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  • git: rename remote branch

    - by Albert
    I have the branch master which tracks the remote branch origin/master. I want to rename them to "master-old" both locally and remote. Is that possible? For other users who tracked origin/master (and who updated their local master branch always just via 'git pull'), what whould happen after I renamed the renamed the remote branch. Would their 'git pull' still work or would it throw an error that it coudln't find origin/master anymore? Then, further on, I want to create a new master branch (both locally and remote). Again, after I did this, what would happen now if the other users do the 'git pull' now? I guess all this would result in a lot of trouble. Is there a clean way to get what I want? Or should I just leave master as it is and create a new branch master-new and just work there further on?

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  • GitHub - commit local changes in local branch to remote branch

    - by user62046
    I use Git Shell in Windows 7, working in a branch named Save-Rotation. Then I used git push origin Save-Rotation to commit the changes to remote. The result is posted at the end. It seems good. But when I went to my repository in GitHub site, which is https://github.com/chiapas/sumatrapdf/tree/Save-Rotation I can't see any change in the repository tree or commit tree. How can I know if the commit (to remote) is successful, and why the repository page is not updated? Here is the result in command-line C:\Users\imo\Documents\GitHub\sumatrapdf [Save-Rotation]> git push origin Save-R otation Counting objects: 167, done. Delta compression using up to 8 threads. Compressing objects: 100% (18/18), done. Writing objects: 100% (119/119), 27.43 KiB, done. Total 119 (delta 101), reused 119 (delta 101) To https://github.com/chiapas/sumatrapdf * [new branch] Save-Rotation -> Save-Rotation C:\Users\imo\Documents\GitHub\sumatrapdf [Save-Rotation +2 ~17 -0 !]> git push o rigin Save-Rotation Everything up-to-date C:\Users\imo\Documents\GitHub\sumatrapdf [Save-Rotation +2 ~17 -0 !]>

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  • Git: Can I commit my working directory to a new branch without commiting it to a current branch?

    - by Noli
    Somewhat new at Git.. I am working on a project, and had all of my tests passing on the master branch. I then made some changes, and when everything started failing, I realized that maybe I should have made those changes in a different branch. Is there I way I can commit the changes to a new branch without commiting them to my master branch, so that the master still has my passing tests?

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  • How to merge an improperly created "branch" that isn't really a branch (wasn't created by an svn cop

    - by MatrixFrog
    I'm working on a team with lots of people who are pretty unfamiliar with the concepts of version control systems, and are just kind of doing whatever seems to work, by trial and error. Someone created a "branch" from the trunk that is not ancestrally related to the trunk. My guess is it went something like this: They created a folder in branches. They checked out all the code from the trunk to somewhere on their desktop. They added all that code to the newly created folder as though it was a bunch of brand new files. So the repository isn't aware that all that code is actually just a copy of the trunk. When I look at the history of that branch in TortoiseSVN, and uncheck the "Stop on copy/rename" box, there is no revision that has the trunk (or any other path) under the "Copy from path" column. Then they made lots of changes on their "branch". Meanwhile, others were making lots of changes on the trunk. We tried to do a merge and of course it doesn't work. Because, the trunk and the fake branch are not ancestrally related. I can see only two ways to resolve this: Go through the logs on the "branch", look at every change that was made, and manually apply each change to the trunk. Go through the logs on the trunk, look at every change that was made between revision 540 (when the "branch" was created) and HEAD, and manually apply each change to the "branch". This involves 7 revisions one way or 11 revisions the other way, so neither one is really that terrible. But is there any way to cause the repository to "realize" that the branch really IS ancestrally related even though it was created incorrectly, so that we can take advantage of the built-in merging functionality in Eclipse/TortoiseSVN? (You may be wondering: Why did your company hire these people and allow them to access the SVN repository without making sure they knew how to use it properly first?! We didn't -- this is a school assignment, which is a collaboration between two different classes -- the ones in the lower class were given a very quick hand-wavey "overview" of SVN which didn't really teach them anything. I've asked everyone in the group to please PLEASE read the svn book, and I'll make sure we (the slightly more experienced half of the team) keep a close eye on the repository to ensure this doesn't happen again.)

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  • How to commit my current changes to a different branch in git

    - by Auron
    Sometimes it happens that I make some changes in my working directory and I realize that these changes should be committed in a branch different to the current one. This usually happens when I want to try out new things or do some testing and I forget to create a new branch beforehand, but I don't want to commit dirty code to the master branch. So, how can I make that uncommitted changes (or changes stored in the index) be committed to a different branch than the current one?

