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  • Customer won't decide, how to deal?

    - by Crazy Eddie
    I write software that involves the use of measured quantities, many input by the user, most displayed, that are fed into calculation models to simulate various physical thing-a-majigs. We have created a data type that allows us to associate a numeric value with a unit, we call these "quantities" (big duh). Quantities and units are unique to dimension. You can't attach kilogram to a length for example. Math on quantities does automatic unit conversion to SI and the type is dimension safe (you can't assign a weight to a pressure for example). Custom UI components have been developed that display the value and its unit and/or allow the user to edit them. Dimensionless quantities, having no units, are a single, custom case implemented within the system. There's a set of related quantities such that our target audience apparently uses them interchangeably. The quantities are used in special units that embed the conversion factors for the related quantity dimensions...in other words, when using these units converting from one to another simply involves multiplying the value by 1 to the dimensional difference. However, conversion to/from the calculation system (SI) still involves these factors. One of these related quantities is a dimensionless one that represents a ratio. I simply can't get the "customer" to recognize the necessity of distinguishing these values and their use. They've picked one and want to use it everywhere, customizing the way we deal with it in special places. In this case they've picked one of the dimensions that has a unit...BUT, they don't want there to be a unit (GRR!!!). This of course is causing us to implement these special overrides for our UI elements and such. That of course is often times forgotten and worse...after a couple months everyone forgets why it was necessary and why we're using this dimensional value, calling it the wrong thing, and disabling the unit. I could just ignore the "customer" and implement the type as the dimensionless quantity, which makes most sense. However, that leaves the team responsible for figuring it out when they've given us a formula using one of the other quantities. We have to not only figure out that it's happening, we have to decide what to do. This isn't a trivial deal. The other option is just to say to hell with it, do it the customer's way, and let it waste continued time and effort because it's just downright confusing as hell. However, I can't count the amount of times someone has said, "Why is this being done this way, it makes no sense at all," and the team goes off the deep end trying to figure it out. What would you do? Currently I'm still attempting to convince them that even if they use terms interchangeably, we at the least can't do that within the product discussion. Don't have high hopes though.

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  • Can't save data for a member in a data form

    - by RahulS
    Implied sharing is an old thing everyone knows the reasons and solutions of that, still little theory about that: With Essbase implied sharing, some members are shared even if you do not explicitly set them as shared. These members are implied shared members. When an implied share relationship is created, each implied member assumes the other member’s value. Essbase assumes (or implies) a shared member relationship in these situations: 1. A parent has only one child 2. A parent has only one child that consolidates to the parent In a Planning form that contains members with an implied sharing relationship, when a value is added for the parent, the child assumes the same value after the form is saved. Likewise, if a value is added for the child, the parent usually assumes the same value after a form is saved.For example, when a calculation script or load rule populates an implied share member, the other implied share member assumes the value of the member populated by the calculation script or load rule. The last value calculated or imported takes precedence. The result is the same whether you refer to the parent or the child as a variable in a calculation script. For more information have a look at: http://docs.oracle.com/cd/E17236_01/epm.1112/hp_admin_11122/ch14s11.html Now the issue which we are going to talk about is We loose data on save even when the parent is dynamic calc and has a single child. A dynamic calc parent to a single child:  If we design the form with following selection: In the data form we will find parent below the member and this is by design whenever you make a selection using commands to select all the member below parent, always children will appear before the parent: Lets try to enter data, Save it Now, try to change the way we selected members Here we go: Now the question again why this behavior: 1. Data from Planning data form passes to Essbase row by row, 2. Because in data form the child member appears before the parent, 3. First, data goes to Essbase for child (SingleStoreChild), 4. Then when Planning passes the data for parent there was #Missing or No data,  5. Over writes the data to #missing. PS: As we know that dynamic calc members are calculated on the fly they are not allocated with any memory in the Essbase, here the parent was dynamic calc and it was pointing to same memory as child in the background, when Planning was passing data to Essbase for second row it has updated the child with missing data.(Little confusing, let me know if you need more explanation) 6. As one of the solutions just change the order of appearance of parent and child. Cheers..!!! Rahul S. https://www.facebook.com/pages/HyperionPlanning/117320818374228

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  • Blender to 3ds max to cal3d format

    - by Kaliber64
    There are quite a few questions on cal3d but they are old and don't apply anymore. In Blender(must be 2.49a for python script to work!!!): I have a scene with 7 meshes, 1 armature, 10 bones. I tried going to one mesh to simplify it but doesn't change anything. I found a small blend file that was used for cal3d and it exported just fine. So I tried to copy it's setup with no success. EDIT*8/13/2012 In the last week here is what I have found so far. I made the mesh in the newest blender(2.62?) and exported it to import it in the old one(2.49a). Did an animation in the old one because importing new blend files to old blenders, its just said it would lose keyframe data and all was good. And then you get the last problem of it not exporting meshes. BUT I found that meshes made in the old one export regardless. I can't find any that won't export. So if I used the old blender to remake my model I could get it to export :) At this point I found a modified release of cal3d (because the most core model variable would not initiate as I made a really small test subject in old blender instead of remaking my big one which took 4 hours.) which fixes the morph objects and adds what cal3d left off with. Under their license they have to release the modification but it has no documentation so I have to figure it out on my own. Its mostly the same. But with this lib it came with a 3ds max exporter. My question now is how do I transfer armature and mesh information from blender to 3ds max in order to export into cal3d format. Every time I try the models are see through and small and there are no bones. The formats I have tried to import are .3ds .obj(mesh only) and COLLADA. In all of them the mesh is invisible and no bones. It says the default texture is on so I should be able to see it. All the vertices are present I found a vertex highlighter so I can see those. If any of this is confusing let me know so I can clear it up. Its late .<=sleep.

