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  • Why enumerator structs are a really bad idea (redux)

    - by Simon Cooper
    My previous blog post went into some detail as to why calling MoveNext on a BCL generic collection enumerator didn't quite do what you thought it would. This post covers the Reset method. To recap, here's the simple wrapper around a linked list enumerator struct from my previous post (minus the readonly on the enumerator variable): sealed class EnumeratorWrapper : IEnumerator<int> { private LinkedList<int>.Enumerator m_Enumerator; public EnumeratorWrapper(LinkedList<int> linkedList) { m_Enumerator = linkedList.GetEnumerator(); } public int Current { get { return m_Enumerator.Current; } } object System.Collections.IEnumerator.Current { get { return Current; } } public bool MoveNext() { return m_Enumerator.MoveNext(); } public void Reset() { ((System.Collections.IEnumerator)m_Enumerator).Reset(); } public void Dispose() { m_Enumerator.Dispose(); } } If you have a look at the Reset method, you'll notice I'm having to cast to IEnumerator to be able to call Reset on m_Enumerator. This is because the implementation of LinkedList<int>.Enumerator.Reset, and indeed of all the other Reset methods on the BCL generic collection enumerators, is an explicit interface implementation. However, IEnumerator is a reference type. LinkedList<int>.Enumerator is a value type. That means, in order to call the reset method at all, the enumerator has to be boxed. And the IL confirms this: .method public hidebysig newslot virtual final instance void Reset() cil managed { .maxstack 8 L_0000: nop L_0001: ldarg.0 L_0002: ldfld valuetype [System]System.Collections.Generic.LinkedList`1/Enumerator<int32> EnumeratorWrapper::m_Enumerator L_0007: box [System]System.Collections.Generic.LinkedList`1/Enumerator<int32> L_000c: callvirt instance void [mscorlib]System.Collections.IEnumerator::Reset() L_0011: nop L_0012: ret } On line 0007, we're doing a box operation, which copies the enumerator to a reference object on the heap, then on line 000c calling Reset on this boxed object. So m_Enumerator in the wrapper class is not modified by the call the Reset. And this is the only way to call the Reset method on this variable (without using reflection). Therefore, the only way that the collection enumerator struct can be used safely is to store them as a boxed IEnumerator<T>, and not use them as value types at all.

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  • Apache Tika atteint la version 1.0 : 1200 formats supportés par le Toolkit Java de détection, extraction et analyse de données

    Apache Tika disponible en version 1.0 Le Toolkit de détection, d'extraction et d'analyse de données supporte désormais 1200 formats de fichiers Après cinq années de développement, le projet open source Tika arrive à maturité et arbore fièrement le numéro de version rond : 1.0. C'est un toolkit Java léger et facilement intégrable, destiné à la détection, l'extraction et l'analyse de métadonnées et de données texte structurées à partir d'une très large variété de formats de fichiers (1200 à l'heure d'écriture de ces lignes). Parmi ces formats, on retrouve : HTML, XML, Microsoft Office, OpenOffice/OpenDocument, PDF, images, ebooks/EPUB, Rich Text, divers formats de com...

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  • How the make the volume change more gradually?

    - by xio
    So I'm currently using Ubuntu 13.04 on a Lenovo Thinkpad R61i laptop and the problem I have is that the actual sound volume doesn't grow linearly with the change of the volume slider position: in the range from 0% to 75% it grows very slowly, but in the range from 75% to 100% does so very rapidly - so that a small change of the slider's position corresponds to an unproportionally large change in volume. What might be the case and how can I fix it? Used to work well on Ubuntu 11.*

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  • Requriing static class setter to be called before Constructor, bad design?

    - by roverred
    I have a class, say Foo, and every instance of Foo will need and contain the same List object, myList. Since every class instance will share the same List Object, I thought it would be good to make myList static and use a static function to set myList before the constructor is called. I was wondering if this was bad, because this requires the setter to be called before the constructor. If the person doesn't, the program will crash. Alternative way would be passing myList every time. Thanks.

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  • WCF web service with Neural Network

    - by Gary Frank
    I am developing a web service that performs object recognition. It will be available for testing as soon as enough code has been developed, and then officially when it is finished. It is based on a radically new type of artificial neural network that I designed. Its goal is to recognize any type of object within an image. Besides the WCF web service, the project will also create a website to test and demonstrate the web service. Here is a link with more information. http://www.indiegogo.com/VOR

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  • What should I do to scale out an high-traffic website?

