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  • Silicon Valley Code Camp 2012 - Submit Your Talks

    - by arungupta
    Silicon Valley Code Camp follows three rules: Given by/for the community Always free Never occur during work hours I've spoken there at 2011, 2010, 2009, 2008, and 2007 and have again submitted a talk this year as well, and will submit more! Its one of the best organically grown code camps with the attendance constantly growing over the past 6 years. Here is a chart that shows how the number of conferences attendees that registered and attended and the sessions delivered over past 6 years. If you wonder why there is such a big gap between "registered" and "attended" that's because this event is FREE! Yes, 100% free. If you are in and around Silicon Valley then you have no reason to not participate/speak at SVCC. You have the opportunity to meet all the local JUG leaders and the community "rockstars" :-) Date: Oct 6/7, 2012 Venue: Foothill College, 12345, El Monte Road, Los Altos Hills, CA Submit today or register!

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  • The rule of 5 - to use it or not?

    - by VJovic
    The rule of 3 (the rule of 5 in the new c++ standard) states : If you need to explicitly declare either the destructor, copy constructor or copy assignment operator yourself, you probably need to explicitly declare all three of them. But, on the other hand, the Martin's "Clean Code" advises to remove all empty constructors and destructors (page 293, G12:Clutter) : Of what use is a default constructor with no implementation? All it serves to do is clutter up the code with meaningless artifacts. So, how to handle these two opposite opinions? Should empty constructors/destructors really be implemented?

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  • Fixing a bug while working on a different part of the code base

    - by imgx64
    This happened at least once to me. I'm working on some part of the code base and find a small bug in a different part, and the bug stops me from completing what I'm currently trying to do. Fixing the bug could be as simple as changing a single statement. What do you do in that situation? Fix the bug and commit it together with your current work Save your current work elsewhere, fix the bug in a separate commit, then continue your work [1] Continue what you're supposed to do, commit the code (even if it breaks the build fails some tests), then fix the bug (and the build make tests pass) in a separate commit [1] In practice, this would mean: clone the original repository elsewhere, fix the bug, commit/push the changes, pull the commit to the repository you're working on, merge the changes, and continue your work. Edit: I changed number three to reflect what I really meant.

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  • Web App for storing and organize programming information?

    - by Fabzter
    So, I've found myself, after several years of coding (I consider myself a coder, rather than a programmer) full of links and loose snippets and coding tips, all dispersed across the web. In such way it is barely usable, even when every bit is important or interesting. I thought of simply storing the links in delicious or something alike, but it's not really the links I want to keep, I just need the succinth info. So I was thinking to use some web app, something like a wiki, maybe much more simple, so I could access it though my mobile if I need it. I could code it, but as I stated it before, I'm more of a code monkey, and I'm sure my solution would be far from decent... Can anyone give me recommendations on this?

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  • Website (X)HTML Code Change Detection [closed]

    - by 0pt1m1z3
    I am looking for an enterprise-grade service or a tool that can be used to scan / fingerprint websites and notify when major XHTML code changes are detected. The tool should be able to continuously scan thousands of websites and determine the percentage of HTML code that has been modified since the last run. And then either save the data where it can be easily accessed or send periodic notifications. I know of services like ChangeDetect.com, but they don't do markup only changes and instead focus on everything, including content. We don't really care about presentation content, because a lot of sites we need to cover are updated frequently with content.

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  • Microsoft XNA code sample wont work with blender model

    - by FreakinaBox
    I downloaded this code sample and integrated it into my game http://xbox.create.msdn.com/en-US/education/catalog/sample/mesh_instancing It works with the model that they supplied, but throws and exception whenever I use one of my models. The current vertex declaration does not include all the elements required by the current vertex shader. TextureCoordinate0 is missing. I tried pluging my model into their original source code and same thing. My model is an fbx from blender and has a texture. This is the function that throws the error GraphicsDevice.DrawInstancedPrimitives( PrimitiveType.TriangleList, 0, 0, meshPart.NumVertices, meshPart.StartIndex, meshPart.PrimitiveCount, instances.Length );

