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  • C++ program...overshoots? [migrated]

    - by Zdrok
    I'm decent at C++, but I may have missed some nuance that applies here. Or maybe I completely missed a giant concept, I have no idea. My program was instantly crashing ("blah.exe is not responding") about 1/5 times it was run (other times it ran completely fine) and I tracked the problem down to a constructor for a world class that was called once in the beginning of the main function. Here is the code (in the constructor) that causes the problem: int ii; for(ii=0;ii<=255;ii++) { cout<<"ent "<<ii<<endl; entity_list[ii]=NULL; } for(ii=0;ii<=255;ii++) { cout<<"sec "<<ii<<endl; sector_list[ii]=NULL; } entity_list[0] = new Entity(0,0); entity_list[0]->_world = this; Specifically the second for loop. The cout references are new for the sake of telling where it is having trouble. It would print the entire "ent 1" to "ent 255" and then "sec 1" to "sec 255" and then crash right after, as if it was going for a 257th run through of the second for loop. I set the second for loop to go until "ii<=254" which stopped all crashes. Does C++ code tend to "overshoot" for loops or something? What is causing it to crash at this specific loop seemingly at random? By the way, entity_list and sector_list point to classes called Entity and Sector, respectively, but they are not constructing anything so I didn't think it would be relevant. I also have a forward declaration for the Entity class in a header for this, but since none were being constructed I didn't think it was relevant either. EDIT: It was due to the new Entity line, I assumed wrongly that the fact that altering the for statement to 254 fixed the crashes meant that it had to be there. I still don't understand why the for loop is related, though.

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  • questions on nfa and dfa..

    - by Loop
    Hi Guys... Hope you help me with this one.... I have a main question which is ''how to judge whether a regular expression will be accepted by NFA and/or DFA? For eg. My question says that which of the regular expressions are equivalent? explain... 1.(a+b)*b(a+b)*b(a+b)* 2.a*ba*ba* 3.a*ba*b(a+b)* do we have to draw the NFA and DFA and then find through minimisation algorithm? if we do then how do we come to know that which regular expression is accepted by NFA/DFA so that we can begin with the answer? its so confusing.... Second is a very similar one, the question asks me to show that the language (a^nb^n|n1} is not accepted by DFA...grrrrr...how do i know this? (BTW this is a set of all strings of where a number of a's is followed by the same number of b's).... I hope I explained clearly well....

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  • UITableView - Color a selectede cell in table (remain colored)

    - by Liron Loop
    Hi In my app i'm using a UITableViewController ("grouped style") which in one of its section I want the user to be able to see what he had selected by making this cell colored and other "uncolored". Doing it by updating all cells' background color and reloading table data, each time user touches a cell (in didSelectRowAtIndexPath:) Problem is that there is some processing made in the didSelectRowAtIndexPath: so the color doesn't get changed right a way, rather in a bit delay after touch was made. (I gusse the processing is the resone for the tiny delay) Is there a better way of doing it? Any help will be appreciated Liron P.S. I'm new to all of this...

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  • Best practice? - Array/Dictionary as a Core Data Entity Attribute

    - by Run Loop
    I am new to Core Data. I have noticed that collection types are not available as attribute types and would like to know what the most efficient way is of storing array/dictionary type data as an attribute (e.g. the elements that make up an address like street, city, etc. does not require a separate entity and is more conveniently stored as a dictionary/array than separate attributes/fields). Thank you.

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  • what is regular expression not generated over {a,b}?

    - by Loop
    Hello all, I am really stuck with these 2 question for over 2 days now. trying to figure out what the question means.... my tutor is out of town too.... write a regular expression for the only strings that are not generated over {a,b} by the expression: (a+b)*a(a+b)*. explain your reasoning. and i tried the second question, do you think is there any better answer than this one? what is regular expression of set of string that contain an odd number of a's or exactly two b's................(a((a|b)(a|b))*|bb).... coz i know to represent any odd length of a's, the RE is a((a|b)(a|b))*

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  • WPF Dispatcher.UnhandledException within a ShowDialog call.

    - by Eric
    It appears that ShowDialog() invokes the Dispatcher message handling loop within. Thus, you have a stack that looks something like: Outer-most Dispatcher message loop ... x.ShowDialog() Inner Dispatcher message loop ... I am using the Dispatcher.UnhandledException to catch exceptions not handled by my code. However, it appears that the Inner Dispatcher message loop, above, is undesirably catching exceptions that my code would catch. Example: Outer-most Dispatcher message loop try/catch FooException ... x.ShowDialog() Inner Dispatcher message loop ... throw FooException What I would like is for the thrown FooException to get caught by the try/catch. However. It gets caught first by the (inner) Dispatcher.UnhandledException. I see there are ways to filter the exception. However, those filters will apply to both the inner and outer most handlers. What I am looking for is to have my Dispatcher.UnhandledException code run only on the outer-most dispatcher message loop. Does that make sense? I could, of course, reflect the call stack from within my handler to see if this is the outer-most dispatcher, but that seems a bit fragile. Other ideas? Thanks! Eric

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  • What are some Java memory management best practices?

