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  • multi-thread in mmorpg server

    - by jean
    For MMORPG, there is a tick function to update every object's state in a map. The function was triggered by a timer in fixed interval. So each map's update can be dispatch to different thread. At other side, server handle player incoming package have its own threads also: I/O threads. Generally, the handler of the corresponding incoming package run in I/O threads. So there is a problem: thread synchronization. I have consider two methods: Synchronize with mutex. I/O thread lock a mutex before execute handler function and map thread lock same mutex before it execute map's update. Execute all handler functions in map's thread, I/O thread only queue the incoming handler and let map thread to pop the queue then call handler function. These two have a disadvantage: delay. For method 1, if the map's tick function is running, then all clients' request need to waiting the lock release. For method 2, if map's tick function is running, all clients' request need to waiting for next tick to be handle. Of course, there is another method: add lock to functions that use data which will be accessed both in I/O thread & map thread. But this is hard to maintain and easy to goes incorrect. It needs carefully check all variables whether or not accessed by both two kinds thread. My problem is: is there better way to do this? Notice that I said map is logic concept means no interactions can happen between two map except transport. I/O thread means thread in 3rd part network lib which used to handle client request.

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  • What are the differences between currently executing .NET thread and Win32 thread

    - by Ybbest
    I am reading the Asp.net security documentation on msdn.I come across these tow terms and get really confused. # WindowsIdentity = WindowsIdentity.GetCurrent() which returns the identity of the security context of the currently executing Win32 thread. # Thread = Thread.CurrentPrincipal which returns the principal of the currently executing .NET thread which rides on top of the Win32 thread.

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  • what are the differences between currectly excecuting .net thread and Win32 thread

    - by Ybbest
    I am reading the Asp.net security documentation on msdn.I come across these tow terms and get really confused. # WindowsIdentity = WindowsIdentity.GetCurrent(), which returns the identity of the security context of the currently executing Win32 thread. # Thread = Thread.CurrentPrincipal which returns the principal of the currently executing .NET thread which rides on top of the Win32 thread.

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  • Disk Cost does not change for a per machine and a per user install

    - by eddie
    I want to know how can i change or rather the computer changes the disk cost in case of a per user or a per machine install. I have an installer that is approximate 50 MB in size when i check in the program files how ever when i am using the DiskCostDlg it shows me 96 MB , i am doing a per user and a per machine install and i am surprised to see that in both the cases the disk requirement is same. I need to know if there is a possibility of changing the disk requirements or is it a default property of the Wix Installer. Thanks

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  • what are the differences between correctly executing .net thread and Win32 thread

    - by Ybbest
    I am reading the Asp.net security documentation on msdn.I come across these tow terms and get really confused. # WindowsIdentity = WindowsIdentity.GetCurrent(), which returns the identity of the security context of the currently executing Win32 thread. # Thread = Thread.CurrentPrincipal which returns the principal of the currently executing .NET thread which rides on top of the Win32 thread.

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  • Thread placement policies on NUMA systems - update

