Search Results

Search found 12870 results on 515 pages for 'gui thread'.

Page 150/515 | < Previous Page | 146 147 148 149 150 151 152 153 154 155 156 157  | Next Page >

  • Connect to bluetooth device from command line

    - by Ilari Kajaste
    Background: I'm using my bluetooth headset as audio output. I managed to get it working by the long list of instructions on BluetoothHeadset community documentation, and I have automated the process of activating the headset as default audio output into a script, thanks to another question. However, since I use the bluetooth headset with both my phone and computer (and the headset doesn't support two input connections) in order for the phone not to "steal" the connection when handset is turned on, I force the headset into a discovery mode when connecting to the computer (phone gets to connect to it automatically). So even though the headset is paired ok and would in "normal" scenario autoconnect, I have to always use the little bluetooth icon in the notification area to actually connect to my device (see screenshot). What I want to avoid: This GUI for connecting to a known and paired bluetooth device: What I want instead: I'd want to make the bluetooth do exactly what the clicking the connect item in the GUI does, only by using command line. I want to use command line so I can make a single keypress shortcut for the action, and would't need to navigate the GUI every time I want to establish a connection to the device. The question: How can I attempt to connect to a specific, known and paired bluetooth device from command line? Further question: How do I tell if the connection was successful or not?

    Read the article

  • From TFS to Git

    - by Saeed Neamati
    I'm a .NET developer and I've used TFS (team foundation server) as my source control software many times. Good features of TFS are: Good integration with Visual Studio (so I do almost everything visually; no console commands) Easy check-out, check-in process Easy merging and conflict resolution Easy automated builds Branching Now, I want to use Git as the backbone, repository, and source control of my open source projects. My projects are in C#, JavaScript, or PHP language with MySQL, or SQL Server databases as the storage mechanism. I just used github.com's help for this purpose and I created a profile there, and downloaded a GUI for Git. Up to this part was so easy. But I'm almost stuck at going along any further. I just want to do some simple (really simple) operations, including: Creating a project on Git and mapping it to a folder on my laptop Checking out/checking in files and folders Resolving conflicts That's all I need to do now. But it seems that the GUI is not that user friendly. I expect the GUI to have a Connect To... or something like that, and then I expect a list of projects to be shown, and when I choose one, I expect to see the list of files and folders of that project, just like exploring your TFS project in Visual Studio. Then I want to be able to right click a file and select check-in... or check-out and stuff like that. Do I expect much? What should I do to easily use Git just like TFS? What am I missing here?

    Read the article

  • Unity3D : Retry Menu (Scene Management)

    - by user3666251
    I'm making a simple 2D game for Android using the Unity3D game engine. I created all the levels and everything but I'm stuck at making the game over/retry menu. So far I've been using new scenes as a game over menu. I used this simple script: #pragma strict var level = Application.LoadLevel; function OnCollisionEnter(Collision : Collision) { if(Collision.collider.tag == "Player") { Application.LoadLevel("GameOver"); } } And this as a 'menu': #pragma strict var myGUISkin : GUISkin; var btnTexture : Texture; function OnGUI() { GUI.skin = myGUISkin; if (GUI.Button(Rect(Screen.width/2-60,Screen.height/2+30,100,40),"Retry")) Application.LoadLevel("Easy1"); if (GUI.Button(Rect(Screen.width/2-90,Screen.height/2+100,170,40),"Main Menu")) Application.LoadLevel("MainMenu"); } The problem stands at the part where I have to create over 200 game over scenes, obstacles (the objects that kill the player) and recreate the same script over 200 times for each level. Is there any other way to make this faster and less painful?

    Read the article

  • Unity3D Android : Game Over/Retry

    - by user3666251
    Im making a simple 2D game for android using the Unity3D game engine.I created all the levels and everything but Im stuck at making the game over/retry menu.So far I've been using new scenes as a game over menu.I used this simple script : pragma strict var level = Application.LoadLevel; function OnCollisionEnter(Collision : Collision) { if(Collision.collider.tag == "Player") { Application.LoadLevel("GameOver"); } } And this as a 'menu' : #pragma strict var myGUISkin : GUISkin; var btnTexture : Texture; function OnGUI() { GUI.skin = myGUISkin; if (GUI.Button(Rect(Screen.width/2-60,Screen.height/2+30,100,40),"Retry")) Application.LoadLevel("Easy1"); if (GUI.Button(Rect(Screen.width/2-90,Screen.height/2+100,170,40),"Main Menu")) Application.LoadLevel("MainMenu"); } The problem stands at the part where I have to create over 200 game over scenes,obscales(the objects that kill the player) and recreate the same script over 200 times for each level. Is there any other way to make this faster and less painful? I've been searching the web but didn't find anything useful according to my issue. Thank you.

    Read the article

  • How to connect to a wireless network that has a two word name with a space?

    - by grinan
    Ok, I have searched for some time in earnest for an answer to this question. I have a Beagleboard which has Ubuntu 10.10 Minimal install for Arm running on it. With the default install, minimal tools, no GUI, I am unable to connect to my wireless network. The name of my network is "MYNAME NETWORK". Using a text editor to edit /etc/network/interfaces I can not seem to connect at all. As an experiment, I connected to a friends network, which has a one word name "dystek",and was able to connect with Zero issues, and update and install a full GUI for ubuntu Arm. The problem is that I don't want a full blown gui on the beagleboard, just a minimal install of ubuntu with CLI is all I need or want. Is there anyway to connect to my wireless network via editing the /etc/network/interfaces file. Surely there is... I just don't know how. Right now my interfaces file looks like this: auto lo iface lo inet loopback auto wlan0 iface wlan0 inet static address 192.168.1.200 netmask 255.255.255.0 gateway 192.168.1.1 wireless-essid BARRETT NETWORK wireless-key 46456xxxxxxxx Any help would be appreciated.

    Read the article

  • Unity3D - Android pause screen - double click issue

    - by user3666251
    I made a pause script for the game im developing for android. I added the script to the GUITexture I created and placed on the top right side of the screen.The issue stands at the part where if the player clicks the pause button then clicks resume then he wants to pause the game again.When he clicks pause the second time the buttons dont show up unless he clicks again. This is the script : #pragma strict var paused = false; var isButtonVisible : boolean = true; function OnMouseDown(){ this.paused = !this.paused; Time.timeScale = 0; isButtonVisible = true; } function OnGUI(){ if ( isButtonVisible ) { if(this.paused){ if (GUI.Button(Rect(Screen.width/2-100,Screen.height/2+3,200,50),"Restart")){ Application.LoadLevel(Application.loadedLevel); Time.timeScale = 1; isButtonVisible = false; } if (GUI.Button(Rect(Screen.width/2-100,Screen.height/2-50,200,50),"Resume")){ Time.timeScale = 1; isButtonVisible = false; } // Insert the rest of the pause menu logic if (GUI.Button(Rect(Screen.width/2-100,Screen.height/2+56,200,50),"Main Menu")){ Application.LoadLevel ("MainMenu"); isButtonVisible = false; Time.timeScale = 1; } } } } Thank you.

