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  • Virtualbox on Ubuntu 12.04 and 3.5 kernel

    - by kas
    I have installed the 3.5 kernel under Ubuntu 12.04. When I install virtualbox I recieve the following error. Setting up virtualbox (4.1.12-dfsg-2ubuntu0.2) ... * Stopping VirtualBox kernel modules [ OK ] * Starting VirtualBox kernel modules * No suitable module for running kernel found [fail] invoke-rc.d: initscript virtualbox, action "restart" failed. Processing triggers for python-central ... Setting up virtualbox-dkms (4.1.12-dfsg-2ubuntu0.2) ... Loading new virtualbox-4.1.12 DKMS files... First Installation: checking all kernels... Building only for 3.5.0-18-generic Building initial module for 3.5.0-18-generic Error! Bad return status for module build on kernel: 3.5.0-18-generic (x86_64) Consult /var/lib/dkms/virtualbox/4.1.12/build/make.log for more information. * Stopping VirtualBox kernel modules [ OK ] * Starting VirtualBox kernel modules * No suitable module for running kernel found [fail] invoke-rc.d: initscript virtualbox, action "restart" failed. Setting up virtualbox-qt (4.1.12-dfsg-2ubuntu0.2) ... Does anyone know how I might be able to resolve this? Edit -- Here is the make.log DKMS make.log for virtualbox-4.1.12 for kernel 3.5.0-18-generic (x86_64) Mon Nov 19 12:12:23 EST 2012 make: Entering directory `/usr/src/linux-headers-3.5.0-18-generic' LD /var/lib/dkms/virtualbox/4.1.12/build/built-in.o LD /var/lib/dkms/virtualbox/4.1.12/build/vboxdrv/built-in.o CC [M] /var/lib/dkms/virtualbox/4.1.12/build/vboxdrv/linux/SUPDrv-linux.o CC [M] /var/lib/dkms/virtualbox/4.1.12/build/vboxdrv/SUPDrv.o CC [M] /var/lib/dkms/virtualbox/4.1.12/build/vboxdrv/SUPDrvSem.o CC [M] /var/lib/dkms/virtualbox/4.1.12/build/vboxdrv/r0drv/alloc-r0drv.o CC [M] /var/lib/dkms/virtualbox/4.1.12/build/vboxdrv/r0drv/initterm-r0drv.o CC [M] /var/lib/dkms/virtualbox/4.1.12/build/vboxdrv/r0drv/memobj-r0drv.o CC [M] /var/lib/dkms/virtualbox/4.1.12/build/vboxdrv/r0drv/mpnotification-r0drv.o CC [M] /var/lib/dkms/virtualbox/4.1.12/build/vboxdrv/r0drv/powernotification-r0drv.o CC [M] /var/lib/dkms/virtualbox/4.1.12/build/vboxdrv/r0drv/linux/assert-r0drv-linux.o CC [M] /var/lib/dkms/virtualbox/4.1.12/build/vboxdrv/r0drv/linux/alloc-r0drv-linux.o CC [M] /var/lib/dkms/virtualbox/4.1.12/build/vboxdrv/r0drv/linux/initterm-r0drv-linux.o CC [M] /var/lib/dkms/virtualbox/4.1.12/build/vboxdrv/r0drv/linux/memobj-r0drv-linux.o /var/lib/dkms/virtualbox/4.1.12/build/vboxdrv/r0drv/linux/memobj-r0drv-linux.c: In function ‘rtR0MemObjLinuxDoMmap’: /var/lib/dkms/virtualbox/4.1.12/build/vboxdrv/r0drv/linux/memobj-r0drv-linux.c:1150:9: error: implicit declaration of function ‘do_mmap’ [-Werror=implicit-function-declaration] cc1: some warnings being treated as errors make[2]: *** [/var/lib/dkms/virtualbox/4.1.12/build/vboxdrv/r0drv/linux/memobj-r0drv-linux.o] Error 1 make[1]: *** [/var/lib/dkms/virtualbox/4.1.12/build/vboxdrv] Error 2 make: *** [_module_/var/lib/dkms/virtualbox/4.1.12/build] Error 2 make: Leaving directory `/usr/src/linux-headers-3.5.0-18-generic'

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  • Choosing random numbers efficiently

    - by Frederik Wordenskjold
    I have a method, which uses random samples to approximate a calculation. This method is called millions of times, so its very important that the process of choosing the random numbers is efficient. I'm not sure how fast javas Random().nextInt really are, but my program does not seem to benefit as much as I would like it too. When choosing the random numbers, I do the following (in semi pseudo-code): // Repeat this 300000 times Set set = new Set(); while(set.length != 5) set.add(randomNumber(MIN,MAX)); Now, this obviously has a bad worst-case running time, as the random-function in theory can add duplicated numbers for an eternity, thus staying in the while-loop forever. However, the numbers are chosen from {0..45}, so a duplicated value is for the most part unlikely. When I use the above method, its only 40% faster than my other method, which does not approximate, but yields the correct result. This is ran ~ 1 million times, so I was expecting this new method to be at least 50% faster. Do you have any suggestions for a faster method? Or maybe you know of a more efficient way of generation a set of random numbers.

