Search Results

Search found 2888 results on 116 pages for 'scale'.

Page 21/116 | < Previous Page | 17 18 19 20 21 22 23 24 25 26 27 28  | Next Page >

  • I'm having an issue to use GLshort for representing Vertex, and Normal.

    - by Xylopia
    As my project gets close to optimization stage, I notice that reducing Vertex Metadata could vastly improve the performance of 3D rendering. Eventually, I've dearly searched around and have found following advices from stackoverflow. Using GL_SHORT instead of GL_FLOAT in an OpenGL ES vertex array How do you represent a normal or texture coordinate using GLshorts? Advice on speeding up OpenGL ES 1.1 on the iPhone Simple experiments show that switching from "FLOAT" to "SHORT" for vertex and normal isn't tough, but what troubles me is when you're to scale back verticies to their original size (with glScalef), normals are multiplied by the reciprocal of the scale. Natural remedy for this is to multiply the normals w/ scale before you submit to GPU. Then, my short normals almost become 0, because the scale factor is usually smaller than 0. Duh! How do you use "short" for both vertex and normal at the same time? I've been trying this and that for about a full day, but I could only go for "float vertex w/ byte normal" or "short vertex w/ float normal" so far. Your help would be truly appreciated.

    Read the article

  • Layout resize animation

    - by Marcin Sosna
    I have layout: <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent" android:orientation="vertical" > <LinearLayout android:id="@+id/main_fragment_container" android:layout_width="fill_parent" android:layout_height="fill_parent"> <RelativeLayout android:id="@+id/left_fragments_layout" android:layout_width="0dip" android:layout_height="fill_parent" android:layout_weight="1" android:background="#00F"> </RelativeLayout> <RelativeLayout android:id="@+id/graph_fragment_container" android:layout_width="0dip" android:layout_height="fill_parent" android:layout_weight="2.2" android:background="#666"> </RelativeLayout> <RelativeLayout android:id="@+id/right_fragments_layout" android:layout_width="0dip" android:layout_height="fill_parent" android:layout_weight="1" android:background="#00F"> </RelativeLayout> When I set visibility to GONE on left and right fragment container then they are animated to left and right. I try to set scale animation on resize center graph_fragment_container, my code: <scale android:fromXScale="100%" android:toXScale="50%" android:fillAfter="true" android:fillEnabled="true" android:duration="7000" /> Java code: Animation toLeftOut = AnimationUtils.loadAnimation( MainActivity.this, R.anim.to_left_out ); Animation toRightOut = AnimationUtils.loadAnimation( MainActivity.this, R.anim.to_right_out ); Animation scale = AnimationUtils.loadAnimation( MainActivity.this, R.anim.scal ); graphContainer.startAnimation( scale ); leftFragmentsLayout.startAnimation( toLeftOut ); rightFragmentsLayout.startAnimation( toRightOut ); Now graphContainer was resize after right and left layout animation end, and user see a grey backgound before center layout was resize.

    Read the article

  • Mobile detection - Meta tag and max-device-width vs. php user agent?

    - by nimmbl
    Which form of mobile detection should I use and why? <meta name="viewport" content="width=320,initial-scale=1,maximum-scale=1.0,user-scalable=no" /> <link media="only screen and (max-device-width: 480px) and (min-device-width: 320px)" href="css/mobile.css" type= "text/css" rel="stylesheet"> <link media="handheld, only screen and (max-device-width: 319px)" href="css/mobile_simple.css" type="text/css" rel="stylesheet" /> Or include('mobile_device_detect.php'); $mobile = mobile_device_detect(); And why on earth would this: <?php if(strpos($_SERVER['HTTP_USER_AGENT'], 'iPhone') !== false) { ?> <meta name="viewport" content="width=320,initial-scale=1,maximum-scale=1.0,user-scalable=no" /> <link media="screen" href="css/mobile.css" type= "text/css" rel="stylesheet"> <?php } else { ?> <link media="screen" href="css/mobile_simple.css" type= "text/css" rel="stylesheet"> <?php } ?> ignore this css? body { background: -webkit-gradient(linear, left top, left bottom, from(#555), to(#000)); }

    Read the article

  • A Null Reference Exception

    - by Alex
    "Object reference not set to an instance of an object." using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace XNAdev { class Sprite { //The size of the Sprite public Rectangle Size; //Used to size the Sprite up or down from the original image public float Scale = 1.0f; //The current position of the Sprite public Vector2 Position = new Vector2(115, 0); //The texture object used when drawing the sprite private Texture2D mSpriteTexture; //Load the texture for the sprite using the Content Pipeline public void LoadContent(ContentManager theContentManager, string theAssetName) { mSpriteTexture = theContentManager.Load<Texture2D>(theAssetName); Size = new Rectangle(0, 0, (int)(mSpriteTexture.Width * Scale), (int)(mSpriteTexture.Height * Scale)); } //Draw the sprite to the screen public void Draw(SpriteBatch theSpriteBatch) { theSpriteBatch.Draw(mSpriteTexture, Position, new Rectangle(0, 0, mSpriteTexture.Width, mSpriteTexture.Height), Color.White, 0.0f, Vector2.Zero, Scale, SpriteEffects.None, 0); } } } I am very new at this C# so any help would be great. I have no idea what my error is.

    Read the article

  • Unity completely broken after upgrade to 12.10?

