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  • Possible disk IO issue

    - by Tim Meers
    I've been trying to really figure out what my IOPS are on my DB server array and see if it's just too much. The array is four 72.6gb 15k rpm drives in RAID 5. To calculate IOPS for RAID 5 the following formula is used: (reads + (4 * Writes)) / Number of disks = total IOPS. The formula is from MSDN. I also want to calculate the Avg Queue Length but I'm not sure where they are getting the formula from, but i think it reads on that page as avg que length/number of disks = actual queue. To populate that formula I used the perfmon to gather the needed information. I came up with this, under normal production load: (873.982 + (4 * 28.999)) / 4 = 247.495. Also the disk queue lengh of 14.454/4 = 3.614. So to the question, am I wrong in thinking this array has a very high disk IO? Edit I got the chance to review it again this morning under normal/high load. This time with even bigger numbers and IOPS in excess of 600 for about 5 minutes then it died down again. But I also took a look at the Avg sec/Transfer, %Disk Time, and %Idle Time. These number were taken when the reads/writes per sec were only 332.997/17.999 respectively. %Disk Time: 219.436 %Idle Time: 0.300 Avg Disk Queue Length: 2.194 Avg Disk sec/Transfer: 0.006 Pages/sec: 2927.802 % Processor Time: 21.877 Edit (again) Looks like I have that issue solved. Thanks for the help. Also for a pretty slick parser I found this: http://pal.codeplex.com/ It works pretty well for breaking down the data into something usable.

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  • Play and record streaming audio

    - by Igor
    I'm working on an iPhone app that should be able to play and record audio streaming data simultaneously. Is it actually possible? I'm trying to mix SpeakHere and AudioRecorder samples and getting an empty file with no audio data... Here is my .m code: import "AzRadioViewController.h" @implementation azRadioViewController static const CFOptionFlags kNetworkEvents = kCFStreamEventOpenCompleted | kCFStreamEventHasBytesAvailable | kCFStreamEventEndEncountered | kCFStreamEventErrorOccurred; void MyAudioQueueOutputCallback( void* inClientData, AudioQueueRef inAQ, AudioQueueBufferRef inBuffer, const AudioTimeStamp inStartTime, UInt32 inNumberPacketDescriptions, const AudioStreamPacketDescription inPacketDesc ) { NSLog(@"start MyAudioQueueOutputCallback"); MyData* myData = (MyData*)inClientData; NSLog(@"--- %i", inNumberPacketDescriptions); if(inNumberPacketDescriptions == 0 && myData-dataFormat.mBytesPerPacket != 0) { inNumberPacketDescriptions = inBuffer-mAudioDataByteSize / myData-dataFormat.mBytesPerPacket; } OSStatus status = AudioFileWritePackets(myData-audioFile, FALSE, inBuffer-mAudioDataByteSize, inPacketDesc, myData-currentPacket, &inNumberPacketDescriptions, inBuffer-mAudioData); if(status == 0) { myData-currentPacket += inNumberPacketDescriptions; } NSLog(@"status:%i curpac:%i pcdesct: %i", status, myData-currentPacket, inNumberPacketDescriptions); unsigned int bufIndex = MyFindQueueBuffer(myData, inBuffer); pthread_mutex_lock(&myData-mutex); myData-inuse[bufIndex] = false; pthread_cond_signal(&myData-cond); pthread_mutex_unlock(&myData-mutex); } OSStatus StartQueueIfNeeded(MyData* myData) { NSLog(@"start StartQueueIfNeeded"); OSStatus err = noErr; if (!myData-started) { err = AudioQueueStart(myData-queue, NULL); if (err) { PRINTERROR("AudioQueueStart"); myData-failed = true; return err; } myData-started = true; printf("started\n"); } return err; } OSStatus MyEnqueueBuffer(MyData* myData) { NSLog(@"start MyEnqueueBuffer"); OSStatus err = noErr; myData-inuse[myData-fillBufferIndex] = true; AudioQueueBufferRef fillBuf = myData-audioQueueBuffer[myData-fillBufferIndex]; fillBuf-mAudioDataByteSize = myData-bytesFilled; err = AudioQueueEnqueueBuffer(myData-queue, fillBuf, myData-packetsFilled, myData-packetDescs); if (err) { PRINTERROR("AudioQueueEnqueueBuffer"); myData-failed = true; return err; } StartQueueIfNeeded(myData); return err; } void WaitForFreeBuffer(MyData* myData) { NSLog(@"start WaitForFreeBuffer"); if (++myData-fillBufferIndex = kNumAQBufs) myData-fillBufferIndex = 0; myData-bytesFilled = 0; myData-packetsFilled = 0; printf("-lock\n"); pthread_mutex_lock(&myData-mutex); while (myData-inuse[myData-fillBufferIndex]) { printf("... WAITING ...\n"); pthread_cond_wait(&myData-cond, &myData-mutex); } pthread_mutex_unlock(&myData-mutex); printf("<-unlock\n"); } int MyFindQueueBuffer(MyData* myData, AudioQueueBufferRef inBuffer) { NSLog(@"start MyFindQueueBuffer"); for (unsigned int i = 0; i < kNumAQBufs; ++i) { if (inBuffer == myData-audioQueueBuffer[i]) return i; } return -1; } void MyAudioQueueIsRunningCallback( void* inClientData, AudioQueueRef inAQ, AudioQueuePropertyID inID) { NSLog(@"start MyAudioQueueIsRunningCallback"); MyData* myData = (MyData*)inClientData; UInt32 running; UInt32 size; OSStatus err = AudioQueueGetProperty(inAQ, kAudioQueueProperty_IsRunning, &running, &size); if (err) { PRINTERROR("get kAudioQueueProperty_IsRunning"); return; } if (!running) { pthread_mutex_lock(&myData-mutex); pthread_cond_signal(&myData-done); pthread_mutex_unlock(&myData-mutex); } } void MyPropertyListenerProc( void * inClientData, AudioFileStreamID inAudioFileStream, AudioFileStreamPropertyID inPropertyID, UInt32 * ioFlags) { NSLog(@"start MyPropertyListenerProc"); MyData* myData = (MyData*)inClientData; OSStatus err = noErr; printf("found property '%c%c%c%c'\n", (inPropertyID24)&255, (inPropertyID16)&255, (inPropertyID8)&255, inPropertyID&255); switch (inPropertyID) { case kAudioFileStreamProperty_ReadyToProducePackets : { AudioStreamBasicDescription asbd; UInt32 asbdSize = sizeof(asbd); err = AudioFileStreamGetProperty(inAudioFileStream, kAudioFileStreamProperty_DataFormat, &asbdSize, &asbd); if (err) { PRINTERROR("get kAudioFileStreamProperty_DataFormat"); myData-failed = true; break; } err = AudioQueueNewOutput(&asbd, MyAudioQueueOutputCallback, myData, NULL, NULL, 0, &myData-queue); if (err) { PRINTERROR("AudioQueueNewOutput"); myData-failed = true; break; } for (unsigned int i = 0; i < kNumAQBufs; ++i) { err = AudioQueueAllocateBuffer(myData-queue, kAQBufSize, &myData-audioQueueBuffer[i]); if (err) { PRINTERROR("AudioQueueAllocateBuffer"); myData-failed = true; break; } } UInt32 cookieSize; Boolean writable; err = AudioFileStreamGetPropertyInfo(inAudioFileStream, kAudioFileStreamProperty_MagicCookieData, &cookieSize, &writable); if (err) { PRINTERROR("info kAudioFileStreamProperty_MagicCookieData"); break; } printf("cookieSize %d\n", cookieSize); void* cookieData = calloc(1, cookieSize); err = AudioFileStreamGetProperty(inAudioFileStream, kAudioFileStreamProperty_MagicCookieData, &cookieSize, cookieData); if (err) { PRINTERROR("get kAudioFileStreamProperty_MagicCookieData"); free(cookieData); break; } err = AudioQueueSetProperty(myData-queue, kAudioQueueProperty_MagicCookie, cookieData, cookieSize); free(cookieData); if (err) { PRINTERROR("set kAudioQueueProperty_MagicCookie"); break; } err = AudioQueueAddPropertyListener(myData-queue, kAudioQueueProperty_IsRunning, MyAudioQueueIsRunningCallback, myData); if (err) { PRINTERROR("AudioQueueAddPropertyListener"); myData-failed = true; break; } break; } } } static void ReadStreamClientCallBack(CFReadStreamRef stream, CFStreamEventType type, void *clientCallBackInfo) { NSLog(@"start ReadStreamClientCallBack"); if(type == kCFStreamEventHasBytesAvailable) { UInt8 buffer[2048]; CFIndex bytesRead = CFReadStreamRead(stream, buffer, sizeof(buffer)); if (bytesRead < 0) { } else if (bytesRead) { OSStatus err = AudioFileStreamParseBytes(globalMyData-audioFileStream, bytesRead, buffer, 0); if (err) { PRINTERROR("AudioFileStreamParseBytes"); } } } } void MyPacketsProc(void * inClientData, UInt32 inNumberBytes, UInt32 inNumberPackets, const void * inInputData, AudioStreamPacketDescription inPacketDescriptions) { NSLog(@"start MyPacketsProc"); MyData myData = (MyData*)inClientData; printf("got data. bytes: %d packets: %d\n", inNumberBytes, inNumberPackets); for (int i = 0; i < inNumberPackets; ++i) { SInt64 packetOffset = inPacketDescriptions[i].mStartOffset; SInt64 packetSize = inPacketDescriptions[i].mDataByteSize; size_t bufSpaceRemaining = kAQBufSize - myData-bytesFilled; if (bufSpaceRemaining < packetSize) { MyEnqueueBuffer(myData); WaitForFreeBuffer(myData); } AudioQueueBufferRef fillBuf = myData-audioQueueBuffer[myData-fillBufferIndex]; memcpy((char*)fillBuf-mAudioData + myData-bytesFilled, (const char*)inInputData + packetOffset, packetSize); myData-packetDescs[myData-packetsFilled] = inPacketDescriptions[i]; myData-packetDescs[myData-packetsFilled].mStartOffset = myData-bytesFilled; myData-bytesFilled += packetSize; myData-packetsFilled += 1; size_t packetsDescsRemaining = kAQMaxPacketDescs - myData-packetsFilled; if (packetsDescsRemaining == 0) { MyEnqueueBuffer(myData); WaitForFreeBuffer(myData); } } } (IBAction)buttonPlayPressedid)sender { label.text = @"Buffering"; [self connectionStart]; } (IBAction)buttonSavePressedid)sender { NSLog(@"save"); AudioFileClose(myData.audioFile); AudioQueueDispose(myData.queue, TRUE); } bool getFilename(char* buffer,int maxBufferLength) { NSArray paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString docDir = [paths objectAtIndex:0]; NSString* file = [docDir stringByAppendingString:@"/rec.caf"]; return [file getCString:buffer maxLength:maxBufferLength encoding:NSUTF8StringEncoding]; } -(void)connectionStart { @try { MyData* myData = (MyData*)calloc(1, sizeof(MyData)); globalMyData = myData; pthread_mutex_init(&myData-mutex, NULL); pthread_cond_init(&myData-cond, NULL); pthread_cond_init(&myData-done, NULL); NSLog(@"Start"); myData-dataFormat.mSampleRate = 16000.0f; myData-dataFormat.mFormatID = kAudioFormatLinearPCM; myData-dataFormat.mFramesPerPacket = 1; myData-dataFormat.mChannelsPerFrame = 1; myData-dataFormat.mBytesPerFrame = 2; myData-dataFormat.mBytesPerPacket = 2; myData-dataFormat.mBitsPerChannel = 16; myData-dataFormat.mReserved = 0; myData-dataFormat.mFormatFlags = kLinearPCMFormatFlagIsSignedInteger | kLinearPCMFormatFlagIsPacked; int i, bufferByteSize; UInt32 size; AudioQueueNewInput( &myData-dataFormat, MyAudioQueueOutputCallback, &myData, NULL /* run loop /, kCFRunLoopCommonModes / run loop mode /, 0 / flags */, &myData-queue); size = sizeof(&myData-dataFormat); AudioQueueGetProperty(&myData-queue, kAudioQueueProperty_StreamDescription, &myData-dataFormat, &size); CFURLRef fileURL; char path[256]; memset(path,0,sizeof(path)); getFilename(path,256); fileURL = CFURLCreateFromFileSystemRepresentation(NULL, (UInt8*)path, strlen(path), FALSE); AudioFileCreateWithURL(fileURL, kAudioFileCAFType, &myData-dataFormat, kAudioFileFlags_EraseFile, &myData-audioFile); OSStatus err = AudioFileStreamOpen(myData, MyPropertyListenerProc, MyPacketsProc, kAudioFileMP3Type, &myData-audioFileStream); if (err) { PRINTERROR("AudioFileStreamOpen"); return 1; } CFStreamClientContext ctxt = {0, self, NULL, NULL, NULL}; CFStringRef bodyData = CFSTR(""); // Usually used for POST data CFStringRef headerFieldName = CFSTR("X-My-Favorite-Field"); CFStringRef headerFieldValue = CFSTR("Dreams"); CFStringRef url = CFSTR(RADIO_LOCATION); CFURLRef myURL = CFURLCreateWithString(kCFAllocatorDefault, url, NULL); CFStringRef requestMethod = CFSTR("GET"); CFHTTPMessageRef myRequest = CFHTTPMessageCreateRequest(kCFAllocatorDefault, requestMethod, myURL, kCFHTTPVersion1_1); CFHTTPMessageSetBody(myRequest, bodyData); CFHTTPMessageSetHeaderFieldValue(myRequest, headerFieldName, headerFieldValue); CFReadStreamRef stream = CFReadStreamCreateForHTTPRequest(kCFAllocatorDefault, myRequest); if (!stream) { NSLog(@"Creating the stream failed"); return; } if (!CFReadStreamSetClient(stream, kNetworkEvents, ReadStreamClientCallBack, &ctxt)) { CFRelease(stream); NSLog(@"Setting the stream's client failed."); return; } CFReadStreamScheduleWithRunLoop(stream, CFRunLoopGetCurrent(), kCFRunLoopCommonModes); if (!CFReadStreamOpen(stream)) { CFReadStreamSetClient(stream, 0, NULL, NULL); CFReadStreamUnscheduleFromRunLoop(stream, CFRunLoopGetCurrent(), kCFRunLoopCommonModes); CFRelease(stream); NSLog(@"Opening the stream failed."); return; } } @catch (NSException *exception) { NSLog(@"main: Caught %@: %@", [exception name], [exception reason]); } } (void)viewDidLoad { [[UIApplication sharedApplication] setIdleTimerDisabled:YES]; [super viewDidLoad]; } (void)didReceiveMemoryWarning { [super didReceiveMemoryWarning]; } (void)viewDidUnload { } (void)dealloc { [super dealloc]; } @end

