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  • Solaris at LISA 2011

    - by dminer
    As is our custom, the Solaris team will be out in force at the USENIX LISA conference; this year it's in Boston so it's sort of a home game for me for a change.  The big event we'll have is Tuesday, December 6, the Oracle Solaris 11 Summit Day.  We'll be covering deployment, ZFS, Networking, Virtualization, Security, Clustering, and how Oracle apps run best on Solaris 11.  We've done this the past couple of years and it's always a very full day.On Wednesday, December 7, we've got a couple of BOF sessions scheduled back-to-back.  At 7:30 we'll have the ever-popular engineering panel, with all of us who are speaking at Tuesday's summit day there for a free-flowing discussion of all things Solaris.  Following that, Bart & I are hosting a second BOF at 9:30 to talk more about deployment for clouds and traditional data centers.Also, on Wednesday and Thursday we'll have a booth at the exhibition where there'll be demos and just a general chance to talk with various Solaris staff from engineering and product management.The conference program looks great and I look forward to seeing you there!

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  • Leveraging NuGet as a central repository for PowerShell modules

    - by cibrax
    We have been working a lot lately with PowerShell as part of our star product at Tellago Studios, “Moesion”. One of the main features we provide in Moesion is the ability to execute PowerShell commands remotely in a given server using a web mobile interface (You can read more in my previous post about Moesion). One of the things we realized in all this time is that PowerShell lacks of a central repository where IT guys or we, the developers, can easily grab and reuse commands.  All the commands or modules are basically spread across multiple places or websites, like personal blogs, TechNet or CodePlex projects to name a few making the search of them very hard. You are usually limited to use your favorite search engine and copy what you find. In addition, there is not an easy way to reuse, extend or version these commands, which also limits any contribution that you could make to the community.  My friend Jose wrote a great post the other day about the importance of reusing PowerShell modules, and what is the mechanism to reuse them. Jose, however, based his post in a custom implementation using a GIT repository for storing the modules. We have NuGet in the .NET platform for sharing and reusing existing libraries or code, so why can’t just leverage it for reusing PowerShell modules as well ?. Some teams in Microsoft are using NuGet for distributing libraries and binaries so it would be a great thing for all of us if they also distribute the scripting interfaces in PowerShell using NuGet. This applies to the .NET OS community as well. In fact, it looks like Andrew Nurse had the same idea and implemented a project for this in BitBucket, PsGet.

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  • Can't install the wireless driver in HP Pavilion dv2419us

    - by maqtanim
    I've just installed Ubuntu 13.04 in an old HP Pavilion dv2419us. The problem is, Ubuntu doesn't detect the wireless card. But it works fine in Windows 7. The following command returns nothing! lspci -vvnn | grep 14e4 And the lspci output is: 00:00.1 RAM memory: NVIDIA Corporation C51 Memory Controller 0 (rev a2) 00:00.2 RAM memory: NVIDIA Corporation C51 Memory Controller 1 (rev a2) 00:00.3 RAM memory: NVIDIA Corporation C51 Memory Controller 5 (rev a2) 00:00.4 RAM memory: NVIDIA Corporation C51 Memory Controller 4 (rev a2) 00:00.5 RAM memory: NVIDIA Corporation C51 Host Bridge (rev a2) 00:00.6 RAM memory: NVIDIA Corporation C51 Memory Controller 3 (rev a2) 00:00.7 RAM memory: NVIDIA Corporation C51 Memory Controller 2 (rev a2) 00:02.0 PCI bridge: NVIDIA Corporation C51 PCI Express Bridge (rev a1) 00:03.0 PCI bridge: NVIDIA Corporation C51 PCI Express Bridge (rev a1) 00:05.0 VGA compatible controller: NVIDIA Corporation C51 [GeForce Go 6150] (rev a2) 00:09.0 RAM memory: NVIDIA Corporation MCP51 Host Bridge (rev a2) 00:0a.0 ISA bridge: NVIDIA Corporation MCP51 LPC Bridge (rev a3) 00:0a.1 SMBus: NVIDIA Corporation MCP51 SMBus (rev a3) 00:0a.3 Co-processor: NVIDIA Corporation MCP51 PMU (rev a3) 00:0b.0 USB controller: NVIDIA Corporation MCP51 USB Controller (rev a3) 00:0b.1 USB controller: NVIDIA Corporation MCP51 USB Controller (rev a3) 00:0d.0 IDE interface: NVIDIA Corporation MCP51 IDE (rev f1) 00:0e.0 IDE interface: NVIDIA Corporation MCP51 Serial ATA Controller (rev f1) 00:10.0 PCI bridge: NVIDIA Corporation MCP51 PCI Bridge (rev a2) 00:10.1 Audio device: NVIDIA Corporation MCP51 High Definition Audio (rev a2) 00:14.0 Bridge: NVIDIA Corporation MCP51 Ethernet Controller (rev a3) 00:18.0 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] HyperTransport Technology Configuration 00:18.1 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] Address Map 00:18.2 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] DRAM Controller 00:18.3 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] Miscellaneous Control 05:09.0 FireWire (IEEE 1394): Ricoh Co Ltd R5C832 IEEE 1394 Controller 05:09.1 SD Host controller: Ricoh Co Ltd R5C822 SD/SDIO/MMC/MS/MSPro Host Adapter (rev 19) 05:09.2 System peripheral: Ricoh Co Ltd R5C592 Memory Stick Bus Host Adapter (rev 0a) 05:09.3 System peripheral: Ricoh Co Ltd xD-Picture Card Controller (rev 05) The command lspci -nn | grep 0280 gives no output. Any suggestion regarding this?

