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  • jquery-infinite-carousel - jump 3 items instead of one

    - by Rob B
    Successfully used jquery-infinite-carousel in the past but for my current project I need it to loop forever AND also jump 3 items at a time. Example of how it works jumping 1 at a time here. jQuery.fn.carousel = function(previous, next, options){ var sliderList = jQuery(this).children()[0]; if (sliderList) { var increment = jQuery(sliderList).children().outerWidth("true"), elmnts = jQuery(sliderList).children(), numElmts = elmnts.length, sizeFirstElmnt = increment, shownInViewport = Math.round(jQuery(this).width() / sizeFirstElmnt), firstElementOnViewPort = 1, isAnimating = false; //console.log("increment = " + increment); //console.log("numElmts = " + numElmts); //console.log("shownInViewport = " + shownInViewport); for (i = 0; i < shownInViewport; i++) { jQuery(sliderList).css('width',(numElmts+shownInViewport)*increment + increment + "px"); jQuery(sliderList).append(jQuery(elmnts[i]).clone()); } jQuery(previous).click(function(event){ if (!isAnimating) { if (firstElementOnViewPort == 1) { jQuery(sliderList).css('left', "-" + numElmts * sizeFirstElmnt + "px"); firstElementOnViewPort = numElmts; console.log("firstElementOnViewPort = " + firstElementOnViewPort); } else { firstElementOnViewPort--; } jQuery(sliderList).animate({ left: "+=" + increment, y: 0, queue: true }, "swing", function(){isAnimating = false;}); isAnimating = true; } }); jQuery(next).click(function(event){ if (!isAnimating) { if (firstElementOnViewPort > numElmts) { firstElementOnViewPort = 2; jQuery(sliderList).css('left', "0px"); } else { firstElementOnViewPort++; } jQuery(sliderList).animate({ left: "-=" + (increment), y: 0, queue: true }, "swing", function(){isAnimating = false;}); isAnimating = true; } }); } };

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  • User Friendly Video Review with Locking

    - by James Cori
    We have a jquery/php/mysql system that allows a user to log in and review videos built by a system for online viewing. When a user begins reviewing a video, the video is marked as such. But now we've cornered ourselves into the classic browser-based application problem of the user navigating away or closing the browser without completing review. That video would then enter a state of limbo of constantly being reviewed, but never completed, and never re-entering the queue. Options we have are: Build a service (which we already have others) to find review sessions that are outside a duration boundary and reset them back into the queue. Reset review sessions outside a duration boundary when that user logs in. Essentially, if a user locks out a video for review, it'll be unlocked the next time they log in. A suggestion made to me was to use the php/apache session length and on expiration, reset any pending review jobs. I don't even know where to look to implement this as this is one project on a shared server, so it shouldn't be an apache config, but the reset mechanism would need to know the database credentials to be able to reset it... The worst solution everyone hates is preventing the user from navigating away with javascript, asking "Are you sure?!" This system is used by a few hired reviewers, so I'm not exactly dealing with the public here, but I can't prevent users from sharing logins for speedier review, which would knock out the 2nd option above because it would unlock a video being reviewed by someone else using the same login.

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  • After interruption, delayed audio route change notifications when recording

    - by Frank Shearar
    My iPhone application requires that I know when a user has/has not plugged in her headphones. That's easy. AudioSessionAddPropertyListener with a callback listening to kAudioSessionProperty_AudioRouteChange. I write logs with NSLog as things happen. User plugs the headphones in? Get a notification, and a line in the gdb console. User unplugs the headphones? Ditto. At the same time I'm sensing the noise level of the environment by starting a recording audio queue. This, too, works great: I can get the mic noise level and listen for audio route changes just fine. What I find is that after an interruption, and I've reactivated the audio session and restored the audio category to kAudioSessionCategory_RecordAudio, the audio route notifications go a bit haywire. When I plug in the headphones, I see no notification. When I unplug the headphones I see BOTH the "plugged in" notification AND the "unplugged" notification, in rapid succession. It's like the "plugged in" notification's delayed and, when the "unplugged" notification arrives, the queue of pending notifications is flushed. What am I doing wrong? How do I correctly restore the audio session to get timeous notifications? EDIT: iPhone OS 3.1.2, running on an iPhone 3G. I'm running a program compiled with the 3.0 SDK (from within XCode 3.1.2).

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  • Silverlight Socket Constantly Returns With Empty Buffer

    - by Benny
    I am using Silverlight to interact with a proxy application that I have developed but, without the proxy sending a message to the Silverlight application, it executes the receive completed handler with an empty buffer ('\0's). Is there something I'm doing wrong? It is causing a major memory leak. this._rawBuffer = new Byte[this.BUFFER_SIZE]; SocketAsyncEventArgs receiveArgs = new SocketAsyncEventArgs(); receiveArgs.SetBuffer(_rawBuffer, 0, _rawBuffer.Length); receiveArgs.Completed += new EventHandler<SocketAsyncEventArgs>(ReceiveComplete); this._client.ReceiveAsync(receiveArgs); if (args.SocketError == SocketError.Success && args.LastOperation == SocketAsyncOperation.Receive) { // Read the current bytes from the stream buffer int bytesRecieved = this._client.ReceiveBufferSize; // If there are bytes to process else the connection is lost if (bytesRecieved > 0) { try { //Find out what we just received string messagePart = UTF8Encoding.UTF8.GetString(_rawBuffer, 0, _rawBuffer.GetLength(0)); //Take out any trailing empty characters from the message messagePart = messagePart.Replace('\0'.ToString(), ""); //Concatenate our current message with any leftovers from previous receipts string fullMessage = _theRest + messagePart; int seperator; //While the index of the seperator (LINE_END defined & initiated as private member) while ((seperator = fullMessage.IndexOf((char)Messages.MessageSeperator.Terminator)) > 0) { //Pull out the first message available (up to the seperator index string message = fullMessage.Substring(0, seperator); //Queue up our new message _messageQueue.Enqueue(message); //Take out our line end character fullMessage = fullMessage.Remove(0, seperator + 1); } //Save whatever was NOT a full message to the private variable used to store the rest _theRest = fullMessage; //Empty the queue of messages if there are any while (this._messageQueue.Count > 0) { ... } } catch (Exception e) { throw e; } // Wait for a new message if (this._isClosing != true) Receive(); } } Thanks in advance.

