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  • static variable lose its value

    - by user542719
    I have helper class with this static variable that is used for passing data between two classes. public class Helper{ public static String paramDriveMod;//this is the static variable in first calss } this variable is used in following second class mathod public void USB_HandleMessage(char []USB_RXBuffer){ int type=USB_RXBuffer[2]; MESSAGES ms=MESSAGES.values()[type]; switch(ms) { case READ_PARAMETER_VALUE: // read parameter values switch(prm){ case PARAMETER_DRIVE_MODE: // paramet drive mode Helper.paramDriveMod =(Integer.toString(((USB_RXBuffer[4]<< 8)&0xff00))); System.out.println(Helper.paramDriveMod+"drive mode is selectd ");//here it shows the value that I need. ..........}}//let say end switch and method and the following is an third class method use the above class method public void buttonSwitch(int value) throws InterruptedException{ boolean bool=true; int c=0; int delay=(int) Math.random(); while(bool){ int param=3; PARAMETERS prm=PARAMETERS.values()[param]; switch(value){ case 0: value=1; while(c<5){ Thread.sleep(delay); protocol.onSending(3,prm.PARAMETER_DRIVE_MODE.ordinal(),dataToRead,dataToRead.length);//read drive mode System.out.println(Helper.paramDriveMod+" drive mode is ..........in wile loop");//here it shows null value }}//let say end switch and method what is the reason that this variable lose its value?

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  • PhotoChooserTask + Navigation.

    - by user562405
    I taken two Images & added event (MouseButtonDown) for them. When first image handles event to open Gallery. Second image handles events for open camera. When user has choosed his image from the gallery, I want to navigate to next page. Its navigates. But before completing navigation process, it displays MainPage & then moves toward next page. I didnt want to display the MainPage once user chooses the image from the gallery. Plz help. Thanks in advance. public partial class MainPage : PhoneApplicationPage { PhotoChooserTask objPhotoChooser; CameraCaptureTask cameraCaptureTask; // Constructor public MainPage() { InitializeComponent(); objPhotoChooser = new PhotoChooserTask(); objPhotoChooser.Completed += new EventHandler<PhotoResult>(objPhotoChooser_Completed); cameraCaptureTask = new CameraCaptureTask(); cameraCaptureTask.Completed += new EventHandler<PhotoResult>(objCameraCapture_Completed); } void objPhotoChooser_Completed(object sender, PhotoResult e) { if (e != null && e.TaskResult == TaskResult.OK) { //Take JPEG stream and decode into a WriteableBitmap object App.CapturedImage = PictureDecoder.DecodeJpeg(e.ChosenPhoto); //Delay navigation until the first navigated event NavigationService.Navigated += new NavigatedEventHandler(navigateCompleted); } } void navigateCompleted(object sender, EventArgs e) { //Do the delayed navigation from the main page this.NavigationService.Navigate(new Uri("/ImageViewer.xaml", UriKind.RelativeOrAbsolute)); NavigationService.Navigated -= new NavigatedEventHandler(navigateCompleted); } void objCameraCapture_Completed(object sender, PhotoResult e) { if (e.TaskResult == TaskResult.OK) { //Take JPEG stream and decode into a WriteableBitmap object App.CapturedImage = PictureDecoder.DecodeJpeg(e.ChosenPhoto); //Delay navigation until the first navigated event NavigationService.Navigated += new NavigatedEventHandler(navigateCompleted); } } protected override void OnBackKeyPress(System.ComponentModel.CancelEventArgs e) { e.Cancel = true; } private void image1_MouseLeftButtonDown(object sender, MouseButtonEventArgs e) { objPhotoChooser.Show(); } private void image2_MouseLeftButtonDown(object sender, MouseButtonEventArgs e) { cameraCaptureTask.Show(); }

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  • How to implement a log window in a web browser?

    - by Jeremy Friesner
    Hi all, I'm interested in adding an HTML/web-browser based "log window" to my net-enabled device. Specifically, my device has a customized web server and an event log, and I'd like to be able to leave a web browser window open to e.g. http://my.devices.ip.address/system_log and have events show up as text in the web browser window as they happen. People could then use this as a quick way to monitor what the system is doing, without needing run any special software. My question is, what is the best way to implement this? I've tried the obvious approach -- just have my device's embedded web server hold the HTTP/TCP connection open indefinitely, and write the necessary text to the TCP socket when an event occurs -- but the problem with that is that most web browsers (e.g. Safari) don't display the web page until the server has closed the TCP connection has been closed, and so the result is that the log data never appears in the web browser, it just acts as if the page is taking forever to load. Is there some trick to make this work? I could implement it as a Java applet, but I'd much prefer something more lightweight/simple, either using only HTML or possibly HTML+JavaScript. Also I'd like to avoid having the web browser 'poll' the server, since that would either introduce too much latency (if the reload delay was large) or put load on the system (if the delay was small)

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  • How to stop input in Perl?

    - by user1472747
    First time poster and part time perl noobie. I'm making a reflex game. Here's the output - __________________________________________________________________________ Reflex game initiated. Press ENTER to begin the game, and then press ENTER after the asterisks are printed to measure your reflexes!. ************************* Your result: 0.285606 seconds. logout [Process completed] __________________________________________________________________________ There's one small problem though - There's 0-10 seconds (based on a random variable) after you press enter to start the game and before the stars are printed. During that time, if the player presses ENTER, it's logged as their reflex time. So I need a way to stop my code from reading their ENTER button before the stars are printed. The code - #!/usr/bin/perl use Time::HiRes qw(sleep); use Time::HiRes qw(gettimeofday); #random delay variable $random_number = rand(); print "Reflex game initiated. Press ENTER to begin the game, and then press ENTER after the asterisks are printed to measure your reflexes!.\n"; #begin button $begin = <>; #waits x milliseconds sleep(10*$random_number); #pre-game $start = [ Time::HiRes::gettimeofday() ]; print "\n****************************\n"; #user presses enter $stop = <>; #post game $elapsed = Time::HiRes::tv_interval($start); #delay time print print "Your result: ".$elapsed." seconds.\n";

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  • how to execute any function in jquery after few seconds on the click of any link

    - by james Bond
    I have struts2 jquery grid where on click of a row I am calling a jQuery function for performating a struts2 action. My code is running fine. I want to perform my jQuery function after delay of a few seconds. How can I do this? <script type="text/javascript"> //assume this code is working fine on rowselect from my jquery grid, New Updation in it is "i want to execute or load the url after few seconds" $(function(){ $.subscribe('rowselect', function(event,data) { var param = (event.originalEvent.id); $("#myAdvanceDivBoxx").load('<s:url action='InsertbooksToSession' namespace='/admin/setups/secure/jspHomepage/bookstransaction'/>'+"?bid="+event.originalEvent.id); }); }); </script> What i tried is the below code but am unable to get the output which i am looking for: <script type="text/javascript"> $(function(){ $.subscribe('rowselect', function(event,data) { var param = (event.originalEvent.id); $("#myAdvanceDivBoxx").load('<s:url action='InsertbooksToSession' namespace='/admin/setups/secure/jspHomepage/bookstransaction'/>'+"?bid="+event.originalEvent.id); }).delay(9000); }); </script>

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  • Celery / Django Single Tasks being run multiple times

    - by felix001
    I'm facing an issue where I'm placing a task into the queue and it is being run multiple times. From the celery logs I can see that the same worker is running the task ... [2014-06-06 15:12:20,731: INFO/MainProcess] Received task: input.tasks.add_queue [2014-06-06 15:12:20,750: INFO/Worker-2] starting runner.. [2014-06-06 15:12:20,759: INFO/Worker-2] collection started [2014-06-06 15:13:32,828: INFO/Worker-2] collection complete [2014-06-06 15:13:32,836: INFO/Worker-2] generation of steps complete [2014-06-06 15:13:32,836: INFO/Worker-2] update created [2014-06-06 15:13:33,655: INFO/Worker-2] email sent [2014-06-06 15:13:33,656: INFO/Worker-2] update created [2014-06-06 15:13:34,420: INFO/Worker-2] email sent [2014-06-06 15:13:34,421: INFO/Worker-2] FINISH - Success However when I view the actual logs of the application it is showing 5-6 log lines for each step (??). Im using Django 1.6 with RabbitMQ. The method for placing into the queue is via placing a delay on a function. This function (task decorator is added( then calls a class which is run. Has anyone any idea on the best way to troubleshoot this ? Edit : As requested heres the code, views.py In my view im sending my data to the queue via ... from input.tasks import add_queue_project add_queue_project.delay(data) tasks.py from celery.decorators import task @task() def add_queue_project(data): """ run project """ logger = logging_setup(app="project") logger.info("starting project runner..") f = project_runner(data) f.main() class project_runner(): """ main project runner """ def __init__(self,data): self.data = data self.logger = logging_setup(app="project") def self.main(self): .... Code settings.py THIRD_PARTY_APPS = ( 'south', # Database migration helpers: 'crispy_forms', # Form layouts 'rest_framework', 'djcelery', ) import djcelery djcelery.setup_loader() BROKER_HOST = "127.0.0.1" BROKER_PORT = 5672 # default RabbitMQ listening port BROKER_USER = "test" BROKER_PASSWORD = "test" BROKER_VHOST = "test" CELERY_BACKEND = "amqp" # telling Celery to report the results back to RabbitMQ CELERY_RESULT_DBURI = "" CELERY_IMPORTS = ("input.tasks", ) celeryd The line im running is to start celery, python2.7 manage.py celeryd -l info Thanks,