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  • Encapsulating code in F# (Part 1)

    - by MarkPearl
    I have been looking at F# for a while now and seem a few really interesting samples and snippets on howto’s. This has been great to see the basic outline of the language and the possibilities, however a nagging question in the back of my mind has been what does an F# project look like? How do I code group code in F# so that it can be modularized and brought in and out of a project easily? My Expert F# book has an entire chapter (7) dedicated to this and after browsing the other chapters of the book I decided that this topic was something I really wanted to know more about now! Because of my C# background I keep trying to think in F# of objects. So to try and get a clearer idea of how to do things the F# way I am first going to take a very simplified C# example and try to “translate” it. using System; namespace ConsoleApplication1 { namespace ExampleOfEncapsulationInCSharp { class Program { static void EncapsulatedVariableInAMethod() { int count = 10; Console.WriteLine(count); } static void Main(string[] args) { EncapsulatedVariableInAMethod(); Console.ReadLine(); } } } } From the above example the count integer is encapsulated within EncapsulatedVariableInAMethod method. You couldn’t access the count variable from outside the scope of its parent method but have full access to it within the method. Lets look at my F# equivalent… open System let EncapsulatedVariableInAMethod = let count = 10 Console.WriteLine(count) () EncapsulatedVariableInAMethod Console.ReadLine()   Now, when I first attempted to write the F# code I got stuck… I didn’t have the Console.WriteLine calls but had the following… open System let EncapsulatedVariableInAMethod = let count = 10 EncapsulatedVariableInAMethod Console.ReadLine()   The compiler didn’t like the let before the count = 10. This is because every F# expression must evaluate to a value. If I did not want to make the Console call, I would still need to evaluate the expression to something – and for this reason the Unit Type is provided. I could have done something like…. open System let EncapsulatedVariableInAMethod = let count = 10 () EncapsulatedVariableInAMethod Console.ReadLine()   Which the compiler would be happy with…

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  • How to find classes that use certain DB tables

    - by Songo
    Problem: I'm asked to prepare a document where all our DB tables are listed and I'm supposed to list all Controllers that uses these DB tables for read and another list for Controllers that do write operations. Ex: +------------------------------------------+------------+ | DB table | tbl_Orders | +------------------------------------------+------------+ |Controllers that perform read operations | ?? | +------------------------------------------+------------+ |Controllers that perform write operations | ?? | +------------------------------------------+------------+ We are trying to write some documentation for a legacy system built using Zend framework. The code is scattered everywhere. There is code in the Controllers, in the models and even in the views. The application uses PROPEL as an ORM. What makes this really difficult is that the Controller may not be directly calling the table, but it may be instantiating a model class that calls that table. Is there an educated way to approach this crazy task? Note: Searching for the table name won't provide a solution because if a model uses that table I wouldn't know which Controller is using that model.

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  • Code Camp 2013 Harrisburg PA

    - by raysmithequip
    Originally posted on: http://geekswithblogs.net/raysmithequip/archive/2013/10/15/154349.aspxThe Centrral Pensylvania Dot Net Users Group will be hosting a code camp nov 2 2013.  The Schedule is already on our groups' webpage, http://centralpenn.web121.discountasp.net/home/CodeCamp2013/tabid/109/Default.aspxYou will find the schedule on the pull down tab.  Registration is free, you will have to use Meetup to register.  http://www.meetup.com/Central-Penn-Dot-Net-User-Group/events/141788672/Sign in to Meetup and register to attend Code Camp!! Learning will be plentiful, the giveaways will be COOL!! So you gotta be there!!!In a couple of days I will post the schedule here in an effort to spread the word. ray smith n3twu

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  • code cowboy on the team

    - by MK01
    How do you deal with a team member who is senior to you and always jumps on other people's projects and completes them over night or over the weekend? She seems to work 80 hour weeks whether there is an emergency or not and it is somewhat difficult to predict which part of your todo list she is going to strike next. Sometimes days of your work are wasted because on Monday morning you find a checkin completing the project you've spent most of the previous week working on. To people asking of the quality: Usually it is quite good but: there is also a lot of refactoring of code involved, including code 'owned' by other team members, w/o regard for the test coverage, with the obvious results.

