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  • Testing performance from around the world - how do I get a linux shell easily in multiple countries?

    - by Matthew O'Riordan
    We are building a socket based service where latency is paramount, and as such we have servers distributed into 7 data centres around the world. However, whilst we know we're bringing the servers closer to the clients, it's very difficult to know how effective this is, and importantly, what difference this makes compared to our competitors. As such, we want to run simple scripts that test latency and throughput for both our service and our competitors, which is easy enough using Amazon, however Amazon only have 7 data centres. We would like to know for example how we perform in locations all over the world such as South Africa, Australia, China, Peru etc. Does anyone know of any service where we could piggy back off their global infrastructure and run some scripts to test this performance? The obvious contenders are people like Monitis, but I don't think they would allow us to run custom scripts, only standard protocol monitors. Thanks for your help. Matt

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  • Does NTFS performance degrade significantly in volumes larger than five or six TB?

    - by Josh Yeager
    One of my customers is planning to set up a new document store, which will probably grow by 1-2TB per year. One of my co-workers says that Windows performance is extremely bad if it has a single NTFS volume that is bigger than five or six TB. He thinks that we need to set up their system with multiple volumes so that no single volume will exceed that limit. Is this a real problem? Does Windows or NTFS slow down when the volume size reaches several terabytes? Or is it possible to create a single volume of 10 or more TB?

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  • deleting object with template for int and object

    - by Yokhen
    Alright so Say I have a class with all its definition, bla bla bla... template <class DT> class Foo{ private: DT* _data; //other stuff; public: Foo(DT* data){ _data = data } virtual ~Foo(){ delete _data } //other methods }; And then I have in the main method: int main(){ int number = 12; Foo<anyRandomClass>* noPrimitiveDataObject = new Foo<anyRandomClass>(new anyRandomClass()); Foo<int>* intObject = new Foo<int>(number); delete noPrimitiveDataObject; //Everything goes just fine. delete intObject; //It messes up here, I think because primitive data types such as int are allocated in a different way. return 0; } My question is: What could I do to have both delete statements in the main method work just fine? P.S.: Although I have not actually compiled/tested this specific code, I have reviewed it extensively (as well as indented. You're welcome.), so if you find a mistake, please be nice. Thank you.

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  • release object of a return method object c

    - by Piero
    in run the app with the analyze build, and Xcode found me a lot of memory leak and there is one in particular that i don't know how solve here it is: - (UIView *) tableView:(UITableView *)tableView viewForHeaderInSection:(NSInteger)section { UIImageView *sectionImage = [[UIImageView alloc] init]; if (section == 0)sectionImage.image = [UIImage imageNamed:@"myImage.png"]; return sectionImage; } so my question is, how i can release this sectionImage? if is the return of the method? EDIT: i have another question, analyze give me another memory leak, i have this: .h @property (nonatomic, retain) NSIndexPath *directCellPath; .m @synthesize directCellPath = _directCellPath; - (id)init{ if ((self = [super initWithNibName:@"MyViewController" bundle:nil])) { self.directCellPath = [[NSIndexPath alloc] init]; } return self; } then in the code i use it and finally in the dealloc i do this: - (void)dealloc { [_directCellPath release]; [super dealloc]; } and give me a memory leak on this line: self.directCellPath = [[NSIndexPath alloc] init]; why if i have deallocated it in the dealloc?

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  • xml error: Object reference not set to an instance of an object after SelectSingleNode

    - by every_answer_gets_a_point
    here's my code: XmlDocument doc = new XmlDocument(); foreach (string c in colorList) { doc.Load(@"http://whoisxmlapi.com/whoisserver/WhoisService?domainName=" + c + @"&username=user&password=pass"); textBox1.Text += doc.SelectSingleNode("WhoisRecord/registrant/email").InnerText + ","; } for the second line of code (textbox1...) is generating this error what am i doing wrong?

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  • Is there a MySQL performance benchmark to measure the impact of utf8_unicode_ci versus utf8_general_ci?

