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  • how to avoid sub-query to gain performance

    - by chun
    hi i have a reporting query which have 2 long sub-query SELECT r1.code_centre, r1.libelle_centre, r1.id_equipe, r1.equipe, r1.id_file_attente, r1.libelle_file_attente,r1.id_date, r1.tranche, r1.id_granularite_de_periode,r1.granularite, r1.ContactsTraites, r1.ContactsenParcage, r1.ContactsenComm, r1.DureeTraitementContacts, r1.DureeComm, r1.DureeParcage, r2.AgentsConnectes, r2.DureeConnexion, r2.DureeTraitementAgents, r2.DureePostTraitement FROM ( SELECT cc.id_centre_contact, cc.code_centre, cc.libelle_centre, a.id_equipe, a.equipe, a.id_file_attente, f.libelle_file_attente, a.id_date, g.tranche, g.id_granularite_de_periode, g.granularite, sum(Nb_Contacts_Traites) as ContactsTraites, sum(Nb_Contacts_en_Parcage) as ContactsenParcage, sum(Nb_Contacts_en_Communication) as ContactsenComm, sum(Duree_Traitement/1000) as DureeTraitementContacts, sum(Duree_Communication / 1000 + Duree_Conference / 1000 + Duree_Com_Interagent / 1000) as DureeComm, sum(Duree_Parcage/1000) as DureeParcage FROM agr_synthese_activite_media_fa_agent a, centre_contact cc, direction_contact dc, granularite_de_periode g, media m, file_attente f WHERE m.id_media = a.id_media AND cc.id_centre_contact = a.id_centre_contact AND a.id_direction_contact = dc.id_direction_contact AND dc.direction_contact ='INCOMING' AND a.id_file_attente = f.id_file_attente AND m.media = 'PHONE' AND ( ( g.valeur_min = date_format(a.id_date,'%d/%m') and g.granularite = 'Jour') or ( g.granularite = 'Heure' and a.id_th_heure = g.id_granularite_de_periode) ) GROUP by cc.id_centre_contact, a.id_equipe, a.id_file_attente, a.id_date, g.tranche, g.id_granularite_de_periode) r1, ( (SELECT cc.id_centre_contact,cc.code_centre, cc.libelle_centre, a.id_equipe, a.equipe, a.id_date, g.tranche, g.id_granularite_de_periode,g.granularite, count(distinct a.id_agent) as AgentsConnectes, sum(Duree_Connexion / 1000) as DureeConnexion, sum(Duree_en_Traitement / 1000) as DureeTraitementAgents, sum(Duree_en_PostTraitement / 1000) as DureePostTraitement FROM activite_agent a, centre_contact cc, granularite_de_periode g WHERE ( g.valeur_min = date_format(a.id_date,'%d/%m') and g.granularite = 'Jour') AND cc.id_centre_contact = a.id_centre_contact GROUP BY cc.id_centre_contact, a.id_equipe, a.id_date, g.tranche, g.id_granularite_de_periode ) UNION (SELECT cc.id_centre_contact,cc.code_centre, cc.libelle_centre, a.id_equipe, a.equipe, a.id_date, g.tranche, g.id_granularite_de_periode,g.granularite, count(distinct a.id_agent) as AgentsConnectes, sum(Duree_Connexion / 1000) as DureeConnexion, sum(Duree_en_Traitement / 1000) as DureeTraitementAgents, sum(Duree_en_PostTraitement / 1000) as DureePostTraitement FROM activite_agent a, centre_contact cc, granularite_de_periode g WHERE ( g.granularite = 'Heure' AND a.id_th_heure = g.id_granularite_de_periode) AND cc.id_centre_contact = a.id_centre_contact GROUP BY cc.id_centre_contact,a.id_equipe, a.id_date, g.tranche, g.id_granularite_de_periode) ) r2 WHERE r1.id_centre_contact = r2.id_centre_contact AND r1.id_equipe = r2.id_equipe AND r1.id_date = r2.id_date AND r1.tranche = r2.tranche AND r1.id_granularite_de_periode = r2.id_granularite_de_periode GROUP BY r1.id_centre_contact , r1.id_equipe, r1.id_file_attente, r1.id_date, r1.tranche, r1.id_granularite_de_periode ORDER BY r1.code_centre, r1.libelle_centre, r1.equipe, r1.libelle_file_attente, r1.id_date, r1.id_granularite_de_periode,r1.tranche the EXPLAIN shows | id | select_type | table | type| possible_keys | key | key_len | ref| rows | Extra | '1', 'PRIMARY', '<derived3>', 'ALL', NULL, NULL, NULL, NULL, '2520', 'Using temporary; Using filesort' '1', 'PRIMARY', '<derived2>', 'ALL', NULL, NULL, NULL, NULL, '4378', 'Using where; Using join buffer' '3', 'DERIVED', 'a', 'ALL', 'fk_Activite_Agent_centre_contact', NULL, NULL, NULL, '83433', 'Using temporary; Using filesort' '3', 'DERIVED', 'g', 'ref', 'Index_granularite,Index_Valeur_min', 'Index_Valeur_min', '23', 'func', '1', 'Using where' '3', 'DERIVED', 'cc', 'ALL', 'PRIMARY', NULL, NULL, NULL, '6', 'Using where; Using join buffer' '4', 'UNION', 'g', 'ref', 'PRIMARY,Index_granularite', 'Index_granularite', '23', '', '24', 'Using where; Using temporary; Using filesort' '4', 'UNION', 'a', 'ref', 'fk_Activite_Agent_centre_contact,fk_activite_agent_TH_heure', 'fk_activite_agent_TH_heure', '5', 'reporting_acd.g.Id_Granularite_de_periode', '2979', 'Using where' '4', 'UNION', 'cc', 'ALL', 'PRIMARY', NULL, NULL, NULL, '6', 'Using where; Using join buffer' NULL, 'UNION RESULT', '<union3,4>', 'ALL', NULL, NULL, NULL, NULL, NULL, '' '2', 'DERIVED', 'g', 'range', 'PRIMARY,Index_granularite,Index_Valeur_min', 'Index_granularite', '23', NULL, '389', 'Using where; Using temporary; Using filesort' '2', 'DERIVED', 'a', 'ALL', 'fk_agr_synthese_activite_media_fa_agent_centre_contact,fk_agr_synthese_activite_media_fa_agent_direction_contact,fk_agr_synthese_activite_media_fa_agent_file_attente,fk_agr_synthese_activite_media_fa_agent_media,fk_agr_synthese_activite_media_fa_agent_th_heure', NULL, NULL, NULL, '20903', 'Using where; Using join buffer' '2', 'DERIVED', 'cc', 'eq_ref', 'PRIMARY', 'PRIMARY', '4', 'reporting_acd.a.Id_Centre_Contact', '1', '' '2', 'DERIVED', 'f', 'eq_ref', 'PRIMARY', 'PRIMARY', '4', 'reporting_acd.a.Id_File_Attente', '1', '' '2', 'DERIVED', 'dc', 'eq_ref', 'PRIMARY', 'PRIMARY', '4', 'reporting_acd.a.Id_Direction_Contact', '1', 'Using where' '2', 'DERIVED', 'm', 'eq_ref', 'PRIMARY', 'PRIMARY', '4', 'reporting_acd.a.Id_Media', '1', 'Using where' don't know it very clear, but i think is the problem of seems it take full scaning than i change all the sub-query to views(create view as select sub-query), and the result is the same thanks for any advice

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  • Listening for TCP and UDP requests on the same port

    - by user339328
    I am writing a Client/Server set of programs Depending on the operation requested by the client, I use make TCP or UDP request. Implementing the client side is straight-forward, since I can easily open connection with any protocol and send the request to the server-side. On the servers-side, on the other hand, I would like to listen both for UDP and TCP connections on the same port. Moreover, I like the the server to open new thread for each connection request. I have adopted the approach explained in: link text I have extended this code sample by creating new threads for each TCP/UDP request. This works correctly if I use TCP only, but it fails when I attempt to make UDP bindings. Please give me any suggestion how can I correct this. tnx Here is the Server Code: public class Server { public static void main(String args[]) { try { int port = 4444; if (args.length > 0) port = Integer.parseInt(args[0]); SocketAddress localport = new InetSocketAddress(port); // Create and bind a tcp channel to listen for connections on. ServerSocketChannel tcpserver = ServerSocketChannel.open(); tcpserver.socket().bind(localport); // Also create and bind a DatagramChannel to listen on. DatagramChannel udpserver = DatagramChannel.open(); udpserver.socket().bind(localport); // Specify non-blocking mode for both channels, since our // Selector object will be doing the blocking for us. tcpserver.configureBlocking(false); udpserver.configureBlocking(false); // The Selector object is what allows us to block while waiting // for activity on either of the two channels. Selector selector = Selector.open(); tcpserver.register(selector, SelectionKey.OP_ACCEPT); udpserver.register(selector, SelectionKey.OP_READ); System.out.println("Server Sterted on port: " + port + "!"); //Load Map Utils.LoadMap("mapa"); System.out.println("Server map ... LOADED!"); // Now loop forever, processing client connections while(true) { try { selector.select(); Set<SelectionKey> keys = selector.selectedKeys(); // Iterate through the Set of keys. for (Iterator<SelectionKey> i = keys.iterator(); i.hasNext();) { SelectionKey key = i.next(); i.remove(); Channel c = key.channel(); if (key.isAcceptable() && c == tcpserver) { new TCPThread(tcpserver.accept().socket()).start(); } else if (key.isReadable() && c == udpserver) { new UDPThread(udpserver.socket()).start(); } } } catch (Exception e) { e.printStackTrace(); } } } catch (Exception e) { e.printStackTrace(); System.err.println(e); System.exit(1); } } } The UDPThread code: public class UDPThread extends Thread { private DatagramSocket socket = null; public UDPThread(DatagramSocket socket) { super("UDPThread"); this.socket = socket; } @Override public void run() { byte[] buffer = new byte[2048]; try { DatagramPacket packet = new DatagramPacket(buffer, buffer.length); socket.receive(packet); String inputLine = new String(buffer); String outputLine = Utils.processCommand(inputLine.trim()); DatagramPacket reply = new DatagramPacket(outputLine.getBytes(), outputLine.getBytes().length, packet.getAddress(), packet.getPort()); socket.send(reply); } catch (IOException e) { e.printStackTrace(); } socket.close(); } } I receive: Exception in thread "UDPThread" java.nio.channels.IllegalBlockingModeException at sun.nio.ch.DatagramSocketAdaptor.receive(Unknown Source) at server.UDPThread.run(UDPThread.java:25) 10x

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  • can't implement jquery jScrollPane to replace browser's scrollbars

    - by Zack
    I am trying to replace browser's scrollbars with jScrollPane (jQuery), it won't work. Here are two attempts to implement it: a basic attempt, and an attempt to imitate the full page demo for jScrollPane. I've been trying everything I could think of to figure out what didn't work, but couldn't. here is my code: <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html> <head> <title></title> <!-- styles needed by jScrollPane --> <link type="text/css" href="style/jquery.jscrollpane.css" rel="stylesheet" media="all" /> <style type="text/css" id="page-css"> /* Styles specific to this particular page */ html { overflow: auto; } #full-page-container { overflow: auto; } .scroll-pane { width: 100%; height: 200px; overflow: auto; } .horizontal-only { height: auto; max-height: 200px; } </style> <!-- latest jQuery direct from google's CDN --> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.7.1/jquery.min.js"></script> <!-- the mousewheel plugin --> <script type="text/javascript" src="script/jquery.mousewheel.js"></script> <!-- the jScrollPane script --> <script type="text/javascript" src="script/jquery.jscrollpane.min.js"></script> <script type="text/javascript" id="sourcecode"> $(function () { var win = $(window); // Full body scroll var isResizing = false; win.bind( 'resize', function () { if (!isResizing) { isResizing = true; var container = $('#full-page-container'); // Temporarily make the container tiny so it doesn't influence the // calculation of the size of the document container.css( { 'width': 1, 'height': 1 } ); // Now make it the size of the window... container.css( { 'width': win.width(), 'height': win.height() } ); isResizing = false; container.jScrollPane( { 'showArrows': true } ); } } ).trigger('resize'); // Workaround for known Opera issue which breaks demo (see // http://jscrollpane.kelvinluck.com/known_issues.html#opera-scrollbar ) $('body').css('overflow', 'hidden'); // IE calculates the width incorrectly first time round (it // doesn't count the space used by the native scrollbar) so // we re-trigger if necessary. if ($('#full-page-container').width() != win.width()) { win.trigger('resize'); } }); </script> </head> <body> <div id="full-page-container"> This is the most basic implementation of jScrollPane I could create, if I am not wrong this has all it should take, yet it doesn't work. a little lorem ipsum to make the scrollbars show up: [here come's lot's of lorem ipsum text in the actual page...] </div> </body> </html> The other option is the same, with a link to demo.css and demo.js.

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  • Is there a library available which easily can record and replay results of API calls?