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  • Customize Your WordPress Blog & Build an Audience

    - by Matthew Guay
    Want to quickly give your blog a fresh coat of paint and make it stand out from the pack?  Here’s how you can customize your WordPress blog and make it uniquely yours. WordPress offers many features that help you make your blog the best it can be.  Although it doesn’t offer as many customization features as full WordPress running on your own server, it still makes it easy to make your free blog as professional or cute as you like.  Here we’ll look at how you can customize features in your blog and build an audience. Personalize Your Blog WordPress make it easy to personalize your blog.  Most of the personalization options are available under the Appearance menu on the left.  Here we’ll look at how you can use most of these. Add New Theme WordPress is popular for the wide range of themes available for it.  While you cannot upload your own theme to your blog, you can choose from over 90 free themes currently available with more added all the time.  To change your theme, select the Themes page under Appearance. The Themes page will show random themes, but you can choose to view them in alphabetical order, by popularity, or how recently they were added.  Or, you can search for a theme by name or features. One neat way to find a theme that suites your needs is the Feature Filter.  Click the link on the right of the search button, and then select the options you want to make sure your theme has.  Click Apply Filters and WordPress will streamline your choices to themes that contain these features. Once you find a theme you like, click Preview under its name to see how your blog will look. This will open a popup that shows your blog with the new theme.  Click the Activate link in the top right corner of the popup if you want to keep this theme; otherwise, click the x in the top left corner to close the preview and continue your search for one you want.   Edit Current Theme Many of the themes on WordPress have customization options so you can make your blog stand out from others using the same theme.  The default theme Twenty Ten lets you customize both the header and background image, and many themes have similar options. To choose a new header image, select the Header page under Appearance.  Select one of the pre-installed images and click Save Changes, or upload your own image. If you upload an image larger than the size for the header, WordPress will let you crop it directly in the web interface.  Click Crop Header when you’ve selected the portion you want for the header of your blog. You can also customize your blog’s background from the Background page under Appearance.  You can upload an image for the background, or can enter a hex value of a color for a solid background.  If you’d rather visually choose a color, click Select a Color to open a color wheel that makes it easy to choose a nice color.  Click Save Changes when you’re done. Note: that all themes may not contain these customization options, but many are flexible.  You cannot edit the actual CSS of your theme on free WordPress blogs, but you you can purchase the Custom CSS Upgrade for $14.97/year to add this ability. Add Widgets With Extra Content Widgets are small addons for your blog, similar to Desktop Gadgets in Windows 7 or Dashboard widgets in Mac OS X.  You can add widgets to your blog to show recent Tweets, favorite Flickr pictures, popular articles, and more.  To add widgets to your blog, open the Widgets page under Appearance. You’ll see a variety of widgets available in the main white box.  Select one you want to add, and drag it to the widget area of your choice.  Different themes may offer different areas to place Widgets, such as the sidebar or footer. Most of the widgets offer configuration options.  Click the down arrow beside its name to edit it.  Set them up as you wish, and click Save on the bottom of the widget. Now we’ve got some nice dynamic content on our blog that’s automatically updated from the net. Choose Blog Extras By default, WordPress shows previews of websites when visitors hover over links on your blog, uses a special mobile theme when people visit from a mobile device, and shows related links to other blogs on the WordPress network at the end of your posts.  If you don’t like these features, you can disable them on the Extras page under Appearance. Build Your Audience Now that your blog is looking nice, we can make sure others will discover it.  WordPress makes it easy for you to make your site discoverable on search engines or social network, and even gives you the option to keep your site private if you’d prefer.  Open the Privacy page under Tools to change your site’s visibility.  By default, it will be indexed by search engines and be viewable to everyone.  You can also choose to leave your blog public but block search engines, or you can make it fully private. If you choose to make your blog private, you can enter up to 35 usernames of people you want to be able to see it.  Each private visitor must have a WordPress.com account so they can login.  If you need more than 35 private members, you can upgrade to allow unlimited private members for $29.97/year. Then, if you do want your site visible from search engines, one of the best ways to make sure your content is discovered by search engines is to register with their webmaster tools.  Once registered, you need to add your key to your site so the search engine will find and index it.  On the bottom of the Tools page, WordPress lets you enter your key from Google, Bing, and Yahoo! to make sure your site is discovered.  If you haven’t signed up with these tools yet, you can signup via the links on this page as well. Post Blog Updates to Social Networks Many people discover the sites they visit from friends and others via social networks.  WordPress makes it easy to automatically share links to your content on popular social networks.  To activate this feature, open the My Blogs page under Dashboard. Now, select the services you want to activate under the Publicize section.  This will automatically update Yahoo!, Twitter, and/or Facebook every time you publish a new post. You’ll have to authorize your connection with the social network.  With Twitter and Yahoo!, you can authorize them with only two clicks, but integrating with Facebook will take several steps.   If you’d rather share links yourself on social networks, you can get shortened URLs to your posts.  When you write a new post or edit an existing one, click the Get Shortlink button located underneath the post’s title. This will give you a small URL, usually 20 characters or less, that you can use to post on social networks such as Twitter.   This should help build your traffic, and if you want to see how many people are checking out your site, check out the stats on your Dashboard.  This shows a graph of how many people are visiting, and popular posts.  Click View All if you’d like more detailed stats including search engine terms that lead people to your blog. Conclusion Whether you’re looking to make a private blog for your group or publish a blog that’s read by millions around the world, WordPress is a great way to do it for free.  And with all of the personalization options, you can make your it memorable and exciting for your visitors. If you don’t have a blog, you can always signup for a free one from WordPress.com.  Also make sure to check out our article on how to Start Your Own Blog with WordPress. Similar Articles Productive Geek Tips Manage Your WordPress Blog Comments from Your Windows DesktopAdd Social Bookmarking (Digg This!) Links to your Wordpress BlogHow-To Geek SoftwareMake a Backup Copy of your Production Wordpress Blog on UbuntuOops! 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  • Arbitrary-precision random numbers in C: generation for Monte Carlo simulation without atmospheric n

