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  • Starting an Erlang slave node in escript fails when using custom Erlang in Ubuntu 10.4

    - by Adam Lindberg
    I have the following escript: #!/usr/bin/env escript %%! -name [email protected] main(_) -> NodeName = test, Host = '127.0.0.1', Args = "", {ok, _Node} = slave:start_link(Host, NodeName, Args), io:format("Node started successfully!"). When running it on Ubuntu 10.04 I get this: $ ./start_slave Node started successfully! $ I want to install my own Erlang (latest version, debug compiled files for dialyzer etc) since the stock install of Erlang on Ubuntu lacks some features. I put my Erlang binaries inside ~/Applications/bin. Starting Erlang normally works, and starting slave nodes inside an Erlang shell works as well. However, now my escript doesn't work. After about 60 seconds it returns an error: $ ./start_slave escript: exception error: no match of right hand side value {error,timeout} Even if I change the first line to the escript to use my erlang version, it still does not work: #!/home/user/Applications/bin/escript The slave node is started with a call to erlang:open_port/2 which seems to be using sh which in turn does not read my .bashrc file that sets my custom PATH environment variable. The timeout seems to occur when slave:start_link/3 waits for the slave node to respond, which it never does. How can I roll my own installation of Erlang and start slave nodes inside escripts on Ubuntu 10.4?

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  • Deleting a node from linked list in C

    - by LuckySlevin
    My problem is deleting a node from linked list. I have two structs : typedef struct inner_list { int count; char word[100]; inner_list*next; } inner_list; typedef struct outer_list { char word [100]; inner_list * head; int count; outer_list * next; } outer_list; My problem is in deleting a node from outer_list linked list. For example when user entered aaa to delete, delete function should find the node with outer_list->word = aaa and delete this node and reconnect the list again. I tried the below code to do this. but After finding and deleting I'm losing the list. I don't know what's wrong. Please notice that outer_list have also a linked list of inner_list inside. void delnode(outer_list *head,char num[100]) { outer_list *temp, *m; temp=head; while(temp!=NULL) { if(strcmp(temp->word==num)==0) { if(temp==head) { head=temp->next; free(temp); return; } else { m->next=temp->next; free(temp); return; } }else { m=temp; temp= temp->next; } } printf(" ELEMENT %s NOT FOUND ", num); } What are your ideas about this?

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  • Get node parent of defined type using xpath

    - by IordanTanev
    Hi, i will give an example of the problem i have. My XML is like this <roor> <child Name = "child1"> <node> <element1>Value1</element1> <element2>Value2</element2> </node> </child> <child Name = "child2"> <element1>Value1</element1> <element2>Value2</element2> <element3>Value3</element3> </child> </root> I have xpath expression that returns all "element2" nodes. Then i want to for every node of type "element2" to find the node of type "child" that contains it. The problem is that between these two nodes there can be from 1 to n different nodes so i can't just use "..". Is there something like "//" that will look up instead of down Best Regards, Iordan

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  • Boost.MultiIndex: How to make an effective set intersection?

    - by Arman
    Hello, assume that we have a data1 and data2. How can I intersect them with std::set_intersect()? struct pID { int ID; unsigned int IDf;// postition in the file pID(int id,const unsigned int idf):ID(id),IDf(idf){} bool operator<(const pID& p)const { return ID<p.ID;} }; struct ID{}; struct IDf{}; typedef multi_index_container< pID, indexed_by< ordered_unique< tag<IDf>, BOOST_MULTI_INDEX_MEMBER(pID,unsigned int,IDf)>, ordered_non_unique< tag<ID>,BOOST_MULTI_INDEX_MEMBER(pID,int,ID)> > > pID_set; ID_set data1, data2; Load(data1); Load(data2); pID_set::index<ID>::type& L1_ID_index=L1.data.get<ID>(); pID_set::index<ID>::type& L2_ID_index=L2.data.get<ID>(); // How do I use set_intersect? Kind regards, Arman.