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  • Generate and merge data with python multiprocessing

    - by Bobby
    I have a list of starting data. I want to apply a function to the starting data that creates a few pieces of new data for each element in the starting data. Some pieces of the new data are the same and I want to remove them. The sequential version is essentially: def create_new_data_for(datum): """make a list of new data from some old datum""" return [datum.modified_copy(k) for k in datum.k_list] data = [some list of data] #some data to start with #generate a list of new data from the old data, we'll reduce it next newdata = [] for d in data: newdata.extend(create_new_data_for(d)) #now reduce the data under ".matches(other)" reduced = [] for d in newdata: for seen in reduced: if d.matches(seen): break #so we haven't seen anything like d yet seen.append(d) #now reduced is finished and is what we want! I want to speed this up with multiprocessing. I was thinking that I could use a multiprocessing.Queue for the generation. Each process would just put the stuff it creates on, and when the processes are reducing the data, they can just get the data from the Queue. But I'm not sure how to have the different process loop over reduced and modify it without any race conditions or other issues. What is the best way to do this safely? or is there a different way to accomplish this goal better?

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  • How do I animate text links in jquery?

    - by Peter
    I am somewhat new to jquery and I have a problem with something I am trying to implement using jquery. I have a vertical navigation menu where each link animates on hover by changing color, increasing letter spacing, and adding a border on the left. Everything is working the way I want it to except for when I click on the link. After I click on the link, the text changes to a different color and remains that same color even when I hover over the link. I am wanting to make it to where the color change on hover remains intact even after I click the link. I'm sure I am missing something simple, but I have tried everything I know to do with no luck. Any suggestions would be helpful! Here is what I have for the animation... <script type="text/javascript"> $(document).ready(function(){ $("ul.navlist li a").hover(function(){ $(this).stop() .animate({paddingLeft: '10px',letterSpacing: '2px',borderWidth:'20px'},{queue:false,easing:'easeInQuad'},50) }, function(){ $(this).stop() .animate({paddingLeft: '0px', letterSpacing: '0px',borderWidth:'0px'},{queue:false,easing:'easeOutQuad'},50) }); }); </script> My css for the navigation list is here... .navlist { list-style: none; } .navlist a { border-left-color: #555555; border-left-style: solid; border-left-width: 0px; color: #c4c4c4; } .navlist a:hover { border-left-color: #555555; border-left-style: solid; color: #555555; }

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  • MUD (game) design concept question about timed events.

    - by mudder
    I'm trying my hand at building a MUD (multiplayer interactive-fiction game) I'm in the design/conceptualizing phase and I've run into a problem that I can't come up with a solution for. I'm hoping some more experienced programmers will have some advice. Here's the problem as best I can explain it. When the player decides to perform an action he sends a command to the server. the server then processes the command, determines whether or not the action can be performed, and either does it or responds with a reason as to why it could not be done. One reason that an action might fail is that the player is busy doing something else. For instance, if a player is mid-fight and has just swung a massive broadsword, it might take 3 seconds before he can repeat this action. If the player attempts to swing again to soon, the game will respond indicating that he must wait x seconds before doing that. Now, this I can probably design without much trouble. The problem I'm having is how I can replicate this behavior from AI creatures. All of the events that are being performed by the server ON ITS OWN, aka not as an immediate reaction to something a player has done, will have to be time sensitive. Some evil monster has cast a spell on you but must wait 30 seconds before doing it again... I think I'll probably be adding all these events to some kind of event queue, but how can I make that event queue time sensitive?

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  • iPhone: Using dispatch_after to mimick NSTimer