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  • Mootools Form Post Problem, Abort increasingly+1 with each request

    - by Naresh
    Hi all, i'm using Mootools 1.2. Ihave 15 Forms with same name only change in their id's like form1, form2, form3, ... ,form15 same with their elements. i need to submit all forms by ajax. For that purpos i make a function and call them on each functions onClick event. function is function addStepConfiguration(id,mystrip,comment,error,submitid,i) { $(id).addEvent('submit', function(e) { e.stop(); $(submitid).setStyle('display','none'); loading_Img(i); this.set('send', { onComplete: function(responseText) { $('loading_img'+i).innerHTML = ''; SplittedResText = responseText.split("|"); if(SplittedResText[1]=='undefined') { $(error).innerHTML=SplittedResText[0]; } else { $(comment).innerHTML=SplittedResText[0]; $(mystrip).set('class',SplittedResText[1]); removeMsg.delay(20,'',error); removeMsg.delay(1500,'',comment); } $(submitid).setStyle('display','block'); } }); this.send(); }); } When i submit a form say first one then it submitted and give response normally, but in second time without page refresh, it abort the request one time. in third attempt it abort 2 times..then go on +1 each time. It gives no error, just abort and again request automatically. i can't understand what is the problem. please any one can help me.

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  • In Rails, how would I include a section of a page only if the rest of the page doesn't match a certain regexp?

    - by Simon
    We have a site with a lot of user-generated content, and we'd like to show Google ads on it. Some of the content is such that we mustn't show the ads on pages containing that content, or else the whole site gets banned. We've come up with a regexp which we think will match all the offending content. So, three approaches come to mind: Render the page once without the ad section, and then insert the ad section into it if it's clean Render the page as normal, and do the insertion in client-side javascript Render the page above the ad section, capturing only the parts of the page that change; make sure there are no changing parts afterwards. Only show the ads if the captured text is clean, and make sure the unchanging, uncaptured parts are well-vetted in advance. The first one seems like it might delay the page rendering for too long; the second seems like it might delay showing the ads too long; and the third seems too fragile. Is there a better approach? If not, which one is the best solution of the three?

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  • Change css property in chain - JavaScript

    - by SilverDeveloper
    I'm using MooTools 1.4.5 and I want to change cursor before calling function that takes some time and after finished same function set cursor to default. I was not successful. After that I made simple example to change background color via plain JavaScript (no jQuery or MooTools plugin) and again I was not successful. Here is my code. <html xmlns="http://www.w3.org/1999/xhtml"> <head runat="server"> <title></title> </head> <body> <form id="form1" runat="server"> <div> </div> </form> </body> <script type="text/javascript"> <!-- document.body.style.background = 'red'; setTimeout(function () { }, 1250); document.body.style.background = 'yellow'; //--> </script> </html> First at all I set background color to red, and after delay to yellow. I assumed that the background color will bi set to red and after delay to yellow. It doesn't work. When page is loaded background color is yellow (last line). If I insert alert function in a middle of lines where sets background color everything works fine (background color is red, click to message box, background color is yellow). Why it works so? Only last changing style is affected. I need something like that to change pointer before calling function that takes 10 seconds and setting cursor to default value after function is done.

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  • How can I use multi-threading with a "for" or "foreach" loop?

    - by saafh
    I am trying to run the for loop in a separate thread so that the UI should be responsive and the progress bar is visible. The problem is that I don't know how to do that :). In this code, the process starts in a separate thread, but the next part of the code is executed at the same time. The messageBox is displayed and the results are never returned (e.g. the listbox's selected index property is never set). It doesn't work even if I use, "taskEx.delay()". TaskEx.Run(() => { for (int i = 0; i < sResults.Count(); i++) { if (sResults.ElementAt(i).DisplayIndexForSearchListBox.Trim().Contains(ayaStr)) { lstGoto.SelectedIndex = i; lstGoto_SelectionChanged(lstReadingSearchResults, null); IsIndexMatched = true; break; } } }); //TaskEx.delay(1000); if (IsIndexMatched == true) stkPanelGoto.Visibility = Visibility.Collapsed; else //the index didn't match { MessagePrompt.ShowMessage("The test'" + ayaStr + "' does not exist.", "Warning!"); } Could anyone please tell me how can I use multi-threading with a "for" or "foreach" loop?

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  • How to differentiate between method and function in a decorator?

    - by defnull
    I want to write a decorator that acts differently depending on whether it is applied to a function or to a method. def some_decorator(func): if the_magic_happens_here(func): # <---- Point of interest print 'Yay, found a method ^_^ (unbound jet)' else: print 'Meh, just an ordinary function :/' return func class MyClass(object): @some_decorator def method(self): pass @some_decorator def function(): pass I tried inspect.ismethod(), inspect.ismethoddescriptor() and inspect.isfunction() but no luck. The problem is that a method actually is neither a bound nor an unbound method but an ordinary function as long as it is accessed from within the class body. What I really want to do is to delay the actions of the decorator to the point the class is actually instantiated because I need the methods to be callable in their instance scope. For this, I want to mark methods with an attribute and later search for these attributes when the .__new__() method of MyClass is called. The classes for which this decorator should work are required to inherit from a class that is under my control. You can use that fact for your solution. In the case of a normal function the delay is not necessary and the decorator should take action immediately. That is why I wand to differentiate these two cases.

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  • show a particular div until content is loaded into another div from xml file in phonegap webservice

    - by Balu
    I am doing a webservice in phonegap.Here the application fetch values from a xml file in remote server when user search particular keyword and load the content to a div in my application.Here my problem is I want to show toast message like "loading..." or "progressing..." till the content is loaded into the div of application.I have created a toast message.But I dont know how to hide the toast message after the content is loaded since the time for fetching values from xml file is different for different keywords. The div to which content is loaded is <ul class="searchresults"></ul>.and my toast function is function toast(sMessage){ var container = $(document.createElement("div")); container.addClass("loading"); var message = $(document.createElement("div")); message.addClass("message"); message.text(sMessage); message.appendTo(container); container.appendTo(document.body); container.delay(150).fadeIn("slow", function() { if ($(".searchresults").html().length > 0) { //$(this).remove(); $(this).delay(500).fadeOut("slow", function() { $(this).remove(); }); } }); } Can anyone help me suggesting some ideas.Thanks in advance.

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  • Sync video play over network

    - by Nemesis
    Hi, I have made a media player that plays basically anything that's scheduled to it via a text file. The player can also play the exact same clip on multiple machines(PC's). The problem is the syncing. The same video starts playing on each of the machines, but they are out by about 400ms, which looks crap and if there's sound it's even worse. What I do at the moment is: One machine is set up as the master and all other machines are set up as slaves. The master decides what item will be played. It waits for a message from each of the slaves, once all slaves are connected (or after the timeout), it broadcasts the item id of the file that needs to be played. All machines then start playing that file. What I also tried: I thought that the file loading time might be the major driving factor in the sync mismatch, so I chankged the code to do the following. The master still decides what file to play. It waits for the connect message from each slave (or timeout) and transmits the item id of the file to play. All machines start playing that file but pauses it immediately. The master then again waits for a ready message from each of the slaves. As soon as all slaves responded the master sends a play message to all slaves. All machines then continue the file. This unfortunately did not improve the problem. I am now pretty sure the sync mismatch is due to network delay. How can I compensate for this? Or maybe determine the delay to each slave? All network comms are done with winsock. Any thoughts or ideas is much appreciated.

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  • jQuery - making sure content is loaded before it's faded in?

