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  • Sun Grid Engine (SGE) / limiting simultaneous array job sub-tasks

    - by wfaulk
    I am installing a Sun Grid Engine environment and I have a scheduler limit that I can't quite figure out how to implement. My users will create array jobs that have hundreds of sub-tasks. I would like to be able to limit those jobs to only running a set number of tasks at the same time, independent of other jobs. Like I might have one array job that I want to run 20 tasks at a time, and another I want to run 50 tasks at a time, and yet another that I'm fine running without limit. It seems like this ought to be doable, but I can't figure it out. There's a max_aj_instances configuration option, but that appears to apply globally to all array jobs. I can't see any way to use consumable resources, as I'd need a "complex attribute" that is per-job, and that feature doesn't seem to exist. It didn't look like resource quotas would work, but now I'm not so sure of that. It says "A resource quota set defines a maximum resource quota for a particular job request", but it's unclear if an array job's sub-tasks' resource requests will be aggregated for the purposes of the resource quota. I'm going to play with this, but hopefully someone already knows outright.

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  • Accepting more simultaneous keyboard inputs

    - by unknownthreat
    Sometimes, a normal computer keyboard will only accept user's inputs up to a certain key simultaneously. I got a logitech keyboard that can accept up to 3-4 key presses at the same time. The computer does not accept any more input if you press more than 4 keys for this keyboard. And it also depends on certain areas of your keyboard as well. Some locations allow more key to be pressed (like the arrow keys), while some locations permit you to press only 1-2 keys. This also differs from keyboard to keyboard as well. Some older keyboards only accept up 1-2 keys. This isn't problematic with usual office work, but when it comes to gaming. For instance, imagine a platform game, where you have to jump, attack, and control direction at the same time. This implies several key presses and some keyboards cannot accept such simultaneous input. However, I've tried this on several games and the amount of possible keyboard inputs seem to be also different. Therefore, we have two issues: Keyboards have different amount of simultaneous inputs. Some games can accept more keyboard inputs than other games. At first, I thought this is hardware only problem, but why do some programs behave differently? Why some programs can accept more keyboard inputs than other programs? So how can we write our programs to accept more keyboard inputs?

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  • How to play simultaneous multiply audio sources in Silverlight

    - by Shurup
    I want to play simultaneous multiply audio sources in Silverlight. So I've created a prototype in Silverlight 4 that should play a two mp3 files containing the same ticks sound with an intervall 1 second. So these files must be sounded as one sound if they will be played together with any whole second offsets (0 and 1, 0 and 2, 1 and 1 seconds, etc.) I my prototype I use two MediaElement (me and me2) objects. DateTime startTime; private void Play_Clicked(object sender, RoutedEventArgs e) { me.SetSource(new FileStream(file1), FileMode.Open))); me2.SetSource(new FileStream(file2), FileMode.Open))); var timer = new DispatcherTimer { Interval = TimeSpan.FromMilliseconds(1) }; timer.Tick += RefreshData; timer.Start(); } First file should be played at 00:00 sec. and the second in 00:02 second. void RefreshData(object sender, EventArgs e) { if(me.CurrentState != MediaElementState.Playing) { startTime = DateTime.Now; me.Play(); return; } var elapsed = DateTime.Now - startTime; if(me2.CurrentState != MediaElementState.Playing && elapsed >= TimeSpan.FromSeconds(2)) { me2.Play(); ((DispatcherTimer)sender).Stop(); } } The tracks played every time different and not simultaneous as they should (as one sound).

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  • TimeoutException in simultaneous calls to WCF services from Silverlight application

    - by Alexander K.
    Analysing log files I've noticed that ~1% of service calls ended with TimeoutException on the Silverlight client side. The services (wcf) are quite simple and do not perform long computations. According the log all calls to the services are always processed in less that 1 sec (even when TimeoutException is occurred on the client!), so it is not server timeout. So what is wrong? Can it be configuration or network problem? How can I avoid it? What additional logging information can be helpful for localizing this issue? The only one workaround I've thought up is to retry service calls after timeout. I will appreciate any help on this issue! Update: On startup the application performs 17 service calls and 12 of them simultaneously (may it be cause of failure?). Update: WCF log has not contained useful information about this issue. It seems some service calls do not reach the server side.

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  • Best wrapper for simultaneous API requests?

    - by bluebit
    I am looking for the easiest, simplest way to access web APIs that return either JSON or XML, with concurrent requests. For example, I would like to call the twitter search API and return 5 pages of results at the same time (5 requests). The results should ideally be integrated and returned in one array of hashes. I have about 15 APIs that I will be using, and already have code to access them individually (using simple a NET HTTP request) and parse them, but I need to make these requests concurrent in the easiest way possible. Additionally, any error handling for JSON/XML parsing is a bonus.

