC-H Composite Query-per-Hour Performance Metric (QphH@SF, where SF is the number of GB of raw data, referred to as the scale factor). QphH@SF is intended to summarize the ability of the system to process queries in both single and multiple user modes. The benchmark requires reporting of price/performance, which is the ratio of the total HW/SW cost plus 3 years maintenance to the QphH. A secondary metric is the storage efficiency, which is the ratio of total configured disk space in GB to the scale factor. Key Points and Best Practices Twelve Sun Storage 2540-M2 arrays were used for the benchmark. Each Sun Storage 2540-M2 array contains 12 15K RPM drives and is connected to a single dual port 8Gb FC HBA using 2 ports. Each Sun Storage 2540-M2 array showed 1.5 GB/sec for sequential read operations and showed linear scaling, achieving 18 GB/sec with twelve Sun Storage 2540-M2 arrays. These were stand alone IO tests. The peak IO rate measured from the Oracle database was 17 GB/sec. Oracle Solaris 11 11/11 required very little system tuning. Some vendors try to make the point that storage ratios are of customer concern. However, storage ratio size has more to do with disk layout and the increasing capacities of disks – so this is not an important metric in which to compare systems. The SPARC T4-4 server and Oracle Solaris efficiently managed the system load of over one thousand Oracle Database parallel processes. Six Sun Storage 2540-M2 arrays were mirrored to another six Sun Storage 2540-M2 arrays on which all of the Oracle database files were placed. IO performance was high and balanced across all the arrays. The TPC-H Refresh Function (RF) simulates periodical refresh portion of Data Warehouse by adding new sales and deleting old sales data. Parallel DML (parallel insert and delete in this case) and database log performance are a key for this function and the SPARC T4-4 server outperformed both the IBM POWER7 server and HP ProLiant DL980 G7 server. (See the RF columns above.) See Also Transaction Processing Performance Council (TPC) Home Page Ideas International Benchmark Page SPARC T4-4 Server oracle.com OTN Oracle Solaris oracle.com OTN Oracle Database 11g Release 2 Enterprise Edition oracle.com OTN Sun Storage 2540-M2 Array oracle.com OTN Disclosure Statement TPC-H, QphH, $/QphH are trademarks of Transaction Processing Performance Council (TPC). For more information, see www.tpc.org. SPARC T4-4 205,792.0 QphH@3000GB, $4.10/QphH@3000GB, available 5/31/12, 4 processors, 32 cores, 256 threads; IBM Power 780 QphH@3000GB, 192,001.1 QphH@3000GB, $6.37/QphH@3000GB, available 11/30/11, 8 processors, 32 cores, 128 threads; HP ProLiant DL980 G7 162,601.7 QphH@3000GB, $2.68/QphH@3000GB available 10/13/10, 8 processors, 64 cores, 128 threads.

