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  • Looking for a short term solution to improve website performance with additional server

    - by Tanim Mirza
    I am working with a small team to run an internal website running with PHP 5.3.9, MySQL 5.0.77. All the files and database are hosted on a dedicated Linux machine with the following configuration: Intel Xeon E5450 8 CPU cores @3.00GHz, 2992.498 MHz, Cache 6148 KB, Cent OS – Red Hat Enterprise Linux Server release 5.4 We started small and then the database got bigger and now the website performance degraded significantly. We often get server space overrun, mysql overloaded with too many calls, etc. We don't have much experience dealing with these issues. We recently got another server that we were thinking to use to improve performance. Since it has better configuration, some of us wanted to completely move everything to the new machine. But I am trying to find out how we can utilize both machine for optimized performance. I found options such as MySQL clustering, Load balancer, etc. I was wondering if I could get any suggestion for this situation "How to utilize two machines in short term for best performance", that would be great. By short term we are looking for something that we can deploy in a month or so. Thanks in advance for your time.

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  • How to number things in PHP?

    - by Tanim
    I'm a front end guy (HTML/CSS) so please excuse this basic question. I just need to know what code in PHP I can use to number some text. Text Text Text into: Text Text Text Kind of like what <ol> does in html but in PHP.

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  • Multiple autocompletes on same form in socialengine

    - by Mirza Awais
    I am quite new to socialegine module development. I want to use multiple autocomplets on my one form. I have no problem of showing multiple auto completes but problem comes when one selects options from auto complete. I have seen that autocompet.js uses id toValues to show selected option from autocomlte. So if there is only one autocomplete on one form then we can have one element as toValues to show the selected value. But if we have multiple auto completes then how to show the selected item of each auto complete as separately? Using the following code for autocomplete en4.core.runonce.add(function() { new Autocompleter.Request.JSON('to', '<?php echo $this->url(array('module' => 'localspots', 'controller' => 'lookup', 'action' => 'city'), 'default', true) ?>', { 'minLength': 2, 'delay' : 1, 'selectMode': 'pick', 'autocompleteType': 'message', 'multiple': false, 'className': 'message-autosuggest', 'filterSubset' : true, 'tokenFormat' : 'object', 'tokenValueKey' : 'label', 'injectChoice': function(token){ console.log(token.type); var choice = new Element('li', {'class': 'autocompleter-choices', 'html': token.photo, 'id':token.label}); new Element('div', {'html': this.markQueryValue(token.label),'class': 'autocompleter-choice'}).inject(choice); this.addChoiceEvents(choice).inject(this.choices); choice.store('autocompleteChoice', token); }, onPush : function(){ if( $('toValues').value.split(',').length >= maxRecipients ){ $('to').disabled = true; $('to').setAttribute("class", "disabled"); } }, }); });

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  • NoMethodError: undefined method `has_attached_file'

    - by mirza
    Paperclip produces this error, after checking out the plugin's rails3 branch. My Gemfile has following line: gem 'paperclip', :git => 'http://github.com/thoughtbot/paperclip.git', :branch => 'rails3' And the error message is: NoMethodError: undefined method `has_attached_file' for #<Class:0x2a50530>

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  • JProgressBar.stringPainted(true); is not working

