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  • Why is processing a sorted array faster than an unsorted array?

    - by GManNickG
    Here is a piece of code that shows some very peculiar performance. For some strange reason, sorting the data miraculously speeds up the code by almost 6x: #include <algorithm> #include <ctime> #include <iostream> int main() { // generate data const unsigned arraySize = 32768; int data[arraySize]; for (unsigned c = 0; c < arraySize; ++c) data[c] = std::rand() % 256; // !!! with this, the next loop runs faster std::sort(data, data + arraySize); // test clock_t start = clock(); long long sum = 0; for (unsigned i = 0; i < 100000; ++i) { // primary loop for (unsigned c = 0; c < arraySize; ++c) { if (data[c] >= 128) sum += data[c]; } } double elapsedTime = static_cast<double>(clock() - start) / CLOCKS_PER_SEC; std::cout << elapsedTime << std::endl; std::cout << "sum = " << sum << std::endl; } Without std::sort(data, data + arraySize);, the code runs in 11.54 seconds. With the sorted data, the code runs in 1.93 seconds. Initially I thought this might be just a language or compiler anomaly. So I tried it Java... import java.util.Arrays; import java.util.Random; public class Main { public static void main(String[] args) { // generate data int arraySize = 32768; int data[] = new int[arraySize]; Random rnd = new Random(0); for (int c = 0; c < arraySize; ++c) data[c] = rnd.nextInt() % 256; // !!! with this, the next loop runs faster Arrays.sort(data); // test long start = System.nanoTime(); long sum = 0; for (int i = 0; i < 100000; ++i) { // primary loop for (int c = 0; c < arraySize; ++c) { if (data[c] >= 128) sum += data[c]; } } System.out.println((System.nanoTime() - start) / 1000000000.0); System.out.println("sum = " + sum); } } with a similar but less extreme result. My first thought was that sorting brings the data into cache, but my next thought was how silly that is because the array was just generated. What is going on? Why is a sorted array faster than an unsorted array? The code is summing up some independent terms, the order should not matter.

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  • Getting size of a webpage before parsing it

    - by user2869844
    I am trying to parse a webpage using jsoup and all is working good using this code: class DownloadSearchResultsTask extends AsyncTask<String, Integer, ArrayList> { private String link = "link"; private String title = "title"; private String vote = "vote"; private String age = "age"; private String size = "size"; private String seeders = "seeders"; private String leechers = "leachers"; @Override protected void onPreExecute() { // TODO Auto-generated method stub super.onPreExecute(); } @Override protected ArrayList doInBackground(String... params) { // TODO Auto-generated method stub ArrayList <HashMap<String, String>> searchResult = new ArrayList<HashMap<String, String>>(); HashMap<String, String> map; String link, title, vote, age, size, seeders, leechers; try { HttpURLConnection httpURLConnection=(HttpURLConnection) new URL("http://www.facebook.com").openConnection(); Log.d("VIVZ", httpURLConnection.getContentLength()+""); } catch (MalformedURLException e1) { // TODO Auto-generated catch block e1.printStackTrace(); } catch (IOException e1) { // TODO Auto-generated catch block e1.printStackTrace(); } Document mDocument; try { long l1=System.nanoTime(); Log.e("VIVZ",l1+""); mDocument = Jsoup .connect(params[0]) .userAgent( "Mozilla/5.0 (Windows; U; WindowsNT 5.1; en-US; rv1.8.1.6) Gecko/20070725 Firefox/2.0.0.6") .referrer("http://www.google.com").get(); long l2=System.nanoTime(); Log.e("VIVZ",(l2-l1)+""); Elements mResults = mDocument.select("div.results dl"); for (Element result : mResults) { map = new HashMap<String, String>(); Elements elements = result.select("dt a"); for (Element linkAndTitle : elements) { link = linkAndTitle.attr("abs:href"); title = linkAndTitle.text(); map.put(this.link, link); map.put(this.title, title); } elements = result.select("dd span.v"); for (Element v : elements) { vote = v.text(); map.put(this.vote, vote); } elements = result.select("dd span.a"); for (Element a : elements) { age = a.text(); map.put(this.age, age); } elements = result.select("dd span.s"); for (Element s : elements) { size = s.text(); map.put(this.size, size); } elements = result.select("dd span.u"); for (Element u : elements) { seeders = u.text(); map.put(this.seeders, seeders); } elements = result.select("dd span.d"); for (Element d : elements) { leechers = d.text(); map.put(this.leechers, leechers); } searchResult.add(map); } Log.e("VIVZ", searchResult.toString()); return searchResult; } catch (IOException e) { // TODO Auto-generated catch block Log.e("VIVZ",e+""); } return null; } @Override protected void onPostExecute(ArrayList result) { // TODO Auto-generated method stub super.onPostExecute(result); } } The problem is i want to get the size of page before parsing it and show a Determinate progress bar please help me ..... thanx in advance