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  • What kind of hosting do I need?

    - by Robert Smith
    I migrated this question from serverfault. Hopefully this is the appropriate place. I have been trying to answer this question but I haven't found an specific answer to my situation. As I want to pay for what I need, I thought I could get a good answer here. I have a custom made forum (rather than a built-in forum like the ones you can find in plugins, e.g. WP-Forum or phpBB type of software) in Django. I don't want to use Apache and modwsgi because it's usually very memory-hungry and I can't afford a big server. I prefer a combination of nginx and gunicorn which I think is very efficient (maybe you can also tell me what you think about that). I'm expecting to receive 10,000 to 20,000 visits each month with 15,000 to 30,000 page impressions. I have reviewed some cloud services like Amazon EC2 or Rackspace and other more traditional services (Linodo). This site won't use videos or big images and I certainly don't need a huge amount of bandwidth (200GB would be definitely too much). I need shell access so shared hosting is out of the question. What do I need to run a website like that without problems? What about RAM? 256MB would be enough (that's the amount of RAM offered by small instances in Amazon and Rackspace)? Do you know of any alternative to those I mentioned? If you need more information to provide a useful answer, please don't hesitate to ask. By the way, I was told that Linodo is not all that different to Amazon EC2 but this website is supposed to work 24/7, so I can't take advantage of Linodo's flexibility regarding creating and deleting instances. Thanks in advance.

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  • Android - Efficient way to draw tiles in OpenGL ES

    - by Maecky
    Hi, I am trying to write efficient code to render a tile based map in android. I load for each tile the corresponding bitmap (just one time) and then create the according tiles. I have designed a class to do this: public class VertexQuad { private float[] mCoordArr; private float[] mColArr; private float[] mTexCoordArr; private int mTextureName; private static short mCounter = 0; private short mIndex; As you can see, each tile has it's x,y location, a color array, texture coordinates and a texture name. Now, I want to render all my created tiles. To reduce the openGL api calls (I read somewhere that the state changes are costly and therefore I want to keep them to a minimum), I first want to hand ALL the coordinate-arrays, color-arrays and texture-coordinates over to OpenGL. After that I run two for loops. The first one iterates over the textures and binds the texture. The second for loop iterates over all Tiles and puts all tiles with the corresponding texture into an IndexBuffer. After the second for loop has finished, I call gl.gl_drawElements() whith the corresponding index buffer, to draw all tiles with the texture associated. For the next texture I do the same again. Now I run into some problems: Allocating and filling the FloatBuffers at the start of each rendering cycle costs very much time. I just run a test, where i wanted to put 400 coordinates into a FloatBuffer which took me about 200ms. My questions now are: Is there a better way, handling the coordinate and color structures? How is this correctly done, this is obviously not the optimal way? ;) thanks in advance, regards Markus

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  • How do I improve terrain rendering batch counts using DirectX?