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  • libssh2 and simultaneous connections

    - by Florian Margaine
    I'm writing a node.js C++ module using the C library libssh2. The module is supposed to be a bridge to connect to SSH over HTTPS. Right now, I'm still in the design/learning phase of v8 API and C++, and I have a design question: libssh2 is a C library, all its methods are global. From what I see in the examples, libssh2 can only handle one connection at a time. If I want to allow simultaneous connections to different SSH servers, do I have to fork a process to completely separate the libssh2 "instances", or is forking a thread enough? I don't know enough of the separation limit used there. Any idea on how to handle this is appreciated.

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  • Google Analytics Content Experiments for non-simultaneous tests

    - by mnort9
    I really like how Google Analytics displays the results of content experiments. However, it seems the tool only works for simultaneous tests. I'd like to use the tool without implementing the page variation code into my site. For example, I want to test copy on an ecommerece category page. The original page variation would be the current page for the past 2500 visits. After making the copy changes, the new variation would be for the next 2500 visits. I realize I can simply record the metrics before and after each variation, but I'd like to take advantage of Google's presentation of the experiment. Is it possible to use the Content Experiments in this way?

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  • Emacs protection against simultaneous editing by same user

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

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  • Can we run two simultaneous non-nested loops in Perl?

    - by Mike
    Part of my code goes like this: while(1){ my $winmm = new Win32::MediaPlayer; $winmm->load('1.mp3'); $winmm->play; $winmm->volume(100); Do Some Stuff; last if some condition is met; } Problem is: I want the music to be always on when I'm in the Do Some Stuff stage in the while loop. But the length of the music is so short that it will come to a full stop before I go to the next stage, so I want the music to repeat itself, but the Win32::Mediaplayer module does not seem to have a repeat mode, so I'm thinking of doing an infinite loop for the music playing part. Like this: while(1){ my $winmm = new Win32::MediaPlayer; $winmm->load('1.mp3'); $winmm->play; $winmm->volume(100); } while(2){ Do some stuff; last if some condition is met } But based on my current Perl knowledge if I'm in the while(1) part, I can never go to the while(2) part. Even if it comes to a nested loop, I have to do something to break out of the inside loop before going to the other part of the outside loop. The answer to my question "Can we run two simultaneous non-nested loops in Perl?" may be a NO, but I assume there is some way of handling such situation. Correct me if I'm wrong. Thanks as always for any comments/suggestions :) UPDATE I really appreciate the help from everyone. Thanks :) So the answer to my question is a YES, not a NO. I'm happy that I've learned how to use fork() and threads to solve a real problem :)

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  • Cannot FTP without simultaneous SSH connection?

    - by Lucas
    I'm trying to set up an old box as a backup server (running 10.04.4 LTS). I intend to use 3rd party software on my PC to periodically connect to my server via FTP(S) and to mirror certain files. For some reason, all FTP connection attempts fail UNLESS I'm simultaneously connected via SSH. For example, if I use putty to test the connection to port 21, the system hangs and times out. I get: 220 Connected to LeServer USER lucas 331 Please specify the password. PASS [password] <cursor> However, when I'm simultaneously logged in (in another session) everything works: 220 Connected to LeServer USER lucas 331 Please specify the password. PASS [password] 230 Login successful. Basically, this means that my software will never be able to connect on its own, as intended. I know that the correct port is open because it works (sometimes) and nmap gives me: Starting Nmap 5.00 ( http://nmap.org ) at 2012-03-20 16:15 CDT Interesting ports on xx.xxx.xx.x: Not shown: 995 closed ports PORT STATE SERVICE 21/tcp open ftp 22/tcp open ssh 53/tcp open domain 139/tcp open netbios-ssn 445/tcp open microsoft-ds Nmap done: 1 IP address (1 host up) scanned in 0.15 seconds My only hypothesis is that this has something to do with iptables. Maybe it's allowing only established connections? I don't think that's how I set it up, but maybe? Here's my iptables rules for INPUT: lucas@rearden:~$ sudo iptables -L INPUT Chain INPUT (policy DROP) target prot opt source destination fail2ban-ssh tcp -- anywhere anywhere multiport dports ssh ufw-before-logging-input all -- anywhere anywhere ufw-before-input all -- anywhere anywhere ufw-after-input all -- anywhere anywhere ufw-after-logging-input all -- anywhere anywhere ufw-reject-input all -- anywhere anywhere ufw-track-input all -- anywhere anywhere ACCEPT tcp -- anywhere anywhere tcp dpt:ftp I'm using vsftpd. Any thoughts/resources on how I could fix this? L

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  • Simultaneous remote connections

    - by user3215
    Is there any package for Ubuntu which allows me to connect to remote computer without disturbing or terminating others who have already connected to that server or who are accessing the computer directly?. I remember I did this in Windows Server 2003 installing Terminal Server when I was doing my course which allowed multiple clients to connect to the server simultaneously with no disturbance to clients and even direct access to server. Is there any package like this for Ubuntu desktops?

