Search Results

Search found 3140 results on 126 pages for 'stencil buffer'.

Page 64/126 | < Previous Page | 60 61 62 63 64 65 66 67 68 69 70 71  | Next Page >

  • Why won't sql server express 2008 service restart after I enable TCP/IP Protocol?

    - by John
    Whenever I enable TCP/IP connections on my SQL Server Express 2008 database server running on Windows XP SP3, I cannot restart the service, it simply states "The request failed or did respond in a timely fashion". Any suggestions of what I may have configured incorrectly? [update] Here is the applicable part of the Error Log: MSSQL$SQLEXPRESS Server failed to list on 'any' 3060. Error: 0x2747. To proceed, notify you system administrator. MSSQL$SQLEXPRESS TDSSNIClient initialization failed with error 0x2747, status code 0xa. Reason: Unable to initialize the TCP/IP listener. An operation on a socket could not be performed because the system lacked sufficient buffer space or because a queue was full. MSSQL$SQLEXPRESS TDSSNIClient initialization failed with error 0x2747, status code 0x1. Reason: Initialization failed with an infrastructure error. Check for previous errors. An operation on a socket could not be performed because the system lacked sufficient buffer space or because a queue was full. MSSQL$SQLEXPRESS Could not start the network library because of an internal error in the network library. To determine the cause, review the errors immediately preceding this one in the error log. MSSQL$SQLEXPRESS SQL Server could not spawn FRunCM thread. Check the SQL Server error log and the Windows event logs for information about possible related problems.

    Read the article

  • Issues with HLSL and lighting

    - by numerical25
    I am trying figure out whats going on with my HLSL code but I have no way of debugging it cause C++ gives off no errors. The application just closes when I run it. I am trying to add lighting to a 3d plane I made. below is my HLSL. The problem consist when my Pixel shader method returns the struct "outColor" . If I change the return value back to the struct "psInput" , everything goes back to working again. My light vectors and colors are at the top of the fx file // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader cbuffer Variables { matrix Projection; matrix World; float TimeStep; }; struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float3 Normal : TEXCOORD0; float3 ViewVector : TEXCOORD1; }; float specpower = 80.0f; float3 camPos = float3(0.0f, 9.0, -256.0f); float3 DirectLightColor = float3(1.0f, 1.0f, 1.0f); float3 DirectLightVector = float3(0.0f, 0.602f, 0.70f); float3 AmbientLightColor = float3(1.0f, 1.0f, 1.0f); /*************************************** * Lighting functions ***************************************/ /********************************* * CalculateAmbient - * inputs - * vKa material's reflective color * lightColor - the ambient color of the lightsource * output - ambient color *********************************/ float3 CalculateAmbient(float3 vKa, float3 lightColor) { float3 vAmbient = vKa * lightColor; return vAmbient; } /********************************* * CalculateDiffuse - * inputs - * material color * The color of the direct light * the local normal * the vector of the direct light * output - difuse color *********************************/ float3 CalculateDiffuse(float3 baseColor, float3 lightColor, float3 normal, float3 lightVector) { float3 vDiffuse = baseColor * lightColor * saturate(dot(normal, lightVector)); return vDiffuse; } /********************************* * CalculateSpecular - * inputs - * viewVector * the direct light vector * the normal * output - specular highlight *********************************/ float CalculateSpecular(float3 viewVector, float3 lightVector, float3 normal) { float3 vReflect = reflect(lightVector, normal); float fSpecular = saturate(dot(vReflect, viewVector)); fSpecular = pow(fSpecular, specpower); return fSpecular; } /********************************* * LightingCombine - * inputs - * ambient component * diffuse component * specualr component * output - phong color color *********************************/ float3 LightingCombine(float3 vAmbient, float3 vDiffuse, float fSpecular) { float3 vCombined = vAmbient + vDiffuse + fSpecular.xxx; return vCombined; } //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float3 Normal : NORMAL) { PS_INPUT psInput; float4 newPosition; newPosition = Pos; newPosition.y = sin((newPosition.x * TimeStep) + (newPosition.z / 3.0f)) * 5.0f; // Pass through both the position and the color psInput.Pos = mul(newPosition , Projection ); psInput.Color = Color; psInput.ViewVector = normalize(camPos - psInput.Pos); return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// //Anthony!!!!!!!!!!! Find out how color works when multiplying them float4 PS(PS_INPUT psInput) : SV_Target { float3 normal = -normalize(psInput.Normal); float3 vAmbient = CalculateAmbient(psInput.Color, AmbientLightColor); float3 vDiffuse = CalculateDiffuse(psInput.Color, DirectLightColor, normal, DirectLightVector); float fSpecular = CalculateSpecular(psInput.ViewVector, DirectLightVector, normal); float4 outColor; outColor.rgb = LightingCombine(vAmbient, vDiffuse, fSpecular); outColor.a = 1.0f; //Below is where the error begins return outColor; } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); } } Below is some of my c++ code. Reason I am showing this is because it is pretty much what creates the surface normals for my shaders to evaluate. for the lighting 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; D3DXVECTOR3 v0 = vertices[indices[curIndex]].pos; D3DXVECTOR3 v1 = vertices[indices[curIndex + 1]].pos; D3DXVECTOR3 v2 = vertices[indices[curIndex + 2]].pos; D3DXVECTOR3 normal; D3DXVECTOR3 cross; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex]].normal = normal; vertices[indices[curIndex + 1]].normal = normal; vertices[indices[curIndex + 2]].normal = normal; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; v0 = vertices[indices[curIndex + 3]].pos; v1 = vertices[indices[curIndex + 4]].pos; v2 = vertices[indices[curIndex + 5]].pos; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex + 3]].normal = normal; vertices[indices[curIndex + 4]].normal = normal; vertices[indices[curIndex + 5]].normal = normal; curIndex += 6; } } and below is my c++ code, in it's entirety. showing the drawing and also calling on the passes #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) // timer variables LARGE_INTEGER timeStart; LARGE_INTEGER timeEnd; LARGE_INTEGER timerFreq; double currentTime; float anim_rate; // Variable to hold how long since last frame change float lastElaspedFrame = 0; // How long should the frames last float frameDuration = 0.5; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } // Get the timer frequency QueryPerformanceFrequency(&timerFreq); float freqSeconds = 1.0f / timerFreq.QuadPart; lastElaspedFrame = 0; 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(200.0f, 60.0f, -20.0f), new D3DXVECTOR3(200.0f, 50.0f, 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); pTimeVariable = NULL; 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); pTimeVariable->SetFloat((float)currentTime); // 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() { // Get the start timer count QueryPerformanceCounter(&timeStart); currentTime += anim_rate; DX3dApp::Render(); QueryPerformanceCounter(&timeEnd); anim_rate = ( (float)timeEnd.QuadPart - (float)timeStart.QuadPart ) / timerFreq.QuadPart; } 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 = (float)(rand() % CELL_HEIGHT); vertices[x + z * NUM_VERTSX].color = D3DXVECTOR4(1.0, 0.0f, 0.0f, 0.0f); } } DWORD indices[NUM_VERTSX * NUM_VERTSY * 6]; 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; D3DXVECTOR3 v0 = vertices[indices[curIndex]].pos; D3DXVECTOR3 v1 = vertices[indices[curIndex + 1]].pos; D3DXVECTOR3 v2 = vertices[indices[curIndex + 2]].pos; D3DXVECTOR3 normal; D3DXVECTOR3 cross; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex]].normal = normal; vertices[indices[curIndex + 1]].normal = normal; vertices[indices[curIndex + 2]].normal = normal; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; v0 = vertices[indices[curIndex + 3]].pos; v1 = vertices[indices[curIndex + 4]].pos; v2 = vertices[indices[curIndex + 5]].pos; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex + 3]].normal = normal; vertices[indices[curIndex + 4]].normal = normal; vertices[indices[curIndex + 5]].normal = normal; 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}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 28, 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(); pTimeVariable = modelObject.pEffect->GetVariableByName("TimeStep")->AsScalar(); //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; }