    - by MiniQuark
    I read here and there that using the utf8_unicode_ci collation ensures a better treatment of unicode text (for example, it knowns how to expand characters such as 'œ' into 'oe' for searching and ordering) compared to the default utf8_general_ci which basically just strips diacritics. Unfortunately, both sources indicate that utf8_unicode_ci is slightly slower than utf8_general_ci. So my question is: what does "slightly slower" mean? Has anyone run benchmarks? Are we talking about a -0.01% performance impact or rather something like -25%? Thanks for your help.

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  • expand floating object when floating object within expands

    - by Scarface
    Hey guys, quick question, I have a link when clicked drops down a list. This list is floated to the right to position it properly. This list is in another box that has been floated. My problem is that when the list expands, the box does not and the list comes out of the container box, unless the list is not floated. However floating it seems like the only way to get it to the position I want. If anyone has any ideas on how to solve this problem I would appreciate it. .container-box { margin-top:0px; float:left; padding-left:5px; position:relative; } #box-within { float:right; font-weight:bold; max-height:250px; display: none; background-color:#fff; overflow: auto; width:325px; padding:5px; position:relative; }

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  • Objective-C: alloc of object within init of another object (memory management)

    - by Stefan Klumpp
    In my .h file I have: NSMutableArray *myArray; @property (nonatomic, retain) NSMutableArray *myArray; My .m file looks basically like this: @synthesize myArray; - (id) init { self = [super init]; if (self != nil) { self.myArray = .... ? // here I want to create an empty array } return self; } - (void) dealloc { [self.myArray release]; [super dealloc]; } What I'm not sure about is what do to in the init. 1) self.myArray = [[NSMutableArray alloc] init]; 2) NSMutableArray *tmp = [[NSMutableArray alloc] init]; self.myArray = tmp; [tmp release]; Solution 1 doesn't seem right to me, because of my @property (retain) setting I automatically increase the retain counter when setting self.myArray, but additionally I have already a "+1 retain" due to the [NSMutableArray alloc]. Thus the second solution seems more correct to me, even though it is cumbersome. Also am I wondering if self.myArray = ... is actually the same as [self setMyArray:...] and thus does increase the retain count.

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  • Why is the value of __name__ changing after assignment to sys.modules[__name__]?

    - by martineau
    While trying to do something similar to what's in the ActiveState recipe titled Constants in Python by Alex Martelli, I ran into an unexpected side-effect that assigning a class instance to an entry in sys.modules apparently has in Python 2.7 -- namely that doing so apparent changes the value of __name__ to None as illustrated in the following code fragment: class _test(object): pass import sys print '__name__: %r' % __name__ # __name__: '__main__' sys.modules[__name__] = _test() print '__name__: %r' % __name__ # __name__: None if __name__ == '__main__': # never executes... import test print "done" I'd like to understand why this is happening. I don't believe it was that way in Python 2.6 and earlier versions since I have some older code where apparently the if __name__ == '__main__': conditional worked as expected following the assignment (but no longer does). FWIW, I also noticed that the name _class is getting rebound from a class object to None, too, after the assignment. Also seems odd to me that they're being rebound to 'None' rather than disappearing altogether... Update: I'd like to add that any workarounds for achieving the effect of if __name__ == '__main__':, given what happens would be greatly appreciated. TIA!

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  • How can I get a windows server to collate and email 4 daily reports/graphs for server performance

    - by Glyn Darkin
    I run a windows 2008 webserver and would like to setup the most basic performance monitoring in the world. What i would like is: a plot of ASP.Net request time for each w3wp process for a 24hour period a plot of CPU% utilisation for each w3wp process for a 24hour period a plot of Memory utilisation for each w3wp process for a 24hour period a plot of network utilisation for each w3wp process for a 24hour period a plot of disk utilisation for each w3wp process for a 24hour period I would these plots to be emailed to me each morning. Anybody know what is the simplest way to set this up? Thanks for your help in advance. Glyn

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  • C++ Type error with Object versus Object reference