    Read the article

  • Processing Kinect v2 Color Streams in Parallel

    - by Chris Gardner
    Originally posted on: http://geekswithblogs.net/freestylecoding/archive/2014/08/20/processing-kinect-v2-color-streams-in-parallel.aspxProcessing Kinect v2 Color Streams in Parallel I've really been enjoying being a part of the Kinect for Windows Developer's Preview. The new hardware has some really impressive capabilities. However, with great power comes great system specs. Unfortunately, my little laptop that could is not 100% up to the task; I've had to get a little creative. The most disappointing thing I've run into is that I can't always cleanly display the color camera stream in managed code. I managed to strip the code down to what I believe is the bear minimum: using( ColorFrame _ColorFrame = e.FrameReference.AcquireFrame() ) { if( null == _ColorFrame ) return;   BitmapToDisplay.Lock(); _ColorFrame.CopyConvertedFrameDataToIntPtr( BitmapToDisplay.BackBuffer, Convert.ToUInt32( BitmapToDisplay.BackBufferStride * BitmapToDisplay.PixelHeight ), ColorImageFormat.Bgra ); BitmapToDisplay.AddDirtyRect( new Int32Rect( 0, 0, _ColorFrame.FrameDescription.Width, _ColorFrame.FrameDescription.Height ) ); BitmapToDisplay.Unlock(); } With this snippet, I'm placing the converted Bgra32 color stream directly on the BackBuffer of the WriteableBitmap. This gives me pretty smooth playback, but I still get the occasional freeze for half a second. After a bit of profiling, I discovered there were a few problems. The first problem is the size of the buffer along with the conversion on the buffer. At this time, the raw image format of the data from the Kinect is Yuy2. This is great for direct video processing. It would be ideal if I had a WriteableVideo object in WPF. However, this is not the case. Further digging led me to the real problem. It appears that the SDK is converting the input serially. Let's think about this for a second. The color camera is a 1080p camera. As we should all know, this give us a native resolution of 1920 x 1080. This produces 2,073,600 pixels. Yuy2 uses 4 bytes per 2 pixel, for a buffer size of 4,147,200 bytes. Bgra32 uses 4 bytes per pixel, for a buffer size of 8,294,400 bytes. The SDK appears to be doing this on one thread. I started wondering if I chould do this better myself. I mean, I have 8 cores in my system. Why can't I use them all? The first problem is converting a Yuy2 frame into a Bgra32 frame. It is NOT trivial. I spent a day of research of just how to do this. In the end, I didn't even produce the best algorithm possible, but it did work. After I managed to get that to work, I knew my next step was the get the conversion operation off the UI Thread. This was a simple process of throwing the work into a Task. Of course, this meant I had to marshal the final write to the WriteableBitmap back to the UI thread. Finally, I needed to vectorize the operation so I could run it safely in parallel. This was, mercifully, not quite as hard as I thought it would be. I had my loop return an index to a pair of pixels. From there, I had to tell the loop to do everything for this pair of pixels. If you're wondering why I did it for pairs of pixels, look back above at the specification for the Yuy2 format. I won't go into full detail on why each 4 bytes contains 2 pixels of information, but rest assured that there is a reason why the format is described in that way. The first working attempt at this algorithm successfully turned my poor laptop into a space heater. I very quickly brought and maintained all 8 cores up to about 97% usage. That's when I remembered that obscure option in the Task Parallel Library where you could limit the amount of parallelism used. After a little trial and error, I discovered 4 parallel tasks was enough for most cases. This yielded the follow code: private byte ClipToByte( int p_ValueToClip ) { return Convert.ToByte( ( p_ValueToClip < byte.MinValue ) ? byte.MinValue : ( ( p_ValueToClip > byte.MaxValue ) ? byte.MaxValue : p_ValueToClip ) ); }   private void ColorFrameArrived( object sender, ColorFrameArrivedEventArgs e ) { if( null == e.FrameReference ) return;   // If you do not dispose of the frame, you never get another one... using( ColorFrame _ColorFrame = e.FrameReference.AcquireFrame() ) { if( null == _ColorFrame ) return;   byte[] _InputImage = new byte[_ColorFrame.FrameDescription.LengthInPixels * _ColorFrame.FrameDescription.BytesPerPixel]; byte[] _OutputImage = new byte[BitmapToDisplay.BackBufferStride * BitmapToDisplay.PixelHeight]; _ColorFrame.CopyRawFrameDataToArray( _InputImage );   Task.Factory.StartNew( () => { ParallelOptions _ParallelOptions = new ParallelOptions(); _ParallelOptions.MaxDegreeOfParallelism = 4;   Parallel.For( 0, Sensor.ColorFrameSource.FrameDescription.LengthInPixels / 2, _ParallelOptions, ( _Index ) => { // See http://msdn.microsoft.com/en-us/library/windows/desktop/dd206750(v=vs.85).aspx int _Y0 = _InputImage[( _Index << 2 ) + 0] - 16; int _U = _InputImage[( _Index << 2 ) + 1] - 128; int _Y1 = _InputImage[( _Index << 2 ) + 2] - 16; int _V = _InputImage[( _Index << 2 ) + 3] - 128;   byte _R = ClipToByte( ( 298 * _Y0 + 409 * _V + 128 ) >> 8 ); byte _G = ClipToByte( ( 298 * _Y0 - 100 * _U - 208 * _V + 128 ) >> 8 ); byte _B = ClipToByte( ( 298 * _Y0 + 516 * _U + 128 ) >> 8 );   _OutputImage[( _Index << 3 ) + 0] = _B; _OutputImage[( _Index << 3 ) + 1] = _G; _OutputImage[( _Index << 3 ) + 2] = _R; _OutputImage[( _Index << 3 ) + 3] = 0xFF; // A   _R = ClipToByte( ( 298 * _Y1 + 409 * _V + 128 ) >> 8 ); _G = ClipToByte( ( 298 * _Y1 - 100 * _U - 208 * _V + 128 ) >> 8 ); _B = ClipToByte( ( 298 * _Y1 + 516 * _U + 128 ) >> 8 );   _OutputImage[( _Index << 3 ) + 4] = _B; _OutputImage[( _Index << 3 ) + 5] = _G; _OutputImage[( _Index << 3 ) + 6] = _R; _OutputImage[( _Index << 3 ) + 7] = 0xFF; } );   Application.Current.Dispatcher.Invoke( () => { BitmapToDisplay.WritePixels( new Int32Rect( 0, 0, Sensor.ColorFrameSource.FrameDescription.Width, Sensor.ColorFrameSource.FrameDescription.Height ), _OutputImage, BitmapToDisplay.BackBufferStride, 0 ); } ); } ); } } This seemed to yield a results I wanted, but there was still the occasional stutter. This lead to what I realized was the second problem. There is a race condition between the UI Thread and me locking the WriteableBitmap so I can write the next frame. Again, I'm writing approximately 8MB to the back buffer. Then, I started thinking I could cheat. The Kinect is running at 30 frames per second. The WPF UI Thread runs at 60 frames per second. This made me not feel bad about exploiting the Composition Thread. I moved the bulk of the code from the FrameArrived handler into CompositionTarget.Rendering. Once I was in there, I polled from a frame, and rendered it if it existed. Since, in theory, I'm only killing the Composition Thread every other hit, I decided I was ok with this for cases where silky smooth video performance REALLY mattered. This ode looked like this: private byte ClipToByte( int p_ValueToClip ) { return Convert.ToByte( ( p_ValueToClip < byte.MinValue ) ? byte.MinValue : ( ( p_ValueToClip > byte.MaxValue ) ? byte.MaxValue : p_ValueToClip ) ); }   void CompositionTarget_Rendering( object sender, EventArgs e ) { using( ColorFrame _ColorFrame = FrameReader.AcquireLatestFrame() ) { if( null == _ColorFrame ) return;   byte[] _InputImage = new byte[_ColorFrame.FrameDescription.LengthInPixels * _ColorFrame.FrameDescription.BytesPerPixel]; byte[] _OutputImage = new byte[BitmapToDisplay.BackBufferStride * BitmapToDisplay.PixelHeight]; _ColorFrame.CopyRawFrameDataToArray( _InputImage );   ParallelOptions _ParallelOptions = new ParallelOptions(); _ParallelOptions.MaxDegreeOfParallelism = 4;   Parallel.For( 0, Sensor.ColorFrameSource.FrameDescription.LengthInPixels / 2, _ParallelOptions, ( _Index ) => { // See http://msdn.microsoft.com/en-us/library/windows/desktop/dd206750(v=vs.85).aspx int _Y0 = _InputImage[( _Index << 2 ) + 0] - 16; int _U = _InputImage[( _Index << 2 ) + 1] - 128; int _Y1 = _InputImage[( _Index << 2 ) + 2] - 16; int _V = _InputImage[( _Index << 2 ) + 3] - 128;   byte _R = ClipToByte( ( 298 * _Y0 + 409 * _V + 128 ) >> 8 ); byte _G = ClipToByte( ( 298 * _Y0 - 100 * _U - 208 * _V + 128 ) >> 8 ); byte _B = ClipToByte( ( 298 * _Y0 + 516 * _U + 128 ) >> 8 );   _OutputImage[( _Index << 3 ) + 0] = _B; _OutputImage[( _Index << 3 ) + 1] = _G; _OutputImage[( _Index << 3 ) + 2] = _R; _OutputImage[( _Index << 3 ) + 3] = 0xFF; // A   _R = ClipToByte( ( 298 * _Y1 + 409 * _V + 128 ) >> 8 ); _G = ClipToByte( ( 298 * _Y1 - 100 * _U - 208 * _V + 128 ) >> 8 ); _B = ClipToByte( ( 298 * _Y1 + 516 * _U + 128 ) >> 8 );   _OutputImage[( _Index << 3 ) + 4] = _B; _OutputImage[( _Index << 3 ) + 5] = _G; _OutputImage[( _Index << 3 ) + 6] = _R; _OutputImage[( _Index << 3 ) + 7] = 0xFF; } );   BitmapToDisplay.WritePixels( new Int32Rect( 0, 0, Sensor.ColorFrameSource.FrameDescription.Width, Sensor.ColorFrameSource.FrameDescription.Height ), _OutputImage, BitmapToDisplay.BackBufferStride, 0 ); } }

