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  • ca-certificates-java fails when trying to install openjdk-6-jre

    - by Jonas
    I use a VPS with Ubuntu Server 10.10 x64. I want to use Java and run the command sudo apt-get install openjdk-6-jre but it fails because the installation encounted errors while processing ca-certificates-java. I have tried to install the failed package with: sudo apt-get install ca-certificates-java How can I solve this? I have run sudo apt-get update and sudo apt-get upgrade but I get the same errors after that. I have also installed Ubuntu Server x64 on a VirtualBox, but the two Ubuntu Server 10.10 has different kernel versions (2.6.35 on VirtualBox and 2.6.18 on my VPS). And on VirtualBox I can install Jetty without any problems. The VPS is a fresh install of Ubuntu Server 10.10 x64, the first command I was running was sudo apt-get install openjdk-6-jre. When I run sudo apt-get install ca-certificates-java I get this message: Reading package lists... Done Building dependency tree Reading state information... Done ca-certificates-java is already the newest version. 0 upgraded, 0 newly installed, 0 to remove and 0 not upgraded. 1 not fully installed or removed. After this operation, 0B of additional disk space will be used. Do you want to continue [Y/n]? Here I press Y then I get this message: Setting up ca-certificates-java (20100412) ... creating /etc/ssl/certs/java/cacerts... error adding brasil.gov.br/brasil.gov.br.crt error adding cacert.org/cacert.org.crt error adding debconf.org/ca.crt error adding gouv.fr/cert_igca_dsa.crt error adding gouv.fr/cert_igca_rsa.crt error adding mozilla/ABAecom_=sub.__Am._Bankers_Assn.=_Root_CA.crt error adding mozilla/AOL_Time_Warner_Root_Certification_Authority_1.crt error adding mozilla/AOL_Time_Warner_Root_Certification_Authority_2.crt error adding mozilla/AddTrust_External_Root.crt error adding mozilla/AddTrust_Low-Value_Services_Root.crt error adding mozilla/AddTrust_Public_Services_Root.crt error adding mozilla/AddTrust_Qualified_Certificates_Root.crt error adding mozilla/America_Online_Root_Certification_Authority_1.crt error adding mozilla/America_Online_Root_Certification_Authority_2.crt error adding mozilla/Baltimore_CyberTrust_Root.crt error adding mozilla/COMODO_Certification_Authority.crt error adding mozilla/COMODO_ECC_Certification_Authority.crt error adding mozilla/Camerfirma_Chambers_of_Commerce_Root.crt error adding mozilla/Camerfirma_Global_Chambersign_Root.crt error adding mozilla/Certplus_Class_2_Primary_CA.crt error adding mozilla/Certum_Root_CA.crt error adding mozilla/Comodo_AAA_Services_root.crt error adding mozilla/Comodo_Secure_Services_root.crt error adding mozilla/Comodo_Trusted_Services_root.crt error adding mozilla/DST_ACES_CA_X6.crt error adding mozilla/DST_Root_CA_X3.crt error adding mozilla/DigiCert_Assured_ID_Root_CA.crt error adding mozilla/DigiCert_Global_Root_CA.crt error adding mozilla/DigiCert_High_Assurance_EV_Root_CA.crt error adding mozilla/DigiNotar_Root_CA.crt error adding mozilla/Digital_Signature_Trust_Co._Global_CA_1.crt error adding mozilla/Digital_Signature_Trust_Co._Global_CA_2.crt error adding mozilla/Digital_Signature_Trust_Co._Global_CA_3.crt error adding mozilla/Digital_Signature_Trust_Co._Global_CA_4.crt error adding mozilla/Entrust.net_Global_Secure_Personal_CA.crt error adding mozilla/Entrust.net_Global_Secure_Server_CA.crt error adding mozilla/Entrust.net_Premium_2048_Secure_Server_CA.crt error adding mozilla/Entrust.net_Secure_Personal_CA.crt error adding mozilla/Entrust.net_Secure_Server_CA.crt error adding mozilla/Entrust_Root_Certification_Authority.crt error adding mozilla/Equifax_Secure_CA.crt error adding mozilla/Equifax_Secure_Global_eBusiness_CA.crt error adding mozilla/Equifax_Secure_eBusiness_CA_1.crt error adding mozilla/Equifax_Secure_eBusiness_CA_2.crt error adding mozilla/Firmaprofesional_Root_CA.crt error adding mozilla/GTE_CyberTrust_Global_Root.crt error adding mozilla/GTE_CyberTrust_Root_CA.crt error adding mozilla/GeoTrust_Global_CA.crt error adding mozilla/GeoTrust_Global_CA_2.crt error adding mozilla/GeoTrust_Primary_Certification_Authority.crt error adding mozilla/GeoTrust_Universal_CA.crt error adding mozilla/GeoTrust_Universal_CA_2.crt error adding mozilla/GlobalSign_Root_CA.crt error adding mozilla/GlobalSign_Root_CA_-_R2.crt error adding mozilla/Go_Daddy_Class_2_CA.crt error adding mozilla/IPS_CLASE1_root.crt error adding mozilla/IPS_CLASE3_root.crt error adding mozilla/IPS_CLASEA1_root.crt error adding mozilla/IPS_CLASEA3_root.crt error adding mozilla/IPS_Chained_CAs_root.crt error adding mozilla/IPS_Servidores_root.crt error adding mozilla/IPS_Timestamping_root.crt error adding mozilla/NetLock_Business_=Class_B=_Root.crt error adding mozilla/NetLock_Express_=Class_C=_Root.crt error adding mozilla/NetLock_Notary_=Class_A=_Root.crt error adding mozilla/NetLock_Qualified_=Class_QA=_Root.crt error adding mozilla/Network_Solutions_Certificate_Authority.crt error adding mozilla/QuoVadis_Root_CA.crt error adding mozilla/QuoVadis_Root_CA_2.crt error adding mozilla/QuoVadis_Root_CA_3.crt error adding mozilla/RSA_Root_Certificate_1.crt error adding mozilla/RSA_Security_1024_v3.crt error adding mozilla/RSA_Security_2048_v3.crt error adding mozilla/SecureTrust_CA.crt error adding mozilla/Secure_Global_CA.crt error adding mozilla/Security_Communication_Root_CA.crt error adding mozilla/Sonera_Class_1_Root_CA.crt error adding mozilla/Sonera_Class_2_Root_CA.crt error adding mozilla/Staat_der_Nederlanden_Root_CA.crt error adding mozilla/Starfield_Class_2_CA.crt error adding mozilla/StartCom_Certification_Authority.crt error adding mozilla/StartCom_Ltd..crt error adding mozilla/SwissSign_Gold_CA_-_G2.crt error adding mozilla/SwissSign_Platinum_CA_-_G2.crt error adding mozilla/SwissSign_Silver_CA_-_G2.crt error adding mozilla/Swisscom_Root_CA_1.crt error adding mozilla/TC_TrustCenter__Germany__Class_2_CA.crt error adding mozilla/TC_TrustCenter__Germany__Class_3_CA.crt error adding mozilla/TDC_Internet_Root_CA.crt error adding mozilla/TDC_OCES_Root_CA.crt error adding mozilla/TURKTRUST_Certificate_Services_Provider_Root_1.crt error adding mozilla/TURKTRUST_Certificate_Services_Provider_Root_2.crt error adding mozilla/Taiwan_GRCA.crt error adding mozilla/Thawte_Personal_Basic_CA.crt error adding mozilla/Thawte_Personal_Freemail_CA.crt error adding mozilla/Thawte_Personal_Premium_CA.crt error adding mozilla/Thawte_Premium_Server_CA.crt error adding mozilla/Thawte_Server_CA.crt error adding mozilla/Thawte_Time_Stamping_CA.crt error adding mozilla/UTN-USER_First-Network_Applications.crt error adding mozilla/UTN_DATACorp_SGC_Root_CA.crt error adding mozilla/UTN_USERFirst_Email_Root_CA.crt error adding mozilla/UTN_USERFirst_Hardware_Root_CA.crt error adding mozilla/ValiCert_Class_1_VA.crt error adding mozilla/ValiCert_Class_2_VA.crt error adding mozilla/VeriSign_Class_3_Public_Primary_Certification_Authority_-_G5.crt error adding mozilla/Verisign_Class_1_Public_Primary_Certification_Authority.crt error adding mozilla/Verisign_Class_1_Public_Primary_Certification_Authority_-_G2.crt error adding mozilla/Verisign_Class_1_Public_Primary_Certification_Authority_-_G3.crt error adding mozilla/Verisign_Class_2_Public_Primary_Certification_Authority.crt error adding mozilla/Verisign_Class_2_Public_Primary_Certification_Authority_-_G2.crt error adding mozilla/Verisign_Class_2_Public_Primary_Certification_Authority_-_G3.crt error adding mozilla/Verisign_Class_3_Public_Primary_Certification_Authority.crt error adding mozilla/Verisign_Class_3_Public_Primary_Certification_Authority_-_G2.crt error adding mozilla/Verisign_Class_3_Public_Primary_Certification_Authority_-_G3.crt error adding mozilla/Verisign_Class_4_Public_Primary_Certification_Authority_-_G2.crt error adding mozilla/Verisign_Class_4_Public_Primary_Certification_Authority_-_G3.crt error adding mozilla/Verisign_RSA_Secure_Server_CA.crt error adding mozilla/Verisign_Time_Stamping_Authority_CA.crt error adding mozilla/Visa_International_Global_Root_2.crt error adding mozilla/Visa_eCommerce_Root.crt error adding mozilla/WellsSecure_Public_Root_Certificate_Authority.crt error adding mozilla/Wells_Fargo_Root_CA.crt error adding mozilla/XRamp_Global_CA_Root.crt error adding mozilla/beTRUSTed_Root_CA-Baltimore_Implementation.crt error adding mozilla/beTRUSTed_Root_CA.crt error adding mozilla/beTRUSTed_Root_CA_-_Entrust_Implementation.crt error adding mozilla/beTRUSTed_Root_CA_-_RSA_Implementation.crt error adding mozilla/thawte_Primary_Root_CA.crt error adding signet.pl/signet_ca1_pem.crt error adding signet.pl/signet_ca2_pem.crt error adding signet.pl/signet_ca3_pem.crt error adding signet.pl/signet_ocspklasa2_pem.crt error adding signet.pl/signet_ocspklasa3_pem.crt error adding signet.pl/signet_pca2_pem.crt error adding signet.pl/signet_pca3_pem.crt error adding signet.pl/signet_rootca_pem.crt error adding signet.pl/signet_tsa1_pem.crt error adding spi-inc.org/spi-ca-2003.crt error adding spi-inc.org/spi-cacert-2008.crt error adding telesec.de/deutsche-telekom-root-ca-2.crt failed (VM used: java-6-openjdk). dpkg: error processing ca-certificates-java (--configure): subprocess installed post-installation script returned error exit status 1 Errors were encountered while processing: ca-certificates-java E: Sub-process /usr/bin/dpkg returned an error code (1) Update I also get a problem when running java -version: Error occurred during initialization of VM Could not reserve enough space for object heap Could not create the Java virtual machine. My VPS had 128MB of Memory, I changed to 256MB but got the same problem. Then I changed to 512MB and got the same problem. I found a related post on a forum: Sub-process /usr/bin/dpkg returned an error code (1) And I tried: sudo apt-get clean sudo apt-get --reinstall install openjdk-6-jre sudo dpkg --configure -a But I got the same problem, even when I'm using 512MB of Memory. Any suggestions?

