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  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

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  • Failed to Install Xdebug

    - by burnt1ce
    've registered xdebug in php.ini (as per http://xdebug.org/docs/install) but it's not showing up when i run "php -m" or when i get a test page to run "phpinfo()". I've just installed the latest version of XAMPP. I've used both "zend_extention" and "zend_extention_ts" to specify the path of the xdebug dll. I ensured that my apache server restarted and used the latest change of my php.ini by executing "httpd -k restart". Can anyone provide any suggestions in getting xdebug to show up? Here are the contents of my php.ini file. [PHP] ;;;;;;;;;;;;;;;;;;; ; About php.ini ; ;;;;;;;;;;;;;;;;;;; ; PHP's initialization file, generally called php.ini, is responsible for ; configuring many of the aspects of PHP's behavior. ; PHP attempts to find and load this configuration from a number of locations. ; The following is a summary of its search order: ; 1. SAPI module specific location. ; 2. The PHPRC environment variable. (As of PHP 5.2.0) ; 3. A number of predefined registry keys on Windows (As of PHP 5.2.0) ; 4. Current working directory (except CLI) ; 5. The web server's directory (for SAPI modules), or directory of PHP ; (otherwise in Windows) ; 6. The directory from the --with-config-file-path compile time option, or the ; Windows directory (C:\windows or C:\winnt) ; See the PHP docs for more specific information. ; http://php.net/configuration.file ; The syntax of the file is extremely simple. Whitespace and Lines ; beginning with a semicolon are silently ignored (as you probably guessed). ; Section headers (e.g. [Foo]) are also silently ignored, even though ; they might mean something in the future. ; Directives following the section heading [PATH=/www/mysite] only ; apply to PHP files in the /www/mysite directory. Directives ; following the section heading [HOST=www.example.com] only apply to ; PHP files served from www.example.com. Directives set in these ; special sections cannot be overridden by user-defined INI files or ; at runtime. Currently, [PATH=] and [HOST=] sections only work under ; CGI/FastCGI. ; http://php.net/ini.sections ; Directives are specified using the following syntax: ; directive = value ; Directive names are *case sensitive* - foo=bar is different from FOO=bar. ; Directives are variables used to configure PHP or PHP extensions. ; There is no name validation. If PHP can't find an expected ; directive because it is not set or is mistyped, a default value will be used. ; The value can be a string, a number, a PHP constant (e.g. E_ALL or M_PI), one ; of the INI constants (On, Off, True, False, Yes, No and None) or an expression ; (e.g. E_ALL & ~E_NOTICE), a quoted string ("bar"), or a reference to a ; previously set variable or directive (e.g. ${foo}) ; Expressions in the INI file are limited to bitwise operators and parentheses: ; | bitwise OR ; ^ bitwise XOR ; & bitwise AND ; ~ bitwise NOT ; ! boolean NOT ; Boolean flags can be turned on using the values 1, On, True or Yes. ; They can be turned off using the values 0, Off, False or No. ; An empty string can be denoted by simply not writing anything after the equal ; sign, or by using the None keyword: ; foo = ; sets foo to an empty string ; foo = None ; sets foo to an empty string ; foo = "None" ; sets foo to the string 'None' ; If you use constants in your value, and these constants belong to a ; dynamically loaded extension (either a PHP extension or a Zend extension), ; you may only use these constants *after* the line that loads the extension. ;;;;;;;;;;;;;;;;;;; ; About this file ; ;;;;;;;;;;;;;;;;;;; ; PHP comes packaged with two INI files. One that is recommended to be used ; in production environments and one that is recommended to be used in ; development environments. ; php.ini-production contains settings which hold security, performance and ; best practices at its core. But please be aware, these settings may break ; compatibility with older or less security conscience applications. We ; recommending using the production ini in production and testing environments. ; php.ini-development is very similar to its production variant, except it's ; much more verbose when it comes to errors. We recommending using the ; development version only in development environments as errors shown to ; application users can inadvertently leak otherwise secure information. ;;;;;;;;;;;;;;;;;;; ; Quick Reference ; ;;;;;;;;;;;;;;;;;;; ; The following are all the settings which are different in either the production ; or development versions of the INIs with respect to PHP's default behavior. ; Please see the actual settings later in the document for more details as to why ; we recommend these changes in PHP's behavior. ; allow_call_time_pass_reference ; Default Value: On ; Development Value: Off ; Production Value: Off ; display_errors ; Default Value: On ; Development Value: On ; Production Value: Off ; display_startup_errors ; Default Value: Off ; Development Value: On ; Production Value: Off ; error_reporting ; Default Value: E_ALL & ~E_NOTICE ; Development Value: E_ALL | E_STRICT ; Production Value: E_ALL & ~E_DEPRECATED ; html_errors ; Default Value: On ; Development Value: On ; Production value: Off ; log_errors ; Default Value: Off ; Development Value: On ; Production Value: On ; magic_quotes_gpc ; Default Value: On ; Development Value: Off ; Production Value: Off ; max_input_time ; Default Value: -1 (Unlimited) ; Development Value: 60 (60 seconds) ; Production Value: 60 (60 seconds) ; output_buffering ; Default Value: Off ; Development Value: 4096 ; Production Value: 4096 ; register_argc_argv ; Default Value: On ; Development Value: Off ; Production Value: Off ; register_long_arrays ; Default Value: On ; Development Value: Off ; Production Value: Off ; request_order ; Default Value: None ; Development Value: "GP" ; Production Value: "GP" ; session.bug_compat_42 ; Default Value: On ; Development Value: On ; Production Value: Off ; session.bug_compat_warn ; Default Value: On ; Development Value: On ; Production Value: Off ; session.gc_divisor ; Default Value: 100 ; Development Value: 1000 ; Production Value: 1000 ; session.hash_bits_per_character ; Default Value: 4 ; Development Value: 5 ; Production Value: 5 ; short_open_tag ; Default Value: On ; Development Value: Off ; Production Value: Off ; track_errors ; Default Value: Off ; Development Value: On ; Production Value: Off ; url_rewriter.tags ; Default Value: "a=href,area=href,frame=src,form=,fieldset=" ; Development Value: "a=href,area=href,frame=src,input=src,form=fakeentry" ; Production Value: "a=href,area=href,frame=src,input=src,form=fakeentry" ; variables_order ; Default Value: "EGPCS" ; Development Value: "GPCS" ; Production Value: "GPCS" ;;;;;;;;;;;;;;;;;;;; ; php.ini Options ; ;;;;;;;;;;;;;;;;;;;; ; Name for user-defined php.ini (.htaccess) files. Default is ".user.ini" ;user_ini.filename = ".user.ini" ; To disable this feature set this option to empty value ;user_ini.filename = ; TTL for user-defined php.ini files (time-to-live) in seconds. Default is 300 seconds (5 minutes) ;user_ini.cache_ttl = 300 ;;;;;;;;;;;;;;;;;;;; ; Language Options ; ;;;;;;;;;;;;;;;;;;;; ; Enable the PHP scripting language engine under Apache. ; http://php.net/engine engine = On ; This directive determines whether or not PHP will recognize code between ; <? and ?