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  • Where am I? * (no branch)

    - by Neofizz
    I've been getting familiar with creating, merging and deleting branches. I like to know where I am so I don't commit work into the wrong branch. I use git branch -a to see which branches I have. I think the asterix * shows which branch I'm currently on. What does it mean when I get: * (no branch) master origin/HEAD Because when I $git checkout mybranch I expect to see * mybranch master origin/HEAD

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  • Google I/O 2010 - BigQuery and Prediction APIs

    Google I/O 2010 - BigQuery and Prediction APIs Google I/O 2010 - BigQuery and Prediction APIs App Engine 101 Amit Agarwal, Max Lin, Gideon Mann, Siddartha Naidu Google relies heavily on data analysis and has developed many tools to understand large datasets. Two of these tools are now available on a limited sign-up basis to developers: (1) BigQuery: interactive analysis of very large data sets and (2) Prediction API: make informed predictions from your data. We will demonstrate their use and give instructions on how to get access. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 6 0 ratings Time: 57:48 More in Science & Technology

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  • git branch naming best practices

    - by skiphoppy
    I've been using a local git repository interacting with my group's CVS repository for several months, now. I've made an almost neurotic number of branches, most of which have thankfully merged back into my trunk. But naming is starting to become an issue. If I have a task easily named with a simple label, but I accomplish it in three stages which each include their own branch and merge situation, then I can repeat the branch name each time, but that makes the history a little confusing. If I get more specific in the names, with a separate description for each stage, then the branch names start to get long and unwieldy. I did learn looking through old threads here that I could start naming branches with a / in the name, i.e., topic/task, or something like that. I may start doing that and seeing if it helps keep things better organized. What are some best practices for naming git branches? Edit: Nobody has actually suggested any naming conventions. I do delete branches when I'm done with them. I just happen to have several around due to management constantly adjusting my priorities. :) As an example of why I might need more than one branch on a task, suppose I need to commit the first discrete milestone in the task to the group's CVS repository. At that point, due to my imperfect interaction with CVS, I would perform that commit and then kill that branch. (I've seen too much weirdness interacting with CVS if I try to continue to use the same branch at that point.)

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  • git filter-branch chmod

    - by Evan Purkhiser
    I accidental had my umask set incorrectly for the past few months and somehow didn't notice. One of my git repositories has many files marked as executable that should be just 644. This repo has one main master branch, and about 4 private feature branches (that I keep rebased on top of the master). I've corrected the files in my master branch by running find -type f -exec chmod 644 {} \; and committing the changes. I then rebased my feature branches onto master. The problem is there are newly created files in the feature branches that are only in that branch, so they weren't corrected by my massive chmod commit. I didn't want to create a new commit for each feature branch that does the same thing as the commit I made on master. So I decided it would be best to go back through to each commit where a file was made and set the permissions. This is what I tried: git filter-branch -f --tree-filter 'chmod 644 `git show --diff-filter=ACR --pretty="format:" --name-only $GIT_COMMIT`; git add .' master.. It looked like this worked, but upon further inspection I noticed that the every commit after a commit containing a new file with the proper permissions of 644 would actually revert the change with something like: diff --git a b old mode 100644 new mode 100755 I can't for the life of me figure out why this is happening. I think I must be mis-understanding how git filter-branch works. My Solution I've managed to fix my problem using this command: git filter-branch -f --tree-filter 'FILES="$FILES "`git show --diff-filter=ACMR --pretty="format:" --name-only $GIT_COMMIT`; chmod 644 $FILES; true' development.. I keep adding onto the FILES variable to ensure that in each commit any file created at some point has the proper mode. However, I'm still not sure I really understand why git tracks the file mode for each commit. I had though that since I had fixed the mode of the file when it was first created that it would stay that mode unless one of my other commits explicit changed it to something else. That did not appear to the be the case. The reason I thought that this would work is from my understanding of rebase. If I go back to HEAD~5 and change a line of code, that change is propagated through, it doesn't just get changed back in HEAD~4.