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  • FAT Volume and CE

    - by Kate Moss' Open Space
    Whenever we format a disk volume, it is a good idea to name the label so it will be easier to categorize. To label a volume, we can use LABEL command or UI depends on your preference. Windows CE does provide FAT driver and support various format (FAT12, FAT16,FAT32, ExFAT and TFAT - transaction-safe FAT) and many feature to let you scan and even defrag the volume but not labeling. At any time you format a volume in CE and then mount it on PC, the label is always empty! Of course, you can always label the volume on PC, even it is formatted in CE. So looks like CE does not care about the volume label at all, neither report the label to OS nor changing the label on FAT.So how can we set the volume label in CE? To Answer this question, we need to know how does FAT stores the volume label. Here are some on-line resources are handy for parsing FAT. http://en.wikipedia.org/wiki/File_Allocation_Table http://www.pjrc.com/tech/8051/ide/fat32.html http://www.microsoft.com/whdc/system/platform/firmware/fatgen.mspx You can refer to PUBLIC\COMMON\OAK\DRIVERS\FSD\FATUTIL\MAIN\bootsec.h and dosbpb.h or the above links for the fields we discuss here. The first sector of a FAT Volume (it is not necessary to be the first sector of a disk.) is a FAT boot sector and BPB (BIOS Parameter Block). And at offset 43, bgbsVolumeLabel (or bsVolumeLabel on FAT16) is for storing the volume lable, but note in the spec also indicates "FAT file system drivers should make sure that they update this field when the volume label file in the root directory has its name changed or created.". So we can't just simply update the bgbsVolumeLabel but also need to create a volume lable file in root directory. The volume lable file is not a real file but just a file entry in root directory with zero file lenth and a very special file attribute, ATTR_VOLUME_ID. (defined in public\common\oak\drivers\fsd\fatutil\MAIN\fatutilp.h) Locating and accessing bootsector is quite straight forward, as long as we know the starting sector of a FAT volume, that's it. But where is the root directory? The layout of a typical FAT is like this Boot sector (Volume ID in the figure) followed by Reserved Sectors (1 on FAT12/16 and 32 on FAT32), then FAT chain table(s) (can be 1 or 2), after that is the root directory (FAT12/16 and not shows in the figure) then begining of the File and Directories. In FAT12/16, the root directory is placed right after FAT so it is not hard to caculate the offset in the volume. But in FAT32, this rule is no longer true: the first cluster of the root directory is determined by BGBPB_RootDirStrtClus (or offset 44 in boot sector). Although this field is usually 0x00000002 (it is how CE initial the root directory after formating a volume. Note we should never assume it is always true) which means the first cluster contains data but not like the root directory is contiguous in FAT12/16, it is just like a regular file can be fragmented. So we need to access the root directory (of FAT32) hopping one cluster to another by traversing FAT table. Let's trace the code now. Although the source of FAT driver is not available in CE Shared Source program, but the formatter, Fatutil.dll, is available in public\common\oak\drivers\fsd\fatutil\MAIN\formatdisk.cpp. Be aware the public code only provides formatter for FAT12/16/32 for ExFAT it is still not available. FormatVolumeInternal is the main worker function. With the knowledge here, you should be able the trace the code easily. But I would like to discuss the following code pieces     dwReservedSectors = (fo.dwFatVersion == 32) ? 32 : 1;     dwRootEntries = (fo.dwFatVersion == 32) ? 0 : fo.dwRootEntries; Note the dwReservedSectors is 32 in FAT32 and 1 in FAT12/16. Root Entries is another different mentioned in previous paragraph, 0 for FAT32 (dynamic allocated) and fixed size (usually 512, defined in DEFAULT_ROOT_ENTRIES in public\common\sdk\inc\fatutil.h) And then here   memset(pBootSec->bsVolumeLabel, 0x20, sizeof(pBootSec->bsVolumeLabel)); It sets the Volume Label as empty string. Now let's carry on to the next section - write the root directory.     if (fo.dwFatVersion == 32) {         if (!(fo.dwFlags & FATUTIL_FORMAT_TFAT)) {             dwRootSectors = dwSectorsPerCluster;         }         else {             DIRENTRY    dirEntry;             DWORD       offset;             int               iVolumeNo;             memset(pbBlock, 0, pdi->di_bytes_per_sect);             memset(&dirEntry, 0, sizeof(DIRENTRY));                         dirEntry.de_attr = ATTR_VOLUME_ID;             // the first one is volume label             memcpy(dirEntry.de_name, "TFAT       ", sizeof (dirEntry.de_name));             memcpy(pbBlock, &dirEntry, sizeof(dirEntry));              ...             // Skip the next step of zeroing out clusters             dwCurrentSec += dwSectorsPerCluster;             dwRootSectors = 0;         }     }     // Each new root directory sector needs to be zeroed.     memset(pbBlock, 0, cbSizeBlk);     iRootSec=0;     while ( iRootSec < dwRootSectors) { Basically, the code zero out the each entry in root directory depends on dwRootSectors. In FAT12/16, the dwRootSectors is calculated as the sectors we need for the root entries (512 for most of the case) and in FAT32 it just zero out the one cluster. Please note that, if it is a TFAT volume, it initialize the root directory with special volume label entries for some special purpose. Despite to its unusual initialization process for TFAT, it does provide a example for how to create a volume entry. With some minor modification, we can assign the volume label in FAT formatter and also remember to sync the volume label with bsVolumeLabel or bgbsVolumeLabel in boot sector.

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  • How to use caching to increase render performance?

    - by Christian Ivicevic
    First of all I am going to cover the basic design of my 2d tile-based engine written with SDL in C++, then I will point out what I am up to and where I need some hints. Concept of my engine My engine uses the concept of GameScreens which are stored on a stack in the main game class. The main methods of a screen are usually LoadContent, Render, Update and InitMultithreading. (I use the last one because I am using v8 as a JavaScript bridge to the engine. The main game loop then renders the top screen on the stack (if there is one; otherwise, it exits the game) - actually it calls the render methods, but stores all items to be rendered in a list. After gathering all this information the methods like SDL_BlitSurface are called by my GameUIRenderer which draws the enqueued content and then draws some overlay. The code looks like this: while(Game is running) { Handle input if(Screens on stack == 0) exit Update timer etc. Clear the screen Peek the screen on the stack and collect information on what to render Actually render the enqueue screen stuff and some overlay etc. Flip the screen } The GameUIRenderer uses as hinted a std::vector<std::shared_ptr<ImageToRender>> to hold all necessary information described by this class: class ImageToRender { private: SDL_Surface* image; int x, y, w, h, xOffset, yOffset; }; This bunch of attributes is usually needed if I have a texture atlas with all tiles in one SDL_Surface and then the engine should crop one specific area and draw this to the screen. The GameUIRenderer::Render() method then just iterates over all elements and renders them something like this: std::for_each( this->m_vImageVector.begin(), this->m_vImageVector.end(), [this](std::shared_ptr<ImageToRender> pCurrentImage) { SDL_Rect rc = { pCurrentImage->x, pCurrentImage->y, 0, 0 }; // For the sake of simplicity ignore offsets... SDL_Rect srcRect = { 0, 0, pCurrentImage->w, pCurrentImage->h }; SDL_BlitSurface(pCurrentImage->pImage, &srcRect, g_pFramework->GetScreen(), &rc); } ); this->m_vImageVector.clear(); Current ideas which need to be reviewed The specified approach works really good and IMHO it is really has a good structure, however the performance could be definitely increased. I would like to know what do you suggest, how to implement efficient caching of surfaces etc so that there is no need to redraw the same scene over and over again? The map itself would be almost static, only when the player moves, we would need to move the map. Furthermore animated entities would either require updates of the whole map or updates of only the specific areas the entities are currently moving in. My first approaches were to include a flag IsTainted which should be used by the GameUIRenderer to decide whether to redraw everything or use cached version (or to not render anything so that we do not have to Clear the screen and let the last frame persist). However this seems to be quite messy if I have to manually handle in my Render method of the screen class if something has changed or not.

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  • Running Jetty under Windows Azure Using RoleEntryPoint in a Worker Role

    - by Shawn Cicoria
    This post is built upon the work of Mario Kosmiskas and David C. Chou’s prior postings – from here: http://blogs.msdn.com/b/mariok/archive/2011/01/05/deploying-java-applications-in-azure.aspx  http://blogs.msdn.com/b/dachou/archive/2010/03/21/run-java-with-jetty-in-windows-azure.aspx As Mario points out in his post, when you need to have more control over the process that starts, it generally is better left to a RoleEntryPoint capability that as of now, requires the use of a CLR based assembly that is deployed as part of the package to Azure. There were things I liked especially about Mario’s post – specifically, the ability to pull down the JRE and Jetty runtimes at role startup and instantiate the process using the extracted bits.  The way Mario initialized the java process (and Jetty) was to take advantage of a role startup task configured as part of the service definition.  This is a great quick way to kick off processes or tasks prior to your role entry point.  However, if you need access to service configuration values or role events, that’s where RoleEntryPoint comes in.  For this PoC sample I moved the logic for retrieving the bits for the jre and jetty to the worker roles OnStart – in addition to moving the process kickoff to the OnStart method.  The Run method at this point is there to loop and just report the status of the java process. Beyond just making things more parameterized, both Mario’s and David’s articles still form the essence of the approach. The solution that accompanies this post provides all the necessary .NET based Visual Studio project.  In addition, you’ll need: 1. Jetty 7 runtime http://www.eclipse.org/jetty/downloads.php 2. JRE http://www.oracle.com/technetwork/java/javase/downloads/index.html Once you have these the first step is to create archives (zips) of the distributions.  For this PoC, the structure of the archive requires that the root of the archive looks as follows: JRE6.zip jetty---.zip Upload the contents to a storage container (block blob), and for this example I used /archives as the location.  The service configuration has several settings that allow, which is the advantage of using RoleEntryPoint, the ability to provide these things via native configuration support from Azure in a worker role. Storage Explorer You can use development storage for testing this out – the zipped version of the solution is configured for development storage.  When you’re ready to deploy, you update the two settings – 1 for diagnostics and the other for the storage container where the /archives are going to be stored. <?xml version="1.0" encoding="utf-8"?> <ServiceConfiguration serviceName="HostedJetty" osFamily="2" osVersion="*"> <Role name="JettyWorker"> <Instances count="1" /> <ConfigurationSettings> <!--<Setting name="Microsoft.WindowsAzure.Plugins.Diagnostics.ConnectionString" value="DefaultEndpointsProtocol=https;AccountName=<accountName>;AccountKey=<accountKey>" />--> <Setting name="Microsoft.WindowsAzure.Plugins.Diagnostics.ConnectionString" value="UseDevelopmentStorage=true" /> <Setting name="JettyArchive" value="jetty-distribution-7.3.0.v20110203b.zip" /> <Setting name="StartRole" value="true" /> <Setting name="BlobContainer" value="archives" /> <Setting name="JreArchive" value="jre6.zip" /> <!--<Setting name="StorageCredentials" value="DefaultEndpointsProtocol=https;AccountName=<accountName>;AccountKey=<accountKey>"/>--> <Setting name="StorageCredentials" value="UseDevelopmentStorage=true" />   For interacting with Storage you can use several tools – one tool that I like is from the Windows Azure CAT team located here: http://appfabriccat.com/2011/02/exploring-windows-azure-storage-apis-by-building-a-storage-explorer-application/  and shown in the prior picture At runtime, during role initialization and startup, Azure will call into your RoleEntryPoint.  At that time the code will do a dynamic pull of the 2 archives and extract – using the Sharp Zip Lib <link> as Mario had demonstrated in his sample.  The only different here is the use of CLR code vs. PowerShell (which is really CLR, but that’s another discussion). At this point, once the 2 zips are extracted, the Role’s file system looks as follows: Worker Role approot From there, the OnStart method (which also does the download and unzip using a simple StorageHelper class) kicks off the Java path and now you have Java! Task Manager Jetty Sample Page A couple of things I’m working on to enhance this is to extract the jre and jetty bits not to the appRoot but to a resource location defined as part of the service definition. ServiceDefinition.csdef <?xml version="1.0" encoding="utf-8"?> <ServiceDefinition name="HostedJetty" xmlns="http://schemas.microsoft.com/ServiceHosting/2008/10/ServiceDefinition"> <WorkerRole name="JettyWorker"> <Imports> <Import moduleName="Diagnostics" /> <Import moduleName="RemoteAccess" /> <Import moduleName="RemoteForwarder" /> </Imports> <Endpoints> <InputEndpoint name="JettyPort" protocol="tcp" port="80" localPort="8080" /> </Endpoints> <LocalResources> <LocalStorage name="Archives" cleanOnRoleRecycle="false" sizeInMB="100" /> </LocalResources>   As the concept matures a bit, being able to update dynamically the content or jar files as part of a running java solution is something that is possible through continued enhancement of this simple model. The Visual Studio 2010 Solution is located here: HostingJavaSln_NDA.zip