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  • Entity Framework, Code First: where is the database?

    - by Marko Apfel
    With Entity Framework 5 in Visual Studio 2012 the code first feature could let you come to the question “Where is the automatically created database located?” I run in the question after changing the model which throws during the next run this error: “The model backing the 'MyContext' context has changed since the database was created. Consider using Code First Migrations to update the database (http://go.microsoft.com/fwlink/?LinkId=238269).” Okay – clear I thought “delete the database”. But where is the database and what type is it??? In this constellation the frameworks generates a localDB. You could access this database via SQL Server Object Explorer. For the first time you have to add this localDB. The server name is “(localdb)\v11.0”: And so we could browse through the content of this database. It got the same name like the context class.

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  • Returning status code where one of many errors could have occured

    - by yttriuszzerbus
    I'm developing a PHP login component which includes functions to manipulate the User object, such as $User->changePassword(string $old, string $new) What I need some advice with is how to return a status, as the function can either succeed (no further information needs to be given) or fail (and the calling code needs to know why, for example incorrect password, database problem etc.) I've come up with the following ideas: Unix-style: return 0 on success, another code on failure. This doesn't seem particularly common in PHP and the language's type-coercion messes with this (a function returning FALSE on success?) This seems to be the best I can think of. Throw an exception on error. PHP's exception support is limited, and this will make life harder for anybody trying to use the functions. Return an array, containing a boolean for "success" or not, and a string or an int for "failure status" if applicable. None of these seem particularly appealing, does anyone have any advice or better ideas?

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  • How to properly code in Unity? [on hold]

    - by Vincent B.
    I'm fairly new to Unity (yet I touched it and made a few proto with it) and I'd like to know how I'm supposed to work with it. I'm student in programming so I'm used to C/C++ with SDL/SFML, writing code and only using Input/Graphics/Network libs. I followed a few Unity guides and it was way more around drag & drop on scenes and a bit of scripting to activate it all, which disturbed me. So I fond a way to only use one GameObject and use a Singleton to launch code and display stuff (for 2d games at least). At the end of the day I make games not using "Instantiate" or such at all. Is it the right way ? Am I supposed to do this ? How much are your scenes populated (in a professional environment) ? When should I stop coding and start using the editor ?

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  • spliiting code in java-don't know what's wrong [closed]

