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  • Make Chrome’s New Tab Page More Useful and Artistic

    - by Asian Angel
    Are you tired of the default New Tab Page in Google Chrome and want something more useful and artistic? Then join us as we look at the Incredible StartPage extension. Before Here is the default “New Tab Page” in our Chrome Browser…it looks rather plain and boring. How about something better? Incredible StartPage in Action This is what our “New Tab Page” looked like after installing the extension. As you can see there is a “Note Section”, “Closed Tabs Section”, “All Bookmarks Section”, and a “Bookmarks Toolbar (links only) Section”. Note: Clicking on links in Incredible StartPage will open them in the current tab. If you want you can easily modify how Incredible StartPage looks using the “Options” in the upper right corner. After only a couple of minutes our “New Tab Page” was looking nice…new background color, image, and altered note. A very useful feature of the “Note Section” is that you can add your notes to an e-mail by clicking on the “Post to Gmail Link” just below the note. Note: Special “Chrome Pages” (i.e. Extensions) will not open from the “Closed Tabs Section”. When you click on “Post to Gmail” a new tab will be opened with your notes pre-pasted into the main letter body. All that is left for you to do is select the appropriate e-mail address(es) and to make any desired modifications to the “Subject & Letter”. Going back to the “New Tab Page” you can trade bookmarks back and forth between the “All Bookmarks Section” and the “Bookmarks Toolbar Section”. Simply drag-and-drop as desired…but keep in mind that any changes made here will also be reflected in your “Bookmarks Toolbar & Other Bookmarks”. There is our bookmark freshly traded over to the “Bookmarks Toolbar Section”…looking very nice. Conclusion If you are tired of the default “New Tab Page” in Google Chrome then the Incredible StartPage extension will make for a refreshing change. Links Download the Incredible StartPage extension (Google Chrome Extensions) Similar Articles Productive Geek Tips Turn Chrome’s New Tab Page into a Google Tasks PageAccess Google Chrome’s Special Pages the Easy WayReplace Google Chrome’s New Tab Page with Speed DialRegistry Hack to Set Internet Explorer Start PageMake iGoogle Your Startup Page in Microsoft Outlook TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional Get Better Windows Search With UltraSearch Scan News With NY Times Article Skimmer SpeedyFox Claims to Speed up your Firefox Beware Hover Kitties Test Drive Mobile Phones Online With TryPhone Ben & Jerry’s Free Cone Day, 3/23/10

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  • Keyboard Shortcuts in Oracle SQL Developer

    - by thatjeffsmith
    The CTRL key, which stands for ConTRoL…aw, the good ole days What keyboard shortcuts should EVERY Oracle SQL Developer user know? How do you find new shortcuts to master, and how do you change them to match ones you’ve already learned in other tools? These are the driving questions for today’s post. While some of us may be keyboard ninjas, and others are more driven to use the mouse – everyone has probably picked up a few strategic keyboard shortcuts over the years. For example, I’ve personally JUST memorized the Cmd-Shift-4 ‘trick’ in Mac OS X. And of course we all know what F1 does, right? Right?!? Here are a few more keyboard shortcuts to commit to memory. My Favorite SQL Developer Shortcuts ctrl-enter : executes the current statement(s) F5 : executes the current code as a script (think SQL*Plus) ctrl-space : invokes code insight on demand Code Editor – Completion Insight – Enable Completion Auto-Popup (Keyword being Auto) ctrl-Up/Dn : replaces worksheet with previous/next SQL from SQL History ctrl-shift+Up/Dn : same as above but appends instead of replaces shift+F4 : opens a Describe window for current object at cursor ctrl+F7 : format SQL ctrl+/ : toggles line commenting ctrl+e : incremental search Configuring Keyboard Shortcuts in SQL Developer Tools Preferences Shortcut Keys Search by command name OR the keystroke itself Some tips… Sort by category Pay special attention to the ‘Code Editor’ and ‘Other’ categories Mind the conflicts when you change the defaults Be nice – share! You can save your new mappings with your co-workers using the Export and Import buttons Click on ‘More Actions’ to expose the Import and Export buttons When I get ‘bored’ or if I think I might be missing something, I peruse the Code Editor and Other categories, again! I’ve picked up quite a few cool editor tricks here. Then I blog about them, like they’re ‘magic.’ #EvilLaugh But the main tip is this – don’t let your previously memorized keyboard shortcuts SHORTCUT your usage of SQL Developer. If your fingers have already memorized some keystrokes, just re-program SQL Developer to match! What’s your favorite shortcut? I’ll use the most popular shortcut mentioned in the comments to round out my Top 10 list above!

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  • Wireless Drivers for Broadcom BCM 4321 (14e4:4329) will not stay connected to a wireless network

    - by Eugene
    So, I'm not necessary new to Linux, I just never took the time to learn it, so please, bare with me. I just swapped out one of my wireless cards from one computer to another. This wireless card in question would be a "Broadcom BCM4321 (14e4:4329)" or actually a "Netgear WN311B Rangemax Next 270 Mbps Wireless PCI Adapter", but that's not important. I've tried (but probably screwed up in the process) installing the "wl" , "b43" and "brcmsmac" drivers, or at least I think I did. Currently I have only the following drivers loaded: eugene@EugeneS-PCu:~$ lsmod | grep "brcmsmac\|b43\|ssb\|bcma\|wl" b43 387371 0 bcma 52096 1 b43 mac80211 630653 1 b43 cfg80211 484040 2 b43,mac80211 ssb_hcd 12869 0 ssb 62379 2 b43,ssb_hcd The main issue is that with most of the drivers available that I've installed, they will find my wireless network but, they will only stay connected for about a minute with abnormally slow speed and then all of a sudden disconnect. Currently, the computer is hooked into another to share it's connect so that I can install drivers from the internet instead of loading them on to a flash drive and doing it offline. If anyone has any insight to the problem, that would be awesome. If not, I'll probably just look up how to install the Windows closed source driver. Edit 1: Even when I try the method here, as suggested when this was marked as a duplicate, I still can't stay connected to a wireless network. Edit 2: After discussing my issue with @Luis, he opened my question back up and told me to include the tests/procedures in the comments. Basically I did this: Read the first answer of the link above when this question was marked as duplicate which involved installing removing bcmwl-kernel-source and instead install firmware-b43-installer and b43-fwcutter. No change of result and contacted Luis in the comments, who then told me to try the second answer which involved removing my previous mistake and installing bcmwl-kernel-source Now the Network Manger (this has happend before, but usally I fixed it by using a different driver) even recognizes WiFi exist (both non-literal and literal). Luis who then suggested sudo rfkill unblock all rfkill unblock all didn't return anything, so I decide to try sudo rfkill list all. Returns nothing (no wonder rfkill unblock all did nothing). I enter lsmod | grep "brcmsmac\|b43\|ssb\|bcma\|wl" and that returns nothing. Try loading the driver by entering sudo modprobe b43 and try lsmod | grep "brcmsmac\|b43\|ssb\|bcma\|wl" again. Returns this: eugene@Eugenes-uPC:~$ sudo modprobe b43 eugene@Eugenes-uPC:~$ lsmod | grep "brcmsmac\|b43\|ssb\|bcma\|wl" b43 387371 0 bcma 52096 1 b43 mac80211 630653 1 b43 cfg80211 484040 2 b43,mac80211 ssb_hcd 12869 0 ssb 62379 2 b43,ssb_hcd So to recap: Currently Network Manager doesn't recognize Wireless exists, b43 drivers are loaded and I've currently hardwired a connect from my laptop to the computer that's causing this.

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  • Should we exclude code for the code coverage analysis?

    - by romaintaz
    I'm working on several applications, mainly legacy ones. Currently, their code coverage is quite low: generally between 10 and 50%. Since several weeks, we have recurrent discussions with the Bangalore teams (main part of the development is made offshore in India) regarding the exclusions of packages or classes for Cobertura (our code coverage tool, even if we are currently migrating to JaCoCo). Their point of view is the following: as they will not write any unit tests on some layers of the application (1), these layers should be simply excluded from the code coverage measure. In others words, they want to limit the code coverage measure to the code that is tested or should be tested. Also, when they work on unit test for a complex class, the benefits - purely in term of code coverage - will be unnoticed due in a large application. Reducing the scope of the code coverage will make this kind of effort more visible... The interest of this approach is that we will have a code coverage measure that indicates the current status of the part of the application we consider as testable. However, my point of view is that we are somehow faking the figures. This solution is an easy way to reach higher level of code coverage without any effort. Another point that bothers me is the following: if we show a coverage increase from one week to another, how can we tell if this good news is due to the good work of the developers, or simply due to new exclusions? In addition, we will not be able to know exactly what is considered in the code coverage measure. For example, if I have a 10,000 lines of code application with 40% of code coverage, I can deduct that 40% of my code base is tested (2). But what happen if we set exclusions? If the code coverage is now 60%, what can I deduct exactly? That 60% of my "important" code base is tested? How can I As far as I am concerned, I prefer to keep the "real" code coverage value, even if we can't be cheerful about it. In addition, thanks to Sonar, we can easily navigate in our code base and know, for any module / package / class, its own code coverage. But of course, the global code coverage will still be low. What is your opinion on that subject? How do you do on your projects? Thanks. (1) These layers are generally related to the UI / Java beans, etc. (2) I know that's not true. In fact, it only means that 40% of my code base

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  • Introduction to Lean Software Development and Kanban Systems

    - by Ben Griswold
    Last year I took myself through a crash course on Lean Software Development and Kanban Systems in preparation for an in-house presentation.  I learned a bunch.  In this series, I’ll be sharing what I learned with you.   If your career looks anything like mine, you have probably been affiliated with a company or two which pushed requirements gathering and documentation to the nth degree. To add insult to injury, they probably added planning process (documentation, requirements, policies, meetings, committees) to the extent that it possibly retarded any progress. In my opinion, the typical company resembles the quote from Tom DeMarco. It isn’t enough just to do things right – we also had to say in advance exactly what we intended to do and then do exactly that. In the 1980s, Toyota turned the tables and revolutionize the automobile industry with their approach of “Lean Manufacturing.” A massive paradigm shift hit factories throughout the US and Europe. Mass production and scientific management techniques from the early 1900’s were questioned as Japanese manufacturing companies demonstrated that ‘Just-in-Time’ was a better paradigm. The widely adopted Japanese manufacturing concepts came to be known as ‘lean production’. Lean Thinking capitalizes on the intelligence of frontline workers, believing that they are the ones who should determine and continually improve the way they do their jobs. Lean puts main focus on people and communication – if people who produce the software are respected and they communicate efficiently, it is more likely that they will deliver good product and the final customer will be satisfied. In time, the abstractions behind lean production spread to logistics, and from there to the military, to construction, and to the service industry. As it turns out, principles of lean thinking are universal and have been applied successfully across many disciplines. Lean has been adopted by companies including Dell, FedEx, Lens Crafters, LLBean, SW Airlines, Digital River and eBay. Lean thinking got its name from a 1990’s best seller called The Machine That Changed the World : The Story of Lean Production. This book chronicles the movement of automobile manufacturing from craft production to mass production to lean production. Tom and Mary Poppendieck, that is.  Here’s one of their books: Implementing Lean Software Thinking: From Concept to Cash Our in-house presentations are supposed to run no more than 45 minutes.  I really cranked and got through my 87 slides in just under an hour. Of course, I had to cheat a little – I only covered the 7 principles and a single practice. In the next part of the series, we’ll dive into Principle #1: Eliminate Waste. And I am going to be a little obnoxious about listing my Lean and Kanban references with every series post.  The references are great and they deserve this sort of attention. 

