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  • Matrix Math in SQL

    Relational Datbases have tables as data structures, not arrays. This makes it tricky and slow to do matrix operations, but it doesn't mean it is impossible to do. Joe gives the Celko Slant on how to go about doing Matrix Math in SQL. 12 essential tools for database professionalsThe SQL Developer Bundle contains 12 tools designed with the SQL Server developer and DBA in mind. Try it now.

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  • Error 0x80300001 Installing Windows Server 2008 R2 64bit on FastTrak TX4660 RAID volume

    - by Konstantin Boyandin
    I am trying to install Windows Server 2008 R2 Enterprise 64bit on the following hardware: motherboard Intel DBS1200BTL Promise FastTrak TX4660 RAID controller 4 disks set up in two RAID1 arrays (handled by FastTrak) I am trying to install Windows so it would boot from RAID1 volume created with the FastTrak controller. The installation goes as in the manual, I insert the disk with the driver, select 'Browse' and specify the correct driver, it finds all the RAID arrays but notifies me that error 0x80300001 happened, Windows can't be installed on the mentioned RAID volumes, since they may not be bootable (even though the target RAID volume is the first in boot options list). If I proceed with the installation, Windows copies and unpacks itself, performs other standard actions after that. After the computer is restarted, it won't boot (Windows Boot Manager appears in the boot devices list; however, neither it nor the RAID volume itself does not boot). Is it a known problem? I can attach the boot disks to the motherboard and use its RAID capabilities instead, but I'd prefer FastTrak ones. Driver version is 1.3.0.4. Thanks.

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  • raid md device is not remove from memory, how to overcome this problem

    - by santhosha
    i create raid 10 , i removed two arrays form md11 one by one , after that i going to editing the contents those are mounted ( it will be not responding stage), after i try for remove arrays those are left it is shows device or resource busy ( is not removed from memory). i try to terminate process this is also not work, i absorve from 4 days resync will be 8.0% it can not modifying. cat /proc/mdstat Personalities : [raid1] [raid0] [raid6] [raid5] [raid4] [linear] [raid10] md11 : active raid10 sde1[3] sdj14 286743936 blocks 64K chunks 2 near-copies [4/1] [___U] [1:2:3:0] [=...................] resync = 8.0% (23210368/286743936) finish=289392.6min speed=15K/sec mdadm -D /dev/md11 /dev/md11: Version : 00.90.03 Creation Time : Sun Jan 16 16:20:01 2011 Raid Level : raid10 Array Size : 286743936 (273.46 GiB 293.63 GB) Device Size : 143371968 (136.73 GiB 146.81 GB) Raid Devices : 4 Total Devices : 2 Preferred Minor : 11 Persistence : Superblock is persistent Update Time : Sun Jan 16 16:56:07 2011 State : active, degraded, resyncing Active Devices : 1 Working Devices : 1 Failed Devices : 1 Spare Devices : 0 Layout : near=2, far=1 Chunk Size : 64K Rebuild Status : 8% complete UUID : 5e124ea4:79a01181:dc4110d3:a48576ea Events : 0.23 Number Major Minor RaidDevice State 0 0 0 0 removed 1 0 0 1 removed 4 8 145 2 faulty spare rebuilding /dev/sdj1 3 8 65 3 active sync /dev/sde1 umount /dev/md11 umount: /dev/md11: not mounted mdadm -S /dev/md11 mdadm: fail to stop array /dev/md11: Device or resource busy lsof /dev/md11 COMMAND PID USER FD TYPE DEVICE SIZE NODE NAME mount 2128 root 3r BLK 9,11 4058 /dev/md11 mount 5018 root 3r BLK 9,11 4058 /dev/md11 mdadm 27605 root 3r BLK 9,11 4058 /dev/md11 mount 30562 root 3r BLK 9,11 4058 /dev/md11 badblocks 30591 root 3r BLK 9,11 4058 /dev/md11 kill -9 2128 kill -9 5018 kill -9 27605 kill -9 30562 kill -3 30591 mdadm -S /dev/md11 mdadm: fail to stop array /dev/md11: Device or resource busy lsof /dev/md11 COMMAND PID USER FD TYPE DEVICE SIZE NODE NAME mount 2128 root 3r BLK 9,11 4058 /dev/md11 mount 5018 root 3r BLK 9,11 4058 /dev/md11 mdadm 27605 root 3r BLK 9,11 4058 /dev/md11 mount 30562 root 3r BLK 9,11 4058 /dev/md11 badblocks 30591 root 3r BLK 9,11 4058 /dev/md11 cat /proc/mdstat Personalities : [raid1] [raid0] [raid6] [raid5] [raid4] [linear] [raid10] md11 : active raid10 sde1[3] sdj14 286743936 blocks 64K chunks 2 near-copies [4/1] [___U] [1:2:3:0] [=...................] resync = 8.0% (23210368/286743936) finish=289392.6min speed=15K/sec

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  • [Ubuntu 10.04] mdadm - Can't get RAID5 Array To Start

    - by Matthew Hodgkins
    Hello, after a power failure my RAID array refuses to start. When I boot I have to sudo mdadm --assemble --force /dev/md0 /dev/sdb1 /dev/sdc1 /dev/sdd1 /dev/sde1 /dev/sdf1 /dev/sdg1 to get mdadm to notice the array. Here are the details (after I force assemble). sudo mdadm --misc --detail /dev/md0: /dev/md0: Version : 00.90 Creation Time : Sun Apr 25 01:39:25 2010 Raid Level : raid5 Used Dev Size : 1465135872 (1397.26 GiB 1500.30 GB) Raid Devices : 6 Total Devices : 6 Preferred Minor : 0 Persistence : Superblock is persistent Update Time : Thu Jun 17 23:02:38 2010 State : active, Not Started Active Devices : 6 Working Devices : 6 Failed Devices : 0 Spare Devices : 0 Layout : left-symmetric Chunk Size : 128K UUID : 44a8f730:b9bea6ea:3a28392c:12b22235 (local to host hodge-fs) Events : 0.1249691 Number Major Minor RaidDevice State 0 8 65 0 active sync /dev/sde1 1 8 81 1 active sync /dev/sdf1 2 8 97 2 active sync /dev/sdg1 3 8 49 3 active sync /dev/sdd1 4 8 33 4 active sync /dev/sdc1 5 8 17 5 active sync /dev/sdb1 mdadm.conf: # by default, scan all partitions (/proc/partitions) for MD superblocks. # alternatively, specify devices to scan, using wildcards if desired. DEVICE partitions /dev/sdb1 /dev/sdb1 # auto-create devices with Debian standard permissions CREATE owner=root group=disk mode=0660 auto=yes # automatically tag new arrays as belonging to the local system HOMEHOST <system> # definitions of existing MD arrays ARRAY /dev/md0 level=raid5 num-devices=6 UUID=44a8f730:b9bea6ea:3a28392c:12b22235 Any help would be appreciated.

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  • How to replace the domain name in a Wordpress database?

    - by Cristian
    I have a Wordpress database which was installed in a development environment... thus, all references to the site itself have a fixed IP address (say 192.168.16.2). Now, I have to migrate that database to a new Wordpress installation on a hosting. The problem is that the SQL dump contains a lot of references to the IP address, and I have to replace it with: my_domain.com. I could use sed or some other command to change the that from the command line, the problem is that there are a lot of configuration data which uses JSON. So what? Well, as you know, JSON arrays uses things like: s:4: to know how many chars an element has, and thus, if I just replace the IP with the domain name, the configuration files will get corrupted. I used an app for Windows some years ago that allows to change values in a database and takes care of the JSON arrays. Unfortunately, I forgot the name of the app... so the question is: do you know any app that allows me to do what I want?

