Search Results

Search found 30217 results on 1209 pages for 'website performance'.

Page 248/1209 | < Previous Page | 244 245 246 247 248 249 250 251 252 253 254 255  | Next Page >

  • Using temporary arrays to cut down on code - inefficient?

    - by tommaisey
    I'm new to c++ (and SO) so sorry if this is obvious. I've started using temporary arrays in my code to cut down on repetition and to make it easier to do the same thing to multiple objects. So instead of: MyObject obj1, obj2, obj3, obj4; obj1.doSomming(arg); obj2.doSomming(arg); obj3.doSomming(arg); obj4.doSomming(arg); I'm doing: MyObject obj1, obj2, obj3, obj4; MyObject* objs[] = {&obj1, &obj2, &obj3, &obj4}; for (int i = 0; i !=4; ++i) objs[i]->doSomming(arg); Is this detrimental to performance? Like, does it cause unnecessary memory allocation? Is it good practice? Thanks.

    Read the article

  • Which of these Array Initializations is better in Ruby?

    - by Bragaadeesh
    Hi, Which of these two forms of Array Initialization is better in Ruby? Method 1: DAYS_IN_A_WEEK = (0..6).to_a HOURS_IN_A_DAY = (0..23).to_a @data = Array.new(DAYS_IN_A_WEEK.size).map!{ Array.new(HOURS_IN_A_DAY.size) } DAYS_IN_A_WEEK.each do |day| HOURS_IN_A_DAY.each do |hour| @data[day][hour] = 'something' end end Method 2: DAYS_IN_A_WEEK = (0..6).to_a HOURS_IN_A_DAY = (0..23).to_a @data = {} DAYS_IN_A_WEEK.each do |day| HOURS_IN_A_DAY.each do |hour| @data[day] ||= {} @data[day][hour] = 'something' end end The difference between the first method and the second method is that the second one does not allocate memory initially. I feel the second one is a bit inferior when it comes to performance due to the numerous amount of Array copies that has to happen. However, it is not straight forward in Ruby to find what is happening. So, if someone can explain me which is better, it would be really great! Thanks

    Read the article

  • Implementing an Online Waiting Room

    - by saalon
    My organization is building a new version of our ticketing site and is looking for the best way to build an online waiting room when the number of users in our purchase path exceeds a certain limit. The best version of this queue would let new users in after existing users have either completed their purchase or have exceeded a timeout limit after entering the path. I'm trying to get an idea of how this has been implemented by other organizations. Has anyone out there done something similar or have any experience with this? We have some ideas, but I'd like to get a sense of what solutions have been tried and what problems those solutions have run up against. Just to be complete, this site is being built in Ruby on Rails, though I'd love to hear about how people have solved this regardless of platform.

    Read the article

  • How does Array.ForEach() compare to standard for loop in C#?

    - by DaveN59
    I pine for the days when, as a C programmer, I could type: memset( byte_array, '0xFF' ); and get a byte array filled with 'FF' characters. So, I have been looking for a replacement for this: for (int i=0; i < byteArray.Length; i++) { byteArray[i] = 0xFF; } Lately, I have been using some of the new C# features and have been using this approach instead: Array.ForEach<byte>(byteArray, b => b = 0xFF); Granted, the second approach seems cleaner and is easier on the eye, but how does the performance compare to using the first approach? Am I introducing needless overhead by using Linq and generics? Thanks, Dave

    Read the article

  • Faster way of initializing arrays in Delphi

    - by Max
    I'm trying to squeeze every bit of performance in my Delphi application and now I came to a procedure which works with dynamic arrays. The slowest line in it is SetLength(Result, Len); which is used to initialize the dynamic array. When I look at the code for the SetLength procedure I see that it is far from optimal. The call sequence is as follows: _DynArraySetLength - DynArraySetLength DynArraySetLength gets the array length (which is zero for initialization) and then uses ReallocMem which is also unnecessary for initilization. I was doing SetLength to initialize dynamic array all the time. Maybe I'm missing something? Is there a faster way to do this?