    - by makerofthings7
    What Best Practices should be undertaken for a Website that needs to "scale out" to handle capacity? This is especially relevant now that people are considering the cloud, but may be missing out on the fundamentals. I'm interested in hearing about anything you consider a best practice from development-level tasks, to infrastructure, to management. Use your best judgement when posting multiple answers, since it may make sense to post them separately for voting purposes. (hint: you'll likely get more reputation points for many small answers than one large answer)

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  • When will java change to 64bit addressing and how can we get there faster?

    - by Ido Tamir
    Having to work with large files now, I would like to know when the java libraries will start switching to long for indexing in their methods. From Inputstreams read(byte[] b, int off, int len) - funnily there is long skip(long) also - to MappedByteBuffer to the basic indexing of arrays and lists, everything is adressed as int. Is there an official plan for enhancment of the libraries? Do initiatives exist to pressure oracle into enhancing the libraries, if there is no official plan yet?

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  • Motivation and use of move constructors in C++

    - by Giorgio
    I recently have been reading about move constructors in C++ (see e.g. here) and I am trying to understand how they work and when I should use them. As far as I understand, a move constructor is used to alleviate the performance problems caused by copying large objects. The wikipedia page says: "A chronic performance problem with C++03 is the costly and unnecessary deep copies that can happen implicitly when objects are passed by value." I normally address such situations by passing the objects by reference, or by using smart pointers (e.g. boost::shared_ptr) to pass around the object (the smart pointers get copied instead of the object). What are the situations in which the above two techniques are not sufficient and using a move constructor is more convenient?

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  • Circle-Rectangle collision in a tile map game

    - by furiousd
    I am making a 2D tile map based putt-putt game. I have collision detection working between the ball and the walls of the map, although when the ball collides at the meeting point between 2 tiles I offset it by 0.5 so that it doesn't get stuck in the wall. This aint a huge issue though. if(y % 20 == 0) { y+=0.5; } if(x % 20 == 0) { x+=0.5; } Collisions work as follows Find the closest point between each tile and the center of the ball If distance(ball_x, ball_y, close_x, close_y) <= ball_radius and the closest point belongs to a solid object, collision has occured Invert X/Y speed according to side of object collided with The next thing I tried to do was implement floating blocks in the middle of the map for the ball to bounce off of. When a ball collides with a corner of the block, it gets stuck in it. So I changed my determineRebound() function to treat corners as if they were circles. Here's that functon: `i and j are indexes of the solid object in the 2d map array. x & y are centre point of ball.` void determineRebound(int _i, int _j) { if(y > _i*tile_w && y < _i*tile_w + tile_w) { //Not a corner xs*=-1; } else if(x > _j*tile_w && x < _j*tile_w + tile_w) { //Not a corner ys*=-1; } else { //Corner float nx = x - close_x; float ny = y - close_y; float len = sqrt(nx * nx + ny * ny); nx /= len; ny /= len; float projection = xs * nx + ys * ny; xs -= 2 * projection * nx; ys -= 2 * projection * ny; } } This is where things have gotten messy. Collisions with 'floating' corners work fine, but now when the ball collides near the meeting point of 2 tiles, it detects a corner collision and does not rebound as expected. I'm a bit in over my head at this point. I guess I'm wondering if I'm going about making this sort of game in the right way. Is a 2d tile map the way to go? If so, is there a problem with my collision logic and where am I going wrong? Any advice/feedback would be great.

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  • How to record streaming camera video and auto-erase old data before drive fills up?

    - by nLinked
    I'm interested in making my own home CCTV system using Ubuntu. I want to get network cameras similar to this: http://cgi.ebay.co.uk/ws/eBayISAPI.dll?ViewItem&item=260745150596 I want a way to dump or record the live stream to a large hard drive, but have Ubuntu automatically delete the oldest parts of the video while the drive fills, so it can continue recording new data continuously. How can this auto-delete while recording be accomplished? I've searched and searched.

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  • csharptemplates

    - by csharp-source.net
    Extremely fast, simple, and reliable template engine with thorough test suite, examples, and live deployment on large website. Can nest templates for child elements and repeated elements. Works for any type of text file.