    - by Yktula
    I know that there are other questions similar to this one, however the following question pertains to arbitrary-precision random number generation in C for use in Monte Carlo simulation. How can we generate good quality arbitrary-precision random numbers in C, when atmospheric noise isn't always available, without relying on disk i/o or network access that would create bottlenecks? libgmp is capable of generating random numbers, but, like other implementations of pseudo-random number generators, it requires a seed. As the manual mentions, "the system time is quite easy to guess, so if unpredictability is required then it should definitely not be the only source for the seed value." Is there a portable/ported library for generating random numbers, or seeds for random numbers? The libgmp also mentions that "On some systems there's a special device /dev/random which provides random data better suited for use as a seed." However, /dev/random and /dev/urandom can only be used on *nix systems.

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  • Much Ado About Nothing: Stub Objects

    - by user9154181
    The Solaris 11 link-editor (ld) contains support for a new type of object that we call a stub object. A stub object is a shared object, built entirely from mapfiles, that supplies the same linking interface as the real object, while containing no code or data. Stub objects cannot be executed — the runtime linker will kill any process that attempts to load one. However, you can link to a stub object as a dependency, allowing the stub to act as a proxy for the real version of the object. You may well wonder if there is a point to producing an object that contains nothing but linking interface. As it turns out, stub objects are very useful for building large bodies of code such as Solaris. In the last year, we've had considerable success in applying them to one of our oldest and thorniest build problems. In this discussion, I will describe how we came to invent these objects, and how we apply them to building Solaris. This posting explains where the idea for stub objects came from, and details our long and twisty journey from hallway idea to standard link-editor feature. I expect that these details are mainly of interest to those who work on Solaris and its makefiles, those who have done so in the past, and those who work with other similar bodies of code. A subsequent posting will omit the history and background details, and instead discuss how to build and use stub objects. If you are mainly interested in what stub objects are, and don't care about the underlying software war stories, I encourage you to skip ahead. The Long Road To Stubs This all started for me with an email discussion in May of 2008, regarding a change request that was filed in 2002, entitled: 4631488 lib/Makefile is too patient: .WAITs should be reduced This CR encapsulates a number of cronic issues with Solaris builds: We build Solaris with a parallel make (dmake) that tries to build as much of the code base in parallel as possible. There is a lot of code to build, and we've long made use of parallelized builds to get the job done quicker. This is even more important in today's world of massively multicore hardware. Solaris contains a large number of executables and shared objects. Executables depend on shared objects, and shared objects can depend on each other. Before you can build an object, you need to ensure that the objects it needs have been built. This implies a need for serialization, which is in direct opposition to the desire to build everying in parallel. To accurately build objects in the right order requires an accurate set of make rules defining the things that depend on each other. This sounds simple, but the reality is quite complex. In practice, having programmers explicitly specify these dependencies is a losing strategy: It's really hard to get right. It's really easy to get it wrong and never know it because things build anyway. Even if you get it right, it won't stay that way, because dependencies between objects can change over time, and make cannot help you detect such drifing. You won't know that you got it wrong until the builds break. That can be a long time after the change that triggered the breakage happened, making it hard to connect the cause and the effect. Usually this happens just before a release, when the pressure is on, its hard to think calmly, and there is no time for deep fixes. As a poor compromise, the libraries in core Solaris were built using a set of grossly incomplete hand written rules, supplemented with a number of dmake .WAIT directives used to group the libraries into sets of non-interacting groups that can be built in parallel because we think they don't depend on each other. From time to time, someone will suggest that we could analyze the built objects themselves to determine their dependencies and then generate make rules based on those relationships. This is possible, but but there are complications that limit the usefulness of that approach: To analyze an object, you have to build it first. This is a classic chicken and egg scenario. You could analyze the results of a previous build, but then you're not necessarily going to get accurate rules for the current code. It should be possible to build the code without having a built workspace available. The analysis will take time, and remember that we're constantly trying to make builds faster, not slower. By definition, such an approach will always be approximate, and therefore only incremantally more accurate than the hand written rules described above. The hand written rules are fast and cheap, while this idea is slow and complex, so we stayed with the hand written approach. Solaris was built that way, essentially forever, because these are genuinely difficult problems that had no easy answer. The makefiles were full of build races in which the right outcomes happened reliably for years until a new machine or a change in build server workload upset the accidental balance of things. After figuring out what had happened, you'd mutter "How did that ever work?", add another incomplete and soon to be inaccurate make dependency rule to the system, and move on. This was not a satisfying solution, as we tend to be perfectionists in the Solaris group, but we didn't have a better answer. It worked well enough, approximately. And so it went for years. We needed a different approach — a new idea to cut the Gordian Knot. In that discussion from May 2008, my fellow linker-alien Rod Evans had the initial spark that lead us to a game changing series of realizations: The link-editor is used to link objects together, but it only uses the ELF metadata in the object, consisting of symbol tables, ELF versioning sections, and similar data. Notably, it does not look at, or understand, the machine code that makes an object useful at runtime. If you had an object that only contained the ELF metadata for a dependency, but not the code or data, the link-editor would find it equally useful for linking, and would never know the difference. Call it a stub object. In the core Solaris OS, we require all objects to be built with a link-editor mapfile that describes all of its publically available functions and data. Could we build a stub object using the mapfile for the real object? It ought to be very fast to build stub objects, as there are no input objects to process. Unlike the real object, stub objects would not actually require any dependencies, and so, all of the stubs for the entire system could be built in parallel. When building the real objects, one could link against the stub objects instead of the real dependencies. This means that all the real objects can be built built in parallel too, without any serialization. We could replace a system that requires perfect makefile rules with a system that requires no ordering rules whatsoever. The results would be considerably more robust. We immediately realized that this idea had potential, but also that there were many details to sort out, lots of work to do, and that perhaps it wouldn't really pan out. As is often the case, it would be necessary to do the work and see how it turned out. Following that conversation, I set about trying to build a stub object. We determined that a faithful stub has to do the following: Present the same set of global symbols, with the same ELF versioning, as