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  • Weird mouse behaviour. Debian wheezy

    - by DevNoob
    When I move my mouse slowly over the desktop the pointer jumps often a few pixels (one or two) in the opposite direction of which I move my mouse. Horribly when trying to set the cursor around some semicolons in eclipse. I guess this is the result of a wrong set resolution of it. I suppose this is because the mouse was set initially really fast and even if I do xset 1/2 3, the mouse is just to fast and unprecise for me. It aready tried to configure the xorg.conf like this: Section "InputDevice" Identifier "Configured Mouse" Driver "mouse" Option "Device" "/dev/mouse" Option "Protocol" "Auto" Option "Name" "Logitech G3" Option "Resolution" "2000" EndSection But with no effect. Maybe because there is no /dev/mouse. This ist the content of dev. Maybe you can tell me which one is the mouse. autofs block bsg btrfs-control bus cdrom cdrw char console core cpu cpu_dma_latency disk dvd dvdrw fd fd0 full fuse fw0 hidraw0 hidraw1 hpet input kmsg log loop0 loop1 loop2 loop3 loop4 loop5 loop6 loop7 loop-control MAKEDEV mapper mcelog mem net network_latency network_throughput null nvidia0 nvidiactl oldmem port ppp printer psaux ptmx pts random rfkill root rtc rtc0 sda sda1 sda2 sda3 sda5 sda6 sda7 sda8 sdb sdb1 sg0 sg1 sg2 shm snapshot snd sndstat sr0 stderr stdin stdout tty tty0 tty1 tty10 tty11 tty12 tty13 tty14 tty15 tty16 tty17 tty18 tty19 tty2 tty20 tty21 tty22 tty23 tty24 tty25 tty26 tty27 tty28 tty29 tty3 tty30 tty31 tty32 tty33 tty34 tty35 tty36 tty37 tty38 tty39 tty4 tty40 tty41 tty42 tty43 tty44 tty45 tty46 tty47 tty48 tty49 tty5 tty50 tty51 tty52 tty53 tty54 tty55 tty56 tty57 tty58 tty59 tty6 tty60 tty61 tty62 tty63 tty7 tty8 tty9 ttyS0 ttyS1 ttyS2 ttyS3 uinput urandom usb vcs vcs1 vcs2 vcs3 vcs4 vcs5 vcs6 vcs7 vcsa vcsa1 vcsa2 vcsa3 vcsa4 vcsa5 vcsa6 vcsa7 vga_arbiter vmci vmmon vmnet0 vmnet1 vmnet8 vsock watchdog xconsole zero So my question is: How do I setup my mouse correctly in Debian wheezy?

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  • DNS issue on Fedora 12? wget wordpress.org fails where wget www.google.com works

    - by Tom Auger
    I'm administering a Fedora 12 box, but am quite new to networking specifics. Recently one of our WordPress apps hosted on our server has stopped being able to perform its auto-update or auto-download of plugins. Investigating further, I have tried the following: $ wget wordpress.org --2010-12-17 11:26:50-- http://wordpress.org/ Resolving wordpress.org... failed: Temporary failure in name resolution. wget: unable to resolve host address âwordpress.orgâ Whereas: $ wget www.google.com --2010-12-17 11:27:26-- http://www.google.com/ Resolving www.google.com... 74.125.226.82, 74.125.226.84, 74.125.226.80, ... Connecting to www.google.com|74.125.226.82|:80... connected. HTTP request sent, awaiting response... 302 Found Location: http://www.google.ca/ [following] --2010-12-17 11:27:26-- http://www.google.ca/ Resolving www.google.ca... 173.194.32.104 Connecting to www.google.ca|173.194.32.104|:80... connected. HTTP request sent, awaiting response... 200 OK Length: unspecified [text/html] Saving to: âindex.html.4â [ <=> ] 9,079 --.-K/s in 0.02s 2010-12-17 11:27:26 (462 KB/s) - âindex.html.4â Interestingly: $ ping wordpress.org PING wordpress.org (72.233.56.138) 56(84) bytes of data. 64 bytes from wordpress.org (72.233.56.138): icmp_seq=1 ttl=50 time=81.5 ms 64 bytes from wordpress.org (72.233.56.138): icmp_seq=2 ttl=50 time=67.3 ms ^C --- wordpress.org ping statistics --- 2 packets transmitted, 2 received, 0% packet loss, time 1783ms rtt min/avg/max/mdev = 67.361/74.448/81.536/7.092 ms and $ nslookup wordpress.org Server: 192.168.2.1 Address: 192.168.2.1#53 Non-authoritative answer: Name: wordpress.org Address: 72.233.56.138 Name: wordpress.org Address: 72.233.56.139 nscd has been stopped and flushed. iptables appear to be clean. At this point I have exhausted my limited abilities to diagnose the issue. Can anyone suggest a resolution path?

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  • How can I write directly to my Zune HD hard drive?

    - by iamgoat
    When syncing photos to the Zune HD it resizes them down to a much lower resolution which means I cannot load a high res picture on it (comic book) and zoom in to read it. This defeats the whole purpose of having a zoom feature. There is a registry hack you can make to get the Zune to display under My Computer. Then if you killed the zune process while it's syncing you'd be able to access it like a hard drive and copy files to it. It seems like the more recent firmware and/or Zune software version now prevents this. How can I treat it like an HDD and copy files to it? I simply want to take my original pictures folder and copy it over the low resolution versions the Zune software resized it to. An alternative option would be to remove the hard drive from it and see if I can connect it to a computer directly, but I just got this and don't want to disassemble it yet. Note to Microsoft: Why do you allow me to set the encoding quality of music, but not photos?

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  • Monitor is flashing through camera but not in the naked eye

    - by odyodyodys
    Two monitors: Samsung T23C350 - Samsung 2243NW Lets call the first A and the other B. A is a LED monitor with a 2ms response time (in specs) with a native resolution of 1920*1080@60Hz B is an older not-led one with 5ms response in specs with a resolution of 1680*1050@60Hz In the attached images and video you'll see that A (on the LEFT) is flickering but this is not visible to the naked eye. I took some pictures and videos with a camera and a mobile phone. This is also happening to all digital camcorders I've tested. A has a setting response time with values normal, fast, fastest. No matter the setting, the effect is the same. A on the left and B on the right. You can see the flickering, although both are @60Hz A video where you can see both monitors. A is always the left monitor. Another video where you can see what my digital camera sees. Another thing is that I managed to get a picture where the left monitor is completely black whilst the right one is displaying fine. This proves that the monitor is continuously flashing. My question is: Is this normal behavior and what is causing it? Am I affected by this fast flickering? I am using this as my primary monitor and as a programmer I have to keep my eyes on it for hours.

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  • Is having a [high-end] video card important on a server?

    - by Patrick
    My application is quite interactive application with lots of colors and drag-and-drop functionality, but no fancy 3D-stuff or animations or video, so I only used plain GDI (no GDI Plus, No DirectX). In the past my applications ran in desktops or laptops, and I suggested my customers to invest in a decent video card, with: a minimum resolution of 1280x1024 a minimum color depth of 24 pixels X Megabytes of memory on the video card Now my users are switching more and more to terminal servers, therefore my question: What is the importance of a video card on a terminal server? Is a video card needed anyway on the terminal server? If it is, is the resolution of the remote desktop client limited to the resolutions supported by the video card on the server? Can the choice of a video card in the server influence the performance of the applications running on the terminal server (but shown on a desktop PC)? If I start to make use of graphical libraries (like Qt) or things like DirectX, will this then have an influence on the choice of video card on the terminal server? Are calculations in that case 'offloaded' to the video card? Even on the terminal server? Thanks.