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  • 64-bit Archives Needed

    - by user9154181
    A little over a year ago, we received a question from someone who was trying to build software on Solaris. He was getting errors from the ar command when creating an archive. At that time, the ar command on Solaris was a 32-bit command. There was more than 2GB of data, and the ar command was hitting the file size limit for a 32-bit process that doesn't use the largefile APIs. Even in 2011, 2GB is a very large amount of code, so we had not heard this one before. Most of our toolchain was extended to handle 64-bit sized data back in the 1990's, but archives were not changed, presumably because there was no perceived need for it. Since then of course, programs have continued to get larger, and in 2010, the time had finally come to investigate the issue and find a way to provide for larger archives. As part of that process, I had to do a deep dive into the archive format, and also do some Unix archeology. I'm going to record what I learned here, to document what Solaris does, and in the hope that it might help someone else trying to solve the same problem for their platform. Archive Format Details Archives are hardly cutting edge technology. They are still used of course, but their basic form hasn't changed in decades. Other than to fix a bug, which is rare, we don't tend to touch that code much. The archive file format is described in /usr/include/ar.h, and I won't repeat the details here. Instead, here is a rough overview of the archive file format, implemented by System V Release 4 (SVR4) Unix systems such as Solaris: Every archive starts with a "magic number". This is a sequence of 8 characters: "!<arch>\n". The magic number is followed by 1 or more members. A member starts with a fixed header, defined by the ar_hdr structure in/usr/include/ar.h. Immediately following the header comes the data for the member. Members must be padded at the end with newline characters so that they have even length. The requirement to pad members to an even length is a dead giveaway as to the age of the archive format. It tells you that this format dates from the 1970's, and more specifically from the era of 16-bit systems such as the PDP-11 that Unix was originally developed on. A 32-bit system would have required 4 bytes, and 64-bit systems such as we use today would probably have required 8 bytes. 2 byte alignment is a poor choice for ELF object archive members. 32-bit objects require 4 byte alignment, and 64-bit objects require 64-bit alignment. The link-editor uses mmap() to process archives, and if the members have the wrong alignment, we have to slide (copy) them to the correct alignment before we can access the ELF data structures inside. The archive format requires 2 byte padding, but it doesn't prohibit more. The Solaris ar command takes advantage of this, and pads ELF object members to 8 byte boundaries. Anything else is padded to 2 as required by the format. The archive header (ar_hdr) represents all numeric values using an ASCII text representation rather than as binary integers. This means that an archive that contains only text members can be viewed using tools such as cat, more, or a text editor. The original designers of this format clearly thought that archives would be used for many file types, and not just for objects. Things didn't turn out that way of course — nearly all archives contain relocatable objects for a single operating system and machine, and are used primarily as input to the link-editor (ld). Archives can have special members that are created by the ar command rather than being supplied by the user. These special members are all distinguished by having a name that starts with the slash (/) character. This is an unambiguous marker that says that the user could not have supplied it. The reason for this is that regular archive members are given the plain name of the file that was inserted to create them, and any path components are stripped off. Slash is the delimiter character used by Unix to separate path components, and as such cannot occur within a plain file name. The ar command hides the special members from you when you list the contents of an archive, so most users don't know that they exist. There are only two possible special members: A symbol table that maps ELF symbols to the object archive member that provides it, and a string table used to hold member names that exceed 15 characters. The '/' convention for tagging special members provides room for adding more such members should the need arise. As I will discuss below, we took advantage of this fact to add an alternate 64-bit symbol table special member which is used in archives that are larger than 4GB. When an archive contains ELF object members, the ar command builds a special archive member known as the symbol table that maps all ELF symbols in the object to the archive member that provides it. The link-editor uses this symbol table to determine which symbols are provided by the objects in that archive. If an archive has a symbol table, it will always be the first member in the archive, immediately following the magic number. Unlike member headers, symbol tables do use binary integers to represent offsets. These integers are always stored in big-endian format, even on a little endian host such as x86. The archive header (ar_hdr) provides 15 characters for representing the member name. If any