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  • I'm looking for a way to evaluate reading rate in several languages

    - by i30817
    I have a software that is page oriented instead of scrollbar oriented so i can easily count the words, but i'd like a way to filter outliers and some default value for the text language (that is known). The goal is from the remaining text to calculate the remaining time. I'm not sure what is the best unit to use. WPM (words per minute) from here seems very fuzzy and human oriented. Besides i don't know how many "words" remain in the text. http://www.sfsu.edu/~testing/CalReadRate.htm So i came up with this: The user is reading the text. The total text size in characters is known. His position in the text is known. So the remaining characters to read is also known. If a language has a median word length of say 5 chars, then if i had a WPM speed for the user, i could calculate the remaining time. 3 things are needed for this: 1) A table of the median word length of the language. 2) A table of the median WPM of a median user per language. 3) Update the WPM to fit the user as data becomes available, filtering outliers. However i can't find these tables. And i'm not sure how precise it is assuming median word length.

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  • Reduce function calls

    - by Curious2learn
    Hello, I profiled my python program and found that the following function was taking too long to run. Perhaps, I can use a different algorithm and make it run faster. However, I have read that I can also possibly increase the speed by reducing function calls, especially when it gets called repeatedly within a loop. I am a python newbie and would like to learn how to do this and see how much faster it can get. Currently, the function is: def potentialActualBuyers(setOfPeople,theCar,price): count=0 for person in setOfPeople: if person.getUtility(theCar) >= price and person.periodCarPurchased==None: count += 1 return count where setOfPeople is a list of person objects. I tried the following: def potentialActualBuyers(setOfPeople,theCar,price): count=0 Utility=person.getUtility for person in setOfPeople: if Utility(theCar) >= price and person.periodCarPurchased==None: count += 1 return count This, however, gives me an error saying local variable 'person' referenced before assignment Any suggestions, how I can reduce function calls or any other changes that can make the code faster. Again, I am a python newbie and even though I may possibly be able to use a better algorithm, it is still worthwhile learning the answer to the above question. Thanks very much.

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  • Two radically different queries against 4 mil records execute in the same time - one uses brute force.

    - by IanC
    I'm using SQL Server 2008. I have a table with over 3 million records, which is related to another table with a million records. I have spent a few days experimenting with different ways of querying these tables. I have it down to two radically different queries, both of which take 6s to execute on my laptop. The first query uses a brute force method of evaluating possibly likely matches, and removes incorrect matches via aggregate summation calculations. The second gets all possibly likely matches, then removes incorrect matches via an EXCEPT query that uses two dedicated indexes to find the low and high mismatches. Logically, one would expect the brute force to be slow and the indexes one to be fast. Not so. And I have experimented heavily with indexes until I got the best speed. Further, the brute force query doesn't require as many indexes, which means that technically it would yield better overall system performance. Below are the two execution plans. If you can't see them, please let me know and I'll re-post then in landscape orientation / mail them to you. Brute-force query: Index-based exception query: My question is, based on the execution plans, which one look more efficient? I realize that thing may change as my data grows.

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  • Optimize a views drawing code

    - by xon1c
    Hi, in a simple drawing application I have a model which has a NSMutableArray curvedPaths holding all the lines the user has drawn. A line itself is also a NSMutableArray, containing the point objects. As I draw curved NSBezier paths, my point array has the following structure: linePoint, controlPoint, controlPoint, linePoint, controlPoint, controlPoint, etc... I thought having one array holding all the points plus control points would be more efficient than dealing with 2 or 3 different arrays. Obviously my view draws the paths it gets from the model, which leads to the actual question: Is there a way to optimize the following code (inside the view's drawRect method) in terms of speed? int lineCount = [[model curvedPaths] count]; // Go through paths for (int i=0; i < lineCount; i++) { // Get the Color NSColor *theColor = [model getColorOfPath:[[model curvedPaths] objectAtIndex:i]]; // Get the points NSArray *thePoints = [model getPointsOfPath:[[model curvedPaths] objectAtIndex:i]]; // Create a new path for performance reasons NSBezierPath *path = [[NSBezierPath alloc] init]; // Set the color [theColor set]; // Move to first point without drawing [path moveToPoint:[[thePoints objectAtIndex:0] myNSPoint]]; int pointCount = [thePoints count] - 3; // Go through points for (int j=0; j < pointCount; j+=3) { [path curveToPoint:[[thePoints objectAtIndex:j+3] myNSPoint] controlPoint1:[[thePoints objectAtIndex:j+1] myNSPoint] controlPoint2:[[thePoints objectAtIndex:j+2] myNSPoint]]; } // Draw the path [path stroke]; // Bye stuff [path release]; [theColor release]; } Thanks, xonic

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  • loading files through one file to hide locations

    - by Phil Jackson
    Hello all. Im currently doing a project in which my client does not want to location ( ie folder names and locations ) to be displayed. so I have done something like this: <link href="./?0000=css&0001=0001&0002=css" rel="stylesheet" type="text/css" /> <link href="./?0000=css&0001=0002&0002=css" rel="stylesheet" type="text/css" /> <script src="./?0000=js&0001=0000&0002=script" type="text/javascript"></script> </head> <body> <div id="wrapper"> <div id="header"> <div id="left_header"> <img src="./?0000=jpg&0001=0001&0002=pic" width="277" height="167" alt="" /> </div> <div id="right_header"> <div id="top-banner"></div> <ul id="navigation"> <li><a href="#" title="#" id="nav-home">Home</a></li> <li><a href="#" title="#">Signup</a></li> all works but my question being is or will this cause any complications i.e. speed of the site as all requests are being made to one single file and then loading in the appropriate data. Regards, Phil

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  • google changing crawl speed: doesn't seem to work. Why?

