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  • Problem with a large CSV file

    - by moustafa
    I have a very large CSV file. 51427 lines to be exact. I need to import the entire file into a MySQL database, however, the script times out due to server settings and slow connection (and maybe other reasons that I am not aware of). So - I am now passing parameters START and LIMIT via address bar to import, like this: http://my.server.address/import.php?...000&limit=1000 This reads the entire CSV file into an array, and starts at line 10000 of the array and inserts into the database until it reaches line 11000, and then terminates the script. This works very nicely, however, I am not happy having to reach the entire 51427 lines of the CSV file into an array before processing. Is there not a way where I can only read the required lines into an array? That would speed things up significantly.

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  • (This is for a project, so yes it is homework) How would I finish this java code?

    - by user2924318
    The task is to create arrays using user input (which I was able to do), then for the second part, use a separate method to sort the array in ascending order then output it. I have gotten it to do everything I need except I don't know how I would get it to sort. The directions say to use a while loop from 0 to the length to find the minimum value then swap that with the 1st, but I don't know how to do this. This is what I have so far: public static void main(String[] args) { Scanner in = new Scanner(System.in); int storage = getNumDigits(in); if(storage == 0){ System.out.print("No digits to store? OK, goodbye!"); System.exit(0); } int []a = new int [storage]; a = getDigits(a, in); displayDigits(a); selectionSort(a); } private static int getNumDigits(Scanner inScanner) { System.out.print("Please enter the number of digits to be stored: "); int stored = inScanner.nextInt(); while(stored < 0){ System.out.println("ERROR! You must enter a non-negative number of digits!"); System.out.println(); System.out.print("Please enter the number of digits to be stored: "); stored = inScanner.nextInt(); } return stored; } private static int[] getDigits(int[] digits, Scanner inScanner) { int length = digits.length; int count = 0; int toBeStored = 0; while(count < length){ System.out.print("Enter integer " +count +": "); toBeStored = inScanner.nextInt(); digits[count] = toBeStored; count++; } return digits; } private static void displayDigits(int[] digits) { int len = digits.length; System.out.println(); System.out.println("Array before sorting:"); System.out.println("Number of digits in array: " +len); System.out.print("Digits in array: "); for(int cnt = 0; cnt < len-1; cnt++){ System.out.print(digits[cnt] + ", "); } System.out.println(digits[len-1]); } private static void selectionSort(int[] digits) { int l = digits.length; System.out.println(); System.out.println("Array after sorting:"); System.out.println("Number of digits in array: " +l); System.out.print("Digits in array: "); int index = 0; int value = digits[0]; int indVal = digits[index]; while(index < l){ indVal = digits[index]; if(indVal <= value){ indVal = value; digits[index] = value; index++; } else if(value < indVal){ index++; } System.out.print(value); //This is where I don't know what to do. } }

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  • Xobni Free Powers Up Outlook’s Search and Contacts

    - by Matthew Guay
    Want to find out more about your contacts, discover email trends, and even sync Yahoo! email accounts in Outlook?  Here’s how you can do this and more with Xobni Free. Email is one of the most important communications mediums today, but even with all of the advances in Outlook over the years it can still be difficult to keep track of conversations, files, and contacts.  Xobni makes it easy by indexing your emails and organizing them by sender.  You can use its powerful search to quickly find any email, find related messages, and then view more information about that contact with information from social networks.  And, to top it off, it even lets you view your Yahoo! emails directly in Outlook without upgrading to a Yahoo! Plus account.  Xobni runs in Outlook 2003, 2007, and 2010, including the 64 bit version of Outlook 2010, and users of older versions will especially enjoy the new features Xobni brings for free. Getting started Download the Xobni Free installer (link below), and run to start the installation.  Make sure to exit Outlook before installing.  Xobni may need to download additional files which may take a few moments. When the download is finished, proceed with the install as normal.  You can opt out of the Product Improvement Program at the end of the installation by unchecking the box.  Additionally, you are asked to share Xobni with your friends on social networks, but this is not required.   Next time you open Outlook, you’ll notice the new Xobni sidebar in Outlook.  You can choose to watch an introduction video that will help you quickly get up to speed on how Xobni works. While this is playing, Xobni is working at indexing your email in the background.  Once the first indexing is finished, click Let’s Go! to start using Xobni. Here’s how Xobni looks in Outlook 2010: Advanced Email Information Select an email, and now you can see lots of info about it in your new Xobni sidebar.   On the top of the sidebar, select the graph icon to see when and how often you email with a contact.  Each contact is given an Xobni rank so you can quickly see who you email the most.   You can see all related emails sorted into conversations, and also all attachments in the conversation, not just this email. Xobni can also show you all scheduled appointments and links exchanged with a contact, but this is only available in the Plus version.  If you’d rather not see the tab for a feature you can’t use, click Don’t show this tab to banish it from Xobni for good.   Searching emails from the Xobni toolbar is very fast, and you can preview a message by simply hovering over it from the search pane. Get More Information About Your Contacts Xobni’s coolest feature is its social integration.  Whenever you select an email, you may see a brief bio, picture, and more, all pulled from social networks.   Select one of the tabs to find more information.  You may need to login to view information on your contacts from certain networks. The Twitter tab lets you see recent tweets.  Xobni will search for related Twitter accounts, and will ask you to confirm if the choice is correct.   Now you can see this contact’s recent Tweets directly from Outlook.   The Hoovers tab can give you interesting information about the businesses you’re in contact with. If the information isn’t correct, you can edit it and add your own information.  Click the Edit button, and the add any information you want.   You can also remove a network you don’t wish to see.  Right-click on the network tabs, select Manage Extensions, and uncheck any you don’t want to see. But sometimes online contact just doesn’t cut it.  For these times, click on the orange folder button to request a contact’s phone number or schedule a time with them. This will open a new email message ready to send with the information you want.  Edit as you please, and send. Add Yahoo! Email to Outlook for Free One of Xobni’s neatest features is that it let’s you add your Yahoo! email account to Outlook for free.  Click the gear icon in the bottom of the Xobni sidebar and select Options to set it up. Select the Integration tab, and click Enable to add Yahoo! mail to Xobni. Sign in with your Yahoo! account, and make sure to check the Keep me signed in box. Note that you may have to re-signin every two weeks to keep your Yahoo! account connected.  Select I agree to finish setting it up. Xobni will now download and index your recent Yahoo! mail. Your Yahoo! messages will only show up in the Xobni sidebar.  Whenever you select a contact, you will see related messages from your Yahoo! account as well.  Or, you can search from the sidebar to find individual messages from your Yahoo! account.  Note the Y! logo beside Yahoo! messages.   Select a message to read it in the Sidebar.  You can open the email in Yahoo! in your browser, or can reply to it using your default Outlook email account. If you have many older messages in your Yahoo! account, make sure to go back to the Integration tab and select Index Yahoo! Mail to index all of your emails. Conclusion Xobni is a great tool to help you get more out of your daily Outlook experience.  Whether you struggle to find attachments a coworker sent you or want to access Yahoo! email from Outlook, Xobni might be the perfect tool for you.  And with the extra things you learn about your contacts with the social network integration, you might boost your own PR skills without even trying! Link Download Xobni Similar Articles Productive Geek Tips Speed up Windows Vista Start Menu Search By Limiting ResultsFix for New Contact Group Button Not Displaying in VistaGet Maps and Directions to Your Contacts in Outlook 2007Backup Windows Mail Messages and Contacts in VistaHow to Import Gmail Contacts Into Outlook 2007 TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Acronis Online Backup DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows iFixit Offers Gadget Repair Manuals Online Vista style sidebar for Windows 7 Create Nice Charts With These Web Based Tools Track Daily Goals With 42Goals Video Toolbox is a Superb Online Video Editor Fun with 47 charts and graphs

