Search Results

Search found 28957 results on 1159 pages for 'single instance'.

Page 490/1159 | < Previous Page | 486 487 488 489 490 491 492 493 494 495 496 497  | Next Page >

  • How does the CLR (.NET) internally allocate and pass around custom value types (structs)?

    - by stakx
    Question: Do all CLR value types, including user-defined structs, live on the evaluation stack exclusively, meaning that they will never need to be reclaimed by the garbage-collector, or are there cases where they are garbage-collected? Background: I have previously asked a question on SO about the impact that a fluent interface has on the runtime performance of a .NET application. I was particuarly worried that creating a large number of very short-lived temporary objects would negatively affect runtime performance through more frequent garbage-collection. Now it has occured to me that if I declared those temporary objects' types as struct (ie. as user-defined value types) instead of class, the garbage collector might not be involved at all if it turns out that all value types live exclusively on the evaluation stack. What I've found out so far: I did a brief experiment to see what the differences are in the CIL generated for user-defined value types and reference types. This is my C# code: struct SomeValueType { public int X; } class SomeReferenceType { public int X; } . . static void TryValueType(SomeValueType vt) { ... } static void TryReferenceType(SomeReferenceType rt) { ... } . . var vt = new SomeValueType { X = 1 }; var rt = new SomeReferenceType { X = 2 }; TryValueType(vt); TryReferenceType(rt); And this is the CIL generated for the last four lines of code: .locals init ( [0] valuetype SomeValueType vt, [1] class SomeReferenceType rt, [2] valuetype SomeValueType <>g__initLocal0, // [3] class SomeReferenceType <>g__initLocal1, // why are these generated? [4] valuetype SomeValueType CS$0$0000 // ) L_0000: ldloca.s CS$0$0000 L_0002: initobj SomeValueType // no newobj required, instance already allocated L_0008: ldloc.s CS$0$0000 L_000a: stloc.2 L_000b: ldloca.s <>g__initLocal0 L_000d: ldc.i4.1 L_000e: stfld int32 SomeValueType::X L_0013: ldloc.2 L_0014: stloc.0 L_0015: newobj instance void SomeReferenceType::.ctor() L_001a: stloc.3 L_001b: ldloc.3 L_001c: ldc.i4.2 L_001d: stfld int32 SomeReferenceType::X L_0022: ldloc.3 L_0023: stloc.1 L_0024: ldloc.0 L_0025: call void Program::TryValueType(valuetype SomeValueType) L_002a: ldloc.1 L_002b: call void Program::TryReferenceType(class SomeReferenceType) What I cannot figure out from this code is this: Where are all those local variables mentioned in the .locals block allocated? How are they allocated? How are they freed? Why are so many anonymous local variables needed and copied to-and-fro only to initialize my two local variables rt and vt?

    Read the article

  • .htaccess authentication from a php script to prevent a browser dialog box

    - by digitalbart
    Using php I authenticate a user, then behind the scenes,they are then again authenticated a second time with a single .htaccess username & password. This would be the same for all users, but I would not want them to have to enter a username and password again and they would now be allowed to enter the password protected directory. I prefer not to use http://username@password:somedomain.com. Any thoughts?

    Read the article

  • Auto add magnifying icon to thumbnails

    - by Jason
    Hi, I'm looking to add a centered magnifying glass icon to my portfolio gallery. Like the effect at http://jquerystyle.com/gallery. I know I can do this with css at each instance, but I would like to find a way to do it automatically. Any jquery plugins that do this? Thanks!

    Read the article

  • What does CPU Time consist of? [closed]

    - by Sid
    What does CPU time exactly consist of? For instance, is the time taken to access a page from the RAM (at which point, the CPU is most likely idling) part of the CPU time? I'm not talking about fetching the page from the disk here, just fetching it from the RAM. Thanks

    Read the article

  • How many keys are too many in memcached?

    - by jack
    I currently have about 650,000 items in memcached (430MB memory used) and the number is still increasing. It's expected to exceed 1,000,000 items before going flat. Current hit/miss ratio is 25:1 so the efficiency is pretty good. I just wanted to ask is one million items in memcached on single server too many? If no, how many is too many?

    Read the article

  • binlog_format = STATEMENT and CURRENT_TIMESTAMP with MySQL replication

    - by xma
    Hi, can a MySQL slave instance have different row values for the same ID when binlog_format is set to STATEMENT and we insert something like: insert into foo values(CURRENT_TIMESTAMP) As I understand it, the slave read the SQL statement and execute it thus, if the replication is lagging, could lead to differences for the same row. Right or wrong ? How can I avoid this situation ? Thank you.