    - by Olivier Pons
    I've changed 3 days ago the google crawling speed of mywebsite. Here it is: This means: 2 demands by second. I've got the message on the google webmasters tools that the change speed has been taken in account: But after more than three days, nothing happens: still one request every ten seconds See here: My webserver is very fast and can handle up to twenty simultaneous connexions. And my website is brand new, this means google is almost the only one here crawling my website. After more than 30000 successful requests (= no 404), I think there's something going on... or maybe this is just a bug? Has anyone ever had this problem?

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  • Myths: Does Deleting the Cache Actually Speed Up Your PC?

    - by The Geek
    Every time you ask somebody with a reasonable level of tech skills what you should do to speed up your PC, they start jabbering on about running ccleaner and clearing the cache. But does the act of clearing a cache really speed things up? Nope. Most people assume that all temporary files are just clutter created by lousy applications, but that isn’t actually the truth. Cache files are created by apps to store commonly used information so it doesn’t have to be generated or downloaded again.    

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  • Help making this code run faster for spoj.

    - by Josh Meredith
    I've been doing a few of the challenges on the Sphere Online Judge, but I can't seem to get the second problem (the prime generator) to run within the time limit. Does anyone have any tips for increasing the speed of the following code? #include <stdio.h> #include <math.h> int is_prime(int n); void make_sieve(); void fast_prime(int n); int primes[16000]; int main() { int nlines; int m, n; make_sieve(); scanf("%d", &nlines); for (; nlines >= 1; nlines--) { scanf("%d %d", &m, &n); if (!(m % 2)) { m++; } for ( ; m < n; m+=2) { fast_prime(m); } printf("\n"); } return 0; } /* Prints a number if it's prime. */ inline void fast_prime(int n) { int j; for (int i = 0; ((j = primes[i]) > -1); i++) { if (!(n % j)) { return; } } printf("%d\n", n); } /* Create an array listing prime numbers. */ void make_sieve() { int j = 0; for (int i = 0; i < 16000; i++) { primes[i] = -1; } for (int i = 2; i < 32000; i++) { if (i % 2) { if (is_prime(i)) { primes[j] = i; j++; } } } return; } /* Test if a number is prime. Return 1 if prime. Return 0 if not. */ int is_prime(int n) { int rootofn; rootofn = sqrt(n); if ((n <= 2) || (n == 3) || (n == 5) || (n == 7)) { return 1; } if (((n % 2) == 0) || ((n % 3) == 0) || ((n % 5) == 0) || ((n % 7) == 0)) { return 0; } for (int i = 11; i < rootofn; i += 2) { if ((n % i) == 0) { return 0; } } return 1; }

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  • Autocomplete server-side implementation

    - by toluju
    What is a fast and efficient way to implement the server-side component for an autocomplete feature in an html input box? I am writing a service to autocomplete user queries in our web interface's main search box, and the completions are displayed in an ajax-powered dropdown. The data we are running queries against is simply a large table of concepts our system knows about, which matches roughly with the set of wikipedia page titles. For this service obviously speed is of utmost importance, as responsiveness of the web page is important to the user experience. The current implementation simply loads all concepts into memory in a sorted set, and performs a simple log(n) lookup on a user keystroke. The tailset is then used to provide additional matches beyond the closest match. The problem with this solution is that it does not scale. It currently is running up against the VM heap space limit (I've set -Xmx2g, which is about the most we can push on our 32 bit machines), and this prevents us from expanding our concept table or adding more functionality. Switching to 64-bit VMs on machines with more memory isn't an immediate option. I've been hesitant to start working on a disk-based solution as I am concerned that disk seek time will kill performance. Are there possible solutions that will let me scale better, either entirely in memory or with some fast disk-backed implementations? Edits: @Gandalf: For our use case it is important the the autocompletion is comprehensive and isn't just extra help for the user. As for what we are completing, it is a list of concept-type pairs. For example, possible entries are [("Microsoft", "Software Company"), ("Jeff Atwood", "Programmer"), ("StackOverflow.com", "Website")]. We are using Lucene for the full search once a user selects an item from the autocomplete list, but I am not yet sure Lucene would work well for the autocomplete itself. @Glen: No databases are being used here. When I'm talking about a table I just mean the structured representation of my data. @Jason Day: My original implementation to this problem was to use a Trie, but the memory bloat with that was actually worse than the sorted set due to needing a large number of object references. I'll read on the ternary search trees to see if it could be of use.

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  • How to follow object on CatmullRomSplines at constant speed (e.g. train and train carriage)?