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  • The Clocks on USACO

    - by philip
    I submitted my code for a question on USACO titled "The Clocks". This is the link to the question: http://ace.delos.com/usacoprob2?a=wj7UqN4l7zk&S=clocks This is the output: Compiling... Compile: OK Executing... Test 1: TEST OK [0.173 secs, 13928 KB] Test 2: TEST OK [0.130 secs, 13928 KB] Test 3: TEST OK [0.583 secs, 13928 KB] Test 4: TEST OK [0.965 secs, 13928 KB] Run 5: Execution error: Your program (`clocks') used more than the allotted runtime of 1 seconds (it ended or was stopped at 1.584 seconds) when presented with test case 5. It used 13928 KB of memory. ------ Data for Run 5 ------ 6 12 12 12 12 12 12 12 12 ---------------------------- Your program printed data to stdout. Here is the data: ------------------- time:_0.40928452 ------------------- Test 5: RUNTIME 1.5841 (13928 KB) I wrote my program so that it will print out the time taken (in seconds) for the program to complete before it exits. As can be seen, it took 0.40928452 seconds before exiting. So how the heck did the runtime end up to be 1.584 seconds? What should I do about it? This is the code if it helps: import java.io.; import java.util.; class clocks { public static void main(String[] args) throws IOException { long start = System.nanoTime(); // Use BufferedReader rather than RandomAccessFile; it's much faster BufferedReader f = new BufferedReader(new FileReader("clocks.in")); // input file name goes above PrintWriter out = new PrintWriter(new BufferedWriter(new FileWriter("clocks.out"))); // Use StringTokenizer vs. readLine/split -- lots faster int[] clock = new int[9]; for (int i = 0; i < 3; i++) { StringTokenizer st = new StringTokenizer(f.readLine()); // Get line, break into tokens clock[i * 3] = Integer.parseInt(st.nextToken()); clock[i * 3 + 1] = Integer.parseInt(st.nextToken()); clock[i * 3 + 2] = Integer.parseInt(st.nextToken()); } ArrayList validCombination = new ArrayList();; for (int i = 1; true; i++) { ArrayList combination = getPossibleCombinations(i); for (int j = 0; j < combination.size(); j++) { if (tryCombination(clock, (int[]) combination.get(j))) { validCombination.add(combination.get(j)); } } if (validCombination.size() > 0) { break; } } int [] min = (int[])validCombination.get(0); if (validCombination.size() > 1){ String minS = ""; for (int i=0; i<min.length; i++) minS += min[i]; for (int i=1; i<validCombination.size(); i++){ String tempS = ""; int [] temp = (int[])validCombination.get(i); for (int j=0; j<temp.length; j++) tempS += temp[j]; if (tempS.compareTo(minS) < 0){ minS = tempS; min = temp; } } } for (int i=0; i<min.length-1; i++) out.print(min[i] + " "); out.println(min[min.length-1]); out.close(); // close the output file long end = System.nanoTime(); System.out.println("time: " + (end-start)/1000000000.0); System.exit(0); // don't omit this! } static boolean tryCombination(int[] clock, int[] steps) { int[] temp = Arrays.copyOf(clock, clock.length); for (int i = 0; i < steps.length; i++) transform(temp, steps[i]); for (int i=0; i<temp.length; i++) if (temp[i] != 12) return false; return true; } static void transform(int[] clock, int n) { if (n == 1) { int[] clocksToChange = {0, 1, 3, 4}; add3(clock, clocksToChange); } else if (n == 2) { int[] clocksToChange = {0, 1, 2}; add3(clock, clocksToChange); } else if (n == 3) { int[] clocksToChange = {1, 2, 4, 5}; add3(clock, clocksToChange); } else if (n == 4) { int[] clocksToChange = {0, 3, 6}; add3(clock, clocksToChange); } else if (n == 5) { int[] clocksToChange = {1, 3, 4, 5, 7}; add3(clock, clocksToChange); } else if (n == 6) { int[] clocksToChange = {2, 5, 8}; add3(clock, clocksToChange); } else if (n == 7) { int[] clocksToChange = {3, 4, 6, 7}; add3(clock, clocksToChange); } else if (n == 8) { int[] clocksToChange = {6, 7, 8}; add3(clock, clocksToChange); } else if (n == 9) { int[] clocksToChange = {4, 5, 7, 8}; add3(clock, clocksToChange); } } static void add3(int[] clock, int[] position) { for (int i = 0; i < position.length; i++) { if (clock[position[i]] != 12) { clock[position[i]] += 3; } else { clock[position[i]] = 3; } } } static ArrayList getPossibleCombinations(int size) { ArrayList l = new ArrayList(); int[] current = new int[size]; for (int i = 0; i < current.length; i++) { current[i] = 1; } int[] end = new int[size]; for (int i = 0; i < end.length; i++) { end[i] = 9; } l.add(Arrays.copyOf(current, size)); while (!Arrays.equals(current, end)) { incrementWithoutRepetition(current, current.length - 1); l.add(Arrays.copyOf(current, size)); } int [][] combination = new int[l.size()][size]; for (int i=0; i<l.size(); i++) combination[i] = (int[])l.get(i); return l; } static int incrementWithoutRepetition(int[] n, int index) { if (n[index] != 9) { n[index]++; return n[index]; } else { n[index] = incrementWithoutRepetition(n, index - 1); return n[index]; } } static void p(int[] n) { for (int i = 0; i < n.length; i++) { System.out.print(n[i] + " "); } System.out.println(""); } }

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  • What sort of loop structure to compare checkbox matrix with Google Maps markers?

    - by Kirkman14
    I'm trying to build a map of trails around my town. I'm using an XML file to hold all the trail data. For each marker, I have categories like "surface," "difficulty," "uses," etc. I have seen many examples of Google Maps that use checkboxes to show markers by category. However these examples are usually very simple: maybe three different checkboxes. What's different on my end is that I have multiple categories, and within each category there are several possible values. So, a particular trail might have "use" values of "hiking," "biking," "jogging," and "equestrian" because all are allowed. I put together one version, which you can see here: http://www.joshrenaud.com/pd/trails_withcheckboxes3.html In this version, any trail that has any value checked by the user will be displayed on the map. This version works. (although I should point out there is a bug where despite only one category being checked on load, all markers display anyway. After your first click on any checkbox, the map will work properly) However I now realize it's not quite what I want. I want to change it so that it will display only markers that match ALL the values that are checked (rather than ANY, which is what the example above does). I took a hack at this. You can see the result online, but I can't type a link to it because I am new user. Change the "3" in the URL above to a "4" to see it. My questions are about this SECOND url. (trails_withcheckboxes4.html) It doesn't work. I am pretty new to Javascript, so I am sure I have done something totally wrong, but I can't figure out what. My specific questions: Does anyone see anything glaringly obvious that is keeping my second example from working? If not, could someone just suggest what sort of loop structure I would need to build to compare the several arrays of checkboxes with the several arrays of values on any given marker? Here is some of the relevant code, although you can just view source on the examples above to see the whole thing: function createMarker(point,surface,difficulty,use,html) { var marker = new GMarker(point,GIcon); marker.mysurface = surface; marker.mydifficulty = difficulty; marker.myuse = use; GEvent.addListener(marker, "click", function() { marker.openInfoWindowHtml(html); }); gmarkers.push(marker); return marker; } function show() { hide(); var surfaceChecked = []; var difficultyChecked = []; var useChecked = []; var j=0; // okay, let's run through the checkbox elements and make arrays to serve as holders of any values the user has checked. for (i=0; i<surfaceArray.length; i++) { if (document.getElementById('surface'+surfaceArray[i]).checked == true) { surfaceChecked[j] = surfaceArray[i]; j++; } } j=0; for (i=0; i<difficultyArray.length; i++) { if (document.getElementById('difficulty'+difficultyArray[i]).checked == true) { difficultyChecked[j] = difficultyArray[i]; j++; } } j=0; for (i=0; i<useArray.length; i++) { if (document.getElementById('use'+useArray[i]).checked == true) { useChecked[j] = useArray[i]; j++; } } //now that we have our 'xxxChecked' holders, it's time to go through all the markers and see which to show. for (var k=0; k<gmarkers.length; k++) { // this loop runs thru all markers var surfaceMatches = []; var difficultyMatches = []; var useMatches = []; var surfaceOK = false; var difficultyOK = false; var useOK = false; for (var l=0; l<surfaceChecked.length; l++) { // this loops runs through all checked Surface categories for (var m=0; m<gmarkers[k].mysurface.length; m++) { // this loops through all surfaces on the marker if (gmarkers[k].mysurface[m].childNodes[0].nodeValue == surfaceChecked[l]) { surfaceMatches[l] = true; } } } for (l=0; l<difficultyChecked.length; l++) { // this loops runs through all checked Difficulty categories for (m=0; m<gmarkers[k].mydifficulty.length; m++) { // this loops through all difficulties on the marker if (gmarkers[k].mydifficulty[m].childNodes[0].nodeValue == difficultyChecked[l]) { difficultyMatches[l] = true; } } } for (l=0; l<useChecked.length; l++) { // this loops runs through all checked Use categories for (m=0; m<gmarkers[k].myuse.length; m++) { // this loops through all uses on the marker if (gmarkers[k].myuse[m].childNodes[0].nodeValue == useChecked[l]) { useMatches[l] = true; } } } // now it's time to loop thru the Match arrays and make sure they are all completely true. for (m=0; m<surfaceMatches.length; m++) { if (surfaceMatches[m] == true) { surfaceOK = true; } else if (surfaceMatches[m] == false) {surfaceOK = false; break; } } for (m=0; m<difficultyMatches.length; m++) { if (difficultyMatches[m] == true) { difficultyOK = true; } else if (difficultyMatches[m] == false) {difficultyOK = false; break; } } for (m=0; m<useMatches.length; m++) { if (useMatches[m] == true) { useOK = true; } else if (useMatches[m] == false) {useOK = false; break; } } // And finally, if each of the three OK's is true, then let's show the marker. if ((surfaceOK == true) && (difficultyOK == true) && (useOK == true)) { gmarkers[i].show(); } } }