> tags as PHP source which should be processed as such. It's been ; recommended for several years that you not use the short tag "short cut" and ; instead to use the full <?php and ?> tag combination. With the wide spread use ; of XML and use of these tags by other languages, the server can become easily ; confused and end up parsing the wrong code in the wrong context. But because ; this short cut has been a feature for such a long time, it's currently still ; supported for backwards compatibility, but we recommend you don't use them. ; Default Value: On ; Development Value: Off ; Production Value: Off ; http://php.net/short-open-tag short_open_tag = Off ; Allow ASP-style <% %> tags. ; http://php.net/asp-tags asp_tags = Off ; The number of significant digits displayed in floating point numbers. ; http://php.net/precision precision = 14 ; Enforce year 2000 compliance (will cause problems with non-compliant browsers) ; http://php.net/y2k-compliance y2k_compliance = On ; Output buffering is a mechanism for controlling how much output data ; (excluding headers and cookies) PHP should keep internally before pushing that ; data to the client. If your application's output exceeds this setting, PHP ; will send that data in chunks of roughly the size you specify. ; Turning on this setting and managing its maximum buffer size can yield some ; interesting side-effects depending on your application and web server. ; You may be able to send headers and cookies after you've already sent output ; through print or echo. You also may see performance benefits if your server is ; emitting less packets due to buffered output versus PHP streaming the output ; as it gets it. On production servers, 4096 bytes is a good setting for performance ; reasons. ; Note: Output buffering can also be controlled via Output Buffering Control ; functions. ; Possible Values: ; On = Enabled and buffer is unlimited. (Use with caution) ; Off = Disabled ; Integer = Enables the buffer and sets its maximum size in bytes. ; Note: This directive is hardcoded to Off for the CLI SAPI ; Default Value: Off ; Development Value: 4096 ; Production Value: 4096 ; http://php.net/output-buffering output_buffering = Off ; You can redirect all of the output of your scripts to a function. For ; example, if you set output_handler to "mb_output_handler", character ; encoding will be transparently converted to the specified encoding. ; Setting any output handler automatically turns on output buffering. ; Note: People who wrote portable scripts should not depend on this ini ; directive. Instead, explicitly set the output handler using ob_start(). ; Using this ini directive may cause problems unless you know what script ; is doing. ; Note: You cannot use both "mb_output_handler" with "ob_iconv_handler" ; and you cannot use both "ob_gzhandler" and "zlib.output_compression". ; Note: output_handler must be empty if this is set 'On' !!!! ; Instead you must use zlib.output_handler. ; http://php.net/output-handler ;output_handler = ; Transparent output compression using the zlib library ; Valid values for this option are 'off', 'on', or a specific buffer size ; to be used for compression (default is 4KB) ; Note: Resulting chunk size may vary due to nature of compression. PHP ; outputs chunks that are few hundreds bytes each as a result of ; compression. If you prefer a larger chunk size for better ; performance, enable output_buffering in addition. ; Note: You need to use zlib.output_handler instead of the standard ; output_handler, or otherwise the output will be corrupted. ; http://php.net/zlib.output-compression zlib.output_compression = Off ; http://php.net/zlib.output-compression-level ;zlib.output_compression_level = -1 ; You cannot specify additional output handlers if zlib.output_compression ; is activated here. This setting does the same as output_handler but in ; a different order. ; http://php.net/zlib.output-handler ;zlib.output_handler = ; Implicit flush tells PHP to tell the output layer to flush itself ; automatically after every output block. This is equivalent to calling the ; PHP function flush() after each and every call to print() or echo() and each ; and every HTML block. Turning this option on has serious performance ; implications and is generally recommended for debugging purposes only. ; http://php.net/implicit-flush ; Note: This directive is hardcoded to On for the CLI SAPI implicit_flush = Off ; The unserialize callback function will be called (with the undefined class' ; name as parameter), if the unserializer finds an undefined class ; which should be instantiated. A warning appears if the specified function is ; not defined, or if the function doesn't include/implement the missing class. ; So only set this entry, if you really want to implement such a ; callback-function. unserialize_callback_func = ; When floats & doubles are serialized store serialize_precision significant ; digits after the floating point. The default value ensures that when floats ; are decoded with unserialize, the data will remain the same. serialize_precision = 100 ; This directive allows you to enable and disable warnings which PHP will issue ; if you pass a value by reference at function call time. Passing values by ; reference at function call time is a deprecated feature which will be removed ; from PHP at some point in the near future. The acceptable method for passing a ; value by reference to a function is by declaring the reference in the functions ; definition, not at call time. This directive does not disable this feature, it ; only determines whether PHP will warn you about it or not. These warnings ; should enabled in development environments