    Read the article

  • Small and fast .NET programs? - 65% runtime in ResolvePolicy

    - by forki23
    Hi, I tried to build a very very small .NET app in F#. It just has to convert a small string into another string and print the result to the console like: convert.exe myString == prints something like "myConvertedString" I used dottrace to analyze the performance: 26% (168ms) in my actual string conversion (I thinks this is ok.) 65,80% (425ms) in ResolvePolicy in System.Security.SecurityManager A runtime 500ms on every execution is way too slow. Can I do something to improve this? It would be Ok if only the first call needs this time. Regards, forki

    Read the article

  • GetUserDetails error Error 27 The name 'IMGUserLabel' does not exist in the current context

    - by FBEvo1
    I need to get the users name displayed next to the Users picture. The Picture works great however the IMGUserLabel says it not in context. . can you help me solve this? public void GetUserDetails(int id) { string getUserDetail = "Select ID,Email,Name,Country,Convert(varchar (20), RegisterDate, 106) RegisterDate,Convert(varchar (20), LastLogin, 106) LastLogin ,Description,ImageName FROM [User] where Id='" + id + "'"; dt = dbClass.ConnectDataBaseReturnDT(getUserDetail); if (dt.Rows.Count > 0) { IMGUserLabel.Text = dt.Rows[0]["Name"].ToString(); NameLabel.Text = dt.Rows[0]["Name"].ToString(); UserImage.ImageUrl = "~/UserImage/" + dt.Rows[0]["ImageName"].ToString(); lblCreated.Text = dt.Rows[0]["RegisterDate"].ToString(); LabelLastLogin.Text = dt.Rows[0]["LastLogin"].ToString(); lblCreated.Text = dt.Rows[0]["RegisterDate"].ToString(); LabelAboutMe.Text = dt.Rows[0]["Description"].ToString(); } } ///////////// .Aspx ////////// <a href="<%#GetUserDetails(GetUser(Int Id)%>"> <asp:Label ID="IMGUserLabel" runat="server" Text="Label" Font-Names="Segoe UI" Font-Size="Larger" ForeColor="White" src="<%#GetUserDetails(GetUser(Int Id)%>"> </asp:Label> </a> he name 'IMGUserLabel' does not exist in the current context?

    Read the article

  • Quantifying the Performance of Garbage Collection vs. Explicit Memory Management

    - by EmbeddedProg
    I found this article here: Quantifying the Performance of Garbage Collection vs. Explicit Memory Management http://www.cs.umass.edu/~emery/pubs/gcvsmalloc.pdf In the conclusion section, it reads: Comparing runtime, space consumption, and virtual memory footprints over a range of benchmarks, we show that the runtime performance of the best-performing garbage collector is competitive with explicit memory management when given enough memory. In particular, when garbage collection has five times as much memory as required, its runtime performance matches or slightly exceeds that of explicit memory management. However, garbage collection’s performance degrades substantially when it must use smaller heaps. With three times as much memory, it runs 17% slower on average, and with twice as much memory, it runs 70% slower. Garbage collection also is more susceptible to paging when physical memory is scarce. In such conditions, all of the garbage collectors we examine here suffer order-of-magnitude performance penalties relative to explicit memory management. So, if my understanding is correct: if I have an app written in native C++ requiring 100 MB of memory, to achieve the same performance with a "managed" (i.e. garbage collector based) language (e.g. Java, C#), the app should require 5*100 MB = 500 MB? (And with 2*100 MB = 200 MB, the managed app would run 70% slower than the native app?) Do you know if current (i.e. latest Java VM's and .NET 4.0's) garbage collectors suffer the same problems described in the aforementioned article? Has the performance of modern garbage collectors improved? Thanks.

    Read the article

  • Do parent website application pools serve child application pools as well?

    - by Mike G
    I am running a .NET web application in its own application pool on IIS7. The parent website is set to run in its own application pool. Today we noticed a huge number of connections going to IIS. I tried to browse a plain ol' .html page in the directory of the web application and it hangs. I then try to browse another plain .html file in the root of the parent website, and it too hangs. In performance monitor, i see there are some 8k connections to the default website and climbing. I cant seem to understand if my application was the problem, or IIS itself. If it was my application, wouldnt the html page in the root of the parent website still be able to be served? edit: Also, if i shut down the app pool to my application, the html page on the root of the parent website is still not able to be displayed.

