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  • How to synchronize tasks on multiple computers

    - by SysGen
    I would like to be able to run similar tasks on several computers that must be precisely synced. More specifically I need 4 laptops to be synced, probably over local network, and I need to use one of them to start a task (play a video) on all of them at the same time (different video files on different laptops). All of them are running Windows. Is there a third-party software or any easier way to do so over LAN without significant delay? I need virtually no response time - if there would be a single video streaming on all laptops then people should not recognize the delay.

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  • php slideshow sample

    - by serhio
    I try to do a simple image slideshow in php (just cycle images, no links, no other effects). after some googling I found the following in net: <HTML> <HEAD> <TITLE>Php Slideshow</TITLE> <script language="javascript"> var speed = 4000; // time picture is displayed var delay = 3; // time it takes to blend to the next picture x = new Array; var y = 0; <?php $tel=0; $tst='.jpg'; $p= "./images"; $d = dir($p); $first = NULL; while (false !== ($entry = $d->read())) { if (stristr ($entry, $tst)) { $entry = $d->path."/".$entry; print ("x[$tel]='$entry';\n"); if ($first == NULL) { $first = $entry; } $tel++; } } $d->close(); ?> function show() { document.all.pic.filters.blendTrans.Apply(); document.all.pic.src = x[y++]; document.all.pic.filters.blendTrans.Play(delay); if (y > x.length - 1) y = 0; } function timeF() { setTimeout(show, speed); } </script> </HEAD> <BODY > <!-- add html code here --> <?php print ("<IMG src='$first' id='pic' onload='timeF()' style='filter:blendTrans()' >"); ?> <!-- add html code here --> </BODY> </HTML> but it displays only the first image from the cycle. Do I something wrong? the resulting HTML page is: <HTML> <HEAD> <TITLE>Php Slideshow</TITLE> <script language="javascript"> var speed = 4000; // time picture is displayed var delay = 3; // time it takes to blend to the next picture x = new Array; var y = 0; x[0]='./images/under_construction.jpg'; x[1]='./images/BuildingBanner.jpg'; x[2]='./images/littleLift.jpg'; x[3]='./images/msfp_smbus1_01.jpg'; x[4]='./images/escalator.jpg'; function show() { document.all.pic.filters.blendTrans.Apply(); document.all.pic.src = x[y++]; document.all.pic.filters.blendTrans.Play(delay); if (y > x.length - 1) y = 0; } function timeF() { setTimeout(show, speed); } </script> </HEAD> <BODY > <!-- add html code here --> <IMG src='./images/under_construction.jpg' id='pic' onload='timeF()' style='filter:blendTrans()' ><!-- add html code here --> </BODY> </HTML>

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  • [BEGINNER] Javascript Pop Ups

    - by user566312
    Hey All, My boss has asked for a page that will not change to have two timed pop ups load. I have found code and edited it to what I had thought it should do, but it is only loading the last onLoad event. I am a designer and I have helped with making webpages, but Javascript is so far outside of what I can understand. I have already learned how to use the single pop up and spent a whiiile learning the timeouts, but I cannot seem to get it to work with multiple popup functions. If you have a moment, would you take a look? Thank you :) h <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>H's Page 1</title> <SCRIPT LANGUAGE="JavaScript"> <!-- Original: Ronnie T. Moore, Editor --> <!-- Web Site: The JavaScript Source --> <!-- This script and many more are available free online at --> <!-- The JavaScript Source!! http://javascript.internet.com --> <!-- Begin closetime = 3; // Close window after __ number of seconds? // 0 = do not close, anything else = number of seconds function Start1(URL, WIDTH, HEIGHT) { windowprops = "left=50,top=50,width=" + WIDTH + ",height=" + HEIGHT; preview = window.open(URL, "preview", windowprops); if (closetime) setTimeout("preview.close();", closetime*1000); } function doPopup1() { url = "http://www.google.com"; width = 1680; // width of window in pixels height = 1050; // height of window in pixels delay = 10; // time in seconds before popup opens timer = setTimeout("Start1(url, width, height)", delay*1000); } closetime = 3; // Close window after __ number of seconds? function Start2(URL, WIDTH, HEIGHT) { windowprops = "left=50,top=50,width=" + WIDTH + ",height=" + HEIGHT; preview = window.open(URL, "preview", windowprops); if (closetime) setTimeout("preview.close();", closetime*1000); } function doPopup2() { url = "http://www.yahoo.com"; width = 1680; // width of window in pixels height = 1050; // height of window in pixels delay = 5; // time in seconds before popup opens timer = setTimeout("Start2(url, width, height)", delay*1000); } // End --> </script> <!-- STEP TWO: Insert the onLoad event handler into your BODY tag --> <!-- Script Size: 1.27 KB --> </head> <body OnLoad="doPopup1(); doPopup2();"> <p>My page text.</p> <p>My page text.</p> <p>My page text.</p> <p>My page text.</p> </body> </html>

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  • jQuery hold form submit until "continue" button pressed

    - by Seán McCabe
    I am trying to submit a form, which I have had working, but have now modified it to include a modal jQuery UI box, so that it won't submit until the user presses "continue". I've had various problems with this, including getting the form to hold until that button is pressed, but I think I have found a solution to that, but implementing it, I am getting a SyntaxError which I can't find the source of. With the help of kevin B managed to find the answer was the form was submitting, but the returned JSON response wasn't quite formatted right. The response was that the form wasn't being submitted, so that problem is still occurring. So updated the code with the provided feedback, now need to find out why the form isnt submitting. I know its something to do with the 2nd function isnt recognising the submit button has been pressed, so need to know how to submit that form data without the form needing to be submitted again. Below is the new code: function submitData() { $("#submitProvData").submit(function(event) { event.preventDefault(); var gTotal, sTotal, dfd; var dfd = new $.Deferred(); $('html,body').animate({ scrollTop: 0 }, 'fast'); $("#submitProvData input").css("border", "1px solid #aaaaaa"); $("#submitProvData input[readonly='readonly']").css("border", "none"); sTotal = $('#summaryTotal').val(); gTotal = $('#gptotal').val(); if(gTotal !== 'sTotal'){ $("#newsupinvbox").append('<div id="newsupinvdiagbox" title="Warning - Totals do not match" class="hidden"><p>Press "Continue", to submit the invoice flagged for attention.</p> <br /><p class="italic">or</p><br /> <p>Press "Correct" to correct the discrepancy.</p></div>') //CREATE DIV //SET $("#newsupinvdiagbox").dialog({ resizable: false, autoOpen:false, modal: true, draggable: false, width:380, height:240, closeOnEscape: false, position: ['center',20], buttons: { 'Continue': function() { $(this).dialog('close'); reData(); }, // end continue button 'Correct': function() { $(this).dialog('close'); return false; } //end cancel button }//end buttons });//end dialog $('#newsupinvdiagbox').dialog('open'); } return false; }); } function reData() { console.log('submitted'); $("#submitProvData").submit(function(resubmit){ console.log('form submit'); var formData; formData = new FormData($(this)[0]); $.ajax({ type: "POST", url: "functions/invoicing_upload_provider.php", data: formData, async: false, success: function(result) { $.each($.parseJSON(result), function(item, value){ if(item == 'Success'){ $('#newsupinv_window_message_success_mes').html('The provider invoice was uploaded successfully.'); $('#newsupinv_window_message_success').fadeIn(300, function (){ reset(); }).delay(2500).fadeOut(700); } else if(item == 'Error'){ $('#newsupinv_window_message_error_mes').html(value); $('#newsupinv_window_message_error').fadeIn(300).delay(3000).fadeOut(700); } else if(item == 'Warning'){ $('#newsupinv_window_message_warning_mes').html(value); $('#newsupinv_window_message_warning').fadeIn(300, function (){ reset(); }).delay(2500).fadeOut(700); } }); }, error: function() { $('#newsupinv_window_message_error_mes').html("An error occured, the form was not submitted"); $('#newsupinv_window_message_error').fadeIn(300); $('#newsupinv_window_message_error').delay(3000).fadeOut(700); }, cache: false, contentType: false, processData: false }); }); }