    - by ???? ?????
    I'm writing a code to split a file into many files with a size specified in the code, and then it will join these parts later. The problem is with the joining code, it doesn't work and I can't figure what is wrong! This is my code: import java.io.*; import java.util.*; public class StupidSplit { static final int Chunk_Size = 10; static int size =0; public static void main(String[] args) throws IOException { String file = "b.txt"; int chunks = DivideFile(file); System.out.print((new File(file)).delete()); System.out.print(JoinFile(file, chunks)); } static boolean JoinFile(String fname, int nChunks) { /* * Joins the chunks together. Chunks have been divided using DivideFile * function so the last part of filename will ".partxxxx" Checks if all * parts are together by matching number of chunks found against * "nChunks", then joins the file otherwise throws an error. */ boolean successful = false; File currentDirectory = new File(System.getProperty("user.dir")); // File[] fileList = currentDirectory.listFiles(); /* populate only the files having extension like "partxxxx" */ List<File> lst = new ArrayList<File>(); // Arrays.sort(fileList); for (File file : fileList) { if (file.isFile()) { String fnm = file.getName(); int lastDot = fnm.lastIndexOf('.'); // add to list which match the name given by "fname" and have //"partxxxx" as extension" if (fnm.substring(0, lastDot).equalsIgnoreCase(fname) && (fnm.substring(lastDot + 1)).substring(0, 4).equals("part")) { lst.add(file); } } } /* * sort the list - it will be sorted by extension only because we have * ensured that list only contains those files that have "fname" and * "part" */ File[] files = (File[]) lst.toArray(new File[0]); Arrays.sort(files); System.out.println("size ="+files.length); System.out.println("hello"); /* Ensure that number of chunks match the length of array */ if (files.length == nChunks-1) { File ofile = new File(fname); FileOutputStream fos; FileInputStream fis; byte[] fileBytes; int bytesRead = 0; try { fos = new FileOutputStream(ofile,true); for (File file : files) { fis = new FileInputStream(file); fileBytes = new byte[(int) file.length()]; bytesRead = fis.read(fileBytes, 0, (int) file.length()); assert(bytesRead == fileBytes.length); assert(bytesRead == (int) file.length()); fos.write(fileBytes); fos.flush(); fileBytes = null; fis.close(); fis = null; } fos.close(); fos = null; } catch (FileNotFoundException fnfe) { System.out.println("Could not find file"); successful = false; return successful; } catch (IOException ioe) { System.out.println("Cannot write to disk"); successful = false; return successful; } /* ensure size of file matches the size given by server */ successful = (ofile.length() == StupidSplit.size) ? true : false; } else { successful = false; } return successful; } static int DivideFile(String fname) { File ifile = new File(fname); FileInputStream fis; String newName; FileOutputStream chunk; //int fileSize = (int) ifile.length(); double fileSize = (double) ifile.length(); //int nChunks = 0, read = 0, readLength = Chunk_Size; int nChunks = 0, read = 0, readLength = Chunk_Size; byte[] byteChunk; try { fis = new FileInputStream(ifile); StupidSplit.size = (int)ifile.length(); while (fileSize > 0) { if (fileSize <= Chunk_Size) { readLength = (int) fileSize; } byteChunk = new byte[readLength]; read = fis.read(byteChunk, 0, readLength); fileSize -= read; assert(read==byteChunk.length); nChunks++; //newName = fname + ".part" + Integer.toString(nChunks - 1); newName = String.format("%s.part%09d", fname, nChunks - 1); chunk = new FileOutputStream(new File(newName)); chunk.write(byteChunk); chunk.flush(); chunk.close(); byteChunk = null; chunk = null; } fis.close(); System.out.println(nChunks); // fis = null; } catch (FileNotFoundException fnfe) { System.out.println("Could not find the given file"); System.exit(-1); } catch (IOException ioe) { System.out .println("Error while creating file chunks. Exiting program"); System.exit(-1); }System.out.println(nChunks); return nChunks; } } }

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  • Lost in Code?

    - by Geertjan
    Sometimes you're coding and you find yourself forgetting your context. For example, look at this situation: The cursor is on line 52. Imagine you're coding there and you're puzzling on some problem for some time. Wouldn't it be handy to know, without scrolling up (and then back down again to where you were working), what the method signature looks like? And does the method begin two lines above the visible code or 10 lines? That information can now, in NetBeans iDE 7.3 (and already in the 7.3 Beta) very easily be ascertained, by putting the cursor on the closing brace of the code block: As you can see, a new vertical line is shown parallel to the line numbers, connecting the end of the method with its start, as well as, at the top of the editor, the complete method signature, together with the number of the line on which it's found. Very handy. Same support is found for other file types, such as in JavaScript files.

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  • Do you sign each of your source files with your name? [duplicate]

    - by regularfry
    Possible Duplicate: How do you keep track of the authors of code? One of my colleagues is in the habit of putting his name and email address in the head of each source file he works on, as author metadata. I am not; I prefer to rely on source control to tell me who I should be speaking to about a given set of functionality. Should I also be signing files I work on for any other reasons? Do you? If so, why? To be clear, this is in addition to whatever metadata for copyright and licensing information is included, and applies to both open sourced and proprietary code.

