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  • Improve your Application Performance with .NET Framework 4.0

    Nice Article on CodeGuru. This processors we use today are quite different from those of just a few years ago, as most processors today provide multiple cores and/or multiple threads. With multiple cores and/or threads we need to change how we tackle problems in code. Yes we can still continue to write code to perform an action in a top down fashion to complete a task. This apprach will continue to work; however, you are not taking advantage of the extra processing power available. The best way to take advantage of the extra cores prior to .NET Framework 4.0 was to create threads and/or utilize the ThreadPool. For many developers utilizing Threads or the ThreadPool can be a little daunting. The .NET 4.0 Framework drastically simplified the process of utilizing the extra processing power through the Task Parallel Library (TPL). This article talks following topics “Data Parallelism”, “Parallel LINQ (PLINQ)” and “Task Parallelism”. span.fullpost {display:none;}

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  • Parallelism implies concurrency but not the other way round right?

    - by Cedric Martin
    I often read that parallelism and concurrency are different things. Very often the answerers/commenters go as far as writing that they're two entirely different things. Yet in my view they're related but I'd like some clarification on that. For example if I'm on a multi-core CPU and manage to divide the computation into x smaller computation (say using fork/join) each running in its own thread, I'll have a program that is both doing parallel computation (because supposedly at any point in time several threads are going to run on several cores) and being concurrent right? While if I'm simply using, say, Java and dealing with UI events and repaints on the Event Dispatch Thread plus running the only thread I created myself, I'll have a program that is concurrent (EDT + GC thread + my main thread etc.) but not parallel. I'd like to know if I'm getting this right and if parallelism (on a "single but multi-cores" system) always implies concurrency or not? Also, are multi-threaded programs running on multi-cores CPU but where the different threads are doing totally different computation considered to be using "parallelism"?

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  • What is the *correct* term for a program that makes use of multiple hardware processor cores?

    - by Ryan Thompson
    I want to say that my program is capable of splitting some work across multiple CPU cores on a single system. What is the simple term for this? It's not multi-threaded, because that doesn't automatically imply that the threads run in parallel. It's not multi-process, because multiprocessing seems to be a property of a computer system, not a program. "capable of parallel operation" seems too wordy, and with all the confusion of terminology, I'm not even sure if it's accurate. So is there a simple term for this?

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  • Multicore Expo

    Event to be held in conjunction with ESC Multi-core processor - Central processing unit - Parallel computing - X86 - Operating system

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  • SQL Sentry Plan Explorer : Version 1.1!

    - by AaronBertrand
    Last week, Microsoft offered up an early Christmas present: SQL Server 2005 SP4 . This week, it's SQL Sentry 's turn to play Santa Claus: several new features and fixes have been packaged up into SQL Sentry Plan Explorer 1.1 (build 6.0.67.0). So, what's new? Several wish list items have been fulfilled (hey, it is Christmas, after all). You can see the full change list here ; but I'll talk briefly about a few of my favorites: Parallel distribution The Plan Tree tab for a parallel operator now shows...(read more)

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  • Arbitrary projection matrix from 6 arbitrary frustum planes

    - by Doub
    A projection matrix represent a tranformation from the camera view space to the rendering system clip space. In other words, it defines the transormation between a 6-sided frustum to the clip cube. The glOrtho and glFrustum use only 6 parameter to define such a projection, but impose several constraints on the frustum that will get projected to the clip cube: the near and far planes are parallel, the left and right planes intersect on a vertical line, and the top and bottom planes intersect on a horizontal lines, both lines being parallel to the near and far planes. I'd like to lift these restrictions. So, from the definition of the 6 frustum side planes (in whatever representation you see fit), how can I compute a general projection matrix?

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  • Bridge made out of blocks at an angle

    - by Pozzuh
    I'm having a bit of trouble with the math behind my project. I want the player to be able to select 2 points (vectors). With these 2 points a floor should be created. When these points are parallel to the x-axis it's easy, just calculate the amount of blocks needed by a simple division, loop through that amount (in x and y) and keep increasing the coordinate by the size of that block. The trouble starts when the 2 vectors aren't parallel to an axis, for example at an angle of 45 degrees. How do I handle the math behind this? If I wasn't completely clear, I made this awesome drawing in paint to demonstrate what I want to achieve. The 2 red dots would be the player selected locations. (The blocks indeed aren't square.) http://i.imgur.com/pzhFMEs.png.

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  • How should I clean up hung grandchild processes when an alarm trips in Perl?