    - by Billy ONeal
    I'm working on writing various things that call relatively complicated Win32 API functions. Here's an example: //Encapsulates calling NtQuerySystemInformation buffer management. WindowsApi::AutoArray NtDll::NtQuerySystemInformation( SystemInformationClass toGet ) const { AutoArray result; ULONG allocationSize = 1024; ULONG previousSize; NTSTATUS errorCheck; do { previousSize = allocationSize; result.Allocate(allocationSize); errorCheck = WinQuerySystemInformation(toGet, result.GetAs<void>(), allocationSize, &allocationSize); if (allocationSize <= previousSize) allocationSize = previousSize * 2; } while (errorCheck == 0xC0000004L); if (errorCheck != 0) { THROW_MANUAL_WINDOWS_ERROR(WinRtlNtStatusToDosError(errorCheck)); } return result; } //Client of the above. ProcessSnapshot::ProcessSnapshot() { using Dll::NtDll; NtDll ntdll; AutoArray systemInfoBuffer = ntdll.NtQuerySystemInformation( NtDll::SystemProcessInformation); BYTE * currentPtr = systemInfoBuffer.GetAs<BYTE>(); //Loop through the results, creating Process objects. SYSTEM_PROCESSES * asSysInfo; do { // Loop book keeping asSysInfo = reinterpret_cast<SYSTEM_PROCESSES *>(currentPtr); currentPtr += asSysInfo->NextEntryDelta; //Create the process for the current iteration and fill it with data. std::auto_ptr<ProcImpl> currentProc(ProcFactory( static_cast<unsigned __int32>(asSysInfo->ProcessId), this)); NormalProcess* nptr = dynamic_cast<NormalProcess*>(currentProc.get()); if (nptr) { nptr->SetProcessName(asSysInfo->ProcessName); } // Populate process threads for(ULONG idx = 0; idx < asSysInfo->ThreadCount; ++idx) { SYSTEM_THREADS& sysThread = asSysInfo->Threads[idx]; Thread thread( currentProc.get(), static_cast<unsigned __int32>(sysThread.ClientId.UniqueThread), sysThread.StartAddress); currentProc->AddThread(thread); } processes.push_back(currentProc); } while(asSysInfo->NextEntryDelta != 0); } My problem is in mocking out the NtDll::NtQuerySystemInformation method -- namely, that the data structure returned is complicated (Well, here it's actually relatively simple but it can be complicated), and writing a test which builds the data structure like the API call does can take 5-6 times as long as writing the code that uses the API. What I'd like to do is take a call to the API, and record it somehow, so that I can return that recorded value to the code under test without actually calling the API. The returned structures cannot simply be memcpy'd, because they often contain inner pointers (pointers to other locations in the same buffer). The library in question would need to check for these kinds of things, and be able to restore pointer values to a similar buffer upon replay. (i.e. check each pointer sized value if it could be interpreted as a pointer within the buffer, change that to an offset, and remember to change it back to a pointer on replay -- a false positive rate here is acceptable) Is there anything out there that does anything like this?

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  • non blocking client server chat application in java using nio

    - by Amith
    I built a simple chat application using nio channels. I am very much new to networking as well as threads. This application is for communicating with server (Server / Client chat application). My problem is that multiple clients are not supported by the server. How do I solve this problem? What's the bug in my code? public class Clientcore extends Thread { SelectionKey selkey=null; Selector sckt_manager=null; public void coreClient() { System.out.println("please enter the text"); BufferedReader stdin=new BufferedReader(new InputStreamReader(System.in)); SocketChannel sc = null; try { sc = SocketChannel.open(); sc.configureBlocking(false); sc.connect(new InetSocketAddress(8888)); int i=0; while (!sc.finishConnect()) { } for(int ii=0;ii>-22;ii++) { System.out.println("Enter the text"); String HELLO_REQUEST =stdin.readLine().toString(); if(HELLO_REQUEST.equalsIgnoreCase("end")) { break; } System.out.println("Sending a request to HelloServer"); ByteBuffer buffer = ByteBuffer.wrap(HELLO_REQUEST.getBytes()); sc.write(buffer); } } catch (IOException e) { e.printStackTrace(); } finally { if (sc != null) { try { sc.close(); } catch (Exception e) { e.printStackTrace(); } } } } public void run() { try { coreClient(); } catch(Exception ej) { ej.printStackTrace(); }}} public class ServerCore extends Thread { SelectionKey selkey=null; Selector sckt_manager=null; public void run() { try { coreServer(); } catch(Exception ej) { ej.printStackTrace(); } } private void coreServer() { try { ServerSocketChannel ssc = ServerSocketChannel.open(); try { ssc.socket().bind(new InetSocketAddress(8888)); while (true) { sckt_manager=SelectorProvider.provider().openSelector(); ssc.configureBlocking(false); SocketChannel sc = ssc.accept(); register_server(ssc,SelectionKey.OP_ACCEPT); if (sc == null) { } else { System.out.println("Received an incoming connection from " + sc.socket().getRemoteSocketAddress()); printRequest(sc); System.err.println("testing 1"); String HELLO_REPLY = "Sample Display"; ByteBuffer buffer = ByteBuffer.wrap(HELLO_REPLY.getBytes()); System.err.println("testing 2"); sc.write(buffer); System.err.println("testing 3"); sc.close(); }}} catch (IOException e) { e.printStackTrace(); } finally { if (ssc != null) { try { ssc.close(); } catch (IOException e) { e.printStackTrace(); } } } } catch(Exception E) { System.out.println("Ex in servCORE "+E); } } private static void printRequest(SocketChannel sc) throws IOException { ReadableByteChannel rbc = Channels.newChannel(sc.socket().getInputStream()); WritableByteChannel wbc = Channels.newChannel(System.out); ByteBuffer b = ByteBuffer.allocate(1024); // read 1024 bytes while (rbc.read(b) != -1) { b.flip(); while (b.hasRemaining()) { wbc.write(b); System.out.println(); } b.clear(); } } public void register_server(ServerSocketChannel ssc,int selectionkey_ops)throws Exception { ssc.register(sckt_manager,selectionkey_ops); }} public class HelloClient { public void coreClientChat() { Clientcore t=new Clientcore(); new Thread(t).start(); } public static void main(String[] args)throws Exception { HelloClient cl= new HelloClient(); cl.coreClientChat(); }} public class HelloServer { public void coreServerChat() { ServerCore t=new ServerCore(); new Thread(t).start(); } public static void main(String[] args) { HelloServer st= new HelloServer(); st.coreServerChat(); }}

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  • How can I filter images and use filesystemview icons in my jtree?

    - by HoLeX
    First of all sorry about my english. So, i have some problems with my JTree because i want to filter specific types of images and also i want to use icons of FileSystemView class. Can you help me? I will appreciate so much. Here is my code: import java.awt.BorderLayout; import java.io.File; import java.util.Iterator; import java.util.Vector; import javax.swing.JPanel; import javax.swing.JTree; import javax.swing.event.TreeModelEvent; import javax.swing.event.TreeModelListener; import javax.swing.event.TreeSelectionEvent; import javax.swing.event.TreeSelectionListener; import javax.swing.tree.TreeModel; import javax.swing.tree.TreePath; public class ArbolDirectorio extends JPanel { private JTree fileTree; private FileSystemModel fileSystemModel; public ArbolDirectorio(String directory) { this.setLayout(new BorderLayout()); this.fileSystemModel = new FileSystemModel(new File(directory)); this.fileTree = new JTree(fileSystemModel); this.fileTree.setEditable(true); this.fileTree.addTreeSelectionListener(new TreeSelectionListener() { @Override public void valueChanged(TreeSelectionEvent event) { File file = (File) fileTree.getLastSelectedPathComponent(); System.out.println(getFileDetails(file)); } }); this.add(fileTree, BorderLayout.CENTER); } private String getFileDetails(File file) { if (file == null) { return ""; } StringBuffer buffer = new StringBuffer(); buffer.append("Name: " + file.getName() + "\n"); buffer.append("Path: " + file.getPath() + "\n"); return buffer.toString(); } } class FileSystemModel implements TreeModel { private File root; private Vector listeners = new Vector(); public FileSystemModel(File rootDirectory) { root = rootDirectory; } @Override public Object getRoot() { return root; } @Override public Object getChild(Object parent, int index) { File directory = (File) parent; String[] children = directory.list(); return new TreeFile(directory, children[index]); } @Override public int getChildCount(Object parent) { File file = (File) parent; if (file.isDirectory()) { String[] fileList = file.list(); if (fileList != null) { return file.list().length; } } return 0; } @Override public boolean isLeaf(Object node) { File file = (File) node; return file.isFile(); } @Override public int getIndexOfChild(Object parent, Object child) { File directory = (File) parent; File file = (File) child; String[] children = directory.list(); for (int i = 0; i < children.length; i++) { if (file.getName().equals(children[i])) { return i; } } return -1; } @Override public void valueForPathChanged(TreePath path, Object value) { File oldFile = (File) path.getLastPathComponent(); String fileParentPath = oldFile.getParent(); String newFileName = (String) value; File targetFile = new File(fileParentPath, newFileName); oldFile.renameTo(targetFile); File parent = new File(fileParentPath); int[] changedChildrenIndices = { getIndexOfChild(parent, targetFile) }; Object[] changedChildren = { targetFile }; fireTreeNodesChanged(path.getParentPath(), changedChildrenIndices, changedChildren); } private void fireTreeNodesChanged(TreePath parentPath, int[] indices, Object[] children) { TreeModelEvent event = new TreeModelEvent(this, parentPath, indices, children); Iterator iterator = listeners.iterator(); TreeModelListener listener = null; while (iterator.hasNext()) { listener = (TreeModelListener) iterator.next(); listener.treeNodesChanged(event); } } @Override public void addTreeModelListener(TreeModelListener listener) { listeners.add(listener); } @Override public void removeTreeModelListener(TreeModelListener listener) { listeners.remove(listener); } private class TreeFile extends File { public TreeFile(File parent, String child) { super(parent, child); } @Override public String toString() { return getName(); } } }

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  • Problems with Asynchronous UDP Sockets

    - by ihatenetworkcoding
    Hi, I'm struggling a bit with socket programming (something I'm not at all familiar with) and I can't find anything which helps from google or MSDN (awful). Apologies for the length of this. Basically I have an existing service which recieves and responds to requests over UDP. I can't change this at all. I also have a client within my webapp which dispatches and listens for responses to that service. The existing client I've been given is a singleton which creates a socket and an array of response slots, and then creates a background thread with an infinite looping method that makes "sock.Receive()" calls and pushes the data received into the slot array. All kinds of things about this seem wrong to me and the infinite thread breaks my unit testing so I'm trying to replace this service with one which makes it's it's send/receives asynchronously instead. Point 1: Is this the right approach? I want a non-blocking, scalable, thread-safe service. My first attempt is roughly like this, which sort of worked but the data I got back was always shorter than expected (i.e. the buffer did not have the number of bytes requested) and seemed to throw exceptions when processed. private Socket MyPreConfiguredSocket; public object Query() { //build a request this.MyPreConfiguredSocket.SendTo(MYREQUEST, packet.Length, SocketFlags.Multicast, this._target); IAsyncResult h = this._sock.BeginReceiveFrom(response, 0, BUFFER_SIZE, SocketFlags.None, ref this._target, new AsyncCallback(ARecieve), this._sock); if (!h.AsyncWaitHandle.WaitOne(TIMEOUT)) { throw new Exception("Timed out"); } //process response data (always shortened) } private void ARecieve (IAsyncResult result) { int bytesreceived = (result as Socket).EndReceiveFrom(result, ref this._target); } My second attempt was based on more google trawling and this recursive pattern I frequently saw, but this version always times out! It never gets to ARecieve. public object Query() { //build a request this.MyPreConfiguredSocket.SendTo(MYREQUEST, packet.Length, SocketFlags.Multicast, this._target); State s = new State(this.MyPreConfiguredSocket); this.MyPreConfiguredSocket.BeginReceiveFrom(s.Buffer, 0, BUFFER_SIZE, SocketFlags.None, ref this._target, new AsyncCallback(ARecieve), s); if (!s.Flag.WaitOne(10000)) { throw new Exception("Timed out"); } //always thrown //process response data } private void ARecieve (IAsyncResult result) { //never gets here! State s = (result as State); int bytesreceived = s.Sock.EndReceiveFrom(result, ref this._target); if (bytesreceived > 0) { s.Received += bytesreceived; this._sock.BeginReceiveFrom(s.Buffer, s.Received, BUFFER_SIZE, SocketFlags.None, ref this._target, new AsyncCallback(ARecieve), s); } else { s.Flag.Set(); } } private class State { public State(Socket sock) { this._sock = sock; this._buffer = new byte[BUFFER_SIZE]; this._buffer.Initialize(); } public Socket Sock; public byte[] Buffer; public ManualResetEvent Flag = new ManualResetEvent(false); public int Received = 0; } Point 2: So clearly I'm getting something quite wrong. Point 3: I'm not sure if I'm going about this right. How does the data coming from the remote service even get to the right listening thread? Do I need to create a socket per request? Out of my comfort zone here. Need help.

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  • Use of select or multithread for almost 80 or more clients?

