Search Results

Search found 25727 results on 1030 pages for 'solution'.

Page 475/1030 | < Previous Page | 471 472 473 474 475 476 477 478 479 480 481 482  | Next Page >

  • calling perl script from mysql trigger

    - by Bahareh
    I want to call a perl script inside a mysql after insert trigger. but my trigger does not work.I find this solution from google. here is my code: DROP TRIGGER IF EXISTS 'tr1'// CREATE TRIGGER 'tr1' AFTER INSERT ON 'username' FOR EACH ROW begin SET @result=sys_exec(CONCAT('/usr/bin/perl /etc/p1.pl')); end // and my p1.pl code: #!/usr/bin/perl open(MYFILE,'>>/etc/data.txt'); print MYFILE "BOB\n"; close MYFILE; thanks.

    Read the article

  • Export a single layer as an image in Photoshop

    - by wrburgess
    I have a lot of designers send me layered PSDs of their designs and I need to break out the pieces of the designs to place on web pages. I can do a decent number of things in Photoshop, but I'm hardly efficient with it. My old way of just copying the image that's in a layer and pasting into a new image seems to take forever as I screw around with cropping and such. I've got Photoshop CS5, so I don't need external software to do anything, but I just need to figure out how to take a single layer, that may hold something small like an icon, and export it as a PNG or JPG. I am aware of the script called "Export Layers to Files" but it took about an hour and exported ALL of my layers to a huge number of files. I wasn't looking for a solution that broad. Is there an easy way to do this?

