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  • More CPU cores may not always lead to better performance – MAXDOP and query memory distribution in spotlight

    - by sqlworkshops
    More hardware normally delivers better performance, but there are exceptions where it can hinder performance. Understanding these exceptions and working around it is a major part of SQL Server performance tuning.   When a memory allocating query executes in parallel, SQL Server distributes memory to each task that is executing part of the query in parallel. In our example the sort operator that executes in parallel divides the memory across all tasks assuming even distribution of rows. Common memory allocating queries are that perform Sort and do Hash Match operations like Hash Join or Hash Aggregation or Hash Union.   In reality, how often are column values evenly distributed, think about an example; are employees working for your company distributed evenly across all the Zip codes or mainly concentrated in the headquarters? What happens when you sort result set based on Zip codes? Do all products in the catalog sell equally or are few products hot selling items?   One of my customers tested the below example on a 24 core server with various MAXDOP settings and here are the results:MAXDOP 1: CPU time = 1185 ms, elapsed time = 1188 msMAXDOP 4: CPU time = 1981 ms, elapsed time = 1568 msMAXDOP 8: CPU time = 1918 ms, elapsed time = 1619 msMAXDOP 12: CPU time = 2367 ms, elapsed time = 2258 msMAXDOP 16: CPU time = 2540 ms, elapsed time = 2579 msMAXDOP 20: CPU time = 2470 ms, elapsed time = 2534 msMAXDOP 0: CPU time = 2809 ms, elapsed time = 2721 ms - all 24 cores.In the above test, when the data was evenly distributed, the elapsed time of parallel query was always lower than serial query.   Why does the query get slower and slower with more CPU cores / higher MAXDOP? Maybe you can answer this question after reading the article; let me know: [email protected].   Well you get the point, let’s see an example.   The best way to learn is to practice. To create the below tables and reproduce the behavior, join the mailing list by using this link: www.sqlworkshops.com/ml and I will send you the table creation script.   Let’s update the Employees table with 49 out of 50 employees located in Zip code 2001. update Employees set Zip = EmployeeID / 400 + 1 where EmployeeID % 50 = 1 update Employees set Zip = 2001 where EmployeeID % 50 != 1 go update statistics Employees with fullscan go   Let’s create the temporary table #FireDrill with all possible Zip codes. drop table #FireDrill go create table #FireDrill (Zip int primary key) insert into #FireDrill select distinct Zip from Employees update statistics #FireDrill with fullscan go  Let’s execute the query serially with MAXDOP 1. --Example provided by www.sqlworkshops.com --Execute query with uneven Zip code distribution --First serially with MAXDOP 1 set statistics time on go declare @EmployeeID int, @EmployeeName varchar(48),@zip int select @EmployeeName = e.EmployeeName, @zip = e.Zip from Employees e       inner join #FireDrill fd on (e.Zip = fd.Zip)       order by e.Zip option (maxdop 1) goThe query took 1011 ms to complete.   The execution plan shows the 77816 KB of memory was granted while the estimated rows were 799624.  No Sort Warnings in SQL Server Profiler.  Now let’s execute the query in parallel with MAXDOP 0. --Example provided by www.sqlworkshops.com --Execute query with uneven Zip code distribution --In parallel with MAXDOP 0 set statistics time on go declare @EmployeeID int, @EmployeeName varchar(48),@zip int select @EmployeeName = e.EmployeeName, @zip = e.Zip from Employees e       inner join #FireDrill fd on (e.Zip = fd.Zip)       order by e.Zip option (maxdop 0) go The query took 1912 ms to complete.  The execution plan shows the 79360 KB of memory was granted while the estimated rows were 799624.  The estimated number of rows between serial and parallel plan are the same. The parallel plan has slightly more memory granted due to additional overhead. Sort properties shows the rows are unevenly distributed over the 4 threads.   Sort Warnings in SQL Server Profiler.   Intermediate Summary: The reason for the higher duration with parallel plan was sort spill. This is due to uneven distribution of employees over Zip codes, especially concentration of 49 out of 50 employees in Zip code 2001. Now let’s update the Employees table and distribute employees evenly across all Zip codes.   update Employees set Zip = EmployeeID / 400 + 1 go update statistics Employees with fullscan go  Let’s execute the query serially with MAXDOP 1. --Example provided by www.sqlworkshops.com --Execute query with uneven Zip code distribution --Serially with MAXDOP 1 set statistics time on go declare @EmployeeID int, @EmployeeName varchar(48),@zip int select @EmployeeName = e.EmployeeName, @zip = e.Zip from Employees e       inner join #FireDrill fd on (e.Zip = fd.Zip)       order by e.Zip option (maxdop 1) go   The query took 751 ms to complete.  The execution plan shows the 77816 KB of memory was granted while the estimated rows were 784707.  No Sort Warnings in SQL Server Profiler.   Now let’s execute the query in parallel with MAXDOP 0. --Example provided by www.sqlworkshops.com --Execute query with uneven Zip code distribution --In parallel with MAXDOP 0 set statistics time on go declare @EmployeeID int, @EmployeeName varchar(48),@zip int select @EmployeeName = e.EmployeeName, @zip = e.Zip from Employees e       inner join #FireDrill fd on (e.Zip = fd.Zip)       order by e.Zip option (maxdop 0) go The query took 661 ms to complete.  The execution plan shows the 79360 KB of memory was granted while the estimated rows were 784707.  Sort properties shows the rows are evenly distributed over the 4 threads. No Sort Warnings in SQL Server Profiler.    Intermediate Summary: When employees were distributed unevenly, concentrated on 1 Zip code, parallel sort spilled while serial sort performed well without spilling to tempdb. When the employees were distributed evenly across all Zip codes, parallel sort and serial sort did not spill to tempdb. This shows uneven data distribution may affect the performance of some parallel queries negatively. For detailed discussion of memory allocation, refer to webcasts available at www.sqlworkshops.com/webcasts.     Some of you might conclude from the above execution times that parallel query is not faster even when there is no spill. Below you can see when we are joining limited amount of Zip codes, parallel query will be fasted since it can use Bitmap Filtering.   Let’s update the Employees table with 49 out of 50 employees located in Zip code 2001. update Employees set Zip = EmployeeID / 400 + 1 where EmployeeID % 50 = 1 update Employees set Zip = 2001 where EmployeeID % 50 != 1 go update statistics Employees with fullscan go  Let’s create the temporary table #FireDrill with limited Zip codes. drop table #FireDrill go create table #FireDrill (Zip int primary key) insert into #FireDrill select distinct Zip       from Employees where Zip between 1800 and 2001 update statistics #FireDrill with fullscan go  Let’s execute the query serially with MAXDOP 1. --Example provided by www.sqlworkshops.com --Execute query with uneven Zip code distribution --Serially with MAXDOP 1 set statistics time on go declare @EmployeeID int, @EmployeeName varchar(48),@zip int select @EmployeeName = e.EmployeeName, @zip = e.Zip from Employees e       inner join #FireDrill fd on (e.Zip = fd.Zip)       order by e.Zip option (maxdop 1) go The query took 989 ms to complete.  The execution plan shows the 77816 KB of memory was granted while the estimated rows were 785594. No Sort Warnings in SQL Server Profiler.  Now let’s execute the query in parallel with MAXDOP 0. --Example provided by www.sqlworkshops.com --Execute query with uneven Zip code distribution --In parallel with MAXDOP 0 set statistics time on go declare @EmployeeID int, @EmployeeName varchar(48),@zip int select @EmployeeName = e.EmployeeName, @zip = e.Zip from Employees e       inner join #FireDrill fd on (e.Zip = fd.Zip)       order by e.Zip option (maxdop 0) go The query took 1799 ms to complete.  The execution plan shows the 79360 KB of memory was granted while the estimated rows were 785594.  Sort Warnings in SQL Server Profiler.    The estimated number of rows between serial and parallel plan are the same. The parallel plan has slightly more memory granted due to additional overhead.  Intermediate Summary: The reason for the higher duration with parallel plan even with limited amount of Zip codes was sort spill. This is due to uneven distribution of employees over Zip codes, especially concentration of 49 out of 50 employees in Zip code 2001.   Now let’s update the Employees table and distribute employees evenly across all Zip codes. update Employees set Zip = EmployeeID / 400 + 1 go update statistics Employees with fullscan go Let’s execute the query serially with MAXDOP 1. --Example provided by www.sqlworkshops.com --Execute query with uneven Zip code distribution --Serially with MAXDOP 1 set statistics time on go declare @EmployeeID int, @EmployeeName varchar(48),@zip int select @EmployeeName = e.EmployeeName, @zip = e.Zip from Employees e       inner join #FireDrill fd on (e.Zip = fd.Zip)       order by e.Zip option (maxdop 1) go The query took 250  ms to complete.  The execution plan shows the 9016 KB of memory was granted while the estimated rows were 79973.8.  No Sort Warnings in SQL Server Profiler.  Now let’s execute the query in parallel with MAXDOP 0.  --Example provided by www.sqlworkshops.com --Execute query with uneven Zip code distribution --In parallel with MAXDOP 0 set statistics time on go declare @EmployeeID int, @EmployeeName varchar(48),@zip int select @EmployeeName = e.EmployeeName, @zip = e.Zip from Employees e       inner join #FireDrill fd on (e.Zip = fd.Zip)       order by e.Zip option (maxdop 0) go The query took 85 ms to complete.  The execution plan shows the 13152 KB of memory was granted while the estimated rows were 784707.  No Sort Warnings in SQL Server Profiler.    Here you see, parallel query is much faster than serial query since SQL Server is using Bitmap Filtering to eliminate rows before the hash join.   Parallel queries are very good for performance, but in some cases it can hinder performance. If one identifies the reason for these hindrances, then it is possible to get the best out of parallelism. I covered many aspects of monitoring and tuning parallel queries in webcasts (www.sqlworkshops.com/webcasts) and articles (www.sqlworkshops.com/articles). I suggest you to watch the webcasts and read the articles to better understand how to identify and tune parallel query performance issues.   Summary: One has to avoid sort spill over tempdb and the chances of spills are higher when a query executes in parallel with uneven data distribution. Parallel query brings its own advantage, reduced elapsed time and reduced work with Bitmap Filtering. So it is important to understand how to avoid spills over tempdb and when to execute a query in parallel.   I explain these concepts with detailed examples in my webcasts (www.sqlworkshops.com/webcasts), I recommend you to watch them. The best way to learn is to practice. To create the above tables and reproduce the behavior, join the mailing list at www.sqlworkshops.com/ml and I will send you the relevant SQL Scripts.   Register for the upcoming 3 Day Level 400 Microsoft SQL Server 2008 and SQL Server 2005 Performance Monitoring & Tuning Hands-on Workshop in London, United Kingdom during March 15-17, 2011, click here to register / Microsoft UK TechNet.These are hands-on workshops with a maximum of 12 participants and not lectures. For consulting engagements click here.   Disclaimer and copyright information:This article refers to organizations and products that may be the trademarks or registered trademarks of their various owners. Copyright of this article belongs to R Meyyappan / www.sqlworkshops.com. You may freely use the ideas and concepts discussed in this article with acknowledgement (www.sqlworkshops.com), but you may not claim any of it as your own work. This article is for informational purposes only; you use any of the suggestions given here entirely at your own risk.   Register for the upcoming 3 Day Level 400 Microsoft SQL Server 2008 and SQL Server 2005 Performance Monitoring & Tuning Hands-on Workshop in London, United Kingdom during March 15-17, 2011, click here to register / Microsoft UK TechNet.These are hands-on workshops with a maximum of 12 participants and not lectures. For consulting engagements click here.   R Meyyappan [email protected] LinkedIn: http://at.linkedin.com/in/rmeyyappan  