    - by gamer747
    We have determined that our terrain rendering system needs some work to minimize the number of batches being transferred to the GPU in order to improve performance. I'm looking for suggestions on how best to improve what we're trying to accomplish. We logically split our terrain mesh into smaller grid cells which are 32x32 world units. Each cell has meta data that dictates the four 256x256 textures that are used for spatting along with the alpha blend data, shadow, and light mappings. Each cell contains 81 vertices in a 9x9 grid. Presently, we examine each cell and determine the four textures that are being used to spat the cell. We combine that geometry with any other cell that perhaps uses the same four textures regardless of spat order. If the spat order for a cell differs, the blend map is adjusted so that the spat order is maintained the same as other like cells and blending happens in the right order too. But even with this batching approach, it isn't uncommon when looking out across an area of open terrain to have between 1200-1700 batch count depending upon how frequently textures differ or have different texture blends are between cells. We are only doing frustum culling presently. So using texture spatting, are there other alternatives that can reduce the batch count and allow rendering to be extremely performance-friendly even under DirectX9c? We considered using texture atlases since we're targeting DirectX 9c & older OpenGL platforms but trying to repeat textures using atlases and shaders result in seam artifacts which we haven't been able to eliminate with the exception of disabling mipmapping. Disabling mipmapping results in poor quality textures from a distance. How have others batched together terrain geometry such that one could spat terrain using various textures, minimizing batch count and texture state switches so that rendering performance isn't negatively impacted?

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  • How do sites avoid SEO issues / legalities with subdomain unique ids?

    - by JM4
    I was looking through a few websites recently and noticed a trend I'm not sure I understand. Sites are creating unique referral URLs for customers in the form of: http://customname.site.com (If somebody were to use http://www.site.com/customname it would function the same way). I can see the sites are using 302 redirects at some point using Google Chrome then doing some sort of htaccess redirect, taking the subdomain name (customname) and applying it as a referral parameter then keeping in session during the entire process. However, there must be thousands of these custom URLs that people are typing in. How are each one of these "subdomains" not treated as separate URLs which in turn are redirected to the same page (in short, generating tons of links all pointing to the same page which Google would normally frown upon)? Additionally, the links also appear on the site themselves as clickable links so I'm not sure how these are not tracked. Similarly, the "unique" url is not indexed or cached in any Google search results. How is this capability handled? It does NOT highlight the referral aspect, but a true example of this is visiting http://sfgiants.com which does a 302 redirect to the much longer proper San Francisco Giants MLB homepage. I am wondering how SFgiants.com is not indexed (assuming that direct shortened link appears on several MLB pages)? 1 - I know these are 302 redirects, I can see this on the sites network flow. 2 - These links do in fact appear on the page itself because in some areas (for example, the bottom of the page may say: send this page to a friend! http://name.site.com/ which in turn would again redirect to something like http://www.site.com?id=name so the id value could be stored in session

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  • Should one reject over-scoped projects?

    - by Little Child
    I spoke to my first potential client today and he told me about the requirements of his project - an Android app. He is a well-known designer / photographer in my country and now wants me to "convert the website into an app, custom-tailored". So the requirements, details stripped out, are as follows: eCommerce Aggregating all his content like videos, blogs, tweets, etc. into the app Live streaming any of his studio demos Augmented reality. So that people can see what his painting will look like on their wall before they buy it Taxi Sharing Now, for a freelance project, it seems too over-scoped. I am not saying that I cannot do it. I can. But let me be realistic: There is a steep learning curve when it comes to VR. I am not a tester. I have never white-box tested my own apps. I always black-box test. Since he is a renowned artist, something short of perfect might harm his public image So, I asked him for 2 weeks' worth of time before I give him the final answer. Now knowing whom to consult for advise, I am posting the question here. Although interesting and personally challenging, I am split-minded about accepting a project like this. I will be the only developer for this. Should one reject a project that seems to be over-scoped for one's own abilities?