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  • Windows media scaling/interpolation method

    - by MichaelH
    Usually in Windows, if videos or other media is upscaled from a certain resolution to a higher resolution (e.g. "monitor size"), a bilinear filtering algorithm or similar is used, such that the upscaled material doesn't look blocky. On my system however, the used interpolation algorithm changed from 'bilinear' to 'nearest neighbor' at some point, with the effect that upscaled videos (e.g. viewed in MPC or WMP, and also Skype video streams) and games (e.g. from PopCap) appear rather blocky. Not sure what the common factor between those is, could be DirectShow(?). I am not aware of having changed any setting that could have affected this state, in fact I am not even aware such a setting exists. I'm guesing that some installed software must have changed something on my computer. My computer is running Windows 7, but I had already experienced the same effect on an XP machine some while ago, where it changed back again to the more pleasing bilinear interpolation after a while, as magically as the first time. What could be wrong with this installation, and how can I change this upscaling interpolation behavior?

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  • Dual-head monitor system Kubuntu 10.04

    - by andrii
    I have a notebook Asus V6X00V with 1400*1050 monitor(name: LVDS) and Dell Monitor 1920*1080 (VGA-0). I want to have a dual monitor system. At MS Windows everything is working fine. During the Kubuntu installation the Dell and the main notebook monitors have a right resolutions(1920*1080 & 1400*1050). But after some stage it have been changed to the 1152*864 for both. Now the right resolution is only during turning off process and when I am using the console. So it shows that system can use this resolutions. The problem is just in a settings. I am using Size & Orientation - System Settings for setting adjustment. Any option that changes resolution for any monitor or changing position(Absolute, Left Of, Right of and so on) cause the color line noise on the screens. I have tried xrandr: xrandr --output LVDS --mode 1400x1050 --pos 0x0 --output VGA-0 --mode 1920x1080 --right-of LVDS --pos 1400x0 but have received the same result. I have find out that for example the previous version of Randr(1.2, now I have xrandr 1.3) need a xorg.conf file modification to create a big virtual screen, but kubuntu 10.4 don't have xorg.conf and I don't know should I modify xorg for 1.3 version of xrandr or not. Please help me to solve this problem

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  • Pinging computer name in LAN results in public IP?

    - by Bob
    Hi, I recently introduced a new machine to my LAN. The computer name for this machine is 'server'. Historically I've been able to access machines from my home network (from a web browser or RDP) using the machine name and it resolves to a local IP address just fine. However, I can't seem to do this anymore. When I ping the computer name, I get the following: C:\Users\Robert>ping server Pinging server.router [67.215.65.132] with 32 bytes of data: Reply from 67.215.65.132: bytes=32 time=24ms TTL=54 Reply from 67.215.65.132: bytes=32 time=23ms TTL=54 Reply from 67.215.65.132: bytes=32 time=24ms TTL=54 Reply from 67.215.65.132: bytes=32 time=24ms TTL=54 I notice also that it appends the 'router' suffix to my domain name for some reason. 'router' is the name of my router, obviously. I'm also using OpenDNS as my DNS provider (configured through my router so it gets passed down through DHCP). Why is this not working for me? Can someone explain how the DNS resolution should take place? For LAN resolution, it shouldn't go straight to OpenDNS. I thought that each Windows machine kept it's own sort of "mini DNS server" that knows about all machines on the local network and it first tries to resolve using that. Please let me know what I can do to get this working!

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  • W2003StdR2 server: DNS dysfunctional!

    - by Tor
    I hate to have to do this, but i feel up that creek with no... well, some of you might know. At the moment my one and only DNS server refuses to do Forwarding. The story is as goes: This site had 2 servers, one W2003SBS and an W2003StdR2. The SBS degraded over a short periode of time, and to not go down with it i decided to move all data over to the other server. This was of course an AD integrated site. Move went ok, the Std server removed from the domain, and the SBS put to rest. For the time being we decided to run the Std as a server only, and no AD. We renamed the internal domain to xxx.local, and set the server up with DNS, DHCP and installed WINS (not activated). Forwarding of DNS is to our ISP through a Netgear Firewall. The same address setup used as before. So - DNS server started and all went ok, clients reconfigured and hooked up and then - after a day's time - internet name resolution stopped working on the server! Nothing had changed, been altered, modified, nothing! What i now get when doing NSLOOKUP is just a 2 sec timeout response! And i have checked and looked, but to no avail. Anybody seen this behaviour before? And yes - ALL servicepacks have been updated on the server. I would be much obliged if anyone in here could lend an ear... and give advice! Thanks.... from Tor in Norway Today is the 14th, and i still have no resolution to this nagging problem. Anybody else got any advice in the matter? Please?

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  • Disable internal display on Macbook Pro without closed lid mode?

    - by jslaker
    I have an early 2007 Macbook Pro running 10.5 that I've recently set up on a KVM with my primary desktop system. The problem I've run into is that I have a 20" 1680x1050 LCD, and OS X only provides options to mirror at the resolution of the built-in display or to span. Since the built-in display runs at 1440x900, this leads to running my LCD at non-native res and a fuzzy picture. There isn't any option that I can find to simply disable the built-in display entirely and run the external LCD at its native resolution. I am aware of closed lid mode, but the MBP was disassembled while in storage for about 6 months (took it apart to pull the HDD) and the cable to the touchpad, which controls the sleep sensor was damaged, meaning closed lid mode won't work. I've looked into replacing the cable, but the cheapest I've been able to find it is $75-100, and I'm trying not to invest any more money into this computer as it also has a completely dead battery and a few other minor problems. I've found the app SwitchResX which appears to allow you to do what I need, but it has a lot of functionality I don't need and a ~$20 registration charge attached to it. An odd set of circumstances, I'm aware, but I was hoping somebody might know of an OS hack that would let me just disable the internal display and be done with it. :)

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  • What switch should we use for PCoIP?

    - by Jay R.
    We have a small lab space that seats 10 people and has 20 machines. Each machine is set to 1920x1200 resolution because the user apps are best used at that resolution. Currently the machines are all located close enough to montors that a DisplayPort cable will reach, but the pending lab remodel positions them around 80 feet or more away in racks. Our proposed solution is to use PCoIP. We purchased 10 PCoIP portals and 20 PCoIP host cards. We plan to set up a dedicated network to handle just the PCoIP traffic. After testing just one portal and one host card with a cheap 1G switch from a local office supply store, we were left with less than good impressions about the usefulness in our lab. The framerates were not spectacular and the mouse seemed jerky. Our concern is that we can't get away with the cheap 1G stuff from the store because adding more machines to the switch will just make the user experience worse. What switch would be recommended to best support our PCoIP situation? We will need to plug in at least 30 cables based on just those machines. Is there a particular feature to search for that makes a difference? Is there a switch that works best with PCoIP? Added Info: The reporting webapp for the host card shows maximum bandwidth usage to be 220000 kbps. The average appears to be around 180000 kbps. The reverse direction is much lower, like 15000 kbps.

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  • Window too big to fit the screen!

    - by syockit
    I'm using Windows 7 on a 8.9' monitor with 1280x768 screen resolution. Using the might of arithmetics, I'm able to determine that my dpi (actually ppi) should be 167. Win7 is really helpful in that it doesn't have to restart to apply new dpi settings, unlike its predecessors (though I'd rather it applies straight away). The problem with small monitors in Windows is that when you come across windows too big to fit the screen, you can't move the title bar far above it. In X window managers I used in the past, you could alt-drag the window to anywhere you want, but in Windows, even if you alt-space and select move, it will automatically push the window back until the title bar is visible. I'm looking for a solution that either: allows me to move window freely without regard to titlebar visibility, or attach a scrollbar to existing window, or EDIT: create virtual desktops that allow me to span windows over 2 desktops, or EDIT 2: allow me to set larger virtual resolution, then pan & scan. EDIT 3: I found some progs that might do some of the above: 1) AltDrag allows me to drag, resize using alt and left/right mouse button. Neat! Best solution so far. 2) GiMeSpace Desktop Extender is supposed to allow me to scroll desktop. Didn't work. The other new version, GiMeSpace Ultimate Taskbar worked, but it destroys my Superbar, replacing it with its map.