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  • Class Loading Deadlocks

    - by tomas.nilsson
    Mattis follows up on his previous post with one more expose on Class Loading Deadlocks As I wrote in a previous post, the class loading mechanism in Java is very powerful. There are many advanced techniques you can use, and when used wrongly you can get into all sorts of trouble. But one of the sneakiest deadlocks you can run into when it comes to class loading doesn't require any home made class loaders or anything. All you need is classes depending on each other, and some bad luck. First of all, here are some basic facts about class loading: 1) If a thread needs to use a class that is not yet loaded, it will try to load that class 2) If another thread is already loading the class, the first thread will wait for the other thread to finish the loading 3) During the loading of a class, one thing that happens is that the <clinit method of a class is being run 4) The <clinit method initializes all static fields, and runs any static blocks in the class. Take the following class for example: class Foo { static Bar bar = new Bar(); static { System.out.println("Loading Foo"); } } The first time a thread needs to use the Foo class, the class will be initialized. The <clinit method will run, creating a new Bar object and printing "Loading Foo" But what happens if the Bar object has never been used before either? Well, then we will need to load that class as well, calling the Bar <clinit method as we go. Can you start to see the potential problem here? A hint is in fact #2 above. What if another thread is currently loading class Bar? The thread loading class Foo will have to wait for that thread to finish loading. But what happens if the <clinit method of class Bar tries to initialize a Foo object? That thread will have to wait for the first thread, and there we have the deadlock. Thread one is waiting for thread two to initialize class Bar, thread two is waiting for thread one to initialize class Foo. All that is needed for a class loading deadlock is static cross dependencies between two classes (and a multi threaded environment): class Foo { static Bar b = new Bar(); } class Bar { static Foo f = new Foo(); } If two threads cause these classes to be loaded at exactly the same time, we will have a deadlock. So, how do you avoid this? Well, one way is of course to not have these circular (static) dependencies. On the other hand, it can be very hard to detect these, and sometimes your design may depend on it. What you can do in that case is to make sure that the classes are first loaded single threadedly, for example during an initialization phase of your application. The following program shows this kind of deadlock. To help bad luck on the way, I added a one second sleep in the static block of the classes to trigger the unlucky timing. Notice that if you uncomment the "//Foo f = new Foo();" line in the main method, the class will be loaded single threadedly, and the program will terminate as it should. public class ClassLoadingDeadlock { // Start two threads. The first will instansiate a Foo object, // the second one will instansiate a Bar object. public static void main(String[] arg) { // Uncomment next line to stop the deadlock // Foo f = new Foo(); new Thread(new FooUser()).start(); new Thread(new BarUser()).start(); } } class FooUser implements Runnable { public void run() { System.out.println("FooUser causing class Foo to be loaded"); Foo f = new Foo(); System.out.println("FooUser done"); } } class BarUser implements Runnable { public void run() { System.out.println("BarUser causing class Bar to be loaded"); Bar b = new Bar(); System.out.println("BarUser done"); } } class Foo { static { // We are deadlock prone even without this sleep... // The sleep just makes us more deterministic try { Thread.sleep(1000); } catch(InterruptedException e) {} } static Bar b = new Bar(); } class Bar { static { try { Thread.sleep(1000); } catch(InterruptedException e) {} } static Foo f = new Foo(); }

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  • ORA-4030 Troubleshooting

    - by [email protected]
    QUICKLINK: Note 399497.1 FAQ ORA-4030 Note 1088087.1 : ORA-4030 Diagnostic Tools [Video]   Have you observed an ORA-0430 error reported in your alert log? ORA-4030 errors are raised when memory or resources are requested from the Operating System and the Operating System is unable to provide the memory or resources.   The arguments included with the ORA-4030 are often important to narrowing down the problem. For more specifics on the ORA-4030 error and scenarios that lead to this problem, see Note 399497.1 FAQ ORA-4030.   Looking for the best way to diagnose? There are several available diagnostic tools (error tracing, 11g Diagnosibility, OCM, Process Memory Guides, RDA, OSW, diagnostic scripts) that collectively can prove powerful for identifying the cause of the ORA-4030.    Error Tracing   The ORA-4030 error usually occurs on the client workstation and for this reason, a trace file and alert log entry may not have been generated on the server side.  It may be necessary to add additional tracing events to get initial diagnostics on the problem. To setup tracing to trap the ORA-4030, on the server use the following in SQLPlus: alter system set events '4030 trace name heapdump level 536870917;name errorstack level 3';Once the error reoccurs with the event set, you can turn off  tracing using the following command in SQLPlus:alter system set events '4030 trace name context off; name context off';NOTE:   See more diagnostics information to collect in Note 399497.1  11g DiagnosibilityStarting with Oracle Database 11g Release 1, the Diagnosability infrastructure was introduced which places traces and core files into a location controlled by the DIAGNOSTIC_DEST initialization parameter when an incident, such as an ORA-4030 occurs.  For earlier versions, the trace file will be written to either USER_DUMP_DEST (if the error was caught in a user process) or BACKGROUND_DUMP_DEST (if the error was caught in a background process like PMON or SMON). The trace file may contain vital information about what led to the error condition.    Note 443529.1 11g Quick Steps to Package and Send Critical Error Diagnostic Informationto Support[Video]  Oracle Configuration Manager (OCM) Oracle Configuration Manager (OCM) works with My Oracle Support to enable proactive support capability that helps you organize, collect and manage your Oracle configurations. Oracle Configuration Manager Quick Start Guide Note 548815.1: My Oracle Support Configuration Management FAQ Note 250434.1: BULLETIN: Learn More About My Oracle Support Configuration Manager    General Process Memory Guides   An ORA-4030 indicates a limit has been reached with respect to the Oracle process private memory allocation.    Each Operating System will handle memory allocations with Oracle slightly differently. Solaris     Note 163763.1Linux       Note 341782.1IBM AIX   Notes 166491.1 and 123754.1HP           Note 166490.1Windows Note 225349.1, Note 373602.1, Note 231159.1, Note 269495.1, Note 762031.1Generic    Note 169706.1   RDAThe RDA report will show more detailed information about the database and Server Configuration. Note 414966.1 RDA Documentation Index Download RDA -- refer to Note 314422.1 Remote Diagnostic Agent (RDA) 4 - Getting Started OS Watcher (OSW)This tool is designed to gather Operating System side statistics to compare with the findings from the database.  This is a key tool in cases where memory usage is higher than expected on the server while not experiencing ORA-4030 errors currently. Reference more details on setup and usage in Note 301137.1 OS Watcher User Guide Diagnostic Scripts   Refer to Note 1088087.1 : ORA-4030 Diagnostic Tools [Video] Common Causes/Solutions The ORA-4030 can occur for a variety of reasons.  Some common causes are:   * OS Memory limit reached such as physical memory and/or swap/virtual paging.   For instance, IBM AIX can experience ORA-4030 issues related to swap scenarios.  See Note 740603.1 10.2.0.4 not using large pages on AIX for more on that problem. Also reference Note 188149.1 for pointers on 10g and stack size issues.* OS limits reached (kernel or user shell limits) that limit overall, user level or process level memory * OS limit on PGA memory size due to SGA attach address           Reference: Note 1028623.6 SOLARIS How to Relocate the SGA* Oracle internal limit on functionality like PL/SQL varrays or bulk collections. ORA-4030 errors will include arguments like "pl/sql vc2" "pmucalm coll" "pmuccst: adt/re".  See Coding Pointers for pointers on application design to get around these issues* Application design causing limits to be reached* Bug - space leaks, heap leaks   ***For reference to the content in this blog, refer to Note.1088267.1 Master Note for Diagnosing ORA-4030

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  • C++ Little Wonders: The C++11 auto keyword redux

    - by James Michael Hare
    I’ve decided to create a sub-series of my Little Wonders posts to focus on C++.  Just like their C# counterparts, these posts will focus on those features of the C++ language that can help improve code by making it easier to write and maintain.  The index of the C# Little Wonders can be found here. This has been a busy week with a rollout of some new website features here at my work, so I don’t have a big post for this week.  But I wanted to write something up, and since lately I’ve been renewing my C++ skills in a separate project, it seemed like a good opportunity to start a C++ Little Wonders series.  Most of my development work still tends to focus on C#, but it was great to get back into the saddle and renew my C++ knowledge.  Today I’m going to focus on a new feature in C++11 (formerly known as C++0x, which is a major move forward in the C++ language standard).  While this small keyword can seem so trivial, I feel it is a big step forward in improving readability in C++ programs. The auto keyword If you’ve worked on C++ for a long time, you probably have some passing familiarity with the old auto keyword as one of those rarely used C++ keywords that was almost never used because it was the default. That is, in the code below (before C++11): 1: int foo() 2: { 3: // automatic variables (allocated and deallocated on stack) 4: int x; 5: auto int y; 6:  7: // static variables (retain their value across calls) 8: static int z; 9:  10: return 0; 11: } The variable x is assumed to be auto because that is the default, thus it is unnecessary to specify it explicitly as in the declaration of y below that.  Basically, an auto variable is one that is allocated and de-allocated on the stack automatically.  Contrast this to static variables, that are allocated statically and exist across the lifetime of the program. Because auto was so rarely (if ever) used since it is the norm, they decided to remove it for this purpose and give it new meaning in C++11.  The new meaning of auto: implicit typing Now, if your compiler supports C++ 11 (or at least a good subset of C++11 or 0x) you can take advantage of type inference in C++.  For those of you from the C# world, this means that the auto keyword in C++ now behaves a lot like the var keyword in C#! For example, many of us have had to declare those massive type declarations for an iterator before.  Let’s say we have a std::map of std::string to int which will map names to ages: 1: std::map<std::string, int> myMap; And then let’s say we want to find the age of a given person: 1: // Egad that's a long type... 2: std::map<std::string, int>::const_iterator pos = myMap.find(targetName); Notice that big ugly type definition to declare variable pos?  Sure, we could shorten this by creating a typedef of our specific map type if we wanted, but now with the auto keyword there’s no need: 1: // much shorter! 2: auto pos = myMap.find(targetName); The auto now tells the compiler to determine what type pos should be based on what it’s being assigned to.  This is not dynamic typing, it still determines the type as if it were explicitly declared and once declared that type cannot be changed.  That is, this is invalid: 1: // x is type int 2: auto x = 42; 3:  4: // can't assign string to int 5: x = "Hello"; Once the compiler determines x is type int it is exactly as if we typed int x = 42; instead, so don’t' confuse it with dynamic typing, it’s still very type-safe. An interesting feature of the auto keyword is that you can modify the inferred type: 1: // declare method that returns int* 2: int* GetPointer(); 3:  4: // p1 is int*, auto inferred type is int 5: auto *p1 = GetPointer(); 6:  7: // ps is int*, auto inferred type is int* 8: auto p2 = GetPointer(); Notice in both of these cases, p1 and p2 are determined to be int* but in each case the inferred type was different.  because we declared p1 as auto *p1 and GetPointer() returns int*, it inferred the type int was needed to complete the declaration.  In the second case, however, we declared p2 as auto p2 which means the inferred type was int*.  Ultimately, this make p1 and p2 the same type, but which type is inferred makes a difference, if you are chaining multiple inferred declarations together.  In these cases, the inferred type of each must match the first: 1: // Type inferred is int 2: // p1 is int* 3: // p2 is int 4: // p3 is int& 5: auto *p1 = GetPointer(), p2 = 42, &p3 = p2; Note that this works because the inferred type was int, if the inferred type was int* instead: 1: // syntax error, p1 was inferred to be int* so p2 and p3 don't make sense 2: auto p1 = GetPointer(), p2 = 42, &p3 = p2; You could also use const or static to modify the inferred type: 1: // inferred type is an int, theAnswer is a const int 2: const auto theAnswer = 42; 3:  4: // inferred type is double, Pi is a static double 5: static auto Pi = 3.1415927; Thus in the examples above it inferred the types int and double respectively, which were then modified to const and static. Summary The auto keyword has gotten new life in C++11 to allow you to infer the type of a variable from it’s initialization.  This simple little keyword can be used to cut down large declarations for complex types into a much more readable form, where appropriate.   Technorati Tags: C++, C++11, Little Wonders, auto