    - by Kenny Bones
    Hi, Nick Craver really helped me out alot with this code in this thread http://stackoverflow.com/questions/2743443/jquery-can-someone-help-stitching-jquery-code-with-ajaxcomplete/2743791#2743791 And it is working. But I notice that there's a small delay after I've clicked a link and before the content is actually loaded. It's not very intense content that's loaded either so I think it's got something to do with the order which things happen in the script. The original code looks like this: $('.dynload').live('click', function(){ var toLoad = $(this).attr('href')+' #content'; $('#content').fadeOut('fast',loadContent); $('#ajaxloader').fadeIn('normal'); function loadContent() { $('#content').load(toLoad,'',showNewContent()) } function showNewContent() { $('#content').fadeIn('fast',hideLoader()); //Cufon.replace('h1, h2, h3, h4, .menuwrapper', { fontFamily: 'advent'}); } function hideLoader() { $('#ajaxloader').fadeOut('normal'); } return false; }); The new code looks like this: $(function() { $('.dynload').live('click', function(){ $('#ajaxloader').fadeIn('fast'); $('#ajaxloaderfridge').fadeIn('fast'); var href = this.href + ' #content'; $('#content').fadeOut('fast',function() { $(this).load(href,'', function(data) { createMenus(); $('#ajaxloader').fadeOut('fast'); $('#ajaxloaderfridge').fadeOut('fast'); $('#content').fadeIn('fast'); Cufon.replace('h1, h2, h3, h4, .menuwrapper', { fontFamily: 'advent'}); }); }); return false; }); }); $(createMenus); function createMenus() { $('#kontrollpanel .slidepanels').kwicks({ min : 42, spacing : 3, isVertical : true, sticky : true, event : 'click' }); } In the original code, #content is faded out, then the function "loadContent" is started. Which is basically what is happening in the new script as well isn't it? And when I was using the old code, the content just faded out and faded in really fast and smooth and with no small pause delay before the content arrived.

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  • disable .click function on an anchor in jquery

    - by user554014
    This is written in an external .js with jquery... I have two windows that slide in and out of view like: $(document).ready(function() { // hides gallery1 as soon as the DOM is ready $('#gallery1').hide(); // shows the menu on click $('#showgal1').click(function() { $('#gallery1').delay(490).show('slide', {direction:'left'}); $('#gallery2').hide('slide', {direction:'right'}); //need code to disable showgal1 and enable showgal2 }); $('#showgal2').click(function() { $('#gallery2').delay(490).show('slide', {direction:'right'}); $('#gallery1').hide('slide', {direction:'left'}); //need code to disable showgal2 and enable showgal1 }); }); 'gallery1' and 'gallery2' are DIV's with flash image galleries and 'showgal1' and 'showgal2' are id's of anchors... looks like <a href="#" id="showgal1">gallery 1</a> I cannot find a way to disable the .click function when one is clicked and re-enable the other... i want to disable 'showgal1' by default and when 'showgal2' event takes place it removes the attribute and makes 'showgal2' disabled until 'showgal1' is clicked... the .attr('disabled','disabled') hasn't worked yet...

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  • How to multi-thread this?

    - by WilliamKF
    I wish to have two threads. The first thread1 occasionally calls the following pseudo function: void waitForThread2() { if (thread2 is not idle) { return; } notifyThread2IamReady(); while (thread2IsExclusive) { } } The second thread2 is forever in the following pseudo loop: for (;;) { Notify thread1 I am idle. while (!thread1IsReady()) { } Notify thread1 I am exclusive. Do some work while thread1 is blocked. Notify thread1 I am busy. Do some work in parallel with thread1. } What is the best way to write this such that both thread1 and thread2 are kept as busy as possible on a machine with multiple cores. I would like to avoid long delays between notification in one thread and detection by the other. I tried using pthread condition variables but found the delay between thread2 doing 'notify thread1 I am busy' and the loop in waitForThread2() on thear2IsExclusive() can be up to almost one second delay. I then tried using a volatile sig_atomic_t shared variable to control the same, but something is going wrong, so I must not be doing it correctly.

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  • Alternate way to create a clone of a UNIX System

    - by Spirit
    THE STORY: (If you don't like to read much, down below is the question :) ) Where I work we have two HP RP2470 servers same hardware same number of hard drives same everything :). One of them is a production server and runs HP-UX 11.00. The poor ba***rd hasn't been turned off for years and now I have to make a clone of it on the other server - just in case, for redundancy. The problem is simple (or not simple) as I have to make the the other server exactly the same. However the old version of OS (UX 11.00 is a history now) and the old software running on it, have made my task almost impossible. On the production server there is also a cloning/recover utility Ignite-UX. I tried many times to create a recovery tape with it. Then when I load the tape on the backup server, it succeeds with the loading of the tape (no errors no warnings) but on the next restart it fails to load the OS :S and drops into HP`s ISL prompt. --- THE QUESTION: Is there an alternate way to create a clone of the Unix System? The environment is: 1. 2x HP RP2470 Servers (non-Intel), same hardware, same number od HDDs (two each of them) same everything. 2. OS running: HP-UX 11.00 The production server has to be cloned without downtime - sadly :( as I hope that they will reconsider on this one For example (like on Windows platforms), if you try to copy an entire HDD with Windows inside on another HDD, and then put that HDD on another PC it will still work, as long as the hardware is the same. Can I do something like that with a Unix system? Can I somehow COPY the contents of the entire HDD, put those on another HDD, and then just load the HDD into the other server? (If you haven't read the story the servers are exactly the same) Will it work? Can it be done with ordinary commands like cp or dump or something like that? Does any one have a similar experience? --- UPDATE: 26.01.2012 NOTE: The update is related to "The Story". If you haven't read that part then you can skip this update. This is just a short update on the recover logs from the Ignite Tape.. someone with more exp. might notice something.. ... --- READING CONTENTS OF THE IGNITE TAPE --- --- OUTPUT OMITED --- ... ... x ./configure3, 413696 bytes, 808 tape blocks x ./monitor_bpr, 20480 bytes, 40 tape blocks * Download_mini-system: Complete * Loading_software: Begin * Installing boot area on disk. * Enabling swap areas. * Backing up LVM configuration for "vg00". * Processing the archive source (Recovery Archive). * Wed Jan 25 15:27:32 EST 2012: Starting archive load of the source (Recovery Archive). * Positioning the tape (/dev/rmt/0mn). * Archive extraction from tape is beginning. Please wait. * Wed Jan 25 15:39:52 EST 2012: Completed archive load of the source (Recovery Archive). * Executing user specified script: "/opt/ignite/data/scripts/os_arch_post_l". * Running in recovery mode (os_arch_post_l). * Running the ioinit command ("/sbin/ioinit -c") * Creating device files via the insf command. insf: Installing special files for sdisk instance 0 address 0/0/1/1.15.0 insf: Installing special files for sdisk instance 1 address 0/0/2/0.1.0 insf: Installing special files for sdisk instance 2 address 0/0/2/1.15.0 insf: Installing special files for stape instance 0 address 0/0/1/0.3.0 insf: Installing special files for btlan instance 0 address 0/0/0/0 insf: Installing special files for btlan instance 1 address 0/2/0/0 insf: Installing special files for pseudo driver dlpi insf: Installing special files for pseudo driver kepd insf: Installing special files for pseudo driver framebuf insf: Installing special files for pseudo driver sad * Running "/opt/upgrade/bin/tlinstall -v" and correcting transition link permissions. * Constructing the bootconf file. * Setting primary boot path to "0/0/1/1.15.0". * Executing: "/var/adm/sw/products/PHSS_20146/pfiles/iux_postload". * Executing: "/var/adm/sw/products/PHSS_25982/pfiles/iux_postload". NOTE: tlinstall is searching filesystem - please be patient NOTE: Successfully completed * Loading_software: Complete * Build_Kernel: Begin NOTE: Since the /stand/vmunix kernel is already in place, the kernel will not be re-built. Note that no mod_kernel directives will be processed. * Build_Kernel: Complete * Boot_From_Client_Disk: Begin * Rebooting machine as expected. NOTE: Rebooting system. sync'ing disks (0 buffers to flush): 0 buffers not flushed 0 buffers still dirty Closing open logical volumes... Done Console reset done. Boot device reset done. ********** VIRTUAL FRONT PANEL ********** System Boot detected ***************************************** LEDs: RUN ATTENTION FAULT REMOTE POWER FLASH OFF OFF ON ON LED State: Running non-OS code. (i.e. Boot or Diagnostics) ... ... ... --- SERVER IS PERFORMING POST SEQUENCE HERE --- --- OUTPUT OMITED --- ... ... ... ***************************************** ************ EARLY BOOT VFP ************* End of early boot detected ***************************************** Firmware Version 43.50 Duplex Console IO Dependent Code (IODC) revision 1 ------------------------------------------------------------------------------ (c) Copyright 1995-2002, Hewlett-Packard Company, All rights reserved ------------------------------------------------------------------------------ Processor Speed State CoProcessor State Cache Size Number State Inst Data --------- -------- --------------------- ----------------- ------------ 0 650 MHz Active Functional 750 KB 1.5 MB 1 650 MHz Idle Functional 750 KB 1.5 MB Central Bus Speed (in MHz) : 120 Available Memory : 2097152 KB Good Memory Required : 16140 KB Primary boot path: 0/0/1/1.15 Alternate boot path: 0/0/2/1.15 Console path: 0/0/4/1.643 Keyboard path: 0/0/4/0.0 Processor is starting autoboot process. To discontinue, press any key within 10 seconds. 10 seconds expired. Proceeding... Trying Primary Boot Path ------------------------ Booting... Boot IO Dependent Code (IODC) revision 1 HARD Booted. ISL Revision A.00.38 OCT 26, 1994 ISL booting hpux ISL>

