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  • Multithreaded UI desktop application issues

    - by igor
    I am involved into development a rich UI project: desktop windows application. Application uses asynchronous invocations and in its turn it should be ready to process external messages (events). The problem is clear: at first time it was built as a simple prototype and it was not stress tested and all was fine. Then application was grown: the number of calls to server and number of events from server are high and performance is low. What is more users noticed that sometimes performance is extremal low. Asynchronous invocations based on thread pool (BeginInvoke, EndInvoke), external events are going from WCF service (.NET 3.5). My goal is synchronization of all tasks and putting priorities to every executions in desktop application. My question is: is there any practice how to reach my goal: patterns, task priority list, others? What should I do at first, second and next times? Thanks

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  • Multithreded UI desktop application issues

    - by igor
    I am involved into development a rich UI project: desktop windows application. Application uses asynchronous invocations and in its turn it should be ready to process external messages (events). The problem is clear: at first time it was built as a simple prototype and it was not stress tested and all was fine. Then application was grown: the number of calls to server and number of events from server are high and performance is low. What is more users noticed that sometimes performance is extremal low. Asynchronous invocations based on thread pool (BeginInvoke, EndInvoke), external events are going from WCF service (.NET 3.5). My goal is synchronization of all tasks and putting priorities to every executions in desktop application. My question is: is there any practice how to reach my goal: patterns, task priority list, others? What should I do at first, second and next times? Thanks

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  • Is there any way to synchronize AD users with Office 365 but still be able to edit them online?

    - by Massimo
    I'm performing a migration to Office 365 from a third-party mail server (MDaemon); the local Active Directory doesn't include any Exchange server, and never had any. We will need directory synchronization in order to enable users to log on to Office 365 using their domain credentials; but it seems that as soon as you enable directory synchronization, you can't perform any action anymore on Office 365 users: all changes need to be made on the local Active Directory, and then replicated by the synchronization process. For ordinary users with a single e-mail address and standard features, this is not a big problem; but what about users which need an additional address? What if I need to configure some nonstandard setting, like "hide from address list" or a custom mailbox quota? From what I've gathered, the only supported way to do this, as you can't directly edit Office 365 objects anymore after synchronization is enabled, is to extend the local AD schema with Exchange attributes, and then manually edit them (!). Or, you can install at least one local Exchange server, and then use the Exchange administrative tools to configure the required settings. Is this correct or am I missing something? Is there any way to synchronize user accounts and password, but still be able to edit user settings directly in Office 365? If not (everything really needs to be set locally and then synchronized), is there any simpler way to do this than manually editing LDAP attributes or installing a local Exchange server?

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  • Variable-step update() in game loop is falling behind, how can I get around this?

    - by ThatsGobbles
    I'm working on a minimal game engine for my next game. I'm using the delta update method like shown: void update(double delta) { // Update code that uses `delta` goes here } I have a deep hierarchy of updatable objects, with a root updatable that contains several updatables, each of which contains more updatables, etc. Normally I'd just iterate through each of the root's children and update each one, which would then do the same for its children, and so on. However, passing a fixed value of delta to the root means that by the time the leaf updatables are reached, it's been longer since delta seconds that have elapsed. This is causing noticable desyncing in my game, and time synchronization is very important in my case (I'm working on a rhythm game). Any ideas on how I should tackle this? I've considered using StopWatches and a global readable timer, but any advice would be helpful. I'm also open to moving to fixed timesteps as opposed to variable.

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  • Variable-step update() in game loop is falling behind, how can I get around this?

    - by ThatsGobbles
    I'm working on a minimal game engine for my next game. I'm using the delta update method like shown: void update(double delta) { // Update code that uses `delta` goes here } I have a deep hierarchy of updatable objects, with a root updatable that contains several updatables, each of which contains more updatables, etc. Normally I'd just iterate through each of the root's children and update each one, which would then do the same for its children, and so on. However, passing a fixed value of delta to the root means that by the time the leaf updatables are reached, it's been longer since delta seconds that have elapsed. This is causing noticable desyncing in my game, and time synchronization is very important in my case (I'm working on a rhythm game). Any ideas on how I should tackle this? I've considered using StopWatches and a global readable timer, but any advice would be helpful. I'm also open to moving to fixed timesteps as opposed to variable.