    - by brian d foy
    I have a parallelized automation script which needs to call many other scripts, some of which hang because they (incorrectly) wait for standard input. That's not a big deal because I catch those with alarm. The trick is to shut down those hung grandchild processes when the child shuts down. I thought various incantations of SIGCHLD, waiting, and process groups could do the trick, but they all block and the grandchildren aren't reaped. My solution, which works, just doesn't seem like it is the right solution. I'm not especially interested in the Windows solution just yet, but I'll eventually need that too. Mine only works for Unix, which is fine for now. I wrote a small script that takes the number of simultaneous parallel children to run and the total number of forks: $ fork_bomb <parallel jobs> <number of forks> $ fork_bomb 8 500 This will probably hit the per-user process limit within a couple of minutes. Many solutions I've found just tell you to increase the per-user process limit, but I need this to run about 300,000 times, so that isn't going to work. Similarly, suggestions to re-exec and so on to clear the process table aren't what I need. I'd like to actually fix the problem instead of slapping duct tape over it. I crawl the process table looking for the child processes and shut down the hung processes individually in the SIGALRM handler, which needs to die because the rest of real code has no hope of success after that. The kludgey crawl through the process table doesn't bother me from a performance perspective, but I wouldn't mind not doing it: use Parallel::ForkManager; use Proc::ProcessTable; my $pm = Parallel::ForkManager->new( $ARGV[0] ); my $alarm_sub = sub { kill 9, map { $_->{pid} } grep { $_->{ppid} == $$ } @{ Proc::ProcessTable->new->table }; die "Alarm rang for $$!\n"; }; foreach ( 0 .. $ARGV[1] ) { print "."; print "\n" unless $count++ % 50; my $pid = $pm->start and next; local $SIG{ALRM} = $alarm_sub; eval { alarm( 2 ); system "$^X -le '<STDIN>'"; # this will hang alarm( 0 ); }; $pm->finish; } If you want to run out of processes, take out the kill. I thought that setting a process group would work so I could kill everything together, but that blocks: my $alarm_sub = sub { kill 9, -$$; # blocks here die "Alarm rang for $$!\n"; }; foreach ( 0 .. $ARGV[1] ) { print "."; print "\n" unless $count++ % 50; my $pid = $pm->start and next; setpgrp(0, 0); local $SIG{ALRM} = $alarm_sub; eval { alarm( 2 ); system "$^X -le '<STDIN>'"; # this will hang alarm( 0 ); }; $pm->finish; } The same thing with POSIX's setsid didn't work either, and I think that actually broke things in a different way since I'm not really daemonizing this. Curiously, Parallel::ForkManager's run_on_finish happens too late for the same clean-up code: the grandchildren are apparently already disassociated from the child processes at that point.

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  • Triangle Line-Segment Intersection - detecting near misses

    - by Will
    A ray is a very poor approximation of a player! I think approximating a player with a sphere traveling a straight line each game tick will solve my problems of the player intersecting edges of scenery because their line segment missed it yet their own model is not infinitely thin... I have a 3D triangle and a line segment. I have the normal triangle-line-segment intersection code which I admit I have only a woolly grasp of. To model movement and compute collisions of the player I have to determine if a line passes within sphere-radius of a triangle. But I can find no convenient line near-miss intersection code! Here's the classic triangle intersection ### commented ### code with my starting assumptions: function triangle_ray_intersection(a,b,c,ray_origin,ray_dir,ray_radius) { // http://softsurfer.com/Archive/algorithm_0105/algorithm_0105.htm#intersect_RayTriangle%28%29 // get triangle edge vectors and plane normal var u = vec3_sub(b,a); var v = vec3_sub(c,a); var n = vec3_cross(u,v); if(n[0]==0 && n[1]==0 && n[2]==0) return null; // triangle is degenerate var w0 = vec3_sub(ray_origin,a); var j = vec3_dot(n,ray_dir); if(Math.abs(j) < 0.00000001) { //### if parallel, might still pass within ray_radius of it return null; // parallel, disjoint or on plane } var i = -vec3_dot(n,w0); // get intersect point of ray with triangle plane var k = i / j; if(k < 0.0) return null; // ray goes away from triangle //### as its a line segment, k > 1+ray_radius means no intersect var hit = vec3_add(ray_origin,vec3_scale(ray_dir,k)); // intersect point of ray and plane // is I inside T? //### here I'm a bit lost; this is presumably computing barycentric coordinates? var uu = vec3_dot(u,u); var uv = vec3_dot(u,v); var vv = vec3_dot(v,v); var w = vec3_sub(hit,a); var wu = vec3_dot(w,u); var wv = vec3_dot(w,v); var D = uv * uv - uu * vv; var s = (uv * wv - vv * wu) / D; //### therefore, compute if its within ray_radius scaled to the 0..1 of barycentric coordinates? if(s<0.0 || s>1.0) return null; // I is outside T var t = (uv * wu - uu * wv) / D; if(t<0.0 || (s+t)>1.0) return null; // I is outside T //### finally, if it passses a barycentric test it might still be too far //### to a point; must check that its distance from a corner is within ray_radius too if more than one barycentric coord is >1 //### so we have rounded corners... return [hit,n]; // I is in T } Given the distance between the point of plane intersection and each corner, I ought to be able to determine distance at world scale of how far beyond the edge - beyond 1.0 in barycentric coordinates for each axis - that point is... At this point my head explodes! Is this the right track? What's the actual code? UPDATE: you can earn 100 pts on SO if you answer this question there...! How can you determine if a line segment passes within some distance of a triangle?