    - by NlightNFotis
    I am facing a very frustrating issue with my computer right now. I successfully upgraded to Ubuntu 12.10 this afternoon, but after the upgrade, the graphical user interface seems completely broken. To be more specific, I can not get the Unity bar to appear on the right. I have tried many things, including (but not limited to) purging and then reinstalling the fglrx drivers, apt-get install --reinstall ubuntu-desktop, apt-get install --reinstall unity, tried to remove the Xorg and Compiz configurations, checked to see if the Ubuntu Unity wall was enabled (it was) in ccsm, all to no avail. Could someone help me troubleshoot and essentially fix this issue? NOTE: This is the output when I try to enable unity via a terminal: compiz (core) - Info: Loading plugin: core compiz (core) - Info: Starting plugin: core unity-panel-service: no process found compiz (core) - Info: Loading plugin: reset compiz (core) - Error: Failed to load plugin: reset compiz (core) - Info: Loading plugin: ccp compiz (core) - Info: Starting plugin: ccp compizconfig - Info: Backend : gsettings compizconfig - Info: Integration : true compizconfig - Info: Profile : unity compiz (core) - Info: Loading plugin: composite compiz (core) - Info: Starting plugin: composite compiz (core) - Info: Loading plugin: opengl X Error of failed request: BadRequest (invalid request code or no such operation) Major opcode of failed request: 153 (GLX) Minor opcode of failed request: 19 (X_GLXQueryServerString) Serial number of failed request: 22 Current serial number in output stream: 22 compiz (core) - Info: Unity is not supported by your hardware. Enabling software rendering instead (slow). compiz (core) - Info: Starting plugin: opengl Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 compiz (core) - Error: Plugin initScreen failed: opengl compiz (core) - Error: Failed to start plugin: opengl compiz (core) - Info: Unloading plugin: opengl compiz (core) - Info: Loading plugin: decor compiz (core) - Info: Starting plugin: decor compiz (decor) - Warn: requested a pixmap type decoration when compositing isn't available compiz (decor) - Warn: requested a pixmap type decoration when compositing isn't available compiz (decor) - Warn: requested a pixmap type decoration when compositing isn't available compiz (decor) - Warn: requested a pixmap type decoration when compositing isn't available compiz (decor) - Warn: requested a pixmap type decoration when compositing isn't available compiz (decor) - Warn: requested a pixmap type decoration when compositing isn't available compiz (decor) - Warn: requested a pixmap type decoration when compositing isn't available compiz (decor) - Warn: requested a pixmap type decoration when compositing isn't available compiz (decor) - Warn: requested a pixmap type decoration when compositing isn't available compiz (decor) - Warn: requested a pixmap type decoration when compositing isn't available compiz (decor) - Warn: requested a pixmap type decoration when compositing isn't available Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 compiz (core) - Info: Loading plugin: imgpng compiz (core) - Info: Starting plugin: imgpng compiz (core) - Info: Loading plugin: vpswitch compiz (core) - Info: Starting plugin: vpswitch compiz (core) - Info: Loading plugin: resize compiz (core) - Info: Starting plugin: resize Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 compiz (core) - Info: Loading plugin: compiztoolbox compiz (core) - Info: Starting plugin: compiztoolbox compiz (core) - Error: Plugin 'opengl' not loaded. compiz (core) - Info: Loading plugin: move compiz (core) - Info: Starting plugin: move compiz (core) - Info: Loading plugin: gnomecompat compiz (core) - Info: Starting plugin: gnomecompat compiz (core) - Info: Loading plugin: mousepoll compiz (core) - Info: Starting plugin: mousepoll compiz (core) - Info: Loading plugin: wall compiz (core) - Info: Starting plugin: wall compiz (core) - Error: Plugin 'opengl' not loaded. compiz (core) - Error: Plugin init failed: wall compiz (core) - Error: Failed to start plugin: wall compiz (core) - Info: Unloading plugin: wall compiz (core) - Info: Loading plugin: regex compiz (core) - Info: Starting plugin: regex compiz (core) - Info: Loading plugin: snap compiz (core) - Info: Starting plugin: snap compiz (core) - Info: Loading plugin: unitymtgrabhandles compiz (core) - Info: Starting plugin: unitymtgrabhandles compiz (core) - Error: Plugin 'opengl' not loaded. compiz (core) - Error: Plugin init failed: unitymtgrabhandles compiz (core) - Error: Failed to start plugin: unitymtgrabhandles compiz (core) - Info: Unloading plugin: unitymtgrabhandles compiz (core) - Info: Loading plugin: place compiz (core) - Info: Starting plugin: place compiz (core) - Info: Loading plugin: grid compiz (core) - Info: Starting plugin: grid Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 compiz (core) - Info: Loading plugin: animation compiz (core) - Info: Starting plugin: animation compiz (core) - Error: Plugin 'opengl' not loaded. compiz (core) - Error: Plugin init failed: animation compiz (core) - Error: Failed to start plugin: animation compiz (core) - Info: Unloading plugin: animation compiz (core) - Info: Loading plugin: fade compiz (core) - Info: Starting plugin: fade compiz (core) - Error: Plugin 'opengl' not loaded. compiz (core) - Error: Plugin init failed: fade compiz (core) - Error: Failed to start plugin: fade compiz (core) - Info: Unloading plugin: fade compiz (core) - Info: Loading plugin: session compiz (core) - Info: Starting plugin: session compiz (core) - Info: Loading plugin: expo compiz (core) - Info: Starting plugin: expo compiz (core) - Error: Plugin 'opengl' not loaded. compiz (core) - Error: Plugin init failed: expo compiz (core) - Error: Failed to start plugin: expo compiz (core) - Info: Unloading plugin: expo compiz (core) - Info: Loading plugin: ezoom compiz (core) - Info: Starting plugin: ezoom compiz (core) - Error: Plugin 'opengl' not loaded. compiz (core) - Error: Plugin init failed: ezoom compiz (core) - Error: Failed to start plugin: ezoom compiz (core) - Info: Unloading plugin: ezoom compiz (core) - Info: Loading plugin: workarounds compiz (core) - Info: Starting plugin: workarounds compiz (core) - Error: Plugin 'opengl' not loaded. Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 compiz (core) - Info: Loading plugin: scale compiz (core) - Info: Starting plugin: scale compiz (core) - Error: Plugin 'opengl' not loaded. compiz (core) - Error: Plugin init failed: scale compiz (core) - Error: Failed to start plugin: scale compiz (core) - Info: Unloading plugin: scale Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Compiz (opengl) - Fatal: glXQueryExtensionsString is NULL for screen 0 Segmentation fault (core dumped)