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  • P2V conversion using Synchronization

    - by vitea1
    I'm currently P2Ving over my 2003 exchange server and would like to know the best way to use the synchronization feature? I already P2V'd this server over about 5 times and had great success without any outages of service etc. I would like to set it up where just as it finishes the full clone that it starts synchronizing the change automatically. How and can I set this up and what is the best version? I'm using version 4.0. Thanks.

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  • Best approach for Synchronization Mysql databases using C# [closed]

    - by nirmal90
    I have a requirement as below. Windows application in c# with MySQL database MySQL database in both local and server One centralized server with many client synchronizing the server database at each time when the new entry or update is happen in local machine The server data also needs to be updated in local at regular intervals in order to avoid conflicts I need to know what is the best approach to follow to make this synchronization without any conflicts.

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  • Implementation details of database synchronisation API

    - by Daniel
    I want to achieve a database synchronisation between my server database and a client application. The server would run MySQL and the applications may run different database technologies, their implementation isn't important. I have a MySQL database online and web accessible via an API I wrote in PHP (just a detail). My client application ships with a copy of the online data. As time passes my goal is to check for any changes in the online database and make these updates available to the client app via an API call, by sending a date to an API endpoint corresponding to the last date the app was updated, the response would be a JSON filled with all new objects and updated objects, and delete IDs, this makes possible to update the local store appropriately. Essentially I want to do this: http://dbconvert.com/synchronization.php My question is about the implementation details. Would I need to add a column to my database tables with a "last modified" date? Since the client app could be very out of date if it's been offline for a long time, does that also mean I shouldn't delete data from the online database but instead have another column called "delete" set to 1 and a modified date updated appropriately? Would my SQL query simply check for all data with a modified date superior then the date passed into the API request by the client? I feel like there's a lot more to it then having a ton of dates everywhere. And also, worry that I will need to persist a lot of old data in order to ensure that old versions of the client app always have the opportunity to delete parts of their data when they are able to sync.

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  • MVC pattern synchronisation

    - by Hariprasad
    I am facing a problem in synchronizing my model and view threads I have a view which is table. In it, user can select a few rows. I update the view as soon as the user clicks on any row since I don't want the UI to be slow. This updating is done by a logic which runs in the controller thread below. At the same time, the controller will update the model data too, which takes place in a different thread. i.e., controller puts the query in a queue, which is then executed by the model thread - which is a single-threaded interface. As soon as the query executes, controller will get a signal. Now, In order to keep the view and model synchronized, I will update the view again based on the return value of the query (the data returned by model) - even though I updated the view already for that user action. But, I am facing issues because, its taking a lot of time for the model to return the result, by that time user would have performed multiple clicks. So, as a result of updating the view again based on the information from model, the view sometimes goes back to the state in which the previous clicks were made (Suppose user clicks thrice on different rows. I update the view as soon as the click happens. Also, I update the view when I get data back from the model - which is supposed to be same as the already updated state of the view. Now, when the user clicks third time, I get data for the first click from model. As a result, view goes back to a state which is generated by the first click) Is there any way to handle such a synchronization issue?

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  • How to fix windows new line character on sftp synchronization in eclipse (pdt)

    - by superspace
    Hello, I have a problem with windows new line characters being introduced into text files on eclipse sftp synchronization (via jcraft's sftp plugin). I've set "New text file line delimiter" to Unix and have even sanitized the file with "fromdos" but every time i upload using the sftp plugin, windows new line characters can be seen in the remote file as "^M" characters (when viewed in vi). A point to note is that if i upload using an external sftp client, it's all fine. Eclipse Version: PDT (Helios) SFTP: jcraft sftp plugin Local Environment: Ubuntu 10.04 Remote Environments: FreeBSD 6.4, Debian 4.0 What am i missing? My co-workers would thank you for the solution :) Thanks in advance.