    Read the article

  • Taming Hopping Windows

    - by Roman Schindlauer
    At first glance, hopping windows seem fairly innocuous and obvious. They organize events into windows with a simple periodic definition: the windows have some duration d (e.g. a window covers 5 second time intervals), an interval or period p (e.g. a new window starts every 2 seconds) and an alignment a (e.g. one of those windows starts at 12:00 PM on March 15, 2012 UTC). var wins = xs     .HoppingWindow(TimeSpan.FromSeconds(5),                    TimeSpan.FromSeconds(2),                    new DateTime(2012, 3, 15, 12, 0, 0, DateTimeKind.Utc)); Logically, there is a window with start time a + np and end time a + np + d for every integer n. That’s a lot of windows. So why doesn’t the following query (always) blow up? var query = wins.Select(win => win.Count()); A few users have asked why StreamInsight doesn’t produce output for empty windows. Primarily it’s because there is an infinite number of empty windows! (Actually, StreamInsight uses DateTimeOffset.MaxValue to approximate “the end of time” and DateTimeOffset.MinValue to approximate “the beginning of time”, so the number of windows is lower in practice.) That was the good news. Now the bad news. Events also have duration. Consider the following simple input: var xs = this.Application                 .DefineEnumerable(() => new[]                     { EdgeEvent.CreateStart(DateTimeOffset.UtcNow, 0) })                 .ToStreamable(AdvanceTimeSettings.IncreasingStartTime); Because the event has no explicit end edge, it lasts until the end of time. So there are lots of non-empty windows if we apply a hopping window to that single event! For this reason, we need to be careful with hopping window queries in StreamInsight. Or we can switch to a custom implementation of hopping windows that doesn’t suffer from this shortcoming. The alternate window implementation produces output only when the input changes. We start by breaking up the timeline into non-overlapping intervals assigned to each window. In figure 1, six hopping windows (“Windows”) are assigned to six intervals (“Assignments”) in the timeline. Next we take input events (“Events”) and alter their lifetimes (“Altered Events”) so that they cover the intervals of the windows they intersect. In figure 1, you can see that the first event e1 intersects windows w1 and w2 so it is adjusted to cover assignments a1 and a2. Finally, we can use snapshot windows (“Snapshots”) to produce output for the hopping windows. Notice however that instead of having six windows generating output, we have only four. The first and second snapshots correspond to the first and second hopping windows. The remaining snapshots however cover two hopping windows each! While in this example we saved only two events, the savings can be more significant when the ratio of event duration to window duration is higher. Figure 1: Timeline The implementation of this strategy is straightforward. We need to set the start times of events to the start time of the interval assigned to the earliest window including the start time. Similarly, we need to modify the end times of events to the end time of the interval assigned to the latest window including the end time. The following snap-to-boundary function that rounds a timestamp value t down to the nearest value t' <= t such that t' is a + np for some integer n will be useful. For convenience, we will represent both DateTime and TimeSpan values using long ticks: static long SnapToBoundary(long t, long a, long p) {     return t - ((t - a) % p) - (t > a ? 0L : p); } How do we find the earliest window including the start time for an event? It’s the window following the last window that does not include the start time assuming that there are no gaps in the windows (i.e. duration < interval), and limitation of this solution. To find the end time of that antecedent window, we need to know the alignment of window ends: long e = a + (d % p); Using the window end alignment, we are finally ready to describe the start time selector: static long AdjustStartTime(long t, long e, long p) {     return SnapToBoundary(t, e, p) + p; } To find the latest window including the end time for an event, we look for the last window start time (non-inclusive): public static long AdjustEndTime(long t, long a, long d, long p) {     return SnapToBoundary(t - 1, a, p) + p + d; } Bringing it together, we can define the translation from events to ‘altered events’ as in Figure 1: public static IQStreamable<T> SnapToWindowIntervals<T>(IQStreamable<T> source, TimeSpan duration, TimeSpan interval, DateTime alignment) {     if (source == null) throw new ArgumentNullException("source");     // reason about DateTime and TimeSpan in ticks     long d = Math.Min(DateTime.MaxValue.Ticks, duration.Ticks);     long p = Math.Min(DateTime.MaxValue.Ticks, Math.Abs(interval.Ticks));     // set alignment to earliest possible window     var a = alignment.ToUniversalTime().Ticks % p;     // verify constraints of this solution     if (d <= 0L) { throw new ArgumentOutOfRangeException("duration"); }     if (p == 0L || p > d) { throw new ArgumentOutOfRangeException("interval"); }     // find the alignment of window ends     long e = a + (d % p);     return source.AlterEventLifetime(         evt => ToDateTime(AdjustStartTime(evt.StartTime.ToUniversalTime().Ticks, e, p)),         evt => ToDateTime(AdjustEndTime(evt.EndTime.ToUniversalTime().Ticks, a, d, p)) -             ToDateTime(AdjustStartTime(evt.StartTime.ToUniversalTime().Ticks, e, p))); } public static DateTime ToDateTime(long ticks) {     // just snap to min or max value rather than under/overflowing     return ticks < DateTime.MinValue.Ticks         ? new DateTime(DateTime.MinValue.Ticks, DateTimeKind.Utc)         : ticks > DateTime.MaxValue.Ticks         ? new DateTime(DateTime.MaxValue.Ticks, DateTimeKind.Utc)         : new DateTime(ticks, DateTimeKind.Utc); } Finally, we can describe our custom hopping window operator: public static IQWindowedStreamable<T> HoppingWindow2<T>(     IQStreamable<T> source,     TimeSpan duration,     TimeSpan interval,     DateTime alignment) {     if (source == null) { throw new ArgumentNullException("source"); }     return SnapToWindowIntervals(source, duration, interval, alignment).SnapshotWindow(); } By switching from HoppingWindow to HoppingWindow2 in the following example, the query returns quickly rather than gobbling resources and ultimately failing! public void Main() {     var start = new DateTimeOffset(new DateTime(2012, 6, 28), TimeSpan.Zero);     var duration = TimeSpan.FromSeconds(5);     var interval = TimeSpan.FromSeconds(2);     var alignment = new DateTime(2012, 3, 15, 12, 0, 0, DateTimeKind.Utc);     var events = this.Application.DefineEnumerable(() => new[]     {         EdgeEvent.CreateStart(start.AddSeconds(0), "e0"),         EdgeEvent.CreateStart(start.AddSeconds(1), "e1"),         EdgeEvent.CreateEnd(start.AddSeconds(1), start.AddSeconds(2), "e1"),         EdgeEvent.CreateStart(start.AddSeconds(3), "e2"),         EdgeEvent.CreateStart(start.AddSeconds(9), "e3"),         EdgeEvent.CreateEnd(start.AddSeconds(3), start.AddSeconds(10), "e2"),         EdgeEvent.CreateEnd(start.AddSeconds(9), start.AddSeconds(10), "e3"),     }).ToStreamable(AdvanceTimeSettings.IncreasingStartTime);     var adjustedEvents = SnapToWindowIntervals(events, duration, interval, alignment);     var query = from win in HoppingWindow2(events, duration, interval, alignment)                 select win.Count();     DisplayResults(adjustedEvents, "Adjusted Events");     DisplayResults(query, "Query"); } As you can see, instead of producing a massive number of windows for the open start edge e0, a single window is emitted from 12:00:15 AM until the end of time: Adjusted Events StartTime EndTime Payload 6/28/2012 12:00:01 AM 12/31/9999 11:59:59 PM e0 6/28/2012 12:00:03 AM 6/28/2012 12:00:07 AM e1 6/28/2012 12:00:05 AM 6/28/2012 12:00:15 AM e2 6/28/2012 12:00:11 AM 6/28/2012 12:00:15 AM e3 Query StartTime EndTime Payload 6/28/2012 12:00:01 AM 6/28/2012 12:00:03 AM 1 6/28/2012 12:00:03 AM 6/28/2012 12:00:05 AM 2 6/28/2012 12:00:05 AM 6/28/2012 12:00:07 AM 3 6/28/2012 12:00:07 AM 6/28/2012 12:00:11 AM 2 6/28/2012 12:00:11 AM 6/28/2012 12:00:15 AM 3 6/28/2012 12:00:15 AM 12/31/9999 11:59:59 PM 1 Regards, The StreamInsight Team

