Search Results

Search found 42993 results on 1720 pages for 'static method'.

Page 403/1720 | < Previous Page | 399 400 401 402 403 404 405 406 407 408 409 410  | Next Page >

  • ManagementObjectSearcher error [migrated]

    - by Piotrek
    Some of our customers inform us that in some cases following error appears: System.Management.ManagementException: Blad dostawcy. at System.Management.ManagementException.ThrowWithExtendedInfo(ManagementStatus errorCode) at System.Management.ManagementObjectCollection.ManagementObjectEnumerator.MoveNext() The error is generated while trying to loop through a colection returned by Get() method of the System.Mamangment.ManagementObjectSearcher object. This is the code of my method: private bool PrinterExists(string printerName) { bool retVal = false; SelectQuery q = new SelectQuery("select caption from win32_printer"); using (ManagementObjectSearcher searcher = new ManagementObjectSearcher(q)) { foreach (ManagementObject printer in searcher.Get()) { if(printer["Caption"].ToString() == printerName) { retVal = true; break; } } } return retVal; } It seems that the problem appears only on Windows XP. The only workaround I know is reconstruction of WMI database. It sometimes helps, but unfortunatelly not always. Can anyone tell me what is the reason of this error and how can I fix it?

    Read the article

  • Passing variables from PHP to C++

    - by Alex
    I’m new to this so I’m sorry if my question is trivial. I have the following situation: I need to call a program from PHP and pass some vars and/or sets of key-value pairs to it. Now, my question is: how do I pass these vars, through arguments to the called function (e.g. exec("/path/to/program flag1 flag2 [key1=A,key2=B]");)? Or is there a better method to achieve this? Somebody suggested me to write them into a txt file and pass the path to it to as an argument instead (e.g. exec("/path/to/program path_to_txt_file);), but I’m not to excited about this method.

    Read the article

  • Creating a DrawableGameComponent

    - by Christian Frantz
    If I'm going to draw cubes effectively, I need to get rid of the numerous amounts of draw calls I have and what has been suggested is that I create a "mesh" of my cubes. I already have them being stored in a single vertex buffer, but the issue lies in my draw method where I am still looping through every cube in order to draw them. I thought this was necessary as each cube will have a set position, but it lowers the frame rate incredibly. What's the easiest way to go about this? I have a class CubeChunk that inherits Microsoft.Stuff.DrawableGameComponent, but I don't know what comes next. I suppose I could just use the chunk of cubes created in my cube class, but that would just keep me going in circles and drawing each cube individually. The goal here is to create a draw method that draws my chunk as a whole, and to not draw individual cubes as I've been doing.

    Read the article

  • Do all domains on the same shared hosting server have the same IP or ID

    - by silow
    Here's what I've got: siteA.com and siteB.com are hosted on hostgator. They're hosted on the same account of a shared hosting server (not VPS or dedicated). script.php is an external site that each of these 2 sites are accessing. I noticed that when siteA.com or siteB.com access the outside script.php, the script identifies them both as 1a.12.12ab.static.theplanet.com (apparently because hostgator uses theplanet.com servers). The fact that they're identified as the same value isn't surprising because after all they're hosted on the same account /home/user123/public_html. What I'm wondering about is how about other websites that are hosted on the same shared hosting server, but under other accounts. Basically other websites that are under another developer's control, but just happen to share the same hardware (hosting server). Do they also have the exact same identifier 1a.12.12ab.static.theplanet.com or that changes by account?

