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  • MaxStartups and MaxSessions configurations parameter for ssh connections?

    - by Webby
    I am copying the files from machineB and machineC into machineA as I am running my below shell script on machineA. If the files is not there in machineB then it should be there in machineC for sure so I will try copying the files from machineB first, if it is not there in machineB then I will try copying the same files from machineC. I am copying the files in parallel using GNU Parallel library and it is working fine. Currently I am copying 10 files in parallel. Below is my shell script which I have - #!/bin/bash export PRIMARY=/test01/primary export SECONDARY=/test02/secondary readonly FILERS_LOCATION=(machineB machineC) export FILERS_LOCATION_1=${FILERS_LOCATION[0]} export FILERS_LOCATION_2=${FILERS_LOCATION[1]} PRIMARY_PARTITION=(550 274 2 546 278) # this will have more file numbers SECONDARY_PARTITION=(1643 1103 1372 1096 1369 1568) # this will have more file numbers export dir3=/testing/snapshot/20140103 find "$PRIMARY" -mindepth 1 -delete find "$SECONDARY" -mindepth 1 -delete do_Copy() { el=$1 PRIMSEC=$2 scp david@$FILERS_LOCATION_1:$dir3/new_weekly_2014_"$el"_200003_5.data $PRIMSEC/. || scp david@$FILERS_LOCATION_2:$dir3/new_weekly_2014_"$el"_200003_5.data $PRIMSEC/. } export -f do_Copy parallel --retries 10 -j 10 do_Copy {} $PRIMARY ::: "${PRIMARY_PARTITION[@]}" & parallel --retries 10 -j 10 do_Copy {} $SECONDARY ::: "${SECONDARY_PARTITION[@]}" & wait echo "All files copied." Problem Statement:- With the above script at some point I am getting this exception - ssh_exchange_identification: Connection closed by remote host ssh_exchange_identification: Connection closed by remote host ssh_exchange_identification: Connection closed by remote host And I guess the error is typically caused by too many ssh/scp starting at the same time. That leads me to believe /etc/ssh/sshd_config:MaxStartups and MaxSessions is set too low. But my question is on which server it is pretty low? machineB and machineC or machineA? And on what machines I need to increase the number? On machineA this is what I can find - root@machineA:/home/david# grep MaxStartups /etc/ssh/sshd_config #MaxStartups 10:30:60 root@machineA:/home/david# grep MaxSessions /etc/ssh/sshd_config And on machineB and machineC this is what I can find - [root@machineB ~]$ grep MaxStartups /etc/ssh/sshd_config #MaxStartups 10 [root@machineB ~]$ grep MaxSessions /etc/ssh/sshd_config #MaxSessions 10

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  • Logic for FOR loop in c#

    - by karthik
    My method has a parameter, I have to use that in my For loop to iterate. For example, I have a text file with 4 lines. If the Param is 1, the for loop must iterate through the last three lines If the Param is 2, the for loop must iterate through the last two lines If the Param is 3, the for loop must iterate through the last one line How can i pass this param in my For loop to achieve all the three scenarios stated above ?

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  • Bash Parallelization of CPU-intensive processes

    - by ehsanul
    tee forwards its stdin to every single file specified, while pee does the same, but for pipes. These programs send every single line of their stdin to each and every file/pipe specified. However, I was looking for a way to "load balance" the stdin to different pipes, so one line is sent to the first pipe, another line to the second, etc. It would also be nice if the stdout of the pipes are collected into one stream as well. The use case is simple parallelization of CPU intensive processes that work on a line-by-line basis. I was doing a sed on a 14GB file, and it could have run much faster if I could use multiple sed processes. The command was like this: pv infile | sed 's/something//' > outfile To parallelize, the best would be if GNU parallel would support this functionality like so (made up the --demux-stdin option): pv infile | parallel -u -j4 --demux-stdin "sed 's/something//'" > outfile However, there's no option like this and parallel always uses its stdin as arguments for the command it invokes, like xargs. So I tried this, but it's hopelessly slow, and it's clear why: pv infile | parallel -u -j4 "echo {} | sed 's/something//'" > outfile I just wanted to know if there's any other way to do this (short of coding it up myself). If there was a "load-balancing" tee (let's call it lee), I could do this: pv infile | lee >(sed 's/something//' >> outfile) >(sed 's/something//' >> outfile) >(sed 's/something//' >> outfile) >(sed 's/something//' >> outfile) Not pretty, so I'd definitely prefer something like the made up parallel version, but this would work too.