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  • Ancillary Objects: Separate Debug ELF Files For Solaris

    - by Ali Bahrami
    We introduced a new object ELF object type in Solaris 11 Update 1 called the Ancillary Object. This posting describes them, using material originally written during their development, the PSARC arc case, and the Solaris Linker and Libraries Manual. ELF objects contain allocable sections, which are mapped into memory at runtime, and non-allocable sections, which are present in the file for use by debuggers and observability tools, but which are not mapped or used at runtime. Typically, all of these sections exist within a single object file. Ancillary objects allow them to instead go into a separate file. There are different reasons given for wanting such a feature. One can debate whether the added complexity is worth the benefit, and in most cases it is not. However, one important case stands out — customers with very large 32-bit objects who are not ready or able to make the transition to 64-bits. We have customers who build extremely large 32-bit objects. Historically, the debug sections in these objects have used the stabs format, which is limited, but relatively compact. In recent years, the industry has transitioned to the powerful but verbose DWARF standard. In some cases, the size of these debug sections is large enough to push the total object file size past the fundamental 4GB limit for 32-bit ELF object files. The best, and ultimately only, solution to overly large objects is to transition to 64-bits. However, consider environments where: Hundreds of users may be executing the code on large shared systems. (32-bits use less memory and bus bandwidth, and on sparc runs just as fast as 64-bit code otherwise). Complex finely tuned code, where the original authors may no longer be available. Critical production code, that was expensive to qualify and bring online, and which is otherwise serving its intended purpose without issue. Users in these risk adverse and/or high scale categories have good reasons to push 32-bits objects to the limit before moving on. Ancillary objects offer these users a longer runway. Design The design of ancillary objects is intended to be simple, both to help human understanding when examining elfdump output, and to lower the bar for debuggers such as dbx to support them. The primary and ancillary objects have the same set of section headers, with the same names, in the same order (i.e. each section has the same index in both files). A single added section of type SHT_SUNW_ANCILLARY is added to both objects, containing information that allows a debugger to identify and validate both files relative to each other. Given one of these files, the ancillary section allows you to identify the other. Allocable sections go in the primary object, and non-allocable ones go into the ancillary object. A small set of non-allocable objects, notably the symbol table, are copied into both objects. As noted above, most sections are only written to one of the two objects, but both objects have the same section header array. The section header in the file that does not contain the section data is tagged with the SHF_SUNW_ABSENT section header flag to indicate its placeholder status. Compiler writers and others who produce objects can set the SUNW_SHF_PRIMARY section header flag to mark non-allocable sections that should go to the primary object rather than the ancillary. If you don't request an ancillary object, the Solaris ELF format is unchanged. Users who don't use ancillary objects do not pay for the feature. This is important, because they exist to serve a small subset of our users, and must not complicate the common case. If you do request an ancillary object, the runtime behavior of the primary object will be the same as that of a normal object. There is no added runtime cost. The primary and ancillary object together represent a logical single object. This is facilitated by the use of a single set of section headers. One can easily imagine a tool that can merge a primary and ancillary object into a single file, or the reverse. (Note that although this is an interesting intellectual exercise, we don't actually supply such a tool because there's little practical benefit above and beyond using ld to create the files). Among the benefits of this approach are: There is no need for per-file symbol tables to reflect the contents of each file. The same symbol table that would be produced for a standard object can be used. The section contents are identical in either case — there is no need to alter data to accommodate multiple files. It is very easy for a debugger to adapt to these new files, and the processing involved can be encapsulated in input/output routines. Most of the existing debugger implementation applies without modification. The limit of a 4GB 32-bit output object is now raised to 4GB of code, and 4GB of debug data. There is also the future possibility (not currently supported) to support multiple ancillary objects, each of which could contain up to 4GB of additional debug data. It must be noted however that the 32-bit DWARF debug format is itself inherently 32-bit limited, as it uses 32-bit offsets between debug sections, so the ability to employ multiple ancillary object files may not turn out to be useful. Using Ancillary Objects (From the Solaris Linker and Libraries Guide) By default, objects contain both allocable and non-allocable sections. Allocable sections are the sections that contain executable code and the data needed by that code at runtime. Non-allocable sections contain supplemental information that is not required to execute an object at runtime. These sections support the operation of debuggers and other observability tools. The non-allocable sections in an object are not loaded into memory at runtime by the operating system, and so, they have no impact on memory use or other aspects of runtime performance no matter their size. For convenience, both allocable and non-allocable sections are normally maintained in the same file. However, there are situations in which it can be useful to separate these sections. To reduce the size of objects in order to improve the speed at which they can be copied across wide area networks. To support fine grained debugging of highly optimized code requires considerable debug data. In modern systems, the debugging data can easily be larger than the code it describes. The size of a 32-bit object is limited to 4 Gbytes. In very large 32-bit objects, the debug data can cause this limit to be exceeded and prevent the creation of the object. To limit the exposure of internal implementation details. Traditionally, objects have been stripped of non-allocable sections in order to address these issues. Stripping is effective, but destroys data that might be needed later. The Solaris link-editor can instead write non-allocable sections to an ancillary object. This feature is enabled with the -z ancillary command line option. $ ld ... -z ancillary[=outfile] ...By default, the ancillary file is given the same name as the primary output object, with a .anc file extension. However, a different name can be provided by providing an outfile value to the -z ancillary option. When -z ancillary is specified, the link-editor performs the following actions. All allocable sections are written to the primary object. In addition, all non-allocable sections containing one or more input sections that have the SHF_SUNW_PRIMARY section header flag set are written to the primary object. All remaining non-allocable sections are written to the ancillary object. The following non-allocable sections are written to both the primary object and ancillary object. .shstrtab The section name string table. .symtab The full non-dynamic symbol table. .symtab_shndx The symbol table extended index section associated with .symtab. .strtab The non-dynamic string table associated