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  • optimizing iPhone OpenGL ES fill rate

    - by NateS
    I have an Open GL ES game on the iPhone. My framerate is pretty sucky, ~20fps. Using the Xcode OpenGL ES performance tool on an iPhone 3G, it shows: Renderer Utilization: 95% to 99% Tiler Utilization: ~27% I am drawing a lot of pretty large images with a lot of blending. If I reduce the number of images drawn, framerates go from ~20 to ~40, though the performance tool results stay about the same (renderer still maxed). I think I'm being limited by the fill rate of the iPhone 3G, but I'm not sure. My questions are: How can I determine with more granularity where the bottleneck is? That is my biggest problem, I just don't know what is taking all the time. If it is fillrate, is there anything I do to improve it besides just drawing less? I am using texture atlases. I have tried to minimize image binds, though it isn't always possible (drawing order, not everything fits on one 1024x1024 texture, etc). Every frame I do 10 image binds. This seem pretty reasonable, but I could be mistaken. I'm using vertex arrays and glDrawArrays. I don't really have a lot of geometry. I can try to be more precise if needed. Each image is 2 triangles and I try to batch things were possible, though often (maybe half the time) images are drawn with individual glDrawArrays calls. Besides the images, I have ~60 triangles worth of geometry being rendered in ~6 glDrawArrays calls. I often glTranslate before calling glDrawArrays. Would it improve the framerate to switch to VBOs? I don't think it is a huge amount of geometry, but maybe it is faster for other reasons? Are there certain things to watch out for that could reduce performance? Eg, should I avoid glTranslate, glColor4g, etc? I'm using glScissor in a 3 places per frame. Each use consists of 2 glScissor calls, one to set it up, and one to reset it to what it was. I don't know if there is much of a performance impact here. If I used PVRTC would it be able to render faster? Currently all my images are GL_RGBA. I don't have memory issues. Here is a rough idea of what I'm drawing, in this order: 1) Switch to perspective matrix. 2) Draw a full screen background image 3) Draw a full screen image with translucency (this one has a scrolling texture). 4) Draw a few sprites. 5) Switch to ortho matrix. 6) Draw a few sprites. 7) Switch to perspective matrix. 8) Draw sprites and some other textured geometry. 9) Switch to ortho matrix. 10) Draw a few sprites (eg, game HUD). Steps 1-6 draw a bunch of background stuff. 8 draws most of the game content. 10 draws the HUD. As you can see, there are many layers, some of them full screen and some of the sprites are pretty large (1/4 of the screen). The layers use translucency, so I have to draw them in back-to-front order. This is further complicated by needing to draw various layers in ortho and others in perspective. I will gladly provide additional information if reqested. Thanks in advance for any performance tips or general advice on my problem!

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  • How do I imply code contracts of chained methods to avoid superfluous checks while chaining?

    - by Sandor Drieënhuizen
    I'm using Code Contracts in C# 4.0. I'm applying the usual static method chaining to simulate optional parameters (I know C# 4.0 supports optional parameters but I really don't want to use them). The thing is that my contract requirements are executed twice (or possibly the number of chained overloads I'd implement) if I call the Init(string , string[]) method -- an obvious effect from the sample source code below. This can be expensive, especially due to relatively expensive requirements like the File.Exists I use. public static void Init(string configurationPath, string[] mappingAssemblies) { // The static contract checker 'makes' me put these here as well as // in the overload below. Contract.Requires<ArgumentNullException>(configurationPath != null, "configurationPath"); Contract.Requires<ArgumentException>(configurationPath.Length > 0, "configurationPath is an empty string."); Contract.Requires<FileNotFoundException>(File.Exists(configurationPath), configurationPath); Contract.Requires<ArgumentNullException>(mappingAssemblies != null, "mappingAssemblies"); Contract.ForAll<string>(mappingAssemblies, (n) => File.Exists(n)); Init(configurationPath, mappingAssemblies, null); } public static void Init(string configurationPath, string[] mappingAssemblies, string optionalArgument) { // This is the main implementation of Init and all calls to chained // overloads end up here. Contract.Requires<ArgumentNullException>(configurationPath != null, "configurationPath"); Contract.Requires<ArgumentException>(configurationPath.Length > 0, "configurationPath is an empty string."); Contract.Requires<FileNotFoundException>(File.Exists(configurationPath), configurationPath); Contract.Requires<ArgumentNullException>(mappingAssemblies != null, "mappingAssemblies"); Contract.ForAll<string>(mappingAssemblies, (n) => File.Exists(n)); //... } If however, I remove the requirements from that method, the static checker complains that the requirements of the Init(string, string[], string) overload are not met. I reckon that the static checker doesn't understand that there requirements of the Init(string, string[], string) overload implicitly apply to the Init(string, string[]) method as well; something that would be perfectly deductable from the code IMO. This is the situation I would like to achieve: public static void Init(string configurationPath, string[] mappingAssemblies) { // I don't want to repeat the requirements here because they will always // be checked in the overload called here. Init(configurationPath, mappingAssemblies, null); } public static void Init(string configurationPath, string[] mappingAssemblies, string optionalArgument) { // This is the main implementation of Init and all calls to chained // overloads end up here. Contract.Requires<ArgumentNullException>(configurationPath != null, "configurationPath"); Contract.Requires<ArgumentException>(configurationPath.Length > 0, "configurationPath is an empty string."); Contract.Requires<FileNotFoundException>(File.Exists(configurationPath), configurationPath); Contract.Requires<ArgumentNullException>(mappingAssemblies != null, "mappingAssemblies"); Contract.ForAll<string>(mappingAssemblies, (n) => File.Exists(n)); //... } So, my question is this: is there a way to have the requirements of Init(string, string[], string) implicitly apply to Init(string, string[]) automatically?