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  • Set scheduled task last result to 0x0 manually

    - by Rogier
    Every night a task runs that checks if any scheduled task has a Last Result is not equal to 0x0. If a scheduled tasks has an error like 0x1, then automatically an e-mail is sent to me. As some tasks are running only weekly, and sometimes an error occurs which results in not equal to 0x0, every night an e-mail is sent with the error message, as the Last Result column still shows the last result of 0x1. But I would like to set the Last Result column to 0x0 manually if I solved a problem, so I won't get every night an e-mail with the error message. So is it possible to set the scheduled tasks Last Result to 0x0 manually (or by a script)? @harrymc. See located script underneath that is sending the e-mail. I can easily add a criteria to ignore result 0x1 (or another code), however this is not the solution as most of the times this result is a real error and has to be e-mailed. set [email protected] set SMTPServer=SMTPserver set PathToScript=c:\scripts set [email protected] for /F "delims=" %%a in ('schtasks /query /v /fo:list ^| findstr /i "Taskname Result"') do call :Sub %%a goto :eof :Sub set Line=%* set BOL=%Line:~0,4% set MOL=%Line:~38% if /i %BOL%==Task ( set name=%MOL% goto :eof ) set result=%MOL% echo Task Name=%name%, Task Result=%result% if not %result%==0 ( echo Task %name% failed with result %result% > %PathToScript%\taskcheckerlog.txt bmail %PathToScript%\taskcheckerlog.txt -t %YourEmailAddress% -a "Warning! Failed %name% Scheduled Task on %computername%" -s %SMTPServer% -f %FromAddress% -b "Task %name% failed with result %result% on CorVu scheduler %computername%" )

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  • How to set the service endPoint URI dynamically in SOA Suite 11gR1 by Sylvain Grosjean’s

    - by JuergenKress
    Use Case : This example demonstrates how to get the URI of the backend service from a repository and how to set it dynamically to our partnerLink (dynamicPartnerLink). Implementation steps : Create a dvm file Create a BPEL component Add the endPointURI variable and assign the uri Set the endpointURI property in the invoke activity 1. Create a DVM file : In order to define our repository, we are going to use DVM (Data Value Maps) : For more explanation regarding DVM, you should read this documentation. 2. Create a BPEL Component : First you need to implement the simple bpel process like this : - The AssignPayload is used to set the inputvariable of our invoke activity. - The AssignEndpointURI is used to dynamically set the endPointURI variable from our DVM repository - The invoke activity to call the external service Read the complete article here. SOA & BPM Partner Community For regular information on Oracle SOA Suite become a member in the SOA & BPM Partner Community for registration please visit www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Facebook Wiki Technorati Tags: human task,SOA Community,Oracle SOA,Oracle BPM,Community,OPN,Jürgen Kress,Sylvain Grosjean

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  • Writing algorithm on 2D data set in plain english

    - by Alexandre P. Levasseur
    I have started an introductory Java class and the material is absolutely horrendous and I have to get excellent grades to be accepted into the master's degree, hence my very beginner question: In my assignment I have to write algorithms (no pseudo-code yet) to solve a board game (Sudoku). Essentially, the notes say that an algorithm is specification of the input(s), the output(s) and the treatments applied to the input to get the output. My question lies on the wording of algorithms because I could probably code it but I can't seem to put it on paper in a coherent way. The game has a 9x9 board and one of the algorithms to write has to find the solution by looking at 3 squares (either horizontal or vertical) and see if one of the three sub-squares match the number you are looking for. If none match then the number you are looking to place is in one of the other 2 set of 3 sub-squares (see image to get a better idea). I really can't get my head around how to formulate the solution into the terms described above or maybe it's just too simple, here's what I was thinking: Input: A 2-dimensional set of data of size 9 by 9 to be solved and a number to search for. Ouput: A 2-dimensional set of data of size 9 by 9 either solved or partially solved. Treatment: Scan each set of 3x9 and 9x3 squares. For each line or column of a 3x3 square check if the number matches a line (or column). If it does then move to the next line (or column). If not then proceed to the next 3x3 square in the same line (or column). Rinse and repeat. Does that make sense as an algorithm written in plain english ? I'm not looking for an answer to the algorithm per se but rather on the formulation of algorithms in plain english.

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  • How do I set up pairing email addresses?