    - by Joseph Tura
    Don't know a whole lot about blocks. How would you go about mimicking a repeating NSTimer with dispatch_after? My problem is that I want to "pause" a timer when the app moves to the background, but subclassing NSTimer does not seem to work. I tried something which seems to work. I cannot judge its performance implications or whether it could be greatly optimized. Any input is welcome. #import "TimerWithPause.h" @implementation TimerWithPause @synthesize timeInterval; @synthesize userInfo; @synthesize invalid; @synthesize invocation; + (TimerWithPause *)scheduledTimerWithTimeInterval:(NSTimeInterval)aTimeInterval target:(id)aTarget selector:(SEL)aSelector userInfo:(id)aUserInfo repeats:(BOOL)aTimerRepeats { TimerWithPause *timer = [[[TimerWithPause alloc] init] autorelease]; timer.timeInterval = aTimeInterval; NSMethodSignature *signature = [[aTarget class] instanceMethodSignatureForSelector:aSelector]; NSInvocation *aInvocation = [NSInvocation invocationWithMethodSignature:signature]; [aInvocation setSelector:aSelector]; [aInvocation setTarget:aTarget]; [aInvocation setArgument:&timer atIndex:2]; timer.invocation = aInvocation; timer.userInfo = aUserInfo; if (!aTimerRepeats) { timer.invalid = YES; } [timer fireAfterDelay]; return timer; } - (void)fireAfterDelay { dispatch_time_t delay = dispatch_time(DISPATCH_TIME_NOW, self.timeInterval * NSEC_PER_SEC); dispatch_queue_t queue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0); dispatch_after(delay, queue, ^{ [invocation performSelectorOnMainThread:@selector(invoke) withObject:nil waitUntilDone:NO]; if (!invalid) { [self fireAfterDelay]; } }); } - (void)invalidate { invalid = YES; [invocation release]; invocation = nil; [userInfo release]; userInfo = nil; } - (void)dealloc { [self invalidate]; [super dealloc]; } @end

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  • Common Lisp condition system for transfer of control

    - by Ken
    I'll admit right up front that the following is a pretty terrible description of what I want to do. Apologies in advance. Please ask questions to help me explain. :-) I've written ETLs in other languages that consist of individual operations that look something like: // in class CountOperation IEnumerable<Row> Execute(IEnumerable<Row> rows) { var count = 0; foreach (var row in rows) { row["record number"] = count++; yield return row; } } Then you string a number of these operations together, and call The Dispatcher, which is responsible for calling Operations and pushing data between them. I'm trying to do something similar in Common Lisp, and I want to use the same basic structure, i.e., each operation is defined like a normal function that inputs a list and outputs a list, but lazily. I can define-condition a condition (have-value) to use for yield-like behavior, and I can run it in a single loop, and it works great. I'm defining the operations the same way, looping through the inputs: (defun count-records (rows) (loop for count from 0 for row in rows do (signal 'have-value :value `(:count ,count @,row)))) The trouble is if I want to string together several operations, and run them. My first attempt at writing a dispatcher for these looks something like: (let ((next-op ...)) ;; pick an op from the set of all ops (loop (handler-bind ((have-value (...))) ;; records output from operation (setq next-op ...) ;; pick a new next-op (call next-op))) But restarts have only dynamic extent: each operation will have the same restart names. The restart isn't a Lisp object I can store, to store the state of a function: it's something you call by name (symbol) inside the handler block, not a continuation you can store for later use. Is it possible to do something like I want here? Or am I better off just making each operation function explicitly look at its input queue, and explicitly place values on the output queue?

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  • How do I rewrite a for loop with a shared dependency using actors

    - by Thomas Rynne
    We have some code which needs to run faster. Its already profiled so we would like to make use of multiple threads. Usually I would setup an in memory queue, and have a number of threads taking jobs of the queue and calculating the results. For the shared data I would use a ConcurrentHashMap or similar. I don't really want to go down that route again. From what I have read using actors will result in cleaner code and if I use akka migrating to more than 1 jvm should be easier. Is that true? However, I don't know how to think in actors so I am not sure where to start. To give a better idea of the problem here is some sample code: case class Trade(price:Double, volume:Int, stock:String) { def value(priceCalculator:PriceCalculator) = (priceCalculator.priceFor(stock)-> price)*volume } class PriceCalculator { def priceFor(stock:String) = { Thread.sleep(20)//a slow operation which can be cached 50.0 } } object ValueTrades { def valueAll(trades:List[Trade], priceCalculator:PriceCalculator):List[(Trade,Double)] = { trades.map { trade => (trade,trade.value(priceCalculator)) } } def main(args:Array[String]) { val trades = List( Trade(30.5, 10, "Foo"), Trade(30.5, 20, "Foo") //usually much longer ) val priceCalculator = new PriceCalculator val values = valueAll(trades, priceCalculator) } } I'd appreciate it if someone with experience using actors could suggest how this would map on to actors.

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  • Send C++ Structure to MSMQ Message

    - by Gobalakrishnan
    Hi, I am trying to send the below structure through MSMQ Message typedef struct { char cfiller[7]; short MsgCode; char cfiller1[11]; short MsgLength; char cfiller2[2]; } MESSAGECODE; typedef struct { MESSAGECODE Header; char DealerId[16]; char GroupId[16]; long Token; short Periodicity; double Deposit; double GrossExposureLimit; double NetExposureLimit; double NetSaleExposureLimit; double NetPositionLimit; double TurnoverLimit; double PendingOrdersLimit; double MTMLossLimit; double MaxSingleTransValue; long MaxSingleTransQty; double IMLimit; long NetQuantityLimit; } LIMITUPDATE; void main() { // // create queue // open queue // send message // OleInitialize(NULL); // have to init OLE // // declare some variables // IMSMQQueueInfoPtr qinfo("MSMQ.MSMQQueueInfo"); IMSMQQueuePtr qSend; IMSMQMessagePtr m("MSMQ.MSMQMessage"); LIMITUPDATE l1; l1.Header.MsgCode=26001; l1.Header.MsgLength=150; qinfo->PathName = ".\\private$\\q99"; m->Body = l1; qSend = qinfo->Open(MQ_SEND_ACCESS, MQ_DENY_NONE); m->Send(qSend); qSend->Close(); } while compiling i am getting the following error. Error 2 error C2664: 'IMSMQMessage::PutBody' : cannot convert parameter 1 from 'LIMITUPDATE' to 'const _variant_t &' c:\temp\msmq\msmq.cpp 58 msmq thank you.