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  • How can I refactor this JavaScript code to avoid making functions in a loop?

    - by Bungle
    I wrote the following code for a project that I'm working on: var clicky_tracking = [ ['related-searches', 'Related Searches'], ['related-stories', 'Related Stories'], ['more-videos', 'More Videos'], ['web-headlines', 'Publication'] ]; for (var x = 0, length_x = clicky_tracking.length; x < length_x; x++) { links = document.getElementById(clicky_tracking[x][0]) .getElementsByTagName('a'); for (var y = 0, length_y = links.length; y < length_y; y++) { links[y].onclick = (function(name, url) { return function() { clicky.log(url, name, 'outbound'); }; }(clicky_tracking[x][1], links[y].href)); } } What I'm trying to do is: define a two-dimensional array, with each instance the inner arrays containing two elements: an id attribute value (e.g., "related-searches") and a corresponding description (e.g., "Related Searches"); for each of the inner arrays, find the element in the document with the corresponding id attribute, and then gather a collection of all <a> elements (hyperlinks) within it; loop through that collection and attach an onclick handler to each hyperlink, which should call clicky.log, passing in as parameters the description that corresponds to the id (e.g., "Related Searches" for the id "related-searches") and the value of the href attribute for the <a> element that was clicked. Hopefully that wasn't thoroughly confusing! The code may be more self-explanatory than that. I believe that what I've implemented here is a closure, but JSLint complains: http://img.skitch.com/20100526-k1trfr6tpj64iamm8r4jf5rbru.png So, my questions are: How can I refactor this code to make JSLint agreeable? Or, better yet, is there a best-practices way to do this that I'm missing, regardless of what JSLint thinks? Should I rely on event delegation instead? That is, attaching onclick event handlers to the document elements with the id attributes in my arrays, and then looking at event.target? I've done that once before and understand the theory, but I'm very hazy on the details, and would appreciate some guidance on what that would look like - assuming this is a viable approach. Thanks very much for any help!

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  • While using ConcurrentQueue, trying to dequeue while looping through in parallel

    - by James Black
    I am using the parallel data structures in my .NET 4 application and I have a ConcurrentQueue that gets added to while I am processing through it. I want to do something like: personqueue.AsParallel().WithDegreeOfParallelism(20).ForAll(i => ... ); as I make database calls to save the data, so I am limiting the number of concurrent threads. But, I expect that the ForAll isn't going to dequeue, and I am concerned about just doing ForAll(i => { personqueue.personqueue.TryDequeue(...); ... }); as there is no guarantee that I am popping off the correct one. So, how can I iterate through the collection and dequeue, in a parallel fashion. Or, would it be better to use PLINQ to do this processing, in parallel?

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  • Why doesen't the number 2 work in this for-loop?

    - by Emil
    Hello. I have a function that runs trough each element in an array. It's hard to explain, so I'll just paste in the code here: NSLog(@"%@", arraySub); for (NSString *string in arrayFav){ int favoriteLoop = [string intValue] + favCount; NSLog(@"%d", favoriteLoop); id arrayFavObject = [array objectAtIndex:favoriteLoop]; [arrayFavObject retain]; [array removeObjectAtIndex:favoriteLoop]; [array insertObject:arrayFavObject atIndex:0]; [arrayFavObject release]; id arraySubFavObject = [arraySub objectAtIndex:favoriteLoop]; [arraySubFavObject retain]; [arraySub removeObjectAtIndex:favoriteLoop]; [arraySub insertObject:arraySubFavObject atIndex:0]; [arraySubFavObject release]; id arrayLengthFavObject = [arrayLength objectAtIndex:favoriteLoop]; [arrayLengthFavObject retain]; [arrayLength removeObjectAtIndex:favoriteLoop]; [arrayLength insertObject:arrayLengthFavObject atIndex:0]; [arrayLengthFavObject release]; } NSLog(@"%@", arraySub); The array arrayFav contains these strings: "3", "8", "2", "10", "40". Array array contains 92 strings with a name. Array arraySub contains numbers 0 to 91, representing a filename with a title from the array array. Array arrayLength contains 92 strings representing the size of each file from array arraySub. Now, the first NSLog shows, as expected, the numbers 0 to 91. The NSLog-s in the loop shows the numbers 3, 8, 2, 10, 40, also as expected. But here's the odd part: the last NSLog shows these numbers: 40, 10, 0, 8, 3, 1, 2, 4, 5, 6, 7, 9, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91 that is 40, 10, 0, 8, 3, and so on. It was not supposed to be a zero in there, it was supposed to be a 2.. Do you have any idea at why this is happening or a way to fix it? Thank you.