with .symtab. .SUNW_ancillary Contains the information required to identify the primary and ancillary objects, and to identify the object being examined. The primary object and all ancillary objects contain the same array of sections headers. Each section has the same section index in every file. Although the primary and ancillary objects all define the same section headers, the data for most sections will be written to a single file as described above. If the data for a section is not present in a given file, the SHF_SUNW_ABSENT section header flag is set, and the sh_size field is 0. This organization makes it possible to acquire a full list of section headers, a complete symbol table, and a complete list of the primary and ancillary objects from either of the primary or ancillary objects. The following example illustrates the underlying implementation of ancillary objects. An ancillary object is created by adding the -z ancillary command line option to an otherwise normal compilation. The file utility shows that the result is an executable named a.out, and an associated ancillary object named a.out.anc. $ cat hello.c #include <stdio.h> int main(int argc, char **argv) { (void) printf("hello, world\n"); return (0); } $ cc -g -zancillary hello.c $ file a.out a.out.anc a.out: ELF 32-bit LSB executable 80386 Version 1 [FPU], dynamically linked, not stripped, ancillary object a.out.anc a.out.anc: ELF 32-bit LSB ancillary 80386 Version 1, primary object a.out $ ./a.out hello worldThe resulting primary object is an ordinary executable that can be executed in the usual manner. It is no different at runtime than an executable built without the use of ancillary objects, and then stripped of non-allocable content using the strip or mcs commands. As previously described, the primary object and ancillary objects contain the same section headers. To see how this works, it is helpful to use the elfdump utility to display these section headers and compare them. The following table shows the section header information for a selection of headers from the previous link-edit example. Index Section Name Type Primary Flags Ancillary Flags Primary Size Ancillary Size 13 .text PROGBITS ALLOC EXECINSTR ALLOC EXECINSTR SUNW_ABSENT 0x131 0 20 .data PROGBITS WRITE ALLOC WRITE ALLOC SUNW_ABSENT 0x4c 0 21 .symtab SYMTAB 0 0 0x450 0x450 22 .strtab STRTAB STRINGS STRINGS 0x1ad 0x1ad 24 .debug_info PROGBITS SUNW_ABSENT 0 0 0x1a7 28 .shstrtab STRTAB STRINGS STRINGS 0x118 0x118 29 .SUNW_ancillary SUNW_ancillary 0 0 0x30 0x30 The data for most sections is only present in one of the two files, and absent from the other file. The SHF_SUNW_ABSENT section header flag is set when the data is absent. The data for allocable sections needed at runtime are found in the primary object. The data for non-allocable sections used for debugging but not needed at runtime are placed in the ancillary file. A small set of non-allocable sections are fully present in both files. These are the .SUNW_ancillary section used to relate the primary and ancillary objects together, the section name string table .shstrtab, as well as the symbol table.symtab, and its associated string table .strtab. It is possible to strip the symbol table from the primary object. A debugger that encounters an object without a symbol table can use the .SUNW_ancillary section to locate the ancillary object, and access the symbol contained within. The primary object, and all associated ancillary objects, contain a .SUNW_ancillary section that allows all the objects to be identified and related together. $ elfdump -T SUNW_ancillary a.out a.out.anc a.out: Ancillary Section: .SUNW_ancillary index tag value [0] ANC_SUNW_CHECKSUM 0x8724 [1] ANC_SUNW_MEMBER 0x1 a.out [2] ANC_SUNW_CHECKSUM 0x8724 [3] ANC_SUNW_MEMBER 0x1a3 a.out.anc [4] ANC_SUNW_CHECKSUM 0xfbe2 [5] ANC_SUNW_NULL 0 a.out.anc: Ancillary Section: .SUNW_ancillary index tag value [0] ANC_SUNW_CHECKSUM 0xfbe2 [1] ANC_SUNW_MEMBER 0x1 a.out [2] ANC_SUNW_CHECKSUM 0x8724 [3] ANC_SUNW_MEMBER 0x1a3 a.out.anc [4] ANC_SUNW_CHECKSUM 0xfbe2 [5] ANC_SUNW_NULL 0 The ancillary sections for both objects contain the same number of elements, and are identical except for the first element. Each object, starting with the primary object, is introduced with a MEMBER element that gives the file name, followed by a CHECKSUM that identifies the object. In this example, the primary object is a.out, and has a checksum of 0x8724. The ancillary object is a.out.anc, and has a checksum of 0xfbe2. The first element in a .SUNW_ancillary section, preceding the MEMBER element for the primary object, is always a CHECKSUM element, containing the checksum for the file being examined. The presence of a .SUNW_ancillary section in an object indicates that the object has associated ancillary objects. The names of the primary and all associated ancillary objects can be obtained from the ancillary section from any one of the files. It is possible to determine which file is being examined from the larger set of files by comparing the first checksum value to the checksum of each member that follows. Debugger Access and Use of Ancillary Objects Debuggers and other observability tools must merge the information found in the primary and ancillary object files in order to build a complete view of the object. This is equivalent to processing the information from a single file. This merging is simplified by the primary object and ancillary objects containing the same section headers, and a single symbol table. The following steps can be used by a debugger to assemble the information contained in these files. Starting with the primary object, or any of the ancillary objects, locate the .SUNW_ancillary section. The presence of this section identifies the object as part of an ancillary group, contains information that can be used to obtain a complete list of the files and determine which of those files is the one currently being examined. Create a section header array in memory, using the section header array from the object being examined as an initial template. Open and read each file identified by the .SUNW_ancillary section in turn. For each file, fill in the in-memory section header array with the information for each section that does not have the SHF_SUNW_ABSENT flag set. The result will be a complete in-memory copy of the section headers with pointers to the data for all sections. Once this information has been acquired, the debugger can proceed as it would in the single file case, to access and control the running program. Note - The ELF definition of ancillary objects provides for a single primary object, and an arbitrary number of ancillary objects. At this time, the Oracle Solaris link-editor only produces a single ancillary object containing all non-allocable sections. This may change in the future. Debuggers and other observability tools should be written to handle the general case of multiple ancillary objects. ELF Implementation Details (From the Solaris Linker and Libraries Guide) To implement ancillary objects, it was necessary to extend the ELF format to add a new object type (ET_SUNW_ANCILLARY), a new section type (SHT_SUNW_ANCILLARY), and 2 new section header flags (SHF_SUNW_ABSENT, SHF_SUNW_PRIMARY). In this section, I will detail these changes, in the form of diffs to the Solaris Linker and Libraries manual. Part IV ELF Application Binary Interface Chapter 13: Object File Format Object File Format Edit Note: This existing section at the beginning of the chapter describes the ELF header. There's a table of object file types, which now includes the new ET_SUNW_ANCILLARY type. e_type Identifies the object file type, as listed in the following table. NameValueMeaning ET_NONE0No file type ET_REL1Relocatable file ET_EXEC2Executable file ET_DYN3Shared object file ET_CORE4Core file ET_LOSUNW0xfefeStart operating system specific range ET_SUNW_ANCILLARY0xfefeAncillary object file ET_HISUNW0xfefdEnd operating system