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  • Determining cause of random latency/loading issues

    - by Sherwin Flight
    I'm not sure exactly what details to post in regards to my issue, because I'm not sure what is relevant. Prior to the end of September my websites all loaded quickly, in almost all cases. Loading time wasn't usually more than a few seconds. However, since the end of September I noticed a big increase in page loading times. In some cases pages were taking 30 seconds or more to load. I do have a remote monitoring service monitoring some of the sites as well, and the image below shows the response times over the past month. The response times shown at the beginning of this graph were what the usual response times were prior to this issue occurring. You can see that there has been a significant increase in response times from the beginning to the end of this graph. The thing is, the problem is not happening 100% of the time. If I click through the site, or even just keep refreshing the page, about 25% of the time the pages load quickly, the remaining 75% of the time they load slowly. Sometimes the pages take so long to load that they time out, and don't load at all. I have contacted my hosting provider, and they said things at their end was fine. I don't believe the problem is my home internet provider, because all other websites load without a problem. The server is located in Texas, USA. This also raises another interesting point. My remote monitor checks my site from two locations, California, USA, and London, England. As you can see in the chart below the response time is actually shorter when checked from London, which doesn't seem to make sense, since the server is physically closer to the California monitoring location. I would have expected the London monitoring location to have higher response times since they are physically farther away. I should also point out that in some traceroute test I've done it seem like the first connection to the server seems to take the longest, then after that the rest of the page loads quickly. Below is a little chart showing the times for the first connection to the server. So, what could be causing this problem, and what steps can I take to resolve it or at least narrow down the problem? Sending the request to the server was very quick, and receiving the reply back seems pretty quick, but the WAIT time is really long. So it connects, sends the request, but then waits close to 30 seconds before it starts receiving data back. I am also aware that there are things I can do to speed up page loading times, like reducing the number of css/js files used on a page, compressing images, etc. This is not really what the source of the problem is though, because nothing has really changed on the site since before the problem started, and other sites on the same server are loading slowly as well. Any help or advice is much appreciated.

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  • C Programming arrays, I dont understand how I would go about making this program, If anyone can just guide me through the basic outline please :) [on hold]

    - by Rashmi Kohli
    Problem The temperature of a car engine has been measured, from real-world experiments, as shown in the table and graph below: Time (min) Temperature (oC) 0 20 1 36 2 61 3 68 4 77 5 110 Use linear regression to find the engine’s temperature at 1.5 minutes, 4.3 minutes, and any other time specified by the user. Background In engineering, many times we measure several data points in an experiment, but then we need to predict a value that we have not measured which lies between two measured values, such as the problem statement above. If the relation between the measured parameters seems to be roughly linear, then we can use linear regression to find the relationship between those parameters. In the graph of the problem statement above, the relation seems to be roughly linear. Hence, we can apply linear regression to the above problem. Assuming y {y0, y1, …yn-1} has a linear relation with x {x0, x1, … xn-1}, we can say that: y = mx+b where m and b can be found with linear regression as follows: For the problem in this lab, using linear regression gives us the following line (in blue) compared to the measured curve (in red). As you can see, there is usually a difference between the measured values and the estimated (predicted) values. What linear regression does is to minimize those differences and still give us a straight line (blue). Other methods, such as non-linear regression, are also possible to achieve higher accuracy and better curve fitting. Requirements Your program should first print the table of the temperatures similar to the way it’s printed in the problem statement. It should then calculate the temperature at minute 1.5 and 4.3 and show the answers to the user. Next, it should prompt the user to enter a time in minutes (or -1 to quit), and after reading the user’s specified time it should give the value of the engine’s temperature at that time. It should then go back to the prompt. Hints •Use a one dimensional array to store the temperature values given in the problem statement. •Use functions to separate tasks such as calculating m, calculating b, calculating the temperature at a given time, printing the prompt, etc. You can then give your algorithm as well as you pseudo code per function, as opposed to one large algorithm diagram or one large sequence of pseudo code.

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  • Silverlight Cream for January 30, 2011 -- #1037

    - by Dave Campbell
    In this Issue: Ollie Riches, Colin Eberhardt, Andrej Tozon, Arik Poznanski, Deborah Kurata(-2-), Jay Kimble, Yochay Kiriaty, Peter Kuhn, Mike Ormond, WindowsPhoneGeek(-2-), and Matthias Shapiro. Above the Fold: Silverlight: "Missing Chart Legend" Deborah Kurata WP7: "XNA for Silverlight developers: Part 2 - Text rendering" Peter Kuhn Shoutouts: Timmy Kokke has a post up discussing What’s new in the Expression Design January 2011 preview? From SilverlightCream.com: WP7Contrib: Thread safe ObservableCollection<T> Ollie Riches, one of the two originators of WP7Contrib, has a post up on the WP7C ObservableCollection... what and why. Windows Phone 7 DeferredLoadContentControl Colin Eberhardt's latest is one we should all take notice of... a content control that defers rendering to provide a better user experience... source code is available as are some good external links Andrej Tozon on Hey weigh! WP7 application SilverlightShow interviews WP7 Dev Andrej Tozon and gets his take on his app, challenges, tips, and the future of WP7. A ProgressBar With Text For Windows Phone 7 Arik Poznanski demonstrates putting text up on the progress bar to let your users know what you're up to... and it looks great in the screenshots. Charting in a Silverlight Application using MVVM Deborah Kurata is checking out the Charting control this time around... using the charting control from the toolbox in the MVVM app she built in the last post... C# and VB code as always. Missing Chart Legend Deborah Kurata's latest in the world of Charting and MVVM involves using a custom theme and having your chart legend disappear... never fear, she's gonna tell you how to fix that! Silverlight/WP7 tip: Detecting when in VS Design Mode Jay Kimble has a post up that not only resolves a question you may need answered during development (are you in VS design Mode), but it also helps resolve a class of problem that Jay explains. Windows Phone GPS Emulator Yochay Kiriaty points out that while part of the issues of building a GPS-driven app for WP7 is getting your head around the tools, the next hurdle is testing... and that's what he's really discussing... "Windows Phone GPS Emulator" ... if you're playing with the GPS, you'll want this. XNA for Silverlight developers: Part 2 - Text rendering Peter Kuhn's latest tutorial in his XNA series for Silverlight developers is up at SilverlightShow... in this tutorial, Peter discusses text... it's a vastly different game displaying text in XNA as compared to Silverlight ... check it out and see. OData and Windows Phone 7 Mike Ormond starts you off using OData on your WP7 by showing where to download the libraries, and not stopping until he has an app running that reads an OData feed, plus he plans on continuing the quest in future posts. WP7 ProgressOverlay control in depth: features and customization WindowsPhoneGeek has a couple new posts up. The first one is an in-depth look at the ProgressOverlay control in the Codeing4fun Toolkit... pretty cool to be able to put your logo or app logo up. On Testing Windows Phone 7 Applications – Part II: Dealing with the WP7 Application Model WindowsPhoneGeek also has 5 more WP7 testing tips... and these are a little more technical than the first set, and includes some good external links. Topics include: Tombstoning, Usability, Navigation, Capabilities, and Memory consumption. Fun Theme-Friendly Windows Phone Icon Matthias Shapiro explains how to have your WP7 icon change based on the theme your user has chosen... great examples, and XAML included Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • How to prepare for a programming competition? Graphs, Stacks, Trees, oh my! [closed]