    - by muddybruin
    I have the following function (which worked in Visual Studio): bool Plane::contains(Vector& point){ return normalVector.dotProduct(point - position) < -doubleResolution; } When I compile it using g++ version 4.1.2 , I get the following error: Plane.cpp: In member function âvirtual bool Plane::contains(Vector&)â: Plane.cpp:36: error: no matching function for call to âVector::dotProduct(Vector)â Vector.h:19: note: candidates are: double Vector::dotProduct(Vector&) So as you can see, the compiler thinks (point-position) is a Vector but it's expecting Vector&. What's the best way to fix this? I verified that this works: Vector temp = point-position; return normalVector.dotProduct(temp) < -doubleResolution; But I was hoping for something a little bit cleaner. I heard a suggestion that adding a copy constructor might help. So I added a copy constructor to Vector (see below), but it didn't help. Vector.h: Vector(const Vector& other); Vector.cpp: Vector::Vector(const Vector& other) :x(other.x), y(other.y), z(other.z), homogenous(other.homogenous) { }

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  • Performance problem with an Intel Wireless 5100

    - by Piet
    I just installed 12.04 on a HP Elitebook 2530p. The performance with wireless connection to an Eminem 4551 is very bad. Wired connection just works great. If I connect to my router (Eminent 4551) wired I have a good performance accessing internet pages with Firefox. When I try to access the same internet pages wireless I get a real bad performance. piet@piet-HP-EliteBook-2530p:~$ lspci 00:00.0 Host bridge: Intel Corporation Mobile 4 Series Chipset Memory Controller Hub (rev 07) 00:02.0 VGA compatible controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07) 00:02.1 Display controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07) 00:03.0 Communication controller: Intel Corporation Mobile 4 Series Chipset MEI Controller (rev 07) 00:03.2 IDE interface: Intel Corporation Mobile 4 Series Chipset PT IDER Controller (rev 07) 00:03.3 Serial controller: Intel Corporation Mobile 4 Series Chipset AMT SOL Redirection (rev 07) 00:19.0 Ethernet controller: Intel Corporation 82567LM Gigabit Network Connection (rev 03) 00:1a.0 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #4 (rev 03) 00:1a.1 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #5 (rev 03) 00:1a.2 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #6 (rev 03) 00:1a.7 USB controller: Intel Corporation 82801I (ICH9 Family) USB2 EHCI Controller #2 (rev 03) 00:1b.0 Audio device: Intel Corporation 82801I (ICH9 Family) HD Audio Controller (rev 03) 00:1c.0 PCI bridge: Intel Corporation 82801I (ICH9 Family) PCI Express Port 1 (rev 03) 00:1c.1 PCI bridge: Intel Corporation 82801I (ICH9 Family) PCI Express Port 2 (rev 03) 00:1c.2 PCI bridge: Intel Corporation 82801I (ICH9 Family) PCI Express Port 3 (rev 03) 00:1d.0 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #1 (rev 03) 00:1d.1 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #2 (rev 03) 00:1d.2 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #3 (rev 03) 00:1d.7 USB controller: Intel Corporation 82801I (ICH9 Family) USB2 EHCI Controller #1 (rev 03) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev 93) 00:1f.0 ISA bridge: Intel Corporation ICH9M-E LPC Interface Controller (rev 03) 00:1f.2 SATA controller: Intel Corporation 82801IBM/IEM (ICH9M/ICH9M-E) 4 port SATA Controller [AHCI mode] (rev 03) 02:00.0 Network controller: Intel Corporation PRO/Wireless 5100 AGN [Shiloh] Network Connection 44:06.0 FireWire (IEEE 1394): Ricoh Co Ltd R5C832 IEEE 1394 Controller (rev 05) 44:06.1 SD Host controller: Ricoh Co Ltd R5C822 SD/SDIO/MMC/MS/MSPro Host Adapter (rev 22) piet@piet-HP-EliteBook-2530p:~$

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  • SQL SERVER – SQL Server Performance: Indexing Basics – SQL in Sixty Seconds #006 – Video