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  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric 2D game with moderate-scale multiplayer, approximately 20-30 players connected at once to a persistent server. I've had some difficulty getting a good movement prediction implementation in place. Physics/Movement The game doesn't have a true physics implementation, but uses the basic principles to implement movement. Rather than continually polling input, state changes (ie/ mouse down/up/move events) are used to change the state of the character entity the player is controlling. The player's direction (ie/ north-east) is combined with a constant speed and turned into a true 3D vector - the entity's velocity. In the main game loop, "Update" is called before "Draw". The update logic triggers a "physics update task" that tracks all entities with a non-zero velocity uses very basic integration to change the entities position. For example: entity.Position += entity.Velocity.Scale(ElapsedTime.Seconds) (where "Seconds" is a floating point value, but the same approach would work for millisecond integer values). The key point is that no interpolation is used for movement - the rudimentary physics engine has no concept of a "previous state" or "current state", only a position and velocity. State Change and Update Packets When the velocity of the character entity the player is controlling changes, a "move avatar" packet is sent to the server containing the entity's action type (stand, walk, run), direction (north-east), and current position. This is different from how 3D first person games work. In a 3D game the velocity (direction) can change frame to frame as the player moves around. Sending every state change would effectively transmit a packet per frame, which would be too expensive. Instead, 3D games seem to ignore state changes and send "state update" packets on a fixed interval - say, every 80-150ms. Since speed and direction updates occur much less frequently in my game, I can get away with sending every state change. Although all of the physics simulations occur at the same speed and are deterministic, latency is still an issue. For that reason, I send out routine position update packets (similar to a 3D game) but much less frequently - right now every 250ms, but I suspect with good prediction I can easily boost it towards 500ms. The biggest problem is that I've now deviated from the norm - all other documentation, guides, and samples online send routine updates and interpolate between the two states. It seems incompatible with my architecture, and I need to come up with a better movement prediction algorithm that is closer to a (very basic) "networked physics" architecture. The server then receives the packet and determines the players speed from it's movement type based on a script (Is the player able to run? Get the player's running speed). Once it has the speed, it combines it with the direction to get a vector - the entity's velocity. Some cheat detection and basic validation occurs, and the entity on the server side is updated with the current velocity, direction, and position. Basic throttling is also performed to prevent players from flooding the server with movement requests. After updating its own entity, the server broadcasts an "avatar position update" packet to all other players within range. The position update packet is used to update the client side physics simulations (world state) of the remote clients and perform prediction and lag compensation. Prediction and Lag Compensation As mentioned above, clients are authoritative for their own position. Except in cases of cheating or anomalies, the client's avatar will never be repositioned by the server. No extrapolation ("move now and correct later") is required for the client's avatar - what the player sees is correct. However, some sort of extrapolation or interpolation is required for all remote entities that are moving. Some sort of prediction and/or lag-compensation is clearly required within the client's local simulation / physics engine. Problems I've been struggling with various algorithms, and have a number of questions and problems: Should I be extrapolating, interpolating, or both? My "gut feeling" is that I should be using pure extrapolation based on velocity. State change is received by the client, client computes a "predicted" velocity that compensates for lag, and the regular physics system does the rest. However, it feels at odds to all other sample code and articles - they all seem to store a number of states and perform interpolation without a physics engine. When a packet arrives, I've tried interpolating the packet's position with the packet's velocity over a fixed time period (say, 200ms). I then take the difference between the interpolated position and the current "error" position to compute a new vector and place that on the entity instead of the velocity that was sent. However, the assumption is that another packet will arrive in that time interval, and it's incredibly difficult to "guess" when the next packet will arrive - especially since they don't all arrive on fixed intervals (ie/ state changes as well). Is the concept fundamentally flawed, or is it correct but needs some fixes / adjustments? What happens when a remote player stops? I can immediately stop the entity, but it will be positioned in the "wrong" spot until it moves again. If I estimate a vector or try to interpolate, I have an issue because I don't store the previous state - the physics engine has no way to say "you need to stop after you reach position X". It simply understands a velocity, nothing more complex. I'm reluctant to add the "packet movement state" information to the entities or physics engine, since it violates basic design principles and bleeds network code across the rest of the game engine. What should happen when entities collide? There are three scenarios - the controlling player collides locally, two entities collide on the server during a position update, or a remote entity update collides on the local client. In all cases I'm uncertain how to handle the collision - aside from cheating, both states are "correct" but at different time periods. In the case of a remote entity it doesn't make sense to draw it walking through a wall, so I perform collision detection on the local client and cause it to "stop". Based on point #2 above, I might compute a "corrected vector" that continually tries to move the entity "through the wall" which will never succeed - the remote avatar is stuck there until the error gets too high and it "snaps" into position. How do games work around this?