    Read the article

  • Bad 3D Performance in Ubuntu 12.04

    - by Pandem
    I already posted a question before but I didn't really get any advice/help. I'll be a bit more brief/general in hope it'll help. I have an MSI HD 7850 with the Catalyst 12.4 drivers installed. I've found that I'm having bad 3D performance for some reason but I'm not entirely sure what. I suspect it may just that the graphics card is new and AMD just need to work on their drivers but it would be nice to get advice and narrow the problem down so that I can be sure rather than wait for driver updates that may not even help. I ran gxlgears to give some general idea of how bad the performance is. At default size it is averaging around 2000 FPS. The command glxinfo confirms the renderer is using AMD Radeon HD 7800 Series with OpenGL version 4.2. Edits below: As asked for others: lspci -v output is here. fglrxinfo output is here xvinfo output is here glxinfo | grep rendering says yes for direct rendering. These confirmed that everything was configured correctly. Within Unity and Gnome Classic: glxgears had an FPS of around 2000 FPS fgl_glxgears had an FPS of around 544 FPS Within LDXE: glxgears had an FPS of around 4600 FPS fgl_glxgears had an FPS of around 1600 FPS In the end it was discovered that Compiz was causing a large performance decrease and solution was simply to change window manager for the time being. Thanks to TechZilla for all his help!

    Read the article

  • PostSharp deployment to build machine- use Setup installation, not NuGet package.

    - by Michael Freidgeim
    PostSharp has well documented different methods of installation. I've chosen installing NuGet packages, because according to  Deploying PostSharp into a Source Repository NuGet is the easiest way to add PostSharp to a project without installing the product on every machine. However it didn't work well for me. I've added PostSharp NuGet package to one project in the solution.  When I wanted to use PostSharp in other project, Visual Studio tab showed that PostSharp is not enabled for this project I've added the NuGet package to the new project, which installed a new version of the package in the new Packages subfolder. When I wanted to refer PostSharp from the third project, I've ended up with another version of PostSharp installed. Additionally multiple versions of Diagnostics were created. It definitely causes confusion and errors.   More problems we experienced on build server. According to Using PostSharp on a Build Server "If you chose to deploy PostSharp in the source repository, it does not need to be installed specifically on the build server. " It didn't work on our build server. I kept getting errors "The "AddIns" parameter is not supported by the "PostSharp21" task." and "The "DisableSystemBindingPolicies" parameter is not supported by the "PostSharp21" task."   From my experience the only way to have the latest version of PostSharp working on the build server is to install it using Setup as described in Deploying PostSharp with the Setup Program     Gael acknowledged the issues with possible version conflicts. see http://support.sharpcrafters.com/discussions/problems/388-the-postsharp21-task-failed-unexpectedly

    Read the article

  • Easily recreate a server's "state" [closed]

    - by Brandon Wamboldt
    I want the ability to setup new servers for dev/testing/prod very easily. The reasons for being able to setup a new dev VM is obvious, but for prod my concern is adding a new production server/migrating to a new server. I assume a traditional backup solution won't work as hardware may be different so the binaries/config might be different. I want to get experience with puppet anyways, so I was thinking about creating a manifest that would setup my users, install Postgres, Nginx, PHP-FPM, etc, and configure them the way I specify. Then I could install puppet on a new server, copy down my manifest and apply it locally. This would make keeping my server configs in sync easier too. Is there a better approach I'm not aware of, and does my approach have any pitfalls?