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  • Certificate Revocation checking affecting system performance [migrated]

    - by Colm Clarke
    I have a .NET 3.5 desktop application that had been showing periodic slow downs in functionality whenever the test machine it was on was out of the office. I managed to replicate the error on a machine in the office without an internet connection, but it was only when i used ANTS performance profiler that i got a clearer picture of what was going on. In ANTS I saw a "Waiting for synchronization" taking up to 16 seconds that corresponded to the delay I could see in the application when NHibernate tried to load the System.Data.SqlServerCE.dll assembly. If I tried the action again immediately it would work with no delay but if I left it for 5 minutes then it would be slow to load again the next time I tried it. From my research so far it appears to be because the SqlServerCE dll is signed and so the system is trying to connect to get the certificate revocation lists and timing out. Disabling the "Automatically detect settings" setting in the Internet Options LAN settings makes the problem go away, as does disabling the "Check for publishers certificate revocation". But the admins where this application will be deployed are not going to be happy with the idea of disabling certificate checking on a per machine or per user basis so I really need to get the application level disabling of the CRL check working. There is the well documented bug in .net 2.0 which describes this behaviour, and offers a possible fix with a config file element. <?xml version="1.0" encoding="utf-8"?> <configuration> <runtime> <generatePublisherEvidence enabled="false"/> </runtime> </configuration> This is NOT working for me however even though I am using .net 3.5. The SQLServerCE dll is being loaded dynamically by NHibernate and I wonder if the fact that it's dynamic could somehow be why the setting isn't working, but I don't know how I could check that. Can anyone offer suggestions as to why the config setting might not work? Or is there another way I could disable the check at the application level, perhaps a CAS policy setting that I can use to set an exception for the application when it's installed? Or is there something I can change in the application to up the trust level or something like that? I have also tried using to no advantage ServicePointManager.CheckCertificateRevocationList = false; http://rusanu.com/2009/07/24/fix-slow-application-startup-due-to-code-sign-validation/ I have also tried those registry settings out and unfortunately they didn't help. The dlls that appear to be the cause of the hold up are native SQL Server CE dlls, and looking at the stack traces in ProcMon mscorwks.dll doesn't appear to be involved even though the checks on crypto and cert registry keys are being done under the .NET application. It's definitely still something to do with publisher certificate checking because unticking "Check for publisher revocation certificate" still works but something odd is going on.

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  • XNA: Networking gone totally out of sync

    - by MesserChups
    I'm creating a multiplayer interface for a game in 2D some of my friends made, and I'm stuck with a huge latency or sync problem. I started by adapting my game to the msdn xna network tutorial and right now when I join a SystemLink network session (1 host on PC and 1 client on Xbox) I can move two players, everything is ok, but few minutes later the two machines start being totally out of synchronization. When I move one player it takes 10 or 20 seconds (increasing with TIME) to take effect on the second machine. I've tried to : Create a thread which calls NetworkSession.Update() continuously as suggested on this forum, didn't worked. Call the Send() method one frame on 10, and the receive() method at each frame, didn't worked either. I've cleaned my code, flushed all buffers at each call and switched the host and client but the problem still remain... I hope you have a solution because I'm running out of ideas... Thanks SendPackets() code : protected override void SendPackets() { if ((NetworkSessionState)m_networkSession.SessionState == NetworkSessionState.Playing) //Only while playing { //Write in the packet manager m_packetWriter.Write(m_packetManager.PacketToSend.ToArray(), 0, (int)m_packetManager.PacketToSend.Position); m_packetManager.ResetPacket(); //flush //Sends the packets to all remote gamers foreach (NetworkGamer l_netGamer in m_networkSession.RemoteGamers) { if (m_packetWriter.Length != 0) { FirstLocalNetGamer.SendData(m_packetWriter, SendDataOptions.None, l_netGamer); } } m_packetWriter.Flush();//m m_packetWriter.Seek(0, 0); } } ReceivePackets() code : public override void ReceivePackets() { base.ReceivePackets(); if ((NetworkSessionState)m_networkSession.SessionState == NetworkSessionState.Playing) //Only while playing { if (m_networkSession.LocalGamers.Count > 0) //Verify that there's at least one local gamer { foreach (LocalNetworkGamer l_localGamer in m_networkSession.LocalGamers) { //every LocalNetworkGamer must read to flush their stream // Keep reading while packets are available. NetworkGamer l_oldSender = null; while (l_localGamer.IsDataAvailable) { // Read a single packet, even if we are the host, we must read to clear the queue NetworkGamer l_newSender; l_localGamer.ReceiveData(m_packetReader, out l_newSender); if (l_newSender != l_oldSender) { if ((!l_newSender.IsLocal) && (l_localGamer == FirstLocalNetGamer)) { //Parsing PacketReader to MemoryStream m_packetManager.Receive(new MemoryStream(m_packetReader.ReadBytes(m_packetReader.Length))); } } l_oldSender = l_newSender; m_packetReader.BaseStream.Flush(); m_packetReader.BaseStream.Seek(0, SeekOrigin.Begin); } } m_packetManager.ParsePackets(); } } }