    Read the article

  • Create a class that inherets DrawableGameComponent in XNA as a CLASS with custom functions

    - by user3675013
    using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; namespace TileEngine { class Renderer : DrawableGameComponent { public Renderer(Game game) : base(game) { } SpriteBatch spriteBatch ; protected override void LoadContent() { base.LoadContent(); } public override void Draw(GameTime gameTime) { base.Draw(gameTime); } public override void Update(GameTime gameTime) { base.Update(gameTime); } public override void Initialize() { base.Initialize(); } public RenderTarget2D new_texture(int width, int height) { Texture2D TEX = new Texture2D(GraphicsDevice, width, height); //create the texture to render to RenderTarget2D Mine = new RenderTarget2D(GraphicsDevice, width, height); GraphicsDevice.SetRenderTarget(Mine); //set the render device to the reference provided //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. return Mine; //I'm hoping that this returns the same instance and not a copy. } public void draw_texture(int width, int height, RenderTarget2D Mine) { GraphicsDevice.SetRenderTarget(null); //Set the renderer to render to the backbuffer again Rectangle drawrect = new Rectangle(0, 0, width, height); //Set the rendering size to what we want spriteBatch.Begin(); //This uses spritebatch to draw the texture directly to the screen spriteBatch.Draw(Mine, drawrect, Color.White); //This uses the color white spriteBatch.End(); //ends the spritebatch //Call base.draw after this since it doesn't seem to recognize inside the function //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. } } } I solved a previous issue where I wasn't allowed to access GraphicsDevice outside the main Default 'main' class Ie "Game" or "Game1" etc. Now I have a new issue. FYi no one told me that it would be possible to use GraphicsDevice References to cause it to not be null by using the drawable class. (hopefully after this last bug is solved it doesn't still return null) Anyways at present the problem is that I can't seem to get it to initialize as an instance in my main program. Ie Renderer tileClipping; and I'm unable to use it such as it is to be noted i haven't even gotten to testing these two steps below but before it compiled but when those functions of this class were called it complained that it can't render to a null device. Which meant that the device wasn't being initialized. I had no idea why. It took me hours to google this. I finally figured out the words I needed.. which were "do my rendering in XNA in a seperate class" now I haven't used the addcomponent function because I don't want it to only run these functions automatically and I want to be able to call the custom ones. In a nutshell what I want is: *access to rendering targets and graphics device OUTSIDE default class *passing of Rendertarget2D (which contain textures and textures should automatically be passed with a rendering target? ) *the device should be passed to this function as well OR the device should be passed to this function as a byproduct of passing the rendertarget (which is automatically associated with the render device it was given originally) *I'm assuming I'm dealing with abstracted pointers here so when I pass a class object or instance, I should be recieving the SAME object , I referenced, and not a copy that has only the lifespan of the function running. *the purpose for all these options: I want to initialize new 2d textures on the fly to customize tileclipping and even the X , y Offsets of where a WHOLE texture will be rendered, and the X and Y offsets of where tiles will be rendered ON that surface. This is why. And I'll be doing region based lighting effects per tile or even per 8X8 pixel spaces.. we'll see I'll also be doing sprite rotations on the whole texture then copying it again to a circular masked texture, and then doing a second copy for only solid tiles for masked rotated collisions on sprites. I'll be checking the masked pixels for my collision, and using raycasting possibly to check for collisions on those areas. The sprite will stay in the center, when this rotation happens. Here is a detailed diagram: http://i.stack.imgur.com/INf9K.gif I'll be using texture2D for steps 4-6 I suppose for steps 1 as well. Now ontop of that, the clipping size (IE the sqaure rendered) will be able to be shrunk or increased, on a per frame basis Therefore I can't use the same static size for my main texture2d and I can't use just the backbuffer Or we get the annoying flicker. Also I will have multiple instances of the renderer class so that I can freely pass textures around as if they are playing cards (in a sense) layering them ontop of eachother, cropping them how i want and such. and then using spritebatch to simply draw them at the locations I want. Hopefully this makes sense, and yes I will be planning on using alpha blending but only after all tiles have been drawn.. The masked collision is important and Yes I am avoiding using math on the tile rendering and instead resorting to image manipulation in video memory which is WHY I need this to work the way I'm intending it to work and not in the default way that XNA seems to handle graphics. Thanks to anyone willing to help. I hate the code form offered, because then I have to rely on static presence of an update function. What if I want to kill that update function or that object, but have it in memory, but just have it temporarily inactive? I'm making the assumption here the update function of one of these gamecomponents is automatic ? Anyways this is as detailed as I can make this post hopefully someone can help me solve the issue. Instead of tell me "derrr don't do it this wayyy" which is what a few people told me (but they don't understand the actual goal I have in mind) I'm trying to create basically a library where I can copy images freely no matter the size, i just have to specify the size in the function then as long as a reference to that object exists it should be kept alive? right? :/ anyways.. Anything else? I Don't know. I understand object oriented coding but I don't understand this XNA It's beggining to feel impossible to do anything custom in it without putting ALL my rendering code into the draw function of the main class tileClipping.new_texture(GraphicsDevice, width, height) tileClipping.Draw_texture(...)