    Read the article

  • fatal error C1014: too many include files : depth = 1024

    - by numerical25
    I have no idea what this means. But here is the code that it supposely is happening in. //======================================================================================= // d3dApp.cpp by Frank Luna (C) 2008 All Rights Reserved. //======================================================================================= #include "d3dApp.h" #include <stream> LRESULT CALLBACK MainWndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { static D3DApp* app = 0; switch( msg ) { case WM_CREATE: { // Get the 'this' pointer we passed to CreateWindow via the lpParam parameter. CREATESTRUCT* cs = (CREATESTRUCT*)lParam; app = (D3DApp*)cs->lpCreateParams; return 0; } } // Don't start processing messages until after WM_CREATE. if( app ) return app->msgProc(msg, wParam, lParam); else return DefWindowProc(hwnd, msg, wParam, lParam); } D3DApp::D3DApp(HINSTANCE hInstance) { mhAppInst = hInstance; mhMainWnd = 0; mAppPaused = false; mMinimized = false; mMaximized = false; mResizing = false; mFrameStats = L""; md3dDevice = 0; mSwapChain = 0; mDepthStencilBuffer = 0; mRenderTargetView = 0; mDepthStencilView = 0; mFont = 0; mMainWndCaption = L"D3D10 Application"; md3dDriverType = D3D10_DRIVER_TYPE_HARDWARE; mClearColor = D3DXCOLOR(0.0f, 0.0f, 1.0f, 1.0f); mClientWidth = 800; mClientHeight = 600; } D3DApp::~D3DApp() { ReleaseCOM(mRenderTargetView); ReleaseCOM(mDepthStencilView); ReleaseCOM(mSwapChain); ReleaseCOM(mDepthStencilBuffer); ReleaseCOM(md3dDevice); ReleaseCOM(mFont); } HINSTANCE D3DApp::getAppInst() { return mhAppInst; } HWND D3DApp::getMainWnd() { return mhMainWnd; } int D3DApp::run() { MSG msg = {0}; mTimer.reset(); while(msg.message != WM_QUIT) { // If there are Window messages then process them. if(PeekMessage( &msg, 0, 0, 0, PM_REMOVE )) { TranslateMessage( &msg ); DispatchMessage( &msg ); } // Otherwise, do animation/game stuff. else { mTimer.tick(); if( !mAppPaused ) updateScene(mTimer.getDeltaTime()); else Sleep(50); drawScene(); } } return (int)msg.wParam; } void D3DApp::initApp() { initMainWindow(); initDirect3D(); D3DX10_FONT_DESC fontDesc; fontDesc.Height = 24; fontDesc.Width = 0; fontDesc.Weight = 0; fontDesc.MipLevels = 1; fontDesc.Italic = false; fontDesc.CharSet = DEFAULT_CHARSET; fontDesc.OutputPrecision = OUT_DEFAULT_PRECIS; fontDesc.Quality = DEFAULT_QUALITY; fontDesc.PitchAndFamily = DEFAULT_PITCH | FF_DONTCARE; wcscpy(fontDesc.FaceName, L"Times New Roman"); D3DX10CreateFontIndirect(md3dDevice, &fontDesc, &mFont); } void D3DApp::onResize() { // Release the old views, as they hold references to the buffers we // will be destroying. Also release the old depth/stencil buffer. ReleaseCOM(mRenderTargetView); ReleaseCOM(mDepthStencilView); ReleaseCOM(mDepthStencilBuffer); // Resize the swap chain and recreate the render target view. HR(mSwapChain->ResizeBuffers(1, mClientWidth, mClientHeight, DXGI_FORMAT_R8G8B8A8_UNORM, 0)); ID3D10Texture2D* backBuffer; HR(mSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), reinterpret_cast<void**>(&backBuffer))); HR(md3dDevice->CreateRenderTargetView(backBuffer, 0, &mRenderTargetView)); ReleaseCOM(backBuffer); // Create the depth/stencil buffer and view. D3D10_TEXTURE2D_DESC depthStencilDesc; depthStencilDesc.Width = mClientWidth; depthStencilDesc.Height = mClientHeight; depthStencilDesc.MipLevels = 1; depthStencilDesc.ArraySize = 1; depthStencilDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthStencilDesc.SampleDesc.Count = 1; // multisampling must match depthStencilDesc.SampleDesc.Quality = 0; // swap chain values. depthStencilDesc.Usage = D3D10_USAGE_DEFAULT; depthStencilDesc.BindFlags = D3D10_BIND_DEPTH_STENCIL; depthStencilDesc.CPUAccessFlags = 0; depthStencilDesc.MiscFlags = 0; HR(md3dDevice->CreateTexture2D(&depthStencilDesc, 0, &mDepthStencilBuffer)); HR(md3dDevice->CreateDepthStencilView(mDepthStencilBuffer, 0, &mDepthStencilView)); // Bind the render target view and depth/stencil view to the pipeline. md3dDevice->OMSetRenderTargets(1, &mRenderTargetView, mDepthStencilView); // Set the viewport transform. D3D10_VIEWPORT vp; vp.TopLeftX = 0; vp.TopLeftY = 0; vp.Width = mClientWidth; vp.Height = mClientHeight; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; md3dDevice->RSSetViewports(1, &vp); } void D3DApp::updateScene(float dt) { // Code computes the average frames per second, and also the // average time it takes to render one frame. static int frameCnt = 0; static float t_base = 0.0f; frameCnt++; // Compute averages over one second period. if( (mTimer.getGameTime() - t_base) >= 1.0f ) { float fps = (float)frameCnt; // fps = frameCnt / 1 float mspf = 1000.0f / fps; std::wostringstream outs; outs.precision(6); outs << L"FPS: " << fps << L"\n" << "Milliseconds: Per Frame: " << mspf; mFrameStats = outs.str(); // Reset for next average. frameCnt = 0; t_base += 1.0f; } } void D3DApp::drawScene() { md3dDevice->ClearRenderTargetView(mRenderTargetView, mClearColor); md3dDevice->ClearDepthStencilView(mDepthStencilView, D3D10_CLEAR_DEPTH|D3D10_CLEAR_STENCIL, 1.0f, 0); } LRESULT D3DApp::msgProc(UINT msg, WPARAM wParam, LPARAM lParam) { switch( msg ) { // WM_ACTIVATE is sent when the window is activated or deactivated. // We pause the game when the window is deactivated and unpause it // when it becomes active. case WM_ACTIVATE: if( LOWORD(wParam) == WA_INACTIVE ) { mAppPaused = true; mTimer.stop(); } else { mAppPaused = false; mTimer.start(); } return 0; // WM_SIZE is sent when the user resizes the window. case WM_SIZE: // Save the new client area dimensions. mClientWidth = LOWORD(lParam); mClientHeight = HIWORD(lParam); if( md3dDevice ) { if( wParam == SIZE_MINIMIZED ) { mAppPaused = true; mMinimized = true; mMaximized = false; } else if( wParam == SIZE_MAXIMIZED ) { mAppPaused = false; mMinimized = false; mMaximized = true; onResize(); } else if( wParam == SIZE_RESTORED ) { // Restoring from minimized state? if( mMinimized ) { mAppPaused = false; mMinimized = false; onResize(); } // Restoring from maximized state? else if( mMaximized ) { mAppPaused = false; mMaximized = false; onResize(); } else if( mResizing ) { // If user is dragging the resize bars, we do not resize // the buffers here because as the user continuously // drags the resize bars, a stream of WM_SIZE messages are // sent to the window, and it would be pointless (and slow) // to resize for each WM_SIZE message received from dragging // the resize bars. So instead, we reset after the user is // done resizing the window and releases the resize bars, which // sends a WM_EXITSIZEMOVE message. } else // API call such as SetWindowPos or mSwapChain->SetFullscreenState. { onResize(); } } } return 0; // WM_EXITSIZEMOVE is sent when the user grabs the resize bars. case WM_ENTERSIZEMOVE: mAppPaused = true; mResizing = true; mTimer.stop(); return 0; // WM_EXITSIZEMOVE is sent when the user releases the resize bars. // Here we reset everything based on the new window dimensions. case WM_EXITSIZEMOVE: mAppPaused = false; mResizing = false; mTimer.start(); onResize(); return 0; // WM_DESTROY is sent when the window is being destroyed. case WM_DESTROY: PostQuitMessage(0); return 0; // The WM_MENUCHAR message is sent when a menu is active and the user presses // a key that does not correspond to any mnemonic or accelerator key. case WM_MENUCHAR: // Don't beep when we alt-enter. return MAKELRESULT(0, MNC_CLOSE); // Catch this message so to prevent the window from becoming too small. case WM_GETMINMAXINFO: ((MINMAXINFO*)lParam)->ptMinTrackSize.x = 200; ((MINMAXINFO*)lParam)->ptMinTrackSize.y = 200; return 0; } return DefWindowProc(mhMainWnd, msg, wParam, lParam); } void D3DApp::initMainWindow() { WNDCLASS wc; wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = MainWndProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = mhAppInst; wc.hIcon = LoadIcon(0, IDI_APPLICATION); wc.hCursor = LoadCursor(0, IDC_ARROW); wc.hbrBackground = (HBRUSH)GetStockObject(NULL_BRUSH); wc.lpszMenuName = 0; wc.lpszClassName = L"D3DWndClassName"; if( !RegisterClass(&wc) ) { MessageBox(0, L"RegisterClass FAILED", 0, 0); PostQuitMessage(0); } // Compute window rectangle dimensions based on requested client area dimensions. RECT R = { 0, 0, mClientWidth, mClientHeight }; AdjustWindowRect(&R, WS_OVERLAPPEDWINDOW, false); int width = R.right - R.left; int height = R.bottom - R.top; mhMainWnd = CreateWindow(L"D3DWndClassName", mMainWndCaption.c_str(), WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, width, height, 0, 0, mhAppInst, this); if( !mhMainWnd ) { MessageBox(0, L"CreateWindow FAILED", 0, 0); PostQuitMessage(0); } ShowWindow(mhMainWnd, SW_SHOW); UpdateWindow(mhMainWnd); } void D3DApp::initDirect3D() { // Fill out a DXGI_SWAP_CHAIN_DESC to describe our swap chain. DXGI_SWAP_CHAIN_DESC sd; sd.BufferDesc.Width = mClientWidth; sd.BufferDesc.Height = mClientHeight; sd.BufferDesc.RefreshRate.Numerator = 60; sd.BufferDesc.RefreshRate.Denominator = 1; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; sd.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; // No multisampling. sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.BufferCount = 1; sd.OutputWindow = mhMainWnd; sd.Windowed = true; sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; sd.Flags = 0; // Create the device. UINT createDeviceFlags = 0; #if defined(DEBUG) || defined(_DEBUG) createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG; #endif HR( D3D10CreateDeviceAndSwapChain( 0, //default adapter md3dDriverType, 0, // no software device createDeviceFlags, D3D10_SDK_VERSION, &sd, &mSwapChain, &md3dDevice) ); // The remaining steps that need to be carried out for d3d creation // also need to be executed every time the window is resized. So // just call the onResize method here to avoid code duplication. onResize(); }

    Read the article

  • Reading in a 5000 line text file on the Iphone

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

    Read the article

  • c# Unable to open file for reading

    - by Maks
    I'm writing a program that uses FileSystemWatcher to monitor changes to a given directory, and when it recieves OnCreated or OnChanged event, it copies those created/changed files to a specified directorie(s). At first I had problems with the fact that OnChanged/OnCreated events can be sent twice (not acceptable in case it needed to process 500MB file) but I made a way around this and with what I'm REALLY STUCKED with is getting the following IOException: The process cannot access the file 'C:\Where are Photos\bookmarks (11).html' because it is being used by another process. Thus, preventing the program from copying all the files it should. So as I mentioned, when user uses this program he/she specifes monitored directory, when user copies/creates/changes file in that directory, program should get OnCreated/OnChanged event and then copy that file to few other directories. Above error happens in all casess, if user copies few files that needs to owerwrite other ones in folder being monitored or when copying bulk of several files or even sometimes when copying one file in a monitored directory. Whole program is quite big so I'm sending the most important parts. OnCreated: private void OnCreated(object source, FileSystemEventArgs e) { AddLogEntry(e.FullPath, "created", ""); // Update last access data if it's file so the same file doesn't // get processed twice because of sending another event. if (fileType(e.FullPath) == 2) { lastPath = e.FullPath; lastTime = DateTime.Now; } // serves no purpose now, it will be remove soon string fileName = GetFileName(e.FullPath); // copies file from source to few other directories Copy(e.FullPath, fileName); Console.WriteLine("OnCreated: " + e.FullPath); } OnChanged: private void OnChanged(object source, FileSystemEventArgs e) { // is it directory if (fileType(e.FullPath) == 1) return; // don't mind directory changes itself // Only if enough time has passed or if it's some other file // because two events can be generated int timeDiff = ((TimeSpan)(DateTime.Now - lastTime)).Seconds; if ((timeDiff < minSecsDiff) && (e.FullPath.Equals(lastPath))) { Console.WriteLine("-- skipped -- {0}, timediff: {1}", e.FullPath, timeDiff); return; } // Update last access data for above to work lastPath = e.FullPath; lastTime = DateTime.Now; // Only if size is changed, the rest will handle other handlers if (e.ChangeType == WatcherChangeTypes.Changed) { AddLogEntry(e.FullPath, "changed", ""); string fileName = GetFileName(e.FullPath); Copy(e.FullPath, fileName); Console.WriteLine("OnChanged: " + e.FullPath); } } fileType: private int fileType(string path) { if (Directory.Exists(path)) return 1; // directory else if (File.Exists(path)) return 2; // file else return 0; } Copy: private void Copy(string srcPath, string fileName) { foreach (string dstDirectoy in paths) { string eventType = "copied"; string error = "noerror"; string path = ""; string dirPortion = ""; // in case directory needs to be made if (srcPath.Length > fsw.Path.Length) { path = srcPath.Substring(fsw.Path.Length, srcPath.Length - fsw.Path.Length); int pos = path.LastIndexOf('\\'); if (pos != -1) dirPortion = path.Substring(0, pos); } if (fileType(srcPath) == 1) { try { Directory.CreateDirectory(dstDirectoy + path); //Directory.CreateDirectory(dstDirectoy + fileName); eventType = "created"; } catch (IOException e) { eventType = "error"; error = e.Message; } } else { try { if (!overwriteFile && File.Exists(dstDirectoy + path)) continue; // create new dir anyway even if it exists just to be sure Directory.CreateDirectory(dstDirectoy + dirPortion); // copy file from where event occured to all specified directories using (FileStream fsin = new FileStream(srcPath, FileMode.Open, FileAccess.Read, FileShare.Read)) { using (FileStream fsout = new FileStream(dstDirectoy + path, FileMode.Create, FileAccess.Write)) { byte[] buffer = new byte[32768]; int bytesRead = -1; while ((bytesRead = fsin.Read(buffer, 0, buffer.Length)) > 0) fsout.Write(buffer, 0, bytesRead); } } } catch (Exception e) { if ((e is IOException) && (overwriteFile == false)) { eventType = "skipped"; } else { eventType = "error"; error = e.Message; // attempt to find and kill the process locking the file. // failed, miserably System.Diagnostics.Process tool = new System.Diagnostics.Process(); tool.StartInfo.FileName = "handle.exe"; tool.StartInfo.Arguments = "\"" + srcPath + "\""; tool.StartInfo.UseShellExecute = false; tool.StartInfo.RedirectStandardOutput = true; tool.Start(); tool.WaitForExit(); string outputTool = tool.StandardOutput.ReadToEnd(); string matchPattern = @"(?<=\s+pid:\s+)\b(\d+)\b(?=\s+)"; foreach (Match match in Regex.Matches(outputTool, matchPattern)) { System.Diagnostics.Process.GetProcessById(int.Parse(match.Value)).Kill(); } Console.WriteLine("ERROR: {0}: [ {1} ]", e.Message, srcPath); } } } AddLogEntry(dstDirectoy + path, eventType, error); } } I checked everywhere in my program and whenever I use some file I use it in using block so even writing event to log (class for what I ommited since there is probably too much code already in post) wont lock the file, that is it shouldn't since all operations are using using statement block. I simply have no clue who's locking the file if not my program "copy" process from user through Windows or something else. Right now I have two possible "solutions" (I can't say they are clean solutions since they are hacks and as such not desireable). Since probably the problem is with fileType method (what else could lock the file?) I tried changing it to this, to simulate "blocking-until-ready-to-open" operation: fileType: private int fileType(string path) { FileStream fs = null; int ret = 0; bool run = true; if (Directory.Exists(path)) ret = 1; else { while (run) { try { fs = new FileStream(path, FileMode.Open); ret = 2; run = false; } catch (IOException) { } finally { if (fs != null) { fs.Close(); fs.Dispose(); } } } } return ret; } This is working as much as I could tell (test), but... it's hack, not to mention other deficients. The other "solution" I could try (I didn't test it yet) is using GC.Collect() somewhere at the end of fileType() method. Maybe even worse "solution" than previous one. Can someone pleas tell me, what on earth is locking the file, preventing it from opening and how can I fix that? What am I missing to see? Thanks in advance.