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  • Can someone code review my small SDL app? Want to make sure I didn't make any beginner mistakes

    - by SDLFunTimes
    In an effort to teach myself the SDL library (hence my stack overflow handle :) ) I wanted to try my hand at a side-scroller. My code is complete but I want some feedback (mostly because I have an atrocious amount of if and else statements for what seems like some simple logic). My "program" is a c++ side-scroller where you move a single sprite across the screen. No jumping, bad guys, guns, scores, levels or anything. I wanted to use this as a base to build up upon. So I figured if my base is wrong I could end up with some pretty bad future apps. It's also multi-threaded. Next up on this I would like to make the person sprite animated (so it looks like he's walking rather than sliding) as well as make the person go faster when the arrow buttons are held down longer). The code is kind of long but here's my main method. There's a link at the bottom for the whole program: #include <iostream> #include "SDL.h" #include "game.hpp" using std::cout; using std::endl; const int SCREENW = 200; const int SCREENH = 200; const int BPP = 32; const int FPS = 24; int event_loop(void* stuff); int display_loop(void* stuff); int main(int argc, char** argv) { SDL_Init(SDL_INIT_EVERYTHING | SDL_INIT_EVENTTHREAD); SDL_Thread* events_thurd; SDL_Thread* display_thurd; SDL_Surface* screen = SDL_SetVideoMode(SCREENW, SCREENH, BPP, SDL_SWSURFACE); SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); SDL_Event event; Game* thug_aim = new Game(&event, screen, SCREENW, SCREENH, BPP); events_thurd = SDL_CreateThread(event_loop, (void*)thug_aim); display_thurd = SDL_CreateThread(display_loop, (void*)thug_aim); SDL_WaitThread(events_thurd, NULL); SDL_KillThread(display_thurd); delete thug_aim; return 0; } int event_loop(void* stuff) { Game* gamez = (Game*)stuff; SDL_Event* event = gamez->get_event(); while(1) { while(SDL_PollEvent(event)) { if(event->type == SDL_QUIT) { return 0; } else if(event->type == SDL_KEYDOWN) { if(event->key.keysym.sym == SDLK_LEFT || event->key.keysym.sym == SDLK_RIGHT) { gamez->move(event->key.keysym.sym); } } else if(event->type == SDL_KEYUP) { if(event->key.keysym.sym == SDLK_LEFT || event->key.keysym.sym == SDLK_RIGHT) { gamez->stop_move(event->key.keysym.sym); } } else { //not an event that concerns this game } } } } int display_loop(void* stuff) { Game* gamez = (Game*)stuff; double period = 1 / FPS * 1000; Uint32 milli_period = (Uint32)period; //get some of the attributes from gamez SDL_Rect* background_rect = gamez->get_background_rect(); SDL_Rect* person_rect = gamez->get_person_rect(); SDL_Surface* screen = gamez->get_screen(); SDL_Surface* background = gamez->get_background(); SDL_Surface* person = gamez->get_person(); Uint32 start, end; int sleep; while(1) { start = SDL_GetTicks(); //blit background SDL_BlitSurface(background, background_rect, screen, NULL); //blit person SDL_BlitSurface(person, NULL, screen, person_rect); end = SDL_GetTicks(); sleep = milli_period - (end - start); if(sleep < 0) { sleep = 0; } SDL_Delay((Uint32)sleep); if(SDL_Flip(gamez->get_screen()) != 0) { cout << "error drawing to screen: " << SDL_GetError() << endl; } } } Here's the link to the .zip file of all my code (please ignore some of the variable names ;-) ): Anyway can you guys take a look and tell me what you think? url edit: holy crap I didn't know 2shared was such a shitty site. Looking for a better uploader than that or rapidshare / mediafire.