    - by Tushar Goel
    I am working on one project in which i need to read from 80 or more clients and then write their o/p into a file continuously and then read these new data for another task. My question is what should i use select or multithreading? Also I tried to use multi threading using read/fgets and write/fputs call but as they are blocking calls and one operation can be performed at one time so it is not feasible. Any idea is much appreciated. update 1: I have tried to implement the same using condition variable. I able to achieve this but it is writing and reading one at a time.When another client tried to write then it cannot able to write unless i quit from the 1st thread. I do not understand this. This should work now. What mistake i am doing? Update 2: Thanks all .. I am able to succeeded to get this model implemented using mutex condition variable. updated Code is as below: **header file******* char *mailbox ; pthread_mutex_t lock = PTHREAD_MUTEX_INITIALIZER ; pthread_cond_t writer = PTHREAD_COND_INITIALIZER; int main(int argc,char *argv[]) { pthread_t t1 , t2; pthread_attr_t attr; int fd, sock , *newfd; struct sockaddr_in cliaddr; socklen_t clilen; void *read_file(); void *update_file(); //making a server socket if((fd=make_server(atoi(argv[1])))==-1) oops("Unable to make server",1) //detaching threads pthread_attr_init(&attr); pthread_attr_setdetachstate(&attr,PTHREAD_CREATE_DETACHED); ///opening thread for reading pthread_create(&t2,&attr,read_file,NULL); while(1) { clilen = sizeof(cliaddr); //accepting request sock=accept(fd,(struct sockaddr *)&cliaddr,&clilen); //error comparison against failire of request and INT if(sock==-1 && errno != EINTR) oops("accept",2) else if ( sock ==-1 && errno == EINTR) oops("Pressed INT",3) newfd = (int *)malloc(sizeof(int)); *newfd = sock; //creating thread per request pthread_create(&t1,&attr,update_file,(void *)newfd); } free(newfd); return 0; } void *read_file(void *m) { pthread_mutex_lock(&lock); while(1) { printf("Waiting for lock.\n"); pthread_cond_wait(&writer,&lock); printf("I am reading here.\n"); printf("%s",mailbox); mailbox = NULL ; pthread_cond_signal(&writer); } } void *update_file(int *m) { int sock = *m; int fs ; int nread; char buffer[BUFSIZ] ; if((fs=open("database.txt",O_RDWR))==-1) oops("Unable to open file",4) while(1) { pthread_mutex_lock(&lock); write(1,"Waiting to get writer lock.\n",29); if(mailbox != NULL) pthread_cond_wait(&writer,&lock); lseek(fs,0,SEEK_END); printf("Reading from socket.\n"); nread=read(sock,buffer,BUFSIZ); printf("Writing in file.\n"); write(fs,buffer,nread); mailbox = buffer ; pthread_cond_signal(&writer); pthread_mutex_unlock(&lock); } close(fs); }

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  • RHEL - blocked FC remote port time out: saving binding

    - by Dev G
    My Server went into a faulty state since the database could not write on the partition. I found out that the partition went into Read Only mode. Finally to fix it, I had to do a hard reboot. Linux 2.6.18-164.el5PAE #1 SMP Tue Aug 18 15:59:11 EDT 2009 i686 i686 i386 GNU/Linux /var/log/messages Oct 31 00:56:45 ota3g1 Had[17275]: VCS ERROR V-16-1-10214 Concurrency Violation:CurrentCount increased above 1 for failover group sg_network Oct 31 00:57:05 ota3g1 Had[17275]: VCS CRITICAL V-16-1-50086 CPU usage on ota3g1.mtsallstream.com is 100% Oct 31 01:01:47 ota3g1 Had[17275]: VCS ERROR V-16-1-10214 Concurrency Violation:CurrentCount increased above 1 for failover group sg_network Oct 31 01:06:50 ota3g1 Had[17275]: VCS ERROR V-16-1-10214 Concurrency Violation:CurrentCount increased above 1 for failover group sg_network Oct 31 01:11:52 ota3g1 Had[17275]: VCS ERROR V-16-1-10214 Concurrency Violation:CurrentCount increased above 1 for failover group sg_network Oct 31 01:12:10 ota3g1 kernel: lpfc 0000:29:00.1: 1:1305 Link Down Event x2 received Data: x2 x20 x80000 x0 x0 Oct 31 01:12:10 ota3g1 kernel: lpfc 0000:29:00.1: 1:1303 Link Up Event x3 received Data: x3 x1 x10 x1 x0 x0 0 Oct 31 01:12:12 ota3g1 kernel: lpfc 0000:29:00.1: 1:1305 Link Down Event x4 received Data: x4 x20 x80000 x0 x0 Oct 31 01:12:40 ota3g1 kernel: rport-8:0-0: blocked FC remote port time out: saving binding Oct 31 01:12:40 ota3g1 kernel: lpfc 0000:29:00.1: 1:(0):0203 Devloss timeout on WWPN 20:25:00:a0:b8:74:f5:65 NPort x0000e4 Data: x0 x7 x0 Oct 31 01:12:40 ota3g1 kernel: sd 8:0:0:4: SCSI error: return code = 0x00010000 Oct 31 01:12:40 ota3g1 kernel: end_request: I/O error, dev sdi, sector 38617577 Oct 31 01:12:40 ota3g1 kernel: sd 8:0:0:4: SCSI error: return code = 0x00010000 Oct 31 01:12:40 ota3g1 kernel: end_request: I/O error, dev sdi, sector 283532153 Oct 31 01:12:40 ota3g1 kernel: sd 8:0:0:4: SCSI error: return code = 0x00010000 Oct 31 01:12:40 ota3g1 kernel: end_request: I/O error, dev sdi, sector 90825 Oct 31 01:12:40 ota3g1 kernel: Aborting journal on device dm-16. Oct 31 01:12:40 ota3g1 kernel: sd 8:0:0:4: SCSI error: return code = 0x00010000 Oct 31 01:12:40 ota3g1 kernel: end_request: I/O error, dev sdi, sector 868841 Oct 31 01:12:40 ota3g1 kernel: sd 8:0:0:4: SCSI error: return code = 0x00010000 Oct 31 01:12:40 ota3g1 kernel: Aborting journal on device dm-10. Oct 31 01:12:40 ota3g1 kernel: end_request: I/O error, dev sdi, sector 37759889 Oct 31 01:12:40 ota3g1 kernel: sd 8:0:0:4: SCSI error: return code = 0x00010000 Oct 31 01:12:40 ota3g1 kernel: end_request: I/O error, dev sdi, sector 283349449 Oct 31 01:12:40 ota3g1 kernel: printk: 6 messages suppressed. Oct 31 01:12:40 ota3g1 kernel: Aborting journal on device dm-12. Oct 31 01:12:40 ota3g1 kernel: EXT3-fs error (device dm-12) in ext3_reserve_inode_write: Journal has aborted Oct 31 01:12:40 ota3g1 kernel: Buffer I/O error on device dm-16, logical block 1545 Oct 31 01:12:40 ota3g1 kernel: lost page write due to I/O error on dm-16 Oct 31 01:12:40 ota3g1 kernel: sd 8:0:0:4: SCSI error: return code = 0x00010000 Oct 31 01:12:40 ota3g1 kernel: end_request: I/O error, dev sdi, sector 12745 Oct 31 01:12:40 ota3g1 kernel: Buffer I/O error on device dm-10, logical block 1545 Oct 31 01:12:40 ota3g1 kernel: EXT3-fs error (device dm-16) in ext3_reserve_inode_write: Journal has aborted Oct 31 01:12:40 ota3g1 kernel: lost page write due to I/O error on dm-10 Oct 31 01:12:40 ota3g1 kernel: sd 8:0:0:4: SCSI error: return code = 0x00010000 Oct 31 01:12:40 ota3g1 kernel: end_request: I/O error, dev sdi, sector 37749121 Oct 31 01:12:40 ota3g1 kernel: Buffer I/O error on device dm-12, logical block 0 Oct 31 01:12:40 ota3g1 kernel: lost page write due to I/O error on dm-12 Oct 31 01:12:40 ota3g1 kernel: sd 8:0:0:4: SCSI error: return code = 0x00010000 Oct 31 01:12:40 ota3g1 kernel: EXT3-fs error (device dm-12) in ext3_dirty_inode: Journal has aborted Oct 31 01:12:40 ota3g1 kernel: end_request: I/O error, dev sdi, sector 37757897 Oct 31 01:12:40 ota3g1 kernel: Buffer I/O error on device dm-12, logical block 1097 Oct 31 01:12:40 ota3g1 kernel: lost page write due to I/O error on dm-12 Oct 31 01:12:40 ota3g1 kernel: sd 8:0:0:4: SCSI error: return code = 0x00010000 Oct 31 01:12:40 ota3g1 kernel: end_request: I/O error, dev sdi, sector 283337089 Oct 31 01:12:40 ota3g1 kernel: Buffer I/O error on device dm-16, logical block 0 Oct 31 01:12:40 ota3g1 kernel: lost page write due to I/O error on dm-16 Oct 31 01:12:40 ota3g1 kernel: sd 8:0:0:4: SCSI error: return code = 0x00010000 Oct 31 01:12:40 ota3g1 kernel: EXT3-fs error (device dm-16) in ext3_dirty_inode: Journal has aborted Oct 31 01:12:40 ota3g1 kernel: end_request: I/O error, dev sdi, sector 37749121 Oct 31 01:12:40 ota3g1 kernel: Buffer I/O error on device dm-12, logical block 0 Oct 31 01:12:41 ota3g1 kernel: lost page write due to I/O error on dm-12 Oct 31 01:12:41 ota3g1 kernel: sd 8:0:0:4: SCSI error: return code = 0x00010000 Oct 31 01:12:41 ota3g1 kernel: end_request: I/O error, dev sdi, sector 283337089 Oct 31 01:12:41 ota3g1 kernel: Buffer I/O error on device dm-16, logical block 0 Oct 31 01:12:41 ota3g1 kernel: lost page write due to I/O error on dm-16 Oct 31 01:12:41 ota3g1 kernel: sd 8:0:0:4: SCSI error: return code = 0x00010000 df -h Filesystem Size Used Avail Use% Mounted on /dev/mapper/cciss-root 4.9G 730M 3.9G 16% / /dev/mapper/cciss-home 9.7G 1.2G 8.1G 13% /home /dev/mapper/cciss-var 9.7G 494M 8.8G 6% /var /dev/mapper/cciss-usr 15G 2.6G 12G 19% /usr /dev/mapper/cciss-tmp 3.9G 153M 3.6G 5% /tmp /dev/sda1 996M 43M 902M 5% /boot tmpfs 5.9G 0 5.9G 0% /dev/shm /dev/mapper/cciss-product 25G 16G 7.4G 68% /product /dev/mapper/cciss-opt 20G 4.5G 14G 25% /opt /dev/mapper/dg_db1-vol_db1_system 18G 2.2G 15G 14% /database/OTADB/sys /dev/mapper/dg_db1-vol_db1_undo 18G 5.8G 12G 35% /database/OTADB/undo /dev/mapper/dg_db1-vol_db1_redo 8.9G 4.3G 4.2G 51% /database/OTADB/redo /dev/mapper/dg_db1-vol_db1_sgbd 8.9G 654M 7.8G 8% /database/OTADB/admin /dev/mapper/dg_db1-vol_db1_arch 98G 24G 69G 26% /database/OTADB/arch /dev/mapper/dg_db1-vol_db1_indexes 240G 14G 214G 6% /database/OTADB/index /dev/mapper/dg_db1-vol_db1_data 275G 47G 215G 18% /database/OTADB/data /dev/mapper/dg_dbrman-vol_db_rman 8.9G 351M 8.1G 5% /database/RMAN /dev/mapper/dg_app1-vol_app1 151G 113G 31G 79% /files/ota /etc/fstab /dev/cciss/root / ext3 defaults 1 1 /dev/cciss/home /home ext3 defaults 1 2 /dev/cciss/var /var ext3 defaults 1 2 /dev/cciss/usr /usr ext3 defaults 1 2 /dev/cciss/tmp /tmp ext3 defaults 1 2 LABEL=/boot /boot ext3 defaults 1 2 tmpfs /dev/shm tmpfs defaults 0 0 devpts /dev/pts devpts gid=5,mode=620 0 0 sysfs /sys sysfs defaults 0 0 proc /proc proc defaults 0 0 /dev/cciss/swap swap swap defaults 0 0 /dev/cciss/product /product ext3 defaults 1 2 /dev/cciss/opt /opt ext3 defaults 1 2 /dev/dg_db1/vol_db1_system /database/OTADB/sys ext3 defaults 1 2 /dev/dg_db1/vol_db1_undo /database/OTADB/undo ext3 defaults 1 2 /dev/dg_db1/vol_db1_redo /database/OTADB/redo ext3 defaults 1 2 /dev/dg_db1/vol_db1_sgbd /database/OTADB/admin ext3 defaults 1 2 /dev/dg_db1/vol_db1_arch /database/OTADB/arch ext3 defaults 1 2 /dev/dg_db1/vol_db1_indexes /database/OTADB/index ext3 defaults 1 2 /dev/dg_db1/vol_db1_data /database/OTADB/data ext3 defaults 1 2 /dev/dg_dbrman/vol_db_rman /database/RMAN ext3 defaults 1 2 /dev/dg_app1/vol_app1 /files/ota ext3 defaults 1 2 Thanks for all the help.