    Read the article

  • Server Memory with Magento

    - by Mohamed Elgharabawy
    I have a cloud server with the following specifications: 2vCPUs 4G RAM 160GB Disk Space Network 400Mb/s System Image: Ubuntu 12.04 LTS I am only running Magento CE 1.7.0.2 on this server. Nothing else. Usually, the server has a loading time of 4-5 seconds. Recently, this has dropped to over 30 seconds and sometimes the server just goes away and I get HTTP error reports to my email stating that HTTP requests took more than 20000ms. Running top command and sorting them returns the following: top - 15:29:07 up 3:40, 1 user, load average: 28.59, 25.95, 22.91 Tasks: 112 total, 30 running, 82 sleeping, 0 stopped, 0 zombie Cpu(s): 90.2%us, 9.3%sy, 0.0%ni, 0.0%id, 0.0%wa, 0.0%hi, 0.3%si, 0.2%st PID USER PR NI VIRT RES SHR S %CPU %MEM TIME+ COMMAND 31901 www-data 20 0 360m 71m 5840 R 7 1.8 1:39.51 apache2 32084 www-data 20 0 362m 72m 5548 R 7 1.8 1:31.56 apache2 32089 www-data 20 0 348m 59m 5660 R 7 1.5 1:41.74 apache2 32295 www-data 20 0 343m 54m 5532 R 7 1.4 2:00.78 apache2 32303 www-data 20 0 354m 65m 5260 R 7 1.6 1:38.76 apache2 32304 www-data 20 0 346m 56m 5544 R 7 1.4 1:41.26 apache2 32305 www-data 20 0 348m 59m 5640 R 7 1.5 1:50.11 apache2 32291 www-data 20 0 358m 69m 5256 R 6 1.7 1:44.26 apache2 32517 www-data 20 0 345m 56m 5532 R 6 1.4 1:45.56 apache2 30473 www-data 20 0 355m 66m 5680 R 6 1.7 2:00.05 apache2 32093 www-data 20 0 352m 63m 5848 R 6 1.6 1:53.23 apache2 32302 www-data 20 0 345m 56m 5512 R 6 1.4 1:55.87 apache2 32433 www-data 20 0 346m 57m 5500 S 6 1.4 1:31.58 apache2 32638 www-data 20 0 354m 65m 5508 R 6 1.6 1:36.59 apache2 32230 www-data 20 0 347m 57m 5524 R 6 1.4 1:33.96 apache2 32231 www-data 20 0 355m 66m 5512 R 6 1.7 1:37.47 apache2 32233 www-data 20 0 354m 64m 6032 R 6 1.6 1:59.74 apache2 32300 www-data 20 0 355m 66m 5672 R 6 1.7 1:43.76 apache2 32510 www-data 20 0 347m 58m 5512 R 6 1.5 1:42.54 apache2 32521 www-data 20 0 348m 59m 5508 R 6 1.5 1:47.99 apache2 32639 www-data 20 0 344m 55m 5512 R 6 1.4 1:34.25 apache2 32083 www-data 20 0 345m 56m 5696 R 5 1.4 1:59.42 apache2 32085 www-data 20 0 347m 58m 5692 R 5 1.5 1:42.29 apache2 32293 www-data 20 0 353m 64m 5676 R 5 1.6 1:52.73 apache2 32301 www-data 20 0 348m 59m 5564 R 5 1.5 1:49.63 apache2 32528 www-data 20 0 351m 62m 5520 R 5 1.6 1:36.11 apache2 31523 mysql 20 0 3460m 576m 8288 S 5 14.4 2:06.91 mysqld 32002 www-data 20 0 345m 55m 5512 R 5 1.4 2:01.88 apache2 32080 www-data 20 0 357m 68m 5512 S 5 1.7 1:31.30 apache2 32163 www-data 20 0 347m 58m 5512 S 5 1.5 1:58.68 apache2 32509 www-data 20 0 345m 56m 5504 R 5 1.4 1:49.54 apache2 32306 www-data 20 0 358m 68m 5504 S 4 1.7 1:53.29 apache2 32165 www-data 20 0 344m 55m 5524 S 4 1.4 1:40.71 apache2 32640 www-data 20 0 345m 56m 5528 R 4 1.4 1:36.49 apache2 31888 www-data 20 0 359m 70m 5664 R 4 1.8 1:57.07 apache2 32511 www-data 20 0 357m 67m 5512 S 3 1.7 1:47.00 apache2 32054 www-data 20 0 357m 68m 5660 S 2 1.7 1:53.10 apache2 1 root 20 0 24452 2276 1232 S 0 0.1 0:01.58 init Moreover, running free -m returns the following: total used free shared buffers cached Mem: 4003 3919 83 0 118 901 -/+ buffers/cache: 2899 1103 Swap: 0 0 0 To investigate this further, I have installed apache buddy, it recommeneded that I need to reduce the maxclient connections. Which I did. I also installed MysqlTuner and it suggests that I need to set my innodb_buffer_pool_size to = 3.0G. However, I cannot do that, since the whole memory is 4G. Here is the output from apache buddy: ### GENERAL REPORT ### Settings considered for this report: Your server's physical RAM: 4003MB Apache's MaxClients directive: 40 Apache MPM Model: prefork Largest Apache process (by memory): 73.77MB [ OK ] Your MaxClients setting is within an acceptable range. Max potential memory usage: 2950.8 MB Percentage of RAM allocated to Apache 73.72 % And this is the output of MySQLTuner: -------- Performance Metrics ------------------------------------------------- [--] Up for: 47m 22s (675K q [237.552 qps], 12K conn, TX: 1B, RX: 300M) [--] Reads / Writes: 45% / 55% [--] Total buffers: 2.1G global + 2.7M per thread (151 max threads) [OK] Maximum possible memory usage: 2.5G (64% of installed RAM) [OK] Slow queries: 0% (0/675K) [OK] Highest usage of available connections: 26% (40/151) [OK] Key buffer size / total MyISAM indexes: 36.0M/18.7M [OK] Key buffer hit rate: 100.0% (245K cached / 105 reads) [OK] Query cache efficiency: 92.5% (500K cached / 541K selects) [!!] Query cache prunes per day: 302886 [OK] Sorts requiring temporary tables: 0% (1 temp sorts / 15K sorts) [!!] Joins performed without indexes: 12135 [OK] Temporary tables created on disk: 25% (8K on disk / 32K total) [OK] Thread cache hit rate: 90% (1K created / 12K connections) [!!] Table cache hit rate: 17% (400 open / 2K opened) [OK] Open file limit used: 12% (123/1K) [OK] Table locks acquired immediately: 100% (196K immediate / 196K locks) [!!] InnoDB buffer pool / data size: 2.0G/3.5G [OK] InnoDB log waits: 0 -------- Recommendations ----------------------------------------------------- General recommendations: Run OPTIMIZE TABLE to defragment tables for better performance MySQL started within last 24 hours - recommendations may be inaccurate Enable the slow query log to troubleshoot bad queries Adjust your join queries to always utilize indexes Increase table_cache gradually to avoid file descriptor limits Read this before increasing table_cache over 64: http://bit.ly/1mi7c4C Variables to adjust: query_cache_size ( 64M) join_buffer_size ( 128.0K, or always use indexes with joins) table_cache ( 400) innodb_buffer_pool_size (= 3G) Last but not least, the server still has more than 60% of free disk space. Now, based on the above, I have few questions: Are these numbers normal? Do they make sense? Do I need to upgrade the server? If I don't need to upgrade and my configuration is not correct, how do I optimize it?

    Read the article

  • SQL Server and Hyper-V Dynamic Memory Part 2

    - by SQLOS Team
    Part 1 of this series was an introduction and overview of Hyper-V Dynamic Memory. This part looks at SQL Server memory management and how the SQL engine responds to changing OS memory conditions.   Part 2: SQL Server Memory Management As with any Windows process, sqlserver.exe has a virtual address space (VAS) of 4GB on 32-bit and 8TB in 64-bit editions. Pages in its VAS are mapped to pages in physical memory when the memory is committed and referenced for the first time. The collection of VAS pages that have been recently referenced is known as the Working Set. How and when SQL Server allocates virtual memory and grows its working set depends on the memory model it uses. SQL Server supports three basic memory models:   1. Conventional Memory Model   The Conventional model is the default SQL Server memory model and has the following properties: - Dynamic - can grow or shrink its working set in response to load and external (operating system) memory conditions. - OS uses 4K pages – (not to be confused with SQL Server “pages” which are 8K regions of committed memory).- Pageable - Can be paged out to disk by the operating system.   2. Locked Page Model The locked page memory model is set when SQL Server is started with "Lock Pages in Memory" privilege*. It has the following characteristics: - Dynamic - can grow or shrink its working set in the same way as the Conventional model.- OS uses 4K pages - Non-Pageable – When memory is committed it is locked in memory, meaning that it will remain backed by physical memory and will not be paged out by the operating system. A common misconception is to interpret "locked" as non-dynamic. A SQL Server instance using the locked page memory model will grow and shrink (allocate memory and release memory) in response to changing workload and OS memory conditions in the same way as it does with the conventional model.   This is an important consideration when we look at Hyper-V Dynamic Memory – “locked” memory works perfectly well with “dynamic” memory.   * Note in “Denali” (Standard Edition and above), and in SQL 2008 R2 64-bit (Enterprise and above editions) the Lock Pages in Memory privilege is all that is required to set this model. In 2008 R2 64-Bit standard edition it also requires trace flag 845 to be set, in 2008 R2 32-bit editions it requires sp_configure 'awe enabled' 1.   3. Large Page Model The Large page model is set using trace flag 834 and potentially offers a small performance boost for systems that are configured with large pages. It is characterized by: - Static - memory is allocated at startup and does not change. - OS uses large (>2MB) pages - Non-Pageable The large page model is supported with Hyper-V Dynamic Memory (and Hyper-V also supports large pages), but you get no benefit from using Dynamic Memory with this model since SQL Server memory does not grow or shrink. The rest of this article will focus on the locked and conventional SQL Server memory models.   When does SQL Server grow? For “dynamic” configurations (Conventional and Locked memory models), the sqlservr.exe process grows – allocates and commits memory from the OS – in response to a workload. As much memory is allocated as is required to optimally run the query and buffer data for future queries, subject to limitations imposed by:   - SQL Server max server memory setting. If this configuration option is set, the buffer pool is not allowed to grow to more than this value. In SQL Server 2008 this value represents single page allocations, and in “Denali” it represents any size page allocations and also managed CLR procedure allocations.   - Memory signals from OS. The operating system sets a signal on memory resource notification objects to indicate whether it has memory available or whether it is low on available memory. If there is only 32MB free for every 4GB of memory a low memory signal is set, which continues until 64MB/4GB is free. If there is 96MB/4GB free the operating system sets a high memory signal. SQL Server only allocates memory when the high memory signal is set.   To summarize, for SQL Server to grow you need three conditions: a workload, max server memory setting higher than the current allocation, high memory signals from the OS.    When does SQL Server shrink caches? SQL Server as a rule does not like to return memory to the OS, but it will shrink its caches in response to memory pressure. Memory pressure can be divided into “internal” and “external”.   - External memory pressure occurs when the operating system is running low on memory and low memory signals are set. The SQL Server Resource Monitor checks for low memory signals approximately every 5 seconds and it will attempt to free memory until the signals stop.   To free memory SQL Server does the following: ·         Frees unused memory. ·         Notifies Memory Manager Clients to release memory o   Caches – Free unreferenced cache objects. o   Buffer pool - Based on oldest access times.   The freed memory is released back to the operating system. This process continues until the low memory resource notifications stop.    - Internal memory pressure occurs when the size of different caches and allocations increase but the SQL Server process needs to keep its total memory within a target value. For example if max server memory is set and certain caches are growing large, it will cause SQL to free memory for re-use internally, but not to release memory back to the OS. If you lower the value of max server memory you will generate internal memory pressure that will cause SQL to release memory back to the OS.    Memory pressure handling has not changed much since SQL 2005 and it was described in detail in a blog post by Slava Oks.   Note that SQL Server Express is an exception to the above behavior. Unlike other editions it does not assume it is the most important process running on the system but tries to be more “desktop” friendly. It will empty its working set after a period of inactivity.   How does SQL Server respond to changing OS memory?    In SQL Server 2005 support for Hot-Add memory was introduced. This feature, available in Enterprise and above editions, allows the server to make use of any extra physical memory that was added after SQL Server started. Being able to add physical memory when the system is running is limited to specialized hardware, but with the Hyper-V Dynamic Memory feature, when new memory is allocated to a guest virtual machine, it looks like hot-add physical memory to the guest. What this means is that thanks to the hot-add memory feature, SQL Server 2005 and higher can dynamically grow if more “physical” memory is granted to a guest VM by Hyper-V dynamic memory.   SQL Server checks OS memory every second and dynamically adjusts its “target” (based on available OS memory and max server memory) accordingly.   In “Denali” Standard Edition will also have sqlserver.exe support for hot-add memory when running virtualized (i.e. detecting and acting on Hyper-V Dynamic Memory allocations).   How does a SQL Server workload in a guest VM impact Hyper-V dynamic memory scheduling?   When a SQL workload causes the sqlserver.exe process to grow its working set, the Hyper-V memory scheduler will detect memory pressure in the guest VM and add memory to it. SQL Server will then detect the extra memory and grow according to workload demand. In our tests we have seen this feedback process cause a guest VM to grow quickly in response to SQL workload - we are still working on characterizing this ramp-up.    How does SQL Server respond when Hyper-V removes memory from a guest VM through ballooning?   If pressure from other VM's cause Hyper-V Dynamic Memory to take memory away from a VM through ballooning (allocating memory with a virtual device driver and returning it to the host OS), Windows Memory Manager will page out unlocked portions of memory and signal low resource notification events. When SQL Server detects these events it will shrink memory until the low memory notifications stop (see cache shrinking description above).    This raises another question. Can we make SQL Server release memory more readily and hence behave more "dynamically" without compromising performance? In certain circumstances where the application workload is predictable it may be possible to have a job which varies "max server memory" according to need, lowering it when the engine is inactive and raising it before a period of activity. This would have limited applicaability but it is something we're looking into.   What Memory Management changes are there in SQL Server “Denali”?   In SQL Server “Denali” (aka SQL11) the Memory Manager has been re-written to be more efficient. The main changes are summarized in this post. An important change with respect to Hyper-V Dynamic Memory support is that now the max server memory setting includes any size page allocations and managed CLR procedure allocations it now represents a closer approximation to total sqlserver.exe memory usage. This makes it easier to calculate a value for max server memory, which becomes important when configuring virtual machines to work well with Hyper-V Dynamic Memory Startup and Maximum RAM settings.   Another important change is no more AWE or hot-add support for 32-bit edition. This means if you're running a 32-bit edition of Denali you're limited to a 4GB address space and will not be able to take advantage of dynamically added OS memory that wasn't present when SQL Server started (though Hyper-V Dynamic Memory is still a supported configuration).   In part 3 we’ll develop some best practices for configuring and using SQL Server with Dynamic Memory. Originally posted at http://blogs.msdn.com/b/sqlosteam/