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  • AS11 Oracle B2B Sync Support - Series 2

    - by sinkarbabu.kirubanithi
    In the earlier series, we discussed about how to model "Sync Support" in Oracle B2B. And, we haven't discussed how the response can be consumed synchronously by the back-end application or initiator of sync request. In this sequel, we will see how we can extend it to the SOA composite applications to model the end-to-end usecase, this would help the initiator of sync request to receive the response synchronously. Series 2 - is little lengthier for blog standards so be prepared before you continue further :). Let's start our discussion with a high-level scenario where one need to initiate a synchronous request and get response synchronously. There are various approaches available, we will see one simplest approach here. Components Involved: 1. Oracle B2B 2. Oracle JCA JMS Adapter 3. Oracle BPEL 4. All of the above are wrapped up in a single SOA composite application. Oracle B2B: Skipping the "Sync Support" setup part in B2B, as we have already discussed that in the earlier series 1. Here we have provided "Sync Support" samples that can be imported to B2B directly and users can start testing the same in few minutes. Initiator Sample: This requires two JMS queues to be created, one for B2B to receive initial outbound sync request and the other is for B2B to deliver the incoming sync response to the back-end. Please enable "Use JMS Id" option in both internal listening and delivery channels. This would enable JCA JMS Adapter to correlate the initial B2B request and response and in turn it would be returned as synchronous response of BPEL. Internal Listening Channel Image: Internal Delivery Channel Image: To get going without much challenges, just create queues in Weblogic with the JNDI mentioned in the above two screenshots. If you want to use different names, then you may have to change the queue jndi names in sample after importing it into B2B. Here are the Queue related JNDI names used in the sample, 1. Internal Listening Channel Queue details, Name: JNDI Name: jms/b2b/syncreplyqueue 2. Internal Delivery Channel Queue details, Name: JNDI Name: jms/b2b/syncrequestqueue Here is the Initiator Sample Acme.zip Note: You may have to adjust the ip address of GlobalChips endpoint in the Delivery Channel. Responder Sample: Contains B2B meta-data and the Callout. Just import the sample and place the callout binary under "/tmp/callout" directory. If you choose to use a different location for callout, then you may have to change the same in B2B Configuration after importing the sample. Here are the artifacts, 1. Callout Source SampleCallout.java 2. Callout Binary sample-callout.jar 3. Responder Sample GlobalChips.zip Callout Details: Just gives the static response XML that needs to be sent back as response for the inbound sync request. For a sample purpose, we have given static response but in production you may have to invoke a web service or something similar to get the response. IMPORTANT NOTE: For Sync Support use case, responder is not expected to deliver the inbound sync request to backend as the process of delivering and getting the response from backend are expected from the Callout. This default behavior can be overridden by enabling the config property "b2b.SyncAppDelivery=true" in B2B config mbean (b2b-config.xml). This makes B2B to deliver the inbound sync request to be delivered to backend queue but the response to be sent to remote caller still has to come from Callout. 2. Oracle JCA JMS Adapter: On the initiator side, we have used JCA JMS Request/Reply pattern to send/receive the synchronous message from B2B. 3. Oracle BPEL: Exposes WS-SOAP Endpoint that takes payload as input and passes the same to B2B and returns the synchronous response of B2B as SOAP response. For outside world, it looks as if it is the synchronous web service endpoint but under the cover it uses JMS to trigger/initiate B2B to send and receive the synchronous response. 4. Composite application: All the components discussed above are wired in SOA composite application that helps to model a end-to-end synchronous use case. Here's the composite application sca_B2BSyncSample_rev1.0.jar, you may just deploy this to your AS11 SOA to make use of it. For any editing, you can just import the project in your JDEV under any SOA Application. Here are the composite application screenshots, Composite Application: BPEL With JCA JMS Adapter (Request/Reply):

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  • Survey results: Open source developer preferences

    We recently conducted a survey of open source developers to learn about their current preferences around hosting sites and source control systems.  The survey was primarily advertised via Twitter, and we tried to avoid pushing the survey among audiences that would be specifically oriented towards a particular site (for example we did not advertise the survey from the CodePlex twitter account). In total there were just under 500 responses, so a reasonable sample size although not necessarily enough to guarantee fully representative results.  One of the survey questions was what is your preferred operating system for development, and looking at the results they are particularly interesting when split by operating system preference because of how significant the difference is:   Table 1 - Preferences by what is preferred operating system for development   As you can see, the preferences among developers which prefer Windows is very different from Linux and Mac oriented developers.  Again, the question was on what operating system they prefer to use for development, and didn’t ask what type of applications they create, so presumably many create things like websites which are cross-platform from a user perspective regardless of the operating system they prefer developing with. For hosting site preference, CodePlex and GitHub are roughly tied for first place among Windows developers and combined are preferred by over 75%.  However with Linux and Mac developers, GitHub has a runaway lead over the other sites.  Perhaps not particularly surprising, CodePlex has negligible mindshare among Linux and Mac developers.  It is somewhat surprising how low SourceForge and Google Code are given historically they used to rank much higher. Looking at version control preferences is also interesting.  Among Windows developers TFS, Mercurial, Subversion, and Git all have a sizable following.  While for Linux and Mac developers it is almost all Git and Mercurial, with Git having a substantial lead.  Git is generally considered to run better on Linux and have more of a Unix feel, so not really surprising to see it more popular there compared to Windows developers.  It is surprising how low Subversion has dropped since it was the dominant preference not long ago for open source developers.  Around a quarter of Windows developers still prefer Subversion, but Linux and Mac developers have largely abandoned it.  The trend towards distributed version control systems (e.g. Mercurial and Git) is strong, with over 50% of Windows developers now prefer DVCS, and over 80% of Linux and Mac developers.