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  • Disadvantages of MySQL Row Locking

    - by Nyxynyx
    I am using row locking (transactions) in MySQL for creating a job queue. Engine used is InnoDB. SQL Query START TRANSACTION; SELECT * FROM mytable WHERE status IS NULL ORDER BY timestamp DESC LIMIT 1 FOR UPDATE; UPDATE mytable SET status = 1; COMMIT; According to this webpage, The problem with SELECT FOR UPDATE is that it usually creates a single synchronization point for all of the worker processes, and you see a lot of processes waiting for the locks to be released with COMMIT. Question: Does this mean that when the first query is executed, which takes some time to finish the transaction before, when the second similar query occurs before the first transaction is committed, it will have to wait for it to finish before the query is executed? If this is true, then I do not understand why the row locking of a single row (which I assume) will affect the next transaction query that would not require reading that locked row? Additionally, can this problem be solved (and still achieve the effect row locking does for a job queue) by doing a UPDATE instead of the transaction? UPDATE mytable SET status = 1 WHERE status IS NULL ORDER BY timestamp DESC LIMIT 1

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  • PHP Socket Server vs node.js: Web Chat

    - by Eliasdx
    I want to program a HTTP WebChat using long-held HTTP requests (Comet), ajax and websockets (depending on the browser used). Userdatabase is in mysql. Chat is written in PHP except maybe the chat stream itself which could also be written in javascript (node.js): I don't want to start a php process per user as there is no good way to send the chat messages between these php childs. So I thought about writing an own socket server in either PHP or node.js which should be able to handle more then 1000 connections (chat users). As a purely web developer (php) I'm not much familiar with sockets as I usually let web server care about connections. The chat messages won't be saved on disk nor in mysql but in RAM as an array or object for best speed. As far as I know there is no way to handle multiple connections at the same time in a single php process (socket server), however you can accept a great amount of socket connections and process them successive in a loop (read and write; incoming message - write to all socket connections). The problem is that there will most-likely be a lag with ~1000 users and mysql operations could slow the whole thing down which will then affect all users. My question is: Can node.js handle a socket server with better performance? Node.js is event-based but I'm not sure if it can process multiple events at the same time (wouldn't that need multi-threading?) or if there is just an event queue. With an event queue it would be just like php: process user after user. I could also spawn a php process per chat room (much less users) but afaik there are singlethreaded IRC servers which are also capable to handle thousands of users. (written in c++ or whatever) so maybe it's also possible in php. I would prefer PHP over Node.js because then the project would be php-only and not a mixture of programming languages. However if Node can process connections simultaneously I'd probably choose it.

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  • Providing less than operator for one element of a pair

    - by Koszalek Opalek
    What would be the most elegant way too fix the following code: #include <vector> #include <map> #include <set> using namespace std; typedef map< int, int > row_t; typedef vector< row_t > board_t; typedef row_t::iterator area_t; bool operator< ( area_t const& a, area_t const& b ) { return( a->first < b->first ); }; int main( int argc, char* argv[] ) { int row_num; area_t it; set< pair< int, area_t > > queue; queue.insert( make_pair( row_num, it ) ); // does not compile }; One way to fix it is moving the definition of less< to namespace std (I know, you are not supposed to do it.) namespace std { bool operator< ( area_t const& a, area_t const& b ) { return( a->first < b->first ); }; }; Another obvious solution is defining less than< for pair< int, area_t but I'd like to avoid that and be able to define the operator only for the one element of the pair where it is not defined.

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  • NSDrawer delegate pointing to deallocated object?

    - by Isaac
    A user has sent in a crash report with the stack trace listed below (I have not been able to reproduce the crash myself, but every other crash this user has reported has been a valid bug, even when I couldn't reproduce the effect). The application is a reference-counted Objective-C/Cocoa app. If I am interpreting it correctly, the crash is caused by attempting to send a drawerDidOpen: message to a deallocated object. The only object that should be receiving drawerDidOpen: is the drawer's delegate object (nowhere does any object register to receive drawer notifications), and the drawer's delegate object is instantiated via the XIB/NIB file, wired to the delegate outlet of the drawer, and not referenced anywhere else. Given that, how can I protect against the delegate getting dealloc'd before the drawer notification? Or, alternately, what have I misinterpreted that might be causing the crash? Crash log/stack trace: Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Codes: KERN_INVALID_ADDRESS at 0x0000000000000010 Crashed Thread: 0 Dispatch queue: com.apple.main-thread Application Specific Information: objc_msgSend() selector name: drawerDidOpen: Thread 0 Crashed: Dispatch queue: com.apple.main-thread 0 libobjc.A.dylib 0x00007fff8272011c objc_msgSend + 40 1 com.apple.Foundation 0x00007fff87d0786e _nsnote_callback + 167 2 com.apple.CoreFoundation 0x00007fff831bcaea __CFXNotificationPost + 954 3 com.apple.CoreFoundation 0x00007fff831a9098 _CFXNotificationPostNotification + 200 4 com.apple.Foundation 0x00007fff87cfe7d8 -[NSNotificationCenter postNotificationName:object:userInfo:] + 101 5 com.apple.AppKit 0x00007fff8512e944 _NSDrawerObserverCallBack + 840 6 com.apple.CoreFoundation 0x00007fff831d40d7 __CFRunLoopDoObservers + 519 7 com.apple.CoreFoundation 0x00007fff831af8c4 CFRunLoopRunSpecific + 548 8 com.apple.HIToolbox 0x00007fff839b8ada RunCurrentEventLoopInMode + 333 9 com.apple.HIToolbox 0x00007fff839b883d ReceiveNextEventCommon + 148 10 com.apple.HIToolbox 0x00007fff839b8798 BlockUntilNextEventMatchingListInMode + 59 11 com.apple.AppKit 0x00007fff84de8a2a _DPSNextEvent + 708 12 com.apple.AppKit 0x00007fff84de8379 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 155 13 com.apple.AppKit 0x00007fff84dae05b -[NSApplication run] + 395 14 com.apple.AppKit 0x00007fff84da6d7c NSApplicationMain + 364 15 (my app's identifier) 0x0000000100001188 start + 52