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  • UIView to Form Sheet flip animation rotation issue

    - by GSD
    I have this view to form sheet flip animation that works great in portrait mode but not in any other orientations. In my code, I use it with a UIView embedded in another UIView, which is in the root view. The animation will be rotated. Anyone has an idea why? - (void)presentModalViewControllerWithFlipAnimation:(UIViewController *)modalViewController fromView:(UIView *)fromView { UIWindow* window = [[UIApplication sharedApplication] windows][0]; _fromViewSnapshot = [[UIImageView alloc] initWithFrame:fromView.bounds]; UIGraphicsBeginImageContext(fromView.bounds.size); [fromView.layer renderInContext:UIGraphicsGetCurrentContext()]; [_fromViewSnapshot setImage:UIGraphicsGetImageFromCurrentImageContext()]; [_fromViewSnapshot sizeToFit]; UIGraphicsEndImageContext(); _fromViewSnapshot.autoresizesSubviews = YES; _fromViewSnapshot.frame = [fromView.superview convertRect:fromView.frame toView:window]; [window addSubview:_fromViewSnapshot]; fromView.hidden = YES; modalViewController.modalPresentationStyle = UIModalPresentationFormSheet; [self presentViewController:modalViewController animated:NO completion:nil]; UIView __weak *presentedView = modalViewController.view.superview; UIGraphicsBeginImageContext(presentedView.bounds.size); [presentedView.layer renderInContext:UIGraphicsGetCurrentContext()]; UIImage* modalSnapshot = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); UIView __weak *presentationSuperview = presentedView.superview; [presentedView removeFromSuperview]; UIImageView* presentationSnapshotView = [[UIImageView alloc] initWithImage:modalSnapshot]; presentationSnapshotView.autoresizingMask = UIViewAutoresizingNone; [_fromViewSnapshot.superview bringSubviewToFront:_fromViewSnapshot]; [UIView animateWithDuration:kFlipAnimationScaleSpeed delay:0 options:UIViewAnimationOptionCurveEaseIn|UIViewAnimationOptionBeginFromCurrentState animations: ^{ [UIView animateWithDuration:kFlipAnimationScaleSpeed delay:0 options:UIViewAnimationOptionBeginFromCurrentState animations: ^{ _fromViewSnapshot.frame = [_fromViewSnapshot.superview convertRect:presentedView.frame fromView:presentationSuperview]; } completion:nil]; } completion:^(BOOL finished) { [UIView setAnimationBeginsFromCurrentState:YES]; [UIView transitionWithView:_fromViewSnapshot duration:kFlipAnimationSpeed options:UIViewAnimationOptionCurveEaseIn|UIViewAnimationOptionTransitionFlipFromRight animations: ^{ presentationSnapshotView.frame = _fromViewSnapshot.bounds; [_fromViewSnapshot addSubview:presentationSnapshotView]; } completion:^(BOOL finished) { [presentationSuperview addSubview:presentedView]; [presentationSnapshotView removeFromSuperview]; [_fromViewSnapshot removeFromSuperview]; }]; }]; } - (void)dismissViewControllerWithFlipAnimation:(UIView*)fromView completion:(void (^)(void))completion { UIWindow* window = [[UIApplication sharedApplication] windows][0]; UIView __weak *presentedView = self.presentedViewController.view.superview; UIGraphicsBeginImageContext(presentedView.bounds.size); [presentedView.layer renderInContext:UIGraphicsGetCurrentContext()]; UIImage* modalSnapshot = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); [presentedView removeFromSuperview]; UIImageView* presentationSnapshotView = [[UIImageView alloc] initWithImage:modalSnapshot]; presentationSnapshotView.autoresizingMask = UIViewAutoresizingNone; presentationSnapshotView.frame = presentedView.frame; [window addSubview:presentationSnapshotView]; [UIView animateWithDuration:kFlipAnimationScaleSpeed delay:0 options:UIViewAnimationOptionCurveEaseIn|UIViewAnimationOptionBeginFromCurrentState animations: ^{ [UIView animateWithDuration:kFlipAnimationScaleSpeed delay:0 options:UIViewAnimationOptionBeginFromCurrentState animations: ^{ presentationSnapshotView.frame = [fromView.superview convertRect:fromView.frame toView:window]; } completion:nil]; } completion:^(BOOL finished) { [UIView setAnimationBeginsFromCurrentState:YES]; [UIView transitionWithView:presentationSnapshotView duration:kFlipAnimationSpeed options:UIViewAnimationOptionCurveEaseIn|UIViewAnimationOptionTransitionFlipFromLeft animations: ^{ _fromViewSnapshot.frame = presentationSnapshotView.bounds; [presentationSnapshotView setImage:[(UIImageView*)_fromViewSnapshot image]]; [self dismissViewControllerAnimated:NO completion:nil]; } completion:^(BOOL finished) { [presentationSnapshotView removeFromSuperview]; _fromViewSnapshot = nil; completion(); }]; }]; }

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  • How do I configure postfix starttls

    - by Michael Temeschinko
    I need to install postfix on my webserver couse I need to use sendmail for my website. I only need to send mail not recieve or relay. send with starttls (port 587) via relay smtp.strato.de here is what happens Jul 15 00:02:38 negrita postfix/smtp[7120]: Host offered STARTTLS: [smtp.strato.de] Jul 15 00:02:38 negrita postfix/smtp[7120]: C717A181252: to=<[email protected]>, relay=smtp.strato.de[81.169.145.133]:587, delay=0.31, delays=0.09/0/0.16/0.04, dsn=5.7.0, status=bounced (host smtp.strato.de[81.169.145.133] said: 530 5.7.0 Bitte konfigurieren Sie ihr E-Mailprogramm fuer Authentifizierung am SMTP Server, wie auf www.strato.de/email-hilfe beschrieben. - Please configure your mail client for using SMTP Server Authentication (in reply to MAIL FROM command)) Jul 15 00:02:38 negrita postfix/cleanup[7118]: 29F5F181254: message-id=<20120714220238.29F5F181254@negrita> Jul 15 00:02:38 negrita postfix/qmgr[7102]: 29F5F181254: from=<>, size=2548, nrcpt=1 (queue active) Jul 15 00:02:38 negrita postfix/bounce[7121]: C717A181252: sender non-delivery notification: 29F5F181254 Jul 15 00:02:38 negrita postfix/qmgr[7102]: C717A181252: removed Jul 15 00:02:39 negrita postfix/local[7122]: 29F5F181254: to=<michael@negrita>, relay=local, delay=1.1, delays=0.04/0/0/1.1, dsn=2.0.0, status=sent (delivered to command: procmail -a "$EXTENSION") Jul 15 00:02:39 negrita postfix/qmgr[7102]: 29F5F181254: removed Jul 15 08:05:18 negrita postfix/master[1083]: daemon started -- version 2.9.1, configuration /etc/postfix Jul 15 08:05:29 negrita postfix/master[1083]: reload -- version 2.9.1, configuration /etc/postfix and my config michael@negrita:~$ postconf -n biff = no config_directory = /etc/postfix delay_warning_time = 4h home_mailbox = /home/michael/Maildir/ html_directory = /usr/share/doc/postfix/html inet_interfaces = localhost mailbox_command = procmail -a "$EXTENSION" mailbox_size_limit = 0 mydomain = example.com myhostname = negrita mynetworks = 127.0.0.0/8 [::ffff:127.0.0.0]/104 [::1]/128 notify_classes = resource, software, protocol readme_directory = /usr/share/doc/postfix recipient_delimiter = + relayhost = [smtp.strato.de]:587 smtp_sasl_password_maps = hash:/etc/postfix/sasl/passwd smtp_tls_enforce_peername = no smtp_tls_note_starttls_offer = yes smtp_tls_session_cache_database = btree:${data_directory}/smtp_scache smtpd_banner = $myhostname ESMTP $mail_name (Ubuntu) smtpd_sasl_auth_enable = yes smtpd_sasl_security_options = noanonymous smtpd_tls_cert_file = /etc/ssl/certs/ssl-cert-snakeoil.pem smtpd_tls_key_file = /etc/ssl/private/ssl-cert-snakeoil.key smtpd_tls_session_cache_database = btree:${data_directory}/smtpd_scache smtpd_use_tls = yes soft_bounce = yes the user and password is ok couse I can send mail with my thunderbird thanks in advance mike