only. ; Default Value: On (Suppress warnings) ; Development Value: Off (Issue warnings) ; Production Value: Off (Issue warnings) ; http://php.net/allow-call-time-pass-reference allow_call_time_pass_reference = On ; Safe Mode ; http://php.net/safe-mode safe_mode = Off ; By default, Safe Mode does a UID compare check when ; opening files. If you want to relax this to a GID compare, ; then turn on safe_mode_gid. ; http://php.net/safe-mode-gid safe_mode_gid = Off ; When safe_mode is on, UID/GID checks are bypassed when ; including files from this directory and its subdirectories. ; (directory must also be in include_path or full path must ; be used when including) ; http://php.net/safe-mode-include-dir safe_mode_include_dir = ; When safe_mode is on, only executables located in the safe_mode_exec_dir ; will be allowed to be executed via the exec family of functions. ; http://php.net/safe-mode-exec-dir safe_mode_exec_dir = ; Setting certain environment variables may be a potential security breach. ; This directive contains a comma-delimited list of prefixes. In Safe Mode, ; the user may only alter environment variables whose names begin with the ; prefixes supplied here. By default, users will only be able to set ; environment variables that begin with PHP_ (e.g. PHP_FOO=BAR). ; Note: If this directive is empty, PHP will let the user modify ANY ; environment variable! ; http://php.net/safe-mode-allowed-env-vars safe_mode_allowed_env_vars = PHP_ ; This directive contains a comma-delimited list of environment variables that ; the end user won't be able to change using putenv(). These variables will be ; protected even if safe_mode_allowed_env_vars is set to allow to change them. ; http://php.net/safe-mode-protected-env-vars safe_mode_protected_env_vars = LD_LIBRARY_PATH ; open_basedir, if set, limits all file operations to the defined directory ; and below. This directive makes most sense if used in a per-directory ; or per-virtualhost web server configuration file. This directive is ; *NOT* affected by whether Safe Mode is turned On or Off. ; http://php.net/open-basedir ;open_basedir = ; This directive allows you to disable certain functions for security reasons. ; It receives a comma-delimited list of function names. This directive is ; *NOT* affected by whether Safe Mode is turned On or Off. ; http://php.net/disable-functions disable_functions = ; This directive allows you to disable certain classes for security reasons. ; It receives a comma-delimited list of class names. This directive is ; *NOT* affected by whether Safe Mode is turned On or Off. ; http://php.net/disable-classes disable_classes = ; Colors for Syntax Highlighting mode. Anything that's acceptable in ; <span style="color: ???????"> would work. ; http://php.net/syntax-highlighting ;highlight.string = #DD0000 ;highlight.comment = #FF9900 ;highlight.keyword = #007700 ;highlight.bg = #FFFFFF ;highlight.default = #0000BB ;highlight.html = #000000 ; If enabled, the request will be allowed to complete even if the user aborts ; the request. Consider enabling it if executing long requests, which may end up ; being interrupted by the user or a browser timing out. PHP's default behavior ; is to disable this feature. ; http://php.net/ignore-user-abort ;ignore_user_abort = On ; Determines the size of the realpath cache to be used by PHP. This value should ; be increased on systems where PHP opens many files to reflect the quantity of ; the file operations performed. ; http://php.net/realpath-cache-size ;realpath_cache_size = 16k ; Duration of time, in seconds for which to cache realpath information for a given ; file or directory. For systems with rarely changing files, consider increasing this ; value. ; http://php.net/realpath-cache-ttl ;realpath_cache_ttl = 120 ;;;;;;;;;;;;;;;;; ; Miscellaneous ; ;;;;;;;;;;;;;;;;; ; Decides whether PHP may expose the fact that it is installed on the server ; (e.g. by adding its signature to the Web server header). It is no security ; threat in any way, but it makes it possible to determine whether you use PHP ; on your server or not. ; http://php.net/expose-php expose_php = On ;;;;;;;;;;;;;;;;;;; ; Resource Limits ; ;;;;;;;;;;;;;;;;;;; ; Maximum execution time of each script, in seconds ; http://php.net/max-execution-time ; Note: This directive is hardcoded to 0 for the CLI SAPI max_execution_time = 60 ; Maximum amount of time each script may spend parsing request data. It's a good ; idea to limit this time on productions servers in order to eliminate unexpectedly ; long running scripts. ; Note: This directive is hardcoded to -1 for the CLI SAPI ; Default Value: -1 (Unlimited) ; Development Value: 60 (60 seconds) ; Production Value: 60 (60 seconds) ; http://php.net/max-input-time max_input_time = 60 ; Maximum input variable nesting level ; http://php.net/max-input-nesting-level ;max_input_nesting_level = 64 ; Maximum amount of memory a script may consume (128MB) ; http://php.net/memory-limit memory_limit = 128M ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Error handling and logging ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; This directive informs PHP of which errors, warnings and notices you would like ; it to take action for. The recommended way of setting values for this ; directive is through the use of the error level constants and bitwise ; operators. The error level constants are below here for convenience as well as ; some common settings and their meanings. ; By default, PHP is set to take action on all errors, notices and warnings EXCEPT ; those related to E_NOTICE and E_STRICT, which together cover best practices and ; recommended coding standards in PHP. For performance reasons, this is the ; recommend error reporting setting. Your production server shouldn't be wasting ; resources complaining about best practices and coding standards. That's what ; development servers and development settings are for. ; Note: The php.ini-development file has this setting as E_ALL | E_STRICT. This ; means it pretty much reports everything which is exactly what you want during ; development and early testing. ; ; Error Level Constants: ; E_ALL - All errors and warnings (includes E_STRICT as of PHP 6.0.0) ; E_ERROR - fatal run-time errors ; E_RECOVERABLE_ERROR - almost fatal run-time errors ; E_WARNING - run-time warnings (non-fatal errors) ; E_PARSE - compile-time parse errors ; E_NOTICE - run-time notices (these are warnings which often result ; from a bug in your code, but it's possible that it was ; intentional (e.g., using an uninitialized variable and ; relying on the fact it's