    Read the article

  • The Proper Use of the VM Role in Windows Azure

    - by BuckWoody
    At the Professional Developer’s Conference (PDC) in 2010 we announced an addition to the Computational Roles in Windows Azure, called the VM Role. This new feature allows a great deal of control over the applications you write, but some have confused it with our full infrastructure offering in Windows Hyper-V. There is a proper architecture pattern for both of them. Virtualization Virtualization is the process of taking all of the hardware of a physical computer and replicating it in software alone. This means that a single computer can “host” or run several “virtual” computers. These virtual computers can run anywhere - including at a vendor’s location. Some companies refer to this as Cloud Computing since the hardware is operated and maintained elsewhere. IaaS The more detailed definition of this type of computing is called Infrastructure as a Service (Iaas) since it removes the need for you to maintain hardware at your organization. The operating system, drivers, and all the other software required to run an application are still under your control and your responsibility to license, patch, and scale. Microsoft has an offering in this space called Hyper-V, that runs on the Windows operating system. Combined with a hardware hosting vendor and the System Center software to create and deploy Virtual Machines (a process referred to as provisioning), you can create a Cloud environment with full control over all aspects of the machine, including multiple operating systems if you like. Hosting machines and provisioning them at your own buildings is sometimes called a Private Cloud, and hosting them somewhere else is often called a Public Cloud. State-ful and Stateless Programming This paradigm does not create a new, scalable way of computing. It simply moves the hardware away. The reason is that when you limit the Cloud efforts to a Virtual Machine, you are in effect limiting the computing resources to what that single system can provide. This is because much of the software developed in this environment maintains “state” - and that requires a little explanation. “State-ful programming” means that all parts of the computing environment stay connected to each other throughout a compute cycle. The system expects the memory, CPU, storage and network to remain in the same state from the beginning of the process to the end. You can think of this as a telephone conversation - you expect that the other person picks up the phone, listens to you, and talks back all in a single unit of time. In “Stateless” computing the system is designed to allow the different parts of the code to run independently of each other. You can think of this like an e-mail exchange. You compose an e-mail from your system (it has the state when you’re doing that) and then you walk away for a bit to make some coffee. A few minutes later you click the “send” button (the network has the state) and you go to a meeting. The server receives the message and stores it on a mail program’s database (the mail server has the state now) and continues working on other mail. Finally, the other party logs on to their mail client and reads the mail (the other user has the state) and responds to it and so on. These events might be separated by milliseconds or even days, but the system continues to operate. The entire process doesn’t maintain the state, each component does. This is the exact concept behind coding for Windows Azure. The stateless programming model allows amazing rates of scale, since the message (think of the e-mail) can be broken apart by multiple programs and worked on in parallel (like when the e-mail goes to hundreds of users), and only the order of re-assembling the work is important to consider. For the exact same reason, if the system makes copies of those running programs as Windows Azure does, you have built-in redundancy and recovery. It’s just built into the design. The Difference Between Infrastructure Designs and Platform Designs When you simply take a physical server running software and virtualize it either privately or publicly, you haven’t done anything to allow the code to scale or have recovery. That all has to be handled by adding more code and more Virtual Machines that have a slight lag in maintaining the running state of the system. Add more machines and you get more lag, so the scale is limited. This is the primary limitation with IaaS. It’s also not as easy to deploy these VM’s, and more importantly, you’re often charged on a longer basis to remove them. your agility in IaaS is more limited. Windows Azure is a Platform - meaning that you get objects you can code against. The code you write runs on multiple nodes with multiple copies, and it all works because of the magic of Stateless programming. you don’t worry, or even care, about what is running underneath. It could be Windows (and it is in fact a type of Windows Server), Linux, or anything else - but that' isn’t what you want to manage, monitor, maintain or license. You don’t want to deploy an operating system - you want to deploy an application. You want your code to run, and you don’t care how it does that. Another benefit to PaaS is that you can ask for hundreds or thousands of new nodes of computing power - there’s no provisioning, it just happens. And you can stop using them quicker - and the base code for your application does not have to change to make this happen. Windows Azure Roles and Their Use If you need your code to have a user interface, in Visual Studio you add a Web Role to your project, and if the code needs to do work that doesn’t involve a user interface you can add a Worker Role. They are just containers that act a certain way. I’ll provide more detail on those later. Note: That’s a general description, so it’s not entirely accurate, but it’s accurate enough for this discussion. So now we’re back to that VM Role. Because of the name, some have mistakenly thought that you can take a Virtual Machine running, say Linux, and deploy it to Windows Azure using this Role. But you can’t. That’s not what it is designed for at all. If you do need that kind of deployment, you should look into Hyper-V and System Center to create the Private or Public Infrastructure as a Service. What the VM Role is actually designed to do is to allow you to have a great deal of control over the system where your code will run. Let’s take an example. You’ve heard about Windows Azure, and Platform programming. You’re convinced it’s the right way to code. But you have a lot of things you’ve written in another way at your company. Re-writing all of your code to take advantage of Windows Azure will take a long time. Or perhaps you have a certain version of Apache Web Server that you need for your code to work. In both cases, you think you can (or already have) code the the software to be “Stateless”, you just need more control over the place where the code runs. That’s the place where a VM Role makes sense. Recap Virtualizing servers alone has limitations of scale, availability and recovery. Microsoft’s offering in this area is Hyper-V and System Center, not the VM Role. The VM Role is still used for running Stateless code, just like the Web and Worker Roles, with the exception that it allows you more control over the environment of where that code runs.