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  • Simultaneous Animation for a GameObject - Unity3D

    - by Fahim Ali Zain
    Its my second week with Unity. I am doing a 2D game and I have a small GameObject which should change its sprite along with following a definite path defined in Animation Curves. I did both of them in separate .anim files since the transform animation had many keyframes, i thought it wont be good to put the '2' sprite keyframe repeatedly along side the transform keyframe. But the problem is, I cant get it both working together at the same time. I dont want any blending because the animation is timed well already. Also, I tried deleting the sprite change animation and tried it under script changing the SpriteRenderer.Sprite property under Update(); but it works only when the Animator component is disabled in the GameObject. Any Solutions ? :)

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  • Simultaneous AI in turn based games

    - by Eduard Strehlau
    I want to hack together a roguelike. Now I thought about entity and world representation and got to a quite big problem. If you want all the AI to act simultaneously you would normally(in cellular automa for examble) just copy the cell buffer and let all action of indiviual cells depend on the copy. Actions which are not valid anymore after some cell before the cell you are currently operating on changed the original enviourment(blocking the path) are just ignored or reapplied with the "current"(between turns) environment. After all cells have acted you copy the current map to the buffer again. Now for an environment with complex AI and big(datawise) entities the copying would take too long. So I thought you could put every action and entity makes into a que(make no changes to the environment) and execute the whole que after everyone took their move. Every interaction on this que are realy interacting entities, so if a entity tries to attack another entity it sends a message to it, the consequences of the attack would be visible next turn, either by just examining the entity or asking the entity for data. This would remove problems like what happens if an entity dies middle in the cue but got actions or is messaged later on(all messages would go to null, and the messages from the entity would either just be sent or deleted(haven't decided yet) But what would happen if a monster spawns a fireball which by itself tracks the player(in the same turn). Should I add the fireball to the enviourment beforehand, so make a change to the environment before executing the action list or just add the ball to the "need updated" list as a special case so it doesn't exist in the environment and still operates on it, spawing after evaluating the action list? Are there any solutions or papers on this subject which I can take a look at? EDIT: I don't need information on writing a roguelike I need information on turn based ai in respective to a complex enviourment.

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  • Simulating simultaneous entities

    - by Steven Jeuris
    Consider the need to simulate a set of entitities in an accurate way. All entities exist in an artificial timeline. Within 'steps' of this timeline, all entities can do certain operations. It is imperative that timed events, are handled accurately, and not in processing order. So simple threading isn't a proper simulation, nor is procedurally walking across all entities. Processing may be slow, accuracy is key here. I have some ideas how to implement this myself, but most likely something like this has been done before. Are there any frameworks available for these purposes? Is there any particular paradigm more suitable?

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  • Dealing with numerous, simultaneous sounds in unity

    - by luxchar
    I've written a custom class that creates a fixed number of audio sources. When a new sound is played, it goes through the class, which creates a queue of sounds that will be played during that frame. The sounds that are closer to the camera are given preference. If new sounds arrive in the next frame, I have a complex set of rules that determines how to replace the old ones. Ideally, "big" or "important" sounds should not be replaced by small ones. Sound replacement is necessary since the game can be fast-paced at times, and should try to play new sounds by replacing old ones. Otherwise, there can be "silent" moments when an old sound is about to stop playing and isn't replaced right away by a new sound. The drawback of replacing old sounds right away is that there is a harsh transition from the old sound clip to the new one. But I wonder if I could just remove that management logic altogether, and create audio sources on the fly for new sounds. I could give "important" sounds more priority (closer to 0 in the corresponding property) as opposed to less important ones, and let Unity take care of culling out sound effects that exceed the channel limit. The only drawback is that it requires many heap allocations. I wonder what strategy people use here?