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  • An open plea to Microsoft to fix the serializers in WCF.

    - by Scott Wojan
    I simply DO NOT understand how Microsoft can be this far along with a tool like WCF and it STILL tout it as being an "Enterprise" tool. For example... The following is a simple xsd schema with a VERY simple data contract that any enterprise would expect an "enterprise system" to be able to handle: <?xml version="1.0" encoding="utf-8"?> <xs:schema id="Sample"     targetNamespace="http://tempuri.org/Sample.xsd"     elementFormDefault="qualified"     xmlns="http://tempuri.org/Sample.xsd"     xmlns:mstns="http://tempuri.org/Sample.xsd"     xmlns:xs="http://www.w3.org/2001/XMLSchema">    <xs:element name="SomeDataElement">     <xs:annotation>       <xs:documentation>This documents the data element. This sure would be nice for consumers to see!</xs:documentation>     </xs:annotation>     <xs:complexType>       <xs:all>         <xs:element name="Description" minOccurs="0">           <xs:simpleType>             <xs:restriction base="xs:string">               <xs:minLength value="0"/>               <xs:maxLength value="255"/>             </xs:restriction>           </xs:simpleType>         </xs:element>       </xs:all>       <xs:attribute name="IPAddress" use="required">         <xs:annotation>           <xs:documentation>Another explanation!  WOW!</xs:documentation>         </xs:annotation>         <xs:simpleType>           <xs:restriction base="xs:string">             <xs:pattern value="(([1-9]?[0-9]|1[0-9][0-9]|2[0-4][0-9]|25[0-5])\.){3}([1-9]?[0-9]|1[0-9][0-9]|2[0-4][0-9]|25[0-5])"/>           </xs:restriction>         </xs:simpleType>       </xs:attribute>     </xs:complexType>  </xs:element>   </xs:schema>  An minimal example xml document would be: <?xml version="1.0"encoding="utf-8" ?> <SomeDataElementxmlns="http://tempuri.org/Sample.xsd" IPAddress="1.1.168.10"> </SomeDataElement> With the max example being:  <?xml version="1.0"encoding="utf-8" ?> <SomeDataElementxmlns="http://tempuri.org/Sample.xsd" IPAddress="1.1.168.10">  <Description>ddd</Description> </SomeDataElement> This schema simply CANNOT be exposed by WCF.  Let's list why:  svcutil.exe will not generate classes for you because it can't read an xsd with xs:annotation. Even if you remove the documentation, the DataContractSerializer DOES NOT support attributes so IPAddress would become an element this not meeting the contract xsd.exe could generate classes but it is a very legacy tool, generates legacy code, and you still suffer from the following issues: NONE of the serializers support emitting of the xs:annotation documentation.  You'd think a consumer would really like to have as much documentation as possible! NONE of the serializers support the enforcement of xs:restriction so you can forget about the xs:minLength, xs:maxLength, or xs:pattern enforcement. Microsoft... please, please, please, please look at putting the work into your serializers so that they support the very basics of designing enterprise data contracts!!

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  • What makes a project big?

    - by Jonny
    Just out of curiosity what's the difference between a small, medium and large size project? Is it measured by lines of code or complexity or what? Im building a bartering system and so far have about 1000 lines of code for login/registration. Even though there's lots of LOC i wouldnt consider it a big project because its not that complex though this is my first project so im not sure. How is it measured?

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  • vector collision on polygon in 3d space detection/testing?

    - by LRFLEW
    In the 3d fps in java I'm working on, I need a bullet to be fired and to tell if it hit someone. All visual objects in the game are defined through OpenGL, so the object it can be colliding with can be any drawable polygon (although they will most likely be triangles and rectangles anyways). The bullet is not an object, but will be treated as a vector that instantaneously moves all the way across the map (like the snipper riffle in Halo). What's the best way to detect/test collisions with the polygon and the vector. I have access to OpenCL, however I have absolutely no experience with it. I am very early in the developmental stage, so if you think there's a better way of going about this, feel free to tell me (I barley have a player model to collide with anyways, so I'm flexible with it). Thanks

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  • Why does creating dynamic bodies in JBox2D freeze my app?