    Read the article

  • boost::asio::async_read_until problem

    - by user368831
    I'm trying to modify the echo server example from boost asio and I'm running into problem when I try to use boost::asio::async_read_until. Here's the code: #include <cstdlib> #include <iostream> #include <boost/bind.hpp> #include <boost/asio.hpp> using boost::asio::ip::tcp; class session { public: session(boost::asio::io_service& io_service) : socket_(io_service) { } tcp::socket& socket() { return socket_; } void start() { std::cout<<"starting"<<std::endl; boost::asio::async_read_until(socket_, boost::asio::buffer(data_, max_length), ' ', boost::bind(&session::handle_read, this, boost::asio::placeholders::error, boost::asio::placeholders::bytes_transferred)); } void handle_read(const boost::system::error_code& error, size_t bytes_transferred) { std::cout<<"handling read"<<std::endl; if (!error) { boost::asio::async_write(socket_, boost::asio::buffer(data_, bytes_transferred), boost::bind(&session::handle_write, this, boost::asio::placeholders::error)); } else { delete this; } } void handle_write(const boost::system::error_code& error) { if (!error) { /* socket_.async_read_some(boost::asio::buffer(data_, max_length), boost::bind(&session::handle_read, this, boost::asio::placeholders::error, boost::asio::placeholders::bytes_transferred)); */ } else { delete this; } } private: tcp::socket socket_; enum { max_length = 1024 }; char data_[max_length]; }; class server { public: server(boost::asio::io_service& io_service, short port) : io_service_(io_service), acceptor_(io_service, tcp::endpoint(tcp::v4(), port)) { session* new_session = new session(io_service_); acceptor_.async_accept(new_session->socket(), boost::bind(&server::handle_accept, this, new_session, boost::asio::placeholders::error)); } void handle_accept(session* new_session, const boost::system::error_code& error) { if (!error) { new_session->start(); new_session = new session(io_service_); acceptor_.async_accept(new_session->socket(), boost::bind(&server::handle_accept, this, new_session, boost::asio::placeholders::error)); } else { delete new_session; } } private: boost::asio::io_service& io_service_; tcp::acceptor acceptor_; }; int main(int argc, char* argv[]) { try { if (argc != 2) { std::cerr << "Usage: async_tcp_echo_server <port>\n"; return 1; } boost::asio::io_service io_service; using namespace std; // For atoi. server s(io_service, atoi(argv[1])); io_service.run(); } catch (std::exception& e) { std::cerr << "Exception: " << e.what() << "\n"; } return 0; } The problem is when I try to compile I get this weird error: server.cpp: In member function ‘void session::start()’: server.cpp:27: error: no matching function for call to ‘async_read_until(boost::asio::basic_stream_socket &, boost::asio::mutable_buffers_1, char, boost::_bi::bind_t, boost::_bi::list3, boost::arg<1 ()(), boost::arg<2 ()() )’ Can someone please explain what's going on? From what I can tell the arguments to async_read_until are correct. Thanks!

    Read the article

  • Optimizing Jaro-Winkler algorithm

    - by Pentium10
    I have this code for Jaro-Winkler algorithm taken from this website. I need to run 150,000 times to get distance between differences. It takes a long time, as I run on an Android mobile device. Can it be optimized more? public class Jaro { /** * gets the similarity of the two strings using Jaro distance. * * @param string1 the first input string * @param string2 the second input string * @return a value between 0-1 of the similarity */ public float getSimilarity(final String string1, final String string2) { //get half the length of the string rounded up - (this is the distance used for acceptable transpositions) final int halflen = ((Math.min(string1.length(), string2.length())) / 2) + ((Math.min(string1.length(), string2.length())) % 2); //get common characters final StringBuffer common1 = getCommonCharacters(string1, string2, halflen); final StringBuffer common2 = getCommonCharacters(string2, string1, halflen); //check for zero in common if (common1.length() == 0 || common2.length() == 0) { return 0.0f; } //check for same length common strings returning 0.0f is not the same if (common1.length() != common2.length()) { return 0.0f; } //get the number of transpositions int transpositions = 0; int n=common1.length(); for (int i = 0; i < n; i++) { if (common1.charAt(i) != common2.charAt(i)) transpositions++; } transpositions /= 2.0f; //calculate jaro metric return (common1.length() / ((float) string1.length()) + common2.length() / ((float) string2.length()) + (common1.length() - transpositions) / ((float) common1.length())) / 3.0f; } /** * returns a string buffer of characters from string1 within string2 if they are of a given * distance seperation from the position in string1. * * @param string1 * @param string2 * @param distanceSep * @return a string buffer of characters from string1 within string2 if they are of a given * distance seperation from the position in string1 */ private static StringBuffer getCommonCharacters(final String string1, final String string2, final int distanceSep) { //create a return buffer of characters final StringBuffer returnCommons = new StringBuffer(); //create a copy of string2 for processing final StringBuffer copy = new StringBuffer(string2); //iterate over string1 int n=string1.length(); int m=string2.length(); for (int i = 0; i < n; i++) { final char ch = string1.charAt(i); //set boolean for quick loop exit if found boolean foundIt = false; //compare char with range of characters to either side for (int j = Math.max(0, i - distanceSep); !foundIt && j < Math.min(i + distanceSep, m - 1); j++) { //check if found if (copy.charAt(j) == ch) { foundIt = true; //append character found returnCommons.append(ch); //alter copied string2 for processing copy.setCharAt(j, (char)0); } } } return returnCommons; } } I mention that in the whole process I make just instance of the script, so only once jaro= new Jaro(); If you are going to test and need examples so not break the script, you will find it here, in another thread for python optimization.

    Read the article

  • Is Multicast broken for Android 2.0.1 (currently on the DROID) or am I missing something?

    - by Gubatron
    This code works perfectly in Ubuntu, in Windows and MacOSX, it also works fine with a Nexus-One currently running firmware 2.1.1. I start sending and listening multicast datagrams, and all the computers and the Nexus-One will see each other perfectly. Then I run the same code on a Droid (Firmware 2.0.1), and everybody will get the packets sent by the Droid, but the droid will listen only to it's own packets. This is the run() method of a thread that's constantly listening on a Multicast group for incoming packets sent to that group. I'm running my tests on a local network where I have multicast support enabled in the router. My goal is to have devices meet each other as they come on line by broadcasting packages to a multicast group. public void run() { byte[] buffer = new byte[65535]; DatagramPacket dp = new DatagramPacket(buffer, buffer.length); try{ MulticastSocket ms = new MulticastSocket(_port); ms.setNetworkInterface(_ni); //non loopback network interface passed ms.joinGroup(_ia); //the multicast address, currently 224.0.1.16 Log.v(TAG,"Joined Group " + _ia); while (true) { ms.receive(dp); String s = new String(dp.getData(),0,dp.getLength()); Log.v(TAG,"Received Package on "+ _ni.getName() +": " + s); Message m = new Message(); Bundle b = new Bundle(); b.putString("event", "Listener ("+_ni.getName()+"): \"" + s + "\""); m.setData(b); dispatchMessage(m); //send to ui thread } } catch (SocketException se) { System.err.println(se); } catch (IOException ie) { System.err.println(ie); } } Over here, is the code that sends the Multicast Datagram out of every valid network interface available (that's not the loopback interface). public void sendPing() { MulticastSocket ms = null; try { ms = new MulticastSocket(_port); ms.setTimeToLive(TTL_GLOBAL); List<NetworkInterface> interfaces = getMulticastNonLoopbackNetworkInterfaces(); for (NetworkInterface iface : interfaces) { //skip loopback if (iface.getName().equals("lo")) continue; ms.setNetworkInterface(iface); _buffer = ("FW-"+ _name +" PING ("+iface.getName()+":"+iface.getInetAddresses().nextElement()+")").getBytes(); DatagramPacket dp = new DatagramPacket(_buffer, _buffer.length,_ia,_port); ms.send(dp); Log.v(TAG,"Announcer: Sent packet - " + new String(_buffer) + " from " + iface.getDisplayName()); } } catch (IOException e) { e.printStackTrace(); } catch (Exception e2) { e2.printStackTrace(); } } Update (April 2nd 2010) I found a way to have the Droid's network interface to communicate using Multicast! _wifiMulticastLock = ((WifiManager) context.getSystemService(Context.WIFI_SERVICE)).createMulticastLock("multicastLockNameHere"); _wifiMulticastLock.acquire(); Then when you're done... if (_wifiMulticastLock != null && _wifiMulticastLock.isHeld()) _wifiMulticastLock.release(); After I did this, the Droid started sending and receiving UDP Datagrams on a Multicast group. gubatron

