Search Results

Search found 9889 results on 396 pages for 'pointer speed'.

Page 22/396 | < Previous Page | 18 19 20 21 22 23 24 25 26 27 28 29  | Next Page >

  • Multicast image restoration with adaptive speed

    - by Clinton Blackmore
    I'm curious to know if there are any tools for restoring disk images (or even transferring files) via multicast -- for any platform, especially if the project has source available -- where the multicast rate adjusts itself on the fly. On the Mac, all multicast solutions I am aware of (such as Deploy Studio, and NetRestore before it) make use of multicast ASR (apple software restore), which has one glaring deficiency -- you have to set the multicast speed before you start sending a disk image over the network, and that speed is locked in. Either your clients can keep up and restore, or they can't*. It seems to me that it must be possible for the multicast server to adjust the data rate, so you basically say "start sending this image", clients connect, and, if they can't keep up, they tell the server so it slows down. (Likewise, I'd expect the server to try speeding up if no client is having difficulties keeping up, and I'd expect to be able to cap that maximum throughput so that other network activities can go on without being resource starved.) So, what sort of tools are out there? For Linux? Windows? Is there something for the Mac I've overlooked. [It just kills me that it is true that, by the time you get multicast up and going at a good speed to restore a lab, you could've unicasted the data to all the computers and be done.] * There is a little leeway involved. I think individual clients can say, "I missed a little bit of data" and get it, and they can opt to listen in the next time the image is sent over the network, but on the whole, if they missed it the first go round, you have to image the machine again, and there is no time savings.

    Read the article

  • High fan speed with no reason

    - by Klaus
    For a few weeks, the fans of my Lenovo B590 laptop, running on Xubuntu 14, turn to high speed a few minutes after it is turned on. The fans won't speed down until I turn the computer off. This is quite strange, since This didn't happen before The temperatures are quite low (are they ?) $sensors Adapter: Virtual device temp1: +36.0°C (crit = +88.0°C) temp2: +30.0°C (crit = +126.0°C) coretemp-isa-0000 Adapter: ISA adapter Physical id 0: +37.0°C (high = +72.0°C, crit = +90.0°C) Core 0: +34.0°C (high = +72.0°C, crit = +90.0°C) Core 1: +31.0°C (high = +72.0°C, crit = +90.0°C) thinkpad-isa-0000 Adapter: ISA adapter fan1: 0 RPM pkg-temp-0-virtual-0 Adapter: Virtual device temp1: +37.0°C $sudo hddtemp /dev/sda /dev/sda: ST500LT012-9WS142: 33°C The computer is under low load: top - 08:30:15 up 16 min, 2 users, load average: 0.28, 0.23, 0.23 Tasks: 197 total, 1 running, 196 sleeping, 0 stopped, 0 zombie %Cpu(s): 0.8 us, 0.5 sy, 0.0 ni, 98.7 id, 0.0 wa, 0.0 hi, 0.0 si, 0.0 st KiB Mem: 3607944 total, 1973956 used, 1633988 free, 99660 buffers KiB Swap: 3744764 total, 0 used, 3744764 free. 789936 cached Mem The BIOS is up to date (and there are no fan settings in it) The fan is clean and dust-free Why would the BIOS turn the fans to high speed where there seem to be no reason for that ? It seems that we cannot control the fan manually with this model, so I guess the only solution is to understand why this happens.

    Read the article

  • Internet compression proxy for low speed broadband?

    - by user23150
    I live in a rural location, using high-latency wireless off a local ISP's tower. My speed tests vary day to day, but I can get around 1Mb up/down. The problem is, I work with large files, uploading and downloading (HD videos, development software, etc.). It can be painful to wait sometimes. Plus I do some side contract game development, and it can be very difficult to playtest with other developers (200ms ping is a good day for me). Now, obviously it's not going to be easy to solve the latency problem without different wireless hardware. But speedwise, I am wondering if I can use some kind of compression technology on a proxy. For instance, my work computer has full access to a 26Mb down, 10Mb up connection, that is totally unused at night and the weekends. If I could run some kind of compression technology on our server, and use it as a proxy to route to my home computer, I could stand to gain some major speed. I realize that by bogging down a system with compression, I could potentially lose whatever speed gain I had. But the proxy server is a quad core xeon, and the receiving computer is a pretty decent i7 computer, so that shouldn't be a concern. I found http://toonel.net/ but it seems more geared toward very slow narrowband users, like dial-up. Plus, I would prefer to just be able to point my browser to a proxy server, rather then install software on my client machine. EDIT I thought about my question a little more, and realize I am going to need to install software on my client in order to decompress, and possible compress (for uploading). That's not a huge deal.