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  • How to encourage version control adoption

    - by Man Wa kileleshwa
    I have recently started working in a team where there is no version control. Most of the team members are not used to any kind of version control. I've been using mercurial privately to track my work. I would like to encourage others to adopt it, and at the very least start to version their code as they develop changes. Can anyone give me advice on how I can encourage adoption of a distributed version control such as mercurial. Any advice on how to win people including managers to DVCS would be much appreciated.

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  • Release Notes for 4/6/2012

    Here are the notes for this week’s release: Fixed an issue where authenticating against Mercurial using capital letters would fail. Fixed an issue where comments in pull requests were not word wrapping correctly. Fixed an issue where usernames would overflow their allotted space in discussions. Fixed an issue that would cause unexpected errors on the source code pages if you created a Git and Mercurial fork with the same name. Have ideas on how to improve CodePlex? Visit our ideas page! Vote for your favorite ideas or submit a new one. Got Twitter? Follow us and keep apprised of the latest releases and service status at @codeplex.

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  • Microsoft intègre Git à Codeplex, la plateforme d'hébergement de projets open-source supporte l'application de gestion des versions

    Microsoft intègre Git à Codeplex La plateforme d'hébergement de projets open source supporte désormais l'application de gestion des versions en plus de Mercurial et TFS Codeplex, la plateforme d'hébergement des projets open source de Microsoft prend désormais en charge Git. Git est une application de gestion des versions décentralisée libre créée par Linux Torvalds, le père du noyau Linux et distribuée sous la licence GNU 2. CodePlex utilise déjà le logiciel de gestion des versions décentralisé Mercurial, pour le contrôle de version distribué et Team Foundation Server (qui prend en charge les clients Subversion) pour le contrôle de version centralisée. Malgr...

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  • Why am I getting an IndexOutOfBoundsException here?

    - by Berzerker
    I'm getting an index out of bounds exception thrown and I don't know why, within my replaceValue method below. [null, (10,4), (52,3), (39,9), (78,7), (63,8), (42,2), (50,411)] replacement value test:411 size=7 [null, (10,4), (52,3), (39,9), (78,7), (63,8), (42,2), (50,101)] removal test of :(10,4) [null, (39,9), (52,3), (42,2), (78,7), (63,8), (50,101)] size=6 I try to replace the value again here and get an error... package heappriorityqueue; import java.util.*; public class HeapPriorityQueue<K,V> { protected ArrayList<Entry<K,V>> heap; protected Comparator<K> comp; int size = 0; protected static class MyEntry<K,V> implements Entry<K,V> { protected K key; protected V value; protected int loc; public MyEntry(K k, V v,int i) {key = k; value = v;loc =i;} public K getKey() {return key;} public V getValue() {return value;} public int getLoc(){return loc;} public String toString() {return "(" + key + "," + value + ")";} void setKey(K k1) {key = k1;} void setValue(V v1) {value = v1;} public void setLoc(int i) {loc = i;} } public HeapPriorityQueue() { heap = new ArrayList<Entry<K,V>>(); heap.add(0,null); comp = new DefaultComparator<K>(); } public HeapPriorityQueue(Comparator<K> c) { heap = new ArrayList<Entry<K,V>>(); heap.add(0,null); comp = c; } public int size() {return size;} public boolean isEmpty() {return size == 0; } public Entry<K,V> min() throws EmptyPriorityQueueException { if (isEmpty()) throw new EmptyPriorityQueueException("Priority Queue is Empty"); return heap.get(1); } public Entry<K,V> insert(K k, V v) { size++; Entry<K,V> entry = new MyEntry<K,V>(k,v,size); heap.add(size,entry); upHeap(size); return entry; } public Entry<K,V> removeMin() throws EmptyPriorityQueueException { if (isEmpty()) throw new EmptyPriorityQueueException("Priority Queue is Empty"); if (size == 1) return heap.remove(1); Entry<K,V> min = heap.get(1); heap.set(1, heap.remove(size)); size--; downHeap(1); return min; } public V replaceValue(Entry<K,V> e, V v) throws InvalidEntryException, EmptyPriorityQueueException { // replace the value field of entry e in the priority // queue with the given value v, and return the old value This is where I am getting the IndexOutOfBounds exception, on heap.get(i); if (isEmpty()){ throw new EmptyPriorityQueueException("Priority Queue is Empty."); } checkEntry(e); int i = e.getLoc(); Entry<K,V> entry=heap.get(((i))); V oldVal = entry.getValue(); K key=entry.getKey(); Entry<K,V> insert = new MyEntry<K,V>(key,v,i); heap.set(i, insert); return oldVal; } public K replaceKey(Entry<K,V> e, K k) throws InvalidEntryException, EmptyPriorityQueueException, InvalidKeyException { // replace the key field of entry e in the priority // queue with the given key k, and return the old key if (isEmpty()){ throw new EmptyPriorityQueueException("Priority Queue is Empty."); } checkKey(k); checkEntry(e); K oldKey=e.getKey(); int i = e.getLoc(); Entry<K,V> entry = new MyEntry<K,V>(k,e.getValue(),i); heap.set(i,entry); downHeap(i); upHeap(i); return oldKey; } public Entry<K,V> remove(Entry<K,V> e) throws InvalidEntryException, EmptyPriorityQueueException{ // remove entry e from priority queue and return it if (isEmpty()){ throw new EmptyPriorityQueueException("Priority Queue is Empty."); } MyEntry<K,V> entry = checkEntry(e); if (size==1){ return heap.remove(size--); } int i = e.getLoc(); heap.set(i, heap.remove(size--)); downHeap(i); return entry; } protected void upHeap(int i) { while (i > 1) { if (comp.compare(heap.get(i/2).getKey(), heap.get(i).getKey()) <= 0) break; swap(i/2,i); i = i/2; } } protected void downHeap(int i) { int smallerChild; while (size >= 2*i) { smallerChild = 2*i; if ( size >= 2*i + 1) if (comp.compare(heap.get(2*i + 1).getKey(), heap.get(2*i).getKey()) < 0) smallerChild = 2*i+1; if (comp.compare(heap.get(i).getKey(), heap.get(smallerChild).getKey()) <= 0) break; swap(i, smallerChild); i = smallerChild; } } protected void swap(int j, int i) { heap.get(j).setLoc(i); heap.get(i).setLoc(j); Entry<K,V> temp; temp = heap.get(j); heap.set(j, heap.get(i)); heap.set(i, temp); } public String toString() { return heap.toString(); } protected MyEntry<K,V> checkEntry(Entry<K,V> ent) throws InvalidEntryException { if(ent == null || !(ent instanceof MyEntry)) throw new InvalidEntryException("Invalid entry."); return (MyEntry)ent; } protected void checkKey(K key) throws InvalidKeyException{ try{comp.compare(key,key);} catch(Exception e){throw new InvalidKeyException("Invalid key.");} } }

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  • 256 Windows Azure Worker Roles, Windows Kinect and a 90's Text-Based Ray-Tracer

