Search Results

Search found 105 results on 5 pages for 'marching ants'.

Page 2/5 | < Previous Page | 1 2 3 4 5  | Next Page >

  • Texturing a mesh generated from voxel data

    - by Minja
    I have implemented the Marching Cubes algorithm to display an isosurface based on voxel data. Currently, it is displayed with triplanar texturing. I'm working with unity, so I have a material with the triplanar shader attached. Now, the whole isosurface is rendered using this material. And thats my problem: I want the texture to represent the voxel data. I'm storing a material value for every point in the grid, and based on this value, I want the texture of the isosurface to change. Sadly, I have no clue how to do this. So if the voxel is sand, I want sand to be displayed; if it's stone, then there should be stone. Right now, everything is displayed as sand. Thanks in advance!

    Read the article

  • Is it possible to profile memory usage of unit tests?

    - by Rowland Shaw
    I'm looking at building some unit tests to ascertain if resources are leaking (or not) using the unit testing framework that comes with Visual Studio. At present, I'm evaluating the latest version of ANTS Profiler, but I can't quite work out if it allows me to force a snapshot from code (so that I can take a snapshot, run a unit test a few hundred times, force a garbage collection, and take another snapshot, and save the results out for later analysis). Is this possible to do with ANTS/Visual Studio or should I be exploring options with other profilers?

    Read the article

  • Marching squares: Finding multiple contours within one source field?

    - by TravisG
    Principally, this is a follow-up-question to a problem from a few weeks ago, even though this is about the algorithm in general without application to my actual problem. The algorithm basically searches through all lines in the picture, starting from the top left of it, until it finds a pixel that is a border. In pseudo-C++: int start = 0; for(int i=0; i<amount_of_pixels; ++i) { if(pixels[i] == border) { start = i; break; } } When it finds one, it starts the marching squares algorithm and finds the contour to whatever object the pixel belongs to. Let's say I have something like this: Where everything except the color white is a border. And have found the contour points of the first blob: For the general algorithm it's over. It found a contour and has done its job. How can I move on to the other two blobs to find their contours as well?

    Read the article

  • Java swing examples - Ants running around a world getting food from piles?

    - by Charlie
    I haven't done any swing programming in a while, so I'm looking for some GUI examples that are at least close to what I'm trying to do. The gui that I'll need to be representing is small nodes (let's say ants) travelling around collecting food from food piles (which just means small nodes travelling to bigger nodes). Once the node (ant) takes a piece of food, the pile shrinks a bit and the ant takes it back home (to ANOTHER circle). This SOUNDS pretty trivial, but all of the boilerplate involved in setting up a java GUI just makes little logical sense to me, and the GUI is such a small piece of my project. Any examples that would be great for this style of project would be greatly appreciated. Thanks!

    Read the article

  • How can I convert a 2D bitmap (Used for terrain) to a 2D polygon mesh for collision?

    - by Megadanxzero
    So I'm making an artillery type game, sort of similar to Worms with all the usual stuff like destructible terrain etc... and while I could use per-pixel collision that doesn't give me collision normals or anything like that. Converting it all to a mesh would also mean I could use an existing physics library, which would be better than anything I can make by myself. I've seen people mention doing this by using Marching Squares to get contours in the bitmap, but I can't find anything which mentions how to turn these into a mesh (Unless it refers to a 3D mesh with contour lines defining different heights, which is NOT what I want). At the moment I can get a basic Marching Squares contour which looks something like this (Where the grid-like lines in the background would be the Marching Squares 'cells'): That needs to be interpolated to get a smoother, more accurate result but that's the general idea. I had a couple ideas for how to turn this into a mesh, but many of them wouldn't work in certain cases, and the one which I thought would work perfectly has turned out to be very slow and I've not even finished it yet! Ideally I'd like whatever I end up using to be fast enough to do every frame for cases such as rapidly-firing weapons, or digging tools. I'm thinking there must be some kind of existing algorithm/technique for turning something like this into a mesh, but I can't seem to find anything. I've looked at some things like Delaunay Triangulation, but as far as I can tell that won't correctly handle concave shapes like the above example, and also wouldn't account for holes within the terrain. I'll go through the technique I came up with for comparison and I guess I'll see if anyone has a better idea. First of all interpolate the Marching Squares contour lines, creating vertices from the line ends, and getting vertices where lines cross cell edges (Important). Then, for each cell containing vertices create polygons by using 2 vertices, and a cell corner as the 3rd vertex (Probably the closest corner). Do this for each cell and I think you should have a mesh which accurately represents the original bitmap (Though there will only be polygons at the edges of the bitmap, and large filled in areas in between will be empty). The only problem with this is that it involves lopping through every pixel once for the initial Marching Squares, then looping through every cell (image height + 1 x image width + 1) at least twice, which ends up being really slow for any decently sized image...

