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  • objective C underscore property vs self

    - by user1216838
    I'm was playing around with the standard sample split view that gets created when you select a split view application in Xcode, and after adding a few fields i needed to add a few fields to display them in the detail view. and something interesting happend in the original sample, the master view sets a "detailItem" property in the detail view and the detail view displays it. - (void)setDetailItem:(id) newDetailItem { if (_detailItem != newDetailItem) { _detailItem = newDetailItem; // Update the view. [self configureView]; } i understand what that does and all, so while i was playing around with it. i thought it would be the same if instead of _detailItem i used self.detailItem, since it's a property of the class. however, when i used self.detailItem != newDetailItem i actually got stuck in a loop where this method is constantly called and i cant do anything else in the simulator. my question is, whats the actual difference between the underscore variables(ivar?) and the properties? i read some posts here it seems to be just some objective C convention, but it actually made some difference.

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  • What is better: Developing a Web project in MVC or N -Tier Architecture?

    - by Starx
    I have asked a similar question before and got an convincing answer as well? http://stackoverflow.com/questions/2843311/what-is-difference-of-developing-a-website-in-mvc-and-3-tier-or-n-tier-architectu Due to the conclusion of this question I started developing projects in N-tier Architecture. Just about an hour ago, I asked another question, about what is the best design pattern to create interface? There the most voted answer is suggesting me to use MVC architecture. http://stackoverflow.com/questions/2930300/what-is-the-best-desing-pattern-to-design-the-interface-of-an-webpage Now I am confused, First post suggested me that both are similar, just a difference that in N-tier, the tier are physically and logically separated and one layer has access to the one above and below it but not all the layers. I think ASP.net used 3 Tier architecture while developing applications or Web applications. Where as frameworks like Zend, Symphony they use MVC. I just want to stick to a pattern that is best suitable for WebProject Development? May be this is a very silly confusion? But if someone could clear this confusion, that would be very greatful?

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  • How to filter List<T> with LINQ and Reflection

    - by Ehsan Sajjad
    i am getting properties via reflection and i was doing like this to iterate on the list. private void HandleListProperty(object oldObject, object newObject, string difference, PropertyInfo prop) { var oldList = prop.GetValue(oldObject, null) as IList; var newList = prop.GetValue(newObject, null) as IList; if (prop.PropertyType == typeof(List<DataModel.ScheduleDetail>)) { List<DataModel.ScheduleDetail> ScheduleDetailsOld = oldList as List<DataModel.ScheduleDetail>; List<DataModel.ScheduleDetail> ScheduleDetailsNew = newList as List<DataModel.ScheduleDetail>; var groupOldSchedules = ScheduleDetailsOld .GroupBy(x => x.HomeHelpID) .SelectMany(s => s.DistinctBy(d => d.HomeHelpID) .Select(h => new { h.HomeHelpID, h.HomeHelpName })); } } Now i am making it generic because there will be coming different types of Lists and i don't want to put if conditions this way i want to write generic code to handle any type of list. I came up with this way: private void HandleListProperty(object oldObject, object newObject, string difference, PropertyInfo prop) { var oldList = prop.GetValue(oldObject, null) as IList; var newList = prop.GetValue(newObject, null) as IList; var ListType = prop.PropertyType; var MyListInstance = Activator.CreateInstance(ListType); MyListInstance = oldList; } i am able to get the items in MyListInstance but as the type will come at runtime i am not getting how to write linq query to filter them, any ideah how to do.

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  • crash when using stl vector at instead of operator[]

    - by Jamie Cook
    I have a method as follows (from a class than implements TBB task interface - not currently multithreading though) My problem is that two ways of accessing a vector are causing quite different behaviour - one works and the other causes the entire program to bomb out quite spectacularly (this is a plugin and normally a crash will be caught by the host - but this one takes out the host program as well! As I said quite spectacular) void PtBranchAndBoundIterationOriginRunner::runOrigin(int origin, int time) const // NOTE: const method { BOOST_FOREACH(int accessMode, m_props->GetAccessModes()) { // get a const reference to appropriate vector from member variable // map<int, vector<double>> m_rowTotalsByAccessMode; const vector<double>& rowTotalsForAccessMode = m_rowTotalsByAccessMode.find(accessMode)->second; if (origin != 129) continue; // Additional debug constrain: I know that the vector only has one non-zero element at index 129 m_job->Write("size: " + ToString(rowTotalsForAccessMode.size())); try { // check for early return... i.e. nothing to do for this origin if (!rowTotalsForAccessMode[origin]) continue; // <- this works if (!rowTotalsForAccessMode.at(origin)) continue; // <- this crashes } catch (...) { m_job->Write("Caught an exception"); // but its not an exception } // do some other stuff } } I hate not putting in well defined questions but at the moment my best phrasing is : "WTF?" I'm compiling this with Intel C++ 11.0.074 [IA-32] using Microsoft (R) Visual Studio Version 9.0.21022.8 and my implementation of vector has const_reference operator[](size_type _Pos) const { // subscript nonmutable sequence #if _HAS_ITERATOR_DEBUGGING if (size() <= _Pos) { _DEBUG_ERROR("vector subscript out of range"); _SCL_SECURE_OUT_OF_RANGE; } #endif /* _HAS_ITERATOR_DEBUGGING */ _SCL_SECURE_VALIDATE_RANGE(_Pos < size()); return (*(_Myfirst + _Pos)); } (Iterator debugging is off - I'm pretty sure) and const_reference at(size_type _Pos) const { // subscript nonmutable sequence with checking if (size() <= _Pos) _Xran(); return (*(begin() + _Pos)); } So the only difference I can see is that at calls begin instead of simply using _Myfirst - but how could that possibly be causing such a huge difference in behaviour?