    - by Simon
    I have a CatmullRomSpline, and using the very good example at https://github.com/libgdx/libgdx/wiki/Path-interface-%26-Splines I have my object moving at an even pace over the spline. Using a simple train and carriage example, I now want to have the carriage follow the train at the same speed as the train (not jolting along as it does with my code below). This leads into my main questions: How can I make the carriage have the same constant speed as the train and make it non jerky (it has something to do with the derivative I think, I don't understand how that part works)? Why do I need to divide by the line length to convert to metres per second, and is that correct? It wasn't done in the linked examples? I have used the example I linked to above, and modified for my specific example: private void process(CatmullRomSpline catmullRomSpline) { // Render path with precision of 1000 points renderPath(catmullRomSpline, 1000); float length = catmullRomSpline.approxLength(catmullRomSpline.spanCount * 1000); // Render the "train" Vector2 trainDerivative = new Vector2(); Vector2 trainLocation = new Vector2(); catmullRomSpline.derivativeAt(trainDerivative, current); // For some reason need to divide by length to convert from pixel speed to metres per second but I do not // really understand why I need it, it wasn't done in the examples??????? current += (Gdx.graphics.getDeltaTime() * speed / length) / trainDerivative.len(); catmullRomSpline.valueAt(trainLocation, current); renderCircleAtLocation(trainLocation); if (current >= 1) { current -= 1; } // Render the "carriage" Vector2 carriageLocation = new Vector2(); float carriagePercentageCovered = (((current * length) - 1f) / length); // I would like it to follow at 1 metre behind carriagePercentageCovered = Math.max(carriagePercentageCovered, 0); catmullRomSpline.valueAt(carriageLocation, carriagePercentageCovered); renderCircleAtLocation(carriageLocation); } private void renderPath(CatmullRomSpline catmullRomSpline, int k) { // catMulPoints would normally be cached when initialising, but for sake of example... Vector2[] catMulPoints = new Vector2[k]; for (int i = 0; i < k; ++i) { catMulPoints[i] = new Vector2(); catmullRomSpline.valueAt(catMulPoints[i], ((float) i) / ((float) k - 1)); } SHAPE_RENDERER.begin(ShapeRenderer.ShapeType.Line); SHAPE_RENDERER.setColor(Color.NAVY); for (int i = 0; i < k - 1; ++i) { SHAPE_RENDERER.line((Vector2) catMulPoints[i], (Vector2) catMulPoints[i + 1]); } SHAPE_RENDERER.end(); } private void renderCircleAtLocation(Vector2 location) { SHAPE_RENDERER.begin(ShapeRenderer.ShapeType.Filled); SHAPE_RENDERER.setColor(Color.YELLOW); SHAPE_RENDERER.circle(location.x, location.y, .5f); SHAPE_RENDERER.end(); } To create a decent sized CatmullRomSpline for testing this out: Vector2[] controlPoints = makeControlPointsArray(); CatmullRomSpline myCatmull = new CatmullRomSpline(controlPoints, false); .... private Vector2[] makeControlPointsArray() { Vector2[] pointsArray = new Vector2[78]; pointsArray[0] = new Vector2(1.681817f, 10.379999f); pointsArray[1] = new Vector2(2.045455f, 10.379999f); pointsArray[2] = new Vector2(2.663636f, 10.479999f); pointsArray[3] = new Vector2(3.027272f, 10.700000f); pointsArray[4] = new Vector2(3.663636f, 10.939999f); pointsArray[5] = new Vector2(4.245455f, 10.899999f); pointsArray[6] = new Vector2(4.736363f, 10.720000f); pointsArray[7] = new Vector2(4.754545f, 10.339999f); pointsArray[8] = new Vector2(4.518181f, 9.860000f); pointsArray[9] = new Vector2(3.790908f, 9.340000f); pointsArray[10] = new Vector2(3.172727f, 8.739999f); pointsArray[11] = new Vector2(3.300000f, 8.340000f); pointsArray[12] = new Vector2(3.700000f, 8.159999f); pointsArray[13] = new Vector2(4.227272f, 8.520000f); pointsArray[14] = new Vector2(4.681818f, 8.819999f); pointsArray[15] = new Vector2(5.081817f, 9.200000f); pointsArray[16] = new Vector2(5.463636f, 9.460000f); pointsArray[17] = new Vector2(5.972727f, 9.300000f); pointsArray[18] = new Vector2(6.063636f, 8.780000f); pointsArray[19] = new Vector2(6.027272f, 8.259999f); pointsArray[20] = new Vector2(5.700000f, 7.739999f); pointsArray[21] = new Vector2(5.300000f, 7.440000f); pointsArray[22] = new Vector2(4.645454f, 7.179999f); pointsArray[23] = new Vector2(4.136363f, 6.940000f); pointsArray[24] = new Vector2(3.427272f, 6.720000f); pointsArray[25] = new Vector2(2.572727f, 6.559999f); pointsArray[26] = new Vector2(1.900000f, 7.100000f); pointsArray[27] = new Vector2(2.336362f, 7.440000f); pointsArray[28] = new Vector2(2.590908f, 7.940000f); pointsArray[29] = new Vector2(2.318181f, 8.500000f); pointsArray[30] = new Vector2(1.663636f, 8.599999f); pointsArray[31] = new Vector2(1.209090f, 8.299999f); pointsArray[32] = new Vector2(1.118181f, 7.700000f); pointsArray[33] = new Vector2(1.045455f, 6.880000f); pointsArray[34] = new Vector2(1.154545f, 6.100000f); pointsArray[35] = new Vector2(1.281817f, 5.580000f); pointsArray[36] = new Vector2(1.700000f, 5.320000f); pointsArray[37] = new Vector2(2.190908f, 5.199999f); pointsArray[38] = new Vector2(2.900000f, 5.100000f); pointsArray[39] = new Vector2(3.700000f, 5.100000f); pointsArray[40] = new Vector2(4.372727f, 5.220000f); pointsArray[41] = new Vector2(4.827272f, 5.220000f); pointsArray[42] = new Vector2(5.463636f, 5.160000f); pointsArray[43] = new Vector2(5.554545f, 4.700000f); pointsArray[44] = new Vector2(5.245453f, 4.340000f); pointsArray[45] = new Vector2(4.445455f, 4.280000f); pointsArray[46] = new Vector2(3.609091f, 4.260000f); pointsArray[47] = new Vector2(2.718181f, 4.160000f); pointsArray[48] = new Vector2(1.990908f, 4.140000f); pointsArray[49] = new Vector2(1.427272f, 3.980000f); pointsArray[50] = new Vector2(1.609090f, 3.580000f); pointsArray[51] = new Vector2(2.136363f, 3.440000f); pointsArray[52] = new Vector2(3.227272f, 3.280000f); pointsArray[53] = new Vector2(3.972727f, 3.340000f); pointsArray[54] = new Vector2(5.027272f, 3.360000f); pointsArray[55] = new Vector2(5.718181f, 3.460000f); pointsArray[56] = new Vector2(6.100000f, 4.240000f); pointsArray[57] = new Vector2(6.209091f, 4.500000f); pointsArray[58] = new Vector2(6.118181f, 5.320000f); pointsArray[59] = new Vector2(5.772727f, 5.920000f); pointsArray[60] = new Vector2(4.881817f, 6.140000f); pointsArray[61] = new Vector2(5.318181f, 6.580000f); pointsArray[62] = new Vector2(6.263636f, 7.020000f); pointsArray[63] = new Vector2(6.645453f, 7.420000f); pointsArray[64] = new Vector2(6.681817f, 8.179999f); pointsArray[65] = new Vector2(6.627272f, 9.080000f); pointsArray[66] = new Vector2(6.572727f, 9.699999f); pointsArray[67] = new Vector2(6.263636f, 10.820000f); pointsArray[68] = new Vector2(5.754546f, 11.479999f); pointsArray[69] = new Vector2(4.536363f, 11.599998f); pointsArray[70] = new Vector2(3.572727f, 11.700000f); pointsArray[71] = new Vector2(2.809090f, 11.660000f); pointsArray[72] = new Vector2(1.445455f, 11.559999f); pointsArray[73] = new Vector2(0.936363f, 11.280000f); pointsArray[74] = new Vector2(0.754545f, 10.879999f); pointsArray[75] = new Vector2(0.700000f, 9.939999f); pointsArray[76] = new Vector2(0.918181f, 9.620000f); pointsArray[77] = new Vector2(1.463636f, 9.600000f); return pointsArray; } Disclaimer: My math is very rusty, so please explain in lay mans terms....