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  • Computing a normal matrix in conjunction with gluLookAt

    - by Chris Smith
    I have a hand-rolled camera class that converts yaw, pitch, and roll angles into a forward, side, and up vector suitable for calling gluLookAt. Using this camera class I can modify the model-view matrix to move about the 3D world just fine. However, I am having trouble when using this camera class (and associated model-view matrix) when trying to perform directional lighting in my vertex shader. The problem is that the light direction, (0, 1, 0) for example, is relative to where the 'camera is looking' and not the actual world coordinates. (Or is this eye coordinates vs. model coordinates?) I would like the light direction to be unaffected by the camera's viewing direction. For example, when the camera is looking down the Z axis the ground is lit correctly. However, if I point the camera straight at the ground, then it goes dark. This is (I think) because the light direction is parallel with the camera's 'up' vector which is perpendicular with the ground's normal vector. I tried computing the normal matrix without taking the camera's model view into account, but then none of my objects were rotated correctly. Sorry if this sounds vague. I suspect there is a straight forward answer, but I'm not 100% clear on how the normal matrix should be used for transforming vertex normals in my vertex shader. For reference, here is pseudo code for my rendering loop: pMatrix = new Matrix(); pMatrix = makePerspective(...) mvMatrix = new Matrix() camera.apply(mvMatrix); // Calls gluLookAt // Move the object into position. mvMatrix.translatev(position); mvMatrix.rotatef(rotation.x, 1, 0, 0); mvMatrix.rotatef(rotation.y, 0, 1, 0); mvMatrix.rotatef(rotation.z, 0, 0, 1); var nMatrix = new Matrix(); nMatrix.set(mvMatrix.get().getInverse().getTranspose()); // Set vertex shader uniforms. gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, new Float32Array(pMatrix.getFlattened())); gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, new Float32Array(mvMatrix.getFlattened())); gl.uniformMatrix4fv(shaderProgram.nMatrixUniform, false, new Float32Array(nMatrix.getFlattened())); // ... gl.drawElements(gl.TRIANGLES, this.vertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0); And the corresponding vertex shader: // Attributes attribute vec3 aVertexPosition; attribute vec4 aVertexColor; attribute vec3 aVertexNormal; // Uniforms uniform mat4 uMVMatrix; uniform mat4 uNMatrix; uniform mat4 uPMatrix; // Varyings varying vec4 vColor; // Constants const vec3 LIGHT_DIRECTION = vec3(0, 1, 0); // Opposite direction of photons. const vec4 AMBIENT_COLOR = vec4 (0.2, 0.2, 0.2, 1.0); float ComputeLighting() { vec4 transformedNormal = vec4(aVertexNormal.xyz, 1.0); transformedNormal = uNMatrix * transformedNormal; float base = dot(normalize(transformedNormal.xyz), normalize(LIGHT_DIRECTION)); return max(base, 0.0); } void main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); float lightWeight = ComputeLighting(); vColor = vec4(aVertexColor.xyz * lightWeight, 1.0) + AMBIENT_COLOR; } Note that I am using WebGL, so if the anser is use glFixThisProblem(...) any pointers on how to re-implement that on WebGL if missing would be appreciated.

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  • Image Line Trace Math Help Hard To Explain

    - by Ozzy
    Hi all, sorry for the confusing title, its really hard for me to explain what i want. So i created this image :) Ok so the two RED dots are points on an image. The distance between them isnt important. What I want to do is, Using the coordinates for the two dots, work out the angle of the space between them (as shown by the black line between the red dots) Then once the angle is found, on the last red dot, create two points which cross the angle of the first line. Then from that, scan a Half semicircle and get the coordinates of every pixel of the image that the orange line passes. I dnot know if this makes any sense to you lot so i drew another picture: As you can see in the second picture, my idea is applied to a line drawn on a black canavs. The two red dots are the starting coordinates then at the end of the two dots, a less then half semicircle is created. The part that is orange shows the pixels of the image that should be recorded. I have no clue how to start this, so if anyone has any ideas on how i can or on what i need to do, any help is much appreciated :)

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  • OpenGL-ES: Change (multiply) color when using color arrays?

    - by arberg
    Following the ideas in OpenGL ES iPhone - drawing anti aliased lines, I am trying to draw stroked anti-aliased lines and I am successful so far. After line is draw by the finger, I wish to fade the path, that is I need to change the opacity (color) of the entire path. I have computed a large array of vertex positions, vertex colors, texture coordinates, and indices and then I give these to opengl but I would like reduce the opacity of all the drawn triangles without having to change each of the color coordinates. Normally I would use glColor4f(r,g,b,a) before calling drawElements, but it has no effect due to the color array. I am working on Android, but I believe it shouldn't make the big difference, as long as it is OpenGL-ES 1.1 (or 1.0). I have the following code : gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glShadeModel(GL10.GL_SMOOTH); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glEnable(GL10.GL_TEXTURE_2D); // Should set rgb to greyish, and alpha to half-transparent, the greyish is // just there to make the question more general its the alpha i'm interested in gl.glColor4f(.75f, .75f, .75f, 0.5f); gl.glVertexPointer(mVertexSize, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexCoordBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indexCount, GL10.GL_UNSIGNED_SHORT, mIndexBuffer.position(startIndex)); If I disable the color array gl.glEnableClientState(GL10.GL_COLOR_ARRAY);, then the glColor4f works, if I enable the color array it does nothing. Is there any way in OpenGl-ES to change the coloring without changing all the color coordinates? I think that in OpenGl one might use a fragment shader, but it seems OpenGL does not have a fragment shader (not that I know how to use one).