    - by James A. Rosen
    Our team uses the Ruby gem hitch to manage pairing. You set it up with a group email address (e.g. [email protected]) and then tell it who is pairing: $ hitch james tiffany Hitch then sets your Git author configuration so that our commits look like commit 629dbd4739eaa91a720dd432c7a8e6e1a511cb2d Author: James and Tiffany <[email protected]> Date: Thu Oct 31 13:59:05 2013 -0700 Unfortunately, we've only been able to come up with two options: [email protected] doesn't exist. The downside is that if Travis CI tries to notify us that we broke the build, we don't see it. [email protected] does exist and forwards to all the developers. Now the downside is that everyone gets spammed with every broken build by every pair. We have too many possible pair to do any of the following: set up actual [email protected] email addresses or groups (n^2 email addresses) set up forwarding rules for [email protected] (n^2 forwarding rules) set up forwarding rules for [email protected] (n forwarding rules for each of n developers) Does anyone have a system that works for them?

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  • Glowing Chess Set Combines LEDs, Chess, and DIY Electronics Fun

    - by ETC
    Anyone who says that the centuries old game of Chess cannot be improved upon has obviously never played with a glowing chess board. Today we take a look at a cheap glass chess set modded to glow from within. Instructables user Tetranitrate had a glass chess set he scored on-the-cheap and had always wanted to illuminate it in some way. He ruled out illuminating the board itself (no good way to keep track of the piece colors) and putting a battery in each piece (too big of a pain, over complicates the design). His final solution, the one seen in the photo here, was to build a wood and copper board, run a low voltage across the surface of the chess board, and affix a conductive copper ring to the bottom of each chess piece to power the LED embedded inside. In this manner the pieces would glow on the board and then go dark as soon as they were removed from play. Hit up the link below for additional details on the build and instructions on building your own. LED Chess Set [Instructables] Latest Features How-To Geek ETC How to Get Amazing Color from Photos in Photoshop, GIMP, and Paint.NET Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? Save Files Directly from Your Browser to the Cloud in Chrome and Iron The Steve Jobs Chronicles – Charlie and the Apple Factory [Video] Google Chrome Updates; Faster, Cleaner Menus, Encrypted Password Syncing, and More Glowing Chess Set Combines LEDs, Chess, and DIY Electronics Fun Peaceful Alpine River on a Sunny Day [Wallpaper] Fast Society Creates Mini and Mobile Temporary Social Networks

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  • .NET Properties - Use Private Set or ReadOnly Property?

    - by tgxiii
    In what situation should I use a Private Set on a property versus making it a ReadOnly property? Take into consideration the two very simplistic examples below. First example: Public Class Person Private _name As String Public Property Name As String Get Return _name End Get Private Set(ByVal value As String) _name = value End Set End Property Public Sub WorkOnName() Dim txtInfo As TextInfo = _ Threading.Thread.CurrentThread.CurrentCulture.TextInfo Me.Name = txtInfo.ToTitleCase(Me.Name) End Sub End Class // ---------- public class Person { private string _name; public string Name { get { return _name; } private set { _name = value; } } public void WorkOnName() { TextInfo txtInfo = System.Threading.Thread.CurrentThread.CurrentCulture.TextInfo; this.Name = txtInfo.ToTitleCase(this.Name); } } Second example: Public Class AnotherPerson Private _name As String Public ReadOnly Property Name As String Get Return _name End Get End Property Public Sub WorkOnName() Dim txtInfo As TextInfo = _ Threading.Thread.CurrentThread.CurrentCulture.TextInfo _name = txtInfo.ToTitleCase(_name) End Sub End Class // --------------- public class AnotherPerson { private string _name; public string Name { get { return _name; } } public void WorkOnName() { TextInfo txtInfo = System.Threading.Thread.CurrentThread.CurrentCulture.TextInfo; _name = txtInfo.ToTitleCase(_name); } } They both yield the same results. Is this a situation where there's no right and wrong, and it's just a matter of preference?

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  • How to Set Up a Hadoop Cluster Using Oracle Solaris (Hands-On Lab)

    - by Orgad Kimchi
    Oracle Technology Network (OTN) published the "How to Set Up a Hadoop Cluster Using Oracle Solaris" OOW 2013 Hands-On Lab. This hands-on lab presents exercises that demonstrate how to set up an Apache Hadoop cluster using Oracle Solaris 11 technologies such as Oracle Solaris Zones, ZFS, and network virtualization. Key topics include the Hadoop Distributed File System (HDFS) and the Hadoop MapReduce programming model. We will also cover the Hadoop installation process and the cluster building blocks: NameNode, a secondary NameNode, and DataNodes. In addition, you will see how you can combine the Oracle Solaris 11 technologies for better scalability and data security, and you will learn how to load data into the Hadoop cluster and run a MapReduce job. Summary of Lab Exercises This hands-on lab consists of 13 exercises covering various Oracle Solaris and Apache Hadoop technologies:     Install Hadoop.     Edit the Hadoop configuration files.     Configure the Network Time Protocol.     Create the virtual network interfaces (VNICs).     Create the NameNode and the secondary NameNode zones.     Set up the DataNode zones.     Configure the NameNode.     Set up SSH.     Format HDFS from the NameNode.     Start the Hadoop cluster.     Run a MapReduce job.     Secure data at rest using ZFS encryption.     Use Oracle Solaris DTrace for performance monitoring.  Read it now