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  • Issues passing values to shader

    - by numerical25
    I am having issues passing values to my shader. My application compiles fine, but my cube object won't shade. Below is majority of my code. Most of my code for communicating with my shader is in createObject method myGame.cpp #include "MyGame.h" #include "OneColorCube.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; ID3D10EffectVectorVariable* pLightVarible = NULL; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); //mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngleY = 15.0f; static float rotationAngleX = 0.0f; static D3DXMATRIX rotationXMatrix; static D3DXMATRIX rotationYMatrix; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&rotationYMatrix, rotationAngleY); D3DXMatrixRotationX(&rotationXMatrix, rotationAngleX); //rotationAngleY += (float)D3DX_PI * 0.002f; //rotationAngleX += (float)D3DX_PI * 0.001f; WorldMatrix = rotationYMatrix * rotationXMatrix; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); //ViewMatrix._43 += 0.005f; // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->Draw(36,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); for(int i = 0; i < modelObject.numVertices; i += 3) { D3DXVECTOR3 out; D3DXVECTOR3 v1 = vertices[0 + i].pos; D3DXVECTOR3 v2 = vertices[1 + i].pos; D3DXVECTOR3 v3 = vertices[2 + i].pos; D3DXVECTOR3 u = v2 - v1; D3DXVECTOR3 v = v3 - v1; D3DXVec3Cross(&out, &u, &v); D3DXVec3Normalize(&out, &out); vertices[0 + i].normal = out; vertices[1 + i].normal = out; vertices[2 + i].normal = out; } //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; /* //Create indices DWORD indices[] = { 0,1,3, 1,2,3 }; ModelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * ModelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &ModelObject.pIndicesBuffer); if(FAILED(hr)) return false;*/ ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); pLightVarible = modelObject.pEffect->GetVariableByName("lightSource")->AsVector(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; D3DXVECTOR3 vLight(10.0f, 10.0f, 10.0f); pLightVarible->SetFloatVector(vLight); modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; } And below is my shader effect.fx matrix Projection; float3 lightSource; float4 lightColor = {0.5, 0.5, 0.5, 0.5}; // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float4 Normal : NORMAL; }; //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float4 Normal : NORMAL) { PS_INPUT psInput; // Pass through both the position and the color psInput.Pos = mul( Pos, Projection ); psInput.Color = Color; psInput.Normal = Normal; return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// float4 PS(PS_INPUT psInput) : SV_Target { float4 finalColor = 0; finalColor = saturate(dot(lightSource, psInput.Normal) * lightColor); return finalColor; } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); } }

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  • Autocorrelation returns random results with mic input (using a high pass filter)

    - by Niall
    Hello, Sorry to ask a similar question to the one i asked before (FFT Problem (Returns random results)), but i've looked up pitch detection and autocorrelation and have found some code for pitch detection using autocorrelation. Im trying to do pitch detection of a users singing. Problem is, it keeps returning random results. I've got some code from http://code.google.com/p/yaalp/ which i've converted to C++ and modified (below). My sample rate is 2048, and data size is 1024. I'm detecting pitch of both a sine wave and mic input. The frequency of the sine wave is 726.0, and its detecting it to be 722.950820 (which im ok with), but its detecting the pitch of the mic as a random number from around 100 to around 1050. I'm now using a High pass filter to remove the DC offset, but it's not working. Am i doing it right, and if so, what else can i do to fix it? Any help would be greatly appreciated! double* doHighPassFilter(short *buffer) { // Do FFT: int bufferLength = 1024; float *real = malloc(bufferLength*sizeof(float)); float *real2 = malloc(bufferLength*sizeof(float)); for(int x=0;x<bufferLength;x++) { real[x] = buffer[x]; } fft(real, bufferLength); for(int x=0;x<bufferLength;x+=2) { real2[x] = real[x]; } for (int i=0; i < 30; i++) //Set freqs lower than 30hz to zero to attenuate the low frequencies real2[i] = 0; // Do inverse FFT: inversefft(real2,bufferLength); double* real3 = (double*)real2; return real3; } double DetectPitch(short* data) { int sampleRate = 2048; //Create sine wave double *buffer = malloc(1024*sizeof(short)); double amplitude = 0.25 * 32768; //0.25 * max length of short double frequency = 726.0; for (int n = 0; n < 1024; n++) { buffer[n] = (short)(amplitude * sin((2 * 3.14159265 * n * frequency) / sampleRate)); } doHighPassFilter(data); printf("Pitch from sine wave: %f\n",detectPitchCalculation(buffer, 50.0, 1000.0, 1, 1)); printf("Pitch from mic: %f\n",detectPitchCalculation(data, 50.0, 1000.0, 1, 1)); return 0; } // These work by shifting the signal until it seems to correlate with itself. // In other words if the signal looks very similar to (signal shifted 200 data) than the fundamental period is probably 200 data // Note that the algorithm only works well when there's only one prominent fundamental. // This could be optimized by looking at the rate of change to determine a maximum without testing all periods. double detectPitchCalculation(double* data, double minHz, double maxHz, int nCandidates, int nResolution) { //-------------------------1-------------------------// // note that higher frequency means lower period int nLowPeriodInSamples = hzToPeriodInSamples(maxHz, 2048); int nHiPeriodInSamples = hzToPeriodInSamples(minHz, 2048); if (nHiPeriodInSamples <= nLowPeriodInSamples) printf("Bad range for pitch detection."); if (1024 < nHiPeriodInSamples) printf("Not enough data."); double *results = new double[nHiPeriodInSamples - nLowPeriodInSamples]; //-------------------------2-------------------------// for (int period = nLowPeriodInSamples; period < nHiPeriodInSamples; period += nResolution) { double sum = 0; // for each sample, find correlation. (If they are far apart, small) for (int i = 0; i < 1024 - period; i++) sum += data[i] * data[i + period]; double mean = sum / 1024.0; results[period - nLowPeriodInSamples] = mean; } //-------------------------3-------------------------// // find the best indices int *bestIndices = findBestCandidates(nCandidates, results, nHiPeriodInSamples - nLowPeriodInSamples - 1); //note findBestCandidates modifies parameter // convert back to Hz double *res = new double[nCandidates]; for (int i=0; i < nCandidates;i++) res[i] = periodInSamplesToHz(bestIndices[i]+nLowPeriodInSamples, 2048); double pitch2 = res[0]; free(res); free(results); return pitch2; } /// Finds n "best" values from an array. Returns the indices of the best parts. /// (One way to do this would be to sort the array, but that could take too long. /// Warning: Changes the contents of the array!!! Do not use result array afterwards. int* findBestCandidates(int n, double* inputs,int length) { //int length = inputs.Length; if (length < n) printf("Length of inputs is not long enough."); int *res = new int[n]; double minValue = 0; for (int c = 0; c < n; c++) { // find the highest. double fBestValue = minValue; int nBestIndex = -1; for (int i = 0; i < length; i++) { if (inputs[i] > fBestValue) { nBestIndex = i; fBestValue = inputs[i]; } } // record this highest value res[c] = nBestIndex; // now blank out that index. if(nBestIndex!=-1) inputs[nBestIndex] = minValue; } return res; } int hzToPeriodInSamples(double hz, int sampleRate) { return (int)(1 / (hz / (double)sampleRate)); } double periodInSamplesToHz(int period, int sampleRate) { return 1 / (period / (double)sampleRate); } Thanks, Niall. Edit: Changed the code to implement a high pass filter with a cutoff of 30hz (from What Are High-Pass and Low-Pass Filters?, can anyone tell me how to convert the low-pass filter using convolution to a high-pass one?) but it's still returning random results. Plugging it into a VST host and using VST plugins to compare spectrums isn't an option to me unfortunately.

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  • Marshalling to a native library in C#

    - by Daniel Baulig
    I'm having trouble calling functions of a native library from within managed C# code. I am developing for the 3.5 compact framework (Windows Mobile 6.x) just in case this would make any difference. I am working with the waveIn* functions from coredll.dll (these are in winmm.dll in regular Windows I believe). This is what I came up with: // namespace winmm; class winmm [StructLayout(LayoutKind.Sequential)] public struct WAVEFORMAT { public ushort wFormatTag; public ushort nChannels; public uint nSamplesPerSec; public uint nAvgBytesPerSec; public ushort nBlockAlign; public ushort wBitsPerSample; public ushort cbSize; } [StructLayout(LayoutKind.Sequential)] public struct WAVEHDR { public IntPtr lpData; public uint dwBufferLength; public uint dwBytesRecorded; public IntPtr dwUser; public uint dwFlags; public uint dwLoops; public IntPtr lpNext; public IntPtr reserved; } public delegate void AudioRecordingDelegate(IntPtr deviceHandle, uint message, IntPtr instance, ref WAVEHDR wavehdr, IntPtr reserved2); [DllImport("coredll.dll")] public static extern int waveInAddBuffer(IntPtr hWaveIn, ref WAVEHDR lpWaveHdr, uint cWaveHdrSize); [DllImport("coredll.dll")] public static extern int waveInPrepareHeader(IntPtr hWaveIn, ref WAVEHDR lpWaveHdr, uint Size); [DllImport("coredll.dll")] public static extern int waveInStart(IntPtr hWaveIn); // some other class private WinMM.WinMM.AudioRecordingDelegate waveIn; private IntPtr handle; private uint bufferLength; private void setupBuffer() { byte[] buffer = new byte[bufferLength]; GCHandle bufferPin = GCHandle.Alloc(buffer, GCHandleType.Pinned); WinMM.WinMM.WAVEHDR hdr = new WinMM.WinMM.WAVEHDR(); hdr.lpData = bufferPin.AddrOfPinnedObject(); hdr.dwBufferLength = this.bufferLength; hdr.dwFlags = 0; int i = WinMM.WinMM.waveInPrepareHeader(this.handle, ref hdr, Convert.ToUInt32(Marshal.SizeOf(hdr))); if (i != WinMM.WinMM.MMSYSERR_NOERROR) { this.Text = "Error: waveInPrepare"; return; } i = WinMM.WinMM.waveInAddBuffer(this.handle, ref hdr, Convert.ToUInt32(Marshal.SizeOf(hdr))); if (i != WinMM.WinMM.MMSYSERR_NOERROR) { this.Text = "Error: waveInAddrBuffer"; return; } } private void setupWaveIn() { WinMM.WinMM.WAVEFORMAT format = new WinMM.WinMM.WAVEFORMAT(); format.wFormatTag = WinMM.WinMM.WAVE_FORMAT_PCM; format.nChannels = 1; format.nSamplesPerSec = 8000; format.wBitsPerSample = 8; format.nBlockAlign = Convert.ToUInt16(format.nChannels * format.wBitsPerSample); format.nAvgBytesPerSec = format.nSamplesPerSec * format.nBlockAlign; this.bufferLength = format.nAvgBytesPerSec; format.cbSize = 0; int i = WinMM.WinMM.waveInOpen(out this.handle, WinMM.WinMM.WAVE_MAPPER, ref format, Marshal.GetFunctionPointerForDelegate(waveIn), 0, WinMM.WinMM.CALLBACK_FUNCTION); if (i != WinMM.WinMM.MMSYSERR_NOERROR) { this.Text = "Error: waveInOpen"; return; } setupBuffer(); WinMM.WinMM.waveInStart(this.handle); } I read alot about marshalling the last few days, nevertheless I do not get this code working. When my callback function is called (waveIn) when the buffer is full, the hdr structure passed back in wavehdr is obviously corrupted. Here is an examlpe of how the structure looks like at that point: - wavehdr {WinMM.WinMM.WAVEHDR} WinMM.WinMM.WAVEHDR dwBufferLength 0x19904c00 uint dwBytesRecorded 0x0000fa00 uint dwFlags 0x00000003 uint dwLoops 0x1990f6a4 uint + dwUser 0x00000000 System.IntPtr + lpData 0x00000000 System.IntPtr + lpNext 0x00000000 System.IntPtr + reserved 0x7c07c9a0 System.IntPtr This obiously is not what I expected to get passed. I am clearly concerned about the order of the fields in the view. I do not know if Visual Studio .NET cares about actual memory order when displaying the record in the "local"-view, but they are obviously not displayed in the order I speciefied in the struct. Then theres no data pointer and the bufferLength field is far to high. Interestingly the bytesRecorded field is exactly 64000 - bufferLength and bytesRecorded I'd expect both to be 64000 though. I do not know what exactly is going wrong, maybe someone can help me out on this. I'm an absolute noob to managed code programming and marshalling so please don't be too harsh to me for all the stupid things I've propably done. Oh here's the C code definition for WAVEHDR which I found here, I believe I might have done something wrong in the C# struct definition: /* wave data block header */ typedef struct wavehdr_tag { LPSTR lpData; /* pointer to locked data buffer */ DWORD dwBufferLength; /* length of data buffer */ DWORD dwBytesRecorded; /* used for input only */ DWORD_PTR dwUser; /* for client's use */ DWORD dwFlags; /* assorted flags (see defines) */ DWORD dwLoops; /* loop control counter */ struct wavehdr_tag FAR *lpNext; /* reserved for driver */ DWORD_PTR reserved; /* reserved for driver */ } WAVEHDR, *PWAVEHDR, NEAR *NPWAVEHDR, FAR *LPWAVEHDR; If you are used to work with all those low level tools like pointer-arithmetic, casts, etc starting writing managed code is a pain in the ass. It's like trying to learn how to swim with your hands tied on your back. Some things I tried (to no effect): .NET compact framework does not seem to support the Pack = 2^x directive in [StructLayout]. I tried [StructLayout(LayoutKind.Explicit)] and used 4 bytes and 8 bytes alignment. 4 bytes alignmentgave me the same result as the above code and 8 bytes alignment only made things worse - but that's what I expected. Interestingly if I move the code from setupBuffer into the setupWaveIn and do not declare the GCHandle in the context of the class but in a local context of setupWaveIn the struct returned by the callback function does not seem to be corrupted. I am not sure however why this is the case and how I can use this knowledge to fix my code. I'd really appreciate any good links on marshalling, calling unmanaged code from C#, etc. Then I'd be very happy if someone could point out my mistakes. What am I doing wrong? Why do I not get what I'd expect.