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  • Unity Plugin DLLNotFoundException

    - by Dewayne
    I am using a plugin DLL that I created in Visual C++ Express 2010 on windows 7 64 bit Ultimate Edition. The DLL functions properly on the machine that it was originally created on. The problem is that the DLL is not functioning in the Unity3d Editor on another machine and giving an error that basically states that the DLL is missing some of its dependencies. The target machine is running Windows 7 Home 64 bit (if this is relevant) Results from the error log of Dependency Walker: Error: The Side-by-Side configuration information for "c:\users\dewayne\desktop\shared\vrpnplugin\unityplugin\build\release\OPTITRACKPLUGIN.DLL" contains errors. The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log or use the command-line sxstrace.exe tool for more detail (14001). Error: At least one module has an unresolved import due to a missing export function in an implicitly dependent module. Error: Modules with different CPU types were found. Warning: At least one delay-load dependency module was not found. Warning: At least one module has an unresolved import due to a missing export function in a delay-load dependent module. The Visual C++ Express 2010 project and solution file can be found here: https://docs.google.com/leaf?id=0B1F4pP7mRSiYMGU2YTJiNTUtOWJiMS00YTYzLThhYWQtMzNiOWJhZDU5M2M0&hl=en&authkey=CJSXhqgH The zip is 79MB and also contains its dependencies. The DLL in question is OptiTrackPlugin.dll

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  • Mouse Over YouTube Previews YouTube Videos in Chrome

    - by ETC
    If you’re an avid YouTube video watcher, Mouse Over YouTube is a free Chrome extension that pops up a preview of any video you mouse over. Install the extension, put your mouse cursor over any YouTube video thumbnail, and a preview pops up in the upper right corner of your Chrome browser window. The only request we’d direct at the developer is either the ability to adjust the mouse over delay or to simply extend the delay. As it is now the video preview starts almost instantly which can make a whole page of YouTube thumbnails like a mine field of unexpected videos. Hit up the link below to grab a free copy. Mouse Over YouTube [Google Chrome Extensions via Addictive Tips] Latest Features How-To Geek ETC Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions Access and Manage Your Ubuntu One Account in Chrome and Iron Mouse Over YouTube Previews YouTube Videos in Chrome Watch a Machine Get Upgraded from MS-DOS to Windows 7 [Video] Bring the Whole Ubuntu Gang Home to Your Desktop with this Mascots Wallpaper Hack Apart a Highlighter to Create UV-Reactive Flowers [Science] Add a “Textmate Style” Lightweight Text Editor with Dropbox Syncing to Chrome and Iron

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  • SQL SERVER – Capturing Wait Types and Wait Stats Information at Interval – Wait Type – Day 5 of 28

    - by pinaldave
    Earlier, I have tried to cover some important points about wait stats in detail. Here are some points that we had covered earlier. DMV related to wait stats reset when we reset SQL Server services DMV related to wait stats reset when we manually reset the wait types However, at times, there is a need of making this data persistent so that we can take a look at them later on. Sometimes, performance tuning experts do some modifications to the server and try to measure the wait stats at that point of time and after some duration. I use the following method to measure the wait stats over the time. -- Create Table CREATE TABLE [MyWaitStatTable]( [wait_type] [nvarchar](60) NOT NULL, [waiting_tasks_count] [bigint] NOT NULL, [wait_time_ms] [bigint] NOT NULL, [max_wait_time_ms] [bigint] NOT NULL, [signal_wait_time_ms] [bigint] NOT NULL, [CurrentDateTime] DATETIME NOT NULL, [Flag] INT ) GO -- Populate Table at Time 1 INSERT INTO MyWaitStatTable ([wait_type],[waiting_tasks_count],[wait_time_ms],[max_wait_time_ms],[signal_wait_time_ms], [CurrentDateTime],[Flag]) SELECT [wait_type],[waiting_tasks_count],[wait_time_ms],[max_wait_time_ms],[signal_wait_time_ms], GETDATE(), 1 FROM sys.dm_os_wait_stats GO ----- Desired Delay (for one hour) WAITFOR DELAY '01:00:00' -- Populate Table at Time 2 INSERT INTO MyWaitStatTable ([wait_type],[waiting_tasks_count],[wait_time_ms],[max_wait_time_ms],[signal_wait_time_ms], [CurrentDateTime],[Flag]) SELECT [wait_type],[waiting_tasks_count],[wait_time_ms],[max_wait_time_ms],[signal_wait_time_ms], GETDATE(), 2 FROM sys.dm_os_wait_stats GO -- Check the difference between Time 1 and Time 2 SELECT T1.wait_type, T1.wait_time_ms Original_WaitTime, T2.wait_time_ms LaterWaitTime, (T2.wait_time_ms - T1.wait_time_ms) DiffenceWaitTime FROM MyWaitStatTable T1 INNER JOIN MyWaitStatTable T2 ON T1.wait_type = T2.wait_type WHERE T2.wait_time_ms > T1.wait_time_ms AND T1.Flag = 1 AND T2.Flag = 2 ORDER BY DiffenceWaitTime DESC GO -- Clean up DROP TABLE MyWaitStatTable GO If you notice the script, I have used an additional column called flag. I use it to find out when I have captured the wait stats and then use it in my SELECT query to SELECT wait stats related to that time group. Many times, I select more than 5 or 6 different set of wait stats and I find this method very convenient to find the difference between wait stats. In a future blog post, we will talk about specific wait stats. Read all the post in the Wait Types and Queue series. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, PostADay, SQL, SQL Authority, SQL DMV, SQL Query, SQL Scripts, SQL Server, SQL Tips and Tricks, SQL Wait Stats, SQL Wait Types, T SQL, Technology

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  • Microsoft Researchers shows off best Touch Screen ever made. Better than Apple touch screens!