    Read the article

  • What would you do if your client required you not to use object-oriented programming?

    - by gunbuster363
    Would you try to persuade your client that using object-oriented programming is much cleaner? Or would you try to follow what he required and give him crappy code? Now I am writing a program to simulate the activity of ants in a grid. The ant can move around, pick up things and drop things. The problem is while the action of the ants and the positions of each ant can be tracked by class attributes easily (and we can easily create many instances of such ants) my client said that since he has a background in functional programming he would like the simulation to be made using functional programming. What would you do?

    Read the article

  • Converting a bounded knapsack problem to 0/1 knapsack problem

    - by Ants
    I ran across a problem where goal was to use dynamic programming (instead of other approaches). There is a distance to be spanned, and a set of cables of different lengths. What is the minimum number of cables needed to span the distance exactly? To me this looked like a knapsack problem, but since there could be multiples of a particular length, it was a bounded knapsack problem, rather than a 0/1 knapsack problem. (Treat the value of each item to be its weight.) Taking the naive approach (and not caring about the expansion of the search space), the method I used to convert the bounded knapsack problem into a 0/1 knapsack problem, was simply break up the multiples into singles and apply the well-known dynamic programming algorithm. Unfortunately, this leads to sub-optimal results. For example, given cables: 1 x 10ft, 1 x 7ft, 1 x 6ft, 5 x 3ft, 6 x 2ft, 7 x 1ft If the target span is 13ft, the DP algorithm picks 7+6 to span the distance. A greedy algorithm would have picked 10+3, but it's a tie for minimum number of cables. The problem arises, when trying to span 15ft. The DP algorithm ended up picking 6+3+3+3 to get 4 cables, while the greedy algorithm correctly picks 10+3+2 for only 3 cables. Anyway, doing some light scanning of converting bounded to 0/1, it seems like the well-known approach to convert multiple items to { p, 2p, 4p ... }. My question is how does this conversion work if p+2p+4p does not add up to the number of multiple items. For example: I have 5 3ft cables. I can't very well add { 3, 2x3, 4x3 } because 3+2x3+4x3 5x3. Should I add { 3, 4x3 } instead? [I'm currently trying to grok the "Oregon Trail Knapsack Problem" paper, but it currently looks like the approach used there is not dynamic programming.]

    Read the article

  • How do I use Brasero to burn a movie in DVD format?

    - by Ants
    I have to present an assessment for my Uni course in the form of a DVD movie (so it can be played on a DVD player) but so far, Brasero doesn't seem to be doing it. For example, I left it for over an hour today (as it said it was burning) and the DVD came out empty. Other times, it flat out says it cannot burn the DVD. I am running Ubuntu 10.10, I have ubuntu restricted extras installed and the Medibuntu packages that allow me to watch DVDs. Any ideas?

    Read the article

  • Strategies for memory profiling

    In this whitepaper, Red Gate discusses the importance of handling two common issues in memory management: memory leaks and excessive memory usage. Red Gate demonstrates how their ANTS Memory Profiler can identify issues with memory management and provide a detailed view of a program's memory usage. This whitepaper doubles as a brief tutorial for using the ANTS Memory Profiler by providing an example of a program that is experiencing memory management issues.

    Read the article

  • What is the best way to "carve" a terrain created from a heightmap?