automatically initialized to an ; empty string) ; E_STRICT - run-time notices, enable to have PHP suggest changes ; to your code which will ensure the best interoperability ; and forward compatibility of your code ; E_CORE_ERROR - fatal errors that occur during PHP's initial startup ; E_CORE_WARNING - warnings (non-fatal errors) that occur during PHP's ; initial startup ; E_COMPILE_ERROR - fatal compile-time errors ; E_COMPILE_WARNING - compile-time warnings (non-fatal errors) ; E_USER_ERROR - user-generated error message ; E_USER_WARNING - user-generated warning message ; E_USER_NOTICE - user-generated notice message ; E_DEPRECATED - warn about code that will not work in future versions ; of PHP ; E_USER_DEPRECATED - user-generated deprecation warnings ; ; Common Values: ; E_ALL & ~E_NOTICE (Show all errors, except for notices and coding standards warnings.) ; E_ALL & ~E_NOTICE | E_STRICT (Show all errors, except for notices) ; E_COMPILE_ERROR|E_RECOVERABLE_ERROR|E_ERROR|E_CORE_ERROR (Show only errors) ; E_ALL | E_STRICT (Show all errors, warnings and notices including coding standards.) ; Default Value: E_ALL & ~E_NOTICE ; Development Value: E_ALL | E_STRICT ; Production Value: E_ALL & ~E_DEPRECATED ; http://php.net/error-reporting error_reporting = E_ALL & ~E_NOTICE & ~E_DEPRECATED ; This directive controls whether or not and where PHP will output errors, ; notices and warnings too. Error output is very useful during development, but ; it could be very dangerous in production environments. Depending on the code ; which is triggering the error, sensitive information could potentially leak ; out of your application such as database usernames and passwords or worse. ; It's recommended that errors be logged on production servers rather than ; having the errors sent to STDOUT. ; Possible Values: ; Off = Do not display any errors ; stderr = Display errors to STDERR (affects only CGI/CLI binaries!) ; On or stdout = Display errors to STDOUT ; Default Value: On ; Development Value: On ; Production Value: Off ; http://php.net/display-errors display_errors = On ; The display of errors which occur during PHP's startup sequence are handled ; separately from display_errors. PHP's default behavior is to suppress those ; errors from clients. Turning the display of startup errors on can be useful in ; debugging configuration problems. But, it's strongly recommended that you ; leave this setting off on production servers. ; Default Value: Off ; Development Value: On ; Production Value: Off ; http://php.net/display-startup-errors display_startup_errors = On ; Besides displaying errors, PHP can also log errors to locations such as a ; server-specific log, STDERR, or a location specified by the error_log ; directive found below. While errors should not be displayed on productions ; servers they should still be monitored and logging is a great way to do that. ; Default Value: Off ; Development Value: On ; Production Value: On ; http://php.net/log-errors log_errors = Off ; Set maximum length of log_errors. In error_log information about the source is ; added. The default is 1024 and 0 allows to not apply any maximum length at all. ; http://php.net/log-errors-max-len log_errors_max_len = 1024 ; Do not log repeated messages. Repeated errors must occur in same file on same ; line unless ignore_repeated_source is set true. ; http://php.net/ignore-repeated-errors ignore_repeated_errors = Off ; Ignore source of message when ignoring repeated messages. When this setting ; is On you will not log errors with repeated messages from different files or ; source lines. ; http://php.net/ignore-repeated-source ignore_repeated_source = Off ; If this parameter is set to Off, then memory leaks will not be shown (on ; stdout or in the log). This has only effect in a debug compile, and if ; error reporting includes E_WARNING in the allowed list ; http://php.net/report-memleaks report_memleaks = On ; This setting is on by default. ;report_zend_debug = 0 ; Store the last error/warning message in $php_errormsg (boolean). Setting this value ; to On can assist in debugging and is appropriate for development servers. It should ; however be disabled on production servers. ; Default Value: Off ; Development Value: On ; Production Value: Off ; http://php.net/track-errors track_errors = Off ; Turn off normal error reporting and emit XML-RPC error XML ; http://php.net/xmlrpc-errors ;xmlrpc_errors = 0 ; An XML-RPC faultCode ;xmlrpc_error_number = 0 ; When PHP displays or logs an error, it has the capability of inserting html ; links to documentation related to that error. This directive controls whether ; those HTML links appear in error messages or not. For performance and security ; reasons, it's recommended you disable this on production servers. ; Note: This directive is hardcoded to Off for the CLI SAPI ; Default Value: On ; Development Value: On ; Production value: Off ; http://php.net/html-errors html_errors = On ; If html_errors is set On PHP produces clickable error messages that direct ; to a page describing the error or function causing the error in detail. ; You can download a copy of the PHP manual from http://php.net/docs ; and change docref_root to the base URL of your local copy including the ; leading '/'. You must also specify the file extension being used including ; the dot. PHP's default behavior is to leave these settings empty. ; Note: Never use this feature for production boxes. ; http://php.net/docref-root ; Examples ;docref_root = "/phpmanual/" ; http://php.net/docref-ext ;docref_ext = .html ; String to output before an error message. PHP's default behavior is to leave ; this setting blank. ; http://php.net/error-prepend-string ; Example: ;error_prepend_string = "<font color=#ff0000>" ; String to output after an error message. PHP's default behavior is to leave ; this setting blank. ; http://php.net/error-append-string ; Example: ;error_append_string = "</font>" ; Log errors to specified file. PHP's default behavior is to leave this value ; empty. ; http://php.net/error-log ; Example: ;error_log = php_errors.log ; Log errors to syslog (Event Log on NT, not valid in Windows 95). ;error_log = syslog ;error_log = "C:\xampp\apache\logs\php_error.log" ;;;;;;;;;;;;;;;;; ; Data Handling ; ;;;;;;;;;;;;;;;;; ; Note - track_vars is ALWAYS enabled ; The separator used in PHP generated URLs to separate arguments. ; PHP's default setting is "&". ; http://php.net/arg-separator.output ; Example: arg_separator.output = "&amp;" ; List of separator(s) used by PHP to parse input URLs into variables. ; PHP's default setting is "&