the real object. Functions are simple — it suffices to have a symbol of the right type, possibly, but not necessarily, referencing a null function in its text segment. Copy relocations make data more complicated to stub. The possibility of a copy relocation means that when you create a stub, the data symbols must have the actual size of the real data. Any error in this will go uncaught at link time, and will cause tragic failures at runtime that are very hard to diagnose. For reasons too obscure to go into here, involving tentative symbols, it is also important that the data reside in bss, or not, matching its placement in the real object. If the real object has more than one symbol pointing at the same data item, we call these aliased symbols. All data symbols in the stub object must exhibit the same aliasing as the real object. We imagined the stub library feature working as follows: A command line option to ld tells it to produce a stub rather than a real object. In this mode, only mapfiles are examined, and any object or shared libraries on the command line are are ignored. The extra information needed (function or data, size, and bss details) would be added to the mapfile. When building the real object instead of the stub, the extra information for building stubs would be validated against the resulting object to ensure that they match. In exploring these ideas, I immediately run headfirst into the reality of the original mapfile syntax, a subject that I would later write about as The Problem(s) With Solaris SVR4 Link-Editor Mapfiles. The idea of extending that poor language was a non-starter. Until a better mapfile syntax became available, which seemed unlikely in 2008, the solution could not involve extentions to the mapfile syntax. Instead, we cooked up the idea (hack) of augmenting mapfiles with stylized comments that would carry the necessary information. A typical definition might look like: # DATA(i386) __iob 0x3c0 # DATA(amd64,sparcv9) __iob 0xa00 # DATA(sparc) __iob 0x140 iob; A further problem then became clear: If we can't extend the mapfile syntax, then there's no good way to extend ld with an option to produce stub objects, and to validate them against the real objects. The idea of having ld read comments in a mapfile and parse them for content is an unacceptable hack. The entire point of comments is that they are strictly for the human reader, and explicitly ignored by the tool. Taking all of these speed bumps into account, I made a new plan: A perl script reads the mapfiles, generates some small C glue code to produce empty functions and data definitions, compiles and links the stub object from the generated glue code, and then deletes the generated glue code. Another perl script used after both objects have been built, to compare the real and stub objects, using data from elfdump, and validate that they present the same linking interface. By June 2008, I had written the above, and generated a stub object for libc. It was a useful prototype process to go through, and it allowed me to explore the ideas at a deep level. Ultimately though, the result was unsatisfactory as a basis for real product. There were so many issues: The use of stylized comments were fine for a prototype, but not close to professional enough for shipping product. The idea of having to document and support it was a large concern. The ideal solution for stub objects really does involve having the link-editor accept the same arguments used to build the real object, augmented with a single extra command line option. Any other solution, such as our prototype script, will require makefiles to be modified in deeper ways to support building stubs, and so, will raise barriers to converting existing code. A validation script that rederives what the linker knew when it built an object will always be at a disadvantage relative to the actual linker that did the work. A stub object should be identifyable as such. In the prototype, there was no tag or other metadata that would let you know that they weren't real objects. Being able to identify a stub object in this way means that the file command can tell you what it is, and that the runtime linker can refuse to try and run a program that loads one. At that point, we needed to apply this prototype to building Solaris. As you might imagine, the task of modifying all the makefiles in the core Solaris code base in order to do this is a massive task, and not something you'd enter into lightly. The quality of the prototype just wasn't good enough to justify that sort of time commitment, so I tabled the project, putting it on my list of long term things to think about, and moved on to other work. It would sit there for a couple of years. Semi-coincidentally, one of the projects I tacked after that was to create a new mapfile syntax for the Solaris link-editor. We had wanted to do something about the old mapfile syntax for many years. Others before me had done some paper designs, and a great deal of thought had already gone into the features it should, and should not have, but for various reasons things had never moved beyond the idea stage. When I joined Sun in late 2005, I got involved in reviewing those things and thinking about the problem. Now in 2008, fresh from relearning for the Nth time why the old mapfile syntax was a huge impediment to linker progress, it seemed like the right time to tackle the mapfile issue. Paving the way for proper stub object support was not the driving force behind that effort, but I certainly had them in mind as I moved forward. The new mapfile syntax, which we call version 2, integrated into Nevada build snv_135 in in February 2010: 6916788 ld version 2 mapfile syntax PSARC/2009/688 Human readable and extensible ld mapfile syntax In order to prove that the new mapfile syntax was adequate for general purpose use, I had also done an overhaul of the ON consolidation to convert all mapfiles to use the new syntax, and put checks in place that would ensure that no use of the old syntax would creep back in. That work went back into snv_144 in June 2010: 6916796 OSnet mapfiles should use version 2 link-editor syntax That was a big putback, modifying 517 files, adding 18 new files, and removing 110 old ones. I would have done this putback anyway, as the work was already done, and the benefits of human readable syntax are obvious. However, among the justifications listed in CR 6916796 was this We anticipate adding additional features to the new mapfile language that will be applicable to ON, and which will require all sharable object mapfiles to use the new syntax. I never explained what those additional features were, and no one asked. It was premature to say so, but this was a reference to stub objects. By that point, I had already put together a working prototype link-editor with the necessary support for stub objects. I was pleased to find that building stubs was indeed very fast. On my desktop system (Ultra 24), an amd64 stub for libc can can be built in a fraction of a second: % ptime ld -64 -z stub -o stubs/libc.so.1 -G -hlibc.so.1 \ -ztext -zdefs -Bdirect ... real 0.019708910 user 0.010101680 sys 0.008528431 In order to go from prototype to integrated link-editor feature, I knew that I would need to prove that stub objects were valuable. And to do that, I knew that I'd have to switch the Solaris ON consolidation to use stub objects and evaluate the outcome. And in order to do that experiment, ON would first need to be converted to version 2 mapfiles. Sub-mission accomplished. Normally when you design a new feature, you can devise reasonably small tests to show it works, and then deploy it incrementally, letting it prove its value as it goes. The entire point of stub objects however was to demonstrate that they could be successfully applied to an extremely large and complex code base, and specifically to solve the Solaris build issues detailed above. There was no way to finesse the matter — in order to move ahead, I would have to successfully use stub objects to build the entire ON consolidation and demonstrate their value. In software, the need to boil the ocean can often be a warning sign that things are trending in the wrong direction. Conversely, sometimes progress demands that you build something large and new all at once. A big win, or a big loss — sometimes all you can do is try it and see what happens. And so, I spent some time staring