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  • Bullet physics debug drawing not working

    - by Krishnabhadra
    Background I am following on from this question, which isn't answered yet. Basically I have a cube and a UVSphere in my scene, with UVSphere on the top of the cube without touching the cube. Both exported from blender. When I run the app The UVSphere does circle around the cube for 3 or 4 times and jump out of the scene. What I actually expect was the sphere to fall on top of the cube. What this question about From the comment to the linked question, I got to know about bullet debug drawing, which helps in debugging by drawing outline of physics bodies which are normally invisible. I did some research on that and came up with the code given below. From whatever I have read, below code should work, but it doesn't. My Code My bullet initialization code. -(void) initializeScene { /*Setup physics world*/ _physicsWorld = [[CC3PhysicsWorld alloc] init]; [_physicsWorld setGravity:0 y:-9.8 z:0]; /*Setting up debug draw*/ MyDebugDraw *draw = new MyDebugDraw; draw->setDebugMode(draw->getDebugMode() | btIDebugDraw::DBG_DrawWireframe ); _physicsWorld._discreteDynamicsWorld->setDebugDrawer(draw); /*Setup camera and lamb*/ ………….. //This simpleCube.pod contains the cube [self addContentFromPODFile: @"simpleCube.pod"]; //This file contains sphere [self addContentFromPODFile: @"SimpleSphere.pod"]; [self createGLBuffers]; CC3MeshNode* cubeNode = (CC3MeshNode*)[self getNodeNamed:@"Cube"]; CC3MeshNode* sphereNode = (CC3MeshNode*)[self getNodeNamed:@"Sphere"]; // both cubeNode and sphereNode are not nil from this point float *cVertexData = (float*)((CC3VertexArrayMesh*)cubeNode.mesh) .vertexLocations.vertices; int cVertexCount = ((CC3VertexArrayMesh*)cubeNode.mesh) .vertexLocations.vertexCount; btTriangleMesh* cTriangleMesh = new btTriangleMesh(); int offset = 0; for (int i = 0; i < (cVertexCount / 3); i++) { unsigned int index1 = offset; unsigned int index2 = offset+6; unsigned int index3 = offset+12; cTriangleMesh->addTriangle( btVector3(cVertexData[index1], cVertexData[index1+1], cVertexData[index1+2]), btVector3(cVertexData[index2], cVertexData[index2+1], cVertexData[index2+2]), btVector3(cVertexData[index3], cVertexData[index3+1], cVertexData[index3+2])); offset += 18; } [self releaseRedundantData]; /*Create a triangle mesh from the vertices*/ btBvhTriangleMeshShape* cTriMeshShape = new btBvhTriangleMeshShape(cTriangleMesh,true); btCollisionShape *sphereShape = new btSphereShape(1); gTriMeshObject = [_physicsWorld createPhysicsObjectTrimesh:cubeNode shape:cTriMeshShape mass:0 restitution:1.0 position:cubeNode.location]; sphereObject = [_physicsWorld createPhysicsObject:sphereNode shape:sphereShape mass:1 restitution:0.1 position:sphereNode.location]; sphereObject.rigidBody->setDamping(0.1,0.8); /*Enable debug drawing*/ _physicsWorld._discreteDynamicsWorld->debugDrawWorld(); } And My btIDebugDraw implementation (MyDebugDraw.h) //MyDebugDraw.h class MyDebugDraw: public btIDebugDraw{ int m_debugMode; public: virtual void drawLine(const btVector3& from,const btVector3& to ,const btVector3& color); virtual void drawContactPoint(const btVector3& PointOnB ,const btVector3& normalOnB,btScalar distance ,int lifeTime,const btVector3& color); virtual void reportErrorWarning(const char* warningString); virtual void draw3dText(const btVector3& location ,const char* textString); virtual void setDebugMode(int debugMode); virtual int getDebugMode() const; }; void MyDebugDraw::drawLine(const btVector3& from,const btVector3& to ,const btVector3& color){ LogInfo(@"Works!!"); glPushMatrix(); glColor4f(color.getX(), color.getY(), color.getZ(), 1.0); const GLfloat line[] = { from.getX()*1, from.getY()*1, from.getZ()*1, //point A to.getX()*1, to.getY()*1,to.getZ()*1 //point B }; glVertexPointer( 3, GL_FLOAT, 0, &line ); glPointSize( 5.0f ); glDrawArrays( GL_POINTS, 0, 2 ); glDrawArrays( GL_LINES, 0, 2 ); glPopMatrix(); } void MyDebugDraw::drawContactPoint(const btVector3 &PointOnB ,const btVector3 &normalOnB, btScalar distance ,int lifeTime, const btVector3 &color){ } void MyDebugDraw::reportErrorWarning(const char *warningString){ } void MyDebugDraw::draw3dText(const btVector3 &location , const char *textString){ } void MyDebugDraw::setDebugMode(int debugMode){ } int MyDebugDraw::getDebugMode() const{ return DBG_DrawWireframe; } My Problem The drawLine method is getting called. I can see the cube and sphere in place. Sphere again does some circling around the cube before jumping off. No debug lines are getting drawn.

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  • Getting to grips with the stack in nasm

    - by MarkPearl
    Today I spent a good part of my day getting to grips with the stack and nasm. After looking at my notes on nasm I think this is one area for the course I am doing they could focus more on… So here are some snippets I have put together that have helped me understand a little bit about the stack… Simplest example of the stack You will probably see examples like the following in circulation… these demonstrate the simplest use of the stack… org 0x100 bits 16 jmp main main: push 42h push 43h push 44h mov ah,2h ;set to display characters pop dx    ;get the first value int 21h   ;and display it pop dx    ;get 2nd value int 21h   ;and display it pop dx    ;get 3rd value int 21h   ;and display it int 20h The output from above code would be… DCB Decoupling code using “call” and “ret” This is great, but it oversimplifies what I want to use the stack for… I do not know if this goes against the grain of assembly programmers or not, but I want to write loosely coupled assembly code – and I want to use the stack as a mechanism for passing values into my decoupled code. In nasm we have the call and return instructions, which provides a mechanism for decoupling code, for example the following could be done… org 0x100 bits 16 jmp main ;---------------------------------------- displayChar: mov ah,2h mov dx,41h int 21h ret ;---------------------------------------- main: call displayChar int 20h   This would output the following to the console A So, it would seem that call and ret allow us to jump to segments of our code and then return back to the calling position – a form of segmenting the code into what we would called in higher order languages “functions” or “methods”. The only issue is, in higher order languages there is a way to pass parameters into the functions and return results. Because of the primitive nature of the call and ret instructions, this does not seem to be obvious. We could of course use the registers to pass values into the subroutine and set values coming out, but the problem with this is we… Have a limited number of registers Are threading our code with tight coupling (it would be hard to migrate methods outside of their intended use in a particular program to another one) With that in mind, I turn to the stack to provide a loosely coupled way of calling subroutines… First attempt with the Stack Initially I thought this would be simple… we could use code that looks as follows to achieve what I want… org 0x100 bits 16 jmp main ;---------------------------------------- displayChar: mov ah,2h pop dx int 21h ret ;---------------------------------------- main: push 41h call displayChar int 20h   However running this application does not give the desired result, I want an ‘A’ to be returned, and I am getting something totally different (you will to). Reading up on the call and ret instructions a discovery is made… they are pushing and popping things onto and off the stack as well… When the call instruction is executed, the current value of IP (the address of the instruction to follow) is pushed onto the stack, when ret is called, the last value on the stack is popped off into the IP register. In effect what the above code is doing is as follows with the stack… push 41h push current value of ip pop current value of ip to dx pop 41h to ip This is not what I want, I need to access the 41h that I pushed onto the stack, but the call value (which is necessary) is putting something in my way. So, what to do? Remember we have other registers we can use as well as a thing called indirect addressing… So, after some reading around, I came up with the following approach using indirect addressing… org 0x100 bits 16 jmp main ;---------------------------------------- displayChar: mov bp,sp mov ah,2h mov dx,[bp+2] int 21h ret ;---------------------------------------- main: push 41h call displayChar int 20h In essence, what I have done here is used a trick with the stack pointer… it goes as follows… Push 41 onto the stack Make the call to the function, which will push the IP register onto the stack and then jump to the displayChar label Move the value in the stack point to the bp register (sp currently points at IP register) Move the at the location of bp minus 2 bytes to dx (this is now the value 41h) display it, execute the ret instruction, which pops the ip value off the stack and goes back to the calling point This approach is still very raw, some further reading around shows that I should be pushing the value of bp onto the stack before replacing it with sp, but it is the starting thread to getting loosely coupled subroutines. Let’s see if you get what the following output would be? org 0x100 bits 16 jmp main ;---------------------------------------- displayChar: mov bp,sp mov ah,2h mov dx,[bp+4] int 21h mov dx,[bp+2] int 21h ret ;---------------------------------------- main: push 41h push 42h call displayChar int 20h The output is… AB Where to from here? If by any luck some assembly programmer comes along and see this code and notices that I have made some fundamental flaw in my logic… I would like to know, so please leave a comment… appreciate any feedback!

