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  • Increase efficiency of a loop with jQuery

    - by Pez Cuckow
    I have a game coded in jQuery where bots are moved around the screen. The below code is a loop that runs every 20ms, currently if you have over 15 bots you start to notice the browser lagging (simply because of all the advanced collision detection going on). Is there any way to reduce the lag, can I make it any more efficient? P.s. sorrry for just posting a block of code, I can't see a way to make my point clear enough without! $.playground().registerCallback(function(){ //Movement Loop if(!pause) { for (var i in bots) { //bots - color, dir, x, y, z, spawned?, spawnerid, prevd var self = $('#b' + i); var current = bots[i]; if(bots[i][5]==1) { var xspeed = 0, yspeed = 0; if(current[1]==0) { yspeed = -D_SPEED; } else if(current[1]==1) { xspeed = D_SPEED; } else if(current[1]==2) { yspeed = D_SPEED; } else if(current[1]==3) { xspeed = -D_SPEED; } var x = current[2] + xspeed; var y = current[3] + yspeed; var z = current[3] + 120; if(current[2]>0&&x>PLAYGROUND_WIDTH||current[2]<0&&x<-GRID_SIZE|| current[3]>0&&y>PLAYGROUND_HEIGHT||current[3]<0&&y<-GRID_SIZE) { remove_bot(i, self); } else { if(current[7]!=current[1]) { self.setAnimation(colors[current[0]][current[1]]); bots[i][7] = current[1]; } if(self.css({"left": ""+(x)+"px", "top": ""+(y)+"px", "z-index": z})) { bots[i][2] = x; bots[i][3] = y; bots[i][4] = z; bots[i][8]++; } } } } $("#debug").html(dump(arrows)); $(".bot").each(function(){ var b_id = $(this).attr("id").substr(1); var collision = false; var c_bot = bots[b_id]; var b_x = c_bot[2]; var b_y = c_bot[3]; var b_d = c_bot[1]; $(this).collision(".arrow,#arrows").each(function(){ //Many thanks to Selim Arsever for this fix! var a_id = $(this).attr("id").substr(1); var piece = arrows[a_id]; var a_v = piece[0]; if(a_v==1) { var a_x = piece[2]; var a_y = piece[3]; var d_x = b_x-a_x; var d_y = b_y-a_y; if(d_x>=4&&d_x<=5&&d_y>=1&&d_y<=2) { //bots - color, dir, x, y, z, spawned?, spawnerid, prevd bots[b_id][7] = c_bot[1]; bots[b_id][1] = piece[1]; collision = true; } } }); if(!collision) { $(this).collision(".wall,#level").each(function(){ var w_id = $(this).attr("id").substr(1); var piece = pieces[w_id]; var w_x = piece[1]; var w_y = piece[2]; d_x = b_x-w_x; d_y = b_y-w_y; if(b_d==0&&d_x>=4&&d_x<=5&&d_y>=27&&d_y<=28) { kill_bot(b_id); collision = true; } //4 // 33 if(b_d==1&&d_x>=-12&&d_x<=-11&&d_y>=21&&d_y<=22) { kill_bot(b_id); collision = true; } //-14 // 21 if(b_d==2&&d_x>=4&&d_x<=5&&d_y>=-9&&d_y<=-8) { kill_bot(b_id); collision = true; } //4 // -9 if(b_d==3&&d_x>=22&&d_x<=23&&d_y>=20&&d_y<=21) { kill_bot(b_id); collision = true; } //22 // 21 }); } if(!collision&&c_bot[8]>GRID_MOVE) { $(this).collision(".spawn,#level").each(function(){ var s_id = $(this).attr("id").substr(1); var piece = pieces[s_id]; var s_x = piece[1]; var s_y = piece[2]; d_x = b_x-s_x; d_y = b_y-s_y; if(b_d==0&&d_x>=4&&d_x<=5&&d_y>=19&&d_y<=20) { kill_bot(b_id); collision = true; } //4 // 33 if(b_d==1&&d_x>=-14&&d_x<=-13&&d_y>=11&&d_y<=12) { kill_bot(b_id); collision = true; } //-14 // 21 if(b_d==2&&d_x>=4&&d_x<=5&&d_y>=-11&&d_y<=-10) { kill_bot(b_id); collision = true; } //4 // -9 if(b_d==3&&d_x>=22&&d_x<=23&&d_y>=11&&d_y<=12) { kill_bot(b_id); collision = true; } //22 // 21*/ }); } if(!collision) { $(this).collision(".exit,#level").each(function(){ var e_id = $(this).attr("id").substr(1); var piece = pieces[e_id]; var e_x = piece[1]; var e_y = piece[2]; d_x = b_x-e_x; d_y = b_y-e_y; if(d_x>=4&&d_x<=5&&d_y>=1&&d_y<=2) { current_bots++; bots[b_id] = false; $("#current_bots").html(current_bots); $("#b" + b_id).setAnimation(exit[2], function(node){$(node).fadeOut(200)}); } }); } if(!collision) { $(this).collision(".bot,#level").each(function(){ var bd_id = $(this).attr("id").substr(1); if(bd_id!=b_id) { var piece = bots[bd_id]; var bd_x = piece[2]; var bd_y = piece[3]; d_x = b_x-bd_x; d_y = b_y-bd_y; if(d_x>=0&&d_x<=2&&d_y>=0&&d_y<=2) { kill_bot(b_id); kill_bot(bd_id); collision = true; } } }); } }); } }, REFRESH_RATE); Many thanks,

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  • PHP session not working with JQuery Ajax?

    - by Bolt_Head
    Update, Solved: After all this I found out that I was calling an old version of my code in the update ajax. 'boardControl.php' instead of 'boardUpdate.php' These are the kinds of mistakes that make programing fun. I'm writing a browser gomoku game. I have the ajax statement that allows the player to play a piece. $(document).ready(function() { $("td").live('click',function(){ var value = $(this).attr('id'); $.get('includes/boardControl.php',{play: value, bid: bid}); }); }); value = board square location bid = board ID Before creating a user login for player identification, the server side php had a temporary solution. It would rotate the piece state for the squares when clicked instead of knowing what player to create them for. After creating login stuff I set a session variable for the player's ID. I was hoping to read the session ID from the php during the ajax request and figure out what player they are from there. session_start(); ... $playerId = $_SESSION['char']; $Query=("SELECT p1, p2 FROM board WHERE bid=$bid"); $Result=mysql_query($Query); $p1 = mysql_result($Result,0,"p1"); $p2 = mysql_result($Result,0,"p2"); $newPiece = 0; //*default no player if($playerId == $p1) $newPiece = 1; if($playerId == $p2) $newPiece = 2; For some reason when I run the full web app, the pieces still cycle though, even after I deleted the code to make them cycle. Furthermore, after logging in If i manually load the php page in the browser, it modifies the database correctly (where it only plays pieces belonging to that player) and outputs the correct results. It seems to me that the session is not being carried over when used with Ajax. Yet Google searches tell me that, sessions do work with Ajax. Update: I'm trying to provide more information. Logging in works correctly. My ID is recognized and I printed it out next to the board to ensure that I was retrieving it correctly. The ajax request does update the board. The values passed are correct and confirmed with firebug's console. However instead of placing pieces only for the player they belong to it cycles though the piece states (0,1,2). When manually browsing to boardUpdate.php and putting in the same values sent from the Ajax the results seen in the echo'ed response indicates that the corresponding piece is played each time as intended. Same results on my laptop after fresh load of firefox. Manually browsing to boardUpdate.php without logging in before hand leave the board unchanged (as intended when no user is found in the session). I've double checked the that session_start() is on the php files and double checked the session ID variables. Hope this extra information helps, i'm running out of ideas what to tell you. Should I load up the full code? Update 2: After checking the Ajax responce in fire-bug I realized that the 'play' request does not get a result, and the board is not updated till the next 'update'. I'm still looking into this but I'll post it here for you guys too. boardUpdate.php Notable places are: Refresh Board(line6) Place Piece(line20) function boardUpdate($turnCount) (line63) <?php session_start(); require '../../omok/dbConnect.php'; //*** Refresh Board *** if(isset($_GET['update'])) { $bid = $_GET['bid']; $Query=("SELECT turn FROM board WHERE bid=$bid"); $Result=mysql_query($Query); $turnCount=mysql_result($Result,0,"turn"); if($_GET['turnCount'] < $turnCount) //** Turn increased { boardUpdate($turnCount); } } //*** Place Piece *** if(isset($_GET['play'])) // turn order? player detect? { $squareID = $_GET['play']; $bid = $_GET['bid']; $Query=("SELECT turn, boardstate FROM board WHERE bid=$bid"); $Result=mysql_query($Query); $turnCount=mysql_result($Result,0,"turn"); $boardState=mysql_result($Result,0,"boardstate"); $turnCount++; $playerId = $_SESSION['char']; $Query=("SELECT p1, p2 FROM board WHERE bid=$bid"); $Result=mysql_query($Query); $p1 = mysql_result($Result,0,"p1"); $p2 = mysql_result($Result,0,"p2"); $newPiece = 0; //*default no player if($playerId == $p1) $newPiece = 1; if($playerId == $p2) $newPiece = 2; // if($newPiece != 0) // { $oldPiece = getBoardSpot($squareID, $bid); $oldLetter = $boardState{floor($squareID/3)}; $slot = $squareID%3; //***function updateCode($old, $new, $current, $slot)*** $newLetter = updateCode($oldPiece, $newPiece, $oldLetter, $slot); $newLetter = value2Letter($newLetter); $newBoard = substr_replace($boardState, $newLetter, floor($squareID/3), 1); //** Update Query for boardstate & turn $Query=("UPDATE board SET boardState = '$newBoard', turn = '$turnCount' WHERE bid = '$bid'"); mysql_query($Query); // } boardUpdate($turnCount); } function boardUpdate($turnCount) { $json = '{"turnCount":"'.$turnCount.'",'; //** turnCount ** $bid = $_GET['bid']; $Query=("SELECT boardstate FROM board WHERE bid='$bid'"); $Result=mysql_query($Query); $Board=mysql_result($Result,0,"boardstate"); $json.= '"boardState":"'.$Board.'"'; //** boardState ** $json.= '}'; echo $json; } function letter2Value($input) { if(ord($input) >= 48 && ord($input) <= 57) return ord($input) - 48; else return ord($input) - 87; } function value2Letter($input) { if($input >= 10) return chr($input += 87); else return chr($input += 48); } //*** UPDATE CODE *** updates an letter with a new peice change and returns result letter. //***** $old : peice value before update //***** $new : peice value after update //***** $current : letterValue of code before update. //***** $slot : which of the 3 sqaures the change needs to take place in. function updateCode($old, $new, $current, $slot) { if($slot == 0) {// echo $current,"+((",$new,"-",$old,")*9)"; return letter2Value($current)+(($new-$old)*9); } else if($slot == 1) {// echo $current,"+((",$new,"-",$old,")*3)"; return letter2Value($current)+(($new-$old)*3); } else //slot == 2 {// echo $current,"+((",$new,"-",$old,")"; return letter2Value($current)+($new-$old); } }//updateCode() //**** GETBOARDSPOT *** Returns the peice value at defined location on the board. //****** 0 is first sqaure increment +1 in reading order (0-254). function getBoardSpot($squareID, $bid) { $Query=("SELECT boardstate FROM board WHERE bid='$bid'"); $Result=mysql_query($Query); $Board=mysql_result($Result,0,"boardstate"); if($squareID %3 == 2) //**3rd spot** { if( letter2Value($Board{floor($squareID/3)} ) % 3 == 0) return 0; else if( letter2Value($Board{floor($squareID/3)} ) % 3 == 1) return 1; else return 2; } else if($squareID %3 == 0) //**1st spot** { if(letter2Value($Board{floor($squareID/3)} ) <= 8) return 0; else if(letter2Value($Board{floor($squareID/3)} ) >= 18) return 2; else return 1; } else //**2nd spot** { return floor(letter2Value($Board{floor($squareID/3)}))/3%3; } }//end getBoardSpot() ?> Please help, I'd be glad to provide more information if needed. Thanks in advance =)

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  • How can I get the following compiled on UVA?

    - by Michael Tsang
    Note the comment below. It cannot compiled on UVA because of a bug in GCC. #include <cstdio> #include <cstring> #include <cctype> #include <map> #include <stdexcept> class Board { public: bool read(FILE *); enum Colour {none, white, black}; Colour check() const; private: struct Index { size_t x; size_t y; Index &operator+=(const Index &) throw(std::range_error); Index operator+(const Index &) const throw(std::range_error); }; const static std::size_t size = 8; char data[size][size]; // Cannot be compiled on GCC 4.1.2 due to GCC bug 29993 // http://gcc.gnu.org/bugzilla/show_bug.cgi?id=29993 typedef bool CheckFunction(Colour, const Index &) const; CheckFunction pawn, knight, bishop, king, rook; bool queen(const Colour c, const Index &location) const { return rook(c, location) || bishop(c, location); } static char get_king(Colour c) { return c == white ? 'k' : 'K'; } template<std::size_t n> bool check_consecutive(Colour c, const Index &location, const Index (&offsets)[n]) const { for(const Index *p = offsets; p != (&offsets)[1]; ++p) { try { Index target = location + *p; for(; data[target.x][target.y] == '.'; target += *p) { } if(data[target.x][target.y] == get_king(c)) return true; } catch(std::range_error &) { } } return false; } template<std::size_t n> bool check_distinct(Colour c, const Index &location, const Index (&offsets)[n]) const { for(const Index *p = offsets; p != (&offsets)[1]; ++p) { try { Index target = location + *p; if(data[target.x][target.y] == get_king(c)) return true; } catch(std::range_error &) { } } return false; } }; int main() { Board board; for(int d = 1; board.read(stdin); ++d) { Board::Colour c = board.check(); const char *sp; switch(c) { case Board::black: sp = "white"; break; case Board::white: sp = "black"; break; case Board::none: sp = "no"; break; } std::printf("Game #%d: %s king is in check.\n", d, sp); std::getchar(); // discard empty line } } bool Board::read(FILE *f) { static const char empty[] = "........" "........" "........" "........" "........" "........" "........" "........"; // 64 dots for(char (*p)[size] = data; p != (&data)[1]; ++p) { std::fread(*p, size, 1, f); std::fgetc(f); // discard new-line } return std::memcmp(empty, data, sizeof data); } Board::Colour Board::check() const { std::map<char, CheckFunction Board::*> fp; fp['P'] = &Board::pawn; fp['N'] = &Board::knight; fp['B'] = &Board::bishop; fp['Q'] = &Board::queen; fp['K'] = &Board::king; fp['R'] = &Board::rook; for(std::size_t i = 0; i != size; ++i) { for(std::size_t j = 0; j != size; ++j) { CheckFunction Board::* p = fp[std::toupper(data[i][j])]; if(p) { Colour ret; if(std::isupper(data[i][j])) ret = white; else ret = black; if((this->*p)(ret, (Index){i, j}/* C99 extension */)) return ret; } } } return none; } bool Board::pawn(const Colour c, const Index &location) const { const std::ptrdiff_t sh = c == white ? -1 : 1; const Index offsets[] = { {sh, 1}, {sh, -1} }; return check_distinct(c, location, offsets); } bool Board::knight(const Colour c, const Index &location) const { static const Index offsets[] = { {1, 2}, {2, 1}, {2, -1}, {1, -2}, {-1, -2}, {-2, -1}, {-2, 1}, {-1, 2} }; return check_distinct(c, location, offsets); } bool Board::bishop(const Colour c, const Index &location) const { static const Index offsets[] = { {1, 1}, {1, -1}, {-1, -1}, {-1, 1} }; return check_consecutive(c, location, offsets); } bool Board::rook(const Colour c, const Index &location) const { static const Index offsets[] = { {1, 0}, {0, -1}, {0, 1}, {-1, 0} }; return check_consecutive(c, location, offsets); } bool Board::king(const Colour c, const Index &location) const { static const Index offsets[] = { {-1, -1}, {-1, 0}, {-1, 1}, {0, 1}, {1, 1}, {1, 0}, {1, -1}, {0, -1} }; return check_distinct(c, location, offsets); } Board::Index &Board::Index::operator+=(const Index &rhs) throw(std::range_error) { if(x + rhs.x >= size || y + rhs.y >= size) throw std::range_error("result is larger than size"); x += rhs.x; y += rhs.y; return *this; } Board::Index Board::Index::operator+(const Index &rhs) const throw(std::range_error) { Index ret = *this; return ret += rhs; }

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  • My App crashes when launched on my Iphone

    - by Miky Mike
    hi guys, I have a problem here : my app crashed on my Iphone (JB) though Xcode doesn't complain about anything. The app works fine on the simulator though. However, there is this in the device logs : Thread 0 Crashed: 0 libSystem.B.dylib 0x00078ac8 kill + 8 1 libSystem.B.dylib 0x00078ab8 kill + 4 2 libSystem.B.dylib 0x00078aaa raise + 10 3 libSystem.B.dylib 0x0008d03a abort + 50 4 libstdc++.6.dylib 0x00044a20 __gnu_cxx::__verbose_terminate_handler() + 376 5 libobjc.A.dylib 0x00005958 _objc_terminate + 104 6 libstdc++.6.dylib 0x00042df2 _cxxabiv1::_terminate(void (*)()) + 46 7 libstdc++.6.dylib 0x00042e46 std::terminate() + 10 8 libstdc++.6.dylib 0x00042f16 __cxa_throw + 78 9 libobjc.A.dylib 0x00004838 objc_exception_throw + 64 10 CoreFoundation 0x0009fd0e +[NSException raise:format:arguments:] + 62 11 CoreFoundation 0x0009fd48 +[NSException raise:format:] + 28 12 Foundation 0x000125d8 -[NSURL(NSURL) initFileURLWithPath:] + 64 13 Foundation 0x000371e0 +[NSURL(NSURL) fileURLWithPath:] + 24 14 TheLearningMachine 0x00002d08 0x1000 + 7432 15 TheLearningMachine 0x00002e8c 0x1000 + 7820 16 TheLearningMachine 0x00002be4 0x1000 + 7140 17 TheLearningMachine 0x000029b6 0x1000 + 6582 18 UIKit 0x0000e47a -[UIApplication _callInitializationDelegatesForURL:payload:suspended:] + 766 19 UIKit 0x000049e0 -[UIApplication _runWithURL:payload:launchOrientation:statusBarStyle:statusBarHidden:] + 200 20 UIKit 0x0005dfd6 -[UIApplication handleEvent:withNewEvent:] + 1390 21 UIKit 0x0005d8fa -[UIApplication sendEvent:] + 38 22 UIKit 0x0005d330 _UIApplicationHandleEvent + 5104 23 GraphicsServices 0x00005044 PurpleEventCallback + 660 24 CoreFoundation 0x00034cdc __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION + 20 25 CoreFoundation 0x00034ca0 __CFRunLoopDoSource1 + 160 26 CoreFoundation 0x00027566 __CFRunLoopRun + 514 27 CoreFoundation 0x00027270 CFRunLoopRunSpecific + 224 28 CoreFoundation 0x00027178 CFRunLoopRunInMode + 52 29 UIKit 0x000040fc -[UIApplication _run] + 364 30 UIKit 0x00002128 UIApplicationMain + 664 31 TheLearningMachine 0x00002948 0x1000 + 6472 32 TheLearningMachine 0x000028fc 0x1000 + 6396 Thread 1: 0 libSystem.B.dylib 0x0002d330 kevent + 24 1 libSystem.B.dylib 0x000d6b6c _dispatch_mgr_invoke + 88 2 libSystem.B.dylib 0x000d65bc _dispatch_queue_invoke + 96 3 libSystem.B.dylib 0x000d675c _dispatch_worker_thread2 + 120 4 libSystem.B.dylib 0x0007a67a _pthread_wqthread + 258 5 libSystem.B.dylib 0x00073190 start_wqthread + 0 Thread 2: 0 libSystem.B.dylib 0x0007b19c __workq_kernreturn + 8 1 libSystem.B.dylib 0x0007a790 _pthread_wqthread + 536 2 libSystem.B.dylib 0x00073190 start_wqthread + 0 Thread 3: 0 libSystem.B.dylib 0x00000c98 mach_msg_trap + 20 1 libSystem.B.dylib 0x00002d64 mach_msg + 44 2 CoreFoundation 0x00027c38 __CFRunLoopServiceMachPort + 88 3 CoreFoundation 0x000274c2 __CFRunLoopRun + 350 4 CoreFoundation 0x00027270 CFRunLoopRunSpecific + 224 5 CoreFoundation 0x00027178 CFRunLoopRunInMode + 52 6 WebCore 0x000024e2 RunWebThread(void*) + 362 7 libSystem.B.dylib 0x0007a27e _pthread_start + 242 8 libSystem.B.dylib 0x0006f2a8 thread_start + 0 Thread 0 crashed with ARM Thread State: r0: 0x00000000 r1: 0x00000000 r2: 0x00000001 r3: 0x3e0862b4 r4: 0x00000006 r5: 0x0015a2ec r6: 0x2fffe090 r7: 0x2fffe0a0 r8: 0x3e1a378c r9: 0x00000065 r10: 0x33028e5a r11: 0x3e1ab89c ip: 0x00000025 sp: 0x2fffe0a0 lr: 0x30277abf pc: 0x30277ac8 cpsr: 0x000f0010 Any idea what the problem can be ? I've already spent my whole day on that, but... I'm stuck. Thanks in advance... Miky Mike Ok, Here is more then from the console, I get this : This GDB was configured as "--host=i386-apple-darwin --target=arm-apple-darwin".tty /dev/ttys002 Loading program into debugger… Program loaded. target remote-mobile /tmp/.XcodeGDBRemote-17280-65 Switching to remote-macosx protocol mem 0x1000 0x3fffffff cache mem 0x40000000 0xffffffff none mem 0x00000000 0x0fff none run Running… Error launching remote program: failed to get the task for process 456. Error launching remote program: failed to get the task for process 456. The program being debugged is not being run. The program being debugged is not being run. [Session started at 2010-12-23 20:33:33 +0100.] GNU gdb 6.3.50-20050815 (Apple version gdb-1472) (Thu Aug 5 05:54:10 UTC 2010) Copyright 2004 Free Software Foundation, Inc. GDB is free software, covered by the GNU General Public License, and you are welcome to change it and/or distribute copies of it under certain conditions. Type "show copying" to see the conditions. There is absolutely no warranty for GDB. Type "show warranty" for details. This GDB was configured as "--host=i386-apple-darwin --target=arm-apple-darwin".tty /dev/ttys004 Loading program into debugger… Program loaded. target remote-mobile /tmp/.XcodeGDBRemote-17280-72 Switching to remote-macosx protocol mem 0x1000 0x3fffffff cache mem 0x40000000 0xffffffff none mem 0x00000000 0x0fff none run Running… Error launching remote program: failed to get the task for process 508. Error launching remote program: failed to get the task for process 508. The program being debugged is not being run. The program being debugged is not being run. And here is the code page that calls the URL import "TheLearningMachineAppDelegate.h" import "RootViewController.h" @implementation TheLearningMachineAppDelegate @synthesize window; @synthesize navigationController; pragma mark - pragma mark Application lifecycle (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { RootViewController *rootViewController = (RootViewController *)[navigationController topViewController]; rootViewController.managedObjectContext = self.managedObjectContext; [window addSubview:[navigationController view]]; [window makeKeyAndVisible]; return YES; } (void)applicationWillResignActive:(UIApplication )application { / Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state. Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game. */ } (void)applicationDidEnterBackground:(UIApplication *)application { [self saveContext]; } (void)applicationWillEnterForeground:(UIApplication )application { / Called as part of the transition from the background to the inactive state: here you can undo many of the changes made on entering the background. */ } (void)applicationDidBecomeActive:(UIApplication )application { / Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface. */ } // Method that saves the managed object context before the application terminates. (void)applicationWillTerminate:(UIApplication *)application { [self saveContext]; } (void)saveContext { NSError *error = nil; if (managedObjectContext != nil) { if ([managedObjectContext hasChanges] && ![managedObjectContext save:&error]) { NSLog(@"Unresolved error %@, %@", error, [error userInfo]); abort(); //Replace this implementation with code to handle the error appropriately. //abort() causes the application to generate a crash log and terminate. You should not use this function in a shipping application, although it may be useful during development. If it is not possible to recover from the error, display an alert panel that instructs the user to quit the application by pressing the Home button. } } } pragma mark - pragma mark Core Data stack // Returns the managed object context for the application. (NSManagedObjectContext *)managedObjectContext { if (managedObjectContext != nil) { return managedObjectContext; } NSPersistentStoreCoordinator *coordinator = [self persistentStoreCoordinator]; if (coordinator != nil) { managedObjectContext = [[NSManagedObjectContext alloc] init]; [managedObjectContext setPersistentStoreCoordinator:coordinator]; } return managedObjectContext; } // Returns the managed object model for the application. (NSManagedObjectModel *)managedObjectModel { if (managedObjectModel != nil) { return managedObjectModel; } NSString *modelPath = [[NSBundle mainBundle] pathForResource:@"TheLearningMachine" ofType:@"momd"]; NSURL *modelURL = [NSURL fileURLWithPath:modelPath]; managedObjectModel = [[NSManagedObjectModel alloc] initWithContentsOfURL:modelURL]; return managedObjectModel; } pragma mark - pragma mark Application's Documents directory // Returns the path to the application's Documents directory. - (NSString *)applicationDocumentsDirectory { return [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) lastObject]; } // Returns the persistent store coordinator for the application. - (NSPersistentStoreCoordinator *)persistentStoreCoordinator { if (persistentStoreCoordinator != nil) { return persistentStoreCoordinator; } NSURL *storeURL = [NSURL fileURLWithPath: [[self applicationDocumentsDirectory] stringByAppendingPathComponent: @"TheLearningMachine.sqlite"]]; NSError *error = nil; persistentStoreCoordinator = [[NSPersistentStoreCoordinator alloc] initWithManagedObjectModel:[self managedObjectModel]]; if (![persistentStoreCoordinator addPersistentStoreWithType:NSSQLiteStoreType configuration:nil URL:storeURL options:nil error:&error]) { NSLog(@"Unresolved error %@, %@", error, [error userInfo]); abort(); } return persistentStoreCoordinator; } pragma mark - pragma mark Memory management (void)applicationDidReceiveMemoryWarning:(UIApplication )application { / Free up as much memory as possible by purging cached data objects that can be recreated (or reloaded from disk) later. */ } (void)dealloc { [managedObjectContext release]; [managedObjectModel release]; [persistentStoreCoordinator release]; [window release]; [super dealloc]; } @end