member has a name that is longer than this, then the real name is written into a special archive member called the string table, and the member's name field instead contains a slash (/) character followed by a decimal representation of the offset of the real name within the string table. The string table is required to precede all normal archive members, so it will be the second member if the archive contains a symbol table, and the first member otherwise. The archive format is not designed to make finding a given member easy. Such operations move through the archive from front to back examining each member in turn, and run in O(n) time. This would be bad if archives were commonly used in that manner, but in general, they are not. Typically, the ar command is used to build an new archive from scratch, inserting all the objects in one operation, and then the link-editor accesses the members in the archive in constant time by using the offsets provided by the symbol table. Both of these operations are reasonably efficient. However, listing the contents of a large archive with the ar command can be rather slow. Factors That Limit Solaris Archive Size As is often the case, there was more than one limiting factor preventing Solaris archives from growing beyond the 32-bit limits of 2GB (32-bit signed) and 4GB (32-bit unsigned). These limits are listed in the order they are hit as archive size grows, so the earlier ones mask those that follow. The original Solaris archive file format can handle sizes up to 4GB without issue. However, the ar command was delivered as a 32-bit executable that did not use the largefile APIs. As such, the ar command itself could not create a file larger than 2GB. One can solve this by building ar with the largefile APIs which would allow it to reach 4GB, but a simpler and better answer is to deliver a 64-bit ar, which has the ability to scale well past 4GB. Symbol table offsets are stored as 32-bit big-endian binary integers, which limits the maximum archive size to 4GB. To get around this limit requires a different symbol table format, or an extension mechanism to the current one, similar in nature to the way member names longer than 15 characters are handled in member headers. The size field in the archive member header (ar_hdr) is an ASCII string capable of representing a 32-bit unsigned value. This places a 4GB size limit on the size of any individual member in an archive. In considering format extensions to get past these limits, it is important to remember that very few archives will require the ability to scale past 4GB for many years. The old format, while no beauty, continues to be sufficient for its purpose. This argues for a backward compatible fix that allows newer versions of Solaris to produce archives that are compatible with older versions of the system unless the size of the archive exceeds 4GB. Archive Format Differences Among Unix Variants While considering how to extend Solaris archives to scale to 64-bits, I wanted to know how similar archives from other Unix systems are to those produced by Solaris, and whether they had already solved the 64-bit issue. I've successfully moved archives between different Unix systems before with good luck, so I knew that there was some commonality. If it turned out that there was already a viable defacto standard for 64-bit archives, it would obviously be better to adopt that rather than invent something new. The archive file format is not formally standardized. However, the ar command and archive format were part of the original Unix from Bell Labs. Other systems started with that format, extending it in various often incompatible ways, but usually with the same common shared core. Most of these systems use the same magic number to identify their archives, despite the fact that their archives are not always fully compatible with each other. It is often true that archives can be copied between different Unix variants, and if the member names are short enough, the ar command from one system can often read archives produced on another. In practice, it is rare to find an archive containing anything other than objects for a single operating system and machine type. Such an archive is only of use on the type of system that created it, and is only used on that system. This is probably why cross platform compatibility of archives between Unix variants has never been an issue. Otherwise, the use of the same magic number in archives with incompatible formats would be a problem. I was able to find information for a number of Unix variants, described below. These can be divided roughly into three tribes, SVR4 Unix, BSD Unix, and IBM AIX. Solaris is a SVR4 Unix, and its archives are completely compatible with those from the other members of that group (GNU/Linux, HP-UX, and SGI IRIX). AIX AIX is an exception to rule that Unix archive formats are all based on the original Bell labs Unix format. It appears that AIX supports 2 formats (small and big), both of which differ in fundamental ways from other Unix systems: These formats use a different magic number than the standard one used by Solaris and other Unix variants. They include support for removing archive members from a file without reallocating the file, marking dead areas as unused, and reusing them when new archive items are inserted. They have a special table of contents member (File Member Header) which lets you find out everything that's in the archive