    Read the article

  • how to use iptables to block the IP of device connected to openwrt router

    - by scola
    I have two routers(A,B).the A connect to internet with IP:192.168.1.1 The openwrt router B connect the lan of A by bridge with static IP:192.168.1.111. I am learning to use iptables to control the devices connected to B(wlan) . I use my phone to connect wifi of B,the phone's IP is IP:192.168.1.100.it can surf the internet normally. I want to block the phone's IP to make the phone can not connect to internet. refer to http://bredsaal.dk/some-small-iptables-on-openwrt-tips iptables -A input_wan -s 192.168.1.100 --jump REJECT iptables -A forwarding_rule -d 192.168.1.100 --jump REJECT but it do not work.the phone still connect to internet normally. and I tried other chain(INPUT,OUTPUT,FORWARD).so many chains confused me. iptables -I OUTPUT -o br-lan -s 192.168.1.100 -j DROP and it do not work again. I'm sure that the iptables have no problem. root@OpenWrt:/etc# iptables -L|grep Chain Chain INPUT (policy ACCEPT) Chain FORWARD (policy DROP) Chain OUTPUT (policy ACCEPT) Chain forward (1 references) Chain forwarding_lan (1 references) Chain forwarding_rule (1 references) Chain forwarding_wan (1 references) Chain input (1 references) Chain input_lan (1 references) Chain input_rule (1 references) Chain input_wan (1 references) Chain output (1 references) root@OpenWrt:/etc# ifconfig br-lan Link encap:Ethernet HWaddr 0C:82:68:97:57:BA inet addr:192.168.1.111 Bcast:192.168.1.255 Mask:255.255.255.0 inet6 addr: fe80::e82:68ff:fe97:57ba/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:14976 errors:0 dropped:0 overruns:0 frame:0 TX packets:7656 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:2851980 (2.7 MiB) TX bytes:1902785 (1.8 MiB) eth0 Link encap:Ethernet HWaddr 0C:82:68:97:57:BA UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:58201 errors:0 dropped:11 overruns:0 frame:0 TX packets:45012 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:54591348 (52.0 MiB) TX bytes:5711142 (5.4 MiB) Interrupt:4 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:312 errors:0 dropped:0 overruns:0 frame:0 TX packets:312 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:39961 (39.0 KiB) TX bytes:39961 (39.0 KiB) mon.wlan0 Link encap:UNSPEC HWaddr 0C-82-68-97-57-BA-00-48-00-00-00-00-00-00-00-00 UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:4900 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:32 RX bytes:1223807 (1.1 MiB) TX bytes:0 (0.0 B) wlan0 Link encap:Ethernet HWaddr 0C:82:68:97:57:BA UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:37346 errors:0 dropped:0 overruns:0 frame:0 TX packets:49662 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:32 RX bytes:3808021 (3.6 MiB) TX bytes:54486310 (51.9 MiB) root@OpenWrt:/etc/config# cat network config 'interface' 'loopback' option 'ifname' 'lo' option 'proto' 'static' option 'ipaddr' '127.0.0.1' option 'netmask' '255.0.0.0' config 'interface' 'lan' option 'ifname' 'eth0' option 'type' 'bridge' option 'proto' 'static' option 'ipaddr' '192.168.1.111' option 'netmask' '255.255.255.0' option 'gateway' '192.168.1.1' option dns 192.168.1.1 and how to use iptables to control the network of wlan? Thanks in advance and sorry for poor English.

    Read the article

  • How to remove the last character from Stringbuilder

    - by hmloo
    We usually use StringBuilder to append string in loops and make a string of each data separated by a delimiter. but you always end up with an extra delimiter at the end. This code sample shows how to remove the last delimiter from a StringBuilder. using System; using System.Collections.Generic; using System.Text; using System.Linq; class Program { static void Main() { var list =Enumerable.Range(0, 10).ToArray(); StringBuilder sb = new StringBuilder(); foreach(var item in list) { sb.Append(item).Append(","); } sb.Length--;//Just reduce the length of StringBuilder, it's so easy Console.WriteLine(sb); } } //Output : 0,1,2,3,4,5,6,7,8,9 Alternatively,  we can use string.Join for the same results, please refer to blow code sample. using System; using System.Collections.Generic; using System.Text; using System.Linq; class Program { static void Main() { var list = Enumerable.Range(0, 10).Select(n => n.ToString()).ToArray(); string str = string.Join(",", list); Console.WriteLine(str); } }

    Read the article

  • Texture not drawing on cubes

    - by Christian Frantz
    I can draw the cubes fine but they are just solid black besides the occasional lighting that goes on. The basic effect is being set for each cube also. public void Draw(BasicEffect effect) { foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(vertexBuffer); device.Indices = indexBuffer; device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 8, 0, 12); } } The cubes draw method. TextureEnabled is set to true in my main draw method. My texture is also loading fine. public Cube(GraphicsDevice graphicsDevice, Vector3 Position, Texture2D Texture) { device = graphicsDevice; texture = Texture; cubePosition = Position; effect = new BasicEffect(device); } The constructor seems fine too. Could this be caused by the Vector2's of my VertexPositionNormalTexture? Even if they were out of order something should still be drawn other than a black cube