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  • Error on 64 Bit Install of IIS &ndash; LoadLibraryEx failed on aspnet_filter.dll

    - by Rick Strahl
    I’ve been having a few problems with my Windows 7 install and trying to get IIS applications to run properly in 64 bit. After installing IIS and creating virtual directories for several of my applications and firing them up I was left with the following error message from IIS: Calling LoadLibraryEx on ISAPI filter “c:\windows\Microsoft.NET\Framework\v4.0.30319\aspnet_filter.dll” failed This is on Windows 7 64 bit and running on an ASP.NET 4.0 Application configured for running 64 bit (32 bit disabled). It’s also on what is essentially a brand new installation of IIS and Windows 7. So it failed right out of the box. The problem here is that IIS is trying to loading this ISAPI filter from the 32 bit folder – it should be loading from Framework64 folder note the Framework folder. The aspnet_filter.dll component is a small Win32 ISAPI filter used to back up the cookieless session state for ASP.NET on IIS 7 applications. It’s not terribly important because of this focus, but it’s a default loaded component. After a lot of fiddling I ended up with two solutions (with the help and support of some Twitter folks): Switch IIS to run in 32 bit mode Fix the filter listing in ApplicationHost.config Switching IIS to allow 32 Bit Code This is a quick fix for the problem above which enables 32 bit code in the Application Pool. The problem above is that IIS is trying to load a 32 bit ISAPI filter and enabling 32 bit code gets you around this problem. To configure your Application Pool, open the Application Pool in IIS Manager bring up Advanced Options and Enable 32 Bit Applications: And voila the error message above goes away. Fix Filters Enabling 32 bit code is a quick fix solution to this problem, but not an ideal one. If you’re running a pure .NET application that doesn’t need to do COM or pInvoke Interop with 32 bit apps there’s usually no need for enabling 32 bit code in an Application Pool as you can run in native 64 bit code. So trying to get 64 bit working natively is a pretty key feature in my opinion :-) So what’s the problem – why is IIS trying to load a 32 bit DLL in a 64 bit install, especially if the application pool is configured to not allow 32 bit code at all? The problem lies in the server configuration and the fact that 32 bit and 64 bit configuration settings exist side by side in IIS. If I open my Default Web Site (or any other root Web Site) and go to the ISAPI filter list here’s what I see: Notice that there are 3 entries for ASP.NET 4.0 in this list. Only two of them however are specifically scoped to the specifically to 32 bit or 64 bit. As you can see the 64 bit filter correctly points at the Framework64 folder to load the dll, while both the 32 bit and the ‘generic’ entry point at the plain Framework 32 bit folder. Aha! Hence lies our problem. You can edit ApplicationHost.config manually, but I ran into the nasty issue of not being able to easily edit that file with the 32 bit editor (who ever thought that was a good idea???? WTF). You have to open ApplicationHost.Config in a 64 bit native text editor – which Visual Studio is not. Or my favorite editor: EditPad Pro. Since I don’t have a native 64 bit editor handy Notepad was my only choice. Or as an alternative you can use the IIS 7.5 Configuration Editor which lets you interactively browse and edit most ApplicationHost settings. You can drill into the configuration hierarchy visually to find your keys and edit attributes and sub values in property editor type interface. I had no idea this tool existed prior to today and it’s pretty cool as it gives you some visual clues to options available – especially in absence of an Intellisense scheme you’d get in Visual Studio (which doesn’t work). To use the Configuration Editor go the Web Site root and use the Configuration Editor option in the Management Group. Drill into System.webServer/isapiFilters and then click on the Collection’s … button on the right. You should now see a display like this: which shows all the same attributes you’d see in ApplicationHost.config (cool!). These entries correspond to these raw ApplicationHost.config entries: <filter name="ASP.Net_4.0" path="C:\Windows\Microsoft.NET\Framework\v4.0.30319\aspnet_filter.dll" enableCache="true" preCondition="runtimeVersionv4.0" /> <filter name="ASP.Net_4.0_64bit" path="C:\Windows\Microsoft.NET\Framework64\v4.0.30319\aspnet_filter.dll" enableCache="true" preCondition="runtimeVersionv4.0,bitness64" /> <filter name="ASP.Net_4.0_32bit" path="C:\Windows\Microsoft.NET\Framework\v4.0.30319\aspnet_filter.dll" enableCache="true" preCondition="runtimeVersionv4.0,bitness32" /> The key attribute we’re concerned with here is the preCondition and the bitness subvalue. Notice that the ‘generic’ version – which comes first in the filter list – has no bitness assigned to it, so it defaults to 32 bit and the 32 bit dll path. And this is where our problem comes from. The simple solution to fix the startup problem is to remove the generic entry from this list here or in the filters list shown earlier and leave only the bitness specific versions active. The preCondition attribute acts as a filter and as you can see here it filters the list by runtime version and bitness value. This is something to keep an eye out in general – if a bitness values are missing it’s easy to run into conflicts like this with any settings that are global and especially those that load modules and handlers and other executable code. On 64 bit systems it’s a good idea to explicitly set the bitness of all entries or remove the non-specific versions and add bit specific entries. So how did this get misconfigured? I installed IIS before everything else was installed on this machine and then went ahead and installed Visual Studio. I suspect the Visual Studio install munged this up as I never saw a similar problem on my live server where everything just worked right out of the box. In searching about this problem a lot of solutions pointed at using aspnet_regiis –r from the Framework64 directory, but that did not fix this extra entry in the filters list – it adds the required 32 bit and 64 bit entries, but it doesn’t remove the errand un-bitness set entry. Hopefully this post will help out anybody who runs into a similar situation without having to trouble shoot all the way down into the configuration settings and noticing the bitness settings. It’s a good lesson learned for me – this is my first desktop install of a 64 bit OS and things like this are what I was reluctant to find. Now that I ran into this I have a good idea what to look for with 32/64 bit misconfigurations in IIS at least.© Rick Strahl, West Wind Technologies, 2005-2011Posted in IIS7   ASP.NET  

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  • ActiveX component can't create Object Error? Check 64 bit Status