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  • Passing elapsed time to the update function from the game loop

    - by Sri Harsha Chilakapati
    I want to pass the time elapsed to the update() method as this would make easy to implement the animations and time related concepts. Here's my game-loop. public void gameLoop(){ boolean running = true; long gameTime = getCurrentTime(); long elapsedTime = 0; long lastUpdateTime = 0; int loops; while (running){ loops = 0; while(getCurrentTime()>gameTime && loops<Global.MAX_FRAMESKIP){ elapsedTime = getCurrentTime() - lastUpdateTime; lastUpdateTime = getCurrentTime(); update(elapsedTime); gameTime += SKIP_STEPS; loops++; } displayGame(); } } getCurrentTime() method public long getCurrentTime(){ return (System.nanoTime()/1000000); } update() method long time = 0; public void update(long elapsedTime){ time += elapsedTime; if (time>=1000){ System.out.println("A second elapsed"); time -= 1000; } } But this is printing the message for 3 seconds. Thanks.

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  • Limiting game loop to exactly 60 tics per second (Android / Java)

    - by user22241
    So I'm having terrible problems with stuttering sprites. My rendering and logic takes less than a game tic (16.6667ms) However, although my game loop runs most of the time at 60 ticks per second, it sometimes goes up to 61 - when this happens, the sprites stutter. Currently, my variables used are: //Game updates per second final int ticksPerSecond = 60; //Amount of time each update should take final int skipTicks = (1000 / ticksPerSecond); This is my current game loop @Override public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub //This method will run continuously //You should call both 'render' and 'update' methods from here //Set curTime initial value if '0' //Set/Re-set loop back to 0 to start counting again loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip){ SceneManager.getInstance().getCurrentScene().updateLogic(); //Time correction to compensate for the missing .6667ms when using int values nextGameTick+=skipTicks; timeCorrection += (1000d/ticksPerSecond) % 1; nextGameTick+=timeCorrection; timeCorrection %=1; //Increase loops loops++; } render(); } I realise that my skipTicks is an int and therefore will come out as 16 rather that 16.6667 However, I tried changing it (and ticksPerSecond) to Longs but got the same problem). I also tried to change the timer used to Nanotime and skiptics to 1000000000/ticksPerSecond, but everything just ran at about 300 ticks per seconds. All I'm attempting to do is to limit my game loop to 60 - what is the best way to guarantee that my game updates never happen at more than 60 times a second? Please note, I do realise that very very old devices might not be able to handle 60 although I really don't expect this to happen - I've tested it on the lowest device I have and it easily achieves 60 tics. So I'm not worried about a device not being able to handle the 60 ticks per second, but rather need to limit it - any help would be appreciated.