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  • passenger won't spawn more than 6 instances despite passenger_max_pool_size = 30

    - by mrD
    I have some problems with passenger + nginx and hope someone might be able help me and direct me in the right direction. I've set the passenger_max_pool_size to 30 but passenger never spawns more than 6 instances. I'm loading a webpage that uses ajax to load 30 sub pages from the server but because passenger only spawns 6 instances they are queued. What makes me confused is that Waiting on global queue is 0 but I can see in my browser that everything gets queued. When the first 6 ajax requests are done the next 6 starts loading. What am I missing? :) This is the output from passenger-status (I had about 24 requests in the browser waiting for response from the server when I checked this status) ----------- General information ----------- max = 30 count = 6 active = 6 inactive = 0 Waiting on global queue: 0 ----------- Domains ----------- /srv/rails/production/current: PID: 28428 Sessions: 1 Processed: 42 Uptime: 5m 43s PID: 28424 Sessions: 1 Processed: 23 Uptime: 5m 43s PID: 28422 Sessions: 1 Processed: 7 Uptime: 5m 43s PID: 28420 Sessions: 1 Processed: 22 Uptime: 6m 0s PID: 28426 Sessions: 1 Processed: 39 Uptime: 5m 43s PID: 28430 Sessions: 1 Processed: 7 Uptime: 5m 43s These are my passenger related settings in nginx.conf http { passenger_root /opt/ruby/lib/ruby/gems/1.8/gems/passenger-2.2.11; passenger_ruby /opt/ruby/bin/ruby; passenger_max_pool_size 30;

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  • How to improve multi-threaded access to Cache (custom implementation)

    - by Andy
    I have a custom Cache implementation, which allows to cache TCacheable<TKey> descendants using LRU (Least Recently Used) cache replacement algorithm. Every time an element is accessed, it is bubbled up to the top of the LRU queue using the following synchronized function: // a single instance is created to handle all TCacheable<T> elements public class Cache() { private object syncQueue = new object(); private void topQueue(TCacheable<T> el) { lock (syncQueue) if (newest != el) { if (el.elder != null) el.elder.newer = el.newer; if (el.newer != null) el.newer.elder = el.elder; if (oldest == el) oldest = el.newer; if (oldest == null) oldest = el; if (newest != null) newest.newer = el; el.newer = null; el.elder = newest; newest = el; } } } The bottleneck in this function is the lock() operator, which limits cache access to just one thread at a time. Question: Is it possible to get rid of lock(syncQueue) in this function while still preserving the queue integrity?

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  • Resque: Slow worker startup and Forking

    - by David John
    I'm currently moving my application from a Linode setup to EC2. Redis is currently installed on a remote instance with various worker instances interacting with the queue. Thats all going fantastic. My problem is with the amount of time it takes for a worker to be 'instantiated' and slow forking. Starting a worker will usually take between 30 seconds and a minute(from god.rb starting the worker rake task and the worker actively starting work on the queue). I could live with that, but I've not experienced such a wait time on my current Linode production box so I believe its one of my symptoms to a bigger problem. Next issue is that jobs that took a second or less in my previous environment now seem to take about 5 to 10 times longer.. I'm assuming this must be some sort of issue with my Ubuntu install on EC2? One notable difference is that I'm running REE 1.8.7-2010.01 in my new setup, and REE 1.8.6 on the old Linode boxes. Anyone else experienced these issues?

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  • Python Multiprocessing Question

    - by Avan
    My program has 2 parts divided into the core and downloader. The core handles all the app logic while the downloader just downloads urls. Right now, I am trying to use the python multiprocessing module to accomplish the task of the core as a process and the downloader as a process. The first problem I noticed was that if I spawn the downloader process from the core process so that the downloader is the child process and the core is the parent, the core process(parent) is blocked until the child is finished. I do not want this behaivor though. I would like to have a core process and a downloader process that are both able to execute their code and communicate between each other. example ... def main(): jobQueue = Queue() jobQueue.put("http://google.com) d = Downloader(jobQueue) p = Process(target=d.start()) p.start() if __name__ == '__main__': freeze_support() main() where Downloader's start() just takes the url out of the queue and downloads it. In order to have the 2 processes unblocked, would I need to create 2 processes from the parent process and then share something between them?

