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  • HPC Server Dynamic Job Scheduling: when jobs spawn jobs

    - by JoshReuben
    HPC Job Types HPC has 3 types of jobs http://technet.microsoft.com/en-us/library/cc972750(v=ws.10).aspx · Task Flow – vanilla sequence · Parametric Sweep – concurrently run multiple instances of the same program, each with a different work unit input · MPI – message passing between master & slave tasks But when you try go outside the box – job tasks that spawn jobs, blocking the parent task – you run the risk of resource starvation, deadlocks, and recursive, non-converging or exponential blow-up. The solution to this is to write some performance monitoring and job scheduling code. You can do this in 2 ways: manually control scheduling - allocate/ de-allocate resources, change job priorities, pause & resume tasks , restrict long running tasks to specific compute clusters Semi-automatically - set threshold params for scheduling. How – Control Job Scheduling In order to manage the tasks and resources that are associated with a job, you will need to access the ISchedulerJob interface - http://msdn.microsoft.com/en-us/library/microsoft.hpc.scheduler.ischedulerjob_members(v=vs.85).aspx This really allows you to control how a job is run – you can access & tweak the following features: max / min resource values whether job resources can grow / shrink, and whether jobs can be pre-empted, whether the job is exclusive per node the creator process id & the job pool timestamp of job creation & completion job priority, hold time & run time limit Re-queue count Job progress Max/ min Number of cores, nodes, sockets, RAM Dynamic task list – can add / cancel jobs on the fly Job counters When – poll perf counters Tweaking the job scheduler should be done on the basis of resource utilization according to PerfMon counters – HPC exposes 2 Perf objects: Compute Clusters, Compute Nodes http://technet.microsoft.com/en-us/library/cc720058(v=ws.10).aspx You can monitor running jobs according to dynamic thresholds – use your own discretion: Percentage processor time Number of running jobs Number of running tasks Total number of processors Number of processors in use Number of processors idle Number of serial tasks Number of parallel tasks Design Your algorithms correctly Finally , don’t assume you have unlimited compute resources in your cluster – design your algorithms with the following factors in mind: · Branching factor - http://en.wikipedia.org/wiki/Branching_factor - dynamically optimize the number of children per node · cutoffs to prevent explosions - http://en.wikipedia.org/wiki/Limit_of_a_sequence - not all functions converge after n attempts. You also need a threshold of good enough, diminishing returns · heuristic shortcuts - http://en.wikipedia.org/wiki/Heuristic - sometimes an exhaustive search is impractical and short cuts are suitable · Pruning http://en.wikipedia.org/wiki/Pruning_(algorithm) – remove / de-prioritize unnecessary tree branches · avoid local minima / maxima - http://en.wikipedia.org/wiki/Local_minima - sometimes an algorithm cant converge because it gets stuck in a local saddle – try simulated annealing, hill climbing or genetic algorithms to get out of these ruts   watch out for rounding errors – http://en.wikipedia.org/wiki/Round-off_error - multiple iterations can in parallel can quickly amplify & blow up your algo ! Use an epsilon, avoid floating point errors,  truncations, approximations Happy Coding !

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  • Coding different states in Adventure Games

    - by Cardin
    I'm planning out an adventure game, and can't figure out what's the right way to implement the behaviour of a level depending on state of story progression. My single-player game features a huge world where the player has to interact with people in a town at various points in the game. However, depending on story progression, different things would be presented to the player, for e.g. the Guild Leader will change locations from the town square to various locations around the city; Doors would only unlock at certain times of the day after finishing a particular routine; Different cut-screen/trigger events happen only after a particular milestone has been reached. I naively thought of using a switch{} statement initially to decide what the NPC should say or which he could be found at, and making quest objectives interact-able only after checking a global game_state variable's condition. But I realised I would quickly run into a lot of different game states and switch-cases in order to change the behaviour of an object. That switch statement would also be massively hard to debug, and I guess it might also be hard to use in a level editor. So I thought, instead of having a single object with multiple states, maybe I should have multiple instances of the same object, with a single state. That way, if I use something like a level editor, I can put an instance of the NPC at all the different locations he could ever appear at, and also an instance for each conversation state he has. But that means there'll be a lot of inactive, invisible game objects floating around the level, which might be trouble for memory, or simply hard to see in a level editor, i don't know. Or simply, make an identical, but separate level for each game state. This feels the cleanest and bug-free way to do things, but it feels like massive manual work making sure each version of the level is really identical to each other. All my methods feel so inefficient, so to recap my question, is there a better or standardised way to implement behaviour of a level depending on state of story progression? PS: I don't have a level editor yet - thinking of using something like JME SDK or making my own.