    - by Amplify91
    My game hangs/freezes when I create dynamic bullet objects with Box2D and I don't know why. I am making a game where the main character can shoot bullets by the user tapping on the screen. Each touch event spawns a new FireProjectileEvent that is handled properly by an event queue. So I know my problem is not trying to create a new body while the box2d world is locked. My bullets are then created and managed by an object pool class like this: public Projectile getProjectile(){ for(int i=0;i<mProjectiles.size();i++){ if(!mProjectiles.get(i).isActive){ return mProjectiles.get(i); } } return mSpriteFactory.createProjectile(); } mSpriteFactory.createProjectile() leads to the physics component of the Projectile class creating its box2d body. I have narrowed the issue down to this method and it looks like this: public void create(World world, float x, float y, Vec2 vertices[], boolean dynamic){ BodyDef bodyDef = new BodyDef(); if(dynamic){ bodyDef.type = BodyType.DYNAMIC; }else{ bodyDef.type = BodyType.STATIC; } bodyDef.position.set(x, y); mBody = world.createBody(bodyDef); PolygonShape dynamicBox = new PolygonShape(); dynamicBox.set(vertices, vertices.length); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = dynamicBox; fixtureDef.density = 1.0f; fixtureDef.friction = 0.0f; mBody.createFixture(fixtureDef); mBody.setFixedRotation(true); } If the dynamic parameter is set to true my game freezes before crashing, but if it is false, it will create a projectile exactly how I want it just doesn't function properly (because a projectile is not a static object). Why does my program fail when I try to create a dynamic object at runtime but not when I create a static one? I have other dynamic objects (like my main character) that work fine. Any help would be greatly appreciated. This is a screenshot of a method profile I did: Especially notable is number 8. I'm just still unsure what I'm doing wrong. Other notes: I am using JBox2D 2.1.2.2. (Upgraded from 2.1.2.1 to try to fix this problem) When the application freezes, if I hit the back button, it appears to move my game backwards by one update tick. Very strange.

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  • The performance implications of IEnumerable vs. IQueryable

    It all started innocently enough. I was implementing a "Older Posts/Newer Posts" feature for my new web site and was writing code like this:IEnumerable<Post> FilterByCategory(IEnumerable<Post> posts, string category) {  if( !string.IsNullOrEmpty(category) ) { return posts.Where(p => p.Category.Contains(category)); }}...  var posts = FilterByCategory(db.Posts, category);  int count = posts.Count();... The "db" was an EF object context object, but it could just as...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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  • The performance implications of IEnumerable vs. IQueryable

    It all started innocently enough. I was implementing a "Older Posts/Newer Posts" feature for my new web site and was writing code like this:IEnumerable<Post> FilterByCategory(IEnumerable<Post> posts, string category) {  if( !string.IsNullOrEmpty(category) ) { return posts.Where(p => p.Category.Contains(category)); }}...  var posts = FilterByCategory(db.Posts, category);  int count = posts.Count();... The "db" was an EF object context object, but it could just as...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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  • Data Binding to Attached Properties