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  • Problem rendering VBO

    - by Onno
    I'm developing a game engine using OpenTK. I'm trying to get to grips with the use of VBO's. I've run into some trouble because somehow it doesn't render correctly. Thus far I've used immediate mode to render a test object, a test cube with a texture. namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class ImmediateFaceBasedCube : IMesh { private IList<Face> faces = new List<Face>(); public ImmediateFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: move vertex normal and texture data to datastructure //todo: VBO based rendering //top face //1 IList<VertexData> verticesT1 = new List<VertexData>(); VertexData T1a = new VertexData(); T1a.Normal = normals[0]; T1a.TexCoord = textureCoordinates[5]; T1a.Position = allVertices[3]; verticesT1.Add(T1a); VertexData T1b = new VertexData(); T1b.Normal = normals[0]; T1b.TexCoord = textureCoordinates[9]; T1b.Position = allVertices[0]; verticesT1.Add(T1b); VertexData T1c = new VertexData(); T1c.Normal = normals[0]; T1c.TexCoord = textureCoordinates[10]; T1c.Position = allVertices[1]; verticesT1.Add(T1c); Face F1 = new Face(verticesT1); faces.Add(F1); //2 IList<VertexData> verticesT2 = new List<VertexData>(); VertexData T2a = new VertexData(); T2a.Normal = normals[0]; T2a.TexCoord = textureCoordinates[10]; T2a.Position = allVertices[1]; verticesT2.Add(T2a); VertexData T2b = new VertexData(); T2b.Normal = normals[0]; T2b.TexCoord = textureCoordinates[6]; T2b.Position = allVertices[2]; verticesT2.Add(T2b); VertexData T2c = new VertexData(); T2c.Normal = normals[0]; T2c.TexCoord = textureCoordinates[5]; T2c.Position = allVertices[3]; verticesT2.Add(T2c); Face F2 = new Face(verticesT2); faces.Add(F2); //front face //3 IList<VertexData> verticesT3 = new List<VertexData>(); VertexData T3a = new VertexData(); T3a.Normal = normals[1]; T3a.TexCoord = textureCoordinates[1]; T3a.Position = allVertices[3]; verticesT3.Add(T3a); VertexData T3b = new VertexData(); T3b.Normal = normals[1]; T3b.TexCoord = textureCoordinates[0]; T3b.Position = allVertices[7]; verticesT3.Add(T3b); VertexData T3c = new VertexData(); T3c.Normal = normals[1]; T3c.TexCoord = textureCoordinates[5]; T3c.Position = allVertices[0]; verticesT3.Add(T3c); Face F3 = new Face(verticesT3); faces.Add(F3); //4 IList<VertexData> verticesT4 = new List<VertexData>(); VertexData T4a = new VertexData(); T4a.Normal = normals[1]; T4a.TexCoord = textureCoordinates[5]; T4a.Position = allVertices[0]; verticesT4.Add(T4a); VertexData T4b = new VertexData(); T4b.Normal = normals[1]; T4b.TexCoord = textureCoordinates[0]; T4b.Position = allVertices[7]; verticesT4.Add(T4b); VertexData T4c = new VertexData(); T4c.Normal = normals[1]; T4c.TexCoord = textureCoordinates[4]; T4c.Position = allVertices[4]; verticesT4.Add(T4c); Face F4 = new Face(verticesT4); faces.Add(F4); //right face //5 IList<VertexData> verticesT5 = new List<VertexData>(); VertexData T5a = new VertexData(); T5a.Normal = normals[2]; T5a.TexCoord = textureCoordinates[2]; T5a.Position = allVertices[0]; verticesT5.Add(T5a); VertexData T5b = new VertexData(); T5b.Normal = normals[2]; T5b.TexCoord = textureCoordinates[1]; T5b.Position = allVertices[4]; verticesT5.Add(T5b); VertexData T5c = new VertexData(); T5c.Normal = normals[2]; T5c.TexCoord = textureCoordinates[6]; T5c.Position = allVertices[1]; verticesT5.Add(T5c); Face F5 = new Face(verticesT5); faces.Add(F5); //6 IList<VertexData> verticesT6 = new List<VertexData>(); VertexData T6a = new VertexData(); T6a.Normal = normals[2]; T6a.TexCoord = textureCoordinates[1]; T6a.Position = allVertices[4]; verticesT6.Add(T6a); VertexData T6b = new VertexData(); T6b.Normal = normals[2]; T6b.TexCoord = textureCoordinates[5]; T6b.Position = allVertices[5]; verticesT6.Add(T6b); VertexData T6c = new VertexData(); T6c.Normal = normals[2]; T6c.TexCoord = textureCoordinates[6]; T6c.Position = allVertices[1]; verticesT6.Add(T6c); Face F6 = new Face(verticesT6); faces.Add(F6); //back face //7 IList<VertexData> verticesT7 = new List<VertexData>(); VertexData T7a = new VertexData(); T7a.Normal = normals[3]; T7a.TexCoord = textureCoordinates[4]; T7a.Position = allVertices[5]; verticesT7.Add(T7a); VertexData T7b = new VertexData(); T7b.Normal = normals[3]; T7b.TexCoord = textureCoordinates[9]; T7b.Position = allVertices[2]; verticesT7.Add(T7b); VertexData T7c = new VertexData(); T7c.Normal = normals[3]; T7c.TexCoord = textureCoordinates[5]; T7c.Position = allVertices[1]; verticesT7.Add(T7c); Face F7 = new Face(verticesT7); faces.Add(F7); //8 IList<VertexData> verticesT8 = new List<VertexData>(); VertexData T8a = new VertexData(); T8a.Normal = normals[3]; T8a.TexCoord = textureCoordinates[9]; T8a.Position = allVertices[2]; verticesT8.Add(T8a); VertexData T8b = new VertexData(); T8b.Normal = normals[3]; T8b.TexCoord = textureCoordinates[4]; T8b.Position = allVertices[5]; verticesT8.Add(T8b); VertexData T8c = new VertexData(); T8c.Normal = normals[3]; T8c.TexCoord = textureCoordinates[8]; T8c.Position = allVertices[6]; verticesT8.Add(T8c); Face F8 = new Face(verticesT8); faces.Add(F8); //left face //9 IList<VertexData> verticesT9 = new List<VertexData>(); VertexData T9a = new VertexData(); T9a.Normal = normals[4]; T9a.TexCoord = textureCoordinates[8]; T9a.Position = allVertices[6]; verticesT9.Add(T9a); VertexData T9b = new VertexData(); T9b.Normal = normals[4]; T9b.TexCoord = textureCoordinates[13]; T9b.Position = allVertices[3]; verticesT9.Add(T9b); VertexData T9c = new VertexData(); T9c.Normal = normals[4]; T9c.TexCoord = textureCoordinates[9]; T9c.Position = allVertices[2]; verticesT9.Add(T9c); Face F9 = new Face(verticesT9); faces.Add(F9); //10 IList<VertexData> verticesT10 = new List<VertexData>(); VertexData T10a = new VertexData(); T10a.Normal = normals[4]; T10a.TexCoord = textureCoordinates[8]; T10a.Position = allVertices[6]; verticesT10.Add(T10a); VertexData T10b = new VertexData(); T10b.Normal = normals[4]; T10b.TexCoord = textureCoordinates[12]; T10b.Position = allVertices[7]; verticesT10.Add(T10b); VertexData T10c = new VertexData(); T10c.Normal = normals[4]; T10c.TexCoord = textureCoordinates[13]; T10c.Position = allVertices[3]; verticesT10.Add(T10c); Face F10 = new Face(verticesT10); faces.Add(F10); //bottom face //11 IList<VertexData> verticesT11 = new List<VertexData>(); VertexData T11a = new VertexData(); T11a.Normal = normals[5]; T11a.TexCoord = textureCoordinates[10]; T11a.Position = allVertices[7]; verticesT11.Add(T11a); VertexData T11b = new VertexData(); T11b.Normal = normals[5]; T11b.TexCoord = textureCoordinates[9]; T11b.Position = allVertices[6]; verticesT11.Add(T11b); VertexData T11c = new VertexData(); T11c.Normal = normals[5]; T11c.TexCoord = textureCoordinates[14]; T11c.Position = allVertices[4]; verticesT11.Add(T11c); Face F11 = new Face(verticesT11); faces.Add(F11); //12 IList<VertexData> verticesT12 = new List<VertexData>(); VertexData T12a = new VertexData(); T12a.Normal = normals[5]; T12a.TexCoord = textureCoordinates[13]; T12a.Position = allVertices[5]; verticesT12.Add(T12a); VertexData T12b = new VertexData(); T12b.Normal = normals[5]; T12b.TexCoord = textureCoordinates[14]; T12b.Position = allVertices[4]; verticesT12.Add(T12b); VertexData T12c = new VertexData(); T12c.Normal = normals[5]; T12c.TexCoord = textureCoordinates[9]; T12c.Position = allVertices[6]; verticesT12.Add(T12c); Face F12 = new