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  • Parallel Classloading Revisited: Fully Concurrent Loading

    - by davidholmes
    Java 7 introduced support for parallel classloading. A description of that project and its goals can be found here: http://openjdk.java.net/groups/core-libs/ClassLoaderProposal.html The solution for parallel classloading was to add to each class loader a ConcurrentHashMap, referenced through a new field, parallelLockMap. This contains a mapping from class names to Objects to use as a classloading lock for that class name. This was then used in the following way: protected Class loadClass(String name, boolean resolve) throws ClassNotFoundException { synchronized (getClassLoadingLock(name)) { // First, check if the class has already been loaded Class c = findLoadedClass(name); if (c == null) { long t0 = System.nanoTime(); try { if (parent != null) { c = parent.loadClass(name, false); } else { c = findBootstrapClassOrNull(name); } } catch (ClassNotFoundException e) { // ClassNotFoundException thrown if class not found // from the non-null parent class loader } if (c == null) { // If still not found, then invoke findClass in order // to find the class. long t1 = System.nanoTime(); c = findClass(name); // this is the defining class loader; record the stats sun.misc.PerfCounter.getParentDelegationTime().addTime(t1 - t0); sun.misc.PerfCounter.getFindClassTime().addElapsedTimeFrom(t1); sun.misc.PerfCounter.getFindClasses().increment(); } } if (resolve) { resolveClass(c); } return c; } } Where getClassLoadingLock simply does: protected Object getClassLoadingLock(String className) { Object lock = this; if (parallelLockMap != null) { Object newLock = new Object(); lock = parallelLockMap.putIfAbsent(className, newLock); if (lock == null) { lock = newLock; } } return lock; } This approach is very inefficient in terms of the space used per map and the number of maps. First, there is a map per-classloader. As per the code above under normal delegation the current classloader creates and acquires a lock for the given class, checks if it is already loaded, then asks its parent to load it; the parent in turn creates another lock in its own map, checks if the class is already loaded and then delegates to its parent and so on till the boot loader is invoked for which there is no map and no lock. So even in the simplest of applications, you will have two maps (in the system and extensions loaders) for every class that has to be loaded transitively from the application's main class. If you knew before hand which loader would actually load the class the locking would only need to be performed in that loader. As it stands the locking is completely unnecessary for all classes loaded by the boot loader. Secondly, once loading has completed and findClass will return the class, the lock and the map entry is completely unnecessary. But as it stands, the lock objects and their associated entries are never removed from the map. It is worth understanding exactly what the locking is intended to achieve, as this will help us understand potential remedies to the above inefficiencies. Given this is the support for parallel classloading, the class loader itself is unlikely to need to guard against concurrent load attempts - and if that were not the case it is likely that the classloader would need a different means to protect itself rather than a lock per class. Ultimately when a class file is located and the class has to be loaded, defineClass is called which calls into the VM - the VM does not require any locking at the Java level and uses its own mutexes for guarding its internal data structures (such as the system dictionary). The classloader locking is primarily needed to address the following situation: if two threads attempt to load the same class, one will initiate the request through the appropriate loader and eventually cause defineClass to be invoked. Meanwhile the second attempt will block trying to acquire the lock. Once the class is loaded the first thread will release the lock, allowing the second to acquire it. The second thread then sees that the class has now been loaded and will return that class. Neither thread can tell which did the loading and they both continue successfully. Consider if no lock was acquired in the classloader. Both threads will eventually locate the file for the class, read in the bytecodes and call defineClass to actually load the class. In this case the first to call defineClass will succeed, while the second will encounter an exception due to an attempted redefinition of an existing class. It is solely for this error condition that the lock has to be used. (Note that parallel capable classloaders should not need to be doing old deadlock-avoidance tricks