without having to actually traverse the entire file. Their symbol table members are quite similar to those from other systems though. Their member headers are doubly linked, containing offsets to both the previous and next members. Of the Unix systems described here, AIX has the only format I saw that will have reasonable insert/delete performance for really large archives. Everyone else has O(n) performance, and are going to be slow to use with large archives. BSD BSD has gone through 4 versions of archive format, which are described in their manpage. They use the same member header as SVR4, but their symbol table format is different, and their scheme for long member names puts the name directly after the member header rather than into a string table. GNU/Linux The GNU toolchain uses the SVR4 format, and is compatible with Solaris. HP-UX HP-UX seems to follow the SVR4 model, and is compatible with Solaris. IRIX IRIX has 32 and 64-bit archives. The 32-bit format is the standard SVR4 format, and is compatible with Solaris. The 64-bit format is the same, except that the symbol table uses 64-bit integers. IRIX assumes that an archive contains objects of a single ELFCLASS/MACHINE, and any archive containing ELFCLASS64 objects receives a 64-bit symbol table. Although they only use it for 64-bit objects, nothing in the archive format limits it to ELFCLASS64. It would be perfectly valid to produce a 64-bit symbol table in an archive containing 32-bit objects, text files, or anything else. Tru64 Unix (Digital/Compaq/HP) Tru64 Unix uses a format much like ours, but their symbol table is a hash table, making specific symbol lookup much faster. The Solaris link-editor uses archives by examining the entire symbol table looking for unsatisfied symbols for the link, and not by looking up individual symbols, so there would be no benefit to Solaris from such a hash table. The Tru64 ld must use a different approach in which the hash table pays off for them. Widening the existing SVR4 archive symbol tables rather than inventing something new is the simplest path forward. There is ample precedent for this approach in the ELF world. When ELF was extended to support 64-bit objects, the approach was largely to take the existing data structures, and define 64-bit versions of them. We called the old set ELF32, and the new set ELF64. My guess is that there was no need to widen the archive format at that time, but had there been, it seems obvious that this is how it would have been done. The Implementation of 64-bit Solaris Archives As mentioned earlier, there was no desire to improve the fundamental nature of archives. They have always had O(n) insert/delete behavior, and for the most part it hasn't mattered. AIX made efforts to improve this, but those efforts did not find widespread adoption. For the purposes of link-editing, which is essentially the only thing that archives are used for, the existing format is adequate, and issues of backward compatibility trump the desire to do something technically better. Widening the existing symbol table format to 64-bits is therefore the obvious way to proceed. For Solaris 11, I implemented that, and I also updated the ar command so that a 64-bit version is run by default. This eliminates the 2 most significant limits to archive size, leaving only the limit on an individual archive member. We only generate a 64-bit symbol table if the archive exceeds 4GB, or when the new -S option to the ar command is used. This maximizes backward compatibility, as an archive produced by Solaris 11 is highly likely to be less than 4GB in size, and will therefore employ the same format understood by older versions of the system. The main reason for the existence of the -S option is to allow us to test the 64-bit format without having to construct huge archives to do so. I don't believe it will find much use outside of that. Other than the new ability to create and use extremely large archives, this change is largely invisible to the end user. When reading an archive, the ar command will transparently accept either form of symbol table. Similarly, the ELF library (libelf) has been updated to understand either format. Users of libelf (such as the link-editor ld) do not need to be modified to use the new format, because these changes are encapsulated behind the existing functions provided by libelf. As mentioned above, this work did not lift the limit on the maximum size of an individual archive member. That limit remains fixed at 4GB for now. This is not because we think objects will never get that large, for the history of computing says otherwise. Rather, this is based on an estimation that single relocatable objects of that size will not appear for a decade or two. A lot can change in that time, and it is better not to overengineer things by writing code that will sit and rot for years without being used. It is not too soon however to have a plan for that eventuality. When the time comes when this limit needs to be lifted, I believe that there is a simple solution that is consistent with the existing format. The archive member header size field is an ASCII string, like the name, and as such, the overflow scheme used for long names can also be used to handle the size. The size string would be placed into the archive string table, and its offset in the string table would then be written into the archive header size field using the same format "/ddd" used for overflowed names.