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  • Clarification/explanation of RegisterClientScriptInclude method

    - by mpminnich
    I've been looking on the Internet for a fairly clear explanation of the different methods of registering javascript in an asp.net application. I think I have a basic understating of the difference between registerStartupScript and registerClientScriptBlock (the main difference being where in the form the script is inserted). I'm not sure I understand what the RegisterClientScriptInclude method does or when it is used. From what I can gather, it is used to register an external .js file. Does this then make any and all javascript functions in that file available to the aspx page it was registered on? For example, if it was registered in the onLoad event of a master page, would all pages using that master page be able to use the javascript functions in the .js file? What problems would arise when trying to use document.getElementById in this case, if any? Also, when it is necessary/advantageous to use multiple .js files and register them separately? I appreciate any help you can give. If you know of any really good resources I can use to get a thorough understanding of this concept, I'd appreciate it!

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  • EXC_BAD_ACCESS in NSURLConnection: how to debug?

    - by baswell
    I have an iPhone app that downloads URLs. (PDFs to display) Easy: self.conn = [NSURLConnection connectionWithRequest:self.request delegate:self]; where self.conn is a retained property. For specific URLs, this throws EXC_BAD_ACCESS. The URL is valid and is constructed in the same way as URLs that do work. (90% of URLs are fine) These ones work: http://www.airservicesaustralia.com/publications/current/ersa/FAC_YARG_11-Mar-2010.pdf http://www.airservicesaustralia.com/publications/current/ersa/FAC_YARK_11-Mar-2010.pdf These don't: http://www.airservicesaustralia.com/publications/current/ersa/FAC_YAMK_11-Mar-2010.pdf http://www.airservicesaustralia.com/publications/current/ersa/FAC_YATN_11-Mar-2010.pdf Spot the difference? Yeah, me neither. Also no difference in response headers from the server for them. To clarify, the ones that work ALWAYS work, the ones that don't NEVER work. So not some random release/retain issue it seems. For the ones that don't work, none of the methods in my delegate are ever called, it fails hard before that. And with no error message, just EXC_BAD_ACCESS. Sooo.... Any way to debug what is going on inside NSURLConnection?

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  • jQuery : how to determine that a div is scrolled down

    - by subtenante
    I have a div with defined height, and overflow:scroll;. Its content is too long so scrollbars appear. Now for the ichy part. Some of its inner HTML strangely appears all the time (to be precise, the footer of a table generated by the tableFilter plugin). I'd like to make this footer disappear when it is not needed (it actually appears out of the containing <div>'s border). I resolved to make it disappear but setting its z-index to -1000. But I want to make it appear when the containing <div> is totally scrolled down. How can I know the user has scrolled at the bottom ? Using the help from answers below, I used scrollTop attribute but the difference between scrollTop and innerHeight is the size of the scrollbar plus some unidentified delta. A scrollbar is 16 pixels high in most browsers under Windows, but I get a difference of 17 in Firefox and something like 20 in IE, where my <div> content's borders seems to be rendered bigger. A way (actually two ways...) to compute the scrollbar size has been given there.

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  • Container of Generic Types in java

    - by Cyker
    I have a generic class Foo<T> and parameterized types Foo<String> and Foo<Integer>. Now I want to put different parameterized types into a single ArrayList. What is the correct way of doing this? Candidate 1: public class MMM { public static void main(String[] args) { Foo<String> fooString = new Foo<String>(); Foo<Integer> fooInteger = new Foo<Integer>(); ArrayList<Foo<?> > list = new ArrayList<Foo<?> >(); list.add(fooString); list.add(fooInteger); for (Foo<?> foo : list) { // Do something on foo. } } } class Foo<T> {} Candidate 2: public class MMM { public static void main(String[] args) { Foo<String> fooString = new Foo<String>(); Foo<Integer> fooInteger = new Foo<Integer>(); ArrayList<Foo> list = new ArrayList<Foo>(); list.add(fooString); list.add(fooInteger); for (Foo foo : list) { // Do something on foo. } } } class Foo<T> {} In a word, it is related to the difference between Foo<?> and the raw type Foo. Update: Grep What is the difference between the unbounded wildcard parameterized type and the raw type? on this link may be helpful.

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  • Linq-to-sql join/where?

    - by Curtis White
    I've the following table structures Users id Types id isBool UsersTypes userid types I want to select all the UserTypes based on id and isBool. I tried this query var q = from usertype in usertypes from type in types where type.isBool == false where userstypes.user == id select usertype; But this did not work as expected. My questions are: Why? Is there any difference in using the join on syntax vs where, where vs where cond1 && cond2? My understanding is query optimizer will optimize. Is there any difference in using where cond1 == var1 && cond2 == var2 with and without the parenthesis? This seems peculiar that it is possible to build this without parenthesis What type of query do I need in this case? I can see that I could do a subquery or use a group but not 100% sure if it is required. An example might be helpful. I'm thinking a subquery may be required in this case.

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  • Different output between release and Debug

    - by AthomSfere
    I can't figure this one out. I have a c++ Application that works in Debug mode exactly as expected: #include "stdafx.h" #include <string> #include <Windows.h> #include <iostream> using namespace std; void truncateServer(std::string inString); int _tmain(int argc, char *argv[]) { char* server = argv[1]; truncateServer(server); } void truncateServer(std::string inString) { std::string server = ""; int whackCount = 0; for (unsigned int i = 0; i < inString.length(); i++) { char c = inString[i]; if (whackCount < 3) { if (c == '\\') whackCount++; else server += c; } } cout << server; } For example if I call the server I want via its UNC path \\serverName\Share\ in the debug it gives me exactly what I want: servername However, if I use the release build I get nothing: I deleted the release output folder, but the issue is exactly the same. I can only assume there is some other difference between the release and build applications that is exposing a major issue with my code? Or another difference between the outputs I need to account for. What do I need to do to get the expected output?