like doing a wait() on the lock object\!). There are a number of obvious things we can try to solve this problem and they basically take three forms: Remove the need for locking. This might be achieved by having a new version of defineClass which acts like defineClassIfNotPresent - simply returning an existing Class rather than triggering an exception. Increase the coarseness of locking to reduce the number of lock objects and/or maps. For example, using a single shared lockMap instead of a per-loader lockMap. Reduce the lifetime of lock objects so that entries are removed from the map when no longer needed (eg remove after loading, use weak references to the lock objects and cleanup the map periodically). There are pros and cons to each of these approaches. Unfortunately a significant "con" is that the API introduced in Java 7 to support parallel classloading has essentially mandated that these locks do in fact exist, and they are accessible to the application code (indirectly through the classloader if it exposes them - which a custom loader might do - and regardless they are accessible to custom classloaders). So while we can reason that we could do parallel classloading with no locking, we can not implement this without breaking the specification for parallel classloading that was put in place for Java 7. Similarly we might reason that we can remove a mapping (and the lock object) because the class is already loaded, but this would again violate the specification because it can be reasoned that the following assertion should hold true: Object lock1 = loader.getClassLoadingLock(name); loader.loadClass(name); Object lock2 = loader.getClassLoadingLock(name); assert lock1 == lock2; Without modifying the specification, or at least doing some creative wordsmithing on it, options 1 and 3 are precluded. Even then there are caveats, for example if findLoadedClass is not atomic with respect to defineClass, then you can have concurrent calls to findLoadedClass from different threads and that could be expensive (this is also an argument against moving findLoadedClass outside the locked region - it may speed up the common case where the class is already loaded, but the cost of re-executing after acquiring the lock could be prohibitive. Even option 2 might need some wordsmithing on the specification because the specification for getClassLoadingLock states "returns a dedicated object associated with the specified class name". The question is, what does "dedicated" mean here? Does it mean unique in the sense that the returned object is only associated with the given class in the current loader? Or can the object actually guard loading of multiple classes, possibly across different class loaders? So it seems that changing the specification will be inevitable if we wish to do something here. In which case lets go for something that more cleanly defines what we want to be doing: fully concurrent class-loading. Note: defineClassIfNotPresent is already implemented in the VM as find_or_define_class. It is only used if the AllowParallelDefineClass flag is set. This gives us an easy hook into existing VM mechanics. Proposal: Fully Concurrent ClassLoaders The proposal is that we expand on the notion of a parallel capable class loader and define a "fully concurrent parallel capable class loader" or fully concurrent loader, for short. A fully concurrent loader uses no synchronization in loadClass and the VM uses the "parallel define class" mechanism. For a fully concurrent loader getClassLoadingLock() can return null (or perhaps not - it doesn't matter as we won't use the result anyway). At present we have not made any changes to this method. All the parallel capable JDK classloaders become fully concurrent loaders. This doesn't require any code re-design as none of the mechanisms implemented rely on the per-name locking provided by the parallelLockMap. This seems to give us a path to remove all locking at the Java level during classloading, while retaining full compatibility with Java 7 parallel capable loaders. Fully concurrent loaders will still encounter the performance penalty associated with concurrent attempts to find and prepare a class's bytecode for definition by the VM. What this penalty is depends on the number of concurrent load attempts possible (a function of the number of threads and the application logic, and dependent on the number of processors), and the costs associated with finding and preparing the bytecodes. This obviously has to be measured across a range of applications. Preliminary webrevs: http://cr.openjdk.java.net/~dholmes/concurrent-loaders/webrev.hotspot/ http://cr.openjdk.java.net/~dholmes/concurrent-loaders/webrev.jdk/ Please direct all comments to the mailing list [email protected].