    Read the article

  • How to avoid movement speed stacking when multiple keys are pressed?

    - by eren_tetik
    I've started a new game which requires no mouse, thus leaving the movement up to the keyboard. I have tried to incorporate 8 directions; up, left, right, up-right and so on. However when I press more than one arrow key, the movement speed stacks (http://gfycat.com/CircularBewitchedBarebirdbat). How could I counteract this? Here is relevant part of my code: var speed : int = 5; function Update () { if(Input.GetKey(KeyCode.UpArrow)){ transform.Translate(Vector3.forward * speed * Time.deltaTime); } else if(Input.GetKey(KeyCode.UpArrow) && Input.GetKey(KeyCode.RightArrow)){ transform.Translate(Vector3.forward * speed * Time.deltaTime); } else if(Input.GetKey(KeyCode.UpArrow) && Input.GetKey(KeyCode.LeftArrow)){ transform.rotation = Quaternion.AngleAxis(315, Vector3.up); } if(Input.GetKey(KeyCode.DownArrow)){ transform.Translate(Vector3.forward * speed * Time.deltaTime); } }

    Read the article

  • delete pointer to 2d array c ++

    - by user1848054
    i have this pointer to 2d array of Robot class Robot ***rob; and this is here the code for the constructor !! and the program works fine !!! but now i am trying to build a destructor to delete this pointer !! and it keeps on crashing the program !! my question is , how to delete this pointer to 2d array of robots ? RobotsWorld::RobotsWorld(int x , int y) { X=x;Y=y; // returns the limitation of the matrix rob = new Robot**[x]; for(int i = 0; i < x; i++) { rob[i] = new Robot*[y]; for(int j = 0; j < y; j++) { rob[i][j] = NULL; } } }

    Read the article

  • pointer reference type

    - by Codenotguru
    I am trying to write a function that takes a pointer argument, modifies what the pointer points to, and then returns the destination of the pointer as a reference. I am gettin the following error: cannot convert int***' toint*' in return| Code: #include <iostream> using namespace std; int* increment(int** i) { i++; return &i;} int main() { int a=24; int *p=&a; int *p2; p2=increment(&p); cout<<p2; } Thanks for helping!

    Read the article

  • Handling pointer while updating a key value in rpgle

    - by abhinav singh
    my code goes like this femp uf e k disk dvar1 s 5p 0 c *loval setll emp c read emp c dow not %eof(emp) C eval ecode = ecode + 10 c eval var1=ecode c update recemp c var1 setgt emp c read emp c enddo c eval *inlr=*on here is a file named emp with record format name recemp with ecode as the key ...now when i am reading the file and then updating the ecode without using setgt ..the pointer is not moving ahead it is updating the same ecode value many time ...now when i use set gt pointer picks the next record but it dint work when two ecode values are same ...else also it will not be working with descending key values...is there any solution so that i can set pointer regardless of the fact whether the values are same or ascending or descending .......thanks

    Read the article

  • Double pointer as Objective-C block parameter

    - by George WS
    Is it possible (and if so, safe) to create/use a block which takes a double pointer as an argument? For instance: - (void)methodWithBlock:(void (^)(NSError **error))block; Additional context, research, and questions: I'm using ARC. When I declare the method above and attempt to call it, XCode autocompletes my method invocation as follows: [self methodWithBlock:^(NSError *__autoreleasing *error) {}]; What does __autoreleasing mean here and why is it being added? I presume it has something to do with ARC. If this is possible and safe, can the pointer still be dereferenced in the block as it would be anywhere else? In general, what are the important differences between doing what I'm describing, and simply passing a double pointer as a method parameter (e.g. - (void)methodWithDoublePointer:(NSError **)error;)? What special considerations, if any, should be taken into account (again assuming this is possible at all)?

    Read the article

  • Does copy_from_user modify the user pointer?

    - by Michael
    Does the copy_from_user function, declared in uaccess.h, modify the (void __user *)from pointer? The pointer isn't declared as const in the function declaration, only the contents it points to. The reason I ask is that I want to use copy_from_user twice, with the second copy_from_user copying from the place where the first one finished. I was planning on doing something like this, is it guaranteed to work? //buf is a user pointer that is already defined copy_from_user(my_first_alloced_region, buf, some_size); //do stuff copy_from_user(my_second_alloced_region, buf + some_size, some_other_size); Thanks in advance.