    Read the article

  • Switching to open folders on a Mac

    - by Charles
    How do I easily switch to an open folder on a Mac? In Windows, which I'm used to using, I can see all my opened folders in my vertical taskbar, all I need to do to switch to another window is click on the folder in the task bar. There's no taskbar on a Mac, and when I have a lot of folders opened, ie. lots of Finder windows, how can I switch between them? The way I'm doing it is, I put expose on an active corner and switch that way. However that's still damn hard, because first I have to bring up expose, and then find my window. The folders are placed in a random position between opened apps, the folders are not in a list, and on a big screen I have to scan the whole screen in order to find the one I want... etc. Is it really this hard just to switch to a different folder on a Mac? Is there a taskbar solution on a Mac?

    Read the article

  • May I'm infected?

    - by aiacet
    Hello again to everyone and many thanks to all the expert that will read this post and proupose a solution to my problem. In the last tw week, when i saw with MPC-HC (media player classic home cinema) some "justyfied" episodes, my F-Secure Client Security antivirus software alert-me that there is a threat in A0027132.exe file (the number still chanhe and increase each time, 3, that the antivir found a new threat). All this three threat are now quaratined and the file are: 1) C:/System Volume Information/_restore/{72AACB12-6526-40F2-81D7-69DF5809DD8A}\A0027132.exe 2) D:/System Volume Information/_restore/{72AACB12-6526-40F2-81D7-69DF5809DD8A}\A0027133.exe 3) D:/System Volume Information/_restore/{72AACB12-6526-40F2-81D7-69DF5809DD8A}\A0027134.exe the three threat are recognized like: 1) Backdoor.Generic.360086 2) Trojan.Packed.8707 2) Trojan.Packed.8807 The F-secure and the OS are both udpated at the last release/virus definition. Waiting for an answer, thanks in advance

    Read the article

  • Critical Patch Update For Oracle Fusion Middleware - CPU October 2012

    - by Daniel Mortimer
    The latest Critical Patch Update (CPU) has been released for Oracle products. Start your reading hereCritical Patch Updates, Security Alerts and Third Party Bulletin  This is the home page containing links to all "Critical Patch Updates" released to date, along with sections detailing  Security Alerts  Third Party Bulletin Public Vulnerabilities Fixed Policies Reporting Security Vulnerabilities  On this page you will find the link to the Oracle Critical Patch Update Advisory - October 2012 The advisory lists the support documents that cover the patch availability for all Oracle products. From an Oracle Fusion Middleware perspective, you can cut to the chase by using the links below which take you to the appropriate sections inPatch Set Update and Critical Patch Update October 2012 Availability Document [ID 1477727.1] Oracle Fusion Middleware 11g Release 2  11.1.2.0 Oracle Fusion Middleware 11g Release 1 11.1.1.4 (Portal,Forms,Reports and Discoverer) 11.1.1.5 11.1.1.6 Oracle Application Server 10g Release 3 10.1.3.5 The #anchor links above should work in Firefox and IE provided you have already logged into My Oracle Support within the same browser session. For some reason, Chrome always takes you to the top of the document :-/ Tip: Error Correction Support for Oracle Identity Management 10g, version 10.1.4.x ended in December 2011. For this reason, there is no section which is specific to this version. However, Error Correction Support remains in place, until end of this year, for the Oracle Identity Management 10.1.4.x components Single Sign On (SSO) Delegated Administration Services (OIDDAS) provided you are using them as part of a Single Sign-On solution (OID 11g + SSO / OIDDAS 10.1.4.3) for a Portal / Forms / Reports and Discoverer 11.1.1.x architecture.    As such there are security related patches available for Fusion Middleware Single Sign On. You will find the patch numbers listed in the sections for 11.1.1.4, 11.1.1.5 and 11.1.1.6 And finally, if you are hit any unexpected errors when applying the CPU patches, check out the known issues documented in these two support documents. Critical Patch Update October 2012 Oracle Fusion Middleware Known Issues (Doc ID 1455408.1) Critical Patch Update October 2012 Database Known Issues (Doc ID 1477865.1)