    - by Dave
    In a prior blog entry I noted that Solaris used a "maximum dispersal" placement policy to assign nascent threads to their initial processors. The general idea is that threads should be placed as far away from each other as possible in the resource topology in order to reduce resource contention between concurrently running threads. This policy assumes that resource contention -- pipelines, memory channel contention, destructive interference in the shared caches, etc -- will likely outweigh (a) any potential communication benefits we might achieve by packing our threads more densely onto a subset of the NUMA nodes, and (b) benefits of NUMA affinity between memory allocated by one thread and accessed by other threads. We want our threads spread widely over the system and not packed together. Conceptually, when placing a new thread, the kernel picks the least loaded node NUMA node (the node with lowest aggregate load average), and then the least loaded core on that node, etc. Furthermore, the kernel places threads onto resources -- sockets, cores, pipelines, etc -- without regard to the thread's process membership. That is, initial placement is process-agnostic. Keep reading, though. This description is incorrect. On Solaris 10 on a SPARC T5440 with 4 x T2+ NUMA nodes, if the system is otherwise unloaded and we launch a process that creates 20 compute-bound concurrent threads, then typically we'll see a perfect balance with 5 threads on each node. We see similar behavior on an 8-node x86 x4800 system, where each node has 8 cores and each core is 2-way hyperthreaded. So far so good; this behavior seems in agreement with the policy I described in the 1st paragraph. I recently tried the same experiment on a 4-node T4-4 running Solaris 11. Both the T5440 and T4-4 are 4-node systems that expose 256 logical thread contexts. To my surprise, all 20 threads were placed onto just one NUMA node while the other 3 nodes remained completely idle. I checked the usual suspects such as processor sets inadvertently left around by colleagues, processors left offline, and power management policies, but the system was configured normally. I then launched multiple concurrent instances of the process, and, interestingly, all the threads from the 1st process landed on one node, all the threads from the 2nd process landed on another node, and so on. This happened even if I interleaved thread creating between the processes, so I was relatively sure the effect didn't related to thread creation time, but rather that placement was a function of process membership. I this point I consulted the Solaris sources and talked with folks in the Solaris group. The new Solaris 11 behavior is intentional. The kernel is no longer using a simple maximum dispersal policy, and thread placement is process membership-aware. Now, even if other nodes are completely unloaded, the kernel will still try to pack new threads onto the home lgroup (socket) of the primordial thread until the load average of that node reaches 50%, after which it will pick the next least loaded node as the process's new favorite node for placement. On the T4-4 we have 64 logical thread contexts (strands) per socket (lgroup), so if we launch 48 concurrent threads we will find 32 placed on one node and 16 on some other node. If we launch 64 threads we'll find 32 and 32. That means we can end up with our threads clustered on a small subset of the nodes in a way that's quite different that what we've seen on Solaris 10. So we have a policy that allows process-aware packing but reverts to spreading threads onto other nodes if a node becomes too saturated. It turns out this policy was enabled in Solaris 10, but certain bugs suppressed the mixed packing/spreading behavior. There are configuration variables in /etc/system that allow us to dial the affinity between nascent threads and their primordial thread up and down: see lgrp_expand_proc_thresh, specifically. In the OpenSolaris source code the key routine is mpo_update_tunables(). This method reads the /etc/system variables and sets up some global variables that will subsequently be used by the dispatcher, which calls lgrp_choose() in lgrp.c to place nascent threads. Lgrp_expand_proc_thresh controls how loaded an lgroup must be before we'll consider homing a process's threads to another lgroup. Tune this value lower to have it spread