    - by Alan Smith
    For a couple of years I have been demoing a simple render farm hosted in Windows Azure using worker roles and the Azure Storage service. At the start of the presentation I deploy an Azure application that uses 16 worker roles to render a 1,500 frame 3D ray-traced animation. At the end of the presentation, when the animation was complete, I would play the animation delete the Azure deployment. The standing joke with the audience was that it was that it was a “$2 demo”, as the compute charges for running the 16 instances for an hour was $1.92, factor in the bandwidth charges and it’s a couple of dollars. The point of the demo is that it highlights one of the great benefits of cloud computing, you pay for what you use, and if you need massive compute power for a short period of time using Windows Azure can work out very cost effective. The “$2 demo” was great for presenting at user groups and conferences in that it could be deployed to Azure, used to render an animation, and then removed in a one hour session. I have always had the idea of doing something a bit more impressive with the demo, and scaling it from a “$2 demo” to a “$30 demo”. The challenge was to create a visually appealing animation in high definition format and keep the demo time down to one hour.  This article will take a run through how I achieved this. Ray Tracing Ray tracing, a technique for generating high quality photorealistic images, gained popularity in the 90’s with companies like Pixar creating feature length computer animations, and also the emergence of shareware text-based ray tracers that could run on a home PC. In order to render a ray traced image, the ray of light that would pass from the view point must be tracked until it intersects with an object. At the intersection, the color, reflectiveness, transparency, and refractive index of the object are used to calculate if the ray will be reflected or refracted. Each pixel may require thousands of calculations to determine what color it will be in the rendered image. Pin-Board Toys Having very little artistic talent and a basic understanding of maths I decided to focus on an animation that could be modeled fairly easily and would look visually impressive. I’ve always liked the pin-board desktop toys that become popular in the 80’s and when I was working as a 3D animator back in the 90’s I always had the idea of creating a 3D ray-traced animation of a pin-board, but never found the energy to do it. Even if I had a go at it, the render time to produce an animation that would look respectable on a 486 would have been measured in months. PolyRay Back in 1995 I landed my first real job, after spending three years being a beach-ski-climbing-paragliding-bum, and was employed to create 3D ray-traced animations for a CD-ROM that school kids would use to learn physics. I had got into the strange and wonderful world of text-based ray tracing, and was using a shareware ray-tracer called PolyRay. PolyRay takes a text file describing a scene as input and, after a few hours processing on a 486, produced a high quality ray-traced image. The following is an example of a basic PolyRay scene file. background Midnight_Blue   static define matte surface { ambient 0.1 diffuse 0.7 } define matte_white texture { matte { color white } } define matte_black texture { matte { color dark_slate_gray } } define position_cylindrical 3 define lookup_sawtooth 1 define light_wood <0.6, 0.24, 0.1> define median_wood <0.3, 0.12, 0.03> define dark_wood <0.05, 0.01, 0.005>     define wooden texture { noise surface { ambient 0.2  diffuse 0.7  specular white, 0.5 microfacet Reitz 10 position_fn position_cylindrical position_scale 1  lookup_fn lookup_sawtooth octaves 1 turbulence 1 color_map( [0.0, 0.2, light_wood, light_wood] [0.2, 0.3, light_wood, median_wood] [0.3, 0.4, median_wood, light_wood] [0.4, 0.7, light_wood, light_wood] [0.7, 0.8, light_wood, median_wood] [0.8, 0.9, median_wood, light_wood] [0.9, 1.0, light_wood, dark_wood]) } } define glass texture { surface { ambient 0 diffuse 0 specular 0.2 reflection white, 0.1 transmission white, 1, 1.5 }} define shiny surface { ambient 0.1 diffuse 0.6 specular white, 0.6 microfacet Phong 7  } define steely_blue texture { shiny { color black } } define chrome texture { surface { color white ambient 0.0 diffuse 0.2 specular 0.4 microfacet Phong 10 reflection 0.8 } }   viewpoint {     from <4.000, -1.000, 1.000> at <0.000, 0.000, 0.000> up <0, 1, 0> angle 60     resolution 640, 480 aspect 1.6 image_format 0 }       light <-10, 30, 20> light <-10, 30, -20>   object { disc <0, -2, 0>, <0, 1, 0>, 30 wooden }   object { sphere <0.000, 0.000, 0.000>, 1.00 chrome } object { cylinder <0.000, 0.000, 0.000>, <0.000, 0.000, -4.000>, 0.50 chrome }   After setting up the background and defining colors and textures, the viewpoint is specified. The “camera” is located at a point in 3D space, and it looks towards another point. The angle, image resolution, and aspect ratio are specified. Two lights are present in the image at defined coordinates. The three objects in the image are a wooden disc to represent a table top, and a sphere and cylinder that intersect to form a pin that will be used for the pin board toy in the final animation. When the image is rendered, the following image is produced. The pins are modeled with a chrome surface, so they reflect the environment around them. Note that the scale of the pin shaft is not correct, this will be fixed later. Modeling the Pin Board The frame of the pin-board is made up of three boxes, and six cylinders, the front box is modeled using a clear, slightly reflective solid, with the same refractive index of glass. The other shapes are modeled as metal. object { box <-5.5, -1.5, 1>, <5.5, 5.5, 1.2> glass } object { box <-5.5, -1.5, -0.04>, <5.5, 5.5, -0.09> steely_blue } object { box <-5.5, -1.5, -0.52>, <5.5, 5.5, -0.59> steely_blue } object { cylinder <-5.2, -1.2, 1.4>, <-5.2, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <5.2, -1.2, 1.4>, <5.2, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <-5.2, 5.2, 1.4>, <-5.2, 5.2, -0.74>, 0.2 steely_blue } object { cylinder <5.2, 5.2, 1.4>, <5.2, 5.2, -0.74>, 0.2 steely_blue } object { cylinder <0, -1.2, 1.4>, <0, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <0, 5.2, 1.4>, <0, 5.2, -0.74>, 0.2 steely_blue }   In order to create the matrix of pins that make up the pin board I used a basic console application with a few nested loops to create two intersecting matrixes of pins, which models the layout used in the pin boards. The resulting image is shown below. The pin board contains 11,481 pins, with the scene file containing 23,709 lines of code. For the complete animation 2,000 scene files will be created, which is over 47 million lines of code. Each pin in the pin-board will slide out a specific distance when an object is pressed into the back of the board. This is easily modeled by setting the Z coordinate of the pin to a specific value. In order to set all of the pins in the pin-board to the correct position, a bitmap image can be used. The position of the pin can be set based on the color of the pixel at the appropriate position in the image. When the Windows Azure logo is used to set the Z coordinate of the pins, the following image is generated. The challenge now was to make a cool animation. The Azure Logo is fine, but it is static. Using a normal video to animate the pins would not work; the colors in the video would not be the same as the depth of the objects from the camera. In order to simulate the pin board accurately a series of frames from a depth camera could be used. Windows Kinect The Kenect controllers for the X-Box 360 and Windows feature a depth camera. The Kinect SDK for Windows provides a programming interface for Kenect, providing easy access for .NET developers to the Kinect sensors. The Kinect Explorer provided with the Kinect SDK is a great starting point for exploring Kinect from a developers perspective. Both the X-Box 360 Kinect and the Windows Kinect will work with the Kinect SDK, the Windows Kinect is required for commercial applications, but the X-Box Kinect can be used for hobby projects. The Windows Kinect has the advantage of providing a mode to allow depth capture with objects closer to the camera, which makes for a more accurate depth image for setting the pin positions. Creating a Depth Field Animation The depth field animation used to set the positions of the pin in the pin board was created using a modified version of the Kinect Explorer sample application. In order to simulate the pin board accurately, a small section of the depth range from the depth sensor will be used. Any part of the object in front of the depth range will result in a white pixel; anything behind the depth range will be black. Within the depth range the pixels in the image will be set to RGB values from 0,0,0 to 255,255,255. A screen shot of the modified Kinect Explorer application is shown below. The Kinect Explorer sample application was modified to include slider controls that are used to set the depth range that forms the image from the depth stream. This allows the fine tuning of the depth image that is required for simulating the position of the pins in the pin board. The Kinect Explorer was also modified to record a series of images from the depth camera and save them as a sequence JPEG files that will be used to animate the pins in the animation the Start and Stop buttons are used to start and stop the image recording. En example of one of the depth images is shown below. Once a series of 2,000 depth images has been captured, the task of creating the animation can begin. Rendering a Test Frame In order to test the creation of frames and get an approximation of the time required to render each frame a test frame was rendered on-premise using PolyRay. The output of the rendering process is shown below. The test frame contained 23,629 primitive shapes, most of which are the spheres and cylinders that are used for the 11,800 or so pins in the pin board. The 1280x720 image contains 921,600 pixels, but as anti-aliasing was used the number of rays that were calculated was 4,235,777, with 3,478,754,073 object boundaries checked. The test frame of the pin board with the depth field image applied is shown below. The tracing time for the test frame was 4 minutes 27 seconds, which means rendering the2,000 frames in the animation would take over 148 hours, or a little over 6 days. Although this is much faster that an old 486, waiting almost a week to see the results of an animation would make it challenging for animators to create, view, and refine their animations. It would be much better if the animation could be rendered in less than one hour. Windows Azure Worker Roles The cost of creating an on-premise render farm to render animations increases in proportion to the number of servers. The table below shows the cost of servers for creating a render farm, assuming a cost of $500 per server. Number of Servers Cost 1 $500 16 $8,000 256 $128,000   As well as the cost of the servers, there would be additional costs for networking, racks etc. Hosting an environment of 256 servers on-premise would require a server room with cooling, and some pretty hefty power cabling. The Windows Azure compute services provide worker roles, which are ideal for performing processor intensive compute tasks. With the scalability available in Windows Azure a job that takes 256 hours to complete could be perfumed using different numbers of worker roles. The time and cost of using 1, 16 or 256 worker roles is shown below. Number of Worker Roles Render Time Cost 1 256 hours $30.72 16 16 hours $30.72 256 1 hour $30.72   Using worker roles in Windows Azure provides the same cost for the 256 hour job, irrespective of the number of worker roles used. Provided the compute task can be broken down into many small units, and the worker role compute power can be used effectively, it makes sense to scale the application so that the task is completed quickly, making the results available in a timely fashion. The task of rendering 2,000 frames in an animation is one that can easily be broken down into 2,000 individual pieces, which can be performed by a number of worker roles. Creating a Render Farm in Windows Azure The architecture of the render farm is shown in the following diagram. The render farm is a hybrid application with the following components: ·         On-Premise o   Windows Kinect – Used combined with the Kinect Explorer to create a stream of depth images. o   Animation Creator – This application uses the depth images from the Kinect sensor to create scene description files for PolyRay. These files are then uploaded to the jobs blob container, and job messages added to the jobs queue. o   Process Monitor – This application queries the role instance lifecycle table and displays statistics about the render farm environment and render process. o   Image Downloader – This application polls the image queue and downloads the rendered animation files once they are complete. ·         Windows Azure o   Azure Storage – Queues and blobs are used for the scene description files and completed frames. A table is used to store the statistics about the rendering environment.   The architecture of each worker role is shown below.   The worker role is configured to use local storage, which provides file storage on the worker role instance that can be use by the applications to render the image and transform the format of the image. The service definition for the worker role with the local storage configuration highlighted is shown below. <?xml version="1.0" encoding="utf-8"?> <ServiceDefinition name="CloudRay" >   <WorkerRole name="CloudRayWorkerRole" vmsize="Small">     <Imports>     </Imports>     <ConfigurationSettings>       <Setting name="DataConnectionString" />     </ConfigurationSettings>     <LocalResources>       <LocalStorage name="RayFolder" cleanOnRoleRecycle="true" />     </LocalResources>   </WorkerRole> </ServiceDefinition>     The two executable programs, PolyRay.exe and DTA.exe are included in the Azure project, with Copy Always set as the property. PolyRay will take the scene description file and render it to a Truevision TGA file. As the TGA format has not seen much use since the mid 90’s it is converted to a JPG image using Dave's Targa Animator, another shareware application from the 90’s. Each worker roll will use the following process to render the animation frames. 