    - by Simucal
    Last semester I attended ACM's (Association for Computing Machinery) bi-annual programming competition at a local University. My University sent 2 teams of 3 people and we competed amongst other schools in the mid-west. We got our butts kicked. You are given a packet with about 11 problems (1 problem per page) and you have 4 hours to solve as many as you can. They'll run your program you submit against a set of data and your output must match theirs exactly. In fact, the judging is automated for the most part. In any case.. I went there fairly confident in my programming skills and I left there feeling drained and weak. It was a terribly humbling experience. In 4 hours my team of 3 people completed only one of the problems. The top team completed 4 of them and took 1st place. The problems they asked were like no problems I have ever had to answer before. I later learned that in order to solve them some of them effectively you have to use graphs/graph algorithms, trees, stacks. Some of them were simply "greedy" algo's. My question is, how can I better prepare for this semesters programming competition so I don't leave there feeling like a complete moron? What tips do you have for me to be able to answer these problems that involve graphs, trees, various "well known" algorithms? How can I easily identify the algorithm we should implement for a given problem? I have yet to take Algorithm Design in school so I just feel a little out of my element. Here are some examples of the questions asked at the competitions: ACM Problem Sets Update: Just wanted to update this since the latest competition is over. My team placed 1st for our small region (about 6-7 universities with between 1-5 teams each school) and ~15th for the midwest! So, it is a marked improvement over last years performance for sure. We also had no graduate students on our team and after reviewing the rules we found out that many teams had several! So, that would be a pretty big advantage in my own opinion. Problems this semester ranged from about 1-2 "easy" problems (ie bit manipulation, string manipulation) to hard (graph problems involving fairly complex math and network flow problems). We were able to solve 4 problems in our 5 hours. Just wanted to thank everyone for the resources they provided here, we used them for our weekly team practices and it definitely helped! Some quick tips that I have that aren't suggested below: When you are seated at your computer before the competition starts, quickly type out various data structures that you might need that you won't have access to in your languages libraries. I typed out a Graph data-structure complete with floyd-warshall and dijkstra's algorithm before the competition began. We ended up using it in our 2nd problem that we solved and this is the main reason why we solved this problem before anyone else in the midwest. We had it ready to go from the beginning. Similarly, type out the code to read in a file since this will be required for every problem. Save this answer "template" someplace so you can quickly copy/paste it to your IDE at the beginning of each problem. There are no rules on programming anything before the competition starts so get any boilerplate code out the way. We found it useful to have one person who is on permanent whiteboard duty. This is usually the person who is best at math and at working out solutions to get a head start on future problems you will be doing. One person is on permanent programming duty. Your fastest/most skilled "programmer" (most familiar with the language). This will save debugging time also. The last person has several roles between assessing the packet of problems for the next "easiest" problem, helping the person on the whiteboard work out solutions and helping the person programming work out bugs/issues. This person needs to be flexible and be able to switch between roles easily.

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  • Incomplete upgrade 12.04 to 12.10

    - by David
    Everything was running smoothly. Everything had been downloaded from Internet, packages had been installed and a prompt asked for some obsolete programs/files to be removed or kept. After that the computer crashed and and to manually force a shutdown. I turned it on again and surprise I was on 12.10! Still the upgrade was not finished! How can I properly finish that upgrade? Here's the output I got in the command line after following posted instructions: i astrill - Astrill VPN client software i dayjournal - Simple, minimal, digital journal. i gambas2-gb-form - A gambas native form component i gambas2-gb-gtk - The Gambas gtk component i gambas2-gb-gtk-ext - The Gambas extended gtk GUI component i gambas2-gb-gui - The graphical toolkit selector component i gambas2-gb-qt - The Gambas Qt GUI component i gambas2-gb-settings - Gambas utilities class i A gambas2-runtime - The Gambas runtime i google-chrome-stable - The web browser from Google i google-talkplugin - Google Talk Plugin i indicator-keylock - Indicator for Lock Keys i indicator-ubuntuone - Indicator for Ubuntu One synchronization s i A language-pack-kde-zh-hans - KDE translation updates for language Simpl i language-pack-kde-zh-hans-base - KDE translations for language Simplified C i libapt-inst1.4 - deb package format runtime library idA libattica0.3 - a Qt library that implements the Open Coll idA libbabl-0.0-0 - Dynamic, any to any, pixel format conversi idA libboost-filesystem1.46.1 - filesystem operations (portable paths, ite idA libboost-program-options1.46.1 - program options library for C++ idA libboost-python1.46.1 - Boost.Python Library idA libboost-regex1.46.1 - regular expression library for C++ i libboost-serialization1.46.1 - serialization library for C++ idA libboost-signals1.46.1 - managed signals and slots library for C++ idA libboost-system1.46.1 - Operating system (e.g. diagnostics support idA libboost-thread1.46.1 - portable C++ multi-threading i libcamel-1.2-29 - Evolution MIME message handling library i libcmis-0.2-0 - CMIS protocol client library i libcupsdriver1 - Common UNIX Printing System(tm) - Driver l i libdconf0 - simple configuration storage system - runt i libdvdcss2 - Simple foundation for reading DVDs - runti i libebackend-1.2-1 - Utility library for evolution data servers i libecal-1.2-10 - Client library for evolution calendars i libedata-cal-1.2-13 - Backend library for evolution calendars i libedataserver-1.2-15 - Utility library for evolution data servers i libexiv2-11 - EXIF/IPTC metadata manipulation library i libgdu-gtk0 - GTK+ standard dialog library for libgdu i libgdu0 - GObject based Disk Utility Library idA libgegl-0.0-0 - Generic Graphics Library idA libglew1.5 - The OpenGL Extension Wrangler - runtime en i libglew1.6 - OpenGL Extension Wrangler - runtime enviro i libglewmx1.6 - OpenGL Extension Wrangler - runtime enviro i libgnome-bluetooth8 - GNOME Bluetooth tools - support library i libgnomekbd7 - GNOME library to manage keyboard configura idA libgsoap1 - Runtime libraries for gSOAP i libgweather-3-0 - GWeather shared library i libimobiledevice2 - Library for communicating with the iPhone i libkdcraw20 - RAW picture decoding library i libkexiv2-10 - Qt like interface for the libexiv2 library i libkipi8 - library for apps that want to use kipi-plu i libkpathsea5 - TeX Live: path search library for TeX (run i libmagickcore4 - low-level image manipulation library i libmagickwand4 - image manipulation library i libmarblewidget13 - Marble globe widget library idA libmusicbrainz4-3 - Library to access the MusicBrainz.org data i libnepomukdatamanagement4 - Basic Nepomuk data manipulation interface i libnux-2.0-0 - Visual rendering toolkit for real-time app i libnux-2.0-common - Visual rendering toolkit for real-time app i libpoppler19 - PDF rendering library i libqt3-mt - Qt GUI Library (Threaded runtime version), i librhythmbox-core5 - support library for the rhythmbox music pl i libusbmuxd1 - USB multiplexor daemon for iPhone and iPod i libutouch-evemu1 - KernelInput Event Device Emulation Library i libutouch-frame1 - Touch Frame Library i libutouch-geis1 - Gesture engine interface support i libutouch-grail1 - Gesture Recognition And Instantiation Libr idA libx264-120 - x264 video coding library i libyajl1 - Yet Another JSON Library i linux-headers-3.2.0-29 - Header files related to Linux kernel versi i linux-headers-3.2.0-29-generic - Linux kernel headers for version 3.2.0 on i linux-image-3.2.0-29-generic - Linux kernel image for version 3.2.0 on 64 i mplayerthumbs - video thumbnail generator using mplayer i myunity - Unity configurator i A openoffice.org-calc - office productivity suite -- spreadsheet i A openoffice.org-writer - office productivity suite -- word processo i python-brlapi - Python bindings for BrlAPI i python-louis - Python bindings for liblouis i rts-bpp-dkms - rts-bpp driver in DKMS format. i system76-driver - Universal driver for System76 computers. i systemconfigurator - Unified Configuration API for Linux Instal i systemimager-client - Utilities for creating an image and upgrad i systemimager-common - Utilities and libraries common to both the i systemimager-initrd-template-am - SystemImager initrd template for amd64 cli i touchpad-indicator - An indicator for the touchpad i ubuntu-tweak - Ubuntu Tweak i A unity-lens-utilities - Unity Utilities lens i A unity-scope-calculator - Calculator engine i unity-scope-cities - Cities engine i unity-scope-rottentomatoes - Unity Scope Rottentomatoes

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  • HLSL 5 interpolation issues