    Read the article

  • FMOD.net streaming, callback and exinfo parameters

    - by Tesserex
    I posted a question on gamedev about how to play nsf files (NES console music) in FMOD. It didn't get any results, but since then I made some progress. I decided that the easiest method was just to compile an existing player into a dll and then call it from C# to populate my buffer. The problem now is getting it to sound right, and making sure all my paremeters are correct. Here are the facts so far: The nsf dll is dealing with shorts, so the data is PCM16. The sample nsf I'm using has a playback rate of 60 Hz. Just for playing around now, I'm using a frequency of 48000. Based on 2 and 3, the dll calculates a necessary buffer size of 48000 / 60hz = 800. This means it will render 800 shorts worth of buffer for every simulated NES frame. I've so far got my C# code to play the nsf, at the correct pitch and tempo, but it's very grainy / fuzzy, which I'm attributing to the fact that the FMOD read callback is giving a data length of 1600, whereas I should be expecting 800. I've tried playing around with all the numbers and it either crashes, or the music changes pitch, tempo, or both. Here's some of my C# code: uint channels = 1, frequency = 48000; FMOD.MODE mode = (FMOD.MODE.DEFAULT | FMOD.MODE.OPENUSER | FMOD.MODE.LOOP_NORMAL); FMOD.Sound sound = new FMOD.Sound(); FMOD.CREATESOUNDEXINFO ex = new FMOD.CREATESOUNDEXINFO(); ex.cbsize = Marshal.SizeOf(ex); ex.fileoffset = 0; ex.format = FMOD.SOUND_FORMAT.PCM16; // does this even matter? It doesn't change my results as long as it's long enough for one update ex.length = frequency; ex.numchannels = (int)channels; ex.defaultfrequency = (int)frequency; ex.pcmreadcallback = pcmreadcallback; ex.dlsname = null; // eventually I will calculate this with frequency / nsf hz, but I'm just testing for now ex.decodebuffersize = 800; // from the dll load_nsf_file("file.nsf", 8, (int)frequency); // 8 is the track number to play var result = system.createSound( (string)null, (mode | FMOD.MODE.CREATESTREAM), ref ex, ref sound); channel = new FMOD.Channel(); result = system.playSound(FMOD.CHANNELINDEX.FREE, sound, false, ref channel); private FMOD.RESULT PCMREADCALLBACK(IntPtr soundraw, IntPtr data, uint datalen) { // from the dll process_buffer(data, (int)800); // if I use datalen, it usually crashes (I can't get datalen to = 800 safely) return FMOD.RESULT.OK; } So here are some of my questions: What is the relationship between exinfo.decodebuffersize, frequency, and the datalen parameter of the read callback? With this code sample, it's coming in as 3200. I don't know where that factor of 4 between it and the decodebuffersize comes from. Is datalen in the callback referring to number of bytes, or shorts? The process_buffer function takes a short array and its length. I would expect fmod is talking about shorts as well because I told it PCM16. Maybe my playback quality is bad for some totally different reason. If so I have no idea where to begin solving that. Any ideas there?

    Read the article

  • Does boost::asio makes excessive small heap allocations or am I wrong?

    - by Poni
    #include <cstdlib> #include <iostream> #include <boost/bind.hpp> #include <boost/asio.hpp> using boost::asio::ip::tcp; class session { public: session(boost::asio::io_service& io_service) : socket_(io_service) { } tcp::socket& socket() { return socket_; } void start() { socket_.async_read_some(boost::asio::buffer(data_, max_length - 1), boost::bind(&session::handle_read, this, boost::asio::placeholders::error, boost::asio::placeholders::bytes_transferred)); } void handle_read(const boost::system::error_code& error, size_t bytes_transferred) { if (!error) { data_[bytes_transferred] = '\0'; if(NULL != strstr(data_, "quit")) { this->socket().shutdown(boost::asio::ip::tcp::socket::shutdown_both); this->socket().close(); // how to make this dispatch "handle_read()" with a "disconnected" flag? } else { boost::asio::async_write(socket_, boost::asio::buffer(data_, bytes_transferred), boost::bind(&session::handle_write, this, boost::asio::placeholders::error)); socket_.async_read_some(boost::asio::buffer(data_, max_length - 1), boost::bind(&session::handle_read, this, boost::asio::placeholders::error, boost::asio::placeholders::bytes_transferred)); } } else { delete this; } } void handle_write(const boost::system::error_code& error) { if (!error) { // } else { delete this; } } private: tcp::socket socket_; enum { max_length = 1024 }; char data_[max_length]; }; class server { public: server(boost::asio::io_service& io_service, short port) : io_service_(io_service), acceptor_(io_service, tcp::endpoint(tcp::v4(), port)) { session* new_session = new session(io_service_); acceptor_.async_accept(new_session->socket(), boost::bind(&server::handle_accept, this, new_session, boost::asio::placeholders::error)); } void handle_accept(session* new_session, const boost::system::error_code& error) { if (!error) { new_session->start(); new_session = new session(io_service_); acceptor_.async_accept(new_session->socket(), boost::bind(&server::handle_accept, this, new_session, boost::asio::placeholders::error)); } else { delete new_session; } } private: boost::asio::io_service& io_service_; tcp::acceptor acceptor_; }; int main(int argc, char* argv[]) { try { if (argc != 2) { std::cerr << "Usage: async_tcp_echo_server <port>\n"; return 1; } boost::asio::io_service io_service; using namespace std; // For atoi. server s(io_service, atoi(argv[1])); io_service.run(); } catch (std::exception& e) { std::cerr << "Exception: " << e.what() << "\n"; } return 0; } While experimenting with boost::asio I've noticed that within the calls to async_write()/async_read_some() there is a usage of the C++ "new" keyword. Also, when stressing this echo server with a client (1 connection) that sends for example 100,000 times some data, the memory usage of this program is getting higher and higher. What's going on? Will it allocate memory for every call? Or am I wrong? Asking because it doesn't seem right that a server app will allocate, anything. Can I handle it, say with a memory pool? Another side-question: See the "this-socket().close();" ? I want it, as the comment right to it says, to dispatch that same function one last time, with a disconnection error. Need that to do some clean-up. How do I do that? Thank you all gurus (:

    Read the article

  • Getting EOFException while trying to read from SSLSocket

    - by Isac
    Hi, I am developing a SSL client that will do a simple request to a SSL server and wait for the response. The SSL handshake and the writing goes OK but I can't READ data from the socket. I turned on the debug of java.net.ssl and got the following: [..] main, READ: TLSv1 Change Cipher Spec, length = 1 [Raw read]: length = 5 0000: 16 03 01 00 20 .... [Raw read]: length = 32 [..] main, READ: TLSv1 Handshake, length = 32 Padded plaintext after DECRYPTION: len = 32 [..] * Finished verify_data: { 29, 1, 139, 226, 25, 1, 96, 254, 176, 51, 206, 35 } %% Didn't cache non-resumable client session: [Session-1, SSL_RSA_WITH_RC4_128_MD5] [read] MD5 and SHA1 hashes: len = 16 0000: 14 00 00 0C 1D 01 8B E2 19 01 60 FE B0 33 CE 23 ..........`..3.# Padded plaintext before ENCRYPTION: len = 70 [..] a.j.y. main, WRITE: TLSv1 Application Data, length = 70 [Raw write]: length = 75 [..] Padded plaintext before ENCRYPTION: len = 70 [..] main, WRITE: TLSv1 Application Data, length = 70 [Raw write]: length = 75 [..] main, received EOFException: ignored main, called closeInternal(false) main, SEND TLSv1 ALERT: warning, description = close_notify Padded plaintext before ENCRYPTION: len = 18 [..] main, WRITE: TLSv1 Alert, length = 18 [Raw write]: length = 23 [..] main, called close() main, called closeInternal(true) main, called close() main, called closeInternal(true) The [..] are the certificate chain. Here is a code snippet: try { System.setProperty("javax.net.debug","all"); /* * Set up a key manager for client authentication * if asked by the server. Use the implementation's * default TrustStore and secureRandom routines. */ SSLSocketFactory factory = null; try { SSLContext ctx; KeyManagerFactory kmf; KeyStore ks; char[] passphrase = "importkey".toCharArray(); ctx = SSLContext.getInstance("TLS"); kmf = KeyManagerFactory.getInstance("SunX509"); ks = KeyStore.getInstance("JKS"); ks.load(new FileInputStream("keystore.jks"), passphrase); kmf.init(ks, passphrase); ctx.init(kmf.getKeyManagers(), null, null); factory = ctx.getSocketFactory(); } catch (Exception e) { throw new IOException(e.getMessage()); } SSLSocket socket = (SSLSocket)factory.createSocket("server ip", 9999); /* * send http request * * See SSLSocketClient.java for more information about why * there is a forced handshake here when using PrintWriters. */ SSLSession session = socket.getSession(); [build query] byte[] buff = query.toWire(); out.write(buff); out.flush(); InputStream input = socket.getInputStream(); int readBytes = -1; int randomLength = 1024; byte[] buffer = new byte[randomLength]; while((readBytes = input.read(buffer, 0, randomLength)) != -1) { LOG.debug("Read: " + new String(buffer)); } input.close(); socket.close(); } catch (Exception e) { e.printStackTrace(); } I can write multiple times and I don't get any error but the EOFException happens on the first read. Am I doing something wrong with the socket or with the SSL authentication? Thank you.

    Read the article

  • Adding functionality to any TextReader

    - by strager
    I have a Location class which represents a location somewhere in a stream. (The class isn't coupled to any specific stream.) The location information will be used to match tokens to location in the input in my parser, to allow for nicer error reporting to the user. I want to add location tracking to a TextReader instance. This way, while reading tokens, I can grab the location (which is updated by the TextReader as data is read) and give it to the token during the tokenization process. I am looking for a good approach on accomplishing this goal. I have come up with several designs. Manual location tracking Every time I need to read from the TextReader, I call AdvanceString on the Location object of the tokenizer with the data read. Advantages Very simple. No class bloat. No need to rewrite the TextReader methods. Disadvantages Couples location tracking logic to tokenization process. Easy to forget to track something (though unit testing helps with this). Bloats existing code. Plain TextReader wrapper Create a LocatedTextReaderWrapper class which surrounds each method call, tracking a Location property. Example: public class LocatedTextReaderWrapper : TextReader { private TextReader source; public Location Location { get; set; } public LocatedTextReaderWrapper(TextReader source) : this(source, new Location()) { } public LocatedTextReaderWrapper(TextReader source, Location location) { this.Location = location; this.source = source; } public override int Read(char[] buffer, int index, int count) { int ret = this.source.Read(buffer, index, count); if(ret >= 0) { this.location.AdvanceString(string.Concat(buffer.Skip(index).Take(count))); } return ret; } // etc. } Advantages Tokenization doesn't know about Location tracking. Disadvantages User needs to create and dispose a LocatedTextReaderWrapper instance, in addition to their TextReader instance. Doesn't allow different types of tracking or different location trackers to be added without layers of wrappers. Event-based TextReader wrapper Like LocatedTextReaderWrapper, but decouples it from the Location object raising an event whenever data is read. Advantages Can be reused for other types of tracking. Tokenization doesn't know about Location tracking or other tracking. Can have multiple, independent Location objects (or other methods of tracking) tracking at once. Disadvantages Requires boilerplate code to enable location tracking. User needs to create and dispose the wrapper instance, in addition to their TextReader instance. Aspect-orientated approach Use AOP to perform like the event-based wrapper approach. Advantages Can be reused for other types of tracking. Tokenization doesn't know about Location tracking or other tracking. No need to rewrite the TextReader methods. Disadvantages Requires external dependencies, which I want to avoid. I am looking for the best approach in my situation. I would like to: Not bloat the tokenizer methods with location tracking. Not require heavy initialization in user code. Not have any/much boilerplate/duplicated code. (Perhaps) not couple the TextReader with the Location class. Any insight into this problem and possible solutions or adjustments are welcome. Thanks! (For those who want a specific question: What is the best way to wrap the functionality of a TextReader?) I have implemented the "Plain TextReader wrapper" and "Event-based TextReader wrapper" approaches and am displeased with both, for reasons mentioned in their disadvantages.