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  • How to account for speed of the vehicle when shooting shells from it?

    - by John Murdoch
    I'm developing a simple 3D ship game using libgdx and bullet. When a user taps the mouse I create a new shell object and send it in the direction of the mouse click. However, if the user has tapped the mouse in the direction where the ship is currently moving, the ship catches up to the shells very quickly and can sometimes even get hit by them - simply because the speed of shells and the ship are quite comparable. I think I need to account for ship speed when generating the initial impulse for the shells, and I tried doing that (see "new line added"), but I cannot figure out if what I'm doing is the proper way and if yes, how to calculate the correct coefficient. public void createShell(Vector3 origin, Vector3 direction, Vector3 platformVelocity, float velocity) { long shellId = System.currentTimeMillis(); // hack ShellState state = getState().createShellState(shellId, origin.x, origin.y, origin.z); ShellEntity entity = EntityFactory.getInstance().createShellEntity(shellId, state); add(entity); entity.getBody().applyCentralImpulse(platformVelocity.mul(velocity * 0.02f)); // new line added, to compensate for the moving platform, no idea how to calculate proper coefficient entity.getBody().applyCentralImpulse(direction.nor().mul(velocity)); } private final Vector3 v3 = new Vector3(); public void shootGun(Vector3 direction) { Vector3 shipVelocity = world.getShipEntities().get(id).getBody().getLinearVelocity(); world.getState().getShipStates().get(id).transform.getTranslation(v3); // current location of our ship v3.add(direction.nor().mul(10.0f)); // hack; this is to avoid shell immediately impacting the ship that it got shot out from world.createShell(v3, direction, shipVelocity, 500); }

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  • How do I calculate clock speed in multi-core processors?