    Read the article

  • Unity3D : Pause Menu - Android

    - by user3666251
    Im making a 2D game for android.I almost completed the game but now I need a pause game option.I added a pause icon on the top right side of the screen.The icon is a gui texture.Here is what I did so far : I made a script which will bring up some buttons (which is not working) and attached it to the GUITexture.This is the script : #pragma strict function OnMouseDown() { Debug.Log("*Pause Menu Opens*"); Time.timeScale = 0; if (GUI.Button(Rect(10,10,100,50),"Restart")); Application.LoadLevel(Application.loadedLevel); if (GUI.Button(Rect(10,60,100,50),"MainMenu")); Application.LoadLevel("MainMenu"); } Now,the problem stands at the part where the buttons won't show up,the game freezes at the first frame but the buttons won't show up.Please,if you can help I would be realy thankful. Thank you. Edit #1 : I just noticed that when I click "Pause" the game freezes and it takes me to the MainMenu.That's because I added the GUIButton which takes you to the main menu.I think the whole script structure is wrong.I also forgot to mention that Im new in scripting/unity. Thank you.

    Read the article

  • Updated 12.04 and now Xorg is dead from NVidia drivers

    - by Xatolos
    I updated (August 16) Ubuntu 12.04 today and while I admit I didn't look what was being updated, it was large enough to have had an NVidia update in it. Problem is later on when I turned on my laptop again it won't boot into a GUI, just to the terminal (which I don't really know much of how to do anything). Now I have been able to log in and type "startx" to start up the GUI and now its complaining that my NVidia driver (if I remember correctly) is listed as being version 304.(number) and the version installed/found is version 295.(number). I don't know how this happened and now I'm stuck. I have no idea how it happened and don't know how to fix. Does anyone have any ideas? I have only access to wifi internet and no idea how to log on without the GUI so getting a new NVidia package isn't something I would know how to do even... Any and all help would be highly appreciated. edit: If it helps, I'm using a ASUS G Series G53JW-A1 http://www.newegg.com/Product/Product.aspx?Item=N82E16834220861

    Read the article

  • After reboot allocated node gets commissioned again

    - by cloudfan
    i had set up a maas with juju and deployed Openstack into it for testing. During my vacation i shut down all computers. Afterwards i started at first the maas server, then the node where juju was bootstrapped and juju-gui was deployed to. Sadly the node got commissioned again and so all my deployments are gone. I decomissioned the according node from the maas and bootstrapped it again. Afterwards i tested again juju bootstrapping the node, shutting down both nodes and starting them in the same order again. The Juju node gets commisioned again. After bootstrapping everything looked fine in the MAAS GUI (node was set to allocated to root, which was also the case after the restart) and also the JUJU GUI was available and juju status worked fine. Before my vacation i also had some other nodes deployed through juju. They all seem to be still available and have not been commisioned again. Do you have any ideas what might have happened? Is there any issue with a bootstrapped juju node and the commisioning? Any help or hints on what i could check are appreciated! Thank in advance for your help!

