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  • Google Cloud Platform : nouvelles fonctionnalités, augmentation des capacités des centres de données et réduction des prix

    Google Cloud Platform : nouvelles fonctionnalités réduction des prix et augmentation des capacités des centres de données en Europe Google a apporté une mise à jour importante à son offre Google Cloud Platform. Google Cloud Platform est une suite de solution Cloud computing (SaaS et IaaS) pour les développeurs, les entreprises et biens plus. L'offre comprend les plateformes : App Engine, Cloud Storage, BigQuery, Compute Engine, Cloud SQL, etc. Compute Engine, l'offre IaaS (Infrastructure as a Service) de l'éditeur dévoilée en juin dernier avec quatre types d'instances, s'enrichit de 36 nouveaux types d'instances, avec à la clé une réduction générale des prix. De...

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  • what's best language to mate with Adobe Flex-based GUI for math crunching?

    - by gkdsp
    Hi, I'm not a software expert but need to outsource a web-based scientific GUI application, and I'm considering Adobe Flex. My math routines are currently in Javascript and C/C+. Having no experience with Flex, was hoping someone could help me understand what options are available for performing (preferably fast and efficient) CLIENT-side calculations. That is, can Flex interact with Javascript and/or C easily? If not, is actionscript or other language preferred? Downsides/tradeoffs? Need functions like LOG10, LN, SQRT, and would be nice to also have the error function (ERF) and complementary error function (ERFC), although I may be able to derive these last two from more basic functions if necessary. Thanks!

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  • What is the advantage to hosting static resources on a separate domain?

    - by Michael Ekstrand
    I notice a lot of sites host their resources on a separate domain from the main site, e.g. StackExchange using sstatic.net, Barnes & Noble using imagesbn.com, etc. I understand that there are benefits to putting your static resources on a separate host, possibly with an efficient static-file web server like nginx, freeing up the main server to focus on serving dynamic content. Similarly, outsourcing to a shared CDN like cloudfront Akamai is logical. What is the benefit to using a separate domain otherwise, though? Why sstatic.net instead of static.stackexchange.com? Update: Several answers miss the core question. I understand that there is benefit to splitting between multiple hosts — parallel downloads, slimmer web server, etc. But what is more elusive is why multiple domains. Why sstatic.net rather than static.stackexchange.com as the host for shared resources? So far, only one answer has addressed that.

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  • How do we install Unity-2D and dependencies offline?

    - by Takkat
    We have installed 11.04 32-bit on an old machine that has no internet connection and with a graphics card that is not suitable for running Compiz or Unity. Still, we would like to run Unity-2D on this machine. We are aware of answers to this Question. Sadly Keryx will not run on 11.04 32-bit because of unmet dependencies. Building an offline repository is not an option because of limited storage capacity. Is there any convenient other way to find, download, install, and eventually update unity-2 and all dependencies (preferably from an OS independent download path)?

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  • XNA 4.0 Refresh AudioEngine, WaveBank and Others Not Found

    - by Peteyslatts
    I'm going through the Learning XNA 4.0 book, and unfortunately I installed XNA 4.0 refresh. All the code up until now has worked, with the exception of me needing to remove the Framework.Net and Framework.Storage. (As a side question, will this be problematic later?) The problem I'm having now is that in my Game1.cs file, I have imported all of the XNA.Framework libraries, and when I try and create instances of any of the following classes, an error pops up saying VisualStudio can't find them: AudiEngine, WaveBank, SoundBank, and Cue. I have googled around for a while, and the only solution I saw was to import Microsoft.Xna.Framework.Xact, but this doesn't seem to exist for me. Any help is much appreciated, Thanks Peter.