    - by Chris Gardner
    Originally posted on: http://geekswithblogs.net/freestylecoding/archive/2013/06/14/data-binding-to-attached-properties.aspx When I was working on my C#/XAML game framework, I discovered I wanted to try to data bind my sprites to background objects. That way, I could update my objects and the draw functionality would take care of the work for me. After a little experimenting and web searching, it appeared this concept was an impossible dream. Of course, when has that ever stopped me? In my typical way, I started to massively dive down the rabbit hole. I created a sprite on a canvas, and I bound it to a background object. <Canvas Name="GameField" Background="Black"> <Image Name="PlayerStrite" Source="Assets/Ship.png" Width="50" Height="50" Canvas.Left="{Binding X}" Canvas.Top="{Binding Y}"/> </Canvas> Now, we wire the UI item to the background item. public MainPage() { this.InitializeComponent(); this.Loaded += StartGame; }   void StartGame( object sender, RoutedEventArgs e ) { BindingPlayer _Player = new BindingPlayer(); _Player.X = Window.Current.Bounds.Height - PlayerSprite.Height; _Player.X = ( Window.Current.Bounds.Width - PlayerSprite.Width ) / 2.0; } Of course, now we need to actually have our background object. public class BindingPlayer : INotifyPropertyChanged { private double m_X; public double X { get { return m_X; } set { m_X = value; NotifyPropertyChanged(); } }   private double m_Y; public double Y { get { return m_Y; } set { m_Y = value; NotifyPropertyChanged(); } }   public event PropertyChangedEventHandler PropertyChanged; protected void NotifyPropertyChanged( [CallerMemberName] string p_PropertyName = null ) { if( PropertyChanged != null ) PropertyChanged( this, new PropertyChangedEventArgs( p_PropertyName ) ); } } I fired this baby up, and my sprite was correctly positioned on the screen. Maybe the sky wasn't falling after all. Wouldn't it be great if that was the case? I created some code to allow me to move the sprite, but nothing happened. This seems odd. So, I start debugging the application and stepping through code. Everything appears to be working. Time to dig a little deeper. After much profanity was spewed, I stumbled upon a breakthrough. The code only looked like it was working. What was really happening is that there was an exception being thrown in the background thread that I never saw. Apparently, the key call was the one to PropertyChanged. If PropertyChanged is not called on the UI thread, the UI thread ignores the call. Actually, it throws an exception and the background thread silently crashes. Of course, you'll never see this unless you're looking REALLY carefully. This seemed to be a simple problem. I just need to marshal this to the UI thread. Unfortunately, this object has no knowledge of this mythical UI Thread in which we speak. So, I had to pull the UI Thread out of thin air. Let's change our PropertyChanged call to look this. public event PropertyChangedEventHandler PropertyChanged; protected void NotifyPropertyChanged( [CallerMemberName] string p_PropertyName = null ) { if( PropertyChanged != null ) Windows.ApplicationModel.Core.CoreApplication.MainView.CoreWindow.Dispatcher.RunAsync( Windows.UI.Core.CoreDispatcherPriority.Normal, new Windows.UI.Core.DispatchedHandler( () => { PropertyChanged( this, new PropertyChangedEventArgs( p_PropertyName ) ); } ) ); } Now, we raised our notification on the UI thread. Everything is fine, people are happy, and the world moves on. You may have noticed that I didn't await my call to the dispatcher. This was intentional. If I am trying to update a slew of sprites, I don't want thread being hung while I wait my turn. Thus, I send the message and move on. It is worth nothing that this is NOT the most efficient way to do this for game programming. We'll get to that in another blog post. However, it is perfectly acceptable for a business app that is running a background task that would like to notify the UI thread of progress on a periodic basis. It is worth noting that this code was written for a Windows Store App. You can do the same thing with WP8 and WPF. The call to the marshaler changes, but it is the same idea.

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  • How do produce a "mucus spreading" effect in a 2D environment?

    - by nathan
    Here is an example of such a mucus spreading. The substance is spread around the source (in this example, the source would be the main alien building). The game is starcraft, the purple substance is called creep. How this kind of substance spreading would be achieved in a top down 2D environment? Recalculating the substance progression and regenerate the effect on the fly each frame or rather use a large collection of tiles or something else?

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  • "Imprinting" as a language feature?