    - by metredigm
    I'm having issues with the depth components of my shadowmapping shaders. The shadow map rendering shader is fine, and works very well. The world rendering shader is more problematic. The only value which seems to definitely be off is the pixel's position from the light's perspective, which I pass in parallel to the position. struct Pixel { float4 position : SV_Position; float4 light_pos : TEXCOORD2; float3 normal : NORMAL; float2 texcoord : TEXCOORD; }; The reason that I used the semantic 'TEXCOORD2' on the light's pixel position is because I believe that the problem lies with Direct3D's interpolation of values between shaders, and I started trying random semantics and also forcing linear and noperspective interpolations. In the world rendering shader, I observed in the pixel shader that the Z value of light_pos was always extremely close to, but less than the W value. This resulted in a depth result of 0.999 or similar for every pixel. Here is the vertex shader code : struct Vertex { float3 position : POSITION; float3 normal : NORMAL; float2 texcoord : TEXCOORD; }; struct Pixel { float4 position : SV_Position; float4 light_pos : TEXCOORD2; float3 normal : NORMAL; float2 texcoord : TEXCOORD; }; cbuffer Camera : register (b0) { matrix world; matrix view; matrix projection; }; cbuffer Light : register (b1) { matrix light_world; matrix light_view; matrix light_projection; }; Pixel RenderVertexShader(Vertex input) { Pixel output; output.position = mul(float4(input.position, 1.0f), world); output.position = mul(output.position, view); output.position = mul(output.position, projection); output.world_pos = mul(float4(input.position, 1.0f), world); output.world_pos = mul(output.world_pos, light_view); output.world_pos = mul(output.world_pos, light_projection); output.texcoord = input.texcoord; output.normal = input.normal; return output; } I suspect interpolation to be the culprit, as I used the camera matrices in place of the light matrices in the vertex shader, and had the same problem. The problem is evident as both of the same vectors were passed to a pixel from the VS, but only one of them showed a change in the PS. I have already thoroughly debugged the matrices' validity, the cbuffers' validity, and the multiplicative validity. I'm very stumped and have been trying to solve this for quite some time. Misc info : The light projection matrix and the camera projection matrix are the same, generated from D3DXMatrixPerspectiveFovLH(), with an FOV of 60.0f * 3.141f / 180.0f, a near clipping plane of 0.1f, and a far clipping plane of 1000.0f. Any ideas on what is happening? (This is a repost from my question on Stack Overflow)

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  • Modern OpenGL context failure [migrated]

    - by user209347
    OK, I managed to create an OpenGL context with wglcreatecontextattribARB with version 3.2 in my attrib struct (So I have initialized a 3.2 opengl context). It works, but the strange thing is, when I use glBindBuffer e,g. I still get unreferenced linker error, shouldn't a newer context prevent this? I'm on windows BTW, Linux doesn't have to deal with older and newer contexts (it directly supports the core of its version). The code: PIXELFORMATDESCRIPTOR pfd; HGLRC tmpRC; int iFormat; if (!(hDC = GetDC(hWnd))) { CMsgBox("Unable to create a device context. Program will now close.", "Error"); return false; } ZeroMemory(&pfd, sizeof(pfd)); pfd.nSize = sizeof(pfd); pfd.nVersion = 1; pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER; pfd.iPixelType = PFD_TYPE_RGBA; pfd.cColorBits = attribs->colorbits; pfd.cDepthBits = attribs->depthbits; pfd.iLayerType = PFD_MAIN_PLANE; if (!(iFormat = ChoosePixelFormat(hDC, &pfd))) { CMsgBox("Unable to find a suitable pixel format. Program will now close.", "Error"); return false; } if (!SetPixelFormat(hDC, iFormat, &pfd)) { CMsgBox("Unable to initialize the pixel formats. Program will now close.", "Error"); return false; } if (!(tmpRC=wglCreateContext(hDC))) { CMsgBox("Unable to create a rendering context. Program will now close.", "Error"); return false; } if (!wglMakeCurrent(hDC, tmpRC)) { CMsgBox("Unable to activate the rendering context. Program will now close.", "Error"); return false; } strncpy(vers, (char*)glGetString(GL_VERSION), 3); vers[3] = '\0'; if (sscanf(vers, "%i.%i", &glv, &glsubv) != 2) { CMsgBox("Unable to retrieve the OpenGL version. Program will now close.", "Error"); return false; } hRC = NULL; if (glv > 2) // Have OpenGL 3.+ support { if ((wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB"))) { int attribs[] = {WGL_CONTEXT_MAJOR_VERSION_ARB, glv, WGL_CONTEXT_MINOR_VERSION_ARB, glsubv,WGL_CONTEXT_FLAGS_ARB, 0,0}; hRC = wglCreateContextAttribsARB(hDC, 0, attribs); wglMakeCurrent(NULL, NULL); wglDeleteContext(tmpRC); if (!wglMakeCurrent(hDC, hRC)) { CMsgBox("Unable to activate the rendering context. Program will now close.", "Error"); return false; } moderncontext = true; } } if (hRC == NULL) { hRC = tmpRC; moderncontext = false; }

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  • Why is my Current Printer unavailable in Office ?

    - by cros
    Whenever I try to print any document from Microsoft Office 2007 in Windows Vista 64-bit there is a great possibility that the print job will fail with the following error message: Current printer is unavailable. Select another printer. Only problem is no printer works, not even Bullzip PDF Printer. The only way to resolve this that I have found so far is a reboot, but I don't want to do that all the time. I am using Windows Vista 64-bit. I've had the problem using both SP1 and SP2. The problem occurs on both locally installed and network printers, as well as the virtual printer Bullzip PDF Printer. My primary source of the problem has been Excel, but the error has also occurred in Word. Changing the default printer and restarting the Microsoft Office-application solves this temporarily, but not permanently. Google:ing the error message returns a lot of questions but no solutions, so seems like a frequent problem. What could be a permanent solution for this problem? UPDATE: It seems that my problem stems from me opening MS Office applications by opening a document from Total Commander with administrative rights. This somehow makes the applications not find the printers. Opening MS Office applications either from the Start menu or by opening a document in a non-administrator Explorer allows me to print.

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  • Radeon 6950 - Garbling of text and graphics in certain Windows only

    - by Greg
    This morning I noticed the text in Gmail (in Firefox 4) looked a little funny (kind of thin, maybe some color fringing). I went to work and thought it might be some ClearType issue or something with the way Direct way that FF4 draws to the screen. When I came back from work (I left the computer on), the problem was much worse - way beyond ClearType nit-picking. The text was barely readable. I opened Chrome and there was no such problem. It seems like only Windows that use hardware acceleration are garbled, and ones that use GDI are not. But, I fired up Dragon Age and didn't notice any problems (I only really looked at the main menu though). Here is a link to a screen shot that illustrates the problem. Notice how the Windows Live Mesh window is completely unreadable, the text in Firefox 4 (left) is pretty bad, while Chrome, the Windows Control Panel, and the task bar are perfectly fine. The fact that the problem shows up in screen shots and that it only happens in certain Windows makes me confident that the problem cannot be with the monitor or DVI cable. I am using the AMD Radeon drivers from 4/27/11. The card I have (MSI Frozr II) came with a slight overclock (810Mhz) out of the box, but it looks like when I'm on the Windows desktop it's not running at full clock (CCC reports 450Mhz). Still, I underclocked it to the stock reference clock (800Mhz) and it made no difference. The idle temperature according to Afterburner is 42-44 Celsius, which seems a tad high but not enough to cause a problem - it's cold to the touch if I open up the machine. What the heck could be causing this? The problem varies in intensity. As we speak I'm in Firefox and things look better than they did earlier - it'll probably get worse again soon. Radeon 6950 (MSI Frozr II), Seasonic X 560, Core i5 2500K at stock clockspeeds, 16GB RAM, Asus P8P67 M Pro

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  • Radeon 6950 - Garbling of text and graphics in certain Windows only