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  • Manage Your Favorite Social Accounts in Chrome and Iron with Seesmic

    - by Asian Angel
    Are you looking for a way to manage your Twitter, Facebook, Google Buzz, LinkedIn, and Foursquare accounts all in one place? Using the Seesmic Web App for Chrome and Iron you can access your favorite accounts and manage them in a single, simple-to-use interface. A feature that we loved from the start was the ability to access Twitter without creating a special Seesmic account. And in these days of multiple accounts who needs another one to complicate things up? All that you need to do is to sign in with your user name/e-mail along with your password. You do have to authorize access for Seesmic to connect with your account but the whole process (login & authorization) is handled in a single window instance. Now on to a quick look at some of the UI features… The sidebar allows you to add additional columns to the main interface, set your favorite location for Trends, and tie in additional social services as desired. You can also access additional options and controls in the upper right corner. When you are ready to start tweeting click in the blank at the top and enter your text, etc. in the convenient drop-down window that appears. Another nice perk is the ability to switch to a black and grey theme if the white is too bright for your needs. The Seesmic web app provides a simple-to-use, highly efficient way to manage your Twitter account and other favorite social services in a single tab interface. Seesmic [Chrome Web Store] Latest Features How-To Geek ETC Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) Manage Your Favorite Social Accounts in Chrome and Iron with Seesmic E.T. II – Extinction [Fake Movie Sequel Video] Remastered King’s Quest Games Offer Classic Gaming on Modern Machines Compare Your Internet Cost and Speed to Global Averages [Infographic] Orbital Battle for Terra Wallpaper WizMouse Enables Mouse Over Scrolling on Any Window

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  • Finally, I have my HP 6910p laptop running with 8Gb RAM

    - by Liam Westley
    Today, I received two Corsair Value Select 4Gb DDR SO-DIMMs (from overclock.co.uk) for my aging HP 6910p to give it the extra lease of life to keep it going until the end of 2010.  And here is the proof that Windows 7 64-bit happily sees all 8Gb, There are no 4Gb modules are officially supported for the HP 6910p (they didn’t exist when it was first build).  I was taking a bit of a gamble, and relying on the UK distance selling regulations which meant that even if they didn’t work I’d be able to send them back, getting a full refund and only paying for the return postage. I’d read Keith Comb’s blog back in 2008, (http://blogs.technet.com/b/keithcombs/archive/2008/07/05/loading-a-hp-6910p-with-8gb-of-ram.aspx) where he mentioned ‘trying’ out 4Gb samples of SO-DIMMs in a HP 6910p laptop, but there still appears to be no mentions of running this configuration in any other blog. Seeing how the 8Gb of memory is used is made easier with the new Resource Monitor available in Windows 7.  With two copies of Visual Studio 2008, Outlook, Firefox (with 30+ tabs), TweetDeck (an infamous memory hog) and VMWare workstation running a virtual machine allocated with 2Gb of memory, you might have no ‘free’ memory remaining, but the standby memory is an awesome 2.4Gb, and once the VM is up and running the Hard Faults/sec hovers around zero,   It’s the page fault figure which really counts, because reducing that value means that you are preventing the Windows 7 system drive from being used for virtual memory paging operations.  Even after only a few hours of use it’s noticeable that disc access has been reduced and applications feel more responsive and ‘snappy’.  I did consider the option of purchasing an SSD to replace the main drive, rather than go for 8Gb of RAM, but I think I’ve probably made the correct decision. Given my hobby topic of virtualisation, I take the view that you can never have too much memory.   It was also a decision made easier by the price differential between 8Gb of RAM compared to a decent size SSD.  In the 18 months since Keith Comb tested the first 4Gb SO-DIMMS they have plummeted in price, at just under £100 per 4Gb, they are around a fifth of the price when launched. So if you ever wondered if a HP 6910p can handle 8Gb, now you know.

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  • Live Debugging

    - by Daniel Moth
    Based on my classification of diagnostics, you should know what live debugging is NOT about - at least according to me :-) and in this post I'll share how I think of live debugging. These are the (outer) steps to live debugging Get the debugger in the picture. Control program execution. Inspect state. Iterate between 2 and 3 as necessary. Stop debugging (and potentially start new iteration going back to step 1). Step 1 has two options: start with the debugger attached, or execute your binary separately and attach the debugger later. You might say there is a 3rd option, where the app notifies you that there is an issue, referred to as JIT debugging. However, that is just a variation of the attach because that is when you start the debugging session: when you attach. I'll be covering in future posts how this step works in Visual Studio. Step 2 is about pausing (or breaking) your app so that it makes no progress and remains "frozen". A sub-variation is to pause only parts of its execution, or in other words to freeze individual threads. I'll be covering in future posts the various ways you can perform this step in Visual Studio. Step 3, is about seeing what the state of your program is when you have paused it. Typically it involves comparing the state you are finding, with a mental picture of what you thought the state would be. Or simply checking invariants about the intended state of the app, with the actual state of the app. I'll be covering in future posts the various ways you can perform this step in Visual Studio. Step 4 is necessary if you need to inspect more state - rinse and repeat. Self-explanatory, and will be covered as part of steps 2 & 3. Step 5 is the most straightforward, with 3 options: Detach the debugger; terminate your binary though the normal way that it terminates (e.g. close the main window); and, terminate the debugging session through your debugger with a result that it terminates the execution of your program too. In a future post I'll cover the ways you can detach or terminate the debugger in Visual Studio. I found an old picture I used to use to map the steps above on Visual Studio 2010. It is basically the Debug menu with colored rectangles around each menu mapping the menu to one of the first 3 steps (step 5 was merged with step 1 for that slide). Here it is in case it helps: Stay tuned for more... Comments about this post by Daniel Moth welcome at the original blog.

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  • What does your Python development workbench look like?

    - by Fabian Fagerholm
    First, a scene-setter to this question: Several questions on this site have to do with selection and comparison of Python IDEs. (The top one currently is What IDE to use for Python). In the answers you can see that many Python programmers use simple text editors, many use sophisticated text editors, and many use a variety of what I would call "actual" integrated development environments – a single program in which all development is done: managing project files, interfacing with a version control system, writing code, refactoring code, making build configurations, writing and executing tests, "drawing" GUIs, and so on. Through its GUI, an IDE supports different kinds of workflows to accomplish different tasks during the journey of writing a program or making changes to an existing one. The exact features vary, but a good IDE has sensible workflows and automates things to let the programmer concentrate on the creative parts of writing software. The non-IDE way of writing large programs relies on a collection of tools that are typically single-purpose; they do "one thing well" as per the Unix philosophy. This "non-integrated development environment" can be thought of as a workbench, supported by the OS and generic interaction through a text or graphical shell. The programmer creates workflows in their mind (or in a wiki?), automates parts and builds a personal workbench, often gradually and as experience accumulates. The learning curve is often steeper than with an IDE, but those who have taken the time to do this can often claim deeper understanding of their tools. (Whether they are better programmers is not part of this question.) With advanced editor-platforms like Emacs, the pieces can be integrated into a whole, while with simpler editors like gedit or TextMate, the shell/terminal is typically the "command center" to drive the workbench. Sometimes people extend an existing IDE to suit their needs. What does your Python development workbench look like? What workflows have you developed and how do they work? For the first question, please give the main "driving" program – the one that you use to control the rest (Emacs, shell, etc.) the "small tools" -- the programs you reach for when doing different tasks For the second question, please describe what the goal of the workflow is (eg. "set up a new project" or "doing initial code design" or "adding a feature" or "executing tests") what steps are in the workflow and what commands you run for each step (eg. in the shell or in Emacs) Also, please describe the context of your work: do you write small one-off scripts, do you do web development (with what framework?), do you write data-munching applications (what kind of data and for what purpose), do you do scientific computing, desktop apps, or something else? Note: A good answer addresses the perspectives above – it doesn't just list a bunch of tools. It will typically be a long answer, not a short one, and will take some thinking to produce; maybe even observing yourself working.

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  • how to drawing continues line just like in paint [on hold]

    - by hussain shah
    hi sir i want to draw a points.the following code is work good but the problem is than when i drag the mouse button, if i move slow working good but if i move the curser fast they cannot made continues line.please what is the solution...? #include <iostream> #include <GL/glut.h> #include <GL/glu.h> #include <stdlib.h> void first() { glPushMatrix(); glTranslatef(1,01,01); glScalef(1, 1, 1); glColor3f(0, 1, 0); glBegin(GL_QUADS); glVertex2f(0.8, 0.6); glVertex2f(0.6, 0.6); glVertex2f(0.6, 0.8); glVertex2f(0.8, 0.8); glEnd(); glPopMatrix(); glFlush(); } void display (void) { glClear(GL_COLOR_BUFFER_BIT); //store color of each pixels of a frame glClearColor(0, 0, 0, 0);// screen color //glFlush(); } void drag (int x, int y) { { y=500-y; //x=500-x; glPointSize(5); glColor3f(1.0,1.0,1.0); glBegin(GL_POINTS); glVertex2f(x,y+2); glEnd(); glutSwapBuffers(); glFlush(); } } void reshape (int w, int h){} void init (void) { glClear(GL_COLOR_BUFFER_BIT); //store color of each pixels of a frame glClearColor(0, 0, 0, 0); glViewport(0,0,500,500); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0, 500.0, 0.0, 500.0, 1.0, -1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void mouse_button (int button, int state, int x, int y) { if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) { drag(x,y); first(); } //else if (button == GLUT_MIDDLE_BUTTON && state == GLUT_DOWN) //{ // //} else if (button == GLUT_RIGHT_BUTTON && state == GLUT_DOWN) { exit(0); } } int main (int argc, char**argv) { glutInit (&argc, argv); //initialize the program. glutInitDisplayMode (GLUT_SINGLE); //set up a basic display buffer (only singular for now) glutInitWindowSize (500,500); //set whe width and height of the window glutInitWindowPosition (100, 100); //set the position of the window glutCreateWindow ("A basic OpenGL Window"); //set the caption for the window glutMotionFunc(drag); //glutMouseFunc(mouse_button); init(); glutDisplayFunc (display);//call the display function to draw our world glutMainLoop(); //initialize the OpenGL loop cycle return 0; }

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  • View HTML Tags and Webpage Combined in Firefox

    - by Asian Angel
    Do you want an easier way to see a webpage’s html tags without viewing the source code in a separate window? Now you can view the webpage and tags combined in the same window using the X-Ray extension for Firefox. Before Usually if you want to see the source code behind a webpage you have to view it in a separate window. If you are only interested in a specific section then you have to search through the entire set of code just to find what you are looking for. After The X-Ray extension will let you see the document’s tags (including class and ID names) “side by side” with the webpage in the same tab. You can use either the context menu or the tools menu to access the X-Ray command. Here is the same webpage section shown in the first screenshot above. It may look a little odd at first until you get used to seeing both together. Note: You can return the webpage to its’ normal view by either clicking on the X-Ray command again or refreshing the page. The code for part of the sidebar on the same webpage… Followed by one of the sets of links at the end. Looking at another example suppose you are interested in how part of the main feed is set up. Being able to see how a particular element is set up directly in the webpage is certainly better than searching through the entire page of code. Conclusion If you design webpages and want an easy way to see how someone else’s website is coded then you may want to give this extension a try. Links Download the X-Ray extension (Mozilla Add-ons) Similar Articles Productive Geek Tips View Webpage Source Code in Tabs in FirefoxCreate Pre-Formatted Links in FirefoxRemove Webpage Formatting or View the HTML Code When Copying in FirefoxInsert Special Characters & Coding in Online Forms in FirefoxCombine the Address Bar and Progress Bar Together in Firefox TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips HippoRemote Pro 2.2 Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Convert BMP, TIFF, PCX to Vector files with RasterVect Free Identify Fonts using WhatFontis.com Windows 7’s WordPad is Actually Good Greate Image Viewing and Management with Zoner Photo Studio Free Windows Media Player Plus! – Cool WMP Enhancer Get Your Team’s World Cup Schedule In Google Calendar

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  • OpenGL/GLSL: Render to cube map?