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  • 2D Ball Collisions with Corners

    - by Aaron
    I'm trying to write a 2D simulation of a ball that bounces off of fixed vertical and horizontal walls. Simulating collisions with the faces of the walls was pretty simple--just negate the X-velocity for a vertical wall or the Y-velocity for a horizontal wall. The problem is that the ball can also collide with the corners of the walls, where a horizontal wall meets with a vertical wall. I have already figured out how to detect when a collision with a corner is occurring. My question is how the ball should react to this collision--that is, how its X and Y velocities will change as a result. Here's a list of what I already know or know how to find: *The X and Y coordinates of the ball's center during the frame when a collision is detected *The X and Y components of the ball's velocity *The X and Y coordinates of the corner *The angle between the ball's center and the corner *The angle in which the ball is traveling just before the collision *The amount that the ball is overlapping the corner when the collision is detected I'm guessing that it's best to pretend that the corner is an infinitely small circle, so I can treat a collision between the ball and that circle as if the ball were colliding with a wall that runs tangent to the circles at the point of collision. It seems to me that all I need to do is rotate the coordinate system to line up with this imaginary wall, reverse the X component of the ball's velocity under this system, and rotate the coordinates back to the original system. The problem is that I have no idea how to program this. By the way, this is an ideal simulation. I'm not taking anything like friction or the ball's rotation into account. I'm using Objective-C, but I'd really just like a general algorithm or some advice. Many thanks if anyone can help!

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  • Reading Data from DDFS ValueError: No JSON object could be decoded