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  • ScheduledThreadPoolExecutor executing a wrong time because of CPU time discrepancy

    - by richs
    I'm scheduling a task using a ScheduledThreadPoolExecutor object. I use the following method: public ScheduledFuture<?> schedule(Runnable command, long delay,TimeUnit unit) and set the delay to 30 seconds (delay = 30,000 and unit=TimeUnit.MILLISECONDS). Sometimes my task occurs immediately and other times it takes 70 seconds. I believe the ScheduledThreadPoolExecutor uses CPU specific clocks. When i run tests comparing System.currentTimeMillis(), System.nanoTime() [which is CPU specific] i see the following schedule: 1272637682651ms, 7858346157228410ns execute: 1272637682667ms, 7858386270968425ns difference is 16ms but 4011374001ns (or 40,113ms) so it looks like there is discrepancy between two CPU clocks of 40 seconds How do i resolve this issue in java code? Unfortunately this is a clients machine and i can't modify their system.

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  • spring mvc forward to jsp

    - by jerluc
    I currently have my web.xml configured to catch 404s and send them to my spring controller which will perform a search given the original URL request. The functionality is all there as far as the catch and search go, however the trouble begins to arise when I try to return a view. <bean class="org.springframework.web.servlet.view.ContentNegotiatingViewResolver" p:order="1"> <property name="mediaTypes"> <map> <entry key="json" value="application/json" /> <entry key="jsp" value="text/html" /> </map> </property> <property name="defaultContentType" value="application/json" /> <property name="favorPathExtension" value="true" /> <property name="viewResolvers"> <list> <bean class="org.springframework.web.servlet.view.BeanNameViewResolver" /> <bean id="viewResolver" class="org.springframework.web.servlet.view.InternalResourceViewResolver"> <property name="prefix" value="/WEB-INF/jsp/" /> <property name="suffix" value="" /> </bean> </list> </property> <property name="defaultViews"> <list> <bean class="org.springframework.web.servlet.view.json.MappingJacksonJsonView" /> </list> </property> <property name="ignoreAcceptHeader" value="true" /> </bean> This is a snippet from my MVC config file. The problem lies in resolving the view's path to the /WEB-INF/jsp/ directory. Using a logger in my JBoss setup, I can see that when I test this search controller by going to a non-existent page, the following occurs: Server can't find the request Request is sent to 404 error page (in this case my search controller) Search controller performs search Search controller returns view name (for this illustration, we'll assume test.jsp is returned) Based off of server logger, I can see that org.springframework.web.servlet.view.JstlView is initialized once my search controller returns the view name (so I can assume it is being picked up correctly by the InternalResourceViewResolver) Server attempts to return content to browser resulting in a 404! A couple things confuse me about this: I'm not 100% sure why this isn't resolving when test.jsp clearly exists under the /WEB-INF/jsp/ directory. Even if there was some other problem, why would this result in a 404? Shouldn't a 404 error page that results in another 404 theoretically create an infinite loop? Thanks for any help or pointers! Controller class [incomplete]: @Controller public class SiteMapController { //-------------------------------------------------------------------------------------- @Autowired(required=true) private SearchService search; @Autowired(required=true) private CatalogService catalog; //-------------------------------------------------------------------------------------- @RequestMapping(value = "/sitemap", method = RequestMethod.GET) public String sitemap (HttpServletRequest request, HttpServletResponse response) { String forwardPath = ""; try { long startTime = System.nanoTime() / 1000000; String pathQuery = (String) request.getAttribute("javax.servlet.error.request_uri"); Scanner pathScanner = new Scanner(pathQuery).useDelimiter("\\/"); String context = pathScanner.next(); List<ProductLightDTO> results = new ArrayList<ProductLightDTO>(); StringBuilder query = new StringBuilder(); String currentValue; while (pathScanner.hasNext()) { currentValue = pathScanner.next().toLowerCase(); System.out.println(currentValue); if (query.length() > 0) query.append(" AND "); if (currentValue.contains("-")) { query.append("\""); query.append(currentValue.replace("-", " ")); query.append("\""); } else { query.append(currentValue + "*"); } } //results.addAll(this.doSearch(query.toString())); System.out.println("Request: " + pathQuery); System.out.println("Built Query:" + query.toString()); //System.out.println("Result size: " + results.size()); long totalTime = (System.nanoTime() / 1000000) - startTime; System.out.println("Total TTP: " + totalTime + "ms"); if (results == null || results.size() == 0) { forwardPath = "home.jsp"; } else if (results.size() == 1) { forwardPath = "product.jsp"; } else { forwardPath = "category.jsp"; } } catch (Exception ex) { System.err.println(ex); } System.out.println("Returning view: " + forwardPath); return forwardPath; } }

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  • Setting cookie in LiftFilter

    - by Gero
    Hi, How do I set a cookie in a LiftFilter.doFilter method? I tried to set the cookie as follows (stripped some code): class AuthenticationFilter extends LiftFilter { override def doFilter(request: ServletRequest, response: ServletResponse , chain: FilterChain) { val cookie = new HTTPCookie("SomeCookie", Full("" + System.nanoTime), Empty, Full("/authentication"), Full(60 * 60 * 24 * 14), Empty, Empty) cookie.setPath("/somePath") S.addCookie(cookie) val httpResp = response.asInstanceOf[HttpServletResponse] httpResp.sendRedirect("/some/page.html") } } However, when I check the browsers cookie, no cookie is set (apart from JSESSIONID), and I know the doFilter method is being executed because of logging messages and the fact that the browser is redirected to /some/page.html. I'm using Scala 2.8, Lift 2.1-SNAPSHOT and the app is running is GAE (1.3.6, only tested on dev_appserver so far). Any ideas? Thanks, Gero

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  • How to properly do weapon cool-down reload timer in multi-player laggy environment?

