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  • Mysql ndb cluster - node restart.

    - by Arafat
    Hi guys! I just setup a mysql cluster on a fairly decent baby (IBM x3650 M3) with 24GB memory, xeon 6core, SAS 6Gbps HDD. Running Debian Lenny 5. 64bits. Ndb version is 7.1.9a. Our database size on MyISAM is around 3.2 GB. Ndb_size estimation is 58GB for ndbengine. A little info about my database is as follows. 150 common tables for global purpose. 130 tables for each clients. So it goes like this, 130 x 115(clients) = 14950 tables. Is it normal or usual to have 14000 tables on one database? The reasons why we did this was, Easy maintenance and per client based customization. Now, the problem is, ndb cluster can only support, 20320 tables. But it can support 5,000,000,000 rows in one table if I'm not wrong. My real head ache is my cluster data node takes less than two minutes to startup with out any data. But as soon as convert my tables into ndb, that too only 2000 tables, data node takes at least 30 to 40 mins to start up. Is it normal? If I convertt all my tables into ndb, will it take even longer? Or let's say if consolidate my 14000 table's data into one, which is 130 tables, will it help? Or is there anything idiotically wrong which I'm doing? I'll attach my config.ini file soon. here's the simple overview of my config Datamemory = 14G Indexmemory = 3GB Maxnooftable = 14000 Maxnoofattributes = 78000 I'm just testing these values with 2000 tables first. Please advise, how to increase the start up speed. Please point out where I'm going wrong. Thanks in advance guys!

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  • Changing Corosync/Heartbeat pair's active node based on MySQL/Galera cluster state

    - by Hace
    Background I'm planning on building a High Availability "cluster" for our Zabbix instance by placing two physical servers in one server room and two in another server room. In each server room one of the physical servers will run Zabbix on RHEL and the other will run Zabbix's MySQL database, also on RHEL. I'd prefer synchronous replication for the MySQL nodes so I'm planning on using Galera in a master-slave configuration. The Zabbix instances on the two Zabbix servers would be controlled by Heartbeat/Corosync (although Red Hat Cluster Suite is also an option...) If the Zabbix server in Server Room A goes down, the one in Server Room B becomes active (and vice versa). Ditto for the MySQL servers/instances. If either of those cases happen, however, the connection between the Zabbix server and the MySQL server becomes significantly slower as ti has to travel over WAN. Question Is it possible to configure the Heartbeat/CoroSync pair to instruct the MySQL/Galera cluster to change the master node to switch to (if available) the one that's in the server room as the active Heartbeat/Corosync -node and (more challengingly) is it possible to do the same in the other direction, i.e have the Galera cluster change the active Heartbeat/CoroSync server to be in the same room as the active MySQL master server in case of a failover in over to avoid unnecessary WAN transfers between the application and its DB? Theories Most likely I can get CoroSync to run something that'd log in to one of the DB nodes to change the MySQL/Galera master but I don't know if it's really possible to do anything similar in the other direction in Galera. Is it possible to define a "service" in CoroSync/Heartbeat so that both the service and its MySQL service would migrate as one if possible. Using the DB server that's behind WAN should still be a better option to DB downtime. Am I just using too many tools to solve a problem that'd be far simpler with something else?

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  • Call Init from XUL after Page Loads (Firefox add-on)

    - by mattyboy123
    Hi all, I've been working on some code in js/html and it works great. I'm now trying to package it into an add-on for Firefox, and having some issues getting the XUL document correct. PLAIN OLD HTML/JS In my html test file between the <head></head> I have: <script type="text/javascript" src="js/MyCode.js"></script> At the end of the test file before the </body> I have: <script type="text/javascript">MyCode.Static.Init();</script> FIREFOX ADD-ON: OVERLAY.XUL In an overlay.xul file in the extension package I have : <?xml version="1.0"?> <overlay id="mycode" xmlns="http://www.mozilla.org/keymaster/gatekeeper/there.is.only.xul"> <script type="application/x-javascript" src="chrome://mycode/content/MyCode.js"></script> <script> window.addEventListener("load", function () { gBrowser.addEventListener("load",MyCode.Static.Init,true); }, false); </script> </overlay> This does not seem to enter the method, but then again I'm not even sure if I've got the listeners firing properly. Would this be the correct way to duplicate what I was doing in plain old html/js ?