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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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  • Microsoft Silverlight 4 Business Application Development: Beginner's Guide

    Build enterprise-ready business applications with Silverlight An introduction to building enterprise-ready business applications with Silverlight quickly. Get hold of the basic tools and skills needed to get started in Silverlight application development. Integrate different media types, taking the RIA experience further with Silverlight, and much more! Rapidly manage business focused controls, data, and business logic connectivity. A suite of business applications will be built over the course of the book and all examples will be geared around real-world useful application developments, enabling .NET developers to focus on getting started in business application development using Silverlight. In Detail Microsoft Silverlight is a programmable web browser plug-in that enables features including animation, vector graphics, and audio-video playback--features that characterize Rich Internet Applications. Silverlight makes possible the development of RIA applications in familiar .NET languages such as C# and VB.NET. Silverlight is a great (and growing) Line of Business platform and is increasingly being used to build business applications. Silverlight 3 made a big step in LOB; Silverlight 4 builds upon this further. This book will enable .NET developers to feel the pulse of business application development with Silverlight quickly. This book is not a general Silverlight 3/4 overview book. It is uniquely aimed at developers who require an introduction to building business applications with Silverlight. This book will focus on building a suite of real-world, useful business applications in a practical hands-on approach. This book is for .Net developers, providing the answers to many questions that are encountered when creating business applications in Silverlight, ultimately enabling rapid development with ease! This book teaches you how to build business applications with Silverlight 3 and 4. Building a suite of applications, it begins by introducing you to the basic tools and skills needed to get started in Silverlight development. It then dives deeply into the world of business application development, covering all the required concepts needed to build sophisticated business applications and provide a rich user experience. Chapters include: building a public website, adding rich media to the website, incorporating RIA into your website, and among others. By following the practical steps in this book, you will learn what's needed to create rich business applications--from the creation of a Silverlight application, to enhancing your application with rich media and connecting your Silverlight application to various Data Sources. What you will learn from this book Learn the basic tools and skills needed to get started in Silverlight 4 business application development. Discover how to enhance your Silverlight business applications with rich data such as sound and video. Know when and how to customize your data in Silverlight using important data controls. Understand how your Silverlight business applications can connect to various Data Sources. Deliver your Silverlight business application in a variety of forms.   Interesting? Read the chapter 1 Getting Started for free!! Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Stay on Schedule in Chrome with DayHiker

    - by Matthew Guay
    Do you keep your schedule and tasks in Google Calendar?  Here’s a handy extension for Google Chrome that can keep you on top of your appointments without having to open Google Calendar in another tab. Integrate Google Calendar with Chrome DayHiker is a handy extension for Google Chrome that can help you stay on schedule in your browser.  Desktop applications typically can keep you notified easier with popups or alerts, but webapps require you to visit them to view your information.  DayHiker takes the best of both, and can make your Google Calendar work more like a desktop application. To get started, open the DayHiker page from the Chrome Extensions Gallery (link below), and click Install.  Confirm you wish to install it at the prompt. Now you’ll have a new extension button in your Chrome toolbar.  Click the calendar icon to view your Google Calendar.  You’ll need to be signed into your Google account for your calendar to display; click the key icon to select your account if it doesn’t show your appointments automatically. If you’re signed into multiple Google accounts, such as your public Gmail and a Google Apps account, you can select the calendar you wish and click Continue. Now you can quickly see your upcoming appointments.  Simply hover over the icon to see your upcoming events.  Or, just glance at it to see if there are any appointments coming up, as the indicator icon will change colors to show how long you have until your next appointment. Click the icon to see more information about your appointments. Or, click the Add link to add a new appointment.  If you need to edit the appointment details, click Edit Details and the appointment will open in Google Calendar for you to edit. You can also view and manage your tasks in Google Calendar.  Click the checkmark icon, and then add or check-off tasks directly from the extension pane. You can also set an alarm clock in DayHiker.  Click the green circle icon, and then enter the time for the alarm to go off.  Strangely it will only chime if the extension pane is left open, so if you click anywhere else in the browser or even switch to another program it will not chime.   If you’d like to customize DayHiker’s settings, right-click on it and select Options, or select Options in the Chrome Extensions page.  Here you can customize your badges and the DayHiker icon, or enter a custom domain for your Google Apps Pro calendar.   Conclusion If you rely on Google Calendar to stay on top of your schedule, DayHiker can help you stay scheduled and know what’s coming up.  We wish DayHiker supported multiple calendars so we could combine our Google Apps calendars with our personal Google Calendar, but even still, it is a very useful tool.  Whether you’re a tightly scheduled person or just like to jot down to-dos and keep track of them, this extension will help you do this efficiently with familiar Google tools. Link Download DayHiker from the Chrome Extensions Gallery Similar Articles Productive Geek Tips Configure Disk Defragmenter Schedule in Windows 7 or VistaSchedule Updates for Windows Media CenterOpen Multiple Sites Without Reopening the Menus in FirefoxFind a Website’s Actual Location with Chrome FlagsSubscribe to RSS Feeds in Chrome with a Single Click TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips HippoRemote Pro 2.2 Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Dual Boot Ubuntu and Windows 7 What is HTML5? Default Programs Editor – One great tool for Setting Defaults Convert BMP, TIFF, PCX to Vector files with RasterVect Free Identify Fonts using WhatFontis.com Windows 7’s WordPad is Actually Good

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  • Having a hard time having consecutive animations for an attack

    - by Kelby Styler
    So I've been trying to figure this out for about 8 hours now...It's driving me nuts because I am pretty sure that it is something dead simple that I am just not understanding. I had everything working fine when I was just cycling through the animation: Idle - Attack - Attack 1 - Attack 2. Just in an infinite loop. The problem now is that I want it to go Attack - check if x time passes if ctrl pressed before x passes move to Attack 1, if not move back to Idle - Then either Attack 1 or Idle depending on how long has passed. I've almost gotten it a few time, but something always happens where it falls apart if I press ctrl too fast or after multiple cycles of the animation. Any help would be appreciated, I'm just at my wits end on this one. I've been looking at this so long that I just don't know where to go anymore. Code is below, here is the controller using UnityEngine; using System.Collections; public class MeleeAttack : MonoBehaviour { public int damage; public bool Attack; public bool Attack1; public bool Attack2; public bool Idle; private Animator animator; private int attnum = 0; private float count = 2f; private float timeLeft; //Gives value to damage output void MAttackDmg () { if (Input.GetKeyDown (KeyCode.RightControl) || Input.GetKeyDown (KeyCode.LeftControl)) { switch (attnum) { case (0): Attack = true; damage = 2; animator.SetBool ("Attack", Attack); attnum++; Idle = false; animator.SetBool ("Idle", Idle); timeLeft = count; break; case (1): Attack1 = true; damage = 2; animator.SetBool ("Attack1", Attack1); attnum++; Idle = false; animator.SetBool ("Idle", Idle); timeLeft = count; break; case (2): Attack2 = true; damage = 2; animator.SetBool ("Attack2", Attack2); attnum = 0; Idle = false; animator.SetBool ("Idle", Idle); timeLeft = count; break; } } if (Input.GetKeyUp (KeyCode.RightControl) || Input.GetKeyUp (KeyCode.LeftControl)) { switch (attnum) { case (0): Debug.Log ("false"); damage = 0; if (timeLeft <= 0f) { Attack2 = false; animator.SetBool ("Attack2", Attack2); Debug.Log ("t1"); Idle = true; animator.SetBool ("Idle", Idle); attnum = 0; timeLeft = count; } break; case (1): Debug.Log ("false1"); damage = 0; if (timeLeft <= 0f) { Debug.Log ("t2"); Attack = false; animator.SetBool ("Attack", Attack); Idle = true; animator.SetBool ("Idle", Idle); attnum = 0; timeLeft = count; } break; case (2): Debug.Log ("false2"); damage = 0; if (timeLeft <= 0f) { Attack1 = false; animator.SetBool ("Attack1", Attack1); Debug.Log ("t3"); Idle = true; animator.SetBool ("Idle", Idle); attnum = 0; timeLeft = count; } break; } } } // Use this for initialization void Awake () { animator = GetComponent<Animator> (); } // Update is called once per frame void Update () { timeLeft -= Time.deltaTime;; MAttackDmg (); } void Start (){ timeLeft = count; } }

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  • Why would GLCapabilities.setHardwareAccelerated(true/false) have no effect on performance?