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  • Live Webcast: Private Cloud Database Consolidation with Oracle Exadata

    - by kimberly.billings
    Thursday, January 20th, 2011 at 9:00 am PT In this webcast, you'll learn how Oracle Exadata, Oracle Database 11g, and Oracle Real Application Clusters enable you to consolidate multiple applications on clustered server and storage pools to achieve extreme performance and lower your IT costs. You'll also learn how to maximize the efficiencies of private clouds, including: • Multitenancy • Rapid provisioning • Pay-for-use infrastructure Join us for this live Webcast and discover how Oracle Exadata delivers key cloud capabilities, providing elastic database services that can be quickly provisioned on demand. Register today! To learn more about how customers are consolidating on private clouds with Exadata, watch this video about how Commonwealth Bank of Australia consolidated multiple database services, including OLTP applications such as PeopleSoft Financials, onto an Exadata platform for improved performance and resilience and faster time-to-market.

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  • Cannot read from 2nd SATA data drive connected via SATA docking station

    - by Robbo
    Installed 10.10 this week on dual boot system. Everything else works fine but cannot read from 2nd SATA drive with all my data. Same drive works normally when booted to Windows XP. Interesting part is that I can see the drive in Ubuntu Disk Manager, can read all its attributes, can test it, shows up in Disk Manager, Storage Device Manager and Mount Manager, and can mount it, even change attributes; it appears healthy but does not show up in "Computer" or anywhere else that it can be accessed. The drive is connected via an external e-SATA docking station which is connected to a SATA port on the motherboard.

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  • Microsoft Developers Development Laptops [closed]

    - by FidEliO
    Possible Duplicate: What should I be focusing on when building a development PC? I am a Microsoft Developer on Sharepoint and ASP.NET. I am tring to buy a new laptop since the one that I have is an old one. From my point of view, Microsoft Development tools are becomming more and more resource-consuming (I don't find a suitable reason for it though). So I thought I would go for a Lenovo U260 i-7. I do not know exactly if it is going to meet my requirement so that is why I wanted to ask specifically Microsoft Developers about the specification of CPU, RAM, and Storage Disk. Thanks in advance

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  • Windows Azure : J-2 avant le dev camp en direct sur Developpez.com, réservez votre mercredi

    Le 20 juin aura lieu la journée Dev Camp consacrée à Azure. [IMG]http://i.msdn.microsoft.com/hh868108.azure-camps(fr-fr,MSDN.10).png[/IMG] Cette journée est l'occasion de découvrir tous les services Cloud d'Azure (SQL Azure, Stockage avec Windows Azure Storage, Back-end, etc.), d'apprendre comment réaliser des projets et héberger des applications ? ou des sites webs - sur la plateforme. L'Azure Dev Camp abordera également les applications multi-tiers et la manière de « migrer, intégrer et étendre votre code et vos applications existantes grâce à Windows Azure ». Cette journée abordera aussi la construction d'APIs Web pour enrichir des applications mobiles iOS, Android et bien sûr Windows Phone. Enfin, le rendez-vous...

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  • Configuring Dropbox on Ubuntu server

    - by Daniel
    I've got a Ubuntu server running on an old laptop. The OS is on a 4GB USB drive and I use a SATA drive attached for storage. Now I wanted to set up Dropbox on this machine. I've got it running using this guide: http://www.byteindia.com/internet/install-dropbox-on-linux/482/. But I haven't synched yet because there won't be enough room in my home dir. My /home is on my 4GB USB since I never use it and all my data is on the 2TB drive mounted in /media/. What is the best way to set this up? Dropbox doesn't support moving the folder in Linux yet. I found a script to move the folder but it seems outdated. Perhaps I can use symlinks in some clever way? Or maybe move my /home folder to my SATA drive? Thanks in advance

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  • Reasonable size for "filesystem reserved blocks" for non-OS disks?

    - by j-g-faustus
    When creating a file system ( mkfs ...) the file system reserves 5% of the space for its own use because, according to man tune2fs: Reserving some number of filesystem blocks for use by privileged processes is done to avoid filesystem fragmentation, and to allow system daemons, such as syslogd(8), to continue to function correctly after non-privileged processes are prevented from writing to the filesystem. But with large drives 5% is quite a lot of space. I have 4x1.5 TB drives for data storage (the OS runs on a separate disk), so the default setting would reserve 300 GB, which is an order of magnitude more than the the entire OS drive. The reserved space can be tweaked, but what is a reasonable size for a data disk? Can I set it to zero, or could that lead to issues with fragmentation?