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  • Creating a Haskell Empty Set

    - by mvid
    I am attempting to pass back a Node type from this function, but I get the error that empty is out of scope: import Data.Set (Set) import qualified Data.Set as Set data Node = Vertex String (Set Node) deriving Show toNode :: String -> Node toNode x = Vertex x empty What am I doing wrong?

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  • Header Guard Issues - Getting Swallowed Alive

    - by gjnave
    I'm totally at wit's end: I can't figure out how my dependency issues. I've read countless posts and blogs and reworked my code so many times that I can't even remember what almost worked and what didnt. I continually get not only redefinition errors, but class not defined errors. I rework the header guards and remove some errors simply to find others. I somehow got everything down to one error but then even that got broke while trying to fix it. Would you please help me figure out the problem? card.cpp #include <iostream> #include <cctype> #include "card.h" using namespace std; // ====DECL====== Card::Card() { abilities = 0; flavorText = 0; keywords = 0; artifact = 0; classType = new char[strlen("Card") + 1]; classType = "Card"; } Card::~Card (){ delete name; delete abilities; delete flavorText; artifact = NULL; } // ------------ Card::Card(const Card & to_copy) { name = new char[strlen(to_copy.name) +1]; // creating dynamic array strcpy(to_copy.name, name); type = to_copy.type; color = to_copy.color; manaCost = to_copy.manaCost; abilities = new char[strlen(to_copy.abilities) +1]; strcpy(abilities, to_copy.abilities); flavorText = new char[strlen(to_copy.flavorText) +1]; strcpy(flavorText, to_copy.flavorText); keywords = new char[strlen(to_copy.keywords) +1]; strcpy(keywords, to_copy.keywords); inPlay = to_copy.inPlay; tapped = to_copy.tapped; enchanted = to_copy.enchanted; cursed = to_copy.cursed; if (to_copy.type != ARTIFACT) artifact = to_copy.artifact; } // ====DECL===== int Card::equipArtifact(Artifact* to_equip){ artifact = to_equip; } Artifact * Card::unequipArtifact(Card * unequip_from){ Artifact * to_remove = artifact; artifact = NULL; return to_remove; // put card in hand or in graveyard } int Card::enchant( Card * to_enchant){ to_enchant->enchanted = true; cout << "enchanted" << endl; } int Card::disenchant( Card * to_disenchant){ to_disenchant->enchanted = false; cout << "Enchantment Removed" << endl; } // ========DECL===== Spell::Spell() { currPower = basePower; currToughness = baseToughness; classType = new char[strlen("Spell") + 1]; classType = "Spell"; } Spell::~Spell(){} // --------------- Spell::Spell(const Spell & to_copy){ currPower = to_copy.currPower; basePower = to_copy.basePower; currToughness = to_copy.currToughness; baseToughness = to_copy.baseToughness; } // ========= int Spell::attack( Spell *& blocker ){ blocker->currToughness -= currPower; currToughness -= blocker->currToughness; } //========== int Spell::counter (Spell *& to_counter){ cout << to_counter->name << " was countered by " << name << endl; } // ============ int Spell::heal (Spell *& to_heal, int amountOfHealth){ to_heal->currToughness += amountOfHealth; } // ------- Creature::Creature(){ summoningSick = true; } // =====DECL====== Land::Land(){ color = NON; classType = new char[strlen("Land") + 1]; classType = "Land"; } // ------ int Land::generateMana(int mana){ // ... // } card.h #ifndef CARD_H #define CARD_H #include <cctype> #include <iostream> #include "conception.h" class Artifact; class Spell; class Card : public Conception { public: Card(); Card(const Card &); ~Card(); protected: char* name; enum CardType { INSTANT, CREATURE, LAND, ENCHANTMENT, ARTIFACT, PLANESWALKER}; enum CardColor { WHITE, BLUE, BLACK, RED, GREEN, NON }; CardType type; CardColor color; int manaCost; char* abilities; char* flavorText; char* keywords; bool inPlay; bool tapped; bool cursed; bool enchanted; Artifact* artifact; virtual int enchant( Card * ); virtual int disenchant (Card * ); virtual int equipArtifact( Artifact* ); virtual Artifact* unequipArtifact(Card * ); }; // ------------ class Spell: public Card { public: Spell(); ~Spell(); Spell(const Spell &); protected: virtual int heal( Spell *&, int ); virtual int attack( Spell *& ); virtual int counter( Spell*& ); int currToughness; int baseToughness; int currPower; int basePower; }; class Land: public Card { public: Land(); ~Land(); protected: virtual int generateMana(int); }; class Forest: public Land { public: Forest(); ~Forest(); protected: int generateMana(); }; class Creature: public Spell { public: Creature(); ~Creature(); protected: bool summoningSick; }; class Sorcery: public Spell { public: Sorcery(); ~Sorcery(); protected: }; #endif conception.h -- this is an "uber class" from which everything derives class Conception{ public: Conception(); ~Conception(); protected: char* classType; }; conception.cpp Conception::Conception{ Conception(){ classType = new char[11]; char = "Conception"; } game.cpp -- this is an incomplete class as of this code #include <iostream> #include <cctype> #include "game.h" #include "player.h" Battlefield::Battlefield(){ card = 0; } Battlefield::~Battlefield(){ delete card; } Battlefield::Battlefield(const Battlefield & to_copy){ } // =========== /* class Game(){ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); } */ #endif game.h #ifndef GAME_H #define GAME_H #include "list.h" class CardList(); class Battlefield : CardList{ public: Battlefield(); ~Battlefield(); protected: Card* card; // make an array }; class Game : Conception{ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); Battlefield* field; }; list.cpp #include <iostream> #include <cctype> #include "list.h" // ========== LinkedList::LinkedList(){ root = new Node; classType = new char[strlen("LinkedList") + 1]; classType = "LinkedList"; }; LinkedList::~LinkedList(){ delete root; } LinkedList::LinkedList(const LinkedList & obj) { // code to copy } // --------- // ========= int LinkedList::delete_all(Node* root){ if (root = 0) return 0; delete_all(root->next); root = 0; } int LinkedList::add( Conception*& is){ if (root == 0){ root = new Node; root->next = 0; } else { Node * curr = root; root = new Node; root->next=curr; root->it = is; } } int LinkedList::remove(Node * root, Node * prev, Conception* is){ if (root = 0) return -1; if (root->it == is){ root->next = root->next; return 0; } remove(root->next, root, is); return 0; } Conception* LinkedList::find(Node*& root, const Conception* is, Conception* holder = NULL) { if (root==0) return NULL; if (root->it == is){ return root-> it; } holder = find(root->next, is); return holder; } Node* LinkedList::goForward(Node * root){ if (root==0) return root; if (root->next == 0) return root; else return root->next; } // ============ Node* LinkedList::goBackward(Node * root){ root = root->prev; } list.h #ifndef LIST_H #define LIST_H #include <iostream> #include "conception.h" class Node : public Conception { public: Node() : next(0), prev(0), it(0) { it = 0; classType = new char[strlen("Node") + 1]; classType = "Node"; }; ~Node(){ delete it; delete next; delete prev; } Node* next; Node* prev; Conception* it; // generic object }; // ---------------------- class LinkedList : public Conception { public: LinkedList(); ~LinkedList(); LinkedList(const LinkedList&); friend bool operator== (Conception& thing_1, Conception& thing_2 ); protected: virtual int delete_all(Node*); virtual int add( Conception*& ); // virtual Conception* find(Node *&, const Conception*, Conception* ); // virtual int remove( Node *, Node *, Conception* ); // removes question with keyword int display_all(node*& ); virtual Node* goForward(Node *); virtual Node* goBackward(Node *); Node* root; // write copy constrcutor }; // ============= class CircularLinkedList : public LinkedList { public: // CircularLinkedList(); // ~CircularLinkedList(); // CircularLinkedList(const CircularLinkedList &); }; class DoubleLinkedList : public LinkedList { public: // DoubleLinkedList(); // ~DoubleLinkedList(); // DoubleLinkedList(const DoubleLinkedList &); protected: }; // END OF LIST Hierarchy #endif player.cpp #include <iostream> #include "player.h" #include "list.h" using namespace std; Library::Library(){ root = 0; } Library::~Library(){ delete card; } // ====DECL========= Player::~Player(){ delete fname; delete lname; delete deck; } Wizard::~Wizard(){ delete mana; delete rootL; delete rootH; } // =====Player====== void Player::changeName(const char[] first, const char[] last){ char* backup1 = new char[strlen(fname) + 1]; strcpy(backup1, fname); char* backup2 = new char[strlen(lname) + 1]; strcpy(backup1, lname); if (first != NULL){ fname = new char[strlen(first) +1]; strcpy(fname, first); } if (last != NULL){ lname = new char[strlen(last) +1]; strcpy(lname, last); } return 0; } // ========== void Player::seeStats(Stats*& to_put){ to_put->wins = stats->wins; to_put->losses = stats->losses; to_put->winRatio = stats->winRatio; } // ---------- void Player::displayDeck(const LinkedList* deck){ } // ================ void CardList::findCard(Node* root, int id, NodeCard*& is){ if (root == NULL) return; if (root->it.id == id){ copyCard(root->it, is); return; } else findCard(root->next, id, is); } // -------- void CardList::deleteAll(Node* root){ if (root == NULL) return; deleteAll(root->next); root->next = NULL; } // --------- void CardList::removeCard(Node* root, int id){ if (root == NULL) return; if (root->id = id){ root->prev->next = root->next; // the prev link of root, looks back to next of prev node, and sets to where root next is pointing } return; } // --------- void CardList::addCard(Card* to_add){ if (!root){ root = new Node; root->next = NULL; root->prev = NULL; root->it = &to_add; return; } else { Node* original = root; root = new Node; root->next = original; root->prev = NULL; original->prev = root; } } // ----------- void CardList::displayAll(Node*& root){ if (root == NULL) return; cout << "Card Name: " << root->it.cardName; cout << " || Type: " << root->it.type << endl; cout << " --------------- " << endl; if (root->classType == "Spell"){ cout << "Base Power: " << root->it.basePower; cout << " || Current Power: " << root->it.currPower << endl; cout << "Base Toughness: " << root->it.baseToughness; cout << " || Current Toughness: " << root->it.currToughness << endl; } cout << "Card Type: " << root->it.currPower; cout << " || Card Color: " << root->it.color << endl; cout << "Mana Cost" << root->it.manaCost << endl; cout << "Keywords: " << root->it.keywords << endl; cout << "Flavor Text: " << root->it.flavorText << endl; cout << " ----- Class Type: " << root->it.classType << " || ID: " << root->it.id << " ----- " << endl; cout << " ******************************************" << endl; cout << endl; // ------- void CardList::copyCard(const Card& to_get, Card& put_to){ put_to.type = to_get.type; put_to.color = to_get.color; put_to.manaCost = to_get.manaCost; put_to.inPlay = to_get.inPlay; put_to.tapped = to_get.tapped; put_to.class = to_get.class; put_to.id = to_get.id; put_to.enchanted = to_get.enchanted; put_to.artifact = to_get.artifact; put_to.class = to_get.class; put.to.abilities = new char[strlen(to_get.abilities) +1]; strcpy(put_to.abilities, to_get.abilities); put.to.keywords = new char[strlen(to_get.keywords) +1]; strcpy(put_to.keywords, to_get.keywords); put.to.flavorText = new char[strlen(to_get.flavorText) +1]; strcpy(put_to.flavorText, to_get.flavorText); if (to_get.class = "Spell"){ put_to.baseToughness = to_get.baseToughness; put_to.basePower = to_get.basePower; put_to.currToughness = to_get.currToughness; put_to.currPower = to_get.currPower; } } // ---------- player.h #ifndef player.h #define player.h #include "list.h" // ============ class CardList() : public LinkedList(){ public: CardList(); ~CardList(); protected: virtual void findCard(Card&); virtual void addCard(Card* ); virtual void removeCard(Node* root, int id); virtual void deleteAll(); virtual void displayAll(); virtual void copyCard(const Conception*, Node*&); Node* root; } // --------- class Library() : public CardList(){ public: Library(); ~Library(); protected: Card* card; int numCards; findCard(Card&); // get Card and fill empty template } // ----------- class Deck() : public CardList(){ public: Deck(); ~Deck(); protected: enum deckColor { WHITE, BLUE, BLACK, RED, GREEN, MIXED }; char* deckName; } // =============== class Mana(int amount) : public Conception { public: Mana() : displayTotal(0), classType(0) { displayTotal = 0; classType = new char[strlen("Mana") + 1]; classType = "Mana"; }; protected: int accrued; void add(); void remove(); int displayTotal(); } inline Mana::add(){ accrued += 1; } inline Mana::remove(){ accrued -= 1; } inline Mana::displayTotal(){ return accrued; } // ================ class Stats() : public Conception { public: friend class Player; friend class Game; Stats() : wins(0), losses(0), winRatio(0) { wins = 0; losses = 0; if ( (wins + losses != 0) winRatio = wins / (wins + losses); else winRatio = 0; classType = new char[strlen("Stats") + 1]; classType = "Stats"; } protected: int wins; int losses; float winRatio; void int getStats(Stats*& ); } // ================== class Player() : public Conception{ public: Player() : wins(0), losses(0), winRatio(0) { fname = NULL; lname = NULL; stats = NULL; CardList = NULL; classType = new char[strlen("Player") + 1]; classType = "Player"; }; ~Player(); Player(const Player & obj); protected: // member variables char* fname; char* lname; Stats stats; // holds previous game statistics CardList* deck[]; // hold multiple decks that player might use - put ll in this private: // member functions void changeName(const char[], const char[]); void shuffleDeck(int); void seeStats(Stats*& ); void displayDeck(int); chooseDeck(); } // -------------------- class Wizard(Card) : public Player(){ public: Wizard() : { mana = NULL; rootL = NULL; rootH = NULL}; ~Wizard(); protected: playCard(const Card &); removeCard(Card &); attackWithCard(Card &); enchantWithCard(Card &); disenchantWithCard(Card &); healWithCard(Card &); equipWithCard(Card &); Mana* mana[]; Library* rootL; // Library Library* rootH; // Hand } #endif