    - by Luke
    I've got a JOGL application in which I am rendering 1 million textures (all the same texture) and 1 million lines between those textures. Basically it's a ball-and-stick graph. I am storing the vertices in a vertex array on the card and referencing them via index arrays, which are also stored on the card. Each pass through the draw loop I am basically doing this: gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glDrawElements(GL.GL_POINTS, <size>, GL.GL_UNSIGNED_INT, 0); gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glDrawElements(GL.GL_LINES, <size>, GL.GL_UNSIGNED_INT, 0); I noticed that the JOGL library is pegging one of my CPU cores. Every frame, the run method internal to the library is taking quite long. I'm not sure why this is happening since I have called setHardwareAccelerated(true) on the GLCapabilities used to create my canvas. What's more interesting is that I changed it to setHardwareAccelerated(false) and there was no impact on the performance at all. Is it possible that my code is not using hardware rendering even when it is set to true? Is there any way to check? EDIT: As suggested, I have tested breaking my calls up into smaller chunks. I have tried using glDrawRangeElements and respecting the limits that it requests. All of these simply resulted in the same pegged CPU usage and worse framerates. I have also narrowed the problem down to a simpler example where I just render 4 million textures (no lines). The draw loop then just doing this: gl.glEnableClientState(GL.GL_VERTEX_ARRAY); gl.glEnableClientState(GL.GL_INDEX_ARRAY); gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL.GL_MODELVIEW); gl.glLoadIdentity(); <... Camera and transform related code ...> gl.glEnableVertexAttribArray(0); gl.glEnable(GL.GL_TEXTURE_2D); gl.glAlphaFunc(GL.GL_GREATER, ALPHA_TEST_LIMIT); gl.glEnable(GL.GL_ALPHA_TEST); <... Bind texture ...> gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glDrawElements(GL.GL_POINTS, <size>, GL.GL_UNSIGNED_INT, 0); gl.glDisable(GL.GL_TEXTURE_2D); gl.glDisable(GL.GL_ALPHA_TEST); gl.glDisableVertexAttribArray(0); gl.glFlush(); Where the first buffer contains 12 million floats (the x,y,z coords of the 4 million textures) and the second (element) buffer contains 4 million integers. In this simple example it is simply the integers 0 through 3999999. I really want to know what is being done in software that is pegging my CPU, and how I can make it stop (if I can). My buffers are generated by the following code: gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBufferData(GL.GL_ARRAY_BUFFER, <size> * BufferUtil.SIZEOF_FLOAT, <buffer>, GL.GL_STATIC_DRAW); gl.glVertexAttribPointer(0, 3, GL.GL_FLOAT, false, 0, 0); and: gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glBufferData(GL.GL_ELEMENT_ARRAY_BUFFER, <size> * BufferUtil.SIZEOF_INT, <buffer>, GL.GL_STATIC_DRAW); ADDITIONAL INFO: Here is my initialization code: gl.setSwapInterval(1); //Also tried 0 gl.glShadeModel(GL.GL_SMOOTH); gl.glClearDepth(1.0f); gl.glEnable(GL.GL_DEPTH_TEST); gl.glDepthFunc(GL.GL_LESS); gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_FASTEST); gl.glPointParameterfv(GL.GL_POINT_DISTANCE_ATTENUATION, POINT_DISTANCE_ATTENUATION, 0); gl.glPointParameterfv(GL.GL_POINT_SIZE_MIN, MIN_POINT_SIZE, 0); gl.glPointParameterfv(GL.GL_POINT_SIZE_MAX, MAX_POINT_SIZE, 0); gl.glPointSize(POINT_SIZE); gl.glTexEnvf(GL.GL_POINT_SPRITE, GL.GL_COORD_REPLACE, GL.GL_TRUE); gl.glEnable(GL.GL_POINT_SPRITE); gl.glClearColor(clearColor.getX(), clearColor.getY(), clearColor.getZ(), 0.0f); Also, I'm not sure if this helps or not, but when I drag the entire graph off the screen, the FPS shoots back up and the CPU usage falls to 0%. This seems obvious and intuitive to me, but I thought that might give a hint to someone else.

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  • Off center projection

    - by N0xus
    I'm trying to implement the code that was freely given by a very kind developer at the following link: http://forum.unity3d.com/threads/142383-Code-sample-Off-Center-Projection-Code-for-VR-CAVE-or-just-for-fun Right now, all I'm trying to do is bring it in on one camera, but I have a few issues. My class, looks as follows: using UnityEngine; using System.Collections; public class PerspectiveOffCenter : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void Update () { } public static Matrix4x4 GeneralizedPerspectiveProjection(Vector3 pa, Vector3 pb, Vector3 pc, Vector3 pe, float near, float far) { Vector3 va, vb, vc; Vector3 vr, vu, vn; float left, right, bottom, top, eyedistance; Matrix4x4 transformMatrix; Matrix4x4 projectionM; Matrix4x4 eyeTranslateM; Matrix4x4 finalProjection; ///Calculate the orthonormal for the screen (the screen coordinate system vr = pb - pa; vr.Normalize(); vu = pc - pa; vu.Normalize(); vn = Vector3.Cross(vr, vu); vn.Normalize(); //Calculate the vector from eye (pe) to screen corners (pa, pb, pc) va = pa-pe; vb = pb-pe; vc = pc-pe; //Get the distance;; from the eye to the screen plane eyedistance = -(Vector3.Dot(va, vn)); //Get the varaibles for the off center projection left = (Vector3.Dot(vr, va)*near)/eyedistance; right = (Vector3.Dot(vr, vb)*near)/eyedistance; bottom = (Vector3.Dot(vu, va)*near)/eyedistance; top = (Vector3.Dot(vu, vc)*near)/eyedistance; //Get this projection projectionM = PerspectiveOffCenter(left, right, bottom, top, near, far); //Fill in the transform matrix transformMatrix = new Matrix4x4(); transformMatrix[0, 0] = vr.x; transformMatrix[0, 1] = vr.y; transformMatrix[0, 2] = vr.z; transformMatrix[0, 3] = 0; transformMatrix[1, 0] = vu.x; transformMatrix[1, 1] = vu.y; transformMatrix[1, 2] = vu.z; transformMatrix[1, 3] = 0; transformMatrix[2, 0] = vn.x; transformMatrix[2, 1] = vn.y; transformMatrix[2, 2] = vn.z; transformMatrix[2, 3] = 0; transformMatrix[3, 0] = 0; transformMatrix[3, 1] = 0; transformMatrix[3, 2] = 0; transformMatrix[3, 3] = 1; //Now for the eye transform eyeTranslateM = new Matrix4x4(); eyeTranslateM[0, 0] = 1; eyeTranslateM[0, 1] = 0; eyeTranslateM[0, 2] = 0; eyeTranslateM[0, 3] = -pe.x; eyeTranslateM[1, 0] = 0; eyeTranslateM[1, 1] = 1; eyeTranslateM[1, 2] = 0; eyeTranslateM[1, 3] = -pe.y; eyeTranslateM[2, 0] = 0; eyeTranslateM[2, 1] = 0; eyeTranslateM[2, 2] = 1; eyeTranslateM[2, 3] = -pe.z; eyeTranslateM[3, 0] = 0; eyeTranslateM[3, 1] = 0; eyeTranslateM[3, 2] = 0; eyeTranslateM[3, 3] = 1f; //Multiply all together finalProjection = new Matrix4x4(); finalProjection = Matrix4x4.identity * projectionM*transformMatrix*eyeTranslateM; //finally return return finalProjection; } // Update is called once per frame public void FixedUpdate () { Camera cam = camera; //calculate projection Matrix4x4 genProjection = GeneralizedPerspectiveProjection( new Vector3(0,1,0), new Vector3(1,1,0), new Vector3(0,0,0), new Vector3(0,0,0), cam.nearClipPlane, cam.farClipPlane); //(BottomLeftCorner, BottomRightCorner, TopLeftCorner, trackerPosition, cam.nearClipPlane, cam.farClipPlane); cam.projectionMatrix = genProjection; } } My error lies in projectionM = PerspectiveOffCenter(left, right, bottom, top, near, far); The debugger states: Expression denotes a `type', where a 'variable', 'value' or 'method group' was expected. Thus, I changed the line to read: projectionM = new PerspectiveOffCenter(left, right, bottom, top, near, far); But then the error is changed to: The type 'PerspectiveOffCenter' does not contain a constructor that takes '6' arguments. For reasons that are obvious. So, finally, I changed the line to read: projectionM = new GeneralizedPerspectiveProjection(left, right, bottom, top, near, far); And the error I get is: is a 'method' but a 'type' was expected. With this last error, I'm not sure what it is I should do / missing. Can anyone see what it is that I'm missing to fix this error?

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  • Any reliable polygon normal calculation code?

    - by Jenko
    Do you have any reliable face normal calculation code? I'm using this but it fails when faces are 90 degrees upright or similar. // the normal point var x:Number = 0; var y:Number = 0; var z:Number = 0; // if is a triangle with 3 points if (points.length == 3) { // read vertices of triangle var Ax:Number, Bx:Number, Cx:Number; var Ay:Number, By:Number, Cy:Number; var Az:Number, Bz:Number, Cz:Number; Ax = points[0].x; Bx = points[1].x; Cx = points[2].x; Ay = points[0].y; By = points[1].y; Cy = points[2].y; Az = points[0].z; Bz = points[1].z; Cz = points[2].z; // calculate normal of a triangle x = (By - Ay) * (Cz - Az) - (Bz - Az) * (Cy - Ay); y = (Bz - Az) * (Cx - Ax) - (Bx - Ax) * (Cz - Az); z = (Bx - Ax) * (Cy - Ay) - (By - Ay) * (Cx - Ax); // if is a polygon with 4+ points }else if (points.length > 3){ // calculate normal of a polygon using all points var n:int = points.length; x = 0; y = 0; z = 0 // ensure all points above 0 var minx:Number = 0, miny:Number = 0, minz:Number = 0; for (var p:int = 0, pl:int = points.length; p < pl; p++) { var po:_Point3D = points[p] = points[p].clone(); if (po.x < minx) { minx = po.x; } if (po.y < miny) { miny = po.y; } if (po.z < minz) { minz = po.z; } } if (minx > 0 || miny > 0 || minz > 0){ for (p = 0; p < pl; p++) { po = points[p]; po.x -= minx; po.y -= miny; po.z -= minz; } } var cur:int = 1, prev:int = 0, next:int = 2; for (var i:int = 1; i <= n; i++) { // using Newell method x += points[cur].y * (points[next].z - points[prev].z); y += points[cur].z * (points[next].x - points[prev].x); z += points[cur].x * (points[next].y - points[prev].y); cur = (cur+1) % n; next = (next+1) % n; prev = (prev+1) % n; } } // length of the normal var length:Number = Math.sqrt(x * x + y * y + z * z); // if area is 0 if (length == 0) { return null; }else{ // turn large values into a unit vector x = x / length; y = y / length; z = z / length; }

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  • Building ATLAS (and later Octave w/ ATLAS)