    - by John Murdoch
    I want to handle weapon cool-down timers in a fair and predictable way on both client on server. Situation: Multiple clients connected to server, which is doing hit detection / physics Clients have different latency for their connections to server ranging from 50ms to 500ms. They want to shoot weapons with fairly long reload/cool-down times (assume exactly 10 seconds) It is important that they get to shoot these weapons close to the cool-down time, as if some clients manage to shoot sooner than others (either because they are "early" or the others are "late") they gain a significant advantage. I need to show time remaining for reload on player's screen Clients can have clocks which are flat-out wrong (bad timezones, etc.) What I'm currently doing to deal with latency: Client collects server side state in a history, tagged with server timestamps Client assesses his time difference with server time: behindServerTimeNs = (behindServerTimeNs + (System.nanoTime() - receivedState.getServerTimeNs())) / 2 Client renders all state received from server 200 ms behind from his current time, adjusted by what he believes his time difference with server time is (whether due to wrong clocks, or lag). If he has server states on both sides of that calculated time, he (mostly LERP) interpolates between them, if not then he (LERP) extrapolates. No other client-side prediction of movement, e.g., to make his vehicle seem more responsive is done so far, but maybe will be added later So how do I properly add weapon reload timers? My first idea would be for the server to send each player the time when his reload will be done with each world state update, the client then adjusts it for the clock difference and thus can estimate when the reload will be finished in client-time (perhaps considering also for latency that the shoot message from client to server will take as well?), and if the user mashes the "shoot" button after (or perhaps even slightly before?) that time, send the shoot event. The server would get the shoot event and consider the time shot was made as the server time when it was received. It would then discard it if it is nowhere near reload time, execute it immediately if it is past reload time, and hold it for a few physics cycles until reload is done in case if it was received a bit early. It does all seem a bit convoluted, and I'm wondering whether it will work (e.g., whether it won't be the case that players with lower ping get better reload rates), and whether there are more elegant solutions to this problem.