Face(verticesT12); faces.Add(F12); } public void draw() { GL.Begin(BeginMode.Triangles); foreach (Face face in faces) { foreach (VertexData datapoint in face.verticesWithTexCoords) { GL.Normal3(datapoint.Normal); GL.TexCoord2(datapoint.TexCoord); GL.Vertex3(datapoint.Position); } } GL.End(); } } } Gets me this very nice picture: The immediate mode cube renders nicely and taught me a bit on how to use OpenGL, but VBO's are the way to go. Since I read on the OpenTK forums that OpenTK has problems doing VA's or DL's, I decided to skip using those. Now, I've tried to change this cube to a VBO by using the same vertex, normal and tc collections, and making float arrays from them by using the coordinates in combination with uint arrays which contain the index numbers from the immediate cube. (see the private functions at end of the code sample) Somehow this only renders two triangles namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class VBOFaceBasedCube : IMesh { private int VerticesVBOID; private int VerticesVBOStride; private int VertexCount; private int ELementBufferObjectID; private int textureCoordinateVBOID; private int textureCoordinateVBOStride; //private int textureCoordinateArraySize; private int normalVBOID; private int normalVBOStride; public VBOFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: VBO based rendering uint[] vertexElements = { 3,0,1, //01 1,2,3, //02 3,7,0, //03 0,7,4, //04 0,4,1, //05 4,5,1, //06 5,2,1, //07 2,5,6, //08 6,3,2, //09 6,7,5, //10 7,6,4, //11 5,4,6 //12 }; VertexCount = vertexElements.Length; IList<uint> vertexElementList = new List<uint>(vertexElements); uint[] normalElements = { 0,0,0, 0,0,0, 1,1,1, 1,1,1, 2,2,2, 2,2,2, 3,3,3, 3,3,3, 4,4,4, 4,4,4, 5,5,5, 5,5,5 }; IList<uint> normalElementList = new List<uint>(normalElements); uint[] textureIndexArray = { 5,9,10, 10,6,5, 1,0,5, 5,0,4, 2,1,6, 1,5,6, 4,9,5, 9,4,8, 8,13,9, 8,12,13, 10,9,14, 13,14,9 }; //textureCoordinateArraySize = textureIndexArray.Length; IList<uint> textureIndexList = new List<uint>(textureIndexArray); LoadVBO(allVertices, normals, textureCoordinates, vertexElements, normalElementList, textureIndexList); } public void draw() { //bind vertices //bind elements //bind normals //bind texture coordinates GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.NormalArray); GL.EnableClientState(ArrayCap.TextureCoordArray); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); GL.VertexPointer(3, VertexPointerType.Float, VerticesVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); GL.NormalPointer(NormalPointerType.Float, normalVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); GL.TexCoordPointer(2, TexCoordPointerType.Float, textureCoordinateVBOStride, 0); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.DrawElements(BeginMode.Polygon, VertexCount, DrawElementsType.UnsignedShort, 0); } //loads a static VBO void LoadVBO(IList<Vector3> vertices, IList<Vector3> normals, IList<Vector2> texcoords, uint[] elements, IList<uint> normalIndices, IList<uint> texCoordIndices) { int size; //todo // To create a VBO: // 1) Generate the buffer handles for the vertex and element buffers. // 2) Bind the vertex buffer handle and upload your vertex data. Check that the buffer was uploaded correctly. // 3) Bind the element buffer handle and upload your element data. Check that the buffer was uploaded correctly. float[] verticesArray = convertVector3fListToFloatArray(vertices); float[] normalsArray = createFloatArrayFromListOfVector3ElementsAndIndices(normals, normalIndices); float[] textureCoordinateArray = createFloatArrayFromListOfVector2ElementsAndIndices(texcoords, texCoordIndices); GL.GenBuffers(1, out VerticesVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); Console.WriteLine("load 1 - vertices"); VerticesVBOStride = BlittableValueType.StrideOf(verticesArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(verticesArray.Length * sizeof(float)), verticesArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (verticesArray.Length * BlittableValueType.StrideOf(verticesArray) != size) { throw new ApplicationException("Vertex data not uploaded correctly"); } else { Console.WriteLine("load 1 finished ok"); size = 0; } Console.WriteLine("load 2 - elements"); GL.GenBuffers(1, out ELementBufferObjectID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(elements.Length * sizeof(uint)), elements, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ElementArrayBuffer, BufferParameterName.BufferSize, out size); if (elements.Length * sizeof(uint) != size) { throw new ApplicationException("Element data not uploaded correctly"); } else { size = 0; Console.WriteLine("load 2 finished ok"); } GL.GenBuffers(1, out normalVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); Console.WriteLine("load 3 - normals"); normalVBOStride = BlittableValueType.StrideOf(normalsArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(normalsArray.Length * sizeof(float)), normalsArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); Console.WriteLine("load 3 - pre check"); if (normalsArray.Length * BlittableValueType.StrideOf(normalsArray) != size) { throw new ApplicationException("Normal data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } GL.GenBuffers(1, out textureCoordinateVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); Console.WriteLine("load 4- texture coordinates"); textureCoordinateVBOStride = BlittableValueType.StrideOf(textureCoordinateArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(textureCoordinateArray.Length * textureCoordinateVBOStride), textureCoordinateArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (textureCoordinateArray.Length * BlittableValueType.StrideOf(textureCoordinateArray) != size) { throw new ApplicationException("texture coordinate data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } } //used to convert vertex arrayss for use with VBO's private float[] convertVector3fListToFloatArray(IList<Vector3> input) { int arrayElementCount = input.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector3 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; output[fillCount + 2] = v.Z; fillCount += 3; } return output; } //used for converting texture coordinate arrays for use with VBO's private float[] convertVector2List_to_floatArray(IList<Vector2> input) { int arrayElementCount = input.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector2 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; fillCount += 2; } return output; } //used to create an array of floats from private float[] createFloatArrayFromListOfVector3ElementsAndIndices(IList<Vector3> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; output[fillCount + 2] = inputVectors[i].Z; fillCount += 3; } return output; } private float[] createFloatArrayFromListOfVector2ElementsAndIndices(IList<Vector2> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; fillCount += 2; } return output; } } } This code will only render two triangles and they're nothing like I had in mind: I've done some searching. In some other questions I read that, if I did something wrong, I'd get no rendering at all. Clearly, something gets sent to the GFX card, but it might be that I'm not sending the right data. I've tried altering the sequence in which the triangles are rendered by swapping some of the index numbers in the vert, tc and normal index arrays, but this doesn't seem to be of any effect. I'm slightly lost here. What am I doing wrong here?