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  • Silverlight Cream for June 08, 2010 -- #877

    - by Dave Campbell
    In this Issue: Miroslav Miroslavov, Chris Klug, Beau, Christian Schormann(-2-), Dan Wahlin, Pete Brown, Michael S. Scherotter, Philipp Sumi, Andy Wigley, and Phil Middlemiss. Shoutouts: Mark Tucker set about learning Caliburn, and in the process is writing a Caliburn Book: Chapters 1-3 Jesse Liberty has a great link-laden post up about why we should all be learning/using Blend: Why Developers Should, Must, Do Care About The New Expression Blend be sure to read what he says about WP7 development, however! Charlie Kindel announced an Install problem with the Developer Tools CTP Refresh and the WP7 tools... check this out if you're having problems. John Papa has a good post up on the happenings yesterday: Expression Studio 4 Launch of Blend, SketchFlow, Encoder and More! Erik Mork & Company's latest "This Week in Silverlight" is titled First Drop: Prism v4 – First Drop is Available From SilverlightCream.com: Animated navigation between Pages Miroslav Miroslavov has Part 8 of his "Silverlight in Action" series up, detailing cool things from the CompleteIT site... this one is on Animated navigation between pages. Subtitling videos Chris Klug got a gig adding subtitles to videos for Microsoft (sweet) ... and no, not *that* kind of subtitles... read how he approached the final solution. Silverlight Watermark TextBox I'm not sure we can have too many Watermark TextBoxes, and neither does Beau , who sent me a link to this one... give it a dance and decide. Blend 4: Collaborative SketchFlow Feedback with SharePoint With the new Blend release, Christian Schormann has a post up describing the lashup to Sharepoint for sharing Sketchflow and getting feedback. New Utility, Links, and Tutorials for Path-Based Layout Christian Schormann also has a collection of resources for Path-Based Layouts, including a utility "that lets you apply a whole bunch of position-specific effects without having to write any code"... lots of links to resources here. Tales from the Trenches – Building a Real-World Silverlight Line of Business Application Dan Wahlin draws on his recent experience and lays out some of the fun and pitfalls of building LOB apps in Silverlight... WCF, MVVM, slides, and code included WPF (and Silverlight): Choose your Fonts and Text Rendering Options Wisely Pete Brown has a great post up on using fonts wisely across multiple platforms... lots of info and good discussion in the comments as well. Ball Watch USA Remember the awesome watch Michael S. Scherotter did in Silverlight 1 and then converted to Updated Ball Trainmaster Cannonball Watch to Silverlight 2? Well... there's now a contest underfoot and 8 videos to help you get started... all good stuff, and good luck! ... Michael has a post up about the contest: Enter to Win a Ball Watch by Creating One in Silverlight Announcing Sketchables – Rapid Mockup Creation with SketchFlow By way of Jesse Libertyhttp://jesseliberty.com/2010/06/08/why-developers-should-must-do-care-about-the-new-expression-blend/, this is a cool production by Philipp Sumi about a simple mockup framework he's created. Perst - a database for Windows Phone 7 Silverlight I think one of my first comments to Michael Washington back at the MVP Summit 2010 was that we'd need a database engine, and too cool, but we've got one, Andy Wigley discusses Perst in this post... to save you some time, here's the Perst site A Chrome and Glass Theme - Part 7 Phil Middlemiss has part 7 of his great theme-building series up... this time he's giving the accordian control a once-over. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • What are ping packets made of?

    - by Mr. Man
    What exactly are in the packets that are sent via the ping command? I was reading a Wikipedia article about magic numbers and saw this: DHCP packets use a "magic cookie" value of '63 82 53 63' at the start of the options section of the packet. This value is included in all DHCP packet types. so what else is in the packets?

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  • Problems with moving 2D circle/box collision detection