1.       The worker process polls the job queue, if a job is available the scene description file is downloaded from blob storage to local storage. 2.       PolyRay.exe is started in a process with the appropriate command line arguments to render the image as a TGA file. 3.       DTA.exe is started in a process with the appropriate command line arguments convert the TGA file to a JPG file. 4.       The JPG file is uploaded from local storage to the images blob container. 5.       A message is placed on the images queue to indicate a new image is available for download. 6.       The job message is deleted from the job queue. 7.       The role instance lifecycle table is updated with statistics on the number of frames rendered by the worker role instance, and the CPU time used. The code for this is shown below. public override void Run() {     // Set environment variables     string polyRayPath = Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), PolyRayLocation);     string dtaPath = Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), DTALocation);       LocalResource rayStorage = RoleEnvironment.GetLocalResource("RayFolder");     string localStorageRootPath = rayStorage.RootPath;       JobQueue jobQueue = new JobQueue("renderjobs");     JobQueue downloadQueue = new JobQueue("renderimagedownloadjobs");     CloudRayBlob sceneBlob = new CloudRayBlob("scenes");     CloudRayBlob imageBlob = new CloudRayBlob("images");     RoleLifecycleDataSource roleLifecycleDataSource = new RoleLifecycleDataSource();       Frames = 0;       while (true)     {         // Get the render job from the queue         CloudQueueMessage jobMsg = jobQueue.Get();           if (jobMsg != null)         {             // Get the file details             string sceneFile = jobMsg.AsString;             string tgaFile = sceneFile.Replace(".pi", ".tga");             string jpgFile = sceneFile.Replace(".pi", ".jpg");               string sceneFilePath = Path.Combine(localStorageRootPath, sceneFile);             string tgaFilePath = Path.Combine(localStorageRootPath, tgaFile);             string jpgFilePath = Path.Combine(localStorageRootPath, jpgFile);               // Copy the scene file to local storage             sceneBlob.DownloadFile(sceneFilePath);               // Run the ray tracer.             string polyrayArguments =                 string.Format("\"{0}\" -o \"{1}\" -a 2", sceneFilePath, tgaFilePath);             Process polyRayProcess = new Process();             polyRayProcess.StartInfo.FileName =                 Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), polyRayPath);             polyRayProcess.StartInfo.Arguments = polyrayArguments;             polyRayProcess.Start();             polyRayProcess.WaitForExit();               // Convert the image             string dtaArguments =                 string.Format(" {0} /FJ /P{1}", tgaFilePath, Path.GetDirectoryName (jpgFilePath));             Process dtaProcess = new Process();             dtaProcess.StartInfo.FileName =                 Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), dtaPath);             dtaProcess.StartInfo.Arguments = dtaArguments;             dtaProcess.Start();             dtaProcess.WaitForExit();               // Upload the image to blob storage             imageBlob.UploadFile(jpgFilePath);               // Add a download job.             downloadQueue.Add(jpgFile);               // Delete the render job message             jobQueue.Delete(jobMsg);               Frames++;         }         else         {             Thread.Sleep(1000);         }           // Log the worker role activity.         roleLifecycleDataSource.Alive             ("CloudRayWorker", RoleLifecycleDataSource.RoleLifecycleId, Frames);     } }     Monitoring Worker Role Instance Lifecycle In order to get more accurate statistics about the lifecycle of the worker role instances used to render the animation data was tracked in an Azure storage table. The following class was used to track the worker role lifecycles in Azure storage.   public class RoleLifecycle : TableServiceEntity {     public string ServerName { get; set; }     public string Status { get; set; }     public DateTime StartTime { get; set; }     public DateTime EndTime { get; set; }     public long SecondsRunning { get; set; }     public DateTime LastActiveTime { get; set; }     public int Frames { get; set; }     public string Comment { get; set; }       public RoleLifecycle()     {     }       public RoleLifecycle(string roleName)     {         PartitionKey = roleName;         RowKey = Utils.GetAscendingRowKey();         Status = "Started";         StartTime = DateTime.UtcNow;         LastActiveTime = StartTime;         EndTime = StartTime;         SecondsRunning = 0;         Frames = 0;     } }     A new instance of this class is created and added to the storage table when the role starts. It is then updated each time the worker renders a frame to record the total number of frames rendered and the total processing time. These statistics are used be the monitoring application to determine the effectiveness of use of resources in the render farm. Rendering the Animation The Azure solution was deployed to Windows Azure with the service configuration set to 16 worker role instances. This allows for the application to be tested in the cloud environment, and the performance of the application determined. When I demo the application at conferences and user groups I often start with 16 instances, and then scale up the application to the full 256 instances. The configuration to run 16 instances is shown below. <?xml version="1.0" encoding="utf-8"?> <ServiceConfiguration serviceName="CloudRay" xmlns="http://schemas.microsoft.com/ServiceHosting/2008/10/ServiceConfiguration" osFamily="1" osVersion="*">   <Role name="CloudRayWorkerRole">     <Instances count="16" />     <ConfigurationSettings>       <Setting name="DataConnectionString"         value="DefaultEndpointsProtocol=https;AccountName=cloudraydata;AccountKey=..." />     </ConfigurationSettings>   </Role> </ServiceConfiguration>     About six minutes after deploying the application the first worker roles become active and start to render the first frames of the animation. The CloudRay Monitor application displays an icon for each worker role instance, with a number indicating the number of frames that the worker role has rendered. The statistics on the left show the number of active worker roles and statistics about the render process. The render time is the time since the first worker role became active; the CPU time is the total amount of processing time used by all worker role instances to render the frames.   Five minutes after the first worker role became active the last of the 16 worker roles activated. By this time the first seven worker roles had each rendered one frame of the animation.   With 16 worker roles u and running it can be seen that one hour and 45 minutes CPU time has been used to render 32 frames with a render time of just under 10 minutes.     At this rate it would take over 10 hours to render the 2,000 frames of the full animation. In order to complete the animation in under an hour more processing power will be required. Scaling the render farm from 16 instances to 256 instances is easy using the new management portal. The slider is set to 256 instances, and the configuration saved. We do not need to re-deploy the application, and the 16 instances that are up and running will not be affected. Alternatively, the configuration file for the Azure service could be modified to specify 256 instances.   <?xml version="1.0" encoding="utf-8"?> <ServiceConfiguration serviceName="CloudRay" xmlns="http://schemas.microsoft.com/ServiceHosting/2008/10/ServiceConfiguration" osFamily="1" osVersion="*">   <Role name="CloudRayWorkerRole">     <Instances count="256" />     <ConfigurationSettings>       <Setting name="DataConnectionString"         value="DefaultEndpointsProtocol=https;AccountName=cloudraydata;AccountKey=..." />     </ConfigurationSettings>   </Role> </ServiceConfiguration>     Six minutes after the new configuration has been applied 75 new worker roles have activated and are processing their first frames.   Five minutes later the full configuration of 256 worker roles is up and running. We can see that the average rate of frame rendering has increased from 3 to 12 frames per minute, and that over 17 hours of CPU time has been utilized in 23 minutes. In this test the time to provision 140 worker roles was about 11 minutes, which works out at about one every five seconds.   We are now half way through the rendering, with 1,000 frames complete. This has utilized just under three days of CPU time in a little over 35 minutes.   The animation is now complete, with 2,000 frames rendered in a little over 52 minutes. The CPU time used by the 256 worker roles is 6 days, 7 hours and 22 minutes with an average frame rate of 38 frames per minute. The rendering of the last 1,000 frames took 16 minutes 27 seconds, which works out at a rendering rate of 60 frames per minute. The frame counts in the server instances indicate that the use of a queue to distribute the workload has been very effective in distributing the load across the 256 worker role instances. The first 16 instances that were deployed first have rendered between 11 and 13 frames each, whilst the 240 instances that were added when the application was scaled have rendered between 6 and 9 frames each.   Completed Animation I’ve uploaded the completed animation to YouTube, a low resolution preview is shown below. Pin Board Animation Created using Windows Kinect and 256 Windows Azure Worker Roles   The animation can be viewed in 1280x720 resolution at the following link: http://www.youtube.com/watch?v=n5jy6bvSxWc Effective Use of Resources According to the CloudRay monitor statistics the animation took 6 days, 7 hours and 22 minutes CPU to render, this works out at 152 hours of compute time, rounded up to the nearest hour. As the usage for the worker role instances are billed for the full hour, it may have been possible to render the animation using fewer than 256 worker roles. When deciding the optimal usage of resources, the time required to provision and start the worker roles must also be considered. In the demo I started with 16 worker roles, and then scaled the application to 256 worker roles. It would have been more optimal to start the application with maybe 200 worker roles, and utilized the full hour that I was being billed for. This would, however, have prevented showing the ease of scalability of the application. The new management portal displays the CPU usage across the worker roles in the deployment. The average CPU usage across all instances is 93.27%, with over 99% used when all the instances are up and running. This shows that the worker role resources are being used very effectively. Grid Computing Scenarios Although I am using this scenario for a hobby project, there are many scenarios where a large amount of compute power is required for a short period of time. Windows Azure provides a great platform for developing these types of grid computing applications, and can work out very cost effective. ·         Windows Azure can provide massive compute power, on demand, in a matter of minutes. ·         The use of queues to manage the load balancing of jobs between role instances is a simple and effective solution. ·         Using a cloud-computing platform like Windows Azure allows proof-of-concept scenarios to be tested and evaluated on a very low budget. ·         No charges for inbound data transfer makes the uploading of large data sets to Windows Azure Storage services cost effective. (Transaction charges still apply.) Tips for using Windows Azure for Grid Computing Scenarios I found the implementation of a render farm using Windows Azure a fairly simple scenario to implement. I was impressed by ease of scalability that Azure provides, and by the short time that the application took to scale from 16 to 256 worker role instances. In this case it was around 13 minutes, in other tests it took between 10 and 20 minutes. The following tips may be useful when implementing a grid computing project in Windows Azure. ·         Using an Azure Storage queue to load-balance the units of work across multiple worker roles is simple and very effective. The design I have used in this scenario could easily scale to many thousands of worker role instances. ·         Windows Azure accounts are typically limited to 20 cores. If you need to use more than this, a call to support and a credit card check will be required. ·         Be aware of how the billing model works. You will be charged for worker role instances for the full clock our in which the instance is deployed. Schedule the workload to start just after the clock hour has started. ·         Monitor the utilization of the resources you are provisioning, ensure that you are not paying for worker roles that are idle. ·         If you are deploying third party applications to worker roles, you may well run into licensing issues. Purchasing software licenses on a per-processor basis when using hundreds of processors for a short time period would not be cost effective. ·         Third party software may also require installation onto the worker roles, which can be accomplished using start-up tasks. Bear in mind that adding a startup task and possible re-boot will add to the time required for the worker role instance to start and activate. An alternative may be to use a prepared VM and use VM roles. ·         Consider using the Windows Azure Autoscaling Application Block (WASABi) to autoscale the worker roles in your application. When using a large number of worker roles, the utilization must be carefully monitored, if the scaling algorithms are not optimal it could get very expensive!