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  • How do I consistently re-size my game window and elements?

    - by Milo
    In my 2D game, I have a flow layout. Inside the flow layout are tables. I have a slider that lets the user make the tables larger or smaller. This makes the background larger or smaller too. Everything should scale proportionally which means the background should stay at the same position when I make things larger, and it almost does. When the scrollbar is at 0, it does exactly this. As the scrollbar gets further down problems arise. I'll toggle the slider maybe 3 times and on the fourth time, the background jumps a little lower on the Y axis. In order to be efficient, I only start rendering the background near the parent of the flow layout. Here it is: void LobbyTableManager::renderBG( GraphicsContext* g, agui::Rectangle& absRect, agui::Rectangle& childRect ) { int cx, cy, cw, ch; g->getClippingRect(cx,cy,cw,ch); g->setClippingRect(absRect.getX(),absRect.getY(),absRect.getWidth(),absRect.getHeight()); float scale = 0.35f; int w = m_bgSprite->getWidth() * getTableScale() * scale; int h = m_bgSprite->getHeight() * getTableScale() * scale; int numX = ceil(absRect.getWidth() / (float)w) + 2; int numY = ceil(absRect.getHeight() / (float)h) + 2; float offsetX = m_activeTables[0]->getLocation().getX() - w; float offsetY = m_activeTables[0]->getLocation().getY() - h; int startY = childRect.getY(); if(moo) { std::cout << "S=" << startY << ","; } int numAttempts = 0; while(startY + h < absRect.getY() && numAttempts < 1000) { startY += h; if(moo) { std::cout << startY << ","; } numAttempts++; } if(moo) { std::cout << "\n"; moo = false; } g->holdDrawing(); for(int i = 0; i < numX; ++i) { for(int j = 0; j < numY; ++j) { g->drawScaledSprite(m_bgSprite,0,0,m_bgSprite->getWidth(),m_bgSprite->getHeight(), absRect.getX() + (i * w) + (offsetX),absRect.getY() + (j * h) + startY,w,h,0); } } g->unholdDrawing(); g->setClippingRect(cx,cy,cw,ch); } The numeric problem seems to be in the value of startY. I outputted startY figuring out its value: As you can see here, this is me only zooming in, pay attention to the final number before the next s=. You'll notice that, what should happen is, the numbers should be linear, ex: -40, -38, -36, -34, -32, -30, etc. As you'll notice, the start numbers linearly correlate ex: 62k, 64k, 66k, 68k, 70k etc.. but the end result is wrong every third or 4th time. Here is most of the resize code: void LobbyTableManager::setTableScale( float scale ) { scale += 0.3f; scale *= 2.0f; agui::Gui* gotGui = getGui(); float scrollRel = m_vScroll->getRelativeValue(); setScale(scale); rescaleTables(); resizeFlow(); if(gotGui) { gotGui->toggleWidgetLocationChanged(false); } updateScrollBars(); float newVal = scrollRel * m_vScroll->getMaxValue(); if((int)(newVal + 0.5f) > (int)newVal) { newVal++; } m_vScroll->setValue(newVal); static int x = 0; x++; moo = true; //std::cout << m_vScroll->getValue() << std::endl; if(gotGui) { gotGui->toggleWidgetLocationChanged(true); } if(gotGui) { gotGui->_widgetLocationChanged(); } } void LobbyTableManager::valueChanged( agui::VScrollBar* source,int val ) { if(getGui()) { getGui()->toggleWidgetLocationChanged(false); } m_flow->setLocation(0,-val); if(getGui()) { getGui()->toggleWidgetLocationChanged(true); getGui()->_widgetLocationChanged(); } }

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  • how to retain the animated position in opengl es 2.0

    - by Arun AC
    I am doing frame based animation for 300 frames in opengl es 2.0 I want a rectangle to translate by +200 pixels in X axis and also scaled up by double (2 units) in the first 100 frames Then, the animated rectangle has to stay there for the next 100 frames. Then, I want the same animated rectangle to translate by +200 pixels in X axis and also scaled down by half (0.5 units) in the last 100 frames. I am using simple linear interpolation to calculate the delta-animation value for each frame. Pseudo code: The below drawFrame() is executed for 300 times (300 frames) in a loop. float RectMVMatrix[4][4] = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }; // identity matrix int totalframes = 300; float translate-delta; // interpolated translation value for each frame float scale-delta; // interpolated scale value for each frame // The usual code for draw is: void drawFrame(int iCurrentFrame) { // mySetIdentity(RectMVMatrix); // comment this line to retain the animated position. mytranslate(RectMVMatrix, translate-delta, X_AXIS); // to translate the mv matrix in x axis by translate-delta value myscale(RectMVMatrix, scale-delta); // to scale the mv matrix by scale-delta value ... // opengl calls glDrawArrays(...); eglswapbuffers(...); } The above code will work fine for first 100 frames. in order to retain the animated rectangle during the frames 101 to 200, i removed the "mySetIdentity(RectMVMatrix);" in the above drawFrame(). Now on entering the drawFrame() for the 2nd frame, the RectMVMatrix will have the animated value of first frame e.g. RectMVMatrix[4][4] = { 1.01, 0, 0, 2, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 };// 2 pixels translation and 1.01 units scaling after first frame This RectMVMatrix is used for mytranslate() in 2nd frame. The translate function will affect the value of "RectMVMatrix[0][0]". Thus translation affects the scaling values also. Eventually output is getting wrong. How to retain the animated position without affecting the current ModelView matrix? =========================================== I got the solution... Thanks to Sergio. I created separate matrices for translation and scaling. e.g.CurrentTranslateMatrix[4][4], CurrentScaleMatrix[4][4]. Then for every frame, I reset 'CurrentTranslateMatrix' to identity and call mytranslate( CurrentTranslateMatrix, translate-delta, X_AXIS) function. I reset 'CurrentScaleMatrix' to identity and call myscale(CurrentScaleMatrix, scale-delta) function. Then, I multiplied these 'CurrentTranslateMatrix' and 'CurrentScaleMatrix' to get the final 'RectMVMatrix' Matrix for the frame. Pseudo Code: float RectMVMatrix[4][4] = {0}; float CurrentTranslateMatrix[4][4] = {0}; float CurrentScaleMatrix[4][4] = {0}; int iTotalFrames = 300; int iAnimationFrames = 100; int iTranslate_X = 200.0f; // in pixels float fScale_X = 2.0f; float scaleDelta; float translateDelta_X; void DrawRect(int iTotalFrames) { mySetIdentity(RectMVMatrix); for (int i = 0; i< iTotalFrames; i++) { DrawFrame(int iCurrentFrame); } } void getInterpolatedValue(int iStartFrame, int iEndFrame, int iTotalFrame, int iCurrentFrame, float *scaleDelta, float *translateDelta_X) { float fDelta = float ( (iCurrentFrame - iStartFrame) / (iEndFrame - iStartFrame)) float fStartX = 0.0f; float fEndX = ConvertPixelsToOpenGLUnit(iTranslate_X); *translateDelta_X = fStartX + fDelta * (fEndX - fStartX); float fStartScaleX = 1.0f; float fEndScaleX = fScale_X; *scaleDelta = fStartScaleX + fDelta * (fEndScaleX - fStartScaleX); } void DrawFrame(int iCurrentFrame) { getInterpolatedValue(0, iAnimationFrames, iTotalFrames, iCurrentFrame, &scaleDelta, &translateDelta_X) mySetIdentity(CurrentTranslateMatrix); myTranslate(RectMVMatrix, translateDelta_X, X_AXIS); // to translate the mv matrix in x axis by translate-delta value mySetIdentity(CurrentScaleMatrix); myScale(RectMVMatrix, scaleDelta); // to scale the mv matrix by scale-delta value myMultiplyMatrix(RectMVMatrix, CurrentTranslateMatrix, CurrentScaleMatrix);// RectMVMatrix = CurrentTranslateMatrix*CurrentScaleMatrix; ... // opengl calls glDrawArrays(...); eglswapbuffers(...); } I maintained this 'RectMVMatrix' value, if there is no animation for the current frame (e.g. 101th frame onwards). Thanks, Arun AC