specific range ET_LOPROC0xff00Start processor-specific range ET_HIPROC0xffffEnd processor-specific range Sections Edit Note: This overview section defines the section header structure, and provides a high level description of known sections. It was updated to define the new SHF_SUNW_ABSENT and SHF_SUNW_PRIMARY flags and the new SHT_SUNW_ANCILLARY section. ... sh_type Categorizes the section's contents and semantics. Section types and their descriptions are listed in Table 13-5. sh_flags Sections support 1-bit flags that describe miscellaneous attributes. Flag definitions are listed in Table 13-8. ... Table 13-5 ELF Section Types, sh_type NameValue . . . SHT_LOSUNW0x6fffffee SHT_SUNW_ancillary0x6fffffee . . . ... SHT_LOSUNW - SHT_HISUNW Values in this inclusive range are reserved for Oracle Solaris OS semantics. SHT_SUNW_ANCILLARY Present when a given object is part of a group of ancillary objects. Contains information required to identify all the files that make up the group. See Ancillary Section. ... Table 13-8 ELF Section Attribute Flags NameValue . . . SHF_MASKOS0x0ff00000 SHF_SUNW_NODISCARD0x00100000 SHF_SUNW_ABSENT0x00200000 SHF_SUNW_PRIMARY0x00400000 SHF_MASKPROC0xf0000000 . . . ... SHF_SUNW_ABSENT Indicates that the data for this section is not present in this file. When ancillary objects are created, the primary object and any ancillary objects, will all have the same section header array, to facilitate merging them to form a complete view of the object, and to allow them to use the same symbol tables. Each file contains a subset of the section data. The data for allocable sections is written to the primary object while the data for non-allocable sections is written to an ancillary file. The SHF_SUNW_ABSENT flag is used to indicate that the data for the section is not present in the object being examined. When the SHF_SUNW_ABSENT flag is set, the sh_size field of the section header must be 0. An application encountering an SHF_SUNW_ABSENT section can choose to ignore the section, or to search for the section data within one of the related ancillary files. SHF_SUNW_PRIMARY The default behavior when ancillary objects are created is to write all allocable sections to the primary object and all non-allocable sections to the ancillary objects. The SHF_SUNW_PRIMARY flag overrides this behavior. Any output section containing one more input section with the SHF_SUNW_PRIMARY flag set is written to the primary object without regard for its allocable status. ... Two members in the section header, sh_link, and sh_info, hold special information, depending on section type. Table 13-9 ELF sh_link and sh_info Interpretation sh_typesh_linksh_info . . . SHT_SUNW_ANCILLARY The section header index of the associated string table. 0 . . . Special Sections Edit Note: This section describes the sections used in Solaris ELF objects, using the types defined in the previous description of section types. It was updated to define the new .SUNW_ancillary (SHT_SUNW_ANCILLARY) section. Various sections hold program and control information. Sections in the following table are used by the system and have the indicated types and attributes. Table 13-10 ELF Special Sections NameTypeAttribute . . . .SUNW_ancillarySHT_SUNW_ancillaryNone . . . ... .SUNW_ancillary Present when a given object is part of a group of ancillary objects. Contains information required to identify all the files that make up the group. See Ancillary Section for details. ... Ancillary Section Edit Note: This new section provides the format reference describing the layout of a .SUNW_ancillary section and the meaning of the various tags. Note that these sections use the same tag/value concept used for dynamic and capabilities sections, and will be familiar to anyone used to working with ELF. In addition to the primary output object, the Solaris link-editor can produce one or more ancillary objects. Ancillary objects contain non-allocable sections that would normally be written to the primary object. When ancillary objects are produced, the primary object and all of the associated ancillary objects contain a SHT_SUNW_ancillary section, containing information that identifies these related objects. Given any one object from such a group, the ancillary section provides the information needed to identify and interpret the others. This section contains an array of the following structures. See sys/elf.h. typedef struct { Elf32_Word a_tag; union { Elf32_Word a_val; Elf32_Addr a_ptr; } a_un; } Elf32_Ancillary; typedef struct { Elf64_Xword a_tag; union { Elf64_Xword a_val; Elf64_Addr a_ptr; } a_un; } Elf64_Ancillary; For each object with this type, a_tag controls the interpretation of a_un. a_val These objects represent integer values with various interpretations. a_ptr These objects represent file offsets or addresses. The following ancillary tags exist. Table 13-NEW1 ELF Ancillary Array Tags NameValuea_un ANC_SUNW_NULL0Ignored ANC_SUNW_CHECKSUM1a_val ANC_SUNW_MEMBER2a_ptr ANC_SUNW_NULL Marks the end of the ancillary section. ANC_SUNW_CHECKSUM Provides the checksum for a file in the c_val element. When ANC_SUNW_CHECKSUM precedes the first instance of ANC_SUNW_MEMBER, it provides the checksum for the object from which the ancillary section is being read. When it follows an ANC_SUNW_MEMBER tag, it provides the checksum for that member. ANC_SUNW_MEMBER Specifies an object name. The a_ptr element contains the string table offset of a null-terminated string, that provides the file name. An ancillary section must always contain an ANC_SUNW_CHECKSUM before the first instance of ANC_SUNW_MEMBER, identifying the current object. Following that, there should be an ANC_SUNW_MEMBER for each object that makes up the complete set of objects. Each ANC_SUNW_MEMBER should be followed by an ANC_SUNW_CHECKSUM for that object. A typical ancillary section will therefore be structured as: TagMeaning ANC_SUNW_CHECKSUMChecksum of this object ANC_SUNW_MEMBERName of object #1 ANC_SUNW_CHECKSUMChecksum for object #1 . . . ANC_SUNW_MEMBERName of object N ANC_SUNW_CHECKSUMChecksum for object N ANC_SUNW_NULL An object can therefore identify itself by comparing the initial ANC_SUNW_CHECKSUM to each of the ones that follow, until it finds a match. Related Other Work The GNU developers have also encountered the need/desire to support separate debug information files, and use the solution detailed at http://sourceware.org/gdb/onlinedocs/gdb/Separate-Debug-Files.html. At the current time, the separate debug file is constructed by building the standard object first, and then copying the debug data out of it in a separate post processing step, Hence, it is limited to a total of 4GB of code and debug data, just as a single object file would be. They are aware of this, and I have seen online comments indicating that they may add direct support for generating these separate files to their link-editor. It is worth noting that the GNU objcopy utility is available on Solaris, and that the Studio dbx debugger is able to use these GNU style separate debug files even on Solaris. Although this is interesting in terms giving Linux users a familiar environment on Solaris, the 4GB limit means it is not an answer to the problem of very large 32-bit objects. We have also encountered issues with objcopy not understanding Solaris-specific ELF sections, when using this approach. The GNU community also has a current effort to adapt their DWARF debug sections in order to move them to separate files before passing the relocatable objects to the linker. The details of Project Fission can be found at http://gcc.gnu.org/wiki/DebugFission. The goal of this project appears to be to reduce the amount of data seen by the link-editor. The primary effort revolves around moving DWARF data to separate .dwo files so that the link-editor never encounters them. The details of modifying the DWARF data to be usable in this form are involved — please see the above URL for details.