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  • array and array_view from amp.h

    - by Daniel Moth
    This is a very long post, but it also covers what are probably the classes (well, array_view at least) that you will use the most with C++ AMP, so I hope you enjoy it! Overview The concurrency::array and concurrency::array_view template classes represent multi-dimensional data of type T, of N dimensions, specified at compile time (and you can later access the number of dimensions via the rank property). If N is not specified, it is assumed that it is 1 (i.e. single-dimensional case). They are rectangular (not jagged). The difference between them is that array is a container of data, whereas array_view is a wrapper of a container of data. So in that respect, array behaves like an STL container, whereas the closest thing an array_view behaves like is an STL iterator (albeit with random access and allowing you to view more than one element at a time!). The data in the array (whether provided at creation time or added later) resides on an accelerator (which is specified at creation time either explicitly by the developer, or set to the default accelerator at creation time by the runtime) and is laid out contiguously in memory. The data provided to the array_view is not stored by/in the array_view, because the array_view is simply a view over the real source (which can reside on the CPU or other accelerator). The underlying data is copied on demand to wherever the array_view is accessed. Elements which differ by one in the least significant dimension of the array_view are adjacent in memory. array objects must be captured by reference into the lambda you pass to the parallel_for_each call, whereas array_view objects must be captured by value (into the lambda you pass to the parallel_for_each call). Creating array and array_view objects and relevant properties You can create array_view objects from other array_view objects of the same rank and element type (shallow copy, also possible via assignment operator) so they point to the same underlying data, and you can also create array_view objects over array objects of the same rank and element type e.g.   array_view<int,3> a(b); // b can be another array or array_view of ints with rank=3 Note: Unlike the constructors above which can be called anywhere, the ones in the rest of this section can only be called from CPU code. You can create array objects from other array objects of the same rank and element type (copy and move constructors) and from other array_view objects, e.g.   array<float,2> a(b); // b can be another array or array_view of floats with rank=2 To create an array from scratch, you need to at least specify an extent object, e.g. array<int,3> a(myExtent);. Note that instead of an explicit extent object, there are convenience overloads when N<=3 so you can specify 1-, 2-, 3- integers (dependent on the array's rank) and thus have the extent created for you under the covers. At any point, you can access the array's extent thought the extent property. The exact same thing applies to array_view (extent as constructor parameters, incl. convenience overloads, and property). While passing only an extent object to create an array is enough (it means that the array will be written to later), it is not enough for the array_view case which must always wrap over some other container (on which it relies for storage space and actual content). So in addition to the extent object (that describes the shape you'd like to be viewing/accessing that data through), to create an array_view from another container (e.g. std::vector) you must pass in the container itself (which must expose .data() and a .size() methods, e.g. like std::array does), e.g.   array_view<int,2> aaa(myExtent, myContainerOfInts); Similarly, you can create an array_view from a raw pointer of data plus an extent object. Back to the array case, to optionally initialize the array with data, you can pass an iterator pointing to the start (and optionally one pointing to the end of the source container) e.g.   array<double,1> a(5, myVector.begin(), myVector.end()); We saw that arrays are bound to an accelerator at creation time, so in case you don’t want the C++ AMP runtime to assign the array to the default accelerator, all array constructors have overloads that let you pass an accelerator_view object, which you can later access via the accelerator_view property. Note that at the point of initializing an array with data, a synchronous copy of the data takes place to the accelerator, and then to copy any data back we'll see that an explicit copy call is required. This does not happen with the array_view where copying is on demand... refresh and synchronize on array_view Note that in the previous section on constructors, unlike the array case, there was no overload that accepted an accelerator_view for array_view. That is because the array_view is simply a wrapper, so the allocation of the data has already taken place before you created the array_view. When you capture an array_view variable in your call to parallel_for_each, the copy of data between the non-CPU accelerator and the CPU takes place on demand (i.e. it is implicit, versus the explicit copy that has to happen with the array). There are some subtleties to the on-demand-copying that we cover next. The assumption when using an array_view is that you will continue to access the data through the array_view, and not through the original underlying source, e.g. the pointer to the data that you passed to the array_view's constructor. So if you modify the data through the array_view on the GPU, the original pointer on the CPU will not "know" that, unless one of two things happen: you access the data through the array_view on the CPU side, i.e. using indexing that we cover below you explicitly call the array_view's synchronize method on the CPU (this also gets called in the array_view's destructor for you) Conversely, if you make a change to the underlying data through the original source (e.g. the pointer), the array_view will not "know" about those changes, unless you call its refresh method. Finally, note that if you create an array_view of const T, then the data is copied to the accelerator on demand, but it does not get copied back, e.g.   array_view<const double, 5> myArrView(…); // myArrView will not get copied back from GPU There is also a similar mechanism to achieve the reverse, i.e. not to copy the data of an array_view to the GPU. copy_to, data, and global copy/copy_async functions Both array and array_view expose two copy_to overloads that allow copying them to another array, or to another array_view, and these operations can also be achieved with assignment (via the = operator overloads). Also both array and array_view expose a data method, to get a raw pointer to the underlying data of the array or array_view, e.g. float* f = myArr.data();. Note that for array_view, this only works when the rank is equal to 1, due to the data only being contiguous in one dimension as covered in the overview section. Finally, there are a bunch of global concurrency::copy functions returning void (and corresponding concurrency::copy_async functions returning a future) that allow copying between arrays and array_views and iterators etc. Just browse intellisense or amp.h directly for the full set. Note that for array, all copying described throughout this post is deep copying, as per other STL container expectations. You can never have two arrays point to the same data. indexing into array and array_view plus projection Reading or writing data elements of an array is only legal when the code executes on the same accelerator as where the array was bound to. In the array_view case, you can read/write on any accelerator, not just the one where the original data resides, and the data gets copied for you on demand. In both cases, the way you read and write individual elements is via indexing as described next. To access (or set the value of) an element, you can index into it by passing it an index object via the subscript operator. Furthermore, if the rank is 3 or less, you can use the function ( ) operator to pass integer values instead of having to use an index object. e.g. array<float,2> arr(someExtent, someIterator); //or array_view<float,2> arr(someExtent, someContainer); index<2> idx(5,4); float f1 = arr[idx]; float f2 = arr(5,4); //f2 ==f1 //and the reverse for assigning, e.g. arr(idx[0], 7) = 6.9; Note that for both array and array_view, regardless of rank, you can also pass a single integer to the subscript operator which results in a projection of the data, and (for both array and array_view) you get back an array_view of rank N-1 (or if the rank was 1, you get back just the element at that location). Not Covered In this already very long post, I am not going to cover three very cool methods (and related overloads) that both array and array_view expose: view_as, section, reinterpret_as. We'll revisit those at some point in the future, probably on the team blog. Comments about this post by Daniel Moth welcome at the original blog.