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  • Login loop in Snow Leopard

    - by hgpc
    I can't get out of a login loop of a particular admin user. After entering the password the login screen is shown again after about a minute. Other users work fine. It started happening after a simple reboot. Can you please help me? Thank you! Tried to no avail: Change the password Remove the password Repair disk (no errors) Boot in safe mode Reinstall Snow Leopard and updating to 10.6.6 Remove content of ~/Library/Caches Removed content of ~/Library/Preferences Replaced /etc/authorization with Install DVD copy The system.log mentions a crash report. I'm including both below. system.log Jan 8 02:43:30 loginwindow218: Login Window - Returned from Security Agent Jan 8 02:43:30 loginwindow218: USER_PROCESS: 218 console Jan 8 02:44:42 kernel[0]: Jan 8 02:44:43: --- last message repeated 1 time --- Jan 8 02:44:43 com.apple.launchd[1] (com.apple.loginwindow218): Job appears to have crashed: Bus error Jan 8 02:44:43 com.apple.UserEventAgent-LoginWindow223: ALF error: cannot find useragent 1102 Jan 8 02:44:43 com.apple.UserEventAgent-LoginWindow223: plugin.UserEventAgentFactory: called with typeID=FC86416D-6164-2070-726F-70735C216EC0 Jan 8 02:44:43 /System/Library/CoreServices/loginwindow.app/Contents/MacOS/loginwindow233: Login Window Application Started Jan 8 02:44:43 SecurityAgent228: CGSShutdownServerConnections: Detaching application from window server Jan 8 02:44:43 com.apple.ReportCrash.Root232: 2011-01-08 02:44:43.936 ReportCrash232:2903 Saved crash report for loginwindow218 version ??? (???) to /Library/Logs/DiagnosticReports/loginwindow_2011-01-08-024443_localhost.crash Jan 8 02:44:44 SecurityAgent228: MIG: server died: CGSReleaseShmem : Cannot release shared memory Jan 8 02:44:44 SecurityAgent228: kCGErrorFailure: Set a breakpoint @ CGErrorBreakpoint() to catch errors as they are logged. Jan 8 02:44:44 SecurityAgent228: CGSDisplayServerShutdown: Detaching display subsystem from window server Jan 8 02:44:44 SecurityAgent228: HIToolbox: received notification of WindowServer event port death. Jan 8 02:44:44 SecurityAgent228: port matched the WindowServer port created in BindCGSToRunLoop Jan 8 02:44:44 loginwindow233: Login Window Started Security Agent Jan 8 02:44:44 WindowServer234: kCGErrorFailure: Set a breakpoint @ CGErrorBreakpoint() to catch errors as they are logged. Jan 8 02:44:44 com.apple.WindowServer234: Sat Jan 8 02:44:44 .local WindowServer234 <Error>: kCGErrorFailure: Set a breakpoint @ CGErrorBreakpoint() to catch errors as they are logged. Jan 8 02:44:54 SecurityAgent243: NSSecureTextFieldCell detected a field editor ((null)) that is not a NSTextView subclass designed to work with the cell. Ignoring... Crash report Process: loginwindow 218 Path: /System/Library/CoreServices/loginwindow.app/Contents/MacOS/loginwindow Identifier: loginwindow Version: ??? (???) Code Type: X86-64 (Native) Parent Process: launchd [1] Date/Time: 2011-01-08 02:44:42.748 +0100 OS Version: Mac OS X 10.6.6 (10J567) Report Version: 6 Exception Type: EXC_BAD_ACCESS (SIGBUS) Exception Codes: 0x000000000000000a, 0x000000010075b000 Crashed Thread: 0 Dispatch queue: com.apple.main-thread Thread 0 Crashed: Dispatch queue: com.apple.main-thread 0 com.apple.security 0x00007fff801c6e8b Security::ReadSection::at(unsigned int) const + 25 1 com.apple.security 0x00007fff801c632f Security::DbVersion::open() + 123 2 com.apple.security 0x00007fff801c5e41 Security::DbVersion::DbVersion(Security::AppleDatabase const&, Security::RefPointer<Security::AtomicBufferedFile> const&) + 179 3 com.apple.security 0x00007fff801c594e Security::DbModifier::getDbVersion(bool) + 330 4 com.apple.security 0x00007fff801c57f5 Security::DbModifier::openDatabase() + 33 5 com.apple.security 0x00007fff801c5439 Security::Database::_dbOpen(Security::DatabaseSession&, unsigned int, Security::AccessCredentials const*, void const*) + 221 6 com.apple.security 0x00007fff801c4841 Security::DatabaseManager::dbOpen(Security::DatabaseSession&, Security::DbName const&, unsigned int, Security::AccessCredentials const*, void const*) + 77 7 com.apple.security 0x00007fff801c4723 Security::DatabaseSession::DbOpen(char const*, cssm_net_address const*, unsigned int, Security::AccessCredentials const*, void const*, long&) + 285 8 com.apple.security 0x00007fff801d8414 cssm_DbOpen(long, char const*, cssm_net_address const*, unsigned int, cssm_access_credentials const*, void const*, long*) + 108 9 com.apple.security 0x00007fff801d7fba CSSM_DL_DbOpen + 106 10 com.apple.security 0x00007fff801d62f6 Security::CssmClient::DbImpl::open() + 162 11 com.apple.security 0x00007fff801d8977 SSDatabaseImpl::open(Security::DLDbIdentifier const&) + 53 12 com.apple.security 0x00007fff801d8715 SSDLSession::DbOpen(char const*, cssm_net_address const*, unsigned int, Security::AccessCredentials const*, void const*, long&) + 263 13 com.apple.security 0x00007fff801d8414 cssm_DbOpen(long, char const*, cssm_net_address const*, unsigned int, cssm_access_credentials const*, void const*, long*) + 108 14 com.apple.security 0x00007fff801d7fba CSSM_DL_DbOpen + 106 15 com.apple.security 0x00007fff801d62f6 Security::CssmClient::DbImpl::open() + 162 16 com.apple.security 0x00007fff802fa786 Security::CssmClient::DbImpl::unlock(cssm_data const&) + 28 17 com.apple.security 0x00007fff80275b5d Security::KeychainCore::KeychainImpl::unlock(Security::CssmData const&) + 89 18 com.apple.security 0x00007fff80291a06 Security::KeychainCore::StorageManager::login(unsigned int, void const*, unsigned int, void const*) + 3336 19 com.apple.security 0x00007fff802854d3 SecKeychainLogin + 91 20 com.apple.loginwindow 0x000000010000dfc5 0x100000000 + 57285 21 com.apple.loginwindow 0x000000010000cfb4 0x100000000 + 53172 22 com.apple.Foundation 0x00007fff8721e44f __NSThreadPerformPerform + 219 23 com.apple.CoreFoundation 0x00007fff82627401 __CFRunLoopDoSources0 + 1361 24 com.apple.CoreFoundation 0x00007fff826255f9 __CFRunLoopRun + 873 25 com.apple.CoreFoundation 0x00007fff82624dbf CFRunLoopRunSpecific + 575 26 com.apple.HIToolbox 0x00007fff8444493a RunCurrentEventLoopInMode + 333 27 com.apple.HIToolbox 0x00007fff8444473f ReceiveNextEventCommon + 310 28 com.apple.HIToolbox 0x00007fff844445f8 BlockUntilNextEventMatchingListInMode + 59 29 com.apple.AppKit 0x00007fff80b01e64 _DPSNextEvent + 718 30 com.apple.AppKit 0x00007fff80b017a9 -NSApplication nextEventMatchingMask:untilDate:inMode:dequeue: + 155 31 com.apple.AppKit 0x00007fff80ac748b -NSApplication run + 395 32 com.apple.loginwindow 0x0000000100004b16 0x100000000 + 19222 33 com.apple.loginwindow 0x0000000100004580 0x100000000 + 17792 Thread 1: Dispatch queue: com.apple.libdispatch-manager 0 libSystem.B.dylib 0x00007fff8755216a kevent + 10 1 libSystem.B.dylib 0x00007fff8755403d _dispatch_mgr_invoke + 154 2 libSystem.B.dylib 0x00007fff87553d14 _dispatch_queue_invoke + 185 3 libSystem.B.dylib 0x00007fff8755383e _dispatch_worker_thread2 + 252 4 libSystem.B.dylib 0x00007fff87553168 _pthread_wqthread + 353 5 libSystem.B.dylib 0x00007fff87553005 start_wqthread + 13 Thread 0 crashed with X86 Thread State (64-bit): rax: 0x000000010075b000 rbx: 0x00007fff5fbfd990 rcx: 0x00007fff875439da rdx: 0x0000000000000000 rdi: 0x00007fff5fbfd990 rsi: 0x0000000000000000 rbp: 0x00007fff5fbfd5d0 rsp: 0x00007fff5fbfd5d0 r8: 0x0000000000000007 r9: 0x0000000000000000 r10: 0x00007fff8753beda r11: 0x0000000000000202 r12: 0x0000000100133e78 r13: 0x00007fff5fbfda50 r14: 0x00007fff5fbfda50 r15: 0x00007fff5fbfdaa0 rip: 0x00007fff801c6e8b rfl: 0x0000000000010287 cr2: 0x000000010075b000

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  • How to get an X11 Window from a Process ID ?