    - by BobDole
    I'm trying to figure out how to render my scene to a cube map. I've been stuck on this for a bit and figured I would ask you guys for some help. I'm new to OpenGL and this is the first time I'm using a FBO. I currently have a working example of using a cubemap bmp file, and the samplerCube sample type in the fragment shader is attached to GL_TEXTURE1. I'm not changing the shader code at all. I'm just changing the fact that I wont be calling the function that was loading the cubemap bmp file and trying to use the below code to render to a cubemap. You can see below that I'm also attaching the texture again to GL_TEXTURE1. This is so when I set the uniform: glUniform1i(getUniLoc(myProg, "Cubemap"), 1); it can access it in my fragment shader via uniform samplerCube Cubemap. I'm calling the below function like so: cubeMapTexture = renderToCubeMap(150, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE); Now, I realize in the draw loop below that I'm not changing the view direction to look down the +x, -x, +y, -y, +z, -z axis. I really was just wanting to see something working first before implemented that. I figured I should at least see something on my object the way the code is now. I'm not seeing anything, just straight black. I've made my background white still the object is black. I've removed lighting, and coloring to just sample the cubemap texture and still black. I'm thinking the problem might be the format types when setting my texture which is GL_RGB8, GL_RGBA but I've also tried: GL_RGBA, GL_RGBA GL_RGB, GL_RGB I thought this would be standard since we are rendering to a texture attached to a framebuffer, but I've seen different examples that use different enum values. I've also tried binding the cube map texture in every draw call that I'm wanting to use the cube map: glBindTexture(GL_TEXTURE_CUBE_MAP, cubeMapTexture); Also, I'm not creating a depth buffer for the FBO which I saw in most examples, because I'm only wanting the color buffer for my cube map. I actually added one to see if that was the problem and still got the same results. I could of fudged that up when I tried. Any help that can point me in the right direction would be appreciated. GLuint renderToCubeMap(int size, GLenum InternalFormat, GLenum Format, GLenum Type) { // color cube map GLuint textureObject; int face; GLenum status; //glEnable(GL_TEXTURE_2D); glActiveTexture(GL_TEXTURE1); glGenTextures(1, &textureObject); glBindTexture(GL_TEXTURE_CUBE_MAP, textureObject); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); for (face = 0; face < 6; face++) { glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, InternalFormat, size, size, 0, Format, Type, NULL); } // framebuffer object glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X, textureObject, 0); status = glCheckFramebufferStatus(GL_FRAMEBUFFER); printf("%d\"\n", status); printf("%d\n", GL_FRAMEBUFFER_COMPLETE); glViewport(0,0,size, size); for (face = 1; face < 6; face++) { drawSpheres(); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, textureObject, 0); } //Bind 0, which means render to back buffer, as a result, fb is unbound glBindFramebuffer(GL_FRAMEBUFFER, 0); return textureObject; }

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  • Entity Framework 4, WCF &amp; Lazy Loading Tip

    - by Dane Morgridge
    If you are doing any work with Entity Framework and custom WCF services in EFv1, everything works great.  As soon as you jump to EFv4, you may find yourself getting odd errors that you can’t seem to catch.  The problem is almost always has something to do with the new lazy loading feature in Entity Framework 4.  With Entity Framework 1, you didn’t have lazy loading so this problem didn’t surface.  Assume I have a Person entity and an Address entity where there is a one-to-many relationship between Person and Address (Person has many Addresses). In Entity Framework 1 (or in EFv4 with lazy loading turned off), I would have to load the Address data by hand by either using the Include or Load Method: var people = context.People.Include("Addresses"); or people.Addresses.Load(); Lazy loading works when the first time the Person.Addresses collection is accessed: 1: var people = context.People.ToList(); 2:  3: // only person data is currently in memory 4:  5: foreach(var person in people) 6: { 7: // EF determines that no Address data has been loaded and lazy loads 8: int count = person.Addresses.Count(); 9: } 10:  Lazy loading has the useful (and sometimes not useful) feature of fetching data when requested.  It can make your life easier or it can make it a big pain.  So what does this have to do with WCF?  One word: Serialization. When you need to pass data over the wire with WCF, the data contract is serialized into either XML or binary depending on the binding you are using.  Well, if I am using lazy loading, the Person entity gets serialized and during that process, the Addresses collection is accessed.  When that happens, the Address data is lazy loaded.  Then the Address is serialized, and the Person property is accessed, and then also serialized and then the Addresses collection is accessed.  Now the second time through, lazy loading doesn’t kick in, but you can see the infinite loop caused by this process.  This is a problem with any serialization, but I personally found it trying to use WCF. The fix for this is to simply turn off lazy Loading.  This can be done at each call by using context options: context.ContextOptions.LazyLoadingEnabled = false; Turning lazy loading off will now allow your classes to be serialized properly.  Note, this is if you are using the standard Entity Framework classes.  If you are using POCO,  you will have to do something slightly different.  With POCO, the Entity Framework will create proxy classes by default that allow things like lazy loading to work with POCO.  This proxy basically creates a proxy object that is a full Entity Framework object that sits between the context and the POCO object.  When using POCO with WCF (or any serialization) just turning off lazy loading doesn’t cut it.  You have to turn off the proxy creation to ensure that your classes will serialize properly: context.ContextOptions.ProxyCreationEnabled = false; The nice thing is that you can do this on a call-by-call basis.  If you use a new context for each set of operations (which you should) then you can turn either lazy loading or proxy creation on and off as needed.

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  • How can I get my progress reviewed as a solo junior developer

    - by Oliver Hyde
    I am currently working for a 2 person company, as the solo primary developer. My boss gets the clients, mocks up some png design templates and hands them over to me. This system has been working fine and i'm really enjoying it. The types of projects I work on are for small - medium sized businesses and they usually want a CMS system. Developed from scratch i'll build a customised backend for the client to add/edit/remove categories, tags, products etc and then output them to the front end according to the design template handed to me. As time has gone on, the projects have increased in complexity, with shopping cart / ordering features and other common e-commerce type features. Again, this system has been working fine and i'm really enjoying it. My issue is my personal development as a programmer. I spend a lot of my spare time reading programming blogs, checking through stackexchange, reading suggested programming books (currently on 'The Pragmatic Programmer', really good so far), doing brain exercises (lumosity.com and khanacademy math problems), doing lots of physical exercise and other personal development type activities. I can't help but feel though, that I'm missing out on feedback, critique. My boss is great and never holds back on praise in regards to my work, but he unfortunately is either to busy to check my code, or to be honest, I don't think it's one of his specialties and so can't provide feedback. I want to know what i'm doing wrong and what i'm doing right. Should I be putting that much logic in the controller, am I modulating my code enough etc. So what I have done is developed a little 'Family Budgeting' app and tried to do it as cleanly and effectively as I currently know how. What i'm wanting to know is, is there somewhere I can submit this app, and have some seasoned developers provide feedback. It's not just a subsection of my code like 'codereview.stackexchange' appears to require, it's my entire workflow that I want critiqued. I know this is a lot to ask, and I expect the main advice given will be to look for a job within a team, which is certainly something I will look into later down the track, but for now I want to persist with my current employment situation, but just don't want to develop too many bad habits. Let me know if I can provide any further information to help clarify, or if this isn't the right place for this type of question I apologise in advance. Didn't want to use reddit as I felt this community fosters more well thought out responses.

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  • NetBeans Podcast 62

    - by TinuA
    Download mp3: 49 minutes – 39.5 MB Subscribe to the NetBeans Podcast on iTunes NetBeans Community News with Geertjan and Tinu What's NEW? Recap of a SUCCESSFUL NetBeans Community Day at JavaOne2012! Want to know what you missed? Download slides for: NetBeans Community Keynote NetBeans and JavaFX panel NetBeans and Java EE panel NetBeans Platform panel Visit the JavaOne Content Catalog for slides, and audio and video recordings of all NetBeans sessions at JavaOne 2012. (Type in keyword "NetBeans".) NetBeans Governance Board elections are done. Congratulations to Anton Epple and Hermien Pellissier, the new members of the 20th Board! How would you grade the NetBeans team on NetBeans IDE 7.2? Take the NetBeans 7.2 Satisfaction Survey. NetBeans IDE 7.3 Beta 2 is available for download. The first beta debuted at JavaOne with support for HTML5. Watch videos of HTML5 support in NetBeans and visit Geertjan's blog for a beginner's guide to HTML5 development. It's a busy Fall on the NetBeans Calendar with stops at Devoxx 2012, JavaOne Latin America, Jay Day Munich, Jay Days Sweden  JavaOne 2012 Reflections NetBeans had a fantastic showing at JavaOne 2012--from the full-day lineup of NetBeans Community Day to the numerous BOFs, Labs, and sessions at the main conference. But better to hear it in these short interviews with members of the community who attended JavaOne 2012. Veteran attendees and first-timers, panel participants and award winners, the interviewees share their experience of the conference, from highlights and insights, to new discoveries and inspiration. Listen in to why attending JavaOne is a tech pilgrimage every Java developer ought to make.   07:50   Anton Epple - Eppleton Consulting (Germany); Recipient of 2012 NetBeans Community Recognition Award 17:10   Henry Arousell and Thomas Boqvist - Bjorn Lunden Information (Sweden) 24:45   Glenn Holmer - Weyco Group, Inc. (USA); Recipient of 2012 NetBeans Community Recognition Award 33:09   Timon Veenstra - Agrosense (The Netherlands); 2012 Duke's Choice Award winner (Agrosense in the Nov/Dec '12 issue of Java Magazine.) 40:19   Rob Terplowski, - Linden, Inc. (USA) More thoughts about NetBeans Day and JavaOne can also be found in two recent NetBeans Zone articles: "Reflections on JavaOne 2012 by the NetBeans Community: Part 1 and Part 2". *Have ideas for NetBeans Podcast topics? Send them to nbpodcast at netbeans dot org. *Subscribe to the official NetBeans page on Facebook! Check us out as well on Twitter, YouTube, and Google+.