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  • Java Program help [migrated]

    - by georgetheevilman
    Okay I have a really annoying error. Its coming from my retainAll method. The problem is that I am outputting 1,3,5 in ints at the end, but I need 1,3,5,7,9. Here is the code below for the MySet and driver classes public class MySetTester { public static void main(String[]args) { MySet<String> strings = new MySet<String>(); strings.add("Hey!"); strings.add("Hey!"); strings.add("Hey!"); strings.add("Hey!"); strings.add("Hey!"); strings.add("Listen!"); strings.add("Listen!"); strings.add("Sorry, I couldn't resist."); strings.add("Sorry, I couldn't resist."); strings.add("(you know you would if you could)"); System.out.println("Testing add:\n"); System.out.println("Your size: " + strings.size() + ", contains(Sorry): " + strings.contains("Sorry, I couldn't resist.")); System.out.println("Exp. size: 4, contains(Sorry): true\n"); MySet<String> moreStrings = new MySet<String>(); moreStrings.add("Sorry, I couldn't resist."); moreStrings.add("(you know you would if you could)"); strings.removeAll(moreStrings); System.out.println("Testing remove and removeAll:\n"); System.out.println("Your size: " + strings.size() + ", contains(Sorry): " + strings.contains("Sorry, I couldn't resist.")); System.out.println("Exp. size: 2, contains(Sorry): false\n"); MySet<Integer> ints = new MySet<Integer>(); for (int i = 0; i < 100; i++) { ints.add(i); } System.out.println("Your size: " + ints.size()); System.out.println("Exp. size: 100\n"); for (int i = 0; i < 100; i += 2) { ints.remove(i); } System.out.println("Your size: " + ints.size()); System.out.println("Exp. size: 50\n"); MySet<Integer> zeroThroughNine = new MySet<Integer>(); for (int i = 0; i < 10; i++) { zeroThroughNine.add(i); } ints.retainAll(zeroThroughNine); System.out.println("ints should now only retain odd numbers" + " 0 through 10\n"); System.out.println("Testing your iterator:\n"); for (Integer i : ints) { System.out.println(i); } System.out.println("\nExpected: \n\n1 \n3 \n5 \n7 \n9\n"); System.out.println("Yours:"); for (String s : strings) { System.out.println(s); } System.out.println("\nExpected: \nHey! \nListen!"); strings.clear(); System.out.println("\nClearing your set...\n"); System.out.println("Your set is empty: " + strings.isEmpty()); System.out.println("Exp. set is empty: true"); } } And here is the main code. But still read the top part because that's where my examples are. import java.util.Set; import java.util.Collection; import java.lang.Iterable; import java.util.Iterator; import java.util.Arrays; import java.lang.reflect.Array; public class MySet implements Set, Iterable { // instance variables - replace the example below with your own private E[] backingArray; private int numElements; /** * Constructor for objects of class MySet */ public MySet() { backingArray=(E[]) new Object[5]; numElements=0; } public boolean add(E e){ for(Object elem:backingArray){ if (elem==null ? e==null : elem.equals(e)){ return false; } } if(numElements==backingArray.length){ E[] newArray=Arrays.copyOf(backingArray,backingArray.length*2); newArray[numElements]=e; numElements=numElements+1; backingArray=newArray; return true; } else{ backingArray[numElements]=e; numElements=numElements+1; return true; } } public boolean addAll(Collection<? extends E> c){ for(E elem:c){ this.add(elem); } return true; } public void clear(){ E[] newArray=(E[])new Object[backingArray.length]; numElements=0; backingArray=newArray; } public boolean equals(Object o){ if(o instanceof Set &&(((Set)o).size()==numElements)){ for(E elem:(Set<E>)o){ if (this.contains(o)==false){ return false; } return true; } } return false; } public boolean contains(Object o){ for(E backingElem:backingArray){ if (o!=null && o.equals(backingElem)){ return true; } } return false; } public boolean containsAll(Collection<?> c){ for(E elem:(Set<E>)c){ if(!(this.contains(elem))){ return false; } } return true; } public int hashCode(){ int sum=0; for(E elem:backingArray){ if(elem!=null){ sum=sum+elem.hashCode(); } } return sum; } public boolean isEmpty(){ if(numElements==0){ return true; } else{ return false; } } public boolean remove(Object o){ int i=0; for(Object elem:backingArray){ if(o!=null && o.equals(elem)){ backingArray[i]=null; numElements=numElements-1; E[] newArray=Arrays.copyOf(backingArray,backingArray.length-1); return true; } i=i+1; } return false; } public boolean removeAll(Collection<?> c){ for(Object elem:c){ this.remove(elem); } return true; } public boolean retainAll(Collection<?> c){ MySet<E> removalArray=new MySet<E>(); for(E arrayElem:backingArray){ if(arrayElem!= null && !(c.contains(arrayElem))){ this.remove(arrayElem); } } return false; } public int size(){ return numElements; } public <T> T[] toArray(T[] a) throws ArrayStoreException,NullPointerException{ for(int i=0;i<numElements;i++){ a[i]=(T)backingArray[i]; } for(int j=numElements;j<a.length;j++){ a[j]=null; } return a; } public Object[] toArray(){ Object[] newArray=new Object[numElements]; for(int i=0;i<numElements;i++){ newArray[i]=backingArray[i]; } return newArray; } public Iterator<E> iterator(){ setIterator iterator=new setIterator(); return iterator; } private class setIterator implements Iterator<E>{ private int currIndex; private E lastElement; public setIterator(){ currIndex=0; lastElement=null; } public boolean hasNext(){ while(currIndex<=numElements && backingArray[currIndex]==null){ currIndex=currIndex+1; } if (currIndex<=numElements){ return true; } return false; } public E next(){ E element=backingArray[currIndex]; currIndex=currIndex+1; lastElement=element; return element; } public void remove() throws UnsupportedOperationException,IllegalStateException{ if(lastElement!=null){ MySet.this.remove((Object)lastElement); numElements=numElements-1; } else{ throw new IllegalStateException(); } } } } I've been able to reduce the problems, but otherwise this thing is still causing problems.

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  • Interactive Data Language, IDL: Does anybody care?

    - by Alex
    Anyone use a language called Interactive Data Language, IDL? It is popular with scientists. I think it is a poor language because it is proprietary (every terminal running it has to have an expensive license purchased) and it has minimal support (try searching for IDL, the language, right now on stack) . I am trying to convince my colleagues to stop using it and learn C/C++/Python/Fortran/Java/Ruby. Does anybody know about or even care about IDL enough to have opinions on it? What do you think of it? Should I tell my colleagues to stop wasting their time on it now? How can I convince them? Edit: People are getting the impression that I don't know or use IDL. Also, I said IDL has minimal support which is true in one sense, so I must clarify that the scientific libraries are indeed large. I use IDL all the time, but this is exactly the problem: I am only using IDL because colleagues use it. There is a file format IDL uses, the .sav, which can only be opened in IDL. So I must use IDL to work with this data and transfer the data back to colleagues, but I know I would be more efficient in another language. This is like someone sending you a microsoft word file in an email attachment and if you don't understand how wrong that is then you probably write too many words not enough code and you bought microsoft word. Edit: As an alternative to IDL Python is popular. Here is a list of The Pros of IDL (and the cons) from AstroBetter: Pros of IDL Mature many numerical and astronomical libraries available Wide astronomical user base Numerical aspect well integrated with language itself Many local users with deep experience Faster for small arrays Easier installation Good, unified documentation Standard GUI run/debug tool (IDLDE) Single widget system (no angst about which to choose or learn) SAVE/RESTORE capability Use of keyword arguments as flags more convenient Cons of IDL Narrow applicability, not well suited to general programming Slower for large arrays Array functionality less powerful Table support poor Limited ability to extend using C or Fortran, such extensions hard to distribute and support Expensive, sometimes problem collaborating with others that don’t have or can’t afford licenses. Closed source (only RSI can fix bugs) Very awkward to integrate with IRAF tasks Memory management more awkward Single widget system (useless if working within another framework) Plotting: Awkward support for symbols and math text Many font systems, portability issues (v5.1 alleviates somewhat) not as flexible or as extensible plot windows not intrinsically interactive (e.g., pan & zoom) Pros of Python Very general and powerful programming language, yet easy to learn. Strong, but optional, Object Oriented programming support Very large user and developer community, very extensive and broad library base Very extensible with C, C++, or Fortran, portable distribution mechanisms available Free; non-restrictive license; Open Source Becoming the standard scripting language for astronomy Easy to use with IRAF tasks Basis of STScI application efforts More general array capabilities Faster for large arrays, better support for memory mapping Many books and on-line documentation resources available (for the language and its libraries) Better support for table structures Plotting framework (matplotlib) more extensible and general Better font support and portability (only one way to do it too) Usable within many windowing frameworks (GTK, Tk, WX, Qt…) Standard plotting functionality independent of framework used plots are embeddable within other GUIs more powerful image handling (multiple simultaneous LUTS, optional resampling/rescaling, alpha blending, etc) Support for many widget systems Strong local influence over capabilities being developed for Python Cons of Python More items to install separately Not as well accepted in astronomical community (but support clearly growing) Scientific libraries not as mature: Documentation not as complete, not as unified Not as deep in astronomical libraries and utilities Not all IDL numerical library functions have corresponding functionality in Python Some numeric constructs not quite as consistent with language (or slightly less convenient than IDL) Array indexing convention “backwards” Small array performance slower No standard GUI run/debug tool Support for many widget systems (angst regarding which to choose) Current lack of function equivalent to SAVE/RESTORE in IDL matplotlib does not yet have equivalents for all IDL 2-D plotting capability (e.g., surface plots) Use of keyword arguments used as flags less convenient Plotting: comparatively immature, still much development going on missing some plot type (e.g., surface) 3-d capability requires VTK (though matplotlib has some basic 3-d capability)