    - by Greg
    This morning I noticed the text in Gmail (in Firefox 4) looked a little funny (kind of thin, maybe some color fringing). I went to work and thought it might be some ClearType issue or something with the way Direct way that FF4 draws to the screen. When I came back from work (I left the computer on), the problem was much worse - way beyond ClearType nit-picking. The text was barely readable. I opened Chrome and there was no such problem. It seems like only Windows that use hardware acceleration are garbled, and ones that use GDI are not. But, I fired up Dragon Age and didn't notice any problems (I only really looked at the main menu though). Here is a link to a screen shot that illustrates the problem. Notice how the Windows Live Mesh window is completely unreadable, the text in Firefox 4 (left) is pretty bad, while Chrome, the Windows Control Panel, and the task bar are perfectly fine. The fact that the problem shows up in screen shots and that it only happens in certain Windows makes me confident that the problem cannot be with the monitor or DVI cable. I am using the AMD Radeon drivers from 4/27/11. The card I have (MSI Frozr II) came with a slight overclock (810Mhz) out of the box, but it looks like when I'm on the Windows desktop it's not running at full clock (CCC reports 450Mhz). Still, I underclocked it to the stock reference clock (800Mhz) and it made no difference. The idle temperature according to Afterburner is 42-44 Celsius, which seems a tad high but not enough to cause a problem - it's cold to the touch if I open up the machine. What the heck could be causing this? The problem varies in intensity. As we speak I'm in Firefox and things look better than they did earlier - it'll probably get worse again soon. Radeon 6950 (MSI Frozr II), Seasonic X 560, Core i5 2500K at stock clockspeeds, 16GB RAM, Asus P8P67 M Pro

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  • HP Photosmart C4780 printer/scanner breaks netgear WNDR3700v3 router on connection

    - by CodeJunkie
    A few months ago, we upgraded our Netgear router's firmware. Immediately, we started having trouble connecting to the internet. Each time this problem would happen, every device in the house would stop being able to make new connections to the internet. For example, you couldn't open new pages in the browser, but if Skype was running when the problem happened, you could keep talking to people. The only solution to this problem seemed to be resetting the router to factory defaults. Eventually, we solved this problem by just downgrading the router firmware. A while later, we got a new Netgear router. Almost right away, the new router started having exactly the same problems as the old one did on current firmware. The network connection would stay active and the computer would say it had an internet connection, but you couldn't do anything online except for using Skype. We eventually figured out that this happens every time our HP printer gets onto the network. Any time the printer gets onto the wireless network, the whole network stops connecting to the internet almost completely. The only thing that will fix it at that point is to reset the router to factory specs, and unplug the printer so it can't get back onto the network. The Netgear router has the latest version of the firmware, but the printer/scanner is very old. It looks to me like this problem is probably a result of a firmware conflict between the printer and the router, but I'm not sure how to fix that problem. Here's some additional information: Printer: HP Photosmart C4780 Router: WNDR3700v3 Router firmware: V1.0.0.22_1.0.17 (Stock, up to date firmware) Why would the printer getting on the network cause the router to not be able to access the internet correctly until it was reset? What can be done to allow the printer to be on the network without breaking the network for all other devices? Edit: One other thing that happens during this internet problem is that multiple computers in the house display an "IP conflict" message repeatedly, and extremely frequently (as often as every five to ten minutes, and every time a connection to the wireless is made).

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  • why would resetting the Netgear N300 router fix my Win 7 laptop's slow wifi?

    - by rjnagle
    In the past day the wifi download speeds of my Win 7 HP 64 bit laptop have slowed considerably. I am trying to troubleshoot the problem and to figure out whether it's hardware related (i.e., is the Intel(R) Centrino(R) Wireless-N 2230 the problem?) or router related. I have a Netgear N300 router connected to my modem. I'm using Speedtest to measure my speed. First, during my problem state, my ipad can download and upload at normal speeds. It's only my Win 7 laptop which is having problems. Because my ipad downloads at normal speeds, that would tell me that the problem is specific to the laptop (either HW or SW). But when I restarted my Netgear router, the laptop wifi problems disappeared. That just doesn't make sense. If we know that one device can connect properly to the router, why would a laptop have problems? What are some possible reasons why this might happen? Also, during my problem state, I noticed that on my laptop upload speeds were faster than my download speeds. Anybody have a guess about what might cause upload speeds on one device to be faster than another? Is there any actions i could take (or options to enable) so this problem won't occur. (I initially thought my problem might be software related or memory related -- Norton AV or browser plugins. But even after I disabled everything and made sure memory footprint was minimal, the slowdown was still occurring -- and it solved itself altogether when the router was reset).

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  • XNA vs SlimDX for offscreen renderer

    - by Groky
    Hello, I realise there are numerous questions on here asking about choosing between XNA and SlimDX, but these all relate to game programming. A little background: I have an application that renders scenes from XML descriptions. Currently I am using WPF 3D and this mostly works, except that WPF has no way to render scenes offscreen (i.e. on a server, without displaying them in a window), and also rendering to a bitmap causes WPF to fallback to software rendering. So I'm faced with having to write my own renderer. Here are the requirements: Mix of 3D and 2D elements. Relatively few elements per scene (tens of meshes, tens of 2D elements). Large scenes (up to 3000px square for print). Only a single frame will be rendered (i.e. FPS is not an issue). Opacity masks. Pixel shaders. Software fallback (servers may or may not have a decent gfx card). Possibility of being rendered offscreen. As you can see it's pretty simple stuff and WPF can manage it quite nicely except for the not-being-able-to-export-the-scene problem. In particular I don't need many of the things usually needed in game development. So bearing that in mind, would you choose XNA or SlimDX? The non-rendering portion of the code is already written in C#, so want to stick with that.

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  • iPhone openGLES performance tuning

    - by genesys
    Hey there! I'm trying now for quite a while to optimize the framerate of my game without really making progress. I'm running on the newest iPhone SDK and have a iPhone 3G 3.1.2 device. I invoke arround 150 drawcalls, rendering about 1900 Triangles in total (all objects are textured using two texturelayers and multitexturing. most textures come from the same textureAtlasTexture stored in pvrtc 2bpp compressed texture). This renders on my phone at arround 30 fps, which appears to me to be way too low for only 1900 triangles. I tried many things to optimize the performance, including batching together the objects, transforming the vertices on the CPU and rendering them in a single drawcall. this yelds 8 drawcalls (as oposed to 150 drawcalls), but performance is about the same (fps drop to arround 26fps) I'm using 32byte vertices stored in an interleaved array (12bytes position, 12bytes normals, 8bytes uv). I'm rendering triangleLists and the vertices are ordered in TriStrip order. I did some profiling but I don't really know how to interprete it. instruments-sampling using Instruments and Sampling yelds this result: http://neo.cycovery.com/instruments_sampling.gif telling me that a lot of time is spent in "mach_msg_trap". I googled for it and it seems this function is called in order to wait for some other things. But wait for what?? instruments-openGL instruments with the openGL module yelds this result: http://neo.cycovery.com/intstruments_openglES_debug.gif but here i have really no idea what those numbers are telling me shark profiling: profiling with shark didn't tell me much either: http://neo.cycovery.com/shark_profile_release.gif the largest number is 10%, spent by DrawTriangles - and the whole rest is spent in very small percentage functions Can anyone tell me what else I could do in order to figure out the bottleneck and could help me to interprete those profiling information? Thanks a lot!

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  • How to deal with special characters in ASP.NET's HyperLink.NavigateUrl?

    - by DJ Pirtu
    I am currently having troubles figuring out how to handle a filepath to be (dynamicly) passed out to a HyperLink control's NavigateUrl property. Let's say that I'm trying to refer to a file named jäynä.txt at the root of C:. Passing "file:///C:/jäynä.txt" result to a link to file:///C:/jäynä.txt, as does HttpUtility.UrlPathEncode("file:///C:/jäynä.txt"). Replacing the äs with %E4, which gives the string "file:///C:/j%E4yn%E4.txt", does give a working link to file:///C:/jäynä.txt, but I have not been able to find a way to make the replacement without defining it myself. With Replace("ä", "%E4"), for example. Is there a way to automaticly handle the filepath string so that the HyperLink would display it correctly, without manualy listing what characters to replace in the string? Additional Note: There may be a way to work around this by spesifying the character encoding in which the page is rendered, because debugging shows that the HyperLink at least saves the string "file:///C:/jäynä.txt" unchanged, but somehow mangles it around the time of rendering. However, this seems only be the case in rendering of the NavigateUrl because other components as well as HyperLink's Text-property are all quite capable of rendering the character ä unchanged.