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  • A Technique for Performing Cross-host Upgrades to FMW 11gR1

    - by reza.shafii
    The main tool used for the upgrade of iAS 10g mid-tier (data not stored in 10g meta-data repository schemas) environments to Fusion Middleware (FMW) 11gR1 is the FMW Upgrade Assistant (UA). This tool performs what we call an out-of-place upgrade which in a nut-shell means the following: Upgrade is performed by pointing the UA to a 10g source topology as well as an 11g destination topology. The destination topology must be created, using the standard FMW 11g installation and configuration process, prior to the execution of the UA. The UA carries over all of the required changes from the source environment to the destination. This approach has a number of advantages rooted in the fact that the source environment - which is presumably working well and serving its needs - is not disturbed during the upgrade process as the UA only performs read-only operations on it. The UA today can only perform such out-of-place upgrades when the source and destination topologies reside on the same machine. This can sometimes be an issue when the host on which the iAS 10g environment is installed is running at full capacity and installing new hardware for the purpose of the upgrade (in most cases what would be needed is extra memory) is completely infeasible. In such cases, upgrade across a different host is still possible by using the following technique: Backup your source environment and restore it on to a target machine. The backup and restore procedures for the iAS 10.1.2 components are described within this section of the release's Administration Guide. As described in the docs, the Oracle Application Server Backup and Recovery Tool provides capabilities for backing up the installation on one machine and restoring it on another which is exactly what you want to do for the purpose of cross host upgrade. Ensure that the restored environment on your target host is fully functional. Go through the upgrade steps on the target machine to perform the out-of-place upgrade using the UA. Although this process does add another big step to the overall upgrade process, it does make it possible to perform a cross-host upgrade to 11gR1 when necessary. The easiest approach would of course be to find a way of ensuring that the required hardware capacity for upgrade is available on the original 10g host. Using techniques such as scheduling the upgrade at low traffic times and/or temporarily stopping other processes running on the machine to clear up some memory might provide you the sufficient memory needed to perform the out-of-place upgrade and save you the need for using the backup/restore technique I have described in this post.

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  • Book &ldquo;Team Foundation Server 2012 Starter&rdquo; published

    - by terje
    During the summer and fall this year, me and my colleague Jakob Ehn has worked together on a book project that has now finally hit the stores! The title of the book is Team Foundation Server 2012 Starter and is published by Packt Publishing. Get it from http://www.packtpub.com/team-foundation-server-2012-starter/book or from Amazon http://www.amazon.com/dp/1849688389                     The book is part of a concept that Packt have with starter-books, intended for people new to Team Foundation Server 2012 and who want a quick guideline to get it up and working.  It covers the fundamentals, from installing and configuring it, and how to use it with source control, work items and builds. It is done as a step-by-step guide, but also includes best practices advice in the different areas. It covers the use of both the on-premises and the TFS Services version. It also has a list of links and references in the end to the most relevant Visual Studio 2012 ALM sites. Our good friend and fellow ALM MVP Mathias Olausson have done the review of the book, thanks again Mathias! We hope the book fills the gap between the different online guide sites and the more advanced books that are out. Book Description Your quick start guide to TFS 2012, top features, and best practices with hands on examples Overview Install TFS 2012 from scratch Get up and running with your first project Streamline release cycles for maximum productivity In Detail Team Foundation Server 2012 is Microsoft's leading ALM tool, integrating source control, work item and process handling, build automation, and testing. This practical "Team Foundation Server 2012 Starter Guide" will provide you with clear step-by-step exercises covering all major aspects of the product. This is essential reading for anyone wishing to set up, organize, and use TFS server. This hands-on guide looks at the top features in Team Foundation Server 2012, starting with a quick installation guide and then moving into using it for your software development projects. Manage your team projects with Team Explorer, one of the many new features for 2012. Covering all the main features in source control to help you work more efficiently, including tools for branching and merging, we will delve into the Agile Planning Tools for planning your product and sprint backlogs. Learn to set up build automation, allowing your team to become faster, more streamlined, and ultimately more productive with this "Team Foundation Server 2012 Starter Guide". What you will learn from this book Install TFS 2012 on premise Access TFS Services in the cloud Quickly get started with a new project with product backlogs, source control, and build automation Work efficiently with source control using the top features Understand how the tools for branching and merging in TFS 2012 help you isolate work and teams Learn about the existing process templates, such as Visual Studio Scrum 2.0 Manage your product and sprint backlogs using the Agile planning tools Approach This Starter guide is a short, sharp introduction to Team Foundation Server 2012, covering everything you need to get up and running. Who this book is written for If you are a developer, project lead, tester, or IT administrator working with Team Foundation Server 2012 this guide will get you up to speed quickly and with minimal effort.

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  • Exam 70-541 - TS: Microsoft Windows SharePoint Services 3.0 - Application Development

    - by DigiMortal
    Today I passed Microsoft exam 70-541: Microsoft Windows SharePoint Services 3.0 - Application Development. This exam gives you MCTS certificate. In this posting I will talk about the exam and also give some suggestions about books to read when preparing for exam. About exam This exam was good one I think. The questions were not hard and also not too easy. Just enough to make sure you really know what you do when working with SharePoint. Or at least to make sure you how things work. After couple of years active SharePoint coding this exam needs no additional preparation. The questions covered very different topics like alerts, features, web parts, site definitions, event receivers, workflows, web services and deployments. There are 59 questions in the exam (this information is available in internet) and you have time a little bit more than two hours. It took me about 40 minutes to get questions answered and reviewed. I strongly suggest you to study the parts of WSS 3.0 you don’t know yet and write some code to find out how to use these things through SharePoint API. Good reading For guys with less experience there are some good books to suggest. Take one or both of these books because there are no official study materials or training kits available for this exam. One of my colleagues who is less experienced than me suggested Inside Microsoft Windows SharePoint Services 3.0 by Ted Pattison and Daniel Larson. He told me that he found this book most useful for him to pass this exam.   When I started with SharePoint Services 3.0 my first book was Developer’s Guide To The Windows SharePoint Services v3 Platform by Todd C. Bleeker. It helped me getting started and later it was my main handbook for some time. Of course, there are many other good books and I suggest you to take what you find. Of course, before buying something I suggest you to discuss with guys who have read the book before. And make sure you mention that you are preparing for exam.   Conclusion If you are experienced SharePoint developer then this exam needs no preparation. Okay, some preparation is always good but if you don’t have time you are still able to pass this exam. If you are not experienced SharePoint developer then study before taking this exam – it is not easy stuff for novices. But if you pass this exam you can proudly say – yes, I know something about SharePoint! :)

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  • Much Ado About Nothing: Stub Objects