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  • Rewinding or resetting Parallel effect in Flex 3

    - by errata
    How can I 'rewind' or force the parallel effect to play from the very beginning once it already started to play? Code sample: <mx:Parallel id="parallelEffect" repeatCount="0"> <mx:Fade alphaTo="1" target="{someTarget}" startDelay="2000" /> <mx:Fade alphaTo="1" target="{someOtherTarget}" startDelay="4000" /> <mx:Fade alphaTo="1" target="{thirdTarget}" startDelay="6000" /> <mx:Fade alphaTo="1" target="{fourthTarget}" startDelay="8000" /> <mx:Fade alphaTo="1" target="{fifthTarget}" startDelay="10000" /> </mx:Parallel>

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  • Why doesen't the number 2 work in this for-loop?

    - by Emil
    Hello. I have a function that runs trough each element in an array. It's hard to explain, so I'll just paste in the code here: NSLog(@"%@", arraySub); for (NSString *string in arrayFav){ int favoriteLoop = [string intValue] + favCount; NSLog(@"%d", favoriteLoop); id arrayFavObject = [array objectAtIndex:favoriteLoop]; [arrayFavObject retain]; [array removeObjectAtIndex:favoriteLoop]; [array insertObject:arrayFavObject atIndex:0]; [arrayFavObject release]; id arraySubFavObject = [arraySub objectAtIndex:favoriteLoop]; [arraySubFavObject retain]; [arraySub removeObjectAtIndex:favoriteLoop]; [arraySub insertObject:arraySubFavObject atIndex:0]; [arraySubFavObject release]; id arrayLengthFavObject = [arrayLength objectAtIndex:favoriteLoop]; [arrayLengthFavObject retain]; [arrayLength removeObjectAtIndex:favoriteLoop]; [arrayLength insertObject:arrayLengthFavObject atIndex:0]; [arrayLengthFavObject release]; } NSLog(@"%@", arraySub); The array arrayFav contains these strings: "3", "8", "2", "10", "40". Array array contains 92 strings with a name. Array arraySub contains numbers 0 to 91, representing a filename with a title from the array array. Array arrayLength contains 92 strings representing the size of each file from array arraySub. Now, the first NSLog shows, as expected, the numbers 0 to 91. The NSLog-s in the loop shows the numbers 3, 8, 2, 10, 40, also as expected. But here's the odd part: the last NSLog shows these numbers: 40, 10, 0, 8, 3, 1, 2, 4, 5, 6, 7, 9, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91 that is 40, 10, 0, 8, 3, and so on. It was not supposed to be a zero in there, it was supposed to be a 2.. Do you have any idea at why this is happening or a way to fix it? Thank you.