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  • What are the different ways to texture a terrain?

    - by ApocKalipsS
    I'm working with XNA on a 3D Game, and I'm trying to have a proper and nice environnement. I actually followed a tutorial to create a terrain from a Heightmap, and to texture it, I just apply a grass texture on it and tile it a number of times. But what I want to do is to have a really realistic texturing, but also generate it automatically (for example if I want to use a perlin noise to generate a terrain and then texture it). I already learnt about multi-texturing, loading a map file with different colors for different textures, but I don't think this is really efficient, for instance for cliffs or very steep areas it will tile a texture badly as it's a view from the top. Also I don't know how i'll draw roads or dirt paths with that. I hope you understood me despite my english! If you don't, basically, here what I want to do: How do I texture a randomly generated terrain? :) Thank you for your answers!

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  • How do I plot individual pixels using the XNA APIs?

    - by izb
    If I wanted to fill my game screen with individually coloured pixels, how would I do this? For example, if I wanted to write a 'game of life'-type game where each pixel was a cell, how would I achieve this using XNA? I've tried just calling SetData() on a Texture2D object using a screen-sized array of Color values, but it complains with: You may not call SetData on a resource while it is actively set on the GraphicsDevice. Unset it from the device before calling SetData. How do I do as it asks? Or better still... is there an alternative, better, efficient way to fill a screen with arbitrary pixels?

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  • EMEA Partner Community for Hardware at OpenWorld!

    - by Giuseppe Facchetti
    If you are going to OpenWorld next September, do not miss the opportunity to meet the key EMEA Resellers driving Hardware growth! EMEA Partner Community for Hardware Partner Success Stories & Program UpdatesThe key appointment at OOW for EMEA Hardware Partners This interactive session, dedicated to EMEA partners interested in growing their Servers and Storage business, will open with Oracle EMEA Executives sharing their thoughts on Hardware latest news, announcements, and related EMEA partner programs -- and how to leverage them in the EMEA market. And the core of the session will feature a few EMEA partners sharing their recent successes in using Oracle Hardware as the infrastructure for mission critical solutions that solve key customer business issues -- and help EMEA customers (and partners!) grow their business. Details and logistics: Make sure you register for OPN Exchange @ OpenWorld and check the Content Catalog. Contact: [email protected]

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  • Managing text-maps in a 2D array on to be painted on HTML5 Canvas