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  • Grid Based Lighting in XNA/Monogame

    - by sm81095
    I know that questions like this have been asked many times, but I have not found one exactly like this yes. I have implemented a top-down grid based world in Monogame, and am starting on the lighting system soon. How I want to do lighting is to have a grid that is 4 times wider and higher, basically splitting each world tile into a 4x4 system of "subtiles". I would like to use a flow like system to spread light across the tiles by reducing the light by a small amount each time. This is kind of the effect I was going for: http://i.imgur.com/rv8LCxZ.png The black grid lines are the light grid, and the red lines are the actual tile grid, and the light drop-off is very exaggerated. I plan to render the world by drawing the unlit grid to a separate RenderTarget2D, then rendering the lighting grid to a separate target and overlaying the two. Basically, my questions are: What would be the algorithm for a flow style lighting system like this? Would there be a more efficient way of rendering this? How would I handle the darkening of the light with colors, reducing the RGB values in each grid, or reducing the alpha in each grid, assuming that I render the light map over the grid using blending? Even assuming the former are possible, what BlendState would I use for that?

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  • Implementing new required feature after software release

    - by TiagoBrenck
    Fake Scenario There is a software that was released 1 year ago. The software is to map and register all kind of animals on our planet. When the software was released, the client only needed to know the scientific name of the animal, a flag if it is in risk of extinction and a scale of dangerous(that is a fake software and specification, I don't want to discuss this here). There are already 100.000 animals records saved on DB. New Feature One year later, the client wants a new feature. It is really important to him to know the animals classes, and this is a required field. So he asks me to put a field to input the animal class, and this field is required. Or maybe where this animal was discovered. Problem I have already 100.000 recorded animals without a class or where it was discovered, but I need to insert a new column to storage this information and this column can't be null. I don't have a default value for this situation (there isn't a default animal class or where it was discovered). I don't want to keep the requirement rule only on my software, my DB must have this requirement too(I like to keep business rules on DB too). What are the alternatives to solve this situation? I am on a situation that this new feature cannot be previewed or reviewed for the existing records. The time already passed and I can't go back on time to get it

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  • Architectural approaches to creating a game menu/shell overlay on PC/Linux?

    - by Ghopper21
    I'm am working on a collection of games for a custom digital tabletop installation (similar to Microsoft Surface tables). Each game will be an individual executable that runs full-screen. In addition, there needs to be a menu/shell overlay program running simultaneously. The menu/shell will allow users to pause games, switch to other games, check their game history, etc. Some key requirements of the shell: it intercepts all user input (mainly multitouch) first before passing it on to the currently running game (so that it can, for instance, know to pop-up at a "pause" command); can reveal on arbitrary portions of the screen, with the currently running (but presumably paused) game still showing underneath, ideally with its shape/size being dynamic, to allow for creation of an animated in/out drawer effect over the game. I'm currently looking into different architectural approaches to this problem, including Fraps and DirectX overlays, but I'm sure I'm missing some ways to think about this. What are the main approaches I should be considering? (Note the table is currently being run by Windows PC, but it could potentially be a Linux box instead.)

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  • ksoftirqd uses 100% cpu

    - by andy
    I am running 32bit Ubuntu 10.04. A lot of the times ksoftirqd/0 or ksoftirqd/1 start using up 100% CPU for no apparent reason, and I am forced to reboot my laptop. Incidentally this also happens when I maximize my (youtube) videos on Chrome and Fireox, but once I un-maximize the videos the CPU usage goes down to the original levels. Any ideas what it going on? --- Addendum --- dmesg produces a ~2000 line output. I searched for 'error' and 'warning' in the output, and here are the relevant lines (along with some headers): [ 0.000000] Initializing cgroup subsys cpuset [ 0.000000] Initializing cgroup subsys cpu [ 0.000000] Linux version 2.6.32-21-generic (buildd@yellow) (gcc version 4.4.3 (Ubuntu 4.4.3-4ubuntu5) ) #32-Ubuntu SMP Fri Apr 16 08:09:38 UTC 2010 (Ubuntu 2.6.32-21.32-generic 2.6.32.11+drm33.2) [ 0.000000] Command line: BOOT_IMAGE=/boot/vmlinuz-2.6.32-21-generic root=UUID=157dcfda-acd6-4d1b-a6a8-ff9ccff61906 ro quiet splash [ 0.000000] KERNEL supported cpus: [ 0.000000] Intel GenuineIntel [ 0.000000] AMD AuthenticAMD [ 0.000000] Centaur CentaurHauls [ 0.000000] BIOS-provided physical RAM map: [ 24.775546] EXT3-fs warning: mounting fs with errors, running e2fsck is recommended [44920.210518] ata1: SError: { PHYRdyChg CommWake 10B8B Dispar LinkSeq TrStaTrns } [44920.210531] res 40/00:00:f0:4b:7f/00:00:18:00:00/40 Emask 0x10 (ATA bus error) [58673.134623] chrome[20101]: segfault at 7f38bc4ad000 ip 00007f38be769ecc sp 00007fff24616850 error 4 in libpepflashplayer.so[7f38bdc08000+e55000] [ 24.775546] EXT3-fs warning: mounting fs with errors, running e2fsck is recommended [44920.210531] res 40/00:00:f0:4b:7f/00:00:18:00:00/40 Emask 0x10 (ATA bus error)