    - by user9154181
    The Solaris 11 link-editor (ld) contains support for a new type of object that we call a stub object. A stub object is a shared object, built entirely from mapfiles, that supplies the same linking interface as the real object, while containing no code or data. Stub objects cannot be executed — the runtime linker will kill any process that attempts to load one. However, you can link to a stub object as a dependency, allowing the stub to act as a proxy for the real version of the object. You may well wonder if there is a point to producing an object that contains nothing but linking interface. As it turns out, stub objects are very useful for building large bodies of code such as Solaris. In the last year, we've had considerable success in applying them to one of our oldest and thorniest build problems. In this discussion, I will describe how we came to invent these objects, and how we apply them to building Solaris. This posting explains where the idea for stub objects came from, and details our long and twisty journey from hallway idea to standard link-editor feature. I expect that these details are mainly of interest to those who work on Solaris and its makefiles, those who have done so in the past, and those who work with other similar bodies of code. A subsequent posting will omit the history and background details, and instead discuss how to build and use stub objects. If you are mainly interested in what stub objects are, and don't care about the underlying software war stories, I encourage you to skip ahead. The Long Road To Stubs This all started for me with an email discussion in May of 2008, regarding a change request that was filed in 2002, entitled: 4631488 lib/Makefile is too patient: .WAITs should be reduced This CR encapsulates a number of cronic issues with Solaris builds: We build Solaris with a parallel make (dmake) that tries to build as much of the code base in parallel as possible. There is a lot of code to build, and we've long made use of parallelized builds to get the job done quicker. This is even more important in today's world of massively multicore hardware. Solaris contains a large number of executables and shared objects. Executables depend on shared objects, and shared objects can depend on each other. Before you can build an object, you need to ensure that the objects it needs have been built. This implies a need for serialization, which is in direct opposition to the desire to build everying in parallel. To accurately build objects in the right order requires an accurate set of make rules defining the things that depend on each other. This sounds simple, but the reality is quite complex. In practice, having programmers explicitly specify these dependencies is a losing strategy: It's really hard to get right. It's really easy to get it wrong and never know it because things build anyway. Even if you get it right, it won't stay that way, because dependencies between objects can change over time, and make cannot help you detect such drifing. You won't know that you got it wrong until the builds break. That can be a long time after the change that triggered the breakage happened, making it hard to connect the cause and the effect. Usually this happens just before a release, when the pressure is on, its hard to think calmly, and there is no time for deep fixes. As a poor compromise, the libraries in core Solaris were built using a set of grossly incomplete hand written rules, supplemented with a number of dmake .WAIT directives used to group the libraries into sets of non-interacting groups that can be built in parallel because we think they don't depend on each other. From time to time, someone will suggest that we could analyze the built objects themselves to determine their dependencies and then generate make rules based on those relationships. This is possible, but but there are complications that limit the usefulness of that approach: To analyze an object, you have to build it first. This is a classic chicken and egg scenario. You could analyze the results of a previous build, but then you're not necessarily going to get accurate rules for the current code. It should be possible to build the code without having a built workspace available. The analysis will take time, and remember that we're constantly trying to make builds faster, not slower. By definition, such an approach will always be approximate, and therefore only incremantally more accurate than the hand written rules described above. The hand written rules are fast and cheap, while this idea is slow and complex, so we stayed with the hand written approach. Solaris was built that way, essentially forever, because these are genuinely difficult problems that had no easy answer. The makefiles were full of build races in which the right outcomes happened reliably for years until a new machine or a change in build server workload upset the accidental balance of things. After figuring out what had happened, you'd mutter "How did that ever work?", add another incomplete and soon to be inaccurate make dependency rule to the system, and move on. This was not a satisfying solution, as we tend to be perfectionists in the Solaris group, but we didn't have a better answer. It worked well enough, approximately. And so it went for years. We needed a different approach — a new idea to cut the Gordian Knot. In that discussion from May 2008, my fellow linker-alien Rod Evans had the initial spark that lead us to a game changing series of realizations: The link-editor is used to link objects together, but it only uses the ELF metadata in the object, consisting of symbol tables, ELF versioning sections, and similar data. Notably, it does not look at, or understand, the machine code that makes an object useful at runtime. If you had an object that only contained the ELF metadata for a dependency, but not the code or data, the link-editor would find it equally useful for linking, and would never know the difference. Call it a stub object. In the core Solaris OS, we require all objects to be built with a link-editor mapfile that describes all of its publically available functions and data. Could we build a stub object using the mapfile for the real object? It ought to be very fast to build stub objects, as there are no input objects to process. Unlike the real object, stub objects would not actually require any dependencies, and so, all of the stubs for the entire system could be built in parallel. When building the real objects, one could link against the stub objects instead of the real dependencies. This means that all the real objects can be built built in parallel too, without any serialization. We could replace a system that requires perfect makefile rules with a system that requires no ordering rules whatsoever. The results would be considerably more robust. We immediately realized that this idea had potential, but also that there were many details to sort out, lots of work to do, and that perhaps it wouldn't really pan out. As is often the case, it would be necessary to do the work and see how it turned out. Following that conversation, I set about trying to build a stub object. We determined that a faithful stub has to do the following: Present the same set of global symbols, with the same ELF versioning, as the real object. Functions are simple — it suffices to have a symbol of the right type, possibly, but not necessarily, referencing a null function in its text segment. Copy relocations make data more complicated to stub. The possibility of a copy relocation means that when you create a stub, the data symbols must have the actual size of the real data. Any error in this will go uncaught at link time, and will cause tragic failures at runtime that are very hard to diagnose. For reasons too obscure to go into here, involving tentative symbols, it is also important that the data reside in bss, or not, matching its placement in the real object. If the real object has more than one symbol pointing at the same data item, we call these aliased symbols. All data symbols in the stub object must exhibit the same aliasing as the real object. We imagined the stub library feature working as follows: A command line option to ld tells it to produce a stub rather than a real object. In this mode, only mapfiles are examined, and any object or shared libraries on the command line are are ignored. The extra information needed (function or data, size, and bss details) would be added to the mapfile. When building the real object instead of the stub, the extra information for building stubs would be validated against the resulting object to ensure that they match. In exploring these ideas, I immediately run headfirst into the reality of the original mapfile syntax, a subject that I would later write about as The Problem(s) With Solaris SVR4 Link-Editor Mapfiles. The idea of extending that poor language was a non-starter. Until a better mapfile syntax became available, which seemed unlikely in 2008, the solution could not involve extentions to the mapfile syntax. Instead, we cooked up the idea (hack) of augmenting mapfiles with stylized comments that would carry the necessary information. A typical definition might look like: # DATA(i386) __iob 0x3c0 # DATA(amd64,sparcv9) __iob 0xa00 # DATA(sparc) __iob 0x140 iob; A further problem then became clear: If we can't extend the mapfile syntax, then there's no good way to extend ld with an option to produce stub objects, and to validate them against the real objects. The idea of having ld read comments in a mapfile and parse them for content is an unacceptable hack. The entire point of comments is that they are strictly for the human reader, and explicitly ignored by the tool. Taking all of these speed bumps into account, I made a new plan: A perl script reads the mapfiles, generates some small C glue code to produce empty functions and data definitions, compiles and links the stub object from the generated glue code, and then deletes the generated glue code. Another perl script used after both objects have been built, to compare the real and stub objects, using data from elfdump, and validate that they present the same linking interface. By June 2008, I had written the above, and generated a stub object for libc. It was a useful prototype process to go through, and it allowed me to explore the ideas at a deep level. Ultimately though, the result was unsatisfactory as a basis for real product. There were so many issues: The use of stylized comments were fine for a prototype, but not close to professional enough for shipping product. The idea of having to document and support it was a large concern. The ideal solution for stub objects really does involve having the link-editor accept the same arguments used to build the real object, augmented with a single extra command line option. Any other solution, such as our prototype script, will require makefiles to be modified in deeper ways to support building stubs, and so, will raise barriers to converting existing code. A validation script that rederives what the linker knew when it built an object will always be at a disadvantage relative to the actual linker that did the work. A stub object should be identifyable as such. In the prototype, there was no tag or other metadata that would let you know that they weren't real objects. Being able to identify a stub object in this way means that the file command can tell you what it is, and that the runtime linker can refuse to try and run a program that loads one. At that point, we needed to apply this prototype to building Solaris. As you might imagine, the task of modifying all the makefiles in the core Solaris code base in order to do this is a massive task, and not something you'd enter into lightly. The quality of the prototype just wasn't good enough to justify that sort of time commitment, so I tabled the project, putting it on my list of long term things to think about, and moved on to other work. It would sit there for a couple of years. Semi-coincidentally, one of the projects I tacked after that was to create a new mapfile syntax for the Solaris link-editor. We had wanted to do something about the old mapfile syntax for many years. Others before me had done some paper designs, and a great deal of thought had already gone into the features it should, and should not have, but for various reasons things had never moved beyond the idea stage. When I joined Sun in late 2005, I got involved in reviewing those things and thinking about the problem. Now in 2008, fresh from relearning for the Nth time why the old mapfile syntax was a huge impediment to linker progress, it seemed like the right time to tackle the mapfile issue. Paving the way for proper stub object support was not the driving force behind that effort, but I certainly had them in mind as I moved forward. The new mapfile syntax, which we call version 2, integrated into Nevada build snv_135 in in February 2010: 6916788 ld version 2 mapfile syntax PSARC/2009/688 Human readable and extensible ld mapfile syntax In order to prove that the new mapfile syntax was adequate for general purpose use, I had also done an overhaul of the ON consolidation to convert all mapfiles to use the new syntax, and put checks in place that would ensure that no use of the old syntax would creep back in. That work went back into snv_144 in June 2010: 6916796 OSnet mapfiles should use version 2 link-editor syntax That was a big putback, modifying 517 files, adding 18 new files, and removing 110 old ones. I would have done this putback anyway, as the work was already done, and the benefits of human readable syntax are obvious. However, among the justifications listed in CR 6916796 was this We anticipate adding additional features to the new mapfile language that will be applicable to ON, and which will require all sharable object mapfiles to use the new syntax. I never explained what those additional features were, and no one asked. It was premature to say so, but this was a reference to stub objects. By that point, I had already put together a working prototype link-editor with the necessary support for stub objects. I was pleased to find that building stubs was indeed very fast. On my desktop system (Ultra 24), an amd64 stub for libc can can be built in a fraction of a second: % ptime ld -64 -z stub -o stubs/libc.so.1 -G -hlibc.so.1 \ -ztext -zdefs -Bdirect ... real 0.019708910 user 0.010101680 sys 0.008528431 In order to go from prototype to integrated link-editor feature, I knew that I would need to prove that stub objects were valuable. And to do that, I knew that I'd have to switch the Solaris ON consolidation to use stub objects and evaluate the outcome. And in order to do that experiment, ON would first need to be converted to version 2 mapfiles. Sub-mission accomplished. Normally when you design a new feature, you can devise reasonably small tests to show it works, and then deploy it incrementally, letting it prove its value as it goes. The entire point of stub objects however was to demonstrate that they could be successfully applied to an extremely large and complex code base, and specifically to solve the Solaris build issues detailed above. There was no way to finesse the matter — in order to move ahead, I would have to successfully use stub objects to build the entire ON consolidation and demonstrate their value. In software, the need to boil the ocean can often be a warning sign that things are trending in the wrong direction. Conversely, sometimes progress demands that you build something large and new all at once. A big win, or a big loss — sometimes all you can do is try it and see what happens. And so, I spent some time staring at ON makefiles trying to get a handle on how things work, and how they'd have to change. It's a big and messy world, full of complex interactions, unspecified dependencies, special cases, and knowledge of arcane makefile features... ...and so, I backed away, put it down for a few months and did other work... ...until the fall, when I felt like it was time to stop thinking and pondering (some would say stalling) and get on with it. Without stubs, the following gives a simplified high level view of how Solaris is built: An initially empty directory known as the proto, and referenced via the ROOT makefile macro is established to receive the files that make up the Solaris distribution. A top level setup rule creates the proto area, and performs operations needed to initialize the workspace so that the main build operations can be launched, such as copying needed header files into the proto area. Parallel builds are launched to build the kernel (usr/src/uts), libraries (usr/src/lib), and commands. The install makefile target builds each item and delivers a copy to the proto area. All libraries and executables link against the objects previously installed in the proto, implying the need to synchronize the order in which things are built. Subsequent passes run lint, and do packaging. Given this structure, the additions to use stub objects are: A new second proto area is established, known as the stub proto and referenced via the STUBROOT makefile macro. The stub proto has the same structure as the real proto, but is used to hold stub objects. All files in the real proto are delivered as part of the Solaris product. In contrast, the stub proto is used to build the product, and then thrown away. A new target is added to library Makefiles called stub. This rule builds the stub objects. The ld command is designed so that you can build a stub object using the same ld command line you'd use to build the real object, with the addition of a single -z stub option. This means that the makefile rules for building the stub objects are very similar to those used to build the real objects, and many existing makefile definitions can be shared between them. A new target is added to the Makefiles called stubinstall which delivers the stub objects built by the stub rule into the stub proto. These rules reuse much of existing plumbing used by the existing install rule. The setup rule runs stubinstall over the entire lib subtree as part of its initialization. All libraries and executables link against the objects in the stub proto rather than the main proto, and can therefore be built in parallel without any synchronization. There was no small way to try this that would yield meaningful results. I would have to take a leap of faith and edit approximately 1850 makefiles and 300 mapfiles first, trusting that it would all work out. Once the editing was done, I'd type make and see what happened. This took about 6 weeks to do, and there were many dark days when I'd question the entire project, or struggle to understand some of the many twisted and complex situations I'd uncover in the makefiles. I even found a couple of new issues that required changes to the new stub object related code I'd added to ld. With a substantial amount of encouragement and help from some key people in the Solaris group, I eventually got the editing done and stub objects for the entire workspace built. I found that my desktop system could build all the stub objects in the workspace in roughly a minute. This was great news, as it meant that use of the feature is effectively free — no one was likely to notice or care about the cost of building them. After another week of typing make, fixing whatever failed, and doing it again, I succeeded in getting a complete build! The next step was to remove all of the make rules and .WAIT statements dedicated to controlling the order in which libraries under usr/src/lib are built. This came together pretty quickly, and after a few more speed bumps, I had a workspace that built cleanly and looked like something you might actually be able to integrate someday. This was a significant milestone, but there was still much left to do. I turned to doing full nightly builds. Every type of build (open, closed, OpenSolaris, export, domestic) had to be tried. Each type failed in a new and unique way, requiring some thinking and rework. As things came together, I became aware of things that could have been done better, simpler, or cleaner, and those things also required some rethinking, the seeking of wisdom from others, and some rework. After another couple of weeks, it was in close to final form. My focus turned towards the end game and integration. This was a huge workspace, and needed to go back soon, before changes in the gate would made merging increasingly difficult. At this point, I knew that the stub objects had greatly simplified the makefile logic and uncovered a number of race conditions, some of which had been there for years. I assumed that the builds were faster too, so I did some builds intended to quantify the speedup in build time that resulted from this approach. It had never occurred to me that there might not be one. And so, I was very surprised to find that the wall clock build times for a stock ON workspace were essentially identical to the times for my stub library enabled version! This is why it is important to always measure, and not just to assume. One can tell from first principles, based on all those removed dependency rules in the library makefile, that the stub object version of ON gives dmake considerably more opportunities to overlap library construction. Some hypothesis were proposed, and shot down: Could we have disabled dmakes parallel feature? No, a quick check showed things being build in parallel. It was suggested that we might be I/O bound, and so, the threads would be mostly idle. That's a plausible explanation, but system stats didn't really support it. Plus, the timing between the stub and non-stub cases were just too suspiciously identical. Are our machines already handling as much parallelism as they are capable of, and unable to exploit these additional opportunities? Once again, we didn't see the evidence to back this up. Eventually, a more plausible and obvious reason emerged: We build the libraries and commands (usr/src/lib, usr/src/cmd) in parallel with the kernel (usr/src/uts). The kernel is the long leg in that race, and so, wall clock measurements of build time are essentially showing how long it takes to build uts. Although it would have been nice to post a huge speedup immediately, we can take solace in knowing that stub objects simplify the makefiles and reduce the possibility of race conditions. The next step in reducing build time should be to find ways to reduce or overlap the uts part of the builds. When that leg of the build becomes shorter, then the increased parallelism in the libs and commands will pay additional dividends. Until then, we'll just have to settle for simpler and more robust. And so, I integrated the link-editor support for creating stub objects into snv_153 (November 2010) with 6993877 ld should produce stub objects PSARC/2010/397 ELF Stub Objects followed by the work to convert the ON consolidation in snv_161 (February 2011) with 7009826 OSnet should use stub objects 4631488 lib/Makefile is too patient: .WAITs should be reduced This was a huge putback, with 2108 modified files, 8 new files, and 2 removed files. Due to the size, I was allowed a window after snv_160 closed in which to do the putback. It went pretty smoothly for something this big, a few more preexisting race conditions would be discovered and addressed over the next few weeks, and things have been quiet since then. Conclusions and Looking Forward Solaris has been built with stub objects since February. The fact that developers no longer specify the order in which libraries are built has been a big success, and we've eliminated an entire class of build error. That's not to say that there are no build races left in the ON makefiles, but we've taken a substantial bite out of the problem while generally simplifying and improving things. The introduction of a stub proto area has also opened some interesting new possibilities for other build improvements. As this article has become quite long, and as those uses do not involve stub objects, I will defer that discussion to a future article.