    - by secumind
    I'm running dozens of map reduce jobs for a number of different purposes using disco. My data has grown enormous and I thought I would try using DDFS for a change rather than standard txt files. I've followed the DISCO map/reduce example Counting Words as a map/reduce job, without to much difficulty and with the help of others, Reading JSON specific data into DISCO I've gotten past one of my latest problems. I'm trying to read data in/out of ddfs to better chunk and distribute it but am having a bit of trouble. Here's an example file: file.txt {"favorited": false, "in_reply_to_user_id": null, "contributors": null, "truncated": false, "text": "I'll call him back tomorrow I guess", "created_at": "Mon Feb 13 05:34:27 +0000 2012", "retweeted": false, "in_reply_to_status_id_str": null, "coordinates": null, "in_reply_to_user_id_str": null, "entities": {"user_mentions": [], "hashtags": [], "urls": []}, "in_reply_to_status_id": null, "id_str": "168931016843603968", "place": null, "user": {"follow_request_sent": null, "profile_use_background_image": true, "profile_background_image_url_https": "https://si0.twimg.com/profile_background_images/305726905/FASHION-3.png", "verified": false, "profile_image_url_https": "https://si0.twimg.com/profile_images/1818996723/image_normal.jpg", "profile_sidebar_fill_color": "292727", "is_translator": false, "id": 113532729, "profile_text_color": "000000", "followers_count": 78, "protected": false, "location": "With My Niggas In Paris!", "default_profile_image": false, "listed_count": 0, "utc_offset": -21600, "statuses_count": 6733, "description": "Made in CHINA., Educated && Making My Own $$. 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I love u. follow me? 84", "created_at": "Mon Feb 13 05:34:27 +0000 2012", "retweeted": false, "in_reply_to_status_id_str": null, "coordinates": null, "in_reply_to_user_id_str": "27260086", "entities": {"user_mentions": [{"indices": [0, 13], "screen_name": "justinbieber", "id": 27260086, "name": "Justin Bieber", "id_str": "27260086"}], "hashtags": [], "urls": []}, "in_reply_to_status_id": null, "id_str": "168931016856178688", "place": null, "user": {"follow_request_sent": null, "profile_use_background_image": true, "profile_background_image_url_https": "https://si0.twimg.com/profile_background_images/416005864/Captura.JPG", "verified": false, "profile_image_url_https": "https://si0.twimg.com/profile_images/1808883280/Captura6_normal.JPG", "profile_sidebar_fill_color": "f5e7f3", "is_translator": false, "id": 406750700, "profile_text_color": "333333", "followers_count": 1122, "protected": false, "location": "Adentro de una supra.", "default_profile_image": false, "listed_count": 0, "utc_offset": -14400, "statuses_count": 20966, "description": "Mi \u00eddolo es @justinbieber , si te gusta \u00a1genial!, si no, solo respetalo. El cambi\u00f3 mi vida completamente y mi sue\u00f1o es conocerlo #TrueBelieber . ", "friends_count": 1015, "profile_link_color": "9404b8", "profile_image_url": "http://a1.twimg.com/profile_images/1808883280/Captura6_normal.JPG", "notifications": null, "show_all_inline_media": false, "geo_enabled": false, "profile_background_color": "f9fcfa", "id_str": "406750700", "profile_background_image_url": "http://a3.twimg.com/profile_background_images/416005864/Captura.JPG", "name": "neversaynever,right?", "lang": "es", "profile_background_tile": false, "favourites_count": 22, "screen_name": "True_Belieebers", "url": "http://www.wehavebieber-fever.tumblr.com", "created_at": "Mon Nov 07 04:17:40 +0000 2011", "contributors_enabled": false, "time_zone": "Santiago", "profile_sidebar_border_color": "C0DEED", "default_profile": false, "following": null}, "in_reply_to_screen_name": "justinbieber", "retweet_count": 0, "geo": null, "id": 168931016856178688, "source": "<a href=\"http://yfrog.com\" rel=\"nofollow\">Yfrog</a>"} I load it into DDFS with: # ddfs chunk data:test1 ./file.txt created: disco://localhost/ddfs/vol0/blob/44/file_txt-0$549-db27b-125e1 I test that the file is indeed loaded into ddfs with: # ddfs xcat data:test1 {"favorited": false, "in_reply_to_user_id": null, "contributors": null, "truncated": false, "text": "I'll call him back tomorrow I guess", "created_at": "Mon Feb 13 05:34:27 +0000 2012", "retweeted": false, "in_reply_to_status_id_str": null, "coordinates": null, "in_reply_to_user_id_str": null, "entities": {"user_mentions": [], "hashtags": [], "urls": []}, "in_reply_to_status_id": null, "id_str": "168931016843603968", "place": null, "user": {"follow_request_sent": null, "profile_use_background_image": true, "profile_background_image_url_https": "https://si0.twimg.com/profile_background_images/305726905/FASHION-3.png", "verified": false, "profile_image_url_https": "https://si0.twimg.com/profile_images/1818996723/image_normal.jpg", "profile_sidebar_fill_color": "292727", "is_translator": false, "id": 113532729, "profile_text_color": "000000", "followers_count": 78, "protected": false, "location": "With My Niggas In Paris!", "default_profile_image": false, "listed_count": 0, "utc_offset": -21600, "statuses_count": 6733, "description": "Made in CHINA., Educated && Making My Own $$. Fear GOD && Put Him 1st. #TeamFollowBack #TeamiPhone\n", "friends_count": 74, "profile_link_color": "b03f3f", "profile_image_url": "http://a2.twimg.com/profile_images/1818996723/image_normal.jpg", "notifications": null, "show_all_inline_media": false, "geo_enabled": true, "profile_background_color": "1f9199", "id_str": "113532729", "profile_background_image_url": "http://a3.twimg.com/profile_background_images/305726905/FASHION-3.png", "name": "Bee'Jay", "lang": "en", "profile_background_tile": true, "favourites_count": 19, "screen_name": "OohMyBEEsNice", "url": "http://www.bitchimpaid.org", "created_at": "Fri Feb 12 03:32:54 +0000 2010", "contributors_enabled": false, "time_zone": "Central Time (US & Canada)", "profile_sidebar_border_color": "000000", "default_profile": false, "following": null}, "in_reply_to_screen_name": null, "retweet_count": 0, "geo": null, "id": 168931016843603968, "source": "<a href=\"http://twitter.com/#!