    - by Rick Strahl
    If you're running on IIS 7 and a 64 bit operating system you might run into the following error using ASP classic or ASP.NET with COM interop. In classic ASP applications the error will show up as: ActiveX component can't create object   (Error 429) (actually without error handling the error just shows up as 500 error page) In my case the code that's been giving me problems has been a FoxPro COM object I'd been using to serve banner ads to some of my pages. The code basically looks up banners from a database table and displays them at random. The ASP classic code that uses it looks like this: <% Set banner = Server.CreateObject("wwBanner.aspBanner") banner.BannerFile = "wwsitebanners" Response.Write(banner.GetBanner(-1)) %> Originally this code had no specific error checking as above so the ASP pages just failed with 500 error pages from the Web server. To find out what the problem is this code is more useful at least for debugging: <% ON ERROR RESUME NEXT Set banner = Server.CreateObject("wwBanner.aspBanner") Response.Write(err.Number & " - " & err.Description) banner.BannerFile = "wwsitebanners" Response.Write(banner.GetBanner(-1)) %> which results in: 429 - ActiveX component can't create object which at least gives you a slight clue. In ASP.NET invoking the same COM object with code like this: <% dynamic banner = wwUtils.CreateComInstance("wwBanner.aspBanner") as dynamic; banner.cBANNERFILE = "wwsitebanners"; Response.Write(banner.getBanner(-1)); %> results in: Retrieving the COM class factory for component with CLSID {B5DCBB81-D5F5-11D2-B85E-00600889F23B} failed due to the following error: 80040154 Class not registered (Exception from HRESULT: 0x80040154 (REGDB_E_CLASSNOTREG)). The class is in fact registered though and the COM server loads fine from a command prompt or other COM client. This error can be caused by a COM server that doesn't load. It looks like a COM registration error. There are a number of traditional reasons why this error can crop up of course. The server isn't registered (run regserver32 to register a DLL server or /regserver on an EXE server) Access permissions aren't set on the COM server (Web account has to be able to read the DLL ie. Network service) The COM server fails to load during initialization ie. failing during startup One thing I always do to check for COM errors fire up the server in a COM client outside of IIS and ensure that it works there first - it's almost always easier to debug a server outside of the Web environment. In my case I tried the server in Visual FoxPro on the server with: loBanners = CREATEOBJECT("wwBanner.aspBanner") loBanners.cBannerFile = "wwsitebanners" ? loBanners.GetBanner(-1) and it worked just fine. If you don't have a full dev environment on the server you can also use VBScript do the same thing and run the .vbs file from the command prompt: Set banner = Server.CreateObject("wwBanner.aspBanner") banner.BannerFile = "wwsitebanners" MsgBox(banner.getBanner(-1)) Since this both works it tells me the server is registered and working properly. This leaves startup failures or permissions as the problem. I double checked permissions for the Application Pool and the permissions of the folder where the DLL lives and both are properly set to allow access by the Application Pool impersonated user. Just to be sure I assigned an Admin user to the Application Pool but still no go. So now what? 64 bit Servers Ahoy A couple of weeks back I had set up a few of my Application pools to 64 bit mode. My server is Server 2008 64 bit and by default Application Pools run 64 bit. Originally when I installed the server I set up most of my Application Pools to 32 bit mainly for backwards compatibility. But as more of my code migrates to 64 bit OS's I figured it'd be a good idea to see how well code runs under 64 bit code. The transition has been mostly painless. Until today when I noticed the problem with the code above when scrolling to my IIS logs and noticing a lot of 500 errors on many of my ASP classic pages. The code in question in most of these pages deals with this single simple COM object. It took a while to figure out that the problem is caused by the Application Pool running in 64 bit mode. The issue is that 32 bit COM objects (ie. my old Visual FoxPro COM component) cannot be loaded in a 64 bit Application Pool. The ASP pages using this COM component broke on the day I switched my main Application Pool into 64 bit mode but I didn't find the problem until I searched my logs for errors by pure chance. To fix this is easy enough once you know what the problem is by switching the Application Pool to Enable 32-bit Applications: Once this is done the COM objects started working correctly again. 64 bit ASP and ASP.NET with DCOM Servers This is kind of off topic, but incidentally it's possible to load 32 bit DCOM (out of process) servers from ASP.NET and ASP classic even if those applications run in 64 bit application pools. In fact, in West Wind Web Connection I use this capability to run a 64 bit ASP.NET handler that talks to a 32 bit FoxPro COM server which allows West Wind Web Connection to run in native 64 bit mode without custom configuration (which is actually quite useful). It's probably not a common usage scenario but it's good to know that you can actually access 32 bit COM objects this way from ASP.NET. For West Wind Web Connection this works out well as the DCOM interface only makes one non-chatty call to the backend server that handles all the rest of the request processing. Application Pool Isolation is your Friend For me the recent incident of failure in the classic ASP pages has just been another reminder to be very careful with moving applications to 64 bit operation. There are many little traps when switching to 64 bit that are very difficult to track and test for. I described one issue I had a couple of months ago where one of the default ASP.NET filters was loading the wrong version (32bit instead of 64bit) which was extremely difficult to track down and was caused by a very sneaky configuration switch error (basically 3 different entries for the same ISAPI filter all with different bitness settings). It took me almost a full day to track this down). Recently I've been taken to isolate individual applications into separate Application Pools rather than my past practice of combining many apps into shared AppPools. This is a good practice assuming you have enough memory to make this work. Application Pool isolate provides more modularity and allows me to selectively move applications to 64 bit. The error above came about precisely because I moved one of my most populous app pools to 64 bit and forgot about the minimal COM object use in some of my old pages. It's easy to forget. To 64bit or Not Is it worth it to move to 64 bit? Currently I'd say -not really. In my - admittedly limited - testing I don't see any significant performance increases. In fact 64 bit apps just seem to consume considerably more memory (30-50% more in my pools on average) and performance is minimally improved (less than 5% at the very best) in the load testing I've performed on a couple of sites in both modes. The only real incentive for 64 bit would be applications that require huge data spaces that exceed the 32 bit 4 gigabyte memory limit. However I have a hard time imagining an application that needs 4 gigs of memory in a single Application Pool :-). Curious to hear other opinions on benefits of 64 bit operation. © Rick Strahl, West Wind Technologies, 2005-2011Posted in COM   ASP.NET  FoxPro  

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  • Easily use google maps, openstreet maps etc offline.

    - by samkea
    I did it and i am going to explain step by step. The explanatination may appear long but its simple if you follow. Note: All the softwares i have used are the latest and i have packaged them and provided them in the link below. I use Nokia N96 1) RootSign smartComGPS and install it on your phone(i havent provided the signer so that u wuld do some little work. i used Secman' rootsign). 2) Install Universal Maps Downloader, SmartCom OGF2 converter and OziExplorer 3.95.4s on my PC. a) UMD is used to download map tiles from any map source like googlemaps,opensourcemaps etc... and also combine the tiles into an image file like png,jpg,bmp etc... b) SmartCom OGF2 converter is used to convert the image file into a format usable on your mobile phone. c) OziExplorer will help you to calibrate the usable map file so that it can be used with GPS on your mobile phone without the use of internet. 3) Go to google maps or where u pick your maps and pan to the area of your interest. Zoom the map to at least 15 or 16 zoom level where you can see your area clearly and the streets. 4) copy this script in a notepad file and save it on your desktop: javascript:void(prompt('',gApplication.getMap().ge tCenter())); 5) Open the universal maps downloader. You will notice that you are required to add the: left longitude, right longitude,top latitude, bottom latitude. 6) On your map in google maps, doubleclick on the your prefered to most middle point. you will notice that the map will center in that area. 7) copy the script and paste it in the address bar then press enter. You will notice that a dialog with your (top latitude) and longitude respectively pops up. 8) copy the top latitude ONLY and paste it in the corresponding textbox in the UMD. 9) repeat steps 6-7 for the botton latitude. 10)repeat steps 6-7 for left longitude and right longitude too, but u have to copy the longitudes here. (***BTW record these points in the text file as they may be needed later in calibration) 11) Give the zoom level to the same zoom level that you prefered in google maps. 12) Dont forget to choose a path to save your files and under options set the proxy connection settings in UMD if you are using so. 13) Click on start and bingo! there you have your image tiles and a file with an extension .umd will be saved in the same folder. 14) On the UMD, go to tools, click on MapViewer and choose the .umd file. you will now see your map in one piece....and you will smile! 15) Still go to tools and click on map combiner. A dialog will popup for you to choose the .umd file and to enter the IMAGE file name. u can use another extension for the image file like png, jpg etc...i usually use png. 16) Combine.....bingo! there u go! u have an IMAGE file for your map. *I SUGGEST THAT CREATE A .BMP FILE and A .PNG file* 17) Close UMD and open SmartCom OGF2 converter. 18) Choose your .png image and create an ogf2 file. 19) Connect your phone to your PC in Mass Memory mode and transfer the file to the smartComGPS\Maps folder. 20) Now disconnect your phone and load smartComGPS. it will load the map and propt you to add a calibration point. Go ahead and add one calibration point with dummy coordinates. You will notice that it will add another file with extension .map in the smartComGPS\Maps folder. 21) Connect yiur ohone and copy that file and paste it in your working folder on your PC. Delete that .map file from the phone too because you are going to edit it from your PC and put it back. 22) Now Open the OziExplorer, go to file-->Load and Calibrate Map Image. 23) Choose the .bmp image and bingo! it will load with your map in the same zoom level. 24) Now you are going to calibrate. Use the MapView window and take the small box locater to all the 4 cornners of the map. You will notice that the map in the back ground moves to that area too. 25)On the right side, select the Point1 tab. Now you are in calibration mode. Now move the red box in mapview in the left upper corner to calibrate point1. 26) out of mapview go to the the left upper corner of the background map and choose poit (0,0) and your 1st calibration point. You will notice that these X,Y cordinated will be reflected in the Point1 image cordinates. 27) now go back to the text file where you saved your coordibates and enter the top latitude and the left longitude in the corresponding places. 28) Repeat steps 25-27 for point2,point3,point4 and click on save. Thats it, you have calibrated your image and you are about to finish. 29) Go to save and a dilaog which prompts you to save a .map file will poop up. Do save the map file in your working folder. 30) Right click that .map file and edit the filename in the .map file to remove the pc's directory structure. Eg. Change C\OziExplorer\data\Kampala.bmp to Kampala.ogf2. 31) Save the .map file in the smartComGPS\Maps folder on your phone. 32) now open smartComGPS on your phone and bingo! there is your map with GPS capability and in the same zoom level. 33) In smartComGPS options, choose connect and simulate. By now you should be smiling. Whoa! Hope i was of help. i case you get a problem, please inform me Below is the link to the software. regards. http://rapidshare.com/files/230296037/Utilities_Used.rar.html Ok, the Rapidshare files i posted are gone, so you will have to download as described in the solution. If you need more help, go here: http://www.dotsis.com/mobile_phone/sitemap/t-160491.html Some months later, someone else gave almost the same kind of solution here. http://www.dotsis.com/mobile_phone/sitemap/t-180123.html Note: the solutions were mean't to help view maps on Symbian phones, but i think now they ca even do for Windows Phones, iphones and others so read, extract what you want and use it. Hope it helps. Sam Kea