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  • Winamp jump dialog

    - by bobobobo
    In the most recent build of Winamp, either the Jump dialog has been ruined or there's some hidden "advanced" setting that i'm missing. The Jump dialog used to have a few options, like "Jump to file and play" "Jump to file without playing" "Queue file to start playing next, after this song finishes" But now it only shows (CANCEL) as the only button, and you can press enter on a file to start play. What happened to the JUMP & QUEUE feature? I want to jump to a file, but QUEUE it to be played next, not play it immediately.

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    - by user1495181
    After reading up on SNMP and some of the questions help here I think understand the agent role as a SNMP service to device (Like SQL, it is an API to storage). When you execute a SQL query the SQL engine does all the work and returns the result - You don't need to be aware of how the storage and where the storage is done. But MIBs are not actual storage , so what is the role of my agent? if the agent only register the MIB like i follow in this tutorial, is it not used as handler at all? Say that I want monitor my application's pending request queue, so I want an agent that all SNMP request for application_pending_request will be fired for it and it will return the queue depth. Why do I need to have an actual MIB when all I need to poll my application queue in order to get result?

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    - by Aditya Sehgal
    I am using netfilter_queue to pick up certain packets from the kernel and do some processing on them. To, the netfilter queue, I need all packets from a particular source except UDP packets with src port 2152 & dst port 2152. I try to add the iptable rule as iptables -A OUTPUT ! s 192.168.0.3 ! -p udp ! --sport 2905 ! --dport 2905 -j NFQUEUE --queue-num 0 iptables throw up an error of Invalid Argument. Querying dmesg, I see the following error print ip_tables: udp match: only valid for protocol 17 I have tried the following variation with the same error thrown. iptables -A OUTPUT ! s 192.168.0.3 ! -p udp --sport 2905 --dport 2905 -j NFQUEUE --queue-num 0 Can you please advise on the correct usage of the iptables command for my case.

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  • How do I enable a disabled Event Notification.

    - by Derick Mayberry
    I have a scenerio where I am using external notification to process documents being sent in from the entire navy fleet, normally I have no problems, but just a few days ago an administrator changed passwords and I my queue processing failed and I rolled back the transaction with this C# code: catch (Exception) { TransporterService.WriteEventToWindowsLog(AppName, "Rolling Back Transaction:", ERROR); broker.Tran.Rollback(); break; } after which my target queue would continue to fill up but nothing to the external activation queue. Does the Event Notification get disabled once a transaction is rolled back? Should I have done a broker.EndDialog here when catching my exception? Also, after my event notification is disabled(if that is actually whats happening) how do I re engage it? Do I have to drop it and recreate it? Thank in advance for any help, I love Service Broker and its workign wonderfully except for this bug that I hope to fix soon.

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  • Justifying a memory upgrade, take 2

    - by AngryHacker
    Previously I asked a question on what metrics I should measure (e.g. before and after) to justify a memory upgrade. Perfmon was suggested. I'd like to know which specific perfmon counters I should be measuring. So far I got: PhysicalDisk/Avg. Disk Queue Length (for each drive) PhysicalDisk/Avg. Disk Write Queue Length (for each drive) PhysicalDisk/Avg. Disk Read Queue Length (for each drive) Processor/Processor Time% SQLServer:BufferManager/Buffer cache hit ratio What other ones should I use?

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  • Zimbra Relaying from Postfix connection timed out sending multiple emails?

    - by liamTc
    I have a web server setup with postfix which is relaying email to a zimbra server. This working fine however I have attempted to send a few thousand emails and now the connection from postfix to zimbra is timing out. All of the emails have been deferred on the postfix queue. If I try to send individual emails from postfix to zimbra it works fine. But if I try to flush the postfix queue all of the emails time out. In mail.log the emails look like this: postfix/error[2494]: 32B0950C04: to=, relay=none, delay=19431, delays=19402/29/0/0.01, dsn=4.4.1, status=deferred (delivery temporarily suspended: connect to mail.server.com[123.45.678.91]:25: Connection timed out) I have also noticed that in the above message it says "relay=none" for these emails that are failing. But the emails that do send say "relay=domainname.com". How I can resolve this, by sending the emails in the queue and avoiding this from happening again?

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  • How to make Windows command prompt treat single quote as though it is a double quote?

    - by mark
    My scenario is simple - I am copying script samples from the Mercurial online book (at http://hGBook.red-bean.com) and pasting them in a Windows command prompt. The problem is that the samples in the book use single quoted strings. When a single quoted string is passed on the Windows command prompt, the latter does not recognize that everything between the single quotes belongs to one string. For example, the following command: hg commit -m 'Initial commit' cannot be pasted as is in a command prompt, because the latter treats 'Initial commit' as two strings - 'Initial and commit'. I have to edit the command after paste and it is annoying. Is it possible to instruct the Windows command prompt to treat single quotes similarly to the double one? EDIT Following the reply by JdeBP I have done a little research. Here is the summary: Mercurial entry point looks like so (it is a python program): def run(): "run the command in sys.argv" sys.exit(dispatch(request(sys.argv[1:]))) So, I have created a tiny python program to mimic the command line processing used by mercurial: import sys print sys.argv[1:] Here is the Unix console log: [hg@Quake ~]$ python 1.py "1 2 3" ['1 2 3'] [hg@Quake ~]$ python 1.py '1 2 3' ['1 2 3'] [hg@Quake ~]$ python 1.py 1 2 3 ['1', '2', '3'] [hg@Quake ~]$ And here is the respective Windows console log: C:\Workpython 1.py "1 2 3" ['1 2 3'] C:\Workpython 1.py '1 2 3' ["'1", '2', "3'"] C:\Workpython 1.py 1 2 3 ['1', '2', '3'] C:\Work One can clearly see that Windows does not treat single quotes as double quotes. And this is the essence of my question.

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  • Do I have a bad SD card?

    - by User1
    I'm trying to copy data from my computer to an SD card. After a few hundred megs, I keep getting the following errors in dmesg: [34542.836192] end_request: I/O error, dev mmcblk0, sector 855936 [34542.836284] FAT: unable to read inode block for updating (i_pos 13694981) [34542.836306] MMC: killing requests for dead queue [34542.836310] end_request: I/O error, dev mmcblk0, sector 9280 [34542.837035] FAT: unable to read inode block for updating (i_pos 148486) [34542.837062] MMC: killing requests for dead queue [34542.837066] end_request: I/O error, dev mmcblk0, sector 1 [34542.837074] FAT: bread failed in fat_clusters_flush [34542.837085] MMC: killing requests for dead queue These were all files I copied from a smaller SD card. I just want to transfer them to my new, larger card for my phone. I tried the same experiment with different files on a different machine and the card failed again. Reading data from the old card went fine. My systems are older and the new SD card is new (16GB Class 4). Could this be that my computers are too old? Is there a definitive test to verify if my SD card is bad?

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  • matplotlib and python multithread file processing

    - by Napseis
    I have a large number of files to process. I have written a script that get, sort and plot the datas I want. So far, so good. I have tested it and it gives the desired result. Then I wanted to do this using multithreading. I have looked into the doc and examples on the internet, and using one thread in my program works fine. But when I use more, at some point I get random matplotlib error, and I suspect some conflict there, even though I use a function with names for the plots, and iI can't see where the problem could be. Here is the whole script should you need more comment, i'll add them. Thank you. #!/usr/bin/python import matplotlib matplotlib.use('GTKAgg') import numpy as np from scipy.interpolate import griddata import matplotlib.pyplot as plt import matplotlib.colors as mcl from matplotlib import rc #for latex import time as tm import sys import threading import Queue #queue in 3.2 and Queue in 2.7 ! import pdb #the debugger rc('text', usetex=True)#for latex map=0 #initialize the map index. It will be use to index the array like this: array[map,[x,y]] time=np.zeros(1) #an array to store the time middle_h=np.zeros((0,3)) #x phi c #for the middle of the box current_file=open("single_void_cyl_periodic_phi_c_middle_h_out",'r') for line in current_file: if line.startswith('# === time'): map+=1 np.append(time,[float(line.strip('# === time '))]) elif line.startswith('#'): pass else: v=np.fromstring(line,dtype=float,sep=' ') middle_h=np.vstack( (middle_h,v[[1,3,4]]) ) current_file.close() middle_h=middle_h.reshape((map,-1,3)) #3d array: map, x, phi,c ##### def load_and_plot(): #will load a map file, and plot it along with the corresponding profile loaded before while not exit_flag: print("fecthing work ...") #try: if not tasks_queue.empty(): map_index=tasks_queue.get() print("----> working on map: %s" %map_index) x,y,zp=np.loadtxt("single_void_cyl_growth_periodic_post_map_"+str(map_index),unpack=True, usecols=[1, 2,3]) for i,el in enumerate(zp): if el<0.: zp[i]=0. xv=np.unique(x) yv=np.unique(y) X,Y= np.meshgrid(xv,yv) Z = griddata((x, y), zp, (X, Y),method='nearest') figure=plt.figure(num=map_index,figsize=(14, 8)) ax1=plt.subplot2grid((2,2),(0,0)) ax1.plot(middle_h[map_index,:,0],middle_h[map_index,:,1],'*b') ax1.grid(True) ax1.axis([-15, 15, 0, 1]) ax1.set_title('Profiles') ax1.set_ylabel(r'$\phi$') ax1.set_xlabel('x') ax2=plt.subplot2grid((2,2),(1,0)) ax2.plot(middle_h[map_index,:,0],middle_h[map_index,:,2],'*r') ax2.grid(True) ax2.axis([-15, 15, 0, 1]) ax2.set_ylabel('c') ax2.set_xlabel('x') ax3=plt.subplot2grid((2,2),(0,1),rowspan=2,aspect='equal') sub_contour=ax3.contourf(X,Y,Z,np.linspace(0,1,11),vmin=0.) figure.colorbar(sub_contour,ax=ax3) figure.savefig('single_void_cyl_'+str(map_index)+'.png') plt.close(map_index) tasks_queue.task_done() else: print("nothing left to do, other threads finishing,sleeping 2 seconds...") tm.sleep(2) # except: # print("failed this time: %s" %map_index+". Sleeping 2 seconds") # tm.sleep(2) ##### exit_flag=0 nb_threads=2 tasks_queue=Queue.Queue() threads_list=[] jobs=list(range(map)) #each job is composed of a map print("inserting jobs in the queue...") for job in jobs: tasks_queue.put(job) print("done") #launch the threads for i in range(nb_threads): working_bee=threading.Thread(target=load_and_plot) working_bee.daemon=True print("starting thread "+str(i)+' ...') threads_list.append(working_bee) working_bee.start() #wait for all tasks to be treated tasks_queue.join() #flip the flag, so the threads know it's time to stop exit_flag=1 for t in threads_list: print("waiting for threads %s to stop..."%t) t.join() print("all threads stopped")

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  • What's the best-practice way to update an Adapter's underlying data?