    Read the article

  • Malloc to a CGPoint Pointer throwing EXC_BAD_ACCESS when accessing

    - by kdbdallas
    I am trying to use a snippet of code from a Apple programming guide, and I am getting a EXC_BAD_ACCESS when trying to pass a pointer to a function, right after doing a malloc. (For Reference: iPhone Application Programming Guide: Event Handling - Listing 3-6) The code in question is really simple: CFMutableDictionaryRef touchBeginPoints; UITouch *touch; .... CGPoint *point = (CGPoint *)CFDictionaryGetValue(touchBeginPoints, touch); if (point == NULL) { point = (CGPoint *)malloc(sizeof(CGPoint)); CFDictionarySetValue(touchBeginPoints, touch, point); } Now when the program goes into the if statement it assigns the 'output' of malloc into the point variable/pointer. Then when it tries to pass point into the CFDictionarySetValue function it crashes the application with: Program received signal: “EXC_BAD_ACCESS”. Someone suggested not doing the malloc and pass the point var/pointer as: &point, however that still gave me a EXC_BAD_ACCESS. What I am (and it looks like Apple) doing wrong??? Thanks in advance.

    Read the article

  • Add C pointer to NSMutableArray

    - by Georges Oates Larsen
    I am writing an Objective-C program that deals with low level image memory. I am using ANSI-C structs for my data storage -- Full blown objects seem overkill seeing as the data I am storing is 100% data, with no methods to operate on that data. Specifically, I am writing a customizable posterization algorithm which relies on an array of colors -- This is where things get tricky. I am storing my colors as structs of three floats, and an integer flag (related to the posterization algorithm specifically). Everyhting is going well, except for one thing... [actual question] I can't figure out how to add pointers to an NSMutableArray! I know how to add an object, but adding a pointer to a struct seems to be more difficult -- I do not want NSMutableArray dereferencing my pointer and treating the struct as some sort of strange object. I want NSMutableArray to add the pointer its self to its collection. How do I go about doing this? Thanks in advance, G

    Read the article

  • Pointer-based binary heap implementation

    - by Derek Chiang
    Is it even possible to implement a binary heap using pointers rather than an array? I have searched around the internet (including SO) and no answer can be found. The main problem here is that, how do you keep track of the last pointer? When you insert X into the heap, you place X at the last pointer and then bubble it up. Now, where does the last pointer point to? And also, what happens when you want to remove the root? You exchange the root with the last element, and then bubble the new root down. Now, how do you know what's the new "last element" that you need when you remove root again?

    Read the article

  • rewrite a function using only pointer increment/decrement

    - by Richard Nguyen
    can anyone help me rewrite the function i wrote below using only points and pointer increment/decrement? I dont have much experience with pointer so I dont know what to do. void reverse(char * s) { int i, l = strlen(s); char c; for(i = 0; i < (l >> 1); i++) { c = s[i]; s[i] = s[l - i - 1]; s[l - i - 1] = c; } } do not use pointer arithmetic or array notation. any help or hint on how to rewrite the function above is appriciated. Thanks!

    Read the article

  • Returning new base class when the parent class shared pointer is the return type

    - by Ben Dol
    Can you have a parent class shared pointer return type of a function and then return a new child class without it being a shared pointer? I'm not sure how shared pointers work in these situations, do they act like a regular pointer? Here is my example: BaseEventPtr Actions::getEvent(const std::string& nodeName) { if(asLowerCaseString(nodeName) == "action") return new ActionEvent(&m_interface); return nullptr; } ActionEvent is the subclass of BaseEvent in this situation. Cheers!

    Read the article

  • C pointer array scope and function calls

    - by juvenis
    I have this situation: { float foo[10]; for (int i = 0; i < 10; i++) { foo[i] = 1.0f; } object.function1(foo); // stores the float pointer to a const void* member of object } object.function2(); // uses the stored void pointer Are the contents of the float pointer unknown in the second function call? It seems that I get weird results when I run my program. But if I declare the float foo[10] to be const and initialize it in the declaration, I get correct results. Why is this happening?

    Read the article

  • Passing a pointer to a function that doesn't match the requirements of the formal parameter

    - by Andreas Grech
    int valid (int x, int y) { return x + y; } int invalid (int x) { return x; } int func (int *f (int, int), int x, int y) { //f is a pointer to a function taking 2 ints and returning an int return f(x, y); } int main () { int val = func(valid, 1, 2), inval = func(invalid, 1, 2); // <- 'invalid' does not match the contract printf("Valid: %d\n", val); printf("Invalid: %d\n", inval); /* Output: * Valid: 3 * Invalid: 1 */ } At the line inval = func(invalid, 1, 2);, why am I not getting a compiler error? If func expects a pointer to a function taking 2 ints and I pass a pointer to a function that takes a single int, why isn't the compiler complaining? Also, since this is happening, what happens to the second parameter y in the invalid function?