/download/iphone\" rel=\"nofollow\">Twitter for iPhone</a>"} {"favorited": false, "in_reply_to_user_id": 50940453, "contributors": null, "truncated": false, "text": "@LegaMrvica @MimozaBand makasi om artis :D kadoo kadoo", "created_at": "Mon Feb 13 05:34:27 +0000 2012", "retweeted": false, "in_reply_to_status_id_str": "168653037894770688", "coordinates": null, "in_reply_to_user_id_str": "50940453", "entities": {"user_mentions": [{"indices": [0, 11], "screen_name": "LegaMrvica", "id": 50940453, "name": "Lega_thePianis", "id_str": "50940453"}, {"indices": [12, 23], "screen_name": "MimozaBand", "id": 375128905, "name": "Mimoza", "id_str": "375128905"}], "hashtags": [], "urls": []}, "in_reply_to_status_id": 168653037894770688, "id_str": "168931016868761600", "place": null, "user": {"follow_request_sent": null, "profile_use_background_image": true, "profile_background_image_url_https": "https://si0.twimg.com/profile_background_images/347686061/Galungan_dan_Kuningan.jpg", "verified": false, "profile_image_url_https": "https://si0.twimg.com/profile_images/1803845596/Picture_20124_normal.jpg", "profile_sidebar_fill_color": "DDFFCC", "is_translator": false, "id": 48293450, "profile_text_color": "333333", "followers_count": 182, "protected": false, "location": "\u00dcT: -6.906799,107.622383", "default_profile_image": false, "listed_count": 0, "utc_offset": -28800, "statuses_count": 3052, "description": "Fashion design maranatha '11 // traditional dancer (bali) at sanggar tampak siring & Natya Nataraja", "friends_count": 206, "profile_link_color": "0084B4", "profile_image_url": "http://a3.twimg.com/profile_images/1803845596/Picture_20124_normal.jpg", "notifications": null, "show_all_inline_media": false, "geo_enabled": true, "profile_background_color": "9AE4E8", "id_str": "48293450", "profile_background_image_url": "http://a0.twimg.com/profile_background_images/347686061/Galungan_dan_Kuningan.jpg", "name": "nana afiff", "lang": "en", "profile_background_tile": true, "favourites_count": 2, "screen_name": "hasnfebria", "url": null, "created_at": "Thu Jun 18 08:50:29 +0000 2009", "contributors_enabled": false, "time_zone": "Pacific Time (US & Canada)", "profile_sidebar_border_color": "BDDCAD", "default_profile": false, "following": null}, "in_reply_to_screen_name": "LegaMrvica", "retweet_count": 0, "geo": null, "id": 168931016868761600, "source": "<a href=\"http://blackberry.com/twitter\" rel=\"nofollow\">Twitter for BlackBerry\u00ae</a>"} {"favorited": false, "in_reply_to_user_id": 27260086, "contributors": null, "truncated": false, "text": "@justinbieber u were born to be somebody, and u're super important in beliebers' life. thanks for all biebs. I love u. follow me? 84", "created_at": "Mon Feb 13 05:34:27 +0000 2012", "retweeted": false, "in_reply_to_status_id_str": null, "coordinates": null, "in_reply_to_user_id_str": "27260086", "entities": {"user_mentions": [{"indices": [0, 13], "screen_name": "justinbieber", "id": 27260086, "name": "Justin Bieber", "id_str": "27260086"}], "hashtags": [], "urls": []}, "in_reply_to_status_id": null, "id_str": "168931016856178688", "place": null, "user": {"follow_request_sent": null, "profile_use_background_image": true, "profile_background_image_url_https": "https://si0.twimg.com/profile_background_images/416005864/Captura.JPG", "verified": false, "profile_image_url_https": "https://si0.twimg.com/profile_images/1808883280/Captura6_normal.JPG", "profile_sidebar_fill_color": "f5e7f3", "is_translator": false, "id": 406750700, "profile_text_color": "333333", "followers_count": 1122, "protected": false, "location": "Adentro de una supra.", "default_profile_image": false, "listed_count": 0, "utc_offset": -14400, "statuses_count": 20966, "description": "Mi \u00eddolo es @justinbieber , si te gusta \u00a1genial!, si no, solo respetalo. El cambi\u00f3 mi vida completamente y mi sue\u00f1o es conocerlo #TrueBelieber . ", "friends_count": 1015, "profile_link_color": "9404b8", "profile_image_url": "http://a1.twimg.com/profile_images/1808883280/Captura6_normal.JPG", "notifications": null, "show_all_inline_media": false, "geo_enabled": false, "profile_background_color": "f9fcfa", "id_str": "406750700", "profile_background_image_url": "http://a3.twimg.com/profile_background_images/416005864/Captura.JPG", "name": "neversaynever,right?", "lang": "es", "profile_background_tile": false, "favourites_count": 22, "screen_name": "True_Belieebers", "url": "http://www.wehavebieber-fever.tumblr.com", "created_at": "Mon Nov 07 04:17:40 +0000 2011", "contributors_enabled": false, "time_zone": "Santiago", "profile_sidebar_border_color": "C0DEED", "default_profile": false, "following": null}, "in_reply_to_screen_name": "justinbieber", "retweet_count": 0, "geo": null, "id": 168931016856178688, "source": "<a href=\"http://yfrog.com\" rel=\"nofollow\">Yfrog</a> At this point everything is great, I load up the script that resulted from a previous Stack Post: from disco.core import Job, result_iterator import gzip def map(line, params): import unicodedata import json r = json.loads(line).get('text') s = unicodedata.normalize('NFD', r).encode('ascii', 'ignore') for word in s.split(): yield word, 1 def reduce(iter, params): from disco.util import kvgroup for word, counts in kvgroup(sorted(iter)): yield word, sum(counts) if __name__ == '__main__': job = Job().run(input=["tag://data:test1"], map=map, reduce=reduce) for word, count in result_iterator(job.wait(show=True)): print word, count NOTE: That this script runs file if the input=["file.txt"], however when I run it with "tag://data:test1" I get the following error: # DISCO_EVENTS=1 python count_normal_words.py Job@549:db30e:25bd8: Status: [map] 0 waiting, 1 running, 0 done, 0 failed 2012/11/25 21:43:26 master New job initialized! 2012/11/25 21:43:26 master Starting job 2012/11/25 21:43:26 master Starting map phase 2012/11/25 21:43:26 master map:0 assigned to solice 2012/11/25 21:43:26 master ERROR: Job failed: Worker at 'solice' died: Traceback (most recent call last): File "/home/DISCO/data/solice/01/Job@549:db30e:25bd8/usr/local/lib/python2.7/site-packages/disco/worker/__init__.py", line 329, in main job.worker.start(task, job, **jobargs) File "/home/DISCO/data/solice/01/Job@549:db30e:25bd8/usr/local/lib/python2.7/site-packages/disco/worker/__init__.py", line 290, in start self.run(task, job, **jobargs) File "/home/DISCO/data/solice/01/Job@549:db30e:25bd8/usr/local/lib/python2.7/site-packages/disco/worker/classic/worker.py", line 286, in run getattr(self, task.mode)(task, params) File "/home/DISCO/data/solice/01/Job@549:db30e:25bd8/usr/local/lib/python2.7/site-packages/disco/worker/classic/worker.py", line 299, in map for key, val in self['map'](entry, params): File "count_normal_words.py", line 12, in map File "/usr/lib64/python2.7/json/__init__.py", line 326, in loads return _default_decoder.decode(s) File "/usr/lib64/python2.7/json/decoder.py", line 366, in decode obj, end = self.raw_decode(s, idx=_w(s, 0).end()) File "/usr/lib64/python2.7/json/decoder.py", line 384, in raw_decode raise ValueError("No JSON object could be decoded") ValueError: No JSON object could be decoded 2012/11/25 21:43:26 master WARN: Job killed Status: [map] 1 waiting, 0 running, 0 done, 1 failed Traceback (most recent call last): File "count_normal_words.py", line 28, in <module> for word, count in result_iterator(job.wait(show=True)): File "/usr/local/lib/python2.7/site-packages/disco/core.py", line 348, in wait timeout, poll_interval * 1000) File "/usr/local/lib/python2.7/site-packages/disco/core.py", line 309, in check_results raise JobError(Job(name=jobname, master=self), "Status %s" % status) disco.error.JobError: Job Job@549:db30e:25bd8 failed: Status dead The Error states: ValueError: No JSON object could be decoded. Again, this works fine using the text file as input but now DDFS. Any ideas, I'm open to suggestions?