    - by Ascalonian
    I am taking over some applications from a previous developer. When I run the applications through Eclipse, I see the memory usage and the heap size increase a lot. Upon further investigation, I see that they were creating an object over-and-over in a loop as well as other things. I started to go through and do some clean up. But the more I went through, the more questions I had like "will this actually do anything?" For example, instead of declaring a variable outside the loop mentioned above and just setting its value in the loop... they created the object in the loop. What I mean is: for(int i=0; i < arrayOfStuff.size(); i++) { String something = (String) arrayOfStuff.get(i); ... } versus String something = null; for(int i=0; i < arrayOfStuff.size(); i++) { something = (String) arrayOfStuff.get(i); } Am I incorrect to say that the bottom loop is better? Perhaps I am wrong. Also, what about after the second loop above, I set "something" back to null? Would that clear out some memory? In either case, what are some good memory management best practices I could follow that will help keep my memory usage low in my applications? Update: I appreciate everyones feedback so far. However, I was not really asking about the above loops (although by your advice I did go back to the first loop). I am trying to get some best practices that I can keep an eye out for. Something on the lines of "when you are done using a Collection, clear it out". I just really need to make sure not as much memory is being taken up by these applications.

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  • Jasmine testing coffeescript expect(setTimeout).toHaveBeenCalledWith

    - by Lee Quarella
    In the process of learning Jasmine, I've come to this issue. I want a basic function to run, then set a timeout to call itself again... simple stuff. class @LoopObj constructor: -> loop: (interval) -> #do some stuff setTimeout((=>@loop(interval)), interval) But I want to test to make sure the setTimeout was called with the proper args describe "loop", -> xit "does nifty things", -> it "loops at a given interval", -> my_nifty_loop = new LoopObj interval = 10 spyOn(window, "setTimeout") my_nifty_loop.loop(interval) expect(setTimeout).toHaveBeenCalledWith((-> my_nifty_loop.loop(interval)), interval) I get this error: Expected spy setTimeout to have been called with [ Function, 10 ] but was called with [ [ Function, 10 ] ] Is this because the (-> my_nifty_loop.loop(interval)) function does not equal the (=>@loop(interval)) function? Or does it have something to do with the extra square brackets around the second [ [ Function, 10 ] ]? Something else altogther? Where have I gone wrong?

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  • How to boot XBMC 10.1 ISO on USB via grub?

    - by Shi
    I am trying to boot the XBMC Live image (http://xbmc.org/download/) as ISO from USB via grub 1.98. I have a Kubuntu 11.04 image there as well already and it works using the following configuration: menuentry "Kubuntu 11.04 64bit" { loopback loop /boot/iso/kubuntu-11.04-desktop-amd64.iso linux (loop)/casper/vmlinuz boot=casper iso-scan/filename=/boot/iso/kubuntu-11.04-desktop-amd64.iso noeject noprompt initrd (loop)/casper/initrd.gz } However, if I try to boot XBMC in an analogue way, I always get an error "Unable to find a medium containing a live file system". I found different approaches to install XBMC, but they all are about installing the distribution on USB, or using grub4dos, or unetbootin. I already found out that XBMC 10.1 is based on Ubuntu 10.04.2 LTS, so I tried those settings - even though they are quite similar to Kubuntu 11.04. Finally, the ISO contains a grub configuration as well in boot/grub/grub.cfg, but even with those parameters, I get the error above. My current configuration is the following one: menuentry "xbmc 10.1" { loopback loop /boot/iso/xbmc-10.1-live.iso linux (loop)/live/vmlinuz video=vesafb boot=live iso-scan/filename=/boot/iso/xbmc-10.1-live.iso xbmc=autostart,nodiskmount splash quiet loglevel=0 persistent quickreboot quickusbmodules notimezone noaccessibility noapparmor noaptcdrom noautologin noxautologin noconsolekeyboard nofastboot nognomepanel nohosts nokpersonalizer nolanguageselector nolocales nonetworking nopowermanagement noprogramcrashes nojockey nosudo noupdatenotifier nouser nopolkitconf noxautoconfig noxscreensaver nopreseed union=aufs initrd (loop)/live/initrd.img } Any more ideas or any more information I should supply?