    - by tigrou
    I have a 3d landscape created from a heightmap. I'd like to "carve" some holes in that terrain. That will allow me to create bridges, caverns and tunnels inside it. That operation will be done in the game editor so it doesn't need to be realtime. In the end, rendering is done using traditional polygons. What would be the best/easiest way to do that ? I already think about several solutions : Solution 1 1) Create voxels from the heightmap (very easy). In other words, fill a 3D array like this : voxels[32][32][32] from the heightmap values. 2) Carve holes in the voxels as i want (easy too). 3) Convert voxels to polygons using some iso-surface extraction technique (like marching cubes). 4) Reduce (decimate) polygons created in 3). This technique seems to be the most promising for giving good results (untested). However the problem with marching cubes is that they tends to produce lots of polygons thus reducing them is mandatory. Implementing 4) also seems not trivial, i have read several papers on the web and it seems pretty complex. I was also unable to find an example, code snippet or something to start writing an algorithm for triangle mesh decimation. Maybe there is a special decimation algorithm (simpler) for meshes created from marching cubes ? Solution 2 1) Create some triangle mesh from the heighmap (easy). 2) Apply severals 3D boolean operation (eg: subtraction with a sphere) to carve the mesh. 3) apply some procedure to reduce polygons (optional). Operation 2) seems to be very complex and to be honest i have no idea how to do that. Also applying many boolean operation seems to be slow and will maybe degrade the triangle mesh every time a boolean operation is applied.

    Read the article

  • Avoiding Duplicate Data in DB (for use with Rails)

    - by ants
    I have five tables that I am trying to get to work nicely together but may need some help. I have three main tables: accounts members and roles. With two join tables account_members and account_member_roles. The accounts and members table are joined by account_members (fk account_id and member_id) table. The other 2 tables are the problem (roles and account_member_roles). A member of an account can have more than one role and I have the account_member_roles (fk account_member_id and role_id) table joining the account_members join table and the roles table. That seems logical but can you have a relationship with a join table? What I'd like to be able to do is when creaeting an account, for instance, I would like @account.save to include the roles and update the account_member_roles table neatly ..... but through the account_members join table. I've tried ..... accept_nested_attributes_for :members, :account_member_roles in the account.rb but I get ..... ActiveRecord::HasManyThroughCantAssociateThroughHasManyReflection (Cannot modify association 'Account#account_member_roles' because the source reflection class 'AccountMemberRole' is associated to 'AccountMember' via :has_many.) upon trying to save a record. Any advice on how I should approach this? CIA -ants

    Read the article

  • What is the meaning of this Web kit JavaScript warning? (Thickbox)?

    - by janoChen
    Webkit Develoepr tools says the following Javascript Error: Unsafe JavaScript attempt to access frame with URL file:///D:/wamp/www/projects/c1-marching-band2/instruments.html from frame with URL file:///D:/wamp/www/projects/c1-marching-band2/iframeModal.html?placeValuesBefore. Domains, protocols and ports must match. file:///D:/wamp/www/projects/c1-marching-band2/iframeModal.html?placeValuesBefore:15Uncaught TypeError: Property 'tb_remove' of object [object DOMWindow] is not a function I'm trying to close the Thickbox div (iframe) pressing a submit button. But I think there's something wrong with 'tb_remove'. (Just in Chrome) It doe work in their official page: http://jquery.com/demo/thickbox/

    Read the article

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

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

    Read the article

  • Impact of variable-length loops on GPU shaders

    - by Will
    Its popular to render procedural content inside the GPU e.g. in the demoscene (drawing a single quad to fill the screen and letting the GPU compute the pixels). Ray marching is popular: This means the GPU is executing some unknown number of loop iterations per pixel (although you can have an upper bound like maxIterations). How does having a variable-length loop affect shader performance? Imagine the simple ray-marching psuedocode: t = 0.f; while(t < maxDist) { p = rayStart + rayDir * t; d = DistanceFunc(p); t += d; if(d < epsilon) { ... emit p return; } } How are the various mainstream GPU families (Nvidia, ATI, PowerVR, Mali, Intel, etc) affected? Vertex shaders, but particularly fragment shaders? How can it be optimised?