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  • jQuery dynamic css loading weired behavior

    - by jimpsr
    The app I am working on requires dynamic loading of css and js, right now the solution is as follows: myapp.loadCss = function(css){ $("head").append("<link>"); cssDom = $("head").children(":last"); cssDom.attr({rel: "stylesheet", type: "text/css", href: css }); } myapp.loadJs = funciton(js){ ... //$.ajax call is used in synchronized mode to make sure the js is fully loaded } } When some widgets need to be load, the usual call with be myapp.loadCss('/widgets/widget1/css/example.css'); myapp.loadJs('/wiggets/widget1/js/example.js'); The weired thing is that once a while (1 out of 10 or 20), the newly created dom elements from example.js will not be able to get its css from example.css, it seems however my loadCss method does not load the css in a synchronized mode? I have tried to replace my loadCss with the the following code: myapp.loadCss(css){ $('<link href="' + css + '" rel="stylesheet" type="text/css" />').appendTo($('head')); } It seems to be OK then (I refreshed the webpage a hundred times for verification :-( ) But unfortunately this method failed in IE(IE7, not tested in IE6, 8) Is there any better solution for this?

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  • Linux HA cluster w/Xen, Heartbeat, Pacemaker. domU does not failover to secondary node

    - by Kendall
    I am having the followig problem with an OenSuSE + Heartbeat + Pacemaker + Xen HA cluster: when the node a Xen domU is running on is "dead" the Xen domU running on it is not restarted on the second node. The cluster is setup with two nodes, each running OpenSuSE-11.3, Heartbeat 3.0, and Pacemaker 1.0 in CRM mode. For storage I am using a LUN on an iSCSI SAN device; the LUN is formatted with OCFS2 and managed with LVM. The Xen domU has two logical volumes; one for root and the other for swap. I am using IPMI cards for STONITH devices, and a dedicated ethernet link for heartbeat communications. The ha.cf file is as follows: keepalive 1 deadtime 10 warntime 5 udpport 694 ucast eth1 auto_failback off node dhcp-166 node stage use_logd yes crm yes My resources look as follows: shocrm(live)configure# show node $id="5c1aa924-bba4-4f95-a367-6c9a58ac4a38" dhcp-166 node $id="cebc92eb-af24-4833-aaf0-672adf80b58e" stage primitive Xen-Util ocf:heartbeat:Xen \ meta target-role="Started" \ operations $id="Xen-Util-operations" \ op start interval="0" timeout="60" start-delay="0" \ op stop interval="0" timeout="120" \ params xmfile="/etc/xen/vm/xen-util" primitive my-stonith stonith:external/ipmi \ params hostname="dhcp-166" ipaddr="192.168.3.106" userid="ADMIN" passwd="xxx" \ op monitor interval="2m" timeout="60s" primitive my-stonith2 stonith:external/ipmi \ params hostname="stage" ipaddr="192.168.3.105" userid="ADMIN" passwd="xxx" \ op monitor interval="2m" timeout="60s" property $id="cib-bootstrap-options" \ dc-version="1.0.9-89bd754939df5150de7cd76835f98fe90851b677" \ cluster-infrastructure="Heartbeat" The Xen domU config file is as follows: name = "xen-util" bootloader = "/usr/lib/xen/boot/domUloader.py" #bootargs = "xvda1:/vmlinuz-xen,/initrd-xen" bootargs = "--entry=xvda1:/boot/vmlinuz-xen,/boot/initrd-xen" memory = 4096 disk = [ 'phy:vg_xen/xen-util-root,xvda1,w', 'phy:vg_xen/xen-util-swap,xvda2,w', ] root = "/dev/xvda1" vif = [ 'mac=00:16:3e:42:42:06' ] #vfb = [ 'type=vnc,vncunused=0,vnclisten=192.168.3.172' ] extra = "" Say domU "Xen-Util" is running on node "stage"; if "stage" goes down, "Xen-Util" does not restart on node "dhcp-166". It seems to want to try as an "xm list" will show it for a few seconds and if you "xm console xen-util" it will give a message like "copying /boot/kernel.gz from xvda1 to /var/lib/xen/tmp/kernel.a53gs for booting". However, it never gets past that, eventually gives up, and no longer appears in "xm list". Now, when node "stage" comes back online after being power cycled, it detects that "Xen-Util" isn't running, and starts it (on stage). I've tried starting "Xen-Util" on node "dhcp-166" without the cluster running, and it works fine. No problems. So, I know it works in that respect. Any ideas? Thanks!