    Read the article

  • D20 java engine

    - by javydreamercsw
    I'm trying to incorporate PCGen into my application to avoid recreating the wheel for D20 system. (Are there any other libraries out there?) In other words I would like to use PCGen as a library and do things like: CRUD characters (and all related information) Experience/level managements I don't need the GUI part of it just the information to pass to my application. This is a scenario I can think of: 1. Load available custom classes 2. Create a new Character/NPC 3. Transfer the stats to my system 4. Player keeps playing so I need to update experience 5. Save player in my system and recreate it later. I'm trying to start to create a character from PCClass with no luck. Looking at the code it seems it'll try to load it. I assume load from a file generated from the GUI. Is there a way of bypassing the GUI for all this? I was looking for a tutorial of some sorts without luck. I was able to figure out how to use the dice within PCGen but that's about it. Any ideas?

    Read the article

  • What Apache/PHP configurations do you know and how good are they?

    - by FractalizeR
    Hello. I wanted to ask you about PHP/Apache configuration methods you know, their pros and cons. I will start myself: ---------------- PHP as Apache module---------------- Pros: good speed since you don't need to start exe every time especially in mpm-worker mode. You can also use various PHP accelerators in this mode like APC or eAccelerator. Cons: if you are running apache in mpm-worker mode, you may face stability issues because every glitch in any php script will lead to unstability to the whole thread pool of that apache process. Also in this mode all scripts are executed on behalf of apache user. This is bad for security. mpm-worker configuration requires PHP compiled in thread-safe mode. At least CentOS and RedHat default repositories doesn't have thread-safe PHP version so on these OSes you need to compile at least PHP yourself (there is a way to activate worker mpm on Apache). The use of thread-safe PHP binaries is considered experimental and unstable. Plus, many PHP extensions does not support thread-safe mode or were not well-tested in thread-safe mode. ---------------- PHP as CGI ---------------- This seems to be the slowest default configuration which seems to be a "con" itself ;) ---------------- PHP as CGI via mod_suphp ---------------- Pros: suphp allows you to execute php scipts on behalf of the script file owner. This way you can securely separate different sites on the same machine. Also, suphp allows to use different php.ini files per virtual host. Cons: PHP in CGI mode means less performance. In this mode you can't use php accelerators like APC because each time new process is spawned to handle script rendering the cache of previous process useless. BTW, do you know the way to apply some accelerator in this config? I heard something about using shm for php bytecode cache. Also, you cannot configure PHP via .htaccess files in this mode. You will need to install PECL htscanner for this if you need to set various per-script options via .htaccess (php_value / php_flag directives) ---------------- PHP as CGI via suexec ---------------- This configuration looks the same as with suphp, but I heard, that it's slower and less safe. Almost same pros and cons apply. ---------------- PHP as FastCGI ---------------- Pros: FastCGI standard allows single php process to handle several scripts before php process is killed. This way you gain performance since no need to spin up new php process for each script. You can also use PHP accelerators in this configuration (see cons section for comment). Also, FCGI almost like suphp also allows php processes to be executed on behalf of some user. mod_fcgid seems to have the most complete fcgi support and flexibility for apache. Cons: The use of php accelerator in fastcgi mode will lead to high memory consumption because each PHP process will have his own bytecode cache (unless there is some accelerator that can use shared memory for bytecode cache. Is there such?). FastCGI is also a little bit complex to configure. You need to create various configuration files and make some configuration modifications. It seems, that fastcgi is the most stable, secure, fast and flexible PHP configuration, however, a bit difficult to be configured. But, may be, I missed something? Comments are welcome!

    Read the article

  • Wear and tear on server hard drive from filesystem polling by PHP script

    - by jackie
    So I'm working on a discussion platform, and various clients will visit http://host/thread.php, which will render the discussion thread to date in addition to a form to submit a new post. When a new post is submitted, I would like all of the other clients with browser windows open to have it appear in near-real-time. One of the constraints of my script is that it may not use a DBMS and it must stay in the filesystem. Additionally, I can't use any PECL/PEAR extensions like inotify or anything like that for IPC. The flow will look like this: Client A requests thread.php and the thread is so far empty, but nonetheless it opens a Server-Side Event at eventPusher.php. Client B does the same. Client A fills out a post in the form and and submits (POSTs) it to subHandler.php. ??? (subHandler stores the new submission into the main thread storefile which gets read from when a fresh, new client requests thread.php, in addition to somehow signalling to the continually-running eventPusher event-source that a new comment was posted and that it should echo the event-json to the client. How, exactly, it will send this signal I'm yet unsure of, but there are a few options that I've thought of -- this is the crux of the question, so see below for more clarification) eventPusher.php happily pushes the new event to the client and it shows up soon after it was originally submitted on all clients who have the page open's screens. Now for the #4 missing-link mystery-step, I see a few problems. I mean, either way, eventPusher is gonna be doing a while loop of some sort -- it's gonna be polling something, I think that much is clear. (If that's a bad assumption please do let me know.) Now, the simplest way would be subHandler gets invoked on the form submission, writes it to the main store in addition to newComments.xml, then exits without doing anything else. Then eventPusher checks in newComments.xml every X seconds (by the way, what would be a reasonable time interval here?) and if it finds something then it emits an event to the client. Now, my fear with this is that the server's hard drive will have to constantly start spinning up. Maybe this isn't the case, perhaps it would just get cached in RAM and the linux kernel would take care of this transparently such that filesystem access doesn't actually engage the device because the kernel knows that that particular file hasn't changed since last read. * idea #2: I have no idea how to go about this, but perhaps there is a variable scope that gets stored in general RAM on the system which can be read by any process. Like if we mega-exported a bash variable so that $new_post is normally false but it gets toggled to true by subHandler, and then back to flase once it's pushed to the client. I doubt there's such a variable scope in PHP directly, but I struggle with the concept of variable scope, I just can't seem to understand it no matter what I read on it. * idea #3: eventPusher queries ps in its whileloop for another instance of itself. If there's not another eventPusher active then it's highly unlikely that new comments will be getting submitted. It's okay if this only works =90% of the time, it doesn't need to be completely foolproof. * idea #4: eventPusher queries DMESG to see if that file's been written to recently. So to sum everything up, I need to have inter-php-script-communication in near-real-time that will work on a standard mod_php shared hosting setup without any elevated privileges, PHP addon modules, or other system adjustments that can't be done from the PHP script itself at runtime. With*out* spinning up the drive more than a few times. No SQL servers either. Apologies if my english isn't the best, I'm still trying to improve on it.