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  • Foosball result prediction

    - by Wolf
    In our office, we regularly enjoy some rounds of foosball / table football after work. I have put together a small java program that generates random 2vs2 lineups from the available players and stores the match results in a database afterwards. The current prediction of the outcome uses a simple average of all previous match results from the 4 involved players. This gives a very rough estimation, but I'd like to replace it with something more sophisticated, taking into account things like: players may be good playing as attacker but bad as defender (or vice versa) players do well against a specific opponent / bad against others some teams work well together, others don't skills change over time What would be the best algorithm to predict the game outcome as accurately as possible? Someone suggested using a neural network for this, which sounds quite interesting... but I do not have enough knowledge on the topic to say if that could work, and I also suspect it might take too many games to be reasonably trained. EDIT: Had to take a longer break from this due to some project deadlines. To make the question more specific: Given the following mysql table containing all matches played so far: table match_result match_id int pk match_start datetime duration int (match length in seconds) blue_defense int fk to table player blue_attack int fk to table player red_defense int fk to table player red_attack int fk to table player score_blue int score_red int How would you write a function predictResult(blueDef, blueAtk, redDef, redAtk) {...} to estimate the outcome as closely as possible, executing any sql, doing calculations or using external libraries?

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  • Problem reintegrating a branch into the trunk in Subversion 1.5

    - by pako
    I'm trying to reintegrate a development branch into the trunk in my Subversion 1.5 repository. I merged all the changes from the trunk to the development branch prior to this operation. Now when I try to reintegrate the changes from the branch I get the following error message: Command: Reintegrate merge https://dev/svn/branches/devel into C:\trunk Error: Reintegrate can only be used if revisions 280 through 325 were previously Error: merged from https://dev/svn/trunk to the reintegrate Error: source, but this is not the case: Error: branches/devel/images/test Error: Missing ranges: /trunk/images/test:280-324 ... The message then goes on complaining about some folders in my project. But when I try to merge the changes from the trunk to the development branch again, TortoiseSVN tells me that there's nothing to merge (as I already merged all the changes before): Command: Merging revisions 1-HEAD of https://dev/svn/trunk into C:\devel, respecting ancestry Completed: C:\devel I'm trying to follow the instructions from here: http://svnbook.red-bean.com/en/1.5/svn.branchmerge.basicmerging.html, but there's nothing about solving such a problem. Any ideas? Perhaps I should just delete the trunk and then make a copy of my branch? But I'm not really sure if it's safe.

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  • git create branch with untracked files

    - by Surya
    I've a master branch with a .gitignore file with directory X listed in it. (X is not being tracked). When I try to add a branch tracking a remote using the command git checkout -b mybranch origin/mybranch The remote branch is tracking X directory, and hence this checkout fails with the error Untracked working tree file 'X' would be overwritten by merge. what is the way out ? Surya

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  • Using the slash character in Git branch name

    - by faB
    I'm pretty sure I saw somewhere in a popular Git project the branches had a pattern like "feature/xyz". However when I try to create a branch with the slash character, I get an error: $ git branch foo/bar error: unable to resolve reference refs/heads/labs/feature: Not a directory fatal: Failed to lock ref for update: Not a directory Same problem for (my initial attempt): $ git checkout -b foo/bar How does one create a branch in Git with the slash character?

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  • Undoing branch creation in Mercurial

    - by michaelmior
    How can I undo the creation of a branch in Mercurial? For example, if I issue the command hg branch newbranch How can I delete this branch if I decide I entered the wrong name? I'm guessing this must be pretty simple to do, but I have yet to figure it out. Thanks!

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  • Problem doing SVN Vendor Branch - merge

    - by Gyan
    Hi, I am trying to use the svn vendor branch to upgrade the third party library. (We have modified the source code) I followed all the steps to create the vendor branch:: created the vendor branch for old version (3rd party library) created the vendor branch for latest version (3rd party library) copied the latest version to current folder using (usign svn_load_dirs.pl script) structure of vendor repository in svn URL/vendor/library/3.5.0 URL/vendor/library/3.7.0 URL/vendor/library/current I have the library-3.5.0 used/modified at URL/trunk/library/customized-library I have a problem when I try to merge the difference between URL/vendor/library/3.7.0 and URL/vendor/library/3.5.0 to URL/trunk/library/customized-library I am at the folder where URL/trunk/library/customized-library is checked out and I use following command to do the merge svn merge URL/vendor/library/3.5.0 URL/vendor/library/current . --accept PARAMETERS when I use theirs-conflict for accept parameter, It ignores all of my changes to the old version and copies files from 3.7.0 when I user mine-conflict, it ignores the files in 3.7.0 when I use postpone, it throws exception "tree conflict" Thanks Gyan