your process's threads out more. To recap, the 'new' policy is as follows. Threads from the same process are packed onto a subset of the strands of a socket (50% for T-series). Once that socket reaches the 50% threshold the kernel then picks another preferred socket for that process. Threads from unrelated processes are spread across sockets. More precisely, different processes may have different preferred sockets (lgroups). Beware that I've simplified and elided details for the purposes of explication. The truth is in the code. Remarks: It's worth noting that initial thread placement is just that. If there's a gross imbalance between the load on different nodes then the kernel will migrate threads to achieve a better and more even distribution over the set of available nodes. Once a thread runs and gains some affinity for a node, however, it becomes "stickier" under the assumption that the thread has residual cache residency on that node, and that memory allocated by that thread resides on that node given the default "first-touch" page-level NUMA allocation policy. Exactly how the various policies interact and which have precedence under what circumstances could the topic of a future blog entry. The scheduler is work-conserving. The x4800 mentioned above is an interesting system. Each of the 8 sockets houses an Intel 7500-series processor. Each processor has 3 coherent QPI links and the system is arranged as a glueless 8-socket twisted ladder "mobius" topology. Nodes are either 1 or 2 hops distant over the QPI links. As an aside the mapping of logical CPUIDs to physical resources is rather interesting on Solaris/x4800. On SPARC/Solaris the CPUID layout is strictly geographic, with the highest order bits identifying the socket, the next lower bits identifying the core within that socket, following by the pipeline (if present) and finally the logical thread context ("strand") on the core. But on Solaris on the x4800 the CPUID layout is as follows. [6:6] identifies the hyperthread on a core; bits [5:3] identify the socket, or package in Intel terminology; bits [2:0] identify the core within a socket. Such low-level details should be of interest only if you're binding threads -- a bad idea, the kernel typically handles placement best -- or if you're writing NUMA-aware code that's aware of the ambient placement and makes decisions accordingly. Solaris introduced the so-called critical-threads mechanism, which is expressed by putting a thread into the FX scheduling class at priority 60. The critical-threads mechanism applies to placement on cores, not on sockets, however. That is, it's an intra-socket policy, not an inter-socket policy. Solaris 11 introduces the Power Aware Dispatcher (PAD) which packs threads instead of spreading them out in an attempt to be able to keep sockets or cores at lower power levels. Maximum dispersal may be good for performance but is anathema to power management. PAD is off by default, but power management polices constitute yet another confounding factor with respect to scheduling and dispatching. If your threads communicate heavily -- one thread reads cache lines last written by some other thread -- then the new dense packing policy may improve performance by reducing traffic on the coherent interconnect. On the other hand if your threads in your process communicate rarely, then it's possible the new packing policy might result on contention on shared computing resources. Unfortunately there's no simple litmus test that says whether packing or spreading is optimal in a given situation. The answer varies by system load, application, number of threads, and platform hardware characteristics. Currently we don't have the necessary tools and sensoria to decide at runtime, so we're reduced to an empirical approach where we run trials and try to decide on a placement policy. The situation is quite frustrating. Relatedly, it's often hard to determine just the right level of concurrency to optimize throughput. (Understanding constructive vs destructive interference in the shared caches would be a good start. We could augment the lines with a small tag field indicating which strand last installed or accessed a line. Given that, we could augment the CPU with performance counters for misses where a thread evicts a line it installed vs misses where a thread displaces a line installed by some other thread.)