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  • Not crawling the same content twice

    - by sirrocco
    I'm building a small application that will crawl sites where the content is growing (like on stackoverflow) the difference is that the content once created is rarely modified. Now , in the first pass I crawl all the pages in the site. But next, the paged content of that site - I don't want to re-crawl all of it , just the latest additions. So if the site has 500 pages, on the second pass if the site has 501 pages then I would only crawl the first and second pages. Would this be a good way to handle the situation ? In the end, the crawled content will end up in lucene - creating a custom search engine. So, I would like to avoid crawling multiple times the same content. Any better ideas ? EDIT : Let's say the site has a page : Results that will be accessed like so : Results?page=1 , Results?page=2 ...etc I guess that keeping a track of how many pages there were at the last crawl and just crawl the difference would be enough. ( maybe using a hash of each result on the page - if I start running into the same hashes - I should stop)

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  • How can I use Perl to determine whether the contents of two files are identical?

    - by Zaid
    This question comes from a need to ensure that changes I've made to code doesn't affect the values it outputs to text file. Ideally, I'd roll a sub to take in two filenames and return 1or return 0 depending on whether the contents are identical or not, whitespaces and all. Given that text-processing is Perl's forté, it should be quite easy to compare two files and determine whether they are identical or not (code below untested). use strict; use warnings; sub files_match { my ( $fileA, $fileB ) = @_; open my $file1, '<', $fileA; open my $file2, '<', $fileB; while (my $lineA = <$file1>) { next if $lineA eq <$file2>; return 0 and last; } return 1; } The only way I can think of (sans CPAN modules) is to open the two files in question, and read them in line-by-line until a difference is found. If no difference is found, the files must be identical. But this approach is limited and clumsy. What if the total lines differ in the two files? Should I open and close to determine line count, then re-open to scan the texts? Yuck. I don't see anything in perlfaq5 relating to this. I want to stay away from modules unless they come with the core Perl 5.6.1 distribution.

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  • How do I use Haml in a view in my new plugin?

    - by Eric
    I'm creating a new plugin for a jruby on rails application that will eventually be turned into a gem. Inside my plugin I have controllers, helpers and views. For my views I'd like to use Haml. The problem is that I can't seem to get it to recognize that they are haml templates. Is it even possible to do this? Is there a way for a plugin to have Haml as a dependency for its view? And by that I mean, I intend for the plugin that I'm creating to have a view created by the plugin, that can be used by the application developer. for example: vendor/ plugins/ my_plugin/ lib/ app/ views/ my_plugin_demo/ index.haml.html controllers/ my_plugin_demo_controller.rb helpers/ In my plugin's init.rb, I tried: require 'my_plugin' require 'haml' #doesn't seem to make a difference :( but that didn't seem to make any difference. Has anybody had any experience with this? I can't seem to find any documentation on how to make this work. Are plugin views restricted to .erb templates?

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  • Which way of declaring a variable is fastest?

    - by ADB
    For a variable used in a function that is called very often and for implementation in J2ME on a blackberry (if that changed something, can you explain)? class X { int i; public void someFunc(int j) { i = 0; while( i < j ){ [...] i++; } } } or class X { static int i; public void someFunc(int j) { i = 0; while( i < j ){ [...] i++; } } } or class X { public void someFunc(int j) { int i = 0; while( i < j ){ [...] i++; } } } I know there is a difference how a static versus non-static class variable is accessed, but I don't know it would affect the speed. I also remember reading somewhere that in-function variables may be accessed faster, but I don't know why and where I read that. Background on the question: some painting function in games are called excessively often and even small difference in access time can affect the overall performance when a variable is used in a largish loop.

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  • Super-Charge GIMP’s Image Editing Capabilities with G’MIC [Cross-Platform]

    - by Asian Angel
    Recently we showed you how to enhance GIMP’s image editing power and today we help you super-charge GIMP even more. G’MIC (GREYC’s Magic Image Converter) will add an impressive array of filters and effects to your GIMP installation for image editing goodness. Note: We applied the Contrast Swiss Mask filter to the image shown in the screenshot above to create a nice, warm sunset effect. To add the new PPA open the Ubuntu Software Center, go to the Edit Menu, and select Software Sources. Access the Other Software Tab in the Software Sources Window and add the first of the PPAs shown below (outlined in red). The second PPA will be automatically added to your system. Once you have the new PPAs set up, go back to the Ubuntu Software Center and do a search for “G’MIC”. You will find two listings available and can select either one to add G’MIC to your system (both work equally well). Click on More Info for the listing that you choose and scroll down to where Add-ons are listed. Make sure to select the Add-on listed, click Apply Changes when it appears, and then click Install. We have both shown here for your convenience… When you get ready to use G’MIC to enhance an image, go to the Filters Menu and select G’MIC. A new window will appear where you can select from an impressive array of filters available for your use. Have fun! Command Line Installation For those of you who prefer using the command line for installation use the following commands: sudo add-apt-repository ppa:ferramroberto/gimp sudo apt-get update sudo apt-get install gmic gimp-gmic Links Note: G’MIC is available for Linux, Windows, and Mac. G’MIC PPA at Launchpad [via Web Upd8] G’MIC Homepage at Sourceforge *Downloads for all three platforms available here. Bonus The anime wallpaper shown in the screenshots above can be found here: anime sport [DesktopNexus] Latest Features How-To Geek ETC Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions Access and Manage Your Ubuntu One Account in Chrome and Iron Mouse Over YouTube Previews YouTube Videos in Chrome Watch a Machine Get Upgraded from MS-DOS to Windows 7 [Video] Bring the Whole Ubuntu Gang Home to Your Desktop with this Mascots Wallpaper Hack Apart a Highlighter to Create UV-Reactive Flowers [Science] Add a “Textmate Style” Lightweight Text Editor with Dropbox Syncing to Chrome and Iron