    - by Gopinath
    All the touch devices we have in market today like iPads, iPhones, Samsung tablets and phones, etc.  have a very small issue – 100 milliseconds of lag. The lag is the amount of time a touch device takes to respond after you touch the device. The 100 milliseconds of lag may not be an issue when you are tapping and swapping the interface elements on a device, but they are apparent when you wing your finger around the screen faster. For example if you use any painting app, the lag is very obvious and screen responds slowly than an artist can paint with his finger. Researchers at Microsoft labs came out with a prototype of touch device that drastically cuts down the 100 milliseconds of lag time to just 1 millisecond. That’s 100 times faster than today’s touch screen devices. Check out the video embedded below for a demo of new touch screen. Over at TechCrunch, Chris Velazco says: The difference is staggering, especially when Dietz trots out the slow-motion footage. With the delay between touch input and screen response slashed by orders of magnitude, a device that sports the sort of super-low-latency Dietz envisions has the potential to feel far more (for lack of a better term) natural than its brethren. There’s zero delay when you slide a checker across a board, for example, and bringing that sort of instantaneous feedback to the many screens in our lives could help to bridge the gap between operating a bit of software and the feeling of interacting with objects.   It will be great boost to Microsoft’s tablet strategy if they succeed in bringing this research into mass market and allow it’s partners to use the technology on Windows 8 tablets.

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  • NVIDIA error "fallen off the bus"

    - by yurividal
    i have been having a Serious Issue with my LG notebook and its Nvidia Geforce 310M GPU. It usualy (99% of the time) happens when i leave the computer idle for a while, but it has also happened sometimes while i was using the PC. Suddenly, (usualy when computer is idle) the screen goes black, and the pc freezes completely on the black screen. (not even ping responses). The only sollution is to Hard Reset the machine. When analizing the syslog, i see the following error: Sep 18 20:58:08 yuri-notebook kernel: [ 1936.510073] NVRM: GPU at 0000:01:00.0 has fallen off the bus. Sep 18 20:58:08 yuri-notebook kernel: [ 1936.510087] NVRM: GPU at 0000:01:00.0 has fallen off the bus. Sep 18 20:58:08 yuri-notebook kernel: [ 1936.510157] delay: estimated 354, actual 1 Sep 18 20:58:08 yuri-notebook kernel: [ 1936.510173] delay: estimated 353, actual 0 I have already tryed different versions of the Nvidia Drivers, and also tryed removing each of my 2 DDR3 memories. The problem does not seem to be hardware, because when i boot into windows 7, it works normaly, for days. I am desperate with this problem, because it makes my Ubuntu practicaly unusable. Thanks in advance, Yuri

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  • Choosing Technology To Include In Software Design

    How many of us have been forced to select one technology over another when designing a new system? What factors do we and should we consider? How can we ensure the correct business decision is made? When faced with this type of decision it is important to gather as much information possible regarding each technology being considered as well as the project itself. Additionally, I tend to delay my decision about the technology until it is ultimately necessary to be made. The reason why I tend to delay such an important design decision is due to the fact that as the project progresses requirements and other factors can alter a decision for selecting the best technology for a project. Important factors to consider when making technology decisions: Time to Implement and Maintain Total Cost of Technology (including Implementation and maintenance) Adaptability of Technology Implementation Team’s Skill Sets Complexity of Technology (including Implementation and maintenance) orecasted Return On Investment (ROI) Forecasted Profit on Investment (POI) Of the factors to consider the ROI and POI weigh the heaviest because the take in to consideration the other factors when calculating the profitability and return on investments.For a real world example let us consider developing a web based lead management system for a new company. This system can either be hosted on Microsoft Windows based web server or on a Linux based web server. Important Factors for this Example Implementation Team’s Skill Sets Member 1  Skill Set: Classic ASP, ASP.Net, and MS SQL Server Experience: 10 years Member 2  Skill Set: PHP, MySQL, Photoshop and MS SQL Server Experience: 3 years Member 3  Skill Set: C++, VB6, ASP.Net, and MS SQL Server Experience: 12 years Total Cost of Technology (including Implementation and maintenance) Linux Initial Year: $5,000 (Random Value) Additional Years: $3,000 (Random Value) Windows Initial Year: $10,000 (Random Value) Additional Years: $3,000 (Random Value) Complexity of Technology Linux Large Learning Curve with user driven documentation Estimated learning cost: $30,000 Windows Minimal based on Teams skills with Microsoft based documentation Estimated learning cost: $5,000 ROI Linux Total Cost Initial Total Cost: $35,000 Additional Cost $3,000 per year Windows Total Cost Initial Total Cost: $15,000 Additional Cost $3,000 per year Based on the hypothetical numbers it would make more sense to select windows based web server because the initial investment of the technology is much lower initially compared to the Linux based web server.

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  • Multiplayer Network Game - Interpolation and Frame Rate

    - by J.C.
    Consider the following scenario: Let's say, for sake of example and simplicity, that you have an authoritative game server that sends state to its clients every 45ms. The clients are interpolating state with an interpolation delay of 100 ms. Finally, the clients are rendering a new frame every 15ms. When state is updated on the client, the client time is set from the incoming state update. Each time a frame renders, we take the render time (client time - interpolation delay) and identify a previous and target state to interpolate from. To calculate the interpolation amount/factor, we take the difference of the render time and previous state time and divide by the difference of the target state and previous state times: var factor = ((renderTime - previousStateTime) / (targetStateTime - previousStateTime)) Problem: In the example above, we are effectively displaying the same interpolated state for 3 frames before we collected the next server update and a new client (render) time is set. The rendering is mostly smooth, but there is a dash of jaggedness to it. Question: Given the example above, I'd like to think that the interpolation amount/factor should increase with each frame render to smooth out the movement. Should this be considered and, if so, what is the best way to achieve this given the information from above?

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  • Call for papers for Oracle OpenWorld and JavaOne 2012!

    - by Javier Puerta
    Organization for Oracle OpenWorld and JavaOne 2012 has started. Watch out for further information to come in the coming weeks. Oracle OpenWorld Exhibition and Sponsorship Opportunities Exhibiting, sponsoring and advertising at Oracle OpenWorld 2012 is your best opportunity to achieve critical marketing and sales objectives. As the world's preeminent Oracle conference, Oracle OpenWorld attracts influential users and decision-makers from customer organizations globally. Explore exhibition, branding and sponsorship opportunities now. Register NOW and Save - Super Saver Period Ends 30. March Register today and save $800 on your Oracle OpenWorld full conference pass. Call For Papers Opens 14. March Oracle OpenWorld Call for Papers will open Wednesday, 14. March.  Speak your mind to the world's largest gathering of the most-knowledgeable IT decision-makers, leading-edge developers, and advanced technologists. Don’t delay – the call for papers closes 11:59 PM PST on 9. April 2012. JavaOne Exhibition and Sponsorship Opportunities Exhibiting, sponsoring, and advertising at JavaOne 2012 provide premium opportunities for you to connect with a market that boasts 9 million Java developers. As the world's most authoritative Java conference, JavaOne attracts Java developers, architects, and enthusiasts from around the globe. Check out the exhibition, branding, and sponsorship opportunities available now. Register NOW and Save - Super Saver Period Ends 30. March Register today and save $600 on your JavaOne full conference pass. Call For Papers Opens 14. March Show and Tell. Call for papers will open Wednesday, 14. March.  Lead a session and share your fresh insights and best practices to drive the advancement JavaOne. Don’t delay – the call for papers closes 11:59 PM PST on 9. April 2012.

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  • Call for papers for Oracle OpenWorld and JavaOne 2012!