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  • Query specific nameserver for a particular domain upon VPN connect

    - by MT
    Some background: I have a work laptop with Ubuntu 9.10 on it. I have a small network at home where I've been running some basic services (for myself/my family) for 10 some years. In my home network there is a nameserver (Fedora) running Bind 9 with two "views". One view is the "outside" view and it provides name resolution (to the Internet at large) for email, a wiki, and a couple of blogs. The "inside" view provides name resolution (to the internal RFC1918 addresses of theses servers) as well as all the inside hosts, network equipment, ...etc. I connect with an openvpn client to my home network from outside (such as work). What I'd like to be able to do is resolve names on my internal network across this VPN (so I get the RFC1918 "inside" responses) without fully changing my resolver to the DNS server at my hose. For example, if I connect to the VPN from work, I can change my resolver (by editing resolv.conf) to the DNS server at my house (across the VPN) and then successfully resolve all of the inside DNS names on my home network. The issue I have with this is that now I'm no longer able to resolve "inside" names provided by my work's DNS servers (because I'm using my home DNS server). Alternatively, I can connect to the VPN and access my home severs via IP addresses directly, but this is inconvenient and causes issues with Apache name-based hosting (among other things). In the end, the effect I'm trying to achieve is as follows: When I connect to the VPN I automatically start sending DNS requests for *.myhomedomain.com to my home nameserver, but any other requests continue to go the the nameserver I was using before (the one I received on my company LAN via DHCP). When I disconnect the VPN, requests for *.myhomedomain.com go back to the local LAN DNS server (e.g. all requests are going there now). I'm looking for suggestion at to how this can be accomplished.

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  • Laptop + External Monitor: Possible to Scale Mouse-crossover Position?

    - by Brian Lacy
    I have a laptop with a 16" screen @ 1366x768 resolution, and a 24" external monitor at 1920x1200 resolution. I'm extending the Windows 7 desktop onto the other screen. The 24" is the secondary monitor, and is positioned so the bottom of that screen lines up with the bottom of the 16" screen. Currently, if I move the mouse to the top portion of the 24" screen, then move left, the mouse will stop at the edge of the 24" screen until I move it down far enough to get into the range of the 16" screen. So that's all pretty standard; but I'm wondering if there's any software out there that will allow me to "scale" the mouse-crossover position, such that if I'm at the TOP of the 24" screen and move left, the mouse will cross to the TOP of the 16" screen, whereas if I'm at the BOTTOM of the 24" screen, crossing over will position the mouse at the BOTTOM of the 16" screen. So then, if the mouse cursor is on the 24" screen at (x,y) position (10,600), and I move 20 pixels left, the mouse is now on the 16" screen at position (1356,384). Anyone know of such a solution?? Note: I also use Ubuntu, so if there's a solution to this for X, but not Windows, I'd be interested in that also.

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  • Problem compiling hive with ant