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  • The WaitForAll Roadshow

    - by adweigert
    OK, so I took for granted some imaginative uses of WaitForAll but lacking that, here is how I am using. First, I have a nice little class called Parallel that allows me to spin together a list of tasks (actions) and then use WaitForAll, so here it is, WaitForAll's 15 minutes of fame ... First Parallel that allows me to spin together several Action delegates to execute, well in parallel.   public static class Parallel { public static ParallelQuery Task(Action action) { return new Action[] { action }.AsParallel(); } public static ParallelQuery> Task(Action action) { return new Action[] { action }.AsParallel(); } public static ParallelQuery Task(this ParallelQuery actions, Action action) { var list = new List(actions); list.Add(action); return list.AsParallel(); } public static ParallelQuery> Task(this ParallelQuery> actions, Action action) { var list = new List>(actions); list.Add(action); return list.AsParallel(); } }   Next, this is an example usage from an app I'm working on that just is rendering some basic computer information via WMI and performance counters. The WMI calls can be expensive given the distance and link speed of some of the computers it will be trying to communicate with. This is the actual MVC action from my controller to return the data for an individual computer.  public PartialViewResult Detail(string computerName) { var computer = this.Computers.Get(computerName); var perf = Factory.GetInstance(); var detail = new ComputerDetailViewModel() { Computer = computer }; try { var work = Parallel .Task(delegate { // Win32_ComputerSystem var key = computer.Name + "_Win32_ComputerSystem"; var system = this.Cache.Get(key); if (system == null) { using (var impersonation = computer.ImpersonateElevatedIdentity()) { system = computer.GetWmiContext().GetInstances().Single(); } this.Cache.Set(key, system); } detail.TotalMemory = system.TotalPhysicalMemory; detail.Manufacturer = system.Manufacturer; detail.Model = system.Model; detail.NumberOfProcessors = system.NumberOfProcessors; }) .Task(delegate { // Win32_OperatingSystem var key = computer.Name + "_Win32_OperatingSystem"; var os = this.Cache.Get(key); if (os == null) { using (var impersonation = computer.ImpersonateElevatedIdentity()) { os = computer.GetWmiContext().GetInstances().Single(); } this.Cache.Set(key, os); } detail.OperatingSystem = os.Caption; detail.OSVersion = os.Version; }) // Performance Counters .Task(delegate { using (var impersonation = computer.ImpersonateElevatedIdentity()) { detail.AvailableBytes = perf.GetSample(computer, "Memory", "Available Bytes"); } }) .Task(delegate { using (var impersonation = computer.ImpersonateElevatedIdentity()) { detail.TotalProcessorUtilization = perf.GetValue(computer, "Processor", "% Processor Time", "_Total"); } }).WithExecutionMode(ParallelExecutionMode.ForceParallelism); if (!work.WaitForAll(TimeSpan.FromSeconds(15), task => task())) { return PartialView("Timeout"); } } catch (Exception ex) { this.LogException(ex); return PartialView("Error.ascx"); } return PartialView(detail); }

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  • Queueing Effect.Parallels in Scriptaculous doesn't work

    - by Matthew Robertson
    Each block of animations, grouped in an Effect.Parallel, runs simultaneously. That works fine. Then, I want each of the Effect.Parallels to trigger sequentially, with a delay. The second block doesn't wait its turn. It fires when the function is run. Why?! ///// FIRST BLOCK ///// new Effect.Parallel([ new Effect.Morph... ], { queue: 'front' }); ///// SECOND BLOCK ///// new Effect.Parallel([ Element.toggleClassName($$('#add_comment_button .glyph').first(), 'yay') ], { sync: true, queue: 'end', delay: 1 }); ///// THIRD BLOCK ///// new Effect.Parallel([ new Effect.SlideUp... ], { queue: 'end', delay: 4 });

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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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  • What is the difference between connection and read timeout for sockets?

    - by corgrath
    3 questions: 1) What is the difference between connection and read timeout for sockets? 2) What does connection timeout set to "infinity" mean? In what situation can it remain in an infinitive loop? and what can trigger that the infinity-loop dies? 3) What does read timeout set to "infinity" mean? In what situation can it remain in an infinitive loop? and what can trigger that the infinity-loop dies?

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  • High Throughput and Windows Workflow Foundation

    - by SometimesUseful
    Can WWF handle high throughput scenarios where several dozen records are 'actively' being processed in parallel at any one time? We want to build a workflow process which handles a few thousand records per hour. Each record takes up to a minute to process, because it makes external web service calls. We are testing Windows Workflow Foundation to do this. But our demo programs show processing of each record appear to be running in sequence not in parallel, when we use parallel activities to process several records at once within one workflow instance. Should we use multiple workflow instances or parallel activities? Are there any known patterns for high performance WWF processing?

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  • Parallelism in .NET – Part 7, Some Differences between PLINQ and LINQ to Objects