at ON makefiles trying to get a handle on how things work, and how they'd have to change. It's a big and messy world, full of complex interactions, unspecified dependencies, special cases, and knowledge of arcane makefile features... ...and so, I backed away, put it down for a few months and did other work... ...until the fall, when I felt like it was time to stop thinking and pondering (some would say stalling) and get on with it. Without stubs, the following gives a simplified high level view of how Solaris is built: An initially empty directory known as the proto, and referenced via the ROOT makefile macro is established to receive the files that make up the Solaris distribution. A top level setup rule creates the proto area, and performs operations needed to initialize the workspace so that the main build operations can be launched, such as copying needed header files into the proto area. Parallel builds are launched to build the kernel (usr/src/uts), libraries (usr/src/lib), and commands. The install makefile target builds each item and delivers a copy to the proto area. All libraries and executables link against the objects previously installed in the proto, implying the need to synchronize the order in which things are built. Subsequent passes run lint, and do packaging. Given this structure, the additions to use stub objects are: A new second proto area is established, known as the stub proto and referenced via the STUBROOT makefile macro. The stub proto has the same structure as the real proto, but is used to hold stub objects. All files in the real proto are delivered as part of the Solaris product. In contrast, the stub proto is used to build the product, and then thrown away. A new target is added to library Makefiles called stub. This rule builds the stub objects. The ld command is designed so that you can build a stub object using the same ld command line you'd use to build the real object, with the addition of a single -z stub option. This means that the makefile rules for building the stub objects are very similar to those used to build the real objects, and many existing makefile definitions can be shared between them. A new target is added to the Makefiles called stubinstall which delivers the stub objects built by the stub rule into the stub proto. These rules reuse much of existing plumbing used by the existing install rule. The setup rule runs stubinstall over the entire lib subtree as part of its initialization. All libraries and executables link against the objects in the stub proto rather than the main proto, and can therefore be built in parallel without any synchronization. There was no small way to try this that would yield meaningful results. I would have to take a leap of faith and edit approximately 1850 makefiles and 300 mapfiles first, trusting that it would all work out. Once the editing was done, I'd type make and see what happened. This took about 6 weeks to do, and there were many dark days when I'd question the entire project, or struggle to understand some of the many twisted and complex situations I'd uncover in the makefiles. I even found a couple of new issues that required changes to the new stub object related code I'd added to ld. With a substantial amount of encouragement and help from some key people in the Solaris group, I eventually got the editing done and stub objects for the entire workspace built. I found that my desktop system could build all the stub objects in the workspace in roughly a minute. This was great news, as it meant that use of the feature is effectively free — no one was likely to notice or care about the cost of building them. After another week of typing make, fixing whatever failed, and doing it again, I succeeded in getting a complete build! The next step was to remove all of the make rules and .WAIT statements dedicated to controlling the order in which libraries under usr/src/lib are built. This came together pretty quickly, and after a few more speed bumps, I had a workspace that built cleanly and looked like something you might actually be able to integrate someday. This was a significant milestone, but there was still much left to do. I turned to doing full nightly builds. Every type of build (open, closed, OpenSolaris, export, domestic) had to be tried. Each type failed in a new and unique way, requiring some thinking and rework. As things came together, I became aware of things that could have been done better, simpler, or cleaner, and those things also required some rethinking, the seeking of wisdom from others, and some rework. After another couple of weeks, it was in close to final form. My focus turned towards the end game and integration. This was a huge workspace, and needed to go back soon, before changes in the gate would made merging increasingly difficult. At this point, I knew that the stub objects had greatly simplified the makefile logic and uncovered a number of race conditions, some of which had been there for years. I assumed that the builds were faster too, so I did some builds intended to quantify the speedup in build time that resulted from this approach. It had never occurred to me that there might not be one. And so, I was very surprised to find that the wall clock build times for a stock ON workspace were essentially identical to the times for my stub library enabled version! This is why it is important to always measure, and not just to assume. One can tell from first principles, based on all those removed dependency rules in the library makefile, that the stub object version of ON gives dmake considerably more opportunities to overlap library construction. Some hypothesis were proposed, and shot down: Could we have disabled dmakes parallel feature? No, a quick check showed things being build in parallel. It was suggested that we might be I/O bound, and so, the threads would be mostly idle. That's a plausible explanation, but system stats didn't really support it. Plus, the timing between the stub and non-stub cases were just too suspiciously identical. Are our machines already handling as much parallelism as they are capable of, and unable to exploit these additional opportunities? Once again, we didn't see the evidence to back this up. Eventually, a more plausible and obvious reason emerged: We build the libraries and commands (usr/src/lib, usr/src/cmd) in parallel with the kernel (usr/src/uts). The kernel is the long leg in that race, and so, wall clock measurements of build time are essentially showing how long it takes to build uts. Although it would have been nice to post a huge speedup immediately, we can take solace in knowing that stub objects simplify the makefiles and reduce the possibility of race conditions. The next step in reducing build time should be to find ways to reduce or overlap the uts part of the builds. When that leg of the build becomes shorter, then the increased parallelism in the libs and commands will pay additional dividends. Until then, we'll just have to settle for simpler and more robust. And so, I integrated the link-editor support for creating stub objects into snv_153 (November 2010) with 6993877 ld should produce stub objects PSARC/2010/397 ELF Stub Objects followed by the work to convert the ON consolidation in snv_161 (February 2011) with 7009826 OSnet should use stub objects 4631488 lib/Makefile is too patient: .WAITs should be reduced This was a huge putback, with 2108 modified files, 8 new files, and 2 removed files. Due to the size, I was allowed a window after snv_160 closed in which to do the putback. It went pretty smoothly for something this big, a few more preexisting race conditions would be discovered and addressed over the next few weeks, and things have been quiet since then. Conclusions and Looking Forward Solaris has been built with stub objects since February. The fact that developers no longer specify the order in which libraries are built has been a big success, and we've eliminated an entire class of build error. That's not to say that there are no build races left in the ON makefiles, but we've taken a substantial bite out of the problem while generally simplifying and improving things. The introduction of a stub proto area has also opened some interesting new possibilities for other build improvements. As this article has become quite long, and as those uses do not involve stub objects, I will defer that discussion to a future article.