    Read the article

  • processing an audio wav file with C

    - by sa125
    Hi - I'm working on processing the amplitude of a wav file and scaling it by some decimal factor. I'm trying to wrap my head around how to read and re-write the file in a memory-efficient way while also trying to tackle the nuances of the language (I'm new to C). The file can be in either an 8- or 16-bit format. The way I thought of doing this is by first reading the header data into some pre-defined struct, and then processing the actual data in a loop where I'll read a chunk of data into a buffer, do whatever is needed to it, and then write it to the output. #include <stdio.h> #include <stdlib.h> typedef struct header { char chunk_id[4]; int chunk_size; char format[4]; char subchunk1_id[4]; int subchunk1_size; short int audio_format; short int num_channels; int sample_rate; int byte_rate; short int block_align; short int bits_per_sample; short int extra_param_size; char subchunk2_id[4]; int subchunk2_size; } header; typedef struct header* header_p; void scale_wav_file(char * input, float factor, int is_8bit) { FILE * infile = fopen(input, "rb"); FILE * outfile = fopen("outfile.wav", "wb"); int BUFSIZE = 4000, i, MAX_8BIT_AMP = 255, MAX_16BIT_AMP = 32678; // used for processing 8-bit file unsigned char inbuff8[BUFSIZE], outbuff8[BUFSIZE]; // used for processing 16-bit file short int inbuff16[BUFSIZE], outbuff16[BUFSIZE]; // header_p points to a header struct that contains the file's metadata fields header_p meta = (header_p)malloc(sizeof(header)); if (infile) { // read and write header data fread(meta, 1, sizeof(header), infile); fwrite(meta, 1, sizeof(meta), outfile); while (!feof(infile)) { if (is_8bit) { fread(inbuff8, 1, BUFSIZE, infile); } else { fread(inbuff16, 1, BUFSIZE, infile); } // scale amplitude for 8/16 bits for (i=0; i < BUFSIZE; ++i) { if (is_8bit) { outbuff8[i] = factor * inbuff8[i]; if ((int)outbuff8[i] > MAX_8BIT_AMP) { outbuff8[i] = MAX_8BIT_AMP; } } else { outbuff16[i] = factor * inbuff16[i]; if ((int)outbuff16[i] > MAX_16BIT_AMP) { outbuff16[i] = MAX_16BIT_AMP; } else if ((int)outbuff16[i] < -MAX_16BIT_AMP) { outbuff16[i] = -MAX_16BIT_AMP; } } } // write to output file for 8/16 bit if (is_8bit) { fwrite(outbuff8, 1, BUFSIZE, outfile); } else { fwrite(outbuff16, 1, BUFSIZE, outfile); } } } // cleanup if (infile) { fclose(infile); } if (outfile) { fclose(outfile); } if (meta) { free(meta); } } int main (int argc, char const *argv[]) { char infile[] = "file.wav"; float factor = 0.5; scale_wav_file(infile, factor, 0); return 0; } I'm getting differing file sizes at the end (by 1k or so, for a 40Mb file), and I suspect this is due to the fact that I'm writing an entire buffer to the output, even though the file may have terminated before filling the entire buffer size. Also, the output file is messed up - won't play or open - so I'm probably doing the whole thing wrong. Any tips on where I'm messing up will be great. Thanks!

    Read the article

  • Implement OAuth in Java

    - by phineas
    I made an an attempt to implement OAuth for my programming idea in Java, but I failed miserably. I don't know why, but my code doesn't work. Every time I run my program, an IOException is thrown with the reason "java.io.IOException: Server returned HTTP response code: 401" (401 means Unauthorized). I had a close look at the docs, but I really don't understand why it doesn't work. My OAuth provider I wanted to use is twitter, where I've registered my app, too. Thanks in advance phineas OAuth docs Twitter API wiki Class Base64Coder import java.io.InputStreamReader; import java.io.BufferedReader; import java.io.OutputStream; import java.io.IOException; import java.io.UnsupportedEncodingException; import java.net.URL; import java.net.URLEncoder; import java.net.URLConnection; import java.net.MalformedURLException; import javax.crypto.Mac; import javax.crypto.spec.SecretKeySpec; import java.security.NoSuchAlgorithmException; import java.security.InvalidKeyException; public class Request { public static String read(String url) { StringBuffer buffer = new StringBuffer(); try { /** * get the time - note: value below zero * the millisecond value is used for oauth_nonce later on */ int millis = (int) System.currentTimeMillis() * -1; int time = (int) millis / 1000; /** * Listing of all parameters necessary to retrieve a token * (sorted lexicographically as demanded) */ String[][] data = { {"oauth_callback", "SOME_URL"}, {"oauth_consumer_key", "MY_CONSUMER_KEY"}, {"oauth_nonce", String.valueOf(millis)}, {"oauth_signature", ""}, {"oauth_signature_method", "HMAC-SHA1"}, {"oauth_timestamp", String.valueOf(time)}, {"oauth_version", "1.0"} }; /** * Generation of the signature base string */ String signature_base_string = "POST&"+URLEncoder.encode(url, "UTF-8")+"&"; for(int i = 0; i < data.length; i++) { // ignore the empty oauth_signature field if(i != 3) { signature_base_string += URLEncoder.encode(data[i][0], "UTF-8") + "%3D" + URLEncoder.encode(data[i][1], "UTF-8") + "%26"; } } // cut the last appended %26 signature_base_string = signature_base_string.substring(0, signature_base_string.length()-3); /** * Sign the request */ Mac m = Mac.getInstance("HmacSHA1"); m.init(new SecretKeySpec("CONSUMER_SECRET".getBytes(), "HmacSHA1")); m.update(signature_base_string.getBytes()); byte[] res = m.doFinal(); String sig = String.valueOf(Base64Coder.encode(res)); data[3][1] = sig; /** * Create the header for the request */ String header = "OAuth "; for(String[] item : data) { header += item[0]+"=\""+item[1]+"\", "; } // cut off last appended comma header = header.substring(0, header.length()-2); System.out.println("Signature Base String: "+signature_base_string); System.out.println("Authorization Header: "+header); System.out.println("Signature: "+sig); String charset = "UTF-8"; URLConnection connection = new URL(url).openConnection(); connection.setDoInput(true); connection.setDoOutput(true); connection.setRequestProperty("Accept-Charset", charset); connection.setRequestProperty("Content-Type", "application/x-www-form-urlencoded;charset=" + charset); connection.setRequestProperty("Authorization", header); connection.setRequestProperty("User-Agent", "XXXX"); OutputStream output = connection.getOutputStream(); output.write(header.getBytes(charset)); BufferedReader reader = new BufferedReader(new InputStreamReader(connection.getInputStream())); String read; while((read = reader.readLine()) != null) { buffer.append(read); } } catch(Exception e) { e.printStackTrace(); } return buffer.toString(); } public static void main(String[] args) { System.out.println(Request.read("http://api.twitter.com/oauth/request_token")); } }

    Read the article

  • bind() fails with windows socket error 10038

    - by herrturtur
    I'm trying to write a simple program that will receive a string of max 20 characters and print that string to the screen. The code compiles, but I get a bind() failed: 10038. After looking up the error number on msdn (socket operation on nonsocket), I changed some code from int sock; to SOCKET sock which shouldn't make a difference, but one never knows. Here's the code: #include <iostream> #include <winsock2.h> #include <cstdlib> using namespace std; const int MAXPENDING = 5; const int MAX_LENGTH = 20; void DieWithError(char *errorMessage); int main(int argc, char **argv) { if(argc!=2){ cerr << "Usage: " << argv[0] << " <Port>" << endl; exit(1); } // start winsock2 library WSAData wsaData; if(WSAStartup(MAKEWORD(2,0), &wsaData)!=0){ cerr << "WSAStartup() failed" << endl; exit(1); } // create socket for incoming connections SOCKET servSock; if(servSock=socket(AF_INET, SOCK_STREAM, IPPROTO_TCP)==INVALID_SOCKET) DieWithError("socket() failed"); // construct local address structure struct sockaddr_in servAddr; memset(&servAddr, 0, sizeof(servAddr)); servAddr.sin_family = AF_INET; servAddr.sin_addr.s_addr = INADDR_ANY; servAddr.sin_port = htons(atoi(argv[1])); // bind to the local address int servAddrLen = sizeof(servAddr); if(bind(servSock, (SOCKADDR*)&servAddr, servAddrLen)==SOCKET_ERROR) DieWithError("bind() failed"); // mark the socket to listen for incoming connections if(listen(servSock, MAXPENDING)<0) DieWithError("listen() failed"); // accept incoming connections int clientSock; struct sockaddr_in clientAddr; char buffer[MAX_LENGTH]; int recvMsgSize; int clientAddrLen = sizeof(clientAddr); for(;;){ // wait for a client to connect if((clientSock=accept(servSock, (sockaddr*)&clientAddr, &clientAddrLen))<0) DieWithError("accept() failed"); // clientSock is connected to a client // BEGIN Handle client cout << "Handling client " << inet_ntoa(clientAddr.sin_addr) << endl; if((recvMsgSize = recv(clientSock, buffer, MAX_LENGTH, 0)) <0) DieWithError("recv() failed"); cout << "Word in the tubes: " << buffer << endl; closesocket(clientSock); // END Handle client } } void DieWithError(char *errorMessage) { fprintf(stderr, "%s: %d\n", errorMessage, WSAGetLastError()); exit(1); }

    Read the article

  • The problem about use the exist sqlite database,

    - by flybirdtt
    I have a sqlite database, and i put this file in "assets" folder. The code like below, Pls help and tell what's wrong in this code, How to use my own sqlite database. public class DataBaseHelper extends SQLiteOpenHelper { private static String DB_PATH = "/data/data/com.SGMalls/databases/"; private static String DB_NAME = "mallMapv2.sqlite"; private SQLiteDatabase myDataBase; private final Context myContext; public DataBaseHelper(Context context) { super(context, DB_NAME, null, 1); this.myContext = context; } public void createDataBase() throws IOException { File dbDir = new File(DB_PATH); if (!dbDir.exists()) { dbDir.mkdir(); } boolean dbExist = checkDataBase(); if (dbExist) { } else { this.getReadableDatabase(); try { copyDataBase(); } catch (IOException e) { throw new Error("Error copying database"); } } close(); } private boolean checkDataBase() { SQLiteDatabase checkDB = null; boolean isnull=false; try { String myPath = DB_PATH + DB_NAME; checkDB = SQLiteDatabase.openDatabase(myPath, null, SQLiteDatabase.OPEN_READONLY); } catch (SQLiteException e) { // database does't exist yet. } if (checkDB != null) { isnull=true; checkDB.close(); } return isnull; } private void copyDataBase() throws IOException { InputStream myInput = myContext.getAssets().open(DB_NAME); String outFileName = DB_PATH + DB_NAME; OutputStream myOutput = new FileOutputStream(outFileName); byte[] buffer = new byte[1024]; int length; while ((length = myInput.read(buffer)) > 0) { myOutput.write(buffer, 0, length); } // Close the streams myOutput.flush(); myOutput.close(); myInput.close(); } public void openDataBase() throws SQLException { // Open the database String myPath = DB_PATH + DB_NAME; myDataBase = SQLiteDatabase.openDatabase(myPath, null, SQLiteDatabase.OPEN_READONLY); } @Override public synchronized void close() { if (myDataBase != null) myDataBase.close(); super.close(); } @Override public void onCreate(SQLiteDatabase db) { } @Override public void onUpgrade(SQLiteDatabase db, int oldVersion, int newVersion) { } } public class GetData { private static String DB_PATH = "/data/data/com.SGMalls/databases/mallMapv2.sqlite"; // private static String DB_NAME = "mallMapv2.sqlite"; public static ArrayList<Mall> getMalls() { ArrayList<Mall> mallsList = new ArrayList<Mall>(); SQLiteDatabase malldatabase = SQLiteDatabase.openDatabase(DB_PATH, null, SQLiteDatabase.OPEN_READONLY); String queryString="select id,title from malls order by title"; Cursor cursor=malldatabase.rawQuery(queryString, null); if(cursor!=null){ cursor.moveToFirst(); while(!cursor.isLast()){ Mall mall=new Mall(); mall.setMallid(cursor.getInt(0)); mall.setMallname(cursor.getString(0)); mallsList.add(mall); cursor.moveToNext(); } } malldatabase.close(); return mallsList; } } The error message: ERROR/Database(725): sqlite3_open_v2("/data/data/com.SGMalls/databases/ mallMapv2.sqlite", &handle, 1, NULL) failed 03-15 22:34:11.747: ERROR/AndroidRuntime(725): Uncaught handler: thread main exiting due to uncaught exception 03-15 22:34:11.766: ERROR/AndroidRuntime(725): java.lang.Error: Error copying database Thanks very much