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  • How to specify MQ channel table location for .net web application using web.config

    - by Matt
    I've been going around in circles for a while on this one now. I'm trying to connect to a distributed queue manager using a supplied channel table file. I can get this to work if I specify the environmental variable MQCHLLIB and MQCHLTAB on my server. However the IBM documentation states that the .net config file can override these variables. Here is what I have placed in my web.config file: ... <configSections> <section name="CHANNELS" type="System.Configuration.NameValueSectionHandler" /> </configSections> <CHANNELS> <add key="ChannelDefinitionDirectory" value="C:\temp"></add> <add key="ChannelDefinitionFile" value="DSM_MOM_TEST.tab"></add> </CHANNELS> ... And here is the code that is executing: Hashtable properties = new Hashtable(); //Add managed connection type to parameters. const String connectionType = MQC.TRANSPORT_MQSERIES_CLIENT; properties.Add(MQC.TRANSPORT_PROPERTY, connectionType); return new MQQueueManager(queueManagerName, properties); queueManagerName is set to the generic queue manager "*Q101T". However this isn't working and I get an error returned: 2058 MQRC_Q_MGR_NAME_ERROR I've been unable to find any more documentation on how to get this to work other than the environmental variables and the standard mqclient.ini should be overriden by the channels stanza in the web.config. Is there something that I've missed in the code? Any tips would be greatly appreciated.

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  • Converting "A* Search" code from C++ to Java [on hold]