    - by weka
    So, I'm making a HTML5 RPG just for fun. The map is a <canvas> (512px width, 352px height | 16 tiles across, 11 tiles top to bottom). I want to know if there's a more efficient way to paint the <canvas>. Here's how I have it right now. How tiles are loaded and painted on map The map is being painted by tiles (32x32) using the Image() piece. The image files are loaded through a simple for loop and put into an array called tiles[] to be PAINTED on using drawImage(). First, we load the tiles... and here's how it's being done: // SET UP THE & DRAW THE MAP TILES tiles = []; var loadedImagesCount = 0; for (x = 0; x <= NUM_OF_TILES; x++) { var imageObj = new Image(); // new instance for each image imageObj.src = "js/tiles/t" + x + ".png"; imageObj.onload = function () { console.log("Added tile ... " + loadedImagesCount); loadedImagesCount++; if (loadedImagesCount == NUM_OF_TILES) { // Onces all tiles are loaded ... // We paint the map for (y = 0; y <= 15; y++) { for (x = 0; x <= 10; x++) { theX = x * 32; theY = y * 32; context.drawImage(tiles[5], theY, theX, 32, 32); } } } }; tiles.push(imageObj); } Naturally, when a player starts a game it loads the map they last left off. But for here, it an all-grass map. Right now, the maps use 2D arrays. Here's an example map. [[4, 1, 4, 1, 4, 1, 4, 1, 4, 1, 4, 1, 1, 1, 1, 1], [1, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 1, 1, 1, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 1, 13, 13, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 1, 13, 13, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 1, 13, 13, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 1, 1, 1, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 13, 13, 13, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 13, 11, 11, 11, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 1, 1, 1, 1, 1, 1, 1, 13, 13, 13, 13, 13, 1], [1, 1, 1, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 1, 1, 1]]; I get different maps using a simple if structure. Once the 2d array above is return, the corresponding number in each array will be painted according to Image() stored inside tile[]. Then drawImage() will occur and paint according to the x and y and times it by 32 to paint on the correct x-y coordinate. How multiple map switching occurs With my game, maps have five things to keep track of: currentID, leftID, rightID, upID, and bottomID. currentID: The current ID of the map you are on. leftID: What ID of currentID to load when you exit on the left of current map. rightID: What ID of currentID to load when you exit on the right of current map. downID: What ID of currentID to load when you exit on the bottom of current map. upID: What ID of currentID to load when you exit on the top of current map. Something to note: If either leftID, rightID, upID, or bottomID are NOT specific, that means they are a 0. That means they cannot leave that side of the map. It is merely an invisible blockade. So, once a person exits a side of the map, depending on where they exited... for example if they exited on the bottom, bottomID will the number of the map to load and thus be painted on the map. Here's a representational .GIF to help you better visualize: As you can see, sooner or later, with many maps I will be dealing with many IDs. And that can possibly get a little confusing and hectic. The obvious pros is that it load 176 tiles at a time, refresh a small 512x352 canvas, and handles one map at time. The con is that the MAP ids, when dealing with many maps, may get confusing at times. My question Is this an efficient way to store maps (given the usage of tiles), or is there a better way to handle maps? I was thinking along the lines of a giant map. The map-size is big and it's all one 2D array. The viewport, however, is still 512x352 pixels. Here's another .gif I made (for this question) to help visualize: Sorry if you cannot understand my English. Please ask anything you have trouble understanding. Hopefully, I made it clear. Thanks.

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  • Developing Schema Compare for Oracle (Part 6): 9i Query Performance