    - by David Parks
    I'm trying to set up ATLAS (so I can later compile octave with ATLAS support). If I'm correct, I still need to build this manually due to the environment specific optimizations. I do see a package for ATLAS, but it looks like it's using the cross platform generic build options (e.g. "it'll be slow"). So, running the configure script as described in the docs seems to go poorly. As a java developer I never do well at making heads or tails of errors in these build processes. Am I missing dependencies (if so is there any documentation on what I need)? allusers@vbubuntu:~/Downloads/atlas3.10.1/build_vbubuntu$ ../configure -b 64 -D c -DPentiumCPS=3000 --with-netlib-lapack-tarfile=/home/allusers/Downloads/lapack-3.5.0.tgz make: `xconfig' is up to date. ./xconfig -d s /home/allusers/Downloads/atlas3.10.1/build_vbubuntu/../ -d b /home/allusers/Downloads/atlas3.10.1/build_vbubuntu -b 64 -D c -DPentiumCPS=3000 -Si lapackref 1 OS configured as Linux (1) Assembly configured as GAS_x8664 (2) Vector ISA Extension configured as SSE3 (6,448) ERROR: enum fam=3, chip=2, mach=0 make[3]: *** [atlas_run] Error 44 make[2]: *** [IRunArchInfo_x86] Error 2 Architecture configured as Corei1 (25) ERROR: enum fam=3, chip=2, mach=0 make[3]: *** [atlas_run] Error 44 make[2]: *** [IRunArchInfo_x86] Error 2 Clock rate configured as 2350Mhz ERROR: enum fam=3, chip=2, mach=0 make[3]: *** [atlas_run] Error 44 make[2]: *** [IRunArchInfo_x86] Error 2 Maximum number of threads configured as 4 Parallel make command configured as '$(MAKE) -j 4' ERROR: enum fam=3, chip=2, mach=0 make[3]: *** [atlas_run] Error 44 make[2]: *** [IRunArchInfo_x86] Error 2 Cannot detect CPU throttling. rm -f config1.out make atlas_run atldir=/home/allusers/Downloads/atlas3.10.1/build_vbubuntu exe=xprobe_comp redir=config1.out \ args="-v 0 -o atlconf.txt -O 1 -A 25 -Si nof77 0 -V 448 -b 64 -d b /home/allusers/Downloads/atlas3.10.1/build_vbubuntu" make[1]: Entering directory `/home/allusers/Downloads/atlas3.10.1/build_vbubuntu' cd /home/allusers/Downloads/atlas3.10.1/build_vbubuntu ; ./xprobe_comp -v 0 -o atlconf.txt -O 1 -A 25 -Si nof77 0 -V 448 -b 64 -d b /home/allusers/Downloads/atlas3.10.1/build_vbubuntu > config1.out make[2]: gfortran: Command not found make[2]: *** [IRunF77Comp] Error 127 make[2]: g77: Command not found make[2]: *** [IRunF77Comp] Error 127 make[2]: f77: Command not found make[2]: *** [IRunF77Comp] Error 127 Unable to find usable compiler for F77; abortingMake sure compilers are in your path, and specify good compilers to configure (see INSTALL.txt or 'configure --help' for details)make[1]: *** [atlas_run] Error 8 make[1]: Leaving directory `/home/allusers/Downloads/atlas3.10.1/build_vbubuntu' make: *** [IRun_comp] Error 2 ERROR 512 IN SYSCMND: 'make IRun_comp args="-v 0 -o atlconf.txt -O 1 -A 25 -Si nof77 0 -V 448 -b 64"' mkdir src bin tune interfaces mkdir: cannot create directory ‘src’: File exists mkdir: cannot create directory ‘bin’: File exists mkdir: cannot create directory ‘tune’: File exists mkdir: cannot create directory ‘interfaces’: File exists make: *** [make_subdirs] Error 1 make -f Make.top startup make[1]: Entering directory `/home/allusers/Downloads/atlas3.10.1/build_vbubuntu' Make.top:1: Make.inc: No such file or directory Make.top:325: warning: overriding commands for target `/AtlasTest' Make.top:76: warning: ignoring old commands for target `/AtlasTest' make[1]: *** No rule to make target `Make.inc'. Stop. make[1]: Leaving directory `/home/allusers/Downloads/atlas3.10.1/build_vbubuntu' make: *** [startup] Error 2 mv: cannot move ‘lapack-3.5.0’ to ‘../reference/lapack-3.5.0’: Directory not empty mv: cannot stat ‘lib/Makefile’: No such file or directory ../configure: 450: ../configure: cannot create lib/Makefile: Directory nonexistent ../configure: 451: ../configure: cannot create lib/Makefile: Directory nonexistent ../configure: 452: ../configure: cannot create lib/Makefile: Directory nonexistent ../configure: 453: ../configure: cannot create lib/Makefile: Directory nonexistent ../configure: 509: ../configure: cannot create lib/Makefile: Directory nonexistent DONE configure

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  • Move a sphere along the swipe?

    - by gameOne
    I am trying to get a sphere curl based on the swipe. I know this has been asked many times, but still it's yearning to be answered. I have managed to add force on the direction of the swipe and it works near perfect. I also have all the swipe positions stored in a list. Now I would like to know how can the curl be achieved. I believe the the curve in the swipe can be calculated by the Vector dot product If theta is 0, then there is no need to add the swipe. If it is not, then add the curl. Maybe this condition is redundant if I managed to find how to curl the sphere along the swipe position The code that adds the force to sphere based on the swipe direction is as below: using UnityEngine; using System.Collections; using System.Collections.Generic; public class SwipeControl : MonoBehaviour { //First establish some variables private Vector3 fp; //First finger position private Vector3 lp; //Last finger position private Vector3 ip; //some intermediate finger position private float dragDistance; //Distance needed for a swipe to register public float power; private Vector3 footballPos; private bool canShoot = true; private float factor = 40f; private List<Vector3> touchPositions = new List<Vector3>(); void Start(){ dragDistance = Screen.height*20/100; Physics.gravity = new Vector3(0, -20, 0); footballPos = transform.position; } // Update is called once per frame void Update() { //Examine the touch inputs foreach (Touch touch in Input.touches) { /*if (touch.phase == TouchPhase.Began) { fp = touch.position; lp = touch.position; }*/ if (touch.phase == TouchPhase.Moved) { touchPositions.Add(touch.position); } if (touch.phase == TouchPhase.Ended) { fp = touchPositions[0]; lp = touchPositions[touchPositions.Count-1]; ip = touchPositions[touchPositions.Count/2]; //First check if it's actually a drag if (Mathf.Abs(lp.x - fp.x) > dragDistance || Mathf.Abs(lp.y - fp.y) > dragDistance) { //It's a drag //Now check what direction the drag was //First check which axis if (Mathf.Abs(lp.x - fp.x) > Mathf.Abs(lp.y - fp.y)) { //If the horizontal movement is greater than the vertical movement... if ((lp.x>fp.x) && canShoot) //If the movement was to the right) { //Right move float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,10,16))*power); Debug.Log("right "+(lp.x-fp.x));//MOVE RIGHT CODE HERE canShoot = false; //rigidbody.AddForce((new Vector3((lp.x-fp.x)/30,10,16))*power); StartCoroutine(ReturnBall()); } else { //Left move float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,10,16))*power); Debug.Log("left "+(lp.x-fp.x));//MOVE LEFT CODE HERE canShoot = false; //rigidbody.AddForce(new Vector3((lp.x-fp.x)/30,10,16)*power); StartCoroutine(ReturnBall()); } } else { //the vertical movement is greater than the horizontal movement if (lp.y>fp.y) //If the movement was up { //Up move float y = (lp.y-fp.y)/Screen.height*factor; float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,y,16))*power); Debug.Log("up "+(lp.x-fp.x));//MOVE UP CODE HERE canShoot = false; //rigidbody.AddForce(new Vector3((lp.x-fp.x)/30,10,16)*power); StartCoroutine(ReturnBall()); } else { //Down move Debug.Log("down "+lp+" "+fp);//MOVE DOWN CODE HERE } } } else { //It's a tap Debug.Log("none");//TAP CODE HERE } } } } IEnumerator ReturnBall() { yield return new WaitForSeconds(5.0f); rigidbody.velocity = Vector3.zero; rigidbody.angularVelocity = Vector3.zero; transform.position = footballPos; canShoot =true; isKicked = false; } }

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  • Financial Management: Why Move to the Cloud?

    - by Kathryn Perry
    A guest post by Terrance Wampler, Vice President, Financials Product Strategy, Oracle I’ve spent my career designing and developing financial management systems, most of it at Oracle. Every single day I either meet with our customers or talk to them on the phone. The time is usually spent discussing various business challenges facing CFOs and Controllers, who are running Oracle’s Financials. Lately, we’ve been talking a lot about cloud computing and whether it makes sense for finance to go to the cloud. Here are some pros and cons that might help you make that decision. Let’s start with the benefits of cloud solutions. The first is savings. With cloud services, you pay only for those commodities that you use. That makes you feel like you're getting better value for your money. Plus, you can preserve your cash for your core business and you can get a better matching of expenses and revenues. So, at the top of the list is lower total cost of ownership. The second point has to do with optimization. With cloud services, you’ll need less IT infrastructure so you can optimize your IT resources for better-value, higher-end projects. This also leads to greater financial visibility, where there's a clear cost for the set of services or features replaced by cloud services. And, the last benefit is what I call acceleration. You can save money by speeding up the initialization and deployment of the project. You don't have to deal with IT infrastructure and you can start implementing right away. We did a quick survey of about 70 CFOs at the CFO Summit last month in New York City. We asked them why they were looking at cloud services, and not necessarily just for financials. The No. 1 response was perceived lower cost of ownership. But of course there are risks to consider. The first thing most people think about in the cloud is security and ownership of data. So, will your data really be safe? Can you meet your own privacy policy requirements? Do you really want your private financial data exposed? Do you trust the provider? Is what you see really your data? Do you own it or is it managed by someone else? Security is a big concern that comes with an emotional component. The next thing in the risk category is reliability. Is the provider proven? You’re taking what you have control over – for example, standards and policies and internal service level agreements – away from your IT department and giving it to someone else. Will you still be able to adapt to shifts in your business? Will the provider be able to grow with your business effectively? Reliability means having a provider that can give you the service infrastructure that you need. And then there’s performance, which has two components in terms of risk. Going forward, will the provider be able to scale the infrastructure or service level if you have new employees or new businesses? And second, will the price you negotiate and the rate you lock in cover additional costs and rising service fees? Another piece is cost. What happens if you don't get the service level you want? What if you end the service? What happens, if after a few years, you send the service out for bid and change service? Can you move your data? Can you move the applications? Do the integrations work? These are cost components people don’t always take into account. And, the final piece is the business case. The perception is that you can get started really quickly with cloud. It has a perceived lower cost of total ownership and it feels cool because it's cloud. But do you have a good business case for moving to the cloud? Your total cost of ownership is over three years; then you’ll renew it, so your TCO is six years. Have you compared that to other internal services that you’re offering? You might already have product that you can run this new business or division on. In that same survey at the CFO Summit, the execs thought the biggest perceived risks were security of data, ability to move data back, and the ability to create a business case to actually justify the risks. So that’s the list of pros and cons. Not to leave you hanging, I will do another post on how to balance these pros and cons and make the right decision for your business.

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  • You Probably Already Have a “Private Cloud”

    - by BuckWoody
    I’ve mentioned before that I’m not a fan of the word “Cloud”. It’s too marketing-oriented, gimmicky and non-specific. A better definition (in many cases) is “Distributed Computing”. That means that some or all of the computing functions are handled somewhere other than under your specific control. But there is a current use of the word “Cloud” that does not necessarily mean that the computing is done somewhere else. In fact, it’s a vector of Cloud Computing that can better be termed “Utility Computing”. This has to do with the provisioning of a computing resource. That means the setup, configuration, management, balancing and so on that is needed so that a user – which might actually be a developer – can do some computing work. To that person, the resource is just “there” and works like they expect, like the phone system or any other utility. The interesting thing is, you can do this yourself. In fact, you probably already have been, or are now. It’s got a cool new trendy term – “Private Cloud”, but the fact is, if you have your setup automated, the HA and DR handled, balancing and performance tuning done, and a process wrapped around it all, you can call yourself a “Cloud Provider”. A good example here is your E-Mail system. your users – pretty much your whole company – just logs into e-mail and expects it to work. To them, you are the “Cloud” provider. On your side, the more you automate and provision the system, the more you act like a Cloud Provider. Another example is a database server. In this case, the “end user” is usually the development team, or perhaps your SharePoint group and so on. The data professionals configure, monitor, tune and balance the system all the time. The more this is automated, the more you’re acting like a Cloud Provider. Lots of companies help you do this in your own data centers, from VMWare to IBM and many others. Microsoft's offering in this is based around System Center – they have a “cloud in a box” provisioning system that’s actually pretty slick. The most difficult part of operating a Private Cloud is probably the scale factor. In the case of Windows and SQL Azure, we handle this in multiple ways – and we're happy to share how we do it. It’s not magic, and the algorithms for balancing (like the one we started with called Paxos) are well known. The key is the knowledge, infrastructure and people. Sure, you can do this yourself, and in many cases such as top-secret or private systems, you probably should. But there are times where you should evaluate using Azure or other vendors, or even multiple vendors to spread your risk. All of this should be based on client need, not on what you know how to do already. So congrats on your new role as a “Cloud Provider”. If you have an E-mail system or a database platform, you can just put that right on your resume.