    Read the article

  • Enum types, FlagsAttribute & Zero value – Part 2

    - by nmgomes
    In my previous post I wrote about why you should pay attention when using enum value Zero. After reading that post you are probably thinking like Benjamin Roux: Why don’t you start the enum values at 0x1? Well I could, but doing that I lose the ability to have Sync and Async mutually exclusive by design. Take a look at the following enum types: [Flags] public enum OperationMode1 { Async = 0x1, Sync = 0x2, Parent = 0x4 } [Flags] public enum OperationMode2 { Async = 0x0, Sync = 0x1, Parent = 0x2 } To achieve mutually exclusion between Sync and Async values using OperationMode1 you would have to operate both values: protected void CheckMainOperarionMode(OperationMode1 mode) { switch (mode) { case (OperationMode1.Async | OperationMode1.Sync | OperationMode1.Parent): case (OperationMode1.Async | OperationMode1.Sync): throw new InvalidOperationException("Cannot be Sync and Async simultaneous"); break; case (OperationMode1.Async | OperationMode1.Parent): case (OperationMode1.Async): break; case (OperationMode1.Sync | OperationMode1.Parent): case (OperationMode1.Sync): break; default: throw new InvalidOperationException("No default mode specified"); } } but this is a by design constraint in OperationMode2. Why? Simply because 0x0 is the neutral element for the bitwise OR operation. Knowing this singularity, replacing and simplifying the previous method, you get: protected void CheckMainOperarionMode(OperationMode2 mode) { switch (mode) { case (OperationMode2.Sync | OperationMode2.Parent): case (OperationMode2.Sync): break; case (OperationMode2.Parent): default: break; } This means that: if both Sync and Async values are specified Sync value always win (Zero is the neutral element for bitwise OR operation) if no Sync value specified, the Async method is used. Here is the final method implementation: protected void CheckMainOperarionMode(OperationMode2 mode) { if (mode & OperationMode2.Sync == OperationMode2.Sync) { } else { } } All content above prove that Async value (0x0) is useless from the arithmetic perspective, but, without it we lose readability. The following IF statements are logically equals but the first is definitely more readable: if (OperationMode2.Async | OperationMode2.Parent) { } if (OperationMode2.Parent) { } Here’s another example where you can see the benefits of 0x0 value, the default value can be used explicitly. <my:Control runat="server" Mode="Async,Parent"> <my:Control runat="server" Mode="Parent">

    Read the article

  • Enterprise Portal Issue with the Ax Demo VPCs

    - by ssmantha
    Microsoft’s Ax Demo VPC is basically configured for a static IP address 192.168.0.1, this is due to the fact that the VPC has Domain Controlller configured in it which requires a static IP. When we put this VPC on a network with a different subnet and change the IP you can observer that the site http://sharepoint and http://sharepoint/EP cease to function and show “Page Not Found” errors in the browser. This is mainly due to the DNS configuration which is not updated. Below is the screen shot of the changes that needs to be done to make the site functioning properly. Change the following entries in the Forward Lookup Zones of DNS management: These websites default, SharePoint and projectserver are all mapped to a single port in the IIS i.e. port number 80. These websites are recognised with host headers. These host headers are configured in DNS with incorrect IP address entries in DNS when you change the IP address of the VPC. Just change these values to point to the Local Loop Adapter (127.0.0.1) and change the DNS to point to this address in the TCP/IP properties as shown below: This will resolve the issue with the website rendering. Initially you may get time out errors while browsing these website. be patient and try again this would work.

    Read the article

  • Do I need to recompile PHP to make use of CURL API?

    - by amn
    I have both Apache and PHP set up manually, albeit the latter without CURL. There is this jungle of instructions and explanations on extensions for PHP. I have a very straightforward question - what do I need to do to enable CURL in a more dynamic way. I resent the idea of static linking, in fact I hate and avoid static linking like the plague. Is it possible to have my Apache and PHP understand that there is CURL in town? I can compile CURL if necessary. Package management may be out of the question, because I built PHP myself - I am on Ubuntu, and it does not provide PHP without Suhosin and a a whole lot of time, so I removed it and built PHP myself. The whole slew of related questions simply propse installing "php5-curl" package, which is exactly one thing I CANNOT do since it installs it in a completely unrelated directory, which my PHP does not even seem to bother linking to.