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  • IDC Recommends Oracle Solaris 11

    - by user12611852
    IDC published a research report this week on Oracle Solaris 11 and described it as "Delivering unique value."  The report emphasizes the ability of Oracle Solaris to scale up and provide a mission critical platform for a wide variety of computing. Solaris built-in server and network virtualization helps to lower costs and enable consolidation while reducing administration costs and risks. Learn more about Oracle Solaris and the recently announced 11.1 update. In their conclusion, IDC reports: Today, Oracle is a multi-OS vendor that is adjusting to the opportunities presented by a significantly expanded product portfolio. The company has a long history of supporting Unix operating systems with its broad product portfolio, but the main difference is that now Oracle has direct control over the destiny of the Solaris operating system. The company has made a strong commitment to Solaris on both SPARC and x86 systems, as well as to Linux on x86 systems, and expects to continue to enhance Oracle Solaris 11 with update releases once a year as well as Solaris 12, which is already on the road map. Oracle is working to help its customers understand its strong commitment to Oracle Solaris and the product's role as a single operating system that runs on both SPARC and x86 processors. While Oracle Solaris and Oracle Linux are critical assets, the company's crown jewel is the deep collection of software that runs on top of both Oracle Solaris and Oracle Linux, software that creates a robust application environment. The continuing integration and optimization of the software and hardware stack is a differentiator for Oracle and for customers that run an Oracle Solaris stack.

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  • What do I need to Mod a Unreal Engine 3 game?

    - by RoadSideWarrior
    what I am looking for is some advise making a mod for a certain game and how I would go about making it. The game I am talking about is Blacklight: Retribution and what I wan't to know is; Is it possible? And if so, what programs will I need? It is an online only game so I was unsure how plausible a mod would be for it. Plus I have never made a video game before, but I do like the game and I wanted to do some things with it. Additionally, this will be my first time making anything video game related so I would appreciate any advise. To expand a bit, I plan to add something simple at first. A mod that would let you spectate another player in the first person. Then I plan do something a bit more complex where I want to make so the game optionally always records you playing (in short intervals most likely or you would run quickly out of memory). After all that is done I would add items, armor, weapons, and maybe make a map or not I am not sure but this in a shell what I hope to do. I don't know much about these things but I am reading anything I can get my hands on. So if this is overly ambitious or just plain out not a possibility any advise on what I should look to instead will be welcomed warmly. Thank you.

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  • Correct architecture for running and stopping complex tasks in the background

    - by Phonon
    I'm having trouble working out the correct architecture for the following task. I have a GUI in Windows Forms that contains a ListBox, listing certain architectural layouts. One an item in this list is selected, a custom Control displays an interactive visualization of the selected layout. Drawing of this interactive diagram is a CPU-intensive task, and can take up to a second on my machine. The kind of functionality I'm trying to achieve is that if a user wants to quickly scroll through the layouts in the ListBox (say, holding down the down arrow key), I don't want my computer to sit there thinking about how to draw the layout before it allows the user to do anything else. The obvious answer is, of course, to run the layout calculations in a separate thread. But how do I make that thread return a whole control? How do I make sure I'm not running two layout calculations at once? I'm fairly new to this complex GUI business. So the real question is what is the right architecture to implement something like this? This seems like something people do all the time, but finding any suggestions on how to do it properly is really difficult.