    - by mr5
    Updated! I get this code from this site It's A* Search Algorithm(finding shortest path with heuristics) I modify most of variable names and some if conditions from the original version to satisfy my syntactic taste. It works in C++ (as I can't see any trouble with it) but fails in Java version. Java Code: String findPath(int startX, int startY, int finishX, int finishY) { @SuppressWarnings("unchecked") LinkedList<Node>[] nodeList = (LinkedList<Node>[]) new LinkedList<?>[2]; nodeList[0] = new LinkedList<Node>(); nodeList[1] = new LinkedList<Node>(); Node n0; Node m0; int nlIndex = 0; // queueList index // reset the node maps for(int y = 0;y < ROW_COUNT; ++y) { for(int x = 0;x < COL_COUNT; ++x) { close_nodes_map[y][x] = 0; open_nodes_map[y][x] = 0; } } // create the start node and push into list of open nodes n0 = new Node( startX, startY, 0, 0 ); n0.updatePriority( finishX, finishY ); nodeList[nlIndex].push( n0 ); open_nodes_map[startY][startX] = n0.getPriority(); // mark it on the open nodes map // A* search while( !nodeList[nlIndex].isEmpty() ) { LinkedList<Node> pq = nodeList[nlIndex]; // get the current node w/ the highest priority // from the list of open nodes n0 = new Node( pq.peek().getX(), pq.peek().getY(), pq.peek().getIterCount(), pq.peek().getPriority()); int x = n0.getX(); int y = n0.getY(); nodeList[nlIndex].pop(); // remove the node from the open list open_nodes_map[y][x] = 0; // mark it on the closed nodes map close_nodes_map[y][x] = 1; // quit searching when the goal state is reached //if((*n0).estimate(finishX, finishY) == 0) if( x == finishX && y == finishY ) { // generate the path from finish to start // by following the directions String path = ""; while( !( x == startX && y == startY) ) { int j = dir_map[y][x]; int c = '0' + ( j + Node.DIRECTION_COUNT / 2 ) % Node.DIRECTION_COUNT; path = (char)c + path; x += DIR_X[j]; y += DIR_Y[j]; } return path; } // generate moves (child nodes) in all possible directions for(int i = 0; i < Node.DIRECTION_COUNT; ++i) { int xdx = x + DIR_X[i]; int ydy = y + DIR_Y[i]; // boundary check if (!(xdx >= 0 && xdx < COL_COUNT && ydy >= 0 && ydy < ROW_COUNT)) continue; if ( ( gridMap.getData( ydy, xdx ) == GridMap.WALKABLE || gridMap.getData( ydy, xdx ) == GridMap.FINISH) && close_nodes_map[ydy][xdx] != 1 ) { // generate a child node m0 = new Node( xdx, ydy, n0.getIterCount(), n0.getPriority() ); m0.nextLevel( i ); m0.updatePriority( finishX, finishY ); // if it is not in the open list then add into that if( open_nodes_map[ydy][xdx] == 0 ) { open_nodes_map[ydy][xdx] = m0.getPriority(); nodeList[nlIndex].push( m0 ); // mark its parent node direction dir_map[ydy][xdx] = ( i + Node.DIRECTION_COUNT / 2 ) % Node.DIRECTION_COUNT; } else if( open_nodes_map[ydy][xdx] > m0.getPriority() ) { // update the priority info open_nodes_map[ydy][xdx] = m0.getPriority(); // update the parent direction info dir_map[ydy][xdx] = ( i + Node.DIRECTION_COUNT / 2 ) % Node.DIRECTION_COUNT; // replace the node // by emptying one queueList to the other one // except the node to be replaced will be ignored // and the new node will be pushed in instead while( !(nodeList[nlIndex].peek().getX() == xdx && nodeList[nlIndex].peek().getY() == ydy ) ) { nodeList[1 - nlIndex].push( nodeList[nlIndex].pop() ); } nodeList[nlIndex].pop(); // remove the wanted node // empty the larger size queueList to the smaller one if( nodeList[nlIndex].size() > nodeList[ 1 - nlIndex ].size() ) nlIndex = 1 - nlIndex; while( !nodeList[nlIndex].isEmpty() ) { nodeList[1 - nlIndex].push( nodeList[nlIndex].pop() ); } nlIndex = 1 - nlIndex; nodeList[nlIndex].push( m0 ); // add the better node instead } } } } return ""; // no route found } Output1: Legends . = PATH ? = START X = FINISH 3,2,1 = OBSTACLES (Misleading path) Output2: Changing these lines: n0 = new Node( a, b, c, d ); m0 = new Node( e, f, g, h ); to n0.set( a, b, c, d ); m0.set( e, f, g, h ); I get (I'm really confused) C++ Code: std::string A_Star::findPath(int startX, int startY, int finishX, int finishY) { typedef std::queue<Node> List_Container; List_Container nodeList[2]; // list of open (not-yet-tried) nodes Node n0; Node m0; int pqIndex = 0; // nodeList index // reset the node maps for(int y = 0;y < ROW_COUNT; ++y) { for(int x = 0;x < COL_COUNT; ++x) { close_nodes_map[y][x] = 0; open_nodes_map[y][x] = 0; } } // create the start node and push into list of open nodes n0 = Node( startX, startY, 0, 0 ); n0.updatePriority( finishX, finishY ); nodeList[pqIndex].push( n0 ); open_nodes_map[startY][startX] = n0.getPriority(); // mark it on the open nodes map // A* search while( !nodeList[pqIndex].empty() ) { List_Container &pq = nodeList[pqIndex]; // get the current node w/ the highest priority // from the list of open nodes n0 = Node( pq.front().getX(), pq.front().getY(), pq.front().getIterCount(), pq.front().getPriority()); int x = n0.getX(); int y = n0.getY(); nodeList[pqIndex].pop(); // remove the node from the open list open_nodes_map[y][x] = 0; // mark it on the closed nodes map close_nodes_map[y][x] = 1; // quit searching when the goal state is reached //if((*n0).estimate(finishX, finishY) == 0) if( x == finishX && y == finishY ) { // generate the path from finish to start // by following the directions std::string path = ""; while( !( x == startX && y == startY) ) { int j = dir_map[y][x]; char c = '0' + ( j + DIRECTION_COUNT / 2 ) % DIRECTION_COUNT; path = c + path; x += DIR_X[j]; y += DIR_Y[j]; } return path; } // generate moves (child nodes) in all possible directions for(int i = 0; i < DIRECTION_COUNT; ++i) { int xdx = x + DIR_X[i]; int ydy = y + DIR_Y[i]; // boundary check if (!( xdx >= 0 && xdx < COL_COUNT && ydy >= 0 && ydy < ROW_COUNT)) continue; if ( ( pGrid->getData(ydy,xdx) == WALKABLE || pGrid->getData(ydy, xdx) == FINISH) && close_nodes_map[ydy][xdx] != 1 ) { // generate a child node m0 = Node( xdx, ydy, n0.getIterCount(), n0.getPriority() ); m0.nextLevel( i ); m0.updatePriority( finishX, finishY ); // if it is not in the open list then add into that if( open_nodes_map[ydy][xdx] == 0 ) { open_nodes_map[ydy][xdx] = m0.getPriority(); nodeList[pqIndex].push( m0 ); // mark its parent node direction dir_map[ydy][xdx] = ( i + DIRECTION_COUNT / 2 ) % DIRECTION_COUNT; } else if( open_nodes_map[ydy][xdx] > m0.getPriority() ) { // update the priority info open_nodes_map[ydy][xdx] = m0.getPriority(); // update the parent direction info dir_map[ydy][xdx] = ( i + DIRECTION_COUNT / 2 ) % DIRECTION_COUNT; // replace the node // by emptying one nodeList to the other one // except the node to be replaced will be ignored // and the new node will be pushed in instead while ( !( nodeList[pqIndex].front().getX() == xdx && nodeList[pqIndex].front().getY() == ydy ) ) { nodeList[1 - pqIndex].push( nodeList[pqIndex].front() ); nodeList[pqIndex].pop(); } nodeList[pqIndex].pop(); // remove the wanted node // empty the larger size nodeList to the smaller one if( nodeList[pqIndex].size() > nodeList[ 1 - pqIndex ].size() ) pqIndex = 1 - pqIndex; while( !nodeList[pqIndex].empty() ) { nodeList[1-pqIndex].push(nodeList[pqIndex].front()); nodeList[pqIndex].pop(); } pqIndex = 1 - pqIndex; nodeList[pqIndex].push( m0 ); // add the better node instead } } } } return ""; // no route found } Output: Legends . = PATH ? = START X = FINISH 3,2,1 = OBSTACLES (Just right) From what I read about Java's documentation, I came up with the conclusion: C++'s std::queue<T>::front() == Java's LinkedList<T>.peek() Java's LinkedList<T>.pop() == C++'s std::queue<T>::front() + std::queue<T>::pop() What might I be missing in my Java version? In what way does it became different algorithmically from the C++ version?