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  • Rendering WPF DrawingGroup to single ImageSource

    - by Xander
    Currently I'm using a System.Windows.Media.DrawingGroup to store some tiled images (ImageDrawing) inside the Children-DrawingCollection property. Well the problem is now, this method gets really slow if you display the entire DrawingGroup in an Image control, because my DrawingGroup can contain hundreds or even thousands of small images it can really mess up the performance. So my first thought was to somehow render a single image from all the small ones inside the DrawingGroup and then only display that image, that would be much faster. But as you might have figured out I haven't found any solution so simply combine several images with WPF Imaging. It would really be great if someone could help with this problem or tell me how i can improve the performance with the DrawingGroup or even use another approach. One last thing, currently I'm using a RenderTargetBitmap to generate a single BitmapSource from the DrawingGroup, this approach isn't really faster, but it makes the scrolling and working on the Image control at least a little smoother.

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  • iPhone Horizontal Scrolling Table

    - by Wireless Designs
    Hello all - I need to create a view on the iPhone that scrolls horizontally through a gallery of images. The issue is that this gallery has the potential to have 100s to 1000s of images that needs to be presented, so I would like to avoid loading them all into a single UIScrollView at once and destroying performance. I need to create a view that recycles the view objects (like UITableView) to increase performance and reduce memory overhead, but it needs to scroll in a horizontal fashion. Any ideas? Is it possible to make UITableView operation horizontally? Thanks!

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  • Application Architecture using WCF and System.AddIn

    - by Silverhalide
    A little background -- we're designing an application that uses a client/server architecture consisting of: A server which loads server-side modules, potentially developed by other teams. A client which loads corresponding client-side modules (also potentially developed by those other teams; each client module corresponds with a server module). The client side communicates with the server side for general coordination, and as well as module specific tasks. (At this point, I think that means client talks to server, client modules talk to server modules.) Environment is .NET 3.5, and client side is WPF. The deployment scenario introduces the potential to upgrade the server, any server-side module, the client, and any client-side module independently. However, being able to "work" using mismatched versions is required. I'm therefore concerned about versioning issues. My thinking so far: A Windows Service for the server. Using System.AddIn for the server to load and communicate with the server modules will give us the greatest flexibility in terms of version compatability between server and server modules. The server and each server module vend WCF services for communication to the client side; communication between the server and a server module, or between two server modules use the AddIn contracts. (One advantage of this is that a module can expose a different interface within the server and outside it.) Similarly, the client uses System.AddIn to find, load, and communicate with the client modules. Client communications with client modules is via the AddIn interface; communications from the client and from client modules to the server side are via WCF. For maximum resilience, each module will run in a separate app-domain. In general, the system has modest performance requirements, so marshalling and crossing process boundaries is not expected to be a performance concern. (Performance requirement is basically summed up by: don't get in the way of the other parts of the system not described here.) My questions are around the idea of having two different communication and versioning models to work with which will be an added burden on our developers. System.AddIn seems quite powerful, but also a little unwieldly. (I'm also unsure of Microsoft's commitment to it in the future.) On the other hand, I'm not thrilled with WCF's versioning capabilities. I have a feeling that it would be possible to implement the System.AddIn view/adapter/contract system within WCF, but being fairly new to both technologies, I would have no idea of where to start. So... Am I on the right track here? Am I doing this the hard way? Are there gotchas I need to be aware of on this road? Thanks.

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  • Embedded Linux or eCos ?

    - by mawg
    One way to look at it - embedded Linux starts with desktop Linux & ditches the parts not needed for embedded systems (is this actually true?), whereas eCos is designed from the ground up for embedded systems. Now, assume an ARM processor, probably ARM 7 - does performance make a difference? Actually, we talking a very low load system, max 500 transactions a day. Any advantages of one over the other (or FreeRTOS, etc)? Stability, maturity, performance, development tools, anything else? All that I can think of is that if I am certain that I will never port to another o/s, then if I go with embedded Linux, I don't need an o/s abstraction layer to allow me to do unit testing on host (desktop Linux box). Any thoughts or comments? Thanks.

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  • How to Deserialize XMLDocument to object in C#?