    - by conandor
    I compiling with Solaris 10 SPARC, jdk 1.6 from Sun, Ant 1.7.1 from OpenCSW. I have no problem running hadoop 0.17.2.1 However, I have problem compiling/integrating hive with the error 'cannot find symbol', although I followed the tutorial. I have the hive source code from SVN exactly from tutorial. How can I know the hive version I compiling and how can I compile against hadoop 0.17.2.1? Please advice. Thank you. -bash-3.00$ export PATH=/usr/jdk/instances/jdk1.6.0/bin:/usr/bin:/opt/csw/bin:/opt/webstack/bin -bash-3.00$ export JAVA_HOME=/usr/jdk/instances/jdk1.6.0 -bash-3.00$ export HADOOP=/export/home/mywork/hadoop-0.17.2.1/bin/hadoop -bash-3.00$ /opt/csw/bin/ant package -Dhadoop.version=0.17.2.1 Buildfile: build.xml jar: create-dirs: compile-ant-tasks: create-dirs: init: compile: [echo] Compiling: anttasks deploy-ant-tasks: create-dirs: init: compile: [echo] Compiling: anttasks jar: init: compile: ivy-init-dirs: ivy-download: [get] Getting: http://repo2.maven.org/maven2/org/apache/ivy/ivy/2.1.0/ivy-2.1.0.jar [get] To: /export/home/mywork/hive/build/ivy/lib/ivy-2.1.0.jar [get] Not modified - so not downloaded ivy-probe-antlib: ivy-init-antlib: ivy-init: ivy-retrieve-hadoop-source: [ivy:retrieve] :: Ivy 2.1.0 - 20090925235825 :: http://ant.apache.org/ivy/ :: [ivy:retrieve] :: loading settings :: file = /export/home/mywork/hive/ivy/ivysettings.xml [ivy:retrieve] :: resolving dependencies :: org.apache.hadoop.hive#shims;working@kaili [ivy:retrieve] confs: [default] [ivy:retrieve] found hadoop#core;0.17.2.1 in hadoop-source [ivy:retrieve] found hadoop#core;0.18.3 in hadoop-source [ivy:retrieve] found hadoop#core;0.19.0 in hadoop-source [ivy:retrieve] found hadoop#core;0.20.0 in hadoop-source [ivy:retrieve] :: resolution report :: resolve 25878ms :: artifacts dl 37ms --------------------------------------------------------------------- | | modules || artifacts | | conf | number| search|dwnlded|evicted|| number|dwnlded| --------------------------------------------------------------------- | default | 4 | 0 | 0 | 0 || 4 | 0 | --------------------------------------------------------------------- [ivy:retrieve] :: retrieving :: org.apache.hadoop.hive#shims [ivy:retrieve] confs: [default] [ivy:retrieve] 0 artifacts copied, 4 already retrieved (0kB/82ms) install-hadoopcore-internal: build_shims: [echo] Compiling shims against hadoop 0.17.2.1 (/export/home/mywork/hive/build/hadoopcore/hadoop-0.17.2.1) ivy-init-dirs: ivy-download: [get] Getting: http://repo2.maven.org/maven2/org/apache/ivy/ivy/2.1.0/ivy-2.1.0.jar [get] To: /export/home/mywork/hive/build/ivy/lib/ivy-2.1.0.jar [get] Not modified - so not downloaded ivy-probe-antlib: ivy-init-antlib: ivy-init: ivy-retrieve-hadoop-source: [ivy:retrieve] :: Ivy 2.1.0 - 20090925235825 :: http://ant.apache.org/ivy/ :: [ivy:retrieve] :: loading settings :: file = /export/home/mywork/hive/ivy/ivysettings.xml [ivy:retrieve] :: resolving dependencies :: org.apache.hadoop.hive#shims;working@kaili [ivy:retrieve] confs: [default] [ivy:retrieve] found hadoop#core;0.17.2.1 in hadoop-source [ivy:retrieve] found hadoop#core;0.18.3 in hadoop-source [ivy:retrieve] found hadoop#core;0.19.0 in hadoop-source [ivy:retrieve] found hadoop#core;0.20.0 in hadoop-source [ivy:retrieve] :: resolution report :: resolve 12041ms :: artifacts dl 30ms --------------------------------------------------------------------- | | modules || artifacts | | conf | number| search|dwnlded|evicted|| number|dwnlded| --------------------------------------------------------------------- | default | 4 | 0 | 0 | 0 || 4 | 0 | --------------------------------------------------------------------- [ivy:retrieve] :: retrieving :: org.apache.hadoop.hive#shims [ivy:retrieve] confs: [default] [ivy:retrieve] 0 artifacts copied, 4 already retrieved (0kB/39ms) install-hadoopcore-internal: build_shims: [echo] Compiling shims against hadoop 0.18.3 (/export/home/mywork/hive/build/hadoopcore/hadoop-0.18.3) ivy-init-dirs: ivy-download: [get] Getting: http://repo2.maven.org/maven2/org/apache/ivy/ivy/2.1.0/ivy-2.1.0.jar [get] To: /export/home/mywork/hive/build/ivy/lib/ivy-2.1.0.jar [get] Not modified - so not downloaded ivy-probe-antlib: ivy-init-antlib: ivy-init: ivy-retrieve-hadoop-source: [ivy:retrieve] :: Ivy 2.1.0 - 20090925235825 :: http://ant.apache.org/ivy/ :: [ivy:retrieve] :: loading settings :: file = /export/home/mywork/hive/ivy/ivysettings.xml [ivy:retrieve] :: resolving dependencies :: org.apache.hadoop.hive#shims;working@kaili [ivy:retrieve] confs: [default] [ivy:retrieve] found hadoop#core;0.17.2.1 in hadoop-source [ivy:retrieve] found hadoop#core;0.18.3 in hadoop-source [ivy:retrieve] found hadoop#core;0.19.0 in hadoop-source [ivy:retrieve] found hadoop#core;0.20.0 in hadoop-source [ivy:retrieve] :: resolution report :: resolve 11107ms :: artifacts dl 36ms --------------------------------------------------------------------- | | modules || artifacts | | conf | number| search|dwnlded|evicted|| number|dwnlded| --------------------------------------------------------------------- | default | 4 | 0 | 0 | 0 || 4 | 0 | --------------------------------------------------------------------- [ivy:retrieve] :: retrieving :: org.apache.hadoop.hive#shims [ivy:retrieve] confs: [default] [ivy:retrieve] 0 artifacts copied, 4 already retrieved (0kB/49ms) install-hadoopcore-internal: build_shims: [echo] Compiling shims against hadoop 0.19.0 (/export/home/mywork/hive/build/hadoopcore/hadoop-0.19.0) ivy-init-dirs: ivy-download: [get] Getting: http://repo2.maven.org/maven2/org/apache/ivy/ivy/2.1.0/ivy-2.1.0.jar [get] To: /export/home/mywork/hive/build/ivy/lib/ivy-2.1.0.jar [get] Not modified - so not downloaded ivy-probe-antlib: ivy-init-antlib: ivy-init: ivy-retrieve-hadoop-source: [ivy:retrieve] :: Ivy 2.1.0 - 20090925235825 :: http://ant.apache.org/ivy/ :: [ivy:retrieve] :: loading settings :: file = /export/home/mywork/hive/ivy/ivysettings.xml [ivy:retrieve] :: resolving dependencies :: org.apache.hadoop.hive#shims;working@kaili [ivy:retrieve] confs: [default] [ivy:retrieve] found hadoop#core;0.17.2.1 in hadoop-source [ivy:retrieve] found hadoop#core;0.18.3 in hadoop-source [ivy:retrieve] found hadoop#core;0.19.0 in hadoop-source [ivy:retrieve] found hadoop#core;0.20.0 in hadoop-source [ivy:retrieve] :: resolution report :: resolve 9969ms :: artifacts dl 33ms --------------------------------------------------------------------- | | modules || artifacts | | conf | number| search|dwnlded|evicted|| number|dwnlded| --------------------------------------------------------------------- | default | 4 | 0 | 0 | 0 || 4 | 0 | --------------------------------------------------------------------- [ivy:retrieve] :: retrieving :: org.apache.hadoop.hive#shims [ivy:retrieve] confs: [default] [ivy:retrieve] 0 artifacts copied, 4 already retrieved (0kB/57ms) install-hadoopcore-internal: build_shims: [echo] Compiling shims against hadoop 0.20.0 (/export/home/mywork/hive/build/hadoopcore/hadoop-0.20.0) jar: [echo] Jar: shims create-dirs: compile-ant-tasks: create-dirs: init: compile: [echo] Compiling: anttasks deploy-ant-tasks: create-dirs: init: compile: [echo] Compiling: anttasks jar: init: install-hadoopcore: install-hadoopcore-default: ivy-init-dirs: ivy-download: [get] Getting: http://repo2.maven.org/maven2/org/apache/ivy/ivy/2.1.0/ivy-2.1.0.jar [get] To: /export/home/mywork/hive/build/ivy/lib/ivy-2.1.0.jar [get] Not modified - so not downloaded ivy-probe-antlib: ivy-init-antlib: ivy-init: ivy-retrieve-hadoop-source: [ivy:retrieve] :: Ivy 2.1.0 - 20090925235825 :: http://ant.apache.org/ivy/ :: [ivy:retrieve] :: loading settings :: file = /export/home/mywork/hive/ivy/ivysettings.xml [ivy:retrieve] :: resolving dependencies :: org.apache.hadoop.hive#common;working@kaili [ivy:retrieve] confs: [default] [ivy:retrieve] found hadoop#core;0.20.0 in hadoop-source [ivy:retrieve] :: resolution report :: resolve 4864ms :: artifacts dl 13ms --------------------------------------------------------------------- | | modules || artifacts | | conf | number| search|dwnlded|evicted|| number|dwnlded| --------------------------------------------------------------------- | default | 1 | 0 | 0 | 0 || 1 | 0 | --------------------------------------------------------------------- [ivy:retrieve] :: retrieving :: org.apache.hadoop.hive#common [ivy:retrieve] confs: [default] [ivy:retrieve] 0 artifacts copied, 1 already retrieved (0kB/52ms) install-hadoopcore-internal: setup: compile: [echo] Compiling: common jar: [echo] Jar: common create-dirs: compile-ant-tasks: create-dirs: init: compile: [echo] Compiling: anttasks deploy-ant-tasks: create-dirs: init: compile: [echo] Compiling: anttasks jar: init: dynamic-serde: compile: [echo] Compiling: hive [javac] Compiling 167 source files to /export/home/mywork/hive/build/serde/classes [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/objectinspector/ObjectInspectorFactory.java:30: cannot find symbol [javac] symbol : class PrimitiveObjectInspectorFactory [javac] location: package org.apache.hadoop.hive.serde2.objectinspector.primitive [javac] import org.apache.hadoop.hive.serde2.objectinspector.primitive.PrimitiveObjectInspectorFactory; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/objectinspector/ObjectInspectorFactory.java:31: cannot find symbol [javac] symbol : class PrimitiveObjectInspectorUtils [javac] location: package org.apache.hadoop.hive.serde2.objectinspector.primitive [javac] import org.apache.hadoop.hive.serde2.objectinspector.primitive.PrimitiveObjectInspectorUtils; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/MetadataTypedColumnsetSerDe.java:31: cannot find symbol [javac] symbol : class MetadataListStructObjectInspector [javac] location: package org.apache.hadoop.hive.serde2.objectinspector [javac] import org.apache.hadoop.hive.serde2.objectinspector.MetadataListStructObjectInspector; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/SerDeUtils.java:33: cannot find symbol [javac] symbol : class BooleanObjectInspector [javac] location: package org.apache.hadoop.hive.serde2.objectinspector.primitive [javac] import org.apache.hadoop.hive.serde2.objectinspector.primitive.BooleanObjectInspector; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/SerDeUtils.java:35: cannot find symbol [javac] symbol : class DoubleObjectInspector [javac] location: package org.apache.hadoop.hive.serde2.objectinspector.primitive [javac] import org.apache.hadoop.hive.serde2.objectinspector.primitive.DoubleObjectInspector; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/SerDeUtils.java:36: cannot find symbol [javac] symbol : class FloatObjectInspector [javac] location: package org.apache.hadoop.hive.serde2.objectinspector.primitive [javac] import org.apache.hadoop.hive.serde2.objectinspector.primitive.FloatObjectInspector; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/SerDeUtils.java:39: cannot find symbol [javac] symbol : class ShortObjectInspector [javac] location: package org.apache.hadoop.hive.serde2.objectinspector.primitive [javac] import org.apache.hadoop.hive.serde2.objectinspector.primitive.ShortObjectInspector; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/SerDeUtils.java:40: cannot find symbol [javac] symbol : class StringObjectInspector [javac] location: package org.apache.hadoop.hive.serde2.objectinspector.primitive [javac] import org.apache.hadoop.hive.serde2.objectinspector.primitive.StringObjectInspector; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/binarysortable/BinarySortableSerDe.java:44: cannot find symbol [javac] symbol : class BooleanObjectInspector [javac] location: package org.apache.hadoop.hive.serde2.objectinspector.primitive [javac] import org.apache.hadoop.hive.serde2.objectinspector.primitive.BooleanObjectInspector; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/binarysortable/BinarySortableSerDe.java:46: cannot find symbol [javac] symbol : class DoubleObjectInspector [javac] location: package org.apache.hadoop.hive.serde2.objectinspector.primitive [javac] import org.apache.hadoop.hive.serde2.objectinspector.primitive.DoubleObjectInspector; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/binarysortable/BinarySortableSerDe.java:47: cannot find symbol [javac] symbol : class FloatObjectInspector [javac] location: package org.apache.hadoop.hive.serde2.objectinspector.primitive [javac] import org.apache.hadoop.hive.serde2.objectinspector.primitive.FloatObjectInspector; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/binarysortable/BinarySortableSerDe.java:50: cannot find symbol [javac] symbol : class ShortObjectInspector [javac] location: package org.apache.hadoop.hive.serde2.objectinspector.primitive [javac] import org.apache.hadoop.hive.serde2.objectinspector.primitive.ShortObjectInspector; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/binarysortable/BinarySortableSerDe.java:51: cannot find symbol [javac] symbol : class StringObjectInspector [javac] location: package org.apache.hadoop.hive.serde2.objectinspector.primitive [javac] import org.apache.hadoop.hive.serde2.objectinspector.primitive.StringObjectInspector; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/lazy/LazySimpleSerDe.java:43: cannot find symbol [javac] symbol : class PrimitiveObjectInspectorFactory [javac] location: package org.apache.hadoop.hive.serde2.objectinspector.primitive [javac] import org.apache.hadoop.hive.serde2.objectinspector.primitive.PrimitiveObjectInspectorFactory; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/columnar/ColumnarSerDe.java:41: cannot find symbol [javac] symbol : class PrimitiveObjectInspectorFactory [javac] location: package org.apache.hadoop.hive.serde2.objectinspector.primitive [javac] import org.apache.hadoop.hive.serde2.objectinspector.primitive.PrimitiveObjectInspectorFactory; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/lazy/LazyStruct.java:26: cannot find symbol [javac] symbol : class LazySimpleStructObjectInspector [javac] location: package org.apache.hadoop.hive.serde2.lazy.objectinspector [javac] import org.apache.hadoop.hive.serde2.lazy.objectinspector.LazySimpleStructObjectInspector; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/lazy/LazyStruct.java:39: cannot find symbol [javac] symbol: class LazySimpleStructObjectInspector [javac] LazyNonPrimitive<LazySimpleStructObjectInspector> { [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/lazy/LazyStruct.java:68: cannot find symbol [javac] symbol : class LazySimpleStructObjectInspector [javac] location: class org.apache.hadoop.hive.serde2.lazy.LazyStruct [javac] public LazyStruct(LazySimpleStructObjectInspector oi) { [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/dynamic_type/DynamicSerDe.java:36: cannot find symbol [javac] symbol : class PrimitiveObjectInspectorFactory [javac] location: package org.apache.hadoop.hive.serde2.objectinspector.primitive [javac] import org.apache.hadoop.hive.serde2.objectinspector.primitive.PrimitiveObjectInspectorFactory; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/dynamic_type/DynamicSerDe.java:37: cannot find symbol [javac] symbol : class PrimitiveObjectInspectorUtils [javac] location: package org.apache.hadoop.hive.serde2.objectinspector.primitive [javac] import org.apache.hadoop.hive.serde2.objectinspector.primitive.PrimitiveObjectInspectorUtils; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/dynamic_type/DynamicSerDeTypeString.java:23: cannot find symbol [javac] symbol : class StringObjectInspector [javac] location: package org.apache.hadoop.hive.serde2.objectinspector.primitive [javac] import org.apache.hadoop.hive.serde2.objectinspector.primitive.StringObjectInspector; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/dynamic_type/DynamicSerDeTypei16.java:23: cannot find symbol [javac] symbol : class ShortObjectInspector [javac] location: package org.apache.hadoop.hive.serde2.objectinspector.primitive [javac] import org.apache.hadoop.hive.serde2.objectinspector.primitive.ShortObjectInspector; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/dynamic_type/DynamicSerDeTypeDouble.java:23: cannot find symbol [javac] symbol : class DoubleObjectInspector [javac] location: package org.apache.hadoop.hive.serde2.objectinspector.primitive [javac] import org.apache.hadoop.hive.serde2.objectinspector.primitive.DoubleObjectInspector; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/dynamic_type/DynamicSerDeTypeBool.java:23: cannot find symbol [javac] symbol : class BooleanObjectInspector [javac] location: package org.apache.hadoop.hive.serde2.objectinspector.primitive [javac] import org.apache.hadoop.hive.serde2.objectinspector.primitive.BooleanObjectInspector; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/lazy/LazyBoolean.java:20: package org.apache.hadoop.hive.serde2.lazy.objectinspector.primitive does not exist [javac] import org.apache.hadoop.hive.serde2.lazy.objectinspector.primitive.LazyBooleanObjectInspector; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/lazy/LazyBoolean.java:37: cannot find symbol [javac] symbol: class LazyBooleanObjectInspector [javac] LazyPrimitive<LazyBooleanObjectInspector, BooleanWritable> { [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/lazy/LazyBoolean.java:39: cannot find symbol [javac] symbol : class LazyBooleanObjectInspector [javac] location: class org.apache.hadoop.hive.serde2.lazy.LazyBoolean [javac] public LazyBoolean(LazyBooleanObjectInspector oi) { [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/lazy/LazyByte.java:21: package org.apache.hadoop.hive.serde2.lazy.objectinspector.primitive does not exist [javac] import org.apache.hadoop.hive.serde2.lazy.objectinspector.primitive.LazyByteObjectInspector; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/lazy/LazyByte.java:37: cannot find symbol [javac] symbol: class LazyByteObjectInspector [javac] LazyPrimitive<LazyByteObjectInspector, ByteWritable> { [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/lazy/LazyByte.java:39: cannot find symbol [javac] symbol : class LazyByteObjectInspector [javac] location: class org.apache.hadoop.hive.serde2.lazy.LazyByte [javac] public LazyByte(LazyByteObjectInspector oi) { [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/lazy/LazyDouble.java:23: package org.apache.hadoop.hive.serde2.lazy.objectinspector.primitive does not exist [javac] import org.apache.hadoop.hive.serde2.lazy.objectinspector.primitive.LazyDoubleObjectInspector; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/lazy/LazyDouble.java:31: cannot find symbol [javac] symbol: class LazyDoubleObjectInspector [javac] LazyPrimitive<LazyDoubleObjectInspector, DoubleWritable> { [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/lazy/LazyDouble.java:33: cannot find symbol [javac] symbol : class LazyDoubleObjectInspector [javac] location: class org.apache.hadoop.hive.serde2.lazy.LazyDouble [javac] public LazyDouble(LazyDoubleObjectInspector oi) { [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/lazy/LazyFactory.java:25: cannot find symbol [javac] symbol : class LazyObjectInspectorFactory [javac] location: package org.apache.hadoop.hive.serde2.lazy.objectinspector [javac] import org.apache.hadoop.hive.serde2.lazy.objectinspector.LazyObjectInspectorFactory; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/lazy/LazyFactory.java:26: cannot find symbol [javac] symbol : class LazySimpleStructObjectInspector [javac] location: package org.apache.hadoop.hive.serde2.lazy.objectinspector [javac] import org.apache.hadoop.hive.serde2.lazy.objectinspector.LazySimpleStructObjectInspector; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/lazy/LazyFactory.java:27: package org.apache.hadoop.hive.serde2.lazy.objectinspector.primitive does not exist [javac] import org.apache.hadoop.hive.serde2.lazy.objectinspector.primitive.LazyBooleanObjectInspector; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/lazy/LazyFactory.java:28: package org.apache.hadoop.hive.serde2.lazy.objectinspector.primitive does not exist [javac] import org.apache.hadoop.hive.serde2.lazy.objectinspector.primitive.LazyByteObjectInspector; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/lazy/LazyFactory.java:29: package org.apache.hadoop.hive.serde2.lazy.objectinspector.primitive does not exist [javac] import org.apache.hadoop.hive.serde2.lazy.objectinspector.primitive.LazyDoubleObjectInspector; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/lazy/LazyFactory.java:30: package org.apache.hadoop.hive.serde2.lazy.objectinspector.primitive does not exist [javac] import org.apache.hadoop.hive.serde2.lazy.objectinspector.primitive.LazyFloatObjectInspector; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/lazy/LazyFactory.java:31: package org.apache.hadoop.hive.serde2.lazy.objectinspector.primitive does not exist [javac] import org.apache.hadoop.hive.serde2.lazy.objectinspector.primitive.LazyIntObjectInspector; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/lazy/LazyFactory.java:32: package org.apache.hadoop.hive.serde2.lazy.objectinspector.primitive does not exist [javac] import org.apache.hadoop.hive.serde2.lazy.objectinspector.primitive.LazyLongObjectInspector; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/lazy/LazyFactory.java:33: package org.apache.hadoop.hive.serde2.lazy.objectinspector.primitive does not exist [javac] import org.apache.hadoop.hive.serde2.lazy.objectinspector.primitive.LazyPrimitiveObjectInspectorFactory; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/lazy/LazyFactory.java:34: package org.apache.hadoop.hive.serde2.lazy.objectinspector.primitive does not exist [javac] import org.apache.hadoop.hive.serde2.lazy.objectinspector.primitive.LazyShortObjectInspector; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/lazy/LazyFactory.java:35: package org.apache.hadoop.hive.serde2.lazy.objectinspector.primitive does not exist [javac] import org.apache.hadoop.hive.serde2.lazy.objectinspector.primitive.LazyStringObjectInspector; [javac] ^ [javac] /export/home/mywork/hive/serde/src/java/org/apache/hadoop/hive/serde2/lazy/LazyFloat.java:

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  • Boost Mersenne Twister: how to seed with more than one value?

    - by Eamon Nerbonne
    I'm using the boost mt19937 implementation for a simulation. The simulation needs to be reproducible, and that means storing and potentially reusing the RNG seeds later. I'm using the windows crypto api to generate the seed values because I need an external source for the seeds and not because of any particular guarantees of randomness. The output of any simulation run will have a note including the RNG seed - so the seed needs to be reasonably short. On the other hand, as part of the analysis of the simulation, I'll be comparing several runs - but to be sure that these runs are actually different, I'll need to use different seeds - so the seed needs to be long enough to avoid accidental collisions. I've determined that 64-bits of seeding should suffice; the chance of a collision will reach 50% after about 2^32 runs - that probability is low enough that the average error caused by it is negligible to me. Using just 32-bits of seed is tricky; the chance of a collision reaches 50% already after 2^16 runs; and that's a little too likely for my tastes. Unfortunately, the boost implementation either seeds with a full state vector - which is far, far too long - or a single 32-bit unsigned long - which isn't ideal. How can I seed the generator with more than 32-bits but less than a full state vector? I tried just padding the vector or repeating the seeds to fill the state vector, but even a cursory glance at the results shows that that generates poor results.

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  • Multithreading and Interrupts

    - by Nicholas Flynt
    I'm doing some work on the input buffers for my kernel, and I had some questions. On Dual Core machines, I know that more than one "process" can be running simultaneously. What I don't know is how the OS and the individual programs work to protect collisions in data. There are two things I'd like to know on this topic: (1) Where do interrupts occur? Are they guaranteed to occur on one core and not the other, and could this be used to make sure that real-time operations on one core were not interrupted by, say, file IO which could be handled on the other core? (I'd logically assume that the interrupts would happen on the 1st core, but is that always true, and how would you tell? Or perhaps does each core have its own settings for interrupts? Wouldn't that lead to a scenario where each core could react simultaneously to the same interrupt, possibly in different ways?) (2) How does the dual core processor handle opcode memory collision? If one core is reading an address in memory at exactly the same time that another core is writing to that same address in memory, what happens? Is an exception thrown, or is a value read? (I'd assume the write would work either way.) If a value is read, is it guaranteed to be either the old or new value at the time of the collision? I understand that programs should ideally be written to avoid these kinds of complications, but the OS certainly can't expect that, and will need to be able to handle such events without choking on itself.

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  • iphone-AVAudio Player Crashes

    - by user2779450
    I have an app that uses an avaudio player for two things. One of them is to play an explosion sound when a uiimageview collision is detected, and the other is to play a lazer sound when a button is pressed. I declared the audioplayer in the .h class, and I call it each time the button is clicked by doing this: NSURL *url = [NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:@"/lazer" ofType:@"mp3"]]; NSError *error; audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:&error]; if (error) { NSLog(@"Error in audioPlayer: %@", [error localizedDescription]); } else { [audioPlayer prepareToPlay]; } [audioPlayer play]; This works fine, but after many uses of the game, the audio will stop play when i hit the button, and when a collision is detected, the game crashes. Here is my crash log: 2013-09-18 18:09:19.618 BattleShip[506:907] 18:09:19.617 shm_open failed: "AppleAudioQueue.41.2619" (23) flags=0x2 errno=24 (lldb) Suggestions? Could there be something to do with repeatedly creating an audio player? Alternatives maybe?

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  • Need advice on C++ coding pattern

    - by Kotti
    Hi! I have a working prototype of a game engine and right now I'm doing some refactoring. What I'm asking for is your opinion on usage of the following C++ coding patterns. I have implemented some trivial algorithms for collision detection and they are implemented the following way: Not shown here - class constructor is made private and using algorithms looks like Algorithm::HandleInnerCollision(...) struct Algorithm { // Private routines static bool is_inside(Point& p, Object& object) { // (...) } public: /** * Handle collision where the moving object should be always * located inside the static object * * @param MovingObject & mobject * @param const StaticObject & sobject * @return void * @see */ static void HandleInnerCollision(MovingObject& mobject, const StaticObject& sobject) { // (...) } So, my question is - somebody advised me to do it "the C++" way - so that all functions are wrapped in a namespace, but not in a class. Is there some good way to preserve privating if I will wrap them into a namespace as adviced? What I want to have is a simple interface and ability to call functions as Algorithm::HandleInnerCollision(...) while not polluting the namespace with other functions such as is_inside(...) Of, if you can advise any alternative design pattern for such kind of logics, I would really appreciate that...

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  • Java homework help, Error <identifier> expected