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  • Dynamically creating a Generic Type at Runtime

    - by Rick Strahl
    I learned something new today. Not uncommon, but it's a core .NET runtime feature I simply did not know although I know I've run into this issue a few times and worked around it in other ways. Today there was no working around it and a few folks on Twitter pointed me in the right direction. The question I ran into is: How do I create a type instance of a generic type when I have dynamically acquired the type at runtime? Yup it's not something that you do everyday, but when you're writing code that parses objects dynamically at runtime it comes up from time to time. In my case it's in the bowels of a custom JSON parser. After some thought triggered by a comment today I realized it would be fairly easy to implement two-way Dictionary parsing for most concrete dictionary types. I could use a custom Dictionary serialization format that serializes as an array of key/value objects. Basically I can use a custom type (that matches the JSON signature) to hold my parsed dictionary data and then add it to the actual dictionary when parsing is complete. Generic Types at Runtime One issue that came up in the process was how to figure out what type the Dictionary<K,V> generic parameters take. Reflection actually makes it fairly easy to figure out generic types at runtime with code like this: if (arrayType.GetInterface("IDictionary") != null) { if (arrayType.IsGenericType) { var keyType = arrayType.GetGenericArguments()[0]; var valueType = arrayType.GetGenericArguments()[1]; … } } The GetArrayType method gets passed a type instance that is the array or array-like object that is rendered in JSON as an array (which includes IList, IDictionary, IDataReader and a few others). In my case the type passed would be something like Dictionary<string, CustomerEntity>. So I know what the parent container class type is. Based on the the container type using it's then possible to use GetGenericTypeArguments() to retrieve all the generic types in sequential order of definition (ie. string, CustomerEntity). That's the easy part. Creating a Generic Type and Providing Generic Parameters at RunTime The next problem is how do I get a concrete type instance for the generic type? I know what the type name and I have a type instance is but it's generic, so how do I get a type reference to keyvaluepair<K,V> that is specific to the keyType and valueType above? Here are a couple of things that come to mind but that don't work (and yes I tried that unsuccessfully first): Type elementType = typeof(keyvalue<keyType, valueType>); Type elementType = typeof(keyvalue<typeof(keyType), typeof(valueType)>); The problem is that this explicit syntax expects a type literal not some dynamic runtime value, so both of the above won't even compile. I turns out the way to create a generic type at runtime is using a fancy bit of syntax that until today I was completely unaware of: Type elementType = typeof(keyvalue<,>).MakeGenericType(keyType, valueType); The key is the type(keyvalue<,>) bit which looks weird at best. It works however and produces a non-generic type reference. You can see the difference between the full generic type and the non-typed (?) generic type in the debugger: The nonGenericType doesn't show any type specialization, while the elementType type shows the string, CustomerEntity (truncated above) in the type name. Once the full type reference exists (elementType) it's then easy to create an instance. In my case the parser parses through the JSON and when it completes parsing the value/object it creates a new keyvalue<T,V> instance. Now that I know the element type that's pretty trivial with: // Objects start out null until we find the opening tag resultObject = Activator.CreateInstance(elementType); Here the result object is picked up by the JSON array parser which creates an instance of the child object (keyvalue<K,V>) and then parses and assigns values from the JSON document using the types  key/value property signature. Internally the parser then takes each individually parsed item and adds it to a list of  List<keyvalue<K,V>> items. Parsing through a Generic type when you only have Runtime Type Information When parsing of the JSON array is done, the List needs to be turned into a defacto Dictionary<K,V>. This should be easy since I know that I'm dealing with an IDictionary, and I know the generic types for the key and value. The problem is again though that this needs to happen at runtime which would mean using several Convert.ChangeType() calls in the code to dynamically cast at runtime. Yuk. In the end I decided the easier and probably only slightly slower way to do this is a to use the dynamic type to collect the items and assign them to avoid all the dynamic casting madness: else if (IsIDictionary) { IDictionary dict = Activator.CreateInstance(arrayType) as IDictionary; foreach (dynamic item in items) { dict.Add(item.key, item.value); } return dict; } This code creates an instance of the generic dictionary type first, then loops through all of my custom keyvalue<K,V> items and assigns them to the actual dictionary. By using Dynamic here I can side step all the explicit type conversions that would be required in the three highlighted areas (not to mention that this nested method doesn't have access to the dictionary item generic types here). Static <- -> Dynamic Dynamic casting in a static language like C# is a bitch to say the least. This is one of the few times when I've cursed static typing and the arcane syntax that's required to coax types into the right format. It works but it's pretty nasty code. If it weren't for dynamic that last bit of code would have been a pretty ugly as well with a bunch of Convert.ChangeType() calls to litter the code. Fortunately this type of type convulsion is rather rare and reserved for system level code. It's not every day that you create a string to object parser after all :-)© Rick Strahl, West Wind Technologies, 2005-2011Posted in .NET  CSharp   Tweet (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • Proactive Database Index Creation

    Indexes help your application find your data quickly and provide users with a well performing application, while minimizing server resources. This article discusses indexing guidelines related to join tables and covering indexes.