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  • Partition Wise Joins

    - by jean-pierre.dijcks
    Some say they are the holy grail of parallel computing and PWJ is the basis for a shared nothing system and the only join method that is available on a shared nothing system (yes this is oversimplified!). The magic in Oracle is of course that is one of many ways to join data. And yes, this is the old flexibility vs. simplicity discussion all over, so I won't go there... the point is that what you must do in a shared nothing system, you can do in Oracle with the same speed and methods. The Theory A partition wise join is a join between (for simplicity) two tables that are partitioned on the same column with the same partitioning scheme. In shared nothing this is effectively hard partitioning locating data on a specific node / storage combo. In Oracle is is logical partitioning. If you now join the two tables on that partitioned column you can break up the join in smaller joins exactly along the partitions in the data. Since they are partitioned (grouped) into the same buckets, all values required to do the join live in the equivalent bucket on either sides. No need to talk to anyone else, no need to redistribute data to anyone else... in short, the optimal join method for parallel processing of two large data sets. PWJ's in Oracle Since we do not hard partition the data across nodes in Oracle we use the Partitioning option to the database to create the buckets, then set the Degree of Parallelism (or run Auto DOP - see here) and get our PWJs. The main questions always asked are: How many partitions should I create? What should my DOP be? In a shared nothing system the answer is of course, as many partitions as there are nodes which will be your DOP. In Oracle we do want you to look at the workload and concurrency, and once you know that to understand the following rules of thumb. Within Oracle we have more ways of joining of data, so it is important to understand some of the PWJ ideas and what it means if you have an uneven distribution across processes. Assume we have a simple scenario where we partition the data on a hash key resulting in 4 hash partitions (H1 -H4). We have 2 parallel processes that have been tasked with reading these partitions (P1 - P2). The work is evenly divided assuming the partitions are the same size and we can scan this in time t1 as shown below. Now assume that we have changed the system and have a 5th partition but still have our 2 workers P1 and P2. The time it takes is actually 50% more assuming the 5th partition has the same size as the original H1 - H4 partitions. In other words to scan these 5 partitions, the time t2 it takes is not 1/5th more expensive, it is a lot more expensive and some other join plans may now start to look exciting to the optimizer. Just to post the disclaimer, it is not as simple as I state it here, but you get the idea on how much more expensive this plan may now look... Based on this little example there are a few rules of thumb to follow to get the partition wise joins. First, choose a DOP that is a factor of two (2). So always choose something like 2, 4, 8, 16, 32 and so on... Second, choose a number of partitions that is larger or equal to 2* DOP. Third, make sure the number of partitions is divisible through 2 without orphans. This is also known as an even number... Fourth, choose a stable partition count strategy, which is typically hash, which can be a sub partitioning strategy rather than the main strategy (range - hash is a popular one). Fifth, make sure you do this on the join key between the two large tables you want to join (and this should be the obvious one...). Translating this into an example: DOP = 8 (determined based on concurrency or by using Auto DOP with a cap due to concurrency) says that the number of partitions >= 16. Number of hash (sub) partitions = 32, which gives each process four partitions to work on. This number is somewhat arbitrary and depends on your data and system. In this case my main reasoning is that if you get more room on the box you can easily move the DOP for the query to 16 without repartitioning... and of course it makes for no leftovers on the table... And yes, we recommend up-to-date statistics. And before you start complaining, do read this post on a cool way to do stats in 11.

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  • When to detect collisions in game loop

    - by Ciaran
    My game loop uses a fixed time step to do "physics" updates, say every 20 ms. In here I move objects. I draw frames as frequently as possible. I work out a value between 0 and 1 to represent the proportion of the physics tick that is complete and interpolate between the previous and current physics state before drawing. It results in a smoother game assuming the frame rate is higher than the physics update rate. I am currently doing the collision detection in the physics update routine. I was wondering should it instead take place in the interpolated draw routine where the positions match what the user sees? Collisions can result in explosions by the way.

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  • Wild card redirect in htaccess giving error this webpage has a redirect loop

    - by kath
    In my website I changed the directory name "vehicles-cars" to "vehicles-cars-for-sale". When I tried to redirect using a wild card redirect from my old directory name to new directory name in my web hosting cPanel account, I get an error every time I open pages from that directory: this webpage has a redirect loop The website is php. The problem is that that I have lots of pages with the old directory indexed in Google and they are getting duplicate content. I really need some advice on what to do with this problem. Here is .htaccess file code for redirect, thanks. RewriteEngine on RewriteCond %{HTTP_HOST} ^adsbuz\.com$ [OR] RewriteCond %{HTTP_HOST} ^www\.adsbuz\.com$ RewriteRule ^vehicles\-cars\/?(.*)$ "http\:\/\/adsbuz\.com\/vehicles\-cars\-for\-sale\/$1" [R=301,L]

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  • Login crash loop

    - by dawmail333
    After about the second/third batch of updates on a fresh install of Ubuntu 12.04, I end up getting stuck in an infinite login loop: I enter my password, screen goes black and shows me the end of the initialisation messages (including things like CUPS initialising), and then the greeter reappears. Kicker is, as I'm using gnome-shell, I just decided to uninstall LightDM, ubuntu-desktop and unity-greeter, using GDM as my manager, and the problem still happens in exactly the same manner. I'm lost even as to where to start looking - Xorg logs, LightDM logs (before I removed it), syslog and dmesg logs have held no unusual information at all. I have a TeX assignment due next week, and reinstalling Ubuntu every time I want to work on it is not going to work (nor is using TeX on Windows ;). Anything else I should try?