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  • C#/.NET Little Wonders: The ConcurrentDictionary

    - by James Michael Hare
    Once again we consider some of the lesser known classes and keywords of C#.  In this series of posts, we will discuss how the concurrent collections have been developed to help alleviate these multi-threading concerns.  Last week’s post began with a general introduction and discussed the ConcurrentStack<T> and ConcurrentQueue<T>.  Today's post discusses the ConcurrentDictionary<T> (originally I had intended to discuss ConcurrentBag this week as well, but ConcurrentDictionary had enough information to create a very full post on its own!).  Finally next week, we shall close with a discussion of the ConcurrentBag<T> and BlockingCollection<T>. For more of the "Little Wonders" posts, see the index here. Recap As you'll recall from the previous post, the original collections were object-based containers that accomplished synchronization through a Synchronized member.  While these were convenient because you didn't have to worry about writing your own synchronization logic, they were a bit too finely grained and if you needed to perform multiple operations under one lock, the automatic synchronization didn't buy much. With the advent of .NET 2.0, the original collections were succeeded by the generic collections which are fully type-safe, but eschew automatic synchronization.  This cuts both ways in that you have a lot more control as a developer over when and how fine-grained you want to synchronize, but on the other hand if you just want simple synchronization it creates more work. With .NET 4.0, we get the best of both worlds in generic collections.  A new breed of collections was born called the concurrent collections in the System.Collections.Concurrent namespace.  These amazing collections are fine-tuned to have best overall performance for situations requiring concurrent access.  They are not meant to replace the generic collections, but to simply be an alternative to creating your own locking mechanisms. Among those concurrent collections were the ConcurrentStack<T> and ConcurrentQueue<T> which provide classic LIFO and FIFO collections with a concurrent twist.  As we saw, some of the traditional methods that required calls to be made in a certain order (like checking for not IsEmpty before calling Pop()) were replaced in favor of an umbrella operation that combined both under one lock (like TryPop()). Now, let's take a look at the next in our series of concurrent collections!For some excellent information on the performance of the concurrent collections and how they perform compared to a traditional brute-force locking strategy, see this wonderful whitepaper by the Microsoft Parallel Computing Platform team here. ConcurrentDictionary – the fully thread-safe dictionary The ConcurrentDictionary<TKey,TValue> is the thread-safe counterpart to the generic Dictionary<TKey, TValue> collection.  Obviously, both are designed for quick – O(1) – lookups of data based on a key.  If you think of algorithms where you need lightning fast lookups of data and don’t care whether the data is maintained in any particular ordering or not, the unsorted dictionaries are generally the best way to go. Note: as a side note, there are sorted implementations of IDictionary, namely SortedDictionary and SortedList which are stored as an ordered tree and a ordered list respectively.  While these are not as fast as the non-sorted dictionaries – they are O(log2 n) – they are a great combination of both speed and ordering -- and still greatly outperform a linear search. Now, once again keep in mind that if all you need to do is load a collection once and then allow multi-threaded reading you do not need any locking.  Examples of this tend to be situations where you load a lookup or translation table once at program start, then keep it in memory for read-only reference.  In such cases locking is completely non-productive. However, most of the time when we need a concurrent dictionary we are interleaving both reads and updates.  This is where the ConcurrentDictionary really shines!  It achieves its thread-safety with no common lock to improve efficiency.  It actually uses a series of locks to provide concurrent updates, and has lockless reads!  This means that the ConcurrentDictionary gets even more efficient the higher the ratio of reads-to-writes you have. ConcurrentDictionary and Dictionary differences For the most part, the ConcurrentDictionary<TKey,TValue> behaves like it’s Dictionary<TKey,TValue> counterpart with a few differences.  Some notable examples of which are: Add() does not exist in the concurrent dictionary. This means you must use TryAdd(), AddOrUpdate(), or GetOrAdd().  It also means that you can’t use a collection initializer with the concurrent dictionary. TryAdd() replaced Add() to attempt atomic, safe adds. Because Add() only succeeds if the item doesn’t already exist, we need an atomic operation to check if the item exists, and if not add it while still under an atomic lock. TryUpdate() was added to attempt atomic, safe updates. If we want to update an item, we must make sure it exists first and that the original value is what we expected it to be.  If all these are true, we can update the item under one atomic step. TryRemove() was added to attempt atomic, safe removes. To safely attempt to remove a value we need to see if the key exists first, this checks for existence and removes under an atomic lock. AddOrUpdate() was added to attempt an thread-safe “upsert”. There are many times where you want to insert into a dictionary if the key doesn’t exist, or update the value if it does.  This allows you to make a thread-safe add-or-update. GetOrAdd() was added to attempt an thread-safe query/insert. Sometimes, you want to query for whether an item exists in the cache, and if it doesn’t insert a starting value for it.  This allows you to get the value if it exists and insert if not. Count, Keys, Values properties take a snapshot of the dictionary. Accessing these properties may interfere with add and update performance and should be used with caution. ToArray() returns a static snapshot of the dictionary. That is, the dictionary is locked, and then copied to an array as a O(n) operation.  GetEnumerator() is thread-safe and efficient, but allows dirty reads. Because reads require no locking, you can safely iterate over the contents of the dictionary.  The only downside is that, depending on timing, you may get dirty reads. Dirty reads during iteration The last point on GetEnumerator() bears some explanation.  Picture a scenario in which you call GetEnumerator() (or iterate using a foreach, etc.) and then, during that iteration the dictionary gets updated.  This may not sound like a big deal, but it can lead to inconsistent results if used incorrectly.  The problem is that items you already iterated over that are updated a split second after don’t show the update, but items that you iterate over that were updated a split second before do show the update.  Thus you may get a combination of items that are “stale” because you iterated before the update, and “fresh” because they were updated after GetEnumerator() but before the iteration reached them. Let’s illustrate with an example, let’s say you load up a concurrent dictionary like this: 1: // load up a dictionary. 2: var dictionary = new ConcurrentDictionary<string, int>(); 3:  4: dictionary["A"] = 1; 5: dictionary["B"] = 2; 6: dictionary["C"] = 3; 7: dictionary["D"] = 4; 8: dictionary["E"] = 5; 9: dictionary["F"] = 6; Then you have one task (using the wonderful TPL!) to iterate using dirty reads: 1: // attempt iteration in a separate thread 2: var iterationTask = new Task(() => 3: { 4: // iterates using a dirty read 5: foreach (var pair in dictionary) 6: { 7: Console.WriteLine(pair.Key + ":" + pair.Value); 8: } 9: }); And one task to attempt updates in a separate thread (probably): 1: // attempt updates in a separate thread 2: var updateTask = new Task(() => 3: { 4: // iterates, and updates the value by one 5: foreach (var pair in dictionary) 6: { 7: dictionary[pair.Key] = pair.Value + 1; 8: } 9: }); Now that we’ve done this, we can fire up both tasks and wait for them to complete: 1: // start both tasks 2: updateTask.Start(); 3: iterationTask.Start(); 4:  5: // wait for both to complete. 6: Task.WaitAll(updateTask, iterationTask); Now, if I you didn’t know about the dirty reads, you may have expected to see the iteration before the updates (such as A:1, B:2, C:3, D:4, E:5, F:6).  However, because the reads are dirty, we will quite possibly get a combination of some updated, some original.  My own run netted this result: 1: F:6 2: E:6 3: D:5 4: C:4 5: B:3 6: A:2 Note that, of course, iteration is not in order because ConcurrentDictionary, like Dictionary, is unordered.  Also note that both E and F show the value 6.  This is because the output task reached F before the update, but the updates for the rest of the items occurred before their output (probably because console output is very slow, comparatively). If we want to always guarantee that we will get a consistent snapshot to iterate over (that is, at the point we ask for it we see precisely what is in the dictionary and no subsequent updates during iteration), we should iterate over a call to ToArray() instead: 1: // attempt iteration in a separate thread 2: var iterationTask = new Task(() => 3: { 4: // iterates using a dirty read 5: foreach (var pair in dictionary.ToArray()) 6: { 7: Console.WriteLine(pair.Key + ":" + pair.Value); 8: } 9: }); The atomic Try…() methods As you can imagine TryAdd() and TryRemove() have few surprises.  Both first check the existence of the item to determine if it can be added or removed based on whether or not the key currently exists in the dictionary: 1: // try add attempts an add and returns false if it already exists 2: if (dictionary.TryAdd("G", 7)) 3: Console.WriteLine("G did not exist, now inserted with 7"); 4: else 5: Console.WriteLine("G already existed, insert failed."); TryRemove() also has the virtue of returning the value portion of the removed entry matching the given key: 1: // attempt to remove the value, if it exists it is removed and the original is returned 2: int removedValue; 3: if (dictionary.TryRemove("C", out removedValue)) 4: Console.WriteLine("Removed C and its value was " + removedValue); 5: else 6: Console.WriteLine("C did not exist, remove failed."); Now TryUpdate() is an interesting creature.  You might think from it’s name that TryUpdate() first checks for an item’s existence, and then updates if the item exists, otherwise it returns false.  Well, note quite... It turns out when you call TryUpdate() on a concurrent dictionary, you pass it not only the new value you want it to have, but also the value you expected it to have before the update.  If the item exists in the dictionary, and it has the value you expected, it will update it to the new value atomically and return true.  If the item is not in the dictionary or does not have the value you expected, it is not modified and false is returned. 1: // attempt to update the value, if it exists and if it has the expected original value 2: if (dictionary.TryUpdate("G", 42, 7)) 3: Console.WriteLine("G existed and was 7, now it's 42."); 4: else 5: Console.WriteLine("G either didn't exist, or wasn't 7."); The composite Add methods The ConcurrentDictionary also has composite add methods that can be used to perform updates and gets, with an add if the item is not existing at the time of the update or get. The first of these, AddOrUpdate(), allows you to add a new item to the dictionary if it doesn’t exist, or update the existing item if it does.  For example, let’s say you are creating a dictionary of counts of stock ticker symbols you’ve subscribed to from a market data feed: 1: public sealed class SubscriptionManager 2: { 3: private readonly ConcurrentDictionary<string, int> _subscriptions = new ConcurrentDictionary<string, int>(); 4:  5: // adds a new subscription, or increments the count of the existing one. 6: public void AddSubscription(string tickerKey) 7: { 8: // add a new subscription with count of 1, or update existing count by 1 if exists 9: var resultCount = _subscriptions.AddOrUpdate(tickerKey, 1, (symbol, count) => count + 1); 10:  11: // now check the result to see if we just incremented the count, or inserted first count 12: if (resultCount == 1) 13: { 14: // subscribe to symbol... 15: } 16: } 17: } Notice the update value factory Func delegate.  If the key does not exist in the dictionary, the add value is used (in this case 1 representing the first subscription for this symbol), but if the key already exists, it passes the key and current value to the update delegate which computes the new value to be stored in the dictionary.  The return result of this operation is the value used (in our case: 1 if added, existing value + 1 if updated). Likewise, the GetOrAdd() allows you to attempt to retrieve a value from the dictionary, and if the value does not currently exist in the dictionary it will insert a value.  This can be handy in cases where perhaps you wish to cache data, and thus you would query the cache to see if the item exists, and if it doesn’t you would put the item into the cache for the first time: 1: public sealed class PriceCache 2: { 3: private readonly ConcurrentDictionary<string, double> _cache = new ConcurrentDictionary<string, double>(); 4:  5: // adds a new subscription, or increments the count of the existing one. 6: public double QueryPrice(string tickerKey) 7: { 8: // check for the price in the cache, if it doesn't exist it will call the delegate to create value. 9: return _cache.GetOrAdd(tickerKey, symbol => GetCurrentPrice(symbol)); 10: } 11:  12: private double GetCurrentPrice(string tickerKey) 13: { 14: // do code to calculate actual true price. 15: } 16: } There are other variations of these two methods which vary whether a value is provided or a factory delegate, but otherwise they work much the same. Oddities with the composite Add methods The AddOrUpdate() and GetOrAdd() methods are totally thread-safe, on this you may rely, but they are not atomic.  It is important to note that the methods that use delegates execute those delegates outside of the lock.  This was done intentionally so that a user delegate (of which the ConcurrentDictionary has no control of course) does not take too long and lock out other threads. This is not necessarily an issue, per se, but it is something you must consider in your design.  The main thing to consider is that your delegate may get called to generate an item, but that item may not be the one returned!  Consider this scenario: A calls GetOrAdd and sees that the key does not currently exist, so it calls the delegate.  Now thread B also calls GetOrAdd and also sees that the key does not currently exist, and for whatever reason in this race condition it’s delegate completes first and it adds its new value to the dictionary.  Now A is done and goes to get the lock, and now sees that the item now exists.  In this case even though it called the delegate to create the item, it will pitch it because an item arrived between the time it attempted to create one and it attempted to add it. Let’s illustrate, assume this totally contrived example program which has a dictionary of char to int.  And in this dictionary we want to store a char and it’s ordinal (that is, A = 1, B = 2, etc).  So for our value generator, we will simply increment the previous value in a thread-safe way (perhaps using Interlocked): 1: public static class Program 2: { 3: private static int _nextNumber = 0; 4:  5: // the holder of the char to ordinal 6: private static ConcurrentDictionary<char, int> _dictionary 7: = new ConcurrentDictionary<char, int>(); 8:  9: // get the next id value 10: public static int NextId 11: { 12: get { return Interlocked.Increment(ref _nextNumber); } 13: } Then, we add a method that will perform our insert: 1: public static void Inserter() 2: { 3: for (int i = 0; i < 26; i++) 4: { 5: _dictionary.GetOrAdd((char)('A' + i), key => NextId); 6: } 7: } Finally, we run our test by starting two tasks to do this work and get the results… 1: public static void Main() 2: { 3: // 3 tasks attempting to get/insert 4: var tasks = new List<Task> 5: { 6: new Task(Inserter), 7: new Task(Inserter) 8: }; 9:  10: tasks.ForEach(t => t.Start()); 11: Task.WaitAll(tasks.ToArray()); 12:  13: foreach (var pair in _dictionary.OrderBy(p => p.Key)) 14: { 15: Console.WriteLine(pair.Key + ":" + pair.Value); 16: } 17: } If you run this with only one task, you get the expected A:1, B:2, ..., Z:26.  But running this in parallel you will get something a bit more complex.  My run netted these results: 1: A:1 2: B:3 3: C:4 4: D:5 5: E:6 6: F:7 7: G:8 8: H:9 9: I:10 10: J:11 11: K:12 12: L:13 13: M:14 14: N:15 15: O:16 16: P:17 17: Q:18 18: R:19 19: S:20 20: T:21 21: U:22 22: V:23 23: W:24 24: X:25 25: Y:26 26: Z:27 Notice that B is 3?  This is most likely because both threads attempted to call GetOrAdd() at roughly the same time and both saw that B did not exist, thus they both called the generator and one thread got back 2 and the other got back 3.  However, only one of those threads can get the lock at a time for the actual insert, and thus the one that generated the 3 won and the 3 was inserted and the 2 got discarded.  This is why on these methods your factory delegates should be careful not to have any logic that would be unsafe if the value they generate will be pitched in favor of another item generated at roughly the same time.  As such, it is probably a good idea to keep those generators as stateless as possible. Summary The ConcurrentDictionary is a very efficient and thread-safe version of the Dictionary generic collection.  It has all the benefits of type-safety that it’s generic collection counterpart does, and in addition is extremely efficient especially when there are more reads than writes concurrently. Tweet Technorati Tags: C#, .NET, Concurrent Collections, Collections, Little Wonders, Black Rabbit Coder,James Michael Hare