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  • Storing game objects with generic object information

    - by Mick
    In a simple game object class, you might have something like this: public abstract class GameObject { protected String name; // other properties protected double x, y; public GameObject(String name, double x, double y) { // etc } // setters, getters } I was thinking, since a lot of game objects (ex. generic monsters) will share the same name, movement speed, attack power, etc, it would be better to have all that information shared between all monsters of the same type. So I decided to have an abstract class "ObjectData" to hold all this shared information. So whenever I create a generic monster, I would use the same pre-created "ObjectData" for it. Now the above class becomes more like this: public abstract class GameObject { protected ObjectData data; protected double x, y; public GameObject(ObjectData data, double x, double y) { // etc } // setters, getters public String getName() { return data.getName(); } } So to tailor this specifically for a Monster (could be done in a very similar way for Npcs, etc), I would add 2 classes. Monster which extends GameObject, and MonsterData which extends ObjectData. Now I'll have something like this: public class Monster extends GameObject { public Monster(MonsterData data, double x, double y) { super(data, x, y); } } This is where my design question comes in. Since MonsterData would hold data specific to a generic monster (and would vary with what say NpcData holds), what would be the best way to access this extra information in a system like this? At the moment, since the data variable is of type ObjectData, I'll have to cast data to MonsterData whenever I use it inside the Monster class. One solution I thought of is this, but this might be bad practice: public class Monster extends GameObject { private MonsterData data; // <- this part here public Monster(MonsterData data, double x, double y) { super(data, x, y); this.data = data; // <- this part here } } I've read that for one I should generically avoid overwriting the underlying classes variables. What do you guys think of this solution? Is it bad practice? Do you have any better solutions? Is the design in general bad? How should I redesign this if it is? Thanks in advanced for any replies, and sorry about the long question. Hopefully it all makes sense!

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  • Reporting on common code smells : A POC

    - by Dave Ballantyne
    Over the past few blog entries, I’ve been looking at parsing TSQL scripts in a variety of ways for a variety of tasks.  In my last entry ‘How to prevent ‘Select *’ : The elegant way’, I looked at parsing SQL to report upon uses of SELECT *.  The obvious question leading on from this is, “Great, what about other code smells ?”  Well, using the language service parser to do that was turning out to be a bit of a hard job,  sure I was getting tokens but no real context.  I wasn't even being told when an end of statement had been reached. One of the other parsing options available from Microsoft is exposed in the assembly ‘Microsoft.SqlServer.TransactSql.ScriptDom’,  this is ,I believe, installed with the client development tools with SQLServer.  It is much more feature rich than the original parser I had used and breaks a TSQL script into intuitive classes for analysis. So, what sort of smells can I now find using it ?  Well, for an opening gambit quite a nice little list. Use of NOLOCK Set of READ UNCOMMITTED Use of SELECT * Insert without column references Explicit datatype conversion on Sargs Cross server selects Non use of two-part naming convention Table and Query hint usage Changes in set options Use of single line comments Use of ordinal column positions in ORDER BY clause Now, lets not argue the point that “It depends” as smells on some of these, but as an academic exercise it is quite interesting.  The code is available from this link :https://www.dropbox.com/s/rfk32sou4fzl2cw/TSQLDomTest.zip  All the usual disclaimers apply to this code, I cannot be held responsible for anything ranging from mild annoyance through to universe destruction due to the use of this code or examples. The zip file contains a powershell script and my test cases.  The assembly used requires .Net 4 to run, which means that you will need powershell 3 ( though im running through PowerGUI and all works ok ) .  The code searches for all .sql files in the folder hierarchy for the workingpath,  you can override this if you want by simply changing the $Folder variable, and processes each in turn for the smells.  Feedback is not great at the moment, all it does is output to an xml file (Smells.xml) the offset position and a description of the smell found. Right now, I am interested in your feedback.  What do you think ?  Is this (or should it be) more than an academic exercise ?  Can tooling such as this be used as some form of code quality measure ?  Does it Work ? Do you have a case listed above which is not being reported ? Do you have a case that you would love to be reported ? Let me know , please mailto: [email protected]. Thanks

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  • My Automated NuGet Workflow

    - by Wes McClure
    When we develop libraries (whether internal or public), it helps to have a rapid ability to make changes and test them in a consuming application. Building Setup the library with automatic versioning and a nuspec Setup library assembly version to auto increment build and revision AssemblyInfo –> [assembly: AssemblyVersion("1.0.*")] This autoincrements build and revision based on time of build Major & Minor Major should be changed when you have breaking changes Minor should be changed once you have a solid new release During development I don’t increment these Create a nuspec, version this with the code nuspec - set version to <version>$version$</version> This uses the assembly’s version, which is auto-incrementing Make changes to code Run automated build (ruby/rake) run “rake nuget” nuget task builds nuget package and copies it to a local nuget feed I use an environment variable to point at this so I can change it on a machine level! The nuget command below assumes a nuspec is checked in called Library.nuspec next to the csproj file $projectSolution = 'src\\Library.sln' $nugetFeedPath = ENV["NuGetDevFeed"] msbuild :build => [:clean] do |msb| msb.properties :configuration => :Release msb.targets :Build msb.solution = $projectSolution end task :nuget => [:build] do sh "nuget pack src\\Library\\Library.csproj /OutputDirectory " + $nugetFeedPath end Setup the local nuget feed as a nuget package source (this is only required once per machine) Go to the consuming project Update the package Update-Package Library or Install-Package TLDR change library code run “rake nuget” run “Update-Package library” in the consuming application build/test! If you manually execute any of this process, especially copying files, you will find it a burden to develop the library and will find yourself dreading it, and even worse, making changes downstream instead of updating the shared library for everyone’s sake. Publishing Once you have a set of changes that you want to release, consider versioning and possibly increment the minor version if needed. Pick the package out of your local feed, and copy it to a public / shared feed! I have a script to do this where I can drop the package on a batch file Replace apikey with your nuget feed's apikey Take out the confirm(s) if you don't want them @ECHO off echo Upload %1? set /P anykey="Hit enter to continue " nuget push %1 apikey set /P anykey="Done " Note: helps to prune all the unnecessary versions during testing from your local feed once you are done and ready to publish TLDR consider version number run command to copy to public feed

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  • C-states and P-states : confounding factors for benchmarking