    Read the article

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

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

    Read the article

  • XNA 2D Collision with specific tiles

    - by zenzero
    I am new to game programming and to these sites for help. I am making a 2D game but I can't seem to get the collision between my character and certain tiles. I have a map filled with grass tiles and water tiles and I want to keep my character from walking on the water tiles. I have a Tiles class that I use so that the tiles are objects and also has the collision method in it, a TileEngine class used create the map and it also holds a list of Tiles, and the class James which is for my character. I also have a Camera class that centers the camera on my character if that has anything to do with the problem. The character's movement is intended to be restricted to 4 directions(up, down, left, right). As an extra note, the bottom right water tile does have collision, but the collision does not occur for any of the other water tiles. Here is my TileEngine class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Test2DGame2 { class TileEngine : Microsoft.Xna.Framework.Game { //makes a list of Tiles objects public List<Tiles> tilesList = new List<Tiles>(); public TileEngine() {} public static int tileWidth = 64; public static int tileHeight = 64; public int[,] map = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, }; public void drawMap(SpriteBatch spriteBatch) { for (int y = 0; y < map.GetLength(0); y++) { for (int x = 0; x < map.GetLength(1); x++) { //make a Rectangle tilesList[map[y, x]].rectangle = new Rectangle(x * tileWidth, y * tileHeight, tileWidth, tileHeight); //draw the Tiles objects spriteBatch.Draw(tilesList[map[y, x]].texture, tilesList[map[y, x]].rectangle, Color.White); } } } } } Here is my Tiles class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Test2DGame2 { class Tiles { public Texture2D texture; public Rectangle rectangle; public Tiles(Texture2D texture) { this.texture = texture; } //check to see if james collides with the tile from the right side public void rightCollision(James james) { if (james.GetBounds().Intersects(rectangle)) { james.position.X = rectangle.Left - james.front.Width; } } } } I have a method for rightCollision because I could only figure out how to get the collisions from specifying directions. and here is the James class for my character using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Test2DGame2 { class James { public Texture2D front; public Texture2D back; public Texture2D left; public Texture2D right; public Vector2 center; public Vector2 position; public James(Texture2D front) { position = new Vector2(0, 0); this.front = front; center = new Vector2(front.Width / 2, front.Height / 2); } public James(Texture2D front, Vector2 newPosition) { this.front = front; position = newPosition; center = new Vector2(front.Width / 2, front.Height / 2); } public void move(GameTime gameTime) { KeyboardState keyboard = Keyboard.GetState(); float SCALE = 20.0f; float speed = gameTime.ElapsedGameTime.Milliseconds / 100.0f; if (keyboard.IsKeyDown(Keys.Up)) { position.Y -=speed * SCALE; } else if (keyboard.IsKeyDown(Keys.Down)) { position.Y += speed * SCALE; } else if (keyboard.IsKeyDown(Keys.Left)) { position.X -= speed * SCALE; } else if (keyboard.IsKeyDown(Keys.Right)) { position.X += speed * SCALE; } } public void draw(SpriteBatch spriteBatch) { spriteBatch.Draw(front, position, null, Color.White, 0, center, 1.0f, SpriteEffects.None, 0.0f); } //get the boundingbox for James public Rectangle GetBounds() { return new Rectangle( (int)position.X, (int)position.Y, front.Width, front.Height); } } }