    - by Simon Cooper
    All throughout the EAP and beta versions of Schema Compare for Oracle, our main request was support for Oracle 9i. After releasing version 1.0 with support for 10g and 11g, our next step was then to get version 1.1 of SCfO out with support for 9i. However, there were some significant problems that we had to overcome first. This post will concentrate on query execution time. When we first tested SCfO on a 9i server, after accounting for various changes to the data dictionary, we found that database registration was taking a long time. And I mean a looooooong time. The same database that on 10g or 11g would take a couple of minutes to register would be taking upwards of 30 mins on 9i. Obviously, this is not ideal, so a poke around the query execution plans was required. As an example, let's take the table population query - the one that reads ALL_TABLES and joins it with a few other dictionary views to get us back our list of tables. On 10g, this query takes 5.6 seconds. On 9i, it takes 89.47 seconds. The difference in execution plan is even more dramatic - here's the (edited) execution plan on 10g: -------------------------------------------------------------------------------| Id | Operation | Name | Bytes | Cost |-------------------------------------------------------------------------------| 0 | SELECT STATEMENT | | 108K| 939 || 1 | SORT ORDER BY | | 108K| 939 || 2 | NESTED LOOPS OUTER | | 108K| 938 ||* 3 | HASH JOIN RIGHT OUTER | | 103K| 762 || 4 | VIEW | ALL_EXTERNAL_LOCATIONS | 2058 | 3 ||* 20 | HASH JOIN RIGHT OUTER | | 73472 | 759 || 21 | VIEW | ALL_EXTERNAL_TABLES | 2097 | 3 ||* 34 | HASH JOIN RIGHT OUTER | | 39920 | 755 || 35 | VIEW | ALL_MVIEWS | 51 | 7 || 58 | NESTED LOOPS OUTER | | 39104 | 748 || 59 | VIEW | ALL_TABLES | 6704 | 668 || 89 | VIEW PUSHED PREDICATE | ALL_TAB_COMMENTS | 2025 | 5 || 106 | VIEW | ALL_PART_TABLES | 277 | 11 |------------------------------------------------------------------------------- And the same query on 9i: -------------------------------------------------------------------------------| Id | Operation | Name | Bytes | Cost |-------------------------------------------------------------------------------| 0 | SELECT STATEMENT | | 16P| 55G|| 1 | SORT ORDER BY | | 16P| 55G|| 2 | NESTED LOOPS OUTER | | 16P| 862M|| 3 | NESTED LOOPS OUTER | | 5251G| 992K|| 4 | NESTED LOOPS OUTER | | 4243M| 2578 || 5 | NESTED LOOPS OUTER | | 2669K| 1440 ||* 6 | HASH JOIN OUTER | | 398K| 302 || 7 | VIEW | ALL_TABLES | 342K| 276 || 29 | VIEW | ALL_MVIEWS | 51 | 20 ||* 50 | VIEW PUSHED PREDICATE | ALL_TAB_COMMENTS | 2043 | ||* 66 | VIEW PUSHED PREDICATE | ALL_EXTERNAL_TABLES | 1777K| ||* 80 | VIEW PUSHED PREDICATE | ALL_EXTERNAL_LOCATIONS | 1744K| ||* 96 | VIEW | ALL_PART_TABLES | 852K| |------------------------------------------------------------------------------- Have a look at the cost column. 10g's overall query cost is 939, and 9i is 55,000,000,000 (or more precisely, 55,496,472,769). It's also having to process far more data. What on earth could be causing this huge difference in query cost? After trawling through the '10g New Features' documentation, we found item 1.9.2.21. Before 10g, Oracle advised that you do not collect statistics on data dictionary objects. From 10g, it advised that you do collect statistics on the data dictionary; for our queries, Oracle therefore knows what sort of data is in the dictionary tables, and so can generate an efficient execution plan. On 9i, no statistics are present on the system tables, so Oracle has to use the Rule Based Optimizer, which turns most LEFT JOINs into nested loops. If we force 9i to use hash joins, like 10g, we get a much better plan: -------------------------------------------------------------------------------| Id | Operation | Name | Bytes | Cost |-------------------------------------------------------------------------------| 0 | SELECT STATEMENT | | 7587K| 3704 || 1 | SORT ORDER BY | | 7587K| 3704 ||* 2 | HASH JOIN OUTER | | 7587K| 822 ||* 3 | HASH JOIN OUTER | | 5262K| 616 ||* 4 | HASH JOIN OUTER | | 2980K| 465 ||* 5 | HASH JOIN OUTER | | 710K| 432 ||* 6 | HASH JOIN OUTER | | 398K| 302 || 7 | VIEW | ALL_TABLES | 342K| 276 || 29 | VIEW | ALL_MVIEWS | 51 | 20 || 50 | VIEW | ALL_PART_TABLES | 852K| 104 || 78 | VIEW | ALL_TAB_COMMENTS | 2043 | 14 || 93 | VIEW | ALL_EXTERNAL_LOCATIONS | 1744K| 31 || 106 | VIEW | ALL_EXTERNAL_TABLES | 1777K| 28 |------------------------------------------------------------------------------- That's much more like it. This drops the execution time down to 24 seconds. Not as good as 10g, but still an improvement. There are still several problems with this, however. 10g introduced a new join method - a right outer hash join (used in the first execution plan). The 9i query optimizer doesn't have this option available, so forcing a hash join means it has to hash the ALL_TABLES table, and furthermore re-hash it for every hash join in the execution plan; this could be thousands and thousands of rows. And although forcing hash joins somewhat alleviates this problem on our test systems, there's no guarantee that this will improve the execution time on customers' systems; it may even increase the time it takes (say, if all their tables are partitioned, or they've got a lot of materialized views). Ideally, we would want a solution that provides a speedup whatever the input. To try and get some ideas, we asked some oracle performance specialists to see if they had any ideas or tips. Their recommendation was to add a hidden hook into the product that allowed users to specify their own query hints, or even rewrite the queries entirely. However, we would prefer not to take that approach; as well as a lot of new infrastructure & a rewrite of the population code, it would have meant that any users of 9i would have to spend some time optimizing it to get it working on their system before they could use the product. Another approach was needed. All our population queries have a very specific pattern - a base table provides most of the information we need (ALL_TABLES for tables, or ALL_TAB_COLS for columns) and we do a left join to extra subsidiary tables that fill in gaps (for instance, ALL_PART_TABLES for partition information). All the left joins use the same set of columns to join on (typically the object owner & name), so we could re-use the hash information for each join, rather than re-hashing the same columns for every join. To allow us to do this, along with various other performance improvements that could be done for the specific query pattern we were using, we read all the tables individually and do a hash join on the client. Fortunately, this 'pure' algorithmic problem is the kind that can be very well optimized for expected real-world situations; as well as storing row data we're not using in the hash key on disk, we use very specific memory-efficient data structures to store all the information we need. This allows us to achieve a database population time that is as fast as on 10g, and even (in some situations) slightly faster, and a memory overhead of roughly 150 bytes per row of data in the result set (for schemas with 10,000 tables in that means an extra 1.4MB memory being used during population). Next: fun with the 9i dictionary views.