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  • One-way platform collision

    - by TheBroodian
    I hate asking questions that are specific to my own code like this, but I've run into a pesky roadblock and could use some help getting around it. I'm coding floating platforms into my game that will allow a player to jump onto them from underneath, but then will not allow players to fall through them once they are on top, which require some custom collision detection code. The code I have written so far isn't working, the character passes through it on the way up, and on the way down, stops for a moment on the platform, and then falls right through it. Here is the code to handle collisions with floating platforms: protected void HandleFloatingPlatforms(Vector2 moveAmount) { //if character is traveling downward. if (moveAmount.Y > 0) { Rectangle afterMoveRect = collisionRectangle; afterMoveRect.Offset((int)moveAmount.X, (int)moveAmount.Y); foreach (World_Objects.GameObject platform in gameplayScreen.Entities) { if (platform is World_Objects.Inanimate_Objects.FloatingPlatform) { //wideProximityArea is just a rectangle surrounding the collision //box of an entity to check for nearby entities. if (wideProximityArea.Intersects(platform.CollisionRectangle) || wideProximityArea.Contains(platform.CollisionRectangle)) { if (afterMoveRect.Intersects(platform.CollisionRectangle)) { //This, in my mind would denote that after the character is moved, its feet have fallen below the top of the platform, but before he had moved its feet were above it... if (collisionRectangle.Bottom <= platform.CollisionRectangle.Top) { if (afterMoveRect.Bottom > platform.CollisionRectangle.Top) { //And then after detecting that he has fallen through the platform, reposition him on top of it... worldLocation.Y = platform.CollisionRectangle.Y - frameHeight; hasCollidedVertically = true; } } } } } } } } In case you are curious, the parameter moveAmount is found through this code: elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; float totalX = 0; float totalY = 0; foreach (Vector2 vector in velocities) { totalX += vector.X; totalY += vector.Y; } velocities.Clear(); velocity.X = totalX; velocity.Y = totalY; velocity.Y = Math.Min(velocity.Y, 1000); Vector2 moveAmount = velocity * elapsed;

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  • Cube chunk via list ToArray()

    - by Christian Frantz
    I've created a list of vertices that I call for each cube made in my array "cubes". When each cube is create, SetUpVertices is called which is a method that stores the 8 vertices of my cube. At the end of my list creation, I create a vertex buffer, and set the data of the list that contains vertices of all 25 cubes to that vertex buffer, effectively creating a "chunk" of cubes. The problem is that Invalid Operation Exception "The array is not the correct size for the amount of data requested." at the line vertices.ToArray(). I don't have an array for this, as the amount of cubes will be changing and arrays aren't dynamic. What could be the cause of this? for (int x = 0; x < 5; x++) { for (int z = 0; z < 5; z++) { SetUpVertices(); cubes.Add(new Cube(device, new Vector3(x, map[x, z], z), color)); } } vertexBuffer = new VertexBuffer(device, typeof(VertexPositionColor), 8, BufferUsage.WriteOnly); vertexBuffer.SetData<VertexPositionColor>(vertices.ToArray());

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  • Impact of Server Failure on Coherence Request Processing

    - by jpurdy
    Requests against a given cache server may be temporarily blocked for several seconds following the failure of other cluster members. This may cause issues for applications that can not tolerate multi-second response times even during failover processing (ignoring for the moment that in practice there are a variety of issues that make such absolute guarantees challenging even when there are no server failures). In general, Coherence is designed around the principle that failures in one member should not affect the rest of the cluster if at all possible. However, it's obvious that if that failed member was managing a piece of state that another member depends on, the second member will need to wait until a new member assumes responsibility for managing that state. This transfer of responsibility is (as of Coherence 3.7) performed by the primary service thread for each cache service. The finest possible granularity for transferring responsibility is a single partition. So the question becomes how to minimize the time spent processing each partition. Here are some optimizations that may reduce this period: Reduce the size of each partition (by increasing the partition count) Increase the number of JVMs across the cluster (increasing the total number of primary service threads) Increase the number of CPUs across the cluster (making sure that each JVM has a CPU core when needed) Re-evaluate the set of configured indexes (as these will need to be rebuilt when a partition moves) Make sure that the backing map is as fast as possible (in most cases this means running on-heap) Make sure that the cluster is running on hardware with fast CPU cores (since the partition processing is single-threaded) As always, proper testing is required to make sure that configuration changes have the desired effect (and also to quantify that effect).