    Read the article

  • Calling all developers building ASP.NET applications

    - by Laila Lotfi
    We know that developers building desktop apps have to contend with memory management issues, and we’d like to learn more about the memory challenges ASP.NET developers are facing. To be more specific, we’re carrying out some exploratory research leading into the next phase of development on ANTS Memory Profiler, and our development team would love to speak to developers building ASP.NET applications. You don’t need to have ever used ANTS profiler – this will be a more general conversation about: - your current site architecture, and how you manage the memory requirements of your applications on your back-end servers and web services. - how you currently diagnose memory leaks and where you do this (production server, or during testing phase, or if you normally manage to get them all during the local development). - what specific memory problems you’ve experienced – if any. Of course, we’ll compensate you for your time with a $50 Amazon voucher (or equivalent in other currencies), and our development team’s undying gratitude. If you’d like to participate, please just drop me a line on [email protected].

    Read the article

  • Java generic Comparable where subclasses can't compare to eachother

    - by dege
    public abstract class MyAbs implements Comparable<MyAbs> This would work but then I would be able to compare class A and B with each other if they both extend MyAbs. What I want to accomplish however is the exact opposite. So does anyone know a way to get the generic type to be the own class? Seemed like such a simple thing at first... Edit: To explain it a little further with an example. Say you have an abstract class animals, then you extend it with Dogs and ants. I wouldn't want to compare ants with Dogs but I however would want to compare one dog with another. The dog might have a variable saying what color it is and that is what I want to use in the compareTo method. However when it comes to ants I would rather want to compare ant's size than their color. Hope that clears it up. Could possibly be a design flaw however.

    Read the article

  • SCOM, 90 Days In, II. Noise.

    - by merrillaldrich
    Once you get past the basic architecture of a SCOM implementation, and build the servers, and so on, the first real problem is … well, noise. Suddenly (depending on how you deploy) the system will reach out, like marching army ants or a some very clever cybernetic spider and find, and then proceed to yell at you about, every single problem on every server you didn’t know you had. That, of course, is the point. Still, a tool like this is not useful if it doesn’t surface the real problems from the...(read more)