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  • Space partitioning when everything is moving

    - by Roy T.
    Background Together with a friend I'm working on a 2D game that is set in space. To make it as immersive and interactive as possible we want there to be thousands of objects freely floating around, some clustered together, others adrift in empty space. Challenge To unburden the rendering and physics engine we need to implement some sort of spatial partitioning. There are two challenges we have to overcome. The first challenge is that everything is moving so reconstructing/updating the data structure has to be extremely cheap since it will have to be done every frame. The second challenge is the distribution of objects, as said before there might be clusters of objects together and vast bits of empty space and to make it even worse there is no boundary to space. Existing technologies I've looked at existing techniques like BSP-Trees, QuadTrees, kd-Trees and even R-Trees but as far as I can tell these data structures aren't a perfect fit since updating a lot of objects that have moved to other cells is relatively expensive. What I've tried I made the decision that I need a data structure that is more geared toward rapid insertion/update than on giving back the least amount of possible hits given a query. For that purpose I made the cells implicit so each object, given it's position, can calculate in which cell(s) it should be. Then I use a HashMap that maps cell-coordinates to an ArrayList (the contents of the cell). This works fairly well since there is no memory lost on 'empty' cells and its easy to calculate which cells to inspect. However creating all those ArrayLists (worst case N) is expensive and so is growing the HashMap a lot of times (although that is slightly mitigated by giving it a large initial capacity). Problem OK so this works but still isn't very fast. Now I can try to micro-optimize the JAVA code. However I'm not expecting too much of that since the profiler tells me that most time is spent in creating all those objects that I use to store the cells. I'm hoping that there are some other tricks/algorithms out there that make this a lot faster so here is what my ideal data structure looks like: The number one priority is fast updating/reconstructing of the entire data structure Its less important to finely divide the objects into equally sized bins, we can draw a few extra objects and do a few extra collision checks if that means that updating is a little bit faster Memory is not really important (PC game)

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  • Robust line of sight test on the inside of a polygon with tolerance

    - by David Gouveia
    Foreword This is a followup to this question and the main problem I'm trying to solve. My current solution is an hack which involves inflating the polygon, and doing most calculations on the inflated polygon instead. My goal is to remove this step completely, and correctly solve the problem with calculations only. Problem Given a concave polygon and treating all of its edges as if they were walls in a level, determine whether two points A and B are in line of sight of each other, while accounting for some degree of floating point errors. I'm currently basing my solution on a series of line-segment interection tests. In other words: If any of the end points are outside the polygon, they are not in line of sight. If both end points are inside the polygon, and the line segment from A to B crosses any of the edges from the polygon, then they are not in line of sight. If both end points are inside the polygon, and the line segment from A to B does not cross any of the edges from the polygon, then they are in line of sight. But the problem is dealing correctly with all the edge cases. In particular, it must be able to deal with all the situations depicted below, where red lines are examples that should be rejected, and green lines are examples that should be accepted. I probably missed a few other situations, such as when the line segment from A to B is colinear with an edge, but one of the end points is outside the polygon. One point of particular interest is the difference between 1 and 9. In both cases, both end points are vertices of the polygon, and there are no edges being intersected, but 1 should be rejected while 9 should be accepted. How to distinguish these two? I could check some middle point within the segment to see if it falls inside or not, but it's easy to come up with situations in which it would fail. Point 7 was also pretty tricky and I had to to treat it as a special case, which checks if two points are adjacent vertices of the polygon directly. But there are also other chances of line segments being col linear with the edges of the polygon, and I'm still not entirely sure how I should handle those cases. Is there any well known solution to this problem?

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  • Removing Menu Items from Window Tabs

    - by Geertjan
    So you're working on your NetBeans Platform application and you notice that when you right-click on tabs in the predefined windows, e.g., the Projects window, you see a long list of popup menus. For whatever the reason is, you decide you don't want those popup menus. You right-click the application and go to the Branding dialog. There you uncheck the checkboxes that are unchecked below: As you can see above, you've removed three features, all of them related to closing the windows in your application. Therefore, "Close" and "Close Group" are now gone from the list of popup menus: But that's not enough. You also don't want the popup menus that relate to maximizing and minimizing the predefined windows, so you uncheck those checkboxes that relate to that: And, hey, now they're gone too: Next, you decide to remove the feature for floating, i.e., undocking the windows from the main window: And now they're gone too: However, even when you uncheck all the remaining checkboxes, as shown here... You're still left with those last few pesky popup menu items that just will not go away no matter what you do: The reason for the above? Those actions are hardcoded into the action list, which is a bug. Until it is fixed, here's a handy workaround: Set an implementation dependency on "Core - Windows" (core.window). That is, set a dependency and then specify that it is an implementation dependency, i.e., that you'll be using an internal class, not one of the official APIs. In one of your existing modules, or in a new one, make sure you have (in addition to the above) a dependency on Lookup API and Window System API. And then, add the class below to the module: import javax.swing.Action; import org.netbeans.core.windows.actions.ActionsFactory; import org.openide.util.lookup.ServiceProvider; import org.openide.windows.Mode; import org.openide.windows.TopComponent; @ServiceProvider(service = ActionsFactory.class) public class EmptyActionsFactory extends ActionsFactory { @Override public Action[] createPopupActions(TopComponent tc, Action[] actions) { return new Action[]{}; } @Override public Action[] createPopupActions(Mode mode, Action[] actions) { return new Action[]{}; } } Hurray. Farewell to superfluous popup menu items on your window tabs. In the screenshot below, the tab of the Projects window is being right-clicked and no popup menu items are shown, which is true for all the other windows, those that are predefined as well as those that you add afterwards:

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  • Who should control navigation in an MVVM application?