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  • IE7 doesn't render part of page until the window resizes or switch between tabs

    - by BlackMael
    I have a problem with IE7. I have a fixed layout for keeping the header and a sidepanel fixed on a page leaving only the "main content" area switch can happily scroll it's content. This layout works perfectly fine for IE6 and IE8, but sometimes one page may start "hiding" the content that should be showing in the "main content" area. The page finishes loading just fine. For a split second IE7 will render the main content just fine and then it will immediately hide it from view.. somewhere.. It would also seem that it only experiences this problem when there is enough content to force the "main content" area to scroll. By resizing the window or switching to another open tab and back again will cause IE7 to show the page as it was intended. Note the same problem does occur with IE8 in compatibility mode, but the page is rendered correctly in IE8 mode. If need be I can attach the basic CSS styling I use, but I first want to see if this is a known issue with IE7. Does IE7 have issues with positioned layout and overflow scrolling that is sometimes likes to forgot to finish rendering the page correctly until some window redraw event forces to finish rendering? Please remember, this exact same layout is used across multiple pages in the site as it is set up in a master page. It is just (in this case) one page that is experiencing this problem. Other pages with the exact same layout do render correctly. Even if the main content is full enough to also scroll. UPDATE: A related question which doesn't have an answer at this point. LATE UPDATE: Adding example masterpage and css Please note this same layout is the same for all the pages in the application. My problem with IE7 only occurs on one such page. All other pages have happily render correctly in IE7. Just one page, using the exact same layout, has issues where it sometimes hides the content in the "work-space" div. The master page <%@ Master Language="VB" CodeFile="MasterPage.master.vb" Inherits="shared_templates_MasterPage" %> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head runat="server"> <title></title> <link rel="Stylesheet" type="text/css" href="~/common/yui/2.7.0/build/reset-fonts/reset-fonts.css" runat="server" /> <link rel="Stylesheet" type="text/css" href="~/shared/css/layout.css" runat="server" /> <asp:ContentPlaceHolder ID="head" runat="server" /> </head> <body> <form id="form1" runat="server"> <asp:ScriptManager ID="ScriptManager1" runat="server" /> <div id="app-header"> </div> <div id="side-panel"> </div> <div id="work-space"> <asp:ContentPlaceHolder ID="WorkSpaceContentPlaceHolder" runat="server" /> </div> <div id="status-bar"> <asp:ContentPlaceHolder ID="StatusBarContentPlaceHolder" runat="server" /> </div> </form> </body> </html> The layout.css html { overflow: hidden; } body { overflow: hidden; padding: 0; margin: 0; width: 100%; height: 100%; background-color: white; } body, table, td, th, select, textarea, input { font-family: Tahoma, Arial, Sans-Serif; font-size: 9pt; } p { padding-left: 1em; margin-bottom: 1em; } #app-header { position: absolute; top: 0; left: 0; width: 100%; height: 80px; background-color: #dcdcdc; border-bottom: solid 4px #000; } #side-panel { position: absolute; top: 84px; left: 0px; bottom: 0px; overflow: auto; padding: 0; margin: 0; width: 227px; background-color: #AABCCA; border-right: solid 1px black; background-repeat: repeat-x; padding-top: 5px; } #work-space { position: absolute; top: 84px; left: 232px; right: 0px; padding: 0; margin: 0; bottom: 22px; overflow: auto; background-color: White; } #status-bar { position: absolute; height: 20px; left: 228px; right: 0px; padding: 0; margin: 0; bottom: 0px; border-top: solid 1px #c0c0c0; background-color: #f0f0f0; } The Default.aspx <%@ Page Title="Test" Language="VB" MasterPageFile="~/shared/templates/MasterPage.master" AutoEventWireup="false" CodeFile="Default.aspx.vb" Inherits="_Default" %> <asp:Content ID="WorkspaceContent" ContentPlaceHolderID="WorkSpaceContentPlaceHolder" Runat="Server"> Workspace <asp:ListView ID="DemoListView" runat="server" DataSourceID="DemoObjectDataSource" ItemPlaceholderID="DemoPlaceHolder"> <LayoutTemplate> <table style="border: 1px solid #a0a0a0; width: 600px"> <colgroup> <col width="80" /> <col /> <col width="80" /> <col width="120" /> </colgroup> <tbody> <asp:PlaceHolder ID="DemoPlaceHolder" runat="server" /> </tbody> </table> </LayoutTemplate> <ItemTemplate> <tr> <th><%#Eval("ID")%></th> <td><%#Eval("Name")%></td> <td><%#Eval("Size")%></td> <td><%#Eval("CreatedOn", "{0:yyyy-MM-dd HH:mm:ss}")%></td> </tr> </ItemTemplate> </asp:ListView> <asp:ObjectDataSource ID="DemoObjectDataSource" runat="server" OldValuesParameterFormatString="original_{0}" SelectMethod="GetData" TypeName="DemoLogic"> <SelectParameters> <asp:Parameter Name="path" Type="String" /> </SelectParameters> </asp:ObjectDataSource> </asp:Content> <asp:Content ID="StatusContent" ContentPlaceHolderID="StatusBarContentPlaceHolder" Runat="Server"> Ready OK. </asp:Content>

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  • Run-Time Check Failure #2 - Stack around the variable 'indices' was corrupted.

    - by numerical25
    well I think I know what the problem is. I am just having a hard time debugging it. I am working with the directx api and I am trying to generate a plane along the x and z axis according to a book I have. The problem is when I am creating my indices. I think I am setting values out of the bounds of the indices array. I am just having a hard time figuring out what I did wrong. I am unfamiliar with the this method of generating a plane. so its a little difficult for me. below is my code. Take emphasis on the indices loop. #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { VertexPos vertices[NUM_VERTSX * NUM_VERTSY]; for(int z=0; z < NUM_VERTSY; ++z) { for(int x = 0; x < NUM_VERTSX; ++x) { vertices[x + z * NUM_VERTSX].pos.x = (float)x * CELL_WIDTH; vertices[x + z * NUM_VERTSX].pos.z = (float)z * CELL_HEIGHT; vertices[x + z * NUM_VERTSX].pos.y = 0.0f; vertices[x + z * NUM_VERTSX].color = D3DXVECTOR4(1.0, 0.0f, 0.0f, 0.0f); } } DWORD indices[NUM_VERTSX * NUM_VERTSY]; int curIndex = 0; for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; curIndex += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

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  • android webview returns blank page when load dynamic html page

    - by user2962555
    I am trying to click one button to load a page into a div block dynamically. To test it, I try to append a list item with text "abc" into the loaded page. However, I always get a blank page. load function works fine because if I try to load a static page, it works. Following is my main html page code. <!DOCTYPE html> <html> <head> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, initial-scale=1"> <title>LoadPageTest</title> <link rel="stylesheet" href="http://fonts.googleapis.com/css?family=Open+Sans:300,400,700"> <link rel="stylesheet" href="./css/customizedstyle.css"> <link rel="stylesheet" href="./css/themes/default/jquery.mobile-1.4.3.min.css"> <link rel="stylesheet" href="./css/jqm-demos.css"> <script src="./js/jquery.js"></script> <script scr="./js/customizedjs.js"></script> <script src="./js/jquery.mobile-1.4.3.min.js"></script> <script> $( document ).on( "pagecreate", "#demo-page", function() { $( document ).on( "swipeleft swiperight", "#demo-page", function( e ) { if ( $( ".ui-page-active" ).jqmData( "panel" ) !== "open" ) { if ( e.type === "swipeleft" ) { $( "#right-panel" ).panel( "open" ); } } }); }); </script> <style type="text/css"> body { overflow:hidden; } </style> </head> <body style= "overflow:hidden" scrolling="no"> <style type="text/css"> body { overflow:hidden; } </style> <div data-role="page" id="main-page" style= "overflow:hidden" scrolling="no"> <div role="main" class="ui-content" id ="maindiv" style= "overflow: auto"> Will load diff pages here. </div><!-- /content --> <div data-role="panel" id="left-panel" data-theme="b"> <ul data-role="listview" data-icon="false" id="menu"> <li> <a href="#" id = "btnA" data-rel="close">Go Page A <img src="./images/icona.png" class="ui-li-thumb"/> </li> <li> <a href="#" id = "btnB" data-rel="close">Go Page B <img src="./images/iconb.png" class="ui-li-thumb"/> </li> </ul> </div><!-- /panel --> <script type="text/javascript"> $("#btnA").on("click", function(){ $("#maindiv").empty(); $("#maindiv").load("pageA.html"); }); $("#btnB").on("click", function(){ $("#maindiv").empty(); $("#maindiv").load("pageB.html"); }); </script> </div><!-- /page --> </body> </html> Next is code for the page I try to load dynamically. <!DOCTYPE html> <html> <head> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, initial-scale=1"> <title>Page should be loaded</title> <link rel="stylesheet" href="http://fonts.googleapis.com/css?family=Open+Sans:300,400,700"> <link rel="stylesheet" href="./css/customizedstyle.css"> <link rel="stylesheet" href="./css/themes/default/jquery.mobile-1.4.3.min.css"> <link rel="stylesheet" href="./css/jqm-demos.css"> <script src="./js/jquery.js"></script> <script scr="./js/customizedjs.js"></script> <script src="./js/jquery.mobile-1.4.3.min.js"></script> <script> $(document).on('pagebeforeshow', function () { $('#postlist').append('<li> abc </li>'); $('#postlist').listview('refresh'); }); </script> </head> <body > <div data-role="page" id="posthome"> <div data-role = "content"> <ul data-role='listview' id = "postlist"> </ul> </div> </div> </body> </html> I doubt if it is because my javascript in the page doesn't work, cause the swipe js code in the main page seems not work either. Is that possible? I have enabled javascript in the onCreate() function of the activity file as below. protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_message); new LongRunningGetIO().execute(); mWebView = (WebView) findViewById(R.id.webview); mWebView.setWebViewClient(new AppClient()); mWebView.setVerticalScrollBarEnabled(false); mWebView.getSettings().setJavaScriptEnabled(true); mWebView.getSettings().setDomStorageEnabled(true); mWebView.loadUrl("file:///android_asset/index.html"); } I noticed there is a warning for statement to enable javascript "Using setJavaScriptEnabled can introduce XSS vulnerabilities into you application, review carefully". Will that maybe the reason? Then, I added @SuppressLint("SetJavaScriptEnabled") on top of the activity. The warning is gone, but the js code in pages seem still not work.

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  • add a from to backup routine