    Read the article

  • Cloud Computing = Elasticity * Availability

    - by Herve Roggero
    What is cloud computing? Is hosting the same thing as cloud computing? Are you running a cloud if you already use virtual machines? What is the difference between Infrastructure as a Service (IaaS) and a cloud provider? And the list goes on… these questions keep coming up and all try to fundamentally explain what “cloud” means relative to other concepts. At the risk of over simplification, answering these questions becomes simpler once you understand the primary foundations of cloud computing: Elasticity and Availability.   Elasticity The basic value proposition of cloud computing is to pay as you go, and to pay for what you use. This implies that an application can expand and contract on demand, across all its tiers (presentation layer, services, database, security…).  This also implies that application components can grow independently from each other. So if you need more storage for your database, you should be able to grow that tier without affecting, reconfiguring or changing the other tiers. Basically, cloud applications behave like a sponge; when you add water to a sponge, it grows in size; in the application world, the more customers you add, the more it grows. Pure IaaS providers will provide certain benefits, specifically in terms of operating costs, but an IaaS provider will not help you in making your applications elastic; neither will Virtual Machines. The smallest elasticity unit of an IaaS provider and a Virtual Machine environment is a server (physical or virtual). While adding servers in a datacenter helps in achieving scale, it is hardly enough. The application has yet to use this hardware.  If the process of adding computing resources is not transparent to the application, the application is not elastic.   As you can see from the above description, designing for the cloud is not about more servers; it is about designing an application for elasticity regardless of the underlying server farm.   Availability The fact of the matter is that making applications highly available is hard. It requires highly specialized tools and trained staff. On top of it, it's expensive. Many companies are required to run multiple data centers due to high availability requirements. In some organizations, some data centers are simply on standby, waiting to be used in a case of a failover. Other organizations are able to achieve a certain level of success with active/active data centers, in which all available data centers serve incoming user requests. While achieving high availability for services is relatively simple, establishing a highly available database farm is far more complex. In fact it is so complex that many companies establish yearly tests to validate failover procedures.   To a certain degree certain IaaS provides can assist with complex disaster recovery planning and setting up data centers that can achieve successful failover. However the burden is still on the corporation to manage and maintain such an environment, including regular hardware and software upgrades. Cloud computing on the other hand removes most of the disaster recovery requirements by hiding many of the underlying complexities.   Cloud Providers A cloud provider is an infrastructure provider offering additional tools to achieve application elasticity and availability that are not usually available on-premise. For example Microsoft Azure provides a simple configuration screen that makes it possible to run 1 or 100 web sites by clicking a button or two on a screen (simplifying provisioning), and soon SQL Azure will offer Data Federation to allow database sharding (which allows you to scale the database tier seamlessly and automatically). Other cloud providers offer certain features that are not available on-premise as well, such as the Amazon SC3 (Simple Storage Service) which gives you virtually unlimited storage capabilities for simple data stores, which is somewhat equivalent to the Microsoft Azure Table offering (offering a server-independent data storage model). Unlike IaaS providers, cloud providers give you the necessary tools to adopt elasticity as part of your application architecture.    Some cloud providers offer built-in high availability that get you out of the business of configuring clustered solutions, or running multiple data centers. Some cloud providers will give you more control (which puts some of that burden back on the customers' shoulder) and others will tend to make high availability totally transparent. For example, SQL Azure provides high availability automatically which would be very difficult to achieve (and very costly) on premise.   Keep in mind that each cloud provider has its strengths and weaknesses; some are better at achieving transparent scalability and server independence than others.    Not for Everyone Note however that it is up to you to leverage the elasticity capabilities of a cloud provider, as discussed previously; if you build a website that does not need to scale, for which elasticity is not important, then you can use a traditional host provider unless you also need high availability. Leveraging the technologies of cloud providers can be difficult and can become a journey for companies that build their solutions in a scale up fashion. Cloud computing promises to address cost containment and scalability of applications with built-in high availability. If your application does not need to scale or you do not need high availability, then cloud computing may not be for you. In fact, you may pay a premium to run your applications with cloud providers due to the underlying technologies built specifically for scalability and availability requirements. And as such, the cloud is not for everyone.   Consistent Customer Experience, Predictable Cost With all its complexities, buzz and foggy definition, cloud computing boils down to a simple objective: consistent customer experience at a predictable cost.  The objective of a cloud solution is to provide the same user experience to your last customer than the first, while keeping your operating costs directly proportional to the number of customers you have. Making your applications elastic and highly available across all its tiers, with as much automation as possible, achieves the first objective of a consistent customer experience. And the ability to expand and contract the infrastructure footprint of your application dynamically achieves the cost containment objectives.     Herve Roggero is a SQL Azure MVP and co-author of Pro SQL Azure (APress).  He is the co-founder of Blue Syntax Consulting (www.bluesyntax.net), a company focusing on cloud computing technologies helping customers understand and adopt cloud computing technologies. For more information contact herve at hroggero @ bluesyntax.net .