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  • SQLAuthority News SQL Server 2008 R2 Update for Developers Training Kit (March 2010 Update)

    SQL Server 2008 R2 offers an impressive array of capabilities for developers that build upon key innovations introduced in SQL Server 2008. The SQL Server 2008 R2 Update for Developers Training Kit is ideal for developers who want to understand how to take advantage of the key improvements introduced in SQL [...]...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Survey of MySQL Storage Engines

    <b>Database Journal:</b> "MySQL has an interesting architecture that sets it apart from some other enterprise database systems. It allows you to plug in different modules to handle storage. What that means to end users is that it is quite flexible, offering an interesting array of different storage engines with different features, strengths, and tradeoffs."

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  • Handling HumanTask attachments in Oracle BPM 11g PS4FP+ (I)

    - by ccasares
    Adding attachments to a HumanTask is a feature that exists in Oracle HWF (Human Workflow) since 10g. However, in 11g there have been many improvements on this feature and this entry will try to summarize them. Oracle BPM 11g 11.1.1.5.1 (aka PS4 Feature Pack or PS4FP) introduced two great features: Ability to link attachments at a Task scope or at a Process scope: "Task" attachments are only visible within the scope (lifetime) of a task. This means that, initially, any member of the assignment pattern of the Human Task will be able to handle (add, review or remove) attachments. However, once the task is completed, subsequent human tasks will not have access to them. This does not mean those attachments got lost. Once the human task is completed, attachments can be retrieved in order to, i.e., check them in to a Content Server or to inject them to a new and different human task. Aside note: a "re-initiated" human task will inherit comments and attachments, along with history and -optionally- payload. See here for more info. "Process" attachments are visible within the scope of the process. This means that subsequent human tasks in the same process instance will have access to them. Ability to use Oracle WebCenter Content (previously known as "Oracle UCM") as the backend for the attachments instead of using HWF database backend. This feature adds all content server document lifecycle capabilities to HWF attachments (versioning, RBAC, metadata management, etc). As of today, only Oracle WCC is supported. However, Oracle BPM Suite does include a license of Oracle WCC for the solely usage of document management within BPM scope. Here are some code samples that leverage the above features. Retrieving uploaded attachments -Non UCM- Non UCM attachments (default ones or those that have existed from 10g, and are stored "as-is" in HWK database backend) can be retrieved after the completion of the Human Task. Firstly, we need to know whether any attachment has been effectively uploaded to the human task. There are two ways to find it out: Through an XPath function: Checking the execData/attachment[] structure. For example: Once we are sure one ore more attachments were uploaded to the Human Task, we want to get them. In this example, by "get" I mean to get the attachment name and the payload of the file. Aside note: Oracle HWF lets you to upload two kind of [non-UCM] attachments: a desktop document and a Web URL. This example focuses just on the desktop document one. In order to "retrieve" an uploaded Web URL, you can get it directly from the execData/attachment[] structure. Attachment content (payload) is retrieved through the getTaskAttachmentContents() XPath function: This example shows how to retrieve as many attachments as those had been uploaded to the Human Task and write them to the server using the File Adapter service. The sample process excerpt is as follows:  A dummy UserTask using "HumanTask1" Human Task followed by a Embedded Subprocess that will retrieve the attachments (we're assuming at least one attachment is uploaded): and once retrieved, we will write each of them back to a file in the server using a File Adapter service: In detail: We've defined an XSD structure that will hold the attachments (both name and payload): Then, we can create a BusinessObject based on such element (attachmentCollection) and create a variable (named attachmentBPM) of such BusinessObject type. We will also need to keep a copy of the HumanTask output's execData structure. Therefore we need to create a variable of type TaskExecutionData... ...and copy the HumanTask output execData to it: Now we get into the embedded subprocess that will retrieve the attachments' payload. First, and using an XSLT transformation, we feed the attachmentBPM variable with the name of each attachment and setting an empty value to the payload: Please note that we're using the XSLT for-each node to create as many target structures as necessary. Also note that we're setting an Empty text to the payload variable. The reason for this is to make sure the <payload></payload> tag gets created. This is needed when we map the payload to the XML variable later. Aside note: We are assuming that we're retrieving non-UCM attachments. However in real life you might want to check the type of attachment you're handling. The execData/attachment[]/storageType contains the values "UCM" for UCM type attachments, "TASK" for non-UCM ones or "URL" for Web URL ones. Those values are part of the "Ext.Com.Oracle.Xmlns.Bpel.Workflow.Task.StorageTypeEnum" enumeration. Once we have fed the attachmentsBPM structure and so it now contains the name of each of the attachments, it is time to iterate through it and get the payload. Therefore we will use a new embedded subprocess of type MultiInstance, that will iterate over the attachmentsBPM/attachment[] element: In every iteration we will use a Script activity to map the corresponding payload element with the result of the XPath function getTaskAttachmentContents(). Please, note how the target array element is indexed with the loopCounter predefined variable, so that we make sure we're feeding the right element during the array iteration:  The XPath function used looks as follows: hwf:getTaskAttachmentContents(bpmn:getDataObject('UserTask1LocalExecData')/ns1:systemAttributes/ns1:taskId, bpmn:getDataObject('attachmentsBPM')/ns:attachment[bpmn:getActivityInstanceAttribute('SUBPROCESS3067107484296', 'loopCounter')]/ns:fileName)  where the input parameters are: taskId of the just completed Human Task attachment name we're retrieving the payload from array index (loopCounter predefined variable)  Aside note: The reason whereby we're iterating the execData/attachment[] structure through embedded subprocess and not, i.e., using XSLT and for-each nodes, is mostly because the getTaskAttachmentContents() XPath function is currently not available in XSLT mappings. So all this example might be considered as a workaround until this gets fixed/enhanced in future releases. Once this embedded subprocess ends, we will have all attachments (name + payload) in the attachmentsBPM variable, which is the main goal of this sample. But in order to test everything runs fine, we finish the sample writing each attachment to a file. To that end we include a final embedded subprocess to concurrently iterate through each attachmentsBPM/attachment[] element: On each iteration we will use a Service activity that invokes a File Adapter write service. In here we have two important parameters to set. First, the payload itself. The file adapter awaits binary data in base64 format (string). We have to map it using XPath (Simple mapping doesn't recognize a String as a base64-binary valid target):  Second, we must set the target filename using the Service Properties dialog box:  Again, note how we're making use of the loopCounter index variable to get the right element within the embedded subprocess iteration. Handling UCM attachments will be part of a different and upcoming blog entry. Once I finish will all posts on this matter, I will upload the whole sample project to java.net.