    - by Gerard Flynn
    hi how do you put a process bar and button onto this code i have class and want to add a gui on to the code using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Text; using System.Windows.Forms; using System.Data.SqlClient; using System.IO; using System.Threading; using Tamir.SharpSsh; using System.Security.Cryptography; using ICSharpCode.SharpZipLib.Checksums; using ICSharpCode.SharpZipLib.Zip; using ICSharpCode.SharpZipLib.GZip; namespace backup { public partial class Form1 : Form { public Form1() { InitializeComponent(); } /// <summary> /// Summary description for Class1. /// </summary> public class Backup { private string dbName; private string dbUsername; private string dbPassword; private static string baseDir; private string backupName; private static bool isBackup; private string keyString; private string ivString; private string[] backupDirs = new string[0]; private string[] excludeDirs = new string[0]; private ZipOutputStream zipOutputStream; private string backupFile; private string zipFile; private string encryptedFile; static void Main() { Backup.Log("BackupUtility loaded"); try { new Backup(); if (!isBackup) MessageBox.Show("Restore complete"); } catch (Exception e) { Backup.Log(e.ToString()); if (!isBackup) MessageBox.Show("Error restoring!\r\n" + e.Message); } } private void LoadAppSettings() { this.backupName = System.Configuration.ConfigurationSettings.AppSettings["BackupName"].ToString(); this.dbName = System.Configuration.ConfigurationSettings.AppSettings["DBName"].ToString(); this.dbUsername = System.Configuration.ConfigurationSettings.AppSettings["DBUsername"].ToString(); this.dbPassword = System.Configuration.ConfigurationSettings.AppSettings["DBPassword"].ToString(); //default to using where we are executing this assembly from Backup.baseDir = System.Reflection.Assembly.GetExecutingAssembly().Location.Substring(0, System.Reflection.Assembly.GetExecutingAssembly().Location.LastIndexOf("\\")) + "\\"; Backup.isBackup = bool.Parse(System.Configuration.ConfigurationSettings.AppSettings["IsBackup"].ToString()); this.keyString = System.Configuration.ConfigurationSettings.AppSettings["KeyString"].ToString(); this.ivString = System.Configuration.ConfigurationSettings.AppSettings["IVString"].ToString(); this.backupDirs = GetSetting("BackupDirs", ','); this.excludeDirs = GetSetting("ExcludeDirs", ','); } private string[] GetSetting(string settingName, char delimiter) { if (System.Configuration.ConfigurationSettings.AppSettings[settingName] != null) { string settingVal = System.Configuration.ConfigurationSettings.AppSettings[settingName].ToString(); if (settingVal.Length > 0) return settingVal.Split(delimiter); } return new string[0]; } public Backup() { this.LoadAppSettings(); if (isBackup) this.DoBackup(); else this.DoRestore(); Log("Finished"); } private void DoRestore() { System.Windows.Forms.OpenFileDialog fileDialog = new System.Windows.Forms.OpenFileDialog(); fileDialog.Title = "Choose .encrypted file"; fileDialog.Filter = "Encrypted files (*.encrypted)|*.encrypted|All files (*.*)|*.*"; fileDialog.InitialDirectory = Backup.baseDir; if (fileDialog.ShowDialog() == System.Windows.Forms.DialogResult.OK) { //string encryptedFile = GetFileName("encrypted"); string encryptedFile = fileDialog.FileName; string decryptedFile = this.GetDecryptedFilename(encryptedFile); //string originalFile = GetFileName("original"); this.Decrypt(encryptedFile, decryptedFile); //this.UnzipFile(decryptedFile, originalFile); } } //use the same filename as the backup except replace ".encrypted" with ".decrypted.zip" private string GetDecryptedFilename(string encryptedFile) { string name = encryptedFile.Substring(0, encryptedFile.LastIndexOf(".")); name += ".decrypted.zip"; return name; } private void DoBackup() { this.backupFile = GetFileName("bak"); this.zipFile = GetFileName("zip"); this.encryptedFile = GetFileName("encrypted"); this.DeleteFiles(); this.zipOutputStream = new ZipOutputStream(File.Create(zipFile)); try { //backup database first if (this.dbName.Length > 0) { this.BackupDB(backupFile); this.ZipFile(backupFile, this.GetName(backupFile)); } //zip any directories specified in config file this.ZipUserSpecifiedFilesAndDirectories(this.backupDirs); } finally { this.zipOutputStream.Finish(); this.zipOutputStream.Close(); } this.Encrypt(zipFile, encryptedFile); this.SCPFile(encryptedFile); this.DeleteFiles(); } /// <summary> /// Deletes any files created by the backup process, namely the DB backup file, /// the zip of all files backuped up, and the encrypred zip file /// </summary> private void DeleteFiles() { File.Delete(this.backupFile); File.Delete(this.zipFile); ///File.Delete(this.encryptedFile); } private void ZipUserSpecifiedFilesAndDirectories(string[] fileNames) { foreach (string fileName in fileNames) { string name = fileName.Trim(); if (name.Length > 0) { Log("Zipping " + name); this.ZipFile(name, this.GetNameFromDir(name)); } } } private void SCPFile(string inputPath) { string sshServer = System.Configuration.ConfigurationSettings.AppSettings["SSHServer"].ToString(); string sshUsername = System.Configuration.ConfigurationSettings.AppSettings["SSHUsername"].ToString(); string sshPassword = System.Configuration.ConfigurationSettings.AppSettings["SSHPassword"].ToString(); if (sshServer.Length > 0 && sshUsername.Length > 0 && sshPassword.Length > 0) { Scp scp = new Scp(sshServer, sshUsername, sshPassword); //Copy a file from local machine to remote SSH server scp.Connect(); Log("Connected to " + sshServer); //scp.Put(inputPath, "/home/wal/temp.txt"); scp.Put(inputPath, GetName(inputPath)); scp.Close(); } else { Log("Not SCP as missing login details"); } } private string GetName(string inputPath) { FileInfo info = new FileInfo(inputPath); return info.Name; } private string GetNameFromDir(string inputPath) { DirectoryInfo info = new DirectoryInfo(inputPath); return info.Name; } private static void Log(string msg) { try { string toLog = DateTime.Now.ToString() + ": " + msg; System.Diagnostics.Debug.WriteLine(toLog); System.IO.FileStream fs = new System.IO.FileStream(baseDir + "app.log", System.IO.FileMode.OpenOrCreate, System.IO.FileAccess.ReadWrite); System.IO.StreamWriter m_streamWriter = new System.IO.StreamWriter(fs); m_streamWriter.BaseStream.Seek(0, System.IO.SeekOrigin.End); m_streamWriter.WriteLine(toLog); m_streamWriter.Flush(); m_streamWriter.Close(); fs.Close(); } catch (Exception e) { Console.WriteLine(e.ToString()); } } private byte[] GetFileBytes(string path) { FileStream stream = new FileStream(path, FileMode.Open); byte[] bytes = new byte[stream.Length]; stream.Read(bytes, 0, bytes.Length); stream.Close(); return bytes; } private void WriteFileBytes(byte[] bytes, string path) { FileStream stream = new FileStream(path, FileMode.Create); stream.Write(bytes, 0, bytes.Length); stream.Close(); } private void UnzipFile(string inputPath, string outputPath) { ZipInputStream zis = new ZipInputStream(File.OpenRead(inputPath)); ZipEntry theEntry = zis.GetNextEntry(); FileStream streamWriter = File.Create(outputPath); int size = 2048; byte[] data = new byte[2048]; while (true) { size = zis.Read(data, 0, data.Length); if (size > 0) { streamWriter.Write(data, 0, size); } else { break; } } streamWriter.Close(); zis.Close(); } private bool ExcludeDir(string dirName) { foreach (string excludeDir in this.excludeDirs) { if (dirName == excludeDir) return true; } return false; } private void ZipFile(string inputPath, string zipName) { FileAttributes fa = File.GetAttributes(inputPath); if ((fa & FileAttributes.Directory) != 0) { string dirName = zipName + "/"; ZipEntry entry1 = new ZipEntry(dirName); this.zipOutputStream.PutNextEntry(entry1); string[] subDirs = Directory.GetDirectories(inputPath); //create directories first foreach (string subDir in subDirs) { DirectoryInfo info = new DirectoryInfo(subDir); string name = info.Name; if (this.ExcludeDir(name)) Log("Excluding " + dirName + name); else this.ZipFile(subDir, dirName + name); } //then store files string[] fileNames = Directory.GetFiles(inputPath); foreach (string fileName in fileNames) { FileInfo info = new FileInfo(fileName); string name = info.Name; this.ZipFile(fileName, dirName + name); } } else { Crc32 crc = new Crc32(); this.zipOutputStream.SetLevel(6); // 0 - store only to 9 - means best compression FileStream fs = null; try { fs = File.OpenRead(inputPath); } catch (IOException ioEx) { Log("WARNING! " + ioEx.Message);//might be in use, skip file in this case } if (fs != null) { byte[] buffer = new byte[fs.Length]; fs.Read(buffer, 0, buffer.Length); ZipEntry entry = new ZipEntry(zipName); entry.DateTime = DateTime.Now; // set Size and the crc, because the information // about the size and crc should be stored in the header // if it is not set it is automatically written in the footer. // (in this case size == crc == -1 in the header) // Some ZIP programs have problems with zip files that don't store // the size and crc in the header. entry.Size = fs.Length; fs.Close(); crc.Reset(); crc.Update(buffer); entry.Crc = crc.Value; this.zipOutputStream.PutNextEntry(entry); this.zipOutputStream.Write(buffer, 0, buffer.Length); } } } private void Encrypt(string inputPath, string outputPath) { RijndaelManaged rijndaelManaged = new RijndaelManaged(); byte[] encrypted; byte[] toEncrypt; //Create a new key and initialization vector. //myRijndael.GenerateKey(); //myRijndael.GenerateIV(); /*des.GenerateKey(); des.GenerateIV(); string temp1 = Convert.ToBase64String(des.Key); string temp2 = Convert.ToBase64String(des.IV);*/ //Get the key and IV. byte[] key = Convert.FromBase64String(keyString); byte[] IV = Convert.FromBase64String(ivString); //Get an encryptor. ICryptoTransform encryptor = rijndaelManaged.CreateEncryptor(key, IV); //Encrypt the data. MemoryStream msEncrypt = new MemoryStream(); CryptoStream csEncrypt = new CryptoStream(msEncrypt, encryptor, CryptoStreamMode.Write); //Convert the data to a byte array. toEncrypt = this.GetFileBytes(inputPath); //Write all data to the crypto stream and flush it. csEncrypt.Write(toEncrypt, 0, toEncrypt.Length); csEncrypt.FlushFinalBlock(); //Get encrypted array of bytes. encrypted = msEncrypt.ToArray(); WriteFileBytes(encrypted, outputPath); } private void Decrypt(string inputPath, string outputPath) { RijndaelManaged myRijndael = new RijndaelManaged(); //DES des = new DESCryptoServiceProvider(); byte[] key = Convert.FromBase64String(keyString); byte[] IV = Convert.FromBase64String(ivString); byte[] encrypted = this.GetFileBytes(inputPath); byte[] fromEncrypt; //Get a decryptor that uses the same key and IV as the encryptor. ICryptoTransform decryptor = myRijndael.CreateDecryptor(key, IV); //Now decrypt the previously encrypted message using the decryptor // obtained in the above step. MemoryStream msDecrypt = new MemoryStream(encrypted); CryptoStream csDecrypt = new CryptoStream(msDecrypt, decryptor, CryptoStreamMode.Read); fromEncrypt = new byte[encrypted.Length]; //Read the data out of the crypto stream. int bytesRead = csDecrypt.Read(fromEncrypt, 0, fromEncrypt.Length); byte[] readBytes = new byte[bytesRead]; Array.Copy(fromEncrypt, 0, readBytes, 0, bytesRead); this.WriteFileBytes(readBytes, outputPath); } private string GetFileName(string extension) { return baseDir + backupName + "_" + DateTime.Now.ToString("yyyyMMdd") + "." + extension; } private void BackupDB(string backupPath) { string sql = @"DECLARE @Date VARCHAR(300), @Dir VARCHAR(4000) --Get today date SET @Date = CONVERT(VARCHAR, GETDATE(), 112) --Set the directory where the back up file is stored SET @Dir = '"; sql += backupPath; sql += @"' --create a 'device' to write to first EXEC sp_addumpdevice 'disk', 'temp_device', @Dir --now do the backup BACKUP DATABASE " + this.dbName; sql += @" TO temp_device WITH FORMAT --Drop the device EXEC sp_dropdevice 'temp_device' "; //Console.WriteLine("sql="+sql); Backup.Log("Starting backup of " + this.dbName); ExecuteSQL(sql); } /// <summary> /// Executes the specified SQL /// Returns true if no errors were encountered during execution /// </summary> /// <param name="procedureName"></param> private void ExecuteSQL(string sql) { SqlConnection conn = new SqlConnection(this.GetDBConnectString()); try { SqlCommand comm = new SqlCommand(sql, conn); conn.Open(); comm.ExecuteNonQuery(); } finally { conn.Close(); } } private string GetDBConnectString() { StringBuilder builder = new StringBuilder(); builder.Append("Data Source=127.0.0.1; User ID="); builder.Append(this.dbUsername); builder.Append("; Password="); builder.Append(this.dbPassword); builder.Append("; Initial Catalog="); builder.Append(this.dbName); builder.Append(";Connect Timeout=30"); return builder.ToString(); } } } }

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  • Texture will not apply to my 3d Cube directX

    - by numerical25
    I am trying to apply a texture onto my 3d cube but it is not showing up correctly. I believe that it might some what be working because the cube is all brown which is almost the same complexion as the texture. And I did not originally make the cube brown. These are the steps I've done to add the texture I first declared 2 new varibles ID3D10EffectShaderResourceVariable* pTextureSR; ID3D10ShaderResourceView* textureSRV; I also added a variable and a struct to my shader .fx file Texture2D tex2D; SamplerState linearSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; I then grabbed the image from my local hard drive from within the .cpp file. I believe this was successful, I checked all varibles for errors, everything has a memory address. Plus I pulled resources before and never had a problem. D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL); I grabbed the tex2d varible from my fx file and placed into my resource varible pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource(); And added the resource to the varible pTextureSR->SetResource(textureSRV); I also added the extra property to my vertex layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0} }; as well as my struct struct VertexPos { D3DXVECTOR3 pos; D3DXVECTOR4 color; D3DXVECTOR3 normal; D3DXVECTOR2 texCoord; }; Then I created a new pixel shader that adds the texture to it. Below is the code in its entirety matrix Projection; matrix WorldMatrix; Texture2D tex2D; float3 lightSource; float4 lightColor = {0.5, 0.5, 0.5, 0.5}; // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float4 Normal : NORMAL; float2 Tex : TEXCOORD; }; SamplerState linearSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float4 Normal : NORMAL, float2 Tex : TEXCOORD) { PS_INPUT psInput; // Pass through both the position and the color psInput.Pos = mul( Pos, Projection ); psInput.Normal = Normal; psInput.Tex = Tex; return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// float4 PS(PS_INPUT psInput) : SV_Target { float4 finalColor = 0; finalColor = saturate(dot(lightSource, psInput.Normal) * lightColor); return finalColor; } float4 textured( PS_INPUT psInput ) : SV_Target { return tex2D.Sample( linearSampler, psInput.Tex ); } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, textured() ) ); } } Below is my CPU code. It maybe a little sloppy. But I am just adding code anywhere cause I am just experimenting and playing around. You should find most of the texture code at the bottom createObject #include "MyGame.h" #include "OneColorCube.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; ID3D10EffectMatrixVariable* pWorldMatrixVarible = NULL; ID3D10EffectVectorVariable* pLightVarible = NULL; ID3D10EffectShaderResourceVariable* pTextureSR; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); //mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngleY = 15.0f; static float rotationAngleX = 0.0f; static D3DXMATRIX rotationXMatrix; static D3DXMATRIX rotationYMatrix; D3DXMatrixIdentity(&rotationXMatrix); D3DXMatrixIdentity(&rotationYMatrix); // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&rotationYMatrix, rotationAngleY); D3DXMatrixRotationX(&rotationXMatrix, rotationAngleX); rotationAngleY += (float)D3DX_PI * 0.0008f; rotationAngleX += (float)D3DX_PI * 0.0005f; WorldMatrix = rotationYMatrix * rotationXMatrix; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); pWorldMatrixVarible->SetMatrix((float*)&WorldMatrix); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); //ViewMatrix._43 += 0.005f; // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->Draw(36,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); for(int i = 0; i < modelObject.numVertices; i += 3) { D3DXVECTOR3 out; D3DXVECTOR3 v1 = vertices[0 + i].pos; D3DXVECTOR3 v2 = vertices[1 + i].pos; D3DXVECTOR3 v3 = vertices[2 + i].pos; D3DXVECTOR3 u = v2 - v1; D3DXVECTOR3 v = v3 - v1; D3DXVec3Cross(&out, &u, &v); D3DXVec3Normalize(&out, &out); vertices[0 + i].normal = out; vertices[1 + i].normal = out; vertices[2 + i].normal = out; } //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; /* //Create indices DWORD indices[] = { 0,1,3, 1,2,3 }; ModelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * ModelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &ModelObject.pIndicesBuffer); if(FAILED(hr)) return false;*/ ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); pWorldMatrixVarible = modelObject.pEffect->GetVariableByName("WorldMatrix")->AsMatrix(); pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource(); ID3D10ShaderResourceView* textureSRV; D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL); pLightVarible = modelObject.pEffect->GetVariableByName("lightSource")->AsVector(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; D3DXVECTOR3 vLight(1.0f, 1.0f, 1.0f); pLightVarible->SetFloatVector(vLight); modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; pTextureSR->SetResource(textureSRV); //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; } And here is my cube coordinates. I actually only added coordinates to one side. And that is the front side. To double check I flipped the cube in all directions just to make sure i didnt accidentally place the text on the incorrect side //Create vectors and put in vertices // Create vertex buffer VertexPos vertices[] = { // BACK SIDES { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 2 FRONT SIDE { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f) , D3DXVECTOR2(2.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,2.0)}, // 3 { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 4 { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 5 { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 6 {D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, };