    - by Reed
    In my previous post on Declarative Data Parallelism, I mentioned that PLINQ extends LINQ to Objects to support parallel operations.  Although nearly all of the same operations are supported, there are some differences between PLINQ and LINQ to Objects.  By introducing Parallelism to our declarative model, we add some extra complexity.  This, in turn, adds some extra requirements that must be addressed. In order to illustrate the main differences, and why they exist, let’s begin by discussing some differences in how the two technologies operate, and look at the underlying types involved in LINQ to Objects and PLINQ . LINQ to Objects is mainly built upon a single class: Enumerable.  The Enumerable class is a static class that defines a large set of extension methods, nearly all of which work upon an IEnumerable<T>.  Many of these methods return a new IEnumerable<T>, allowing the methods to be chained together into a fluent style interface.  This is what allows us to write statements that chain together, and lead to the nice declarative programming model of LINQ: double min = collection .Where(item => item.SomeProperty > 6 && item.SomeProperty < 24) .Min(item => item.PerformComputation()); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Other LINQ variants work in a similar fashion.  For example, most data-oriented LINQ providers are built upon an implementation of IQueryable<T>, which allows the database provider to turn a LINQ statement into an underlying SQL query, to be performed directly on the remote database. PLINQ is similar, but instead of being built upon the Enumerable class, most of PLINQ is built upon a new static class: ParallelEnumerable.  When using PLINQ, you typically begin with any collection which implements IEnumerable<T>, and convert it to a new type using an extension method defined on ParallelEnumerable: AsParallel().  This method takes any IEnumerable<T>, and converts it into a ParallelQuery<T>, the core class for PLINQ.  There is a similar ParallelQuery class for working with non-generic IEnumerable implementations. This brings us to our first subtle, but important difference between PLINQ and LINQ – PLINQ always works upon specific types, which must be explicitly created. Typically, the type you’ll use with PLINQ is ParallelQuery<T>, but it can sometimes be a ParallelQuery or an OrderedParallelQuery<T>.  Instead of dealing with an interface, implemented by an unknown class, we’re dealing with a specific class type.  This works seamlessly from a usage standpoint – ParallelQuery<T> implements IEnumerable<T>, so you can always “switch back” to an IEnumerable<T>.  The difference only arises at the beginning of our parallelization.  When we’re using LINQ, and we want to process a normal collection via PLINQ, we need to explicitly convert the collection into a ParallelQuery<T> by calling AsParallel().  There is an important consideration here – AsParallel() does not need to be called on your specific collection, but rather any IEnumerable<T>.  This allows you to place it anywhere in the chain of methods involved in a LINQ statement, not just at the beginning.  This can be useful if you have an operation which will not parallelize well or is not thread safe.  For example, the following is perfectly valid, and similar to our previous examples: double min = collection .AsParallel() .Select(item => item.SomeOperation()) .Where(item => item.SomeProperty > 6 && item.SomeProperty < 24) .Min(item => item.PerformComputation()); However, if SomeOperation() is not thread safe, we could just as easily do: double min = collection .Select(item => item.SomeOperation()) .AsParallel() .Where(item => item.SomeProperty > 6 && item.SomeProperty < 24) .Min(item => item.PerformComputation()); In this case, we’re using standard LINQ to Objects for the Select(…) method, then converting the results of that map routine to a ParallelQuery<T>, and processing our filter (the Where method) and our aggregation (the Min method) in parallel. PLINQ also provides us with a way to convert a ParallelQuery<T> back into a standard IEnumerable<T>, forcing sequential processing via standard LINQ to Objects.  If SomeOperation() was thread-safe, but PerformComputation() was not thread-safe, we would need to handle this by using the AsEnumerable() method: double min = collection .AsParallel() .Select(item => item.SomeOperation()) .Where(item => item.SomeProperty > 6 && item.SomeProperty < 24) .AsEnumerable() .Min(item => item.PerformComputation()); Here, we’re converting our collection into a ParallelQuery<T>, doing our map operation (the Select(…) method) and our filtering in parallel, then converting the collection back into a standard IEnumerable<T>, which causes our aggregation via Min() to be performed sequentially. This could also be written as two statements, as well, which would allow us to use the language integrated syntax for the first portion: var tempCollection = from item in collection.AsParallel() let e = item.SomeOperation() where (e.SomeProperty > 6 && e.SomeProperty < 24) select e; double min = tempCollection.AsEnumerable().Min(item => item.PerformComputation()); This allows us to use the standard LINQ style language integrated query syntax, but control whether it’s performed in parallel or serial by adding AsParallel() and AsEnumerable() appropriately. The second important difference between PLINQ and LINQ deals with order preservation.  PLINQ, by default, does not preserve the order of of source collection. This is by design.  In order to process a collection in parallel, the system needs to naturally deal with multiple elements at the same time.  Maintaining the original ordering of the sequence adds overhead, which is, in many cases, unnecessary.  Therefore, by default, the system is allowed to completely change the order of your sequence during processing.  If you are doing a standard query operation, this is usually not an issue.  However, there are times when keeping a specific ordering in place is important.  If this is required, you can explicitly request the ordering be preserved throughout all operations done on a ParallelQuery<T> by using the AsOrdered() extension method.  This will cause our sequence ordering to be preserved. For example, suppose we wanted to take a collection, perform an expensive operation which converts it to a new type, and display the first 100 elements.  In LINQ to Objects, our code might look something like: // Using IEnumerable<SourceClass> collection IEnumerable<ResultClass> results = collection .Select(e => e.CreateResult()) .Take(100); If we just converted this to a parallel query naively, like so: IEnumerable<ResultClass> results = collection .AsParallel() .Select(e => e.CreateResult()) .Take(100); We could very easily get a very different, and non-reproducable, set of results, since the ordering of elements in the input collection is not preserved.  To get the same results as our original query, we need to use: IEnumerable<ResultClass> results = collection .AsParallel() .AsOrdered() .Select(e => e.CreateResult()) .Take(100); This requests that PLINQ process our sequence in a way that verifies that our resulting collection is ordered as if it were processed serially.  This will cause our query to run slower, since there is overhead involved in maintaining the ordering.  However, in this case, it is required, since the ordering is required for correctness. PLINQ is incredibly useful.  It allows us to easily take nearly any LINQ to Objects query and run it in parallel, using the same methods and syntax we’ve used previously.  There are some important differences in operation that must be considered, however – it is not a free pass to parallelize everything.  When using PLINQ in order to parallelize your routines declaratively, the same guideline I mentioned before still applies: Parallelization is something that should be handled with care and forethought, added by design, and not just introduced casually.