    - by Dave
    I was recently looking into a performance issue in the java.util.concurrent (JUC) fork-join pool framework related to particularly long latencies when trying to wake (unpark) threads in the pool. Eventually I tracked the issue down to the power & scaling governor and idle-state policies on x86. Briefly, P-states refer to the set of clock rates (speeds) at which a processor can run. C-states reflect the possible idle states. The deeper the C-state (higher numerical values) the less power the processor will draw, but the longer it takes the processor to respond and exit that sleep state on the next idle to non-idle transition. In some cases the latency can be worse than 100 microseconds. C0 is normal execution state, and P0 is "full speed" with higher Pn values reflecting reduced clock rates. C-states are P-states are orthogonal, although P-states only have meaning at C0. You could also think of the states as occupying a spectrum as follows : P0, P1, P2, Pn, C1, C2, ... Cn, where all the P-states are at C0. Our fork-join framework was calling unpark() to wake a thread from the pool, and that thread was being dispatched onto a processor at deep C-state, so we were observing rather impressive latencies between the time of the unpark and the time the thread actually resumed and was able to accept work. (I originally thought we were seeing situations where the wakee was preempting the waker, but that wasn't the case. I'll save that topic for a future blog entry). It's also worth pointing out that higher P-state values draw less power and there's usually some latency in ramping up the clock (P-states) in response to offered load. The issue of C-states and P-states isn't new and has been described at length elsewhere, but it may be new to Java programmers, adding a new confounding factor to benchmarking methodologies and procedures. To get stable results I'd recommend running at C0 and P0, particularly for server-side applications. As appropriate, disabling "turbo" mode may also be prudent. But it also makes sense to run with the system defaults to understand if your application exhibits any performance sensitivity to power management policies. The operating system power management sub-system typically control the P-state and C-states based on current and recent load. The scaling governor manages P-states. Operating systems often use adaptive policies that try to avoid deep C-states for some period if recent deep idle episodes proved to be very short and futile. This helps make the system more responsive under bursty or otherwise irregular load. But it also means the system is stateful and exhibits a memory effect, which can further complicate benchmarking. Forcing C0 + P0 should avoid this issue.

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  • Is there a pedagogical game engine?

    - by K.G.
    I'm looking for a book, website, or other resource that gives modern 3D game engines the same treatment as Operating Systems: Design and Implementation gave operating systems. I have read Jason Gregory's Game Engine Architecture, which I enjoyed. However, by intent the author treated components of the architecture as atomic units, whereas what I'm interested in is the plumbing between those units that makes a coherent whole out of ideally loosely coupled parts. In books such as these, one usually reads that "that's academic," but that's the point! I have also read Julian Gold's Object-oriented Game Development, which likewise was good, but I feel is beginning to show its age. Since even mobile platforms these days are multicore and have fast video memory, those kinds of things (concurrency, display item buffering) would ideally be covered. There are other resources, such as the Doom 3 source code, which is highly instructive for its being a shipped product. The problem with those is as follows: float Q_rsqrt( float number ) { long i; float x2, y; const float threehalfs = 1.5F; x2 = number * 0.5F; y = number; i = * ( long * ) &y; // evil floating point bit level hacking i = 0x5f3759df - ( i >> 1 ); // what the f***? y = * ( float * ) &i; y = y * ( threehalfs - ( x2 * y * y ) ); // 1st iteration // y = y * ( threehalfs - ( x2 * y * y ) ); // 2nd iteration, this can be removed return y; } To wit, while brilliant, this kind of source requires more enlightenment than I can usually muster upon first read. In summary, here's my white whale: For an adult reader with experience in programming. I wish I could save all the trees killed by every. Single. Game Programming book ever devoting the first two chapters to "Now just what is a variable anyway?" In C or C++, very preferably C++. Languages that are more concise are fantastic for teaching, except for when what you want to learn is how to cope with a verbose language. There is also the benefit of the guardrails that C++ doesn't provide, such as garbage collection. Platform agnostic. I'm sincerely afraid that this book is out there and it's Visual C++/DirectX oriented. I'm a Linux guy, and I'd do what it takes, but I would very much like to be able to use OpenGL. Thanks for everything! Before anyone gets on my case about it, Fast inverse square root was from Quake III Arena, not Doom 3!

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  • Perl syntax error [closed]

    - by Linny
    I am a beginner taking a Perl programming course. We are trying to write a basic program for counting nucleotides in a DNA string. I'm getting syntax errors on the lines that have a single bracket on lines 28 & 70 and don't know why. It also reads that I have compilation errors. I have no idea where to start figuring that out. # The purpose of this program is to count the number of nucleotides in a strand. Each protein is counted separately # print "/n NOTE: Nucleotide counting /n"; # use strict; # enforce variable declarations use warnings; # enable compiler warnings # Display number of A,a,T,t,G,g,C,c, nucleotides in a word or sequence of letters. # my ($base) = ''; # an extracted letter from a string my ($nuceotide_count) = 0 ; # the current position within the word my ($position) = 0 ; # number of vowels in user-supplied word my ($word) = ''; # word to be processed my ($A_count) = 0 ; # of A nucleotides in the user-supplied sequence my ($a_count) = 0 ; # of A nucleotides in the user-supplied sequence my ($C_count) = 0 ; # of C nucleotides in the user-supplied sequence my ($c_count) = 0 ; # of C nucleotides in the user-supplied sequence my ($G_count) = 0 ; # of G nucleotides in the user-supplied sequence my ($g_count) = 0 ; # of G nucleotides in the user-supplied sequence my ($T_count) = 0 ; # of T nucleotides in the user-supplied sequence my ($t_count) = 0 ; # of T nucleotides in the user-supplied sequence word = (STDIN) for ($position = 0);($position if (($base eq 'a') or ($base eq 'A')) { ++$A_count; } # end if ++$position; if (($base eq 'T') or ($base eq 't')) { ++$T_count; } end if ++$position; if (($base eq 'G') or ($base eq 'g')) { ++$G_count; } # end if ++$position; if (($base eq 'C') or ($base eq 'c')) { ++$C_count; } # end if ++$position; } # end for # Display final results. # print " \n The number of A or a neucleotides is: $A_count"; print " \n The number of T or t neucleotides is: $T_count"; print " \n The number of G or g neucleotides is: $G_count"; print " \n The number of C or c neucleotides is: $C_count"; print " \n\n Program completed successfully. \n" ; exit ;

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  • Data structures for a 2D multi-layered and multi-region map?

    - by DevilWithin
    I am working on a 2D world editor and a world format subsequently. If I were to handle the game "world" being created just as a layered set of structures, either in top or side views, it would be considerably simple to do most things. But, since this editor is meant for 3rd parties, I have no clue how big worlds one will want to make and I need to keep in mind that eventually it will become simply too much to check, handling and comparing stuff that are happening completely away from the player position. I know the solution for this is to subdivide my world into sub regions and stream them on the fly, loading and unloading resources and other data. This way I know a virtually infinite game area is achievable. But, while I know theoretically what to do, I really have a few questions I'd hoped to get answered for some hints about the topic. The logic way to handle the regions is some kind of grid, would you pick evenly distributed blocks with equal sizes or would you let the user subdivide areas by taste with irregular sized rectangles? In case of even grids, would you use some kind of block/chunk neighbouring system to check when the player transposes the limit or just put all those in a simple array? Being a region a different data structure than its owner "game world", when streaming a region, would you deliver the objects to the parent structures and track them for unloading later, or retain the objects in each region for a more "hard-limit" approach? Introducing the subdivision approach to the project, and already having a multi layered scene graph structure on place, how would i make it support the new concept? Would you have the parent node have the layers as children, and replicate in each layer node, a node per region? Or the opposite, parent node owns all the regions possible, and each region has multiple layers as children? Or would you just put the region logic outside the graph completely(compatible with the first suggestion in Q.3) When I say virtually infinite worlds, I mean it of course under the contraints of the variable sizes and so on. Using float positions, a HUGE world can already be made. Do you think its sane to think beyond that? Because I think its ok to stick to this limit since it will never be reached so easily.. As for when to stream a region, I'm implementing it as a collection of watcher cameras, which the streaming system works with to know what to load/unload. The problem here is, i will be needing some kind of warps/teleports built in for my game, and there is a chance i will be teleporting a player to a unloaded region far away. How would you approach something like this? Is it sane to load any region to memory which can be teleported to by a warp within a radius from the player? Sorry for the huge question, any answers are helpful!