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  • Help with optimizing C# function via C and/or Assembly

    - by MusiGenesis
    I have this C# method which I'm trying to optimize: // assume arrays are same dimensions private void DoSomething(int[] bigArray1, int[] bigArray2) { int data1; byte A1; byte B1; byte C1; byte D1; int data2; byte A2; byte B2; byte C2; byte D2; for (int i = 0; i < bigArray1.Length; i++) { data1 = bigArray1[i]; data2 = bigArray2[i]; A1 = (byte)(data1 >> 0); B1 = (byte)(data1 >> 8); C1 = (byte)(data1 >> 16); D1 = (byte)(data1 >> 24); A2 = (byte)(data2 >> 0); B2 = (byte)(data2 >> 8); C2 = (byte)(data2 >> 16); D2 = (byte)(data2 >> 24); A1 = A1 > A2 ? A1 : A2; B1 = B1 > B2 ? B1 : B2; C1 = C1 > C2 ? C1 : C2; D1 = D1 > D2 ? D1 : D2; bigArray1[i] = (A1 << 0) | (B1 << 8) | (C1 << 16) | (D1 << 24); } } The function basically compares two int arrays. For each pair of matching elements, the method compares each individual byte value and takes the larger of the two. The element in the first array is then assigned a new int value constructed from the 4 largest byte values (irrespective of source). I think I have optimized this method as much as possible in C# (probably I haven't, of course - suggestions on that score are welcome as well). My question is, is it worth it for me to move this method to an unmanaged C DLL? Would the resulting method execute faster (and how much faster), taking into account the overhead of marshalling my managed int arrays so they can be passed to the method? If doing this would get me, say, a 10% speed improvement, then it would not be worth my time for sure. If it was 2 or 3 times faster, then I would probably have to do it. Note: please, no "premature optimization" comments, thanks in advance. This is simply "optimization".

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  • career in Mobile sw/Application Development [closed]

    - by pramod
    i m planning to do a course on Wireless & mobile computing.The syllabus are given below.Please check & let me know whether its worth to do.How is the job prospects after that.I m a fresher & from electronic Engg.The modules are- *Wireless and Mobile Computing (WiMC) – Modules* C, C++ Programming and Data Structures 100 Hours C Revision C, C++ programming tools on linux(Vi editor, gdb etc.) OOP concepts Programming constructs Functions Access Specifiers Classes and Objects Overloading Inheritance Polymorphism Templates Data Structures in C++ Arrays, stacks, Queues, Linked Lists( Singly, Doubly, Circular) Trees, Threaded trees, AVL Trees Graphs, Sorting (bubble, Quick, Heap , Merge) System Development Methodology 18 Hours Software life cycle and various life cycle models Project Management Software: A Process Various Phases in s/w Development Risk Analysis and Management Software Quality Assurance Introduction to Coding Standards Software Project Management Testing Strategies and Tactics Project Management and Introduction to Risk Management Java Programming 110 Hours Data Types, Operators and Language Constructs Classes and Objects, Inner Classes and Inheritance Inheritance Interface and Package Exceptions Threads Java.lang Java.util Java.awt Java.io Java.applet Java.swing XML, XSL, DTD Java n/w programming Introduction to servlet Mobile and Wireless Technologies 30 Hours Basics of Wireless Technologies Cellular Communication: Single cell systems, multi-cell systems, frequency reuse, analog cellular systems, digital cellular systems GSM standard: Mobile Station, BTS, BSC, MSC, SMS sever, call processing and protocols CDMA standard: spread spectrum technologies, 2.5G and 3G Systems: HSCSD, GPRS, W-CDMA/UMTS,3GPP and international roaming, Multimedia services CDMA based cellular mobile communication systems Wireless Personal Area Networks: Bluetooth, IEEE 802.11a/b/g standards Mobile Handset Device Interfacing: Data Cables, IrDA, Bluetooth, Touch- Screen Interfacing Wireless Security, Telemetry Java Wireless Programming and Applications Development(J2ME) 100 Hours J2ME Architecture The CLDC and the KVM Tools and Development Process Classification of CLDC Target Devices CLDC Collections API CLDC Streams Model MIDlets MIDlet Lifecycle MIDP Programming MIDP Event Architecture High-Level Event Handling Low-Level Event Handling The CLDC Streams Model The CLDC Networking Package The MIDP Implementation Introduction to WAP, WML Script and XHTML Introduction to Multimedia Messaging Services (MMS) Symbian Programming 60 Hours Symbian OS basics Symbian OS services Symbian OS organization GUI approaches ROM building Debugging Hardware abstraction Base porting Symbian OS reference design porting File systems Overview of Symbian OS Development – DevKits, CustKits and SDKs CodeWarrior Tool Application & UI Development Client Server Framework ECOM STDLIB in Symbian iPhone Programming 80 Hours Introducing iPhone core specifications Understanding iPhone input and output Designing web pages for the iPhone Capturing iPhone events Introducing the webkit CSS transforms transitions and animations Using iUI for web apps Using Canvas for web apps Building web apps with Dashcode Writing Dashcode programs Debugging iPhone web pages SDK programming for web developers An introduction to object-oriented programming Introducing the iPhone OS Using Xcode and Interface builder Programming with the SDK Toolkit OS Concepts & Linux Programming 60 Hours Operating System Concepts What is an OS? Processes Scheduling & Synchronization Memory management Virtual Memory and Paging Linux Architecture Programming in Linux Linux Shell Programming Writing Device Drivers Configuring and Building GNU Cross-tool chain Configuring and Compiling Linux Virtual File System Porting Linux on Target Hardware WinCE.NET and Database Technology 80 Hours Execution Process in .NET Environment Language Interoperability Assemblies Need of C# Operators Namespaces & Assemblies Arrays Preprocessors Delegates and Events Boxing and Unboxing Regular Expression Collections Multithreading Programming Memory Management Exceptions Handling Win Forms Working with database ASP .NET Server Controls and client-side scripts ASP .NET Web Server Controls Validation Controls Principles of database management Need of RDBMS etc Client/Server Computing RDBMS Technologies Codd’s Rules Data Models Normalization Techniques ER Diagrams Data Flow Diagrams Database recovery & backup SQL Android Application 80 Hours Introduction of android Why develop for android Android SDK features Creating android activities Fundamental android UI design Intents, adapters, dialogs Android Technique for saving data Data base in Androids Maps, Geocoding, Location based services Toast, using alarms, Instant messaging Using blue tooth Using Telephony Introducing sensor manager Managing network and wi-fi connection Advanced androids development Linux kernel security Implement AIDL Interface. Project 120 Hours

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  • Why is my RAID /dev/md1 showing up as /dev/md126? Is mdadm.conf being ignored?