    Read the article

  • Design question for WinForms (C#) app, using Entity Framework

    - by cdotlister
    I am planning on writing a small home budget application for myself, as a learning excercise. I have built my database (SQL Server), and written a small console application to interact with it, and test out scenarios on my database. Once I am happy, my next step would be to start building the application - but I am already wondering what the best/standard design would be. I am palnning on using Entity Framework for handling my database entities... then linq to sql/objects for getting the data, all running under a WinForms (for now) application. My plan (I've never used EF... and most of my development background is Web apps) is to have my database... with Entity Framework in it's own project.. which has the connection to the database. This project would expose methods such as 'GetAccount()', 'GetAccount(int accountId)' etc. I'd then have a service project that references my EF project. And on top of that, my GUI project, which makes the calls to my service project. But I am stuck. Lets say I have a screen that displays a list of Account types (Debit, Credit, Loan...). Once I have selected one, the next drop down shows a list of accounts I have that suite that account type. So, my OnChange event on my DropDown on the account type control will make a call to the serviceLayer project, 'GetAccountTypes()', and I would expect back a List< of Account Types. However, the AccountType object ... what is that? That can't be the AccountType object from my EF project, as my GUI project doesn't have reference to it. Would I have to have some sort of Shared Library, shared between my GUI and my Service project, with a custom built AccountType object? The GUI can then expect back a list of these. So my service layer would have a method: public List<AccountType> GetAccountTypes() That would then make a call to a custom method in my EF project, which would probably be the same as the above method, except, it returns an list of EF.Data.AccountType (The Entity Framework generated Account Type object). The method would then have the linq code to get the data as I want it. Then my service layer will get that object, and transform it unto my custom AccountType object, and return it to the GUI. Does that sound at all like a good plan?

    Read the article

  • Restore previously serialized JFrame-object, how?

    - by elementz
    Hi all. I have managed to serialize my very basic GUI-object containing a JTextArea and a few buttons to a file 'test.ser'. Now, I would like to completely restore the previously saved state from 'test.ser', but seem to have a misconception of how to properly deserialize an objects state. The class MyFrame creates the JFrame and serializes it. public class MyFrame extends JFrame implements ActionListener { // Fields JTextArea textArea; String title; static MyFrame gui = new MyFrame(); private static final long serialVersionUID = 1125762532137824262L; /** * @param args */ public static void main(String[] args) { // TODO Auto-generated method stub gui.run(); } // parameterless default contructor public MyFrame() { } // constructor with title public MyFrame(String title) { } // creates Frame and its Layout public void run() { JFrame frame = new JFrame(title); JPanel panel_01 = new JPanel(); JPanel panel_02 = new JPanel(); JTextArea textArea = new JTextArea(20, 22); textArea.setLineWrap(true); JScrollPane scrollPane = new JScrollPane(textArea); scrollPane.setVerticalScrollBarPolicy(ScrollPaneConstants.VERTICAL_SCROLLBAR_AS_NEEDED); panel_01.add(scrollPane); // Buttons JButton saveButton = new JButton("Save"); saveButton.addActionListener(this); JButton loadButton = new JButton("Load"); loadButton.addActionListener(this); panel_02.add(loadButton); panel_02.add(saveButton); // Layout frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.getContentPane().add(BorderLayout.CENTER, panel_01); frame.getContentPane().add(BorderLayout.SOUTH, panel_02); frame.setSize(300, 400); frame.setVisible(true); } /* * */ public void serialize() { try { ObjectOutputStream oos = new ObjectOutputStream(new FileOutputStream("test.ser")); oos.writeObject(gui); oos.close(); } catch (Exception e) { // TODO: handle exception e.printStackTrace(); } } public void actionPerformed(ActionEvent ev) { System.out.println("Action received!"); gui.serialize(); } } Here I try to do the deserialization: public class Deserialize { static Deserialize ds; static MyFrame frame; public static void main(String[] args) { try { ObjectInputStream ois = new ObjectInputStream(new FileInputStream("test.ser")); frame = (MyFrame) ois.readObject(); ois.close(); } catch (FileNotFoundException e) { // TODO Auto-generated catch block e.printStackTrace(); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } catch (ClassNotFoundException e) { // TODO Auto-generated catch block e.printStackTrace(); } } Maybe somebody could point me into the direction where my misconception is? Thx in advance!

    Read the article

  • [c#] SoundPlayer.PlaySync stopping prematurely

    - by JeffE
    I want to play a wav file synchronously on the gui thread, but my call to PlaySync is returning early (and prematurely stopping playback). The wav file is 2-3 minutes. Here's what my code looks like: //in gui code (event handler) //play first audio file JE_SP.playSound("example1.wav"); //do a few other statements doSomethingUnrelated(); //play another audio file JE_SP.playSound("example2.wav"); //library method written by me, called in gui code, but located in another assembly public static int playSound(string wavFile, bool synchronous = true, bool debug = true, string logFile = "", int loadTimeout = FIVE_MINUTES_IN_MS) { SoundPlayer sp = new SoundPlayer(); sp.LoadTimeout = loadTimeout; sp.SoundLocation = wavFile; sp.Load(); switch (synchronous) { case true: sp.PlaySync(); break; case false: sp.Play(); break; } if (debug) { string writeMe = "JE_SP: \r\n\tSoundLocation = " + sp.SoundLocation + "\r\n\t" + "Synchronous = " + synchronous.ToString(); JE_Log.logMessage(writeMe); } sp.Dispose(); sp = null; return 0; } Some things I've thought of are the load timeout, and playing the audio on another thread and then manually 'freeze' the gui by forcing the gui thread to wait for the duration of the sound file. I tried lengthening the load timeout, but that did nothing. I'm not quite sure what the best way to get the duration of a wav file is without using code written by somebody who isn't me/Microsoft. I suppose this can be calculated since I know the file size, and all of the encoding properties (bitrate, sample rate, sample size, etc) are consistent across all files I intend to play. Can somebody elaborate on how to calculate the duration of a wav file using this info? That is, if nobody has an idea about why PlaySync is returning early. Of Note: I encountered a similar problem in VB 6 a while ago, but that was caused by a timeout, which I don't suspect to be a problem here. Shorter (< 1min) files seem to play fine, so I might decide to manually edit the longer files down, then play them separately with multiple calls.