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  • Newsletter sent with drupal goes to Spam Folder [closed]

    - by HerrSerker
    Possible Duplicate: How could I prevent my mail from being recognized as spam? I'm sending a newsletter with drupals simplenews module The website is hosted on an 1und1 server in germany (as seen in in header domains online.de and kundenserver.de) When I send it, it goes to Spam folder in Yahoo & GMail Mailbox, but not in Spam Folder in web.de, hotmail and GMX Mailboxes Here is, what I have in the Mail Header (for yahoo in this example) Received: from 12.345.678.90 (EHLO sXXXXXXXXX.online.de) (12.345.678.90) by mtaXXX.mail.kks.yahoo.co.jp with SMTP; Fri, 15 Jun 2012 18:45:24 +0900 Received: from [127.0.0.1] (helo=infongdXXXXX.rtr.kundenserver.de) by sXXXXXXXXX.online.de with esmtp (Exim 4.72) (envelope-from <[email protected]>) id 1SfT5k-00068r-Q8 for [email protected]; Fri, 15 Jun 2012 11:45:20 +0200 Received: from 83.136.130.41 (IP may be forged by CGI script) by infongdXXXXX.rtr.kundenserver.de with HTTP id 0Z04SW-1SQTKp3LPr-00YxYk; Fri, 15 Jun 2012 11:45:20 +0200 From: SENDER <[email protected]> To: "[email protected]" <[email protected]> Date: Fri, 15 Jun 2012 11:45:20 +0200 Subject: This is the subject of the newsletter Thread-Topic: This is the subject of the newsletter Thread-Index: Ac1K3nT42juzo7uCSkq5dTlby1ZvpQ== List-Unsubscribe: <http://www.example.com/newsletter/confirm/remove/XXXXXXXXX> X-MS-Has-Attach: X-Auto-Response-Suppress: All X-MS-TNEF-Correlator: x-originating-ip: [12.345.678.90] authentication-results: mtaXXX.mail.kks.yahoo.co.jp from=example.com; domainkeys=neutral (no sig); dkim=neutral (no sig) [email protected] errors-to: "SENDER" <[email protected]> received-spf: none (sXXXXXXXXX.online.de: domain of [email protected] does not designate permitted sender hosts) x-apparently-to: [email protected] via 123.45.67.890; Fri, 15 Jun 2012 18:45:25 +0900 x-sender-info: <[email protected]> content-length: 13762 Content-Type: multipart/alternative; boundary="_000_7471797868716571796675707173696675806577726778666766687_" MIME-Version: 1.0 I cannot see any direct spam filter message in this. But I'm kind of stunned by the Received: from 83.136.130.41 (IP may be forged by CGI script) part. After I searched a bit, it seems, that this is a special 'feature' of 1und1 Mail servers. Here are my questions: Is it possible that, if I get rid of the 'Ip maybe forged' part, that the Mail is not regarded as spam anymore? If so, Does anyone know, how I can get rid of it in drupal?

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  • Software Tuned to Humanity

    - by Phil Factor
    I learned a great deal from a cynical old programmer who once told me that the ideal length of time for a compiler to do its work was the same time it took to roll a cigarette. For development work, this is oh so true. After intently looking at the editing window for an hour or so, it was a relief to look up, stretch, focus the eyes on something else, and roll the possibly-metaphorical cigarette. This was software tuned to humanity. Likewise, a user’s perception of the “ideal” time that an application will take to move from frame to frame, to retrieve information, or to process their input has remained remarkably static for about thirty years, at around 200 ms. Anything else appears, and always has, to be either fast or slow. This could explain why commercial applications, unlike games, simulations and communications, aren’t noticeably faster now than they were when I started programming in the Seventies. Sure, they do a great deal more, but the SLAs that I negotiated in the 1980s for application performance are very similar to what they are nowadays. To prove to myself that this wasn’t just some rose-tinted misperception on my part, I cranked up a Z80-based Jonos CP/M machine (1985) in the roof-space. Within 20 seconds from cold, it had loaded Wordstar and I was ready to write. OK, I got it wrong: some things were faster 30 years ago. Sure, I’d now have had all sorts of animations, wizzy graphics, and other comforting features, but it seems a pity that we have used all that extra CPU and memory to increase the scope of what we develop, and the graphical prettiness, but not to speed the processes needed to complete a business procedure. Never mind the weight, the response time’s great! To achieve 200 ms response times on a Z80, or similar, performance considerations influenced everything one did as a developer. If it meant writing an entire application in assembly code, applying every smart algorithm, and shortcut imaginable to get the application to perform to spec, then so be it. As a result, I’m a dyed-in-the-wool performance freak and find it difficult to change my habits. Conversely, many developers now seem to feel quite differently. While all will acknowledge that performance is important, it’s no longer the virtue is once was, and other factors such as user-experience now take precedence. Am I wrong? If not, then perhaps we need a new school of development technique to rival Agile, dedicated once again to producing applications that smoke the rear wheels rather than pootle elegantly to the shops; that forgo skeuomorphism, cute animation, or architectural elegance in favor of the smell of hot rubber. I struggle to name an application I use that is truly notable for its blistering performance, and would dearly love one to do my everyday work – just as long as it doesn’t go faster than my brain.

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  • ConsumeStructuredBuffer, what am I doing wrong?