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  • Using TPrinter in Delphi

    - by Milad
    Hello Experts I don't have any backgrounds in programming and this is my first shot. I wrote a Delphi program that is supposed to print on a result sheet. I work in an institute and we have to establish hundreds of result sheets every 2 months. It's really difficult to do that and different handwritings is also an important issue. My problem is that when i write this code : if PrintDialog.Execute() then begin with MyPrinter do begin MyPrinter.BeginDoc();//Start Printing //Prints First Name MyPrinter.Canvas.TextOut(FirstNameX,FirstNameY,EditFirstName.Text); //Prints Last Name MyPrinter.Canvas.TextOut(LastNameX,LastNameY,EditLastName.Text); //Prints Level MyPrinter.Canvas.TextOut(LevelX,LevelY,EditLevel.Text); //Prints Date MyPrinter.Canvas.TextOut(DateX,DateY,MEditDate.Text); //Prints Student Number MyPrinter.Canvas.TextOut(StdNumX,StdNumY,EditStdnumber.Text); .... MyPrinter.EndDoc();//End Printing end; end; I can't get the right coordinates to print properly. Am I missing something? How can I set the right coordinates? You know TPrinter uses pixels to get the coordinates but papers are measured in inches or centimeters. I'm really confused.I appreciate any help. Thanks in advance.

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  • iPhone UI layout debugging

    - by Cruinh
    I have this chronic issue with iPhone UI development where views sometimes seem to appear on the screen in a location different than what is reported by their frame property. Here is what I am doing to try to debug the issue: UIView *currentView = self.view; while (currentView!=nil) { NSLog(@"frame: %f,%f,%f,%f", currentView.frame.origin.x, currentView.frame.origin.y, currentView.frame.size.width, currentView.frame.size.height); currentView = currentView.superview; } I expect this should show me the coordinates and size of each element up the hierarchy from the given view to the app's root UIWindow element, with the coordinates for each element relative to its parent. However, that does not seem to be the case. In my current situation, I have a UI I'm trying to debug where every other time I rotate the device, the whole UI shifts up or down 20 pixels, yet the code block above reports exactly the same numbers every time. I tried calling the above code after as much as a second delay, but that the numbers still come out the same each time. Does anyone know a better way to inspect the screen coordinates of UI elements? If I can detect when one is wrong, I can compensate for the problem when it appears.

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  • How do i make a allocation table?