    - by MKO
    Idea I had this idea for a language feature that I think would be useful, does anyone know of a language that implements something like this? The idea is that besides inheritance a class can also use something called "imprinting" (for lack of better term). A class can imprint one or several (non-abstract) classes. When a class imprints another class it gets all it's properties and all it's methods. It's like the class storing an instance of the imprinted class and redirecting it's methods/properties to it. A class that imprints another class therefore by definition also implements all it's interfaces and it's abstract class. So what's the point? Well, inheritance and polymorphism is hard to get right. Often composition gives far more flexibility. Multiple inheritance offers a slew of different problems without much benefits (IMO). I often write adapter classes (in C#) by implementing some interface and passing along the actual methods/properties to an encapsulated object. The downside to that approach is that if the interface changes the class breaks. You also you have to put in a lot of code that does nothing but pass things along to the encapsulated object. A classic example is that you have some class that implements IEnumerable or IList and contains an internal class it uses. With this technique things would be much easier Example (c#) [imprint List<Person> as peopleList] public class People : PersonBase { public void SomeMethod() { DoSomething(this.Count); //Count is from List } } //Now People can be treated as an List<Person> People people = new People(); foreach(Person person in people) { ... } peopleList is an alias/variablename (of your choice)used internally to alias the instance but can be skipped if not needed. One thing that's useful is to override an imprinted method, that could be achieved with the ordinary override syntax public override void Add(Person person) { DoSomething(); personList.Add(person); } note that the above is functional equivalent (and could be rewritten by the compiler) to: public class People : PersonBase , IList<Person> { private List<Person> personList = new List<Person>(); public override void Add(object obj) { this.personList.Add(obj) } public override int IndexOf(object obj) { return personList.IndexOf(obj) } //etc etc for each signature in the interface } only if IList changes your class will break. IList won't change but an interface that you, someone in your team, or a thirdparty has designed might just change. Also this saves you writing a whole lot of code for some interfaces/abstract classes. Caveats There's a couple of gotchas. First we, syntax must be added to call the imprinted classes's constructors from the imprinting class constructor. Also, what happends if a class imprints two classes which have the same method? In that case the compiler would detect it and force the class to define an override of that method (where you could chose if you wanted to call either imprinted class or both) So what do you think, would it be useful, any caveats? It seems it would be pretty straightforward to implement something like that in the C# language but I might be missing something :) Sidenote - Why is this different from multiple inheritance Ok, so some people have asked about this. Why is this different from multiple inheritance and why not multiple inheritance. In C# methods are either virtual or not. Say that we have ClassB who inherits from ClassA. ClassA has the methods MethodA and MethodB. ClassB overrides MethodA but not MethodB. Now say that MethodB has a call to MethodA. if MethodA is virtual it will call the implementation that ClassB has, if not it will use the base class, ClassA's MethodA and you'll end up wondering why your class doesn't work as it should. By the terminology sofar you might already confused. So what happens if ClassB inherits both from ClassA and another ClassC. I bet both programmers and compilers will be scratching their heads. The benefit of this approach IMO is that the imprinting classes are totally encapsulated and need not be designed with multiple inheritance in mind. You can basically imprint anything.

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  • Sql Table Refactoring Challenge

    Ive been working a bit on cleaning up a large table to make it more efficient.  I pretty much know what I need to do at this point, but I figured Id offer up a challenge for my readers, to see if they can catch everything I have as well as to see if Ive missed anything.  So to that end, I give you my table: CREATE TABLE [dbo].[lq_ActivityLog]( [ID] [bigint] IDENTITY(1,1) NOT NULL, [PlacementID] [int] NOT NULL, [CreativeID] [int] NOT NULL, [PublisherID] [int] NOT NULL, [CountryCode] [nvarchar](10) NOT NULL, [RequestedZoneID] [int] NOT NULL, [AboveFold] [int] NOT NULL, [Period] [datetime] NOT NULL, [Clicks] [int] NOT NULL, [Impressions] [int] NOT NULL, CONSTRAINT [PK_lq_ActivityLog2] PRIMARY KEY CLUSTERED ( [Period] ASC, [PlacementID] ASC, [CreativeID] ASC, [PublisherID] ASC, [RequestedZoneID] ASC, [AboveFold] ASC, [CountryCode] ASC)WITH (PAD_INDEX = OFF, STATISTICS_NORECOMPUTE = OFF, IGNORE_DUP_KEY = OFF, ALLOW_ROW_LOCKS = ON, ALLOW_PAGE_LOCKS = ON) ON [PRIMARY]) ON [PRIMARY] And now some assumptions and additional information: The table has 200,000,000 rows currently PlacementID ranges from 1 to 5000 and should support at least 50,000 CreativeID ranges from 1 to 5000 and should support at least 50,000 PublisherID ranges from 1 to 500 and should support at least 50,000 CountryCode is a 2-character ISO standard (e.g. US) and there is a country table with an integer ID already.  There are < 300 rows. RequestedZoneID ranges from 1 to 100 and should support at least 50,000 AboveFold has values of 1, 0, or 1 only. Period is a date (no time). Clicks range from 0 to 5000. Impressions range from 0 to 5000000. The table is currently write-mostly.  Its primary purpose is to log advertising activity as quickly as possible.  Nothing in the rest of the system reads from it except for batch jobs that pull the data into summary tables. Heres the current information on the database tables size: Design Goals This table has been in use for about 5 years and has performed very well during that time.  The only complaints we have are that it is quite large and also there are occasionally timeouts for queries that reference it, particularly when batch jobs are pulling data from it.  Any changes should be made with an eye toward keeping write performance optimal  while trying to reduce space and improve read performance / eliminate timeouts during read operations. Refactor There are, I suggest to you, some glaringly obvious optimizations that can be made to this table.  And Im sure there are some ninja tweaks known to SQL gurus that would be a big help as well.  Ill post my own suggested changes in a follow-up post for now feel free to comment with your suggestions. 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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  • DeveelDB