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  • synchronization of file locations between two machines

    - by intuited
    Although similar threads have been asked on this site and its siblings before, I've not managed to glean the answer to this persistent question. Any help is much appreciated. The situation: I've got two laptops; both contain a ton of music. Sometimes I move these music files to different locations, or change the metadata in them, or convert them to a different format. I might do any of these things on either machine. I rarely do all of them at once — ie it's unlikely that I'll convert a file's format and move it to a different location all in one go. I'd like to be able to synchronize these changes without having to sift through everything that was renamed or moved. I'm familiar with rsync but I find it inadequate, because although it can compute checksums, it doesn't have any way to store them. So if a file differs, it can't figure out which side it changed on. This also means that it can't attempt to match a missing file to a new one with the same checksum (ie a move) if the filesize and date are the same, it , so it takes an epoch to do a sync on a large repository. I would like to only check the checksum if the files even if you turn on checksumming, it still doesn't use it intelligently: ie it checksums files even if the sizes differ. IIRC. it's not able to use file metadata as a means of file comparison. this is sort of a wishlist item but it seems doable. I've also looked into rsnapshot, but its requirement to create a full backup is impractical in this situation. I don't need a backup, I just need a record of what file with each hash was where when. Unison seems like it might be able to do something vaguely along these lines, but I'm loathe to spend hours wading through its details only to discover that it's sadly lacking. Plus, it's fun asking questions on here. What I'd like is a tool that does something along these lines: keeps track of file checksums or of actual renames, possibly using inotify to greatly reduce resource consumption/latency stores a database containing this info, along with other pertinencies like the file format and metadata, the actual inode, the filename history, etc. uses this info to provide more-intelligent synchronization with a counterpart on the other side. So for example: if a file has been converted from flac to ogg, but kept the same base filename, or the same metadata, it should be able to send the new version over, and the other side should delete the original. Probably it should actually sequester it somewhere in case they or you screwed up, but that's a detail. And then when the transaction is done, the state is logged so that the next time the two interact they can work out their differences. Maybe all this metadata stuff is a fancy pipe dream. I would actually be pretty happy if there was something out there that could just use checksums in an intelligent way. This would be sort of like having the intelligence of something like git, minus the need to duplicate data in an index/backup/etc (and branching, and checkouts, and all the other great stuff that RCSs do. basically just fast forward commit pushes are all I want, with maybe the option to roll back.) So is there something out there that can do this? If not, can someone suggest a good way to start making it?

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  • sync framework server to server synchronization

    - by nihi_l_ist
    I have kind of a such scenario: Here i need to synchronize local server database with main DB server(example: computers in office are connected to office server and they use it like a local server, so that no sync is required.BUT computers in other office work with their local server too and we need synchronization between the offices though the main DB server.). As i see i cant use SQLCompact here. Is there a provider to do the server-to-server synchronization right from the client? If no can someone provide a sample of solution of how to manage such situation?

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  • iPhone SDK: Data Synchronization

    - by buzzappsoftware
    I am looking for an overview of data synchronization techniques available on the iPhone platform. We need the ability to be able to sync a subset of content from a server to a local database residing on the iPhone. On other projects I have worked on, the data synchronization was handled by the database. Is that available in SQLite? If not, any suggestions on techniques? Rolling our own would not be my first choice. Thanks in advance.