    - by John
    I'm trying to implement the 3rd exercise in chapter 12 of Introduction to 3D Game Programming with DirectX 11, that is: Implement a Compute Shader to calculate the length of 64 vectors. Previous exercises ask you to do the same with typed buffers and regular structured buffers and I had no problems with them. For what I've read, [Consume|Append]StructuredBuffers are bound to the pipeline using UnorderedAccessViews (as long as they use the D3D11_BUFFER_UAV_FLAG_APPEND, and the buffers have both D3D11_BIND_SHADER_RESOURCE and D3D11_BIND_UNORDERED_ACCESS bind flags). Problem is: my AppendStructuredBuffer works, since I can append data to it and retrieve it from the application to write to a results file, but the ConsumeStructuredBuffer always returns zeroed data. Data is in the buffer, since if I change the UAV to a ShaderResourceView and to a StructuredBuffer in the HLSL side it works. I don't know what I am missing: Should I initialize the ConsumeStructuredBuffer on the GPU, or can I do it when I create the buffer (as I amb currently doing). Is it OK to bind the buffer with a UAV as described above? Do I need to bind it as a ShaderResourceView somehow? Maybe I am missing some step? This is the declaration of buffers in the Compute Shader: struct Data { float3 v; }; struct Result { float l; }; ConsumeStructuredBuffer<Data> gInput; AppendStructuredBuffer<Result> gOutput; And here the creation of the buffer and UAV for input data: D3D11_BUFFER_DESC inputDesc; inputDesc.Usage = D3D11_USAGE_DEFAULT; inputDesc.ByteWidth = sizeof(Data) * mNumElements; inputDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS; inputDesc.CPUAccessFlags = 0; inputDesc.StructureByteStride = sizeof(Data); inputDesc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED; D3D11_SUBRESOURCE_DATA vinitData; vinitData.pSysMem = &data[0]; HR(md3dDevice->CreateBuffer(&inputDesc, &vinitData, &mInputBuffer)); D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc; uavDesc.Format = DXGI_FORMAT_UNKNOWN; uavDesc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER; uavDesc.Buffer.FirstElement = 0; uavDesc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_APPEND; uavDesc.Buffer.NumElements = mNumElements; md3dDevice->CreateUnorderedAccessView(mInputBuffer, &uavDesc, &mInputUAV); Initial data is an array of Data structs, which contain a XMFLOAT3 with random data. I bind the UAV to the shader using the Effects framework: ID3DX11EffectUnorderedAccessViewVariable* Input = mFX->GetVariableByName("gInput")->AsUnorderedAccessView(); Input->SetUnorderedAccessView(uav); // uav is mInputUAV Any ideas? Thank you.

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  • Issues with shooting in a HTML5 platformer game

    - by fnx
    I'm coding a 2D sidescroller using only JavaScript and HTML5 canvas, and in my game I have two problems with shooting: 1) Player shoots continous stream of bullets. I want that player can shoot only a single bullet even though the shoot-button is being held down. 2) Also, I get an error "Uncaught TypeError: Cannot call method 'draw' of undefined" when all the bullets are removed. My shooting code goes like this: When player shoots, I do game.bullets.push(new Bullet(this, this.scale)); and after that: function Bullet(source, dir) { this.id = "bullet"; this.width = 10; this.height = 3; this.dir = dir; if (this.dir == 1) { this.x = source.x + source.width - 5; this.y = source.y + 16; } if (this.dir == -1) { this.x = source.x; this.y = source.y + 16; } } Bullet.prototype.update = function() { if (this.dir == 1) this.x += 8; if (this.dir == -1) this.x -= 8; for (var i in game.enemies) { checkCollisions(this, game.enemies[i]); } // Check if bullet leaves the viewport if (this.x < game.viewX * 32 || this.x > (game.viewX + game.tilesX) * 32) { removeFromList(game.bullets, this); } } Bullet.prototype.draw = function() { // bullet flipping uses orientation of the player var posX = game.player.scale == 1 ? this.x : (this.x + this.width) * -1; game.ctx.scale(game.player.scale, 1); game.ctx.drawImage(gameData.getGfx("bullet"), posX, this.y); } I handle removing with this function: function removeFromList(list, object) { for (i in list) { if (object == list[i]) { list.splice(i, 1); break; } } } And finally, in the main game loop I have this: for (var i in game.bullets) { game.bullets[i].update(); game.bullets[i].draw(); } I have tried adding if (game.bullets.length > 0) to the main game loop before the above draw&update calls, but I still get the same error.

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  • Indefinite loops where the first time is different

    - by George T
    This isn't a serious problem or anything someone has asked me to do, just a seemingly simple thing that I came up with as a mental exercise but has stumped me and which I feel that I should know the answer to already. There may be a duplicate but I didn't manage to find one. Suppose that someone asked you to write a piece of code that asks the user to enter a number and, every time the number they entered is not zero, says "Error" and asks again. When they enter zero it stops. In other words, the code keeps asking for a number and repeats until zero is entered. In each iteration except the first one it also prints "Error". The simplest way I can think of to do that would be something like the folloing pseudocode: int number = 0; do { if(number != 0) { print("Error"); } print("Enter number"); number = getInput(); }while(number != 0); While that does what it's supposed to, I personally don't like that there's repeating code (you test number != 0 twice) -something that should generally be avoided. One way to avoid this would be something like this: int number = 0; while(true) { print("Enter number"); number = getInput(); if(number == 0) { break; } else { print("Error"); } } But what I don't like in this one is "while(true)", another thing to avoid. The only other way I can think of includes one more thing to avoid: labels and gotos: int number = 0; goto question; error: print("Error"); question: print("Enter number"); number = getInput(); if(number != 0) { goto error; } Another solution would be to have an extra variable to test whether you should say "Error" or not but this is wasted memory. Is there a way to do this without doing something that's generally thought of as a bad practice (repeating code, a theoretically endless loop or the use of goto)? I understand that something like this would never be complex enough that the first way would be a problem (you'd generally call a function to validate input) but I'm curious to know if there's a way I haven't thought of.

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  • 2D camera perspective projection from 3D coordinates -- HOW?