    - by pinaldave
    A DBA’s role is critical, because a production environment has to run 24×7, hence maintenance, trouble shooting, and quick resolutions are the need of the hour.  The first baby step into any performance tuning exercise in SQL Server involves creating, analyzing, and maintaining indexes. Though we have learnt indexing concepts from our college days, indexing implementation inside SQL Server can vary.  Understanding this behavior and designing our applications appropriately will make sure the application is performed to its highest potential. Vinod Kumar and myself we often thought about this and realized that practical understanding of the indexes is very important. One can not master every single aspects of the index. However there are some minimum expertise one should gain if performance is one of the concern. More on Indexes: SQL Index SQL Performance I encourage you to submit your ideas for SQL in Sixty Seconds. We will try to accommodate as many as we can. Here is the interview of Vinod Kumar by myself. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: Database, Pinal Dave, PostADay, SQL, SQL Authority, SQL in Sixty Seconds, SQL Query, SQL Scripts, SQL Server, SQL Tips and Tricks, SQLServer, T SQL, Video

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  • Unexpected SQL Server 2008 Performance Tip: Avoid local variables in WHERE clause

    - by Jim Duffy
    Sometimes an application needs to have every last drop of performance it can get, others not so much. We’re in the process of converting some legacy Visual FoxPro data into SQL Server 2008 for an application and ran into a situation that required some performance tweaking. I figured the Making Microsoft SQL Server 2008 Fly session that Yavor Angelov (SQL Server Program Manager – Query Processing) presented at PDC 2009 last November would be a good place to start. I was right. One tip among the list of incredibly useful tips Yavor presented was “local variables are bad news for the Query Optimizer and they cause the Query Optimizer to guess”. What that means is you should be avoiding code like this in your stored procs even though it seems such an intuitively good idea. DECLARE @StartDate datetime SET @StartDate = '20091125' SELECT * FROM Orders WHERE OrderDate = @StartDate Instead you should be referencing the value directly in the WHERE clause so the Query Optimizer can create a better execution plan. SELECT * FROM Orders WHERE OrderDate = '20091125' My first thought about this one was we reference variables in the form of passed in parameters in WHERE clauses in many of our stored procs. Not to worry though because parameters ARE available to the Query Optimizer as it compiles the execution plan. I highly recommend checking out Yavor’s session for additional tips to help you squeeze every last drop of performance out of your queries. Have a day. :-|

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  • How should an object that uses composition set its composed components?

    - by Casey
    After struggling with various problems and reading up on component-based systems and reading Bob Nystrom's excellent book "Game Programming Patterns" and in particular the chapter on Components I determined that this is a horrible idea: //Class intended to be inherited by all objects. Engine uses Objects exclusively. class Object : public IUpdatable, public IDrawable { public: Object(); Object(const Object& other); Object& operator=(const Object& rhs); virtual ~Object() =0; virtual void SetBody(const RigidBodyDef& body); virtual const RigidBody* GetBody() const; virtual RigidBody* GetBody(); //Inherited from IUpdatable virtual void Update(double deltaTime); //Inherited from IDrawable virtual void Draw(BITMAP* dest); protected: private: }; I'm attempting to refactor it into a more manageable system. Mr. Nystrom uses the constructor to set the individual components; CHANGING these components at run-time is impossible. It's intended to be derived and be used in derivative classes or factory methods where their constructors do not change at run-time. i.e. his Bjorne object is just a call to a factory method with a specific call to the GameObject constructor. Is this a good idea? Should the object have a default constructor and setters to facilitate run-time changes or no default constructor without setters and instead use a factory method? Given: class Object { public: //...See below for constructor implementation concerns. Object(const Object& other); Object& operator=(const Object& rhs); virtual ~Object() =0; //See below for Setter concerns IUpdatable* GetUpdater(); IDrawable* GetRenderer(); protected: IUpdatable* _updater; IDrawable* _renderer; private: }; Should the components be read-only and passed in to the constructor via: class Object { public: //No default constructor. Object(IUpdatable* updater, IDrawable* renderer); //...remainder is same as above... }; or Should a default constructor be provided and then the components can be set at run-time? class Object { public: Object(); //... SetUpdater(IUpdater* updater); SetRenderer(IDrawable* renderer); //...remainder is same as above... }; or both? class Object { public: Object(); Object(IUpdater* updater, IDrawable* renderer); //... SetUpdater(IUpdater* updater); SetRenderer(IDrawable* renderer); //...remainder is same as above... };

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  • How do I handle specific tile/object collisions?