    - by csharp-source.net
    DeveelDB is a full embeddedable SQL database management system for .NET and Mono frameworks, managing small to large amount of data with a wide support for complex types. Some of the key features of this project are: - the strong transactional system for isolated operations an efficient memory management to reduce the impact on the runtime - its open architecture, to permit development of modules and features - a small footprint: the core library is ~1Mb

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  • Caching factory design

    - by max
    I have a factory class XFactory that creates objects of class X. Instances of X are very large, so the main purpose of the factory is to cache them, as transparently to the client code as possible. Objects of class X are immutable, so the following code seems reasonable: # module xfactory.py import x class XFactory: _registry = {} def get_x(self, arg1, arg2, use_cache = True): if use_cache: hash_id = hash((arg1, arg2)) if hash_id in _registry: return _registry[hash_id] obj = x.X(arg1, arg2) _registry[hash_id] = obj return obj # module x.py class X: # ... Is it a good pattern? (I know it's not the actual Factory Pattern.) Is there anything I should change? Now, I find that sometimes I want to cache X objects to disk. I'll use pickle for that purpose, and store as values in the _registry the filenames of the pickled objects instead of references to the objects. Of course, _registry itself would have to be stored persistently (perhaps in a pickle file of its own, in a text file, in a database, or simply by giving pickle files the filenames that contain hash_id). Except now the validity of the cached object depends not only on the parameters passed to get_x(), but also on the version of the code that created these objects. Strictly speaking, even a memory-cached object could become invalid if someone modifies x.py or any of its dependencies, and reloads it while the program is running. So far I ignored this danger since it seems unlikely for my application. But I certainly cannot ignore it when my objects are cached to persistent storage. What can I do? I suppose I could make the hash_id more robust by calculating hash of a tuple that contains arguments arg1 and arg2, as well as the filename and last modified date for x.py and every module and data file that it (recursively) depends on. To help delete cache files that won't ever be useful again, I'd add to the _registry the unhashed representation of the modified dates for each record. But even this solution isn't 100% safe since theoretically someone might load a module dynamically, and I wouldn't know about it from statically analyzing the source code. If I go all out and assume every file in the project is a dependency, the mechanism will still break if some module grabs data from an external website, etc.). In addition, the frequency of changes in x.py and its dependencies is quite high, leading to heavy cache invalidation. Thus, I figured I might as well give up some safety, and only invalidate the cache only when there is an obvious mismatch. This means that class X would have a class-level cache validation identifier that should be changed whenever the developer believes a change happened that should invalidate the cache. (With multiple developers, a separate invalidation identifier is required for each.) This identifier is hashed along with arg1 and arg2 and becomes part of the hash keys stored in _registry. Since developers may forget to update the validation identifier or not realize that they invalidated existing cache, it would seem better to add another validation mechanism: class X can have a method that returns all the known "traits" of X. For instance, if X is a table, I might add the names of all the columns. The hash calculation will include the traits as well. I can write this code, but I am afraid that I'm missing something important; and I'm also wondering if perhaps there's a framework or package that can do all of this stuff already. Ideally, I'd like to combine in-memory and disk-based caching.

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  • Why Hire a Web Page Developer?

    Death they say is a good leveler. But today it is the web. Service providers of the past decade started with the internet and are reaping the benefits of conducting business over the internet. Old monolith brick-and-mortar service providers have to now transit into this web-world or become morphed. Hence large or small, old or new all service providers require a service - that of a web page developer.

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  • Active Directory Snapshots with Windows Server 2008

    Snapshots are a useful feature of Windows Server 2008. Taking a snapshot of Active Directory as a scheduled task can prove to be a wise precaution in case disaster strikes. Once they are mounted, they can be accessed by any LDAP tool which allows the user to specify a host name and port number. Ben Lye shows how you can restore attributes to a large numbers of broken distribution groups from a snapshot.

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