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  • Thread placement policies on NUMA systems - update

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

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  • JQuery treeview - add node(s) in middle of tree

    - by Chris
    Hi all, I'm just getting started with JQuery and the treeview plugin so this should be a relatively easy question: The example code for adding branches to the tree: var newnodes = $("<li><span class='folder'>New Sublist</span><ul>" + "<li><span class='file'>Item1</span></li>" + "<li><span class='file'>Item2</span></li></ul></li>").appendTo("#browser"); $("#browser").treeview({ add: branches }); Works fine for me, but adds the new branch at the end of the tree - instead what I want is to be able to select a specific node and add to that branch. I've managed to get the node being added by using the id of the particular node instead of the whole treeview in - appendTo("nodeID") However I can't get the tree to render correctly, either with: $("nodeID").treeview({ add: branches }); or $("browser").treeview({ add: branches }); or calling it on both without arguments. Cheers in advance

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  • how to read value of an xml node (single) using linq to xml

    - by Wondering
    Hi All, I have a xml structure similar to below one: <test> <test1>test1 value</test1> </test> Now I am reading the value of node using below LINQ to xml code. var test = from t in doc.Descendants("test") select t.Element("test1").Value; Console.WriteLine("print single node value"); Console.WriteLine(test); above code works fine, but here I have one single node, but to retrive value I am using foreach loop, which I dont think is good..any better way of doing the same thing without a foreach loop Thanks.

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  • get the expanding node in a treeview

    - by Iulian
    I have a treeview control that functions like a folder browser. Because loading the entire folder structer from disk is taking a lot of time i'm trying to load only one level at a time. So i have a function that adds nodes for all the folders in the current node. I thought that the best method would be to run it on the BeforeExpand event of the treeview. UpdateTreeView(TreeView.SelectedNode); is not working because clicking the + sign to expand is not selecting the node also. So how to find the node that is expanding.