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  • Measuring cumulative network statistics per user or per process

    - by zsimpson
    I've been googling for hours -- Under Linux I want to know the cumulative bytes sent and received by user or by process over all ip protocols. The best I've found in my searches is that it's possible to use iptables to mark packets for a user, for example: iptables -t mangle -A OUTPUT -p tcp -m owner --uid-owner test -j MARK --set-mark 1 It appears that "tc" can then shape traffic with that but I just want the statistic -- I don't want to shape the traffic. I want something like: "user U has transmitted used XMB since time Y". I can't figure out how to get statistics from these marked packets. Also, I've looked at nethogs but they seem to be measuring the instantaneous flow and I need cumulative counts. Anyone have ideas?

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  • wpf exit thread automatically when application closes

    - by toni
    Hi, I have a main wpf window and one of its controls is a user control that I have created. this user control is an analog clock and contains a thread that update hour, minute and second hands. Initially it wasn't a thread, it was a timer event that updated the hour, minutes and seconds but I have changed it to a thread because the application do some hard work when the user press a start button and then the clock don't update so I changed it to a thread. COde snippet of wpf window: <Window xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:local="clr-namespace:GParts" xmlns:Microsoft_Windows_Themes="clr-namespace:Microsoft.Windows.Themes assembly=PresentationFramework.Aero" xmlns:UC="clr-namespace:GParts.UserControls" x:Class="GParts.WinMain" Title="GParts" WindowState="Maximized" Closing="Window_Closing" Icon="/Resources/Calendar-clock.png" x:Name="WMain" > <...> <!-- this is my user control --> <UC:AnalogClock Grid.Row="1" x:Name="AnalogClock" Background="Transparent" Margin="0" Height="Auto" Width="Auto"/> <...> </Window> My problem is when the user exits the application then the thread seems to continue executing. I would like the thread finishes automatically when main windows closes. code snippet of user control constructor: namespace GParts.UserControls { /// <summary> /// Lógica de interacción para AnalogClock.xaml /// </summary> public partial class AnalogClock : UserControl { System.Timers.Timer timer = new System.Timers.Timer(1000); public AnalogClock() { InitializeComponent(); MDCalendar mdCalendar = new MDCalendar(); DateTime date = DateTime.Now; TimeZone time = TimeZone.CurrentTimeZone; TimeSpan difference = time.GetUtcOffset(date); uint currentTime = mdCalendar.Time() + (uint)difference.TotalSeconds; christianityCalendar.Content = mdCalendar.Date("d/e/Z", currentTime, false); // this was before implementing thread //timer.Elapsed += new System.Timers.ElapsedEventHandler(timer_Elapsed); //timer.Enabled = true; // The Work to perform ThreadStart start = delegate() { // With this condition the thread exits when main window closes but // despite of this it seems like the thread continues executing after // exiting application because in task manager cpu is very busy // while ((this.IsInitialized) && (this.Dispatcher.HasShutdownFinished== false)) { this.Dispatcher.Invoke(DispatcherPriority.Normal, (Action)(() => { DateTime hora = DateTime.Now; secondHand.Angle = hora.Second * 6; minuteHand.Angle = hora.Minute * 6; hourHand.Angle = (hora.Hour * 30) + (hora.Minute * 0.5); DigitalClock.CurrentTime = hora; })); } Console.Write("Quit ok"); }; // Create the thread and kick it started! new Thread(start).Start(); } // this was before implementing thread void timer_Elapsed(object sender, System.Timers.ElapsedEventArgs e) { this.Dispatcher.Invoke(DispatcherPriority.Normal, (Action)(() => { DateTime hora = DateTime.Now; secondHand.Angle = hora.Second * 6; minuteHand.Angle = hora.Minute * 6; hourHand.Angle = (hora.Hour * 30) + (hora.Minute * 0.5); DigitalClock.CurrentTime = hora; })); } } // end class } // end namespace How can I exit correctly from thread automatically when main window closes and then application exits? Thanks very much!

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  • In .NET when Aborting Thread, can this piece of code get corrupted?

    - by bosko
    Little intro: In complex multithreaded aplication (enterprise service bus EBS), I need to use Thread.Abort, because this EBS accepts user written modules which communicates with hardware security modules. So if this module gets deadlocked or hardware stops responding - i need to just unload this module and rest of this server aplication must keep runnnig. So there is abort sync mechanism which ensures that code can be aborted only in user section and this section must be marked as AbortAble. If this happen there is possibility that ThreadAbortException will be thrown in this pieace of code: public void StopAbortSection() { var id = Thread.CurrentThread.ManagedThreadId; lock (threadIdMap[id]) { .... } } If module is on AbortSection and Aplication decides to abort module, but after this decision but before actual Thread.Abort, module enters NonAbortableSection by calling this method, but lock is actualy taken on that locking object. So lock will block until Abort or abort can be executed before reaching this block by this code. But Object with this method is essential and i need to be sure that this pieace of code is safe to abort in any moment. Probably i have to mention that threadIdMap is Dictionary(int,ManualResetEvent), so locking object is instance of ManualResetEvent. I hope you now understad my question. Sorry for its largeness.

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  • Stopping work from one thread using another thread

    - by 113483626144458436514
    Not sure if my title is worded well, but whatever :) I have two threads: the main thread with the work that needs to be done, and a worker thread that contains a form with a progress bar and a cancel button. In normal code, it would be the other way around, but I can't do that in this case. When the user clicks the cancel button, a prompt is displayed asking if he wants to really cancel the work. The problem is that work continues on the main thread. I can get the main thread to stop work and such, but I would like for it to stop doing work when he clicks "Yes" on the prompt. Example: // Main thread work starts here t1 = new Thread(new ThreadStart(progressForm_Start)); t1.Start(); // Working for (i = 0; i <= 10000; i++) { semaphore.WaitOne(); if (pBar.Running) bgworker_ProgressChanged(i); semaphore.Release(); if (pBar.IsCancelled) break; } t1.Abort(); // Main thread work ends here // Start progress bar form in another thread void progressForm_Start() { pBar.Status("Starting"); pBar.ShowDialog(); } I could theoretically include a prompt in the cancelWatch() function, but then I would have to do that everywhere I'm implementing this class.

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  • I just can't kill Java thread.