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  • Performance of Cluster Shared Volume file copy from SAN

    - by Sequenzia
    I am hoping someone can help me out with a strange issue. We are running a Microsoft Failover Cluster with Server 2008 R2 and an Equallogic PS4000 SAN. Our main configuration has 2 Dell Poweredge T710 Servers in the cluster. We have CSV and Quorm setup. The servers each have 10 Broadcom 1Gb NICs. Right now 4 of the NICS are on the iSCSI network for accessing the SAN. They use MPIO and the Dell HIT pack. We have 5 VMs running on each node and everything runs smooth. No noticeable performance issues or anything. From the SAN I can see the 4 iSCSI connections from each server to each volume (CSV and Quorm). Again, it seems to perform great. The problem I am running into is with backups. I have tried a few backup programs like backupchain and Veeam. The problem is both of them are very very slow to backup the VMs. For instance I have a 500GB (fixed disc) VHD that’s running on the cluster. It takes over 18 hours to backup that VHD and that’s with compression and depuping turned off which is supposed to be the fasted. We also have a separate server that is just for backups. It has a lot of directed attached storage. As part of the troubleshooting I decided to bring that server into the cluster as a node. It now has access to the CSV and can read from C:\clusterstorage\volume1 which is where our VHDs live. This backup server only has 2 NICs. 1 NIC is going to the iSCSI network and the other is just on the main network. It has Intel NICS in it without any sort of MPIO or teaming. So with the 3rd server now in the cluster I started doing some benchmarking. I have a test VHD that’s about 7GBs that’s stored in the CSV. I have tested file copying that VHD from all 3 servers to directed attached storage in the respective server. The 2 Dell servers that are the main nodes in the cluster (they house the VMs) are reading that file at about 20Mbs/Sec. Which at that rate is way to slow for the backups. The other server which only has 1 NIC to the SAN is reading at around 100Mbs/Sec. I spent a few hours on the phone with Dell today about this . We went through all kind of tests and he was pretty dumb founded. He really has no idea why that server with only 1 NIC is reading about 5 times as fast as the servers with 4 NICS and MPIO. We looked at the network utilization of the NICs while the file copy was going on. The servers with the 4 NICs had a small increase of activity during the file copy but they only went up to around 8-10% on all 4 NICs. The other server with the 1 NIC jumped up to over 80% during the file copy. I plan on doing some more testing after hours and calling Dell back tomorrow but I really am confused (and so is Dell’s support rep) why I cannot get faster file copy access to the CSV on those servers. Anyone have any input on this? Any feedback would be greatly appreciated. Thanks in advance.

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  • Generating code -- is there an easy way to get a proper string representation of nullable type?