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  • Proactive Database Index Creation

    Indexes help your application find your data quickly and provide users with a well performing application, while minimizing server resources. This article discusses indexing guidelines related to join tables and covering indexes.

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  • 3Ds Max is exporting model with more normals than vertices

    - by Delta
    I made a simple teapot with the "Create Standard Primitives" option and exported it as a collada file, ended up with this: < float_array id="Teapot001-POSITION-array" count="1590" < float_array id="Teapot001-Normal0-array" count="9216" For what I know there should be only one normal per vertex, am I wrong? What am I supposed to do with that much normals? Just put them on the normal buffer all at once normally?

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  • How can I tell if I am out of inotify watches?

    - by Jorge Castro
    I use an application that consumes inotify watches. I've already set fs.inotify.max_user_watches=32768 in /etc/sysctl.conf but last night the application stopped indexing unless I ran it manually, which leads me to suspect I am out of watches. Since I don't know what the trade off is when I increase this number (does it consume more RAM?), I don't know if I should just increase this number, so I'd like to know if there's a way I can tell if it's using all these watches and what the tradeoffs might be for increasing it.

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  • What is a good stopword in full text indexation?

    - by Benoit
    When you go to the Appendix D in Oracle Text Reference they provide lists of stopwords used by Oracle Text when indexing table contents. When I see the English list, nothing puzzles me. But the reason why the French list includes moyennant (French for in view of which) for example is unclear. Oracle has probably thought it through more than once before including it. How would you constitute a list of appropriate stopwords if you were to design an indexer?

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  • Domain Models (PHP)

    - by Calum Bulmer
    I have been programming in PHP for several years and have, in the past, adopted methods of my own to handle data within my applications. I have built my own MVC, in the past, and have a reasonable understanding of OOP within php but I know my implementation needs some serious work. In the past I have used an is-a relationship between a model and a database table. I now know after doing some research that this is not really the best way forward. As far as I understand it I should create models that don't really care about the underlying database (or whatever storage mechanism is to be used) but only care about their actions and their data. From this I have established that I can create models of lets say for example a Person an this person object could have some Children (human children) that are also Person objects held in an array (with addPerson and removePerson methods, accepting a Person object). I could then create a PersonMapper that I could use to get a Person with a specific 'id', or to save a Person. This could then lookup the relationship data in a lookup table and create the associated child objects for the Person that has been requested (if there are any) and likewise save the data in the lookup table on the save command. This is now pushing the limits to my knowledge..... What if I wanted to model a building with different levels and different rooms within those levels? What if I wanted to place some items in those rooms? Would I create a class for building, level, room and item with the following structure. building can have 1 or many level objects held in an array level can have 1 or many room objects held in an array room can have 1 or many item objects held in an array and mappers for each class with higher level mappers using the child mappers to populate the arrays (either on request of the top level object or lazy load on request) This seems to tightly couple the different objects albeit in one direction (ie. a floor does not need to be in a building but a building can have levels) Is this the correct way to go about things? Within the view I am wanting to show a building with an option to select a level and then show the level with an option to select a room etc.. but I may also want to show a tree like structure of items in the building and what level and room they are in. I hope this makes sense. I am just struggling with the concept of nesting objects within each other when the general concept of oop seems to be to separate things. If someone can help it would be really useful. Many thanks

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  • Unindex google code svn repository content from google index

    - by matcheek
    I developed a small web site and saved the code to google code repository. Everything has been running smoothly for a while until results from google code svn repository started showing up before the results from the actual website. Is there any way I could stop google from indexing google code repository content or at least make its rank lower than the web site? I am not talking sophisticated seo techniques but rather some simple settings if there are any.

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  • Seven SEO Mistakes to Avoid

    SEO seems relatively easy at first, but danger lurks around every corner. One false step and all of your SEO work vanishes into a de-indexing or the dreaded Google sandbox. In this article, we'll explore the seven SEO mistakes to avoid.

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  • library for octree or kdtree

    - by Will
    Are there any robust performant libraries for indexing objects? It would need frustum culling and visiting objects hit by a ray as well as neighbourhood searches. I can find lots of articles showing the math for the component parts, often as algebra rather than simple C, but nothing that puts it all together (apart from perhaps Ogre, which has rather more involved and isn't so stand-alone). Surely hobby game makers don't all have to make their own octrees? (Python or C/C++ w/bindings preferred)

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  • Data searches that leverage existing indexes

    Recent installments of our SQL Server 2005 Express Edition series have been discussing its implementation of Full Text Indexing. This article focuses on data searches, which leverage existing indexes, taking into account such features as noise words and thesaurus files.

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  • Article Submissions - SEO

    Search engine optimization helps build the ranking of a website when popular search engines are indexing its pages. Search engines index web pages fairly frequently.

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  • parallel_for_each from amp.h – part 1