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  • compass-rails 1.03 - TypeError: can't convert nil into String

    - by Romiko
    I am running: ruby 1.9.3p392 (2013-02-22) [i386-mingw32] compass-rails 1.0.3 I used the Windows RailsInstaller to install Ruby on Rails Gemfile group :assets do gem 'sass-rails', '~> 3.2.3' gem 'coffee-rails', '~> 3.2.1' gem 'compass-rails','~> 1.0.2' # See https://github.com/sstephenson/execjs#readme for more supported runtimes # gem 'therubyracer', :platforms => :ruby gem 'uglifier', '>= 1.0.3' end I am currently experiencing issues importing sprites. My sprites are in: assets/images/source in my _shared.scss file I have: //Sprites @import "./source/*.png"; $source-sprite-dimensions: true; In my application.scss I have: /* * This is a manifest file that'll be compiled into application.css, which will include all the files * listed below. * * Any CSS and SCSS file within this directory, lib/assets/stylesheets, vendor/assets/stylesheets, * or vendor/assets/stylesheets of plugins, if any, can be referenced here using a relative path. * * You're free to add application-wide styles to this file and they'll appear at the top of the * compiled file, but it's generally better to create a new file per style scope. * *= require_self */ @import "_shared.scss"; @import "baseline.scss"; @import "global.scss"; @import "normalize.scss"; @import "print.scss"; @import "desktop.scss"; @import "tablet.scss"; @import "home.css.scss"; I am also using rails server and not compass watcher. However when I browse to the page at localhost:3000/assets/application.css, I get the following error: body:before { font-weight: bold; content: "\000a TypeError: can't convert nil into String\000a (in c:\002f RangerRomOnRails\002f RangerRom\002f app\002f assets\002f stylesheets\002f desktop.scss)"; } body:after { content: "\000a C:\002f RailsInstaller\002f Ruby1.9.3\002f lib\002f ruby\002f gems\002f 1.9.1\002f gems\002f compass-0.12.2\002f lib\002f compass\002f sass_extensions\002f functions\002f image_size.rb:17:in `extname'"; } Here is the full stack trace: compass (0 .12.2) lib/compass/sass_extensions/functions/image_size.rb:17:in `extname' compass (0.12.2) lib/compass/sass_extensions/functions/image_size.rb:17:in `initialize' compass (0.12.2) lib/compass/sass_extensions/functions/image_size.rb:50:in `new' compass (0.12.2) lib/compass/sass_extensions/functions/image_size.rb:50:in `image_dimensions' compass (0.12.2) lib/compass/sass_extensions/functions/image_size.rb:4:in `image_width' sass (3.2.9) lib/sass/script/funcall.rb:112:in `_perform' sass (3.2.9) lib/sass/script/node.rb:40:in `perform' sass (3.2.9) lib/sass/tree/visitors/perform.rb:298:in `visit_prop' sass (3.2.9) lib/sass/tree/visitors/base.rb:37:in `visit' sass (3.2.9) lib/sass/tree/visitors/perform.rb:100:in `visit' sass (3.2.9) lib/sass/tree/visitors/base.rb:53:in `block in visit_children' sass (3.2.9) lib/sass/tree/visitors/base.rb:53:in `map' sass (3.2.9) lib/sass/tree/visitors/base.rb:53:in `visit_children' sass (3.2.9) lib/sass/tree/visitors/perform.rb:109:in `block in visit_children' sass (3.2.9) lib/sass/tree/visitors/perform.rb:121:in `with_environment' sass (3.2.9) lib/sass/tree/visitors/perform.rb:108:in `visit_children' sass (3.2.9) lib/sass/tree/visitors/base.rb:37:in `block in visit' sass (3.2.9) lib/sass/tree/visitors/perform.rb:320:in `visit_rule' sass (3.2.9) lib/sass/tree/visitors/base.rb:37:in `visit' sass (3.2.9) lib/sass/tree/visitors/perform.rb:100:in `visit' sass (3.2.9) lib/sass/tree/visitors/base.rb:53:in `block in visit_children' sass (3.2.9) lib/sass/tree/visitors/base.rb:53:in `map' sass (3.2.9) lib/sass/tree/visitors/base.rb:53:in `visit_children' sass (3.2.9) lib/sass/tree/visitors/perform.rb:109:in `block in visit_children' sass (3.2.9) lib/sass/tree/visitors/perform.rb:121:in `with_environment' sass (3.2.9) lib/sass/tree/visitors/perform.rb:108:in `visit_children' sass (3.2.9) lib/sass/tree/visitors/base.rb:37:in `block in visit' sass (3.2.9) lib/sass/tree/visitors/perform.rb:320:in `visit_rule' sass (3.2.9) lib/sass/tree/visitors/base.rb:37:in `visit' sass (3.2.9) lib/sass/tree/visitors/perform.rb:100:in `visit' sass (3.2.9) lib/sass/tree/visitors/base.rb:53:in `block in visit_children' sass (3.2.9) lib/sass/tree/visitors/base.rb:53:in `map' sass (3.2.9) lib/sass/tree/visitors/base.rb:53:in `visit_children' sass (3.2.9) lib/sass/tree/visitors/perform.rb:109:in `block in visit_children' sass (3.2.9) lib/sass/tree/visitors/perform.rb:121:in `with_environment' sass (3.2.9) lib/sass/tree/visitors/perform.rb:108:in `visit_children' sass (3.2.9) lib/sass/tree/visitors/base.rb:37:in `block in visit' sass (3.2.9) lib/sass/tree/visitors/perform.rb:362:in `visit_media' sass (3.2.9) lib/sass/tree/visitors/base.rb:37:in `visit' sass (3.2.9) lib/sass/tree/visitors/perform.rb:100:in `visit' sass (3.2.9) lib/sass/tree/visitors/base.rb:53:in `block in visit_children' sass (3.2.9) lib/sass/tree/visitors/base.rb:53:in `map' sass (3.2.9) lib/sass/tree/visitors/base.rb:53:in `visit_children' sass (3.2.9) lib/sass/tree/visitors/perform.rb:109:in `block in visit_children' sass (3.2.9) lib/sass/tree/visitors/perform.rb:121:in `with_environment' sass (3.2.9) lib/sass/tree/visitors/perform.rb:108:in `visit_children' sass (3.2.9) lib/sass/tree/visitors/base.rb:37:in `block in visit' sass (3.2.9) lib/sass/tree/visitors/perform.rb:128:in `visit_root' sass (3.2.9) lib/sass/tree/visitors/base.rb:37:in `visit' sass (3.2.9) lib/sass/tree/visitors/perform.rb:100:in `visit' sass (3.2.9) lib/sass/tree/visitors/perform.rb:7:in `visit' sass (3.2.9) lib/sass/tree/root_node.rb:20:in `render' sass (3.2.9) lib/sass/engine.rb:315:in `_render' sass (3.2.9) lib/sass/engine.rb:262:in `render' sass-rails (3.2.6) lib/sass/rails/template_handlers.rb:106:in `evaluate' tilt (1.4.1) lib/tilt/template.rb:103:in `render' sprockets (2.2.2) lib/sprockets/context.rb:193:in `block in evaluate' sprockets (2.2.2) lib/sprockets/context.rb:190:in `each' sprockets (2.2.2) lib/sprockets/context.rb:190:in `evaluate' sprockets (2.2.2) lib/sprockets/processed_asset.rb:12:in `initialize' sprockets (2.2.2) lib/sprockets/base.rb:249:in `new' sprockets (2.2.2) lib/sprockets/base.rb:249:in `block in build_asset' sprockets (2.2.2) lib/sprockets/base.rb:270:in `circular_call_protection' sprockets (2.2.2) lib/sprockets/base.rb:248:in `build_asset' sprockets (2.2.2) lib/sprockets/index.rb:93:in `block in build_asset' sprockets (2.2.2) lib/sprockets/caching.rb:19:in `cache_asset' sprockets (2.2.2) lib/sprockets/index.rb:92:in `build_asset' sprockets (2.2.2) lib/sprockets/base.rb:169:in `find_asset' sprockets (2.2.2) lib/sprockets/index.rb:60:in `find_asset' sprockets (2.2.2) lib/sprockets/processed_asset.rb:111:in `block in resolve_dependencies' sprockets (2.2.2) lib/sprockets/processed_asset.rb:105:in `each' sprockets (2.2.2) lib/sprockets/processed_asset.rb:105:in `resolve_dependencies' sprockets (2.2.2) lib/sprockets/processed_asset.rb:97:in `build_required_assets' sprockets (2.2.2) lib/sprockets/processed_asset.rb:16:in `initialize' sprockets (2.2.2) lib/sprockets/base.rb:249:in `new' sprockets (2.2.2) lib/sprockets/base.rb:249:in `block in build_asset' sprockets (2.2.2) lib/sprockets/base.rb:270:in `circular_call_protection' sprockets (2.2.2) lib/sprockets/base.rb:248:in `build_asset' sprockets (2.2.2) lib/sprockets/index.rb:93:in `block in build_asset' sprockets (2.2.2) lib/sprockets/caching.rb:19:in `cache_asset' sprockets (2.2.2) lib/sprockets/index.rb:92:in `build_asset' sprockets (2.2.2) lib/sprockets/base.rb:169:in `find_asset' sprockets (2.2.2) lib/sprockets/index.rb:60:in `find_asset' sprockets (2.2.2) lib/sprockets/bundled_asset.rb:38:in `init_with' sprockets (2.2.2) lib/sprockets/asset.rb:24:in `from_hash' sprockets (2.2.2) lib/sprockets/caching.rb:15:in `cache_asset' sprockets (2.2.2) lib/sprockets/index.rb:92:in `build_asset' sprockets (2.2.2) lib/sprockets/base.rb:169:in `find_asset' sprockets (2.2.2) lib/sprockets/index.rb:60:in `find_asset' sprockets (2.2.2) lib/sprockets/environment.rb:78:in `find_asset' sprockets (2.2.2) lib/sprockets/base.rb:177:in `[]' actionpack (3.2.13) lib/sprockets/helpers/rails_helper.rb:126:in `asset_for' actionpack (3.2.13) lib/sprockets/helpers/rails_helper.rb:44:in `block in stylesheet_link_tag' actionpack (3.2.13) lib/sprockets/helpers/rails_helper.rb:43:in `collect' actionpack (3.2.13) lib/sprockets/helpers/rails_helper.rb:43:in `stylesheet_link_tag' app/views/layouts/application.html.erb:16:in `_app_views_layouts_application_html_erb___824639613_33845076' actionpack (3.2.13) lib/action_view/template.rb:145:in `block in render' activesupport (3.2.13) lib/active_support/notifications.rb:125:in `instrument' actionpack (3.2.13) lib/action_view/template.rb:143:in `render' actionpack (3.2.13) lib/action_view/renderer/template_renderer.rb:59:in `render_with_layout' actionpack (3.2.13) lib/action_view/renderer/template_renderer.rb:45:in `render_template' actionpack (3.2.13) lib/action_view/renderer/template_renderer.rb:18:in `render' actionpack (3.2.13) lib/action_view/renderer/renderer.rb:36:in `render_template' actionpack (3.2.13) lib/action_view/renderer/renderer.rb:17:in `render' actionpack (3.2.13) lib/abstract_controller/rendering.rb:110:in `_render_template' actionpack (3.2.13) lib/action_controller/metal/streaming.rb:225:in `_render_template' actionpack (3.2.13) lib/abstract_controller/rendering.rb:103:in `render_to_body' actionpack (3.2.13) lib/action_controller/metal/renderers.rb:28:in `render_to_body' actionpack (3.2.13) lib/action_controller/metal/compatibility.rb:50:in `render_to_body' actionpack (3.2.13) lib/abstract_controller/rendering.rb:88:in `render' actionpack (3.2.13) lib/action_controller/metal/rendering.rb:16:in `render' actionpack (3.2.13) lib/action_controller/metal/instrumentation.rb:40:in `block (2 levels) in render' activesupport (3.2.13) lib/active_support/core_ext/benchmark.rb:5:in `block in ms' C:/RailsInstaller/Ruby1.9.3/lib/ruby/1.9.1/benchmark.rb:295:in `realtime' activesupport (3.2.13) lib/active_support/core_ext/benchmark.rb:5:in `ms' actionpack (3.2.13) lib/action_controller/metal/instrumentation.rb:40:in `block in render' actionpack (3.2.13) lib/action_controller/metal/instrumentation.rb:83:in `cleanup_view_runtime' activerecord (3.2.13) lib/active_record/railties/controller_runtime.rb:24:in `cleanup_view_runtime' actionpack (3.2.13) lib/action_controller/metal/instrumentation.rb:39:in `render' actionpack (3.2.13) lib/action_controller/metal/implicit_render.rb:10:in `default_render' actionpack (3.2.13) lib/action_controller/metal/implicit_render.rb:5:in `send_action' actionpack (3.2.13) lib/abstract_controller/base.rb:167:in `process_action' actionpack (3.2.13) lib/action_controller/metal/rendering.rb:10:in `process_action' actionpack (3.2.13) lib/abstract_controller/callbacks.rb:18:in `block in process_action' activesupport (3.2.13) lib/active_support/callbacks.rb:414:in `_run__956028316__process_action__416811168__callbacks' activesupport (3.2.13) lib/active_support/callbacks.rb:405:in `__run_callback' activesupport (3.2.13) lib/active_support/callbacks.rb:385:in `_run_process_action_callbacks' activesupport (3.2.13) lib/active_support/callbacks.rb:81:in `run_callbacks' actionpack (3.2.13) lib/abstract_controller/callbacks.rb:17:in `process_action' actionpack (3.2.13) lib/action_controller/metal/rescue.rb:29:in `process_action' actionpack (3.2.13) lib/action_controller/metal/instrumentation.rb:30:in `block in process_action' activesupport (3.2.13) lib/active_support/notifications.rb:123:in `block in instrument' activesupport (3.2.13) lib/active_support/notifications/instrumenter.rb:20:in `instrument' activesupport (3.2.13) lib/active_support/notifications.rb:123:in `instrument' actionpack (3.2.13) lib/action_controller/metal/instrumentation.rb:29:in `process_action' actionpack (3.2.13) lib/action_controller/metal/params_wrapper.rb:207:in `process_action' activerecord (3.2.13) lib/active_record/railties/controller_runtime.rb:18:in `process_action' actionpack (3.2.13) lib/abstract_controller/base.rb:121:in `process' actionpack (3.2.13) lib/abstract_controller/rendering.rb:45:in `process' actionpack (3.2.13) lib/action_controller/metal.rb:203:in `dispatch' actionpack (3.2.13) lib/action_controller/metal/rack_delegation.rb:14:in `dispatch' actionpack (3.2.13) lib/action_controller/metal.rb:246:in `block in action' actionpack (3.2.13) lib/action_dispatch/routing/route_set.rb:73:in `call' actionpack (3.2.13) lib/action_dispatch/routing/route_set.rb:73:in `dispatch' actionpack (3.2.13) lib/action_dispatch/routing/route_set.rb:36:in `call' journey (1.0.4) lib/journey/router.rb:68:in `block in call' journey (1.0.4) lib/journey/router.rb:56:in `each' journey (1.0.4) lib/journey/router.rb:56:in `call' actionpack (3.2.13) lib/action_dispatch/routing/route_set.rb:612:in `call' actionpack (3.2.13) lib/action_dispatch/middleware/best_standards_support.rb:17:in `call' rack (1.4.5) lib/rack/etag.rb:23:in `call' rack (1.4.5) lib/rack/conditionalget.rb:25:in `call' actionpack (3.2.13) lib/action_dispatch/middleware/head.rb:14:in `call' actionpack (3.2.13) lib/action_dispatch/middleware/params_parser.rb:21:in `call' actionpack (3.2.13) lib/action_dispatch/middleware/flash.rb:242:in `call' rack (1.4.5) lib/rack/session/abstract/id.rb:210:in `context' rack (1.4.5) lib/rack/session/abstract/id.rb:205:in `call' actionpack (3.2.13) lib/action_dispatch/middleware/cookies.rb:341:in `call' activerecord (3.2.13) lib/active_record/query_cache.rb:64:in `call' activerecord (3.2.13) lib/active_record/connection_adapters/abstract/connection_pool.rb:479:in `call' actionpack (3.2.13) lib/action_dispatch/middleware/callbacks.rb:28:in `block in call' activesupport (3.2.13) lib/active_support/callbacks.rb:405:in `_run__360878605__call__248365880__callbacks' activesupport (3.2.13) lib/active_support/callbacks.rb:405:in `__run_callback' activesupport (3.2.13) lib/active_support/callbacks.rb:385:in `_run_call_callbacks' activesupport (3.2.13) lib/active_support/callbacks.rb:81:in `run_callbacks' actionpack (3.2.13) lib/action_dispatch/middleware/callbacks.rb:27:in `call' actionpack (3.2.13) lib/action_dispatch/middleware/reloader.rb:65:in `call' actionpack (3.2.13) lib/action_dispatch/middleware/remote_ip.rb:31:in `call' actionpack (3.2.13) lib/action_dispatch/middleware/debug_exceptions.rb:16:in `call' actionpack (3.2.13) lib/action_dispatch/middleware/show_exceptions.rb:56:in `call' railties (3.2.13) lib/rails/rack/logger.rb:32:in `call_app' railties (3.2.13) lib/rails/rack/logger.rb:16:in `block in call' activesupport (3.2.13) lib/active_support/tagged_logging.rb:22:in `tagged' railties (3.2.13) lib/rails/rack/logger.rb:16:in `call' actionpack (3.2.13) lib/action_dispatch/middleware/request_id.rb:22:in `call' rack (1.4.5) lib/rack/methodoverride.rb:21:in `call' rack (1.4.5) lib/rack/runtime.rb:17:in `call' activesupport (3.2.13) lib/active_support/cache/strategy/local_cache.rb:72:in `call' rack (1.4.5) lib/rack/lock.rb:15:in `call' actionpack (3.2.13) lib/action_dispatch/middleware/static.rb:63:in `call' railties (3.2.13) lib/rails/engine.rb:479:in `call' railties (3.2.13) lib/rails/application.rb:223:in `call' rack (1.4.5) lib/rack/content_length.rb:14:in `call' railties (3.2.13) lib/rails/rack/log_tailer.rb:17:in `call' rack (1.4.5) lib/rack/handler/webrick.rb:59:in `service' C:/RailsInstaller/Ruby1.9.3/lib/ruby/1.9.1/webrick/httpserver.rb:138:in `service' C:/RailsInstaller/Ruby1.9.3/lib/ruby/1.9.1/webrick/httpserver.rb:94:in `run' C:/RailsInstaller/Ruby1.9.3/lib/ruby/1.9.1/webrick/server.rb:191:in `block in start_thread'