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  • Using SurfaceFormat.Single and HLSL for GPGPU with XNA

    - by giancarlo todone
    I'm trying to implement a so-called ping-pong technique in XNA; you basically have two RenderTarget2D A and B and at each iteration you use one as texture and the other as target - and vice versa - for a quad rendered through an HLSL pixel shader. step1: A--PS--B step2: B--PS--A step3: A--PS--B ... In my setup, both RenderTargets are SurfaceFormat.Single. In my .fx file, I have a tachnique to do the update, and another to render the "current buffer" to the screen. Before starting the "ping-pong", buffer A is filled with test data with SetData<float>(float[]) function: this seems to work properly, because if I render a quad on the screen through the "Draw" pixel shader, i do see the test data being correctly rendered. However, if i do update buffer B, something does not function proerly and the next rendering to screen will be all black. For debug purposes, i replaced the "Update" HLSL pixel shader with one that should simply copy buffer A into B (or B into A depending on which among "ping" and "pong" phases we are...). From some examples i found on the net, i see that in order to correctly fetch a float value from a texture sampler from HLSL code, i should only need to care for the red channel. So, basically the debug "Update" HLSL function is: float4 ComputePS(float2 inPos : TEXCOORD0) : COLOR0 { float v1 = tex2D(bufSampler, inPos.xy).r; return float4(v1,0,0,1); } which still doesn't work and results in a all-zeroes ouput. Here's the "Draw" function that seems to properly display initial data: float4 DrawPS(float2 inPos : TEXCOORD0) : COLOR0 { float v1 = tex2D(bufSampler, inPos.xy).r; return float4(v1,v1,v1,1); } Now: playing around with HLSL doesn't change anything, so maybe I'm missing something on the c# side of this, so here's the infamous Update() function: _effect.Parameters["bufTexture"].SetValue(buf[_currentBuf]); _graphicsDevice.SetRenderTarget(buf[1 - _currentBuf]); _graphicsDevice.Clear(Color.Black); // probably not needed since RenderTargetUsage is DiscardContents _effect.CurrentTechnique = _computeTechnique; _computeTechnique.Passes[0].Apply(); _quadRender.Render(); _graphicsDevice.SetRenderTarget(null); _currentBuf = 1 - _currentBuf; Any clue?

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  • I can't start mysql in ubuntu 11.04

    - by shomid
    I downloaded following files of Oracle.com: MySQL-server-5.5.28-1.linux2.6.i386.rpm<br/> MySQL-client-5.5.28-1.linux2.6.i386.rpm<br/> MySQL-shared-5.5.28-1.linux2.6.i386.rpm<br/> then with "alien -i" command installing rpm packages and when starting mysql get following error: Starting MySQL<br/> .... * The server quit without updating PID file (/var/lib/mysql/omid-desktop.pid). error log: 121117 13:21:30 mysqld_safe Starting mysqld daemon with databases from /var/lib/mysql 121117 13:21:30 [Note] Plugin 'FEDERATED' is disabled. /usr/sbin/mysqld: Table 'mysql.plugin' doesn't exist 121117 13:21:30 [ERROR] Can't open the mysql.plugin table. Please run mysql_upgrade to create it. 121117 13:21:30 InnoDB: The InnoDB memory heap is disabled 121117 13:21:30 InnoDB: Mutexes and rw_locks use InnoDB's own implementation 121117 13:21:30 InnoDB: Compressed tables use zlib 1.2.3 121117 13:21:30 InnoDB: Using Linux native AIO 121117 13:21:30 InnoDB: Initializing buffer pool, size = 128.0M 121117 13:21:30 InnoDB: Completed initialization of buffer pool 121117 13:21:30 InnoDB: highest supported file format is Barracuda. 121117 13:21:30 InnoDB: Waiting for the background threads to start 121117 13:21:31 InnoDB: 1.1.8 started; log sequence number 1595675 121117 13:21:31 [Note] Recovering after a crash using mysql-bin 121117 13:21:31 [Note] Starting crash recovery... 121117 13:21:31 [Note] Crash recovery finished. 121117 13:21:31 [Note] Server hostname (bind-address): '0.0.0.0'; port: 3306 121117 13:21:31 [Note] - '0.0.0.0' resolves to '0.0.0.0'; 121117 13:21:31 [Note] Server socket created on IP: '0.0.0.0'. 121117 13:21:31 [ERROR] Fatal error: Can't open and lock privilege tables: Table 'mysql.host' doesn't exist 121117 13:21:31 mysqld_safe mysqld from pid file /var/lib/mysql/omid-desktop.pid ended 121117 13:25:38 mysqld_safe Starting mysqld daemon with databases from /var/lib/mysql 121117 13:25:38 [Note] Plugin 'FEDERATED' is disabled. /usr/sbin/mysqld: Table 'mysql.plugin' doesn't exist 121117 13:25:38 [ERROR] Can't open the mysql.plugin table. Please run mysql_upgrade to create it. 121117 13:25:38 InnoDB: The InnoDB memory heap is disabled 121117 13:25:38 InnoDB: Mutexes and rw_locks use InnoDB's own implementation 121117 13:25:38 InnoDB: Compressed tables use zlib 1.2.3 121117 13:25:38 InnoDB: Using Linux native AIO 121117 13:25:38 InnoDB: Initializing buffer pool, size = 128.0M 121117 13:25:38 InnoDB: Completed initialization of buffer pool 121117 13:25:38 InnoDB: highest supported file format is Barracuda. 121117 13:25:38 InnoDB: Waiting for the background threads to start 121117 13:25:39 InnoDB: 1.1.8 started; log sequence number 1595675 /usr/sbin/mysqld: Too many arguments (first extra is 'start'). Use --verbose --help to get a list of available options 121117 13:25:39 [ERROR] Aborting 121117 13:25:39 InnoDB: Starting shutdown... 121117 13:25:40 InnoDB: Shutdown completed; log sequence number 1595675 121117 13:25:40 [Note] /usr/sbin/mysqld: Shutdown complete

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  • Good approach for hundreds of comsumers and big files

    - by ????? ???????
    I have several files (nearly 1GB each) with data. Data is a string line. I need to process each of these files with several hundreds of consumers. Each of these consumers does some processing that differs from others. Consumers do not write anywhere concurrently. They only need input string. After processing they update their local buffers. Consumers can easily be executed in parallel. Important: With one specific file each consumer has to process all lines (without skipping) in correct order (as they appear in file). The order of processing different files doesn't matter. Processing of a single line by one consumer is comparably fast. I expect less than 50 microseconds on Corei5. So now I'm looking for the good approach to this problem. This is going to be be a part of a .NET project, so please let's stick with .NET only (C# is preferable). I know about TPL and DataFlow. I guess that the most relevant would be BroadcastBlock. But i think that the problem here is that with each line I'll have to wait for all consumers to finish in order to post the new one. I guess that it would be not very efficient. I think that ideally situation would be something like this: One thread reads from file and writes to the buffer. Each consumer, when it is ready, reads the line from the buffer concurrently and processes it. The entry from the buffer shouldn't be deleted as one consumer reads it. It can be deleted only when all consumers have processed it. TPL schedules consumer threads itself. If one consumer outperforms the others, it shouldn't wait and can read more recent entries from the buffer. Am i right with this kind of approach? Whether yes or not, how can i implement the good solution? A bit was already discussed on StackOverflow: link

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  • The SSIS tuning tip that everyone misses

    - by Rob Farley
    I know that everyone misses this, because I’m yet to find someone who doesn’t have a bit of an epiphany when I describe this. When tuning Data Flows in SQL Server Integration Services, people see the Data Flow as moving from the Source to the Destination, passing through a number of transformations. What people don’t consider is the Source, getting the data out of a database. Remember, the source of data for your Data Flow is not your Source Component. It’s wherever the data is, within your database, probably on a disk somewhere. You need to tune your query to optimise it for SSIS, and this is what most people fail to do. I’m not suggesting that people don’t tune their queries – there’s plenty of information out there about making sure that your queries run as fast as possible. But for SSIS, it’s not about how fast your query runs. Let me say that again, but in bolder text: The speed of an SSIS Source is not about how fast your query runs. If your query is used in a Source component for SSIS, the thing that matters is how fast it starts returning data. In particular, those first 10,000 rows to populate that first buffer, ready to pass down the rest of the transformations on its way to the Destination. Let’s look at a very simple query as an example, using the AdventureWorks database: We’re picking the different Weight values out of the Product table, and it’s doing this by scanning the table and doing a Sort. It’s a Distinct Sort, which means that the duplicates are discarded. It'll be no surprise to see that the data produced is sorted. Obvious, I know, but I'm making a comparison to what I'll do later. Before I explain the problem here, let me jump back into the SSIS world... If you’ve investigated how to tune an SSIS flow, then you’ll know that some SSIS Data Flow Transformations are known to be Blocking, some are Partially Blocking, and some are simply Row transformations. Take the SSIS Sort transformation, for example. I’m using a larger data set for this, because my small list of Weights won’t demonstrate it well enough. Seven buffers of data came out of the source, but none of them could be pushed past the Sort operator, just in case the last buffer contained the data that would be sorted into the first buffer. This is a blocking operation. Back in the land of T-SQL, we consider our Distinct Sort operator. It’s also blocking. It won’t let data through until it’s seen all of it. If you weren’t okay with blocking operations in SSIS, why would you be happy with them in an execution plan? The source of your data is not your OLE DB Source. Remember this. The source of your data is the NCIX/CIX/Heap from which it’s being pulled. Picture it like this... the data flowing from the Clustered Index, through the Distinct Sort operator, into the SELECT operator, where a series of SSIS Buffers are populated, flowing (as they get full) down through the SSIS transformations. Alright, I know that I’m taking some liberties here, because the two queries aren’t the same, but consider the visual. The data is flowing from your disk and through your execution plan before it reaches SSIS, so you could easily find that a blocking operation in your plan is just as painful as a blocking operation in your SSIS Data Flow. Luckily, T-SQL gives us a brilliant query hint to help avoid this. OPTION (FAST 10000) This hint means that it will choose a query which will optimise for the first 10,000 rows – the default SSIS buffer size. And the effect can be quite significant. First let’s consider a simple example, then we’ll look at a larger one. Consider our weights. We don’t have 10,000, so I’m going to use OPTION (FAST 1) instead. You’ll notice that the query is more expensive, using a Flow Distinct operator instead of the Distinct Sort. This operator is consuming 84% of the query, instead of the 59% we saw from the Distinct Sort. But the first row could be returned quicker – a Flow Distinct operator is non-blocking. The data here isn’t sorted, of course. It’s in the same order that it came out of the index, just with duplicates removed. As soon as a Flow Distinct sees a value that it hasn’t come across before, it pushes it out to the operator on its left. It still has to maintain the list of what it’s seen so far, but by handling it one row at a time, it can push rows through quicker. Overall, it’s a lot more work than the Distinct Sort, but if the priority is the first few rows, then perhaps that’s exactly what we want. The Query Optimizer seems to do this by optimising the query as if there were only one row coming through: This 1 row estimation is caused by the Query Optimizer imagining the SELECT operation saying “Give me one row” first, and this message being passed all the way along. The request might not make it all the way back to the source, but in my simple example, it does. I hope this simple example has helped you understand the significance of the blocking operator. Now I’m going to show you an example on a much larger data set. This data was fetching about 780,000 rows, and these are the Estimated Plans. The data needed to be Sorted, to support further SSIS operations that needed that. First, without the hint. ...and now with OPTION (FAST 10000): A very different plan, I’m sure you’ll agree. In case you’re curious, those arrows in the top one are 780,000 rows in size. In the second, they’re estimated to be 10,000, although the Actual figures end up being 780,000. The top one definitely runs faster. It finished several times faster than the second one. With the amount of data being considered, these numbers were in minutes. Look at the second one – it’s doing Nested Loops, across 780,000 rows! That’s not generally recommended at all. That’s “Go and make yourself a coffee” time. In this case, it was about six or seven minutes. The faster one finished in about a minute. But in SSIS-land, things are different. The particular data flow that was consuming this data was significant. It was being pumped into a Script Component to process each row based on previous rows, creating about a dozen different flows. The data flow would take roughly ten minutes to run – ten minutes from when the data first appeared. The query that completes faster – chosen by the Query Optimizer with no hints, based on accurate statistics (rather than pretending the numbers are smaller) – would take a minute to start getting the data into SSIS, at which point the ten-minute flow would start, taking eleven minutes to complete. The query that took longer – chosen by the Query Optimizer pretending it only wanted the first 10,000 rows – would take only ten seconds to fill the first buffer. Despite the fact that it might have taken the database another six or seven minutes to get the data out, SSIS didn’t care. Every time it wanted the next buffer of data, it was already available, and the whole process finished in about ten minutes and ten seconds. When debugging SSIS, you run the package, and sit there waiting to see the Debug information start appearing. You look for the numbers on the data flow, and seeing operators going Yellow and Green. Without the hint, I’d sit there for a minute. With the hint, just ten seconds. You can imagine which one I preferred. By adding this hint, it felt like a magic wand had been waved across the query, to make it run several times faster. It wasn’t the case at all – but it felt like it to SSIS.