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  • Increase efficiency of a loop with jQuery and GameQuery

    - by Pez Cuckow
    I have a game coded in jQuery where bots are moved around the screen. The below code is a loop that runs every 20ms, currently if you have over 15 bots you start to notice the browser lagging (simply because of all the advanced collision detection going on). Is there any way to reduce the lag, can I make it any more efficient? P.s. sorrry for just posting a block of code, I can't see a way to make my point clear enough without! $.playground().registerCallback(function(){ //Movement Loop if(!pause) { for (var i in bots) { //bots - color, dir, x, y, z, spawned?, spawnerid, prevd var self = $('#b' + i); var current = bots[i]; if(bots[i][5]==1) { var xspeed = 0, yspeed = 0; if(current[1]==0) { yspeed = -D_SPEED; } else if(current[1]==1) { xspeed = D_SPEED; } else if(current[1]==2) { yspeed = D_SPEED; } else if(current[1]==3) { xspeed = -D_SPEED; } var x = current[2] + xspeed; var y = current[3] + yspeed; var z = current[3] + 120; if(current[2]>0&&x>PLAYGROUND_WIDTH||current[2]<0&&x<-GRID_SIZE|| current[3]>0&&y>PLAYGROUND_HEIGHT||current[3]<0&&y<-GRID_SIZE) { remove_bot(i, self); } else { if(current[7]!=current[1]) { self.setAnimation(colors[current[0]][current[1]]); bots[i][7] = current[1]; } if(self.css({"left": ""+(x)+"px", "top": ""+(y)+"px", "z-index": z})) { bots[i][2] = x; bots[i][3] = y; bots[i][4] = z; bots[i][8]++; } } } } $("#debug").html(dump(arrows)); $(".bot").each(function(){ var b_id = $(this).attr("id").substr(1); var collision = false; var c_bot = bots[b_id]; var b_x = c_bot[2]; var b_y = c_bot[3]; var b_d = c_bot[1]; $(this).collision(".arrow,#arrows").each(function(){ //Many thanks to Selim Arsever for this fix! var a_id = $(this).attr("id").substr(1); var piece = arrows[a_id]; var a_v = piece[0]; if(a_v==1) { var a_x = piece[2]; var a_y = piece[3]; var d_x = b_x-a_x; var d_y = b_y-a_y; if(d_x>=4&&d_x<=5&&d_y>=1&&d_y<=2) { //bots - color, dir, x, y, z, spawned?, spawnerid, prevd bots[b_id][7] = c_bot[1]; bots[b_id][1] = piece[1]; collision = true; } } }); if(!collision) { $(this).collision(".wall,#level").each(function(){ var w_id = $(this).attr("id").substr(1); var piece = pieces[w_id]; var w_x = piece[1]; var w_y = piece[2]; d_x = b_x-w_x; d_y = b_y-w_y; if(b_d==0&&d_x>=4&&d_x<=5&&d_y>=27&&d_y<=28) { kill_bot(b_id); collision = true; } //4 // 33 if(b_d==1&&d_x>=-12&&d_x<=-11&&d_y>=21&&d_y<=22) { kill_bot(b_id); collision = true; } //-14 // 21 if(b_d==2&&d_x>=4&&d_x<=5&&d_y>=-9&&d_y<=-8) { kill_bot(b_id); collision = true; } //4 // -9 if(b_d==3&&d_x>=22&&d_x<=23&&d_y>=20&&d_y<=21) { kill_bot(b_id); collision = true; } //22 // 21 }); } if(!collision&&c_bot[8]>GRID_MOVE) { $(this).collision(".spawn,#level").each(function(){ var s_id = $(this).attr("id").substr(1); var piece = pieces[s_id]; var s_x = piece[1]; var s_y = piece[2]; d_x = b_x-s_x; d_y = b_y-s_y; if(b_d==0&&d_x>=4&&d_x<=5&&d_y>=19&&d_y<=20) { kill_bot(b_id); collision = true; } //4 // 33 if(b_d==1&&d_x>=-14&&d_x<=-13&&d_y>=11&&d_y<=12) { kill_bot(b_id); collision = true; } //-14 // 21 if(b_d==2&&d_x>=4&&d_x<=5&&d_y>=-11&&d_y<=-10) { kill_bot(b_id); collision = true; } //4 // -9 if(b_d==3&&d_x>=22&&d_x<=23&&d_y>=11&&d_y<=12) { kill_bot(b_id); collision = true; } //22 // 21*/ }); } if(!collision) { $(this).collision(".exit,#level").each(function(){ var e_id = $(this).attr("id").substr(1); var piece = pieces[e_id]; var e_x = piece[1]; var e_y = piece[2]; d_x = b_x-e_x; d_y = b_y-e_y; if(d_x>=4&&d_x<=5&&d_y>=1&&d_y<=2) { current_bots++; bots[b_id] = false; $("#current_bots").html(current_bots); $("#b" + b_id).setAnimation(exit[2], function(node){$(node).fadeOut(200)}); } }); } if(!collision) { $(this).collision(".bot,#level").each(function(){ var bd_id = $(this).attr("id").substr(1); if(bd_id!=b_id) { var piece = bots[bd_id]; var bd_x = piece[2]; var bd_y = piece[3]; d_x = b_x-bd_x; d_y = b_y-bd_y; if(d_x>=0&&d_x<=2&&d_y>=0&&d_y<=2) { kill_bot(b_id); kill_bot(bd_id); collision = true; } } }); } }); } }, REFRESH_RATE); Many thanks,

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  • Diving into OpenStack Network Architecture - Part 2 - Basic Use Cases

    - by Ronen Kofman
      rkofman Normal rkofman 4 138 2014-06-05T03:38:00Z 2014-06-05T05:04:00Z 3 2735 15596 Oracle Corporation 129 36 18295 12.00 Clean Clean false false false false EN-US X-NONE HE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:Arial; mso-bidi-theme-font:minor-bidi; mso-bidi-language:AR-SA;} In the previous post we reviewed several network components including Open vSwitch, Network Namespaces, Linux Bridges and veth pairs. In this post we will take three simple use cases and see how those basic components come together to create a complete SDN solution in OpenStack. With those three use cases we will review almost the entire network setup and see how all the pieces work together. The use cases we will use are: 1.       Create network – what happens when we create network and how can we create multiple isolated networks 2.       Launch a VM – once we have networks we can launch VMs and connect them to networks. 3.       DHCP request from a VM – OpenStack can automatically assign IP addresses to VMs. This is done through local DHCP service controlled by OpenStack Neutron. We will see how this service runs and how does a DHCP request and response look like. In this post we will show connectivity, we will see how packets get from point A to point B. We first focus on how a configured deployment looks like and only later we will discuss how and when the configuration is created. Personally I found it very valuable to see the actual interfaces and how they connect to each other through examples and hands on experiments. After the end game is clear and we know how the connectivity works, in a later post, we will take a step back and explain how Neutron configures the components to be able to provide such connectivity.  We are going to get pretty technical shortly and I recommend trying these examples on your own deployment or using the Oracle OpenStack Tech Preview. Understanding these three use cases thoroughly and how to look at them will be very helpful when trying to debug a deployment in case something does not work. Use case #1: Create Network Create network is a simple operation it can be performed from the GUI or command line. When we create a network in OpenStack the network is only available to the tenant who created it or it could be defined as “shared” and then it can be used by all tenants. A network can have multiple subnets but for this demonstration purpose and for simplicity we will assume that each network has exactly one subnet. Creating a network from the command line will look like this: # neutron net-create net1 Created a new network: +---------------------------+--------------------------------------+ | Field                     | Value                                | +---------------------------+--------------------------------------+ | admin_state_up            | True                                 | | id                        | 5f833617-6179-4797-b7c0-7d420d84040c | | name                      | net1                                 | | provider:network_type     | vlan                                 | | provider:physical_network | default                              | | provider:segmentation_id  | 1000                                 | | shared                    | False                                | | status                    | ACTIVE                               | | subnets                   |                                      | | tenant_id                 | 9796e5145ee546508939cd49ad59d51f     | +---------------------------+--------------------------------------+ Creating a subnet for this network will look like this: # neutron subnet-create net1 10.10.10.0/24 Created a new subnet: +------------------+------------------------------------------------+ | Field            | Value                                          | +------------------+------------------------------------------------+ | allocation_pools | {"start": "10.10.10.2", "end": "10.10.10.254"} | | cidr             | 10.10.10.0/24                                  | | dns_nameservers  |                                                | | enable_dhcp      | True                                           | | gateway_ip       | 10.10.10.1                                     | | host_routes      |                                                | | id               | 2d7a0a58-0674-439a-ad23-d6471aaae9bc           | | ip_version       | 4                                              | | name             |                                                | | network_id       | 5f833617-6179-4797-b7c0-7d420d84040c           | | tenant_id        | 9796e5145ee546508939cd49ad59d51f               | +------------------+------------------------------------------------+ We now have a network and a subnet, on the network topology view this looks like this: Now let’s dive in and see what happened under the hood. Looking at the control node we will discover that a new namespace was created: # ip netns list qdhcp-5f833617-6179-4797-b7c0-7d420d84040c   The name of the namespace is qdhcp-<network id> (see above), let’s look into the namespace and see what’s in it: # ip netns exec qdhcp-5f833617-6179-4797-b7c0-7d420d84040c ip addr 1: lo: <LOOPBACK,UP,LOWER_UP> mtu 65536 qdisc noqueue state UNKNOWN     link/loopback 00:00:00:00:00:00 brd 00:00:00:00:00:00     inet 127.0.0.1/8 scope host lo     inet6 ::1/128 scope host        valid_lft forever preferred_lft forever 12: tap26c9b807-7c: <BROADCAST,UP,LOWER_UP> mtu 1500 qdisc noqueue state UNKNOWN     link/ether fa:16:3e:1d:5c:81 brd ff:ff:ff:ff:ff:ff     inet 10.10.10.3/24 brd 10.10.10.255 scope global tap26c9b807-7c     inet6 fe80::f816:3eff:fe1d:5c81/64 scope link        valid_lft forever preferred_lft forever   We see two interfaces in the namespace, one is the loopback and the other one is an interface called “tap26c9b807-7c”. This interface has the IP address of 10.10.10.3 and it will also serve dhcp requests in a way we will see later. Let’s trace the connectivity of the “tap26c9b807-7c” interface from the namespace.  First stop is OVS, we see that the interface connects to bridge  “br-int” on OVS: # ovs-vsctl show 8a069c7c-ea05-4375-93e2-b9fc9e4b3ca1     Bridge "br-eth2"         Port "br-eth2"             Interface "br-eth2"                 type: internal         Port "eth2"             Interface "eth2"         Port "phy-br-eth2"             Interface "phy-br-eth2"     Bridge br-ex         Port br-ex             Interface br-ex                 type: internal     Bridge br-int         Port "int-br-eth2"             Interface "int-br-eth2"         Port "tap26c9b807-7c"             tag: 1             Interface "tap26c9b807-7c"                 type: internal         Port br-int             Interface br-int                 type: internal     ovs_version: "1.11.0"   In the picture above we have a veth pair which has two ends called “int-br-eth2” and "phy-br-eth2", this veth pair is used to connect two bridge in OVS "br-eth2" and "br-int". In the previous post we explained how to check the veth connectivity using the ethtool command. It shows that the two are indeed a pair: # ethtool -S int-br-eth2 NIC statistics:      peer_ifindex: 10 . .   #ip link . . 10: phy-br-eth2: <BROADCAST,MULTICAST,UP,LOWER_UP> mtu 1500 qdisc pfifo_fast state UP qlen 1000 . . Note that “phy-br-eth2” is connected to a bridge called "br-eth2" and one of this bridge's interfaces is the physical link eth2. This means that the network which we have just created has created a namespace which is connected to the physical interface eth2. eth2 is the “VM network” the physical interface where all the virtual machines connect to where all the VMs are connected. About network isolation: OpenStack supports creation of multiple isolated networks and can use several mechanisms to isolate the networks from one another. The isolation mechanism can be VLANs, VxLANs or GRE tunnels, this is configured as part of the initial setup in our deployment we use VLANs. When using VLAN tagging as an isolation mechanism a VLAN tag is allocated by Neutron from a pre-defined VLAN tags pool and assigned to the newly created network. By provisioning VLAN tags to the networks Neutron allows creation of multiple isolated networks on the same physical link.  The big difference between this and other platforms is that the user does not have to deal with allocating and managing VLANs to networks. The VLAN allocation and provisioning is handled by Neutron which keeps track of the VLAN tags, and responsible for allocating and reclaiming VLAN tags. In the example above net1 has the VLAN tag 1000, this means that whenever a VM is created and connected to this network the packets from that VM will have to be tagged with VLAN tag 1000 to go on this particular network. This is true for namespace as well, if we would like to connect a namespace to a particular network we have to make sure that the packets to and from the namespace are correctly tagged when they reach the VM network. In the example above we see that the namespace interface “tap26c9b807-7c” has vlan tag 1 assigned to it, if we examine OVS we see that it has flows which modify VLAN tag 1 to VLAN tag 1000 when a packet goes to the VM network on eth2 and vice versa. We can see this using the dump-flows command on OVS for packets going to the VM network we see the modification done on br-eth2: #  ovs-ofctl dump-flows br-eth2 NXST_FLOW reply (xid=0x4):  cookie=0x0, duration=18669.401s, table=0, n_packets=857, n_bytes=163350, idle_age=25, priority=4,in_port=2,dl_vlan=1 actions=mod_vlan_vid:1000,NORMAL  cookie=0x0, duration=165108.226s, table=0, n_packets=14, n_bytes=1000, idle_age=5343, hard_age=65534, priority=2,in_port=2 actions=drop  cookie=0x0, duration=165109.813s, table=0, n_packets=1671, n_bytes=213304, idle_age=25, hard_age=65534, priority=1 actions=NORMAL   For packets coming from the interface to the namespace we see the following modification: #  ovs-ofctl dump-flows br-int NXST_FLOW reply (xid=0x4):  cookie=0x0, duration=18690.876s, table=0, n_packets=1610, n_bytes=210752, idle_age=1, priority=3,in_port=1,dl_vlan=1000 actions=mod_vlan_vid:1,NORMAL  cookie=0x0, duration=165130.01s, table=0, n_packets=75, n_bytes=3686, idle_age=4212, hard_age=65534, priority=2,in_port=1 actions=drop  cookie=0x0, duration=165131.96s, table=0, n_packets=863, n_bytes=160727, idle_age=1, hard_age=65534, priority=1 actions=NORMAL   To summarize we can see that when a user creates a network Neutron creates a namespace and this namespace is connected through OVS to the “VM network”. OVS also takes care of tagging the packets from the namespace to the VM network with the correct VLAN tag and knows to modify the VLAN for packets coming from VM network to the namespace. Now let’s see what happens when a VM is launched and how it is connected to the “VM network”. Use case #2: Launch a VM Launching a VM can be done from Horizon or from the command line this is how we do it from Horizon: Attach the network: And Launch Once the virtual machine is up and running we can see the associated IP using the nova list command : # nova list +--------------------------------------+--------------+--------+------------+-------------+-----------------+ | ID                                   | Name         | Status | Task State | Power State | Networks        | +--------------------------------------+--------------+--------+------------+-------------+-----------------+ | 3707ac87-4f5d-4349-b7ed-3a673f55e5e1 | Oracle Linux | ACTIVE | None       | Running     | net1=10.10.10.2 | +--------------------------------------+--------------+--------+------------+-------------+-----------------+ The nova list command shows us that the VM is running and that the IP 10.10.10.2 is assigned to this VM. Let’s trace the connectivity from the VM to VM network on eth2 starting with the VM definition file. The configuration files of the VM including the virtual disk(s), in case of ephemeral storage, are stored on the compute node at/var/lib/nova/instances/<instance-id>/. Looking into the VM definition file ,libvirt.xml,  we see that the VM is connected to an interface called “tap53903a95-82” which is connected to a Linux bridge called “qbr53903a95-82”: <interface type="bridge">       <mac address="fa:16:3e:fe:c7:87"/>       <source bridge="qbr53903a95-82"/>       <target dev="tap53903a95-82"/>     </interface>   Looking at the bridge using the brctl show command we see this: # brctl show bridge name     bridge id               STP enabled     interfaces qbr53903a95-82          8000.7e7f3282b836       no              qvb53903a95-82                                                         tap53903a95-82    The bridge has two interfaces, one connected to the VM (“tap53903a95-82 “) and another one ( “qvb53903a95-82”) connected to “br-int” bridge on OVS: # ovs-vsctl show 83c42f80-77e9-46c8-8560-7697d76de51c     Bridge "br-eth2"         Port "br-eth2"             Interface "br-eth2"                 type: internal         Port "eth2"             Interface "eth2"         Port "phy-br-eth2"             Interface "phy-br-eth2"     Bridge br-int         Port br-int             Interface br-int                 type: internal         Port "int-br-eth2"             Interface "int-br-eth2"         Port "qvo53903a95-82"             tag: 3             Interface "qvo53903a95-82"     ovs_version: "1.11.0"   As we showed earlier “br-int” is connected to “br-eth2” on OVS using the veth pair int-br-eth2,phy-br-eth2 and br-eth2 is connected to the physical interface eth2. The whole flow end to end looks like this: VM è tap53903a95-82 (virtual interface)è qbr53903a95-82 (Linux bridge) è qvb53903a95-82 (interface connected from Linux bridge to OVS bridge br-int) è int-br-eth2 (veth one end) è phy-br-eth2 (veth the other end) è eth2 physical interface. The purpose of the Linux Bridge connecting to the VM is to allow security group enforcement with iptables. Security groups are enforced at the edge point which are the interface of the VM, since iptables nnot be applied to OVS bridges we use Linux bridge to apply them. In the future we hope to see this Linux Bridge going away rules.  VLAN tags: As we discussed in the first use case net1 is using VLAN tag 1000, looking at OVS above we see that qvo41f1ebcf-7c is tagged with VLAN tag 3. The modification from VLAN tag 3 to 1000 as we go to the physical network is done by OVS  as part of the packet flow of br-eth2 in the same way we showed before. To summarize, when a VM is launched it is connected to the VM network through a chain of elements as described here. During the packet from VM to the network and back the VLAN tag is modified. Use case #3: Serving a DHCP request coming from the virtual machine In the previous use cases we have shown that both the namespace called dhcp-<some id> and the VM end up connecting to the physical interface eth2  on their respective nodes, both will tag their packets with VLAN tag 1000.We saw that the namespace has an interface with IP of 10.10.10.3. Since the VM and the namespace are connected to each other and have interfaces on the same subnet they can ping each other, in this picture we see a ping from the VM which was assigned 10.10.10.2 to the namespace: The fact that they are connected and can ping each other can become very handy when something doesn’t work right and we need to isolate the problem. In such case knowing that we should be able to ping from the VM to the namespace and back can be used to trace the disconnect using tcpdump or other monitoring tools. To serve DHCP requests coming from VMs on the network Neutron uses a Linux tool called “dnsmasq”,this is a lightweight DNS and DHCP service you can read more about it here. If we look at the dnsmasq on the control node with the ps command we see this: dnsmasq --no-hosts --no-resolv --strict-order --bind-interfaces --interface=tap26c9b807-7c --except-interface=lo --pid-file=/var/lib/neutron/dhcp/5f833617-6179-4797-b7c0-7d420d84040c/pid --dhcp-hostsfile=/var/lib/neutron/dhcp/5f833617-6179-4797-b7c0-7d420d84040c/host --dhcp-optsfile=/var/lib/neutron/dhcp/5f833617-6179-4797-b7c0-7d420d84040c/opts --leasefile-ro --dhcp-range=tag0,10.10.10.0,static,120s --dhcp-lease-max=256 --conf-file= --domain=openstacklocal The service connects to the tap interface in the namespace (“--interface=tap26c9b807-7c”), If we look at the hosts file we see this: # cat  /var/lib/neutron/dhcp/5f833617-6179-4797-b7c0-7d420d84040c/host fa:16:3e:fe:c7:87,host-10-10-10-2.openstacklocal,10.10.10.2   If you look at the console output above you can see the MAC address fa:16:3e:fe:c7:87 which is the VM MAC. This MAC address is mapped to IP 10.10.10.2 and so when a DHCP request comes with this MAC dnsmasq will return the 10.10.10.2.If we look into the namespace at the time we initiate a DHCP request from the VM (this can be done by simply restarting the network service in the VM) we see the following: # ip netns exec qdhcp-5f833617-6179-4797-b7c0-7d420d84040c tcpdump -n 19:27:12.191280 IP 0.0.0.0.bootpc > 255.255.255.255.bootps: BOOTP/DHCP, Request from fa:16:3e:fe:c7:87, length 310 19:27:12.191666 IP 10.10.10.3.bootps > 10.10.10.2.bootpc: BOOTP/DHCP, Reply, length 325   To summarize, the DHCP service is handled by dnsmasq which is configured by Neutron to listen to the interface in the DHCP namespace. Neutron also configures dnsmasq with the combination of MAC and IP so when a DHCP request comes along it will receive the assigned IP. Summary In this post we relied on the components described in the previous post and saw how network connectivity is achieved using three simple use cases. These use cases gave a good view of the entire network stack and helped understand how an end to end connection is being made between a VM on a compute node and the DHCP namespace on the control node. One conclusion we can draw from what we saw here is that if we launch a VM and it is able to perform a DHCP request and receive a correct IP then there is reason to believe that the network is working as expected. We saw that a packet has to travel through a long list of components before reaching its destination and if it has done so successfully this means that many components are functioning properly. In the next post we will look at some more sophisticated services Neutron supports and see how they work. We will see that while there are some more components involved for the most part the concepts are the same. @RonenKofman