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  • wild card redirects issue giving error this webpage has a redirect loop

    - by kath
    In my website I changed or better word modified the directory name ""vehicles-cars"" to ""vehicles-cars-for-sale"" when i tryed to redirect using wild card redirect my old directory name to new directory name in my web hosting cpanel account. every time when i open pages from that directory i am getting error code this webpage has a redirect loop the website is php the problem is that that my lots of pages from old directory are indexed in googles and they are getting duplicate contents i really need some advice what to do with this problem here is .htaccess file code for redirect thanks RewriteEngine on RewriteCond %{HTTP_HOST} ^adsbuz\.com$ [OR] RewriteCond %{HTTP_HOST} ^www\.adsbuz\.com$ RewriteRule ^vehicles\-cars\/?(.*)$ "http\:\/\/adsbuz\.com\/vehicles\-cars\-for\-sale\/$1" [R=301,L]

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  • Cocos2d: Moving background on update: offsett issue

    - by mm24
    working with Objective C, iOS and Cocos2d I am developing a vertical scrolling shooter game for iPhone (retina display models with 640 width x 960 height pixel resolution). My basic algorithm works as following: I create two instances of an image that has exactly 640 width x 960 height pixel of resolution, which we will call imageA and imageB I then set the two imags with exactly 480.0f of offset from each other, as the screenSize of a CCScene is set by default to 480.0f. At each update method call I move the two images by the same value. I make sure that their offsett stays to 480.0f However when running the game I see a 1 pixel height line between the two images. This literally bugs me and would like to adjust this. What am I doing wrong? This is a zoom in on the background when the "offsett line" is visible. The white line you can see divides the two background images and is not meant to exist as both images are completely black :): If I change the yPositionOfSecondElement value to 479.0f until the first loop the two images overlap correctly, but as soon as the loop starts the two images starts having an offsett of -1.0f. Here is the initialization code: -(void) init { //... screenHeight = 480.0f; yPositionOfSecondElement= screenHeight;//I tried subtracting an offsett of -1 but eventually the image would go wrong again yPositionOfFirstElement = 0.0f; loopedBackgroundImageInstanceA = [BackgroundLoopedImage loopImageForLevel:levelName]; loopedBackgroundImageInstanceA.anchorPoint = CGPointMake(0.5f, 0.0f); loopedBackgroundImageInstanceA.position = CGPointMake(160.0f, yPositionOfFirstElement); [node addChild:loopedBackgroundImageInstanceA z:zLevelBackground]; //loopedBackgroundImageInstanceA.color= ccRED; loopedBackgroundImageInstanceB = [BackgroundLoopedImage loopImageForLevel:levelName]; loopedBackgroundImageInstanceB.anchorPoint = CGPointMake(0.5f, 0.0f); loopedBackgroundImageInstanceB.position = CGPointMake(160.0f, yPositionOfSecondElement); [node addChild:loopedBackgroundImageInstanceB z:zLevelBackground]; //.... } And here is the move code called at each update: -(void) moveBackgroundSprites:(BackgroundLoopedImage*)imageA :(BackgroundLoopedImage*)imageB :(ccTime)delta { isEligibleToMove=false; //This is done to avoid rounding errors float yStep = delta * [GameController sharedGameController].currentBackgroundSpeed; NSString* formattedNumber = [NSString stringWithFormat:@"%.02f", yStep]; yStep = atof([formattedNumber UTF8String]); //First should adjust position of images [self adjustPosition:imageA :imageB]; //The can get the actual image position CGPoint posA = imageA.position; CGPoint posB = imageB.position; //Here could verify if the checksum is equal to the required difference (should be 479.0f) if (![self verifyCheckSum:posA :posB]) { CCLOG(@"does not comply A"); } //At this stage can compute the hypotetical new position CGPoint newPosA = CGPointMake(posA.x, posA.y - yStep); CGPoint newPosB = CGPointMake(posB.x, posB.y - yStep); // Reposition stripes when they're out of bounds if (newPosA.y <= -yPositionOfSecondElement) { newPosA.y = yPositionOfSecondElement; [imageA shuffle]; if (timeElapsed>=endTime && hasReachedEndLevel==FALSE) { hasReachedEndLevel=TRUE; shouldMoveImageEnd=TRUE; } } else if (newPosB.y <= -yPositionOfSecondElement) { newPosB.y = yPositionOfSecondElement; [imageB shuffle]; if (timeElapsed>=endTime && hasReachedEndLevel==FALSE) { hasReachedEndLevel=TRUE; shouldMoveImageEnd=TRUE; } } //Here should verify that the check sum is equal to 479.0f if (![self verifyCheckSum:posA :posB]) { CCLOG(@"does not comply B"); } imageA.position = newPosA; imageB.position = newPosB; //Here could verify that the check sum is equal to 479.0f if (![self verifyCheckSum:posA :posB]) { CCLOG(@"does not comply C"); } isEligibleToMove=true; } -(BOOL) verifyCheckSum:(CGPoint)posA :(CGPoint)posB { BOOL comply = false; float sum = 0.0f; if (posA.y > posB.y) { sum = posA.y - posB.y; } else if (posB.y > posA.y){ sum = posB.y - posA.y; } else{ return false; } if (sum!=yPositionOfSecondElement) { comply= false; } else{ comply=true; } return comply; } And here is what happens on the update: if(shouldMoveImageA && shouldMoveImageB) { if (isEligibleToMove) { [self moveBackgroundSprites:loopedBackgroundImageInstanceA :loopedBackgroundImageInstanceB :delta]; } Forget about shouldMoveImageA and shouldMoveImageB, this is just for when the background reaches the end of level, this works.