    - by NReilingh
    Is it correct to say, for example, that a processor with four cores each running at 3GHz is in fact a processor running at 12GHz? I once got into a "Mac vs. PC" argument (which by the way is NOT the focus of this topic... that was back in middle school) with an acquaintance who insisted that Macs were only being advertised as 1Ghz machines because they were dual-processor G4s each running at 500MHz. At the time I knew this to be hogwash for reasons I think are apparent to most people, but I just saw a comment on this website to the effect of "6 cores x 0.2GHz = 1.2Ghz" and that got me thinking again about whether there's a real answer to this. So, this is a more-or-less philosophical/deep technical question about the semantics of clock speed calculation. I see two possibilities: Each core is in fact doing x calculations per second, thus the total number of calculations is x(cores). Clock speed is rather a count of the number of cycles the processor goes through in the space of a second, so as long as all cores are running at the same speed, the speed of each clock cycle stays the same no matter how many cores exist. In other words, Hz = (core1Hz+core2Hz+...)/cores.

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  • Lenovo V570 CPU fan running constantly, CPU core 1 running over 90%!

    - by Rabbit2190
    I have seen that a lot of people are having this same issue. I am running a Lenovo V570 i5 4 core, 6 gigs of ram, and am running 11.10 Onieric Ocelot. On my system monitor graph it shows CPU at 20%, when I open the monitor it shows core #1 at around 90%, the other cores fluctuate at or below 5-12% if even. Now this seems like a really terrible balance of power between the cores, especially with so much stress on one core only, when these things are designed to work with 4 cores and not at such high temps. My current readings say 64 degrees Celsius, this does not seem normal for any cpu, and I am seriously considering, working on my windows7 partition until I see a real solution to this issue or upgrading to 12.04 right away when it comes out... I have seen countless things saying it has something to do with the Kernel, the kernel on mine is the same as when I upgraded, I really do not like messing with it, as when I had 11.04, I did tinker with it due to the freeze issues I was having, and that just made worse issues. I like this version 11.10 and would like to keep it for a while, but without the fear that my core is going to fry! So any help would be much appreciated! I did try changing a couple things in ACPI, and restarting this did not help, and here I am. I tried one thing prior to that that was listed under a different computer brand, but it would not do a make on the file. I really need help with this, I rely on this computer for a lot of things, and love this OS! Please help so I do not need to resort to my Microsoft partition! PLEASE! Here is the fwts cpufrequ- output: rabbit@rabbit-Lenovo-V570:~$ sudo fwts cpufreq - 00001 fwts Results generated by fwts: Version V0.23.25 (Thu Oct 6 15 00002 fwts :12:31 BST 2011). 00003 fwts 00004 fwts Some of this work - Copyright (c) 1999 - 2010, Intel Corp. 00005 fwts All rights reserved. 00006 fwts Some of this work - Copyright (c) 2010 - 2011, Canonical. 00007 fwts 00008 fwts This test run on 02/04/12 at 17:23:22 on host Linux 00009 fwts rabbit-Lenovo-V570 3.0.0-17-generic-pae #30-Ubuntu SMP Thu 00010 fwts Mar 8 17:53:35 UTC 2012 i686. 00011 fwts 00012 fwts Running tests: cpufreq. 00014 cpufreq CPU frequency scaling tests (takes ~1-2 mins). 00015 cpufreq --------------------------------------------------------- 00016 cpufreq Test 1 of 1: CPU P-State Checks. 