    Read the article

  • fast java2d translucency

    - by mdriesen
    I'm trying to draw a bunch of translucent circles on a Swing JComponent. This isn't exactly fast, and I was wondering if there is a way to speed it up. My custom JComponent has the following paintComponent method: public void paintComponent(Graphics g) { Rectangle view = g.getClipBounds(); VolatileImage image = createVolatileImage(view.width, view.height); Graphics2D buffer = image.createGraphics(); // translate to camera location buffer.translate(-cx, -cy); // renderables contains all currently visible objects for(Renderable r : renderables) { r.paint(buffer); } g.drawImage(image.getSnapshot(), view.x, view.y, this); } The paint method of my circles is as follows: public void paint(Graphics2D graphics) { graphics.setPaint(paint); graphics.fillOval(x, y, radius, radius); } The paint is just an rgba color with a < 255: Color(int r, int g, int b, int a) It works fast enough for opaque objects, but is there a simple way to speed this up for translucent ones?

    Read the article

  • .NET app - Should we use SQL Server and duplicate some reference data from an external Oracle DB? Or use Oracle and have a DB link?

    - by Daventry
    We're looking to migrate some existing Excel/Access processes into a new system which will provide the users with a Silverlight frontend to run and view the reports instead of using MS Access. The initial idea was to have SQL Server 2008 as RDBMS. The problem is that we've got some static data such as country codes, counterparties, etc which live in an existing Oracle DB. Since we do not want to duplicate that data (if possible), we were thinking of having a DB link between SQL Server and Oracle, but our firm does not allow that. So the options are either duplicate the data or use Oracle as RDBMS - surprise, the firm does allow DB links between Oracle databases. The initial idea was also to use WCF RIA Services, Entity Framework, etc which we're not sure they play well with Oracle, that's why it was decided to go with SQL Server in the first place. Would you advise to go for Oracle so that we can just link the static data? Or use SQL Server 2008 and replicate it because it's "safer" to stay within the Microsoft land? To use or not to use Entity Framework and WCF RIA Services at all? Regards. UPDATE: Thanks everyone for your answers. Nothing is set in stone yet. We'll try to import the data instead of linking, as if the other DB goes down, our system can still carry on. We're likely to use SQL Server just because most developers are more experienced with it. Even if we used RIA Services, we can swap out the Data Access Layer and use other frameworks such those mentioned below.

    Read the article

  • Renaming Nginx 1.3.5 Server: response header

    - by Ryan
    In nginx 1.2 & 1.3 you can modify the source to change the name: src/http/ngx_http_header_filter_module.c (lines 48 and 49): static char ngx_http_server_string[] = "Server: Not Nginx" CRLF; static char ngx_http_server_full_string[] = "Server: Not Nginx/1.0" CRLF; Renaming those and recompiling the source changes the server response name in nginx 1.2. However doing this in 1.3 does not seem to change the name. It still says nginx/1.3.5 and with server_tokens off; it just says nginx. How can I change the server name in 1.3 without installing the 3rd party addon headers more? I want to compile from source.

    Read the article

  • Processing Text and Binary (Blob, ArrayBuffer, ArrayBufferView) Payload in WebSocket - (TOTD #185)