    - by user2900126
    Help with java homework this is my assignment that I have, this assignment code I've tried. But when I try to compile it I keep getting errors which I cant seem to find soloutions too: Error says <identifier> expected for Line 67 public static void () Assignment brief To write a simple java classMobile that models a mobile phone. Details the information stored about each mobile phone will include • Its type e.g. “Sony ericsson x90” or “Samsung Galaxy S”; • Its screen size in inches; You may assume that this a whole number from the scale 3 to 5 inclusive. • Its memory card capacity in gigabytes You may assume that this a whole number • The name of its present service provider You may assume this is a single line of text. • The type of contract with service provider You may assume this is a single line of text. • Its camera resolution in megapixels; You should not assume that this a whole number; • The percentage of charge left on the phone e.g. a fully charged phone will have a charge of 100. You may assume that this a whole number • Whether the phone has GPS or not. Your class will have fields corresponding to these attributes . Start by opening BlueJ, creating a new project called myMobile which has a classMobile and set up the fields that you need, Next you will need to write a Constructor for the class. Assume that each phone is manufactured by creating an object and specifying its type, its screen size, its memory card capacity, its camera resolution and whether it has GPS or not. Therefore you will need a constructor that allows you to pass arguments to initialise these five attributes. Other fields should be set to appropriate default values. You may assume that a new phone comes fully charged. When the phone is sold to its owner, you will need to set the service provider and type of contract with that provider so you will need mutator methods • setProvider () - - to set service provider. • setContractType - - to set the type of contract These methods will be used when the phones provider is changed. You should also write a mutator method ChargeUp () which simulates fully charging the phone. To obtain information about your mobile object you should write • accessor methods corresponding to four of its fields: • getType () – which returns the type of mobile; • getProvider () – which returns the present service provider; • getContractType () – which returns its type of contract; • getCharge () – which returns its remaining charge. An accessor method to printDetails () to print, to the terminal window, a report about the phone e.g. This mobile phone is a sony Erricsson X90 with Service provider BigAl and type of contract PAYG. At present it has 30% of its battery charge remaining. Check that the new method works correctly by for example, • creating a Mobile object and setting its fields; • calling printDetails () and t=checking the report corresponds to the details you have just given the mobile; • changing the service provider and contract type by calling setprovider () and setContractType (); • calling printDetails () and checking the report now prints out the new details. Challenging excercises • write a mutator methodswitchedOnFor () =which simulates using the phone for a specified period. You may assume the phone loses 1% of its charge for each hour that it is switched on . • write an accessor method checkcharge () whichg checks the phone remaing charge. If this charge has a value less than 25%, then this method returns a string containg the message Be aware that you will soon need to re-charge your phone, otherwise it returns a string your phone charge is sufficient. • Write a method changeProvider () which simulates changing the provider (and presumably also the type of service contract). Finally you may add up to four additional fields, with appropriate methods, that might be required in a more detailed model. above is my assignment that I have, this assignment code I've tried. But when I try to oompile it I keep getting errors which I cant seem to find soloutions too: Error says <identifier> expected for Line 67 public static void () /** * to write a simple java class Mobile that models a mobile phone. * * @author (Lewis Burte-Clarke) * @version (14/10/13) */ public class Mobile { // type of phone private String phonetype; // size of screen in inches private int screensize; // menory card capacity private int memorycardcapacity; // name of present service provider private String serviceprovider; // type of contract with service provider private int typeofcontract; // camera resolution in megapixels private int cameraresolution; // the percentage of charge left on the phone private int checkcharge; // wether the phone has GPS or not private String GPS; // instance variables - replace the example below with your own private int x; // The constructor method public Mobile(String mobilephonetype, int mobilescreensize, int mobilememorycardcapacity,int mobilecameraresolution,String mobileGPS, String newserviceprovider) { this.phonetype = mobilephonetype; this.screensize = mobilescreensize; this.memorycardcapacity = mobilememorycardcapacity; this.cameraresolution = mobilecameraresolution; this.GPS = mobileGPS; // you do not use this ones during instantiation,you can remove them if you do not need or assign them some default values //this.serviceprovider = newserviceprovider; //this.typeofcontract = 12; //this.checkcharge = checkcharge; Mobile samsungPhone = new Mobile("Samsung", "1024", "2", "verizon", "8", "GPS"); 1024 = screensize; 2 = memorycardcapacity; 8 = resolution; GPS = gps; "verizon"=serviceprovider; //typeofcontract = 12; //checkcharge = checkcharge; } // A method to display the state of the object to the screen public void displayMobileDetails() { System.out.println("phonetype: " + phonetype); System.out.println("screensize: " + screensize); System.out.println("memorycardcapacity: " + memorycardcapacity); System.out.println("cameraresolution: " + cameraresolution); System.out.println("GPS: " + GPS); System.out.println("serviceprovider: " + serviceprovider); System.out.println("typeofcontract: " + typeofcontract); } /** * The mymobile class implements an application that * simply displays "new Mobile!" to the standard output. */ public class mymobile { public static void main(String[] args) { System.out.println("new Mobile!"); //Display the string. } } public static void buildPhones(){ Mobile Samsung = new Mobile("Samsung", "3.0", "4gb", "8mega pixels", "GPS"); Mobile Blackberry = new Mobile("Blackberry", "3.0", "4gb", "8mega pixels", "GPS"); Samsung.displayMobileDetails(); Blackberry.displayMobileDetails(); } public static void main(String[] args) { buildPhones(); } } any answers.replies and help would be greatly appreciated as I really lost!

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

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

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  • C# XNA Handle mouse events?