    Read the article

  • How did my email end up in spam? Spam only filters this specific email, other email contents work

    - by mugetsu
    My website has users buy our products and when the purchase completes, it sends the user an email. However, this email always ends up in spam! When the user first registers, the site also sends an email, this email however is not filtered and goes into the normal inbox. I'm not quite sure why this is so, gmail vaguely tells me that " It's similar to messages that were detected by our spam filters." So I'm thinking that I need to reword the following email better. Can I get some tips? Or could something else be causing this? thanks! here's the unformatted email: Delivered-To: [email protected] Received: by 10.112.32.98 with SMTP id h2csp61953lbi; Tue, 20 Mar 2012 21:09:13 -0700 (PDT) Received: by 10.180.79.72 with SMTP id h8mr22836827wix.1.1332302953175; Tue, 20 Mar 2012 21:09:13 -0700 (PDT) Return-Path: <[email protected]> Received: from mail26.elasticemail.org (mail26.elasticemail.org. [178.32.180.26]) by mx.google.com with SMTP id 6si518487wiz.41.2012.03.20.21.09.12; Tue, 20 Mar 2012 21:09:12 -0700 (PDT) Received-SPF: pass (google.com: domain of [email protected] designates 178.32.180.26 as permitted sender) client-ip=178.32.180.26; Authentication-Results: mx.google.com; spf=pass (google.com: domain of [email protected] designates 178.32.180.26 as permitted sender) [email protected]; dkim=pass [email protected] DKIM-Signature: v=1; a=rsa-sha1; bh=qjc8jxQuGy9pLN1YV9TR2PHQYKg=; c=relaxed/relaxed; d=website.com; s=api; h=DomainKey-Signature:MIME-Version:From:To:List-Unsubscribe:Subject:Date:Reply-To:Message-ID:Content-Type; b=Odt+nYhjntXPl7JPVHeJWjkStemt6so+FPVYY6oMKziMFzmW8YiLhN8WwSLY0faMcn/rirKsO2dOm/kvcHlqUJC7ldhaydE6bPekkBDa9kBovlGwPNm6xy9QWPP9I1fXDLDCwqqeAXv8kN0daXbh3pVyqWNUOk5cgQ35OgpQpKI= DomainKey-Signature: q=dns; a=rsa-sha1; c=simple; d=website.com; s=api; h=MIME-Version:X-Mailer:From:To:X-Priority:List-Unsubscribe:Subject:Date:Reply-To:Message-ID:Content-Type; b=F7NNZIEyEV+64uYD8pVpe91WLP19Tw2Whk4OKpkLeAfkmrNIA7AjP0XYU1JWTlEyibHQJjjbhR62I3MvVJBSGp75eWfOuwb2AqYWZ/jAlMWznnfQLVv7OlYJsErGxYP6GUNNcuJaqlTPFDanJwtaEvR+tqXZRB7xrUisMd8lq2I= MIME-Version: 