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  • Infinite redirect loop in cpanel-purchased script

    - by lital maatuk
    I am installing a script (that I bought on cpanel) in the root directory of my web site. When I try to install it, it gives me an error. I found that it starts an infinite URL redirect loop containing the name of my web site. Something like: install//mywebsite.com/install=mywebsite.com/install=mywebsite.com/install=mywebsite.com etc. until the browser refuses to continue when URL gets too long. The vendor told me I need to have mod_rewrite installed on my cpanel and something about .htaccess. How do I do fix this?

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  • Best practices on separating Update and Draw on game loop

    - by Galvanize
    I've been working on my first HTML5 prototype and I found a good model that uses the regular Update and Draw loop we see in game dev. My question is, where does one end and the other begins? The question popped when I wanted to rotate and draw an Image, and I kept wondering if the work of changing the tranformation matrix (that I presume would be a bit expensive since it works on the whole pixel array of an image) and calculating the right position do draw it would characterize drawing work, or maybe not, since after that I may need to check for collision or something similar. Thinkig of it, seems like a silly question, but I would like some advice from more experienced developers. Where does does update ends and draw starts? Thanks in advance.

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  • Empty Synchronized method in game loop

    - by Shijima
    I am studying the gameloop used in Replica Island to understand a bit about Android game development. The main loop has the below logic... GameThread.java (note the variable names in sample code dont match exact source code) while (!finished) { if (objectManager != null) { renderer.waitDrawingComplete(); //Do more gameloop stuff after drawing is complete... } } I was curious to see what waitDrawingComplete actually does, but found its just an empty syncrhonized method! I guess it does nothing, am I missing something here? GameRenderer.java line 328 public synchronized void waitDrawingComplete() { } Source code can be checked out here with SVN if you feel like having a look: https://code.google.com/p/replicaisland/source/checkout

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  • Open GL stars are not rendering