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  • The Clocks on USACO

    - by philip
    I submitted my code for a question on USACO titled "The Clocks". This is the link to the question: http://ace.delos.com/usacoprob2?a=wj7UqN4l7zk&S=clocks This is the output: Compiling... Compile: OK Executing... Test 1: TEST OK [0.173 secs, 13928 KB] Test 2: TEST OK [0.130 secs, 13928 KB] Test 3: TEST OK [0.583 secs, 13928 KB] Test 4: TEST OK [0.965 secs, 13928 KB] Run 5: Execution error: Your program (`clocks') used more than the allotted runtime of 1 seconds (it ended or was stopped at 1.584 seconds) when presented with test case 5. It used 13928 KB of memory. ------ Data for Run 5 ------ 6 12 12 12 12 12 12 12 12 ---------------------------- Your program printed data to stdout. Here is the data: ------------------- time:_0.40928452 ------------------- Test 5: RUNTIME 1.5841 (13928 KB) I wrote my program so that it will print out the time taken (in seconds) for the program to complete before it exits. As can be seen, it took 0.40928452 seconds before exiting. So how the heck did the runtime end up to be 1.584 seconds? What should I do about it? This is the code if it helps: import java.io.; import java.util.; class clocks { public static void main(String[] args) throws IOException { long start = System.nanoTime(); // Use BufferedReader rather than RandomAccessFile; it's much faster BufferedReader f = new BufferedReader(new FileReader("clocks.in")); // input file name goes above PrintWriter out = new PrintWriter(new BufferedWriter(new FileWriter("clocks.out"))); // Use StringTokenizer vs. readLine/split -- lots faster int[] clock = new int[9]; for (int i = 0; i < 3; i++) { StringTokenizer st = new StringTokenizer(f.readLine()); // Get line, break into tokens clock[i * 3] = Integer.parseInt(st.nextToken()); clock[i * 3 + 1] = Integer.parseInt(st.nextToken()); clock[i * 3 + 2] = Integer.parseInt(st.nextToken()); } ArrayList validCombination = new ArrayList();; for (int i = 1; true; i++) { ArrayList combination = getPossibleCombinations(i); for (int j = 0; j < combination.size(); j++) { if (tryCombination(clock, (int[]) combination.get(j))) { validCombination.add(combination.get(j)); } } if (validCombination.size() > 0) { break; } } int [] min = (int[])validCombination.get(0); if (validCombination.size() > 1){ String minS = ""; for (int i=0; i<min.length; i++) minS += min[i]; for (int i=1; i<validCombination.size(); i++){ String tempS = ""; int [] temp = (int[])validCombination.get(i); for (int j=0; j<temp.length; j++) tempS += temp[j]; if (tempS.compareTo(minS) < 0){ minS = tempS; min = temp; } } } for (int i=0; i<min.length-1; i++) out.print(min[i] + " "); out.println(min[min.length-1]); out.close(); // close the output file long end = System.nanoTime(); System.out.println("time: " + (end-start)/1000000000.0); System.exit(0); // don't omit this! } static boolean tryCombination(int[] clock, int[] steps) { int[] temp = Arrays.copyOf(clock, clock.length); for (int i = 0; i < steps.length; i++) transform(temp, steps[i]); for (int i=0; i<temp.length; i++) if (temp[i] != 12) return false; return true; } static void transform(int[] clock, int n) { if (n == 1) { int[] clocksToChange = {0, 1, 3, 4}; add3(clock, clocksToChange); } else if (n == 2) { int[] clocksToChange = {0, 1, 2}; add3(clock, clocksToChange); } else if (n == 3) { int[] clocksToChange = {1, 2, 4, 5}; add3(clock, clocksToChange); } else if (n == 4) { int[] clocksToChange = {0, 3, 6}; add3(clock, clocksToChange); } else if (n == 5) { int[] clocksToChange = {1, 3, 4, 5, 7}; add3(clock, clocksToChange); } else if (n == 6) { int[] clocksToChange = {2, 5, 8}; add3(clock, clocksToChange); } else if (n == 7) { int[] clocksToChange = {3, 4, 6, 7}; add3(clock, clocksToChange); } else if (n == 8) { int[] clocksToChange = {6, 7, 8}; add3(clock, clocksToChange); } else if (n == 9) { int[] clocksToChange = {4, 5, 7, 8}; add3(clock, clocksToChange); } } static void add3(int[] clock, int[] position) { for (int i = 0; i < position.length; i++) { if (clock[position[i]] != 12) { clock[position[i]] += 3; } else { clock[position[i]] = 3; } } } static ArrayList getPossibleCombinations(int size) { ArrayList l = new ArrayList(); int[] current = new int[size]; for (int i = 0; i < current.length; i++) { current[i] = 1; } int[] end = new int[size]; for (int i = 0; i < end.length; i++) { end[i] = 9; } l.add(Arrays.copyOf(current, size)); while (!Arrays.equals(current, end)) { incrementWithoutRepetition(current, current.length - 1); l.add(Arrays.copyOf(current, size)); } int [][] combination = new int[l.size()][size]; for (int i=0; i<l.size(); i++) combination[i] = (int[])l.get(i); return l; } static int incrementWithoutRepetition(int[] n, int index) { if (n[index] != 9) { n[index]++; return n[index]; } else { n[index] = incrementWithoutRepetition(n, index - 1); return n[index]; } } static void p(int[] n) { for (int i = 0; i < n.length; i++) { System.out.print(n[i] + " "); } System.out.println(""); } }

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  • What can cause my code to run slower when the server JIT is activated?