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  • Parallelism in .NET – Part 15, Making Tasks Run: The TaskScheduler

    - by Reed
    In my introduction to the Task class, I specifically made mention that the Task class does not directly provide it’s own execution.  In addition, I made a strong point that the Task class itself is not directly related to threads or multithreading.  Rather, the Task class is used to implement our decomposition of tasks.  Once we’ve implemented our tasks, we need to execute them.  In the Task Parallel Library, the execution of Tasks is handled via an instance of the TaskScheduler class. The TaskScheduler class is an abstract class which provides a single function: it schedules the tasks and executes them within an appropriate context.  This class is the class which actually runs individual Task instances.  The .NET Framework provides two (internal) implementations of the TaskScheduler class. Since a Task, based on our decomposition, should be a self-contained piece of code, parallel execution makes sense when executing tasks.  The default implementation of the TaskScheduler class, and the one most often used, is based on the ThreadPool.  This can be retrieved via the TaskScheduler.Default property, and is, by default, what is used when we just start a Task instance with Task.Start(). Normally, when a Task is started by the default TaskScheduler, the task will be treated as a single work item, and run on a ThreadPool thread.  This pools tasks, and provides Task instances all of the advantages of the ThreadPool, including thread pooling for reduced resource usage, and an upper cap on the number of work items.  In addition, .NET 4 brings us a much improved thread pool, providing work stealing and reduced locking within the thread pool queues.  By using the default TaskScheduler, our Tasks are run asynchronously on the ThreadPool. There is one notable exception to my above statements when using the default TaskScheduler.  If a Task is created with the TaskCreationOptions set to TaskCreationOptions.LongRunning, the default TaskScheduler will generate a new thread for that Task, at least in the current implementation.  This is useful for Tasks which will persist for most of the lifetime of your application, since it prevents your Task from starving the ThreadPool of one of it’s work threads. The Task Parallel Library provides one other implementation of the TaskScheduler class.  In addition to providing a way to schedule tasks on the ThreadPool, the framework allows you to create a TaskScheduler which works within a specified SynchronizationContext.  This scheduler can be retrieved within a thread that provides a valid SynchronizationContext by calling the TaskScheduler.FromCurrentSynchronizationContext() method. This implementation of TaskScheduler is intended for use with user interface development.  Windows Forms and Windows Presentation Foundation both require any access to user interface controls to occur on the same thread that created the control.  For example, if you want to set the text within a Windows Forms TextBox, and you’re working on a background thread, that UI call must be marshaled back onto the UI thread.  The most common way this is handled depends on the framework being used.  In Windows Forms, Control.Invoke or Control.BeginInvoke is most often used.  In WPF, the equivelent calls are Dispatcher.Invoke or Dispatcher.BeginInvoke. As an example, say we’re working on a background thread, and we want to update a TextBlock in our user interface with a status label.  The code would typically look something like: // Within background thread work... string status = GetUpdatedStatus(); Dispatcher.BeginInvoke(DispatcherPriority.Normal, new Action( () => { statusLabel.Text = status; })); // Continue on in background method .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } This works fine, but forces your method to take a dependency on WPF or Windows Forms.  There is an alternative option, however.  Both Windows Forms and WPF, when initialized, setup a SynchronizationContext in their thread, which is available on the UI thread via the SynchronizationContext.Current property.  This context is used by classes such as BackgroundWorker to marshal calls back onto the UI thread in a framework-agnostic manner. The Task Parallel Library provides the same functionality via the TaskScheduler.FromCurrentSynchronizationContext() method.  When setting up our Tasks, as long as we’re working on the UI thread, we can construct a TaskScheduler via: TaskScheduler uiScheduler = TaskScheduler.FromCurrentSynchronizationContext(); We then can use this scheduler on any thread to marshal data back onto the UI thread.  For example, our code above can then be rewritten as: string status = GetUpdatedStatus(); (new Task(() => { statusLabel.Text = status; })) .Start(uiScheduler); // Continue on in background method This is nice since it allows us to write code that isn’t tied to Windows Forms or WPF, but is still fully functional with those technologies.  I’ll discuss even more uses for the SynchronizationContext based TaskScheduler when I demonstrate task continuations, but even without continuations, this is a very useful construct. In addition to the two implementations provided by the Task Parallel Library, it is possible to implement your own TaskScheduler.  The ParallelExtensionsExtras project within the Samples for Parallel Programming provides nine sample TaskScheduler implementations.  These include schedulers which restrict the maximum number of concurrent tasks, run tasks on a single threaded apartment thread, use a new thread per task, and more.