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  • Having fun with Reflection

    - by Nick Harrison
    I was once asked in a technical interview what I could tell them about Reflection.   My response, while a little tongue in cheek was that "I can tell you it is one of my favorite topics to talk about" I did get a laugh out of that and it was a great ice breaker.    Reflection may not be the answer for everything, but it often can be, or maybe even should be.     I have posted in the past about my favorite CopyTo method.   It can come in several forms and is often very useful.   I explain it further and expand on the basic idea here  The basic idea is to allow reflection to loop through the properties of two objects and synchronize the ones that are in common.   I love this approach for data binding and passing data across the layers in an application. Recently I have been working on a project leveraging Data Transfer Objects to pass data through WCF calls.   We won't go into how the architecture got this way, but in essence there is a partial duplicate inheritance hierarchy where there is a related Domain Object for each Data Transfer Object.     The matching objects do not share a common ancestor or common interface but they will have the same properties in common.    By passing the problems with this approach, let's talk about how Reflection and our friendly CopyTo could make the most of this bad situation without having to change too much. One of the problems is keeping the two sets of objects in synch.   For this particular project, the DO has all of the functionality and the DTO is used to simply transfer data back and forth.    Both sets of object have parallel hierarchies with the same properties being defined at the corresponding levels.   So we end with BaseDO,  BaseDTO, GenericDO, GenericDTO, ProcessAreaDO,  ProcessAreaDTO, SpecializedProcessAreaDO, SpecializedProcessAreaDTO, TableDo, TableDto. and so on. Without using Reflection and a CopyTo function, tremendous care and effort must be made to keep the corresponding objects in synch.    New properties can be added at any level in the inheritance and must be kept in synch at all subsequent layers.    For this project we have come up with a clever approach of calling a base GetDo or UpdateDto making sure that the same method at each level of inheritance is called.    Each level is responsible for updating the properties at that level. This is a lot of work and not keeping it in synch can create all manner of problems some of which are very difficult to track down.    The other problem is the type of code that this methods tend to wind up with. You end up with code like this: Transferable dto = new Transferable(); base.GetDto(dto); dto.OfficeCode = GetDtoNullSafe(officeCode); dto.AccessIndicator = GetDtoNullSafe(accessIndicator); dto.CaseStatus = GetDtoNullSafe(caseStatus); dto.CaseStatusReason = GetDtoNullSafe(caseStatusReason); dto.LevelOfService = GetDtoNullSafe(levelOfService); dto.ReferralComments = referralComments; dto.Designation = GetDtoNullSafe(designation); dto.IsGoodCauseClaimed = GetDtoNullSafe(isGoodCauseClaimed); dto.GoodCauseClaimDate = goodCauseClaimDate;       One obvious problem is that this is tedious code.   It is error prone code.    Adding helper functions like GetDtoNullSafe help out immensely, but there is still an easier way. We can bypass the tedious code, by pass the complex inheritance tricks, and reduce all of this to a single method in the base class. TransferObject dto = new TransferObject(); CopyTo (this, dto); return dto; In the case of this one project, such a change eliminated the need for 20% of the total code base and a whole class of unit test cases that made sure that all of the properties were in synch. The impact of such a change also needs to include the on going time savings and the improvements in quality that can arise from them.    Developers who are not worried about keeping the properties in synch across mirrored object hierarchies are freed to worry about more important things like implementing business requirements.

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  • How to detect collisions in AS3?