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  • Reading in a 5000 line text file on the Iphone

    - by howsyourface
    Gday, I am trying to create a tiled map for my game, i have had this previously working using other xml methods but i had memory leaks and all sorts of errors. However i had a map load time of about 2.5 - 3 seconds. So i rewrote all of the code using NSMutableStrings and NSStrings. After my best attempt at optomizing it i had a map load time of 10 - 11 seconds, which is far too slow. So i have now rewritten the code using char* arrays, only to now have a load time of 18 seconds -_-. Here is the latest code, i don't know much c so i could have easily botched the whole thing up. FILE* file = fopen(a, "r"); fseek(file, 0L, SEEK_END); length = ftell(file); fseek(file,0L, SEEK_SET); char fileText[length +1]; char buffer[1024];// = malloc(1024); while(fgets(buffer, 1024, file) != NULL) { strncat(fileText, buffer, strlen(buffer)); } fclose(file); [self parseMapFile:fileText]; - (void)parseMapFile:(char*)tiledXML { currentLayerID = 0; currentTileSetID = 0; tileX = 0; tileY = 0; int tmpGid; NSString* tmpName; int tmpTileWidth; int tmpTileHeight; int tilesetCounter = 0; NSString* tmpLayerName; int tmpLayerHeight; int tmpLayerWidth; int layerCounter = 0; tileX = 0; tileY = 0; int tmpFirstGid = 0; int x; int index; char* r; int counter = 0; while ((x = [self findSubstring:tiledXML substring:"\n"]) != 0) { counter ++; char result[x + 1]; r = &result[0]; [self substringIndex:tiledXML index:x newArray:result]; tiledXML += x+2; index = 0; if (counter == 1) { continue; } else if (counter == 2) { char result1[5]; index = [self getStringBetweenStrings:r substring1:"th=\"" substring2:"\"" newArray:result1]; if (r != 0); mapWidth = atoi(result1); r += index +1; index = 0; index = [self getStringBetweenStrings:r substring1:"ht=\"" substring2:"\"" newArray:result1]; if (r != 0); mapHeight = atoi(result1); r += index +1; index = 0; index = [self getStringBetweenStrings:r substring1:"th=\"" substring2:"\"" newArray:result1]; if (r != 0); tileWidth = atoi(result1); r += index +1; index = 0; index = [self getStringBetweenStrings:r substring1:"ht=\"" substring2:"\"" newArray:result1]; if (r != 0); tileHeight = atoi(result1); continue; } char result2[50]; char result3[3]; if ((index = [self getStringBetweenStrings:r substring1:" gid=\"" substring2:"\"" newArray:result3]) != 0) { tmpGid = atoi(result3); free(result2); if(tmpGid == 0) { [currentLayer addTileAtX:tileX y:tileY tileSetID:-1 tileID:0 globalID:0]; } else { [currentLayer addTileAtX:tileX y:tileY tileSetID:[currentTileSet tileSetID] tileID:tmpGid - [currentTileSet firstGID] globalID:tmpGid]; } tileX ++; if (tileX > [currentLayer layerWidth]-1) { tileY ++; tileX = 0; } } else if ((index = [self getStringBetweenStrings:r substring1:"tgid=\"" substring2:"\"" newArray:result2]) != 0) { tmpFirstGid = atoi(result2); r += index +1; index = 0; index = [self getStringBetweenStrings:r substring1:"me=\"" substring2:"\"" newArray:result2]; if (r != 0); tmpName = [NSString stringWithUTF8String:result2]; r += index +1; index = 0; index = [self getStringBetweenStrings:r substring1:"th=\"" substring2:"\"" newArray:result2]; if (r != 0); tmpTileWidth = atoi(result2); r += index +1; index = 0; index = [self getStringBetweenStrings:r substring1:"ht=\"" substring2:"\"" newArray:result2]; if (r != 0); tmpTileHeight = atoi(result2); } else if ((index = [self getStringBetweenStrings:r substring1:"rce=\"" substring2:"\"" newArray:result2]) != 0) { currentTileSet = [[TileSet alloc] initWithImageNamed:[NSString stringWithUTF8String:result2] name:tmpName tileSetID:tilesetCounter firstGID:tmpFirstGid tileWidth:tmpTileWidth tileHeight:tmpTileHeight spacing:0]; [tileSets addObject:currentTileSet]; [currentTileSet release]; tilesetCounter ++; } else if ((index = [self getStringBetweenStrings:r substring1:"r name=\"" substring2:"\"" newArray:result2]) != 0) { tileX = 0; tileY = 0; tmpLayerName = [NSString stringWithUTF8String:result2]; r += index +1; index = 0; index = [self getStringBetweenStrings:r substring1:"th=\"" substring2:"\"" newArray:result2]; if (r != 0); tmpLayerWidth = atoi(result2); r += index +1; index = 0; index = [self getStringBetweenStrings:r substring1:"ht=\"" substring2:"\"" newArray:result2]; if (r != 0); tmpLayerHeight = atoi(result2); currentLayer = [[Layer alloc] initWithName:tmpLayerName layerID:layerCounter layerWidth:tmpLayerWidth layerHeight:tmpLayerHeight]; [layers addObject:currentLayer]; [currentLayer release]; layerCounter ++; } } } -(void)substringIndex:(char*)c index:(int)x newArray:(char*)result { result[0] = 0; for (int i = 0; i < strlen(c); i++) { result[i] = c[i]; if (i == x) { result[i+1] = '\0'; break; } } } -(int)findSubstring:(char*)c substring:(char*)s { int sCounter = 0; int index = 0; int d; for (int i = 0; i < strlen(c); i ++) { if (i > 500)//max line size break; if (c[i] == s[sCounter]) { d = strlen(s); sCounter ++; if (d > sCounter) { } else { index = i - (d); break; } } else sCounter = 0; } return index; } -(int)getStringBetweenStrings:(char*)c substring1:(char*)s substring2:(char*)s2 newArray:(char*)result { int sCounter = 0; int sCounter2 = 0; int index = 0; int index2 = 0; int d; for (int i = 0; i < strlen(c); i ++) { if (index != 0) { if (c[i] == s2[sCounter2]) { d = strlen(s2); sCounter2 ++; if (d > sCounter2) { } else { index2 = i - (d); break; } } else sCounter2 = 0; } else { if (c[i] == s[sCounter]) { d = strlen(s); sCounter ++; if (d > sCounter) { } else { index = i; } } else sCounter = 0; } } if (index != 0 && index2 != 0) [self substringIndex:(c + index+1) index:index2-index-1 newArray:result]; return index; } (I know it's a lot of code to be putting in here) I thought the by using basic char arrays i could drastically increase the performance, at least over the initial node based code that i was replacing. Thanks for all your efforts.

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  • Is it possible to pass a structure of delegates from managed to native?

    - by Veiva
    I am writing a wrapper for the game programming library "Allegro" and its less stable 4.9 branch. Now, I have done good insofar, except for when it comes to wrapping a structure of function pointers. Basically, I can't change the original code, despite having access to it, because that would require me to fork it in some manner. I need to know how I can somehow pass a structure of delegates from managed to native without causing an AccessViolationException that has occurred so far. Now, for the code. Here is the Allegro definition of the structure: typedef struct ALLEGRO_FILE_INTERFACE { AL_METHOD(ALLEGRO_FILE*, fi_fopen, (const char *path, const char *mode)); AL_METHOD(void, fi_fclose, (ALLEGRO_FILE *handle)); AL_METHOD(size_t, fi_fread, (ALLEGRO_FILE *f, void *ptr, size_t size)); AL_METHOD(size_t, fi_fwrite, (ALLEGRO_FILE *f, const void *ptr, size_t size)); AL_METHOD(bool, fi_fflush, (ALLEGRO_FILE *f)); AL_METHOD(int64_t, fi_ftell, (ALLEGRO_FILE *f)); AL_METHOD(bool, fi_fseek, (ALLEGRO_FILE *f, int64_t offset, int whence)); AL_METHOD(bool, fi_feof, (ALLEGRO_FILE *f)); AL_METHOD(bool, fi_ferror, (ALLEGRO_FILE *f)); AL_METHOD(int, fi_fungetc, (ALLEGRO_FILE *f, int c)); AL_METHOD(off_t, fi_fsize, (ALLEGRO_FILE *f)); } ALLEGRO_FILE_INTERFACE; My simple attempt at wrapping it: public delegate IntPtr AllegroInternalOpenFileDelegate(string path, string mode); public delegate void AllegroInternalCloseFileDelegate(IntPtr file); public delegate int AllegroInternalReadFileDelegate(IntPtr file, IntPtr data, int size); public delegate int AllegroInternalWriteFileDelegate(IntPtr file, IntPtr data, int size); public delegate bool AllegroInternalFlushFileDelegate(IntPtr file); public delegate long AllegroInternalTellFileDelegate(IntPtr file); public delegate bool AllegroInternalSeekFileDelegate(IntPtr file, long offset, int where); public delegate bool AllegroInternalIsEndOfFileDelegate(IntPtr file); public delegate bool AllegroInternalIsErrorFileDelegate(IntPtr file); public delegate int AllegroInternalUngetCharFileDelegate(IntPtr file, int c); public delegate long AllegroInternalFileSizeDelegate(IntPtr file); [StructLayout(LayoutKind.Sequential, Pack = 0)] public struct AllegroInternalFileInterface { [MarshalAs(UnmanagedType.FunctionPtr)] public AllegroInternalOpenFileDelegate fi_fopen; [MarshalAs(UnmanagedType.FunctionPtr)] public AllegroInternalCloseFileDelegate fi_fclose; [MarshalAs(UnmanagedType.FunctionPtr)] public AllegroInternalReadFileDelegate fi_fread; [MarshalAs(UnmanagedType.FunctionPtr)] public AllegroInternalWriteFileDelegate fi_fwrite; [MarshalAs(UnmanagedType.FunctionPtr)] public AllegroInternalFlushFileDelegate fi_fflush; [MarshalAs(UnmanagedType.FunctionPtr)] public AllegroInternalTellFileDelegate fi_ftell; [MarshalAs(UnmanagedType.FunctionPtr)] public AllegroInternalSeekFileDelegate fi_fseek; [MarshalAs(UnmanagedType.FunctionPtr)] public AllegroInternalIsEndOfFileDelegate fi_feof; [MarshalAs(UnmanagedType.FunctionPtr)] public AllegroInternalIsErrorFileDelegate fi_ferror; [MarshalAs(UnmanagedType.FunctionPtr)] public AllegroInternalUngetCharFileDelegate fi_fungetc; [MarshalAs(UnmanagedType.FunctionPtr)] public AllegroInternalFileSizeDelegate fi_fsize; } I have a simple auxiliary wrapper that turns an ALLEGRO_FILE_INTERFACE into an ALLEGRO_FILE, like so: #define ALLEGRO_NO_MAGIC_MAIN #include <allegro5/allegro5.h> #include <stdlib.h> #include <string.h> #include <assert.h> __declspec(dllexport) ALLEGRO_FILE * al_aux_create_file(ALLEGRO_FILE_INTERFACE * fi) { ALLEGRO_FILE * file; assert(fi && "`fi' null"); file = (ALLEGRO_FILE *)malloc(sizeof(ALLEGRO_FILE)); if (!file) return NULL; file->vtable = (ALLEGRO_FILE_INTERFACE *)malloc(sizeof(ALLEGRO_FILE_INTERFACE)); if (!(file->vtable)) { free(file); return NULL; } memcpy(file->vtable, fi, sizeof(ALLEGRO_FILE_INTERFACE)); return file; } __declspec(dllexport) void al_aux_destroy_file(ALLEGRO_FILE * f) { assert(f && "`f' null"); assert(f->vtable && "`f->vtable' null"); free(f->vtable); free(f); } Lastly, I have a class that accepts a Stream and provides the proper methods to interact with the stream. Just to make sure, here it is: /// <summary> /// A semi-opaque data type that allows one to load fonts, etc from a stream. /// </summary> public class AllegroFile : AllegroResource, IDisposable { AllegroInternalFileInterface fileInterface; Stream fileStream; /// <summary> /// Gets the file interface. /// </summary> internal AllegroInternalFileInterface FileInterface { get { return fileInterface; } } /// <summary> /// Constructs an Allegro file from the stream provided. /// </summary> /// <param name="stream">The stream to use.</param> public AllegroFile(Stream stream) { fileStream = stream; fileInterface = new AllegroInternalFileInterface(); fileInterface.fi_fopen = Open; fileInterface.fi_fclose = Close; fileInterface.fi_fread = Read; fileInterface.fi_fwrite = Write; fileInterface.fi_fflush = Flush; fileInterface.fi_ftell = GetPosition; fileInterface.fi_fseek = Seek; fileInterface.fi_feof = GetIsEndOfFile; fileInterface.fi_ferror = GetIsError; fileInterface.fi_fungetc = UngetCharacter; fileInterface.fi_fsize = GetLength; Resource = AllegroFunctions.al_aux_create_file(ref fileInterface); if (!IsValid) throw new AllegroException("Unable to create file"); } /// <summary> /// Disposes of all resources. /// </summary> ~AllegroFile() { Dispose(); } /// <summary> /// Disposes of all resources used. /// </summary> public void Dispose() { if (IsValid) { Resource = IntPtr.Zero; // Should call AllegroFunctions.al_aux_destroy_file fileStream.Dispose(); } } IntPtr Open(string path, string mode) { return IntPtr.Zero; } void Close(IntPtr file) { fileStream.Close(); } int Read(IntPtr file, IntPtr data, int size) { byte[] d = new byte[size]; int read = fileStream.Read(d, 0, size); Marshal.Copy(d, 0, data, size); return read; } int Write(IntPtr file, IntPtr data, int size) { byte[] d = new byte[size]; Marshal.Copy(data, d, 0, size); fileStream.Write(d, 0, size); return size; } bool Flush(IntPtr file) { fileStream.Flush(); return true; } long GetPosition(IntPtr file) { return fileStream.Position; } bool Seek(IntPtr file, long offset, int whence) { SeekOrigin origin = SeekOrigin.Begin; if (whence == 1) origin = SeekOrigin.Current; else if (whence == 2) origin = SeekOrigin.End; fileStream.Seek(offset, origin); return true; } bool GetIsEndOfFile(IntPtr file) { return fileStream.Position == fileStream.Length; } bool GetIsError(IntPtr file) { return false; } int UngetCharacter(IntPtr file, int character) { return -1; } long GetLength(IntPtr file) { return fileStream.Length; } } Now, when I do something like this: AllegroFile file = new AllegroFile(new FileStream("Test.bmp", FileMode.Create, FileAccess.ReadWrite)); bitmap.SaveToFile(file, ".bmp"); ...I get an AccessViolationException. I think I understand why (the garbage collector can relocate structs and classes whenever), but I'd think that the method stub that is created by the framework would take this into consideration and route the calls to the valid classes. However, it seems obviously so that I'm wrong. So basically, is there any way I can successfully wrap that structure? (And I'm sorry for all the code! Hope it's not too much...)

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  • XNA 4.0 SpriteBatch.Draw Out Of Memory Exception Thrown

    - by RustyGearGames
    Well, first of all, my guess is that I'm calling the spritebatch.draw() method to many times, but I need to (Or, it's the only way I can figure out how to) Draw my in-game windows. I'll just go ahead and dump my code; using System; using System.Text; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace System.Window { class Window { #region Variables public Texture2D importedTexture; public Texture2D WindowSkin; public RenderTarget2D currentWindow; public RenderTarget2D windowTexture; public Vector2 pos; public int prevWindowWidth; public int prevWindowHeight; public int windowWidth; public int windowHeight; public bool visible; public bool active; public bool drawNew; #region Rectangles public Rectangle clickRect; public Rectangle topLeftRect; public Rectangle topRightRect; public Rectangle buttonRect; public Rectangle botLeftRect; public Rectangle botRightRect; #endregion #endregion public Window() { } public void Initialize(GraphicsDevice g, Texture2D ws, Texture2D it, int w, int h, bool v, bool a) { WindowSkin = ws; importedTexture = it; windowWidth = w; prevWindowWidth = w; windowHeight = h; prevWindowHeight = h; windowTexture = new RenderTarget2D(g, windowWidth, windowHeight); currentWindow = windowTexture; visible = v; active = a; drawNew = true; topLeftRect = new Rectangle(0, 0, 32, 32); topRightRect = new Rectangle(32, 0, 32, 32); buttonRect = new Rectangle(64, 0, 32, 32); botLeftRect = new Rectangle(0, 64, 32, 32); botRightRect = new Rectangle(64, 64, 32, 32); } public void Update(GraphicsDevice g, Vector2 p, int width, int height) { prevWindowWidth = windowWidth; prevWindowHeight = windowHeight; pos = p; windowWidth = width; windowHeight = height; windowTexture = new RenderTarget2D(g, windowWidth+2, windowHeight+2); } public void Draw(SpriteBatch s, GraphicsDevice g) { s.Draw(currentWindow, pos, new Rectangle(0, 0, windowWidth, windowHeight), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); } public void DrawNewWindow(SpriteBatch s, GraphicsDevice g) { g.SetRenderTarget(windowTexture); g.Clear(Color.Transparent); s.Begin(); #region Draw Background for (int w = 3; w < (windowWidth); w += 32) { for (int h = 32; h < (windowHeight); h += 32) { s.Draw(WindowSkin, new Vector2(w, h), new Rectangle(32, 32, 32, 32), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); } } #endregion s.Draw(importedTexture, new Vector2(3, 32), new Rectangle(0, 0, importedTexture.Width, importedTexture.Height), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); #region Draw resizables for (int i = 32; i < (windowWidth - 64); i += 32) { s.Draw(WindowSkin, new Vector2(i, 0), new Rectangle(16, 0, 32, 32), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); } for (int i = 32; i < (windowWidth - 32); i += 32) { s.Draw(WindowSkin, new Vector2(i, windowHeight - 32), new Rectangle(32, 64, 32, 32), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); } for (int i = 64; i < (windowHeight - 32); i += 32) { s.Draw(WindowSkin, new Vector2(0, i), new Rectangle(0, 48, 32, 32), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); } for (int i = 64; i < (windowHeight - 32); i += 32) { s.Draw(WindowSkin, new Vector2(windowWidth - 32, i), new Rectangle(64, 48, 32, 32), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); } #endregion #region Draw Corners s.Draw(WindowSkin, new Vector2(0, 0), topLeftRect, Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); s.Draw(WindowSkin, new Vector2(0, 32), new Rectangle(0, 32, 32, 32), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); s.Draw(WindowSkin, new Vector2(windowWidth - 64, 0), topRightRect, Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); s.Draw(WindowSkin, new Vector2(windowWidth - 32, 32), new Rectangle(64, 32, 32, 32), Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); s.Draw(WindowSkin, new Vector2(windowWidth - 32, 0), buttonRect, Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); s.Draw(WindowSkin, new Vector2(0, windowHeight - 32), botLeftRect, Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); s.Draw(WindowSkin, new Vector2(windowWidth - 32, windowHeight - 32), botRightRect, Color.White, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0); #endregion s.End(); currentWindow = windowTexture; } } } It's all nice and configured for my little windowskin texture, and such. the only problem is that it will get a little laggy, and then completely crash on me about a minute into running it. It throws an Out Of Memory Exception, but I don't know and can't find any other topic or post on this relating to spritebatch. Does anybody have any suggestions on how I can get this working and not take up much memory? I would think this as an easy, cost effective way of drawing a window. I'm just not sure how cut down on my draw calls, or get any of that memory back.