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  • REGISTER TODAY: Oracle Linux and Oracle VM Virtual SysAdmin Day- July 15

    - by Zeynep Koch
    Are you just starting on Oracle Linux or do you still feel you are missing some knowledge on how to configure, install or patch your Oracle Linux? If you answered yes, this event for you. This is our second virtual sysadmin day for Oracle Linux and it had been hugely popular in the past. This is a hands-on experience for all those Sysadmins that are looking for a great training without leaving their office or home. You will learn to: Install Oracle Linux using RPM and yum repositories; create storage volumes, prepare block devices, work with filesystems Create and mount Btrfs in Oracle Linux, work with block devices and snapshots Come and join us on July 15, 9am-12pm Pacific Time for an informative and interactive session. See more details and register 

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  • Find Nearest Object

    - by ultifinitus
    I have a fairly sizable game engine created, and I'm adding some needed features, such as this, how do I find the nearest object from a list of points? In this case, I could simply use the Pythagorean theorem to find the distance, and check the results. I know I can't simply add x and y, because that's the distance to the object, if you only took right angle turns. However I'm wondering if there's something else I could do? I also have a collision system, where essentially I turn objects into smaller objects on a smaller grid, kind of like a minimap, and only if objects exist in the same gridspace do I check for collisions, I could do the same thing, only make the gridspace larger to check for closeness. (rather than checking every. single. object) however that would take additional setup in my base class and clutter up the already cluttered object. TL;DR Question: Is there something efficient and accurate that I can use to detect which object is closest, based on a list of points and sizes?

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  • Cost of maintenance depending on paradigms

    - by Anto
    Is there any data on which paradigms allow for code which is easier/cheaper to maintain? Certainly, independantly of the chosen paradigm, good design is cheaper to maintain than bad, but there should probably be major differences coming only from the paradigm choice. Unstructured programming, for instance, generates very messy code (spaghetti code) which is expensive to maintain. In object oriented programming, implementation details are hidden and thus it should be pretty cheap to change those. In functional programming, there are no side effects, thus there is lesser risk of introducing bugs during maintainance, which should be cheaper. Is there any data on which paradigms are the most cost-efficient when coming down to maintenance? If no such data exists, what is your take on the question?