    - by Gabriel Meono
    I'm trying to make a simple game, when the ball falls into certain block, you win. Mechanics: The ball falls through several obstacles, in the end there are two blocks, if the ball touches the left block you win, the next level will contain more blocks and less space between them. Test the movie (click on the screen to drop the ball): http://gabrielmeono.com/downloads/Lucky_Hit_Alpha.swf These are the main variables: var winBox:QuickObject;//You win var looseBox:QuickObject;//You loose var gameBall:QuickObject;//Ball dropped Question: How do I trigger a collision function if the ball hits the winBox? (Win message/Next level) Thanks, here is the full code: package { import flash.display.MovieClip; import com.actionsnippet.qbox.*; import flash.events.MouseEvent; [SWF(width = 600, height = 600, frameRate = 60)] public class LuckyHit extends MovieClip { public var sim:QuickBox2D; var winBox:QuickObject; var looseBox:QuickObject; var gameBall:QuickObject; /** * Constructor */ public function LuckyHit() { sim = new QuickBox2D(this); //sim.createStageWalls(); winBox = sim.addBox({x:5,y:600/30, width:300/30, height:10/30, density:0}); looseBox = sim.addBox({x:15,y:600/30, width:300/30, height:10/30, density:0}); // make obstacles for (var i:int = 0; i<(stage.stageWidth/50); i++){ //End sim.addCircle({x:1 + i * 1.5, y:16, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:15, radius:0.1, density:0}); //Mid End sim.addCircle({x:0 + i * 2, y:14, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:13, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:12, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:11, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:10, radius:0.1, density:0}); //Middle Start sim.addCircle({x:0 + i * 1.5, y:09, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:08, radius:0.1, density:0}); sim.addCircle({x:0 + i * 1.5, y:07, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:06, radius:0.1, density:0}); } sim.start(); stage.addEventListener(MouseEvent.CLICK, _clicked); } /** * .. * @param e MouseEvent.CLICK */ private function _clicked(e:MouseEvent) { gameBall = sim.addCircle({x:(mouseX/30), y:(1), radius:0.25, density:5}); } } }

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  • 2D Rendering with OpenGL ES 2.0 on Android (matrices not working)

    - by TranquilMarmot
    So I'm trying to render two moving quads, each at different locations. My shaders are as simple as possible (vertices are only transformed by the modelview-projection matrix, there's only one color). Whenever I try and render something, I only end up with slivers of color! I've only done work with 3D rendering in OpenGL before so I'm having issues with 2D stuff. Here's my basic rendering loop, simplified a bit (I'm using the Matrix manipulation methods provided by android.opengl.Matrix and program is a custom class I created that just calls GLES20.glUniformMatrix4fv()): Matrix.orthoM(projection, 0, 0, windowWidth, 0, windowHeight, -1, 1); program.setUniformMatrix4f("Projection", projection); At this point, I render the quads (this is repeated for each quad): Matrix.setIdentityM(modelview, 0); Matrix.translateM(modelview, 0, quadX, quadY, 0); program.setUniformMatrix4f("ModelView", modelview); quad.render(); // calls glDrawArrays and all I see is a sliver of the color each quad is! I'm at my wits end here, I've tried everything I can think of and I'm at the point where I'm screaming at my computer and tossing phones across the room. Anybody got any pointers? Am I using ortho wrong? I'm 100% sure I'm rendering everything at a Z value of 0. I tried using frustumM instead of orthoM, which made it so that I could see the quads but they would get totally skewed whenever they got moved, which makes sense if I correctly understand the way frustum works (it's more for 3D rendering, anyway). If it makes any difference, I defined my viewport with GLES20.glViewport(0, 0, windowWidth, windowHeight); Where windowWidth and windowHeight are the same values that are pased to orthoM It might be worth noting that the android.opengl.Matrix methods take in an offset as the second parameter so that multiple matrices can be shoved into one array, so that'w what the first 0 is for For reference, here's my vertex shader code: uniform mat4 ModelView; uniform mat4 Projection; attribute vec4 vPosition; void main() { mat4 mvp = Projection * ModelView; gl_Position = vPosition * mvp; } I tried swapping Projection * ModelView with ModelView * Projection but now I just get some really funky looking shapes... EDIT Okay, I finally figured it out! (Note: Since I'm new here (longtime lurker!) I can't answer my own question for a few hours, so as soon as I can I'll move this into an actual answer to the question) I changed Matrix.orthoM(projection, 0, 0, windowWidth, 0, windowHeight, -1, 1); to float ratio = windowWwidth / windowHeight; Matrix.orthoM(projection, 0, 0, ratio, 0, 1, -1, 1); I then had to scale my projection matrix to make it a lot smaller with Matrix.scaleM(projection, 0, 0.05f, 0.05f, 1.0f);. I then added an offset to the modelview translations to simulate a camera so that I could center on my action (so Matrix.translateM(modelview, 0, quadX, quadY, 0); was changed to Matrix.translateM(modelview, 0, quadX + camX, quadY + camY, 0);) Thanks for the help, all!

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  • Windows Azure Learning Plan - Architecture

    - by BuckWoody
    This is one in a series of posts on a Windows Azure Learning Plan. You can find the main post here. This one deals with what an Architect needs to know about Windows Azure.   General Architectural Guidance Overview and general  information about Azure - what it is, how it works, and where you can learn more. Cloud Computing, A Crash Course for Architects (Video) http://www.msteched.com/2010/Europe/ARC202 Patterns and Practices for Cloud Development http://msdn.microsoft.com/en-us/library/ff898430.aspx Design Patterns, Anti-Patterns and Windows Azure http://blogs.msdn.com/b/ignitionshowcase/archive/2010/11/27/design-patterns-anti-patterns-and-windows-azure.aspx Application Patterns for the Cloud http://blogs.msdn.com/b/kashif/archive/2010/08/07/application-patterns-for-the-cloud.aspx Architecting Applications for High Scalability (Video) http://www.msteched.com/2010/Europe/ARC309 David Aiken on Azure Architecture Patterns (Video) http://blogs.msdn.com/b/architectsrule/archive/2010/09/09/arcast-tv-david-aiken-on-azure-architecture-patterns.aspx Cloud Application Architecture Patterns (Video) http://blogs.msdn.com/b/bobfamiliar/archive/2010/10/19/cloud-application-architecture-patterns-by-david-platt.aspx 10 Things Every Architect Needs to Know about Windows Azure http://geekswithblogs.net/iupdateable/archive/2010/10/20/slides-and-links-for-windows-azure-platform-session-at-software.aspx Key Differences Between Public and Private Clouds http://blogs.msdn.com/b/kadriu/archive/2010/10/24/key-differences-between-public-and-private-clouds.aspx Microsoft Application Platform at a Glance http://blogs.msdn.com/b/jmeier/archive/2010/10/30/microsoft-application-platform-at-a-glance.aspx Windows Azure is not just about Roles http://vikassahni.wordpress.com/2010/11/17/windows-azure-is-not-just-about-roles/ Example Application for Windows Azure http://msdn.microsoft.com/en-us/library/ff966482.aspx Implementation Guidance Practical applications for the architect to consider 5 Enterprise steps for adopting a Platform as a Service http://blogs.msdn.com/b/davidmcg/archive/2010/12/02/5-enterprise-steps-for-adopting-a-platform-as-a-service.aspx?wa=wsignin1.0 Performance-Based Scaling in Windows Azure http://msdn.microsoft.com/en-us/magazine/gg232759.aspx Windows Azure Guidance for the Development Process http://blogs.msdn.com/b/eugeniop/archive/2010/04/01/windows-azure-guidance-development-process.aspx Microsoft Developer Guidance Maps http://blogs.msdn.com/b/jmeier/archive/2010/10/04/developer-guidance-ia-at-a-glance.aspx How to Build a Hybrid On-Premise/In Cloud Application http://blogs.msdn.com/b/ignitionshowcase/archive/2010/11/09/how-to-build-a-hybrid-on-premise-in-cloud-application.aspx A Common Scenario of Multi-instances in Windows Azure http://blogs.msdn.com/b/windows-azure-support/archive/2010/11/03/a-common-scenario-of-multi_2d00_instances-in-windows-azure-.aspx Slides and Links for Windows Azure Platform Best Practices http://geekswithblogs.net/iupdateable/archive/2010/09/29/slides-and-links-for-windows-azure-platform-best-practices-for.aspx AppFabric Architecture and Deployment Topologies guide http://blogs.msdn.com/b/appfabriccat/archive/2010/09/10/appfabric-architecture-and-deployment-topologies-guide-now-available-via-microsoft-download-center.aspx Windows Azure Platform Appliance http://www.microsoft.com/windowsazure/appliance/ Integrating Cloud Technologies into Your Organization Interoperability with Open Source and other applications; business and cost decisions Interoperability Labs at Microsoft http://www.interoperabilitybridges.com/ Windows Azure Service Level Agreements http://www.microsoft.com/windowsazure/sla/

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  • Merge sort versus quick sort performance

    - by Giorgio
    I have implemented merge sort and quick sort using C (GCC 4.4.3 on Ubuntu 10.04 running on a 4 GB RAM laptop with an Intel DUO CPU at 2GHz) and I wanted to compare the performance of the two algorithms. The prototypes of the sorting functions are: void merge_sort(const char **lines, int start, int end); void quick_sort(const char **lines, int start, int end); i.e. both take an array of pointers to strings and sort the elements with index i : start <= i <= end. I have produced some files containing random strings with length on average 4.5 characters. The test files range from 100 lines to 10000000 lines. I was a bit surprised by the results because, even though I know that merge sort has complexity O(n log(n)) while quick sort is O(n^2), I have often read that on average quick sort should be as fast as merge sort. However, my results are the following. Up to 10000 strings, both algorithms perform equally well. For 10000 strings, both require about 0.007 seconds. For 100000 strings, merge sort is slightly faster with 0.095 s against 0.121 s. For 1000000 strings merge sort takes 1.287 s against 5.233 s of quick sort. For 5000000 strings merge sort takes 7.582 s against 118.240 s of quick sort. For 10000000 strings merge sort takes 16.305 s against 1202.918 s of quick sort. So my question is: are my results as expected, meaning that quick sort is comparable in speed to merge sort for small inputs but, as the size of the input data grows, the fact that its complexity is quadratic will become evident? Here is a sketch of what I did. In the merge sort implementation, the partitioning consists in calling merge sort recursively, i.e. merge_sort(lines, start, (start + end) / 2); merge_sort(lines, 1 + (start + end) / 2, end); Merging of the two sorted sub-array is performed by reading the data from the array lines and writing it to a global temporary array of pointers (this global array is allocate only once). After each merge the pointers are copied back to the original array. So the strings are stored once but I need twice as much memory for the pointers. For quick sort, the partition function chooses the last element of the array to sort as the pivot and scans the previous elements in one loop. After it has produced a partition of the type start ... {elements <= pivot} ... pivotIndex ... {elements > pivot} ... end it calls itself recursively: quick_sort(lines, start, pivotIndex - 1); quick_sort(lines, pivotIndex + 1, end); Note that this quick sort implementation sorts the array in-place and does not require additional memory, therefore it is more memory efficient than the merge sort implementation. So my question is: is there a better way to implement quick sort that is worthwhile trying out? If I improve the quick sort implementation and perform more tests on different data sets (computing the average of the running times on different data sets) can I expect a better performance of quick sort wrt merge sort? EDIT Thank you for your answers. My implementation is in-place and is based on the pseudo-code I have found on wikipedia in Section In-place version: function partition(array, 'left', 'right', 'pivotIndex') where I choose the last element in the range to be sorted as a pivot, i.e. pivotIndex := right. I have checked the code over and over again and it seems correct to me. In order to rule out the case that I am using the wrong implementation I have uploaded the source code on github (in case you would like to take a look at it). Your answers seem to suggest that I am using the wrong test data. I will look into it and try out different test data sets. I will report as soon as I have some results.

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