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  • iPhone web views - detecting short phone numbers

    - by Pedro
    G'day All Most Australian phone numbers are 10 digits with the 1st 2 optional if they're a local area code. For those setting... viewer.dataDetectorTypes = UIDataDetectorTypePhoneNumber; on a web view works. We also have a range of 6 digit phone numbers (usually written xxx xxx or xx xxxx) which aren't being detected in my app. Is there a way to detect those phone numbers as well? Cheers & TIA, Pedro :)

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  • Javascript Number Random Shuffle

    - by stjowa
    Hi, I need a Javascript random number shuffler for my website. Seems simple, but I can not figure out how to do it. Can anyone help me out? I have the following array of numbers: 1 2 3 4 5 6 7 8 9 I would like to be able to have these numbers shuffled randomly. Like the following: 3 6 4 2 9 5 1 8 7 or 4 1 7 3 5 9 2 6 8 So, specifically, I would like a function that takes in an array of numbers (1 - n) and then returns that same array of numbers - shuffled randomly with different calls to the function. Maybe a noob function, but can't seem to figure it out. Thanks! NOTE: Thanks for the clarification on "Shuffle". Have found a lot more online about this with that term.

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  • Find the minimum gap between two numbers in an AVL tree

    - by user1656647
    I have a data structures homework, that in addition to the regular AVL tree functions, I have to add a function that returns the minimum gap between any two numbers in the AVL tree (the nodes in the AVL actually represent numbers.) Lets say we have the numbers (as nodes) 1 5 12 20 23 21 in the AVL tree, the function should return the minimum gap between any two numbers. In this situation it should return "1" which is |20-21| or |21-20|. It should be done in O(1). Tried to think alot about it, and I know there is a trick but just couldn't find it, I have spent hours on this. There was another task which is to find the maximum gap, which is easy, it is the difference between the minimal and maximal number.

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  • using MODI in C# to read image - numbers with a length of 1 is missing

    - by keysersoze
    I am about building an C#-application in which I am trying to read text from an gif-image (OCR) - I am using MODI and the images are a bit like a lotto coupon (random numbers in rows and columns). I now got the following code which read all numbers except single numbers (1, 2, 3...) MODI.Document objModi = new MODI.Document(); objModi.Create("C:\\image.gif"); objModi.OCR(MODI.MiLANGUAGES.miLANG_DANISH, true, true); MODI.Image image = (MODI.Image)objModi.Images[0]; MODI.Layout layout = image.Layout; I cannot change the content of the image but can I do anything with the above code so it can read the single numbers?