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  • Replicating/Synchronizng multiple tables across diffrent Databases on the same instance

    - by Idan
    I have few tables that needed to be replicated/synchronized across several databases in our SQL Server 2008 cluster. I know it's possible to replicate between multiple instances, but I'm looking for replication or synchronization in the same instance between specific tables of databases. The replicaiton/synchronization should happen every half-hour or so, but I don't mind it happening constantly. I can't use DROP the target table and INSERT (copy) the source table since there are many constraints. Reason for this is to not manage in the application layer and write to 2 different databases at the same time. Example: DB1 has T1, T2 and T3 - these are constantly being updated by the application, APP1 running on DB1. DB2 needs to have an updated copy of T1 at all times, also, there is a different application, APP2 runs only on DB2. Both DB1 and DB2 are located on the same instance, INST1. Would it be possible to replicate T1, T2 and T3 from DB1 to DB2 ? Thanks, Idan.

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  • Send regular keyboard samples OR keyboard state changes over network

    - by Ciaran
    Building a multi player asteroids game where ships compete with each other. Using UDP. Wanted to minimize traffic sent to server. Which would you do: Send periodic keyboard state samples every from client every to match server physics update rate e.g. 50 times per second. Highly resilient to packet loss and other reliabilty problems. Out of date packets disacarded by server. Generates a lot of unnuecessary traffic. Only send keyboard state when it changes (key up, key down). Radically less traffic sent from client to server. However, UDP can lose packets without you being informed. So the latter method could result in the vital packet never being resent unless I detect and resend this in a timely manner.

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  • SSAS Multithreaded sync with Windows 2008 R2

    - by ACALVETT
    We have been happily running some of our systems on WIndows 2003 and have had an upgrade to W2K8 R2 on the list for quite some time. The upgrade has now completed and we can start taking advantage of some of the new features which is the reason for this post. For a long time we have used the sample Robocopy script from the SQLCat team to synchronize some of our larger SSAS databases. If your wondering what i mean by large, around 5 TB with a good few thousand partitions. The script works like a dream...(read more)

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  • Networking for RTS games with lockstep using UDP

    - by user782220
    Apparently from what I can gather Starcraft 2 moved to UDP in a patch. Now obviously with fps games there is no dispute that UDP is the only way to go. But with RTS games what benefits does UDP give over TCP given that the network model is lockstep? I suppose another way to phrase this is: what features of TCP make TCP inferior compared to UDP with resend, etc. implemented in the context of rts lockstep networking model?

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  • How to sync the actions in a mutiplayer game?

    - by Wheeler
    I connect the clients with UDP (its a peer to peer connection on a multicast network) and the clients are sending their positions in every frame (in WP7 it means the default 30 FPS) to each other. This game is kinda a pong game, and my problem is the next: whenever the opponent hits the ball the angle will not be the same on both mobiles. I think its because the latency (1 pixel difference can cause a different angle). So my question is: how can I sync the hitting event?

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  • How to sync files between local dir and remote dir without using an IDE?

    - by Moe Sweet
    I'm running windows 7 and I have a working dir in my PC. I have my staging server that I only have FTPS (Explicit) access to. What I want... Everytime I change something in my local dir, I want my remote dir synced via FTPS method alone. SVN, CVS, GIT is not an option. I tried notepad++, eclipse and Netbeans and all couldn't work. In general, I don't want to rely on an IDE to achieve this task. And I don't want to install anything funny like rsync and I don't want to write scripts.

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  • Operating systems -- using minimum number of semaphores

    - by stackuser
    The three cooperating processes all read data from the same input device. Each process, when it gets the input device, must read two consecutive data. I want to use mutual exclusion to do this. The declaration and initialization that I think would work here are: semaphore s=1 sa1 = 0, sa2 = 0, sb1 = 0, sb2 = 0, sc1 = 0, sc2 = 0 I'd like to use semaphores to synchronize the following processes: P1: P2: P3: input(a1,a2) input (b1,b2) input(c1,c2) Y=a1+c1 W=b2+c2 Z=a2+b1 Print (X) X=Z-Y+W I'm wondering how to use the minimum number of semaphores to solve this. Diagram of cooperating Processes and one input device: It seems like P1 and P2 would start something like: wait(s) input (a1/b1, a2/b2) signal(s)

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  • How to sync audio files with Logitech media server in MAC OS?

    - by Abhishek
    I want to customize the Logitech Media Server (web interface on localhost) so that N number of DIFFERENT audio files will start to play at the same time on N number of wifi receivers, each file on a different receiver. Currently, the server will sync only 1 track to N number(amount) of receivers. Is it possible with Logitech media server is open source. How can I able to do this? can you explain me sample code?

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