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  • C++ Storing variables and inheritance

    - by Kaa
    Hello Everyone, Here is my situation: I have an event driven system, where all my handlers are derived from IHandler class, and implement an onEvent(const Event &event) method. Now, Event is a base class for all events and contains only the enumerated event type. All actual events are derived from it, including the EventKey event, which has 2 fields: (uchar) keyCode and (bool)isDown. Here's the interesting part: I generate an EventKey event using the following syntax: Event evt = EventKey(15, true); and I ship it to the handlers: EventDispatch::sendEvent(evt); // void EventDispatch::sendEvent(const Event &event); (EventDispatch contains a linked list of IHandlers and calls their onEvent(const Event &event) method with the parameter containing the sent event. Now the actual question: Say I want my handlers to poll the events in a queue of type Event, how do I do that? x Dynamic pointers with reference counting sound like too big of a solution. x Making copies is more difficult than it sounds, since I'm only receiving a reference to a base type, therefore each time I would need to check the type of event, upcast to EventKey and then make a copy to store in a queue. Sounds like the only solution - but is unpleasant since I would need to know every single type of event and would have to check that for every event received - sounds like a bad plan. x I could allocate the events dynamically and then send around pointers to those events, enqueue them in the array if wanted - but other than having reference counting - how would I be able to keep track of that memory? Do you know any way to implement a very light reference counter that wouldn't interfere with the user? What do you think would be a good solution to this design? I thank everyone in advance for your time. Sincerely, Kaa

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  • SQL Group by Minute- Expanded

    - by Barnie
    I am working on something similar to this post here: TS SQL - group by minute However mine is pulling from an message queue, and I need to see an accurate count of the amount of traffic the Message Queue is creating/ sending, and at what time Select * From MessageQueue mq My expanded version of this though is the following: A) User defines a start time and an end time (Easy enough using Declare's @StartTime and @EndTime B) Give the user the option of choosing the "grouping". Will it be broken out by 1 minutes, 5 minutes, 15 minutes, or 30 minutes (Max). (I had thought to do this with a CASE statement, but my test problems fall apart on me.) C) Display the data to accurately show a count of what happened during the interval (Grouping) selected. This is where I am at so far SQL Blob: DECLARE @StartTime datetime DECLARE @EndTime datetime SELECT DATEPART(n, mq.cre_date)/5 as Time --Trying to just sort by 5 minute intervals ,CONVERT(VARCHAR(10),mq.Cre_Date,101) ,COUNT(*) as results FROM dbo.MessageQueue mq WHERE mq.cre_date BETWEEN @StartDate AND @EndDate GROUP BY DATEPART(n, mq.cre_date)/5 --Trying to just sort by 5 minute intervals , eq.Cre_Date This is the output I would like to achieve: [Time] [Date] [Message Count] 1300 06/26/2012 5 1305 06/26/2012 1 1310 06/26/2012 100

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  • Asynchronous URL connection objective C

    - by tweety
    I created an asynchronous URL connection to call a web service using HTTP POST method. after I am pinging the web i set an NSTimerInterval in the completion handler. my problem is when I'm trying to display the time on the view controller it is not doing promptly. I know block is stored in the heap and gets executed later on anytime and probably that's why i'm not getting prompt answer. I was wondering is there any other way to do this? Thanks in advance. my code: __block NSDate *start= [NSDate date]; __block NSDate *end; __block double miliseconds; __block NSTimeInterval time; [NSURLConnection sendAsynchronousRequest:urlRequest queue:queue completionHandler:^(NSURLResponse *response, NSData *data, NSError *error) { if([data length]==0 && error==nil){ end=[NSDate date]; time=[end timeIntervalSinceDate:start]; NSLog(@"Successfully Pinged"); miliseconds = time; // calling a method to display ping time [self label:miliseconds]; } -(void) label:(double) mili{ double miliseconds=mili*1000; self.timeDisplay.text=[NSString stringWithFormat:@"Time: %.3f ms", miliseconds];

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  • View isn't scrolling back down after I dismiss the keyboard

    - by fmi
    I have a Tab Bar app. One of the views has a UITextView that is hidden by the keyboard when touched. I've set the view to scroll to account for the keyboard but it the view doesn't always return to it's original position after I dismiss the keyboard. Here is my code: //Scroll the view for keyboard - (void)viewWillAppear:(BOOL)animated { void (^keyBoardWillShow) (NSNotification *)= ^(NSNotification * notif) { NSDictionary* info = [notif userInfo]; NSValue* aValue = [info objectForKey:UIKeyboardFrameEndUserInfoKey]; CGSize keyboardSize = [aValue CGRectValue].size; float bottomPoint = (additionalView.frame.origin.y + additionalView.frame.size.height + 10); scrollAmount = keyboardSize.height - (self.view.frame.size.height - bottomPoint); if (scrollAmount > 0) { moveViewUp =YES; [self scrollTheView:YES]; } else moveViewUp = NO; }; [[NSNotificationCenter defaultCenter] addObserverForName:UIKeyboardWillShowNotification object:self.view.window queue:nil usingBlock:keyBoardWillShow]; void (^keyBoardWillHide) (NSNotification *)= ^(NSNotification * notif) { if (moveViewUp) [self scrollTheView:NO]; }; [[NSNotificationCenter defaultCenter] addObserverForName:UIKeyboardWillHideNotification object:self.view.window queue:nil usingBlock:keyBoardWillHide]; [super viewWillAppear:animated]; } - (void)viewWillDisappear:(BOOL)animated { [[NSNotificationCenter defaultCenter] removeObserver:self name:UIKeyboardWillShowNotification object:nil]; [super viewWillDisappear:animated]; } (void)scrollTheView:(BOOL)movedUp { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.3]; CGRect rect = self.view.frame; if (movedUp){ rect.origin.y -= scrollAmount; } else { rect.origin.y += scrollAmount; } self.view.frame = rect; [UIView commitAnimations]; }

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