1.0 X-Mailer: email.website.com From: "Website Contact" <[email protected]> To: [email protected] X-Priority: 3 (Normal) List-Unsubscribe: <http://email.website.com/tracking/unsubscribe?msgid=su6g-8kfd0s0g>, <mailto:[email protected]?subject=unsubscribe> Subject: Website Tickets: event Date: Wed, 21 Mar 2012 04:09:17 +0000 Reply-To: "Website Contact" <[email protected]> Message-ID: <4tlaxecj2jy8.su6g-8kfd0s0g@email.website.com> Content-Type: multipart/alternative; boundary="----=_NextPart_000_3F77_7A0DF805.A8C886C0" ------=_NextPart_000_3F77_7A0DF805.A8C886C0 Content-Type: text/plain; charset="utf-8" Content-Transfer-Encoding: base64 SGVsbG8hIAoKIEhlcmUgYXJlIHlvdXIgdGlja2V0KHMpIGZvciBDVEFTIGVDc1RBU3kgMjAxMjog CgpodHRwczovL2NhbXB1c2FtcC5jb20vP3RpY2tldHMvNy95aGloZ3Znd3Z3cWR3cXhtdnQKClNp bXBseSBicmluZyBpdCB3aXRoIHlvdSBvbiB5b3VyIHNtYXJ0cGhvbmUsIG9yIHByaW50IHRoZSB0 aWNrZXQgb3V0IHRvIGJlIHNjYW5uZWQgYXQgdGhlIGV2ZW50LiBFbmpveSwgYW5kIHdlIGFwcHJl Y2lhdGUgeW91ciBwdXJjaGFzZS4KClNpbmNlcmVseSwKVGhlIENhbXB1c0FtcCBUZWFt ------=_NextPart_000_3F77_7A0DF805.A8C886C0 Content-Type: text/html; charset="utf-8" Content-Transfer-Encoding: base64 SGVsbG8hIDxici8+PGJyLz4gSGVyZSBhcmUgeW91ciB0aWNrZXQocykgZm9yIENUQVMgZUNzVEFT eSAyMDEyOjxici8+PGEgaHJlZj0iaHR0cDovL2VtYWlsLmNhbXB1c2FtcC5jb20vdHJhY2tpbmcv Y2xpY2s/bXNnaWQ9c3U2Zy04a2ZkMHMwZyZ0YXJnZXQ9aHR0cHMlM2ElMmYlMmZjYW1wdXNhbXAu Y29tJTJmJTNmdGlja2V0cyUyZjclMmZ5aGloZ3Znd3Z3cWR3cXhtdnQiPiBodHRwczovL2NhbXB1 c2FtcC5jb20vP3RpY2tldHMvNy95aGloZ3Znd3Z3cWR3cXhtdnQgIDwvYT4gPGJyLz48YnIvPlNp bXBseSBicmluZyBpdCB3aXRoIHlvdSBvbiB5b3VyIHNtYXJ0cGhvbmUsIG9yIHByaW50IHRoZSB0 aWNrZXQgb3V0IHRvIGJlIHNjYW5uZWQgYXQgdGhlIGV2ZW50LiBFbmpveSwgYW5kIHdlIGFwcHJl Y2lhdGUgeW91ciBwdXJjaGFzZS48YnIvPjxici8+U2luY2VyZWx5LDxici8+VGhlIENhbXB1c0Ft cCBUZWFtPGltZyBzcmM9Imh0dHA6Ly9lbWFpbC5jYW1wdXNhbXAuY29tL3RyYWNraW5nL29wZW4/ bXNnaWQ9c3U2Zy04a2ZkMHMwZyIgc3R5bGU9IndpZHRoOjFweDtoZWlnaHQ6MXB4IiBhbHQ9IiIg Lz4= ------=_NextPart_000_3F77_7A0DF805.A8C886C0--