    Read the article

  • Out of memory exception during scrolling of listview

    - by user1761316
    I am using facebook data like postedpicture,profile picture,name,message in my listview.I am getting an OOM error while doing fast scrolling of listview. I am also having scrollviewlistener in my application that loads more data when the scrollbar reaches the bottom of the screen.I just want to know whether I need to change anything in this class. imageLoader.DisplayImage(postimage.get(position).replace(" ", "%20"), postimg) ; I am using the above line to call the method in this imageloader class to set the bitmap to imageview. Here is my imageloader class import java.io.File; import java.io.FileInputStream; import java.io.FileNotFoundException; import java.io.FileOutputStream; import java.io.InputStream; import java.io.OutputStream; import java.net.HttpURLConnection; import java.net.URL; import java.util.Collections; import java.util.Map; import java.util.Stack; import java.util.WeakHashMap; import com.stellent.beerbro.Wall; import android.app.Activity; import android.content.Context; import android.graphics.Bitmap; import android.graphics.Bitmap.Config; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.graphics.Paint; import android.graphics.PorterDuff.Mode; import android.graphics.PorterDuffXfermode; import android.graphics.Rect; import android.graphics.RectF; import android.graphics.drawable.BitmapDrawable; import android.util.Log; import android.widget.ImageView; public class ImageLoader { MemoryCache memoryCache=new MemoryCache(); FileCache fileCache; private Map<ImageView, String> imageViews=Collections.synchronizedMap(new WeakHashMap<ImageView, String>()); public ImageLoader(Context context){ //Make the background thead low priority. This way it will not affect the UI performance photoLoaderThread.setPriority(Thread.NORM_PRIORITY-1); fileCache=new FileCache(context); } // final int stub_id=R.drawable.stub; public void DisplayImage(String url,ImageView imageView) { imageViews.put(imageView, url); System.gc(); // Bitmap bitmap=createScaledBitmap(memoryCache.get(url), 100,100,0); Bitmap bitmap=memoryCache.get(url); // Bitmap bitmaps=bitmap.createScaledBitmap(bitmap, 0, 100, 100); if(bitmap!=null) { imageView.setBackgroundDrawable(new BitmapDrawable(bitmap)); // imageView.setImageBitmap(getRoundedCornerBitmap( bitmap, 10,70,70)); // imageView.setImageBitmap(bitmap); // Log.v("first", "first"); } else { queuePhoto(url, imageView); // Log.v("second", "second"); } } private Bitmap createScaledBitmap(Bitmap bitmap, int i, int j, int k) { // TODO Auto-generated method stub return null; } private void queuePhoto(String url, ImageView imageView) { //This ImageView may be used for other images before. So there may be some old tasks in the queue. We need to discard them. photosQueue.Clean(imageView); PhotoToLoad p=new PhotoToLoad(url, imageView); synchronized(photosQueue.photosToLoad){ photosQueue.photosToLoad.push(p); photosQueue.photosToLoad.notifyAll(); } //start thread if it's not started yet if(photoLoaderThread.getState()==Thread.State.NEW) photoLoaderThread.start(); } public Bitmap getBitmap(String url) { File f=fileCache.getFile(url); //from SD cache Bitmap b = decodeFile(f); if(b!=null) return b; //from web try { Bitmap bitmap=null; URL imageUrl = new URL(url); HttpURLConnection conn = (HttpURLConnection)imageUrl.openConnection(); conn.setConnectTimeout(30000); conn.setReadTimeout(30000); InputStream is=conn.getInputStream(); OutputStream os = new FileOutputStream(f); Utils.CopyStream(is, os); os.close(); bitmap = decodeFile(f); return bitmap; } catch (Exception ex){ ex.printStackTrace(); return null; } }//Lalit //decodes image and scales it to reduce memory consumption private Bitmap decodeFile(File f){ try { //decode image size BitmapFactory.Options o = new BitmapFactory.Options(); o.inJustDecodeBounds = true; BitmapFactory.decodeStream(new FileInputStream(f),null,o); //Find the correct scale value. It should be the power of 2. final int REQUIRED_SIZE=Wall.width; final int REQUIRED_SIZE1=Wall.height; // final int REQUIRED_SIZE=250; // int width_tmp=o.outWidth, height_tmp=o.outHeight; int scale=1; // while(o.outWidth/scale/2>=REQUIRED_SIZE && o.outHeight/scale/2>=REQUIRED_SIZE) //// scale*=2; while(true){ if(width_tmp/2<REQUIRED_SIZE && height_tmp/2<REQUIRED_SIZE1) break; width_tmp/=2; height_tmp/=2; scale*=2; } //decode with inSampleSize BitmapFactory.Options o2 = new BitmapFactory.Options(); o2.inSampleSize=scale; // o2.inSampleSize=2; return BitmapFactory.decodeStream(new FileInputStream(f), null, o2); } catch (FileNotFoundException e) {} return null; } //Task for the queue private class PhotoToLoad { public String url; public ImageView imageView; public PhotoToLoad(String u, ImageView i){ url=u; imageView=i; } } PhotosQueue photosQueue=new PhotosQueue(); public void stopThread() { photoLoaderThread.interrupt(); } //stores list of photos to download class PhotosQueue { private Stack<PhotoToLoad> photosToLoad=new Stack<PhotoToLoad>(); //removes all instances of this ImageView public void Clean(ImageView image) { for(int j=0 ;j<photosToLoad.size();){ if(photosToLoad.get(j).imageView==image) photosToLoad.remove(j); else ++j; } } } class PhotosLoader extends Thread { public void run() { try { while(true) { //thread waits until there are any images to load in the queue if(photosQueue.photosToLoad.size()==0) synchronized(photosQueue.photosToLoad){ photosQueue.photosToLoad.wait(); } if(photosQueue.photosToLoad.size()!=0) { PhotoToLoad photoToLoad; synchronized(photosQueue.photosToLoad){ photoToLoad=photosQueue.photosToLoad.pop(); } Bitmap bmp=getBitmap(photoToLoad.url); memoryCache.put(photoToLoad.url, bmp); String tag=imageViews.get(photoToLoad.imageView); if(tag!=null && tag.equals(photoToLoad.url)){ BitmapDisplayer bd=new BitmapDisplayer(bmp, photoToLoad.imageView); Activity a=(Activity)photoToLoad.imageView.getContext(); a.runOnUiThread(bd); } } if(Thread.interrupted()) break; } } catch (InterruptedException e) { //allow thread to exit } } } PhotosLoader photoLoaderThread=new PhotosLoader(); //Used to display bitmap in the UI thread class BitmapDisplayer implements Runnable { Bitmap bitmap; ImageView imageView; public BitmapDisplayer(Bitmap b, ImageView i){bitmap=b;imageView=i;} public void run() { if(bitmap!=null) imageView.setBackgroundDrawable(new BitmapDrawable(bitmap)); } } public void clearCache() { memoryCache.clear(); fileCache.clear(); } public static Bitmap getRoundedCornerBitmap(Bitmap bitmap, int pixels,int width,int height) { Bitmap output = Bitmap.createBitmap(width,height, Config.ARGB_8888); Canvas canvas = new Canvas(output); final int color = 0xff424242; final Paint paint = new Paint(); final Rect rect = new Rect(0, 0, bitmap.getWidth(), bitmap.getHeight()); final RectF rectF = new RectF(rect); final float roundPx = pixels; paint.setAntiAlias(true); canvas.drawARGB(0, 0, 0, 0); paint.setColor(color); canvas.drawRoundRect(rectF, roundPx, roundPx, paint); paint.setXfermode(new PorterDuffXfermode(Mode.SRC_IN)); canvas.drawBitmap(bitmap, rect, rect, paint); return output; } }