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  • Introducing the Hardware Sales Consultant (Presales) Team in Greece

    - by fboufis
    Hello World and welcome to the blog of the Oracle Hardware Presales Team in Athens.The team is responsible for a cluster of six (6) countries which includes Greece, Cyprus, Malta, The Former Yugoslav Republic of Macedonia, Albania and Kosovo.We handle the complete hardware & systems software portfolio, namely: Engineered Systems: Purpose-build and General-purpose solutions Servers: SPARC (M & T-Series) & x86 (X-Series) servers Operating Systems: Oracle Solaris & Oracle Linux Virtualization Technologies: Oracle VM, Solaris Zones & Dynamic Domains Storage: NAS (ZFSSA), SAN (Axiom) & Tape (StorageTek) Systems Software: High Availability (Solaris Cluster) & Systems Management (Ops Center) and a multitude of other products, all of which will be the main topic of our blog. We design and propose solutions based on these products and assist both customers and partners in integrating those solutions in existing datacenters.We will be happy to support you in your projects, provide information and discuss your business issues, so do not hesitate to contact us.Filippos Boufis – Oracle Hardware Principal Sales Consultant

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  • Create a fast algorithm for a "weighted" median

    - by Hameer Abbasi
    Suppose we have a set S with k elements of 2-dimensional vectors, (x, n). What would be the most efficient algorithm to calculate the median of the weighted set? By "weighted set", I mean that the number x has a weight n. Here is an example (inefficient due to sorting) algorithm, where Sx is the x-part, and Sn is the n-part. Assume that all co-ordinate pairs are already arranged in Sx, with the respective changes also being done in Sn, and the sum of n is sumN: sum <= 0; i<= 0 while(sum < sumN) sum <= sum + Sn(i) ++i if(sum > sumN/2) return Sx(i) else return (Sx(i)*Sn(i) + Sx(i+1)*Sn(i+1))/(Sn(i) + Sn(i+1)) EDIT: Would this hold in two or more dimensions, if we were to calculate the median first in one dimension, then in another, with n being the sum along that dimension in the second pass?

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  • How To Use USB Drives With the Nexus 7 and Other Android Devices

    - by Chris Hoffman
    The Nexus 7 may not have a lot of storage space – especially the original 8 GB model – but you can connect a USB drive to it if you want to watch videos or access other files. Unfortunately, Android doesn’t automatically mount USB drives by default. You’ll need to root your device to enable support for USB drives. Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder? Why Your Android Phone Isn’t Getting Operating System Updates and What You Can Do About It How To Delete, Move, or Rename Locked Files in Windows

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  • in memory datastore in haskell

    - by Simon
    I want to implement an in memory datastore for a web service in Haskell. I want to run transactions in the stm monad. When I google hash table steam Haskell I only get this: Data. BTree. HashTable. STM. The module name and complexities suggest that this is implemented as a tree. I would think that an array would be more efficient for mutable hash tables. Is there a reason to avoid using an array for an STM hashtable? Do I gain anything with this stem hash table or should I just use a steam ref to an IntMap?

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  • May 2010 Chicago Architects Group Wrap Up

    - by Tim Murphy
    Scott Seely did a wonderful job this evening of explaining how cloud services fit into our application architectures and specifically how Azure is organized.  He covered everything from Table Storage to code name Dallas (OData).  The discussion continued well beyond the end of the meeting which was attended by members of all sectors of IT and multiple platforms. Be sure to join us in the upcoming months as we cover the following topics: June – Document Generation Architecture July – Architecting a BI Installation August - MVVM – the What, Why and When Stay tuned. del.icio.us Tags: Chicago Architects Group,Azure,Cloud Computing,Dallas,Scott Seely,MVVM,Business Intelligence

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  • How to implement the light trails for a tron game?

    - by Link
    Well I was creating a TRON style game, but had an issue with creating the actual light trails for the game. What I'm doing currently is I have an array the same size as my window in pixel size, implemented like this: int* collision[800][600]; Then when the bike goes on a certain pixel, it is marked with a 1 for traveled on. However what is the most efficient way to create a working light trail display? I tried to do something like this: int i, j; for(i=0; i<800; i++) for(j=0; j<600; j++) if(*collision[i][j] == 1) Image::applySurface(i, j, trailSurface, gameScreen); But it isn't working properly? It just fills the whole screen with a sprite instead. Whats a better/faster/working way to do this?

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