    - by Thomas William Cannady
    What do I do after the bounding box test against a tile to determine whether there is a real collision against the contents of that tile? And if there is, how should I move the object in response to that collision? I have a small object, and test for collisions against the tiles that each corner of it is on. Here's my current code, which I run for each of those (up to) four tiles: // get the bounding box of the object, in world space objectBounds = object->bounds + object->position; if ( (objectBounds.right >= tileBounds.left) && (objectBounds.left <= tileBounds.right) && (objectBounds.top >= tileBounds.bottom) && (objectBounds.bottom <= tileBounds.top)) { // perform specific test to see if it's a left, top , bottom // or right collision. If so, I check to see the nature of it // and where I need to place the object to respond to that collision... // [THIS IS THE PART THAT NEEDS WORK] // if( lastkey==keydown[right] && ((objectBounds.right >= tileBounds.left) && (objectBounds.right <= tileBounds.right) && (objectBounds.bottom >= tileBounds.bottom) && (objectBounds.bottom <= tileBounds.top)) ) { object->position.x = tileBounds.left - objectBounds.width; } // etc.

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  • Enumerable Interleave Extension Method

    - by João Angelo
    A recent stackoverflow question, which I didn’t bookmark and now I’m unable to find, inspired me to implement an extension method for Enumerable that allows to insert a constant element between each pair of elements in a sequence. Kind of what String.Join does for strings, but maintaining an enumerable as the return value. Having done the single element part I got a bit carried away and ended up expanding it adding overloads to support interleaving elements of another sequence and support for a predicate to control when interleaving takes place. I have to confess that I did this for fun and now I can’t think of any real usage scenario, nonetheless, it may prove useful for someone. First a simple example: var target = new string[] { "(", ")", "(", ")" }; var result = target.Interleave(".", (f, s) => f == "("); // Prints: (.)(.) Console.WriteLine(String.Join(string.Empty, result)); And now the untested but documented implementation: using System; using System.Collections; using System.Collections.Generic; using System.Linq; public static class EnumerableExtensions { /// <summary> /// Iterates infinitely over a constant element. /// </summary> /// <typeparam name="T"> /// The type of element in the sequence. /// </typeparam> private class InfiniteSequence<T> : IEnumerable<T>, IEnumerator<T> { public InfiniteSequence(T element) { this.Element = element; } public T Element { get; private set; } public IEnumerator<T> GetEnumerator() { return this; } IEnumerator IEnumerable.GetEnumerator() { return this; } T IEnumerator<T>.Current { get { return this.Element; } } void IDisposable.Dispose() { } object IEnumerator.Current { get { return this.Element; } } bool IEnumerator.MoveNext() { return true; } void IEnumerator.Reset() { } } /// <summary> /// Interleaves the specified <paramref name="element"/> between each pair of elements in the <paramref name="target"/> sequence. /// </summary> /// <typeparam name="T"> /// The type of elements in the sequence. /// </typeparam> /// <param name="target"> /// The target sequence to be interleaved. /// </param> /// <param name="element"> /// The element used to perform the interleave operation. /// </param> /// <exception cref="ArgumentNullException"> /// <paramref name="target"/> or <paramref name="element"/> is a null reference. /// </exception> /// <returns> /// The <paramref name="target"/> sequence interleaved with the specified <paramref name="element"/>. /// </returns> public static IEnumerable<T> Interleave<T>( this IEnumerable<T> target, T element) { if (target == null) throw new ArgumentNullException("target"); if (element == null) throw new ArgumentNullException("element"); return InterleaveInternal(target, new InfiniteSequence<T>(element), (f, s) => true); } /// <summary> /// Interleaves the specified <paramref name="element"/> between each pair of elements in the <paramref name="target"/> sequence. /// </summary> /// <remarks> /// The interleave operation is interrupted as soon as the <paramref name="target"/> sequence is exhausted; If the number of <paramref name="elements"/> to be interleaved are not enough to completely interleave the <paramref name="target"/> sequence then the remainder of the sequence is returned without being interleaved. /// </remarks> /// <typeparam name="T"> /// The type of elements in the sequence. /// </typeparam> /// <param name="target"> /// The target sequence to be interleaved. /// </param> /// <param name="elements"> /// The elements used to perform the interleave operation. /// </param> /// <exception cref="ArgumentNullException"> /// <paramref name="target"/> or <paramref name="element"/> is a null reference. /// </exception> /// <returns> /// The <paramref name="target"/> sequence interleaved with the specified <paramref name="elements"/>. /// </returns> public static IEnumerable<T> Interleave<T>( this