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  • Limit number of simultaneous connections squid makes to a single server

    - by Ben Voigt
    Note: I am asking about outbound concurrent connection limits, not inbound, which is sufficiently covered on existing questions Modern browsers typically open a large number of simultaneous connections, to take advantage of the fact that TCP fairly shares bandwidth between connections. Of course, this doesn't result in fair sharing between users, so some servers have started penalizing hosts which open too many connections. This limit can be configured client-side (e.g. IE MaxConnectionsPerServer, Firefox network.http.max-connections-per-server), but the method differs for each browser and version, and many users aren't competent to adjust it themselves. So we turn to a squid transparent HTTP proxy for central management of HTTP download. How can the number of simultaneous connections from squid to a remote webserver be limited, so the webserver doesn't perceive it as abuse of concurrent connections? Ideally the limit would be per source address. Squid should accept virtually unlimited concurrent requests from the client browser, and issue them sequentially to the remote server, only N at a time, delaying (but not dropping) the others.

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  • Windows 7 Internet Sharing - How to have simultaneous Internet Access to my client

    - by Marl
    The condition: I'm running on windows 7, I'm using a usb broad band for my computer, then my computer is connected to the router tp-link tl-wr340g (in this sense my computer is the internet source since my router has no usb port for this type of broad band). I set the broad band to have internet sharing. I got 3-4 client connected through the router. The problem is whenever a client is using the internet, other clients including me don't have internet connection, additionally, If I have the internet access other clients don't have internet access. In my setup in windows XP (bridging the broad band and the router network) it works perfectly fine, every one has simultaneous internet. To clarify, how can I have all clients including me have internet connection simultaneously in my windows 7 OS? //Additionally, the create "network bridge" setup is missing, from this link the "Bridge Connection is missing", how can I fix that?

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  • ssh port forwarding freezes after 10 simultaneous connections

    - by Marko Kevac
    Hello. I am using port forwarding to utilize proxy server which is on remote machine. Remote machine hostname is remotemachine. Proxy is listening on 8118 port. I am translating this port to local port 5223. ssh -vvv -N remotemachine -L 5223:localhost:8118 Everything is fine if I don't use more than 10 simultaneous connections, when ssh just freezes. It no longer send data trough port forwarding. I.e. ab -c 10 -t 5 -X 'localhost:5223' 'http://www.google.ru/' works, but ab -c 20 -t 5 -X 'localhost:5223' 'http://www.google.ru/' causes ssh to freeze MaxSessions 30 parameter in /etc/ssh/sshd_config didn't helped at all. What can I do to remove this 10 connection limit? Nothing interesting in -vvv output =(

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  • Simultaneous read/write to RAID array slows server to a crawl

    - by Jeff Leyser
    Fairly beefy NFS/SMB server (32GB RAM, 2 Xeon quad cores) with LSI MegaRAID 8888ELP controlling 12 drives configured into 3 different arrays. 5 2TB drives are grouped into a RAID 6 array. As expected, write performance to the array is slow. However, sustained, simultaneous read/write to the array (wether through NFS or done locally) seems to practically block any other access to anything else on the controller. For example, if I do: cp /home/joe/BigFile /home/joe/BigFileCopy where BigFile is 20G, then even a simple ls /home/jane will take many 10s of seconds to complete. In addition, an ls /backup will also take many tens of seconds, even though /backup is a different array on the same controller. As soon as the cp is done, everything is back to normal. cp /home/joe/BigFile /backup/BigFile does not exhibit this behavior. It's only when doing read/write to the same array.

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  • Stress test a server for simultaneous connection

    - by weston smith
    I am trying to figure out a practical way to stress test a server for 300 to 600 simultaneous connections. Any advice? Thank you everyone for the help. To be more specific (sorry I wasn't before) this is a Flash Media Server on AWS that will be streaming live video. I've been having problems with the video freezing/buffering for everyone and I need to verify if its on the user end, upload end, or server end. I mainly need help with stress testing the server with 300-600 multiple request before going live.

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  • Solution for file store needing large number of simultaneous connections

    - by Tennyson H
    So I'm fairly new to large-scale architectures. We're currently using linode instances for our project, but we're brainstorming about scaling. We need a file store system than can deliver ~50mb folders (user data) to our computing instances in a reasonable amount of time (<20 sec), and scale to 10000+ total users, and perhaps 100+ simultaneous transfers. We are also unsure whether to network mount (sshfs/nfs) or just do a full transfer store-instance at the beginning and rsync instance- store at the end. I've experimented with SSH-FS between our little Linode instances but it seems to be bottlenecked at 15mb/s total bandwith, which wouldn't do under 10+ transfer stress let alone scale v. large. I also tried to investigate NFS but couldn't get it working but have little hope that it'll do within our linode network. Are there tools on other cloud providers that match our needs? Should we be mounting, or should we be transferring? Thanks very much!

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