    - by SonOfPirate
    Example #1: I have a view displayed in my MVVM application (let's use Silverlight for the purposes of the discussion) and I click on a button that should take me to a new page. Example #2: That same view has another button that, when clicked, should open up a details view in a child window (dialog). We know that there will be Command objects exposed by our ViewModel bound to the buttons with methods that respond to the user's click. But, what then? How do we complete the action? Even if we use a so-called NavigationService, what are we telling it? To be more specific, in a traditional View-first model (like URL-based navigation schemes such as on the web or the SL built-in navigation framework) the Command objects would have to know what View to display next. That seems to cross the line when it comes to the separation of concerns promoted by the pattern. On the other hand, if the button wasn't wired to a Command object and behaved like a hyperlink, the navigation rules could be defined in the markup. But do we want the Views to control application flow and isn't navigation just another type of business logic? (I can say yes in some cases and no in others.) To me, the utopian implementation of the MVVM pattern (and I've heard others profess this) would be to have the ViewModel wired in such a way that the application can run headless (i.e. no Views). This provides the most surface area for code-based testing and makes the Views a true skin on the application. And my ViewModel shouldn't care if it displayed in the main window, a floating panel or a child window, should it? According to this apprach, it is up to some other mechanism at runtime to 'bind' what View should be displayed for each ViewModel. But what if we want to share a View with multiple ViewModels or vice versa? So given the need to manage the View-ViewModel relationship so we know what to display when along with the need to navigate between views, including displaying child windows / dialogs, how do we truly accomplish this in the MVVM pattern?

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  • Is there a pedagogical game engine?

    - by K.G.
    I'm looking for a book, website, or other resource that gives modern 3D game engines the same treatment as Operating Systems: Design and Implementation gave operating systems. I have read Jason Gregory's Game Engine Architecture, which I enjoyed. However, by intent the author treated components of the architecture as atomic units, whereas what I'm interested in is the plumbing between those units that makes a coherent whole out of ideally loosely coupled parts. In books such as these, one usually reads that "that's academic," but that's the point! I have also read Julian Gold's Object-oriented Game Development, which likewise was good, but I feel is beginning to show its age. Since even mobile platforms these days are multicore and have fast video memory, those kinds of things (concurrency, display item buffering) would ideally be covered. There are other resources, such as the Doom 3 source code, which is highly instructive for its being a shipped product. The problem with those is as follows: float Q_rsqrt( float number ) { long i; float x2, y; const float threehalfs = 1.5F; x2 = number * 0.5F; y = number; i = * ( long * ) &y; // evil floating point bit level hacking i = 0x5f3759df - ( i >> 1 ); // what the f***? y = * ( float * ) &i; y = y * ( threehalfs - ( x2 * y * y ) ); // 1st iteration // y = y * ( threehalfs - ( x2 * y * y ) ); // 2nd iteration, this can be removed return y; } To wit, while brilliant, this kind of source requires more enlightenment than I can usually muster upon first read. In summary, here's my white whale: For an adult reader with experience in programming. I wish I could save all the trees killed by every. Single. Game Programming book ever devoting the first two chapters to "Now just what is a variable anyway?" In C or C++, very preferably C++. Languages that are more concise are fantastic for teaching, except for when what you want to learn is how to cope with a verbose language. There is also the benefit of the guardrails that C++ doesn't provide, such as garbage collection. Platform agnostic. I'm sincerely afraid that this book is out there and it's Visual C++/DirectX oriented. I'm a Linux guy, and I'd do what it takes, but I would very much like to be able to use OpenGL. Thanks for everything! Before anyone gets on my case about it, Fast inverse square root was from Quake III Arena, not Doom 3!

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  • SQL: empty string vs NULL value

    - by Jacek Prucia
    I know this subject is a bit controversial and there are a lot of various articles/opinions floating around the internet. Unfortunatelly, most of them assume the person doesn't know what the difference between NULL and empty string is. So they tell stories about surprising results with joins/aggregates and generally do a bit more advanced SQL lessons. By doing this, they absolutely miss the whole point and are therefore useless for me. So hopefully this question and all answers will move subject a bit forward. Let's suppose I have a table with personal information (name, birth, etc) where one of the columns is an email address with varchar type. We assume that for some reason some people might not want to provide an email address. When inserting such data (without email) into the table, there are two available choices: set cell to NULL or set it to empty string (''). Let's assume that I'm aware of all the technical implications of choosing one solution over another and I can create correct SQL queries for either scenario. The problem is even when both values differ on the technical level, they are exactly the same on logical level. After looking at NULL and '' I came to a single conclusion: I don't know email address of the guy. Also no matter how hard i tried, I was not able to sent an e-mail using either NULL or empty string, so apparently most SMTP servers out there agree with my logic. So i tend to use NULL where i don't know the value and consider empty string a bad thing. After some intense discussions with colleagues i came with two questions: am I right in assuming that using empty string for an unknown value is causing a database to "lie" about the facts? To be more precise: using SQL's idea of what is value and what is not, I might come to conclusion: we have e-mail address, just by finding out it is not null. But then later on, when trying to send e-mail I'll come to contradictory conclusion: no, we don't have e-mail address, that @!#$ Database must have been lying! Is there any logical scenario in which an empty string '' could be such a good carrier of important information (besides value and no value), which would be troublesome/inefficient to store by any other way (like additional column). I've seen many posts claiming that sometimes it's good to use empty string along with real values and NULLs, but so far haven't seen a scenario that would be logical (in terms of SQL/DB design). P.S. Some people will be tempted to answer, that it is just a matter of personal taste. I don't agree. To me it is a design decision with important consequences. So i'd like to see answers where opion about this is backed by some logical and/or technical reasons.