    - by arungupta
    The WebSocket API defines different send(xxx) methods that can be used to send text and binary data. This Tip Of The Day (TOTD) will show how to send and receive text and binary data using WebSocket. TOTD #183 explains how to get started with a WebSocket endpoint using GlassFish 4. A simple endpoint from that blog looks like: @WebSocketEndpoint("/endpoint") public class MyEndpoint { public void receiveTextMessage(String message) { . . . } } A message with the first parameter of the type String is invoked when a text payload is received. The payload of the incoming WebSocket frame is mapped to this first parameter. An optional second parameter, Session, can be specified to map to the "other end" of this conversation. For example: public void receiveTextMessage(String message, Session session) {     . . . } The return type is void and that means no response is returned to the client that invoked this endpoint. A response may be returned to the client in two different ways. First, set the return type to the expected type, such as: public String receiveTextMessage(String message) { String response = . . . . . . return response; } In this case a text payload is returned back to the invoking endpoint. The second way to send a response back is to use the mapped session to send response using one of the sendXXX methods in Session, when and if needed. public void receiveTextMessage(String message, Session session) {     . . .     RemoteEndpoint remote = session.getRemote();     remote.sendString(...);     . . .     remote.sendString(...);    . . .    remote.sendString(...); } This shows how duplex and asynchronous communication between the two endpoints can be achieved. This can be used to define different message exchange patterns between the client and server. The WebSocket client can send the message as: websocket.send(myTextField.value); where myTextField is a text field in the web page. Binary payload in the incoming WebSocket frame can be received if ByteBuffer is used as the first parameter of the method signature. The endpoint method signature in that case would look like: public void receiveBinaryMessage(ByteBuffer message) {     . . . } From the client side, the binary data can be sent using Blob, ArrayBuffer, and ArrayBufferView. Blob is a just raw data and the actual interpretation is left to the application. ArrayBuffer and ArrayBufferView are defined in the TypedArray specification and are designed to send binary data using WebSocket. In short, ArrayBuffer is a fixed-length binary buffer with no format and no mechanism for accessing its contents. These buffers are manipulated using one of the views defined by one of the subclasses of ArrayBufferView listed below: Int8Array (signed 8-bit integer or char) Uint8Array (unsigned 8-bit integer or unsigned char) Int16Array (signed 16-bit integer or short) Uint16Array (unsigned 16-bit integer or unsigned short) Int32Array (signed 32-bit integer or int) Uint32Array (unsigned 16-bit integer or unsigned int) Float32Array (signed 32-bit float or float) Float64Array (signed 64-bit float or double) WebSocket can send binary data using ArrayBuffer with a view defined by a subclass of ArrayBufferView or a subclass of ArrayBufferView itself. The WebSocket client can send the message using Blob as: blob = new Blob([myField2.value]);websocket.send(blob); where myField2 is a text field in the web page. The WebSocket client can send the message using ArrayBuffer as: var buffer = new ArrayBuffer(10);var bytes = new Uint8Array(buffer);for (var i=0; i<bytes.length; i++) { bytes[i] = i;}websocket.send(buffer); A concrete implementation of receiving the binary message may look like: @WebSocketMessagepublic void echoBinary(ByteBuffer data, Session session) throws IOException {    System.out.println("echoBinary: " + data);    for (byte b : data.array()) {        System.out.print(b);    }    session.getRemote().sendBytes(data);} This method is just printing the binary data for verification but you may actually be storing it in a database or converting to an image or something more meaningful. Be aware of TYRUS-51 if you are trying to send binary data from server to client using method return type. Here are some references for you: JSR 356: Java API for WebSocket - Specification (Early Draft) and Implementation (already integrated in GlassFish 4 promoted builds) TOTD #183 - Getting Started with WebSocket in GlassFish TOTD #184 - Logging WebSocket Frames using Chrome Developer Tools, Net-internals and Wireshark Subsequent blogs will discuss the following topics (not necessary in that order) ... Error handling Custom payloads using encoder/decoder Interface-driven WebSocket endpoint Java client API Client and Server configuration Security Subprotocols Extensions Other topics from the API

    Read the article

  • What are some good examples of using pass by name?

    - by Paul
    When I write programs I using pass by value or pass by reference always seem to be logical methods. When learning about different programming languages I came across pass by name. Pass by name is a parameter passing method that waits to evaluate the parameter value until it is used. See Stack Overflow pass by name question for more information on the method. What I would like to know is: what are some good examples and/or reasons to use pass by name and should it be re-introduced into some more modern languages.

    Read the article

  • VM clients can not access WAN

    - by Saariko
    I have a new VM host on my network, on a Dell R620. The dedicated iDrac is connected with static IP of: 192.168.3.x NIC #1 is connected to my router The eSXI 5.1 host is with IP of 192.168.3.250 The vSphere appliance has a static IP of 192.168.3.241 All the clients on the new host are in the same network 192.168.3.x All clients are Windows 2008 R2 My problem is that non of the clients can access the WAN. I can't ping anything which is beyond my router. I CAN ping anything within my router, even if it's on a different subnet - 192.168.0.x (Router rules are in tact and working) I can ping the gateway (192.168.3.254) One thing that I checked, and is bothering my (but don't know if it has any relevance) is that on the Host Networking properties, there is a vmnic0 (picture) that shows as if it only recognizes 192.168.0.x network - is that so? The command: route print shows me the following details, where I have a duplicate entry for 0.0.0.0 (and one is wrong) - which is probably also why it's not working