    Read the article

  • New DMV… not yet

    - by Michael Zilberstein
    Downloaded and installed new toy: And while reading BOL, stumbled upon new extremely useful DMV: sys.dm_exec_query_profiles . This DMV enables DBA to monitor query progress while it is being executed. Counters in the DMV are per operation per thread. So we’ll be able to monitor in real time which thread (even for parallel processing) processes which node in the plan. Or find heavy operations “post mortem”. We all know the uncomfortable feeling when some heavy query runs and the boss starts asking...(read more)

    Read the article

  • Multi-Threaded Application vs. Single Threaded Application

    Why would we use a multi threaded application vs. a single threaded application? First we must define multithreading. Multithreading is a feature of an operating system that allows programs to run subcomponents or threads in parallel. Typically most applications only need to use one thread because they do not perform time consuming tasks. The use of multiple threads allows an application to distribute long running tasks so that they can be executed in parallel. This gives the user the perceived appearance that the application is working faster due to the fact that while one thread is waiting on an IO process the remaining tasks can make use of the available CPU. The allows working threads to execute in tandem so that they can be competed sooner. Multithreading Benefits Improved responsiveness — Users usually report improved responsiveness compared to single thread applications. Faster applications — Multiple threads can lead to improved application performance. Prioritization — Threads can be assigned a priority which would allow higher priority tasks to take precedence over lower priority tasks. Single Threading Benefits Programming and debugging —These activities are easier compared to multithreaded applications due to the reduced complexity Less Overhead — Threads add overhead to an application When developing multi-threaded applications, the following must be considered. Deadlocks occur when two threads hold a monitor that the other one requires. In essence each task is blocking the other and both tasks are waiting for the other monitor to be released. This forces an application to hang or deadlock. Resource allocation is used to prevent deadlocks because the system determines if approving the resource request will render the system in an unsafe state. An unsafe state could result in a deadlock. The system only approves requests that will lead to safe states. Thread Synchronization is used when multiple threads use the same instance of an object. The threads accessing the object can then be locked and then synchronized so that each task can interact with the static object on at a time.

    Read the article

  • IRP_MJ_WRITE latency up to 15 seconds

    - by racitup
    We have written an application that performs small (22kB) writes to multiple files at once (one thread performing asynchronous queued writes to multiple locations on behalf of other threads) on the same local volume (RAID1). 99.9% of the writes are low-latency but occasionally (maybe every minute or two) we get one or two huge latency writes (I have seen 10 seconds and above) without any real explanation. Platform: Win2003 Server with NTFS. Monitoring: Sysinternals Process Monitor (see link below) and our own application logging. We have tried multiple things to try and solve this that have been gleaned from a few websites, e.g.: Making the first part of file names unique to aid 8.3 name generation Writing files to multiple directories Changing Intel Disk Write Caching Windows File/Printer Sharing Minimize memory used Balance Maximize data throughput for file sharing Maximize data throughput for network applications System-Advanced-Performance-Advanced NtfsDisableLastAccessUpdate - use fsutil behavior set disablelastaccess 1 disable 8.3 name generation - use "fsutil behavior set disable8dot3 1" + restart Enable a large size file system cache Disable paging of the kernel code IO Page Lock Limit Turn Off (or On) the Indexing Service But nothing seems to make much difference. There's a whole host of things we haven't tried yet but we wondered if anyone had come across the same problem, a reason and a solution (programmatic or not)? We can reproduce the problem using IOMeter and a simple setup: Start IOMeter and remove all but the first worker thread in 'Topology' using the disconnect button. Select the Worker thread and put a cross in the box next to the disk you want to use in the Disk Targets tab and put '2000000' in Maximum Disk Size (NOTE: must have at least 1GB free space; sector size is 512 bytes) Next create a new access specification and add it to the worker thread: Transfer Request Size = 22kB 100% Sequential Percent of Access Spec = 100% Percent Read/Write = 100% Write Change Results Display Update Frequency to 5 seconds, Test Setup Run Time to 20 seconds and both 'Number of Workers to Spawn Automatically' settings to zero. Select the Worker Thread in the Topology panel and hit the Duplicate Worker button 59 times to create 60 threads with identical settings. Hit the 'Go' button (green flag) and monitor the Results tab. The 'Maximum I/O Response Time (ms)' always hits at least 3500 on our machine. Our machine isn't exactly slow (Xeon 8 core rack server with 4GB and onboard RAID). I'd be interested to see what other people get. We have a feeling it might be something to do with the NTFS filesystem (ours is currently 75% full of fragmented files) and we are going to try a few things around this principle. But it is also related to disk performance since we don't see it on a RAMDisk and it's not as severe on a RAID10 array. Any help is much appreciated. Richard Right-click and select 'Open Link in New Tab': ProcMon Result

    Read the article

  • Banshee encountered a Fatal Error (sqlite error 11: database disk image is malformed)