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  • DirectX works for 64-bit but not 32-bit

    - by dtbarne
    I'm trying to play a game (Civilization 5) which was previously working but no longer. I believe I've narrowed it down to a DirectX issue because I get an error running dxdiag.exe in 32 bit mode. My goal (at least I believe) is to get Direct3D Acceleration "Enabled" in dxdiag (as it is in 64 bit dxdiag). A very similar issue is here: http://answers.microsoft.com/en-us/windows/forum/windows_7-gaming/direct3d-acceleration-is-not-available-in-windows/4c345e6e-dc68-e011-8dfc-68b599b31bf5?page=1 The proposed answer, which looks very promising, doesn't seem to work for me. Like other users in that thread, HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Direct3D\Drivers does not have a SoftwareOnly key to change. I even tried manually adding it as a string and dword, to no avail. I have a NVIDIA GeForce GT 525M, and before you ask, yes I've tried updating (also uninstalling, reinstalling) my drivers. I've also tried doing the same with DirectX (and Civilization 5 for that matter). Been debugging for some 4+ hours now after a full day of work and I've run out of ideas. I'm hoping somebody knows the solution here! :) Here's what I see when I open dxdiag: DxDiag has detected that there mgiht have been a problem accessing Direct3D the last time this program was used. Would you like to bypass Direct3D this time? No - Crash Yes - Works, but in Display tab: DirectDraw Acceleration: Disabled Direct3D Acceleration: Not Available AGP Texture Acceleration: Not Available If I click "Run 64-bit DxDiag", all three are "Enabled". I should also note that I've tried the following steps as Microsoft suggests, but I'm not able to do so as the "Change Settings" button is disabled. Some programs run very slowly—or not at all—unless Microsoft DirectDraw or Direct3D hardware acceleration is turned on. To determine this, click the Display tab, and then under DirectX Features, check to see whether DirectDraw, Direct3D, and AGP Texture Acceleration appear as Enabled. If not, try turning on hardware acceleration. Click to open Screen Resolution. Click Advanced settings. Click the Troubleshoot tab, and then click Change settings. If you're prompted for an administrator password or confirmation, type the password or provide confirmation. Move the Hardware Acceleration slider to Full. Full dxdiag dump: ------------------ System Information ------------------ Time of this report: 11/8/2012, 23:13:24 Machine name: DTBARNE Operating System: Windows 7 Professional 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.120830-0333) Language: English (Regional Setting: English) System Manufacturer: Dell Inc. System Model: Dell System XPS L502X BIOS: Default System BIOS Processor: Intel(R) Core(TM) i5-2450M CPU @ 2.50GHz (4 CPUs), ~2.5GHz Memory: 8192MB RAM Available OS Memory: 8086MB RAM Page File: 2466MB used, 13704MB available Windows Dir: C:\Windows DirectX Version: DirectX 11 DX Setup Parameters: Not found User DPI Setting: Using System DPI System DPI Setting: 96 DPI (100 percent) DWM DPI Scaling: Disabled DxDiag Version: 6.01.7601.17514 32bit Unicode DxDiag Previously: Crashed in Direct3D (stage 2). Re-running DxDiag with "dontskip" command line parameter or choosing not to bypass information gathering when prompted might result in DxDiag successfully obtaining this information ------------ DxDiag Notes ------------ Display Tab 1: No problems found. Sound Tab 1: No problems found. Sound Tab 2: No problems found. Input Tab: No problems found. -------------------- DirectX Debug Levels -------------------- Direct3D: 0/4 (retail) DirectDraw: 0/4 (retail) DirectInput: 0/5 (retail) DirectMusic: 0/5 (retail) DirectPlay: 0/9 (retail) DirectSound: 0/5 (retail) DirectShow: 0/6 (retail) --------------- Display Devices --------------- Card name: Intel(R) HD Graphics 3000 Manufacturer: Chip type: DAC type: Device Key: Enum\PCI\VEN_8086&DEV_0126&SUBSYS_04B61028&REV_09 Display Memory: Dedicated Memory: n/a Shared Memory: n/a Current Mode: 1920 x 1080 (32 bit) (60Hz) Monitor Name: Generic PnP Monitor Monitor Model: Monitor Id: Native Mode: Output Type: Driver Name: Driver File Version: () Driver Version: DDI Version: Driver Model: WDDM 1.1 Driver Attributes: Final Retail Driver Date/Size: , 0 bytes WHQL Logo'd: n/a WHQL Date Stamp: n/a Device Identifier: Vendor ID: Device ID: SubSys ID: Revision ID: Driver Strong Name: oem11.inf:IntelGfx.NTamd64.6.0:iSNBM0:8.15.10.2696:pci\ven_8086&dev_0126&subsys_04b61028 Rank Of Driver: 00E60001 Video Accel: Deinterlace Caps: n/a D3D9 Overlay: DXVA-HD: DDraw Status: Disabled D3D Status: Not Available AGP Status: Not Available ------------- Sound Devices ------------- Description: Speakers (High Definition Audio Device) Default Sound Playback: Yes Default Voice Playback: Yes Hardware ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0665&SUBSYS_102804B6&REV_1000 Manufacturer ID: 1 Product ID: 65535 Type: WDM Driver Name: HdAudio.sys Driver Version: 6.01.7601.17514 (English) Driver Attributes: Final Retail WHQL Logo'd: Yes Date and Size: 11/20/2010 22:23:47, 350208 bytes Other Files: Driver Provider: Microsoft HW Accel Level: Basic Cap Flags: 0xF1F Min/Max Sample Rate: 100, 200000 Static/Strm HW Mix Bufs: 1, 0 Static/Strm HW 3D Bufs: 0, 0 HW Memory: 0 Voice Management: No EAX(tm) 2.0 Listen/Src: No, No I3DL2(tm) Listen/Src: No, No Sensaura(tm) ZoomFX(tm): No Description: Digital Audio (S/PDIF) (High Definition Audio Device) Default Sound Playback: No Default Voice Playback: No Hardware ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0665&SUBSYS_102804B6&REV_1000 Manufacturer ID: 1 Product ID: 65535 Type: WDM Driver Name: HdAudio.sys Driver Version: 6.01.7601.17514 (English) Driver Attributes: Final Retail WHQL Logo'd: Yes Date and Size: 11/20/2010 22:23:47, 350208 bytes Other Files: Driver Provider: Microsoft HW Accel Level: Basic Cap Flags: 0xF1F Min/Max Sample Rate: 100, 200000 Static/Strm HW Mix Bufs: 1, 0 Static/Strm HW 3D Bufs: 0, 0 HW Memory: 0 Voice Management: No EAX(tm) 2.0 Listen/Src: No, No I3DL2(tm) Listen/Src: No, No Sensaura(tm) ZoomFX(tm): No --------------------- Sound Capture Devices --------------------- Description: Microphone (High Definition Audio Device) Default Sound Capture: Yes Default Voice Capture: Yes Driver Name: HdAudio.sys Driver Version: 6.01.7601.17514 (English) Driver Attributes: Final Retail Date and Size: 11/20/2010 22:23:47, 350208 bytes Cap Flags: 0x1 Format Flags: 0xFFFFF ------------------- DirectInput Devices ------------------- Device Name: Mouse Attached: 1 Controller ID: n/a Vendor/Product ID: n/a FF Driver: n/a Device Name: Keyboard Attached: 1 Controller ID: n/a Vendor/Product ID: n/a FF Driver: n/a Poll w/ Interrupt: No ----------- USB Devices ----------- + USB Root Hub | Vendor/Product ID: 0x8086, 0x1C26 | Matching Device ID: usb\root_hub20 | Service: usbhub | +-+ Generic USB Hub | | Vendor/Product ID: 0x8087, 0x0024 | | Location: Port_#0001.Hub_#0002 | | Matching Device ID: usb\class_09 | | Service: usbhub ---------------- Gameport Devices ---------------- ------------ PS/2 Devices ------------ + Standard PS/2 Keyboard | Matching Device ID: *pnp0303 | Service: i8042prt | + Terminal Server Keyboard Driver | Matching Device ID: root\rdp_kbd | Upper Filters: kbdclass | Service: TermDD | + Synaptics PS/2 Port TouchPad | Matching Device ID: *dll04b6 | Upper Filters: SynTP | Service: i8042prt | + Terminal Server Mouse Driver | Matching Device ID: root\rdp_mou | Upper Filters: mouclass | Service: TermDD ------------------------ Disk & DVD/CD-ROM Drives ------------------------ Drive: C: Free Space: 26.2 GB Total Space: 122.0 GB File System: NTFS Model: M4-CT128M4SSD2 ATA Device Drive: D: Model: Optiarc DVDRWBD BC-5540H ATA Device Driver: c:\windows\system32\drivers\cdrom.sys, 6.01.7601.17514 (English), , 0 bytes -------------- System Devices -------------- Name: High Definition Audio Controller Device ID: PCI\VEN_8086&DEV_1C20&SUBSYS_04B61028&REV_05\3&11583659&0&D8 Driver: n/a Name: PCI standard host CPU bridge Device ID: PCI\VEN_8086&DEV_0104&SUBSYS_04B61028&REV_09\3&11583659&0&00 Driver: n/a Name: PCI standard PCI-to-PCI bridge Device ID: PCI\VEN_8086&DEV_1C1A&SUBSYS_04B61028&REV_B5\3&11583659&0&E5 Driver: n/a Name: PCI standard PCI-to-PCI bridge Device ID: PCI\VEN_8086&DEV_0101&SUBSYS_20108086&REV_09\3&11583659&0&08 Driver: n/a Name: PCI standard PCI-to-PCI bridge Device ID: PCI\VEN_8086&DEV_1C18&SUBSYS_04B61028&REV_B5\3&11583659&0&E4 Driver: n/a Name: Intel(R) Centrino(R) Advanced-N 6230 Device ID: PCI\VEN_8086&DEV_0091&SUBSYS_52218086&REV_34\4&2634DE8D&0&00E1 Driver: n/a Name: PCI standard ISA bridge Device ID: PCI\VEN_8086&DEV_1C4B&SUBSYS_04B61028&REV_05\3&11583659&0&F8 Driver: n/a Name: PCI standard PCI-to-PCI bridge Device ID: PCI\VEN_8086&DEV_1C16&SUBSYS_04B61028&REV_B5\3&11583659&0&E3 Driver: n/a Name: Realtek PCIe GBE Family Controller Device ID: PCI\VEN_10EC&DEV_8168&SUBSYS_04B61028&REV_06\4&109EAB2F&0&00E5 Driver: n/a Name: Intel(R) Management Engine Interface Device ID: PCI\VEN_8086&DEV_1C3A&SUBSYS_04B61028&REV_04\3&11583659&0&B0 Driver: n/a Name: PCI standard PCI-to-PCI bridge Device ID: PCI\VEN_8086&DEV_1C12&SUBSYS_04B61028&REV_B5\3&11583659&0&E1 Driver: n/a Name: NVIDIA GeForce GT 525M Device ID: PCI\VEN_10DE&DEV_0DF5&SUBSYS_04B61028&REV_A1\4&4DCA75F&0&0008 Driver: n/a Name: Standard Enhanced PCI to USB Host Controller Device ID: PCI\VEN_8086&DEV_1C2D&SUBSYS_04B61028&REV_05\3&11583659&0&D0 Driver: n/a Name: PCI standard PCI-to-PCI bridge Device ID: PCI\VEN_8086&DEV_1C10&SUBSYS_04B61028&REV_B5\3&11583659&0&E0 Driver: n/a Name: Standard Enhanced PCI to USB Host Controller Device ID: PCI\VEN_8086&DEV_1C26&SUBSYS_04B61028&REV_05\3&11583659&0&E8 Driver: n/a Name: Standard AHCI 1.0 Serial ATA Controller Device ID: PCI\VEN_8086&DEV_1C03&SUBSYS_04B61028&REV_05\3&11583659&0&FA Driver: n/a Name: SM Bus Controller Device ID: PCI\VEN_8086&DEV_1C22&SUBSYS_04B61028&REV_05\3&11583659&0&FB Driver: n/a Name: Intel(R) HD Graphics 3000 Device ID: PCI\VEN_8086&DEV_0126&SUBSYS_04B61028&REV_09\3&11583659&0&10 Driver: n/a Name: Renesas Electronics USB 3.0 Host Controller Device ID: PCI\VEN_1033&DEV_0194&SUBSYS_04B61028&REV_04\4&3494AC3A&0&00E3 Driver: n/a ------------------ DirectShow Filters ------------------ DirectShow Filters: WMAudio Decoder DMO,0x00800800,1,1,WMADMOD.DLL,6.01.7601.17514 WMAPro over S/PDIF DMO,0x00600800,1,1,WMADMOD.DLL,6.01.7601.17514 WMSpeech Decoder DMO,0x00600800,1,1,WMSPDMOD.DLL,6.01.7601.17514 MP3 Decoder DMO,0x00600800,1,1,mp3dmod.dll,6.01.7600.16385 Mpeg4s Decoder DMO,0x00800001,1,1,mp4sdecd.dll,6.01.7600.16385 WMV Screen decoder DMO,0x00600800,1,1,wmvsdecd.dll,6.01.7601.17514 WMVideo Decoder DMO,0x00800001,1,1,wmvdecod.dll,6.01.7601.17514 Mpeg43 Decoder DMO,0x00800001,1,1,mp43decd.dll,6.01.7600.16385 Mpeg4 Decoder DMO,0x00800001,1,1,mpg4decd.dll,6.01.7600.16385 DV Muxer,0x00400000,0,0,qdv.dll,6.06.7601.17514 Color Space Converter,0x00400001,1,1,quartz.dll,6.06.7601.17713 WM ASF Reader,0x00400000,0,0,qasf.dll,12.00.7601.17514 Screen Capture filter,0x00200000,0,1,wmpsrcwp.dll,12.00.7601.17514 AVI Splitter,0x00600000,1,1,quartz.dll,6.06.7601.17713 VGA 16 Color Ditherer,0x00400000,1,1,quartz.dll,6.06.7601.17713 SBE2MediaTypeProfile,0x00200000,0,0,sbe.dll,6.06.7601.17528 Microsoft DTV-DVD Video Decoder,0x005fffff,2,4,msmpeg2vdec.dll,6.01.7140.0000 AC3 Parser Filter,0x00600000,1,1,mpg2splt.ax,6.06.7601.17528 StreamBufferSink,0x00200000,0,0,sbe.dll,6.06.7601.17528 MJPEG Decompressor,0x00600000,1,1,quartz.dll,6.06.7601.17713 MPEG-I Stream Splitter,0x00600000,1,2,quartz.dll,6.06.7601.17713 SAMI (CC) Parser,0x00400000,1,1,quartz.dll,6.06.7601.17713 VBI Codec,0x00600000,1,4,VBICodec.ax,6.06.7601.17514 MPEG-2 Splitter,0x005fffff,1,0,mpg2splt.ax,6.06.7601.17528 Closed Captions Analysis Filter,0x00200000,2,5,cca.dll,6.06.7601.17514 SBE2FileScan,0x00200000,0,0,sbe.dll,6.06.7601.17528 Microsoft MPEG-2 Video Encoder,0x00200000,1,1,msmpeg2enc.dll,6.01.7601.17514 Internal Script Command Renderer,0x00800001,1,0,quartz.dll,6.06.7601.17713 MPEG Audio Decoder,0x03680001,1,1,quartz.dll,6.06.7601.17713 DV Splitter,0x00600000,1,2,qdv.dll,6.06.7601.17514 Video Mixing Renderer 9,0x00200000,1,0,quartz.dll,6.06.7601.17713 Microsoft MPEG-2 Encoder,0x00200000,2,1,msmpeg2enc.dll,6.01.7601.17514 ACM Wrapper,0x00600000,1,1,quartz.dll,6.06.7601.17713 Video Renderer,0x00800001,1,0,quartz.dll,6.06.7601.17713 MPEG-2 Video Stream Analyzer,0x00200000,0,0,sbe.dll,6.06.7601.17528 Line 21 Decoder,0x00600000,1,1,qdvd.dll,6.06.7601.17835 Video Port Manager,0x00600000,2,1,quartz.dll,6.06.7601.17713 Video Renderer,0x00400000,1,0,quartz.dll,6.06.7601.17713 VPS Decoder,0x00200000,0,0,WSTPager.ax,6.06.7601.17514 WM ASF Writer,0x00400000,0,0,qasf.dll,12.00.7601.17514 VBI Surface Allocator,0x00600000,1,1,vbisurf.ax,6.01.7601.17514 File writer,0x00200000,1,0,qcap.dll,6.06.7601.17514 iTV Data Sink,0x00600000,1,0,itvdata.dll,6.06.7601.17514 iTV Data Capture filter,0x00600000,1,1,itvdata.dll,6.06.7601.17514 DVD Navigator,0x00200000,0,3,qdvd.dll,6.06.7601.17835 Overlay Mixer2,0x00200000,1,1,qdvd.dll,6.06.7601.17835 AVI Draw,0x00600064,9,1,quartz.dll,6.06.7601.17713 RDP DShow Redirection Filter,0xffffffff,1,0,DShowRdpFilter.dll, Microsoft MPEG-2 Audio Encoder,0x00200000,1,1,msmpeg2enc.dll,6.01.7601.17514 WST Pager,0x00200000,1,1,WSTPager.ax,6.06.7601.17514 MPEG-2 Demultiplexer,0x00600000,1,1,mpg2splt.ax,6.06.7601.17528 DV Video Decoder,0x00800000,1,1,qdv.dll,6.06.7601.17514 SampleGrabber,0x00200000,1,1,qedit.dll,6.06.7601.17514 Null Renderer,0x00200000,1,0,qedit.dll,6.06.7601.17514 MPEG-2 Sections and Tables,0x005fffff,1,0,Mpeg2Data.ax,6.06.7601.17514 Microsoft AC3 Encoder,0x00200000,1,1,msac3enc.dll,6.01.7601.17514 StreamBufferSource,0x00200000,0,0,sbe.dll,6.06.7601.17528 Smart Tee,0x00200000,1,2,qcap.dll,6.06.7601.17514 Overlay Mixer,0x00200000,0,0,qdvd.dll,6.06.7601.17835 AVI Decompressor,0x00600000,1,1,quartz.dll,6.06.7601.17713 AVI/WAV File Source,0x00400000,0,2,quartz.dll,6.06.7601.17713 Wave Parser,0x00400000,1,1,quartz.dll,6.06.7601.17713 MIDI Parser,0x00400000,1,1,quartz.dll,6.06.7601.17713 Multi-file Parser,0x00400000,1,1,quartz.dll,6.06.7601.17713 File stream renderer,0x00400000,1,1,quartz.dll,6.06.7601.17713 Microsoft DTV-DVD Audio Decoder,0x005fffff,1,1,msmpeg2adec.dll,6.01.7140.0000 StreamBufferSink2,0x00200000,0,0,sbe.dll,6.06.7601.17528 AVI Mux,0x00200000,1,0,qcap.dll,6.06.7601.17514 Line 21 Decoder 2,0x00600002,1,1,quartz.dll,6.06.7601.17713 File Source (Async.),0x00400000,0,1,quartz.dll,6.06.7601.17713 File Source (URL),0x00400000,0,1,quartz.dll,6.06.7601.17713 Infinite Pin Tee Filter,0x00200000,1,1,qcap.dll,6.06.7601.17514 Enhanced Video Renderer,0x00200000,1,0,evr.dll,6.01.7601.17514 BDA MPEG2 Transport Information Filter,0x00200000,2,0,psisrndr.ax,6.06.7601.17669 MPEG Video Decoder,0x40000001,1,1,quartz.dll,6.06.7601.17713 WDM Streaming Tee/Splitter Devices: Tee/Sink-to-Sink Converter,0x00200000,1,1,ksproxy.ax,6.01.7601.17514 Video Compressors: WMVideo8 Encoder DMO,0x00600800,1,1,wmvxencd.dll,6.01.7600.16385 WMVideo9 Encoder DMO,0x00600800,1,1,wmvencod.dll,6.01.7600.16385 MSScreen 9 encoder DMO,0x00600800,1,1,wmvsencd.dll,6.01.7600.16385 DV Video Encoder,0x00200000,0,0,qdv.dll,6.06.7601.17514 MJPEG Compressor,0x00200000,0,0,quartz.dll,6.06.7601.17713 Cinepak Codec by Radius,0x00200000,1,1,qcap.dll,6.06.7601.17514 Intel IYUV codec,0x00200000,1,1,qcap.dll,6.06.7601.17514 Intel IYUV codec,0x00200000,1,1,qcap.dll,6.06.7601.17514 Microsoft RLE,0x00200000,1,1,qcap.dll,6.06.7601.17514 Microsoft Video 1,0x00200000,1,1,qcap.dll,6.06.7601.17514 Audio Compressors: WM Speech Encoder DMO,0x00600800,1,1,WMSPDMOE.DLL,6.01.7600.16385 WMAudio Encoder DMO,0x00600800,1,1,WMADMOE.DLL,6.01.7600.16385 IMA ADPCM,0x00200000,1,1,quartz.dll,6.06.7601.17713 PCM,0x00200000,1,1,quartz.dll,6.06.7601.17713 Microsoft ADPCM,0x00200000,1,1,quartz.dll,6.06.7601.17713 GSM 6.10,0x00200000,1,1,quartz.dll,6.06.7601.17713 CCITT A-Law,0x00200000,1,1,quartz.dll,6.06.7601.17713 CCITT u-Law,0x00200000,1,1,quartz.dll,6.06.7601.17713 MPEG Layer-3,0x00200000,1,1,quartz.dll,6.06.7601.17713 Audio Capture Sources: Microphone (High Definition Aud,0x00200000,0,0,qcap.dll,6.06.7601.17514 PBDA CP Filters: PBDA DTFilter,0x00600000,1,1,CPFilters.dll,6.06.7601.17528 PBDA ETFilter,0x00200000,0,0,CPFilters.dll,6.06.7601.17528 PBDA PTFilter,0x00200000,0,0,CPFilters.dll,6.06.7601.17528 Midi Renderers: Default MidiOut Device,0x00800000,1,0,quartz.dll,6.06.7601.17713 Microsoft GS Wavetable Synth,0x00200000,1,0,quartz.dll,6.06.7601.17713 WDM Streaming Capture Devices: HD Audio Microphone 2,0x00200000,1,1,ksproxy.ax,6.01.7601.17514 Integrated Webcam,0x00200000,1,2,ksproxy.ax,6.01.7601.17514 WDM Streaming Rendering Devices: HD Audio Headphone/Speakers,0x00200000,1,1,ksproxy.ax,6.01.7601.17514 HD Audio SPDIF out,0x00200000,1,1,ksproxy.ax,6.01.7601.17514 BDA Network Providers: Microsoft ATSC Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.7601.17514 Microsoft DVBC Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.7601.17514 Microsoft DVBS Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.7601.17514 Microsoft DVBT Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.7601.17514 Microsoft Network Provider,0x00200000,0,1,MSNP.ax,6.06.7601.17514 Video Capture Sources: Integrated Webcam,0x00200000,1,2,ksproxy.ax,6.01.7601.17514 Multi-Instance Capable VBI Codecs: VBI Codec,0x00600000,1,4,VBICodec.ax,6.06.7601.17514 BDA Transport Information Renderers: BDA MPEG2 Transport Information Filter,0x00600000,2,0,psisrndr.ax,6.06.7601.17669 MPEG-2 Sections and Tables,0x00600000,1,0,Mpeg2Data.ax,6.06.7601.17514 BDA CP/CA Filters: Decrypt/Tag,0x00600000,1,1,EncDec.dll,6.06.7601.17708 Encrypt/Tag,0x00200000,0,0,EncDec.dll,6.06.7601.17708 PTFilter,0x00200000,0,0,EncDec.dll,6.06.7601.17708 XDS Codec,0x00200000,0,0,EncDec.dll,6.06.7601.17708 WDM Streaming Communication Transforms: Tee/Sink-to-Sink Converter,0x00200000,1,1,ksproxy.ax,6.01.7601.17514 Audio Renderers: Speakers (High Definition Audio,0x00200000,1,0,quartz.dll,6.06.7601.17713 Default DirectSound Device,0x00800000,1,0,quartz.dll,6.06.7601.17713 Default WaveOut Device,0x00200000,1,0,quartz.dll,6.06.7601.17713 Digital Audio (S/PDIF) (High De,0x00200000,1,0,quartz.dll,6.06.7601.17713 DirectSound: Digital Audio (S/PDIF) (High Definition Audio Device),0x00200000,1,0,quartz.dll,6.06.7601.17713 DirectSound: Speakers (High Definition Audio Device),0x00200000,1,0,quartz.dll,6.06.7601.17713 --------------- EVR Power Information --------------- Current Setting: {651288E5-A7ED-4076-A96B-6CC62D848FE1} (Balanced) Quality Flags: 2576 Enabled: Force throttling Allow half deinterlace Allow scaling Decode Power Usage: 100 Balanced Flags: 1424 Enabled: Force throttling Allow batching Force half deinterlace Force scaling Decode Power Usage: 50 PowerFlags: 1424 Enabled: Force throttling Allow batching Force half deinterlace Force scaling Decode Power Usage: 0