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  • Checking a checkbox node programmatically with jsTree

    - by Raj
    In a tree built with jsTree, I have the text within the <a> tag sitting in a variable. I would like to check that node. How can I do so? I am currently finding that node, using jQuery, and altering its class. However, this does not repair the parent node by making the parent undetermined in its class. I tried doing $('.colors').jstree("checkbox_repair"), but that didn't seem to do anything. It would be great if someone could actually answer both those questions, since they are related to the same problem. Here is a jsFiddle, illustrating the issue-- http://jsfiddle.net/thapar/5XAjU/

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  • How to get a reference to node in DOM tree in Google Chrome debugger console

    - by .yahoo.co.jpaqwsykcj3aulh3h1k0cy6nzs3isj
    In the Google Chrome debugger, I often want to get a reference to a node in the DOM tree. I can click the "magnifying glass" button and then click the desired element in the browser window to select the corresponding node in the DOM tree displayed in the debugger. But how can I get a reference to that node in the console? If the element has an id, document.getElementById works, but if there is no id, is there a better alternative to XPath or manual traversal of the DOM tree using children? In case XPath is the best way, is there a better way than doing something like this: var evaluator = new XPathEvaluator(); var result = evaluator.evaluate("//div", document.documentElement, null, XPathResult.FIRST_ORDERED_NODE_TYPE, null); which is a pain to type out each time.

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  • How to select certain child node in TreeView, C#

    - by Caslav
    I am having a problem with selecting a certain child node. What I want to achieve: I you have this treeview for example (one parent with two child nodes): Parent -Child with a value 5 -Child with a value 2. I want to add these two values and assign them to Parent node: Parent result 7 -Child 5 -Child 2. Of course, a bigger treeview would have several parents and lots of children and they will all add up to one root node. How can I do this?? pls help. thx, Caslav

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  • XSL: Get variable data without exslt:node-set

    - by Louis W
    Using native XSL lib in PHP. Is it possible to get a node value inside a variable without having to call it through exslt:node-set every time.... it long and ugly. <xsl:variable name="mydata"> <foo>1</foo> <bar>2</bar> </xsl:variable> <!-- How currently being done --> <xsl:value-of select="exslt:node-set($mydata)/foo" /> <!-- I want to be able to do this --> <xsl:value-of select="$mydata/foo" />

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  • OCL constraints intended prevent node creation in an GMF generated editor only makes it invisible

    - by TheMorph
    Hello, I am working on editors created with GMF and struggling with OCL right now. Is there a possibilty to prevent a node to be created if an OCL statement in the mapping evaluates to false? If tried adding an OCL statement to a node and all it does is making the node not visible in the editor, but it is created. There is also an OCL statement in the ecore file, but this way it is only evaluated when there should be something done with the created model. I does not prevent a user to construct an invalid model but this is what I intend to prevent. Thanks in advance, Morph

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  • How to use OCL constraints to prevent node creation in an GMF generated editor

    - by TheMorph
    Hello, I am working on editors created with GMF and struggling with OCL right now. Is there a possibilty to prevent a node to be created if an OCL statement in the mapping evaluates to false? If tried adding an OCL statement to a node and all it does is making the node not visible in the editor, but it is created. There is also an OCL statement in the ecore file, but this way it is only evaluated when there should be something done with the created model. I does not prevent a user to construct an invalid model but this is what I intend to prevent. Thanks in advance, Morph

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  • Best way to bind node collection to itemscontrol in Silverilght

    - by mrtrombone
    I have a Silverlight project where the main objects are just a bunch of nodes that are joined to each other. A parent node can have many children. I want to be able to bind the nodes to an itemscontrol or similar and so was wondering how to best structure the parent child relationship. Is it OK to create a flat top level list of all nodes (List allNodes) and add each node to that, binding the list to the itemscontrol, then on top of that add each node to it's parent's 'childnodes' list to establish the structure - or am I doing some kind of ugly doubling up? Just hoping there is some kind of best practice or pattern I can latch on to Thanks

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  • Virtual String Tree - Display subnode when parent node is hidden

    - by daemon_x
    Is there a way to show subnode if the parent node is hidden in the Virtual String Tree ? I have some tasks in the tree structure and I wish to display only tasks which belongs to the current user as the list, but from all levels. What I've done is the function to display a list, which hides tree buttons, tree lines, sets the fixed indent and enable toShowHiddenNodes option. Then in this function I iterate through the whole tree (all levels) and hide nodes which doesn't belong to the current user IsVisible[Node] := False and show those which belongs him IsVisible[Node] := True, but the subnodes which should be displayed are invisible when their parent is hidden. VT.TreeOptions.PaintOptions - toShowButtons - toShowTreeLines + toFixedIndent + toShowHiddenNodes

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