    Read the article

  • MS SQL Server 15MM rows, simple COUNT query. 15+ seconds?

    - by john
    We took over a website from another company after a client decided to switch. We have a table that grows by about 25k records a day, and is currently at 15MM records. The table looks something like: id (PK, int, not null) member_id (int, not null) another_id (int, not null) date (datetime, not null) SELECT COUNT(id) FROM tbl can take up to 15 seconds. A simple inner join on 'another_id' takes over 30 seconds. I can't imagine why this is taking so long. Any advice? SQL Server 2005 Express

    Read the article

  • How to get bearable 2D and 3D performance on AMD Radeon HD 6950?

    - by l0b0
    I have had an AMD Radeon HD 6950 (i.e., Cayman series) for a couple years now, and I have tried a lot of combinations of drivers and settings with terrible results. I'm completely at a loss as to how to proceed. The open source driver has much better 2D performance, but it offloads all OpenGL rendering to the CPU. What I've tried so far: All the latest stable Ubuntu releases in the period, plus one Linux Mint release. All the latest stable AMD Catalyst Proprietary Display Drivers, and currently 13.1. The unofficial wiki installation instructions for every Ubuntu version and the semi-official Ubuntu instructions. All the tips and tweaks I could find for Minecraft (Optifine, reducing settings to minimum), VLC (postprocessing at minimum, rendering at native video size), Catalyst Control Center (flipped every lever in there) and X11 (some binary toggles I can no longer remember). Results: Typically 13-15 FPS in Minecraft, 30 max (100+ in Windows with the same driver version). Around 10 FPS in Team Fortress 2 using the official Steam client. Choppy video playback, in Flash and with VLC. CPU use goes through the roof when rendering video (150% for 1080p on YouTube in Chromium, 100% for 1080p H264 in VLC). glxgears shows 12.5 FPS when maximized. fgl_glxgears shows 10 FPS when maximized. Hardware details from lshw: Motherboard ASUS P6X58D-E CPU Intel Core i7 CPU 950 @ 3.07GHz (never overclocked; 64 bit) 6 GB RAM Video card product "Cayman PRO [Radeon HD 6950]", vendor "Hynix Semiconductor (Hyundai Electronics)" 2 x 1920x1200 monitors, both connected with HDMI. I feel I must be missing something absolutely fundamental here. Is there no accelerated support for anything on 64-bit architectures? Does a dual monitor completely mess up the driver? $ fglrxinfo display: :0 screen: 0 OpenGL vendor string: Advanced Micro Devices, Inc. OpenGL renderer string: AMD Radeon HD 6900 Series OpenGL version string: 4.2.11995 Compatibility Profile Context $ glxinfo | grep 'direct rendering' direct rendering: Yes I am currently using the open source driver, with the following results: Full frame rate and low CPU load when playing 1080p video. Black screen (but music in the background) in Team Fortress 2. Similar performance in Minecraft as the Catalyst driver. In hindsight obvious, since both end up offloading the rendering to the CPU. My /var/log/Xorg.0.log after upgrading to AMD Catalyst 13.1. Some possibly important lines: (WW) Falling back to old probe method for fglrx (WW) fglrx: No matching Device section for instance (BusID PCI:0@3:0:1) found The generated xorg.conf. The disabled "monitor" 0-DFP9 is actually an A/V receiver, which sometimes confuses the monitor drivers when turned on/off (but not in Windows). All three "monitor" devices are connected with HDMI. Edit: Chris Carter's suggestion to use the xorg-edgers PPA (Catalyst 13.1) resulted in some improvement, but still pretty bad performance overall: Minecraft stabilizes at 13-17 FPS, but at least the CPU load is "only" at 45-60%. Still 150% CPU use for 1080p video rendering on YouTube in Chromium. Massive improvement for 1080p H264 in VLC: 40-50% CPU use and no visible jitter glxgears performance about doubled to 25-30 FPS when maximized. fgl_glxgears still at ~10 FPS when maximized.

    Read the article

  • HTML Chrome Audit Specify Image Dimensions

    - by AKRamkumar
    I just started using the chrome developer tools for some basic html websites and I used the audit tool. I had two identical images, one with the height and width attribute, and one without. On the Resources section, both the latency and the download time were identical. However, the Audit showed Specify image dimensions (1) A width and height should be specified for all images in order to speed up page display. Does this actually help? And are there any other ways to speed up page time? This is only a splash page for the website I am building and as such it is only html, no css or javascript or anything. I have already compressed the images but I want to speed up load time even more. Is there a way?

    Read the article

  • Administer, manage, monitor, and fine tune the performance of your Oracle SOA Suite 11g Service Infrastructure and SOA composite applications.