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  • video and file caching with squid lusca?

    - by moon
    hello all i have configured squid lusca on ubuntu 11.04 version and also configured the video caching but the problem is the squid cannot configure the video more than 2 min long and the file of size upto 5.xx mbs only. here is my config please guide me how can i cache the long videos and files with squid: > # PORT and Transparent Option http_port 8080 transparent server_http11 on icp_port 0 > > # Cache Directory , modify it according to your system. > # but first create directory in root by mkdir /cache1 > # and then issue this command chown proxy:proxy /cache1 > # [for ubuntu user is proxy, in Fedora user is SQUID] > # I have set 500 MB for caching reserved just for caching , > # adjust it according to your need. > # My recommendation is to have one cache_dir per drive. zzz > > #store_dir_select_algorithm round-robin cache_dir aufs /cache1 500 16 256 cache_replacement_policy heap LFUDA memory_replacement_policy heap > LFUDA > > # If you want to enable DATE time n SQUID Logs,use following emulate_httpd_log on logformat squid %tl %6tr %>a %Ss/%03Hs %<st %rm > %ru %un %Sh/%<A %mt log_fqdn off > > # How much days to keep users access web logs > # You need to rotate your log files with a cron job. For example: > # 0 0 * * * /usr/local/squid/bin/squid -k rotate logfile_rotate 14 debug_options ALL,1 cache_access_log /var/log/squid/access.log > cache_log /var/log/squid/cache.log cache_store_log > /var/log/squid/store.log > > #I used DNSAMSQ service for fast dns resolving > #so install by using "apt-get install dnsmasq" first dns_nameservers 127.0.0.1 101.11.11.5 ftp_user anonymous@ ftp_list_width 32 ftp_passive on ftp_sanitycheck on > > #ACL Section acl all src 0.0.0.0/0.0.0.0 acl manager proto cache_object acl localhost src 127.0.0.1/255.255.255.255 acl > to_localhost dst 127.0.0.0/8 acl SSL_ports port 443 563 # https, snews > acl SSL_ports port 873 # rsync acl Safe_ports port 80 # http acl > Safe_ports port 21 # ftp acl Safe_ports port 443 563 # https, snews > acl Safe_ports port 70 # gopher acl Safe_ports port 210 # wais acl > Safe_ports port 1025-65535 # unregistered ports acl Safe_ports port > 280 # http-mgmt acl Safe_ports port 488 # gss-http acl Safe_ports port > 591 # filemaker acl Safe_ports port 777 # multiling http acl > Safe_ports port 631 # cups acl Safe_ports port 873 # rsync acl > Safe_ports port 901 # SWAT acl purge method PURGE acl CONNECT method > CONNECT http_access allow manager localhost http_access deny manager > http_access allow purge localhost http_access deny purge http_access > deny !Safe_ports http_access deny CONNECT !SSL_ports http_access allow > localhost http_access allow all http_reply_access allow all icp_access > allow all > > #========================== > # Administrative Parameters > #========================== > > # I used UBUNTU so user is proxy, in FEDORA you may use use squid cache_effective_user proxy cache_effective_group proxy cache_mgr > [email protected] visible_hostname proxy.aacable.net unique_hostname > [email protected] > > #============= > # ACCELERATOR > #============= half_closed_clients off quick_abort_min 0 KB quick_abort_max 0 KB vary_ignore_expire on reload_into_ims on log_fqdn > off memory_pools off > > # If you want to hide your proxy machine from being detected at various site use following via off > > #============================================ > # OPTIONS WHICH AFFECT THE CACHE SIZE / zaib > #============================================ > # If you have 4GB memory in Squid box, we will use formula of 1/3 > # You can adjust it according to your need. IF squid is taking too much of RAM > # Then decrease it to 128 MB or even less. > > cache_mem 256 MB minimum_object_size 512 bytes maximum_object_size 500 > MB maximum_object_size_in_memory 128 KB > > #============================================================$ > # SNMP , if you want to generate graphs for SQUID via MRTG > #============================================================$ > #acl snmppublic snmp_community gl > #snmp_port 3401 > #snmp_access allow snmppublic all > #snmp_access allow all > > #============================================================ > # ZPH , To enable cache content to be delivered at full lan speed, > # To bypass the queue at MT. > #============================================================ tcp_outgoing_tos 0x30 all zph_mode tos zph_local 0x30 zph_parent 0 > zph_option 136 > > # Caching Youtube acl videocache_allow_url url_regex -i \.youtube\.com\/get_video\? acl videocache_allow_url url_regex -i > \.youtube\.com\/videoplayback \.youtube\.com\/videoplay > \.youtube\.com\/get_video\? acl videocache_allow_url url_regex -i > \.youtube\.[a-z][a-z]\/videoplayback \.youtube\.[a-z][a-z]\/videoplay > \.youtube\.[a-z][a-z]\/get_video\? acl videocache_allow_url url_regex > -i \.googlevideo\.com\/videoplayback \.googlevideo\.com\/videoplay \.googlevideo\.com\/get_video\? acl videocache_allow_url url_regex -i > \.google\.com\/videoplayback \.google\.com\/videoplay > \.google\.com\/get_video\? acl videocache_allow_url url_regex -i > \.google\.[a-z][a-z]\/videoplayback \.google\.[a-z][a-z]\/videoplay > \.google\.[a-z][a-z]\/get_video\? acl videocache_allow_url url_regex > -i proxy[a-z0-9\-][a-z0-9][a-z0-9][a-z0-9]?\.dailymotion\.com\/ acl videocache_allow_url url_regex -i vid\.akm\.dailymotion\.com\/ acl > videocache_allow_url url_regex -i > [a-z0-9][0-9a-z][0-9a-z]?[0-9a-z]?[0-9a-z]?\.xtube\.com\/(.*)flv acl > videocache_allow_url url_regex -i \.vimeo\.com\/(.*)\.(flv|mp4) acl > videocache_allow_url url_regex -i > va\.wrzuta\.pl\/wa[0-9][0-9][0-9][0-9]? acl videocache_allow_url > url_regex -i \.youporn\.com\/(.*)\.flv acl videocache_allow_url > url_regex -i \.msn\.com\.edgesuite\.net\/(.*)\.flv acl > videocache_allow_url url_regex -i \.tube8\.com\/(.*)\.(flv|3gp) acl > videocache_allow_url url_regex -i \.mais\.uol\.com\.br\/(.*)\.flv acl > videocache_allow_url url_regex -i > \.blip\.tv\/(.*)\.(flv|avi|mov|mp3|m4v|mp4|wmv|rm|ram|m4v) acl > videocache_allow_url url_regex -i > \.apniisp\.com\/(.*)\.(flv|avi|mov|mp3|m4v|mp4|wmv|rm|ram|m4v) acl > videocache_allow_url url_regex -i \.break\.com\/(.*)\.(flv|mp4) acl > videocache_allow_url url_regex -i redtube\.com\/(.*)\.flv acl > videocache_allow_dom dstdomain .mccont.com .metacafe.com > .cdn.dailymotion.com acl videocache_deny_dom dstdomain > .download.youporn.com .static.blip.tv acl dontrewrite url_regex > redbot\.org \.php acl getmethod method GET > > storeurl_access deny dontrewrite storeurl_access deny !getmethod > storeurl_access deny videocache_deny_dom storeurl_access allow > videocache_allow_url storeurl_access allow videocache_allow_dom > storeurl_access deny all > > storeurl_rewrite_program /etc/squid/storeurl.pl > storeurl_rewrite_children 7 storeurl_rewrite_concurrency 10 > > acl store_rewrite_list urlpath_regex -i > \/(get_video\?|videodownload\?|videoplayback.*id) acl > store_rewrite_list urlpath_regex -i \.flv$ \.mp3$ \.mp4$ \.swf$ \ > storeurl_access allow store_rewrite_list storeurl_access deny all > > refresh_pattern -i \.flv$ 10080 80% 10080 override-expire > override-lastmod reload-into-ims ignore-reload ignore-no-cache > ignore-private ignore-auth refresh_pattern -i \.mp3$ 10080 80% 10080 > override-expire override-lastmod reload-into-ims ignore-reload > ignore-no-cache ignore-private ignore-auth refresh_pattern -i \.mp4$ > 10080 80% 10080 override-expire override-lastmod reload-into-ims > ignore-reload ignore-no-cache ignore-private ignore-auth > refresh_pattern -i \.swf$ 10080 80% 10080 override-expire > override-lastmod reload-into-ims ignore-reload ignore-no-cache > ignore-private ignore-auth refresh_pattern -i \.gif$ 10080 80% 10080 > override-expire override-lastmod reload-into-ims ignore-reload > ignore-no-cache ignore-private ignore-auth refresh_pattern -i \.jpg$ > 10080 80% 10080 override-expire override-lastmod reload-into-ims > ignore-reload ignore-no-cache ignore-private ignore-auth > refresh_pattern -i \.jpeg$ 10080 80% 10080 override-expire > override-lastmod reload-into-ims ignore-reload ignore-no-cache > ignore-private ignore-auth refresh_pattern -i \.exe$ 10080 80% 10080 > override-expire override-lastmod reload-into-ims ignore-reload > ignore-no-cache ignore-private ignore-auth > > # 1 year = 525600 mins, 1 month = 10080 mins, 1 day = 1440 refresh_pattern (get_video\?|videoplayback\?|videodownload\?|\.flv?) > 10080 80% 10080 ignore-no-cache ignore-private override-expire > override-lastmod reload-into-ims refresh_pattern > (get_video\?|videoplayback\?id|videoplayback.*id|videodownload\?|\.flv?) > 10080 80% 10080 ignore-no-cache ignore-private override-expire > override-lastmod reload-into-ims refresh_pattern \.(ico|video-stats) > 10080 80% 10080 override-expire ignore-reload ignore-no-cache > ignore-private ignore-auth override-lastmod negative-ttl=10080 > refresh_pattern \.etology\? 10080 > 80% 10080 override-expire ignore-reload ignore-no-cache > refresh_pattern galleries\.video(\?|sz) 10080 > 80% 10080 override-expire ignore-reload ignore-no-cache > refresh_pattern brazzers\? 10080 > 80% 10080 override-expire ignore-reload ignore-no-cache > refresh_pattern \.adtology\? 10080 > 80% 10080 override-expire ignore-reload ignore-no-cache > refresh_pattern > ^.*(utm\.gif|ads\?|rmxads\.com|ad\.z5x\.net|bh\.contextweb\.com|bstats\.adbrite\.com|a1\.interclick\.com|ad\.trafficmp\.com|ads\.cubics\.com|ad\.xtendmedia\.com|\.googlesyndication\.com|advertising\.com|yieldmanager|game-advertising\.com|pixel\.quantserve\.com|adperium\.com|doubleclick\.net|adserving\.cpxinteractive\.com|syndication\.com|media.fastclick.net).* > 10080 20% 10080 ignore-no-cache ignore-private override-expire > ignore-reload ignore-auth negative-ttl=40320 max-stale=10 > refresh_pattern ^.*safebrowsing.*google 10080 80% 10080 > override-expire ignore-reload ignore-no-cache ignore-private > ignore-auth negative-ttl=10080 refresh_pattern > ^http://((cbk|mt|khm|mlt)[0-9]?)\.google\.co(m|\.uk) 10080 80% > 10080 override-expire ignore-reload ignore-private negative-ttl=10080 > refresh_pattern ytimg\.com.*\.jpg > 10080 80% 10080 override-expire ignore-reload refresh_pattern > images\.friendster\.com.*\.(png|gif) 10080 80% > 10080 override-expire ignore-reload refresh_pattern garena\.com > 10080 80% 10080 override-expire reload-into-ims refresh_pattern > photobucket.*\.(jp(e?g|e|2)|tiff?|bmp|gif|png) 10080 80% > 10080 override-expire ignore-reload refresh_pattern > vid\.akm\.dailymotion\.com.*\.on2\? 10080 80% > 10080 ignore-no-cache override-expire override-lastmod refresh_pattern > mediafire.com\/images.*\.(jp(e?g|e|2)|tiff?|bmp|gif|png) 10080 80% > 10080 reload-into-ims override-expire ignore-private refresh_pattern > ^http:\/\/images|pics|thumbs[0-9]\. 10080 80% > 10080 reload-into-ims ignore-no-cache ignore-reload override-expire > refresh_pattern ^http:\/\/www.onemanga.com.*\/ > 10080 80% 10080 reload-into-ims ignore-no-cache ignore-reload > override-expire refresh_pattern > ^http://v\.okezone\.com/get_video\/([a-zA-Z0-9]) 10080 80% 10080 > override-expire ignore-reload ignore-no-cache ignore-private > ignore-auth override-lastmod negative-ttl=10080 > > #images facebook refresh_pattern -i \.facebook.com.*\.(jpg|png|gif) 10080 80% 10080 ignore-reload override-expire ignore-no-cache > refresh_pattern -i \.fbcdn.net.*\.(jpg|gif|png|swf|mp3) > 10080 80% 10080 ignore-reload override-expire ignore-no-cache > refresh_pattern static\.ak\.fbcdn\.net*\.(jpg|gif|png) > 10080 80% 10080 ignore-reload override-expire ignore-no-cache > refresh_pattern ^http:\/\/profile\.ak\.fbcdn.net*\.(jpg|gif|png) > 10080 80% 10080 ignore-reload override-expire ignore-no-cache > > #All File refresh_pattern -i \.(3gp|7z|ace|asx|bin|deb|divx|dvr-ms|ram|rpm|exe|inc|cab|qt) > 10080 80% 10080 ignore-no-cache override-expire override-lastmod > reload-into-ims refresh_pattern -i > \.(rar|jar|gz|tgz|bz2|iso|m1v|m2(v|p)|mo(d|v)|arj|lha|lzh|zip|tar) > 10080 80% 10080 ignore-no-cache override-expire override-lastmod > reload-into-ims refresh_pattern -i > \.(jp(e?g|e|2)|gif|pn[pg]|bm?|tiff?|ico|swf|dat|ad|txt|dll) > 10080 80% 10080 ignore-no-cache override-expire override-lastmod > reload-into-ims refresh_pattern -i > \.(avi|ac4|mp(e?g|a|e|1|2|3|4)|mk(a|v)|ms(i|u|p)|og(x|v|a|g)|rm|r(a|p)m|snd|vob) > 10080 80% 10080 ignore-no-cache override-expire override-lastmod > reload-into-ims refresh_pattern -i > \.(pp(t?x)|s|t)|pdf|rtf|wax|wm(a|v)|wmx|wpl|cb(r|z|t)|xl(s?x)|do(c?x)|flv|x-flv) > 10080 80% 10080 ignore-no-cache override-expire override-lastmod > reload-into-ims > > refresh_pattern -i (/cgi-bin/|\?) 0 0% 0 refresh_pattern ^gopher: > 1440 0% 1440 refresh_pattern ^ftp: 10080 95% 10080 > override-lastmod reload-into-ims refresh_pattern . 1440 > 95% 10080 override-lastmod reload-into-ims

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  • Slowdowns when reading from an urlconnection's inputstream (even with byte[] and buffers)