    - by david
    I have build a grid of div's as playground for some visual experiments. In order to use that grid, i need to know the x and y coordinates of each div. That's why i want to create a table with the X and Y position of each div. X:0 & Y:0 = div:eq(0), X:0 Y:1 = div:eq(1), X:0 Y:2 = div:eq(2), X:0 Y:3 = div:eq(3), X:1 Y:0 = div:eq(4) etc.. What is the best way to do a table like that? Creating a OBJECT like this: { 00: 0, 01: 1, 02: 2, etc.. } or is it better to create a array? position[0][0] = 0 the thing is i need to use the table in multiple way's.. for example the user clicked the div nb: 13 what are the coordinates of this div or what is the eq of the div x: 12 y: 5. Thats how i do it right now: var row = 0 var col = 0 var eq = 0 c.find('div').each(function(i){ // c = $('div#stage') if (i !=0 && $(this).offset().top != $(this).prev().offset().top){ row++ col = 0 } $(this).attr({'row': row, 'col': col }) col++ }) I think it would be faster to build a table with the coordinates, instead of adding them as attr or data to the DOM. but i cant figure out how to do this technically. How would you solve this problem width JS / jQuery?

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  • loading google maps drawing manager object

    - by psychok7
    So i am using Google Maps Drawing Manager to draw some polygons and i am saving the lat e long coordinates to my database. Now my question is, after i load that to my array, how can i rebuild the saved polygon back into my map? I can't seem to find a code to understand that. this is what i have now : window.initialize_2 = function () { var mapOptions = { center: new google.maps.LatLng(-34.397, 150.644), zoom: 8, mapTypeId: google.maps.MapTypeId.ROADMAP }; var map = maplimits; var drawingManager = new google.maps.drawing.DrawingManager({ drawingMode: google.maps.drawing.OverlayType.MARKER, drawingControl: true, drawingControlOptions: { position: google.maps.ControlPosition.TOP_CENTER, drawingModes: [ google.maps.drawing.OverlayType.POLYGON] }, markerOptions: { icon: 'images/beachflag.png' }, polygonOptions: { fillColor: '#ffff00', fillOpacity: 10, strokeWeight: 5, clickable: true, editable: true, zIndex: 1 } }); var coord_listener = google.maps.event.addListener(drawingManager, 'polygoncomplete', function (polygon) { var coordinates = (polygon.getPath().getArray()); console.log(coordinates); window.poly = polygon; }); //delete shape google.maps.event.addListener(drawingManager, 'overlaycomplete', function (e) { if (e.type != google.maps.drawing.OverlayType.MARKER) { // Switch back to non-drawing mode after drawing a shape. drawingManager.setDrawingMode(null); // Add an event listener that selects the newly-drawn shape when the user // mouses down on it. var newShape = e.overlay; newShape.type = e.type; google.maps.event.addListener(newShape, 'click', function () { setSelection(newShape); }); setSelection(newShape); } }); // Clear the current selection when the drawing mode is changed, or when the // map is clicked. google.maps.event.addListener(drawingManager, 'drawingmode_changed', clearSelection); google.maps.event.addListener(map, 'click', clearSelection); drawingManager.setMap(map); }

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  • Make an element visible to the user but invisible to events

    - by Acorn
    I'm not quite sure how to describe what I'm looking to do, but I'll do my best. At the moment I have a parent <div>, with absolutely positioned child <div>s within it, and I'm tracking the mouse pointer location coordinates relative to the element your mouse is over. At the moment, when I mouse over my child <div>s, I get the mouse location relative to them, but I want the coordinates to be relative the the parent <div> even when mousing over the child elements. So I basically want the child elements to be visible, but transparent to the mousemove, so I want the mousemove to go straight through to the parent element. How would I do this? Do I maybe need to somehow make the parent <div> be in the forground but still have the child <div>s show through? or make a transparent <div> overlay just to get the mouse coordinates? Here's a link to the page I'm experimenting on: http://acorn.host22.com/mouse.html

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  • How to use google maps API with multiple markers on the same map

    - by Maen
    So, i have the following script to use the google maps API, its all fine, but i need to create a map that has more than one Marker (the balloon shaped icon pointing to something) and i need each of those markers to point on a different area of the map (i.e. different coordinates), how can i do it? <script type="text/javascript"> function load() { var map = new GMap2(document.getElementById("map")); var marker = new GMarker(new GLatLng(<%=coordinates%>)); var html="<img src='simplemap_logo.jpg' width='20' height='20'/> " + "<%=maptitle%><br/>" + "<%=text%>"; map.setCenter(new GLatLng(<%=coordinates%>), <%=zoom%>) map.setMapType(G_HYBRID_MAP); map.addOverlay(marker); map.addControl(new GLargeMapControl()); map.addControl(new GScaleControl()); map.addControl(new GMapTypeControl()); marker.openInfoWindowHtml(html); } //]]> </script> One more question, if i pass the Script text as a variable, lets say something like: <script type="text/javascript"> <%=ScriptText%> </script> and my <%=ScriptText% will be a string which i will build and assign its value to a Friend or Public variable called ScriptText, will it still run and work properly? (i am doing this to make my script dynamic and different based on how i build it as a STRING, due to my illiteracy in javascripting ;P)

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