    - by Daniel Moth
    This posts assumes that you've read my other C++ AMP posts on index<N> and extent<N>, as well as about the restrict modifier. It also assumes you are familiar with C++ lambdas (if not, follow my links to C++ documentation). Basic structure and parameters Now we are ready for part 1 of the description of the new overload for the concurrency::parallel_for_each function. The basic new parallel_for_each method signature returns void and accepts two parameters: a grid<N> (think of it as an alias to extent) a restrict(direct3d) lambda, whose signature is such that it returns void and accepts an index of the same rank as the grid So it looks something like this (with generous returns for more palatable formatting) assuming we are dealing with a 2-dimensional space: // some_code_A parallel_for_each( g, // g is of type grid<2> [ ](index<2> idx) restrict(direct3d) { // kernel code } ); // some_code_B The parallel_for_each will execute the body of the lambda (which must have the restrict modifier), on the GPU. We also call the lambda body the "kernel". The kernel will be executed multiple times, once per scheduled GPU thread. The only difference in each execution is the value of the index object (aka as the GPU thread ID in this context) that gets passed to your kernel code. The number of GPU threads (and the values of each index) is determined by the grid object you pass, as described next. You know that grid is simply a wrapper on extent. In this context, one way to think about it is that the extent generates a number of index objects. So for the example above, if your grid was setup by some_code_A as follows: extent<2> e(2,3); grid<2> g(e); ...then given that: e.size()==6, e[0]==2, and e[1]=3 ...the six index<2> objects it generates (and hence the values that your lambda would receive) are:    (0,0) (1,0) (0,1) (1,1) (0,2) (1,2) So what the above means is that the lambda body with the algorithm that you wrote will get executed 6 times and the index<2> object you receive each time will have one of the values just listed above (of course, each one will only appear once, the order is indeterminate, and they are likely to call your code at the same exact time). Obviously, in real GPU programming, you'd typically be scheduling thousands if not millions of threads, not just 6. If you've been following along you should be thinking: "that is all fine and makes sense, but what can I do in the kernel since I passed nothing else meaningful to it, and it is not returning any values out to me?" Passing data in and out It is a good question, and in data parallel algorithms indeed you typically want to pass some data in, perform some operation, and then typically return some results out. The way you pass data into the kernel, is by capturing variables in the lambda (again, if you are not familiar with them, follow the links about C++ lambdas), and the way you use data after the kernel is done executing is simply by using those same variables. In the example above, the lambda was written in a fairly useless way with an empty capture list: [ ](index<2> idx) restrict(direct3d), where the empty square brackets means that no variables were captured. If instead I write it like this [&](index<2> idx) restrict(direct3d), then all variables in the some_code_A region are made available to the lambda by reference, but as soon as I try to use any of those variables in the lambda, I will receive a compiler error. This has to do with one of the direct3d restrictions, where only one type can be capture by reference: objects of the new concurrency::array class that I'll introduce in the next post (suffice for now to think of it as a container of data). If I write the lambda line like this [=](index<2> idx) restrict(direct3d), all variables in the some_code_A region are made available to the lambda by value. This works for some types (e.g. an integer), but not for all, as per the restrictions for direct3d. In particular, no useful data classes work except for one new type we introduce with C++ AMP: objects of the new concurrency::array_view class, that I'll introduce in the post after next. Also note that if you capture some variable by value, you could use it as input to your algorithm, but you wouldn’t be able to observe changes to it after the parallel_for_each call (e.g. in some_code_B region since it was passed by value) – the exception to this rule is the array_view since (as we'll see in a future post) it is a wrapper for data, not a container. Finally, for completeness, you can write your lambda, e.g. like this [av, &ar](index<2> idx) restrict(direct3d) where av is a variable of type array_view and ar is a variable of type array - the point being you can be very specific about what variables you capture and how. So it looks like from a large data perspective you can only capture array and array_view objects in the lambda (that is how you pass data to your kernel) and then use the many threads that call your code (each with a unique index) to perform some operation. You can also capture some limited types by value, as input only. When the last thread completes execution of your lambda, the data in the array_view or array are ready to be used in the some_code_B region. We'll talk more about all this in future posts… (a)synchronous Please note that the parallel_for_each executes as if synchronous to the calling code, but in reality, it is asynchronous. I.e. once the parallel_for_each call is made and the kernel has been passed to the runtime, the some_code_B region continues to execute immediately by the CPU thread, while in parallel the kernel is executed by the GPU threads. However, if you try to access the (array or array_view) data that you captured in the lambda in the some_code_B region, your code will block until the results become available. Hence the correct statement: the parallel_for_each is as-if synchronous in terms of visible side-effects, but asynchronous in reality.   That's all for now, we'll revisit the parallel_for_each description, once we introduce properly array and array_view – coming next. Comments about this post by Daniel Moth welcome at the original blog.

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  • Hadoop, NOSQL, and the Relational Model

    - by Phil Factor
    (Guest Editorial for the IT Pro/SysAdmin Newsletter)Whereas Relational Databases fit the world of commerce like a glove, it is useless to pretend that they are a perfect fit for all human endeavours. Although, with SQL Server, we’ve made great strides with indexing text, in processing spatial data and processing markup, there is still a problem in dealing efficiently with large volumes of ephemeral semi-structured data. Key-value stores such as Cassandra, Project Voldemort, and Riak are of great value for ephemeral data, and seem of equal value as a data-feed that provides aggregations to an RDBMS. However, the Document databases such as MongoDB and CouchDB are ideal for semi-structured data for which no fixed schema exists; analytics and logging are obvious examples. NoSQL products, such as MongoDB, tackle the semi-structured data problem with panache. MongoDB is designed with a simple document-oriented data model that scales horizontally across multiple servers. It doesn’t impose a schema, and relies on the application to enforce the data structure. This is another take on the old ‘EAV’ problem (where you don’t know in advance all the attributes of a particular entity) It uses a clever replica set design that allows automatic failover, and uses journaling for data durability. It allows indexing and ad-hoc querying. However, for SQL Server users, the obvious choice for handling semi-structured data is Apache Hadoop. There will soon be an ODBC Driver for Apache Hive .and an Add-in for Excel. Additionally, there are now two Hadoop-based connectors for SQL Server; the Apache Hadoop connector for SQL Server 2008 R2, and the SQL Server Parallel Data Warehouse (PDW) connector. We can connect to Hadoop process the semi-structured data and then store it in SQL Server. For one steeped in the culture of Relational SQL Databases, I might be expected to throw up my hands in the air in a gesture of contempt for a technology that was, judging by the overblown journalism on the subject, about to make my own profession as archaic as the Saggar makers bottom knocker (a potter’s assistant who helped the saggar maker to make the bottom of the saggar by placing clay in a metal hoop and bashing it). However, on the contrary, I find that I'm delighted with the advances made by the NoSQL databases in the past few years. Having the flow of ideas from the NoSQL providers will knock any trace of complacency out of the providers of Relational Databases and inspire them into back-fitting some features, such as horizontal scaling, with sharding and automatic failover into SQL-based RDBMSs. It will do the breed a power of good to benefit from all this lateral thinking.

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  • The Impact of Google Caffeine

    Google Caffeine is the new Google indexing system, with the aim of providing better results for their 128 million worldwide users. So what is Google Caffeine and how will it affect Google's users and website owners?