    - by JuergenKress
    Key Features of the book If you are an Oracle SOA suite administrator, then this book is your bible. It gives you everything you need to know about all your tasks and help you to apply what you learn in your everyday life right from the first chapter. The book walks through promoting code across environments, performance tuning the service infrastructure, monitoring the environment, configuring security policies, managing the dehydration store, backing and restoring environments and so on. Packed with real-world examples from authors' own experiences, this books offers a unique insight into Oracle SOA Suite Administration. Detailed description The book begins with an introduction of SOA and quickly moves on to management of SOA composite applications. Readers will learn how to manage composite applications, their deployments and lifecycles. Equipped with this knowledge, readers will be introduced to monitoring and performance tuning SOA Suite, monitoring instances, messages, and composite applications, managing faults and exceptions, configuring audit levels of composite applications to include end-to-end monitoring through the use of extended logging as well as administering and configuring all SOA Suite components. A very important aspect of administration is tuning and optimizing the infrastructure for performance and book offers real work recommendations to monitor and performance tune service engines, the underlying WebLogic server, threads and timeouts, files systems, and composite applications. It also covers detailed administration of individual service components, configuring the infrastructure MBeans using both Oracle Enterprise Manager Fusion Middleware Control and WLST based scripts, migrating worklist preferences and BAM data across environments, setting up Email, LDAP and custom XPath. An administrator is always trusted with troubleshooting and root causing problems in the infrastructure and this book will help you through the troubleshooting approaches as how to identify faults and exception through extended logging and thread dumps and find solutions to common startup problems and deployment issues. The advanced contents of this book explains OWSM security framework and how to secure components deployed to the infrastructure along with the details of all groundwork needed to ready the environment. Last few chapters help you to understand and deal with managing the metadata services repository and dehydration store, backup and recovery and concluding with advanced topics such as silent/scripted installations, cloning, upgrading, patching and high availability installations. Packed with real-world examples, and tips straight from the trench; this book offers insights into SOA Suite administration that you will not find elsewhere. Part of our writing style in this book draws heavily on the philosophy of reuse and as such the book provide an ample of executable SQL queries and WLST scripts that administrators can reuse and extend to perform most of the administration tasks such as monitoring instances, processing times, instance states and perform automatic deployments, tuning, migration, and installation. These scripts are spread over each of the chapters in the book and can also be downloaded from here. The book is available in different formats at the following websites: Paperback and eBook versions & Kindle version. It is available for order and signed copies are available through our web site. SOA & BPM Partner Community For regular information on Oracle SOA Suite become a member in the SOA & BPM Partner Community for registration please visit  www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Technorati Tags: SOA book,SOA Suite Adminsitration,SOA Community,Oracle SOA,Oracle BPM,Community,OPN,Jürgen Kress

    Read the article

  • MySQL query cache vs caching result-sets in the application layer

    - by GetFree
    I'm running a php/mysql-driven website with a lot of visits and I'm considering the possibility of caching result-sets in shared memory in order to reduce database load. However, right now MySQL's query cache is enabled and it seems to be doing a pretty good job since if I disable query caching, the use of CPU jumps to 100% immediately. Given that situation, I dont know if caching result-sets (or even the generated HTML code) locally in shared memory with PHP will result in any noticeable performace improvement. Does anyone out there have any experience on this matter? PS: Please avoid suggesting heavy-artillery solutions like memcached. Right now I'm looking for simple solutions that dont require too much time to implement, deploy and maintain.

    Read the article

  • Have parameters in Dao methods to get entities the most efficient way for read-only access

    - by Blankman
    Allot of my use of hibernate, at least for that data that is presented on many parts of the web application, is for read-only purposes. I want to add some parameters to my Dao methods so I can modify the way hibernate pulls the data and how it handles transactions etc. Example usage: Data on the front page of my website is displayed to the users, it is read-only, so I want to avoid any session/entity tracking that hibernate usually does. This is data that is read-only, will not be changed in this transaction, etc. What would be the most performant way to pull the data? (the code below is c#/nhibernate, I'm implementing this in java as I learn it) public IList<Article> GetArticles() { return Session.CreateCriteria(typeof(Article)) // some where cluase }

    Read the article

  • How do you share pre-calculated data between calls to a Rails web service?

    - by Nigel Thorne
    I have a Rails app that allows users to build up a network structure and then ask questions about how to navigate around it. When adding nodes and connections these are just saved to the database. At the point you make a query of the network I calculate the shortest path from any node to any other node. Constructing this in memory takes a while (something I need to fix), but once it is there, you can instantly get the answer to any of these path questions. The question is... How do I share this network between calls to the website, so each request doesn't regenerate the paths network each time? Note: I am hosting this on apache server using passenger (mod ruby) Thoughts?

    Read the article

  • SQL Server 15MM rows, simple COUNT query. 15+ seconds?