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  • Number Random Shuffle

    - by stjowa
    Hi, I need a Javascript random number shuffler for my website. Seems simple, but I can not figure out how to do it. Can anyone help me out? I have the following array of numbers: 1 2 3 4 5 6 7 8 9 I would like to be able to have these numbers shuffled randomly. Like the following: 3 6 4 2 9 5 1 8 7 or 4 1 7 3 5 9 2 6 8 So, specifically, I would like a function that takes in an array of numbers (1 - n) and then returns that same array of numbers - shuffled randomly with different calls to the function. Maybe a noob function, but can't seem to figure it out. Thanks! NOTE: Thanks for the clarification on "Shuffle". Have found a lot more online about this with that term.

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  • How to configure build numbers in Visual Studio to enable dll comparison

    - by jaminto
    Hi Everyone- I am building a C# solution in Visual Studio 2008 that has several projects and project dependencies. I am looking for a way to change dll version numbers ONLY when the code that builds the project changes. I currently use Beyond Compare to compare my locally built version to the production file system. The goal is to ONLY deploy updated dlls. I am using autoincrementing version numbers, and each time you open visual studio and do a build, all dll version numbers increment. The same goes for a full solution rebuild and when a different developer does a build and tries to deploy. Is there a way that i can configure Visual Studio to ONLY increment the build number based on changed file contents? Is there an add in that will do this?It seems a binary comparison of these files will also fail because of the different version numbers within the dlls. Does anyone know of a better tool compare only the contents of dlls?Thanks in advance.

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  • Triangle numbers problem....show within 4 seconds

    - by Daredevil
    The sequence of triangle numbers is generated by adding the natural numbers. So the 7th triangle number would be 1 + 2 + 3 + 4 + 5 + 6 + 7 = 28. The first ten terms would be: 1, 3, 6, 10, 15, 21, 28, 36, 45, 55, ... Let us list the factors of the first seven triangle numbers: 1: 1 3: 1,3 6: 1,2,3,6 10: 1,2,5,10 15: 1,3,5,15 21: 1,3,7,21 28: 1,2,4,7,14,28 We can see that 28 is the first triangle number to have over five divisors. Given an integer n, display the first triangle number having at least n divisors. Sample Input: 5 Output 28 Input Constraints: 1<=n<=320 I was obviously able to do this question, but I used a naive algorithm: Get n. Find triangle numbers and check their number of factors using the mod operator. But the challenge was to show the output within 4 seconds of input. On high inputs like 190 and above it took almost 15-16 seconds. Then I tried to put the triangle numbers and their number of factors in a 2d array first and then get the input from the user and search the array. But somehow I couldn't do it: I got a lot of processor faults. Please try doing it with this method and paste the code. Or if there are any better ways, please tell me.

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  • Diehard test only integers?

    - by emmy
    i want to test some "random" numbers in (0 1). i will test them with the diehard tests battery, but i dont know if it tests numbers in (0 1). so diehard test any kind of numbers, or it just test intergers?

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  • Efficiently storing a list of prime numbers

    - by eSKay
    This article says: Every prime number can be expressed as 30k±1, 30k±7, 30k±11, or 30k±13 for some k. That means we can use eight bits per thirty numbers to store all the primes; a million primes can be compressed to 33,334 bytes "That means we can use eight bits per thirty numbers to store all the primes" This "eight bits per thirty numbers" would be for k, correct? But each k value will not necessarily take-up just one bit. Shouldn't it be eight k values instead? "a million primes can be compressed to 33,334 bytes" I am not sure how this is true. We need to indicate two things: VALUE of k (can be arbitrarily large) STATE from one of the eight states (-13,-11,-7,-1,1,7,11,13) I am not following how 33,334 bytes was arrived at, but I can say one thing: as the prime numbers become larger and larger in value, we will need more space to store the value of k. How, then can we fix it at 33,334 bytes?

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  • How to force VS 2010 to skip "builds" of projects which haven't changed?

    - by Ladislav Mrnka
    Our product's solution has more than 100+ projects (500+ksloc of production code). Most of them are C# projects but we also have few using C++/CLI to bridge communication with native code. Rebuilding the whole solution takes several minutes. That's fine. If I want to rebuilt the solution I expect that it will really take some time. What is not fine is time needed to build solution after full rebuild. Imagine I used full rebuild and know without doing any changes to to the solution I press Build (F6 or Ctrl+Shift+B). Why it takes 35s if there was no change? In output I see that it started "building" of each project - it doesn't perform real build but it does something which consumes significant amount of time. That 35s delay is pain in the ass. Yes I can improve the time by not using build solution but only build project (Shift+F6). If I run build project on particular test project I'm currently working on it will take "only" 8+s. It requires me to run project build on correct project (the test project to ensure dependent tested code is build as well). At least ReSharper test runner correctly recognizes that only this single project must be build and rerunning test usually contains only 8+s compilation. My current coding Kata is: don't touch Ctrl+Shift+B. The test project build will take 8s even if I don't do any changes. The reason why it takes 8s is because it also "builds" dependencies = in my case it "builds" more than 20 projects but I made changes only to unit test or single dependency! I don't want it to touch other projects. Is there a way to simply tell VS to build only projects where some changes were done and projects which are dependent on changed ones (preferably this part as another build option)? I worry you will tell me that it is exactly what VS is doing but in MS way ... I want to improve my TDD experience and reduce the time of compilation (in TDD the compilation can happen twice per minute). To make this even more frustrated I'm working in a team where most of developers used to work on Java projects prior to joining this one. So you can imagine how they are pissed off when they must use VS in contrast to full incremental compilation in Java. I don't require incremental compilation of classes. I expect working incremental compilation of solutions. Especially in product like VS 2010 Ultimate which costs several thousands dollars. I really don't want to get answers like: Make a separate solution Unload projects you don't need etc. I can read those answers here. Those are not acceptable solutions. We're not paying for VS to do such compromises.