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  • The DOS DEBUG Environment

    - by MarkPearl
    Today I thought I would go back in time and have a look at the DEBUG command that has been available since the beginning of dawn in DOS, MS-DOS and Microsoft Windows. up to today I always knew it was there, but had no clue on how to use it so for those that are interested this might be a great geek party trick to pull out when you want the awe the younger generation and want to show them what “real” programming is about. But wait, you will have to do it relatively quickly as it seems like DEBUG was finally dumped from the Windows group in Windows 7. Not to worry, pull out that Windows XP box which will get you even more geek points and you can still poke DEBUG a bit. So, for those that are interested and want to find out a bit about the history of DEBUG read the wiki link here. That all put aside, lets get our hands dirty.. How to Start DEBUG in Windows Make sure your version of Windows supports DEBUG. Open up a console window Make a directory where you want to play with debug – in my instance I called it C221 Enter the directory and type Debug You will get a response with a – as illustrated in the image below…   The commands available in DEBUG There are several commands available in DEBUG. The most common ones are A (Assemble) R (Register) T (Trace) G (Go) D (Dump or Display) U (Unassemble) E (Enter) P (Proceed) N (Name) L (Load) W (Write) H (Hexadecimal) I (Input) O (Output) Q (Quit) I am not going to cover all these commands, but what I will do is go through a few of them briefly. A is for Assemble Command (to write code) The A command translates assembly language statements into machine code. It is quite useful for writing small assembly programs. Below I have written a very basic assembly program. The code typed out is as follows mov ax,0015 mov cx,0023 sub cx,ax mov [120],al mov cl,[120]A nop R is for Register (to jump to a point in memory) The r command turns out to be one of the most frequent commands you will use in DEBUG. It allows you to view the contents of registers and to change their values. It can be used with the following combinations… R – Displays the contents of all the registers R f – Displays the flags register R register_name – Displays the contents of a specific register All three methods are illustrated in the image above T is for Trace (To execute a program step by step) The t command allows us to execute the program step by step. Before we can trace the program we need to point back to the beginning of the program. We do this by typing in r ip, which moves us back to memory point 100. We then type trace which executes the first line of code (line 100) (As shown in the image below starting from the red arrow). You can see from the above image that the register AX now contains 0015 as per our instruction mov ax,0015 You can also see that the IP points to line 0103 which has the MOV CX,0023 command If we type t again it will now execute the second line of the program which moves 23 in the cx register. Again, we can see that the line of code was executed and that the CX register now holds the value of 23. What I would like to highlight now is the section underlined in red. These are the status flags. The ones we are going to look at now are 1st (NV), 4th (PL), 5th (NZ) & 8th (NC) NV means no overflow, the alternate would be OV PL means that the sign of the previous arithmetic operation was Plus, the alternate would be NG (Negative) NZ means that the results of the previous arithmetic operation operation was Not Zero, the alternate would be ZR NC means that No final Carry resulted from the previous arithmetic operation. CY means that there was a final Carry. We could now follow this process of entering the t command until the entire program is executed line by line. G is for Go (To execute a program up to a certain line number) So we have looked at executing a program line by line, which is fine if your program is minuscule BUT totally unpractical if we have any decent sized program. A quicker way to run some lines of code is to use the G command. The ‘g’ command executes a program up to a certain specified point. It can be used in connection with the the reset IP command. You would set your initial point and then run the G command with the line you want to end on. P is for Proceed (Similar to trace but slightly more streamlined) Another command similar to trace is the proceed command. All that the p command does is if it is called and it encounters a CALL, INT or LOOP command it terminates the program execution. In the example below I modified our example program to include an int 20 at the end of it as illustrated in the image below… Then when executing the code when I encountered the int 20 command I typed the P command and the program terminated normally (illustrated below). D is for Dump (or for those more polite Display) So, we have all these assembly lines of code, but if you have ever opened up an exe or com file in a text/hex editor, it looks nothing like assembly code. The D command is a way that we can see what our code looks like in memory (or in a hex editor). If we examined the image above, we can see that Debug is storing our assembly code with each instruction following immediately after the previous one. For instance in memory address 110 we have int and 111 we have 20. If we examine the dump of memory we can see at memory point 110 CD is stored and at memory point 111 20 is stored. U is for Unassemble (or Convert Machine code to Assembly Code) So up to now we have gone through a bunch of commands, but probably one of the most useful is the U command. Let’s say we don’t understand machine code so well and so instead we want to see it in its equivalent assembly code. We can type the U command followed by the start memory point, followed by the end memory point and it will show us the assembly code equivalent of the machine code. E is for a bunch of things… The E command can be used for a bunch of things… One example is to enter data or machine code instructions directly into memory. It can also be used to display the contents of memory locations. I am not going to worry to much about it in this post. N / L / W is for Name, Load & Write So we have written out assembly code in debug, and now we want to save it to disk, or write it as a com file or load it. This is where the N, L & W command come in handy. The n command is used to give a name to the executable program file and is pretty simple to use. The w command is a bit trickier. It saves to disk all the memory between point bx and point cx so you need to specify the bx memory address and the cx memory address for it to write your code. Let’s look at an example illustrated below. You do this by calling the r command followed by the either bx or cx. We can then go to the directory where we were working and will see the new file with the name we specified. The L command is relatively simple. You would first specify the name of the file you would like to load using the N command, and then call the L command. Q is for Quit The last command that I am going to write about in this post is the Q command. Simply put, calling the Q command exits DEBUG. Commands we did not Cover Out of the standard DEBUG commands we covered A, T, G, D, U, E, P, R, N, L & W. The ones we did not cover were H, I & O – I might make mention of these in a later post, but for the basics they are not really needed. Some Useful Resources Please note this post is based on the COS2213 handouts for UNISA A Guide to DEBUG - http://mirror.href.com/thestarman/asm/debug/debug.htm#NT

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  • How to change Matlab program for solving equation with finite element method?