    - by Nik
    I am running ubuntu 10.10 Maverick Meerkat, and recently I am helping in testing out indicator-weather using the unstable buids. However there was a bug which caused my system to freeze suddenly (due to indicator-weather not ubuntu) and the only way to recover is to do a hard reset of the system. This happened a couple of times. And when i tried to open banshee after a couple of such resets I get the following fatal error which forces me to quit banshee. The screenshot is not clear enough to read the error, so I am posting it below, An unhandled exception was thrown: Sqlite error 11: database disk image is malformed (SQL: BEGIN TRANSACTION; DELETE FROM CoreSmartPlaylistEntries WHERE SmartPlaylistID IN (SELECT SmartPlaylistID FROM CoreSmartPlaylists WHERE IsTemporary = 1); DELETE FROM CoreSmartPlaylists WHERE IsTemporary = 1; COMMIT TRANSACTION) at Hyena.Data.Sqlite.Connection.CheckError (Int32 errorCode, System.String sql) [0x00000] in <filename unknown>:0 at Hyena.Data.Sqlite.Connection.Execute (System.String sql) [0x00000] in <filename unknown>:0 at Hyena.Data.Sqlite.HyenaSqliteCommand.Execute (Hyena.Data.Sqlite.HyenaSqliteConnection hconnection, Hyena.Data.Sqlite.Connection connection) [0x00000] in <filename unknown>:0 Exception has been thrown by the target of an invocation. at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.MonoCMethod.Invoke (BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.ConstructorInfo.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0 at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0 at Banshee.Gui.GtkBaseClient.Startup () [0x00000] in <filename unknown>:0 at Hyena.Gui.CleanRoomStartup.Startup (Hyena.Gui.StartupInvocationHandler startup) [0x00000] in <filename unknown>:0 .NET Version: 2.0.50727.1433 OS Version: Unix 2.6.35.27 Assembly Version Information: gkeyfile-sharp (1.0.0.0) Banshee.AudioCd (1.9.0.0) Banshee.MiniMode (1.9.0.0) Banshee.CoverArt (1.9.0.0) indicate-sharp (0.4.1.0) notify-sharp (0.4.0.0) Banshee.SoundMenu (1.9.0.0) Banshee.Mpris (1.9.0.0) Migo (1.9.0.0) Banshee.Podcasting (1.9.0.0) Banshee.Dap (1.9.0.0) Banshee.LibraryWatcher (1.9.0.0) Banshee.MultimediaKeys (1.9.0.0) Banshee.Bpm (1.9.0.0) Banshee.YouTube (1.9.0.0) Banshee.WebBrowser (1.9.0.0) Banshee.Wikipedia (1.9.0.0) pango-sharp (2.12.0.0) Banshee.Fixup (1.9.0.0) Banshee.Widgets (1.9.0.0) gio-sharp (2.14.0.0) gudev-sharp (1.0.0.0) Banshee.Gio (1.9.0.0) Banshee.GStreamer (1.9.0.0) System.Configuration (2.0.0.0) NDesk.DBus.GLib (1.0.0.0) gconf-sharp (2.24.0.0) Banshee.Gnome (1.9.0.0) Banshee.NowPlaying (1.9.0.0) Mono.Cairo (2.0.0.0) System.Xml (2.0.0.0) Banshee.Core (1.9.0.0) Hyena.Data.Sqlite (1.9.0.0) System.Core (3.5.0.0) gdk-sharp (2.12.0.0) Mono.Addins (0.4.0.0) atk-sharp (2.12.0.0) Hyena.Gui (1.9.0.0) gtk-sharp (2.12.0.0) Banshee.ThickClient (1.9.0.0) Nereid (1.9.0.0) NDesk.DBus.Proxies (0.0.0.0) Mono.Posix (2.0.0.0) NDesk.DBus (1.0.0.0) glib-sharp (2.12.0.0) Hyena (1.9.0.0) System (2.0.0.0) Banshee.Services (1.9.0.0) Banshee (1.9.0.0) mscorlib (2.0.0.0) Platform Information: Linux 2.6.35-27-generic i686 unknown GNU/Linux Disribution Information: [/etc/lsb-release] DISTRIB_ID=Ubuntu DISTRIB_RELEASE=10.10 DISTRIB_CODENAME=maverick DISTRIB_DESCRIPTION="Ubuntu 10.10" [/etc/debian_version] squeeze/sid Just to make it clear, this happened only after the hard resets and not before. I used to use banshee everyday and it worked perfectly. Can anyone help me fix this?

    Read the article

  • JRockit Virtual Edition Debug Key

    - by changjae.lee
    There are a few keys that can help the debugging of the JRVE env in console. you can type in each keys in JRVE console to see what's happening under the hood. key '0' : System information key '5' : Enable shutdown key '7' : Start JRockit Management Server (port 7091) key '8' : Statistics Counters key '9' : Full Thread Dump key '0' : Status of Debug-key Below is the sample out from each keys. Debug-key '1' pressed ============ JRockitVE System Information ============ JRockitVE version : 11.1.1.3.0-67-131044 Kernel version : 6.1.0.0-97-131024 JVM version : R27.6.6-28_o-125824-1.6.0_17-20091214-2104-linux-ia32 Hypervisor version : Xen 3.4.0 Boot state : 0x007effff Uptime : 0 days 02:04:31 CPU : uniprocessor @2327 Mhz CPU usage : 0% ctx/s: 285 preempt/s: 0 migrations/s: 0 Physical pages : 82379/261121 (321/1020 MB) Network info : 10.179.97.64 (10.179.97.64/255.255.254.0) GateWay : 10.179.96.1 MAC address : 00:16:3e:7e:dc:78 Boot options : vfsCwd : /application/user_projects/domains/wlsve_domain mainArgs : java -javaagent:/jrockitve/services/sshd/sshd.jar -cp /jrockitve/jrockit/lib/tools.jar:/jrockitve/lib/common.jar:/application/patch_wls1032/profiles/default/sys_manifest_classpath/weblogic_patch.jar:/application/wlserver_10.3/server/lib/weblogic.jar -Dweblogic.Name=WlsveAdmin -Dweblogic.Domain=wlsve_domain -Dweblogic.management.username=weblogic -Dweblogic.management.password=welcome1 -Dweblogic.management.GenerateDefaultConfig=true weblogic.Server consLog : /jrockitve/log/jrockitve.log mounts : ext2 / dev0; posixLocale : en_US posixTimezone : Asia/Seoul posixEncoding : ISO-8859-1 Local disk : Size: 1024M, Used: 728M, Free: 295M ======================================================== Debug-key '5' pressed Shutdown enabled. Debug-key '7' pressed [JRockit] Management server already started. Ignoring request. Debug-key '8' pressed Starting stat recording Debug-key '8' pressed ========= Statistics Counters for the last second ========= dev.eth0_rx.cnt : 22 packets dev.eth0_rx_bytes.cnt : 2704 bytes dev.net_interrupts.cnt : 22 interrupts evt.timer_ticks.cnt : 123 ticks hyper.priv_entries.cnt : 144 entries schedule.context_switches.cnt : 271 switches schedule.idle_cpu_time.cnt : 997318849 nanoseconds schedule.idle_cpu_time_0.cnt : 997318849 nanoseconds schedule.total_cpu_time.cnt : 1000031757 nanoseconds time.system_time.cnt : 1000 ns time.timer_updates.cnt : 123 updates time.wallclock_time.cnt : 1000 ns ======================================= Debug-key '9' pressed ===== FULL THREAD DUMP =============== Fri Jun 4 08:22:12 2010 BEA JRockit(R) R27.6.6-28_o-125824-1.6.0_17-20091214-2104-linux-ia32 "Main Thread" id=1 idx=0x4 tid=1 prio=5 alive, in native, waiting -- Waiting for notification on: weblogic/t3/srvr/T3Srvr@0x646ede8[fat lock] at jrockit/vm/Threads.waitForNotifySignal(JLjava/lang/Object;)Z(Native Method) at java/lang/Object.wait(J)V(Native Method) at java/lang/Object.wait(Object.java:485) at weblogic/t3/srvr/T3Srvr.waitForDeath(T3Srvr.java:919) ^-- Lock released while waiting: weblogic/t3/srvr/T3Srvr@0x646ede8[fat lock] at weblogic/t3/srvr/T3Srvr.run(T3Srvr.java:479) at weblogic/Server.main(Server.java:67) at jrockit/vm/RNI.c2java(IIIII)V(Native Method) -- end of trace "(Signal Handler)" id=2 idx=0x8 tid=2 prio=5 alive, in native, daemon Open lock chains ================ Chain 1: "ExecuteThread: '0' for queue: 'weblogic.socket.Muxer'" id=23 idx=0x50 tid=20 waiting for java/lang/String@0x630c588 held by: "ExecuteThread: '1' for queue: 'weblogic.socket.Muxer'" id=24 idx=0x54 tid=21 (active) ===== END OF THREAD DUMP =============== Debug-key '0' pressed Debug-keys enabled Happy Cloud Walking :)