    - by dario3004
    This is my first game ever and I'm a newbie in computer physics. I've got this code for the collision detection and it works fine for BOTTOM and TOP collision.It miss the collision detection with the paddle's edge and angles so I've (roughly) tried to implement it. Main method that is called for bouncing, it checks if it bounce with wall, or with top (+ right/left side) or with bottom (+ right/left side): protected void handleBounces(float px, float py) { handleWallBounce(px, py); if(mBall.y < getHeight()/4){ if (handleRedFastBounce(mRed, px, py)) return; if (handleRightSideBounce(mRed,px,py)) return; if (handleLeftSideBounce(mRed,px,py)) return; } if(mBall.y > getHeight()/4 * 3){ if (handleBlueFastBounce(mBlue, px, py)) return; if (handleRightSideBounce(mBlue,px,py)) return; if (handleLeftSideBounce(mBlue,px,py)) return; } } This is the code for the BOTTOM bounce: protected boolean handleRedFastBounce(Paddle paddle, float px, float py) { if (mBall.goingUp() == false) return false; // next position tx = mBall.x; ty = mBall.y - mBall.getRadius(); // actual position ptx = px; pty = py - mBall.getRadius(); dyp = ty - paddle.getBottom(); xc = tx + (tx - ptx) * dyp / (ty - pty); if ((ty < paddle.getBottom() && pty > paddle.getBottom() && xc > paddle.getLeft() && xc < paddle.getRight())) { mBall.x = xc; mBall.y = paddle.getBottom() + mBall.getRadius(); mBall.bouncePaddle(paddle); playSound(mPaddleSFX); increaseDifficulty(); return true; } else return false; } As long as I understood it should be something like this: So I tried to make the "left side" and "right side" bounce method: protected boolean handleLeftSideBounce(Paddle paddle, float px, float py){ // next position tx = mBall.x + mBall.getRadius(); ty = mBall.y; // actual position ptx = px + mBall.getRadius(); pty = py; dyp = tx - paddle.getLeft(); yc = ty + (pty - ty) * dyp / (ptx - tx); if (ptx < paddle.getLeft() && tx > paddle.getLeft()){ System.out.println("left side bounce1"); System.out.println("yc: " + yc + "top: " + paddle.getTop() + " bottom: " + paddle.getBottom()); if (yc > paddle.getTop() && yc < paddle.getBottom()){ System.out.println("left side bounce2"); mBall.y = yc; mBall.x = paddle.getLeft() - mBall.getRadius(); mBall.bouncePaddle(paddle); playSound(mPaddleSFX); increaseDifficulty(); return true; } } return false; } I think I'm quite near to the solution but I'm having big troubles with the new "yc" formula. I tried so many versions of it but since I don't know the theory behind it I can't adjust for the Y axis. Since the Y axis is inverted I even tried this: yc = ty - (pty - ty) * dyp / (ptx - tx); I tried Googling it but I can't seem to find a solution for it. Also this method fails when ball touches the angle and I don't think is a nice way because it just test "one" point of the ball and probably there will be many cases in which the ball won't bounce.

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  • Re-partitioning a harddrive without wiping the OS

    - by Johnny W
    Hello. I have a friend who's put himself in that age-old position: His OS partition has turned out to be too small for his needs. He'd really like to be able to repartition his harddrive without formatting it. In the past Partition Magic would have leapt to mind, but apparently Symantec bought that in 2003 and never updated it (and then officially discontinued it). Is there a "modern day" Partition Magic that every uses for desperate situations like this, that also works under Windows 7? Thanks

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  • Collaborative Organizations build Organizational Culture