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  • What is this algorithm for converting strings into numbers called?

    - by CodexArcanum
    I've been doing some work in Parsec recently, and for my toy language I wanted multi-based fractional numbers to be expressible. After digging around in Parsec's source a bit, I found their implementation of a floating-point number parser, and copied it to make the needed modifications. So I understand what this code does, and vaguely why (I haven't worked out the math fully yet, but I think I get the gist). But where did it come from? This seems like a pretty clever way to turn strings into floats and ints, is there a name for this algorithm? Or is it just something basic that's a hole in my knowledge? Did the folks behind Parsec devise it? Here's the code, first for integers: number' :: Integer -> Parser Integer number' base = do { digits <- many1 ( oneOf ( sigilRange base )) ; let n = foldl (\x d -> base * x + toInteger (convertDigit base d)) 0 digits ; seq n (return n) } So the basic idea here is that digits contains the string representing the whole number part, ie "192". The foldl converts each digit individually into a number, then adds that to the running total multiplied by the base, which means that by the end each digit has been multiplied by the correct factor (in aggregate) to position it. The fractional part is even more interesting: fraction' :: Integer -> Parser Double fraction' base = do { digits <- many1 ( oneOf ( sigilRange base )) ; let base' = fromIntegral base ; let f = foldr (\d x -> (x + fromIntegral (convertDigit base d))/base') 0.0 digits ; seq f (return f) Same general idea, but now a foldr and using repeated division. I don't quite understand why you add first and then divide for the fraction, but multiply first then add for the whole. I know it works, just haven't sorted out why. Anyway, I feel dumb not working it out myself, it's very simple and clever looking at it. Is there a name for this algorithm? Maybe the imperative version using a loop would be more familiar?

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  • Pathfinding for fleeing

    - by Philipp
    As you know there are plenty of solutions when you wand to find the best path in a 2-dimensional environment which leads from point A to point B. But how do I calculate a path when an object is at point A, and wants to get away from point B, as fast and far as possible? A bit of background information: My game uses a 2d environment which isn't tile-based but has floating point accuracy. The movement is vector-based. The pathfinding is done by partitioning the game world into rectangles which are walkable or non-walkable and building a graph out of their corners. I already have pathfinding between points working by using Dijkstras algorithm. The use-case for the fleeing algorithm is that in certain situations, actors in my game should perceive another actor as a danger and flee from it. The trivial solution would be to just move the actor in a vector in the direction which is opposite from the threat until a "safe" distance was reached or the actor reaches a wall where it then covers in fear. The problem with this approach is that actors will be blocked by small obstacles they could easily get around. As long as moving along the wall wouldn't bring them closer to the threat they could do that, but it would look smarter when they would avoid obstacles in the first place: Another problem I see is with dead ends in the map geometry. In some situations a being must choose between a path which gets it faster away now but ends in a dead end where it would be trapped, or another path which would mean that it wouldn't get that far away from the danger at first (or even a bit closer) but on the other hand would have a much greater long-term reward in that it would eventually get them much further away. So the short-term reward of getting away fast must be somehow valued against the long-term reward of getting away far. There is also another rating problem for situations where an actor should accept to move closer to a minor threat to get away from a much larger threat. But completely ignoring all minor threats would be foolish, too (that's why the actor in this graphic goes out of its way to avoid the minor threat in the upper right area): Are there any standard solutions for this problem?

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  • Why is my arrow texture being drawn in odd places?