    - by Cory Larson
    So I'm building an application that is going to do a ton of code generation with both C# and VB output (depending on project settings). I've got a CodeTemplateEngine, with two derived classes VBTemplateEngine and CSharpTemplateEngine. This question regards creating the property signatures based on columns in a database table. Using the IDataReader's GetSchemaTable method I gather the CLR type of the column, such as "System.Int32", and whether it IsNullable. However, I'd like to keep the code simple, and instead of having a property that looks like: public System.Int32? SomeIntegerColumn { get; set; } or public Nullable<System.Int32> SomeIntegerColumn { get; set; }, where the property type would be resolved with this function (from my VBTemplateEngine), public override string ResolveCLRType(bool? isNullable, string runtimeType) { Type type = TypeUtils.ResolveType(runtimeType); if (isNullable.HasValue && isNullable.Value == true && type.IsValueType) { return "System.Nullable(Of " + type.FullName + ")"; // or, for example... return type.FullName + "?"; } else { return type.FullName; } }, I would like to generate a simpler property. I hate the idea of building a Type string from nothing, and I would rather have something like: public int? SomeIntegerColumn { get; set; } Is there anything built-in anywhere, such as in the VBCodeProvider or CSharpCodeProvider classes that would somehow take care of this for me? Or is there a way to get a type alias of int? from a type string like System.Nullable'1[System.Int32]? Thanks!

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  • Where do I input a piece of code in Emacs?

    - by Vivi
    Hi there, I have just started using Emacs for the specific purpose of editing latex documents. I was attracted to Emacs because I want to be able to customize syntax highlighting even to the point of defining the colors of specific words. I am new to Emacs and not a programmer, so I having an extreme difficulty in doing what I want to do because most help I find assume too much knowledge for my level (it took me days just to be able to install emacs + auctex and change the first face color). I found something that I think will help me but I don't know how to do it. The post below is what I want to do, but what I am supposed to do with this code? Where should I insert it or where should I type it? I am using GNU Emacs in Windows. Thank you so much for you help :) M-x what-face will print the face found at the current point. And the code for that is: (defun what-face (pos) (interactive "d") (let ((face (or (get-char-property (point) 'read-face-name) (get-char-property (point) 'face)))) (if face (message "Face: %s" face) (message "No face at %d" pos)))) By the way, I found this in another post that can be found here: http://stackoverflow.com/questions/1242352/get-font-face-under-cursor-in-emacs

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  • C# DynamicMethod prelink

    - by soywiz
    I'm the author of a psp emulator made in C#. I'm generating lots of "DynamicMethod" using ILGenerator. I'm converting assembly code into an AST, and then generating IL code and building that DynamicMethod. I'm doing this in another thread, so I can generate new methods while the program is executing others so it can run smoothly. My problem is that the native code generation is lazy, so the machine code is generated when the function is called, not when the IL is generated. So it generates in the program executing thread, native code generation is prettly slow as it is the asm-ast-il step. I have tried the Marshal.Prelink method that it is suposed to generate the machine code before executing the function. It does work on Mono, but it doesn't work on MS .NET. Marshal.Prelink(MethodInfo); Is there a way of prelinking a DynamicMethod on MS .NET? I thought adding a boolean parameter to the function that if set, exits the function immediately so no code is actually executed. I could "prelink" that way, but I think that's a nasty solution I want to avoid. Any idea?

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  • Return lines in input code causing gaps/whitespace between elements in output?

    - by Jenny Zhang
    I am trying to put images next to each other on a webpage. Here is my HTML: <img class="pt" src="Yellow Tulip.jpg" title="Yellow Tulip" alt="Yellow Tulip" /> <img class="pt" src="Pink Tulip.jpg" title="Pink Tulip" alt="Pink Tulip" /> <img class="pt" src="Purple Tulip.jpg" title="Purple Tulip" alt="Purple Tulip" /> However, on my webpage, this shows a gap between each image. I've noticed that once I remove the return line that makes the elements separate and readable and instead just put all the elements on one line, the gaps go away. <img class="pt" src="Yellow Tulip.jpg" title="Yellow Tulip" alt="Yellow Tulip" /><img class="pt" src="Pink Tulip.jpg" title="Pink Tulip" alt="Pink Tulip" /><img class="pt" src="Purple Tulip.jpg" title="Purple Tulip" alt="Purple Tulip" /> Is there anyway I can achieve the output of the latter but still have the code/input look like the former? I really like the readability that the return lines (enter spaces) bring to the code, but I don't want the whitespace it creates on the actual page. If someone could explain why this is and/or how to fix it, I'd be really grateful! :)

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