    - by john
    We took over a website from another company after a client decided to switch. We have a table that grows by about 25k records a day, and is currently at 15MM records. The table looks something like: id (PK, int, not null) member_id (int, not null) another_id (int, not null) date (datetime, not null) SELECT COUNT(id) FROM tbl can take up to 15 seconds. A simple inner join on 'another_id' takes over 30 seconds. I can't imagine why this is taking so long. Any advice? SQL Server 2005 Express

    Read the article

  • PHP Try and Catch for SQL Insert

    - by meme
    I have a page on my website (high traffic) that does an insert on every page load. I am curious of the fastest and safest way to (catch an error) and continue if the system is not able to do the insert into MySQL. Should I use try/catch or die or something else. I want to make sure the insert happens but if for some reason it can't I want the page to continue to load anyway. ... $db = mysql_select_db('mobile', $conn); mysql_query("INSERT INTO redirects SET ua_string = '$ua_string'") or die('Error #10'); mysql_close($conn); ...

    Read the article

  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

    Read the article

  • Fastest way to remove non-numeric characters from a VARCHAR in SQL Server

    - by Dan Herbert
    I'm writing an import utility that is using phone numbers as a unique key within the import. I need to check that the phone number does not already exist in my DB. The problem is that phone numbers in the DB could have things like dashes and parenthesis and possibly other things. I wrote a function to remove these things, the problem is that it is slow and with thousands of records in my DB and thousands of records to import at once, this process can be unacceptably slow. I've already made the phone number column an index. I tried using the script from this post: http://stackoverflow.com/questions/52315/t-sql-trim-nbsp-and-other-non-alphanumeric-characters But that didn't speed it up any. Is there a faster way to remove non-numeric characters? Something that can perform well when 10,000 to 100,000 records have to be compared. Whatever is done needs to perform fast. Update Given what people responded with, I think I'm going to have to clean the fields before I run the import utility. To answer the question of what I'm writing the import utility in, it is a C# app. I'm comparing BIGINT to BIGINT now, with no need to alter DB data and I'm still taking a performance hit with a very small set of data (about 2000 records). Could comparing BIGINT to BIGINT be slowing things down? I've optimized the code side of my app as much as I can (removed regexes, removed unneccessary DB calls). Although I can't isolate SQL as the source of the problem anymore, I still feel like it is.

    Read the article

  • SQL Server slow in production environment

    - by Lieven Cardoen
    I have a weird problem in a customer's production environment. I can't give any details on the infrastructure, except that SQL server runs on a virtual server. The data, log and filestream file are on another storage server (data and filestream together and log on a separate server). In our local Test environment, there's one particular query that executes with these durations: first we clear the cache 300ms (First time it takes longer, but from then on it's cached.) 20ms 15ms 17ms In the customer's production environment, the SQL Server is more powerful, these are the durations (I didn't have the rights to clear the cache. Will try this tomorrow). 2500ms 2600ms 2400ms The servers in the customer's production environment are more powerful but they do have virtual servers (we don't). What could be the cause... Not enough memory? Fragmentation? Physical storage? How would you tackle this performance problem? EDIT: Some people have asked me if the data set is equal and it is. I restored their database on our environment. It's true that this was the first thing I looked at. (@Everyone: I added the edit because it will be the first thing that many will think off).

    Read the article

  • jQuery fn.extend ({bla: function(){}} vs. jQuery.fn.bla

    - by tixrus
    OK I think I get http://stackoverflow.com/questions/1991126/difference-jquery-extend-and-jquery-fn-extend in that the general extend can extend any object, and that fn.extend is for plugin functions that can be invoked straight off the jquery object with some internal jquery voodoo. So it appears one would invoke them differently. If you use general extend to extend object obj by adding function y, then the method would attach to that object, obj.y() but if you use fn.extend then they are attach straight to the jquery object $.y().... Have I got that correct yes or no and if no what do I have wrong in my understanding? Now MY question: The book I am reading advocates using jQuery.fn.extend ({a: function(){}, b: function(){}}); syntax but in the docs it says jQuery.fn.a (function(){}); and I guess if you wanted b as well it would be jQuery.fn.b (function(){}); Are these functionally and performance-wise equivalent and if not what is the difference? Thank you very much. I am digging jQuery!

    Read the article

< Previous Page | 244 245 246 247 248 249 250 251 252 253 254 255  | Next Page >