    - by user406470
    I'm making a 2D game engine called Clixel over on GitHub. The problem I have relates to two classes, ClxMouse and ClxButton. In it I have a mouse class - the code for that can be viewed here. ClxMouse using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace org.clixel { public class ClxMouse : ClxSprite { private MouseState _curmouse, _lastmouse; public int Sensitivity = 3; public bool Lock = true; public Vector2 Change { get { return new Vector2(_curmouse.X - _lastmouse.X, _curmouse.Y - _lastmouse.Y); } } private int _scrollwheel; public int ScrollWheel { get { return _scrollwheel; } } public bool LeftDown { get { if (_curmouse.LeftButton == ButtonState.Pressed) return true; else return false; } } public bool RightDown { get { if (_curmouse.RightButton == ButtonState.Pressed) return true; else return false; } } public bool MiddleDown { get { if (_curmouse.MiddleButton == ButtonState.Pressed) return true; else return false; } } public bool LeftPressed { get { if (_curmouse.LeftButton == ButtonState.Pressed && _lastmouse.LeftButton == ButtonState.Released) return true; else return false; } } public bool RightPressed { get { if (_curmouse.RightButton == ButtonState.Pressed && _lastmouse.RightButton == ButtonState.Released) return true; else return false; } } public bool MiddlePressed { get { if (_curmouse.MiddleButton == ButtonState.Pressed && _lastmouse.MiddleButton == ButtonState.Released) return true; else return false; } } public bool LeftReleased { get { if (_curmouse.LeftButton == ButtonState.Released && _lastmouse.LeftButton == ButtonState.Pressed) return true; else return false; } } public bool RightReleased { get { if (_curmouse.RightButton == ButtonState.Released && _lastmouse.RightButton == ButtonState.Pressed) return true; else return false; } } public bool MiddleReleased { get { if (_curmouse.MiddleButton == ButtonState.Released && _lastmouse.MiddleButton == ButtonState.Pressed) return true; else return false; } } public MouseState CurMouse { get { return _curmouse; } } public MouseState LastMouse { get { return _lastmouse; } } public ClxMouse() : base(ClxG.Textures.Default.Cursor) { _curmouse = Mouse.GetState(); _lastmouse = _curmouse; CollisionBox = new Rectangle(ClxG.Screen.Center.X, ClxG.Screen.Center.Y, Texture.Width, Texture.Height); this.Solid = false; DefaultPosition = new Vector2(CollisionBox.X, CollisionBox.Y); Mouse.SetPosition(CollisionBox.X, CollisionBox.Y); } public ClxMouse(Texture2D _texture) : base(_texture) { _curmouse = Mouse.GetState(); _lastmouse = _curmouse; CollisionBox = new Rectangle(ClxG.Screen.Center.X, ClxG.Screen.Center.Y, Texture.Width, Texture.Height); DefaultPosition = new Vector2(CollisionBox.X, CollisionBox.Y); } public override void Update() { _lastmouse = _curmouse; _curmouse = Mouse.GetState(); if (_curmouse != _lastmouse) { if (ClxG.Game.IsActive) { _scrollwheel = _curmouse.ScrollWheelValue; Velocity = new Vector2(Change.X / Sensitivity, Change.Y / Sensitivity); if (Lock) Mouse.SetPosition(ClxG.Screen.Center.X, ClxG.Screen.Center.Y); _curmouse = Mouse.GetState(); } base.Update(); } } public override void Draw(SpriteBatch _sb) { base.Draw(_sb); } } } ClxButton using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace org.clixel { public class ClxButton : ClxSprite { /// <summary> /// The color when the mouse is over the button /// </summary> public Color HoverColor; /// <summary> /// The color when the color is being clicked /// </summary> public Color ClickColor; /// <summary> /// The color when the button is inactive /// </summary> public Color InactiveColor; /// <summary> /// The color when the button is active /// </summary> public Color ActiveColor; /// <summary> /// The color after the button has been clicked. /// </summary> public Color ClickedColor; /// <summary> /// The text to be displayed on the button, set to "" if no text is needed. /// </summary> public string Text; /// <summary> /// The ClxText object to be displayed. /// </summary> public ClxText TextRender; /// <summary> /// The ClxState that should be ResetAndShow() when the button is clicked. /// </summary> public ClxState ClickState; /// <summary> /// Collision check to make sure onCollide() only runs once per frame, /// since only the mouse needs to be collision checked. /// </summary> private bool _runonce = false; /// <summary> /// Gets a value indicating whether this instance is colliding. /// </summary> /// <value> /// <c>true</c> if this instance is colliding; otherwise, <c>false</c>. /// </value> public bool IsColliding { get { return _runonce; } } /// <summary> /// Initializes a new instance of the <see cref="ClxButton"/> class. /// </summary> public ClxButton() : base(ClxG.Textures.Default.Button) { HoverColor = Color.Red; ClickColor = Color.Blue; InactiveColor = Color.Gray; ActiveColor = Color.White; ClickedColor = Color.Yellow; Text = Name + ID + " Unset!"; TextRender = new ClxText(); TextRender.Text = Text; TextRender.TextPadding = new Vector2(5, 5); ClickState = null; CollideObjects(ClxG.Mouse); } /// <summary> /// Initializes a new instance of the <see cref="ClxButton"/> class. /// </summary> /// <param name="_texture">The button texture.</param> public ClxButton(Texture2D _texture) : base(_texture) { HoverColor = Color.Red; ClickColor = Color.Blue; InactiveColor = Color.Gray; ActiveColor = Color.White; ClickedColor = Color.Yellow; Texture = _texture; Text = Name + ID; TextRender = new ClxText(); TextRender.Name = this.Name + ".TextRender"; TextRender.Text = Text; TextRender.TextPadding = new Vector2(5, 5); TextRender.Reset(); ClickState = null; CollideObjects(ClxG.Mouse); } /// <summary> /// Draws the debug information, run from ClxG.DrawDebug unless manual control is assumed. /// </summary> /// <param name="_sb">SpriteBatch used for drawing.</param> public override void DrawDebug(SpriteBatch _sb) { _runonce = false; TextRender.DrawDebug(_sb); _sb.Draw(Texture, ActualRectangle, new Rectangle(0, 0, Texture.Width, Texture.Height), DebugColor, Rotation, Origin, Flip, Layer); _sb.Draw(ClxG.Textures.Default.DebugBG, new Rectangle(ActualRectangle.X - DebugLineWidth, ActualRectangle.Y - DebugLineWidth, ActualRectangle.Width + DebugLineWidth * 2, ActualRectangle.Height + DebugLineWidth * 2), new Rectangle(0, 0, ClxG.Textures.Default.DebugBG.Width, ClxG.Textures.Default.DebugBG.Height), DebugOutline, Rotation, Origin, Flip, Layer - 0.1f); _sb.Draw(ClxG.Textures.Default.DebugBG, ActualRectangle, new Rectangle(0, 0, ClxG.Textures.Default.DebugBG.Width, ClxG.Textures.Default.DebugBG.Height), DebugBGColor, Rotation, Origin, Flip, Layer - 0.01f); } /// <summary> /// Draws using the SpriteBatch, run from ClxG.Draw unless manual control is assumed. /// </summary> /// <param name="_sb">SpriteBatch used for drawing.</param> public override void Draw(SpriteBatch _sb) { _runonce = false; TextRender.Draw(_sb); if (Visible) if (Debug) { DrawDebug(_sb); } else _sb.Draw(Texture, ActualRectangle, new Rectangle(0, 0, Texture.Width, Texture.Height), Color, Rotation, Origin, Flip, Layer); } /// <summary> /// Updates this instance. /// </summary> public override void Update() { if (this.Color != ActiveColor) this.Color = ActiveColor; TextRender.Layer = this.Layer + 0.03f; TextRender.Text = Text; TextRender.Scale = .5f; TextRender.Name = this.Name + ".TextRender"; TextRender.Origin = new Vector2(TextRender.CollisionBox.Center.X, TextRender.CollisionBox.Center.Y); TextRender.Center(this); TextRender.Update(); this.CollisionBox.Width = (int)(TextRender.CollisionBox.Width * TextRender.Scale) + (int)(TextRender.TextPadding.X * 2); this.CollisionBox.Height = (int)(TextRender.CollisionBox.Height * TextRender.Scale) + (int)(TextRender.TextPadding.Y * 2); base.Update(); } /// <summary> /// Collide event, takes the colliding object to call it's proper collision code. /// You'd want to use something like if(typeof(collider) == typeof(ClxObject) /// </summary> /// <param name="collider">The colliding object.</param> public override void onCollide(ClxObject collider) { if (!_runonce) { _runonce = true; UpdateEvents(); base.onCollide(collider); } } /// <summary> /// Updates the mouse based events. /// </summary> public void UpdateEvents() { onHover(); if (ClxG.Mouse.LeftReleased) { onLeftReleased(); return; } if (ClxG.Mouse.RightReleased) { onRightReleased(); return; } if (ClxG.Mouse.MiddleReleased) { onMiddleReleased(); return; } if (ClxG.Mouse.LeftPressed) { onLeftClicked(); return; } if (ClxG.Mouse.RightPressed) { onRightClicked(); return; } if (ClxG.Mouse.MiddlePressed) { onMiddleClicked(); return; } if (ClxG.Mouse.LeftDown) { onLeftClick(); return; } if (ClxG.Mouse.RightDown) { onRightClick(); return; } if (ClxG.Mouse.MiddleDown) { onMiddleClick(); return; } } /// <summary> /// Shows the state of the click. /// </summary> public void ShowClickState() { if (ClickState != null) { ClickState.ResetAndShow(); } } /// <summary> /// Hover event /// </summary> virtual public void onHover() { this.Color = HoverColor; } /// <summary> /// Left click event /// </summary> virtual public void onLeftClick() { this.Color = ClickColor; } /// <summary> /// Right click event /// </summary> virtual public void onRightClick() { } /// <summary> /// Middle click event /// </summary> virtual public void onMiddleClick() { } /// <summary> /// Left click event, called once per click /// </summary> virtual public void onLeftClicked() { ShowClickState(); } /// <summary> /// Right click event, called once per click /// </summary> virtual public void onRightClicked() { this.Reset(); } /// <summary> /// Middle click event, called once per click /// </summary> virtual public void onMiddleClicked() { } /// <summary> /// Ons the left released. /// </summary> virtual public void onLeftReleased() { this.Color = ClickedColor; } virtual public void onRightReleased() { } virtual public void onMiddleReleased() { } } } The issue I have is that I have all these have event styled methods, especially in ClxButton with all the onLeftClick, onRightClick, etc, etc. Is there a better way for me to handle these events to be a lot more easier for a programmer to use? I was looking at normal events on some other sites, (I'd post them but I need more rep.) and didn't really see a good way to implement delegate events into my framework. I'm not really sure how these events work, could someone possibly lay out how these events are processed for me? TL:DR * Is there a better way to handle events like this? * Are events a viable solution to this problem? Thanks in advance for any help.

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  • What's the safest online password system?

    - by Darian Miller
    It's so difficult to track dozens of passwords in different locations. Syncing fails from time to time and you end up with collision correction avoidance syndrome. Is there a single source of safe, online, commercial password storage anywhere? One that will be around for years to come and one that is truly safe enough to ensure protection?

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  • How to set up Heartbeat to run a service only at one node

    - by Jon Skarpeteig
    I have two Ubuntu 12.04 servers, which run mysql in a master-master setup, with mmm as manager. How can I set up heartbeat to make sure that mmm only runs at one node at the time? *Edit to explain more clearly My setup: ---------VIP (10.0.0.123)------ | | Node1 Node2 Where bot Node1 and Node2 run: Mysql Multi-Master Replication Manager for MySQL (mmm) Heartbeat I only want a single write enabled mysql node, and I can only have one mmm running at the time, else I'll get collision between the managers.

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  • Emacs protection against simultaneous editing by same user

    - by Peter Eisentraut
    Emacs has elaborate protection against simultaneous editing by two different users. If there a way to have that same facility for protecting against simultaneous editing by the same user? With lots of windows and workspaces open, it's easy to reopen a file that you already have open somewhere else. But because it does not detect a lock conflict when you open the file, you will only learn about the collision when you save.

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