    - by Adam Pierce
    Under Linux, my C++ application is using fork() and execv() to launch multiple instances of OpenOffice so as to view some powerpoint slide shows. This part works. Next I want to be able to move the OpenOffice windows to specific locations on the display. I can do that with the XMoveResizeWindow() function but I need to find the Window for each instance. I have the process ID of each instance, how can I find the X11 Window from that ? UPDATE - Thanks to Andy's suggestion, I have pulled this off. I'm posting the code here to share it with the Stack Overflow community. Unfortunately Open Office does not seem to set the _NET_WM_PID property so this doesn't ultimately solve my problem but it does answer the question. // Attempt to identify a window by name or attribute. // by Adam Pierce <[email protected]> #include <X11/Xlib.h> #include <X11/Xatom.h> #include <iostream> #include <list> using namespace std; class WindowsMatchingPid { public: WindowsMatchingPid(Display *display, Window wRoot, unsigned long pid) : _display(display) , _pid(pid) { // Get the PID property atom. _atomPID = XInternAtom(display, "_NET_WM_PID", True); if(_atomPID == None) { cout << "No such atom" << endl; return; } search(wRoot); } const list<Window> &result() const { return _result; } private: unsigned long _pid; Atom _atomPID; Display *_display; list<Window> _result; void search(Window w) { // Get the PID for the current Window. Atom type; int format; unsigned long nItems; unsigned long bytesAfter; unsigned char *propPID = 0; if(Success == XGetWindowProperty(_display, w, _atomPID, 0, 1, False, XA_CARDINAL, &type, &format, &nItems, &bytesAfter, &propPID)) { if(propPID != 0) { // If the PID matches, add this window to the result set. if(_pid == *((unsigned long *)propPID)) _result.push_back(w); XFree(propPID); } } // Recurse into child windows. Window wRoot; Window wParent; Window *wChild; unsigned nChildren; if(0 != XQueryTree(_display, w, &wRoot, &wParent, &wChild, &nChildren)) { for(unsigned i = 0; i < nChildren; i++) search(wChild[i]); } } }; int main(int argc, char **argv) { if(argc < 2) return 1; int pid = atoi(argv[1]); cout << "Searching for windows associated with PID " << pid << endl; // Start with the root window. Display *display = XOpenDisplay(0); WindowsMatchingPid match(display, XDefaultRootWindow(display), pid); // Print the result. const list<Window> &result = match.result(); for(list<Window>::const_iterator it = result.begin(); it != result.end(); it++) cout << "Window #" << (unsigned long)(*it) << endl; return 0; }

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  • opengl 3d texture issue

    - by user1478217
    Hi i'm trying to use a 3d texture in opengl to implement volume rendering. Each voxel has an rgba colour value and is currently rendered as a screen facing quad.(for testing purposes). I just can't seem to get the sampler to give me a colour value in the shader. The quads always end up black. When I change the shader to generate a colour (based on xyz coords) then it works fine. I'm loading the texture with the following code: glGenTextures(1, &tex3D); glBindTexture(GL_TEXTURE_3D, tex3D); unsigned int colours[8]; colours[0] = Colour::AsBytes<unsigned int>(Colour::Blue); colours[1] = Colour::AsBytes<unsigned int>(Colour::Red); colours[2] = Colour::AsBytes<unsigned int>(Colour::Green); colours[3] = Colour::AsBytes<unsigned int>(Colour::Magenta); colours[4] = Colour::AsBytes<unsigned int>(Colour::Cyan); colours[5] = Colour::AsBytes<unsigned int>(Colour::Yellow); colours[6] = Colour::AsBytes<unsigned int>(Colour::White); colours[7] = Colour::AsBytes<unsigned int>(Colour::Black); glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 2, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, colours); The colours array contains the correct data, i.e. the first four bytes have values 0, 0, 255, 255 for blue. Before rendering I bind the texture to the 2nd texture unit like so: glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_3D, tex3D); And render with the following code: shaders["DVR"]->Use(); shaders["DVR"]->Uniforms["volTex"].SetValue(1); shaders["DVR"]->Uniforms["World"].SetValue(Mat4(vl_one)); shaders["DVR"]->Uniforms["viewProj"].SetValue(cam->GetViewTransform() * cam->GetProjectionMatrix()); QuadDrawer::DrawQuads(8); I have used these classes for setting shader params before and they work fine. The quaddrawer draws eight instanced quads. The vertex shader code looks like this: #version 330 layout(location = 0) in vec2 position; layout(location = 1) in vec2 texCoord; uniform sampler3D volTex; ivec3 size = ivec3(2, 2, 2); uniform mat4 World; uniform mat4 viewProj; smooth out vec4 colour; void main() { vec3 texCoord3D; int num = gl_InstanceID; texCoord3D.x = num % size.x; texCoord3D.y = (num / size.x) % size.y; texCoord3D.z = (num / (size.x * size.y)); texCoord3D /= size; texCoord3D *= 2.0; texCoord3D -= 1.0; colour = texture(volTex, texCoord3D); //colour = vec4(texCoord3D, 1.0); gl_Position = viewProj * World * vec4(texCoord3D, 1.0) + (vec4(position.x, position.y, 0.0, 0.0) * 0.05); } uncommenting the line where I set the colour value equal to the texcoord works fine, and makes the quads coloured. The fragment shader is simply: #version 330 smooth in vec4 colour; out vec4 outColour; void main() { outColour = colour; } So my question is, what am I doing wrong, why is the sampler not getting any colour values from the 3d texture? [EDIT] Figured it out but can't self answer (new user): As soon as I posted this I figured it out, I'll put the answer up to help anyone else (it's not specifically a 3d texture issue, and i've also fallen afoul of it before, D'oh!). I didn't generate mipmaps for the texture, and the default magnification/minification filters weren't set to either GL_LINEAR, or GL_NEAREST. Boom! no textures. Same thing happens with 2d textures.

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  • Question about unions and heap allocated memory

    - by Dennis Miller
    I was trying to use a union to so I could update the fields in one thread and then read allfields in another thread. In the actual system, I have mutexes to make sure everything is safe. The problem is with fieldB, before I had to change it fieldB was declared like field A and C. However, due to a third party driver, fieldB must be alligned with page boundary. When I changed field B to be allocated with valloc, I run into problems. Questions: 1) Is there a way to statically declare fieldB alligned on page boundary. Basically do the same thing as valloc, but on the stack? 2) Is it possible to do a union when field B, or any field is being allocated on the heap?. Not sure if that is even legal. Here's a simple Test program I was experimenting with. This doesn't work unless you declare fieldB like field A and C, and make the obvious changes in the public methods. #include <iostream> #include <stdlib.h> #include <string.h> #include <stdio.h> class Test { public: Test(void) { // field B must be alligned to page boundary // Is there a way to do this on the stack??? this->field.fieldB = (unsigned char*) valloc(10); }; //I know this is bad, this class is being treated like //a global structure. Its self contained in another class. unsigned char* PointerToFieldA(void) { return &this->field.fieldA[0]; } unsigned char* PointerToFieldB(void) { return this->field.fieldB; } unsigned char* PointerToFieldC(void) { return &this->field.fieldC[0]; } unsigned char* PointerToAllFields(void) { return &this->allFields[0]; } private: // Is this union possible with field B being // allocated on the heap? union { struct { unsigned char fieldA[10]; //This field has to be alligned to page boundary //Is there way to be declared on the stack unsigned char* fieldB; unsigned char fieldC[10]; } field; unsigned char allFields[30]; }; }; int main() { Test test; strncpy((char*) test.PointerToFieldA(), "0123456789", 10); strncpy((char*) test.PointerToFieldB(), "1234567890", 10); strncpy((char*) test.PointerToFieldC(), "2345678901", 10); char dummy[11]; dummy[10] = '\0'; strncpy(dummy, (char*) test.PointerToFieldA(), 10); printf("%s\n", dummy); strncpy(dummy, (char*) test.PointerToFieldB(), 10); printf("%s\n", dummy); strncpy(dummy, (char*) test.PointerToFieldC(), 10); printf("%s\n", dummy); char allFields[31]; allFields[30] = '\0'; strncpy(allFields, (char*) test.PointerToAllFields(), 30); printf("%s\n", allFields); return 0; }

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  • What are good design practices when working with Entity Framework