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  • Using a CDN for CMS software (multiple sites)

    - by SmokeyPHP
    I'm currently researching ideas for the media management side of a CMS I'm writing. I was looking at having images served from a CDN which is fine on a single site, but I want all sites that run the CMS to make use of a CDN (which will most likely be a custom developed one, rather than a third party service like S3). My main question is: Is a multi-site CDN a good idea? I can't think of a downside, but have probably missed something - obviously they won't share the same folder, as I invisage the requests to be css.cdnsite.com/example.com/style.css or something along those lines. Having multiple sites in the same place will obviously make it easier for us to manage, as well as being cheaper, but then I wonder if it'll be worth it... Long story short: How should the CMS handle user uploaded media (separate installations) Just keep a local copy of all assets and serve them from the same site, like in days of yore? Keep a local copy, force site to use www. and have CDN subdomains per site? Or use a single separate CDN for all sites? Apologies for the length of this question, not sure if this should be multiple questions or not, as all parts are kind of related and could affect each other.

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  • How do you handle animations that are for transitioning between states?

    - by yaj786
    How does one usually handle animations that are for going between a game object's states? For example, imagine a very simple game in which a character can only crouch or stand normally. Currently, I use a custom Animation class like this: class Animation{ int numFrames; int curFrame; Bitmap spriteSheet; //... various functions for pausing, returning frame, etc. } and an example Character class class Character{ int state; Animation standAni; Animation crouchAni; //... etc, etc. } Thus, I use the state of the character to draw the necessary animation. if(state == STATE_STAND) draw(standAni.updateFrame()); else if(state == STATE_CROUCH) draw(crouchAni.updateFrame()); Now I've come to the point where I want to draw "in-between" animations, because right now the character will just jump immediately into a crouch instead of bending down. What is a good way to handle this? And if the way that I handle storing Animations in the Character class is not a good way, what is? I thought of creating states like STATE_STANDING_TO_CROUCHING but I feel like that may get messy fast.

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  • Provide an OnChange event for an internal property which is controlled externally?

    - by NGLN
    For fun and by request I am updating this ImageGrid component, a kind of listbox for images that has a FileNames property of type TStrings. For ease of writing, I have been misusing its FileNames.Objects property for bitmap storage. But since the TStrings type suggests that users of the component could or would want to use the Objects property for custom data, e.g. like TListBox.Items, I am rewriting the component to store the bitmaps elsewhere and leave FileNames.Objects untouched for unknown future usage. Now I am wondering whether to provide an OnChange event. And if so, whether to fire it when one or more FileNames.Objects changes. Trying to answer it myself, I dove in Delphi's own VCL and stumbled on: TMemo: has an OnChange event, but ignores Lines.Objects TListBox: has no OnChange event, but is capable of storing Items.Objects TStringGrid: has no OnChange event, but is capable of storing Objects, Rows.Objects, Cols.Objects So now I am somewhat puzzeled, because I cannot imagine Borland's developers didn't add events for several Objects properties out of ease. Sure, when a user changes a FileNames.Object in my component, he knows he does and could implement appropriate interaction himself. But wouldn't it be convenient when the component does automatically? What would you expect from this component in this regard?

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  • a flexible data structure for geometries

    - by AkiRoss
    What data structure would you use to represent meshes that are to be altered (e.g. adding or removing new faces, vertices and edges), and that have to be "studied" in different ways (e.g. finding all the triangles intersecting a certain ray, or finding all the triangles "visible" from a given point in the space)? I need to consider multiple aspects of the mesh: their geometry, their topology and spatial information. The meshes are rather big, say 500k triangles, so I am going to use the GPU when computations are heavy. I tried using arrays with vertices and arrays with indices, but I do not love adding and removing vertices from them. Also, using arrays totally ignore spatial and topological information, which I may need studying the mesh. So, I thought about using custom double-linked list data structures, but I believe doing so will require me to copy the data to array buffers before going on the GPU. I also thought about using BST, but not sure it fits. Any help is appreciated. If I have been too fuzzy and you require other information feel free to ask.