    - by skyler
    I'm running into an IllegalStateException updating an underlying List to an Adapter (might be an ArrayAdapter or an extension of BaseAdapter, I don't remember). I do not have or remember the text of the exception at the moment, but it says something to the effect of the List's content changing without the Adapter having been notified of the change. This List /may/ be updated from another thread other than the UI thread (main). After I update this list (adding an item), I call notifyDataSetChanged. The issue seems to be that the Adapter, or ListView attached to the Adapter attempts to update itself before this method is invoked. When this happens, the IllegalStateException is thrown. If I set the ListView's visibility to GONE before the update, then VISIBLE again, no error occurs. But this isn't always practical. I read somewhere that you cannot modify the underlying this from another thread--this would seem to limit an MVC pattern, as with this particular List, I want to add items from different threads. I assumed that as long as I called notifyDataSetChanged() I'd be safe--that the Adapter didn't revisit the underlying List until this method was invoked but this doesn't seem to be the case. I suppose what I'm asking is, can it be safe to update the underlying List from threads other than the UI? Additionally, if I want to modify the data within an Adapter, do I modify the underlying List or the Adapter itself (via its add(), etc. methods). Modifying the data through the Adapter seems wrong. I came across a thread on another site from someone who seems to be having a similar problem to mine: http://osdir.com/ml/Android-Developers/2010-04/msg01199.html (this is from where I grabbed the Visibility.GONE and .VISIBLE idea). To give you a better idea of my particular problem, I'll describe a bit of how my List, Adapter, etc. are set up. I've an object named Queue that contains a LinkedList. Queue extends Observable, and when things are added to its internal list through its methods, I call setChanged() and notifyListeners(). This Queue object can have items added or removed from any number of threads. I have a single "queue view" Activity that contains an Adapter. This Activity, in its onCreate() method, registers an Observer listener to my Queue object. In the Observer's update() method I call notifyDataSetChanged() on the Adapter. I added a lot of log output and determined that when this IllegalStateExcption occurs that my Observer callback was never invoked. So it's as if the Adapter noticed the List's change before the Observer had a chance to notify its Observers, and call my method to notify the Adapter that the contents had changed. So I suppose what I'm asking is, is this a good way to rig-up an Adapter? Is this a problem because I'm updating the Adapter's contents from a thread other than the UI thread? If this is the case, I may have a solution in mind (give the Queue object a Handler to the UI thread when it's created, and make all List modifications using that Handler, but this seems improper). I realize that this is a very open-ended post, but I'm a bit lost on this and would appreciate any comments on what I've written.

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  • Javascript/Jquery Super Scrollorama Navigation Issues

    - by Rosencruez
    On a Wordpress site I am currently working on, my client wanted the different sections of the front page to slide up from the bottom and cover up the previous section, like a wipe or slide transition. Using super scrollorama found here: http://johnpolacek.github.com/superscrollorama/, I managed to achieve the desired result. Next, I needed to create a navigation menu on the front page only. I did so, and set anchors at various different points on the pages. I also used the scrollTo library for scolling animations when I click the nav menu links. However, there are a number of problems I have encountered: When at the top and I click "showcase", it brings me down to the showcase section, but the products section (the div right after it) is overlapping it. Other divs seems to have the same problem of the following divs overlapping the current one I can only navigate forwards. When I try to go backwards, it won't (except for "Home") I thought it might have something to do with the CSS "top" property of the divs, so I tried resetting them every time the click function kicked in, but it didn't work. So I removed it for the time being. Currently set the javascript to prevent the default action of scrolling to the anchors and instead setting it to scroll to the actual divs themselves. However, I'm still having the same issues. Here is the site I am currently working on: http://breathe.simalam.ca/ Here is the javascript for the scrolling: $(document).ready(function() { jQuery('.home-link').click(function(e){ e.preventDefault(); jQuery(window).scrollTo(0, 1000, {queue:true}); }); jQuery('.showcase-link').click(function(e){ e.preventDefault(); jQuery(window).scrollTo('#showcase_content', 1000, {queue:true}); }); jQuery('.products-link').click(function(e){ e.preventDefault(); jQuery(window).scrollTo('#products_content', 1000, {queue:true}); }); jQuery('.about-link').click(function(e){ e.preventDefault(); jQuery(window).scrollTo('#about_content', 1000, {queue:true}); }); jQuery('.locator-link').click(function(e){ e.preventDefault(); jQuery(window).scrollTo('#locator_content', 1000, {queue:true}); }); jQuery('.contact-link').click(function(e){ e.preventDefault(); jQuery(window).scrollTo('#contact_content', 1000, {queue:true}); }); }); scrollorama code: $(document).ready(function() { $('#wrapper').css('display','block'); var controller = $.superscrollorama(); var pinDur = 4000; /* set duration of pin scroll in pixels */ // create animation timeline for pinned element var pinAnimations = new TimelineLite(); pinAnimations .append([ TweenMax.to($('#showcase'), .5, {css:{top:0}}) ], .5) .append([ TweenMax.to($('#products'), .5, {css:{top:0}}) ], .5) .append([ TweenMax.to($('#about'), .5, {css:{top:0}}) ], .5) .append([ TweenMax.to($('#locator'), .5, {css:{top:0}}) ], .5) .append([ TweenMax.to($('#contact'), .5, {css:{top:0}}) ], .5) .append(TweenMax.to($('#pin-frame-unpin'), .5, {css:{top:'100px'}})); controller.pin($('#examples-pin'), pinDur, { anim:pinAnimations, onPin: function() { $('#examples-pin').css('height','100%'); }, onUnpin: function() { $('#examples-pin').css('height','2000px'); } }); }); All of the section divs are inside a parent div. The section divs all have a height, width, and top of 100%. The parent div containing all of these section divs are as follows: #examples-pin { position: relative; /* relative positioning for transitions to work? */ width: 101%; /* max width */ height: 2000px; /* height of 2000px for now */ overflow: hidden; /* hide the overflow for transitions to work */ margin-bottom: -200px; /* negative bottom margin */ }

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  • CodePlex Daily Summary for Wednesday, May 12, 2010