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  • merging selected revisions from one branch on another in Mercurial

    - by Assaf Lavie
    Is it possible to merge a range of revisions from one branch to another in Mercurial? e.g. |r1 |r2 |r3 |\___ | | r5 | | r6 | | r7 | | ... | | r40 |r41 If I want to merge revisions 6 & 7, but not 5, into the main branch - is this possible? What about multiple selected revision ranges from branch A to branch B? e.g. merge 4-7, 20-25 and 30-34? (this isn't a real case, just an illustration. I'm trying to understand if hg has this revision-range merge feature that I know svn has)

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  • Git doesn't sync files until committed, even if checked out in a different branch

    - by DertWaiter
    Okay, I have git 1.7.11.1 on Windows and I have a local test repository with 2 branches. One is master with index.php and help.php. I then create another branch called slave :) I run from git bash rm help.php and it disappears from the folder, but I don't stage anything. I switch to checkout master branch and it is supposed to restore file help.php because it is not modified in the master branch, isn't it? And it does not do it. When I go back to the slave branch and commit and then switch to checkout master then help.php appears. Is that the way it is supposed to to work? Why?

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  • Track someone's GitHub repo in a branch

    - by drhorrible
    I'm pretty new to Git, and like it a lot so far, but am not sure what do do here. I've forked a github project, and am currently in the process of porting it to another language. For reference, I've created a branch of the code as it was when I made the fork. My problem now is that the original project has been updated, and I can't figure out how to pull those changes into my branch from the original master (because 'origin' points to my github project). Follow-up question for my own education, what command will the owner of the original project have to run in order to pull a change in from my branch into his master branch?

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  • Visualizing Parallel Branch and Bound Tree Exploration

    - by Akhil
    I have written a parallel program that does a depth first branch and bound exploration of a tree. I can dump the id's (id's are like this 0, 00, 01, 0000, 0001, etc.) of the nodes at frequent intervals to know the frontier of the tree that is being explored at that instant in the tree. The challenge is to visualize the tree exploration with time. Any ideas? e.g. I can draw trees(e.g. using graphViz) at different times and create a movie out of it. Looking for ideas to facilitate this visualization - some better ways to do so or easy tools that can help me make the visualization

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  • How Do I 'git fetch' and 'git merge' from a Remote Tracking Branch (like 'git pull')

    - by kaybenleroll
    I have set up some remote tracking branches in git, but I never seem to be able to merge them into the local branch once I have updated them with 'git fetch'. For example, suppose I have remote branch called 'an-other-branch'. I set that up locally as a tracking branch using git branch --track an-other-branch origin/an-other-branch So far, so good. But if that branch gets updated (usually by me moving machine and commiting from that machine), and I want to update it on the original machine, I'm running into trouble with fetch/merge: git fetch origin an-other-branch git merge origin/an-other-branch Whenever I do this, I get an 'Already up-to-date' message and nothing merges. However, a git pull origin an-other-branch always updates it like you would expect. Also, running git diff git diff origin/an-other-branch shows that there are differences, so I think I have my syntax wrong. What am I doing wrong?

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  • GDD-BR 2010 [2F] Storage, Bigquery and Prediction APIs

    GDD-BR 2010 [2F] Storage, Bigquery and Prediction APIs Speaker: Patrick Chanezon Track: Cloud Computing Time slot: F [15:30 - 16:15] Room: 2 Level: 101 Google is expanding our storage products by introducing Google Storage for Developers. It offers a RESTful API for storing and accessing data at Google. Developers can take advantage of the performance and reliability of Google's storage infrastructure, as well as the advanced security and sharing capabilities. We will demonstrate key functionality of the product as well as customer use cases. Google relies heavily on data analysis and has developed many tools to understand large datasets. Two of these tools are now available on a limited sign-up basis to developers: (1) BigQuery: interactive analysis of very large data sets and (2) Prediction API: make informed predictions from your data. We will demonstrate their use and give instructions on how to get access. From: GoogleDevelopers Views: 1 0 ratings Time: 39:27 More in Science & Technology

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