    “A Collaborative organization builds its culture based on the idea of the family or an athletic team.”(Hoefling, 2001) As I grew up, I participated in many different types of clubs, civic organizations, and sports teams.  Now looking back at the more successful undertakings, I can see three commonalities amongst them. They all shared a defined purpose or goal, defined functional roles, and a shared sense of responsibility to the group. Defined Purpose or Goal In order to unit people to work together, they must share a common goal or have a common purpose. An example of this would be the Lions Club International Foundation. There purpose is to help everyone to lead healthier and more productive lives, nurtures the potential of youth, promotes health, serves the elderly, empowers the disabled and helps victims of disasters. This organization holds localized meetings across the world and works in conjunction with other localized clubs within there organization along with other organizations to promote common goals. If there are no common goals for the group, then there is nothing that binds people to the group, and nothing will be done. Defined Functional Roles In order for an organization to work and function as a team, they must have defined roles and everyone must know how their roles are interdependent on each other. Lets shed light on this subject by looking at a football team’s offense.  Each player has an assigned role to play each time the ball is snapped. The offensive line blocks for the running back or quarterback, the quarterback passes the ball to the wide receiver or hands it off to the running back and the running back and wide receivers run with the ball towards the goal line. Each member of this team shares a common goal of scoring a touchdown, but if each team member does not fulfill their assigned roles the offences will collapse and the team will lose yards. This will provide a set back to the teams goal of scoring a touchdown because they potential are then farther away from the goal line.  In addition, if all the players do not know their roles and how they are part of a larger team then even larger yard losses can occur. Shared Sense of Personal Responsibility to the Group Shared responsibility comes with the shared common goals. Each person in the organization must do their part to promote the common shared goal or purpose based on their abilities. A prime example of this is a wrestling team competing in a match. Points are awarded to the team based on how many wins the team achieves in the meet and of that how many wins where won by decision or by pin. If a wrestler pins his opponent the teams will receive 2 points for the win, but if the wrestler wins by decision, then the team only gets one point for the win. So it is the responsibility of each person on the team to not get pinned if they are unable to win the match. If the team member gets pinned then the other team receives an additional point for the win. References: Hoefling, T. (2001). Working Virtually: Managing People for Successful Virtual Teams and Organizations. Sterling, VA: Stylus Publishing, LLC.

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  • MinGW Doesn't Generate an Object File When Compiling

    - by Nathan Campos
    I've just bought a new laptop for me on the travel, then on my free time, I've started to test MinGW on it by trying to compile my own OS that is written in C++, then I've created all the files needed and the kernel.cpp: extern "C" void _main(struct multiboot_data* mbd, unsigned int magic); void _main( struct multiboot_data* mbd, unsigned int magic ) { char * boot_loader_name =(char*) ((long*)mbd)[16]; /* Print a letter to screen to see everything is working: */ unsigned char *videoram = (unsigned char *) 0xb8000; videoram[0] = 65; /* character 'A' */ videoram[1] = 0x07; /* forground, background color. */ } And tried to compile it with g++ G: g++ -o C:\kernel.o -c kernel.cpp -Wall -Wextra -Werror -nostdlib -nostartfiles -nodefaultlibs kernel.cpp: In function `void _main(multiboot_data*, unsigned int)': kernel.cpp:8: warning: unused variable 'boot_loader_name' kernel.cpp: At global scope: kernel.cpp:4: warning: unused parameter 'magic' G: But it don't create any binary file at C:/. What can I do?

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  • List of objects or parallel arrays of properties?

    - by Headcrab
    The question is, basically: what would be more preferable, both performance-wise and design-wise - to have a list of objects of a Python class or to have several lists of numerical properties? I am writing some sort of a scientific simulation which involves a rather large system of interacting particles. For simplicity, let's say we have a set of balls bouncing inside a box so each ball has a number of numerical properties, like x-y-z-coordinates, diameter, mass, velocity vector and so on. How to store the system better? Two major options I can think of are: to make a class "Ball" with those properties and some methods, then store a list of objects of the class, e. g. [b1, b2, b3, ...bn, ...], where for each bn we can access bn.x, bn.y, bn.mass and so on; to make an array of numbers for each property, then for each i-th "ball" we can access it's 'x' coordinate as xs[i], 'y' coordinate as ys[i], 'mass' as masses[i] and so on; To me it seems that the first option represents a better design. The second option looks somewhat uglier, but might be better in terms of performance, and it could be easier to use it with numpy and scipy, which I try to use as much as I can. I am still not sure if Python will be fast enough, so it may be necessary to rewrite it in C++ or something, after initial prototyping in Python. Would the choice of data representation be different for C/C++? What about a hybrid approach, e.g. Python with C++ extension?