    Read the article

  • Large number of soft page faults when assigning a TJpegImage to a TBitmap

    - by Robert Oschler
    I have a Delphi 6 Pro application that processes incoming jpeg frames from a streaming video server. The code works but I recently noticed that it generates a huge number of soft page faults over time. After doing some investigation, the page faults appear to be coming from one particular graphics operation. Note, the uncompressed bitmaps in question are 320 x 240 or about 300 KB in size so it's not due to the handling of large images. The number of page faults being generated isn't tolerable. Over an hour it can easily top 1000000 page faults. I created a stripped down test case that executes the code I have included below on a timer, 10 times a second. The page faults appear to happen when I try to assign the TJpegImage to a TBitmap in the GetBitmap() method. I know this because I commented out that line and the page faults do not occur. The assign() triggers a decompression operation on the part of TJpegImage as it pushes the decompressed bits into a newly created bitmap that GetBitmap() returns. When I run Microsoft's pfmon utility (page fault monitor), I get a huge number of soft page fault error lines concerning RtlFillMemoryUlong, so it appears to happen during a memory buffer fill operation. One puzzling note. The summary part of pfmon's report where it shows which DLL caused what page fault does not show any DLL names in the far left column. I tried this on another system and it happens there too. Can anyone suggest a fix or a workaround? Here's the code. Note, IReceiveBufferForClientSocket is a simple class object that holds bytes in an accumulating buffer. function GetBitmap(theJpegImage: TJpegImage): Graphics.TBitmap; begin Result := TBitmap.Create; Result.Assign(theJpegImage); end; // --------------------------------------------------------------- procedure processJpegFrame(intfReceiveBuffer: IReceiveBufferForClientSocket); var theBitmap: TBitmap; theJpegStream, theBitmapStream: TMemoryStream; theJpegImage: TJpegImage; begin theBitmap := nil; theJpegImage := TJPEGImage.Create; theJpegStream:= TMemoryStream.Create; theBitmapStream := TMemoryStream.Create; try // 2 // ************************ BEGIN JPEG FRAME PROCESSING // Load the JPEG image from the receive buffer. theJpegStream.Size := intfReceiveBuffer.numBytesInBuffer; Move(intfReceiveBuffer.bufPtr^, theJpegStream.Memory^, intfReceiveBuffer.numBytesInBuffer); theJpegImage.LoadFromStream(theJpegStream); // Convert to bitmap. theBitmap := GetBitmap(theJpegImage); finally // Free memory objects. if Assigned(theBitmap) then theBitmap.Free; if Assigned(theJpegImage) then theJpegImage.Free; if Assigned(theBitmapStream) then theBitmapStream.Free; if Assigned(theJpegStream) then theJpegStream.Free; end; // try() end; // --------------------------------------------------------------- procedure TForm1.Timer1Timer(Sender: TObject); begin processJpegFrame(FIntfReceiveBufferForClientSocket); end; // --------------------------------------------------------------- procedure TForm1.FormCreate(Sender: TObject); var S: string; begin FIntfReceiveBufferForClientSocket := TReceiveBufferForClientSocket.Create(1000000); S := loadStringFromFile('c:\test.jpg'); FIntfReceiveBufferForClientSocket.assign(S); end; // --------------------------------------------------------------- Thanks, Robert

    Read the article

  • Best style for Python programs: what do you suggest?

    - by Noctis Skytower
    A friend of mine wanted help learning to program, so he gave me all the programs that he wrote for his previous classes. The last program that he wrote was an encryption program, and after rewriting all his programs in Python, this is how his encryption program turned out (after adding my own requirements). #! /usr/bin/env python ################################################################################ """\ CLASS INFORMATION ----------------- Program Name: Program 11 Programmer: Stephen Chappell Instructor: Stephen Chappell for CS 999-0, Python Due Date: 17 May 2010 DOCUMENTATION ------------- This is a simple encryption program that can encode and decode messages.""" ################################################################################ import sys KEY_FILE = 'Key.txt' BACKUP = '''\ !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNO\ PQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~ _@/6-UC'GzaV0%5Mo9g+yNh8b">Bi=<Lx [sQn#^R.D2Xc(\ Jm!4e${lAEWud&t7]H\`}pvPw)FY,Z~?qK|3SOfk*:1;jTrI''' ################################################################################ def main(): "Run the program: loads key, runs processing loop, and saves key." encode_map, decode_map = load_key(KEY_FILE) try: run_interface_loop(encode_map, decode_map) except SystemExit: pass save_key(KEY_FILE, encode_map) def run_interface_loop(encode_map, decode_map): "Shows the menu and runs the appropriate command." print('This program handles encryption via a customizable key.') while True: print('''\ MENU ==== (1) Encode (2) Decode (3) Custom (4) Finish''') switch = get_character('Select: ', tuple('1234')) FUNC[switch](encode_map, decode_map) def get_character(prompt, choices): "Gets a valid menu option and returns it." while True: sys.stdout.write(prompt) sys.stdout.flush() line = sys.stdin.readline()[:-1] if not line: sys.exit() if line in choices: return line print(repr(line), 'is not a valid choice.') ################################################################################ def load_key(filename): "Gets the key file data and returns encoding/decoding dictionaries." plain, cypher = open_file(filename) return dict(zip(plain, cypher)), dict(zip(cypher, plain)) def open_file(filename): "Load the keys and tries to create it when not available." while True: try: with open(filename) as file: plain, cypher = file.read().split('\n') return plain, cypher except: with open(filename, 'w') as file: file.write(BACKUP) def save_key(filename, encode_map): "Dumps the map into two buffers and saves them to the key file." plain = cypher = str() for p, c in encode_map.items(): plain += p cypher += c with open(filename, 'w') as file: file.write(plain + '\n' + cypher) ################################################################################ def encode(encode_map, decode_map): "Encodes message for the user." print('Enter your message to encode (EOF when finished).') message = get_message() for char in message: sys.stdout.write(encode_map[char] if char in encode_map else char) def decode(encode_map, decode_map): "Decodes message for the user." print('Enter your message to decode (EOF when finished).') message = get_message() for char in message: sys.stdout.write(decode_map[char] if char in decode_map else char) def custom(encode_map, decode_map): "Allows user to edit the encoding/decoding dictionaries." plain, cypher = get_new_mapping() for p, c in zip(plain, cypher): encode_map[p] = c decode_map[c] = p ################################################################################ def get_message(): "Gets and returns text entered by the user (until EOF)." buffer = [] while True: line = sys.stdin.readline() if line: buffer.append(line) else: return ''.join(buffer) def get_new_mapping(): "Prompts for strings to edit encoding/decoding maps." while True: plain = get_unique_chars('What do you want to encode from?') cypher = get_unique_chars('What do you want to encode to?') if len(plain) == len(cypher): return plain, cypher print('Both lines should have the same length.') def get_unique_chars(prompt): "Gets strings that only contain unique characters." print(prompt) while True: line = input() if len(line) == len(set(line)): return line print('There were duplicate characters: please try again.') ################################################################################ # This map is used for dispatching commands in the interface loop. FUNC = {'1': encode, '2': decode, '3': custom, '4': lambda a, b: sys.exit()} ################################################################################ if __name__ == '__main__': main() For all those Python programmers out there, your help is being requested. How should the formatting (not necessarily the coding by altered to fit Python's style guide? My friend does not need to be learning things that are not correct. If you have suggestions on the code, feel free to post them to this wiki as well.

    Read the article

  • Call an member function implementing the {{#linkTo ...}} helper from javascript code

    - by gonvaled
    I am trying to replace this navigation menu: <nav> {{#linkTo "nodes" }}<i class="icon-fixed-width icon-cloud icon-2x"></i>&nbsp;&nbsp;{{t generic.nodes}} {{grayOut "(temporal)"}}{{/linkTo}} {{#linkTo "services" }}<i class="icon-fixed-width icon-phone icon-2x"></i>&nbsp;&nbsp;{{t generic.services}}{{/linkTo}} {{#linkTo "agents" }}<i class="icon-fixed-width icon-headphones icon-2x"></i>&nbsp;&nbsp;{{t generic.agents}}{{/linkTo}} {{#linkTo "extensions" }}<i class="icon-fixed-width icon-random icon-2x"></i>&nbsp;&nbsp;{{t generic.extensions}}{{/linkTo}} {{#linkTo "voiceMenus" }}<i class="icon-fixed-width icon-sitemap icon-2x"></i>&nbsp;&nbsp;{{t generic.voicemenus}}{{/linkTo}} {{#linkTo "queues" }}<i class="icon-fixed-width icon-tasks icon-2x"></i>&nbsp;&nbsp;{{t generic.queues}}{{/linkTo}} {{#linkTo "contacts" }}<i class="icon-fixed-width icon-user icon-2x"></i>&nbsp;&nbsp;{{t generic.contacts}}{{/linkTo}} {{#linkTo "accounts" }}<i class="icon-fixed-width icon-building icon-2x"></i>&nbsp;&nbsp;{{t generic.accounts}}{{/linkTo}} {{#linkTo "locators" }}<i class="icon-fixed-width icon-phone-sign icon-2x"></i>&nbsp;&nbsp;{{t generic.locators}}{{/linkTo}} {{#linkTo "phonelocations" }}<i class="icon-fixed-width icon-globe icon-2x"></i>&nbsp;&nbsp;{{t generic.phonelocations}}{{/linkTo}} {{#linkTo "billing" }}<i class="icon-fixed-width icon-euro icon-2x"></i>&nbsp;&nbsp;{{t generic.billing}}{{/linkTo}} {{#linkTo "profile" }}<i class="icon-fixed-width icon-cogs icon-2x"></i>&nbsp;&nbsp;{{t generic.profile}}{{/linkTo}} {{#linkTo "audio" }}<i class="icon-fixed-width icon-music icon-2x"></i>&nbsp;&nbsp;{{t generic.audio}}{{/linkTo}} {{#linkTo "editor" }}<i class="icon-fixed-width icon-puzzle-piece icon-2x"></i>&nbsp;&nbsp;{{t generic.node_editor}}{{/linkTo}} </nav> With a more dynamic version. What I am trying to do is to reproduce the html inside Ember.View.render, but I would like to reuse as much Ember functionality as possible. Specifically, I would like to reuse the {{#linkTo ...}} helper, with two goals: Reuse existing html rendering implemented in the {{#linkTo ...}} helper Get the same routing support that using the {{#linkTo ...}} in a template provides. How can I call this helper from within javascript code? This is my first (incomplete) attempt. The template: {{view SettingsApp.NavigationView}} And the view: var trans = Ember.I18n.t; var MAIN_MENU = [ { 'linkTo' : 'nodes', 'i-class' : 'icon-cloud', 'txt' : trans('generic.nodes') }, { 'linkTo' : 'services', 'i-class' : 'icon-phone', 'txt' : trans('generic.services') }, ]; function getNavIcon (data) { var linkTo = data.linkTo, i_class = data['i-class'], txt = data.txt; var html = '<i class="icon-fixed-width icon-2x ' + i_class + '"></i>&nbsp;&nbsp;' + txt; return html; } SettingsApp.NavigationView = Ember.View.extend({ menu : MAIN_MENU, render: function(buffer) { for (var i=0, l=this.menu.length; i<l; i++) { var data = this.menu[i]; // TODO: call the ember function implementing the {{#linkTo ...}} helper buffer.push(getNavIcon(data)); } return buffer; } });

    Read the article

  • Differing styles in Python program: what do you suggest?