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  • Microsoft F#

    - by Aamir Hasan
    F# brings you type safe, succinct, efficient and expressive functional programming language on the .NET platform. It is a simple and pragmatic language, and has particular strengths in data-oriented programming, parallel I/O programming, parallel CPU programming, scripting and algorithmic development. F# cannot solve any problem C# could. F# is a functional language, statically typed. F# is a functional language that supports O-O-Programming References:http://msdn.microsoft.com/en-us/fsharp/cc835246.aspx http://research.microsoft.com/en-us/um/cambridge/projects/fsharp/

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  • C#: Does an IDisposable in a Halted Iterator Dispose?

    - by James Michael Hare
    If that sounds confusing, let me give you an example. Let's say you expose a method to read a database of products, and instead of returning a List<Product> you return an IEnumerable<Product> in iterator form (yield return). This accomplishes several good things: The IDataReader is not passed out of the Data Access Layer which prevents abstraction leak and resource leak potentials. You don't need to construct a full List<Product> in memory (which could be very big) if you just want to forward iterate once. If you only want to consume up to a certain point in the list, you won't incur the database cost of looking up the other items. This could give us an example like: 1: // a sample data access object class to do standard CRUD operations. 2: public class ProductDao 3: { 4: private DbProviderFactory _factory = SqlClientFactory.Instance 5:  6: // a method that would retrieve all available products 7: public IEnumerable<Product> GetAvailableProducts() 8: { 9: // must create the connection 10: using (var con = _factory.CreateConnection()) 11: { 12: con.ConnectionString = _productsConnectionString; 13: con.Open(); 14:  15: // create the command 16: using (var cmd = _factory.CreateCommand()) 17: { 18: cmd.Connection = con; 19: cmd.CommandText = _getAllProductsStoredProc; 20: cmd.CommandType = CommandType.StoredProcedure; 21:  22: // get a reader and pass back all results 23: using (var reader = cmd.ExecuteReader()) 24: { 25: while(reader.Read()) 26: { 27: yield return new Product 28: { 29: Name = reader["product_name"].ToString(), 30: ... 31: }; 32: } 33: } 34: } 35: } 36: } 37: } The database details themselves are irrelevant. I will say, though, that I'm a big fan of using the System.Data.Common classes instead of your provider specific counterparts directly (SqlCommand, OracleCommand, etc). This lets you mock your data sources easily in unit testing and also allows you to swap out your provider in one line of code. In fact, one of the shared components I'm most proud of implementing was our group's DatabaseUtility library that simplifies all the database access above into one line of code in a thread-safe and provider-neutral way. I went with my own flavor instead of the EL due to the fact I didn't want to force internal company consumers to use the EL if they didn't want to, and it made it easy to allow them to mock their database for unit testing by providing a MockCommand, MockConnection, etc that followed the System.Data.Common model. One of these days I'll blog on that if anyone's interested. Regardless, you often have situations like the above where you are consuming and iterating through a resource that must be closed once you are finished iterating. For the reasons stated above, I didn't want to return IDataReader (that would force them to remember to Dispose it), and I didn't want to return List<Product> (that would force them to hold all products in memory) -- but the first time I wrote this, I was worried. What if you never consume the last item and exit the loop? Are the reader, command, and connection all disposed correctly? Of course, I was 99.999999% sure the creators of C# had already thought of this and taken care of it, but inspection in Reflector was difficult due to the nature of the state machines yield return generates, so I decided to try a quick example program to verify whether or not Dispose() will be called when an iterator is broken from outside the iterator itself -- i.e. before the iterator reports there are no more items. So I wrote a quick Sequencer class with a Dispose() method and an iterator for it. Yes, it is COMPLETELY contrived: 1: // A disposable sequence of int -- yes this is completely contrived... 2: internal class Sequencer : IDisposable 3: { 4: private int _i = 0; 5: private readonly object _mutex = new object(); 6:  7: // Constructs an int sequence. 8: public Sequencer(int start) 9: { 10: _i = start; 11: } 12:  13: // Gets the next integer 14: public int GetNext() 15: { 16: lock (_mutex) 17: { 18: return _i++; 19: } 20: } 21:  22: // Dispose the sequence of integers. 23: public void Dispose() 24: { 25: // force output immediately (flush the buffer) 26: Console.WriteLine("Disposed with last sequence number of {0}!", _i); 27: Console.Out.Flush(); 28: } 29: } And then I created a generator (infinite-loop iterator) that did the using block for auto-Disposal: 1: // simply defines an extension method off of an int to start a sequence 2: public static class SequencerExtensions 3: { 4: // generates an infinite sequence starting at the specified number 5: public static IEnumerable<int> GetSequence(this int starter) 6: { 7: // note the using here, will call Dispose() when block terminated. 8: using (var seq = new Sequencer(starter)) 9: { 10: // infinite loop on this generator, means must be bounded by caller! 11: while(true) 12: { 13: yield return seq.GetNext(); 14: } 15: } 16: } 17: } This is really the same conundrum as the database problem originally posed. Here we are using iteration (yield return) over a large collection (infinite sequence of integers). If we cut the sequence short by breaking iteration, will that using block exit and hence, Dispose be called? Well, let's see: 1: // The test program class 2: public class IteratorTest 3: { 4: // The main test method. 5: public static void Main() 6: { 7: Console.WriteLine("Going to consume 10 of infinite items"); 8: Console.Out.Flush(); 9:  10: foreach(var i in 0.GetSequence()) 11: { 12: // could use TakeWhile, but wanted to output right at break... 13: if(i >= 10) 14: { 15: Console.WriteLine("Breaking now!"); 16: Console.Out.Flush(); 17: break; 18: } 19:  20: Console.WriteLine(i); 21: Console.Out.Flush(); 22: } 23:  24: Console.WriteLine("Done with loop."); 25: Console.Out.Flush(); 26: } 27: } So, what do we see? Do we see the "Disposed" message from our dispose, or did the Dispose get skipped because from an "eyeball" perspective we should be locked in that infinite generator loop? Here's the results: 1: Going to consume 10 of infinite items 2: 0 3: 1 4: 2 5: 3 6: 4 7: 5 8: 6 9: 7 10: 8 11: 9 12: Breaking now! 13: Disposed with last sequence number of 11! 14: Done with loop. Yes indeed, when we break the loop, the state machine that C# generates for yield iterate exits the iteration through the using blocks and auto-disposes the IDisposable correctly. I must admit, though, the first time I wrote one, I began to wonder and that led to this test. If you've never seen iterators before (I wrote a previous entry here) the infinite loop may throw you, but you have to keep in mind it is not a linear piece of code, that every time you hit a "yield return" it cedes control back to the state machine generated for the iterator. And this state machine, I'm happy to say, is smart enough to clean up the using blocks correctly. I suspected those wily guys and gals at Microsoft engineered it well, and I wasn't disappointed. But, I've been bitten by assumptions before, so it's good to test and see. Yes, maybe you knew it would or figured it would, but isn't it nice to know? And as those campy 80s G.I. Joe cartoon public service reminders always taught us, "Knowing is half the battle...". Technorati Tags: C#,.NET