    Read the article

  • Increasing efficiency of N-Body gravity simulation

    - by Postman
    I'm making a space exploration type game, it will have many planets and other objects that will all have realistic gravity. I currently have a system in place that works, but if the number of planets goes above 70, the FPS decreases an practically exponential rates. I'm making it in C# and XNA. My guess is that I should be able to do gravity calculations between 100 objects without this kind of strain, so clearly my method is not as efficient as it should be. I have two files, Gravity.cs and EntityEngine.cs. Gravity manages JUST the gravity calculations, EntityEngine creates an instance of Gravity and runs it, along with other entity related methods. EntityEngine.cs public void Update() { foreach (KeyValuePair<string, Entity> e in Entities) { e.Value.Update(); } gravity.Update(); } (Only relevant piece of code from EntityEngine, self explanatory. When an instance of Gravity is made in entityEngine, it passes itself (this) into it, so that gravity can have access to entityEngine.Entities (a dictionary of all planet objects)) Gravity.cs namespace ExplorationEngine { public class Gravity { private EntityEngine entityEngine; private Vector2 Force; private Vector2 VecForce; private float distance; private float mult; public Gravity(EntityEngine e) { entityEngine = e; } public void Update() { //First loop foreach (KeyValuePair<string, Entity> e in entityEngine.Entities) { //Reset the force vector Force = new Vector2(); //Second loop foreach (KeyValuePair<string, Entity> e2 in entityEngine.Entities) { //Make sure the second value is not the current value from the first loop if (e2.Value != e.Value ) { //Find the distance between the two objects. Because Fg = G * ((M1 * M2) / r^2), using Vector2.Distance() and then squaring it //is pointless and inefficient because distance uses a sqrt, squaring the result simple cancels that sqrt. distance = Vector2.DistanceSquared(e2.Value.Position, e.Value.Position); //This makes sure that two planets do not attract eachother if they are touching, completely unnecessary when I add collision, //For now it just makes it so that the planets are not glitchy, performance is not significantly improved by removing this IF if (Math.Sqrt(distance) > (e.Value.Texture.Width / 2 + e2.Value.Texture.Width / 2)) { //Calculate the magnitude of Fg (I'm using my own gravitational constant (G) for the sake of time (I know it's 1 at the moment, but I've been changing it) mult = 1.0f * ((e.Value.Mass * e2.Value.Mass) / distance); //Calculate the direction of the force, simply subtracting the positions and normalizing works, this fixes diagonal vectors //from having a larger value, and basically makes VecForce a direction. VecForce = e2.Value.Position - e.Value.Position; VecForce.Normalize(); //Add the vector for each planet in the second loop to a force var. Force = Vector2.Add(Force, VecForce * mult); //I have tried Force += VecForce * mult, and have not noticed much of an increase in speed. } } } //Add that force to the first loop's planet's position (later on I'll instead add to acceleration, to account for inertia) e.Value.Position += Force; } } } } I have used various tips (about gravity optimizing, not threading) from THIS question (that I made yesterday). I've made this gravity method (Gravity.Update) as efficient as I know how to make it. This O(N^2) algorithm still seems to be eating up all of my CPU power though. Here is a LINK (google drive, go to File download, keep .Exe with the content folder, you will need XNA Framework 4.0 Redist. if you don't already have it) to the current version of my game. Left click makes a planet, right click removes the last planet. Mouse moves the camera, scroll wheel zooms in and out. Watch the FPS and Planet Count to see what I mean about performance issues past 70 planets. (ALL 70 planets must be moving, I've had 100 stationary planets and only 5 or so moving ones while still having 300 fps, the issue arises when 70+ are moving around) After 70 planets are made, performance tanks exponentially. With < 70 planets, I get 330 fps (I have it capped at 300). At 90 planets, the FPS is about 2, more than that and it sticks around at 0 FPS. Strangely enough, when all planets are stationary, the FPS climbs back up to around 300, but as soon as something moves, it goes right back down to what it was, I have no systems in place to make this happen, it just does. I considered multithreading, but that previous question I asked taught me a thing or two, and I see now that that's not a viable option. I've also thought maybe I could do the calculations on my GPU instead, though I don't think it should be necessary. I also do not know how to do this, it is not a simple concept and I want to avoid it unless someone knows a really noob friendly simple way to do it that will work for an n-body gravity calculation. (I have an NVidia gtx 660) Lastly I've considered using a quadtree type system. (Barnes Hut simulation) I've been told (in the previous question) that this is a good method that is commonly used, and it seems logical and straightforward, however the implementation is way over my head and I haven't found a good tutorial for C# yet that explains it in a way I can understand, or uses code I can eventually figure out. So my question is this: How can I make my gravity method more efficient, allowing me to use more than 100 objects (I can render 1000 planets with constant 300+ FPS without gravity calculations), and if I can't do much to improve performance (including some kind of quadtree system), could I use my GPU to do the calculations?

    Read the article

  • How to run django on localhost with nginx and uwsgi?