    - by Javier Puerta
    Organization for Oracle OpenWorld and JavaOne 2012 has started. Watch out for further information to come in the coming weeks. Oracle OpenWorld Exhibition and Sponsorship Opportunities Exhibiting, sponsoring and advertising at Oracle OpenWorld 2012 is your best opportunity to achieve critical marketing and sales objectives. As the world's preeminent Oracle conference, Oracle OpenWorld attracts influential users and decision-makers from customer organizations globally. Explore exhibition, branding and sponsorship opportunities now. Register NOW and Save - Super Saver Period Ends 30. March Register today and save $800 on your Oracle OpenWorld full conference pass. Call For Papers Opens 14. March Oracle OpenWorld Call for Papers will open Wednesday, 14. March.  Speak your mind to the world's largest gathering of the most-knowledgeable IT decision-makers, leading-edge developers, and advanced technologists. Don’t delay – the call for papers closes 11:59 PM PST on 9. April 2012. JavaOne Exhibition and Sponsorship Opportunities Exhibiting, sponsoring, and advertising at JavaOne 2012 provide premium opportunities for you to connect with a market that boasts 9 million Java developers. As the world's most authoritative Java conference, JavaOne attracts Java developers, architects, and enthusiasts from around the globe. Check out the exhibition, branding, and sponsorship opportunities available now. Register NOW and Save - Super Saver Period Ends 30. March Register today and save $600 on your JavaOne full conference pass. Call For Papers Opens 14. March Show and Tell. Call for papers will open Wednesday, 14. March.  Lead a session and share your fresh insights and best practices to drive the advancement JavaOne. Don’t delay – the call for papers closes 11:59 PM PST on 9. April 2012.

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  • Adjusting the rate of movement of different objects on the same timer

    - by theUg
    I have a series of objects moving along the straight lines. I want to implement slight changes of velocity of each of the object. Constraint is existing model of animation. I am new to this, and not sure if it is the best way to accommodate varying speeds, but what do I know? It is a Java application that repaints the panel every time the timer expires. Timer is set via swing.Timer object that is set by timer delay constant. Every time the game is stepped objects’ coordinates advanced by an increment constant. Most of the objects are of the same class. Is there fairly easy way to refactor existing system to allow changing velocity for an individual object? Is there some obvious common solution I am not aware about? Idea I am having right now is to set timer delay fairly small, and only move objects every so many cycles of animation so that the apparent speed can be adjusted by varying how often they get moved. But that seems fairly involved, and I do not think it is the most elegant solution in terms of performance what with repainting the whole frame every 3-5 milliseconds. Can it be done by advancing the objects so many (varying) times during the certain interval (let’s say 35ms for something like 28fps), and use repaint() method to redraw just individual object? Do I need to mess with pausing animation for smoothness at higher redraw rates? Is it common practise to check for collision at larger step interval, but draw animation a lot more frequently?

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  • Spreading incoming batched data into a real-time stream

    - by pr1001
    I would like to display some events in 'real-time'. However, I must fetch the data from another source. I can request the last X minutes, though the source is updated approximately every 5 minutes. This means that there will be a delay between the most recent data retrieved and the point in time that I make the request. Second, because I will be receiving a batch of data, I don't want to just fire out all the events down a socket once my fetcher has retrieved it: I would like to spread out the events so that they are both accurately spaced amongst each other and in sync with their original occurrences (e.g. an event is always displayed 6 minutes after it actually happened). My thought is to fetch the data every 5 minutes from the source, knowing that I won't get the very latest data. The original data would be then queued to be sent down the socket 7.5 minutes from its original timestamp – that is, at least ~2.5 minutes from when its batch was fetched and at most 7.5 minutes since then. My question is this: is this the best way to approach the problem? Does this problem have any standard approaches or associated literature related to implementation best-practices and edge cases? I am a bit worried that the frequency of my fetches and the frequency in which the source is updated will get out of sync, leading to points where no data will be retrieved from the source. However, since my socket delay is greater than my fetch frequency, the subsequent fetch should retrieve newer data before the socket queue is empty. Is that correct? Am I missing something? Thanks!

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  • How to find out when to increase bit rate? (TCP streaming solution)

    - by Kabumbus
    How to find out when to increase bit rate? (TCP streaming solution) We have a stream with "frames". each "frame" has a "timestamp" . frames have bit rate property which is actually there size. We generate frames with our app and stream them one by one on to our TCP server socket. At the same time server post replies so when after each sent frame we try to read from socket we receive which timestamp is currently on server. if timestamp is lover than previous frame we lover bit rate 20%. Such scheme seems to work giving me one way vbr (lowering) but I wonder how to implement increase? I mean we can always try to increase 5% each frame until some limited desired value but each time we have delay will lose real-time feature of our stream... Generally such scheme is for finding out how much of network stream is currently used by other user apps and give picture of how much server is loaded at the same time so we can stream just right amount of data for all to receive it in real time. So what shall I do to add increase to my scheme? So having current bit rate of A I thought we could add +7% for 3 frames and than one -20% and than if all that 3 frames with +7% came in time we could add 14% to A and repeat circle and it would hopefully not be really noticeable if 2nd frame wold come to us with delay... probably this one is too localised because it is a requirement for me to use TCP.

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  • How to control messages to the same port from different emitters?

    - by Alex In Paris
    Scene: A company has many factories X, each emits a message to the same receive port in a Biztalk server Y; if all messages are processed without much delay, each will trigger an outgoing message to another system Z. Problem: Sometimes a factory loses its connection for a half-day or more and, when the connection is reestablished, thousands of messages get emitted. Now, the messages still get processed well by Y (Biztalk can easily handle the load) but system Z can't handle the flood and may lock up and severely delay the processing of all other messages from the other X. What is the solution? Creating multiple receive locations that permits us to pause one X or another would lose us information if the factory isn't smart enough to know whether the message was received or not. What is the basic pattern to apply in Biztalk for this problem? Would some throttling parameters help to limit the flow from any one X? Or are their techniques on the end part of Y which I should use instead ? I would prefer this last one since I can be confident that the message box will remember any failures, which could then be resumed.

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  • Connection Pooling is Busted