    - by AD
    This will apply mostly for an asp.net application where the data is not accessed via soa. Meaning that you get access to the objects loaded from the framework, not Transfer Objects, although some recommendation still apply. This is a community post, so please add to it as you see fit. Applies to: Entity Framework 1.0 shipped with Visual Studio 2008 sp1. Why pick EF in the first place? Considering it is a young technology with plenty of problems (see below), it may be a hard sell to get on the EF bandwagon for your project. However, it is the technology Microsoft is pushing (at the expense of Linq2Sql, which is a subset of EF). In addition, you may not be satisfied with NHibernate or other solutions out there. Whatever the reasons, there are people out there (including me) working with EF and life is not bad.make you think. EF and inheritance The first big subject is inheritance. EF does support mapping for inherited classes that are persisted in 2 ways: table per class and table the hierarchy. The modeling is easy and there are no programming issues with that part. (The following applies to table per class model as I don't have experience with table per hierarchy, which is, anyway, limited.) The real problem comes when you are trying to run queries that include one or many objects that are part of an inheritance tree: the generated sql is incredibly awful, takes a long time to get parsed by the EF and takes a long time to execute as well. This is a real show stopper. Enough that EF should probably not be used with inheritance or as little as possible. Here is an example of how bad it was. My EF model had ~30 classes, ~10 of which were part of an inheritance tree. On running a query to get one item from the Base class, something as simple as Base.Get(id), the generated SQL was over 50,000 characters. Then when you are trying to return some Associations, it degenerates even more, going as far as throwing SQL exceptions about not being able to query more than 256 tables at once. Ok, this is bad, EF concept is to allow you to create your object structure without (or with as little as possible) consideration on the actual database implementation of your table. It completely fails at this. So, recommendations? Avoid inheritance if you can, the performance will be so much better. Use it sparingly where you have to. In my opinion, this makes EF a glorified sql-generation tool for querying, but there are still advantages to using it. And ways to implement mechanism that are similar to inheritance. Bypassing inheritance with Interfaces First thing to know with trying to get some kind of inheritance going with EF is that you cannot assign a non-EF-modeled class a base class. Don't even try it, it will get overwritten by the modeler. So what to do? You can use interfaces to enforce that classes implement some functionality. For example here is a IEntity interface that allow you to define Associations between EF entities where you don't know at design time what the type of the entity would be. public enum EntityTypes{ Unknown = -1, Dog = 0, Cat } public interface IEntity { int EntityID { get; } string Name { get; } Type EntityType { get; } } public partial class Dog : IEntity { // implement EntityID and Name which could actually be fields // from your EF model Type EntityType{ get{ return EntityTypes.Dog; } } } Using this IEntity, you can then work with undefined associations in other classes // lets take a class that you defined in your model. // that class has a mapping to the columns: PetID, PetType public partial class Person { public IEntity GetPet() { return IEntityController.Get(PetID,PetType); } } which makes use of some extension functions: public class IEntityController { static public IEntity Get(int id, EntityTypes type) { switch (type) { case EntityTypes.Dog: return Dog.Get(id); case EntityTypes.Cat: return Cat.Get(id); default: throw new Exception("Invalid EntityType"); } } } Not as neat as having plain inheritance, particularly considering you have to store the PetType in an extra database field, but considering the performance gains, I would not look back. It also cannot model one-to-many, many-to-many relationship, but with creative uses of 'Union' it could be made to work. Finally, it creates the side effet of loading data in a property/function of the object, which you need to be careful about. Using a clear naming convention like GetXYZ() helps in that regards. Compiled Queries Entity Framework performance is not as good as direct database access with ADO (obviously) or Linq2SQL. There are ways to improve it however, one of which is compiling your queries. The performance of a compiled query is similar to Linq2Sql. What is a compiled query? It is simply a query for which you tell the framework to keep the parsed tree in memory so it doesn't need to be regenerated the next time you run it. So the next run, you will save the time it takes to parse the tree. Do not discount that as it is a very costly operation that gets even worse with more complex queries. There are 2 ways to compile a query: creating an ObjectQuery with EntitySQL and using CompiledQuery.Compile() function. (Note that by using an EntityDataSource in your page, you will in fact be using ObjectQuery with EntitySQL, so that gets compiled and cached). An aside here in case you don't know what EntitySQL is. It is a string-based way of writing queries against the EF. Here is an example: "select value dog from Entities.DogSet as dog where dog.ID = @ID". The syntax is pretty similar to SQL syntax. You can also do pretty complex object manipulation, which is well explained [here][1]. Ok, so here is how to do it using ObjectQuery< string query = "select value dog " + "from Entities.DogSet as dog " + "where dog.ID = @ID"; ObjectQuery<Dog> oQuery = new ObjectQuery<Dog>(query, EntityContext.Instance)); oQuery.Parameters.Add(new ObjectParameter("ID", id)); oQuery.EnablePlanCaching = true; return oQuery.FirstOrDefault(); The first time you run this query, the framework will generate the expression tree and keep it in memory. So the next time it gets executed, you will save on that costly step. In that example EnablePlanCaching = true, which is unnecessary since that is the default option. The other way to compile a query for later use is the CompiledQuery.Compile method. This uses a delegate: static readonly Func<Entities, int, Dog> query_GetDog = CompiledQuery.Compile<Entities, int, Dog>((ctx, id) => ctx.DogSet.FirstOrDefault(it => it.ID == id)); or using linq static readonly Func<Entities, int, Dog> query_GetDog = CompiledQuery.Compile<Entities, int, Dog>((ctx, id) => (from dog in ctx.DogSet where dog.ID == id select dog).FirstOrDefault()); to call the query: query_GetDog.Invoke( YourContext, id ); The advantage of CompiledQuery is that the syntax of your query is checked at compile time, where as EntitySQL is not. However, there are other consideration... Includes Lets say you want to have the data for the dog owner to be returned by the query to avoid making 2 calls to the database. Easy to do, right? EntitySQL string query = "select value dog " + "from Entities.DogSet as dog " + "where dog.ID = @ID"; ObjectQuery<Dog> oQuery = new ObjectQuery<Dog>(query, EntityContext.Instance)).Include("Owner"); oQuery.Parameters.Add(new ObjectParameter("ID", id)); oQuery.EnablePlanCaching = true; return oQuery.FirstOrDefault(); CompiledQuery static readonly Func<Entities, int, Dog> query_GetDog = CompiledQuery.Compile<Entities, int, Dog>((ctx, id) => (from dog in ctx.DogSet.Include("Owner") where dog.ID == id select dog).FirstOrDefault()); Now, what if you want to have the Include parametrized? What I mean is that you want to have a single Get() function that is called from different pages that care about different relationships for the dog. One cares about the Owner, another about his FavoriteFood, another about his FavotireToy and so on. Basicly, you want to tell the query which associations to load. It is easy to do with EntitySQL public Dog Get(int id, string include) { string query = "select value dog " + "from Entities.DogSet as dog " + "where dog.ID = @ID"; ObjectQuery<Dog> oQuery = new ObjectQuery<Dog>(query, EntityContext.Instance)) .IncludeMany(include); oQuery.Parameters.Add(new ObjectParameter("ID", id)); oQuery.EnablePlanCaching = true; return oQuery.FirstOrDefault(); } The include simply uses the passed string. Easy enough. Note that it is possible to improve on the Include(string) function (that accepts only a single path) with an IncludeMany(string) that will let you pass a string of comma-separated associations to load. Look further in the extension section for this function. If we try to do it with CompiledQuery however, we run into numerous problems: The obvious static readonly Func<Entities, int, string, Dog> query_GetDog = CompiledQuery.Compile<Entities, int, string, Dog>((ctx, id, include) => (from dog in ctx.DogSet.Include(include) where dog.ID == id select dog).FirstOrDefault()); will choke when called with: query_GetDog.Invoke( YourContext, id, "Owner,FavoriteFood" ); Because, as mentionned above, Include() only wants to see a single path in the string and here we are giving it 2: "Owner" and "FavoriteFood" (which is not to be confused with "Owner.FavoriteFood"!). Then, let's use IncludeMany(), which is an extension function static readonly Func<Entities, int, string, Dog> query_GetDog = CompiledQuery.Compile<Entities, int, string, Dog>((ctx, id, include) => (from dog in ctx.DogSet.IncludeMany(include) where dog.ID == id select dog).FirstOrDefault()); Wrong again, this time it is because the EF cannot parse IncludeMany because it is not part of the functions that is recognizes: it is an extension. Ok, so you want to pass an arbitrary number of paths to your function and Includes() only takes a single one. What to do? You could decide that you will never ever need more than, say 20 Includes, and pass each separated strings in a struct to CompiledQuery. But now the query looks like this: from dog in ctx.DogSet.Include(include1).Include(include2).Include(include3) .Include(include4).Include(include5).Include(include6) .[...].Include(include19).Include(include20) where dog.ID == id select dog which is awful as well. Ok, then, but wait a minute. Can't we return an ObjectQuery< with CompiledQuery? Then set the includes on that? Well, that what I would have thought so as well: static readonly Func<Entities, int, ObjectQuery<Dog>> query_GetDog = CompiledQuery.Compile<Entities, int, string, ObjectQuery<Dog>>((ctx, id) => (ObjectQuery<Dog>)(from dog in ctx.DogSet where dog.ID == id select dog)); public Dog GetDog( int id, string include ) { ObjectQuery<Dog> oQuery = query_GetDog(id); oQuery = oQuery.IncludeMany(include); return oQuery.FirstOrDefault; } That should have worked, except that when you call IncludeMany (or Include, Where, OrderBy...) you invalidate the cached compiled query because it is an entirely new one now! So, the expression tree needs to be reparsed and you get that performance hit again. So what is the solution? You simply cannot use CompiledQueries with parametrized Includes. Use EntitySQL instead. This doesn't mean that there aren't uses for CompiledQueries. It is great for localized queries that will always be called in the same context. Ideally CompiledQuery should always be used because the syntax is checked at compile time, but due to limitation, that's not possible. An example of use would be: you may want to have a page that queries which two dogs have the same favorite food, which is a bit narrow for a BusinessLayer function, so you put it in your page and know exactly what type of includes are required. Passing more than 3 parameters to a CompiledQuery Func is limited to 5 parameters, of which the last one is the return type and the first one is your Entities object from the model. So that leaves you with 3 parameters. A pitance, but it can be improved on very easily. public struct MyParams { public string param1; public int param2; public DateTime param3; } static readonly Func<Entities, MyParams, IEnumerable<Dog>> query_GetDog = CompiledQuery.Compile<Entities, MyParams, IEnumerable<Dog>>((ctx, myParams) => from dog in ctx.DogSet where dog.Age == myParams.param2 && dog.Name == myParams.param1 and dog.BirthDate > myParams.param3 select dog); public List<Dog> GetSomeDogs( int age, string Name, DateTime birthDate ) { MyParams myParams = new MyParams(); myParams.param1 = name; myParams.param2 = age; myParams.param3 = birthDate; return query_GetDog(YourContext,myParams).ToList(); } Return Types (this does not apply to EntitySQL queries as they aren't compiled at the same time during execution as the CompiledQuery method) Working with Linq, you usually don't force the execution of the query until the very last moment, in case some other functions downstream wants to change the query in some way: static readonly Func<Entities, int, string, IEnumerable<Dog>> query_GetDog = CompiledQuery.Compile<Entities, int, string, IEnumerable<Dog>>((ctx, age, name) => from dog in ctx.DogSet where dog.Age == age && dog.Name == name select dog); public IEnumerable<Dog> GetSomeDogs( int age, string name ) { return query_GetDog(YourContext,age,name); } public void DataBindStuff() { IEnumerable<Dog> dogs = GetSomeDogs(4,"Bud"); // but I want the dogs ordered by BirthDate gridView.DataSource = dogs.OrderBy( it => it.BirthDate ); } What is going to happen here? By still playing with the original ObjectQuery (that is the actual return type of the Linq statement, which implements IEnumerable), it will invalidate the compiled query