00017 cpufreq For each processor in the system, this test steps through 00018 cpufreq the various frequency states (P-states) that the BIOS 00019 cpufreq advertises for the processor. For each processor/frequency 00020 cpufreq combination, a quick performance value is measured. The 00021 cpufreq test then validates that: 00022 cpufreq 1) Each processor has the same number of frequency states 00023 cpufreq 2) Higher advertised frequencies have a higher performance 00024 cpufreq 3) No duplicate frequency values are reported by the BIOS 00025 cpufreq 4) Is BIOS wrongly doing Sw_All P-state coordination across cores 00026 cpufreq 5) Is BIOS wrongly doing Sw_Any P-state coordination across cores 00027 cpufreq Frequency | Speed 00028 cpufreq -----------+--------- 00029 cpufreq 2.45 Ghz | 100.0 % 00030 cpufreq 2.45 Ghz | 83.7 % 00031 cpufreq 2.05 Ghz | 69.2 % 00032 cpufreq 1.85 Ghz | 62.5 % 00033 cpufreq 1.65 Ghz | 55.2 % 00034 cpufreq 1400 Mhz | 48.6 % 00035 cpufreq 1200 Mhz | 41.8 % 00036 cpufreq 1000 Mhz | 34.5 % 00037 cpufreq 800 Mhz | 27.6 % 00038 cpufreq 9 CPU frequency steps supported 00039 cpufreq Frequency | Speed 00040 cpufreq -----------+--------- 00041 cpufreq 2.45 Ghz | 97.7 % 00042 cpufreq 2.45 Ghz | 83.7 % 00043 cpufreq 2.05 Ghz | 69.6 % 00044 cpufreq 1.85 Ghz | 63.3 % 00045 cpufreq 1.65 Ghz | 55.7 % 00046 cpufreq 1400 Mhz | 48.7 % 00047 cpufreq 1200 Mhz | 41.7 % 00048 cpufreq 1000 Mhz | 34.5 % 00049 cpufreq 800 Mhz | 27.5 % 00050 cpufreq Frequency | Speed 00051 cpufreq -----------+--------- 00052 cpufreq 2.45 Ghz | 97.7 % 00053 cpufreq 2.45 Ghz | 84.4 % 00054 cpufreq 2.05 Ghz | 69.6 % 00055 cpufreq 1.85 Ghz | 62.6 % 00056 cpufreq 1.65 Ghz | 55.9 % 00057 cpufreq 1400 Mhz | 48.7 % 00058 cpufreq 1200 Mhz | 41.7 % 00059 cpufreq 1000 Mhz | 34.7 % 00060 cpufreq 800 Mhz | 27.8 % 00061 cpufreq Frequency | Speed 00062 cpufreq -----------+--------- 00063 cpufreq 2.45 Ghz | 100.0 % 00064 cpufreq 2.45 Ghz | 82.6 % 00065 cpufreq 2.05 Ghz | 67.8 % 00066 cpufreq 1.85 Ghz | 61.4 % 00067 cpufreq 1.65 Ghz | 54.9 % 00068 cpufreq 1400 Mhz | 48.3 % 00069 cpufreq 1200 Mhz | 41.1 % 00070 cpufreq 1000 Mhz | 34.3 % 00071 cpufreq 800 Mhz | 27.4 % 00072 cpufreq Frequency | Speed 00073 cpufreq -----------+--------- 00074 cpufreq 2.45 Ghz | 96.2 % 00075 cpufreq 2.45 Ghz | 82.5 % 00076 cpufreq 2.05 Ghz | 69.3 % 00077 cpufreq 1.85 Ghz | 62.7 % 00078 cpufreq 1.65 Ghz | 55.0 % 00079 cpufreq 1400 Mhz | 47.4 % 00080 cpufreq 1200 Mhz | 41.1 % 00081 cpufreq 1000 Mhz | 34.0 % 00082 cpufreq 800 Mhz | 27.2 % 00083 cpufreq Frequency | Speed 00084 cpufreq -----------+--------- 00085 cpufreq 2.45 Ghz | 96.5 % 00086 cpufreq 2.45 Ghz | 83.6 % 00087 cpufreq 2.05 Ghz | 68.1 % 00088 cpufreq 1.85 Ghz | 61.7 % 00089 cpufreq 1.65 Ghz | 54.9 % 00090 cpufreq 1400 Mhz | 48.0 % 00091 cpufreq 1200 Mhz | 41.1 % 00092 cpufreq 1000 Mhz | 34.2 % 00093 cpufreq 800 Mhz | 27.8 % 00094 cpufreq Frequency | Speed 00095 cpufreq -----------+--------- 00096 cpufreq 2.45 Ghz | 96.4 % 00097 cpufreq 2.45 Ghz | 82.6 % 00098 cpufreq 2.05 Ghz | 68.8 % 00099 cpufreq 1.85 Ghz | 60.5 % 00100 cpufreq 1.65 Ghz | 52.4 % 00101 cpufreq 1400 Mhz | 48.8 % 00102 cpufreq 1200 Mhz | 41.1 % 00103 cpufreq 1000 Mhz | 34.2 % 00104 cpufreq 800 Mhz | 26.4 % 00105 cpufreq Frequency | Speed 00106 cpufreq -----------+--------- 00107 cpufreq 2.45 Ghz | 95.3 % 00108 cpufreq 2.45 Ghz | 82.5 % 00109 cpufreq 2.05 Ghz | 65.5 % 00110 cpufreq 1.85 Ghz | 62.8 % 00111 cpufreq 1.65 Ghz | 54.8 % 00112 cpufreq 1400 Mhz | 48.0 % 00113 cpufreq 1200 Mhz | 41.2 % 00114 cpufreq 1000 Mhz | 34.2 % 00115 cpufreq 800 Mhz | 27.3 % 00116 cpufreq Frequency | Speed 00117 cpufreq -----------+--------- 00118 cpufreq 2.45 Ghz | 96.3 % 00119 cpufreq 2.45 Ghz | 83.4 % 00120 cpufreq 2.05 Ghz | 68.3 % 00121 cpufreq 1.85 Ghz | 61.9 % 00122 cpufreq 1.65 Ghz | 54.9 % 00123 cpufreq 1400 Mhz | 48.0 % 00124 cpufreq 1200 Mhz | 