    - by MightyZot
    A few weeks ago we started getting complaints about performance in an application that has performed very well for many years.  The application is a n-tier application that uses ADODB with the SQLOLEDB provider to talk to a SQL Server database.  Our object model is written in such a way that each public method validates security before performing requested actions, so there is a significant number of queries executed to get information about file cabinets, retrieve images, create workflows, etc.  (PaperWise is a document management and workflow system.)  A common factor for these customers is that they have remote offices connected via MPLS networks. Naturally, the first thing we looked at was the query performance in SQL Profiler.  All of the queries were executing within expected timeframes, most of them were so fast that the duration in SQL Profiler was zero.  After getting nowhere with SQL Profiler, the situation was escalated to me.  I decided to take a peek with Process Monitor.  Procmon revealed some “gaps” in the TCP/IP traffic.  There were notable delays between send and receive pairs.  The send and receive pairs themselves were quite snappy, but quite often there was a notable delay between a receive and the next send.  You might expect some delay because, presumably, the application is doing some thinking in-between the pairs.  But, comparing the procmon data at the remote locations with the procmon data for workstations on the local network showed that the remote workstations were significantly delayed.  Procmon also showed a high number of disconnects. Wireshark traces showed that connections to the database were taking between 75ms and 150ms.  Not only that, but connections to a file share containing images were taking 2 seconds!  So, I asked about a trust.  Sure enough there was a trust between two domains and the file share was on the second domain.  Joining a remote workstation to the domain hosting the share containing images alleviated the time delay in accessing the file share.  Removing the trust had no affect on the connections to the database. Microsoft Network Monitor includes filters that parse TDS packets.  TDS is the protocol that SQL Server uses to communicate.  There is a certificate exchange and some SSL that occurs during authentication.  All of this was evident in the network traffic.  After staring at the network traffic for a while, and examining packets, I decided to call it a night.  On the way home that night, something about the traffic kept nagging at me.  Then it dawned on me…at the beginning of the dance of packets between the client and the server all was well.  Connection pooling was working and I could see multiple queries getting executed on the same connection and ethereal port.  After a particular query, connecting to two different servers, I noticed that ADODB and SQLOLEDB started making repeated connections to the database on different ethereal ports.  SQL Server would execute a single query and respond on a port, then open a new port and execute the next query.  Connection pooling appeared to be broken. The next morning I wrote a test to confirm my hypothesis.  Turns out that the sequence causing the connection nastiness goes something like this: Make a connection to the database. Open a result set that returns enough records to require multiple roundtrips to the server. For each result, query for some other data in the database (this will open a new implicit connection.) Close the inner result set and repeat for every item in the original result set. Close the original connection. Provided that the first result set returns enough data to require multiple roundtrips to the server, ADODB and SQLOLEDB will start making new connections to the database for each query executed in the loop.  Originally, I thought this might be due to Microsoft’s denial of service (ddos) attack protection.  After turning those features off to no avail, I eventually thought to switch my queries to client-side cursors instead of server-side cursors.  Server-side cursors are the default, by the way.  Voila!  After switching to client-side cursors, the disconnects were gone and the above sequence yielded two connections as expected. While the real problem is the amount of time it takes to make connections over these MPLS networks (100ms on average), switching to client-side cursors made the problem go away.  Believe it or not, this is actually documented by Microsoft, and rather difficult to find.  (At least it was while we were trying to troubleshoot the problem!)  So, if you’re noticing performance issues on slower networks, or networks with slower switching, take a look at the traffic in a tool like Microsoft Network Monitor.  If you notice a high number of disconnects, and you’re using fire-hose or server-side cursors, then try switching to client-side cursors and you may see the problem go away. Most likely, Microsoft believes this to be appropriate behavior, because ADODB can’t guarantee that all of the data has been retrieved when you execute the inner queries.  I’m not convinced, though, because the problem remains even after replacing all of the implicit connections with explicit connections and closing those connections in-between each of the inner queries.  In that case, there doesn’t seem to be a reason why ADODB can’t use a single connection from the connection pool to make the additional queries, bringing the total number of connections to two.  Instead ADO appears to make an assumption about the state of the connection. I’ve reported the behavior to Microsoft and am awaiting to hear from the appropriate team, so that I can demonstrate the problem.  Maybe they can explain to us why this is appropriate behavior.  :)

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  • 3 Ways to Make Steam Even Faster

    - by Chris Hoffman
    Have you ever noticed how slow Steam’s built-in web browser can be? Do you struggle with slow download speeds? Or is Steam just slow in general? These tips will help you speed it up. Steam isn’t a game itself, so there are no 3D settings to change to achieve maximum performance. But there are some things you can do to speed it up dramatically. Speed Up the Steam Web Browser Steam’s built-in web browser — used in both the Steam store and in Steam’s in-game overlay to provide a web browser you can quickly use within games – can be frustratingly slow on many systems. Rather than the typical speed we’ve come to expect from Chrome, Firefox, or even Internet Explorer, Steam seems to struggle. When you click a link or go to a new page, there’s a noticeable delay before the new page appears — something that doesn’t happen in desktop browsers. Many people seem to have made peace with this slowness, accepting that Steam’s built-in browser is just bad. However, there’s a trick that will eliminate this delay on many systems and make the Steam web browser fast. This problem seems to arise from an incompatibility with the Automatically Detect Proxy Settings option, which is enabled by default on Windows. This is a compatibility option that very few people should actually need, so it’s safe to disable it. To disable this option, open the Internet Options dialog — press the Windows key to access the Start menu or Start screen, type Internet Options, and click the Internet Options shortcut. Select the Connections tab in the Internet Options window and click the LAN settings button. Uncheck the Automatically detect settings option here, then click OK to save your settings. If you experienced a significant delay every time a web page loaded in Steam’s web browser, it should now be gone. In the unlikely event that you encounter some sort of problem with your network connection, you could always re-enable this option. Increase Steam’s Game Download Speed Steam attempts to automatically select the nearest download server to your location. However, it may not always select the ideal download server. Or, in the case of high-traffic events like big seasonal sales and huge game launches, you may benefit from selecting a less-congested server. To do this, open Steam’s settings by clicking the Steam menu in Steam and selecting Settings. Click over to the Downloads tab and select the closest download server from the Download Region box. You should also ensure that Steam’s download bandwidth isn’t limited from here. You may want to restart Steam and see if your download speeds improve after changing this setting. In some cases, the closest server might not be the fastest. One a bit farther away could be faster if your local server is more congested, for example. Steam once provided information about content server load, which allowed you to select a regional server that wasn’t under high-load, but this information no longer seems to be available. Steam still provides a page that shows you the amount of download activity happening in different regions, including statistics about the difference in download speeds in different US states, but this information isn’t as useful. Accelerate Steam and Your Games One way to speed up all your games — and Steam itself —  is by getting a solid-state drive and installing Steam to it. Steam allows you to easily move your Steam folder — at C:\Program Files (x86)\Steam by default — to another hard drive. Just move it like you would any other folder. You can then launch the Steam.exe program as if you had never moved Steam’s files. Steam also allows you to configure multiple game library folders. This means that you can set up a Steam library folder on a solid-state drive and one on your larger magnetic hard drive. Install your most frequently played games to the solid-state drive for maximum speed and your less frequently played ones to the slower magnetic hard drive to save SSD space. To set up additional library folders, open Steam’s Settings window and click the Downloads tab. You’ll find the Steam Library Folders option here. Click the Add Library Folder button and create a new game library on another hard drive. When you install a game in Steam, you’ll be asked which library folder you want to install it to. With the proxy compatibility option disabled, the correct download server chosen, and Steam installed to a fast SSD, it should be a speed demon. There’s not much more you can do to speed up Steam, short of upgrading other hardware like your computer’s CPU. Image Credit: Andrew Nash on Flickr     

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  • BizTalk: Sample: Context routing and Throttling with orchestration

    - by Leonid Ganeline
    The sample demonstrates using orchestration for throttling and using context routing. Usually throttling is implemented on the host level (in BizTalk 2010 we can also using the host instance level throttling). Here is demonstrated the throttling with orchestration convoy that slows down message flow from some customers. Sample implements sort of quality service agreement layer for different kind of customers. The sample demonstrates the context routing between orchestrations. It has several advantages over the content routing. For example, we don’t have to create the property schema and promote properties on the schemas; we don’t have to change the message content to change routing. Use case:  The BizTalk application has a main processing orchestration that process all input messages. The application usually works as an OLTP application. Input messages came in random order without peaks, typical scenario for the on-line users. But sometimes the big data batch payloads come. These batches overload processing orchestrations. All processes, activated by on-line users after the payload, come to the same queue and are processed only after the payload. Result is on-line users can see significant delay in processing. It can be minutes or hours, depending of the batch size. Requirements: On-line user’s processing should work without delays. Big batches cannot disturb on-line users. There should be higher priority for the on-line users and the lower priority for the batches. Design: Decision is to divide the message flow in two branches, one for on-line users and second for batches. Branch with batches provides messages to the processing line with low priority, and the on-line user’s branch – with high priority. All messages are provided by hi-speed receive port. BTS.ReceivePortName context property is used for routing. The Router orchestration separates messages sent from on-line users and from the batch messages. But the Router does not use the BizTalk provided value of this property, the Router set up this value by itself. Router uses the content of the messages to decide if it is from on-line users or from batches. The message context property the BTS.ReceivePortName is changed respectively, its value works as a recipient address, as the “To” address for the next recipient orchestrations. Those next orchestrations are the BatchBottleneck and the MainProcess orchestrations. Messages with context equal “ToBatch” are filtered up by the BatchBottleneck orchestration. It is a unified convoy orchestration and it throttles the message flow, delaying the message delivery to the MainProcess orchestration. The BatchBottleneck orchestration changes the message context to the “ToProcess” and sends messages one after another with small delay in between. Delay can be configured in the BizTalk config file as:                 <appSettings>                                 <add key="GLD_Tests_TwoWayRouting_BatchBottleneck_DelayMillisec" value="100"/>                 </appSettings>   Of course, messages with context equal “ToProcess” are filtered up by the MainProcess orchestration.   NOTES: Filters with string values: In Orchestrations (the first Receive shape in orchestration) use string values WITH quotes; in Send Ports use string values WITHOUT quotes. Filters on the Send Ports are dynamic; we can change them in run-time. Filters on the Orchestrations are static; we can change them only in design-time. To check the existence of the promoted property inside orchestration use the Expression shape with construction like this:       if (BTS.ReceivePortName exists myMessage) { …; } It is not possible in the Message Assignment shape because using the “if” statement inside Message Assignment is prohibited. Several predefined context properties can behave in specific way. Say MessageTracking.OriginatingMessage or XMLNORM.DocumentSpecName, they are required some internal rules should be applied to the format or usage of this properties. MessageTracking.* parameters require you have to use tracking and you can get unexpected run-time errors in some cases. My recommendation is - use very limited set of the predefined context properties. To “attach” the new promoted property to the message, we have to use correlation. The correlation type should include this property. [Here is a good explanation by Saravana ] The sample code is here [sorry, temporary trubles with CodePlex].