    - by tyjkenn
    This is a script I wrote that places an arrow on the screen, pointing to an enemy off-screen, or, if the enemy is on-screen, it places an arrow hovering above the enemy. Everything seems to work, except for some odd reason, I see random arrows floating around, often skewed and resized (which I really don't understand, because I only rotate and place in this script). Even when I only have one enemy in the scene, I still see these random arrows. It should only be drawing one per enemy. Note: when all enemies are removed, no arrows appear. var arrow : Texture; var cam : Camera; var dim : int = 30; function OnGUI() { var objects = GameObject.FindGameObjectsWithTag("Enemy"); for(var ob : GameObject in objects) { var pos = cam.WorldToViewportPoint(ob.transform.position); if(gameObject.GetComponent(FollowCamera).target != null){ var tar = gameObject.GetComponent(FollowCamera).target.parent; } if(pos.z>1 && ob.transform != tar){ var xDiff = (pos.x*cam.pixelWidth)-(cam.pixelWidth/2); var yDiff = (pos.y*cam.pixelHeight)-(cam.pixelHeight/2); var angle = Mathf.Rad2Deg*Mathf.Atan(yDiff/xDiff)+180; if(xDiff>0) angle += 180; var dist = Mathf.Sqrt(xDiff*xDiff + yDiff*yDiff); var slope = yDiff/xDiff; var camSlope = cam.pixelHeight/cam.pixelWidth; var theX = -1000.0; var theY = -1000.0; var mult = 0; var temp; if(Mathf.Abs(xDiff)>(cam.pixelWidth/2)||Mathf.Abs(yDiff)>(cam.pixelHeight/2)){ //touching right if(slope<camSlope && slope>-camSlope) { if(xDiff>(cam.pixelWidth/2)) { theX = cam.pixelWidth - (dim/2); mult = -1; }else if(xDiff<-(cam.pixelWidth/2)) { theX = (dim/2); mult = 1; } temp = ((cam.pixelWidth/2)*yDiff)/xDiff; theY =(cam.pixelHeight/2)+(mult*temp); } else{ if(yDiff>(cam.pixelHeight/2)) { theY = (dim/2); mult = 1; }else if(yDiff<-(cam.pixelHeight/2)) { theY = cam.pixelHeight - (dim/2); mult = -1; } temp = ((cam.pixelHeight/2)*xDiff)/yDiff; theX =(cam.pixelWidth/2)+(mult*temp); } } else { angle = -90; theX = (cam.pixelWidth/2)+xDiff; theY = (cam.pixelHeight/2)-yDiff-dim; } GUIUtility.RotateAroundPivot(-angle, Vector2(theX, theY)); Graphics.DrawTexture(Rect(theX-(dim/2),theY-(dim/2),dim,dim),arrow,null); GUIUtility.RotateAroundPivot(angle, Vector2(theX, theY)); } } }

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  • Block-level deduplicating filesystem

    - by James Haigh
    I'm looking for a deduplicating copy-on-write filesystem solution for general user data such as /home and backups of it. It should use online/inline/synchronous deduplication at the block-level using secure hashing (for negligible chance of collisions) such as SHA256 or TTH. Duplicate blocks need not even touch the disk. The idea is that I should be able to just copy /home/<user> to an external HDD with the same such filesystem to do a backup. Simple. No messing around with incremental backups where corruption to any of the snapshots will nearly always break all later snapshots, and no need to use a specific tool to delete or 'checkout' a snapshot. Everything should simply be done from the file browser without worry. Can you imagine how easy this would be? I'd never have to think twice about backing-up again! I don't mind a performance hit, reliability is the main concern. Although, with specific implementations of cp, mv and scp, and a file browser plugin, these operations would be very fast, especially when there is a lot of duplication as they would only need to transfer the absent blocks. Accidentally using conventional copy tools that do not integrate with the FS would merely take longer, waste some bandwidth when copying remotely and waste some CPU, as the duplicate data would be re-read, re-transferred and re-hashed (although nothing would be re-written), but would absolutely not corrupt anything. (Some filesharing software may also be able to benefit by integrating with the FS.) So what's the best way of doing this? I've looked at some options: lessfs - Looks unmaintained. Any good? [Opendedup/SDFS][3] - Java? Could I use this on Android?! What does [SDFS][4] stand for? [Btrfs][5] - Some patches floating around on mailing list archives, but no real support. [ZFS][6] - Hopefully they'll one day relicense under a true Free/Opensource GPL-compatible licence. Also, 2 years ago I had a go at an attempt in Python using Fuse at the file-level to be used over the top of a typical solid FS such as EXT4, but I found Fuse for Python underdocumented and didn't manage to implement all of the system calls. My first post here, so I can't post more than 2 links until I get over 10 rep: [3]: http://www.opendedup.org/ [4]: https://en.wikipedia.org/w/index.php?title=SDFS&action=edit&redlink=1 [5]: https://en.wikipedia.org/wiki/Btrfs#Features [6]: https://en.wikipedia.org/wiki/ZFS#Linux

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  • Getting started with object detection - Image segmentation algorithm

    - by Dev Kanchen
    Just getting started on a hobby object-detection project. My aim is to understand the underlying algorithms and to this end the overall accuracy of the results is (currently) more important than actual run-time. I'm starting with trying to find a good image segmentation algorithm that provide a good jump-off point for the object detection phase. The target images would be "real-world" scenes. I found two techniques which mirrored my thoughts on how to go about this: Graph-based Image Segmentation: http://www.cs.cornell.edu/~dph/papers/seg-ijcv.pdf Contour and Texture Analysis for Image Segmentation: http://www.eng.utah.edu/~bresee/compvision/files/MalikBLS.pdf The first one was really intuitive to understand and seems simple enough to implement, while the second was closer to my initial thoughts on how to go about this (combine color/intensity and texture information to find regions). But it's an order of magnitude more complex (at least for me). My question is - are there any other algorithms I should be looking at that provide the kind of results that these two, specific papers have arrived at. Are there updated versions of these techniques already floating around. Like I mentioned earlier, the goal is relative accuracy of image segmentation (with an eventual aim to achieve a degree of accuracy of object detection) over runtime, with the algorithm being able to segment an image into "naturally" or perceptually important components, as these two algorithms do (each to varying extents). Thanks! P.S.1: I found these two papers after a couple of days of refining my search terms and learning new ones relevant to the exact kind of techniques I was looking for. :) I have just about reached the end of my personal Google creativity, which is why I am finally here! Thanks for the help. P.S.2: I couldn't find good tags for this question. If some relevant ones exist, @mods please add them. P.S.3: I do not know if this is a better fit for cstheory.stackexchange (or even cs.stackexchange). I looked but cstheory seems more appropriate for intricate algorithmic discussions than a broad question like this. Also, I couldn't find any relevant tags there either! But please do move if appropriate.