    Read the article

  • Inverted schedctl usage in the JVM

    - by Dave
    The schedctl facility in Solaris allows a thread to request that the kernel defer involuntary preemption for a brief period. The mechanism is strictly advisory - the kernel can opt to ignore the request. Schedctl is typically used to bracket lock critical sections. That, in turn, can avoid convoying -- threads piling up on a critical section behind a preempted lock-holder -- and other lock-related performance pathologies. If you're interested see the man pages for schedctl_start() and schedctl_stop() and the schedctl.h include file. The implementation is very efficient. schedctl_start(), which asks that preemption be deferred, simply stores into a thread-specific structure -- the schedctl block -- that the kernel maps into user-space. Similarly, schedctl_stop() clears the flag set by schedctl_stop() and then checks a "preemption pending" flag in the block. Normally, this will be false, but if set schedctl_stop() will yield to politely grant the CPU to other threads. Note that you can't abuse this facility for long-term preemption avoidance as the deferral is brief. If your thread exceeds the grace period the kernel will preempt it and transiently degrade its effective scheduling priority. Further reading : US05937187 and various papers by Andy Tucker. We'll now switch topics to the implementation of the "synchronized" locking construct in the HotSpot JVM. If a lock is contended then on multiprocessor systems we'll spin briefly to try to avoid context switching. Context switching is wasted work and inflicts various cache and TLB penalties on the threads involved. If context switching were "free" then we'd never spin to avoid switching, but that's not the case. We use an adaptive spin-then-park strategy. One potentially undesirable outcome is that we can be preempted while spinning. When our spinning thread is finally rescheduled the lock may or may not be available. If not, we'll spin and then potentially park (block) again, thus suffering a 2nd context switch. Recall that the reason we spin is to avoid context switching. To avoid this scenario I've found it useful to enable schedctl to request deferral while spinning. But while spinning I've arranged for the code to periodically check or poll the "preemption pending" flag. If that's found set we simply abandon our spinning attempt and park immediately. This avoids the double context-switch scenario above. One annoyance is that the schedctl blocks for the threads in a given process are tightly packed on special pages mapped from kernel space into user-land. As such, writes to the schedctl blocks can cause false sharing on other adjacent blocks. Hopefully the kernel folks will make changes to avoid this by padding and aligning the blocks to ensure that one cache line underlies at most one schedctl block at any one time.

    Read the article

  • queues in linux tcp stack

    - by poly
    I'm trying to understand the Linux kernel tcp_input/tcp_output and I'm lost. who create/control the queues, if the input is a thread and the out is another thread, who owns the queues in the TCP stack as there are many, I already asked about the retransmission queue before in this site, so the question would be who create this queue I know that this queue holds all sent packet to be retransmitted/deleted after ack later

    Read the article

  • Secret of SQL Trace Duration Column

    - by Dan Guzman
    Why would a trace of long-running queries not show all queries that exceeded the specified duration filter?  We have a server-side SQL Trace that includes RPC:Completed and SQL:BatchCompleted events with a filter on Duration >= 100000.  Nearly all of the queries on this busy OLTP server run in under this 100 millisecond threshold so any that appear in the trace are candidates for root cause analysis and/or performance tuning opportunities. After an application experienced query timeouts, the DBA looked at the trace data to corroborate the problem.  Surprisingly, he found no long-running queries in the trace from the application that experienced the timeouts even though the application’s error log clearly showed detail of the problem (query text, duration, start time, etc.).  The trace did show, however, that there were hundreds of other long-running queries from different applications during the problem timeframe.  We later determined those queries were blocked by a large UPDATE query against a critical table that was inadvertently run during this busy period. So why didn’t the trace include all of the long-running queries?  The reason is because the SQL Trace event duration doesn’t include the time a request was queued while awaiting a worker thread.  Remember that the server was under considerable stress at the time due to the severe blocking episode.  Most of the worker threads were in use by blocked queries and new requests were queued awaiting a worker to free up (a DMV query on the DAC connection will show this queuing: “SELECT scheduler_id, work_queue_count FROM sys.dm_os_schedulers;”).  Technically, those queued requests had not started.  As worker threads became available, queries were dequeued and completed quickly.  These weren’t included in the trace because the duration was under the 100ms duration filter.  The duration reflected the time it took to actually run the query but didn’t include the time queued waiting for a worker thread. The important point here is that duration is not end-to-end response time.  Duration of RPC:Completed and SQL:BatchCompleted events doesn’t include time before a worker thread is assigned nor does it include the time required to return the last result buffer to the client.  In other words, duration only includes time after the worker thread is assigned until the last buffer is filled.  But be aware that duration does include the time need to return intermediate result set buffers back to the client, which is a factor when large query results are returned.  Clients that are slow in consuming results sets can increase the duration value reported by the trace “completed” events.

    Read the article

  • How to convince a client that you will not steal his idea

    - by gladysbixly
    Hey all, I came across a thread entitled How To Stop A Developer From Stealing Your Business Idea and i can't help but raise a brow. The issue talks about a developer being able to pass on the idea to another and benefit from it. As a developer, what is the best way to assure your client that you will not steal his ideas? Are there any practices, laws or anything that takes care of the interests of both sides? edit: linked to thread, and i didnt understand everything that was said

    Read the article

< Previous Page | 146 147 148 149 150 151 152 153 154 155 156 157  | Next Page >