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  • MathWorks offre une nouvelle fonctionnalité de calculs parallèles pour une simulation plus rapide et une génération de code améliorée

    MathWorks propose une nouvelle fonctionnalité de calculs parallèles Pour une simulation plus rapide et une génération de code améliorée grâce à Parallel Computing Toolbox MathWorks a annoncé aujourd'hui une nouvelle fonctionnalité qui permet d'accélérer la génération de code de système utilisant le référencement de modèles. Cette amélioration est rendue possible par Real-Time Workshop, un outil de génération de code qui tire désormais parti des outils d'amélioration de performance de la Parallel Computing Toolbox et du MATLAB Distributed Computing Server (MDCS). Cette fonction élargit également la prise en charge des calculs parallèles dans d'autres outils MathWorks pour améliorer...

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  • IO Profiling of Applications: MPI Apps

    <b>Linux Magazine:</b> "In the last article we looked at using strace to examine the IO patterns of simple serial applications. In the High Performance Computing (HPC) world, applications use MPI (Message Passing Interface) to create parallel applications. This time around we discuss how to attack parallel applications using strace."

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  • Detecting Hyper-Threading state

    - by jchang
    To interpret performance counters and execution statistics correctly, it is necessary to know state of Hyper-Threading. In principle, at low overall CPU utilization, for non-parallel execution plans, it should not matter whether HT is enabled or not. Of course, DBA life is never that simple. The state of HT does matter at high over utilization and in parallel execution plans depending on the DOP. SQL Server does seem to try to allocate threads on distinct physical cores at intermediate DOP (DOP less...(read more)

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  • Detecting Hyper-Threading state

    - by jchang
    To interpret performance counters and execution statistics correctly, it is necessary to know state of Hyper-Threading. In principle, at low overall CPU utilization, for non-parallel execution plans, it should not matter whether HT is enabled or not. Of course, DBA life is never that simple. The state of HT does matter at high over utilization and in parallel execution plans depending on the DOP. SQL Server does seem to try to allocate threads on distinct physical cores at intermediate DOP (DOP less...(read more)

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  • SQL SERVER – SSIS Parameters in Parent-Child ETL Architectures – Notes from the Field #040