    Read the article

  • Python multiprocessing global variable updates not returned to parent

    - by user1459256
    I am trying to return values from subprocesses but these values are unfortunately unpicklable. So I used global variables in threads module with success but have not been able to retrieve updates done in subprocesses when using multiprocessing module. I hope I'm missing something. The results printed at the end are always the same as initial values given the vars dataDV03 and dataDV04. The subprocesses are updating these global variables but these global variables remain unchanged in the parent. import multiprocessing # NOT ABLE to get python to return values in passed variables. ants = ['DV03', 'DV04'] dataDV03 = ['', ''] dataDV04 = {'driver': '', 'status': ''} def getDV03CclDrivers(lib): # call global variable global dataDV03 dataDV03[1] = 1 dataDV03[0] = 0 # eval( 'CCL.' + lib + '.' + lib + '( "DV03" )' ) these are unpicklable instantiations def getDV04CclDrivers(lib, dataDV04): # pass global variable dataDV04['driver'] = 0 # eval( 'CCL.' + lib + '.' + lib + '( "DV04" )' ) if __name__ == "__main__": jobs = [] if 'DV03' in ants: j = multiprocessing.Process(target=getDV03CclDrivers, args=('LORR',)) jobs.append(j) if 'DV04' in ants: j = multiprocessing.Process(target=getDV04CclDrivers, args=('LORR', dataDV04)) jobs.append(j) for j in jobs: j.start() for j in jobs: j.join() print 'Results:\n' print 'DV03', dataDV03 print 'DV04', dataDV04 I cannot post to my question so will try to edit the original. Here is the object that is not picklable: In [1]: from CCL import LORR In [2]: lorr=LORR.LORR('DV20', None) In [3]: lorr Out[3]: <CCL.LORR.LORR instance at 0x94b188c> This is the error returned when I use a multiprocessing.Pool to return the instance back to the parent: Thread getCcl (('DV20', 'LORR'),) Process PoolWorker-1: Traceback (most recent call last): File "/alma/ACS-10.1/casa/lib/python2.6/multiprocessing/process.py", line 232, in _bootstrap self.run() File "/alma/ACS-10.1/casa/lib/python2.6/multiprocessing/process.py", line 88, in run self._target(*self._args, **self._kwargs) File "/alma/ACS-10.1/casa/lib/python2.6/multiprocessing/pool.py", line 71, in worker put((job, i, result)) File "/alma/ACS-10.1/casa/lib/python2.6/multiprocessing/queues.py", line 366, in put return send(obj) UnpickleableError: Cannot pickle <type 'thread.lock'> objects In [5]: dir(lorr) Out[5]: ['GET_AMBIENT_TEMPERATURE', 'GET_CAN_ERROR', 'GET_CAN_ERROR_COUNT', 'GET_CHANNEL_NUMBER', 'GET_COUNT_PER_C_OP', 'GET_COUNT_REMAINING_OP', 'GET_DCM_LOCKED', 'GET_EFC_125_MHZ', 'GET_EFC_COMB_LINE_PLL', 'GET_ERROR_CODE_LAST_CAN_ERROR', 'GET_INTERNAL_SLAVE_ERROR_CODE', 'GET_MAGNITUDE_CELSIUS_OP', 'GET_MAJOR_REV_LEVEL', 'GET_MINOR_REV_LEVEL', 'GET_MODULE_CODES_CDAY', 'GET_MODULE_CODES_CMONTH', 'GET_MODULE_CODES_DIG1', 'GET_MODULE_CODES_DIG2', 'GET_MODULE_CODES_DIG4', 'GET_MODULE_CODES_DIG6', 'GET_MODULE_CODES_SERIAL', 'GET_MODULE_CODES_VERSION_MAJOR', 'GET_MODULE_CODES_VERSION_MINOR', 'GET_MODULE_CODES_YEAR', 'GET_NODE_ADDRESS', 'GET_OPTICAL_POWER_OFF', 'GET_OUTPUT_125MHZ_LOCKED', 'GET_OUTPUT_2GHZ_LOCKED', 'GET_PATCH_LEVEL', 'GET_POWER_SUPPLY_12V_NOT_OK', 'GET_POWER_SUPPLY_15V_NOT_OK', 'GET_PROTOCOL_MAJOR_REV_LEVEL', 'GET_PROTOCOL_MINOR_REV_LEVEL', 'GET_PROTOCOL_PATCH_LEVEL', 'GET_PROTOCOL_REV_LEVEL', 'GET_PWR_125_MHZ', 'GET_PWR_25_MHZ', 'GET_PWR_2_GHZ', 'GET_READ_MODULE_CODES', 'GET_RX_OPT_PWR', 'GET_SERIAL_NUMBER', 'GET_SIGN_OP', 'GET_STATUS', 'GET_SW_REV_LEVEL', 'GET_TE_LENGTH', 'GET_TE_LONG_FLAG_SET', 'GET_TE_OFFSET_COUNTER', 'GET_TE_SHORT_FLAG_SET', 'GET_TRANS_NUM', 'GET_VDC_12', 'GET_VDC_15', 'GET_VDC_7', 'GET_VDC_MINUS_7', 'SET_CLEAR_FLAGS', 'SET_FPGA_LOGIC_RESET', 'SET_RESET_AMBSI', 'SET_RESET_DEVICE', 'SET_RESYNC_TE', 'STATUS', '_HardwareDevice__componentName', '_HardwareDevice__hw', '_HardwareDevice__stickyFlag', '_LORRBase__logger', '__del__', '__doc__', '__init__', '__module__', '_devices', 'clearDeviceCommunicationErrorAlarm', 'getControlList', 'getDeviceCommunicationErrorCounter', 'getErrorMessage', 'getHwState', 'getInternalSlaveCanErrorMsg', 'getLastCanErrorMsg', 'getMonitorList', 'hwConfigure', 'hwDiagnostic', 'hwInitialize', 'hwOperational', 'hwSimulation', 'hwStart', 'hwStop', 'inErrorState', 'isMonitoring', 'isSimulated'] In [6]:

    Read the article

  • Latex label/ref for "fake" external figure

    - by Yannick Wurm
    Hello, some journals require each figure to be submitted in a separate document. However, they do want the figure legends to be listed in the main document. I was thus hoping to do something along these lines: \section{Figure Legends} \begin{description} \item[Figure \ref{fig:fireAntBiology}] \label{fig:fireAntBiology} bla bla ants \end{description} This would still permit to \ref the figure from the main text. However, it doesn't work (The \ref returns the number of section "Figure Legends"). The following correctly gives a different number to each "figure": \item[Figure \ref{fig:fireAntBiology}] \begin{figure} \caption{\label{fig:fireAntBiology}} \end{figure} bla bla ants However, it also places empty figure floats throughout the document. A solution should be straightforward. What am I missing? Any ideas? Thanks! yannick

    Read the article

  • Structs inside #define in C++

    - by Adam Smith
    Being pretty new to C++, I don't quite understand some instructions I encounter such as: #ifndef BOT_H_ #define BOT_H_ #include "State.h" /* This struct represents your bot in the game of Ants */ struct Bot { State state; Bot(); void playGame(); //plays a single game of Ants void makeMoves(); //makes moves for a single turn void endTurn(); //indicates to the engine that it has made its moves }; #endif //BOT_H_ What I don't understand is the "#ifndef BOT_H_" and the "#define -- #endif" From what I gather, it defines a constant BOT_H_ if it's not already defined when the precompiler looks at it. I don't actually get how the struct inside it is a constant and how it is going to let me access the functions inside it. I also don't see why we're doing it this way? I used C++ a while back and I wasn't using .h files, so it might be something easy I'm missing.

    Read the article

  • Certificate Revocation checking affecting system performance [migrated]

    - by Colm Clarke
    I have a .NET 3.5 desktop application that had been showing periodic slow downs in functionality whenever the test machine it was on was out of the office. I managed to replicate the error on a machine in the office without an internet connection, but it was only when i used ANTS performance profiler that i got a clearer picture of what was going on. In ANTS I saw a "Waiting for synchronization" taking up to 16 seconds that corresponded to the delay I could see in the application when NHibernate tried to load the System.Data.SqlServerCE.dll assembly. If I tried the action again immediately it would work with no delay but if I left it for 5 minutes then it would be slow to load again the next time I tried it. From my research so far it appears to be because the SqlServerCE dll is signed and so the system is trying to connect to get the certificate revocation lists and timing out. Disabling the "Automatically detect settings" setting in the Internet Options LAN settings makes the problem go away, as does disabling the "Check for publishers certificate revocation". But the admins where this application will be deployed are not going to be happy with the idea of disabling certificate checking on a per machine or per user basis so I really need to get the application level disabling of the CRL check working. There is the well documented bug in .net 2.0 which describes this behaviour, and offers a possible fix with a config file element. <?xml version="1.0" encoding="utf-8"?> <configuration> <runtime> <generatePublisherEvidence enabled="false"/> </runtime> </configuration> This is NOT working for me however even though I am using .net 3.5. The SQLServerCE dll is being loaded dynamically by NHibernate and I wonder if the fact that it's dynamic could somehow be why the setting isn't working, but I don't know how I could check that. Can anyone offer suggestions as to why the config setting might not work? Or is there another way I could disable the check at the application level, perhaps a CAS policy setting that I can use to set an exception for the application when it's installed? Or is there something I can change in the application to up the trust level or something like that? I have also tried using to no advantage ServicePointManager.CheckCertificateRevocationList = false; http://rusanu.com/2009/07/24/fix-slow-application-startup-due-to-code-sign-validation/ I have also tried those registry settings out and unfortunately they didn't help. The dlls that appear to be the cause of the hold up are native SQL Server CE dlls, and looking at the stack traces in ProcMon mscorwks.dll doesn't appear to be involved even though the checks on crypto and cert registry keys are being done under the .NET application. It's definitely still something to do with publisher certificate checking because unticking "Check for publisher revocation certificate" still works but something odd is going on.