    CodePlex Daily Summary for Wednesday, May 12, 2010New ProjectsAMP (Adamo Media Player): AMP is a custom media player that specializes in large media collections! Change the way you manage your media!BoogiePartners: BoogiePartners provides a loose collection of utilities or extensions for Boogie and SpecSharp developers.C# Developer Utility Library: Collection of helpful code functions including zero-config rolling file logging, parameter validation, reflection & object construction, I18N count...Commerce Server 2009 Orders using Pipelines in a Console Application: Using Commerce Server 2009 outside of a Web Application this project show how to create dummy Orders using Pipelines in a NON WEB CONTEXT, an examp...CRM Queue Manager C#: CRM 4 Queue Manager written in C#. Based on the original VB.Net CRM Queue Manager with some changes, additions and feature changes. Converts emai...DbBuilder: This is a tool indended for creation of MS SQL database from scratch, incremental updates, management of redeployable objects, etc. using scripted ...DbNetData: A collection of cross vendor database interface classes for .NET written in C# providing a consistent and simplified way of accessing SQL Server,Or...Deploy Workflow Manager: Kick off a workflow associated with a SharePoint List on all list items at once. SharePoint Designer Workflows will also be included. This projec...DigiLini - digital on screen ruler: Handy desktop tool for everyone who does ever do something graphical on his computer. There is an sizable horizontal and vertial ruler. You can pos...Dynamic Grid Data Type for Umbraco: The Dynamic Grid Data Type for Umbraco is a custom ASCX/C# control that was created to store tabular data as an Umbraco "Data Type". There's an abi...FlashPlus: An extension for Google Chrome and a bookmarklet for Internet Explorer and Firefox, this project makes media content on browsers more usable. This...Flat Database: Simple project making it really quick and easy, to implement a simple flat-file database for an application.Flood Watch Spam Control: Flood watch is a C# based application meant to help prevent site black listings. This application monitors outbound smtp streams, if a stream excee...Gamebox: gameboxKill Bill: Kill Bill covers the areas of customers, suppliers, products, sales and administration divided into modules which together form the system for the ...KND Decoder: Der KND Decoder konvertiert die lästigen Zahlenwerte, in den Java Dateien vom Knuddels Applet, zu lesbaren Strings. Die neue dekodier Methode wurde...Moonbeam: D3D11 FrameworkSite Defender: Add-on for blogs or anywhere else there could be people spamming your website.sMODfix: -Stringzilla: A string formatting classes designed for .NET 4 to enable named string formatting and conditional string formatting options based upon bound data c...The CQRS Kitchen: The CQRS Kitchen is an example application build with Silverlight 4 that demonstrates how to implement a CQRS / Event Sourcing application with the...XELF Framework for XNA / .NET: XELF Framework for XNA / .NET  XNA Game Studioおよび.NET Framework用のライブラリ・フレームワークとしてXELFが開発したC#ソースコードを含むプロジェクトです。  現在は、「XELF.Framework」のWindows用XNA G...xxxxxxxxx: xxxxxxxNew ReleasesASP.NET MVC 2 - CommonLibrary.CMS: CommonLibrary CMS - Alpha: CommonLibrary CMSA simple yet powerful CMS system in ASP.NET MVC 2 using C# 3.5. ActiveRecord based support for Blogs, Widgets, Pages, Parts, Ev...ASP.NET MVC Extensions: v1.0 RTM: v1.0 RTMAWS SimpleDB Browser: Release 2: Miscellaneous fixes from the Alpha release. Built to work with the released version of the .Net Framework 4.0.BIDS Helper: 1.4.3.0: This release addresses the following issues: For some people the BIDS Helper extensions to the Project Properties page for the SSIS Deploy plugin w...Bojinx: Bojinx Core V4.5.13: Fixes / Enhancements: Sequencer now accepts Commands directly without using events. Command queue now accepts both events and commands EventBu...CF-Soft: TestCases_DROP1: TestCases_DROP1CodePlex Runtime Intelligence Integration: PreEmptive.Attributes distributable: Contains a signed redistributable version of the PreEmptive.Attributes.dll library that non .NET 4 applications can use support in-code instrumenta...Convection Game Engine (Basic Edition): Convection Basic (44772): Compiled version of Convection Basic change set 44772.CRM Queue Manager C#: Initial release: Initial release of the CRM Queue Manager in C#. Release includes both the installer as well as the latest source code in zippped format. Running...DbNetData: DbNetData.1.0: Initial releaseDigiLini - digital on screen ruler: DigiLini 1.0: First stable version.Facturator - Create invoices easy and fast: Facturator.zip: current stable versionFlat Database: Initial Release: This is the working initial release of FlatDBKharaPOS: MSDN Magazine Sample: This is the release that supports the MSDN magazine article "Enterprise Patterns with WCF RIA Services. Some of the project was affected by the upg...Let's Up: 1.1 (Build 100511): - Add short and long break feature.Mesopotamia Experiment: Mesopotamia 1.2.88: Primarly bug fixes... Bug Fixes - fixed bug in synapse mutating whereby new ones were of one side only eg, source or target - fixed bug in screen ...NodeXL: Network Overview, Discovery and Exploration for Excel: NodeXL Class Libraries, version 1.0.1.123: The NodeXL class libraries can be used to display network graphs in .NET applications. To include a NodeXL network graph in a WPF desktop or Windo...NodeXL: Network Overview, Discovery and Exploration for Excel: NodeXL Excel 2007 Template, version 1.0.1.123: The NodeXL Excel 2007 template displays a network graph using edge and vertex lists stored in an Excel 2007 workbook. What's NewThis version makes...Over Store: OverStore 1.18.0.0: Version number is increased. New callback events added: Persisting and Persisted, which are raised on actually writing object data into the stora...Reusable Library: V1.0.7: A collection of reusable abstractions for enterprise application developerReusable Library Demo: V1.0.5: A demonstration of reusable abstractions for enterprise application developerRuntime Intelligence Endpoint Starter Kit: Runtime Intelligence Endpoint Starter Kit 20100511: Added crossdomain policy files so Silverlight applications can send usage data from anywhere.Scorm2CC: SCORM2CC Release 0.12.0.58711 net-2.0 Alpha: SCORM2CC Release 0.12.0.58711 net-2.0 AlphaShake - C# Make: Shake v0.1.14: Updated API to match with the current documentation.SharePoint LogViewer: SharePoint Log Viewer 2.6: This is a maintenance release. It has bug several fixes.Site Directory for SharePoint 2010 (from Microsoft Consulting Services, UK): v1.4: As 1.3 with the following changes Addition of a 'Site Data' webpart Site Directory can now be a site collection root or sub-site Scan job now ...sMODfix: sMODfix v1.0: Basic Versionsmtp4dev: smtp4dev 2.0: Smtp4dev 2.0 is powered by a completely re-written server component and now offers SSL/TLS and AUTH support.SocialScapes: SocialScapes Sidebar 1.0: The SocialScapes Sidebar is the first release of the new SocialScapes suite. There will be more modules to come along with a complete data aggrega...SSIS Multiple Hash: Multiple Hash V1.2: This is version 1.2 of the Multiple Hash SSIS Component. It supports SQL 2005 and SQL 2008, although you have to download the correct install pack...Surfium: Beta build: Somehow testedTerminals: Terminals 1.9a - RDP6 Support: The major change in this release is that Terminals has been upgraded to require RDP Client 6 to be installed for creating RDP connections. Backward...TFS Compare: Release 3.0: This release provides a new feature - the ability to navigate back and forth between document differences. Also, this release provides support for...VCC: Latest build, v2.1.30511.0: Automatic drop of latest buildyoutubeFisher: youtubeFisher v2.0: What's new new method of youtube parameters capturing HD 720p video support full-HD 1080p video support add Cancel option to stop file downl...Most Popular ProjectsWBFS ManagerRawrAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)patterns & practices – Enterprise LibraryMicrosoft SQL Server Community & SamplesPHPExcelASP.NETMost Active Projectspatterns & practices – Enterprise LibraryMirror Testing SystemRawrThe Information Literacy Education Learning Environment (ILE)Caliburn: An Application Framework for WPF and SilverlightwhiteBlogEngine.NETPHPExceljQuery Library for SharePoint Web ServicesTweetSharp

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  • New "delay" keyword for JavaScript

    - by Van Coding
    I had a great idea for a new javascript keyword "delay", but I don't know what I can do to bring it to the new specification. Also I want to know what you guys think about it and if it's even realistic. What does the delay keyword ? The delay keyword does nothing more than stop the execution of the current stack and immediately continues to the next "job" in the queue. But that's not all! Instead of discarding the stack, it adds it to the end of the queue. After all "jobs" before it are done, the stack continues to execute. What is it good for? delay could help make blocking code non-blocking while it still looks like synchronous code. A short example: setTimeout(function(){ console.log("two"); },0); console.log("one"); delay; //since there is currently another task in the queue, do this task first before continuing console.log("three"); //Outputs: one, two, three This simple keyword would allow us to create a synchronous-looking code wich is asynchronous behind the scenes. Using node.js modules, for example, would no longer be impossible to use in the browser without trickery. There would be so many possibilites with such a keyword! Is this pattern useful? What can I do to bring this into the new ECMAscript specification? Note: I asked this previously on Stack Overflow, where it was closed.

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  • How to manage drawing loop when changing render targets

    - by George Duckett
    I'm managing my game state by having a base GameScreen class with a Draw method. I then have (basically) a stack of GameScreens that I render. I render the bottom one first, as screens above might not completely cover the ones below. I now have a problem where one GameScreen changes render targets while doing its rendering. Anything the previous screens have drawn to the backbuffer is lost (as XNA emulates what happens on the xbox). I don't want to just set the backbuffer to preserve its contents as I want this to work on the xbox as well as PC. How should I manage this problem? A few ideas I've had: Render every GameScreen to its own render target, then render them all to the backbuffer. Create some kind of RenderAction queue where a game screen (and anything else I guess) could queue something to be rendered to the back buffer. They'd render whatever they wanted to any render target as normal, but if they wanted to render to the backbuffer they'd stick that in a queue which would get processed once all rendertarget rendering was done. Abstract away from render targets and backbuffers and have some way of representing the way graphics flows and transforms between render targets and have something manage/work out the correct rendering order (and render targets) given what rendering process needs as input and what it produces as output. I think each of my ideas have pros and cons and there are probably several other ways of approaching this general problem so I'm interested in finding out what solutions are out there.

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  • Using ConcurrentQueue for thread-safe Performance Bookkeeping.

    - by Strenium
    Just a small tidbit that's sprung up today. I had to book-keep and emit diagnostics for the average thread performance in a highly-threaded code over a period of last X number of calls and no more. Need of the day: a thread-safe, self-managing stats container. Since .NET 4.0 introduced new thread-safe 'Collections.Concurrent' objects and I've been using them frequently - the one in particular seemed like a good fit for storing each threads' performance data - ConcurrentQueue. But I wanted to store only the most recent X# of calls and since the ConcurrentQueue currently does not support size constraint I had to come up with my own generic version which attempts to restrict usage to numeric types only: unfortunately there is no IArithmetic-like interface which constrains to only numeric types – so the constraints here here aren't as elegant as they could be. (Note the use of the Average() method, of course you can use others as well as make your own).   FIFO FixedSizedConcurrentQueue using System;using System.Collections.Concurrent;using System.Linq; namespace xxxxx.Data.Infrastructure{    [Serializable]    public class FixedSizedConcurrentQueue<T> where T : struct, IConvertible, IComparable<T>    {        private FixedSizedConcurrentQueue() { }         public FixedSizedConcurrentQueue(ConcurrentQueue<T> queue)        {            _queue = queue;        }         ConcurrentQueue<T> _queue = new ConcurrentQueue<T>();         public int Size { get { return _queue.Count; } }        public double Average { get { return _queue.Average(arg => Convert.ToInt32(arg)); } }         public int Limit { get; set; }        public void Enqueue(T obj)        {            _queue.Enqueue(obj);            lock (this)            {                T @out;                while (_queue.Count > Limit) _queue.TryDequeue(out @out);            }        }    } }   The usage case is straight-forward, in this case I’m using a FIFO queue of maximum size of 200 to store doubles to which I simply Enqueue() the calculated rates: Usage var RateQueue = new FixedSizedConcurrentQueue<double>(new ConcurrentQueue<double>()) { Limit = 200 }; /* greater size == longer history */   That’s about it. Happy coding!

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  • On Developing Web Services with Global State

    - by user74418
    I'm new to web programming. I'm more experienced and comfortable with client-side code. Recently, I've been dabbling in web programming through Python's Google App Engine. I ran into some difficulty while trying to write some simple apps for the purposes of learning, mainly involving how to maintain some kind of consistent universally-accessible state for the application. I tried to write a simple queueing management system, the kind you would expect to be used in a small clinic, or at a cafeteria. Typically, this is done with hardware. You take a number from a ticketing machine, and when your number is displayed or called you approach the counter for service. Alternatively, you could be given a small pager, which will beep or vibrate when it is your turn to receive service. The former is somewhat better in that you have an idea of how many people are still ahead of you in the queue. In this situation, the global state is the last number in queue, which needs to be updated whenever a request is made to the server. I'm not sure how to best to store and maintain this value in a GAE context. The solution I thought of was to keep the value in the Datastore, attempt to query it during a ticket request, update the value, and then re-store it with put. My problem is that I haven't figured out how to lock the resource so that other requests do not check the value while it is in the middle of being updated. I am concerned that I may end up ticket requests that have the same queue number. Also, the whole solution feels awkward to me. I was wondering if there was a more natural way to accomplish this without having to go through the Datastore. Can anyone with more experience in this domain provide some advice on how to approach the design of the above application?

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