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  • T4 Performance Counters explained

    - by user13346607
    Now that T4 is out for a few month some people might have wondered what details of the new pipeline you can monitor. A "cpustat -h" lists a lot of events that can be monitored, and only very few are self-explanatory. I will try to give some insight on all of them, some of these "PIC events" require an in-depth knowledge of T4 pipeline. Over time I will try to explain these, for the time being these events should simply be ignored. (Side note: some counters changed from tape-out 1.1 (*only* used in the T4 beta program) to tape-out 1.2 (used in the systems shipping today) The table only lists the tape-out 1.2 counters) 0 0 1 1058 6033 Oracle Microelectronics 50 14 7077 14.0 Normal 0 false false false EN-US JA X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:12.0pt; font-family:Cambria; mso-ascii-font-family:Cambria; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Cambria; mso-hansi-theme-font:minor-latin;} pic name (cpustat) Prose Comment Sel-pipe-drain-cycles, Sel-0-[wait|ready], Sel-[1,2] Sel-0-wait counts cycles a strand waits to be selected. Some reasons can be counted in detail; these are: Sel-0-ready: Cycles a strand was ready but not selected, that can signal pipeline oversubscription Sel-1: Cycles only one instruction or µop was selected Sel-2: Cycles two instructions or µops were selected Sel-pipe-drain-cycles: cf. PRM footnote 8 to table 10.2 Pick-any, Pick-[0|1|2|3] Cycles one, two, three, no or at least one instruction or µop is picked Instr_FGU_crypto Number of FGU or crypto instructions executed on that vcpu Instr_ld dto. for load Instr_st dto. for store SPR_ring_ops dto. for SPR ring ops Instr_other dto. for all other instructions not listed above, PRM footnote 7 to table 10.2 lists the instructions Instr_all total number of instructions executed on that vcpu Sw_count_intr Nr of S/W count instructions on that vcpu (sethi %hi(fc000),%g0 (whatever that is))  Atomics nr of atomic ops, which are LDSTUB/a, CASA/XA, and SWAP/A SW_prefetch Nr of PREFETCH or PREFETCHA instructions Block_ld_st Block loads or store on that vcpu IC_miss_nospec, IC_miss_[L2_or_L3|local|remote]\ _hit_nospec Various I$ misses, distinguished by where they hit. All of these count per thread, but only primary events: T4 counts only the first occurence of an I$ miss on a core for a certain instruction. If one strand misses in I$ this miss is counted, but if a second strand on the same core misses while the first miss is being resolved, that second miss is not counted This flavour of I$ misses counts only misses that are caused by instruction that really commit (note the "_nospec") BTC_miss Branch target cache miss ITLB_miss ITLB misses (synchronously counted) ITLB_miss_asynch dto. but asynchronously [I|D]TLB_fill_\ [8KB|64KB|4MB|256MB|2GB|trap] H/W tablewalk events that fill ITLB or DTLB with translation for the corresponding page size. The “_trap” event occurs if the HWTW was not able to fill the corresponding TLB IC_mtag_miss, IC_mtag_miss_\ [ptag_hit|ptag_miss|\ ptag_hit_way_mismatch] I$ micro tag misses, with some options for drill down Fetch-0, Fetch-0-all fetch-0 counts nr of cycles nothing was fetched for this particular strand, fetch-0-all counts cycles nothing was fetched for all strands on a core Instr_buffer_full Cycles the instruction buffer for a strand was full, thereby preventing any fetch BTC_targ_incorrect Counts all occurences of wrongly predicted branch targets from the BTC [PQ|ROB|LB|ROB_LB|SB|\ ROB_SB|LB_SB|RB_LB_SB|\ DTLB_miss]\ _tag_wait ST_q_tag_wait is listed under sl=20. These counters monitor pipeline behaviour therefore they are not strand specific: PQ_...: cycles Rename stage waits for a Pick Queue tag (might signal memory bound workload for single thread mode, cf. Mail from Richard Smith) ROB_...: cycles Select stage waits for a ROB (ReOrderBuffer) tag LB_...: cycles Select stage waits for a Load Buffer tag SB_...: cycles Select stage waits for Store Buffer tag combinations of the above are allowed, although some of these events can overlap, the counter will only be incremented once per cycle if any of these occur DTLB_...: cycles load or store instructions wait at Pick stage for a DTLB miss tag [ID]TLB_HWTW_\ [L2_hit|L3_hit|L3_miss|all] Counters for HWTW accesses caused by either DTLB or ITLB misses. Canbe further detailed by where they hit IC_miss_L2_L3_hit, IC_miss_local_remote_remL3_hit, IC_miss I$ prefetches that were dropped because they either miss in L2$ or L3$ This variant counts misses regardless if the causing instruction commits or not DC_miss_nospec, DC_miss_[L2_L3|local|remote_L3]\ _hit_nospec D$ misses either in general or detailed by where they hit cf. the explanation for the IC_miss in two flavours for an explanation of _nospec and the reasoning for two DC_miss counters DTLB_miss_asynch counts all DTLB misses asynchronously, there is no way to count them synchronously DC_pref_drop_DC_hit, SW_pref_drop_[DC_hit|buffer_full] L1-D$ h/w prefetches that were dropped because of a D$ hit, counted per core. The others count software prefetches per strand [Full|Partial]_RAW_hit_st_[buf|q] Count events where a load wants to get data that has not yet been stored, i. e. it is still inside the pipeline. The data might be either still in the store buffer or in the store queue. If the load's data matches in the SB and in the store queue the data in buffer takes precedence of course since it is younger [IC|DC]_evict_invalid, [IC|DC|L1]_snoop_invalid, [IC|DC|L1]_invalid_all Counter for invalidated cache evictions per core St_q_tag_wait Number of cycles pipeline waits for a store queue tag, of course counted per core Data_pref_[drop_L2|drop_L3|\ hit_L2|hit_L3|\ hit_local|hit_remote] Data prefetches that can be further detailed by either why they were dropped or where they did hit St_hit_[L2|L3], St_L2_[local|remote]_C2C, St_local, St_remote Store events distinguished by where they hit or where they cause a L2 cache-to-cache transfer, i.e. either a transfer from another L2$ on the same die or from a different die DC_miss, DC_miss_\ [L2_L3|local|remote]_hit D$ misses either in general or detailed by where they hit cf. the explanation for the IC_miss in two flavours for an explanation of _nospec and the reasoning for two DC_miss counters L2_[clean|dirty]_evict Per core clean or dirty L2$ evictions L2_fill_buf_full, L2_wb_buf_full, L2_miss_buf_full Per core L2$ buffer events, all count number of cycles that this state was present L2_pipe_stall Per core cycles pipeline stalled because of L2$ Branches Count branches (Tcc, DONE, RETRY, and SIT are not counted as branches) Br_taken Counts taken branches (Tcc, DONE, RETRY, and SIT are not counted as branches) Br_mispred, Br_dir_mispred, Br_trg_mispred, Br_trg_mispred_\ [far_tbl|indir_tbl|ret_stk] Counter for various branch misprediction events.  Cycles_user counts cycles, attribute setting hpriv, nouser, sys controls addess space to count in Commit-[0|1|2], Commit-0-all, Commit-1-or-2 Number of times either no, one, or two µops commit for a strand. Commit-0-all counts number of times no µop commits for the whole core, cf. footnote 11 to table 10.2 in PRM for a more detailed explanation on how this counters interacts with the privilege levels

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  • Beat detection and FFT

    - by Quincy
    So I am working on a platformer game which includes music with beat detection. I am currently using a simple if the energy that is stored in the history buffer is smaller then the current energy there is a beat. The problem with this is that ofcourse if you use songs like rock songs where you have a pretty steady amplitude this isn't going to work. So I looked further and found algorithms splitting the sound into multiple bands using FFT. I then found this : http://en.literateprograms.org/Cooley-Tukey_FFT_algorithm_(C) The only problem I'm having is that I am quite new to audio and I have no idea how to use that to split the signal up into multiple signals. So my question is : How do you use a FFT to split a signal into multiple bands ? Also for the guys interested, this is my algorithm in c# : // C = threshold, N = size of history buffer / 1024 public void PlaceBeatMarkers(float C, int N) { List<float> instantEnergyList = new List<float>(); short[] samples = soundData.Samples; float timePerSample = 1 / (float)soundData.SampleRate; int sampleIndex = 0; int nextSamples = 1024; // Calculate instant energy for every 1024 samples. while (sampleIndex + nextSamples < samples.Length) { float instantEnergy = 0; for (int i = 0; i < nextSamples; i++) { instantEnergy += Math.Abs((float)samples[sampleIndex + i]); } instantEnergy /= nextSamples; instantEnergyList.Add(instantEnergy); if(sampleIndex + nextSamples >= samples.Length) nextSamples = samples.Length - sampleIndex - 1; sampleIndex += nextSamples; } int index = N; int numInBuffer = index; float historyBuffer = 0; //Fill the history buffer with n * instant energy for (int i = 0; i < index; i++) { historyBuffer += instantEnergyList[i]; } // If instantEnergy / samples in buffer < instantEnergy for the next sample then add beatmarker. while (index + 1 < instantEnergyList.Count) { if(instantEnergyList[index + 1] > (historyBuffer / numInBuffer) * C) beatMarkers.Add((index + 1) * 1024 * timePerSample); historyBuffer -= instantEnergyList[index - numInBuffer]; historyBuffer += instantEnergyList[index + 1]; index++; } }

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  • Simple method for reliably detecting code in text?

    - by Jeff Atwood
    GMail has this feature where it will warn you if you try to send an email that it thinks might have an attachment. Because GMail detected the string see the attached in the email, but no actual attachment, it warns me with an OK / Cancel dialog when I click the Send button. We have a related problem on Stack Overflow. That is, when a user enters a post like this one: my problem is I need to change the database but I don't won't to create a new connection. example: DataSet dsMasterInfo = new DataSet(); Database db = DatabaseFactory.CreateDatabase("ConnectionString"); DbCommand dbCommand = db.GetStoredProcCommand("uspGetMasterName"); This user did not format their code as code! That is, they didn't indent by 4 spaces per Markdown, or use the code button (or the keyboard shortcut ctrl+k) which does that for them. Thus, our system is accreting a lot of edits where people have to go in and manually format code for people that are somehow unable to figure this out. This leads to a lot of bellyaching. We've improved the editor help several times, but short of driving over to the user's house and pressing the correct buttons on their keyboard for them, we're at a loss to see what to do next. That's why we are considering a Google GMail style warning: Did you mean to post code? You wrote stuff that we think looks like code, but you didn't format it as code by indenting 4 spaces, using the toolbar code button or the ctrl+k code formatting command. However, presenting this warning requires us to detect the presence of what we think is unformatted code in a question. What is a simple, semi-reliable way of doing this? Per Markdown, code is always indented by 4 spaces or within backticks, so anything correctly formatted can be discarded from the check immediately. This is only a warning and it will only apply to low-reputation users asking their first questions (or providing their first answers), so some false positives are OK, so long as they are about 5% or less. Questions on Stack Overflow can be in any language, though we can realistically limit our check to, say, the "big ten" languages. Per the tags page that would be C#, Java, PHP, JavaScript, Objective-C, C, C++, Python, Ruby. Use the Stack Overflow creative commons data dump to audit your potential solution (or just pick a few questions in the top 10 tags on Stack Overflow) and see how it does. Pseudocode is fine, but we use c# if you want to be extra friendly. The simpler the better (so long as it works). KISS! If your solution requires us to attempt to compile posts in 10 different compilers, or an army of people to manually train a bayesian inference engine, that's ... not exactly what we had in mind.

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  • loading 3d model data into buffers

    - by mulletdevil
    I am using assimp to load 3d model data. I have noticed that each loaded model is made up of different meshes. I was wondering should each mesh have it's own vertex/index buffer or should there just be one for the whole model? From looking through the index data that is loaded it seems to suggest that I will need a vertex buffer per mesh but I'm not 100% sure. I am using C++ and DirectX9 Thank you, Mark

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