    - by DSblizzard
    I don't know is this question more related to mathematics or programming and I'm absolute newbie in Matlab. Program FEM_50 applies the finite element method to Laplace's equation -Uxx(x, y) - Uyy(x, y) = F(x, y) in Omega. How to change it to apply FEM to equation -Uxx(x, y) - Uyy(x, y) + U(x, y) = F(x, y)? At this page: http://sc.fsu.edu/~burkardt/m_src/fem_50/fem_50.html additional code files in case you need them. function fem_50 ( ) %% FEM_50 applies the finite element method to Laplace's equation. % % Discussion: % % FEM_50 is a set of MATLAB routines to apply the finite % element method to solving Laplace's equation in an arbitrary % region, using about 50 lines of MATLAB code. % % FEM_50 is partly a demonstration, to show how little it % takes to implement the finite element method (at least using % every possible MATLAB shortcut.) The user supplies datafiles % that specify the geometry of the region and its arrangement % into triangular and quadrilateral elements, and the location % and type of the boundary conditions, which can be any mixture % of Neumann and Dirichlet. % % The unknown state variable U(x,y) is assumed to satisfy % Laplace's equation: % -Uxx(x,y) - Uyy(x,y) = F(x,y) in Omega % with Dirichlet boundary conditions % U(x,y) = U_D(x,y) on Gamma_D % and Neumann boundary conditions on the outward normal derivative: % Un(x,y) = G(x,y) on Gamma_N % If Gamma designates the boundary of the region Omega, % then we presume that % Gamma = Gamma_D + Gamma_N % but the user is free to determine which boundary conditions to % apply. Note, however, that the problem will generally be singular % unless at least one Dirichlet boundary condition is specified. % % The code uses piecewise linear basis functions for triangular elements, % and piecewise isoparametric bilinear basis functions for quadrilateral % elements. % % The user is required to supply a number of data files and MATLAB % functions that specify the location of nodes, the grouping of nodes % into elements, the location and value of boundary conditions, and % the right hand side function in Laplace's equation. Note that the % fact that the geometry is completely up to the user means that % just about any two dimensional region can be handled, with arbitrary % shape, including holes and islands. % clear % % Read the nodal coordinate data file. % load coordinates.dat; % % Read the triangular element data file. % load elements3.dat; % % Read the quadrilateral element data file. % load elements4.dat; % % Read the Neumann boundary condition data file. % I THINK the purpose of the EVAL command is to create an empty NEUMANN array % if no Neumann file is found. % eval ( 'load neumann.dat;', 'neumann=[];' ); % % Read the Dirichlet boundary condition data file. % load dirichlet.dat; A = sparse ( size(coordinates,1), size(coordinates,1) ); b = sparse ( size(coordinates,1), 1 ); % % Assembly. % for j = 1 : size(elements3,1) A(elements3(j,:),elements3(j,:)) = A(elements3(j,:),elements3(j,:)) ... + stima3(coordinates(elements3(j,:),:)); end for j = 1 : size(elements4,1) A(elements4(j,:),elements4(j,:)) = A(elements4(j,:),elements4(j,:)) ... + stima4(coordinates(elements4(j,:),:)); end % % Volume Forces. % for j = 1 : size(elements3,1) b(elements3(j,:)) = b(elements3(j,:)) ... + det( [1,1,1; coordinates(elements3(j,:),:)'] ) * ... f(sum(coordinates(elements3(j,:),:))/3)/6; end for j = 1 : size(elements4,1) b(elements4(j,:)) = b(elements4(j,:)) ... + det([1,1,1; coordinates(elements4(j,1:3),:)'] ) * ... f(sum(coordinates(elements4(j,:),:))/4)/4; end % % Neumann conditions. % if ( ~isempty(neumann) ) for j = 1 : size(neumann,1) b(neumann(j,:)) = b(neumann(j,:)) + ... norm(coordinates(neumann(j,1),:) - coordinates(neumann(j,2),:)) * ... g(sum(coordinates(neumann(j,:),:))/2)/2; end end % % Determine which nodes are associated with Dirichlet conditions. % Assign the corresponding entries of U, and adjust the right hand side. % u = sparse ( size(coordinates,1), 1 ); BoundNodes = unique ( dirichlet ); u(BoundNodes) = u_d ( coordinates(BoundNodes,:) ); b = b - A * u; % % Compute the solution by solving A * U = B for the remaining unknown values of U. % FreeNodes = setdiff ( 1:size(coordinates,1), BoundNodes ); u(FreeNodes) = A(FreeNodes,FreeNodes) \ b(FreeNodes); % % Graphic representation. % show ( elements3, elements4, coordinates, full ( u ) ); return end

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  • Thread placement policies on NUMA systems - update

    - by Dave
    In a prior blog entry I noted that Solaris used a "maximum dispersal" placement policy to assign nascent threads to their initial processors. The general idea is that threads should be placed as far away from each other as possible in the resource topology in order to reduce resource contention between concurrently running threads. This policy assumes that resource contention -- pipelines, memory channel contention, destructive interference in the shared caches, etc -- will likely outweigh (a) any potential communication benefits we might achieve by packing our threads more densely onto a subset of the NUMA nodes, and (b) benefits of NUMA affinity between memory allocated by one thread and accessed by other threads. We want our threads spread widely over the system and not packed together. Conceptually, when placing a new thread, the kernel picks the least loaded node NUMA node (the node with lowest aggregate load average), and then the least loaded core on that node, etc. Furthermore, the kernel places threads onto resources -- sockets, cores, pipelines, etc -- without regard to the thread's process membership. That is, initial placement is process-agnostic. Keep reading, though. This description is incorrect. On Solaris 10 on a SPARC T5440 with 4 x T2+ NUMA nodes, if the system is otherwise unloaded and we launch a process that creates 20 compute-bound concurrent threads, then typically we'll see a perfect balance with 5 threads on each node. We see similar behavior on an 8-node x86 x4800 system, where each node has 8 cores and each core is 2-way hyperthreaded. So far so good; this behavior seems in agreement with the policy I described in the 1st paragraph. I recently tried the same experiment on a 4-node T4-4 running Solaris 11. Both the T5440 and T4-4 are 4-node systems that expose 256 logical thread contexts. To my surprise, all 20 threads were placed onto just one NUMA node while the other 3 nodes remained completely idle. I checked the usual suspects such as processor sets inadvertently left around by colleagues, processors left offline, and power management policies, but the system was configured normally. I then launched multiple concurrent instances of the process, and, interestingly, all the threads from the 1st process landed on one node, all the threads from the 2nd process landed on another node, and so on. This happened even if I interleaved thread creating between the processes, so I was relatively sure the effect didn't related to thread creation time, but rather that placement was a function of process membership. I this point I consulted the Solaris sources and talked with folks in the Solaris group. The new Solaris 11 behavior is intentional. The kernel is no longer using a simple maximum dispersal policy, and thread placement is process membership-aware. Now, even if other nodes are completely unloaded, the kernel will still try to pack new threads onto the home lgroup (socket) of the primordial thread until the load average of that node reaches 50%, after which it will pick the next least loaded node as the process's new favorite node for placement. On the T4-4 we have 64 logical thread contexts (strands) per socket (lgroup), so if we launch 48 concurrent threads we will find 32 placed on one node and 16 on some other node. If we launch 64 threads we'll find 32 and 32. That means we can end up with our threads clustered on a small subset of the nodes in a way that's quite different that what we've seen on Solaris 10. So we have a policy that allows process-aware packing but reverts to spreading threads onto other nodes if a node becomes too saturated. It turns out this policy was enabled in Solaris 10, but certain bugs suppressed the mixed packing/spreading behavior. There are configuration variables in /etc/system that allow us to dial the affinity between nascent threads and their primordial thread up and down: see lgrp_expand_proc_thresh, specifically. In the OpenSolaris source code the key routine is mpo_update_tunables(). This method reads the /etc/system variables and sets up some global variables that will subsequently be used by the dispatcher, which calls lgrp_choose() in lgrp.c to place nascent threads. Lgrp_expand_proc_thresh controls how loaded an lgroup must be before we'll consider homing a process's threads to another lgroup. Tune this value lower to have it spread your process's threads out more. To recap, the 'new' policy is as follows. Threads from the same process are packed onto a subset of the strands of a socket (50% for T-series). Once that socket reaches the 50% threshold the kernel then picks another preferred socket for that process. Threads from unrelated processes are spread across sockets. More precisely, different processes may have different preferred sockets (lgroups). Beware that I've simplified and elided details for the purposes of explication. The truth is in the code. Remarks: It's worth noting that initial thread placement is just that. If there's a gross imbalance between the load on different nodes then the kernel will migrate threads to achieve a better and more even distribution over the set of available nodes. Once a thread runs and gains some affinity for a node, however, it becomes "stickier" under the assumption that the thread has residual cache residency on that node, and that memory allocated by that thread resides on that node given the default "first-touch" page-level NUMA allocation policy. Exactly how the various policies interact and which have precedence under what circumstances could the topic of a future blog entry. The scheduler is work-conserving. The x4800 mentioned above is an interesting system. Each of the 8 sockets houses an Intel 7500-series processor. Each processor has 3 coherent QPI links and the system is arranged as a glueless 8-socket twisted ladder "mobius" topology. Nodes are either 1 or 2 hops distant over the QPI links. As an aside the mapping of logical CPUIDs to physical resources is rather interesting on Solaris/x4800. On SPARC/Solaris the CPUID layout is strictly geographic, with the highest order bits identifying the socket, the next lower bits identifying the core within that socket, following by the pipeline (if present) and finally the logical thread context ("strand") on the core. But on Solaris on the x4800 the CPUID layout is as follows. [6:6] identifies the hyperthread on a core; bits [5:3] identify the socket, or package in Intel terminology; bits [2:0] identify the core within a socket. Such low-level details should be of interest only if you're binding threads -- a bad idea, the kernel typically handles placement best -- or if you're writing NUMA-aware code that's aware of the ambient placement and makes decisions accordingly. Solaris introduced the so-called critical-threads mechanism, which is expressed by putting a thread into the FX scheduling class at priority 60. The critical-threads mechanism applies to placement on cores, not on sockets, however. That is, it's an intra-socket policy, not an inter-socket policy. Solaris 11 introduces the Power Aware Dispatcher (PAD) which packs threads instead of spreading them out in an attempt to be able to keep sockets or cores at lower power levels. Maximum dispersal may be good for performance but is anathema to power management. PAD is off by default, but power management polices constitute yet another confounding factor with respect to scheduling and dispatching. If your threads communicate heavily -- one thread reads cache lines last written by some other thread -- then the new dense packing policy may improve performance by reducing traffic on the coherent interconnect. On the other hand if your threads in your process communicate rarely, then it's possible the new packing policy might result on contention on shared computing resources. Unfortunately there's no simple litmus test that says whether packing or spreading is optimal in a given situation. The answer varies by system load, application, number of threads, and platform hardware characteristics. Currently we don't have the necessary tools and sensoria to decide at runtime, so we're reduced to an empirical approach where we run trials and try to decide on a placement policy. The situation is quite frustrating. Relatedly, it's often hard to determine just the right level of concurrency to optimize throughput. (Understanding constructive vs destructive interference in the shared caches would be a good start. We could augment the lines with a small tag field indicating which strand last installed or accessed a line. Given that, we could augment the CPU with performance counters for misses where a thread evicts a line it installed vs misses where a thread displaces a line installed by some other thread.)