    - by Deepfreezed
    I have a .Net webserivce that accepts XML in string format. XML String sent into the webserivce can represent any Object in the system. I need to check the first node to figure out what object to deserialize the XML string. For this I will have to load the XML into an XMLDocument (Don't want to use RegEx or string compare). I am wondering if there is a way to Deserialize the XMLDocument/XMLNode rather that deserializing the string to save some performance? Is there going to be any performance benefit serializing the XMLNode rather that the string? Method to Load XMLDocument public void LoadFromString(String s) { m_XmlDoc = new XmlDocument(); m_XmlDoc.LoadXml(s); } Thanks

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  • PHP Flush: How Often and Best Practises

    - by Cory Dee
    I just finished reading this post: http://developer.yahoo.com/performance/rules.html#flush and have already implemented a flush after the top portion of my page loads (head, css, top banner/search/nav). Is there any performance hit in flushing? Is there such a thing as doing it too often? What are the best practices? If I am going to hit an external API for data, would it make sense to flush before hand so that the user isn't waiting on that data to come back, and can at least get some data before hand? Thanks to everyone in advance.

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  • Are there disadvantages to using VARCHAR(MAX) in a table?

    - by Meiscooldude
    Here is my predicament. Basically, I need a column in a table to hold up an unknown length of characters. But I was curious if in Sql Server performance problems could arise using a VARCHAR(MAX) or NVARCHAR(MAX) in a column, such as: 'This time' I only need to store 3 characters and most of the time I only need to store 10 characters. But there is a small chances that It could be up to a couple thousand characters in that column, or even possibly a million, It is unpredictable. But, I can guarantee that it will not go over the 2GB limit. I was just curious if there are any performance issues, or possibly better ways of solving this problem where available.

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  • How do I iterate over the properties of an anonymous object in C#?

    - by Tomas Lycken
    I want to take an anonymous object as argument to a method, and then iterate over its properties to add each property/value to a a dynamic ExpandoObject. So what I need is to go from new { Prop1 = "first value", Prop2 = SomeObjectInstance, Prop3 = 1234 } to knowing names and values of each property, and being able to add them to the ExpandoObject. How do I accomplish this? Side note: This will be done in many of my unit tests (I'm using it to refactor away a lot of junk in the setup), so performance is to some extent relevant. I don't know enough about reflection to say for sure, but from what I've understood it's pretty performance heavy, so if it's possible I'd rather avoid it... Follow-up question: As I said, I'm taking this anonymous object as an argument to a method. What datatype should I use in the method's signature? Will all properties be available if I use object?

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  • Avoid implicit conversion from date to timestamp for selects with Oracle 11g using Hibernate

    - by sapporo
    I'm using Hibernate 3.2.1 criteria queries to select rows from an Oracle 11g database, filtering by a timestamp field. The field in question is of type java.util.Date in Java, and DATE in Oracle. It turns out that the field gets mapped to java.sql.Timestamp, and Oracle converts all rows to TIMESTAMP before comparing to the passed in value, bypassing the index and thereby ruining performance. One solution would be to use Hibernate's sqlRestriction() along with Oracle's TO_DATE function. That would fix performance, but requires rewriting the application code (lots of queries). So is there a more elegant solution? Since Hibernate already does type mapping, could it be configured to do the right thing?

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  • Bullet Physics, when to choose which DynamicsWorld?

    - by Sqeaky
    I have a few general questions about the bullet physics library. Here is my current understanding in a nutshell: btDiscreteDynamicsWorld - Simplest physics world, only handles rigid bodies, maybe it has better performance. btSoftRigidDynamicsWorld - The only physics world that can work with large jello moulds btContinuousDynamicsWorld - If you have really fast objects this will prevent them from prenetrating each other or flying through each other, but is otherwise like a btDiscreteDynamicsWorld. Is my understanding of the btDiscreetDynamicsWorld, btContinuousDynamicsWorld and btSoftRigidDynamicsWorld classes in terms of functionality, purpose, and performance correct? Why does the user manual recommend the btDiscreteDynamicsWorld class? btSoftRigidDynamicsWorld appears to be the only world that can handle soft bodies, so what if we wanted Continuous Physics integration and Soft bodies? How fast is fast enough to consider using a btContinuousDynamicsWorld, and what are the drawbacks of using one? Edit: My Buddy Mako also posted this question on The Bullet forums: http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&t=4863

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  • MySql multiple selects batching in .net

    - by Amith George
    I have a situation in my application. For each x-axis point in my chart, I am plotting 5 y-axis values. To calculate each of these 5 values, I need to make 4 different queries. Ie, for each x-axis point I need to fire 20 sql queries. Now, I need to plot 40 such points in the my chart. Its resulting in a pathetic performance where it takes close to a minute to get all the data back from the database. Each of 4 different queries consists of a join between 2 tables. One has only 6 rows. The other close to 10,000. Each of the 4 queries has different WHERE clauses, so they are different queries. For each point in the x-axis, only the values for the where clauses change. I have tried combining each of the 4 queries into one big string. Basically batch the four selects. These are again batched for each y-axis value. So, for each x-axis point, I am now firing one big command that consists of 20 different select statements. Technically, I should be experiencing a big performance boost, right? Instead of hitting the db 40x5x4 = 800 times, I am now hitting it just 40 times. But instead of taking 60 seconds, it taking 50-55 seconds... not much of a help. I am using MySql 5.1, and the 6.1 version of its .Net connector. What can I do to improve the performance? Edit: One of the 4 queries is as follows: SELECT SUM(TIME_TO_SEC(TIMEDIFF(T1.col2, T1.col1))* T2.col1 / (3600 *1000)) AS TotalTime FROM Table T1 JOIN Table T2 ON T1.col3 = T2.col3 WHERE T1.col4 = 'i' AND T1.col1 >= '2009-12-25 00:00:00' AND T1.col2 <= '2009-12-26 00:00:00'; The other 3 queries are similar, only the where clause changes slightly. This set of 4 queries is fired 5 times. The first 3 times against the join of table T1 and T2, passing in different values for col4. And the next two times against the join of table T3 and T2 passing in different values for col4. These 5 values are the y-axis values for a particular x-axis point. The data returned by all these queries is the same format. so, we tried doing a UNION ALL on all these queries. No substantial difference. One strange thing, however, after indexing the foreign key on the table T1 [while it contained over a lakh records], the queries were using the index, but they had become slower. At times, the queries would take double the time to return the data.