    Read the article

  • Distributing an executable zip file with __main__.py, how to access extra data?

    - by pygabriel
    I'm doing a little program and I want to distribute using this recipe: single directory with _main_.py in it zip this directory and echo #!/usr/bin/env python\n file.zip making it executable The problem is that in this package I have also extra files (I'm using pygtk toolkit and I need images and ui xml files). When I try to access these files I have the error that the resource is unavailable (the path that I'm trying to open is something like file.zip/gui/gui.ui ). How can I handle this situation?

    Read the article

  • How to indicate in a source code file what license it has?

    - by Johann Gerell
    Let's say I want make some of my sources publicly available via my blog or other web location. How do I properly indicate what Open Source license I've applied to the sources? For instance, with the MIT License or The Code Project Open License, should I put something at he top of the source files or should I have something on the web page, or both?

    Read the article

  • What's the quickest way to dump & load a MySQL InnoDB database using mysqldump?

    - by Josh Schwartzman
    I would like to create a copy of a database with approximately 40 InnoDB tables and around 1.5GB of data with mysqldump and MySQL 5.1. What are the best parameters (ie: --single-transaction) that will result in the quickest dump and load of the data? As well, when loading the data into the second DB, is it quicker to: 1) pipe the results directly to the second MySQL server instance and use the --compress option or 2) load it from a text file (ie: mysql < my_sql_dump.sql)

    Read the article

  • how can protected members of base class be accessed during unit test?

    - by amateur
    I am creating a unit test in mstest with rhino mocks. I have a class A that inherits class B. I am testing class A and create an instance of it for my test. The class it inherits, "B", has some protected methods and protected properties that I would like to access for the benefit of my tests. For example, validate that a protected property on my base class has the expected value. Any ideas how I might access these protected properties of class B during my test?

    Read the article

  • check all values match using prototype

    - by snaken
    Using prototype, is there a simple method of checking that a group of values match, for example - can this code be refined to a single line or something otherwise more elegant? var val = ''; var fail = false; $('form').select('.class').each(function(e){ if(!val){ val = $F(e); }else{ if(val != $F(e)) fail = true; } });

    Read the article

  • How do I read and write to a file using threads in java?

    - by WarmWaffles
    I'm writing an application where I need to read blocks in from a single file, each block is roughly 512 bytes. I am also needing to write blocks simultaneously. One of the ideas I had was BlockReader implements Runnable and BlockWriter implements Runnable and BlockManager manages both the reader and writer. The problem that I am seeing with most examples that I have found was locking problems and potential deadlock situations. Any ideas how to implement this?

    Read the article

  • How can I check the network connection type using the Windows API?

    - by Jufkey
    How can I programmatically retrieve the current connection type (eg. LAN or Direct connection)? InternetGetConnectedState() isn't very reliable. For instance, I'm connected to a wireless network, but ConTypeRet is 18, which is INTERNET_CONNECTION_LAN & INTERNET_RAS_INSTALLED. Isn't there any way to make sure that ConTypeRet is either INTERNET_CONNECTION_LAN or INTERNET_CONNECTION_MODEM?

    Read the article

  • Possible reasons and resolutions for time out

    - by ming yeow
    I cannot SSH into my instance - Operation timed out. What could be the reasons why, and what can I do to resolve it? Rebooting normally takes a long time to take effect, and might just makes things worst UPDATE: It is not about permissions - i can log in normally just fine. I suspect it might be because of memory issues

    Read the article

  • Font sizes in Telerik controls

    - by Young Ninja
    What's the easiest way to set the font sizes for ALL telerik control to a single value? I believe you can control fonts by modifying the CC of a specific control, but that's a pain because I am using many different control types...

    Read the article

< Previous Page | 486 487 488 489 490 491 492 493 494 495 496 497  | Next Page >