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  • Making Firefox render canvas text the same as CSS text

    - by Dan Forys
    I've been experimenting with the canvas tag and Javascript. I've made a page that takes Tweets from the Twitter public timeline and animates them into view. It works by using a canvas element in the background for the animation. When the animation is complete, it creates a div element with the same text over the top. I do this so that the tweet text is selectable and links are clickable. Now, in Safari, Chrome and even Opera, the canvas text and div text look almost exactly the same. Yet in Firefox, the size of the text is different enough to make it 'jump' at the point it changes into the div. Does anyone know how to make Firefox render the text the same on the canvas element and the div using CSS? Or is this a rendering inconsistency with the engine. I have put the page on my website if you want to see what I mean. Now for the code: The CSS I'm using for rendering the div contains: line-height: 21px; font-weight: 100; font-family: Georgia, "New Century Schoolbook", "Nimbus Roman No9 L", serif; font-size: 20px; For rendering on the canvas I'm using: this.context.font = this.scale + 'px Georgia'; this.context.fillStyle = "white"; this.context.strokeStyle = 'white'; this.context.fillText(this.text, 0, 0); this.context.strokeText(this.text, 0, 0); where this.scale is an animated scale factor that finishes at 20px exactly. So, to recap, I'm using the same font and ending up at the same px size, yet Firefox renders the text differently between Canvas and CSS. (edit) Here's a screenshot example: First line is the text animating in using canvas, second line is the resulting div.

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  • IE6 + IE7 CSS problem with overflow: hidden; - position: relative; combo.

    - by googletorp
    So I have created a slider for a homepage, that slides some images with a title and teaser text using jQuery. Everything works fine, and I went to check IE and found that IE 6 and 7 kills my slider css completely. I can't figure out why, but for some reason I can't hide the non active slides with overflow: hidden; I've tried tweaking the css back and forth, but haven't been able to figure out what's causing the problem. I've recreated the problem in a more isolated html page. <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" xml:lang="da" lang="da" dir="ltr"> <head> <style> body { width: 900px; } .column-1 { width: 500px; float: left; } .column-2 { width: 200px; float: left; } .column-3 { width: 200px; float: left; } ul { width: 2000px; left: -499px; position: relative; } li { list-style: none; display: block; float: left; } .item-list { overflow: hidden; width: 499px; } </style> </head> <body> <div class="column-1"> <div class="item-list clearfix"> <ul> <li class="first"> <div class="node-slide"> <img src="http://www.hanselman.com/blog/content/binary/lolcats-funny-pictures-leroy-jenkins.jpg" /> <div class="infobox"> <h4>Title 1</h4> <p>Teaser 1</p> </div> </div> </li> <li> <div class="slide"> <img src="http://www.hanselman.com/blog/content/binary/lolcats-funny-pictures-leroy-jenkins.jpg" /> <div class="infobox"> <h4>Title 2</h4> <p>Teaser 2</p> </div> </div> </li> <li class="last"> <div class="slide"> <img src="http://www.hanselman.com/blog/content/binary/lolcats-funny-pictures-leroy-jenkins.jpg" /> <div class="infobox"> <h4>Title 3</h4> <p>Teaser 3</p> </div> </div> </li> </ul> </div> </div> <div class="column-2"> ... </div> <div class="column-3"> ... </div> </body> </html> I've tracked down that it is the ul { position: relative; } on the ul element that is causing the overflow: hidden not to work, but why that is, I don't know. Also this is needed to make the slider javascript work using the left attribute on the ul to slide it. Any ideas as to how you can fix this is most welcome.

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  • Why is my Python OpenGL render2DTexture function so slow?