    - by Adrian
    I have a thread that downloads some images from internet using different proxies. Sometimes it hangs, and can't be killed by any means. public HttpURLConnection uc; public InputStream in; Proxy proxy = new Proxy(Proxy.Type.HTTP, new InetSocketAddress("server", 8080)); URL url = new URL("http://images.com/image.jpg"); uc = (HttpURLConnection)url.openConnection(proxy); uc.setConnectTimeout(30000); uc.setAllowUserInteraction(false); uc.setDoOutput(true); uc.addRequestProperty("User-Agent","Mozilla/4.0 (compatible; MSIE 6.0; Windows NT 5.0)"); uc.connect(); in = uc.getInputStream(); When it hangs, it freezes at the uc.getInputStream() method. I made a timer which tries to kill the thread if it's run time exceeds 3 minutes. I tried .terminate() the thread. No effect. I tried uc.disconnect() from the main thread. The method also hangs and with it, the main thread. I tried in.close(). No effect. I tried uc=null, in=null hoping for an exception that will end the thread. It keeps running. It never passes the uc.getInputStream() method. In my last test the thread lasted over 14 hours after receiving all above commands (or various combinations). I had to kill the Java process to stop the thread. If I just ignore the thread, and set it's instance to null, the thread doesn't die and is not cleaned by garbage collector. I know that because if I let the application running for several days, the Java process takes more and more system memory. In 3 days it took 10% of my 8Gb. RAM system. It is impossible to kill a thread whatever?

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  • Is it a good way to close a thread?

    - by Roman
    I have a short version of the question: I start a thread like that: counter.start();, where counter is a thread. At the point when I want to stop the thread I do that: counter.interrupt() In my thread I periodically do this check: Thread.interrupted(). If it gives true I return from the thread and, as a consequence, it stops. And here are some details, if needed: If you need more details, they are here. From the invent dispatch thread I start a counter thread in this way: public static void start() { SwingUtilities.invokeLater(new Runnable() { public void run() { showGUI(); counter.start(); } }); } where the thread is defined like that: public static Thread counter = new Thread() { public void run() { for (int i=4; i>0; i=i-1) { updateGUI(i,label); try {Thread.sleep(1000);} catch(InterruptedException e) {}; } // The time for the partner selection is over. SwingUtilities.invokeLater(new Runnable() { public void run() { frame.remove(partnerSelectionPanel); frame.add(selectionFinishedPanel); frame.invalidate(); frame.validate(); } }); } }; The thread performs countdown in the "first" window (it shows home much time left). If time limit is over, the thread close the "first" window and generate a new one. I want to modify my thread in the following way: public static Thread counter = new Thread() { public void run() { for (int i=4; i>0; i=i-1) { if (!Thread.interrupted()) { updateGUI(i,label); } else { return; } try {Thread.sleep(1000);} catch(InterruptedException e) {}; } // The time for the partner selection is over. if (!Thread.interrupted()) { SwingUtilities.invokeLater(new Runnable() { public void run() { frame.remove(partnerSelectionPanel); frame.add(selectionFinishedPanel); frame.invalidate(); frame.validate(); } }); } else { return; } } };

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  • Managing per-user rc.d init scripts

    - by Steve Schnepp
    I want to delegate SysV init scripts to each user. Like the SysV init, each item in ${HOME}/rc.d starting with S will be launched on server start-up with the start argument. The same for the server shut-down with the one starting with K and with the stop argument. I thought about scripting it myself, but maybe there is already some kind of implementation out there1. In summary it would be a script in /etc/init.d/ that iterates through all the users and launches runparts as the user on the relevant scripts. The platform here is a Linux (Debian flavour), but I think the solution would be quite portable among various Unix-like platforms. Update: The point here is for users to be able to create their own init scripts that should be launch on their behalf when the system boots up. As Dan Carley pointed out, the services won't be able to access any system asset (priviledged ports, system logs, ...). 1. This way I don't have to think that much about all the subtle security implications such as script timeouts for example...