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  • SQL Rotating numbers

    - by vinodacharyabva
    I want to create a rotating logic in sql like consider there are 3 numbers 1,2,3 then first week 1,2 will be selected next 3,1 next 2,3 and so on..... if there are 4 numbers 1,2,3,4 then 1,2 next 3,4 next 1,2 so on... Like that i want to generate the numbers in sql server.Please help me.

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  • Quickly determine if a number is prime in Python for numbers < 1 billion

    - by Frór
    Hi, My current algorithm to check the primality of numbers in python is way to slow for numbers between 10 million and 1 billion. I want it to be improved knowing that I will never get numbers bigger than 1 billion. The context is that I can't get an implementation that is quick enough for solving problem 60 of project Euler: I'm getting the answer to the problem in 75 seconds where I need it in 60 seconds. http://projecteuler.net/index.php?section=problems&id=60 I have very few memory at my disposal so I can't store all the prime numbers below 1 billion. I'm currently using the standard trial division tuned with 6k±1. Is there anything better than this? Do I already need to get the Rabin-Miller method for numbers that are this large. primes_under_100 = [2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41, 43, 47, 53, 59, 61, 67, 71, 73, 79, 83, 89, 97] def isprime(n): if n <= 100: return n in primes_under_100 if n % 2 == 0 or n % 3 == 0: return False for f in range(5, int(n ** .5), 6): if n % f == 0 or n % (f + 2) == 0: return False return True How can I improve this algorithm?

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  • validation on telephone numbers?

    - by Surya sasidhar
    hi, in my application i want to validate the telephone numbers, how can i write regular expression for telephone numbers like.. 040-23357399 or 04023357399 91-40-23357399 or 914023357399 08518-2814655 or 085182814655 91-8518-2814655 or 9185182814655 this is my phone numbers how can i write the expression for this

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  • Excel how to convert text to numbers?

    - by sds
    I have a excel report which contain serveral columns of text and several columns of numbers which are stored as text. Is there any easy way to easily convert those numbers that are stored as text to numbers easily without affecting those actual text data? Thanks

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  • Find three numbers appeared only once

    - by shilk
    In a sequence of length n, where n=2k+3, that is there are k unique numbers appeared twice and three numbers appeared only once. The question is: how to find the three unique numbers that appeared only once? for example, in sequence 1 1 2 6 3 6 5 7 7 the three unique numbers are 2 3 5. Note: 3<=n<1e6 and the number will range from 1 to 2e9 Memory limits: 1000KB , this implies that we can't store the whole sequence. Method I have tried(Memory limit exceed): I initialize a tree, and when read in one number I try to remove it from the tree, if the remove returns false(not found), I add it to the tree. Finally, the tree has the three numbers. It works, but is Memory limit exceed. I know how to find one or two such number(s) using bit manipulation. So I wonder if we can find three using the same method(or some method similar)? Method to find one/two number(s) appeared only once: If there is one number appeared only once, we can apply XOR to the sequence to find it. If there are two, we can first apply XOR to the sequence, then separate the sequence into 2 parts by one bit of the result that is 1, and again apply XOR to the 2 parts, and we will find the answer.

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  • How to add two java.lang.Numbers?

    - by amit.dev
    I have two Numbers. Eg: Number a = 2; Number b = 3; //Following is an error: Number c = a + b; Why arithmetic operations are not supported on Numbers? Anyway how would I add these two numbers in java? (Of course I'm getting them from somewhere and I don't know if they are Integer or float etc).

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  • Reversible pseudo-random sequence generator

    - by user350651
    I would like some sort of method to create a fairly long sequence of random numbers that I can flip through backwards and forwards. Like a machine with "next" and "previous" buttons, that will give you random numbers. Something like 10-bit resolution (i.e. positive integers in a range from 0 to 1023) is enough, and a sequence of 100k numbers. It's for a simple game-type app, I don't need encryption-strength randomness or anything, but I want it to feel fairly random. I have a limited amount of memory available though, so I can't just generate a chunk of random data and go through it. I need to get the numbers in "interactive time" - I can easily spend a few ms thinking about the next number, but not comfortably much more than that. Eventually it will run on some sort of microcontroller, probably just an Arduino. I could do it with a simple linear congruential generator (LCG). Going forwards is simple, to go backwards I'd have to cache the most recent numbers and store some points at intervals so I can recreate the sequence from there. But maybe there IS some pseudo-random generator that allows you to go both forwards and forwards? It should be possible to hook up two linear feedback shift registers (LFSRs) to roll in different directions, no? Or maybe I can just get by with garbling the index number using a hash function of some sort? I'm going to try that first. Any other ideas?

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