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  • Most efficient way to implement delta time

    - by Starkers
    Here's one way to implement delta time: /// init /// var duration = 5000, currentTime = Date.now(); // and create cube, scene, camera ect ////// function animate() { /// determine delta /// var now = Date.now(), deltat = now - currentTime, currentTime = now, scalar = deltat / duration, angle = (Math.PI * 2) * scalar; ////// /// animate /// cube.rotation.y += angle; ////// /// update /// requestAnimationFrame(render); ////// } Could someone confirm I know how it works? Here what I think is going on: Firstly, we set duration at 5000, which how long the loop will take to complete in an ideal world. With a computer that is slow/busy, let's say the animation loop takes twice as long as it should, so 10000: When this happens, the scalar is set to 2.0: scalar = deltat / duration scalar = 10000 / 5000 scalar = 2.0 We now times all animation by twice as much: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 2.0; angle = (Math.PI * 4) // which is 2 rotations When we do this, the cube rotation will appear to 'jump', but this is good because the animation remains real-time. With a computer that is going too quickly, let's say the animation loop takes half as long as it should, so 2500: When this happens, the scalar is set to 0.5: scalar = deltat / duration scalar = 2500 / 5000 scalar = 0.5 We now times all animation by a half: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 0.5; angle = (Math.PI * 1) // which is half a rotation When we do this, the cube won't jump at all, and the animation remains real time, and doesn't speed up. However, would I be right in thinking this doesn't alter how hard the computer is working? I mean it still goes through the loop as fast as it can, and it still has render the whole scene, just with different smaller angles! So this a bad way to implement delta time, right? Now let's pretend the computer is taking exactly as long as it should, so 5000: When this happens, the scalar is set to 1.0: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 1; angle = (Math.PI * 2) // which is 1 rotation When we do this, everything is timsed by 1, so nothing is changed. We'd get the same result if we weren't using delta time at all! My questions are as follows Mostly importantly, have I got the right end of the stick here? How do we know to set the duration to 5000 ? Or can it be any number? I'm a bit vague about the "computer going too quickly". Is there a way loop less often rather than reduce the animation steps? Seems like a better idea. Using this method, do all of our animations need to be timesed by the scalar? Do we have to hunt down every last one and times it? Is this the best way to implement delta time? I think not, due to the fact the computer can go nuts and all we do is divide each animation step and because we need to hunt down every step and times it by the scalar. Not a very nice DSL, as it were. So what is the best way to implement delta time? Below is one way that I do not really get but may be a better way to implement delta time. Could someone explain please? // Globals INV_MAX_FPS = 1 / 60; frameDelta = 0; clock = new THREE.Clock(); // In the animation loop (the requestAnimationFrame callback)… frameDelta += clock.getDelta(); // API: "Get the seconds passed since the last call to this method." while (frameDelta >= INV_MAX_FPS) { update(INV_MAX_FPS); // calculate physics frameDelta -= INV_MAX_FPS; } How I think this works: Firstly we set INV_MAX_FPS to 0.01666666666 How we will use this number number does not jump out at me. We then intialize a frameDelta which stores how long the last loop took to run. Come the first loop frameDelta is not greater than INV_MAX_FPS so the loop is not run (0 = 0.01666666666). So nothing happens. Now I really don't know what would cause this to happen, but let's pretend that the loop we just went through took 2 seconds to complete: We set frameDelta to 2: frameDelta += clock.getDelta(); frameDelta += 2.00 Now we run an animation thanks to update(0.01666666666). Again what is relevance of 0.01666666666?? And then we take away 0.01666666666 from the frameDelta: frameDelta -= INV_MAX_FPS; frameDelta = frameDelta - INV_MAX_FPS; frameDelta = 2 - 0.01666666666 frameDelta = 1.98333333334 So let's go into the second loop. Let's say it took 2(? Why not 2? Or 12? I am a bit confused): frameDelta += clock.getDelta(); frameDelta = frameDelta + clock.getDelta(); frameDelta = 1.98333333334 + 2 frameDelta = 3.98333333334 This time we enter the while loop because 3.98333333334 = 0.01666666666 We run update We take away 0.01666666666 from frameDelta again: frameDelta -= INV_MAX_FPS; frameDelta = frameDelta - INV_MAX_FPS; frameDelta = 3.98333333334 - 0.01666666666 frameDelta = 3.96666666668 Now let's pretend the loop is super quick and runs in just 0.1 seconds and continues to do this. (Because the computer isn't busy any more). Basically, the update function will be run, and every loop we take away 0.01666666666 from the frameDelta untill the frameDelta is less than 0.01666666666. And then nothing happens until the computer runs slowly again? Could someone shed some light please? Does the update() update the scalar or something like that and we still have to times everything by the scalar like in the first example?