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  • Dell Continues to Rise

    Server Snapshot: Dell has pushed Sun out of the No. 3 server spot. Given the OEM's new array of products, will it be long before Dell's ascendancy places it at IBM's and HP's backs?

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  • Dell Continues to Rise

    Server Snapshot: Dell has pushed Sun out of the No. 3 server spot. Given the OEM's new array of products, will it be long before Dell's ascendancy places it at IBM's and HP's backs?

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  • JD Edwards Delivers Once Again with Significant Announcements

    Listen to Lenley Hensarling, JD Edwards Group Vice President,talk about the significant JD Edwards announcements made during Oracle OpenWorld 2008.Lenley will highlight how JD Edwards’ customers can benefit from the latest product releases from EnterpriseOne and World,discuss the wave of companies who are upgrading to the most recent JD Edwards releases to take advantage of an array of industry specific enhancements,and elaborate on JD Edwards’ strategy about integrating to other Oracle solutions,bringing continuous value to customers.

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  • Working with Sub-Optimal Disk Configurations (Making the best of what you’ve got)

    - by Jonathan Kehayias
    This is the first post in a what will be a series of posts on working with a sub-optimal disk configuration to squeeze as much performance out of it as possible.  You might ask what a Sub-Optimal Disk Configuration?  In this case it is a Dell Powervault MD3000 with 15 Seagate Barracuda ES.2 SAS 1 TB 7.2K RPM disks (Model Number ST31000640SS).  This equates to just under 14TB of raw storage that can configured into a number of RAID configurations.  In this case, the disk array...(read more)