41.1 % 00125 cpufreq 1000 Mhz | 34.2 % 00126 cpufreq 800 Mhz | 27.3 % 00127 cpufreq Frequency | Speed 00128 cpufreq -----------+--------- 00129 cpufreq 2.45 Ghz | 100.0 % 00130 cpufreq 2.45 Ghz | 77.9 % 00131 cpufreq 2.05 Ghz | 64.6 % 00132 cpufreq 1.85 Ghz | 54.0 % 00133 cpufreq 1.65 Ghz | 51.7 % 00134 cpufreq 1400 Mhz | 45.2 % 00135 cpufreq 1200 Mhz | 39.0 % 00136 cpufreq 1000 Mhz | 33.1 % 00137 cpufreq 800 Mhz | 25.5 % 00138 cpufreq Frequency | Speed 00139 cpufreq -----------+--------- 00140 cpufreq 2.45 Ghz | 93.4 % 00141 cpufreq 2.45 Ghz | 75.7 % 00142 cpufreq 2.05 Ghz | 64.5 % 00143 cpufreq 1.85 Ghz | 59.1 % 00144 cpufreq 1.65 Ghz | 51.4 % 00145 cpufreq 1400 Mhz | 45.9 % 00146 cpufreq 1200 Mhz | 39.3 % 00147 cpufreq 1000 Mhz | 32.7 % 00148 cpufreq 800 Mhz | 25.8 % 00149 cpufreq Frequency | Speed 00150 cpufreq -----------+--------- 00151 cpufreq 2.45 Ghz | 92.1 % 00152 cpufreq 2.45 Ghz | 78.1 % 00153 cpufreq 2.05 Ghz | 65.7 % 00154 cpufreq 1.85 Ghz | 58.6 % 00155 cpufreq 1.65 Ghz | 52.5 % 00156 cpufreq 1400 Mhz | 45.7 % 00157 cpufreq 1200 Mhz | 39.3 % 00158 cpufreq 1000 Mhz | 32.7 % 00159 cpufreq 800 Mhz | 24.3 % 00160 cpufreq Frequency | Speed 00161 cpufreq -----------+--------- 00162 cpufreq 2.45 Ghz | 88.9 % 00163 cpufreq 2.45 Ghz | 79.8 % 00164 cpufreq 2.05 Ghz | 58.4 % 00165 cpufreq 1.85 Ghz | 52.6 % 00166 cpufreq 1.65 Ghz | 46.9 % 00167 cpufreq 1400 Mhz | 41.0 % 00168 cpufreq 1200 Mhz | 35.1 % 00169 cpufreq 1000 Mhz | 29.1 % 00170 cpufreq 800 Mhz | 22.9 % 00171 cpufreq Frequency | Speed 00172 cpufreq -----------+--------- 00173 cpufreq 2.45 Ghz | 92.8 % 00174 cpufreq 2.45 Ghz | 80.1 % 00175 cpufreq 2.05 Ghz | 66.2 % 00176 cpufreq 1.85 Ghz | 59.5 % 00177 cpufreq 1.65 Ghz | 52.9 % 00178 cpufreq 1400 Mhz | 46.2 % 00179 cpufreq 1200 Mhz | 39.5 % 00180 cpufreq 1000 Mhz | 32.9 % 00181 cpufreq 800 Mhz | 26.3 % 00182 cpufreq Frequency | Speed 00183 cpufreq -----------+--------- 00184 cpufreq 2.45 Ghz | 92.9 % 00185 cpufreq 2.45 Ghz | 79.5 % 00186 cpufreq 2.05 Ghz | 66.2 % 00187 cpufreq 1.85 Ghz | 59.6 % 00188 cpufreq 1.65 Ghz | 52.9 % 00189 cpufreq 1400 Mhz | 46.7 % 00190 cpufreq 1200 Mhz | 39.6 % 00191 cpufreq 1000 Mhz | 32.9 % 00192 cpufreq 800 Mhz | 26.3 % 00193 cpufreq FAILED [MEDIUM] CPUFreqCPUsSetToSW_ANY: Test 1, Processors 00194 cpufreq are set to SW_ANY. 00195 cpufreq FAILED [MEDIUM] CPUFreqSW_ANY: Test 1, Firmware not 00196 cpufreq implementing hardware coordination cleanly. Firmware using 00197 cpufreq SW_ANY instead?. 00198 cpufreq 00199 cpufreq ========================================================= 00200 cpufreq 0 passed, 2 failed, 0 warnings, 0 aborted, 0 skipped, 0 00201 cpufreq info only. 00202 cpufreq ========================================================= 00204 summary 00205 summary 0 passed, 2 failed, 0 warnings, 0 aborted, 0 skipped, 0 00206 summary info only. 00207 summary 00208 summary Test Failure Summary 00209 summary ==================== 00210 summary 00211 summary Critical failures: NONE 00212 summary 00213 summary High failures: NONE 00214 summary 00215 summary Medium failures: 2 00216 summary cpufreq test, at 1 log line: 193 00217 summary "Processors are set to SW_ANY." 00218 summary cpufreq test, at 1 log line: 195 00219 summary "Firmware not implementing hardware coordination cleanly. Firmware using SW_ANY instead?." 00220 summary 00221 summary Low failures: NONE 00222 summary 00223 summary Other failures: NONE 00224 summary 00225 summary Test |Pass |Fail |Abort|Warn |Skip |Info | 00226 summary ---------------+-----+-----+-----+-----+-----+-----+ 00227 summary cpufreq | | 2| | | | | 00228 summary ---------------+-----+-----+-----+-----+-----+-----+ 00229 summary Total: | 0| 2| 0| 0| 0| 0| 00230 summary ---------------+-----+-----+-----+-----+-----+-----+ rabbit@rabbit-Lenovo-V570:~$