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  • How to make image bigger than the screen to be slideable in the screen in monogame for windows phone 8?

    - by Moses Aprico
    (Idk if my title is correct, because when I google it, there is no related result I guess) I am not sure how to explain it correctly, but I am making a plain 2D, tile based, tactic game in windows phone 8 using monogame. I want to make my map is "slideable". With "slidable" I mean I can draw larger images (in total) than my screen and then slide it so I can view a certain area of the drawn images Example : I have a screen which dimension is 1280x720. I have a 1500x1500px image, which consists of 15 tiles, which is 100x100px each, which each tiles is redrawn each times the "Draw" is called. If the image is larger than the screen, the displayed area will be trimmed and of course, making a 220x780px area that is unseenable. The only way to see all of it is through "sliding" the screen around, so I can see all the area. My question is : How to make that happen? Because in default, the screen is unslideable and the image remains trimmed. Sorry if my question and explanation is not clear enough. Clarify it as much as you like. Thank you.

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  • NINTENDO, EDCON and ALLEGIS GROUP @ Oracle Open World 2012 Conference Session (CON9418): The Business Case for Oracle Exalogic: A Customer Perspective

    - by Sanjeev Sharma
     Are you looking to deliver breakthrough performance for packaged and custom  applications? For many front-office applications such as Oracle WebCenter Sites, Oracle Transportation Management, and Oracle’s ATG and Siebel product families,  improved  performance leads directly to greater revenue or cost savings from the business - a  compelling  proposition. For back-office applications, improved performance has tangible benefits  in terms of  footprint reductions. For all applications, Oracle Exalogic and Oracle Exadata provide an engineered solution that provides shorter time to value and lower operational costs.  Edcon is a leading clothing, footwear and textiles (CFT) retailing group in southern Africa trading through a range of retail formats. The Company has grown from opening it's first store in 1929, to ten retail brands trading in over 1000 stores in South Africa, Botswana, Namibia, Swaziland and Lesotho. Edcon's retail business has, through recent acquisitions, added top stationery and houseware brands as well as general merchandise to its CFT portfolio. Edcon was looking to consolidate their existing middleware components (Weblogic and Oracle SOA) and retail applications (Retek, Siebel and E-Business Suite) on a common platform and turned to Oracle Exalogic. With Oracle Exalogic, Edcon is able to derive significant HW CAPEX savings, improve response-time of core business applications and mitigate operating risk. Hear senior business leaders from Nintendo, Edcon and Allegis Group discuss how the business value of  leveraging Oracle Exalogic at the following conference session at Oracle Open World 2012: Session:  CON9418 - The Business Case for Oracle Exalogic: A Customer PerspectiveDate: Monday, 1 Oct, 2012Time: 1:45 pm - 2:45 pm (PST)Venue: Moscone South (306)

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  • Save Actions in NetBeans IDE 7.3

    - by Geertjan
    Several developers, especially those familiar with equivalent functionality in Eclipse, have been asking for so-called "Save Actions", that is, support for actions that are automatically performed when a file is saved. Here's the related NetBeans issue: http://netbeans.org/bugzilla/show_bug.cgi?id=140719   In NetBeans IDE 7.3, the issue is resolved as follows: A new "On Save" tab is found in the "Editor" tab of the Options window. Defaults for all languages are set via the "All Languages" item in the drop-down. Here, for all languages, you can specify what kind (all, none, or only modified lines) of formatting and space removal will occur automatically when a file is saved: Via the drop-down, you see all the languages supported by the IDE: You can pick a language and then override the default On Save settings: Per language, there may be additional On Save settings. For example, for Java, you can specify that, when saving a Java file, unused import statements should be removed and/or the rules you've set for organizing import statements should be applied: There's also a set of new NetBeans IDE APIs for adding new On Save functionality via custom plugins. Via MIME type registration of OnSaveTask.Factory, you can register new On Save actions that will be run for files conforming to the relevant MIME type. There's also extensions via the Editor Options API for registering new panels (one per language) to the On Save panel in the Options window. I'll demonstrate some examples of the APIs in upcoming blog entries.

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