and be force to re-parse. So, the rule of thumb is to return a List< of objects instead. static readonly Func<Entities, int, string, IEnumerable<Dog>> query_GetDog = CompiledQuery.Compile<Entities, int, string, IEnumerable<Dog>>((ctx, age, name) => from dog in ctx.DogSet where dog.Age == age && dog.Name == name select dog); public List<Dog> GetSomeDogs( int age, string name ) { return query_GetDog(YourContext,age,name).ToList(); //<== change here } public void DataBindStuff() { List<Dog> dogs = GetSomeDogs(4,"Bud"); // but I want the dogs ordered by BirthDate gridView.DataSource = dogs.OrderBy( it => it.BirthDate ); } When you call ToList(), the query gets executed as per the compiled query and then, later, the OrderBy is executed against the objects in memory. It may be a little bit slower, but I'm not even sure. One sure thing is that you have no worries about mis-handling the ObjectQuery and invalidating the compiled query plan. Once again, that is not a blanket statement. ToList() is a defensive programming trick, but if you have a valid reason not to use ToList(), go ahead. There are many cases in which you would want to refine the query before executing it. Performance What is the performance impact of compiling a query? It can actually be fairly large. A rule of thumb is that compiling and caching the query for reuse takes at least double the time of simply executing it without caching. For complex queries (read inherirante), I have seen upwards to 10 seconds. So, the first time a pre-compiled query gets called, you get a performance hit. After that first hit, performance is noticeably better than the same non-pre-compiled query. Practically the same as Linq2Sql When you load a page with pre-compiled queries the first time you will get a hit. It will load in maybe 5-15 seconds (obviously more than one pre-compiled queries will end up being called), while subsequent loads will take less than 300ms. Dramatic difference, and it is up to you to decide if it is ok for your first user to take a hit or you want a script to call your pages to force a compilation of the queries. Can this query be cached? { Dog dog = from dog in YourContext.DogSet where dog.ID == id select dog; } No, ad-hoc Linq queries are not cached and you will incur the cost of generating the tree every single time you call it. Parametrized Queries Most search capabilities involve heavily parametrized queries. There are even libraries available that will let you build a parametrized query out of lamba expressions. The problem is that you cannot use pre-compiled queries with those. One way around that is to map out all the possible criteria in the query and flag which one you want to use: public struct MyParams { public string name; public bool checkName; public int age; public bool checkAge; } static readonly Func<Entities, MyParams, IEnumerable<Dog>> query_GetDog = CompiledQuery.Compile<Entities, MyParams, IEnumerable<Dog>>((ctx, myParams) => from dog in ctx.DogSet where (myParams.checkAge == true && dog.Age == myParams.age) && (myParams.checkName == true && dog.Name == myParams.name ) select dog); protected List<Dog> GetSomeDogs() { MyParams myParams = new MyParams(); myParams.name = "Bud"; myParams.checkName = true; myParams.age = 0; myParams.checkAge = false; return query_GetDog(YourContext,myParams).ToList(); } The advantage here is that you get all the benifits of a pre-compiled quert. The disadvantages are that you most likely will end up with a where clause that is pretty difficult to maintain, that you will incur a bigger penalty for pre-compiling the query and that each query you run is not as efficient as it could be (particularly with joins thrown in). Another way is to build an EntitySQL query piece by piece, like we all did with SQL. protected List<Dod> GetSomeDogs( string name, int age) { string query = "select value dog from Entities.DogSet where 1 = 1 "; if( !String.IsNullOrEmpty(name) ) query = query + " and dog.Name == @Name "; if( age > 0 ) query = query + " and dog.Age == @Age "; ObjectQuery<Dog> oQuery = new ObjectQuery<Dog>( query, YourContext ); if( !String.IsNullOrEmpty(name) ) oQuery.Parameters.Add( new ObjectParameter( "Name", name ) ); if( age > 0 ) oQuery.Parameters.Add( new ObjectParameter( "Age", age ) ); return oQuery.ToList(); } Here the problems are: - there is no syntax checking during compilation - each different combination of parameters generate a different query which will need to be pre-compiled when it is first run. In this case, there are only 4 different possible queries (no params, age-only, name-only and both params), but you can see that there can be way more with a normal world search. - Noone likes to concatenate strings! Another option is to query a large subset of the data and then narrow it down in memory. This is particularly useful if you are working with a definite subset of the data, like all the dogs in a city. You know there are a lot but you also know there aren't that many... so your CityDog search page can load all the dogs for the city in memory, which is a single pre-compiled query and then refine the results protected List<Dod> GetSomeDogs( string name, int age, string city) { string query = "select value dog from Entities.DogSet where dog.Owner.Address.City == @City "; ObjectQuery<Dog> oQuery = new ObjectQuery<Dog>( query, YourContext ); oQuery.Parameters.Add( new ObjectParameter( "City", city ) ); List<Dog> dogs = oQuery.ToList(); if( !String.IsNullOrEmpty(name) ) dogs = dogs.Where( it => it.Name == name ); if( age > 0 ) dogs = dogs.Where( it => it.Age == age ); return dogs; } It is particularly useful when you start displaying all the data then allow for filtering. Problems: - Could lead to serious data transfer if you are not careful about your subset. - You can only filter on the data that you returned. It means that if you don't return the Dog.Owner association, you will not be able to filter on the Dog.Owner.Name So what is the best solution? There isn't any. You need to pick the solution that works best for you and your problem: - Use lambda-based query building when you don't care about pre-compiling your queries. - Use fully-defined pre-compiled Linq query when your object structure is not too complex. - Use EntitySQL/string concatenation when the structure could be complex and when the possible number of different resulting queries are small (which means fewer pre-compilation hits). - Use in-memory filtering when you are working with a smallish subset of the data or when you had to fetch all of the data on the data at first anyway (if the performance is fine with all the data, then filtering in memory will not cause any time to be spent in the db). Singleton access The best way to deal with your context and entities accross all your pages is to use the singleton pattern: public sealed class YourContext { private const string instanceKey = "On3GoModelKey"; YourContext(){} public static YourEntities Instance { get { HttpContext context = HttpContext.Current; if( context == null ) return Nested.instance; if (context.Items[instanceKey] == null) { On3GoEntities entity = new On3GoEntities(); context.Items[instanceKey] = entity; } return (YourEntities)context.Items[instanceKey]; } } class Nested { // Explicit static constructor to tell C# compiler // not to mark type as beforefieldinit static Nested() { } internal static readonly YourEntities instance = new YourEntities(); } } NoTracking, is it worth it? When executing a query, you can tell the framework to track the objects it will return or not. What does it mean? With tracking enabled (the default option), the framework will track what is going on with the object (has it been modified? Created? Deleted?) and will also link objects together, when further queries are made from the database, which is what is of interest here. For example, lets assume that Dog with ID == 2 has an owner which ID == 10. Dog dog = (from dog in YourContext.DogSet where dog.ID == 2 select dog).FirstOrDefault(); //dog.OwnerReference.IsLoaded == false; Person owner = (from o in YourContext.PersonSet where o.ID == 10 select dog).FirstOrDefault(); //dog.OwnerReference.IsLoaded == true; If we were to do the same with no tracking, the result would be different. ObjectQuery<Dog> oDogQuery = (ObjectQuery<Dog>) (from dog in YourContext.DogSet where dog.ID == 2 select dog); oDogQuery.MergeOption = MergeOption.NoTracking; Dog dog = oDogQuery.FirstOrDefault(); //dog.OwnerReference.IsLoaded == false; ObjectQuery<Person> oPersonQuery = (ObjectQuery<Person>) (from o in YourContext.PersonSet where o.ID == 10 select o); oPersonQuery.MergeOption = MergeOption.NoTracking; Owner owner = oPersonQuery.FirstOrDefault(); //dog.OwnerReference.IsLoaded == false; Tracking is very useful and in a perfect world without performance issue, it would always be on. But in this world, there is a price for it, in terms of performance. So, should you use NoTracking to speed things up? It depends on what you are planning to use the data for. Is there any chance that the data your query with NoTracking can be used to make update/insert/delete in the database? If so, don't use NoTracking because associations are not tracked and will causes exceptions to be thrown. In a page where there are absolutly no updates to the database, you can use NoTracking. Mixing tracking and NoTracking is possible, but it requires you to be extra careful with updates/inserts/deletes. The problem is that if you mix then you risk having the framework trying to Attach() a NoTracking object to the context where another copy of the same object exist with tracking on. Basicly, what I am saying is that Dog dog1 = (from dog in YourContext.DogSet where dog.ID == 2).FirstOrDefault(); ObjectQuery<Dog> oDogQuery = (ObjectQuery<Dog>) (from dog in YourContext.DogSet where dog.ID == 2 select dog); oDogQuery.MergeOption = MergeOption.NoTracking; Dog dog2 = oDogQuery.FirstOrDefault(); dog1 and dog2 are 2 different objects, one tracked and one not. Using the detached object in an update/insert will force an Attach() that will say "Wait a minute, I do already have an object here with the same database key. Fail". And when you Attach() one object, all of its hierarchy gets attached as well, causing problems everywhere. Be extra careful. How much faster is it with NoTracking It depends on the queries. Some are much more succeptible to tracking than other. I don't have a fast an easy rule for it, but it helps. So I should use NoTracking everywhere then? Not exactly. There are some advantages to tracking object. The first one is that the object is cached, so subsequent call for that object will not hit the database. That cache is only valid for the lifetime of the YourEntities object, which, if you use the singleton code above, is the same as the page lifetime. One page request == one YourEntity object. So for multiple calls for the same object, it will load only once per page request. (Other caching mechanism could extend that). What happens when you are using NoTracking and try to load the same object multiple times? The database will be queried each time, so there is an impact there. How often do/should you call for the same object during a single page request? As little as possible of course, but it does happens. Also remember the piece above about having the associations connected automatically for your? You don't have that with NoTracking, so if you load your data in multiple batches, you will not have a link to between them: ObjectQuery<Dog> oDogQuery = (ObjectQuery<Dog>)(from dog in YourContext.DogSet select dog); oDogQuery.MergeOption = MergeOption.NoTracking; List<Dog> dogs = oDogQuery.ToList(); ObjectQuery<Person> oPersonQuery = (ObjectQuery<Person>)(from o in YourContext.PersonSet select o); oPersonQuery.MergeOption = MergeOption.NoTracking; List<Person> owners = oPersonQuery.ToList(); In this case, no dog will have its .Owner property set. Some things to keep in mind when you are trying to optimize the performance. No lazy loading, what am I to do? This can be seen as a blessing in disguise. Of course it is annoying to load everything manually. However, it decreases the number of calls to the db and forces you to think about when you should load data. The more you can load in one database call the better. That was always true, but it is enforced now with this 'feature' of EF. Of course, you can call if( !ObjectReference.IsLoaded ) ObjectReference.Load(); if you want to, but a better practice is to force the framework to load the objects you know you will need in one shot. This is where the discussion about parametrized Includes begins to make sense. Lets say you have you Dog object public class Dog { public Dog Get(int id) { return YourContext.DogSet.FirstOrDefault(it => it.ID == id ); } } This is the type of function you work with all the time. It gets called from all over the place and once you have that Dog object, you will do very different things to it in different functions. First, it should be pre-compiled, because you will call that very often. Second, each different pages will want to have access to a different subset of the Dog data. Some will want the Owner, some the FavoriteToy, etc. Of course, you could call Load() for each reference you need anytime you need one. But that will generate a call to the database each time. Bad idea. So instead, each page will ask for the data it wants to see when it first request for the Dog object: static public Dog Get(int id) { return GetDog(entity,"");} static public Dog Get(int id, string includePath) { string query = "select value o " + " from YourEntities.DogSet as o " +