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  • Benefits of LSI Based SEO

    SEO or Search engine optimization is the largely talked regarding Internet technology these days, with online business houses basking under its glory. It is a method of optimizing a website with an extensive combination of tasks that will perk up websites charisma on the different search engines. To make the job simpler, a new tool has been introduced by the SEO experts that came to be identified as LSI or latent semantic indexing. The LSI has changed the world of search engine optimization.

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  • Analysing Indexes - count *

    - by GrumpyOldDBA
    In my presentations on indexing I have always said that you should explore the advantages of covering your clustered index with a secondary index. In circumstances where you might want to just return values form the PK ( assuming it's your clustered index ) a secondary index will be more efficient especially when the row size is wide. Any operation on a clustered index will always return the entire row, so select ID from dbo.mytable where ID is the clustered PK integer will return not just the...(read more)

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  • collision detection problems - Javascript/canvas game

    - by Tom Burman
    Ok here is a more detailed version of my question. What i want to do: i simply want the have a 2d array to represent my game map. i want a player sprite and i want that sprite to be able to move around my map freely using the keyboard and also have collisions with certain tiles of my map array. i want to use very large maps so i need a viewport. What i have: I have a loop to load the tile images into an array: /Loop to load tile images into an array var mapTiles = []; for (x = 0; x <= 256; x++) { var imageObj = new Image(); // new instance for each image imageObj.src = "images/prototype/"+x+".jpg"; mapTiles.push(imageObj); } I have a 2d array for my game map: //Array to hold map data var board = [ [1,2,3,4,3,4,3,4,5,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [17,18,19,20,19,20,19,20,21,22,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [33,34,35,36,35,36,35,36,37,38,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [49,50,51,52,51,52,51,52,53,54,1,1,1,1,1,1,1,1,1,1,1,1,1,197,198,199,1,1,1,1], [65,66,67,68,146,147,67,68,69,70,1,1,1,1,1,1,1,1,216,217,1,1,1,213,214,215,1,1,1,1], [81,82,83,161,162,163,164,84,85,86,1,1,1,1,1,1,1,1,232,233,1,1,1,229,230,231,1,1,1,1], [97,98,99,177,178,179,180,100,101,102,1,1,1,1,59,1,1,1,248,249,1,1,1,245,246,247,1,1,1,1], [1,1,238,1,1,1,1,239,240,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [216,217,254,1,1,1,1,255,256,1,204,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [232,233,1,1,1,117,118,1,1,1,220,1,1,119,120,1,1,1,1,1,1,1,1,1,1,1,119,120,1,1], [248,249,1,1,1,133,134,1,1,1,1,1,1,135,136,1,1,1,1,1,1,59,1,1,1,1,135,136,1,1], [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,216,217,1,1,1,1,1,1,60,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,232,233,1,1,1,1,1,1,1,1,1,1,1,1,1,1,204,1,1,1,1,1,1,1,1,1,1,1], [1,1,248,249,1,1,1,1,1,1,1,1,1,1,1,1,1,1,220,1,1,1,1,1,1,216,217,1,1,1], [1,1,1,1,1,1,1,1,1,1,1,1,149,150,151,1,1,1,1,1,1,1,1,1,1,232,233,1,1,1], [12,12,12,12,12,12,12,13,1,1,1,1,165,166,167,1,1,1,1,1,1,119,120,1,1,248,249,1,1,1], [28,28,28,28,28,28,28,29,1,1,1,1,181,182,183,1,1,1,1,1,1,135,136,1,1,1,1,1,1,1], [44,44,44,44,44,15,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,59,1,1,197,198,199,1,1,1,1,119,120,1], [1,1,1,1,1,27,28,29,1,1,216,217,1,1,1,1,1,1,1,1,213,214,215,1,1,1,1,135,136,1], [1,1,1,1,1,27,28,29,1,1,232,233,1,1,1,1,1,1,1,1,229,230,231,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,248,249,1,1,1,1,1,1,1,1,245,246,247,1,1,1,1,1,1,1], [1,1,1,197,198,199,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,213,214,215,28,29,1,1,1,1,1,60,1,1,1,1,204,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,229,230,231,28,29,1,1,1,1,1,1,1,1,1,1,220,1,1,1,1,119,120,1,1,1,1,1], [1,1,1,245,246,247,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,135,136,1,1,60,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1] ]; I have my loop to place the correct tile sin the correct positions: //Loop to place tiles onto screen in correct position for (x = 0; x <= viewWidth; x++){ for (y = 0; y <= viewHeight; y++){ var width = 32; var height = 32; context.drawImage(mapTiles[board[y+viewY][x+viewX]],x*width, y*height); } } I Have my player object : //Place player object context.drawImage(playerImg, (playerX-viewX)*32,(playerY-viewY)*32, 32, 32); I have my viewport setup: //Set viewport pos viewX = playerX - Math.floor(0.5 * viewWidth); if (viewX < 0) viewX = 0; if (viewX+viewWidth > worldWidth) viewX = worldWidth - viewWidth; viewY = playerY - Math.floor(0.5 * viewHeight); if (viewY < 0) viewY = 0; if (viewY+viewHeight > worldHeight) viewY = worldHeight - viewHeight; I have my player movement: canvas.addEventListener('keydown', function(e) { console.log(e); var key = null; switch (e.which) { case 37: // Left if (playerY > 0) playerY--; break; case 38: // Up if (playerX > 0) playerX--; break; case 39: // Right if (playerY < worldWidth) playerY++; break; case 40: // Down if (playerX < worldHeight) playerX++; break; } My Problem: I have my map loading an it looks fine, but my player position thinks it's on a different tile to what it actually is. So for instance, i know that if my player moves left 1 tile, the value of that tile should be 2, but if i print out the value it should be moving to (2), it comes up with a different value. How ive tried to solve the problem: I have tried swap X and Y values for the initialization of my player, for when my map prints. If i swap the x and y values in this part of my code: context.drawImage(mapTiles[board[y+viewY][x+viewX]],x*width, y*height); The map doesnt get draw correctly at all and tiles are placed all in random positions or orientations IF i sway the x and y values for my player in this line : context.drawImage(playerImg, (playerX-viewX)*32,(playerY-viewY)*32, 32, 32); The players movements are inversed, so up and down keys move my player left and right viceversa. My question: Where am i going wrong in my code, and how do i solve it so i have my map looking like it should and my player moving as it should as well as my player returning the correct tileID it is standing on or moving too. Thanks Again ALSO Here is a link to my whole code: prototype

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