    Read the article

  • Inside Red Gate - Ricky Leeks

    - by Simon Cooper
    So, one of our profilers has a problem. Red Gate produces two .NET profilers - ANTS Performance Profiler (APP) and ANTS Memory Profiler (AMP). Both products help .NET developers solve problems they are virtually guaranteed to encounter at some point in their careers - slow code, and high memory usage, respectively. Everyone understands slow code - the symptoms are very obvious (an operation takes 2 hours when it should take 10 seconds), you know when you've solved it (the same operation now takes 15 seconds), and everyone understands how you can use a profiler like APP to help solve your particular problem. High memory usage is a much more subtle and misunderstood concept. How can .NET have memory leaks? The garbage collector, and how the CLR uses and frees memory, is one of the most misunderstood concepts in .NET. There's hundreds of blog posts out there covering various aspects of the GC and .NET memory, some of them helpful, some of them confusing, and some of them are just plain wrong. There's a lot of misconceptions out there. And, if you have got an application that uses far too much memory, it can be hard to wade through all the contradictory information available to even get an idea as to what's going on, let alone trying to solve it. That's where a memory profiler, like AMP, comes into play. Unfortunately, that's not the end of the issue. .NET memory management is a large, complicated, and misunderstood problem. Even armed with a profiler, you need to understand what .NET is doing with your objects, how it processes them, and how it frees them, to be able to use the profiler effectively to solve your particular problem. And that's what's wrong with AMP - even with all the thought, designs, UX sessions, and research we've put into AMP itself, some users simply don't have the knowledge required to be able to understand what AMP is telling them about how their application uses memory, and so they have problems understanding & solving their memory problem. Ricky Leeks This is where Ricky Leeks comes in. Created by one of the many...colourful...people in Red Gate, he headlines and promotes several tutorials, pages, and articles all with information on how .NET memory management actually works, with the goal to help educate developers on .NET memory management. And educating us all on how far you can push various vegetable-based puns. This, in turn, not only helps them understand and solve any memory issues they may be having, but helps them proactively code against such memory issues in their existing code. Ricky's latest outing is an interview on .NET Rocks, providing information on the Top 5 .NET Memory Management Gotchas, along with information on a free ebook on .NET Memory Management. Don't worry, there's loads more vegetable-based jokes where those came from...

    Read the article

  • Profiling Startup Of VS2012 &ndash; dotTrace Profiler

    - by Alois Kraus
    Jetbrains which is famous for the Resharper tool has also a profiler in its portfolio. I downloaded dotTrace 5.2 Professional (569€+VAT) to check how far I can profile the startup of VS2012. The most interesting startup option is “.NET Process”. With that you can profile the next started .NET process which is very useful if you want to profile an application which is not started by you.     I did select Tracing as and Wall time to get similar options across all profilers. For some reason the attach option did not work with .NET 4.5 on my home machine. But I am sure that it did work with .NET 4.0 some time ago. Since we are profiling devenv.exe we can also select “Standalone Application” and start it from the profiler. The startup time of VS does increase about a factor 3 but that is ok. You get mainly three windows to work with. The first one shows the threads where you can drill down thread wise where most time is spent. I The next window is the call tree which does merge all threads together in a similar view. The last and most useful view in my opinion is the Plain List window which is nearly the same as the Method Grid in Ants Profiler. But this time we do get when I enable the Show system functions checkbox not a 150 but 19407 methods to choose from! I really tried with Ants Profiler to find something about out how VS does work but look how much we were missing! When I double click on a method I do get in the lower pane the called methods and their respective timings. This is something really useful and I can nicely drill down to the most important stuff. The measured time seems to be Wall Clock time which is a good thing to see where my time is really spent. You can also use Sampling as profiling method but this does give you much less information. Except for getting a first idea where to look first this profiling mode is not very useful to understand how you system does interact.   The options have a good list of presets to hide by default many method and gray them out to concentrate on your code. It does not filter anything out if you enable Show system functions. By default methods from these assemblies are hidden or if the checkbox is checked grayed out. All in all JetBrains has made a nice profiler which does show great detail and it has nice drill down capabilities. The only thing is that I do not trust its measured timings. I did fall several times into the trap with this one to optimize at places which were already fast but the profiler did show high times in these methods. After measuring with Tracing I was certain that the measured times were greatly exaggerated. Especially when IO is involved it seems to have a hard time to subtract its own overhead. What I did miss most was the possibility to profile not only the next started process but to be able to select a process by name and perhaps a count to profile the next n processes of this name. Next: YourKit

    Read the article

< Previous Page | 1 2 3 4 5  | Next Page >