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  • How to Integrate Backbone.js with RESTful Web Services in 5 Minutes!

    - by Geertjan
    In NetBeans IDE 7.3, a Backbone.js file can be generated from a Java RESTful web service. The Backbone.js file contains complete CRUD functionality and your HTML5 application can immediately be deployed to make use of those features. Coupled with the NetBeans IDE two-way editing support for HTML5, via interaction with WebKit in Chrome, Backbone.js users have a completely new and powerful tool for coding their HTML5 applications. The above is illustrated via the brand new YouTube movie below: This makes NetBeans IDE 7.3 well suited as a learning tool for new Backbone.js users, as well as a productivity tool for those who are comfortable with Backbone.js already.

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  • Can emsripten compile down to Canvas-based Js instead of WebGL?

    - by Sebastian Scholle
    I understand that emscripten compiles down LLVM to JS and it converts OpenGL Calls to WebGL. Thats a fairly simple translation. Is there a way to tell emscripten to use some other graphics Library ( for example Pixi JS ) for its rendering code translations? Is the compiled JS code easy to update or would it be better to merge in your own Graphics API that handles WebGL/Canvas calls. IE: can we use a C++ Graphics Wrapper Library that when compiles to JS, will simply plug into our own JS Graphics Wrapper Library? Im assuming YES, but has anyone tried this? And if So, what would be your technique, as my C++ skills are basic.

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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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  • Raphael.js: Adding a new custom element

    - by Claudia
    I would like to create a custom Raphael element, with custom properties and functions. This object must also contain predefined Raphael objects. For example, I would have a node class, that would contain a circle with text and some other elements inside it. The problem is to add this new object to a set. These demands are needed because non-Raphael objects cannot be added to sets. As a result, custom objects that can contain Raphael objects cannot be used. The code would look like this: var Node = function (paper) { // Coordinates & Dimensions this.x = 0, this.y = 0, this.radius = 0, this.draw = function () { this.entireSet = paper.set(); var circle = paper.circle(this.x, this.y, this.radius); this.circleObj = circle; this.entireSet.push(circle); var text = paper.text(this.x, this.y, this.text); this.entireSet.push(text); } // other functions } var NodeList = function(paper){ this.nodes = paper.set(), this.populateList = function(){ // in order to add a node to the set // the object must be of type Raphael object // otherwise the set will have no elements this.nodes.push(// new node) } this.nextNode = function(){ // ... } this.previousNode = function(){ // ... } }

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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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  • 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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