    - by Darestium
    I doing Nehe's Open GL Lesson 9. I'm using SFML for windowing, the strange thing is no stars are rendering. #include <SFML/System.hpp> #include <SFML/Window.hpp> #include <SFML/Graphics.hpp> #include <iostream> void processEvents(sf::Window *app); void processInput(sf::Window *app); void renderGlScene(sf::Window *app); void init(); int loadResources(); const int NUM_OF_STARS = 50; float triRot = 0.0f; float quadRot = 0.0f; bool twinkle = false; bool tKey = false; float zoom = 15.0f; float tilt = 90.0f; float spin = 0.0f; unsigned int loop; unsigned int texture_handle[1]; typedef struct { int r, g, b; float distance; float angle; } stars; stars star[NUM_OF_STARS]; int main() { sf::Window app(sf::VideoMode(800, 600, 32), "Nehe Lesson 9"); app.UseVerticalSync(false); init(); if (loadResources() == -1) { return EXIT_FAILURE; } while (app.IsOpened()) { processEvents(&app); processInput(&app); renderGlScene(&app); app.Display(); } return EXIT_SUCCESS; } int loadResources() { sf::Image img_data; // Load Texture if (!img_data.LoadFromFile("data/images/star.bmp")) { std::cout << "Could not load data/images/star.bmp"; return -1; } // Generate 1 texture glGenTextures(1, &texture_handle[0]); // Linear filtering glBindTexture(GL_TEXTURE_2D, texture_handle[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img_data.GetWidth(), img_data.GetHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img_data.GetPixelsPtr()); return 0; } void processInput(sf::Window *app) { const sf::Input& input = app->GetInput(); if (input.IsKeyDown(sf::Key::T) && !tKey) { tKey = true; twinkle = !twinkle; } if (!input.IsKeyDown(sf::Key::T)) { tKey = false; } if (input.IsKeyDown(sf::Key::Up)) { tilt -= 0.05f; } if (input.IsKeyDown(sf::Key::Down)) { tilt += 0.05f; } if (input.IsKeyDown(sf::Key::PageUp)) { zoom -= 0.02f; } if (input.IsKeyDown(sf::Key::Up)) { zoom += 0.02f; } } void init() { glClearDepth(1.f); glClearColor(0.f, 0.f, 0.f, 0.f); // Enable texturing glEnable(GL_TEXTURE_2D); //glDepthMask(GL_TRUE); // Setup a perpective projection glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.f, 1.f, 1.f, 500.f); glShadeModel(GL_SMOOTH); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glEnable(GL_BLEND); for (loop = 0; loop < NUM_OF_STARS; loop++) { star[loop].distance = (float)loop / NUM_OF_STARS * 5.0f; // Calculate distance from the centre // Give stars random rgb value star[loop].r = rand() % 256; star[loop].g = rand() % 256; star[loop].b = rand() % 256; } } void processEvents(sf::Window *app) { sf::Event event; while (app->GetEvent(event)) { if (event.Type == sf::Event::Closed) { app->Close(); } if (event.Type == sf::Event::KeyPressed && event.Key.Code == sf::Key::Escape) { app->Close(); } } } void renderGlScene(sf::Window *app) { app->SetActive(); // Clear color depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Apply some transformations glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // Select texture glBindTexture(GL_TEXTURE_2D, texture_handle[0]); for (loop = 0; loop < NUM_OF_STARS; loop++) { glLoadIdentity(); // Reset The View Before We Draw Each Star glTranslatef(0.0f, 0.0f, zoom); // Zoom Into The Screen (Using The Value In 'zoom') glRotatef(tilt, 1.0f, 0.0f, 0.0f); // Tilt The View (Using The Value In 'tilt') glRotatef(star[loop].angle, 0.0f, 1.0f, 0.0f); // Rotate To The Current Stars Angle glTranslatef(star[loop].distance, 0.0f, 0.0f); // Move Forward On The X Plane glRotatef(-star[loop].angle,0.0f,1.0f,0.0f); // Cancel The Current Stars Angle glRotatef(-tilt,1.0f,0.0f,0.0f); // Cancel The Screen Tilt if (twinkle) { glColor4ub(star[(NUM_OF_STARS - loop) - 1].r, star[(NUM_OF_STARS - loop)-1].g, star[(NUM_OF_STARS - loop) - 1].b, 255); glBegin(GL_QUADS); // Begin Drawing The Textured Quad glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glEnd(); // Done Drawing The Textured Quad } glRotatef(spin,0.0f,0.0f,1.0f); // Rotate The Star On The Z Axis // Assign A Color Using Bytes glColor4ub(star[loop].r, star[loop].g, star[loop].b, 255); glBegin(GL_QUADS); // Begin Drawing The Textured Quad glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glEnd(); // Done Drawing The Textured Quad spin += 0.01f; // Used To Spin The Stars star[loop].angle += (float)loop / NUM_OF_STARS; // Changes The Angle Of A Star star[loop].distance -= 0.01f; // Changes The Distance Of A Star if (star[loop].distance < 0.0f) { star[loop].distance += 5.0f; // Move The Star 5 Units From The Center star[loop].r = rand() % 256; // Give It A New Red Value star[loop].g = rand() % 256; // Give It A New Green Value star[loop].b = rand() % 256; // Give It A New Blue Value } } } I've looked over the code atleast 10 times now and I can't figure out the problem. Any help would be much appreciated.