    - by Jack
    I am developing a camera for a 2D game with a top-down view that has depth. It's almost a 3D camera. Basically, every object has a Z even though it is in 2D, and similarly to parallax layers their position, scale and rotation speed vary based on their Z. I guess this would be a perspective projection. But I am having trouble converting the objects' 3D coordinates into the 2D space of the screen so that everything has correct perspective and scale. I never learned matrices though I did dig the topic a bit today. I tried without using matrices thanks to this article but every attempt gave awkward results. I'm using ActionScript 3 and Flash 11+ (Starling), where the screen coordinates work like this: Left-handed coordinates system illustration I can explain further what I did if you want to help me sort out what's wrong, or you can directly tell me how you would do it properly. In case you prefer the former, read on. These are images showing the formulas I used: upload.wikimedia.org/math/1/c/8/1c89722619b756d05adb4ea38ee6f62b.png upload.wikimedia.org/math/d/4/0/d4069770c68cb8f1aa4b5cfc57e81bc3.png (Sorry new users can't post images, but both are from the wikipedia article linked above, section "Perspective projection". That's where you'll find what all variables mean, too) The long formula is greatly simplified because I believe a normal top-down 2D camera has no X/Y/Z rotation values (correct ?). Then it becomes d = a - c. Still, I can't get it to work. Maybe you could explain what numbers I should put in a(xyz), c(xyz), theta(xyz), and particularly, e(xyz) ? I don't quite get how e is different than c in my case. c.z is also an issue to me. If the Z of the camera's target object is 0, should the camera's Z be something like -600 ? ( = focal length of 600) Whatever I do, it's wrong. I only got it to work when I used arbitrary calculations that "looked" right, like most cameras with parallax layers seem to do, but that's fake! ;) If I want objects to travel between Z layers I might as well do it right. :) Thanks a lot for your help!

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  • Randomly generate directed graph on a grid

    - by Talon876
    I am trying to randomly generate a directed graph for the purpose of making a puzzle game similar to the ice sliding puzzles from Pokemon. This is essentially what I want to be able to randomly generate: http://bulbanews.bulbagarden.net/wiki/Crunching_the_numbers:_Graph_theory. I need to be able to limit the size of the graph in an x and y dimension. In the example given in the link, it would be restricted to an 8x4 grid. The problem I am running into is not randomly generating the graph, but randomly generating a graph, which I can properly map out in a 2d space, since I need something (like a rock) on the opposite side of a node, to make it visually make sense when you stop sliding. The problem with this is that sometimes the rock ends up in the path between two other nodes or possibly on another node itself, which causes the entire graph to become broken. After discussing the problem with a few people I know, we came to a couple of conclusions that may lead to a solution. Including the obstacles in the grid as part of the graph when constructing it. Start out with a fully filled grid and just draw a random path and delete out blocks that will make that path work. The problem then becomes figuring out which ones to delete to avoid introducing an additional, shorter path. We were also thinking a dynamic programming algorithm may be beneficial, though none of us are too skilled with creating dynamic programming algorithms from nothing. Any ideas or references about what this problem is officially called (if it's an official graph problem) would be most helpful. Here are some examples of what I have accomplished so far by just randomly placing blocks and generating the navigation graph from the chosen start/finish. The idea (as described in the previous link) is you start at the green S and want to get to the green F. You do this by moving up/down/left/right and you continue moving in the direction chosen until you hit a wall. In these pictures, grey is a wall, white is the floor, and the purple line is the minimum length from start to finish, and the black lines and grey dots represented possible paths. Here are some bad examples of randomly generated graphs: http://i.stack.imgur.com/9uaM6.png Here are some good examples of randomly generated (or hand tweaked) graphs: i.stack.imgur.com/uUGeL.png (can't post another link, sorry) I've also seemed to notice the more challenging ones when actually playing this as a puzzle are ones which have lots of high degree nodes along the minimum path.

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  • why are my players drawn to the side of my viewport

    - by Jetbuster
    Following this admittedly brilliant and clean 2d camera class I have a camera on each player, and it works for multiplayer and i've divided the screen into two sections for split screen by giving each camera a viewport. However in the game it looks like this I'm not sure if thats their position relative to the screen or what The relevant gameScreen code, the makePlayers is setup so it could theoretically work for up to 4 players private void makePlayers() { int rowCount = 1; if (NumberOfPlayers > 2) rowCount = 2; players = new Player[NumberOfPlayers]; for (int i = 0; i < players.Length; i++) { int xSize = GameRef.Window.ClientBounds.Width / 2; int ySize = GameRef.Window.ClientBounds.Height / rowCount; int col = i % rowCount; int row = i / rowCount; int xPoint = 0 + xSize * row; int yPoint = 0 + ySize * col; Viewport viewport = new Viewport(xPoint, yPoint, xSize, ySize); Vector2 playerPosition = new Vector2(viewport.TitleSafeArea.X + viewport.TitleSafeArea.Width / 2, viewport.TitleSafeArea.Y + viewport.TitleSafeArea.Height / 2); players[i] = new Player(playerPosition, playerSprites[i], GameRef, viewport); } //players[1].Keyboard = true; } public override void Draw(GameTime gameTime) { base.Draw(gameTime); foreach (Player player in players) { GraphicsDevice.Viewport = player.PlayerCamera.ViewPort; GameRef.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, player.PlayerCamera.Transform); map.Draw(GameRef.spriteBatch); // Draw the Player player.Draw(GameRef.spriteBatch); // Draw UI screen elements GraphicsDevice.Viewport = Viewport; ControlManager.Draw(GameRef.spriteBatch); GameRef.spriteBatch.End(); } } the player's initialize and draw methods are like so internal void Initialize() { this.score = 0; this.angle = (float)(Math.PI * 0 / 180);//Start sprite at it's default rotation int width = utils.scaleInt(picture.Width, imageScale); int height = utils.scaleInt(picture.Height, imageScale); this.hitBox = new HitBox(new Vector2(centerPos.X - width / 2, centerPos.Y - height / 2), width, height, Color.Black, game.Window.ClientBounds); playerCamera.Initialize(); } #region Methods public void Draw(SpriteBatch spriteBatch) { //Console.WriteLine("Hitbox: X({0}),Y({1})", hitBox.Points[0].X, hitBox.Points[0].Y); //Console.WriteLine("Image: X({0}),Y({1})", centerPos.X, centerPos.Y); Vector2 orgin = new Vector2(picture.Width / 2, picture.Height / 2); hitBox.Draw(spriteBatch); utils.DrawCrosshair(spriteBatch, Position, game.Window.ClientBounds, Color.Red); spriteBatch.Draw(picture, Position, null, Color.White, angle, orgin, imageScale, SpriteEffects.None, 0.1f); } as I said I think I'm gonna need to do something with the render position but I'm to entirely sure what or how it would be elegant to say the least

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  • Why is Double.Parse so slow?