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  • How to speedup perforce auto resolve?

    - by Sorin Sbarnea
    I would like to know how to speedup the perforce auto resolve when doing integration (merge yours and theirs if no conflicts exists). Currently is taking hours for ~5000 files when running it using a proxy server even if the proxy server has the files pre-cached. Also p4v interface doesn't give you any hint regarding the progress of the task, you do not know if it will finish in a second or next year.

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  • Measuring Loading time of a web page (C#)

    - by j-t-s
    Hi All I would like to know if there is a simple way of measuring the time it takes from when you hit Enter, to the time where a web page is fully displayed/loaded. Would I need to use a Timer for this, or are there existing features built into the Web Browser control (or .net framework) that I have missed out on? Thank you

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  • Fastest Strategy for Drawing Flash Particles

    - by user146543
    I am wondering what the fastest approach might be for using Flash/AS3 to render a 2D point plot (sonar lofargram) ; basically screens full of tiny 2D dots using Flash as fast as possible. Any suggestions on where to start? Is Flash capable of displaying 10's of thousands of 2D points (or more) with an acceptable fps?

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  • Python's FTPLib too slow ?

    - by PyNEwbie
    I have been playing around with Python's FTP library and am starting to think that it is too slow as compared to using a script file in DOS? I run sessions where I download thousands of data files (I think I have over 8 million right now). My observation is that the download process seems to take five to ten times as long in Python than it does as compared to using the ftp commands in the DOS shell. Since I don't want anyone to fix my code I have not included any. I am more interested in understanding if my observation is valid or if I need to tinker more with the arguments.

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  • Python if statement efficiency

    - by Dennis
    A friend (fellow low skill level recreational python scripter) asked me to look over some code. I noticed that he had 7 separate statements that basically said. if ( a and b and c): do something the statements a,b,c all tested their equality or lack of to set values. As I looked at it I found that because of the nature of the tests, I could re-write the whole logic block into 2 branches that never went more than 3 deep and rarely got past the first level (making the most rare occurrence test out first). if a: if b: if c: else: if c: else: if b: if c: else: if c: To me, logically it seems like it should be faster if you are making less, simpler tests that fail faster and move on. My real questions are 1) When I say if and else, should the if be true, does the else get completely ignored? 2) In theory would if (a and b and c) take as much time as the three separate if statements would?

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  • Simple html vs Javascript generated html?

    - by Rizo
    In my web application I would like to complately avoid html and use only javascript to create web-page's dom tree. What is faster writing web content in the traditional way in html <div>Some text</div> or using javascript dom render, like this: div.appendChild(document.createTextNode("Some text"));?

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  • Sort algorithm with fewest number of operations

    - by luvieere
    What is the sort algorithm with fewest number of operations? I need to implement it in HLSL as part of a pixel shader effect v2.0 for WPF, so it needs to have a really small number of operations, considering Pixel Shader's limitations. I need to sort 9 values, specifically the current pixel and its neighbors.

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  • speeding up website load using multiple servers/domains

    - by Mohammad
    When Yahoo! developer guide says "Deploying your content across multiple, geographically dispersed servers will make your pages load faster from the user's perspective". And as an explanation I read somewhere, that browsers will load up to 5 things simultaneously from the same domain. Would a subdomain, for example cdn.example.com be considered a new domain, in the previous statement?

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  • What is faster- Java or C# (Or good old C)?

    - by Rexsung
    I'm currently deciding on a platform to build a scientific computational product on, and am deciding on either C#, Java, or plain C with Intels compiler on Core2 Quad CPU's. It's mostly integer arithmetic. My benchmarks so far show Java and C are about on par with each other, and dotNET/C# trails by about 5%- however a number of my coworkers are claiming that dotNET with the right optimizations will beat both of these given enough time for the JIT to do its work. I always assume that the JIT would have done it's job within a few minutes of the app starting (Probably a few seconds in my case, as it's mostly tight loops), so I'm not sure whether to believe them Can anyone shed any light on the situation? Would dotNET beat Java? (Or am I best just sticking with C at this point?). The code is highly multithreaded and data sets are several terabytes in size. Haskell/erlang etc are not options in this case as there is a significant quantity of existing legacy C code that will be ported to the new system, and porting C to Java/C# is a lot simpler than to Haskell or Erlang. (Unless of course these provide a significant speedup). Edit: We are considering moving to C# or Java because they may, in theory, be faster. Every percent we can shave off our processing time saves us tens of thousands of dollars per year. At this point we are just trying to evaluate whether C, Java, or c# would be faster.

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  • Fast iterating over first n items of an iterable in python

    - by martinthenext
    Hello! I'm looking for a pythonic way of iterating over first n items of a list, and it's quite important to do this as fast as possible. This is how I do it now: count = 0 for item in iterable: do_somethin(item) count += 1 if count >= n: break Doesn't seem neat to me. Another way of doing this is: for item in itertools.islice(iterable, n): do_something(item) This looks good, the question is it fast enough to use with some generator(s)? For example: pair_generator = lambda iterable: itertools.izip(*[iter(iterable)]*2) for item in itertools.islice(pair_generator(iterable), n): so_something(item) Will it run fast enough as compared to the first method? Is there some easier way to do it?

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  • Fastest way to iterate through an NSArray with objects and keys

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