    - by durandai
    I am doing some optimizations on an MPEG decoder. To ensure my optimizations aren't breaking anything I have a test suite that benchmarks the entire codebase (both optimized and original) as well as verifying that they both produce identical results (basically just feeding a couple of different streams through the decoder and crc32 the outputs). When using the "-server" option with the Sun 1.6.0_18, the test suite runs about 12% slower on the optimized version after warmup (in comparison to the default "-client" setting), while the original codebase gains a good boost running about twice as fast as in client mode. While at first this seemed to be simply a warmup issue to me, I added a loop to repeat the entire test suite multiple times. Then execution times become constant for each pass starting at the 3rd iteration of the test, still the optimized version stays 12% slower than in the client mode. I am also pretty sure its not a garbage collection issue, since the code involves absolutely no object allocations after startup. The code consists mainly of some bit manipulation operations (stream decoding) and lots of basic floating math (generating PCM audio). The only JDK classes involved are ByteArrayInputStream (feeds the stream to the test and excluding disk IO from the tests) and CRC32 (to verify the result). I also observed the same behaviour with Sun JDK 1.7.0_b98 (only that ist 15% instead of 12% there). Oh, and the tests were all done on the same machine (single core) with no other applications running (WinXP). While there is some inevitable variation on the measured execution times (using System.nanoTime btw), the variation between different test runs with the same settings never exceeded 2%, usually less than 1% (after warmup), so I conclude the effect is real and not purely induced by the measuring mechanism/machine. Are there any known coding patterns that perform worse on the server JIT? Failing that, what options are available to "peek" under the hood and observe what the JIT is doing there?

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  • How to store child objects on GAE using JDO from Scala

    - by Gero
    Hi, I'm have a parent-child relation between 2 classes, but the child objects are never stored. I do get an warning: "org.datanucleus.store.appengine.MetaDataValidator checkForIllegalChildField: Unable to validate relation net.vermaas.kivanotify.model.UserCriteria.internalCriteria" but it is unclear to me why this occurs. Already tried several alternatives without luck. The parent class is "UserCriteria" which has a List of "Criteria" as children. The classes are defined as follows (Scala): class UserCriteria(tu: String, crit: Map[String, String]) extends LogHelper { @PrimaryKey @Persistent{val valueStrategy = IdGeneratorStrategy.IDENTITY} var id = KeyFactory.createKey("UserCriteria", System.nanoTime) @Persistent var twitterUser = tu @Persistent var internalCriteria: java.util.List[Criteria] = flatten(crit) def flatten(crits: Map[String, String]) : java.util.List[Criteria] = { val list = new java.util.ArrayList[Criteria] for (key <- crits.keySet) { list.add(new Criteria(this, key, crits(key))) } list } def criteria: Map[String, String] = { val crits = mutable.Map.empty[String, String] for (i <- 0 to internalCriteria.size-1) { crits(internalCriteria.get(i).name) = internalCriteria.get(i).value } Map.empty ++ crits } // Stripped the equals, canEquals, hashCode, toString code to keep the code snippet short... } @PersistenceCapable @EmbeddedOnly class Criteria(uc: UserCriteria, nm: String, vl: String) { @Persistent var userCriteria = uc @Persistent var name = nm @Persistent var value = vl override def toString = { "Criteria name: " + name + " value: " + value } } Any ideas why the childs are not stored? Or why I get the error message? Thanks, Gero

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  • Java Out of memory - Out of heap size

    - by user1907849
    I downloaded the sample program , for file transfer between the client and server. When I try running the program with 1 GB file , I get the Exception in thread "main" java.lang.OutOfMemoryError: Java heap space at Client.main(Client.java:31). Edit: Line no 31: byte [] mybytearray = new byte [FILE_SIZE]; public final static int FILE_SIZE = 1097742336; // receive file long startTime = System.nanoTime(); byte [] mybytearray = new byte [FILE_SIZE]; InputStream is = sock.getInputStream(); fos = new FileOutputStream(FILE_TO_RECEIVED); bos = new BufferedOutputStream(fos); bytesRead = is.read(mybytearray,0,mybytearray.length); current = bytesRead; do { bytesRead = is.read(mybytearray, current, (mybytearray.length-current)); if(bytesRead >= 0) current += bytesRead; } while(bytesRead > -1); bos.write(mybytearray, 0 , current); bos.flush(); Is there any fix for this?

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