    - by alexhildyard
    I was recently investigating a bottleneck in one of my applications, which read a CSV file from disk using a TextReader a line at a time, split the tokens, called Double.Parse on each one, then shunted the results into an object list. I was surprised to find it was actually the Double.Parse which seemed to be taking up most of the time.Googling turned up this, which is a little unfocused in places but throws out some excellent ideas:It makes more sense to work with binary format directly, rather than coerce strings into doublesThere is a significant performance improvement in composing doubles directly from the byte stream via long intermediariesString.Split is inefficient on fixed length recordsIn fact it turned out that my problem was more insidious and also more mundane -- a simple case of bad data in, bad data out. Since I had been serialising my Doubles as strings, when I inadvertently divided by zero and produced a "NaN", this of course was serialised as well without error. And because I was reading in using Double.Parse, these "NaN" fields were also (correctly) populating real Double objects without error. The issue is that Double.Parse("NaN") is incredibly slow. In fact, it is of the order of 2000x slower than parsing a valid double. For example, the code below gave me results of 357ms to parse 1000 NaNs, versus 15ms to parse 100,000 valid doubles.            const int invalid_iterations = 1000;            const int valid_iterations = invalid_iterations * 100;            const string invalid_string = "NaN";            const string valid_string = "3.14159265";            DateTime start = DateTime.Now;                        for (int i = 0; i < invalid_iterations; i++)            {                double invalid_double = Double.Parse(invalid_string);            }            Console.WriteLine(String.Format("{0} iterations of invalid double, time taken (ms): {1}",                invalid_iterations,                ((TimeSpan)DateTime.Now.Subtract(start)).Milliseconds            ));            start = DateTime.Now;            for (int i = 0; i < valid_iterations; i++)            {                double valid_double = Double.Parse(valid_string);            }            Console.WriteLine(String.Format("{0} iterations of valid double, time taken (ms): {1}",                valid_iterations,                ((TimeSpan)DateTime.Now.Subtract(start)).Milliseconds            )); I think the moral is to look at the context -- specifically the data -- as well as the code itself. Once I had corrected my data, the performance of Double.Parse was perfectly acceptable, and while clearly it could have been improved, it was now sufficient to my needs.

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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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  • ArchBeat Link-o-Rama for 2012-09-05

    - by Bob Rhubart
    OTN Architect Day - Boston - Sept 12: What to Expect If you've never attended an OTN Architect Day, here's a little preview. You start with a continental breakfast. Then you have keynotes by an Oracle expert, and a member of the Oracle ACE community. After that come the break-out sessions, so you have your choice of two sessions in each time slot. So you'll get in two breakouts before lunch. Then you eat. After that there's a panel Q&A during which the audience tosses questions at the assembled session speakers. Then it's on to another set of break-out sessions, followed by a short break. Then the audience breaks into small groups for round table discussions. After that there's a drawing for some cool prizes, followed by the cocktail reception. All that costs you absolutely zero. Register now. Starting and Stopping Fusion Applications the Right Way | Ronaldo Viscuso While the fastartstop tool that ships with Oracle Fusion Applications does most of the work to start/stop/bounce the Fusion Apps environment, it does not do it all. Oracle Fusion Applications A-Team blogger Ronaldo Viscuso's post "aims to explain all tasks involved in starting and stopping a Fusion Apps environment completely." Dodeca Customer Feedback - The Rosewood Company | Tim Tow Oracle ACE Director Tim Tow shares anecdotal comments from one of his clients, a company that is deploying Dodeca to replace an aging VBA/Essbase application. Configuring UCM cache to check for external Content Server changes | Martin Deh Oracle WebCenter and ADF A-Team blogger Martin Deh shares the background information and the solution to a recently encountered customer scenario. Proxy As Upgrade to 11g Does Not Like NQSession.User | Art of Business Intelligence "In Oracle BI 10g the application was a lot more tolerant of bad design and cavalier usage of variables," observes Oracle ACE Christian Screen. "We noticed an issue recently during an upgrade where the Proxy As configuration in Oracle BI 10g used the NQSession.User variable to identify the user logged into Presentation Servers acting as Proxy." Oracle WebLogic Server 11g: Interactive Quick Reference | Dirk Nachbar Oracle ACE Dirk Nachbar shares a quick post with information on a new interactive reference guide to Oracle WebLogic Server. "The Quick Reference shows you an architecural overview of the Oracle WebLogic Server processes, tools, configuration files, log files and so on including a short description of each section and the corresponding link to the Oracle WebLogic Server Documentation," says Nachbar. Thought for the Day "In fast moving markets, adaptation is significantly more important than optimization." — Larry Constantine Source: Quotes for Software Engineers

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  • How to become a good team player?

    - by Nick
    I've been programming (obsessively) since I was 12. I am fairly knowledgeable across the spectrum of languages out there, from assembly, to C++, to Javascript, to Haskell, Lisp, and Qi. But all of my projects have been by myself. I got my degree in chemical engineering, not CS or computer engineering, but for the first time this fall I'll be working on a large programming project with other people, and I have no clue how to prepare. I've been using Windows all of my life, but this project is going to be very unix-y, so I purchased a Mac recently in the hopes of familiarizing myself with the environment. I was fortunate to participate in a hackathon with some friends this past year -- both CS majors -- and excitingly enough, we won. But I realized as I worked with them that their workflow was very different from mine. They used Git for version control. I had never used it at the time, but I've since learned all that I can about it. They also used a lot of frameworks and libraries. I had to learn what Rails was pretty much overnight for the hackathon (on the other hand, they didn't know what lexical scoping or closures were). All of our code worked well, but they didn't understand mine, and I didn't understand theirs. I hear references to things that real programmers do on a daily basis -- unit testing, code reviews, but I only have the vaguest sense of what these are. I normally don't have many bugs in my little projects, so I have never needed a bug tracking system or tests for them. And the last thing is that it takes me a long time to understand other people's code. Variable naming conventions (that vary with each new language) are difficult (__mzkwpSomRidicAbbrev), and I find the loose coupling difficult. That's not to say I don't loosely couple things -- I think I'm quite good at it for my own work, but when I download something like the Linux kernel or the Chromium source code to look at it, I spend hours trying to figure out how all of these oddly named directories and files connect. It's a programming sin to reinvent the wheel, but I often find it's just quicker to write up the functionality myself than to spend hours dissecting some library. Obviously, people who do this for a living don't have these problems, and I'll need to get to that point myself. Question: What are some steps that I can take to begin "integrating" with everyone else? Thanks!