    - by Pinal Dave
    [Notes from Pinal]: SSIS is very well explored subject, however, there are so many interesting elements when we read, we learn something new. A similar concept has been Parent-Child ETL architecture’s relationship in SSIS. Linchpin People are database coaches and wellness experts for a data driven world. In this 40th episode of the Notes from the Fields series database expert Tim Mitchell (partner at Linchpin People) shares very interesting conversation related to how to understand SSIS Parameters in Parent-Child ETL Architectures. In this brief Notes from the Field post, I will review the use of SSIS parameters in parent-child ETL architectures. A very common design pattern used in SQL Server Integration Services is one I call the parent-child pattern.  Simply put, this is a pattern in which packages are executed by other packages.  An ETL infrastructure built using small, single-purpose packages is very often easier to develop, debug, and troubleshoot than large, monolithic packages.  For a more in-depth look at parent-child architectures, check out my earlier blog post on this topic. When using the parent-child design pattern, you will frequently need to pass values from the calling (parent) package to the called (child) package.  In older versions of SSIS, this process was possible but not necessarily simple.  When using SSIS 2005 or 2008, or even when using SSIS 2012 or 2014 in package deployment mode, you would have to create package configurations to pass values from parent to child packages.  Package configurations, while effective, were not the easiest tool to work with.  Fortunately, starting with SSIS in SQL Server 2012, you can now use package parameters for this purpose. In the example I will use for this demonstration, I’ll create two packages: one intended for use as a child package, and the other configured to execute said child package.  In the parent package I’m going to build a for each loop container in SSIS, and use package parameters to pass in a value – specifically, a ClientID – for each iteration of the loop.  The child package will be executed from within the for each loop, and will create one output file for each client, with the source query and filename dependent on the ClientID received from the parent package. Configuring the Child and Parent Packages When you create a new package, you’ll see the Parameters tab at the package level.  Clicking over to that tab allows you to add, edit, or delete package parameters. As shown above, the sample package has two parameters.  Note that I’ve set the name, data type, and default value for each of these.  Also note the column entitled Required: this allows me to specify whether the parameter value is optional (the default behavior) or required for package execution.  In this example, I have one parameter that is required, and the other is not. Let’s shift over to the parent package briefly, and demonstrate how to supply values to these parameters in the child package.  Using the execute package task, you can easily map variable values in the parent package to parameters in the child package. The execute package task in the parent package, shown above, has the variable vThisClient from the parent package mapped to the pClientID parameter shown earlier in the child package.  Note that there is no value mapped to the child package parameter named pOutputFolder.  Since this parameter has the Required property set to False, we don’t have to specify a value for it, which will cause that parameter to use the default value we supplied when designing the child pacakge. The last step in the parent package is to create the for each loop container I mentioned earlier, and place the execute package task inside it.  I’m using an object variable to store the distinct client ID values, and I use that as the iterator for the loop (I describe how to do this more in depth here).  For each iteration of the loop, a different client ID value will be passed into the child package parameter. The final step is to configure the child package to actually do something meaningful with the parameter values passed into it.  In this case, I’ve modified the OleDB source query to use the pClientID value in the WHERE clause of the query to restrict results for each iteration to a single client’s data.  Additionally, I’ll use both the pClientID and pOutputFolder parameters to dynamically build the output filename. As shown, the pClientID is used in the WHERE clause, so we only get the current client’s invoices for each iteration of the loop. For the flat file connection, I’m setting the Connection String property using an expression that engages both of the parameters for this package, as shown above. Parting Thoughts There are many uses for package parameters beyond a simple parent-child design pattern.  For example, you can create standalone packages (those not intended to be used as a child package) and still use parameters.  Parameter values may be supplied to a package directly at runtime by a SQL Server Agent job, through the command line (via dtexec.exe), or through T-SQL. Also, you can also have project parameters as well as package parameters.  Project parameters work in much the same way as package parameters, but the parameters apply to all packages in a project, not just a single package. Conclusion Of the numerous advantages of using catalog deployment model in SSIS 2012 and beyond, package parameters are near the top of the list.  Parameters allow you to easily share values from parent to child packages, enabling more dynamic behavior and better code encapsulation. If you want me to take a look at your server and its settings, or if your server is facing any issue we can Fix Your SQL Server. Reference: Pinal Dave (http://blog.sqlauthority.com)Filed under: Notes from the Field, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL

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  • Implementing Brainf*ck loops in an interpreter

    - by sub
    I want to build a Brainf*ck (Damn that name) interpreter in my freshly created programming language to prove it's turing-completeness. Now, everything is clear so far (<+-,.) - except one thing: The loops ([]). I assume that you know the (extremely hard) BF syntax from here on: How do I implement the BF loops in my interpreter? How could the pseudocode look like? What should I do when the interpreter reaches a loop beginning ([) or a loop end (])? Checking if the loop should continue or stop is not the problem (current cell==0), but: When and where do I have to check? How to know where the loop beginning is located? How to handle nested loops? As loops can be nested I suppose that I can't just use a variable containing the starting position of the current loop. I've seen very small BF interpreters implemented in various languages, I wonder how they managed to get the loops working but can't figure it out.

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