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  • Face recognition Library

    - by Janusz
    I'm looking for a free face recognition library for a university project. I'm not looking for face detection. I'm looking for actual recognition. That means finding images that contain specified faces or libraries that calculate distances between specific faces. I'm using OpenCV for detecting the faces and a rough Eigenfaces Algorithm for the recognition now. But I thought there should be something out there with a better performance then a self written Eigenfaces Algorithm. I don't talk about speed as performance I'm looking for a library with better results as an simple Eigenfaces approach I took a look at faint but it seems the library is not very reusable for my own applications. I'm happy with a library in Python, Java, C++, C or something like that. The best thing would be if it can be run on a Windowsmachine

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  • CPU consumption of my process

    - by Abruzzo Forte e Gentile
    Hi all I would like to use Performance Monitor to check the CPU consumption of my process. Right now I am working on a MultiCore machine. If I have a look at my process in TASK MANAGER I see that my process consumes 20% of CPU. If I start performance monitor, I select Process--% Processor Time I see values peaking up and over 100%. Do you know why and how to get the real measure? I also looked at the CPU consumption for all of my 4 cores, but I don't know exactly how to attribute consumption to my process. If you can suggest a link or url about how to read CPU usage I would really appreciate! Thanks a lot! AFG

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  • Managed language for scientific computing software

    - by heisen
    Scientific computing is algorithm intensive and can also be data intensive. It often needs to use a lot of memory to run analysis and release it before continuing with the next. Sometime it also uses memory pool to recycle memory for each analysis. Managed language is interesting here because it can allow the developer to concentrate on the application logic. Since it might need to deal with huge dataset, performance is important too. But how can we control memory and performance with managed language?

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  • C or C++ to write a compiler?

    - by H.Josef
    I want to write a compiler for a custom markup language, I want to get optimum performance and I also want to have a good scalable design. Multi-paradigm programming language (C++) is more suitable to implement modern design patterns, but I think that will degrade performance a little bit (think of RTTI for example) which more or less might make C a better choice. I wonder what is the best language (C, C++ or even objective C) if someone wants to create a modern compiler (in the sense of complying to modern software engineering principles as a software) that is fast, efficient, and well designed.

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  • compile AMR-nb codec with RVCT for WinCE/Window Mobile

    - by pps
    Hello everybody, I'm working on amr speech codec (porting/optimization) I have an arm (for WinCE) optimized version from voiceage and I use it as a reference in performance testing. So far, binary produced with my lib beats the other one by around 20-30%! I use Vs2008 and I have limited access to ARM instruction set I can generate with Microsoft compiler. So I tried to look for alternative compiler to see what would be performance difference. I have RVCT compiler, but it produces elf binaries/object files. However, I run my test on a wince mobile phone (TyTn 2) so I need to find a way to run code compiled with RVCT on WinCE. Some of the options are 1) to produce assembly listing (-S option of armcc), and try to assemble with some other assembler that can create COFF (MS assembler for arm) 2) compile and convert generated ELF object file to COFF object (seems like objcopy of gnu binutils could help me with that) 3) using fromelf utility supplied by RVCT create BIN file and somehow try to mangle the bits so I can execute them ;) My first attempt is to create a simple c++ file with one exported function, compile it with RVCT and then try to run that function on the smartphone. The emitted assembly cannot be assembled by the ms assembler (not only they are not compatible, but also ms assembler rejects some of the instructions generated with RVCT compiler; ASR opcode in my case) Then I tried to convert ELF object to coff format and I can't find any information on that. There is a gcc port for ce and objcopy from that toolset is supposed to be able to do the task. However, I can't get it working. I tried different switches, but I have no idea what exactly I need to specify as bfdname for input and output format. So, I couldn't get it working either. Dumping with fromelf and using generated bin file seems to be overkill, so I decided to ask you guys if there is anything I should try to do or maybe someone has already done similar task and could help me. Basically, all I want to do is to compile my code with RVCT compiler and see what's the performance difference. My code has zero dependencies on any c runtime functions. thanks!

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  • Serverside image processing

    - by spol
    I am designing a web application that does server side image processing in real time. Processing tasks include applying different effects like grayscale, blur, oil paint, pencil sketch etc on images in various formats. I want to build it using java/servlets which I am already familiar with. I found 3 options, 1) Use pure java imaging libraries like java.awt or http://www.jhlabs.com/ip/index.html 2) Use command line tools like Gimp/ImageMagick 3) Use c,c++ image libraries that have java bindings. I don't know which of the above options is good keeping the performance in mind. It looks like option 2) and 3) are good performance wise, but I want to be sure before I rule out 1). I have also heard gimp cannot be run using command line unless gtk or xwindows is already installed on the server. Will there be any such problems with 2) or 3) while running them server side? Also please suggest any good image processing libraries for this purpose.

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  • C++ project type: unicode vs multi-byte; pros and cons

    - by Stefan Valianu
    I'm wondering what the Stack Overflow community thinks when it comes to creating a project (thinking primarily c++ here) with a unicode or a multi-byte character set. Are there pros to going Unicode straight from the start, implying all your strings will be in wide format? Are there performance issues / larger memory requirements because of a standard use of a larger character? Is there an advantage to this method? Do some processor architectures handle wide characters better? Are there any reasons to make your project Unicode if you don't plan on supporting additional languages? What reasons would one have for creating a project with a multi-byte character set? How do all of the factors above collide in a high performance environment (such as a modern video game) ?