    - by Noctis Skytower
    A friend of mine wanted help learning to program, so he gave me all the programs that he wrote for his previous classes. The last program that he wrote was an encryption program, and after rewriting all his programs in Python, this is how his encryption program turned out (after adding my own requirements). #! /usr/bin/env python ################################################################################ """\ CLASS INFORMATION ----------------- Program Name: Program 11 Programmer: Stephen Chappell Instructor: Stephen Chappell for CS 999-0, Python Due Date: 17 May 2010 DOCUMENTATION ------------- This is a simple encryption program that can encode and decode messages.""" ################################################################################ import sys KEY_FILE = 'Key.txt' BACKUP = '''\ !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNO\ PQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~ _@/6-UC'GzaV0%5Mo9g+yNh8b">Bi=<Lx [sQn#^R.D2Xc(\ Jm!4e${lAEWud&t7]H\`}pvPw)FY,Z~?qK|3SOfk*:1;jTrI''' ################################################################################ def main(): "Run the program: loads key, runs processing loop, and saves key." encode_map, decode_map = load_key(KEY_FILE) try: run_interface_loop(encode_map, decode_map) except SystemExit: pass save_key(KEY_FILE, encode_map) def run_interface_loop(encode_map, decode_map): "Shows the menu and runs the appropriate command." print('This program handles encryption via a customizable key.') while True: print('''\ MENU ==== (1) Encode (2) Decode (3) Custom (4) Finish''') switch = get_character('Select: ', tuple('1234')) FUNC[switch](encode_map, decode_map) def get_character(prompt, choices): "Gets a valid menu option and returns it." while True: sys.stdout.write(prompt) sys.stdout.flush() line = sys.stdin.readline()[:-1] if not line: sys.exit() if line in choices: return line print(repr(line), 'is not a valid choice.') ################################################################################ def load_key(filename): "Gets the key file data and returns encoding/decoding dictionaries." plain, cypher = open_file(filename) return dict(zip(plain, cypher)), dict(zip(cypher, plain)) def open_file(filename): "Load the keys and tries to create it when not available." while True: try: with open(filename) as file: plain, cypher = file.read().split('\n') return plain, cypher except: with open(filename, 'w') as file: file.write(BACKUP) def save_key(filename, encode_map): "Dumps the map into two buffers and saves them to the key file." plain = cypher = str() for p, c in encode_map.items(): plain += p cypher += c with open(filename, 'w') as file: file.write(plain + '\n' + cypher) ################################################################################ def encode(encode_map, decode_map): "Encodes message for the user." print('Enter your message to encode (EOF when finished).') message = get_message() for char in message: sys.stdout.write(encode_map[char] if char in encode_map else char) def decode(encode_map, decode_map): "Decodes message for the user." print('Enter your message to decode (EOF when finished).') message = get_message() for char in message: sys.stdout.write(decode_map[char] if char in decode_map else char) def custom(encode_map, decode_map): "Allows user to edit the encoding/decoding dictionaries." plain, cypher = get_new_mapping() for p, c in zip(plain, cypher): encode_map[p] = c decode_map[c] = p ################################################################################ def get_message(): "Gets and returns text entered by the user (until EOF)." buffer = [] while True: line = sys.stdin.readline() if line: buffer.append(line) else: return ''.join(buffer) def get_new_mapping(): "Prompts for strings to edit encoding/decoding maps." while True: plain = get_unique_chars('What do you want to encode from?') cypher = get_unique_chars('What do you want to encode to?') if len(plain) == len(cypher): return plain, cypher print('Both lines should have the same length.') def get_unique_chars(prompt): "Gets strings that only contain unique characters." print(prompt) while True: line = input() if len(line) == len(set(line)): return line print('There were duplicate characters: please try again.') ################################################################################ # This map is used for dispatching commands in the interface loop. FUNC = {'1': encode, '2': decode, '3': custom, '4': lambda a, b: sys.exit()} ################################################################################ if __name__ == '__main__': main() For all those Python programmers out there, your help is being requested. How should the formatting (not necessarily the coding by altered to fit Python's style guide? My friend does not need to be learning things that are not correct. If you have suggestions on the code, feel free to post them to this wiki as well.

    Read the article

  • How do I maximize code coverage?

    - by naivedeveloper
    Hey all, the following is a snippet of code taken from the unix ptx utility. I'm attempting to maximize code coverage on this utility, but I am unable to reach the indicated portion of code. Admittedly, I'm not as strong in my C skills as I used to be. The portion of code is indicated with comments, but it is towards the bottom of the block. if (used_length == allocated_length) { allocated_length += (1 << SWALLOW_REALLOC_LOG); block->start = (char *) xrealloc (block->start, allocated_length); } Any help interpreting the indicated portion in order to cover that block would be greatly appreciated. /* Reallocation step when swallowing non regular files. The value is not the actual reallocation step, but its base two logarithm. */ #define SWALLOW_REALLOC_LOG 12 static void swallow_file_in_memory (const char *file_name, BLOCK *block) { int file_handle; /* file descriptor number */ struct stat stat_block; /* stat block for file */ size_t allocated_length; /* allocated length of memory buffer */ size_t used_length; /* used length in memory buffer */ int read_length; /* number of character gotten on last read */ /* As special cases, a file name which is NULL or "-" indicates standard input, which is already opened. In all other cases, open the file from its name. */ bool using_stdin = !file_name || !*file_name || strcmp (file_name, "-") == 0; if (using_stdin) file_handle = STDIN_FILENO; else if ((file_handle = open (file_name, O_RDONLY)) < 0) error (EXIT_FAILURE, errno, "%s", file_name); /* If the file is a plain, regular file, allocate the memory buffer all at once and swallow the file in one blow. In other cases, read the file repeatedly in smaller chunks until we have it all, reallocating memory once in a while, as we go. */ if (fstat (file_handle, &stat_block) < 0) error (EXIT_FAILURE, errno, "%s", file_name); if (S_ISREG (stat_block.st_mode)) { size_t in_memory_size; block->start = (char *) xmalloc ((size_t) stat_block.st_size); if ((in_memory_size = read (file_handle, block->start, (size_t) stat_block.st_size)) != stat_block.st_size) { error (EXIT_FAILURE, errno, "%s", file_name); } block->end = block->start + in_memory_size; } else { block->start = (char *) xmalloc ((size_t) 1 << SWALLOW_REALLOC_LOG); used_length = 0; allocated_length = (1 << SWALLOW_REALLOC_LOG); while (read_length = read (file_handle, block->start + used_length, allocated_length - used_length), read_length > 0) { used_length += read_length; /* Cannot cover from this point...*/ if (used_length == allocated_length) { allocated_length += (1 << SWALLOW_REALLOC_LOG); block->start = (char *) xrealloc (block->start, allocated_length); } /* ...to this point. */ } if (read_length < 0) error (EXIT_FAILURE, errno, "%s", file_name); block->end = block->start + used_length; } /* Close the file, but only if it was not the standard input. */ if (! using_stdin && close (file_handle) != 0) error (EXIT_FAILURE, errno, "%s", file_name); }

    Read the article

  • PHP MINISERVER DOWNLOAD RESUME-ERROR! Resource id # 4

    - by snikolov
    $httpsock = @socket_create_listen("9090"); if (!$httpsock) { print "Socket creation failed!\n"; exit; } while (1) { $client = socket_accept($httpsock); $input = trim(socket_read ($client, 4096)); $input = explode(" ", $input); $range = $input[12]; $input = $input[1]; $fileinfo = pathinfo($input); switch ($fileinfo['extension']) { default: $mime = "text/html"; } if ($input == "/") { $input = "index.html"; } $input = ".$input"; if (file_exists($input) && is_readable($input)) { echo "Serving $input\n"; $contents = file_get_contents($input); $output = "HTTP/1.0 200 OK\r\nServer: APatchyServer\r\nConnection: close\r\nContent-Type: $mime\r\n\r\n$contents"; } else { //$contents = "The file you requested doesn't exist. Sorry!"; //$output = "HTTP/1.0 404 OBJECT NOT FOUND\r\nServer: BabyHTTP\r\nConnection: close\r\nContent-Type: text/html\r\n\r\n$contents"; if(isset($range)) { list($a, $range) = explode("=",$range); str_replace($range, "-", $range); $size2 = $size-1; $new_length = $size-$range; $output = "HTTP/1.1 206 Partial Content\r\n"; $output .= "Content-Length: $new_length\r\n"; $output .= "Content-Range: bytes $range$size2/$size\r\n"; } else { $size2=$size-1; $output .= "Content-Length: $new_length\r\n"; } $chunksize = 1*(1024*1024); $bytes_send = 0; $file = "a.mp3"; $filesize = filesize($file); if ($file = fopen($file, 'r')) { if(isset($range)) $output = 'HTTP/1.0 200 OK\r\n'; $output .= "Content-type: application/octet-stream\r\n"; $output .= "Content-Length: $filesize\r\n"; $output .= 'Content-Disposition: attachment; filename="'.$file.'"\r\n'; $output .= "Accept-Ranges: bytes\r\n"; $output .= "Cache-Control: private\n\n"; fseek($file, $range); $download_rate = 1000; while(!feof($file) and (connection_status()==0)) { $var_stat = fread($file, round($download_rate *1024)); $output .= $var_stat;//echo($buffer); // is also possible flush(); sleep(1);//// decrease download speed } fclose($file); } /** $filename = "dada"; $file = fopen($filename, 'r'); $filesize = filesize($filename); $buffer = fread($file, $filesize); $send = array("Output"=$buffer,"filesize"=$filesize,"filename"=$filename); $file = $send['filename']; */ //@ob_end_clean(); // $output .= "Content-Transfer-Encoding: binary"; //$output .= "Connection: Keep-Alive\r\n"; } socket_write($client, $output); socket_close ($client); } socket_close ($httpsock); hey guys i have create a miniwebserver downloader it can download files from your server, however i am unable to resume my download when i download the file i get Resource id # 4 and also i cant resume the download,i would like to know how i can monitor record the client output how much bandwidth he has downloaded perl has something like this put its hardcore if possible kindly provide me with some pointers thank you :)

    Read the article

  • UI not updated while using ProgressMonitorInputStream in Swing to monitor compressed file decompress

    - by Bozhidar Batsov
    I'm working on swing application that relies on an embedded H2 database. Because I don't want to bundle the database with the app(the db is frequently updated and I want new users of the app to start with a recent copy), I've implemented a solution which downloads a compressed copy of the db the first time the application is started and extracts it. Since the extraction process might be slow I've added a ProgressMonitorInputStream to show to progress of the extraction process - unfortunately when the extraction starts, the progress dialog shows up but it's not updated at all. It seems like to events are getting through to the event dispatch thread. Here is the method: public static String extractDbFromArchive(String pathToArchive) { if (SwingUtilities.isEventDispatchThread()) { System.out.println("Invoking on event dispatch thread"); } // Get the current path, where the database will be extracted String currentPath = System.getProperty("user.home") + File.separator + ".spellbook" + File.separator; LOGGER.info("Current path: " + currentPath); try { //Open the archive FileInputStream archiveFileStream = new FileInputStream(pathToArchive); // Read two bytes from the stream before it used by CBZip2InputStream for (int i = 0; i < 2; i++) { archiveFileStream.read(); } // Open the gzip file and open the output file CBZip2InputStream bz2 = new CBZip2InputStream(new ProgressMonitorInputStream( null, "Decompressing " + pathToArchive, archiveFileStream)); FileOutputStream out = new FileOutputStream(ARCHIVED_DB_NAME); LOGGER.info("Decompressing the tar file..."); // Transfer bytes from the compressed file to the output file byte[] buffer = new byte[1024]; int len; while ((len = bz2.read(buffer)) > 0) { out.write(buffer, 0, len); } // Close the file and stream bz2.close(); out.close(); } catch (FileNotFoundException e) { e.printStackTrace(); } catch (IOException ex) { ex.printStackTrace(); } try { TarInputStream tarInputStream = null; TarEntry tarEntry; tarInputStream = new TarInputStream(new ProgressMonitorInputStream( null, "Extracting " + ARCHIVED_DB_NAME, new FileInputStream(ARCHIVED_DB_NAME))); tarEntry = tarInputStream.getNextEntry(); byte[] buf1 = new byte[1024]; LOGGER.info("Extracting tar file"); while (tarEntry != null) { //For each entry to be extracted String entryName = currentPath + tarEntry.getName(); entryName = entryName.replace('/', File.separatorChar); entryName = entryName.replace('\\', File.separatorChar); LOGGER.info("Extracting entry: " + entryName); FileOutputStream fileOutputStream; File newFile = new File(entryName); if (tarEntry.isDirectory()) { if (!newFile.mkdirs()) { break; } tarEntry = tarInputStream.getNextEntry(); continue; } fileOutputStream = new FileOutputStream(entryName); int n; while ((n = tarInputStream.read(buf1, 0, 1024)) > -1) { fileOutputStream.write(buf1, 0, n); } fileOutputStream.close(); tarEntry = tarInputStream.getNextEntry(); } tarInputStream.close(); } catch (Exception e) { } currentPath += "db" + File.separator + DB_FILE_NAME; if (!currentPath.isEmpty()) { LOGGER.info("DB placed in : " + currentPath); } return currentPath; } This method gets invoked on the event dispatch thread (SwingUtilities.isEventDispatchThread() returns true) so the UI components should be updated. I haven't implemented this as an SwingWorker since I need to wait for the extraction anyways before I can proceed with the initialization of the program. This method get invoked before the main JFrame of the application is visible. I don't won't a solution based on SwingWorker + property changed listeners - I think that the ProgressMonitorInputStream is exactly what I need, but I guess I'm not doing something right. I'm using Sun JDK 1.6.18. Any help would be greatly appreciated.

    Read the article

< Previous Page | 60 61 62 63 64 65 66 67 68 69 70 71  | Next Page >