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  • Error while excuting a simple boost thread program

    - by Eternal Learner
    Hi All, Could you tell mw what is the problem with the below boost::thread program #include<iostream> #include<boost/thread/thread.hpp> boost::mutex mutex; class A { public: A() : a(0) {} void operator()() { boost::mutex::scoped_lock lock(mutex); } private: int a; }; int main() { boost::thread thr1(A()); boost::thread thr2(A()); thr1.join(); thr2.join(); } I get the error message: error: request for member 'join' in 'thr1', which is of non-class type 'boost::thread()(A ()())' BoostThread2.cpp:30: error: request for member 'join' in 'thr2', which is of non-class type 'boost::thread ()(A ()())'

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  • Who interrupts my thread?

    - by Thirler
    I understand what an InterruptedException does and why it is thrown. However in my application I get it when waiting for SwingUtilities.invokeAndWait() on a thread that is only known by my application, and my application never class Thread.interrupt() on any thread, also it never passes the reference of the thread on to anyone. So my question is: Who interrupts my thread? Is there any way to tell? Is there a reason why the InterruptedException doesn't contain the name of the Thread that requests the interrupt? I read that it could be a framework or library that does this, we use the following, but I can't think of reason for them to interrupt my thread: Hibernate Spring Log4J Mysql connector

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  • Using a Cross Thread Boolean to Abort Thread

    - by Jon
    Possible Duplicate: Can a C# thread really cache a value and ignore changes to that value on other threads? Lets say we have this code: bool KeepGoing = true; DataInThread = new Thread(new ThreadStart(DataInThreadMethod)); DataInThread.Start(); //bla bla time goes on KeepGoing = false; private void DataInThreadMethod() { while (KeepGoing) { //Do stuff } } } Now the idea is that using the boolean is a safe way to terminate the thread however because that boolean exists on the calling thread does that cause any issue? That boolean is only used on the calling thread to stop the thread so its not like its being used elsewhere

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  • Handle leaks with .NET System.Threading.Thread class

    - by Mahno
    I've a problem that number of Handles in my app is continuously growing. I did the debugging and recognize that this is caused by System.Threading.Thread class which is used for some routine. To simplify the debugging I’ve created a sample .NET application: ... private void button1_Click(object sender, EventArgs e) { Thread t = new Thread(DoWork); t.Start(); } public void DoWork(object parameter) { // Do something... } ... Each time I’m clicking the button, a thread is created using System.Threading.Thread class. The problem is that looks like the thread do not frees Handles because each click cause number of Handles growing by ~5. The question is: how can I manually free all Handles created by System.Threading.Thread class? Thanks in advance.

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  • Boost thread synchronization in release build

    - by Joseph16
    Hi, when I try to run the following code in debug and release mode in VS2005. Each time I see different output in console and It doesn't seem like the multithreading is achieved in release mode. 1. #include <boost/thread.hpp> 2. #include <iostream> 3. 4. void wait(int seconds) 5. { 6. boost::this_thread::sleep(boost::posix_time::seconds(seconds)); 7. } 8. 9. boost::mutex mutex; 10. 11. void thread() 12. { 13. for (int i = 0; i < 5; ++i) 14. { 15. //wait(1); 16. mutex.lock(); 17. std::cout << "Thread " << boost::this_thread::get_id() << ": " << i << std::endl; 18. mutex.unlock(); 19. } 20. } 21. 22. int main() 23. { 24. boost::thread t1(thread); 25. boost::thread t2(thread); 26. t1.join(); 27. t2.join(); 28. } Debug Mode Thread 00153E60: 0 Thread 00153E90: 0 Thread 00153E60: 1 Thread 00153E90: 1 Thread 00153E90: 2 Thread 00153E60: 2 Thread 00153E90: 3 Thread 00153E60: 3 Thread 00153E60: 4 Thread 00153E90: 4 Press any key to continue . . . Release Mode Thread 00153D28: 0 Thread 00153D28: 1 Thread 00153D28: 2 Thread 00153D28: 3 Thread 00153D28: 4 Thread 00153D58: 0 Thread 00153D58: 1 Thread 00153D58: 2 Thread 00153D58: 3 Thread 00153D58: 4 Press any key to continue . . .