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  • UITableViewCell with selectable/copyable text that also detects URLs on the iPhone

    - by Jasarien
    Hi guys, I have a problem. Part of my app requires text to be shown in a table. The text needs to be selectable/copyable (but not editable) and any URLs within the text need to be highlighted and and when tapped allow me to take that URL and open my embedded browser. I have seen a couple of solutions that solve one of either of these problems, but not both. Solution 1: Icon Factory's IFTweetLabel The first solution I tried was to use the IFTweetLabel class made possible by Icon Factory and used in Twitterrific. While this solution allows for links (or anything you can find with a regex) to be detected to be handled on a case by case basis, it doesn't allow for selecting and copying. There is also an issue where if a URL is long enough to be wrapped, the button that the class overlays above the URL to make it interactive cannot wrap and draws off screen, looking very odd. Solution 2: Use IFTweetLabel and handle copy manually The second thing I tried was to keep IFTweetLabel in place to handle the links, but to implement the copying using a long-tap gesture, like how the SMS app handles it. This was just about working, but it doesn't allow for arbitrary selection of text, the whole text is copied, or none is copied at all... Pretty black and white. Solution 3: UITextView My third attempt was to add a UITextView as a subview of the table cell. The only thing that this doesn't solve is the fact that detected URLs cannot be handled by me. The text view uses UIApplication's openURL: method which quits my app and launched Safari. Also, as the table view can get quite large, the number of UITextViews added as subviews cause a noticeable performance drag on scrolling throughout the table, especially on iPhone 3G era devices (because of the creation, layout, compositing whenever a cell is scrolled on screen, etc). So my question to all you knowledgeable folk out there is: What can I do? Would a UIWebView be the best option? Aside from a performance drag, I think a webview would solve all the above issues, and if I remember correctly, back in the 2.0 days, the Apple documentation actually recommended web views where text formatting / hyperlinks were required. Can anyone think of a way to achieve this without a performance drag? Many thanks in advance to everyone who can help.

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  • Large number array compression

    - by gatapia
    Hi All, I've got a javascript application that sends a large amount of numerical data down the wire. This data is then stored in a database. I am having size issues (too much bandwidth, database getting too big). I am now ready to sacrifice some performance for compression. I was thinking of implementing a base 62 number.toString(62) and parseInt(compressed, 62). This would certainly reduce the size of the data but before I go ahead and do this I thought I would put it to the folks here as I know there must be some outside the box solution I have not considered. The basic specs are: - Compress large number arrays into strings for JSONP transfer (So I think UTF is out) - Be relatively fast, look I'm not expecting same performance as I have now but I also don't want gzip compression either. Any ideas would be greatly appreciated. Thanks Guido Tapia

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  • Keeping files or database records? Java and Python

    - by danpalmer
    My website will use a Neural Network to predict thing based on user data. The user can select the data to be used in training the network and then use their trained network to predict things. I am using a framework to create, train and query the networks. This uses Java. The framework has persistence for saving a network to an XML file. What is the best way to store these files? I can see several potential ideas, but I need help on choosing which is best: Save each network to a separate XML file with a name that is stored in the database. Load this each time. Save all the networks to the same XML file with each network having a different name that is stored in the database. Somehow pass what would normally be written to an XML file to the Django site for writing to the database. This would need to be returned to the Java code when a prediction needs to be made. I am able to do 1 or 2, but I think their performance will be quite limited and I am on shared hosting at the moment, so I don't know how pleased they would be with thousands of files. Also, after adding a few thousand records to one XML file, I was noticing a massive performance hit on saving to it. If I were able to implement version 3 somehow I think it would be best. No issues with separate processes accessing the database and I think performance would be better. Not to mention having no files lying around. However, the stuff in the neural network framework I am using (Encog) for saving to a file needs access to a Java file object, not a string that could be saved to a database. Unless there is some Java magic I can do here (I know very little Java), the only way I can see of doing this would be with a temporary files but I don't know if this is the correct way to do it. I would appreciate any ideas on the best way to implement any of the above 3 ideas or any alternatives. Thanks!

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  • Improve mysql JDBC insert call

    - by richs
    i have a legacy Java system that every time it gets an order it makes a JDBC call to a stored procedure for each field in the order. Generally the stored procedure will get called 20 to 30 times for each order. The store procedure is just doing an insert into a table for each field. i need to improve the performance of this operation. one thought i had was to create an insert query string that does multiple inserts in one JDBC call. MySql supports a multiple insert string. INSERT INTO PersonAge (name, age) VALUES ('Helen', 24), ('Katrina', 21), ('Samia', 22), ('Hui Ling', 25), ('Yumie', 29) This has the advantage of only requiring one JDBC call per order. Any other ideas on how to improve performance?

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  • Better to build or buy a compute grid platform?

    - by James B
    I am looking to do some quite processor-intensive brute force processing for string matching. I have run my prototype in a multi-threaded environment and compared the performance to an implementation using Gridgain with a couple of nodes (also multithreaded). The performance I observed was that my Gridgain implementation performed slower to my multithreaded implementation. It could be the case that there was a flaw in my gridgain implementation, but it was only a prototype, and I thought the results were indicative. So my question is this: What are the advantages of having to learn and then build an implementation for a particular grid platform (hadoop, gridgain, or EC2 if going hosted - other suggestions welcome), when one could fairly easily put together a lightweight compute grid platform with a much shallower learning curve?...i.e. what do we get for free with these cloud/grid platforms that are worth having/tricky to implement? (Please note, I don't have any need for a data grid) Cheers, -James (p.s. Happy to make this community wiki if needbe)

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