    - by Barakat
    SOLVED: The problem was actually using time.time() every CPU cycle to see whether the next frame should be drawn or not. The time it takes to execute time.time() was having an impact on the FPS. I made this function for drawing 2D textures as images in a 2D view in my OpenGL application. After doing some testing I found that it takes up 1-2 fps per texture. I know I am probably doing something wrong in this code. Any ideas? I am limiting the FPS to 60. Edit: When I disable the texture rendering it adds about 15% fps back. When I disabled text rendering it adds about 15% fps back. When i disable both barely any fps is consumed anymore. IE: 20 out of 60 fps with both on. 30 out of 60 when one is disabled. 58 out of 60 when both are disabled. When rendering the text on a button ( the control I'm using to test this ), it only "prepares" the text when the button label is set. Updated code, still running at the same speed but still works the same: def render2DTexture( self, texture, rect, texrect ): glEnable( GL_TEXTURE_2D ) glBindTexture( GL_TEXTURE_2D, texture ) glBegin( GL_QUADS ) glTexCoord2f( texrect.left, texrect.bottom ) glVertex2i( rect.left, self.windowSize[1] - rect.top ) glTexCoord2f( texrect.right, texrect.bottom ) glVertex2i( rect.left + rect.right, self.windowSize[1] - rect.top ) glTexCoord2f( texrect.right, texrect.top ) glVertex2i( rect.left + rect.right, self.windowSize[1] - ( rect.top + rect.bottom ) ) glTexCoord2f( texrect.left, texrect.top ) glVertex2i( rect.left, self.windowSize[1] - ( rect.top + rect.bottom ) ) glEnd() glDisable( GL_TEXTURE_2D ) def prepareText( self, text, fontFace, color ): self.loadFont( fontFace ) bmp = self.fonts[ fontFace ].render( text, 1, color ) return ( pygame.image.tostring( bmp, 'RGBA', 1 ), bmp.get_width(), bmp.get_height() ) def renderText( self, pText, position ): glRasterPos2i( position[0], self.windowSize[1] - ( position[1] + pText[2] ) ) glDrawPixels( pText[1], pText[2], GL_RGBA, GL_UNSIGNED_BYTE, pText[0] )

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  • Downloading javascript Without Blocking

    - by doug
    The context: My question relates to improving web-page loading performance, and in particular the effect that javascript has on page-loading (resources/elements below the script are blocked from downloading/rendering). This problem is usually avoided/mitigated by placing the scripts at the bottom (eg, just before the tag). The code i am looking at is for web analytics. Placing it at the bottom reduces its accuracy; and because this script has no effect on the page's content, ie, it's not re-writing any part of the page--i want to move it inside the head. Just how to do that without ruining page-loading performance is the crux. From my research, i've found six techniques (w/ support among all or most of the major browsers) for downloading scripts so that they don't block down-page content from loading/rendering: (i) XHR + eval(); (ii) XHR + 'inject'; (iii) download the HTML-wrapped script as in iFrame; (iv) setting the script tag's 'async' flag to 'TRUE' (HTML 5 only); (v) setting the script tag's 'defer' attribute; and (vi) 'Script DOM Element'. It's the last of these i don't understand. The javascript to implement the pattern (vi) is: (function() { var q1 = document.createElement('script'); q1.src = 'http://www.my_site.com/q1.js' document.documentElement.firstChild.appendChild(q1) })(); Seems simple enough: inside this anonymous function, a script element is created, its 'src' element is set to it's location, then the script element is added to the DOM. But while each line is clear, it's still not clear to me how exactly this pattern allows script loading without blocking down-page elements/resources from rendering/loading?

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  • Java - Calling all methods of a class

    - by Thomas Eschemann
    I'm currently working on an application that has to render several Freemarker templates. So far I have a Generator class that handles the rendering. The class looks more or less like this: public class Generator { public static void generate(…) { renderTemplate1(); renderTemplate2(); renderTemplate3(); } private static void render(…) { // renders the template } private static void renderTemplate1() { // Create config object for the rendering // and calls render(); }; private static void renderTemplate1() { // Create config object for the rendering // and calls render(); }; … } This works, but it doesn't really feel right. What I would like to do is create a class that holds all the renderTemplate...() methods and then call them dynamically from my Generator class. This would make it cleaner and easier to extend. I was thinking about using something like reflection, but it doesn't really feel like a good solution either. Any idea on how to implement this properly ?

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  • SVG rotation animation having problems on chrome for jelly bean, is there a workaround?

    - by Metalskin
    I've got a strange problem with chrome on jellybean running svg animations triggered from javascript. This JSFiddle example works fine on chrome and firefox on linux, but when I run it on android with chrome I get the final step of the animation painted at the beginning of the animation. I've tried this on both an Nexus 7 and Transformer Prime, they both have the problem. I've tested using firefox on the android devices and the problem doesn't exist. So I'm presuming that it's a defect with chrome. However I've seen other animations using svg that do not have this problem in chrome on jellybean. Is anyone aware of a way to get around this problem, or is there something that I'm doing in my animation/js that is a possible cause of the problem? I've now created a bug report at code.google.com, however I still need a workaround, if anyone can help me (or in case I'm doing something stupid). I've now discovered that this is reproducible on chrome for linux (and I suspect windows). If you click on the button to start the animation before the previous animation has completed then the problem occurs. In this case the hand is drawn at the end of the 45 degree sweep before it starts the sweep. I now suspect that I should be calling something to stop the animation before I change the animation. Anyway, hopefully someone can resolve this problem.

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  • PyGTK: Manually render an existing widget at a given Rectangle? (TextView in a custom CellRenderer)

    - by NicDumZ
    Hello! I am trying to draw a TextView into the cell of a TreeView. (Why? I would like to have custom tags on text, so they can be clickable and trigger different actions/popup menus depending on where user clicks). I have been trying to write a customized CellRenderer for this purpose, but so far I failed because I find it extremely difficult to find generic documentation on rendering design in gtk. More than an answer at the specific question (that might be hard/not doable, and I'm not expecting you to do everything for me), I am first looking for documentation on how a widget is rendered, to understand how one is supposed to implement a CellRenderer. Can you share any link that explains, either for gtk or for pygtk, the rendering mechanism? More specifically: size allocation mechanism (should I say protocol?). I understand that a window has a defined size, and then queries its children, saying "my size is w x h, what would be your ideal size, buddy?", and then sometimes shrinks children when all children cant fit together at their ideal sizes. Any specific documentation on that, and on particular on when this happens during rendering? How are rendered "builtin" widgets? What kind of methods do they call on Widget base class? On the parent Window? When? Do they use pango.Layout? can you manually draw a TextView onto a pango.Layout object? This link gives an interesting example showing how you can draw content in a pango.Layout object and use it in a CellRenderer. I guess that I could adapt it if only I understood how TextView widget are rendered. Or perhaps, to put it more simply: given an existing widget instance, how does one render it at a specific gdk.Rectangle? Thanks a lot.

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  • Flex component setActualSize

    - by dlots
    I am a little confused about the setActualSize method. It appears from what I've read, that if it is not called on a component by its parent, the component will not be rendered. So it appears that setActualSize is a critical method that is directly bound to rendering the UIComponent. It also appears that the width and height properties of UIComponent override the functionality of the width and height properties of flash.display.DisplayObject, in that they are not directly bound to the rendering of the object but are virtual values that are mainly used by the getExplicitOrMeasured when the parent of the component calls the component's setActualSize method. So the question are: 1) Why isn't the default behavior of every component to just call setActualSize(getExplicitOrMeasuredWidth(),getExplicitOrMeasuredHeight()) on itself? 2) I guess this question stems from the above question and the behavior as I understand it as described above: does setActualSize change the visibility of the component? It appears that that the behavior is that a component is not rendered until setActualSize is called, but if it contains display object children itself (expected behavior as it can calculate measure on itself) and is added to the display list, the only reason why flash isn't rendering it, is because its not visible. 3) Relating to question #1, does updateDisplayList of UIComponent have a method that goes through its children calling setActualSize on each of them?

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  • Noise with multi-threaded raytracer

    - by herber88
    This is my first multi-threaded implementation, so it's probably a beginners mistake. The threads handle the rendering of every second row of pixels (so all rendering is handled within each thread). The problem persists if the threads render the upper and lower parts of the screen respectively. Both threads read from the same variables, can this cause any problems? From what I've understood only writing can cause concurrency problems... Can calling the same functions cause any concurrency problems? And again, from what I've understood this shouldn't be a problem... The only time both threads write to the same variable is when saving the calculated pixel color. This is stored in an array, but they never write to the same indices in that array. Can this cause a problem? Multi-threaded rendered image (Spam prevention stops me from posting images directly..) Ps. I use the exactly same implementation in both cases, the ONLY difference is a single vs. two threads created for the rendering.

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