    Read the article

  • Port Forwarding a Specific Port (e.g. 22)

    - by Jerry Blair
    I'm still confused about establishing an SSH connection (port 22) between two computers on different internal networks. For example: I am on my computer with internal IP address IIP-1, connected to my router RT-1. There are 10 IIPs connected to RT-1. I want to establish an SSH connection to IIP-3 which is connected to router RT-2. There are 10 IIPs connected to RT-2. At any time, there can be multiple SSH connections between IIPs on RT-1 and RT-2. Since I only have port 22 available, I don't know which SSH session is talking between which IIPs. I looked at a couple of similar questions but am still unclear on the solution. Thanks much, Jerry

    Read the article

  • Bash - Program is writing directly to terminal

    - by Salis
    Valve's dedicated server for the Source Engine (srcds_run) on Linux writes directly to the terminal, not stdout. I want to run it as an /etc/init.d daemon on Debian 6, and I'd like to redirect/capture the output to a file. How can I do that? And better yet, why would they output directly to the terminal, is there any benefit in doing that? I suppose I could start another bash instance just for srcds_run, but that seems like a dirty solution, and I still don't know how to redirect the output.

    Read the article

  • Can I run mysqld on top of glusterfs?

    - by Richard Holloway
    I have been playing with glusterfs recently. What I want to try is to run mysqld on top of the glusterfs in a similar way as it is possible to run MySQL on top of DRBD. I am familiar with MySQL replication and the advantages of using that instead of this approach and I am also aware of MongoDB and other NoSQL solutions. However, it would be an easy solution to a few specific projects I have coming up if I could leave MySQL as it is and replicate the underlying file system. Is this possible and if it is where can I find out how?

    Read the article

  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

    Read the article

  • Should I upgrade my VPS to a dedicated host?

    - by Mr. Hedgehog
    I've been running a website for 4 months now and in that time, it has grown from a few hundred unique visits/day to about 30,000 unique visits/day. I have been on Linode the whole time and have steadily upgraded to a 4GB node. Unfortunately, my app is very MySQL heavy and even with caching, the server is frequently ceasing to respond in peak times. During these times, all 4 cores are maxed on the machine (though Linode 4GB only provides a 1/5 share of the CPU). The only way to get it running again is to restart MySQL. I don't really know what to do. I have tried optimising the InnoDB settings and it seems to not be helping. Would moving to a Dedicated host be a good solution? I can get 4-5x the power of my node for a similar price - and with decent providers too.

    Read the article

  • What FOSS solutions are available to manage software requirements?

    - by boos
    In the company where I work, we are starting to plan to be compliant to the software development life cycle. We already have, wiki, vcs system, bug tracking system, and a continuous integration system. The next step we want to have is to start to manage, in a structured way, software requirements. We dont want to use a wiki or shared documentation because we have many input (developer, manager, commercial, security analyst and other) and we dont want to handle proliferation of .doc around the network share. We are trying to search and we hope we can find and use a FOSS software to manage all this things. We have about 30 people, and don't have a budget for commercial software. We need a free solution for requirements management. What we want is software that can manage: Required features: Software requirements divided in a structured configurable way Versioning of the requirements (history, diff, etc, like source code) Interdependency of requirements (child of, parent of, related to) Rule Based Access Control for data handling Multi user, multi project File upload (for graph, document related to or so on) Report and extraction features Optional Features: Web Based Test case Time based management (timeline, excepted data, result data) Person allocation and so on Business related stuff Hardware allocation handling I have already play with testlink and now i'm playing with RTH, the next one i try is redmine.

    Read the article

  • How many users are "many users"?

    - by kemp
    I need to find a solution for a website which is struggling under load. The site gets ~500 simultaneous connections during peak time, and counts around 42k hits per day. It's a wordpress based site bridged with a vbulletin forum with a lot of contents and a fairly complex structure which makes intensive use of the database. I already implemented code level full page caching (without this the server just crashes), and configured all other caching directives as well as combining css files and the like to limit http requests as much as possible. I need to understand if there is more that can be done via software or if the load is just too much for the server to handle and it needs to be upgraded, because the server goes down occasionally during peak times. Can't access the server now, but it's a dedicated CentOS machine (I think 4GB ram, can't say what CPU) running apache/mysql. So back to the main question: how can I know when the users are just too many?