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  • Threads slowing down application and not working properly

    - by Belgin
    I'm making a software renderer which does per-polygon rasterization using a floating point digital differential analyzer algorithm. My idea was to create two threads for rasterization and have them work like so: one thread draws each even scanline in a polygon and the other thread draws each odd scanline, and they both start working at the same time, but the main application waits for both of them to finish and then pauses them before continuing with other computations. As this is the first time I'm making a threaded application, I'm not sure if the following method for thread synchronization is correct: First of all, I use two global variables to control the two threads, if a global variable is set to 1, that means the thread can start working, otherwise it must not work. This is checked by the thread running an infinite loop and if it detects that the global variable has changed its value, it does its job and then sets the variable back to 0 again. The main program also uses an empty while to check when both variables become 0 after setting them to 1. Second, each thread is assigned a global structure which contains information about the triangle that is about to be rasterized. The structures are filled in by the main program before setting the global variables to 1. My dilemma is that, while this process works under some conditions, it slows down the program considerably, and also it fails to run properly when compiled for Release in Visual Studio, or when compiled with any sort of -O optimization with gcc (i.e. nothing on screen, even SEGFAULTs). The program isn't much faster by default without threads, which you can see for yourself by commenting out the #define THREADS directive, but if I apply optimizations, it becomes much faster (especially with gcc -Ofast -march=native). N.B. It might not compile with gcc because of fscanf_s calls, but you can replace those with the usual fscanf, if you wish to use gcc. Because there is a lot of code, too much for here or pastebin, I created a git repository where you can view it. My questions are: Why does adding these two threads slow down my application? Why doesn't it work when compiling for Release or with optimizations? Can I speed up the application with threads? If so, how? Thanks in advance.

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  • Windows 32-bit and 64-bit and GPT

    - by MrLane
    I know similar questions have been asked before across several sites, but the answers at least to me have been confusing and conflicting. My understanding has always been that 64-bit Windows will create and use GPT disks just fine, but will not boot from them without a UEFI BIOS. Also my understanding WAS that 32-bit Windows could not use GPT at all and so is always restricted to 2.2TB disks, which was another reason to move to 64-bit on top of the 4GB memory limit. But I have now read that this isn't correct: 32-bit Windows will create and use GPT disks just as 64-bit does. The only resriction is that you can't boot 32-bit Windows even if you DO have a UEFI BIOS? I don't think much of the literature has explained this well. There are several tools floating around for creating virtual disks or 2.2+.8GB partition schemes and such for 32-bit systems. Why when it seems you can use GPT in 32-bit Windows anyway. It also seems that people blame MS for lagging behind with respect to all of this: but it seems the issue is with BIOS manufactures not supporting UEFI rather than MS not supporting GPT... Is my new understanding now correct?

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  • Windows 3 Animated Background/Desktop/Wallpaper

    - by Synetech
    In the summer of 1995, I visited some family in Los Angeles. My uncle had a computer with Windows 3 (or some version thereof since Windows 95 had not been released yet). In Windows 3, there was no desktop or wallpaper like in later versions; instead you could set it to a simple pattern (still possible in later versions before XP) like hounds-tooth or bricks (interestingly, there seems to be next to nothing available on the Internet about this anymore; no screenshots and almost no pages). I recall being amused when I found a program (on the still young “world-wide web”) that would actually let you set an animated background. It was smooth and fluid and was quite an amazing thing at the time. If I recall correctly, it had several built-in animations including one of a light-orange-pink background over which storks flew towards the top-left, possibly with some light stuff floating in the “background” (they were actually animated and flapped their wings, not simply translated coordinates). The storks were somewhat simplified, black-line drawings. Over the years, I’ve tried finding it again a few times but never could. Worse, it’s become harder and harder over time as new programs came out and polluted the search results. I’m hoping that someone remembers this software and knows some useful information like the author or where to download it. (No, it’s not ScreenPaper. That was created in 1997 to let you set a screensaver as the Windows 95/NT4 background. This was at least two years earlier for Windows 3 and I’m almost certain it had these animations built-in—I don’t recall any stork screensavers for Windows 3.)

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  • 32 core (each physical core) 2.2 GhZ or 12 core (6 physical cores) 3.0GHZ?