    Read the article

  • RT database scaling

    - by rplevy
    Recently I heard someone suggest that RT request tracker may have scalability issues due to its non-normalized database (someone at a Perl meeting I went to referred to it in a positive light as hyper-normalized, but I think he may have misunderstood what normalization is all about). On the other hand I know that large scale enterprises such as Perl's CPAN use RT. Do es this level of scale require special measures to be taken to handle what happens when the db grows too large? What have your experiences been?

    Read the article

  • How can I automatically cycle a new image in an AWS Auto Scaling Group?

    - by JustinY
    I have a web application setup with a load balancer and auto scaling group to manage scaling. The source code is in a git repository so I don't have to update the images when the code changes, but occasionally the environment changes so we create a new image. Then that image needs to be cycled into the auto scaling group. Is there a way to cycle the images automatically? Right now I schedule a scale up and scale down action which gets rid of the old instances.

    Read the article

  • Application for Auto-Scaling backgrounds in Windows XP

    - by jweede
    One thing that's always annoyed me about windows XP is how there's no "scale" option for the desktop background. It either has to be stretched or centered. It's a pretty simple algorithm to scale the image so that one of the dimensions (usually height) fits on the screen. Does anyone know of a good program that does this, or is there a way to enable it?

    Read the article

  • PeerApp Scalability

    - by ChaosFreak
    William, In response to a question on P2P caching, you answered "PeerApp can do that but probably doesn't suit the scale you are looking at." PeerApp is the most scalable P2P cache in the world, and can handle hundreds of Gb per second of bandwidth. Their largest deployment in Taiwan handles 120Gbps with no problem. The next largest competitor, OverSi, can barely handle a tenth of that. Where do you get your information that PeerApp "doesn't suit scale"?

    Read the article

  • How to record an iPad screencast

    - by hgpc
    How do you record an iPad screencast at full scale? I have an iMac with maximum resolution 1680x1050 and the simulator doesn't fit the screen in portrait orientation. It does fit in landscape orientation. Reducing the scale to 50% is not an option because the end result is too small. If the scale could be reduced slightly it would be fine, but not 50%. Is it possible to put the simulator in landscape orientation and still keep the app in portrait mode? Then I could simply rotate the resulting video to get a portrait screencast.

    Read the article

  • Gap after table in LaTex

    - by Tim
    Hi, I notice that there is some gap after my table. See the following snapshot: http://i42.tinypic.com/23rkdn6.jpg My Latex code is: \begin{table}[htb] \caption{Error rates VS training size in AdaBoosted stump, SVM and kNN. \label{tab:examplecount8000errerrplot}} \begin{center} \begin{tabular}{c c} \includegraphics[scale=0.4]{../boost.eps} & \includegraphics[scale=0.4]{../svm.eps} \\ \includegraphics[scale=0.4]{../knn.eps} & \\ \end{tabular} \end{center} \end{table} % \subsection{Feature Numbers} Is the gap normal or How can I reduce the gap to be normal? Thanks and regards!

    Read the article

  • Jing + swfobject 2.2 = big video in small popup

    - by consultutah
    I am trying to use swfobject 2.2 to display an swf, but the swf won't scale to fit the div that I'm putting it in. You can see what I've got here by clicking on the "Take the product tour" button. Here is the code to generate both the impromptu popup and the sfobject: $.prompt("<div id='flashContent'>Please wait...</div>", { prefix: "tour", top: "2%", buttons: {} }); var flashvars = { scale: "showAll" }; var params = { scale: "showAll"}; var attributes = {}; swfobject.embedSWF("/content/tour.swf", "flashContent", "800", "600", "9.0.0", "expressInstall.swf", flashvars, params, attributes); If, after the flash loads, I right-click and select "Show All", it appears correct. Any ideas on what I am doing wrong? I've verified that it doesn't matter whether I'm using impromptu or not. Thank you,

    Read the article

  • problem plotting on logscale in matplotlib in python

    - by user248237
    I am trying to plot the following numbers on a log scale as a scatter plot in matplotlib. Both the quantities on the x and y axes have very different scales, and one of the variables has a huge dynamic range (nearly 0 to 12 million roughly) while the other is between nearly 0 and 2. I think it might be good to plot both on a log scale. I tried the following, for a subset of the values of the two variables: fig = plt.figure(figsize(8, 8)) ax = fig.add_subplot(1, 1, 1) ax.set_yscale('log') ax.set_xscale('log') plt.scatter([1.341, 0.1034, 0.6076, 1.4278, 0.0374], [0.37, 0.12, 0.22, 0.4, 0.08]) The x-axes appear log scaled but the points do not appear -- only two points appear. Any idea how to fix this? Also, how can I make this log scale appear on a square axes, so that the correlation between the two variables can be interpreted from the scatter plot? thanks.

    Read the article

  • How can I "best fit" an arbitrary cairo (pycairo) path?