    - by Mirza Ghalib
    This is a part of my java code, in this code I have written that when I click the button the value of JProgressBar should becomes 0 and stringPainted(); becomes true, but "string painted" is not visible when I click the button, please help. import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import javax.swing.JButton; import javax.swing.JFrame; import javax.swing.JProgressBar; public class R implements ActionListener { static int y; CustomProgressBar b = new CustomProgressBar(); public static void main(String arg[]) throws Exception { new R(); } public R() throws Exception { JFrame f = new JFrame(); JButton btn = new JButton("Click"); f.setExtendedState(JFrame.MAXIMIZED_BOTH); f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); f.setUndecorated(true); f.setLayout(new FlowLayout()); btn.addActionListener(this); f.add(b); f.add(btn); f.setVisible(true); } class CustomProgressBar extends JProgressBar{ private static final long serialVersionUID = 1L; private boolean isStringToBePainted = false; public CustomProgressBar() { super(JProgressBar.VERTICAL,0,100); } @Override protected void paintComponent(Graphics g) { super.paintComponent(g); if(isStringToBePainted ) { Dimension size = CustomProgressBar.this.getSize(); if( CustomProgressBar.this.getPercentComplete()<0.9 ) R.y = (int)( size.height - size.height * CustomProgressBar.this.getPercentComplete() ); String text = getString(); g.setColor(Color.BLACK ); g.drawString(text, 0, R.y); } } @Override public void setStringPainted(boolean b) { isStringToBePainted=b; } } @Override public void actionPerformed(ActionEvent e) { b.setValue(0); b.setStringPainted(true); } }

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  • [C] Texture management / pointer question

    - by ndg
    I'm working on a texture management and animation solution for a small side project of mine. Although the project uses Allegro for rendering and input, my question mostly revolves around C and memory management. I wanted to post it here to get thoughts and insight into the approach, as I'm terrible when it comes to pointers. Essentially what I'm trying to do is load all of my texture resources into a central manager (textureManager) - which is essentially an array of structs containing ALLEGRO_BITMAP objects. The textures stored within the textureManager are mostly full sprite sheets. From there, I have an anim(ation) struct, which contains animation-specific information (along with a pointer to the corresponding texture within the textureManager). To give you an idea, here's how I setup and play the players 'walk' animation: createAnimation(&player.animations[0], "media/characters/player/walk.png", player.w, player.h); playAnimation(&player.animations[0], 10); Rendering the animations current frame is just a case of blitting a specific region of the sprite sheet stored in textureManager. For reference, here's the code for anim.h and anim.c. I'm sure what I'm doing here is probably a terrible approach for a number of reasons. I'd like to hear about them! Am I opening myself to any pitfalls? Will this work as I'm hoping? anim.h #ifndef ANIM_H #define ANIM_H #define ANIM_MAX_FRAMES 10 #define MAX_TEXTURES 50 struct texture { bool active; ALLEGRO_BITMAP *bmp; }; struct texture textureManager[MAX_TEXTURES]; typedef struct tAnim { ALLEGRO_BITMAP **sprite; int w, h; int curFrame, numFrames, frameCount; float delay; } anim; void setupTextureManager(void); int addTexture(char *filename); int createAnimation(anim *a, char *filename, int w, int h); void playAnimation(anim *a, float delay); void updateAnimation(anim *a); #endif anim.c void setupTextureManager() { int i = 0; for(i = 0; i < MAX_TEXTURES; i++) { textureManager[i].active = false; } } int addTextureToManager(char *filename) { int i = 0; for(i = 0; i < MAX_TEXTURES; i++) { if(!textureManager[i].active) { textureManager[i].bmp = al_load_bitmap(filename); textureManager[i].active = true; if(!textureManager[i].bmp) { printf("Error loading texture: %s", filename); return -1; } return i; } } return -1; } int createAnimation(anim *a, char *filename, int w, int h) { int textureId = addTextureToManager(filename); if(textureId > -1) { a->sprite = textureManager[textureId].bmp; a->w = w; a->h = h; a->numFrames = al_get_bitmap_width(a->sprite) / w; printf("Animation loaded with %i frames, given resource id: %i\n", a->numFrames, textureId); } else { printf("Texture manager full\n"); return 1; } return 0; } void playAnimation(anim *a, float delay) { a->curFrame = 0; a->frameCount = 0; a->delay = delay; } void updateAnimation(anim *a) { a->frameCount ++; if(a->frameCount >= a->delay) { a->frameCount = 0; a->curFrame ++; if(a->curFrame >= a->numFrames) { a->curFrame = 0; } } }

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