    Read the article

  • NFS or GFS for LVS 10 Server Setup

    - by Michael Robinson
    Currently we have a 10 servers LVS hosting setup. The people we hired to set it up did not anything about GFS which was our preferred Central Storage File System Solution. As we have tight time constraint, we just told them to use whatever they were familiar with which is NFS. I have since done some research and it seems that NFS is not ideal for the type of high traffic site we are hoping to build. I couldn't find much info online about the signaficance differences between the 2. As we to setup all servers again right now, should we stick with NFS or find someone who knows how to setup GFS amd go with that. We need a setup that is highly reliable and scalable as we intend. As after initial setup is done, we expect high increases in traffic and load.

    Read the article

  • Amazon EC2 performance vs desktop

    - by flashnik
    I'm wondering how to compare performance of EC2 instances with standard dedicated servers and desktop. I've found only comparance of defferent clouds. I need to find a solution to perform some computations which require CPU and memory (disc IO is not used). The choice is to use: EC2 (High-CPU) or Xeon 5620/5630 with DDR3 or Core i7-960/980 with DDR3 Can anybody help, how to compare their performance? I'm not speaking about reliability of alternatives, I want to understand pros and cons from the point of just performance.

    Read the article

  • Using Sandcastle to build code contracts documentation

    - by DigiMortal
    In my last posting about code contracts I showed how code contracts are documented in XML-documents. In this posting I will show you how to get code contracts documented with Sandcastle and Sandcastle Help File Builder. Before we start, let’s download Sandcastle tools we need: Sandcastle Sandcastle Help File Builder Install Sandcastle first and then Sandcastle Help File Builder. Because we are generating only HTML based documentation we upload to server we don’t need any other tools. Of course, we need Cassini or IIS, but I expect it to be already there in your machine. Open your project and turn on XML-documentation for project and contracts. Now let’s run Sandcastle Help File Builder. We have to create new project and add our Visual Studio solution to this project. Now set the HelpFileFormat parameter value to be Website and let builder build the help. You have to wait about two or three minutes until help is ready. Take a look at your documentation that Sandcastle generated – you see not much information there about code contracts and their rules. Enabling code contracts documentation Now let’s include code contracts to documentation. Follow these steps: Open Sandcastle folder and make copy of vs2005 folder. Open CodeContracts folder (c:\program files\microsoft\contracts\) and unzip the archive from sandcastle folder. Copy all unzipped files to Sandcastle folder. Create (yes, create new) and build your Sandcastle Help File Builder documentation project again. Open help. In my case I see something like this now. As you can see then contracts are documented pretty well. We can easily turn on code contracts XML-documentation generation and all our contracts are documented automatically. To get documentation work we had to use Sandcastle help file fixes that are installed with code contracts and if we had previously Sandcastle Help File Builder project we had to create it from start to get new rules accepted. Once the documentation support for contracts works we have to do nothing more to get contracts documented.

    Read the article

  • How can I hard reset a USB device?

    - by Cory
    I have a USB device (a modem) that is really finicky. Sometimes it works fine, but other times it refuses to connect. The only solution I have found to fix it once it gets into a bad state is to physically unplug the device and plug it back in. However, I don't always have physical access to the machine it is plugged in on, so I'm looking for a way to do this through the command line. This post suggests running: sudo modprobe -w -r usb_storage; sudo modprobe usb_storage However I get an "unknown option -w" output. This slightly modified command: sudo modprobe -r usb_storage Fails with the message FATAL: Module usb_storage is in use. If I try to kill -9 the processes marked [usb-storage] before running they refuse to die (I think because they are deeply tied to the kernel). Anyone know of a way to do this? NOTE: I cross-posted this on superuser.com as I didn't know which was more appropriate. I will delete and/or link whichever one is answered first.

    Read the article

  • A new CAPTCHA using sentences?