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  • How to setup matlab for parallel processing on Amazon EC2?

    - by JohnIdol
    I just setup a Extra Large Heavy Computation EC2 instance to throw it at my Genetic Algorithms problem, hoping to speed up things. This instance has 8 Intel Xeon processors (around 2.4Ghz each) and 7 Gigs of RAM. On my machine I have an Intel Core Duo, and matlab is able to work with my two cores just fine. On the EC2 instance though, matlab only is capable of detecting 1 out of 8 processors. Obviously the difference is that I have my 2 cores on a single processor, while the EC2 instance has 8 distinct processors. My question is, how do I get matlab to work with those 8 processors? I found this paper, but it seems related to setting up matlab with multiple EC2 instances, which is not my problem. Any help appreciated!

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  • Is there something like clock() that works better for parallel code?

    - by Jared P
    So I know that clock() measures clock cycles, and thus isn't very good for measuring time, and I know there are functions like omp_get_wtime() for getting the wall time, but it is frustrating for me that the wall time varies so much, and was wondering if there was some way to measure distinct clock cycles (only one cycle even if more than one thread executed in it). It has to be something relatively simple/native. Thanks

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  • Parallel processing from a command queue on Linux (bash, python, ruby... whatever)

    - by mlambie
    I have a list/queue of 200 commands that I need to run in a shell on a Linux server. I only want to have a maximum of 10 processes running (from the queue) at once. Some processes will take a few seconds to complete, other processes will take much longer. When a process finishes I want the next command to be "popped" from the queue and executed. Does anyone have code to solve this problem? Further elaboration: There's 200 pieces of work that need to be done, in a queue of some sort. I want to have at most 10 pieces of work going on at once. When a thread finishes a piece of work it should ask the queue for the next piece of work. If there's no more work in the queue, the thread should die. When all the threads have died it means all the work has been done. The actual problem I'm trying to solve is using imapsync to synchronize 200 mailboxes from an old mail server to a new mail server. Some users have large mailboxes and take a long time tto sync, others have very small mailboxes and sync quickly.

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  • How to switch data pins on/off on parallel port?

    - by Matt
    I want to simply switch certain data pins on and off, so that they can control a set of relays. I'm not asking about the hardware bit (should be easy), but I don't know where to begin writing the software. I don't want a high level library that can send bytes to a device - I literally want to switch on/off certain pins. I'm running Linux and I want to do this in Java, so would I just need a library? It would be nice if the library has good documentation and is easy to use, but if not then a short example code will help me get started.

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  • Parallel installation of Office 2003 and Outlook 2010

    - by Marcel Janus
    we have a customer who is not willing to move from Office 2003 to Office 2010 but he now wants to use Office 365. As you know is Office 365 not compatible with Outlook 2003. Now he asked me if it's possible to buy and install Outlook 2010 and keep the rest as it is. I only found some guides for parallel installation of Office 2007 and Office 2010. So my question is if this solution will work. Or are there any issues known?

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  • Visualizing Parallel Branch and Bound Tree Exploration

    - by Akhil
    I have written a parallel program that does a depth first branch and bound exploration of a tree. I can dump the id's (id's are like this 0, 00, 01, 0000, 0001, etc.) of the nodes at frequent intervals to know the frontier of the tree that is being explored at that instant in the tree. The challenge is to visualize the tree exploration with time. Any ideas? e.g. I can draw trees(e.g. using graphViz) at different times and create a movie out of it. Looking for ideas to facilitate this visualization - some better ways to do so or easy tools that can help me make the visualization

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