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  • Using Stub Objects

    - by user9154181
    Having told the long and winding tale of where stub objects came from and how we use them to build Solaris, I'd like to focus now on the the nuts and bolts of building and using them. The following new features were added to the Solaris link-editor (ld) to support the production and use of stub objects: -z stub This new command line option informs ld that it is to build a stub object rather than a normal object. In this mode, it accepts the same command line arguments as usual, but will quietly ignore any objects and sharable object dependencies. STUB_OBJECT Mapfile Directive In order to build a stub version of an object, its mapfile must specify the STUB_OBJECT directive. When producing a non-stub object, the presence of STUB_OBJECT causes the link-editor to perform extra validation to ensure that the stub and non-stub objects will be compatible. ASSERT Mapfile Directive All data symbols exported from the object must have an ASSERT symbol directive in the mapfile that declares them as data and supplies the size, binding, bss attributes, and symbol aliasing details. When building the stub objects, the information in these ASSERT directives is used to create the data symbols. When building the real object, these ASSERT directives will ensure that the real object matches the linking interface presented by the stub. Although ASSERT was added to the link-editor in order to support stub objects, they are a general purpose feature that can be used independently of stub objects. For instance you might choose to use an ASSERT directive if you have a symbol that must have a specific address in order for the object to operate properly and you want to automatically ensure that this will always be the case. The material presented here is derived from a document I originally wrote during the development effort, which had the dual goals of providing supplemental materials for the stub object PSARC case, and as a set of edits that were eventually applied to the Oracle Solaris Linker and Libraries Manual (LLM). The Solaris 11 LLM contains this information in a more polished form. Stub Objects A stub object is a shared object, built entirely from mapfiles, that supplies the same linking interface as the real object, while containing no code or data. Stub objects cannot be used at runtime. However, an application can be built against a stub object, where the stub object provides the real object name to be used at runtime, and then use the real object at runtime. When building a stub object, the link-editor ignores any object or library files specified on the command line, and these files need not exist in order to build a stub. Since the compilation step can be omitted, and because the link-editor has relatively little work to do, stub objects can be built very quickly. Stub objects can be used to solve a variety of build problems: Speed Modern machines, using a version of make with the ability to parallelize operations, are capable of compiling and linking many objects simultaneously, and doing so offers significant speedups. However, it is typical that a given object will depend on other objects, and that there will be a core set of objects that nearly everything else depends on. It is necessary to impose an ordering that builds each object before any other object that requires it. This ordering creates bottlenecks that reduce the amount of parallelization that is possible and limits the overall speed at which the code can be built. Complexity/Correctness In a large body of code, there can be a large number of dependencies between the various objects. The makefiles or other build descriptions for these objects can become very complex and difficult to understand or maintain. The dependencies can change as the system evolves. This can cause a given set of makefiles to become slightly incorrect over time, leading to race conditions and mysterious rare build failures. Dependency Cycles It might be desirable to organize code as cooperating shared objects, each of which draw on the resources provided by the other. Such cycles cannot be supported in an environment where objects must be built before the objects that use them, even though the runtime linker is fully capable of loading and using such objects if they could be built. Stub shared objects offer an alternative method for building code that sidesteps the above issues. Stub objects can be quickly built for all the shared objects produced by the build. Then, all the real shared objects and executables can be built in parallel, in any order, using the stub objects to stand in for the real objects at link-time. Afterwards, the executables and real shared objects are kept, and the stub shared objects are discarded. Stub objects are built from a mapfile, which must satisfy the following requirements. The mapfile must specify the STUB_OBJECT directive. This directive informs the link-editor that the object can be built as a stub object, and as such causes the link-editor to perform validation and sanity checking intended to guarantee that an object and its stub will always provide identical linking interfaces. All function and data symbols that make up the external interface to the object must be explicitly listed in the mapfile. The mapfile must use symbol scope reduction ('*'), to remove any symbols not explicitly listed from the external interface. All global data exported from the object must have an ASSERT symbol attribute in the mapfile to specify the symbol type, size, and bss attributes. In the case where there are multiple symbols that reference the same data, the ASSERT for one of these symbols must specify the TYPE and SIZE attributes, while the others must use the ALIAS attribute to reference this primary symbol. Given such a mapfile, the stub and real versions of the shared object can be built using the same command line for each, adding the '-z stub' option to the link for the stub object, and omiting the option from the link for the real object. To demonstrate these ideas, the following code implements a shared object named idx5, which exports data from a 5 element array of integers, with each element initialized to contain its zero-based array index. This data is available as a global array, via an alternative alias data symbol with weak binding, and via a functional interface. % cat idx5.c int _idx5[5] = { 0, 1, 2, 3, 4 }; #pragma weak idx5 = _idx5 int idx5_func(int index) { if ((index 4)) return (-1); return (_idx5[index]); } A mapfile is required to describe the interface provided by this shared object. % cat mapfile $mapfile_version 2 STUB_OBJECT; SYMBOL_SCOPE { _idx5 { ASSERT { TYPE=data; SIZE=4[5] }; }; idx5 { ASSERT { BINDING=weak; ALIAS=_idx5 }; }; idx5_func; local: *; }; The following main program is used to print all the index values available from the idx5 shared object. % cat main.c #include <stdio.h> extern int _idx5[5], idx5[5], idx5_func(int); int main(int argc, char **argv) { int i; for (i = 0; i The following commands create a stub version of this shared object in a subdirectory named stublib. elfdump is used to verify that the resulting object is a stub. The command used to build the stub differs from that of the real object only in the addition of the -z stub option, and the use of a different output file name. This demonstrates the ease with which stub generation can be added to an existing makefile. % cc -Kpic -G -M mapfile -h libidx5.so.1 idx5.c -o stublib/libidx5.so.1 -zstub % ln -s libidx5.so.1 stublib/libidx5.so % elfdump -d stublib/libidx5.so | grep STUB [11] FLAGS_1 0x4000000 [ STUB ] The main program can now be built, using the stub object to stand in for the real shared object, and setting a runpath that will find the real object at runtime. However, as we have not yet built the real object, this program cannot yet be run. Attempts to cause the system to load the stub object are rejected, as the runtime linker knows that stub objects lack the actual code and data found in the real object, and cannot execute. % cc main.c -L stublib -R '$ORIGIN/lib' -lidx5 -lc % ./a.out ld.so.1: a.out: fatal: libidx5.so.1: open failed: No such file or directory Killed % LD_PRELOAD=stublib/libidx5.so.1 ./a.out ld.so.1: a.out: fatal: stublib/libidx5.so.1: stub shared object cannot be used at runtime Killed We build the real object using the same command as we used to build the stub, omitting the -z stub option, and writing the results to a different file. % cc -Kpic -G -M mapfile -h libidx5.so.1 idx5.c -o lib/libidx5.so.1 Once the real object has been built in the lib subdirectory, the program can be run. % ./a.out [0] 0 0 0 [1] 1 1 1 [2] 2 2 2 [3] 3 3 3 [4] 4 4 4 Mapfile Changes The version 2 mapfile syntax was extended in a number of places to accommodate stub objects. Conditional Input The version 2 mapfile syntax has the ability conditionalize mapfile input using the $if control directive. As you might