    - by Xeoncross
    I was just thinking about how recaptcha is getting harder when I thought about another posible solution. Images won't last forever so we will need something else some day - like human logic or emotion. Google and others are trying grouping images by category (find the image that doesn't belong) but that requires a large amount of images and doesn't work for the blind. Anyway, what if a massive collection of text was gathered (public-domain books from each language) and a sentence was shown to the user with 1 (or 2) words that were a select box of choices? Only computers that knew correct English/Spanish/German grammar would be able to tell which of the words belonged in the sentence. Would there be any problems with this approach? I would assume that it would be easy enough for anyone that knew the language that the sentense was displayed in to figure out the answer easier than trying to read the reCAPTCHA text. Plus, storing an insane number of sentences would only take a couple gigabytes of space and wouldn't take anywhere near the CPU time creating images/audio takes. In other words, anyone could host their own captcha system with minimal impact on system performance. Is there a problem with this approach? More specifically I'm looking for the main problem with this approach. migrated from stackoverflow

    Read the article

  • Wireless not working on desktop with Asus USB-N13 (B1) wireless adapter

    - by user900749
    I am trying to connect my desktop to a wireless network. I have purchased an ASUS USB-N13 B1 adapter. I have followed instructions for installing drivers and disabling conflicting drivers. I have thoroughly searched and could not find a solution. The adapter is recognized and powered on. I have entered the ssid and password information into the wireless network configuration. Other machines can connect to this wireless network, and the machine can connect online via ethernet without issue. Here is the output of some commands which summarize my configuration, and might give some clues : ~$ cat /etc/lsb-release DISTRIB_ID=Ubuntu DISTRIB_RELEASE=12.04 DISTRIB_CODENAME=precise DISTRIB_DESCRIPTION="Ubuntu 12.04.1 LTS" ~$ uname -a Linux petra 3.2.0-29-generic #46-Ubuntu SMP Fri Jul 27 17:03:23 UTC 2012 x86_64 x86_64 x86_64 GNU/Linux ~$ lsusb Bus 001 Device 006: ID 0b05:17ab ASUSTek Computer, Inc. ~$ dmesg [ 1883.823150] wlan0: authenticate with 48:5b:39:e7:25:5e (try 1) [ 1884.020027] wlan0: authenticate with 48:5b:39:e7:25:5e (try 2) [ 1884.220025] wlan0: authenticate with 48:5b:39:e7:25:5e (try 3) [ 1884.420023] wlan0: authentication with 48:5b:39:e7:25:5e timed out Any assistance would be appreciated as I have been trying to get this machine online for several weeks now to no avail. Sincerely, Michael.

    Read the article

  • Which kerberos flavor?

    - by Michael Lowman
    So I'm setting up a small network with all the standard stuff (files, email, etc.) and I've decided to go with a Kerberos+LDAP solution. Any ideas or recommendations on Heimdal vs. MIT? I've used MIT before, and tangentially Heimdal, but I don't really know of any real reason for using one over the other. I just know that I'd prefer not to realize I'd rather be running MIT after getting the whole Heimdal up and running with a full user database. If any other info'd be useful, I'm happy to provide.

    Read the article

  • FoxPro 2.6 DOS on Windows 7 64-bit

    - by Rolando
    I support a company that has a very old, mission critical, FoxPro for DOS 2.6 (FPD) application. For variuos reasons the company didn't adapt/migrate their app, which, ironically, has been running even better under Windows XP (and 32-bit Win7) because the OS allowed new features like more reliable networking, distributed printing, email integration. Unfortunately for this company, most new machines now come with a 64-bit version of Windows 7, which is incompatible with their FPD app. I know this time the writing is on the wall: the only long-term solution is to migrate their app. But I wonder if anyone can suggest a temporary alternative path, which doesn't involve either: a) downgrade 64-bit Windows to 32-bit, or b) run the app on a virtualized 32-bit XP Thanks! PS: Happy New Year!!!

    Read the article

  • FoxPro 2.6 DOS on Windows 7 64-bit

    - by Rolando
    I support a company that has a very old, mission critical, FoxPro for DOS 2.6 (FPD) application. For variuos reasons the company didn't adapt/migrate their app, which, ironically, has been running even better under Windows XP (and 32-bit Win7) because the OS allowed new features like more reliable networking, distributed printing, email integration. Unfortunately for this company, most new machines now come with a 64-bit version of Windows 7, which is incompatible with their FPD app. I know this time the writing is on the wall: the only long-term solution is to migrate their app. But I wonder if anyone can suggest a temporary alternative path, which doesn't involve either: a) downgrade 64-bit Windows to 32-bit, or b) run the app on a virtualized 32-bit XP Thanks! PS: Happy New Year!!!

    Read the article

< Previous Page | 471 472 473 474 475 476 477 478 479 480 481 482  | Next Page >