IEnumerable<T> target, IEnumerable<T> elements) { if (target == null) throw new ArgumentNullException("target"); if (elements == null) throw new ArgumentNullException("elements"); return InterleaveInternal(target, elements, (f, s) => true); } /// <summary> /// Interleaves the specified <paramref name="element"/> between each pair of elements in the <paramref name="target"/> sequence that satisfy <paramref name="predicate"/>. /// </summary> /// <typeparam name="T"> /// The type of elements in the sequence. /// </typeparam> /// <param name="target"> /// The target sequence to be interleaved. /// </param> /// <param name="element"> /// The element used to perform the interleave operation. /// </param> /// <param name="predicate"> /// A predicate used to assert if interleaving should occur between two target elements. /// </param> /// <exception cref="ArgumentNullException"> /// <paramref name="target"/> or <paramref name="element"/> or <paramref name="predicate"/> is a null reference. /// </exception> /// <returns> /// The <paramref name="target"/> sequence interleaved with the specified <paramref name="element"/>. /// </returns> public static IEnumerable<T> Interleave<T>( this IEnumerable<T> target, T element, Func<T, T, bool> predicate) { if (target == null) throw new ArgumentNullException("target"); if (element == null) throw new ArgumentNullException("element"); if (predicate == null) throw new ArgumentNullException("predicate"); return InterleaveInternal(target, new InfiniteSequence<T>(element), predicate); } /// <summary> /// Interleaves the specified <paramref name="element"/> between each pair of elements in the <paramref name="target"/> sequence that satisfy <paramref name="predicate"/>. /// </summary> /// <remarks> /// The interleave operation is interrupted as soon as the <paramref name="target"/> sequence is exhausted; If the number of <paramref name="elements"/> to be interleaved are not enough to completely interleave the <paramref name="target"/> sequence then the remainder of the sequence is returned without being interleaved. /// </remarks> /// <typeparam name="T"> /// The type of elements in the sequence. /// </typeparam> /// <param name="target"> /// The target sequence to be interleaved. /// </param> /// <param name="elements"> /// The elements used to perform the interleave operation. /// </param> /// <param name="predicate"> /// A predicate used to assert if interleaving should occur between two target elements. /// </param> /// <exception cref="ArgumentNullException"> /// <paramref name="target"/> or <paramref name="element"/> or <paramref name="predicate"/> is a null reference. /// </exception> /// <returns> /// The <paramref name="target"/> sequence interleaved with the specified <paramref name="elements"/>. /// </returns> public static IEnumerable<T> Interleave<T>( this IEnumerable<T> target, IEnumerable<T> elements, Func<T, T, bool> predicate) { if (target == null) throw new ArgumentNullException("target"); if (elements == null) throw new ArgumentNullException("elements"); if (predicate == null) throw new ArgumentNullException("predicate"); return InterleaveInternal(target, elements, predicate); } private static IEnumerable<T> InterleaveInternal<T>( this IEnumerable<T> target, IEnumerable<T> elements, Func<T, T, bool> predicate) { var targetEnumerator = target.GetEnumerator(); if (targetEnumerator.MoveNext()) { var elementsEnumerator = elements.GetEnumerator(); while (true) { T first = targetEnumerator.Current; yield return first; if (!targetEnumerator.MoveNext()) yield break; T second = targetEnumerator.Current; bool interleave = true && predicate(first, second) && elementsEnumerator.MoveNext(); if (interleave) yield return elementsEnumerator.Current; } } } }

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  • Performance of concurrent software on multicore processors

    - by Giorgio
    Recently I have often read that, since the trend is to build processors with multiple cores, it will be increasingly important to have programming languages that support concurrent programming in order to better exploit the parallelism offered by these processors. In this respect, certain programming paradigms or models are considered well-suited for writing robust concurrent software: Functional programming languages, e.g. Haskell, Scala, etc. The actor model: Erlang, but also available for Scala / Java (Akka), C++ (Theron, Casablanca, ...), and other programming languages. My questions: What is the state of the art regarding the development of concurrent applications (e.g. using multi-threading) using the above languages / models? Is this area still being explored or are there well-established practices already? Will it be more complex to program applications with a higher level of concurrency, or is it just a matter of learning new paradigms and practices? How does the performance of highly concurrent software compare to the performance of more traditional software when executed on multiple core processors? For example, has anyone implemented a desktop application using C++ / Theron, or Java / Akka? Was there a boost in performance on a multiple core processor due to higher parallelism?