    - by user342677
    Ok so after spending two days trying to figure out the problem, and reading about dizillion articles, i finally decided to man up and ask to for some advice(my first time here). Now to the issue at hand - I am writing a program which will parse api data from a game, namely battle logs. There will be A LOT of entries in the database(20+ million) and so the parsing speed for each battle log page matters quite a bit. The pages to be parsed look like this: http://api.erepublik.com/v1/feeds/battle_logs/10000/0. (see source code if using chrome, it doesnt display the page right). It has 1000 hit entries, followed by a little battle info(lastpage will have <1000 obviously). On average, a page contains 175000 characters, UTF-8 encoding, xml format(v 1.0). Program will run locally on a good PC, memory is virtually unlimited(so that creating byte[250000] is quite ok). The format never changes, which is quite convenient. Now, I started off as usual: //global vars,class declaration skipped public WebObject(String url_string, int connection_timeout, int read_timeout, boolean redirects_allowed, String user_agent) throws java.net.MalformedURLException, java.io.IOException { // Open a URL connection java.net.URL url = new java.net.URL(url_string); java.net.URLConnection uconn = url.openConnection(); if (!(uconn instanceof java.net.HttpURLConnection)) { throw new java.lang.IllegalArgumentException("URL protocol must be HTTP"); } conn = (java.net.HttpURLConnection) uconn; conn.setConnectTimeout(connection_timeout); conn.setReadTimeout(read_timeout); conn.setInstanceFollowRedirects(redirects_allowed); conn.setRequestProperty("User-agent", user_agent); } public void executeConnection() throws IOException { try { is = conn.getInputStream(); //global var l = conn.getContentLength(); //global var } catch (Exception e) { //handling code skipped } } //getContentStream and getLength methods which just return'is' and 'l' are skipped Here is where the fun part began. I ran some profiling (using System.currentTimeMillis()) to find out what takes long ,and what doesnt. The call to this method takes only 200ms on avg public InputStream getWebPageAsStream(int battle_id, int page) throws Exception { String url = "http://api.erepublik.com/v1/feeds/battle_logs/" + battle_id + "/" + page; WebObject wobj = new WebObject(url, 10000, 10000, true, "Mozilla/5.0 " + "(Windows; U; Windows NT 5.1; en-US; rv:1.9.2.3) Gecko/20100401 Firefox/3.6.3 ( .NET CLR 3.5.30729)"); wobj.executeConnection(); l = wobj.getContentLength(); // global variable return wobj.getContentStream(); //returns 'is' stream } 200ms is quite expected from a network operation, and i am fine with it. BUT when i parse the inputStream in any way(read it into string/use java XML parser/read it into another ByteArrayStream) the process takes over 1000ms! for example, this code takes 1000ms IF i pass the stream i got('is') above from getContentStream() directly to this method: public static Document convertToXML(InputStream is) throws ParserConfigurationException, IOException, SAXException { DocumentBuilderFactory dbf = DocumentBuilderFactory.newInstance(); DocumentBuilder db = dbf.newDocumentBuilder(); Document doc = db.parse(is); doc.getDocumentElement().normalize(); return doc; } this code too, takes around 920ms IF the initial InputStream 'is' is passed in(dont read into the code itself - it just extracts the data i need by directly counting the characters, which can be done thanks to the rigid api feed format): public static parsedBattlePage convertBattleToXMLWithoutDOM(InputStream is) throws IOException { // Point A BufferedReader br = new BufferedReader(new InputStreamReader(is)); LinkedList ll = new LinkedList(); String str = br.readLine(); while (str != null) { ll.add(str); str = br.readLine(); } if (((String) ll.get(1)).indexOf("error") != -1) { return new parsedBattlePage(null, null, true, -1); } //Point B Iterator it = ll.iterator(); it.next(); it.next(); it.next(); it.next(); String[][] hits_arr = new String[1000][4]; String t_str = (String) it.next(); String tmp = null; int j = 0; for (int i = 0; t_str.indexOf("time") != -1; i++) { hits_arr[i][0] = t_str.substring(12, t_str.length() - 11); tmp = (String) it.next(); hits_arr[i][1] = tmp.substring(14, tmp.length() - 9); tmp = (String) it.next(); hits_arr[i][2] = tmp.substring(15, tmp.length() - 10); tmp = (String) it.next(); hits_arr[i][3] = tmp.substring(18, tmp.length() - 13); it.next(); it.next(); t_str = (String) it.next(); j++; } String[] b_info_arr = new String[9]; int[] space_nums = {13, 10, 13, 11, 11, 12, 5, 10, 13}; for (int i = 0; i < space_nums.length; i++) { tmp = (String) it.next(); b_info_arr[i] = tmp.substring(space_nums[i] + 4, tmp.length() - space_nums[i] - 1); } //Point C return new parsedBattlePage(hits_arr, b_info_arr, false, j); } I have tried replacing the default BufferedReader with BufferedReader br = new BufferedReader(new InputStreamReader(is), 250000); This didnt change much. My second try was to replace the code between A and B with: Iterator it = IOUtils.lineIterator(is, "UTF-8"); Same result, except this time A-B was 0ms, and B-C was 1000ms, so then every call to it.next() must have been consuming some significant time.(IOUtils is from apache-commons-io library). And here is the culprit - the time taken to parse the stream to string, be it by an iterator or BufferedReader in ALL cases was about 1000ms, while the rest of the code took 0ms(e.g. irrelevant). This means that parsing the stream to LinkedList, or iterating over it, for some reason was eating up a lot of my system resources. question was - why? Is it just the way java is made...no...thats just stupid, so I did another experiment. In my main method I added after the getWebPageAsStream(): //Point A ba = new byte[l]; // 'l' comes from wobj.getContentLength above bytesRead = is.read(ba); //'is' is our URLConnection original InputStream offset = bytesRead; while (bytesRead != -1) { bytesRead = is.read(ba, offset - 1, l - offset); offset += bytesRead; } //Point B InputStream is2 = new ByteArrayInputStream(ba); //Now just working with 'is2' - the "copied" stream The InputStream-byte[] conversion took again 1000ms - this is the way many ppl suggested to read an InputStream, and stil it is slow. And guess what - the 2 parser methods above (convertToXML() and convertBattlePagetoXMLWithoutDOM(), when passed 'is2' instead of 'is' took, in all 4 cases, under 50ms to complete. I read a suggestion that the stream waits for connection to close before unblocking, so i tried using HttpComponentsClient 4.0 (http://hc.apache.org/httpcomponents-client/index.html) instead, but the initial InputStream took just as long to parse. e.g. this code: public InputStream getWebPageAsStream2(int battle_id, int page) throws Exception { String url = "http://api.erepublik.com/v1/feeds/battle_logs/" + battle_id + "/" + page; HttpClient httpclient = new DefaultHttpClient(); HttpGet httpget = new HttpGet(url); HttpParams p = new BasicHttpParams(); HttpConnectionParams.setSocketBufferSize(p, 250000); HttpConnectionParams.setStaleCheckingEnabled(p, false); HttpConnectionParams.setConnectionTimeout(p, 5000); httpget.setParams(p); HttpResponse response = httpclient.execute(httpget); HttpEntity entity = response.getEntity(); l = (int) entity.getContentLength(); return entity.getContent(); } took even longer to process(50ms more for just the network) and the stream parsing times remained the same. Obviously it can be instantiated so as to not create HttpClient and properties every time(faster network time), but the stream issue wont be affected by that. So we come to the center problem - why does the initial URLConnection InputStream(or HttpClient InputStream) take so long to process, while any stream of same size and content created locally is orders of magnitude faster? I mean, the initial response is already somewhere in RAM, and I cant see any good reasong why it is processed so slowly compared to when a same stream is just created from a byte[]. Considering I have to parse million of entries and thousands of pages like that, a total processing time of almost 1.5s/page seems WAY WAY too long. Any ideas? P.S. Please ask in any more code is required - the only thing I do after parsing is make a PreparedStatement and put the entries into JavaDB in packs of 1000+, and the perfomance is ok ~ 200ms/1000entries, prb could be optimized with more cache but I didnt look into it much.

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  • background image not showing in html

    - by Registered User
    I am having following css <!DOCTYPE html > <html> <head> <meta charset="utf-8"> <title>Black Goose Bistro Summer Menu</title> <link href='http://fonts.googleapis.com/css?family=Marko+One' rel='stylesheet' type='text/css'> <style> body { font-family: Georgia, serif; font-size: 100%; line-height: 175%; margin: 0 15% 0; background-image:url(images/bullseye.png); } #header { margin-top: 0; padding: 3em 1em 2em 1em; text-align: center; } a { text-decoration: none; } h1 { font: bold 1.5em Georgia, serif; text-shadow: .1em .1em .2em gray; } h2 { font-size: 1em; text-transform: uppercase; letter-spacing: .5em; text-align: center; } dt { font-weight: bold; } strong { font-style: italic; } ul { list-style-type: none; margin: 0; padding: 0; } #info p { font-style: italic; } .price { font-family: Georgia, serif; font-style: italic; } p.warning, sup { font-size: small; } .label { font-weight: bold; font-variant: small-caps; font-style: normal; } h2 + p { text-align: center; font-style: italic; } ); </style> </head> <body> <div id="header"> <h1>Black Goose Bistro &bull; Summer Menu</h1> <div id="info"> <p>Baker's Corner, Seekonk, Massachusetts<br> <span class="label">Hours: Monday through Thursday:</span> 11 to 9, <span class="label">Friday and Saturday;</span> 11 to midnight</p> <ul> <li><a href="#appetizers">Appetizers</a></li> <li><a href="#entrees">Main Courses</a></li> <li><a href="#toast">Traditional Toasts</a></li> <li><a href="#dessert">Dessert Selection</a></li> </ul> </div> </div> <div id="appetizers"> <h2>Appetizers</h2> <p>This season, we explore the spicy flavors of the southwest in our appetizer collection.</p> <dl> <dt>Black bean purses</dt> <dd>Spicy black bean and a blend of mexican cheeses wrapped in sheets of phyllo and baked until golden. <span class="price">$3.95</span></dd> <dt class="newitem">Southwestern napoleons with lump crab &mdash; <strong>new item!</strong></dt> <dd>Layers of light lump crab meat, bean and corn salsa, and our handmade flour tortillas. <span class="price">$7.95</span></dd> </dl> </div> <div id="entrees"> <h2>Main courses</h2> <p>Big, bold flavors are the name of the game this summer. Allow us to assist you with finding the perfect wine.</p> <dl> <dt class="newitem">Jerk rotisserie chicken with fried plantains &mdash; <strong>new item!</strong></dt> <dd>Tender chicken slow-roasted on the rotisserie, flavored with spicy and fragrant jerk sauce and served with fried plantains and fresh mango. <strong>Very spicy.</strong> <span class="price">$12.95</span></dd> <dt>Shrimp sate kebabs with peanut sauce</dt> <dd>Skewers of shrimp marinated in lemongrass, garlic, and fish sauce then grilled to perfection. Served with spicy peanut sauce and jasmine rice. <span class="price">$12.95</span></dd> <dt>Grilled skirt steak with mushroom fricasee</dt> <dd>Flavorful skirt steak marinated in asian flavors grilled as you like it<sup>*</sup>. Served over a blend of sauteed wild mushrooms with a side of blue cheese mashed potatoes. <span class="price">$16.95</span></dd> </dl> </div> <div id="toast"> <h2>Traditional Toasts</h2> <p>The ultimate comfort food, our traditional toast recipes are adapted from <a href="http://www.gutenberg.org/files/13923/13923-h/13923-h.htm"><cite>The Whitehouse Cookbook</cite></a> published in 1887.</p> <dl> <dt>Cream toast</dt> <dd>Simple cream sauce over highest quality toasted bread, baked daily. <span class="price">$3.95</span></dd> <dt>Mushroom toast</dt> <dd>Layers of light lump crab meat, bean and corn salsa, and our handmade flour tortillas. <span class="price">$6.95</span></dd> <dt>Nun's toast</dt> <dd>Onions and hard-boiled eggs in a cream sauce over buttered hot toast. <span class="price">$6.95</span></dd> <dt>Apple toast</dt> <dd>Sweet, cinnamon stewed apples over delicious buttery grilled bread. <span class="price">$6.95</span></dd> </dl> </div> <div id="dessert"> <h2>Dessert Selection</h2> <p>Be sure to save room for our desserts, made daily by our own <a href="http://www.jwu.edu/college.aspx?id=19510">Johnson & Wales</a> trained pastry chef.</p> <dl> <dt class="newitem">Lemon chiffon cake &mdash; <strong>new item!</strong></dt> <dd>Light and citrus flavored sponge cake with buttercream frosting as light as a cloud. <span class="price">$2.95</span></dd> <dt class="newitem">Molten chocolate cake</dt> <dd>Bubba's special dark chocolate cake with a warm, molten center. Served with or without a splash of almond liqueur. <span class="price">$3.95</span></dd> </dl> </div> <p class="warning"><sup>*</sup> We are required to warn you that undercooked food is a health risk.</p> </body> </html> but the background image does not appear in body tag you can see background-image:url(images/bullseye.png); this html page is bistro.html and the directory in which it is contained there is a folder images and inside images folder I have a file bullseye.png .I expect the png to appear in background.But that does not happen. For sake of question I am posting the image here also Let me know if the syntax of css wrong? following is image http://i.stack.imgur.com/YUKgg.png

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  • WCF Fails when using impersonation over 2 machine boundaries (3 machines)

    - by MrTortoise
    These scenarios work in their pieces. Its when i put it all together that it breaks. I have a WCF service using netTCP that uses impersonation to get the callers ID (role based security will be used at this level) on top of this is a WCF service using basicHTTP with TransportCredientialOnly which also uses impersonation I then have a client front end that connects to the basicHttp. the aim of the game is to return the clients username from the netTCP service at the bottom - so ultimatley i can use role based security here. each service is on a different machine - and each service works when you remove any calls they make to other services when you run a client for them both locally and remotley. IE the problem only manifests when you jump accross more than one machine boundary. IE the setup breaks when i connect each part together - but they work fine on their own. I also specify [OperationBehavior(Impersonation = ImpersonationOption.Required)] in the method and have IIS setup to only allow windows authentication (actually i have ananymous enabled still, but disabling makes no difference) This impersonation works fine in the scenario where i have a netTCP Service on Machine A with a client with a basicHttp service on machine B with a clinet for the basicHttp service also on machine B ... however if i move that client to any machine C i get the following error: The exception is 'The socket connection was aborted. This could be caused by an error processing your message or a receive timeout being exceeded by the remote host, or an underlying network resource issue. Local socket timeout was '00:10:00'' the inner message is 'An existing connection was forcibly closed by the remote host' Am beginning to think this is more a network issue than config ... but then im grasping at straws ... the config files are as follows (heading from the client down to the netTCP layer) <?xml version="1.0" encoding="utf-8" ?> <configuration> <system.serviceModel> <bindings> <basicHttpBinding> <binding name="basicHttpBindingEndpoint" closeTimeout="00:02:00" openTimeout="00:02:00" receiveTimeout="00:10:00" sendTimeout="00:02:00" allowCookies="false" bypassProxyOnLocal="false" hostNameComparisonMode="StrongWildcard" maxBufferSize="65536" maxBufferPoolSize="524288" maxReceivedMessageSize="65536" messageEncoding="Text" textEncoding="utf-8" transferMode="Buffered" useDefaultWebProxy="true"> <readerQuotas maxDepth="32" maxStringContentLength="8192" maxArrayLength="16384" maxBytesPerRead="4096" maxNameTableCharCount="16384" /> <security mode="TransportCredentialOnly"> <transport clientCredentialType="Windows" proxyCredentialType="None" realm="" /> <message clientCredentialType="UserName" algorithmSuite="Default" /> </security> </binding> </basicHttpBinding> </bindings> <client> <endpoint address="http://panrelease01/WCFTopWindowsTest/Service1.svc" binding="basicHttpBinding" bindingConfiguration="basicHttpBindingEndpoint" contract="ServiceReference1.IService1" name="basicHttpBindingEndpoint" behaviorConfiguration="ImpersonationBehaviour" /> </client> <behaviors> <endpointBehaviors> <behavior name="ImpersonationBehaviour"> <clientCredentials> <windows allowedImpersonationLevel="Impersonation"/> </clientCredentials> </behavior> </endpointBehaviors> </behaviors> </system.serviceModel> </configuration> the service for the client (basicHttp service and the client for the netTCP service) <?xml version="1.0" encoding="UTF-8"?> <configuration> <system.web> <compilation debug="true" targetFramework="4.0" /> </system.web> <system.serviceModel> <bindings> <netTcpBinding> <binding name="netTcpBindingEndpoint" closeTimeout="00:01:00" openTimeout="00:01:00" receiveTimeout="00:10:00" sendTimeout="00:01:00" transactionFlow="false" transferMode="Buffered" transactionProtocol="OleTransactions" hostNameComparisonMode="StrongWildcard" listenBacklog="10" maxBufferPoolSize="524288" maxBufferSize="65536" maxConnections="10" maxReceivedMessageSize="65536"> <readerQuotas maxDepth="32" maxStringContentLength="8192" maxArrayLength="16384" maxBytesPerRead="4096" maxNameTableCharCount="16384" /> <reliableSession ordered="true" inactivityTimeout="00:10:00" enabled="false" /> <security mode="Transport"> <transport clientCredentialType="Windows" protectionLevel="EncryptAndSign" /> <message clientCredentialType="Windows" /> </security> </binding> </netTcpBinding> <basicHttpBinding> <binding name="basicHttpWindows"> <security mode="TransportCredentialOnly"> <transport clientCredentialType="Windows"></transport> </security> </binding> </basicHttpBinding> </bindings> <client> <endpoint address="net.tcp://5d2x23j.panint.com/netTCPwindows/Service1.svc" binding="netTcpBinding" bindingConfiguration="netTcpBindingEndpoint" contract="ServiceReference1.IService1" name="netTcpBindingEndpoint" behaviorConfiguration="ImpersonationBehaviour"> <identity> <dns value="localhost" /> </identity> </endpoint> </client> <behaviors> <endpointBehaviors> <behavior name="ImpersonationBehaviour"> <clientCredentials> <windows allowedImpersonationLevel="Impersonation" allowNtlm="true"/> </clientCredentials> </behavior> </endpointBehaviors> <serviceBehaviors> <behavior name="WCFTopWindowsTest.basicHttpWindowsBehaviour"> <!-- To avoid disclosing metadata information, set the value below to false and remove the metadata endpoint above before deployment --> <serviceMetadata httpGetEnabled="true" /> <!-- To receive exception details in faults for debugging purposes, set the value below to true. Set to false before deployment to avoid disclosing exception information --> <serviceDebug includeExceptionDetailInFaults="true" /> </behavior> </serviceBehaviors> </behaviors> <services> <service name="WCFTopWindowsTest.Service1" behaviorConfiguration="WCFTopWindowsTest.basicHttpWindowsBehaviour"> <endpoint address="" binding="basicHttpBinding" bindingConfiguration="basicHttpWindows" name ="basicHttpBindingEndpoint" contract ="WCFTopWindowsTest.IService1"> </endpoint> </service> </services> <serviceHostingEnvironment multipleSiteBindingsEnabled="true" /> </system.serviceModel> <system.webServer> <modules runAllManagedModulesForAllRequests="true" /> <directoryBrowse enabled="true" /> </system.webServer> </configuration> then finally the service for the netTCP layer <?xml version="1.0" encoding="UTF-8"?> <configuration> <system.web> <authentication mode="Windows"></authentication> <authorization> <allow roles="*"/> </authorization> <compilation debug="true" targetFramework="4.0" /> <identity impersonate="true" /> </system.web> <system.serviceModel> <bindings> <netTcpBinding> <binding name="netTCPwindows"> <security mode="Transport"> <transport clientCredentialType="Windows"></transport> </security> </binding> </netTcpBinding> </bindings> <services> <service behaviorConfiguration="netTCPwindows.netTCPwindowsBehaviour" name="netTCPwindows.Service1"> <endpoint address="" bindingConfiguration="netTCPwindows" binding="netTcpBinding" name="netTcpBindingEndpoint" contract="netTCPwindows.IService1"> <identity> <dns value="localhost" /> </identity> </endpoint> <endpoint address="mextcp" binding="mexTcpBinding" contract="IMetadataExchange"/> <host> <baseAddresses> <add baseAddress="net.tcp://localhost:8721/test2" /> </baseAddresses> </host> </service> </services> <behaviors> <serviceBehaviors> <behavior name="netTCPwindows.netTCPwindowsBehaviour"> <!-- To avoid disclosing metadata information, set the value below to false and remove the metadata endpoint above before deployment --> <serviceMetadata httpGetEnabled="false" /> <!-- To receive exception details in faults for debugging purposes, set the value below to true. Set to false before deployment to avoid disclosing exception information --> <serviceDebug includeExceptionDetailInFaults="true" /> </behavior> </serviceBehaviors> </behaviors> <serviceHostingEnvironment multipleSiteBindingsEnabled="true" /> </system.serviceModel> <system.webServer> <modules runAllManagedModulesForAllRequests="true" /> <directoryBrowse enabled="true" /> </system.webServer> </configuration>

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  • Gui problem after rewriting to MVC

    - by trevor_nise
    I'm practicing MVC style programming. I have a Mastermind game in a single file, working with no problems (maybe apart of the fact that "Check" button is invisible at start). http://paste.pocoo.org/show/226726/ But when I've rewritten it to model, view, controller files - when I click on empty Pin (that should be updated, and repainted with new color) - noting happens. Can anybody see any problems here ? I've tried placing repaint() in different places, but it simply does not work at all :/ Main : public class Main { public static void main(String[] args){ Model model = new Model(); View view = new View("Mastermind", 400, 590, model); Controller controller = new Controller(model, view); view.setVisible(true); } } Model : import java.util.Random; public class Model{ static final int LINE = 5, SCORE = 10, OPTIONS = 20; Pin pins[][] = new Pin[21][LINE]; int combination[] = new int[LINE]; int curPin = 0; int turn = 1; Random generator = new Random(); int repaintPin; boolean pinsRepaint=false; int pinsToRepaint; boolean isUpdate = true, isPlaying = true, isRowFull = false; static final int HIT_X[] = {270,290,310,290,310}, HIT_Y[] = {506,496,496,516,516}; public Model(){ for ( int i=0; i < SCORE; i++ ){ for ( int j = 0; j < LINE; j++ ){ pins[i][j] = new Pin(20,0); pins[i][j].setPosition(j*50+30,510-i*50); pins[i+SCORE][j] = new Pin(8,0); pins[i+SCORE][j].setPosition(HIT_X[j],HIT_Y[j]-i*50); } } for ( int i=0; i < LINE; i++ ){ pins[OPTIONS][i] = new Pin( 20, i+2 ); pins[OPTIONS][i].setPosition( 370,i * 50 + 56); } } void fillHole(int color) { pins[turn-1][curPin].setColor(color+1); pinsRepaint = true; pinsToRepaint = turn; curPin = (curPin+1) % LINE; if (curPin == 0){ isRowFull = true; } pinsRepaint = false; pinsToRepaint = 0; } void check() { int junkPins[] = new int[LINE], junkCode[] = new int[LINE]; int pinCount = 0, pico = 0; for ( int i = 0; i < LINE; i++ ) { junkPins[i] = pins[turn-1][i].getColor(); junkCode[i] = combination[i]; } for ( int i = 0; i < LINE; i++ ){ if (junkPins[i]==junkCode[i]) { pins[turn+SCORE][pinCount].setColor(1); pinCount++; pico++; junkPins[i] = 98; junkCode[i] = 99; } } for ( int i = 0; i < LINE; i++ ){ for ( int j = 0; j < LINE; j++ ) if (junkPins[i]==junkCode[j]) { pins[turn+SCORE][pinCount].setColor(2); pinCount++; junkPins[i] = 98; junkCode[j] = 99; j = LINE; } } pinsRepaint = true; pinsToRepaint = turn + SCORE; pinsRepaint = false; pinsToRepaint=0; if ( pico == LINE ){ isPlaying = false; } else if ( turn >= 10 ){ isPlaying = false; } else{ curPin = 0; isRowFull = false; turn++; } } void combination() { for ( int i = 0; i < LINE; i++ ){ combination[i] = generator.nextInt(6) + 1; } } } class Pin{ private int color, X, Y, radius; public Pin(){ X = 0; Y = 0; radius = 0; color = 0; } public Pin( int r,int c ){ X = 0; Y = 0; radius = r; color = c; } public int getX(){ return X; } public int getY(){ return Y; } public int getRadius(){ return radius; } public void setRadius(int r){ radius = r; } public void setPosition( int x,int y ){ this.X = x ; this.Y = y ; } public void setColor( int c ){ color = c; } public int getColor() { return color; } } View: import java.awt.*; import javax.swing.*; public class View extends Frame{ Model model; JButton checkAnswer; private JPanel button; private static final Color COLORS[] = {Color.black, Color.white, Color.red, Color.yellow, Color.green, Color.blue, new Color(7, 254, 250)}; public View(String name, int w, int h, Model m){ model = m; setTitle( name ); setSize( w,h ); setResizable( false ); this.setLayout(new BorderLayout()); button = new JPanel(); button.setSize( new Dimension(400, 100)); button.setVisible(true); checkAnswer = new JButton("Check"); checkAnswer.setSize( new Dimension(200, 30)); button.add( checkAnswer ); this.add( button, BorderLayout.SOUTH); button.setVisible(true); } @Override public void paint( Graphics g ) { g.setColor( new Color(238, 238, 238)); g.fillRect( 0,0,400,590); for ( int i=0; i < model.pins.length; i++ ) { paintPins(model.pins[i][0],g); paintPins(model.pins[i][1],g); paintPins(model.pins[i][2],g); paintPins(model.pins[i][3],g); paintPins(model.pins[i][4],g); } } @Override public void update( Graphics g ) { if ( model.isUpdate ) { paint(g); } else { model.isUpdate = true; paintPins(model.pins[model.repaintPin-1][0],g); paintPins(model.pins[model.repaintPin-1][1],g); paintPins(model.pins[model.repaintPin-1][2],g); paintPins(model.pins[model.repaintPin-1][3],g); paintPins(model.pins[model.repaintPin-1][4],g); } } void repaintPins( int pin ) { model.repaintPin = pin; model.isUpdate = false; repaint(); } public void paintPins(Pin p, Graphics g ){ int X = p.getX(); int Y = p.getY(); int color = p.getColor(); int radius = p.getRadius(); int x = X-radius; int y = Y-radius; if (color > 0){ g.setColor( COLORS[color]); g.fillOval( x,y,2*radius,2*radius ); } else{ g.setColor( new Color(238, 238, 238) ); g.drawOval( x,y,2*radius-1,2*radius-1 ); } g.setColor( Color.black ); g.drawOval( x,y,2*radius,2*radius ); } } Controller: import java.awt.*; import java.awt.event.*; public class Controller implements MouseListener, ActionListener { private Model model; private View view; public Controller(Model m, View v){ model = m; view = v; view.addWindowListener( new WindowAdapter(){ public void windowClosing(WindowEvent e){ System.exit(0); } }); view.addMouseListener(this); view.checkAnswer.addActionListener(this); model.combination(); } public void actionPerformed( ActionEvent e ) { if(e.getSource() == view.checkAnswer){ if(model.isRowFull){ model.check(); } } } public void mousePressed(MouseEvent e) { Point mouse = new Point(); mouse = e.getPoint(); if (model.isPlaying){ if (mouse.x > 350) { int button = 1 + (int)((mouse.y - 32) / 50); if ((button >= 1) && (button <= 5)){ model.fillHole(button); if(model.pinsRepaint){ view.repaintPins( model.pinsToRepaint ); } } } } } public void mouseClicked(MouseEvent e) {} public void mouseReleased(MouseEvent e){} public void mouseEntered(MouseEvent e) {} public void mouseExited(MouseEvent e) {} }