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  • await, WhenAll, WaitAll, oh my!!

    - by cibrax
    If you are dealing with asynchronous work in .NET, you might know that the Task class has become the main driver for wrapping asynchronous calls. Although this class was officially introduced in .NET 4.0, the programming model for consuming tasks was much more simplified in C# 5.0 in .NET 4.5 with the addition of the new async/await keywords. In a nutshell, you can use these keywords to make asynchronous calls as if they were sequential, and avoiding in that way any fork or callback in the code. The compiler takes care of the rest. I was yesterday writing some code for making multiple asynchronous calls to backend services in parallel. The code looked as follow, var allResults = new List<Result>(); foreach(var provider in providers) { var results = await provider.GetResults(); allResults.AddRange(results); } return allResults; You see, I was using the await keyword to make multiple calls in parallel. Something I did not consider was the overhead this code implied after being compiled. I started an interesting discussion with some smart folks in twitter. One of them, Tugberk Ugurlu, had the brilliant idea of actually write some code to make a performance comparison with another approach using Task.WhenAll. There are two additional methods you can use to wait for the results of multiple calls in parallel, WhenAll and WaitAll. WhenAll creates a new task and waits for results in that new task, so it does not block the calling thread. WaitAll, on the other hand, blocks the calling thread. This is the code Tugberk initially wrote, and I modified afterwards to also show the results of WaitAll. class Program { private static Func<Stopwatch, Task>[] funcs = new Func<Stopwatch, Task>[] { async (watch) => { watch.Start(); await Task.Delay(1000); Console.WriteLine("1000 one has been completed."); }, async (watch) => { await Task.Delay(1500); Console.WriteLine("1500 one has been completed."); }, async (watch) => { await Task.Delay(2000); Console.WriteLine("2000 one has been completed."); watch.Stop(); Console.WriteLine(watch.ElapsedMilliseconds + "ms has been elapsed."); } }; static void Main(string[] args) { Console.WriteLine("Await in loop work starts..."); DoWorkAsync().ContinueWith(task => { Console.WriteLine("Parallel work starts..."); DoWorkInParallelAsync().ContinueWith(t => { Console.WriteLine("WaitAll work starts..."); WaitForAll(); }); }); Console.ReadLine(); } static async Task DoWorkAsync() { Stopwatch watch = new Stopwatch(); foreach (var func in funcs) { await func(watch); } } static async Task DoWorkInParallelAsync() { Stopwatch watch = new Stopwatch(); await Task.WhenAll(funcs[0](watch), funcs[1](watch), funcs[2](watch)); } static void WaitForAll() { Stopwatch watch = new Stopwatch(); Task.WaitAll(funcs[0](watch), funcs[1](watch), funcs[2](watch)); } } After running this code, the results were very concluding. Await in loop work starts... 1000 one has been completed. 1500 one has been completed. 2000 one has been completed. 4532ms has been elapsed. Parallel work starts... 1000 one has been completed. 1500 one has been completed. 2000 one has been completed. 2007ms has been elapsed. WaitAll work starts... 1000 one has been completed. 1500 one has been completed. 2000 one has been completed. 2009ms has been elapsed. The await keyword in a loop does not really make the calls in parallel.

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  • Airline mess - what a journey

    - by Mike Dietrich
    What a day, what a journey ... Flew this noon from Munich to Zuerich for catch my ongoing flight to San Francisco with Swiss. And that day did start very well as Lufthansa messed up the connection flight by 42 minutes for a 35 minute flight. And as I was obviously the only passenger connection to San Francisco nobody picked me up at the airplane to bring me directly to my connection as Swiss did for the 8 passengers connection to Miami. So I missed my flight. What a start - and many thanks to Lufthansa. I was not the only one missing a connection as Lufthansa/Swiss had canceled the flight before due to "technical problems". In Zuerich Swiss did rebook me via Frankfurt with Lufthansa to board a United Airlines flight to San Francisco. "Ouch" I thought. I had my share of experience with United already as they've messed up my luggage on the way to San Francisco some years ago and it took them five (!!!) days to fly my bag over and deliver it. But actually it was the only option today. So I said "Yes". A big mistake as I've learned later on. The Frankfurt flight was delayed as well "due to a late incoming aircraft". But there was plenty of time. And I went to the Swiss counter at the gate and let them check if my baggage is on that flight to Frankfurt. They've said "Yes". Boarding the plane with a delay of 45 minutes (the typical Lufthansa delay these days) I spotted my Rimowa trolley right next to the plane on the airfield. So I was sure that it will be send to Frankfurt. In Frankfurt I went to the United counter once it did open - had to go through the passport check they do for US flights as well - and they've said "Yes, your luggage is with us". Well ... Arriving in San Francisco with just a bit of a some minutes delay and a very fast immigration procedure I saw the first bags with Priority tags getting pushed to the baggage claim - but mine was not there. I did wait ... and wait ... and wait. Well, thanks United, you did it again!!! I flew twice in the past years United Airlines - and in both cases they've messed up my luggage on the way to San Francisco. How lovely is that ... Now the real fun started again as the lady at the "Lost and Found" counter for luggage spotted my luggage in her system in Zuerich - and told me it's supposed to be sent with LH1191 to Frankfurt on Sept 27. But this was yesterday in Europe - it's already Sept 28 - and I saw my luggage in front of the airplane. So I'd suppose it's in Frankfurt already. But what could she do? Nothing but doing the awful paperwork. And "No Mr Dietrich, we don't call international numbers". Thank you, United. Next time I'll try to get a contract for a US land line in advance. They can't even tell you which plane will bring your luggage. It may be tomorrow with UA flight arriving around 4pm in SFO. I'm looking forward to some hours in the wonderful United Airlines call center waiting line. Last time I did spend 60-90 minutes every day until I got my luggage. If it takes again that long then OOW will be over by then. I love airline travel - and especially with United Airlines. And by the way ... they gave us these nice fancy packages during the flight:  That looks good - what's in that box??? Yes, really ... a bag of potato chips. Pure fat - very healthy.  I doubt that I'll ever fly United Airlines again!!!