imagine, these directives are used frequently with ASSERT directives for data, because a given data symbol will frequently have a different size in 32 or 64-bit code, or on differing hardware such as x86 versus sparc. The link-editor maintains an internal table of names that can be used in the logical expressions evaluated by $if and $elif. At startup, this table is initialized with items that describe the class of object (_ELF32 or _ELF64) and the type of the target machine (_sparc or _x86). We found that there were a small number of cases in the Solaris code base in which we needed to know what kind of object we were producing, so we added the following new predefined items in order to address that need: NameMeaning ...... _ET_DYNshared object _ET_EXECexecutable object _ET_RELrelocatable object ...... STUB_OBJECT Directive The new STUB_OBJECT directive informs the link-editor that the object described by the mapfile can be built as a stub object. STUB_OBJECT; A stub shared object is built entirely from the information in the mapfiles supplied on the command line. When the -z stub option is specified to build a stub object, the presence of the STUB_OBJECT directive in a mapfile is required, and the link-editor uses the information in symbol ASSERT attributes to create global symbols that match those of the real object. When the real object is built, the presence of STUB_OBJECT causes the link-editor to verify that the mapfiles accurately describe the real object interface, and that a stub object built from them will provide the same linking interface as the real object it represents. All function and data symbols that make up the external interface to the object must be explicitly listed in the mapfile. The mapfile must use symbol scope reduction ('*'), to remove any symbols not explicitly listed from the external interface. All global data in the object is required to have an ASSERT attribute that specifies the symbol type and size. If the ASSERT BIND attribute is not present, the link-editor provides a default assertion that the symbol must be GLOBAL. If the ASSERT SH_ATTR attribute is not present, or does not specify that the section is one of BITS or NOBITS, the link-editor provides a default assertion that the associated section is BITS. All data symbols that describe the same address and size are required to have ASSERT ALIAS attributes specified in the mapfile. If aliased symbols are discovered that do not have an ASSERT ALIAS specified, the link fails and no object is produced. These rules ensure that the mapfiles contain a description of the real shared object's linking interface that is sufficient to produce a stub object with a completely compatible linking interface. SYMBOL_SCOPE/SYMBOL_VERSION ASSERT Attribute The SYMBOL_SCOPE and SYMBOL_VERSION mapfile directives were extended with a symbol attribute named ASSERT. The syntax for the ASSERT attribute is as follows: ASSERT { ALIAS = symbol_name; BINDING = symbol_binding; TYPE = symbol_type; SH_ATTR = section_attributes; SIZE = size_value; SIZE = size_value[count]; }; The ASSERT attribute is used to specify the expected characteristics of the symbol. The link-editor compares the symbol characteristics that result from the link to those given by ASSERT attributes. If the real and asserted attributes do not agree, a fatal error is issued and the output object is not created. In normal use, the link editor evaluates the ASSERT attribute when present, but does not require them, or provide default values for them. The presence of the STUB_OBJECT directive in a mapfile alters the interpretation of ASSERT to require them under some circumstances, and to supply default assertions if explicit ones are not present. See the definition of the STUB_OBJECT Directive for the details. When the -z stub command line option is specified to build a stub object, the information provided by ASSERT attributes is used to define the attributes of the global symbols provided by the object. ASSERT accepts the following: ALIAS Name of a previously defined symbol that this symbol is an alias for. An alias symbol has the same type, value, and size as the main symbol. The ALIAS attribute is mutually exclusive to the TYPE, SIZE, and SH_ATTR attributes, and cannot be used with them. When ALIAS is specified, the type, size, and section attributes are obtained from the alias symbol. BIND Specifies an ELF symbol binding, which can be any of the STB_ constants defined in <sys/elf.h>, with the STB_ prefix removed (e.g. GLOBAL, WEAK). TYPE Specifies an ELF symbol type, which can be any of the STT_ constants defined in <sys/elf.h>, with the STT_ prefix removed (e.g. OBJECT, COMMON, FUNC). In addition, for compatibility with other mapfile usage, FUNCTION and DATA can be specified, for STT_FUNC and STT_OBJECT, respectively. TYPE is mutually exclusive to ALIAS, and cannot be used in conjunction with it. SH_ATTR Specifies attributes of the section associated with the symbol. The section_attributes that can be specified are given in the following table: Section AttributeMeaning BITSSection is not of type SHT_NOBITS NOBITSSection is of type SHT_NOBITS SH_ATTR is mutually exclusive to ALIAS, and cannot be used in conjunction with it. SIZE Specifies the expected symbol size. SIZE is mutually exclusive to ALIAS, and cannot be used in conjunction with it. The syntax for the size_value argument is as described in the discussion of the SIZE attribute below. SIZE The SIZE symbol attribute existed before support for stub objects was introduced. It is used to set the size attribute of a given symbol. This attribute results in the creation of a symbol definition. Prior to the introduction of the ASSERT SIZE attribute, the value of a SIZE attribute was always numeric. While attempting to apply ASSERT SIZE to the objects in the Solaris ON consolidation, I found that many data symbols have a size based on the natural machine wordsize for the class of object being produced. Variables declared as long, or as a pointer, will be 4 bytes in size in a 32-bit object, and 8 bytes in a 64-bit object. Initially, I employed the conditional $if directive to handle these cases as follows: $if _ELF32 foo { ASSERT { TYPE=data; SIZE=4 } }; bar { ASSERT { TYPE=data; SIZE=20 } }; $elif _ELF64 foo { ASSERT { TYPE=data; SIZE=8 } }; bar { ASSERT { TYPE=data; SIZE=40 } }; $else $error UNKNOWN ELFCLASS $endif I found that the situation occurs frequently enough that this is cumbersome. To simplify this case, I introduced the idea of the addrsize symbolic name, and of a repeat count, which together make it simple to specify machine word scalar or array symbols. Both the SIZE, and ASSERT SIZE attributes support this syntax: The size_value argument can be a numeric value, or it can be the symbolic name addrsize. addrsize represents the size of a machine word capable of holding a memory address. The link-editor substitutes the value 4 for addrsize when building 32-bit objects, and the value 8 when building 64-bit objects. addrsize is useful for representing the size of pointer variables and C variables of type long, as it automatically adjusts for 32 and 64-bit objects without requiring the use of conditional input. The size_value argument can be optionally suffixed with a count value, enclosed in square brackets. If count is present, size_value and count are multiplied together to obtain the final size value. Using this feature, the example above can be written more naturally as: foo { ASSERT { TYPE=data; SIZE=addrsize } }; bar { ASSERT { TYPE=data; SIZE=addrsize[5] } }; Exported Global Data Is Still A Bad Idea As you can see, the additional plumbing added to the Solaris link-editor to support stub objects is minimal. Furthermore, about 90% of that plumbing is dedicated to handling global data. We have long advised against global data exported from shared objects. There are many ways in which global data does not fit well with dynamic linking. Stub objects simply provide one more reason to avoid this practice. It is always better to export all data via a functional interface. You should always hide your data, and make it available to your users via a function that they can call to acquire the address of the data item. However, If you do have to support global data for a stub, perhaps because you are working with an already existing object, it is still easilily done, as shown above. Oracle does not like us to discuss hypothetical new features that don't exist in shipping product, so I'll end this section with a speculation. It might be possible to do more in this area to ease the difficulty of dealing with objects that have global data that the users of the library don't need. Perhaps someday... Conclusions It is easy to create stub objects for most objects. If your library only exports function symbols, all you have to do to build a faithful stub object is to add STUB_OBJECT; and then to use the same link command you're currently using, with the addition of the -z stub option. Happy Stubbing!