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  • No Binary File Generation

    - by Nathan Campos
    I've just bought a new laptop for me on the travel, then on my free time, I've started to test MinGW on it by trying to compile my own OS that is written in C++, then I've created all the files needed and the kernel.cpp: extern "C" void _main(struct multiboot_data* mbd, unsigned int magic); void _main( struct multiboot_data* mbd, unsigned int magic ) { char * boot_loader_name =(char*) ((long*)mbd)[16]; /* Print a letter to screen to see everything is working: */ unsigned char *videoram = (unsigned char *) 0xb8000; videoram[0] = 65; /* character 'A' */ videoram[1] = 0x07; /* forground, background color. */ } And tried to compile it with g++ G: g++ -o C:\kernel.o -c kernel.cpp -Wall -Wextra -Werror -nostdlib -nostartfiles -nodefaultlibs kernel.cpp: In function `void _main(multiboot_data*, unsigned int)': kernel.cpp:8: warning: unused variable 'boot_loader_name' kernel.cpp: At global scope: kernel.cpp:4: warning: unused parameter 'magic' G: But it don't create any binary file at C:/, what can I do?

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  • llvm clang struct creating functions on the fly

    - by anon
    I'm using LLVM-clang on Linux. Suppose in foo.cpp I have: struct Foo { int x, y; }; How can I create a function "magic" such that: typedef (Foo) SomeFunc(Foo a, Foo b); SomeFunc func = magic("struct Foo { int x, y; };"); so that: func(SomeFunc a, SomeFunc b); // returns a.x + b.y; ? Note: So basically, "magic" needs to take a char*, have LLVM parse it to get how C++ lays out the struct, then create a function on the fly that returns a.x + b.y; Thanks!

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  • cocoa/c++ relative path to load resources

    - by moka
    Hi, I am currently working directly with cocoa for the first time, to built a screen saver. Now I came across a problem when trying to load resources from within the .saver bundle. I basically have a small c++ wrapper class to load .exr files using freeImage. That works as long as I use absoulte paths, but thats not very useful, is it? So basically I tried everything, putting the .exr file on the level of the .saver bundle itself, inside the bundles Resources folder and so on. Then I simply tried to load the .exr like this without success particleTex = [self loadExrTexture: "ball.exr"]; I also tried making it go to the .saver bundles location like this: particleTex = [self loadExrTexture: "../../../ball.exr"]; to maybe load the .exr from that location but without success. I then came across this: NSString * path = [[NSBundle mainBundle] pathForResource:@"ball" ofType:@"exr"]; const char * pChar = [path UTF8String]; which seems to be a common way to find resources in cocoa, but for some reason its emty in my case. any ideas about that? I really tried out anything that came to my mind without success so I would be glad about some input!

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  • implementing gravity to projectile - delta time issue

    - by Murat Nafiz
    I'm trying to implement a simple projectile motion in Android (with openGL). And I want to add gravity to my world to simulate a ball's dropping realistically. I simply update my renderer with a delta time which is calculated by: float deltaTime = (System.nanoTime()-startTime) / 1000000000.0f; startTime = System.nanoTime(); screen.update(deltaTime); In my screen.update(deltaTime) method: if (isballMoving) { golfBall.updateLocationAndVelocity(deltaTime); } And in golfBall.updateLocationAndVelocity(deltaTime) method: public final static double G = -9.81; double vz0 = getVZ0(); // Gets initial velocity(z) double z0 = getZ0(); // Gets initial height double time = getS(); // gets total time from act begin double vz = vz0 + G * deltaTime; // calculate new velocity(z) double z = z0 - vz0 * deltaTime- 0.5 * G * deltaTime* deltaTime; // calculate new position time = time + deltaTime; // Update time setS(time); //set new total time Now here is the problem; If I set deltaTime as 0.07 statically, then the animation runs normally. But since the update() method runs as faster as it can, the length and therefore the speed of the ball varies from device to device. If I don't touch deltaTime and run the program (deltaTime's are between 0.01 - 0.02 with my test devices) animation length and the speed of ball are same at different devices. But the animation is so SLOW! What am I doing wrong?

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