    - by Daniel Straight
    It seems like given the information in stroke_extents() and the translate(x, y) and scale(x, y) functions, I should be able to take any arbitrary cairo (I'm using pycairo) path and "best fit" it. In other words, center it and expand it to fill the available space. Before drawing the path, I have scaled the canvas such that the origin is the lower left corner, up is y+, right is x+, and the height and width are both 1. Given these conditions, this code seems to correctly scale the path: # cr is the canvas extents = cr.stroke_extents() x_size = abs(extents[0]) + abs(extents[2]) y_size = abs(extents[1]) + abs(extents[3]) cr.scale(1.0 / x_size, 1.0 / y_size) I cannot for the life of me figure out the translating though. Is there a simpler approach? How can I "best fit" a cairo path on its canvas? Please ask for clarification if anything is unclear in this question.

    Read the article

  • how can I set the subfigure labels in latex to uppercase?

    - by gojira
    I made a figure within my latex document using the subfigure package, containing three subfigures. The part where the subfigures are now automatically labelled (a), (b), (c) needs to be uppercase, though. i.e. the result from the latex code in the finally rendered PDF is (a) img1 (b) img2 (c) img3 but it needs to be (A) img1 (B) img2 (C) img3 How can I set this? The code looks something like this: \usepackage{subfigure} [...] \begin{sidewaysfigure}[p] \centering \subfigure[image1]{ \label{fig:img1} \includegraphics[scale=2]{figures/img1.png} } \subfigure[image2]{ \label{fig:img2} \includegraphics[scale=2]{figures/img2.png} } \subfigure[image3]{ \label{fig:img3} \includegraphics[scale=2]{figures/img3.png} } \caption[my images]{\textbf{ My images} I am referring to (A), (B) and (C) respectively.}\label{fig:imgs}\end{sidewaysfigure}

    Read the article

  • Android WebView not respecting scaling percentage...

    - by fiXedd
    I have a WebView which I'm trying to have scale to a certain percent on loading the page. The iPhone version of this software uses the HTML meta-tag: <meta name="viewport" content="width=320, initial-scale=0.95, maximum-scale=2.0, user-scalable=1"> Since Android's WebView doesn't seem to respect that tag I hard-coded the percent using setInitialScale(). However, the WebView is just flat-out ignoring this method call. No matter what number I put in there it shows at 100%. Ideas?

    Read the article

  • What libraries are available for manipulating super large images in .Net

    - by tpower
    I have some really large files for example 320 MB tif file with 14000 X 9000 pixels. The operations I need to perform are basically scaling the images to get smaller versions of it and breaking the image into tiles. My code works fine with small files and I use the .Net Bitmap objects but I will occasionally get Out of Memory exceptions for larger files. I've tried using the FreeImage libraries FreeImageBitmap but have the same problems. I'm using something like the following to scale the image: using (Graphics g = Graphics.FromImage((Image)result)) { g.DrawImage( source, xOffset, yOffset, source.Width * scale, source.Height * scale ); } Ideally I'd like a third party library to do all the hardwork, but if you have any tips or resources with more information I would appreciate it.

    Read the article

  • Android WebView not respecting scaling percentage on physical devices...

    - by fiXedd
    I have a WebView which I'm trying to have scale to a certain percent on loading the page. The iPhone version of this software uses the HTML meta-tag: <meta name="viewport" content="width=320, initial-scale=0.95, maximum-scale=2.0, user-scalable=1"> Since Android's WebView doesn't seem to respect that tag I hard-coded the percent using setInitialScale(). However, the WebView is just flat-out ignoring this method call. No matter what number I put in there it shows at 100%. Ideas? Update: It's working fine in the emulator, it's only failing on my Droid (Motorola) and my G1 (HTC).

    Read the article

  • Flash error 1084: "Syntax error"

    - by Elliot Broomhall
    Hi I'm getting two error messages in Flash when using actionscropt 3.0 "Topbar,Layer 'Action Layer',Frame 1,line 12 1084: syntax error: expection semicolon before add. "Topbar,Layer 'Action Layer',Frame 1,line 12 1084: syntax error: expection rightbrace before semicolon Here is my code could anyone give some insight to what is actually happening thanks and help on rectifying the issue thanks. clip = Number(random(7)) + 1; while (Number(clip) <= 7) { clip = Number(clip) + 1; Scale = Number(random(80)) + 1; setProperty("/star", _x, Number(random(800)) + 10); setProperty("/star", _rotation, Number(random(330)) + 50); setProperty("/star", _xscale, Scale); setProperty("/star", _yscale, Scale); setProperty("/star", _y, Number(random(800)) + 50); n = Number(n) + 1; bn = "star" add n; duplicateMovieClip("star", bn, n); set(bn add ":n", n); } // end while clip = "0";

    Read the article

  • Zooming to UIView and it's sub-views

    - by leon
    Hi, I have a UIView which I can zoom to (as it is set as a subview of UIScrollView). UIView has UILabel, UITextField, etc. If I just zoom to the UIView, then of course label and text field get fuzzy (the same effect if you are zooming to the image file without changing image resolution). To solve the problem I need to increase the font size and sizes of the UILable and UITextField in according to the scale used to zoom in (scale is passed as a param by the UIScrollView). This is where I am getting confused. Changing frame (by increasing it width and height by zooming scale) I get all my elements (sub-views) repositions (because changing frame effects center and bounds) Question: 1. What would I need to do to zoom in to the sub-views and just increase the sub-view sizes while keeping them in the exactly the same position? thanks

    Read the article

< Previous Page | 17 18 19 20 21 22 23 24 25 26 27 28  | Next Page >