    - by user2426362
    How to run django on localhost with nginx and uwsgi? This im my config but not works. nginx: server { listen 80; server_name localhost; access_log /var/log/nginx/localhost_access.log; error_log /var/log/nginx/localhost_error.log; location / { uwsgi_pass unix:///tmp/localhost.sock; include uwsgi_params; } location /media/ { alias /home/user/projects/zt/myproject/myproject/media/; } location /static/ { alias /home/user/projects/zt/myproject/myproject/static/; } } uwsgi: [uwsgi] vhost = true plugins = python socket = /tmp/localhost.sock master = true enable-threads = true processes = 2 wsgi-file = /home/user/projects/zt/myproject/myproject/wsgi.py virtualenv = /home/user/projects/zt chdir = /home/user/projects/zt/myproject touch-reload = /home/user/projects/zt/myproject/reload This config work on my ubuntu server with normal domain (not localhost) but on localhost not working. If I run localhost in web browser I have Welcome to nginx!

    Read the article

  • Managing many draw calls for dynamic objects

    - by codetiger
    We are developing a game (cross-platform) using Irrlicht. The game has many (around 200 - 500) dynamic objects flying around during the game. Most of these objects are static mesh and build from 20 - 50 unique Meshes. We created seperate scenenodes for each object and referring its mesh instance. But the output was very much unexpected. Menu screen: (150 tris - Just to show you the full speed rendering performance of 2 test computers) a) NVidia Quadro FX 3800 with 1GB: 1600 FPS DirectX and 2600 FPS on OpenGL b) Mac Mini with Geforce 9400M 256mb: 260 FPS in OpenGL Now inside the game in a test level: (160 dynamic objects counting around 10K tris): a) NVidia Quadro FX 3800 with 1GB: 45 FPS DirectX and 50 FPS on OpenGL b) Mac Mini with Geforce 9400M 256mb: 45 FPS in OpenGL Obviously we don't have the option of mesh batch rendering as most of the objects are dynamic. And the one big static terrain is already in single mesh buffer. To add more information, we use one 2048 png for texture for most of the dynamic objects. And our collision detection hardly and other calculations hardly make any impact on FPS. So we understood its the draw calls we make that eats up all FPS. Is there a way we can optimize the rendering, or are we missing something?

    Read the article

  • Binding BoundingSpheres to a world matrix in XNA

    - by NDraskovic
    I made a program that loads the locations of items on the scene from a file like this: using (StreamReader sr = new StreamReader(OpenFileDialog1.FileName)) { String line; while ((line = sr.ReadLine()) != null) { red = line.Split(','); model = row[0]; x = row[1]; y = row[2]; z = row[3]; elements.Add(Convert.ToInt32(model)); data.Add(new Vector3(Convert.ToSingle(x), Convert.ToSingle(y), Convert.ToSingle(z))); sfepheres.Add(new BoundingSphere(new Vector3(Convert.ToSingle(x), Convert.ToSingle(y), Convert.ToSingle(z)), 1f)); } I also have a list of BoundingSpheres (called spheres) that adds a new bounding sphere for each line from the file. In this program I have one item (a simple box) that moves (it has its world matrix called matrixBox), and other items are static entire time (there is a world matrix that holds those elements called simply world). The problem i that when I move the box, bounding spheres move with it. So how can I bind all BoundingSpheres (except the one corresponding to the box) to the static world matrix so that they stay in their place when the box moves?

    Read the article

  • Encapsulating code in F# (Part 2)

    - by MarkPearl
    In part one of this series I showed an example of encapsulation within a local definition. This is useful to know so that you are aware of the scope of value holders etc. but what I am more interested in is encapsulation with regards to generating useful F# code libraries in .Net, this is done by using Namespaces and Modules. Lets have a look at some C# code first… using System; namespace EncapsulationNS { public class EncapsulationCLS { public static void TestMethod() { Console.WriteLine("Hello"); } } } Pretty simple stuff… now the F# equivalent…. namespace EncapsulationNS module EncapsulationMDL = let TestFunction = System.Console.WriteLine("Hello") ()   Even easier… lets look at some specifics about F# namespaces… Namespaces are open. meaning you can have multiple source files and assemblies can contribute to the same namespace. So, Namespaces are a great way to group modules together, so the question needs to be asked, what role do modules play. For me, the F# module is in many ways similar to the vb6 days of modules. In vb6 modules were separate files and simply allowed us to group certain methods together. I find it easier to visualize F# modules this way than to compare them to the C# classes. However that being said one is not restricted to one module per file – there is flexibility to have multiple modules in one code file however with my limited F# experience I would still recommend using the file as the standard level of separating modules as it is very easy to then find your way around a solution. An important note about interop with F# and other .Net languages. I wrote a blog post a while back about a very basic F# to C# interop. If I were to reference an F# library in a C# project (for instance ‘TestFunction’), in C# it would show this method as a static method call, meaning I would not have to instantiate an instance of the module.