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  • Unity Problem with colliding instances of same object

    - by Kuba Sienkiewicz
    I want to check if object's instance is overlapping with another instance (any spawned object with another spawned object, not necessary the same object). I'm doing this by detecting collisions between bodies. But I have a problem. Spawned object (instances) are detecting collision with everything but other spawned objects. I've checked collision layers etc. All of spawned objects have rigidbodies and mesh colliders. Also when I attach my script to another body and I touch that body with an instanced object it detects collision. So problem is visible only in collision between spawned objects. And one more information I have script, rigid body and collider attached to child of main object. using UnityEngine; using System.Collections; public class CantPlace : MonoBehaviour { public bool collided = false; // Use this for initialization void Start () { } // Update is called once per frame void Update () { //Debug.Log (collided); } void OnTriggerEnter(Collider collider) { //if (true) { //foreach (Transform child in this.transform) { // if (child.name == "Cylinder") { //collided = true; Color c; c = this.renderer.material.color; c.g = 0f; c.b = 1f; c.r = 0f; this.renderer.material.color = c; Debug.Log (collider.name); //} // } //} //foreach (ContactPoint contact in collision.contacts) { // Debug.DrawRay(contact.point, contact.normal, Color.red,15f); // } } }

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  • Configuration Tips for better Performance with ADF Mobile Apps

    - by SRINI INDLA
    Some tips to keep in mind to make sure ADF Mobile application's performance is optimal: 1. Select release mode in deployment profile. This is perhaps the most important thing to remember to ensure best performance for ADF Mobile Apps. Selecting this option causes the deployer to package optimized JVM and minified JS libs with the mobile app there by significantly improving the over all performance of the application. 2. For iOS you do not need to do anything else other than selecting  release mode in deploy profile. However, on Android you have to create a keystore and configure it in JDev --> Tools --> Preferences --> ADF Mobile --> Platforms : Android as shown in the snapshot below 3. Steps for generating the Keystore for Android using keytool :  4. Logging level setting in logging.properties: Make sure the log level is set to SEVERE for both framework logger as well as the application logger as follows oracle.adfmf.framework.level=SEVERE oracle.adfmf.application.level=SEVERE 5. When using SOAP WebServices with WebService Data Control make sure you select the option to copy the WSDL. This will cause the JDev to download the WSDL and all the XSDs referenced by the WSDL from the server at design time and package them with the application during deployment. This way the application does not incur the cost of downloading these resources at run time from the device.

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  • Bad Performance With Games Under Wine in Ubuntu 12.04

    - by Pandem
    I'm somewhat new to Linux. I've dabbled with it before but never more than just experimentation in a VM or dual boot where I almost always reverted back to Windows soon after (more due to a lack of commitment than a dislike for the OS). Anyway my problem is that in the two games (Guild Wars and Team Fortress 2) I've tried so far I get fairly bad performance. Despite both games having a "Platinum" rating I've still been forced to run both in DirectX 8, otherwise they either crash, have texture defects or the UI is missing. By "bad performance" I mean sub-30 FPS where there are some players and regular large framerate drops with video settings on low. Currently in my mind I believe the performance issues are just a problem with the drivers because my graphics card is a AMD 7850 which is virtually brand new and probably not properly supported yet but I'm unsure and would appreciate advice or tips to improve things. I have Ubuntu 12.04 installed and I am usually logged in a Gnome Classic session. I have installed AMD's proprietary drivers (Catalyst version 12.4) and have Wine 1.4 installed. I have used Winetricks to install DX9/DX10 dlls and other things.

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