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  • XNA: Rotating Bones

    - by MLM
    XNA 4.0 I am trying to learn how to rotate bones on a very simple tank model I made in Cinema 4D. It is rigged by 3 bones, Root - Main - Turret - Barrel I have binded all of the objects to the bones so that all translations/rotations work as planned in C4D. I exported it as .fbx I based my test project after: http://create.msdn.com/en-US/education/catalog/sample/simple_animation I can build successfully with no errors but all the rotations I try to do to my bones have no effect. I can transform my Root successfully using below but the bone transforms have no effect: myModel.Root.Transform = world; Matrix turretRotation = Matrix.CreateRotationY(MathHelper.ToRadians(37)); Matrix barrelRotation = Matrix.CreateRotationX(barrelRotationValue); MainBone.Transform = MainTransform; TurretBone.Transform = turretRotation * TurretTransform; BarrelBone.Transform = barrelRotation * BarrelTransform; I am wondering if my model is just not right or something important I am missing in the code. Here is my Game1.cs using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace ModelTesting { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; float aspectRatio; Tank myModel; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here myModel = new Tank(); base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here myModel.Load(Content); aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here float time = (float)gameTime.TotalGameTime.TotalSeconds; // Move the pieces /* myModel.TurretRotation = (float)Math.Sin(time * 0.333f) * 1.25f; myModel.BarrelRotation = (float)Math.Sin(time * 0.25f) * 0.333f - 0.333f; */ base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // Calculate the camera matrices. float time = (float)gameTime.TotalGameTime.TotalSeconds; Matrix rotation = Matrix.CreateRotationY(MathHelper.ToRadians(45)); Matrix view = Matrix.CreateLookAt(new Vector3(2000, 500, 0), new Vector3(0, 150, 0), Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, graphics.GraphicsDevice.Viewport.AspectRatio, 10, 10000); // TODO: Add your drawing code here myModel.Draw(rotation, view, projection); base.Draw(gameTime); } } } And here is my tank class: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace ModelTesting { public class Tank { Model myModel; // Array holding all the bone transform matrices for the entire model. // We could just allocate this locally inside the Draw method, but it // is more efficient to reuse a single array, as this avoids creating // unnecessary garbage. public Matrix[] boneTransforms; // Shortcut references to the bones that we are going to animate. // We could just look these up inside the Draw method, but it is more // efficient to do the lookups while loading and cache the results. ModelBone MainBone; ModelBone TurretBone; ModelBone BarrelBone; // Store the original transform matrix for each animating bone. Matrix MainTransform; Matrix TurretTransform; Matrix BarrelTransform; // current animation positions float turretRotationValue; float barrelRotationValue; /// <summary> /// Gets or sets the turret rotation amount. /// </summary> public float TurretRotation { get { return turretRotationValue; } set { turretRotationValue = value; } } /// <summary> /// Gets or sets the barrel rotation amount. /// </summary> public float BarrelRotation { get { return barrelRotationValue; } set { barrelRotationValue = value; } } /// <summary> /// Load the model /// </summary> public void Load(ContentManager Content) { // TODO: use this.Content to load your game content here myModel = Content.Load<Model>("Models\\simple_tank02"); MainBone = myModel.Bones["Main"]; TurretBone = myModel.Bones["Turret"]; BarrelBone = myModel.Bones["Barrel"]; MainTransform = MainBone.Transform; TurretTransform = TurretBone.Transform; BarrelTransform = BarrelBone.Transform; // Allocate the transform matrix array. boneTransforms = new Matrix[myModel.Bones.Count]; } public void Draw(Matrix world, Matrix view, Matrix projection) { myModel.Root.Transform = world; Matrix turretRotation = Matrix.CreateRotationY(MathHelper.ToRadians(37)); Matrix barrelRotation = Matrix.CreateRotationX(barrelRotationValue); MainBone.Transform = MainTransform; TurretBone.Transform = turretRotation * TurretTransform; BarrelBone.Transform = barrelRotation * BarrelTransform; myModel.CopyAbsoluteBoneTransformsTo(boneTransforms); // Draw the model, a model can have multiple meshes, so loop foreach (ModelMesh mesh in myModel.Meshes) { // This is where the mesh orientation is set foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } // Draw the mesh, will use the effects set above mesh.Draw(); } } } }

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