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  • Java "constant string too long" compile error. Only happens using Ant, not when using Eclipse

    - by Allan
    I have a few really long strings in one class for initializing user information. When I compile in Eclipse, I don't get any errors or warnings, and the resulting .jar runs fine. Recently, I decided to create an ant build file to use. Whenever I compile the same class with ant, I get the "constant string too long" compile error. I've tried a number of ways to set the java compiler executable in ant to make sure that I'm using the exact same version as in Eclipse. I'd rather figure out how to get the same successful compile I get in Eclipse in Ant than try to rework the code to dynamically concatenate the strings.

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  • How long should it take for someone to be able to type code from memory?

    - by LordSnoutimus
    Hi, I understand that this question could be answered with a simple sentence and that it may be viewed as subjective, however, I am a young student who is interested in pursuing a career in programming and wondered how long it took some of you to get to the level of experience you are now?. I ask this because I am currently working on building an application in Java on the Android platform and it bothers me that I am constantly having to look up how to write a certain section of code in my application such as writing to a database, or how the if loop should be structured. My question really is, how long did it take for you to become experienced enough to actually know exactly how your next line of code was going to look, before you even wrote it?

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  • How to do a comet long pulling with ActionScript3?

    - by Victor Lin
    I want to load data from my web server, I want it be the AJAX/Comet way, my web-server long holds the request, response it until something happened. Thus, I wrote some as3 code like this: private function load(): void { var request:URLRequest = new URLRequest(url); var variables:URLVariables = new URLVariables(); variables.tick = this.tick; request.data = variables; urlLoader = new URLLoader(request); urlLoader.addEventListener(Event.COMPLETE, onComplete); urlLoader.addEventListener(IOErrorEvent.IO_ERROR , onIOError); log.info("Loading info from {0}", request.url); } It works, if the waiting time is short, but however, it failed with IOError 2032, seems the waiting time is out. Here is the problem, how can I do a long-polling with as3 and avoid the timeout error? Thanks.

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  • Why does C++ mandate that complex only be instantiated for float, double, or long double?

    - by templatetypedef
    According to the C++ ISO spec, §26.2/2: The effect of instantiating the template complex for any type other than float, double or long double is unspecified. Why would the standard authors explicitly add this restriction? This makes it unspecified, for example, what happens if you make complex<int> or a complex<MyCustomFixedPointType> and seems like an artificial restriction. Is there a reason for this limitation? Is there a workaround if you want to instantiate complex with your own custom type? I'm primarily asking this question because of this earlier question, in which the OP was confused as to why abs was giving bizarre outputs for complex<int>. That said, this still doesn't quite make sense given that we also might want to make complex numbers out of fixed-points types, higher-precision real numbers, etc. Thanks!

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  • How can I assign pointer member with long string?

    - by Nano HE
    Hi, When I did the practice below to erase my pointer member and assign new value to it. (*pMyPointer).member.erase(); (*pMyPointer).member.assign("Hello"); // Successfully Than I tried more... (*pMyPointer).member.erase(); (*pMyPointer).member.assign("Long Multi Lines Format String"); // How to? If the long multi lines string can't quote by double quoter, how to handle it. Thank you.

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  • How long can a hash left out in the open be considered safe?

    - by Xeoncross
    If I were to leave a SHA2 family hash out on my website - how long would it be considered safe? How long would I have before I could be sure that someone would find a collision for it and know what was hashed? I know that the amount of time would be based on the computational power of the one seeking to break it. It would also depend on the string length, but I'm curious just how secure hashes are. Since many of us run web-servers we constantly have to be prepared for the day when someone might make it all the way to the database which stores the user hashes. So, move the server security out of the way and then what do you have? This is a slightly theoretical area for many of the people I have talked with, so I would love to actually have some more information about average expectations for cracking.

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  • How to make this very long url appear short?

    - by Camran
    I have made most my site SE friendly, but one part of my site bugs me... I have a HUGE form in one of the pages, and when submitting the form (action=php_page) URL is so long it covers half a word document in one line with all the passing variables... This is very ugly... Is there any way to make this long URL appear short? Or some other solution you know of? Let me know if you need more input... Thanks

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  • Should I convert overly-long UTF-8 strings to their shortest normal form?

    - by Grant McLean
    I've just been reworking my Encoding::FixLatin Perl module to handle overly-long UTF-8 byte sequences and convert them to the shortest normal form. My question is quite simply "is this a bad idea"? A number of sources (including this RFC) suggest that any over-long UTF-8 should be treated as an error and rejected. They caution against "naive implementations" and leave me with the impression that these things are inherently unsafe. Since the whole purpose of my module is to clean up messy data files with mixed encodings and convert them to nice clean utf8, this seems like just one more thing I can clean up so the application layer doesn't have to deal with it. My code does not concern itself with any semantic meaning the resulting characters might have, it simply converts them into a normalised form. Am I missing something. Is there a hidden danger I haven't considered?

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  • Java: Best approach to have a long list of variables needed all the time without consuming memory?

    - by evilReiko
    I wrote an abstract class to contain all rules of the application because I need them almost everywhere in my application. So most of what it contains is static final variables, something like this: public abstract class appRules { public static final boolean IS_DEV = true; public static final String CLOCK_SHORT_TIME_FORMAT = "something"; public static final String CLOCK_SHORT_DATE_FORMAT = "something else"; public static final String CLOCK_FULL_FORMAT = "other thing"; public static final int USERNAME_MIN = 5; public static final int USERNAME_MAX = 16; // etc. } The class is big and contains LOTS of such variables. My Question: Isn't setting static variables means these variables are floating in memory all the time? Do you suggest insteading of having an abstract class, I have a instantiable class with non-static variables (just public final), so I instantiate the class and use the variables only when I need them. Or is what am I doing is completely wrong approach and you suggest something else?

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  • I'm maintaining a java class that's 40K lines long.. problem?

    - by Billworth Vandory
    This may be a subjective question leading to deletion but I would really like some feedback. Recently, I moved to another very large enterprise project where I work as a C++ developer. I was aghast to find most classes in the project are anywhere from 8K to 50K lines long with methods that are 1K to 8K lines long. It's mostly business logic dealing with DB tables and data management, full of conditional statements to handle the use cases. Are classes this large common in large enterprise systems? I realize without looking at the code it's hard to make a determination, but have you ever worked on a system with classes this large?

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  • Iterating over a large data set in long running Python process - memory issues?

    - by user1094786
    I am working on a long running Python program (a part of it is a Flask API, and the other realtime data fetcher). Both my long running processes iterate, quite often (the API one might even do so hundreds of times a second) over large data sets (second by second observations of certain economic series, for example 1-5MB worth of data or even more). They also interpolate, compare and do calculations between series etc. What techniques, for the sake of keeping my processes alive, can I practice when iterating / passing as parameters / processing these large data sets? For instance, should I use the gc module and collect manually? Any advice would be appreciated. Thanks!

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