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  • no more hitcollision at 1 life

    - by user1449547
    So I finally got my implementation of lives fixed, and it works. Now however when I collide with a ghost when I am at 1 life, nothing happens. I can fall to my death enough times for a game over. from what i can tell the problem is that hit collision is not longer working, because it does not detect a hit, I do not fall. the question is why? update if i kill myself fast enough it works, but if i play for like 30 seconds, it stops the hit collision detection on my ghosts. platforms and springs still work. public class World { public interface WorldListener { public void jump(); public void highJump(); public void hit(); public void coin(); public void dying(); } public static final float WORLD_WIDTH = 10; public static final float WORLD_HEIGHT = 15 * 20; public static final int WORLD_STATE_RUNNING = 0; public static final int WORLD_STATE_NEXT_LEVEL = 1; public static final int WORLD_STATE_GAME_OVER = 2; public static final Vector2 gravity = new Vector2(0, -12); public Hero hero; public final List<Platform> platforms; public final List<Spring> springs; public final List<Ghost> ghosts; public final List<Coin> coins; public Castle castle; public final WorldListener listener; public final Random rand; public float heightSoFar; public int score; public int state; public int lives=3; public World(WorldListener listener) { this.hero = new Hero(5, 1); this.platforms = new ArrayList<Platform>(); this.springs = new ArrayList<Spring>(); this.ghosts = new ArrayList<Ghost>(); this.coins = new ArrayList<Coin>(); this.listener = listener; rand = new Random(); generateLevel(); this.heightSoFar = 0; this.score = 0; this.state = WORLD_STATE_RUNNING; } private void generateLevel() { float y = Platform.PLATFORM_HEIGHT / 2; float maxJumpHeight = Hero.hero_JUMP_VELOCITY * Hero.hero_JUMP_VELOCITY / (2 * -gravity.y); while (y < WORLD_HEIGHT - WORLD_WIDTH / 2) { int type = rand.nextFloat() > 0.8f ? Platform.PLATFORM_TYPE_MOVING : Platform.PLATFORM_TYPE_STATIC; float x = rand.nextFloat() * (WORLD_WIDTH - Platform.PLATFORM_WIDTH) + Platform.PLATFORM_WIDTH / 2; Platform platform = new Platform(type, x, y); platforms.add(platform); if (rand.nextFloat() > 0.9f && type != Platform.PLATFORM_TYPE_MOVING) { Spring spring = new Spring(platform.position.x, platform.position.y + Platform.PLATFORM_HEIGHT / 2 + Spring.SPRING_HEIGHT / 2); springs.add(spring); } if (rand.nextFloat() > 0.7f) { Ghost ghost = new Ghost(platform.position.x + rand.nextFloat(), platform.position.y + Ghost.GHOST_HEIGHT + rand.nextFloat() * 3); ghosts.add(ghost); } if (rand.nextFloat() > 0.6f) { Coin coin = new Coin(platform.position.x + rand.nextFloat(), platform.position.y + Coin.COIN_HEIGHT + rand.nextFloat() * 3); coins.add(coin); } y += (maxJumpHeight - 0.5f); y -= rand.nextFloat() * (maxJumpHeight / 3); } castle = new Castle(WORLD_WIDTH / 2, y); } public void update(float deltaTime, float accelX) { updatehero(deltaTime, accelX); updatePlatforms(deltaTime); updateGhosts(deltaTime); updateCoins(deltaTime); if (hero.state != Hero.hero_STATE_HIT) checkCollisions(); checkGameOver(); checkFall(); } private void updatehero(float deltaTime, float accelX) { if (hero.state != Hero.hero_STATE_HIT && hero.position.y <= 0.5f) hero.hitPlatform(); if (hero.state != Hero.hero_STATE_HIT) hero.velocity.x = -accelX / 10 * Hero.hero_MOVE_VELOCITY; hero.update(deltaTime); heightSoFar = Math.max(hero.position.y, heightSoFar); } private void updatePlatforms(float deltaTime) { int len = platforms.size(); for (int i = 0; i < len; i++) { Platform platform = platforms.get(i); platform.update(deltaTime); if (platform.state == Platform.PLATFORM_STATE_PULVERIZING && platform.stateTime > Platform.PLATFORM_PULVERIZE_TIME) { platforms.remove(platform); len = platforms.size(); } } } private void updateGhosts(float deltaTime) { int len = ghosts.size(); for (int i = 0; i < len; i++) { Ghost ghost = ghosts.get(i); ghost.update(deltaTime); if (ghost.state == Ghost.GHOST_STATE_DYING && ghost.stateTime > Ghost.GHOST_DYING_TIME) { ghosts.remove(ghost); len = ghosts.size(); } } } private void updateCoins(float deltaTime) { int len = coins.size(); for (int i = 0; i < len; i++) { Coin coin = coins.get(i); coin.update(deltaTime); } } private void checkCollisions() { checkPlatformCollisions(); checkGhostCollisions(); checkItemCollisions(); checkCastleCollisions(); } private void checkPlatformCollisions() { if (hero.velocity.y > 0) return; int len = platforms.size(); for (int i = 0; i < len; i++) { Platform platform = platforms.get(i); if (hero.position.y > platform.position.y) { if (OverlapTester .overlapRectangles(hero.bounds, platform.bounds)) { hero.hitPlatform(); listener.jump(); if (rand.nextFloat() > 0.5f) { platform.pulverize(); } break; } } } } private void checkGhostCollisions() { int len = ghosts.size(); for (int i = 0; i < len; i++) { Ghost ghost = ghosts.get(i); if (hero.position.y < ghost.position.y) { if (OverlapTester.overlapRectangles(ghost.bounds, hero.bounds)){ hero.hitGhost(); listener.hit(); } break; } else { if(hero.position.y > ghost.position.y) { if (OverlapTester.overlapRectangles(hero.bounds, ghost.bounds)){ hero.hitGhostJump(); listener.jump(); ghost.dying(); score += Ghost.GHOST_SCORE; } break; } } } } private void checkItemCollisions() { int len = coins.size(); for (int i = 0; i < len; i++) { Coin coin = coins.get(i); if (OverlapTester.overlapRectangles(hero.bounds, coin.bounds)) { coins.remove(coin); len = coins.size(); listener.coin(); score += Coin.COIN_SCORE; } } if (hero.velocity.y > 0) return; len = springs.size(); for (int i = 0; i < len; i++) { Spring spring = springs.get(i); if (hero.position.y > spring.position.y) { if (OverlapTester.overlapRectangles(hero.bounds, spring.bounds)) { hero.hitSpring(); listener.highJump(); } } } } private void checkCastleCollisions() { if (OverlapTester.overlapRectangles(castle.bounds, hero.bounds)) { state = WORLD_STATE_NEXT_LEVEL; } } private void checkFall() { if (heightSoFar - 7.5f > hero.position.y) { --lives; hero.hitSpring(); listener.highJump(); } } private void checkGameOver() { if (lives<=0) { state = WORLD_STATE_GAME_OVER; } } }

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  • Help Optimizing MySQL Table (~ 500,000 records) and PHP Code.

    - by Pyrite
    I have a MySQL table that collects player data from various game servers (Urban Terror). The bot that collects the data runs 24/7, and currently the table is up to about 475,000+ records. Because of this, querying this table from PHP has become quite slow. I wonder what I can do on the database side of things to make it as optomized as possible, then I can focus on the application to query the database. The table is as follows: CREATE TABLE IF NOT EXISTS `people` ( `id` bigint(20) unsigned NOT NULL AUTO_INCREMENT, `name` varchar(40) NOT NULL, `ip` int(4) unsigned NOT NULL, `guid` varchar(32) NOT NULL, `server` int(4) unsigned NOT NULL, `date` int(11) NOT NULL, PRIMARY KEY (`id`), UNIQUE KEY `Person` (`name`,`ip`,`guid`), KEY `server` (`server`), KEY `date` (`date`), KEY `PlayerName` (`name`) ) ENGINE=MyISAM DEFAULT CHARSET=latin1 COMMENT='People that Play on Servers' AUTO_INCREMENT=475843 ; I'm storying the IPv4 (ip and server) as 4 byte integers, and using the MySQL functions NTOA(), etc to encode and decode, I heard that this way is faster, rather than varchar(15). The guid is a md5sum, 32 char hex. Date is stored as unix timestamp. I have a unique key on name, ip and guid, as to avoid duplicates of the same player. Do I have my keys setup right? Is the way I'm storing data efficient? Here is the code to query this table. You search for a name, ip, or guid, and it grabs the results of the query and cross references other records that match the name, ip, or guid from the results of the first query, and does it for each field. This is kind of hard to explain. But basically, if I search for one player by name, I'll see every other name he has used, every IP he has used and every GUID he has used. <form action="<?php echo $_SERVER['PHP_SELF']; ?>" method="post"> Search: <input type="text" name="query" id="query" /><input type="submit" name="btnSubmit" value="Submit" /> </form> <?php if (!empty($_POST['query'])) { ?> <table cellspacing="1" id="1up_people" class="tablesorter" width="300"> <thead> <tr> <th>ID</th> <th>Player Name</th> <th>Player IP</th> <th>Player GUID</th> <th>Server</th> <th>Date</th> </tr> </thead> <tbody> <?php function super_unique($array) { $result = array_map("unserialize", array_unique(array_map("serialize", $array))); foreach ($result as $key => $value) { if ( is_array($value) ) { $result[$key] = super_unique($value); } } return $result; } if (!empty($_POST['query'])) { $query = trim($_POST['query']); $count = 0; $people = array(); $link = mysql_connect('localhost', 'mysqluser', 'yea right!'); if (!$link) { die('Could not connect: ' . mysql_error()); } mysql_select_db("1up"); $sql = "SELECT id, name, INET_NTOA(ip) AS ip, guid, INET_NTOA(server) AS server, date FROM 1up_people WHERE (name LIKE \"%$query%\" OR INET_NTOA(ip) LIKE \"%$query%\" OR guid LIKE \"%$query%\")"; $result = mysql_query($sql, $link); if (!$result) { die(mysql_error()); } // Now take the initial results and parse each column into its own array while ($row = mysql_fetch_array($result, MYSQL_NUM)) { $name = htmlspecialchars($row[1]); $people[] = array( 'id' => $row[0], 'name' => $name, 'ip' => $row[2], 'guid' => $row[3], 'server' => $row[4], 'date' => $row[5] ); } // now for each name, ip, guid in results, find additonal records $people2 = array(); foreach ($people AS $person) { $ip = $person['ip']; $sql = "SELECT id, name, INET_NTOA(ip) AS ip, guid, INET_NTOA(server) AS server, date FROM 1up_people WHERE (ip = \"$ip\")"; $result = mysql_query($sql, $link); while ($row = mysql_fetch_array($result, MYSQL_NUM)) { $name = htmlspecialchars($row[1]); $people2[] = array( 'id' => $row[0], 'name' => $name, 'ip' => $row[2], 'guid' => $row[3], 'server' => $row[4], 'date' => $row[5] ); } } $people3 = array(); foreach ($people AS $person) { $guid = $person['guid']; $sql = "SELECT id, name, INET_NTOA(ip) AS ip, guid, INET_NTOA(server) AS server, date FROM 1up_people WHERE (guid = \"$guid\")"; $result = mysql_query($sql, $link); while ($row = mysql_fetch_array($result, MYSQL_NUM)) { $name = htmlspecialchars($row[1]); $people3[] = array( 'id' => $row[0], 'name' => $name, 'ip' => $row[2], 'guid' => $row[3], 'server' => $row[4], 'date' => $row[5] ); } } $people4 = array(); foreach ($people AS $person) { $name = $person['name']; $sql = "SELECT id, name, INET_NTOA(ip) AS ip, guid, INET_NTOA(server) AS server, date FROM 1up_people WHERE (name = \"$name\")"; $result = mysql_query($sql, $link); while ($row = mysql_fetch_array($result, MYSQL_NUM)) { $name = htmlspecialchars($row[1]); $people4[] = array( 'id' => $row[0], 'name' => $name, 'ip' => $row[2], 'guid' => $row[3], 'server' => $row[4], 'date' => $row[5] ); } } // Combine people and people2 into just people $people = array_merge($people, $people2); $people = array_merge($people, $people3); $people = array_merge($people, $people4); $people = super_unique($people); foreach ($people AS $person) { $date = ($person['date']) ? date("M d, Y", $person['date']) : 'Before 8/1/10'; echo "<tr>\n"; echo "<td>".$person['id']."</td>"; echo "<td>".$person['name']."</td>"; echo "<td>".$person['ip']."</td>"; echo "<td>".$person['guid']."</td>"; echo "<td>".$person['server']."</td>"; echo "<td>".$date."</td>"; echo "</tr>\n"; $count++; } // Find Total Records //$result = mysql_query("SELECT id FROM 1up_people", $link); //$total = mysql_num_rows($result); mysql_close($link); } ?> </tbody> </table> <p> <?php echo $count." Records Found for \"".$_POST['query']."\" out of $total"; ?> </p> <?php } $time_stop = microtime(true); print("Done (ran for ".round($time_stop-$time_start)." seconds)."); ?> Any help at all is appreciated! Thank you.

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  • Help Optimizing MySQL Table (~ 500,000 records).

    - by Pyrite
    I have a MySQL table that collects player data from various game servers (Urban Terror). The bot that collects the data runs 24/7, and currently the table is up to about 475,000+ records. Because of this, querying this table from PHP has become quite slow. I wonder what I can do on the database side of things to make it as optomized as possible, then I can focus on the application to query the database. The table is as follows: CREATE TABLE IF NOT EXISTS `people` ( `id` bigint(20) unsigned NOT NULL AUTO_INCREMENT, `name` varchar(40) NOT NULL, `ip` int(4) unsigned NOT NULL, `guid` varchar(32) NOT NULL, `server` int(4) unsigned NOT NULL, `date` int(11) NOT NULL, PRIMARY KEY (`id`), UNIQUE KEY `Person` (`name`,`ip`,`guid`), KEY `server` (`server`), KEY `date` (`date`), KEY `PlayerName` (`name`) ) ENGINE=MyISAM DEFAULT CHARSET=latin1 COMMENT='People that Play on Servers' AUTO_INCREMENT=475843 ; I'm storying the IPv4 (ip and server) as 4 byte integers, and using the MySQL functions NTOA(), etc to encode and decode, I heard that this way is faster, rather than varchar(15). The guid is a md5sum, 32 char hex. Date is stored as unix timestamp. I have a unique key on name, ip and guid, as to avoid duplicates of the same player. Do I have my keys setup right? Is the way I'm storing data efficient? Here is the code to query this table. You search for a name, ip, or guid, and it grabs the results of the query and cross references other records that match the name, ip, or guid from the results of the first query, and does it for each field. This is kind of hard to explain. But basically, if I search for one player by name, I'll see every other name he has used, every IP he has used and every GUID he has used. <form action="<?php echo $_SERVER['PHP_SELF']; ?>" method="post"> Search: <input type="text" name="query" id="query" /><input type="submit" name="btnSubmit" value="Submit" /> </form> <?php if (!empty($_POST['query'])) { ?> <table cellspacing="1" id="1up_people" class="tablesorter" width="300"> <thead> <tr> <th>ID</th> <th>Player Name</th> <th>Player IP</th> <th>Player GUID</th> <th>Server</th> <th>Date</th> </tr> </thead> <tbody> <?php function super_unique($array) { $result = array_map("unserialize", array_unique(array_map("serialize", $array))); foreach ($result as $key => $value) { if ( is_array($value) ) { $result[$key] = super_unique($value); } } return $result; } if (!empty($_POST['query'])) { $query = trim($_POST['query']); $count = 0; $people = array(); $link = mysql_connect('localhost', 'mysqluser', 'yea right!'); if (!$link) { die('Could not connect: ' . mysql_error()); } mysql_select_db("1up"); $sql = "SELECT id, name, INET_NTOA(ip) AS ip, guid, INET_NTOA(server) AS server, date FROM 1up_people WHERE (name LIKE \"%$query%\" OR INET_NTOA(ip) LIKE \"%$query%\" OR guid LIKE \"%$query%\")"; $result = mysql_query($sql, $link); if (!$result) { die(mysql_error()); } // Now take the initial results and parse each column into its own array while ($row = mysql_fetch_array($result, MYSQL_NUM)) { $name = htmlspecialchars($row[1]); $people[] = array( 'id' => $row[0], 'name' => $name, 'ip' => $row[2], 'guid' => $row[3], 'server' => $row[4], 'date' => $row[5] ); } // now for each name, ip, guid in results, find additonal records $people2 = array(); foreach ($people AS $person) { $ip = $person['ip']; $sql = "SELECT id, name, INET_NTOA(ip) AS ip, guid, INET_NTOA(server) AS server, date FROM 1up_people WHERE (ip = \"$ip\")"; $result = mysql_query($sql, $link); while ($row = mysql_fetch_array($result, MYSQL_NUM)) { $name = htmlspecialchars($row[1]); $people2[] = array( 'id' => $row[0], 'name' => $name, 'ip' => $row[2], 'guid' => $row[3], 'server' => $row[4], 'date' => $row[5] ); } } $people3 = array(); foreach ($people AS $person) { $guid = $person['guid']; $sql = "SELECT id, name, INET_NTOA(ip) AS ip, guid, INET_NTOA(server) AS server, date FROM 1up_people WHERE (guid = \"$guid\")"; $result = mysql_query($sql, $link); while ($row = mysql_fetch_array($result, MYSQL_NUM)) { $name = htmlspecialchars($row[1]); $people3[] = array( 'id' => $row[0], 'name' => $name, 'ip' => $row[2], 'guid' => $row[3], 'server' => $row[4], 'date' => $row[5] ); } } $people4 = array(); foreach ($people AS $person) { $name = $person['name']; $sql = "SELECT id, name, INET_NTOA(ip) AS ip, guid, INET_NTOA(server) AS server, date FROM 1up_people WHERE (name = \"$name\")"; $result = mysql_query($sql, $link); while ($row = mysql_fetch_array($result, MYSQL_NUM)) { $name = htmlspecialchars($row[1]); $people4[] = array( 'id' => $row[0], 'name' => $name, 'ip' => $row[2], 'guid' => $row[3], 'server' => $row[4], 'date' => $row[5] ); } } // Combine people and people2 into just people $people = array_merge($people, $people2); $people = array_merge($people, $people3); $people = array_merge($people, $people4); $people = super_unique($people); foreach ($people AS $person) { $date = ($person['date']) ? date("M d, Y", $person['date']) : 'Before 8/1/10'; echo "<tr>\n"; echo "<td>".$person['id']."</td>"; echo "<td>".$person['name']."</td>"; echo "<td>".$person['ip']."</td>"; echo "<td>".$person['guid']."</td>"; echo "<td>".$person['server']."</td>"; echo "<td>".$date."</td>"; echo "</tr>\n"; $count++; } // Find Total Records //$result = mysql_query("SELECT id FROM 1up_people", $link); //$total = mysql_num_rows($result); mysql_close($link); } ?> </tbody> </table> <p> <?php echo $count." Records Found for \"".$_POST['query']."\" out of $total"; ?> </p> <?php } $time_stop = microtime(true); print("Done (ran for ".round($time_stop-$time_start)." seconds)."); ?> Any help at all is appreciated! Thank you.