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  • OpenGL font rendering

    - by DEElekgolo
    I am trying to make an openGL text rendering class using FreeType. I was originally following this code but it doesn't seem to work out for me. I get nothing reguardless of what parameters I put for Draw(). class Font { public: Font() { if (FT_Init_FreeType(&ftLibrary)) { printf("Could not initialize FreeType library\n"); return; } glGenBuffers(1,&iVerts); } bool Load(std::string sFont, unsigned int Size = 12.0f) { if (FT_New_Face(ftLibrary,sFont.c_str(),0,&ftFace)) { printf("Could not open font: %s\n",sFont.c_str()); return true; } iSize = Size; FT_Set_Pixel_Sizes(ftFace,0,(int)iSize); FT_GlyphSlot gGlyph = ftFace->glyph; //Generating the texture atlas. //Rather than some amazing rectangular packing method, I'm just going //to have one long strip of letters with the height being that of the font size. int width = 0; int height = 0; for (int i = 32; i < 128; i++) { if (FT_Load_Char(ftFace,i,FT_LOAD_RENDER)) { printf("Error rendering letter %c for font %s.\n",i,sFont.c_str()); } width += gGlyph->bitmap.width; height += std::max(height,gGlyph->bitmap.rows); } //Generate the openGL texture glActiveTexture(GL_TEXTURE0); //if I texture exists then delete it. iTexture ? glDeleteBuffers(1,&iTexture):0; glGenTextures(1,&iTexture); glBindTexture(GL_TEXTURE_2D,iTexture); glPixelStorei(GL_UNPACK_ALIGNMENT,1); glTexImage2D(GL_TEXTURE_2D,0,GL_ALPHA,width,height,0,GL_ALPHA,GL_UNSIGNED_BYTE,0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //load the glyphs and set the glyph data int x = 0; for (int i = 32; i < 128; i++) { if (FT_Load_Char(ftFace,i,FT_LOAD_RENDER)) { //if it cant load the character continue; } //load the glyph map into the texture glTexSubImage2D(GL_TEXTURE_2D,0,x,0, gGlyph->bitmap.width, gGlyph->bitmap.rows, GL_ALPHA, GL_UNSIGNED_BYTE, gGlyph->bitmap.buffer); //move the "pen" down the strip x += gGlyph->bitmap.width; chars[i].ax = (float)(gGlyph->advance.x >> 6); chars[i].ay = (float)(gGlyph->advance.y >> 6); chars[i].bw = (float)gGlyph->bitmap.width; chars[i].bh = (float)gGlyph->bitmap.rows; chars[i].bl = (float)gGlyph->bitmap_left; chars[i].bt = (float)gGlyph->bitmap_top; chars[i].tx = (float)x/width; } printf("Loaded font: %s\n",sFont.c_str()); return true; } void Draw(std::string sString,Vector2f vPos = Vector2f(0,0),Vector2f vScale = Vector2f(1,1)) { struct pPoint { pPoint() { x = y = s = t = 0; } pPoint(float a,float b,float c,float d) { x = a; y = b; s = c; t = d; } float x,y; float s,t; }; pPoint* cCoordinates = new pPoint[6*sString.length()]; int n = 0; for (const char *p = sString.c_str(); *p; p++) { float x2 = vPos.x() + chars[*p].bl * vScale.x(); float y2 = -vPos.y() - chars[*p].bt * vScale.y(); float w = chars[*p].bw * vScale.x(); float h = chars[*p].bh * vScale.y(); float x = vPos.x() + chars[*p].ax * vScale.x(); float y = vPos.y() + chars[*p].ay * vScale.y(); //skip characters with no pixels //still advances though if (!w || !h) { continue; } //triangle one cCoordinates[n++] = pPoint( x2 , -y2 , chars[*p].tx , 0); cCoordinates[n++] = pPoint( x2+w , -y2 , chars[*p].tx + chars[*p].bw / w , 0); cCoordinates[n++] = pPoint( x2 , -y2-h , chars[*p].tx , chars[*p].bh / h); cCoordinates[n++] = pPoint( x2+w , -y2 , chars[*p].tx + chars[*p].bw / w , 0); cCoordinates[n++] = pPoint( x2 , -y2-h , chars[*p].tx , chars[*p].bh / h); cCoordinates[n++] = pPoint( x2+w , -y2-h , chars[*p].tx + chars[*p].bw / w , chars[*p].bh / h); } glBindBuffer(GL_ARRAY_BUFFER,iVerts); glBindBuffer(GL_TEXTURE_2D,iTexture); //Vertices glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2,GL_FLOAT,sizeof(pPoint),&cCoordinates[0].x); //TexCoord 0 glClientActiveTexture(GL_TEXTURE0); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2,GL_FLOAT,sizeof(pPoint),&cCoordinates[0].s); glCullFace(GL_NONE); glBufferData(GL_ARRAY_BUFFER,6*sString.length(),cCoordinates,GL_DYNAMIC_DRAW); glDrawArrays(GL_TRIANGLES,0,n); glCullFace(GL_BACK); glBindBuffer(GL_ARRAY_BUFFER,0); glBindBuffer(GL_TEXTURE_2D,0); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } ~Font() { glDeleteBuffers(1,&iVerts); glDeleteBuffers(1,&iTexture); } private: unsigned int iSize; //openGL texture atlas unsigned int iTexture; //openGL geometry buffer; unsigned int iVerts; FT_Library ftLibrary; FT_Face ftFace; struct Character { float ax,ay;//Advance float bw,bh;//bitmap size float bl,bt;//bitmap left and top float tx; } chars[128]; };

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  • How do I make a jumping dolphin rotate realistically?

    - by Johnny
    I want to program a dolphin that jumps and rotates like a real dolphin. Jumping is not the problem, but I don't know how to make the rotation. At the moment, my dolphin rotates a little weird. But I want that it rotates like a real dolphin does. How can I improve the rotation? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { rotation = 0; flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { rotation = 0; flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { rotation += 0.01f; VelocityY += 40f; } else { rotation -= 0.01f; VelocityY += 40f; } } } else { if (flip == SpriteEffects.None) { rotation -= 0.01f; VelocityY += -10f; } else { rotation += 0.01f; VelocityY += -10f; } } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, rotation, new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } } I changed my code a little. But I still have some trouble with the rotation. Here's the entire code. The dolphin looks at the wrong direction if I press the left or right key. For example, it looks down if I press the left key. What is wrong with the rotation? At the beginning, the dolphin looks at the left side, but after I pressed a key it just looks down or up. I deleted the "rotation += 0.01f;" lines in the code. Is that correct? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); Vector2 prevPos; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } rotation = (float)Math.Atan2(Position.X - prevPos.X, Position.Y - prevPos.Y); prevPos = Position; // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { VelocityY += 40f; } else { VelocityY += 40f; } } } else { if (flip == SpriteEffects.None) { VelocityY += -10f; } else { VelocityY += -10f; } } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, rotation, new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } }

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