    - by Tejaswi Rana
    I am working on a multithreaded application (Forex trading app built on C#) and had the client upgrade from the 12 core 3.0GHZ machine (Intel) to a 32 core 2.2 Ghz machine (AMD). The PassMark benchmark results were significantly higher when using multicores doing Integer, Floating and other calculations while for a single core calculation it was a bit slower than the pack (others that were being compared to with similar config as the 12 core one). Oh it also comes with 64 GB RAM (4 times as the other one) and a much faster SSD. So after configuring and running the application on that machine, not only did it not perform as well, it was significantly slower. We're talking about 30seconds - 1 minute slower on an app that usually completes processing within 5-20 secs. The application uses MAX DEGREE of PARALLELISM (TPL) which I've tried setting to number of cores and also half of that. I've also tried running single threaded and without setting any limits in parallel threading. While it may be the hardware has some issues, I am wondering if the CPU processing speed is the issue. I can overclock to 3.0 GHZ. But is that even a good idea? Server Info - AMD http://www.passmark.com/forum/showthread.php?4013-AMD-Dual-6272-performance-is-60-lower-than-benchmarks Seems that benchmark was wrong to start with - officially. Intel i7 3930k OS (same in both) Windows 7 Professional 64-bit

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  • Architecture for highly available MySQL with automatic failover in physically diverse locations

    - by Warner
    I have been researching high availability (HA) solutions for MySQL between data centers. For servers located in the same physical environment, I have preferred dual master with heartbeat (floating VIP) using an active passive approach. The heartbeat is over both a serial connection as well as an ethernet connection. Ultimately, my goal is to maintain this same level of availability but between data centers. I want to dynamically failover between both data centers without manual intervention and still maintain data integrity. There would be BGP on top. Web clusters in both locations, which would have the potential to route to the databases between both sides. If the Internet connection went down on site 1, clients would route through site 2, to the Web cluster, and then to the database in site 1 if the link between both sites is still up. With this scenario, due to the lack of physical link (serial) there is a more likely chance of split brain. If the WAN went down between both sites, the VIP would end up on both sites, where a variety of unpleasant scenarios could introduce desync. Another potential issue I see is difficulty scaling this infrastructure to a third data center in the future. The network layer is not a focus. The architecture is flexible at this stage. Again, my focus is a solution for maintaining data integrity as well as automatic failover with the MySQL databases. I would likely design the rest around this. Can you recommend a proven solution for MySQL HA between two physically diverse sites? Thank you for taking the time to read this. I look forward to reading your recommendations.

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  • Volume licenced copy of MS Office 2007 shows "Non Commercial Use" in title bar

    - by Linker3000
    I have just removed the demo copy of Office 2007 preinstalled on a new laptop and replaced it with an install of the full professional edition downloaded from the MS Volume Licensing site and installed one of our volume licence keys, yet the apps (Word etc.) show "Non Commercial Use" in the title bar, which is what usually happens in the Home and Student edition. I have tried: Deleting the Office registration keys in the registry and using one of our other Office 2007 volume licence keys (we have 7) when prompted to re-register Uninstalling Office completely and reinstalling it from a newly-downloaded ISO burned to CD and also from a compressed file that installs from hard disk/USB stick (both from Microsoft - no dodgy stuff) Yet the non-commercial message persists. Although it's a cosmetic issue, the laptop is going to be used for customer presentations and so the sales person is rightly concerned about the image this portrays. I presume there may be something floating around the registry or in a file somewhere but I can't find it. Articles I have found elsewhere just refer to the message being related to the use of a Home and Student licence key, which is 100% not the case. Any thoughts? Thanks.

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  • Keepalived for more than 20 virtual addresses

    - by cvaldemar
    I have set up keepalived on two Debian machines for high availability, but I've run into the maximum number of virtual IP's I can assign to my vrrp_instance. How would I go about configuring and failing over 20+ virtual IP's? This is the, very simple, setup: LB01: 10.200.85.1 LB02: 10.200.85.2 Virtual IPs: 10.200.85.100 - 10.200.85.200 Each machine is also running Apache (later Nginx) binding on the virtual IPs for SSL client certificate termination and proxying to backend webservers. The reason I need so many VIP's is the inability to use VirtualHost on HTTPS. This is my keepalived.conf: vrrp_script chk_apache2 { script "killall -0 apache2" interval 2 weight 2 } vrrp_instance VI_1 { interface eth0 state MASTER virtual_router_id 51 priority 101 virtual_ipaddress { 10.200.85.100 . . all the way to . 10.200.85.200 } An identical configuration is on the BACKUP machine, and it's working fine, but only up to the 20th IP. I have found a HOWTO discussing this problem. Basically, they suggest having just one VIP and routing all traffic "via" this one IP, and "all will be well". Is this a good approach? I'm running pfSense firewalls in front of the machines. Quote from the above link: ip route add $VNET/N via $VIP or route add $VNET netmask w.x.y.z gw $VIP Thanks in advance. EDIT: @David Schwartz said it would make sense to add a route, so I tried adding a static route to the pfSense firewall, but that didn't work as I expected it would. pfSense route: Interface: LAN Destination network: 10.200.85.200/32 (virtual IP) Gateway: 10.200.85.100 (floating virtual IP) Description: Route to VIP .100 I also made sure I had packet forwarding enabled on my hosts: $ cat /etc/sysctl.conf net.ipv4.ip_forward=1 net.ipv4.ip_nonlocal_bind=1 Am I doing this wrong? I also removed all VIPs from the keepalived.conf so it only fails over 10.200.85.100.

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  • Looking for suggestions for hosting Windows 2000 Server in the cloud / VPS / etc?