    Read the article

  • What are the best patterns/designs for stateful API development?

    - by Svante
    I am about to implement a API for my TCP/IP server written in Java. Right now I have a temporary method that takes a String, executes a command based on the String and returns a String basically like the following. public void communicate(BufferedReader in, PrintWriter out) { while(true) { out.println(handleCommand(in.readLine())); } } private String handleCommand(String command) { if (command.equals("command1") { // do stuff return "Command 1 executed"; } else if (command.equals("command2") { // do some other stuff return "Command 2 executed"; } } I really want to do something more extensible, smarter and stateful, so I could handle more complex and stateful commands and without the method/class getting bloated. How would you start? Suggestions, ideas, or links for further reading are very welcome.

    Read the article

  • Ubuntu Server 12.04 as a router. Problem with DNS?? Or Routing table?

    - by Lorenzo
    I have a virtualbox lab made up of 4 Windows 2008 R2 servers (DC/DNS,SQL,SHAREPOINT, EXCHANGE) that are configured with static ip addresses with NIC's attached to Internal network. Everything works. I had the requirement to execute some tests that also access external services available on the internet. To keep things clean and similar to the production environment I have installed another VM, with Ubuntu Server 12.04 64 bit and configured (I hope) to work as a router like described on this post. This VM has two network interfaces: first is Bridged with the host and is used as a WAN connection and the other one attached in the Internal Network with its own static IP address on the internal network subnet. But actually the Windows servers does not connect to the internet while the unix one connects. I did a route command. this is the result: Kernel IP Routing table Destination Gateway Genmask Flags Metric Ref Use Iface default 10.69.121.1 0.0.0.0 UG 100 0 0 eth0 10.69.121.0 * 255.255.255.0 U 0 0 0 eth0 192.168.83.0 * 255.255.255.0 U 0 0 0 eth1 Can somebody help me with this configuration? :) Thanks! Addendum: I forgot to mention that one of the windows server hosts a DNS service for which I should maybe configure a forwarding server but I do not exactly know which server to forward on... :(

    Read the article

  • BoundingSpheres move when they should not

    - by NDraskovic
    I have a XNA 4.0 project in which I load a file that contains type and coordinates of items I need to draw to the screen. Also I need to check if one particular type (the only movable one) is passing in front or trough other items. This is the code I use to load the configuration: if (ks.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.L)) { this.GraphicsDevice.Clear(Color.CornflowerBlue); Otvaranje.ShowDialog(); try { using (StreamReader sr = new StreamReader(Otvaranje.FileName)) { String linija; while ((linija = sr.ReadLine()) != null) { red = linija.Split(','); model = red[0]; x = red[1]; y = red[2]; z = red[3]; elementi.Add(Convert.ToInt32(model)); podatci.Add(new Vector3(Convert.ToSingle(x), Convert.ToSingle(y), Convert.ToSingle(z))); sfere.Add(new BoundingSphere(new Vector3(Convert.ToSingle(x), Convert.ToSingle(y), Convert.ToSingle(z)), 1f)); } } } catch (Exception ex) { Window.Title = ex.ToString(); } } The "Otvaranje" is an OpenFileDialog object, "elementi" is a List (determines the type of item that would be drawn), podatci is a List (determines the location where the items will be drawn) and sfere is a List. Now I solved the picking algorithm (checking for ray and bounding sphere intersection) and it works fine, but the collision detection does not. I noticed, while using picking, that BoundingSphere's move even though the objects that they correspond to do not. The movable object is drawn to the world1 Matrix, and the static objects are drawn into the world2 Matrix (world1 and world2 have the same values, I just separated them so that the static elements would not move when the movable one does). The problem is that when I move the item I want, all boundingSpheres move accordingly. How can I move only the boundingSphere that corresponds to that particular item, and leave the rest where they are?

    Read the article

< Previous Page | 399 400 401 402 403 404 405 406 407 408 409 410  | Next Page >