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  • Run sub on main thread from separate thread [VB.NET|SerialPort]

    - by Steven
    I'm reading data from a serial port, but the DataReceived event of SerialPort is handled on it's own thread. I want to handle this on the main thread, but simply declaring an event and raising it still results in it being processed on the SerialPort thread. I'm assuming I need to declare a delegate I can call, but I don't see how that would work. For example, I want to call Sub HandleDataReceived() on the main thread from the DataReceived thread, having HandleDataReceived() run on the main thread. How would I do this?

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  • Rails: Thread won't affect database unless joined to main Thread

    - by hatboysam
    I have a background operation I would like to occur every 20 seconds in Rails given that some condition is true. It kicked off when a certain controller route is hit, and it looks like this def startProcess argId = self.id t = Thread.new do while (Argument.isRunning(argId)) do Argument.update(argId) Argument.markVotes(argId) puts "Thread ran" sleep 20 end end end However, this code does absolutely nothing to my database unless I call "t.join" in which case my whole server is blocked for a long time (but it works). Why can't the read commit ActiveRecords without being joined to the main thread? The thread calls methods that look something like def sample model = Model.new() model.save() end but the models are not saved to the DB unless the thread is joined to the main thread. Why is this? I have been banging my head about this for hours.

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  • Per-vertex animation with VBOs: VBO per character or VBO per animation?

    - by charstar
    Goal To leverage the richness of well vetted animation tools such as Blender to do the heavy lifting for a small but rich set of animations. I am aware of additive pose blending like that from Naughty Dog and similar techniques but I would prefer to expend a little RAM/VRAM to avoid implementing a thesis-ready pose solver. I would also like to avoid implementing a key-frame + interpolation curve solver (reinventing Blender vertex groups and IPOs), if possible. Scenario Meshes are animated using either skeletons (skinned animation) or some form of morph targets (i.e. per-vertex key frames). However, in either case, the animations are known in full at load-time, that is, there is no physics, IK solving, or any other form of in-game pose solving. The number of character actions (animations) will be limited but rich (hand-animated). There may be multiple characters using a each mesh and its animations simultaneously in-game (they will likely be at different frames of the same animation at the same time). Assume color and texture coordinate buffers are static. Current Considerations Much like a non-shader-powered pose solver, create a VBO for each character and copy vertex and normal data to each VBO on each frame (VBO in STREAMING). Create one VBO for each animation where each frame (interleaved vertex and normal data) is concatenated onto the VBO. Then each character simply has a buffer pointer offset based on its current animation frame (e.g. pointer offset = (numVertices+numNormals)*frameNumber). (VBO in STATIC) Known Trade-Offs In 1 above: Each VBO would be small but there would be many VBOs and therefore lots of buffer binding and vertex copying each frame. Both client and pipeline intensive. In 2 above: There would be few VBOs therefore insignificant buffer binding and no vertex data getting jammed down the pipe each frame, but each VBO would be quite large. Are there any pitfalls to number 2 (aside from finite memory)? I've found a lot of information on what you can do, but no real best practices. Are there other considerations or methods that I am missing?

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  • WCF: limit number of calls per hour - per user

    - by Eric Eijkelenboom
    Hi guys, I've got a WCF service (basicHttpBinding, basic authentication, IIS 6.0) on which I want to restrict the number of calls per hour - on user basis. For example, max 1000 calls per user, per hour (a la Google Maps, etc). I also want to implement some sort of subscription mechanism, so that users can upgrade their call-limit across various 'price plans'. I know that I could achieve this with a custom Inspector, backed by a DB containing some sort of 'subscription' table and a counter, but I'd like to avoid reinventing the wheel. Does anyone have experience doing this? Are there 3rd party projects/libraries that support this out of the box? Thanks. Eric

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  • C++ boost thread reusing threads

    - by aaa
    hi. I am trying to accomplish something like this: thread t; // create/initialize thread t.launch(); // launch thread. t.wait(); // wait t.launch(); // relaunch the same thread How to go about implementing something like this using boost threads? in essence, I need persistent relaunch-able thread. Thanks

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