    - by JohnyD
    I have a Windows 2000 Server, currently virtualized in Hyper-V, that I would like to get running off-site as a backup (cloud, VPS, etc). You can't virtualize in EC2 and I'm fairly certain there are no Server 2000 AMI's floating about (correct me if I'm wrong!). If anyone has a recommendation on how I can get a virtualized Windows 2000 Server running in a secure, remote environment I would be grateful. As far as locations go I'd be interested in both North America as well as Australia and Europe. In a nutshell, we're ploughing our way out of a legacy codebase and this server is the last that remains of the legacy apps. However, it is still very much used by our clients. Everything is backed up each night (data, images, etc) to tape which is then taken offsite. However, in the event of a fire I would love to have a backup legacy server to point DNS records to. So while I am rebuilding from the ashes our services would already be available. It would save a lot of time and make my managers all the more happy (and that's what it's all about, riighhtt? :D) Thank you all for your suggestions. Please let me know if I've left out any important information. Additional info: - the legacy codebase does not function properly in Server 2003

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  • Importing long numerical identifiers into Excel

    - by Niels Basjes
    I have some data in a database that uses ids that have the form of 16 digit numbers. In some situations i need to export the data in such a way that it can be manipulated in excel. So i export the data into a file and import it into excel. I've tried several file formats and I'm stuck. The problem I'm facing is that when reading a file into excel that has a cell that looks like a number then excel treats it as a number. The catch is that (as far as i can tell) all numerical values in excel are double precision floating point which have a precision of less than 16 digits. So my ids are changed: very often the last digit its changed to a 0. So far I've only been able to convince excel to keep the Id unchanged by breaking it myself: by adding a letter or symbol to the Id. This however means that in order to use the value again it must be "unbroken". Is there a way to create a file where i can specify that excel must treat the value as a text without changing the value? Or its there a way to let excel treat the value as a long (64bit integer)?

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  • Preserve embedded album art when converting from .flac to .ogg

    - by Profpatsch
    I want to convert my archived .flac library to .ogg for daily use. Using find ./ -iname '*.flac' -print0 | xargs -0 -n1 oggenc -q6 on the root music folder and then deleting every .flac (having copies of them in archive) seems straight forward, after trying it with one file it worked and all of the tags were transfered, too, except for one: Embedded album art! I always prefer emedded covers over folder images, since I have some albums with varying covers. One possible solution is discussed here, but the script only works if the image is already extracted: Embed album art in OGG through command line in linux One possible solution I thought about was extracting album art from every song (not every song has one, though, and some even 2 or 3!), temporarily saving it and then using the script to include it into the finished .ogg. But then I want to increase the number of processes xargs runs simultaniously to save time, so the temp images need to have a distinct name. Is there a (linux) program that knows how to handle this? Or is there a finished script floating around somewhere? It would be nice if oggenc supported adding embedded coverart and it really is a shame, since these two formats should (in theory) share the same tag format. Edit: 15 days and noone even tries to answer. It’s funny, most of my questions don’t get answered. Too hard? Wrong SE site?

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  • Why is my Mac not displaying anything to my LCD tv using HDMI?

    - by Pure.Krome
    Hi folks, I've got an iMac desktop computer. Love it. I wish to connect it to my LCD TV using HDMI. There is no HDMI output on the iMac so i had to buy one of these bad boys :- so now I can output video (via the mini Display Port) and sound (via USB) through this box, to my LCD. Works great ... with a single direct cable. I have another 3 or 5 metre cable inserted into my wall, so i do not have to have a silly hdmi cable floating in the air between my iMac and my LCD TV. When I do this, there is no picture. To better explain all of this, i made a quick video explaining my problem in detail, so you can exactly see what is going on/wrong. I've also tried changing the output format for the TV from 1080i down to 720p and even lower .. incase the cable in the wall doesn't allow 1080i. here's the video with the full explanation :- http://www.youtube.com/watch?v=ZkKRKnRIh6Q (NOTE: I incorrectly said in the video that the hidden wall cable is 10 metres long. me == fail. It's 3m or 5m...). Can someone please watch it and suggest some ideas to getting it working?

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  • Postgresql Data Aggregation over WAN Securely

    - by Zach
    Hey guys, Need some advice on how to proceed with this situation: My current scenario is that I have several postgresql (50+) boxes deployed throughout various locations and data centers and a beefy postgresql box setup at a homebase location. All of the deployed boxes have identical database layouts. I'm looking for a solution that would allow for a few things. I realize some of these options overlap and some might only contain mutually exclusive solutions. However, I'm interested to hear your thoughts :) Remotely query the deployed boxes and pull the results back to the homebase box for processing. Nightly (remote) "sync" or dump the deployed boxes' databases to a master database on the homebase box. Remotely push a table entry to all of the deployed boxes from the homebase box. Ensure security of data in transit, and remotely deployed boxes. Up to this point I've been floating on a homebrew multithreaded python/perl system that SSH's into these boxes remotely, which are ACL'ed off to the homebase server and pulls (or pushes) the raw query results over the ssh connection. I have even touched #2 (remote syncing) as I know that would get nasty really quick. I'm interested in any ideas for a more elegant solution that can scale up and stick to my FreeBSD/Linux environment.

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