    Read the article

  • Alternates to C++ Reference/Pointer Syntax

    - by Jon Purdy
    What languages other than C and C++ have explicit reference and pointer type qualifiers? People seem to be easily confused by the right-to-left reading order of types, where char*& is "a reference to a pointer to a character", or a "character-pointer reference"; do any languages with explicit references make use of a left-to-right reading order, such as &*char/ref ptr char? I'm working on a little language project, and legibility is one of my key concerns. It seems to me that this is one of those questions to which it's easy for a person but hard for a search engine to provide an answer. Thanks in advance!

    Read the article

  • Alternatives to C++ Reference/Pointer Syntax

    - by Jon Purdy
    What languages other than C and C++ have explicit reference and pointer type qualifiers? People seem to be easily confused by the right-to-left reading order of types, where char*& is "a reference to a pointer to a character", or a "character-pointer reference"; do any languages with explicit references make use of a left-to-right reading order, such as &*char/ref ptr char? I'm working on a little language project, and legibility is one of my key concerns. It seems to me that this is one of those questions to which it's easy for a person but hard for a search engine to provide an answer. Thanks in advance!

    Read the article

  • C++ deleting a pointer

    - by eSKay
    On this page, its written that One reason is that the operand of delete need not be an lvalue. Consider: delete p+1; delete f(x); Here, the implementation of delete does not have a pointer to which it can assign zero. Adding a number to a pointer shifts it forward in memory by those many number of sizeof(*p) units. So, what is the difference between delete p and delete p+1, and why would making the pointer 0 only be a problem with delete p+1?

    Read the article

  • Size of a class with 'this' pointer

    - by psvaibhav
    The size of a class with no data members is returned as 1 byte, even though there is an implicit 'this' pointer declared. Shouldn't the size returned be 4 bytes(on a 32 bit machine)? I came across articles which indicated that 'this' pointer is not counted for calculating the size of the object. But I am unable to understand the reason for this. Also, if any member function is declared virtual, the size of the class is now returned as 4 bytes. This means that the vptr is counted for calculating the size of the object. Why is the vptr considered and 'this' pointer ignored for calculating the size of object?

    Read the article

  • Boost Shared Pointer: Simultaneous Read Access Across Multiple Threads

    - by Nikhil
    I have a thread A which allocates memory and assigns it to a shared pointer. Then this thread spawns 3 other threads X, Y and Z and passes a copy of the shared pointer to each. When X, Y and Z go out of scope, the memory is freed. But is there a possibility that 2 threads X, Y go out of scope at the exact same point in time and there is a race condition on reference count so instead of decrementing it by 2, it only gets decremented once. So, now the reference count newer drops to 0, so there is a memory leak. Note that, X, Y and Z are only reading the memory. Not writing or resetting the shared pointer. To cut a long story short, can there be a race condition on the reference count and can that lead to memory leaks?

    Read the article

  • Call function by pointer and set parametrs in memory block

    - by Ellesmess Glain
    Hi, I've little problem : I'm solving problem with calling function by pointer and passing to it parameters in continuous memory block. My goal is to have function named e.g CallFunc(void * func,void *params, unsigned int param_length); that I'll send function pointer, pointer to function's parameters and eventually parameters length and this calling function will call passed function with it's parameters. I will like write this in C/C++, but if somebody has idea, how this resolve in other language, that supports DLL generation and exportet functions, it will be fine too. Thanks for answers, Ellesmess P.S. I'm sorry about my English, but I'm Czech, thanks :o)

    Read the article

  • Add 64 bit offset to a pointer

    - by Novox
    In F#, there's the NativePtr module, but it seems to only support 32 bit offsets for its’ add/get/set functions, just like System.IntPtr does. Is there a way to add a 64 bit offset to a native pointer (nativeptr<'a) in F#? Of course I could convert all addresses to 64 bit integers, do normal integer operations and then convert the result again to nativeptr<'a, but this would cost additional add and imul instructions. I really want the AGUs to perform the address calculations. For instance, using unsafe in C# you could do something like void* ptr = Marshal.AllocHGlobal(...).ToPointer(); int64 offset = ...; T* newAddr = (T*)ptr + offset; // T has to be an unmanaged type Well actually you can't, because there is no "unmanaged" constraint for type parameters, but at least you can do general pointer arithmetic in a non-generic way. In F# we finally got the unmanaged constraint; but how do I do the pointer arithmetic?

    Read the article

< Previous Page | 18 19 20 21 22 23 24 25 26 27 28 29  | Next Page >