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  • Zooming in isometric engine using XNA

    - by Yheeky
    I´m currently working on an isometric game engine and right now I´m looking for help concerning my zoom function. On my tilemap there are several objects, some of them are selectable. When a house (texture size 128 x 256) is placed on the map I create an array containing all pixels (= 32768 pixels). Therefore each pixel has an alpha value I check if the value is bigger than 200 so it seems to be a pixel which belongs to the building. So if the mouse cursor is on this pixel the building will be selected - PixelCollision. Now I´ve already implemented my zooming function which works quite well. I use a scale variable which will change my calculation on drawing all map items. What I´m looking for right now is a precise way to find out if a zoomed out/in house is selected. My formula works for values like 0,5 (zoomed out) or 2 (zoomed in) but not for in between. Here is the code I use for the pixel index: var pixelIndex = (int)(((yPos / (Scale * Scale)) * width) + (xPos / Scale) + 1); Example: Let´s assume my mouse is over pixel coordinate 38/222 on the original house texture. Using the code above we get the following pixel index. var pixelIndex = ((222 / (1 * 1)) * 128) + (38 / 1) + 1; = (222 * 128) + 39 = 28416 + 39 = 28455 If we now zoom out to scale 0,5, the texture size will change to 64 x 128 and the amount of pixels will decrease from 32768 to 8192. Of course also our mouse point changes by the scale to 19/111. The formula makes it easy to calculate the original pixelIndex using our new coordinates: var pixelIndex = ((111 / (0.5 * 0.5)) * 64) + (19 / 0.5) + 1; = (444 * 64) + 39 = 28416 + 39 = 28455 But now comes the problem. If I zoom out just to scale 0.75 it does not work any more. The pixel amount changes from 32768 to 18432 pixels since texture size is 96 x 192. Mouse point is transformed to point 28/166. The formula gives me a wrong pixelIndex. var pixelIndex = ((166 / (0.75 * 0.75)) * 96) + (28 / 0.75) + 1; = (295.11 * 96) + 38.33 = 28330.66 + 38.33 = 28369 Does anyone have a clue what´s wrong in my code? Must be the first part (28330.66) which causes the calculation problem. Thanks! Yheeky

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  • Memory read/write access efficiency

    - by wolfPack88
    I've heard conflicting information from different sources, and I'm not really sure which one to believe. As such, I'll post what I understand and ask for corrections. Let's say I want to use a 2D matrix. There are three ways that I can do this (at least that I know of). 1: int i; char **matrix; matrix = malloc(50 * sizeof(char *)); for(i = 0; i < 50; i++) matrix[i] = malloc(50); 2: int i; int rowSize = 50; int pointerSize = 50 * sizeof(char *); int dataSize = 50 * 50; char **matrix; matrix = malloc(dataSize + pointerSize); char *pData = matrix + pointerSize - rowSize; for(i = 0; i < 50; i++) { pData += rowSize; matrix[i] = pData; } 3: //instead of accessing matrix[i][j] here, we would access matrix[i * 50 + j] char *matrix = malloc(50 * 50); In terms of memory usage, my understanding is that 3 is the most efficient, 2 is next, and 1 is least efficient, for the reasons below: 3: There is only one pointer and one allocation, and therefore, minimal overhead. 2: Once again, there is only one allocation, but there are now 51 pointers. This means there is 50 * sizeof(char *) more overhead. 1: There are 51 allocations and 51 pointers, causing the most overhead of all options. In terms of performance, once again my understanding is that 3 is the most efficient, 2 is next, and 1 is least efficient. Reasons being: 3: Only one memory access is needed. We will have to do a multiplication and an addition as opposed to two additions (as in the case of a pointer to a pointer), but memory access is slow enough that this doesn't matter. 2: We need two memory accesses; once to get a char *, and then to the appropriate char. Only two additions are performed here (once to get to the correct char * pointer from the original memory location, and once to get to the correct char variable from wherever the char * points to), so multiplication (which is slower than addition) is not required. However, on modern CPUs, multiplication is faster than memory access, so this point is moot. 1: Same issues as 2, but now the memory isn't contiguous. This causes cache misses and extra page table lookups, making it the least efficient of the lot. First and foremost: Is this correct? Second: Is there an option 4 that I am missing that would be even more efficient?

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  • Fixing a NoClassDefFoundError

    - by Chris Okyen
    I have some code: package ftc; import java.util.Scanner; public class Fer_To_Cel { public static void main(String[] argv) { // Scanner object to get the temp in degrees Farenheit Scanner keyboard = new Scanner(System.in); boolean isInt = true; // temporarily put as true in case the user enters a valid int the first time int degreesF = 0; // initialy set to 0 do { try { // Input the temperature text. System.out.print("\nPlease enter a temperature (integer number, no fractional part) in degrees Farenheit: "); degreesF = Integer.parseInt(keyboard.next()); // Get user input and Assign the far. temperature variable, which is casted from String to int. } // Let the user know in a user friendly notice that the value entered wasnt an int ( give int value range ) , and then give error log catch(java.lang.Exception e) { System.out.println("Sorry but you entered a non-int value ( needs to be between ( including ) -2,147,483,648 and 2,147,483,647 ).. \n"); e.printStackTrace(); isInt = false; } } while(!isInt); System.out.println(""); // print a new line. final int degreesC = (5*(degreesF-32)/9); // convert the degrees from F to C and store the resulting expression in degreesC // Print out a newline, then print what X degrees F is in Celcius. System.out.println("\n" + degreesF + " degrees Farenheit is " + degreesC + " degrees Celcius"); } } And The following error: C:\Program Files\Java\jdk1.7.0_06\bin>java Fer_To_Cel Exception in thread "main" java.lang.NoClassDefFoundError: Fer_To_Cel (wrong name: ftc/Fer_To_Cel) at java.lang.ClassLoader.defineClass1(Native Method) at java.lang.ClassLoader.defineClass(ClassLoader.java:791) at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:14 at java.net.URLClassLoader.defineClass(URLClassLoader.java:449) at java.net.URLClassLoader.access$100(URLClassLoader.java:71) at java.net.URLClassLoader$1.run(URLClassLoader.java:361) at java.net.URLClassLoader$1.run(URLClassLoader.java:355) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(URLClassLoader.java:354) at java.lang.ClassLoader.loadClass(ClassLoader.java:423) at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:308) at java.lang.ClassLoader.loadClass(ClassLoader.java:356) at sun.launcher.LauncherHelper.checkAndLoadMain(LauncherHelper.java:480) The code compiled without compile errors, but presented errors during execution. Which leads me to two questions. I know Errors can be termed Compiler, Runtime and Logic Errors, but the NoClassDefFoundError inherits java.lang.LinkageError. Does that make it a Linker error, being niether of the three types of errors I listed, If I am right this is the answer. For someone else who obtains the singular .java file and compiles it, would this be the only way to solve this problem? Or can I (should I ) do/have done something to fix this problem? Basically, based on a basis of programming, is this a fault of me as the writer? Could this be done once on, my half and be distributed and not needed be done again?

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