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  • Antenna Aligner Part 7: Connecting the dots

    - by Chris George
    The app is basically ready, so I eagerly started to sort out creating the application entry in iTunes Connect. It's mostly intuitive actually, although I did have to create yet another icon for iTunes sized 512x512 pixels, damn lucky I did the original graphics as vector! It took me longer to write the application description than anything else, I'm so not a tech author! I didn't like the way you have to 'make up' an SKU (Stock Keeping Unit) number. I have to do some googling to find out that it really doesn't matter what it is! It should be more obvious what to do from the actual website itself. That aside, the rest of it was actually fairly straightforward. As well as the details of the application, iPhone and iPad screenshots were also required. This posed somewhat of a problem. The iPhone ones were easy (as I have one!), but I do not (yet) own an iPad . So I thought I'd leave the iPad screenshots out for now. Once the application details were sorted, I moved onto the rights and pricing. At the start of the project I had made the decision that I wouldn't charge any more than the lowest amount £0.59. I believe there is a market for this, but as my first foray into app development I didn't want to take the mick. I did realise, however, that I had built my app with a developer certificate and provisioning profile. This was fairly quickly corrected, and again Nomad made this very easy to switch over to the distribution certificate and provisioning profile. With a sense of excitement I cracked open iTunes connect and clicked the upload button ... ...slight snag... . when the Nomad project was started, Apple allowed uploads of these binaries via iTunes Connect. But this is no longer possible, the only upload path is via the Application Loader available from the Apple Developer program. This itself has one limitation, it only runs on a mac! D'OH!!!  Actually my language was somewhat more colourful when this fact came to light. After picking my laptop up off the floor and putting it back together... ok only joking, but I did nearly throw it out of frustration!... I started to consider the options; I briefly entertained the idea of buying a cheap mac from ebay... no, that defeats the whole object of what I'm doing, plus my wife wouldn't be impressed there are some guys out there in the interweb who will upload your app for a small fee...but I don't really like the idea of giving some faceless email address my apple developer login details, as well as my app binary! find some willing friend with a mac who would kindly let me use it... obviously this is the only sensible option. In the meantime, I informed the Nomad team about this slight 'issue' and they are currently investigating possible solutions...

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  • Composing Silverlight Applications With MEF

    - by PeterTweed
    Anyone who has written an application with complexity enough to warrant multiple controls on multiple pages/forms should understand the benefit of composite application development.  That is defining your application architecture that can be separated into separate pieces each with it’s own distinct purpose that can then be “composed” together into the solution. Composition can be useful in any layer of the application, from the presentation layer, the business layer, common services or data access.  Historically people have had different options to achieve composing applications from distinct well known pieces – their own version of dependency injection, containers to aid with composition like Unity, the composite application guidance for WPF and Silverlight and before that the composite application block. Microsoft has been working on another mechanism to aid composition and extension of applications for some time now – the Managed Extensibility Framework or MEF for short.  With Silverlight 4 it is part of the Silverlight environment.  MEF allows a much simplified mechanism for composition and extensibility compared to other mechanisms – which has always been the primary issue for adoption of the earlier mechanisms/frameworks. This post will guide you through the simple use of MEF for the scenario of composition of an application – using exports, imports and composition.  Steps: 1.     Create a new Silverlight 4 application. 2.     Add references to the following assemblies: System.ComponentModel.Composition.dll System.ComponentModel.Composition.Initialization.dll 3.     Add a new user control called LeftControl. 4.     Replace the LayoutRoot Grid with the following xaml:     <Grid x:Name="LayoutRoot" Background="Beige" Margin="40" >         <Button Content="Left Content" Margin="30"></Button>     </Grid> 5.     Add the following statement to the top of the LeftControl.xaml.cs file using System.ComponentModel.Composition; 6.     Add the following attribute to the LeftControl class     [Export(typeof(LeftControl))]   This attribute tells MEF that the type LeftControl will be exported – i.e. made available for other applications to import and compose into the application. 7.     Add a new user control called RightControl. 8.     Replace the LayoutRoot Grid with the following xaml:     <Grid x:Name="LayoutRoot" Background="Green" Margin="40"  >         <TextBlock Margin="40" Foreground="White" Text="Right Control" FontSize="16" VerticalAlignment="Center" HorizontalAlignment="Center" ></TextBlock>     </Grid> 9.     Add the following statement to the top of the RightControl.xaml.cs file using System.ComponentModel.Composition; 10.   Add the following attribute to the RightControl class     [Export(typeof(RightControl))] 11.   Add the following xaml to the LayoutRoot Grid in MainPage.xaml:         <StackPanel Orientation="Horizontal" HorizontalAlignment="Center">             <Border Name="LeftContent" Background="Red" BorderBrush="Gray" CornerRadius="20"></Border>             <Border Name="RightContent" Background="Red" BorderBrush="Gray" CornerRadius="20"></Border>         </StackPanel>   The borders will hold the controls that will be imported and composed via MEF. 12.   Add the following statement to the top of the MainPage.xaml.cs file using System.ComponentModel.Composition; 13.   Add the following properties to the MainPage class:         [Import(typeof(LeftControl))]         public LeftControl LeftUserControl { get; set; }         [Import(typeof(RightControl))]         public RightControl RightUserControl { get; set; }   This defines properties accepting LeftControl and RightControl types.  The attrributes are used to tell MEF the discovered type that should be applied to the property when composition occurs. 14.   Replace the MainPage constructore with the following code:         public MainPage()         {             InitializeComponent();             CompositionInitializer.SatisfyImports(this);             LeftContent.Child = LeftUserControl;             RightContent.Child = RightUserControl;         }   The CompositionInitializer.SatisfyImports(this) function call tells MEF to discover types related to the declared imports for this object (the MainPage object).  At that point, types matching those specified in the import defintions are discovered in the executing assembly location of the application and instantiated and assigned to the matching properties of the current object. 15.   Run the application and you will see the left control and right control types displayed in the MainPage:   Congratulations!  You have used MEF to dynamically compose user controls into a parent control in a composite application model. In the next post we will build on this topic to cover using MEF to compose Silverlight applications dynamically in download on demand scenarios – so .xap packages can be downloaded only when needed, avoiding large initial download for the main application xap. Take the Slalom Challenge at www.slalomchallenge.com!

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  • GameplayScreen does not contain a definition for GraphicsDevice

    - by Dave Voyles
    Long story short: I'm trying to intergrate my game with Microsoft's Game State Management. In doing so I've run into some errors, and the latest one is in the title. I'm not able to display my HUD for the reasons listed above. Previously, I had much of my code in my Game.cs class, but the GSM has a bit of it in Game1, and most of what you have drawn for the main screen in your GameplayScreen class, and that is what is causing confusion on my part. I've created an instance of the GameplayScreen class to be used in the HUD class (as you can see below). Before integrating with the GSM however, I created an instance of my Game class, and all worked fine. It seems that I need to define my graphics device somewhere, but I am not sure of where exactly. I've left some code below to help you understand. public class GameStateManagementGame : Microsoft.Xna.Framework.Game { #region Fields GraphicsDeviceManager graphics; ScreenManager screenManager; // Creates a new intance, which is used in the HUD class public static Game Instance; // By preloading any assets used by UI rendering, we avoid framerate glitches // when they suddenly need to be loaded in the middle of a menu transition. static readonly string[] preloadAssets = { "gradient", }; #endregion #region Initialization /// <summary> /// The main game constructor. /// </summary> public GameStateManagementGame() { Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; graphics.IsFullScreen = false; graphics.ApplyChanges(); // Create the screen manager component. screenManager = new ScreenManager(this); Components.Add(screenManager); // Activate the first screens. screenManager.AddScreen(new BackgroundScreen(), null); //screenManager.AddScreen(new MainMenuScreen(), null); screenManager.AddScreen(new PressStartScreen(), null); } namespace Pong { public class HUD { public void Update(GameTime gameTime) { // Used in the Draw method titleSafeRectangle = new Rectangle (GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.X, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Y, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Width, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Height); } } } class GameplayScreen : GameScreen { #region Fields ContentManager content; public static GameStates gamestate; private GraphicsDeviceManager graphics; public int screenWidth; public int screenHeight; private Texture2D backgroundTexture; private SpriteBatch spriteBatch; private Menu menu; private SpriteFont arial; private HUD hud; Animation player; // Creates a new intance, which is used in the HUD class public static GameplayScreen Instance; public GameplayScreen() { TransitionOnTime = TimeSpan.FromSeconds(1.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } protected void Initialize() { lastScored = false; menu = new Menu(); resetTimer = 0; resetTimerInUse = true; ball = new Ball(content, new Vector2(screenWidth, screenHeight)); SetUpMulti(); input = new Input(); hud = new HUD(); // Places the powerup animation inside of the surrounding box // Needs to be cleaned up, instead of using hard pixel values player = new Animation(content.Load<Texture2D>(@"gfx/powerupSpriteSheet"), new Vector2(103, 44), 64, 64, 4, 5); // Used by for the Powerups random = new Random(); vec = new Vector2(100, 50); vec2 = new Vector2(100, 100); promptVec = new Vector2(50, 25); timer = 10000.0f; // Starting value for the cooldown for the powerup timer timerVector = new Vector2(10, 10); //JEP - one time creation of powerup objects playerOnePowerup = new Powerup(); playerOnePowerup.Activated += PowerupActivated; playerOnePowerup.Deactivated += PowerupDeactivated; playerTwoPowerup = new Powerup(); playerTwoPowerup.Activated += PowerupActivated; playerTwoPowerup.Deactivated += PowerupDeactivated; //JEP - moved from events since these only need set once activatedVec = new Vector2(100, 125); deactivatedVec = new Vector2(100, 150); powerupReady = false; }

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  • Silverlight Reporting Application Part 3.5 - Prism Background and WCF RIA [Series Intermission]