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  • Camera doesnt move on opengl qt

    - by hugo
    Here is my code, as my subject indicates i have implemented a camera but i couldnt make it move,Thanks in advance. #define PI_OVER_180 0.0174532925f define GL_CLAMP_TO_EDGE 0x812F include "metinalifeyyaz.h" include include include include include include include metinalifeyyaz::metinalifeyyaz(QWidget *parent) : QGLWidget(parent) { this->setFocusPolicy(Qt:: StrongFocus); time = QTime::currentTime(); timer = new QTimer(this); timer->setSingleShot(true); connect(timer, SIGNAL(timeout()), this, SLOT(updateGL())); xpos = yrot = zpos = 0; walkbias = walkbiasangle = lookupdown = 0.0f; keyUp = keyDown = keyLeft = keyRight = keyPageUp = keyPageDown = false; } void metinalifeyyaz::drawBall() { //glTranslatef(6,0,4); glutSolidSphere(0.10005,300,30); } metinalifeyyaz:: ~metinalifeyyaz(){ glDeleteTextures(1,texture); } void metinalifeyyaz::initializeGL(){ glShadeModel(GL_SMOOTH); glClearColor(1.0,1.0,1.0,0.5); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); glDepthFunc(GL_LEQUAL); glClearColor(1.0,1.0,1.0,1.0); glShadeModel(GL_SMOOTH); GLfloat mat_specular[]={1.0,1.0,1.0,1.0}; GLfloat mat_shininess []={30.0}; GLfloat light_position[]={1.0,1.0,1.0}; glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); QImage img1 = convertToGLFormat(QImage(":/new/prefix1/halisaha2.bmp")); QImage img2 = convertToGLFormat(QImage(":/new/prefix1/white.bmp")); glGenTextures(2,texture); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img1.width(), img1.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img1.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img2.width(), img2.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img2.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations } void metinalifeyyaz::resizeGL(int w, int h){ if(h==0) h=1; glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, static_cast<GLfloat>(w)/h,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void metinalifeyyaz::paintGL(){ movePlayer(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); GLfloat xtrans = -xpos; GLfloat ytrans = -walkbias - 0.50f; GLfloat ztrans = -zpos; GLfloat sceneroty = 360.0f - yrot; glLoadIdentity(); glRotatef(lookupdown, 1.0f, 0.0f, 0.0f); glRotatef(sceneroty, 0.0f, 1.0f, 0.0f); glTranslatef(xtrans, ytrans+50, ztrans-130); glLoadIdentity(); glTranslatef(1.0f,0.0f,-18.0f); glRotatef(45,1,0,0); drawScene(); int delay = time.msecsTo(QTime::currentTime()); if (delay == 0) delay = 1; time = QTime::currentTime(); timer->start(qMax(0,10 - delay)); } void metinalifeyyaz::movePlayer() { if (keyUp) { xpos -= sin(yrot * PI_OVER_180) * 0.5f; zpos -= cos(yrot * PI_OVER_180) * 0.5f; if (walkbiasangle >= 360.0f) walkbiasangle = 0.0f; else walkbiasangle += 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } else if (keyDown) { xpos += sin(yrot * PI_OVER_180)*0.5f; zpos += cos(yrot * PI_OVER_180)*0.5f ; if (walkbiasangle <= 7.0f) walkbiasangle = 360.0f; else walkbiasangle -= 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } if (keyLeft) yrot += 0.5f; else if (keyRight) yrot -= 0.5f; if (keyPageUp) lookupdown -= 0.5; else if (keyPageDown) lookupdown += 0.5; } void metinalifeyyaz::keyPressEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_Escape: close(); break; case Qt::Key_F1: setWindowState(windowState() ^ Qt::WindowFullScreen); break; default: QGLWidget::keyPressEvent(event); case Qt::Key_PageUp: keyPageUp = true; break; case Qt::Key_PageDown: keyPageDown = true; break; case Qt::Key_Left: keyLeft = true; break; case Qt::Key_Right: keyRight = true; break; case Qt::Key_Up: keyUp = true; break; case Qt::Key_Down: keyDown = true; break; } } void metinalifeyyaz::changeEvent(QEvent *event) { switch (event->type()) { case QEvent::WindowStateChange: if (windowState() == Qt::WindowFullScreen) setCursor(Qt::BlankCursor); else unsetCursor(); break; default: break; } } void metinalifeyyaz::keyReleaseEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_PageUp: keyPageUp = false; break; case Qt::Key_PageDown: keyPageDown = false; break; case Qt::Key_Left: keyLeft = false; break; case Qt::Key_Right: keyRight = false; break; case Qt::Key_Up: keyUp = false; break; case Qt::Key_Down: keyDown = false; break; default: QGLWidget::keyReleaseEvent(event); } } void metinalifeyyaz::drawScene(){ glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,1.0f); // glColor3f(0,0,1); //back glVertex3f(-6,0,-4); glVertex3f(-6,-0.5,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,-1.0f); //front glVertex3f(6,0,4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,0,4); glEnd(); glBegin(GL_QUADS); glNormal3f(-1.0f,0.0f,0.0f); // glColor3f(0,0,1); //left glVertex3f(-6,0,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); // glColor3f(0,0,1); //right glVertex3f(6,0,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(6,0,4); glEnd(); glBindTexture(GL_TEXTURE_2D, texture[0]); glBegin(GL_QUADS); glNormal3f(0.0f,1.0f,0.0f);//top glTexCoord2f(1.0f,0.0f); glVertex3f(6,0,-4); glTexCoord2f(1.0f,1.0f); glVertex3f(6,0,4); glTexCoord2f(0.0f,1.0f); glVertex3f(-6,0,4); glTexCoord2f(0.0f,0.0f); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,-1.0f,0.0f); //glColor3f(0,0,1); //bottom glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glEnd(); // glPushMatrix(); glBindTexture(GL_TEXTURE_2D, texture[1]); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); glTexCoord2f(1.0f,0.0f); //right far goal post front face glVertex3f(5,0.5,-0.95); glTexCoord2f(1.0f,1.0f); glVertex3f(5,0,-0.95); glTexCoord2f(0.0f,1.0f); glVertex3f(5,0,-1); glTexCoord2f(0.0f,0.0f); glVertex3f(5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(5,0.5,-1); glVertex3f(5,0,-1); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5,0,-0.95); glVertex3f(5, 0.5, -0.95); glColor3f(1,1,1); //right near goal post front face glVertex3f(5,0.5,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0,1); glVertex3f(5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(5,0.5,1); glVertex3f(5,0,1); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0.5, 0.95); glColor3f(1,1,1); //right crossbar front face glVertex3f(5,0.55,-1); glVertex3f(5,0.55,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5.05,0.5,1); glVertex3f(5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(5.05,0.5,-1); glVertex3f(5.05,0.5,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5,0.55,1); glVertex3f(5,0.55,-1); glColor3f(1,1,1); //left far goal post front face glVertex3f(-5,0.5,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5,0,-1); glVertex3f(-5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(-5,0.5,-1); glVertex3f(-5,0,-1); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5, 0.5, -0.95); glColor3f(1,1,1); //left near goal post front face glVertex3f(-5,0.5,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0,1); glVertex3f(-5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(-5,0.5,1); glVertex3f(-5,0,1); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0.5, 0.95); glColor3f(1,1,1); //left crossbar front face glVertex3f(-5,0.55,-1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5.05,0.5,1); glVertex3f(-5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(-5.05,0.5,-1); glVertex3f(-5.05,0.5,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.55,-1); glEnd(); // glPopMatrix(); // glPushMatrix(); // glTranslatef(0,0,0); // glutSolidSphere(0.10005,500,30); // glPopMatrix(); }

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