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  • Referencing movie clips from within an actionscript class

    - by Ant
    Hi all, I have been given the task of adding a scoring system to various flash games. This simply involves taking input, adding functionality such as pausing and replaying and then outputting the score, time left etc. at the end. I've so far successfully edited two games. Both these games used the "actions" code on frames. The latest game I'm trying to do uses an actionscript class which makes it both easier and harder. I'm not very adept at flash at all, but I've worked it out so far. I've added various movie clips that are to be used for displaying the pause screen background, buttons for replaying etc. I've been showing and hiding these using: back._visible = true; //movie clip, instance of back (back.png) I doubt it's best practice, but it's quick and has been working. However, now with the change of coding style to classes, this doesn't seem to work. I kinda understand why, but I'm now unsure how to hide/show these elements. Any help would be greatly appreciated :) I've attached the modified AS. class RivalOrbs extends MovieClip { var infinite_levels, orbs_start, orbs_inc, orbs_per_level, show_timer, _parent, one_time_per_level, speed_start, speed_inc_percent, max_speed, percent_starting_on_wrong_side, colorize, colors, secs_per_level; function RivalOrbs() { super(); mc = this; this.init(); } // End of the function function get_num_orbs() { if (infinite_levels) { return (orbs_start + (level - 1) * orbs_inc); } else if (level > orbs_per_level.length) { return (0); } else { return (orbs_per_level[level - 1]); } // end else if } // End of the function function get_timer_str(secs) { var _loc2 = Math.floor(secs / 60); var _loc1 = secs % 60; return ((_loc2 > 0 ? (_loc2) : ("0")) + ":" + (_loc1 >= 10 ? (_loc1) : ("0" + _loc1))); } // End of the function function frame() { //PLACE PAUSE CODE HERE if (!Key.isDown(80) and !Key.isDown(Key.ESCAPE)) { _root.offKey = true; } else if (Key.isDown(80) or Key.isDown(Key.ESCAPE)) { if (_root.offKey and _root.game_mode == "play") { _root.game_mode = "pause"; /* back._visible = true; btn_resume._visible = true; btn_exit._visible = true; txt_pause._visible = true; */ } else if (_root.offKey and _root.game_mode == "pause") { _root.game_mode = "play"; } _root.offKey = false; } if (_root.game_mode == "pause" or paused) { return; } else { /* back._visible = false; btn_resume._visible = false; btn_exit._visible = false; txt_pause._visible = false; */ } if (show_timer && total_secs != -1 || show_timer && _parent.timesup) { _loc7 = total_secs - Math.ceil((getTimer() - timer) / 1000); var diff = oldSeconds - (_loc7 + additional); if (diff > 1) additional = additional + diff; _loc7 = _loc7 + additional; oldSeconds = _loc7; trace(oldSeconds); mc.timer_field.text = this.get_timer_str(Math.max(0, _loc7)); if (_loc7 <= -1 || _parent.timesup) { if (one_time_per_level) { _root.gotoAndPlay("Lose"); } else { this.show_dialog(false); return; } // end if } // end if } // end else if var _loc9 = _root._xmouse; var _loc8 = _root._ymouse; var _loc6 = {x: _loc9, y: _loc8}; mc.globalToLocal(_loc6); _loc6.y = Math.max(-mc.bg._height / 2 + gap / 2, _loc6.y); _loc6.y = Math.min(mc.bg._height / 2 - gap / 2, _loc6.y); mc.wall1._y = _loc6.y - gap / 2 - mc.wall1._height / 2; mc.wall2._y = _loc6.y + gap / 2 + mc.wall1._height / 2; var _loc5 = true; for (var _loc4 = 0; _loc4 < this.get_num_orbs(); ++_loc4) { var _loc3 = mc.stage["orb" + _loc4]; _loc3.x_last = _loc3._x; _loc3.y_last = _loc3._y; _loc3._x = _loc3._x + _loc3.x_speed; _loc3._y = _loc3._y + _loc3.y_speed; if (_loc3._x < l_thresh) { _loc3.x_speed = _loc3.x_speed * -1; _loc3._x = l_thresh + (l_thresh - _loc3._x); _loc3.gotoAndPlay("hit"); } // end if if (_loc3._x > r_thresh) { _loc3.x_speed = _loc3.x_speed * -1; _loc3._x = r_thresh - (_loc3._x - r_thresh); _loc3.gotoAndPlay("hit"); } // end if if (_loc3._y < t_thresh) { _loc3.y_speed = _loc3.y_speed * -1; _loc3._y = t_thresh + (t_thresh - _loc3._y); _loc3.gotoAndPlay("hit"); } // end if if (_loc3._y > b_thresh) { _loc3.y_speed = _loc3.y_speed * -1; _loc3._y = b_thresh - (_loc3._y - b_thresh); _loc3.gotoAndPlay("hit"); } // end if if (_loc3.x_speed > 0) { if (_loc3._x >= m1_thresh && _loc3.x_last < m1_thresh || _loc3._x >= m1_thresh && _loc3._x <= m2_thresh) { if (_loc3._y <= mc.wall1._y + mc.wall1._height / 2 || _loc3._y >= mc.wall2._y - mc.wall2._height / 2) { _loc3.x_speed = _loc3.x_speed * -1; _loc3._x = m1_thresh - (_loc3._x - m1_thresh); _loc3.gotoAndPlay("hit"); } // end if } // end if } else if (_loc3._x <= m2_thresh && _loc3.x_last > m2_thresh || _loc3._x >= m1_thresh && _loc3._x <= m2_thresh) { if (_loc3._y <= mc.wall1._y + mc.wall1._height / 2 || _loc3._y >= mc.wall2._y - mc.wall2._height / 2) { _loc3.x_speed = _loc3.x_speed * -1; _loc3._x = m2_thresh + (m2_thresh - _loc3._x); _loc3.gotoAndPlay("hit"); } // end if } // end else if if (_loc3.side == 1 && _loc3._x > 0) { _loc5 = false; } // end if if (_loc3.side == 2 && _loc3._x < 0) { _loc5 = false; } // end if } // end of for if (_loc5) { this.end_level(); } // end if } // End of the function function colorize_hex(mc, hex) { var _loc4 = hex >> 16; var _loc5 = (hex ^ hex >> 16 << 16) >> 8; var _loc3 = hex >> 8 << 8 ^ hex; var _loc2 = new flash.geom.ColorTransform(0, 0, 0, 1, _loc4, _loc5, _loc3, 0); mc.transform.colorTransform = _loc2; } // End of the function function tint_hex(mc, hex, amount) { var _loc4 = hex >> 16; var _loc5 = hex >> 8 & 255; var _loc3 = hex & 255; this.tint(mc, _loc4, _loc5, _loc3, amount); } // End of the function function tint(mc, r, g, b, amount) { var _loc4 = 100 - amount; var _loc1 = new Object(); _loc1.ra = _loc1.ga = _loc1.ba = _loc4; var _loc2 = amount / 100; _loc1.rb = r * _loc2; _loc1.gb = g * _loc2; _loc1.bb = b * _loc2; var _loc3 = new Color(mc); _loc3.setTransform(_loc1); } // End of the function function get_num_levels() { if (infinite_levels) { return (Number.MAX_VALUE); } else { return (orbs_per_level.length); } // end else if } // End of the function function end_level() { _global.inputTimeAvailable = _global.inputTimeAvailable - (60 - oldSeconds); ++level; _parent.levelOver = true; if (level <= this.get_num_levels()) { this.show_dialog(true); } else { _root.gotoAndPlay("Win"); } // end else if } // End of the function function get_speed() { var _loc3 = speed_start; for (var _loc2 = 0; _loc2 < level - 1; ++_loc2) { _loc3 = _loc3 + _loc3 * (speed_inc_percent / 100); } // end of for return (Math.min(_loc3, Math.max(max_speed, speed_start))); } // End of the function function init_orbs() { var _loc6 = this.get_speed(); var _loc7 = Math.max(1, Math.ceil(this.get_num_orbs() * (percent_starting_on_wrong_side / 100))); for (var _loc3 = 0; _loc3 < this.get_num_orbs(); ++_loc3) { var _loc2 = null; if (_loc3 % 2 == 0) { _loc2 = mc.stage.attachMovie("Orb1", "orb" + _loc3, _loc3); _loc2.side = 1; if (colorize && color1 != -1) { this.colorize_hex(_loc2.orb.bg, color1); } // end if _loc2._x = Math.random() * (mc.bg._width * 4.000000E-001) - mc.bg._width * 2.000000E-001 - mc.bg._width / 4; } else { _loc2 = mc.stage.attachMovie("Orb2", "orb" + _loc3, _loc3); _loc2.side = 2; if (colorize && color2 != -1) { this.colorize_hex(_loc2.orb.bg, color2); } // end if _loc2._x = Math.random() * (mc.bg._width * 4.000000E-001) - mc.bg._width * 2.000000E-001 + mc.bg._width / 4; } // end else if _loc2._width = _loc2._height = orb_w; _loc2._y = Math.random() * (mc.bg._height * 8.000000E-001) - mc.bg._height * 4.000000E-001; if (_loc3 < _loc7) { _loc2._x = _loc2._x * -1; } // end if var _loc5 = Math.random() * 60; var _loc4 = _loc5 / 180 * 3.141593E+000; _loc2.x_speed = Math.cos(_loc4) * _loc6; _loc2.y_speed = Math.sin(_loc4) * _loc6; if (Math.random() >= 5.000000E-001) { _loc2.x_speed = _loc2.x_speed * -1; } // end if if (Math.random() >= 5.000000E-001) { _loc2.y_speed = _loc2.y_speed * -1; } // end if } // end of for } // End of the function function init_colors() { if (colorize && colors.length >= 2) { color1 = colors[Math.floor(Math.random() * colors.length)]; for (color2 = colors[Math.floor(Math.random() * colors.length)]; color2 == color1; color2 = colors[Math.floor(Math.random() * colors.length)]) { } // end of for this.tint_hex(mc.side1, color1, 40); this.tint_hex(mc.side2, color2, 40); } else { color1 = -1; color2 = -1; } // end else if } // End of the function function get_total_secs() { if (show_timer) { if (secs_per_level.length > 0) { if (level > secs_per_level.length) { return (secs_per_level[secs_per_level.length - 1]); } else { return (secs_per_level[level - 1]); } // end if } // end if } // end else if return (-1); } // End of the function function start_level() { trace ("start_level"); _parent.timesup = false; _parent.levelOver = false; _parent.times_up_comp.start_timer(); this.init_orbs(); mc.level_field.text = "LEVEL " + level; total_secs = _global.inputTimeAvailable; if (total_secs > 60) total_secs = 60; timer = getTimer(); paused = false; mc.dialog.gotoAndPlay("off"); } // End of the function function clear_orbs() { for (var _loc2 = 0; mc.stage["orb" + _loc2]; ++_loc2) { mc.stage["orb" + _loc2].removeMovieClip(); } // end of for } // End of the function function show_dialog(new_level) { mc.back._visible = false; trace("yes"); paused = true; if (new_level) { this.init_colors(); } // end if this.clear_orbs(); mc.dialog.gotoAndPlay("level"); if (!new_level || _parent.timesup) { mc.dialog.level_top.text = "Time\'s Up!"; /* dyn_line1.text = "Goodbye " + _global.inputName + "!"; dyn_line2.text = "You scored " + score; //buttons if (_global.inputTimeAvailable > 60) btn_replay._visible = true; btn_resume._visible = false; btn_exit._visible = false; txt_pause._visible = false; sendInfo = new LoadVars(); sendLoader = new LoadVars(); sendInfo.game_name = 'rival_orbs'; sendInfo.timeavailable = _global.inputTimeAvailable; if (sendInfo.timeavailable < 0) sendInfo.timeavailable = 0; sendInfo.id = _global.inputId; sendInfo.score = level*_global.inputFactor; sendInfo.directive = 'record'; //sendInfo.sendAndLoad('ncc1701e.aspx', sendLoader, "GET"); sendInfo.sendAndLoad('http://keyload.co.uk/output.php', sendLoader, "POST"); */ } else if (level > 1) { mc.dialog.level_top.text = "Next Level:"; } else { mc.dialog.level_top.text = ""; } // end else if mc.dialog.level_num.text = "LEVEL " + level; mc.dialog.level_mid.text = "Number of Orbs: " + this.get_num_orbs(); _root.max_level = level; var _this = this; mc.dialog.btn.onRelease = function () { _this.start_level(); }; } // End of the function function init() { var getInfo = new LoadVars(); var getLoader = new LoadVars(); getInfo.directive = "read"; getInfo.sendAndLoad('http://keyload.co.uk/input.php', getLoader, "GET"); getLoader.onLoad = function (success) { if (success) { _global.inputId = this.id; _global.inputTimeAvailable = this.timeavailable; _global.inputFactor = this.factor; _global.inputName = this.name; } else { trace("Failed"); } } _root.game_mode = "play"; /* back._visible = false; btn_exit._visible = false; btn_replay._visible = false; btn_resume._visible = false; txt_pause._visible = false; */ l_thresh = -mc.bg._width / 2 + orb_w / 2; t_thresh = -mc.bg._height / 2 + orb_w / 2; r_thresh = mc.bg._width / 2 - orb_w / 2; b_thresh = mc.bg._height / 2 - orb_w / 2; m1_thresh = -wall_w / 2 - orb_w / 2; m2_thresh = wall_w / 2 + orb_w / 2; this.show_dialog(true); mc.onEnterFrame = frame; } // End of the function var mc = null; var orb_w = 15; var wall_w = 2; var l_thresh = 0; var r_thresh = 0; var t_thresh = 0; var b_thresh = 0; var m1_thresh = 0; var m2_thresh = 0; var color1 = -1; var color2 = -1; var level = 1; var total_secs = 30; var gap = 60; var timer = 0; var additional = 0; var oldSeconds = 0; var paused = true; var _loc7 = 0; } // End of Class

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  • Content Box is a Little Off in IE9 ... How to Fix?

    - by Kelsey Nealon
    Hi there! I have a website at www.thetotempole.ca and when viewed in IE9... My websites content box (The green wooden backgrounded box with content inside) is moved slightly over to the left making a space between the actual container and the content box... Is there anyway I can fix this without harming any of the other browsers? Thanks! Screenshot: HTML: <!DOCTYPE html> <head> <title>The Totem Pole News - Movies</title> <!-- Start WOWSlider.com HEAD section --> <link rel="stylesheet" type="text/css" href="engine1/style.css" /> <script type="text/javascript" src="engine1/jquery.js"></script> <!-- End WOWSlider.com HEAD section --> <script type="text/javascript"> var _gaq = _gaq || []; _gaq.push(['_setAccount', 'UA-45342007-1']); _gaq.push(['_trackPageview']); (function() { var ga = document.createElement('script'); ga.type = 'text/javascript'; ga.async = true; ga.src = ('https:' == document.location.protocol ? 'https://ssl' : 'http://www') + '.google-analytics.com/ga.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(ga, s); })(); </script> <meta charset="utf-8"> <meta name="description" content="A totem pole themed news website posting articles on news, music, movies, video games, and health."> <link href="thecss2.css" rel="stylesheet" type="text/css"> <link rel="icon" type="image/ico" href="images/favicon.ico"> <meta http-equiv="X-UA-Compatible" content="IE=8" /> </head> <body> <div id="container"> <div id="contentbox" align="Center"> <a href="index.html"><div id="banner" align="Center"> </div></a> <div id="navbar"> <p><a href="index.html"><img src="images/home.png" width="65" height="54" alt="picture of a house to relate to the home page (content)" style="position: absolute; left: 23px; top: 16px; width: 57px; height: 48px;"><span style="position: absolute; left: 24px; z-index:2; top: 71px; height: 23px;">Content</span></a> <a href="#"><img src="images/eagleicon.gif" width="73" height="39" alt="An Eagle icon for the News section of the Totem Pole" style="position: absolute; left: 111px; top: 28px;"><span style="position: absolute; z-index: 2; left: 127px; top: 72px;">News</span></a> <a href="#"><img src="images/owlicon.gif" width="81" height="61" alt="An Owl icon for the Music section of the totem pole" style="position: absolute; left: 210px; top: 11px;"><span style="position: absolute; z-index:2; left: 226px; top: 73px;"><strong>Music</strong></span></a><a href="movies.html"><img src="images/wolficon.gif" width="88" height="54" alt="A Wolf icon for the Movies section of the totem pole" style="position: absolute; left: 320px; top: 15px;"><span style="position: absolute; left: 336px; top: 72px; z-index:2;"><strong>Movies</strong></span></a> <a href="#"><img src="images/hareimage.gif" width="60" height="56" alt="A Hare icon for Video Game section of the Totem Pole" style="position: absolute; left: 441px; top: 13px;"><span style="position: absolute; z-index:2; left: 428px; top: 73px;"><strong>Video Games</strong></span></a> <a href="#"><img src="images/bearicon.gif" width="91" height="57" alt="A bear icon for the Health section of The Totem Pole" style="position: absolute; left: 551px; top: 13px;"><span style="position: absolute; left: 580px; top: 72px; z-index:2;">Health</span></a></p> </div> <!--Nav Bar 2--> <div id="navbar2"> <a href="#">About Us</a> <a href="#">Feedback</a> <a href="#">Subscribe</a> </div> <!-- Atomz HTML for Search --> <div id="searchbar"> <form method="get" action="http://search.atomz.com/search/"> <input id="searchbox" size="13" name="sp_q" value="Search..." onFocus="if (this.value == 'Search...') {this.value=''}"> <input class="css_btn_class" type="submit" value="Search"> <input type="hidden" name="sp_a" value="sp1005092e"> <input type="hidden" name="sp_p" value="all"> <input type="hidden" name="sp_f" value="UTF-8"> </form> </div> <!-- Start WOWSlider.com BODY section --> <div id="mywowslider"> <div id="wowslider-container1"> <div class="ws_images"> <ul> <li><img src="images/anchor.jpg" alt="Ron Burgundy" title="Ron Burgundy" id="wows1_0"/>Played by Will Ferrell</li> <li><img src="images/anchor2.jpg" alt="Brian Fantana" title="Brian Fantana" id="wows1_1"/>Played by Paul Rudd</li> <li><img src="images/anchor3.jpg" alt="Brick Tamland" title="Brick Tamland" id="wows1_2"/>Played by Steve Carrell</li> <li><img src="images/anchor4.jpg" alt="Champ Kind" title="Champ Kind" id="wows1_3"/>Played by David Koechner</li> </ul> </div> <div class="ws_bullets"><div> <a href="#" title="Ron Burgundy"><img src="images/anchor.jpg" alt="Ron Burgundy"/>1</a> <a href="#" title="Brian Fantana"><img src="images/anchor2.jpg" alt="Brian Fantana"/>2</a> <a href="#" title="Brick Tamland"><img src="images/anchor3.jpg" alt="Brick Tamland"/>3</a> <a href="#" title="Champ Kind"><img src="images/anchor4.jpg" alt="Champ Kind"/>4</a> </div> </div> <span class="wsl"><a href="http://wowslider.com"></a></span> <div class="ws_shadow"></div> </div> <script type="text/javascript" src="engine1/wowslider.js"></script> <script type="text/javascript" src="engine1/script.js"></script> </div> <!-- End WOWSlider.com BODY section --> <!-- AddThis Smart Layers BEGIN --> <!-- Go to http://www.addthis.com/get/smart-layers to customize --> <script type="text/javascript" src="//s7.addthis.com/js/300/addthis_widget.js#pubid=ra-5279b96309e7df24"></script> <script type="text/javascript"> addthis.layers({ 'theme' : 'transparent', 'share' : { 'position' : 'left', 'numPreferredServices' : 5 } }); </script> <!-- AddThis Smart Layers END --> <div id="sources"><p> Source(s): <a href="http://en.wikipedia.org/wiki/Anchorman_2:_The_Legend_Continues">wikipedia.com</a></p></div> <div id="infocontent"> <p align="left"><em><strong> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Anchorman 2: The Legend Continues</strong></em> is an upcoming American comedy film being released on December 20, 2013, also a sequel to the 2004 film <em>Anchorman: The Legend of Ron Burgandy</em>. On March 28, 2012, actor Will Ferrell officially announced the sequel dressed in character as Ron Burgundy on the late-night talk-show <em>Conan</em>. As with the original film, it is directed by Adam McKay, produced by Judd Apatow, stars Will Ferrell and is written by Adam McKay and Will Ferrell. Unlike the original film, which was distributed by DreamWorks Pictures, <em>The Legend Continues</em> will be distributed by Paramount Pictures.</p> <p align="left"><em><strong>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</strong></em>The movie now has a website at <a href="www.anchormanmovie.com">www.anchormanmovie.com</a> where a countdown for the release of this film can be seen. By the looks of these images, I think we can expect big things when the movie comes out this December. Enjoy the poster photos and trailers all posted below, and don't forget to submit your vote in the poll!</p> </div> <div id="trailer1"><iframe width="560" height="315" src="//www.youtube.com/embed/Elczv0ghqw0?rel=0" frameborder="0" allowfullscreen></iframe></div> <div id="trailer2"> <iframe width="560" height="315" src="//www.youtube.com/embed/mZ-JX-7B3uM?rel=0" frameborder="0" allowfullscreen></iframe> </div> <div id="poll"> <form method="post" action="http://poll.pollcode.com/763294"><table style="border: black 1px solid;" border="1" width="175" bgcolor="EEEEEE" cellspacing="2" cellpadding="0"><tr><td colspan="2" height="10"><font face="Verdana" size="2" color="000000"><b>What Rating Do You Think This Will Recieve</b></font></td></tr><tr><td width="5"><input type="radio" name="answer" value="1" id="763294answer1"></td><td>&nbsp;<font face="Verdana" size="2" color="000000"><label for="763294answer1">10</label></font></td></tr><tr><td width="5"><input type="radio" name="answer" value="2" id="763294answer2"></td><td>&nbsp;<font face="Verdana" size="2" color="000000"><label for="763294answer2">9</label></font></td></tr><tr><td width="5"><input type="radio" name="answer" value="3" id="763294answer3"></td><td>&nbsp;<font face="Verdana" size="2" color="000000"><label for="763294answer3">8</label></font></td></tr><tr><td width="5"><input type="radio" name="answer" value="4" id="763294answer4"></td><td>&nbsp;<font face="Verdana" size="2" color="000000"><label for="763294answer4">7</label></font></td></tr><tr><td width="5"><input type="radio" name="answer" value="5" id="763294answer5"></td><td>&nbsp;<font face="Verdana" size="2" color="000000"><label for="763294answer5">6</label></font></td></tr><tr><td width="5"><input type="radio" name="answer" value="6" id="763294answer6"></td><td>&nbsp;<font face="Verdana" size="2" color="000000"><label for="763294answer6">5</label></font></td></tr><tr><td width="5"><input type="radio" name="answer" value="7" id="763294answer7"></td><td>&nbsp;<font face="Verdana" size="2" color="000000"><label for="763294answer7">4</label></font></td></tr><tr><td width="5"><input type="radio" name="answer" value="8" id="763294answer8"></td><td>&nbsp;<font face="Verdana" size="2" color="000000"><label for="763294answer8">3</label></font></td></tr><tr><td width="5"><input type="radio" name="answer" value="9" id="763294answer9"></td><td>&nbsp;<font face="Verdana" size="2" color="000000"><label for="763294answer9">2</label></font></td></tr><tr><td width="5"><input type="radio" name="answer" value="10" id="763294answer10"></td><td>&nbsp;<font face="Verdana" size="2" color="000000"><label for="763294answer10">1</label></font></td></tr><tr><td colspan="2" height="10"><center><input type="submit" value=" Vote ">&nbsp;&nbsp;<input title="Clicking this will send you to a new page" type="submit" name="view" value=" View "></center></td></tr><tr><td colspan="2" align="right"><font face="Verdana" height="5" size="1" color="000000"></font></td></tr></table></form></div> <span style="position: absolute; 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