    Taking a step back before I dive into the details and full-on coding fun, I wanted to once again respond to a comment on my last post to clear up some things in regards to how I'm setting up my project and some of the choices I've made. Aka, thanks Ben. :) Prism Project Setup For starters, I'm not the ideal use case for a Prism application. In most cases where you've got a one-man team, Prism can be overkill as it is more intended for large teams who are geographically dispersed or in applications that have a larger scale than my Recruiting application in which you'll greatly benefit from modularity, delayed loading of xaps, etc. What Prism offers, though, is a manner for handling UI, commands, and events with the idea that, through a modular approach in which no parts really need to know about one another, I can update this application bit by bit as hiring needs change or requirements differ between offices without having to worry that changing something in the Jobs module will break something in, say, the Scheduling module. All that being said, here's a look at how our project breakdown for Recruit (MVVM/Prism implementation) looks: This could be a little misleading though, as each of those modules is actually another project in the overall Recruit solution. As far as what the projects actually are, that looks a bit like this: Recruiting Solution Recruit (Shell up there) - Main Silverlight Application .Web - Default .Web application to host the Silverlight app Infrastructure - Silverlight Class Library Project Modules - Silverlight Class Library Projects Infrastructure &Modules The Infrastructure project is probably something you'll see to some degree in any composite application. In this application, it is going to contain custom commands (you'll see the joy of these in a post or two down the road), events, helper classes, and any custom classes I need to share between different modules. Think of this as a handy little crossroad between any parts of your application. Modules on the other hand are the bread and butter of this application. Besides the shell, which holds the UI skeleton, and the infrastructure, which holds all those shared goodies, the modules are self-contained bundles of functionality to handle different concerns. In my scenario, I need a way to look up and edit Jobs, Applicants, and Schedule interviews, a Notification module to handle telling the user when different things are happening (i.e., loading from database), and a Menu to control interaction and moving between different views. All modules are going to follow the following pattern: The module class will inherit from IModule and handle initialization and loading the correct view into the correct region, whereas the Views and ViewModels folders will contain paired Silverlight user controls and ViewModel class backings. WCF RIA Services Since we've got all the projects in a single solution, we did not have to go the route of creating a WCR RIA Services Class Library. Every module has it's WCF RIA link back to the main .Web project, so the single Linq-2-SQL (yes, I said Linq-2-SQL, but I'll soon be switching to OpenAccess due to the new visual designer) context I'm using there works nicely with the scope of my project. If I were going for completely separating this project out and doing different, dynamically loaded elements, I'd probably go for the separate class library. Hope that clears that up. In the future though, I will be using that in a project that I've got in the "when I've got enough time to work on this" pipeline, so we'll get into that eventually- and hopefully when WCF RIA is in full release! Why Not use Silverlight Navigation/Business Template? The short answer- I'm a creature of habit, and having used Silverlight for a few years now, I'm used to doing lots of things manually. :) Plus, starting with a blank slate of a project I'm able to set up things exactly as I want them to be. In this case, rather than the navigation frame we would see in one of the templates, the MainRegion/ContentControl is working as our main navigation window. In many cases I will use theSilverlight navigation template to start things off, however in this case I did not need those features so I opted out of using that. Next time when I actually hit post #4, we're going to get into the modules and starting to get functionality into this application. Next week is also release week for the Q1 2010 release, so be sure to check out our annualWebinar Week (I might be biased, but Wednesday is my favorite out of the group). Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • OpenGL problem with FBO integer texture and color attachment

    - by Grieverheart
    In my simple renderer, I have 2 FBOs one that contains diffuse, normals, instance ID and depth in that order and one that I use store the ssao result. The textures I use for the first FBO are RGB8, RGBA16F, R32I and GL_DEPTH_COMPONENT32F for the depth. For the second FBO I use an R16F texture. My rendering process is to first render to everything I mentioned in the first FBO, then bind depth and normals textures for reading for the ssao pass and write to the second FBO. After that I bind the second FBO's texture for reading in my blur shader and bind the first FBO for writing. What I intend to do is to write the blurred ssao value to the alpha component of the Normals texture. Here are where the problems start. First of all, I use shading language 3.3, which my graphics card does support. I manage ouputs in my shaders using layout(location = #). Now, the normals texture should be bound to color attachment 1, but when I use 1, it seems to write to my diffuse texture which should be in color attachment 0. When I instead use layout(location = 0), it gets correctly written to my normals texture. Besides this, my instance ID texture also gets resets after running the blur shader which is weird because if I use a float texture and write to it instanceID / nInstances, the texture doesn't get reset after the blur shader has ran. Here is how I prepare my first FBO: bool CGBuffer::Init(unsigned int WindowWidth, unsigned int WindowHeight){ //Create FBO glGenFramebuffers(1, &m_fbo); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo); //Create gbuffer and Depth Buffer Textures glGenTextures(GBUFF_NUM_TEXTURES, &m_textures[0]); glGenTextures(1, &m_depthTexture); //prepare gbuffer for(unsigned int i = 0; i < GBUFF_NUM_TEXTURES; i++){ glBindTexture(GL_TEXTURE_2D, m_textures[i]); if(i == GBUFF_TEXTURE_TYPE_NORMAL) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, WindowWidth, WindowHeight, 0, GL_RGBA, GL_FLOAT, NULL); else if(i == GBUFF_TEXTURE_TYPE_DIFFUSE) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, WindowWidth, WindowHeight, 0, GL_RGB, GL_FLOAT, NULL); else if(i == GBUFF_TEXTURE_TYPE_ID) glTexImage2D(GL_TEXTURE_2D, 0, GL_R32I, WindowWidth, WindowHeight, 0, GL_RED_INTEGER, GL_INT, NULL); else{ std::cout << "Error in FBO initialization" << std::endl; return false; } glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, m_textures[i], 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); } //prepare depth buffer glBindTexture(GL_TEXTURE_2D, m_depthTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, WindowWidth, WindowHeight, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthTexture, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); GLenum DrawBuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2}; glDrawBuffers(GBUFF_NUM_TEXTURES, DrawBuffers); GLenum Status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if(Status != GL_FRAMEBUFFER_COMPLETE){ std::cout << "FB error, status 0x" << std::hex << Status << std::endl; return false; } //Restore default framebuffer glBindFramebuffer(GL_FRAMEBUFFER, 0); return true; } where I use an enum defined as, enum GBUFF_TEXTURE_TYPE{ GBUFF_TEXTURE_TYPE_DIFFUSE, GBUFF_TEXTURE_TYPE_NORMAL, GBUFF_TEXTURE_TYPE_ID, GBUFF_NUM_TEXTURES }; Am I missing some kind of restriction? Does the color attachment of the FBO's textures somehow gets reset i.e. I'm using a re-size function which re-sizes the textures of the FBO but should I perhaps call glFramebufferTexture2D again too? EDIT: Here is the shader in question: #version 330 core uniform sampler2D aoSampler; uniform vec2 TEXEL_SIZE; // x = 1/res x, y = 1/res y uniform bool use_blur; noperspective in vec2 TexCoord; layout(location = 0) out vec4 out_AO; void main(void){ if(use_blur){ float result = 0.0; for(int i = -1; i < 2; i++){ for(int j = -1; j < 2; j++){ vec2 offset = vec2(TEXEL_SIZE.x * i, TEXEL_SIZE.y * j); result += texture(aoSampler, TexCoord + offset).r; // -0.004 because the texture seems to be a bit displaced } } out_AO = vec4(vec3(0.0), result / 9); } else out_AO = vec4(vec3(0.0), texture(aoSampler, TexCoord).r); }

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  • Efficiently separating Read/Compute/Write steps for concurrent processing of entities in Entity/Component systems

    - by TravisG
    Setup I have an entity-component architecture where Entities can have a set of attributes (which are pure data with no behavior) and there exist systems that run the entity logic which act on that data. Essentially, in somewhat pseudo-code: Entity { id; map<id_type, Attribute> attributes; } System { update(); vector<Entity> entities; } A system that just moves along all entities at a constant rate might be MovementSystem extends System { update() { for each entity in entities position = entity.attributes["position"]; position += vec3(1,1,1); } } Essentially, I'm trying to parallelise update() as efficiently as possible. This can be done by running entire systems in parallel, or by giving each update() of one system a couple of components so different threads can execute the update of the same system, but for a different subset of entities registered with that system. Problem In reality, these systems sometimes require that entities interact(/read/write data from/to) each other, sometimes within the same system (e.g. an AI system that reads state from other entities surrounding the current processed entity), but sometimes between different systems that depend on each other (i.e. a movement system that requires data from a system that processes user input). Now, when trying to parallelize the update phases of entity/component systems, the phases in which data (components/attributes) from Entities are read and used to compute something, and the phase where the modified data is written back to entities need to be separated in order to avoid data races. Otherwise the only way (not taking into account just "critical section"ing everything) to avoid them is to serialize parts of the update process that depend on other parts. This seems ugly. To me it would seem more elegant to be able to (ideally) have all processing running in parallel, where a system may read data from all entities as it wishes, but doesn't write modifications to that data back until some later point. The fact that this is even possible is based on the assumption that modification write-backs are usually very small in complexity, and don't require much performance, whereas computations are very expensive (relatively). So the overhead added by a delayed-write phase might be evened out by more efficient updating of entities (by having threads work more % of the time instead of waiting). A concrete example of this might be a system that updates physics. The system needs to both read and write a lot of data to and from entities. Optimally, there would be a system in place where all available threads update a subset of all entities registered with the physics system. In the case of the physics system this isn't trivially possible because of race conditions. So without a workaround, we would have to find other systems to run in parallel (which don't modify the same data as the physics system), other wise the remaining threads are waiting and wasting time. However, that has disadvantages Practically, the L3 cache is pretty much always better utilized when updating a large system with multiple threads, as opposed to multiple systems at once, which all act on different sets of data. Finding and assembling other systems to run in parallel can be extremely time consuming to design well enough to optimize performance. Sometimes, it might even not be possible at all because a system just depends on data that is touched by all other systems. Solution? In my thinking, a possible solution would be a system where reading/updating and writing of data is separated, so that in one expensive phase, systems only read data and compute what they need to compute, and then in a separate, performance-wise cheap, write phase, attributes of entities that needed to be modified are finally written back to the entities. The Question How might such a system be implemented to achieve optimal performance, as well as making programmer life easier? What are the implementation details of such a system and what might have to be changed in the existing EC-architecture to accommodate this solution?

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  • Antenna Aligner Part 7: Connecting the dots

    - by Chris George
    The app is basically ready, so I eagerly started to sort out creating the application entry in iTunes Connect. It's mostly intuitive actually, although I did have to create yet another icon for iTunes sized 512x512 pixels, damn lucky I did the original graphics as vector! It took me longer to write the application description than anything else, I'm so not a tech author! I didn't like the way you have to 'make up' an SKU (Stock Keeping Unit) number. I have to do some googling to find out that it really doesn't matter what it is! It should be more obvious what to do from the actual website itself. That aside, the rest of it was actually fairly straightforward. As well as the details of the application, iPhone and iPad screenshots were also required. This posed somewhat of a problem. The iPhone ones were easy (as I have one!), but I do not (yet) own an iPad . So I thought I'd leave the iPad screenshots out for now. Once the application details were sorted, I moved onto the rights and pricing. At the start of the project I had made the decision that I wouldn't charge any more than the lowest amount £0.59. I believe there is a market for this, but as my first foray into app development I didn't want to take the mick. I did realise, however, that I had built my app with a developer certificate and provisioning profile. This was fairly quickly corrected, and again Nomad made this very easy to switch over to the distribution certificate and provisioning profile. With a sense of excitement I cracked open iTunes connect and clicked the upload button ... ...slight snag... . when the Nomad project was started, Apple allowed uploads of these binaries via iTunes Connect. But this is no longer possible, the only upload path is via the Application Loader available from the Apple Developer program. This itself has one limitation, it only runs on a mac! D'OH!!!  Actually my language was somewhat more colourful when this fact came to light. After picking my laptop up off the floor and putting it back together... ok only joking, but I did nearly throw it out of frustration!... I started to consider the options; I briefly entertained the idea of buying a cheap mac from ebay... no, that defeats the whole object of what I'm doing, plus my wife wouldn't be impressed there are some guys out there in the interweb who will upload your app for a small fee...but I don't really like the idea of giving some faceless email address my apple developer login details, as well as my app binary! find some willing friend with a mac who would kindly let me use it... obviously this is the only sensible option. In the meantime, I informed the Nomad team about this slight 'issue' and they are currently investigating possible solutions...

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