    - by mmorris
    I created a RAID with: sudo mdadm --create --verbose /dev/md1 --level=mirror --raid-devices=2 /dev/sdb1 /dev/sdc1 sudo mdadm --create --verbose /dev/md2 --level=mirror --raid-devices=2 /dev/sdb2 /dev/sdc2 sudo mdadm --detail --scan returns: ARRAY /dev/md1 metadata=1.2 name=ion:1 UUID=aa1f85b0:a2391657:cfd38029:772c560e ARRAY /dev/md2 metadata=1.2 name=ion:2 UUID=528e5385:e61eaa4c:1db2dba7:44b556fb Which I appended it to /etc/mdadm/mdadm.conf, see below: # mdadm.conf # # Please refer to mdadm.conf(5) for information about this file. # # by default (built-in), scan all partitions (/proc/partitions) and all # containers for MD superblocks. alternatively, specify devices to scan, using # wildcards if desired. #DEVICE partitions containers # auto-create devices with Debian standard permissions CREATE owner=root group=disk mode=0660 auto=yes # automatically tag new arrays as belonging to the local system HOMEHOST <system> # instruct the monitoring daemon where to send mail alerts MAILADDR root # definitions of existing MD arrays # This file was auto-generated on Mon, 29 Oct 2012 16:06:12 -0500 # by mkconf $Id$ ARRAY /dev/md1 metadata=1.2 name=ion:1 UUID=aa1f85b0:a2391657:cfd38029:772c560e ARRAY /dev/md2 metadata=1.2 name=ion:2 UUID=528e5385:e61eaa4c:1db2dba7:44b556fb cat /proc/mdstat returns: Personalities : [raid1] [linear] [multipath] [raid0] [raid6] [raid5] [raid4] [raid10] md2 : active raid1 sdb2[0] sdc2[1] 208629632 blocks super 1.2 [2/2] [UU] md1 : active raid1 sdb1[0] sdc1[1] 767868736 blocks super 1.2 [2/2] [UU] unused devices: <none> ls -la /dev | grep md returns: brw-rw---- 1 root disk 9, 1 Oct 30 11:06 md1 brw-rw---- 1 root disk 9, 2 Oct 30 11:06 md2 So I think all is good and I reboot. After the reboot, /dev/md1 is now /dev/md126 and /dev/md2 is now /dev/md127????? sudo mdadm --detail --scan returns: ARRAY /dev/md/ion:1 metadata=1.2 name=ion:1 UUID=aa1f85b0:a2391657:cfd38029:772c560e ARRAY /dev/md/ion:2 metadata=1.2 name=ion:2 UUID=528e5385:e61eaa4c:1db2dba7:44b556fb cat /proc/mdstat returns: Personalities : [raid1] [linear] [multipath] [raid0] [raid6] [raid5] [raid4] [raid10] md126 : active raid1 sdc2[1] sdb2[0] 208629632 blocks super 1.2 [2/2] [UU] md127 : active (auto-read-only) raid1 sdb1[0] sdc1[1] 767868736 blocks super 1.2 [2/2] [UU] unused devices: <none> ls -la /dev | grep md returns: drwxr-xr-x 2 root root 80 Oct 30 11:18 md brw-rw---- 1 root disk 9, 126 Oct 30 11:18 md126 brw-rw---- 1 root disk 9, 127 Oct 30 11:18 md127 All is not lost, I: sudo mdadm --stop /dev/md126 sudo mdadm --stop /dev/md127 sudo mdadm --assemble --verbose /dev/md1 /dev/sdb1 /dev/sdc1 sudo mdadm --assemble --verbose /dev/md2 /dev/sdb2 /dev/sdc2 and verify everything: sudo mdadm --detail --scan returns: ARRAY /dev/md1 metadata=1.2 name=ion:1 UUID=aa1f85b0:a2391657:cfd38029:772c560e ARRAY /dev/md2 metadata=1.2 name=ion:2 UUID=528e5385:e61eaa4c:1db2dba7:44b556fb cat /proc/mdstat returns: Personalities : [raid1] [linear] [multipath] [raid0] [raid6] [raid5] [raid4] [raid10] md2 : active raid1 sdb2[0] sdc2[1] 208629632 blocks super 1.2 [2/2] [UU] md1 : active raid1 sdb1[0] sdc1[1] 767868736 blocks super 1.2 [2/2] [UU] unused devices: <none> ls -la /dev | grep md returns: brw-rw---- 1 root disk 9, 1 Oct 30 11:26 md1 brw-rw---- 1 root disk 9, 2 Oct 30 11:26 md2 So once again, I think all is good and I reboot. Again, after the reboot, /dev/md1 is /dev/md126 and /dev/md2 is /dev/md127????? sudo mdadm --detail --scan returns: ARRAY /dev/md/ion:1 metadata=1.2 name=ion:1 UUID=aa1f85b0:a2391657:cfd38029:772c560e ARRAY /dev/md/ion:2 metadata=1.2 name=ion:2 UUID=528e5385:e61eaa4c:1db2dba7:44b556fb cat /proc/mdstat returns: Personalities : [raid1] [linear] [multipath] [raid0] [raid6] [raid5] [raid4] [raid10] md126 : active raid1 sdc2[1] sdb2[0] 208629632 blocks super 1.2 [2/2] [UU] md127 : active (auto-read-only) raid1 sdb1[0] sdc1[1] 767868736 blocks super 1.2 [2/2] [UU] unused devices: <none> ls -la /dev | grep md returns: drwxr-xr-x 2 root root 80 Oct 30 11:42 md brw-rw---- 1 root disk 9, 126 Oct 30 11:42 md126 brw-rw---- 1 root disk 9, 127 Oct 30 11:42 md127 What am I missing here?

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  • Anatomy of a .NET Assembly - Signature encodings

    - by Simon Cooper
    If you've just joined this series, I highly recommend you read the previous posts in this series, starting here, or at least these posts, covering the CLR metadata tables. Before we look at custom attribute encoding, we first need to have a brief look at how signatures are encoded in an assembly in general. Signature types There are several types of signatures in an assembly, all of which share a common base representation, and are all stored as binary blobs in the #Blob heap, referenced by an offset from various metadata tables. The types of signatures are: Method definition and method reference signatures. Field signatures Property signatures Method local variables. These are referenced from the StandAloneSig table, which is then referenced by method body headers. Generic type specifications. These represent a particular instantiation of a generic type. Generic method specifications. Similarly, these represent a particular instantiation of a generic method. All these signatures share the same underlying mechanism to represent a type Representing a type All metadata signatures are based around the ELEMENT_TYPE structure. This assigns a number to each 'built-in' type in the framework; for example, Uint16 is 0x07, String is 0x0e, and Object is 0x1c. Byte codes are also used to indicate SzArrays, multi-dimensional arrays, custom types, and generic type and method variables. However, these require some further information. Firstly, custom types (ie not one of the built-in types). These require you to specify the 4-byte TypeDefOrRef coded token after the CLASS (0x12) or VALUETYPE (0x11) element type. This 4-byte value is stored in a compressed format before being written out to disk (for more excruciating details, you can refer to the CLI specification). SzArrays simply have the array item type after the SZARRAY byte (0x1d). Multidimensional arrays follow the ARRAY element type with a series of compressed integers indicating the number of dimensions, and the size and lower bound of each dimension. Generic variables are simply followed by the index of the generic variable they refer to. There are other additions as well, for example, a specific byte value indicates a method parameter passed by reference (BYREF), and other values indicating custom modifiers. Some examples... To demonstrate, here's a few examples and what the resulting blobs in the #Blob heap will look like. Each name in capitals corresponds to a particular byte value in the ELEMENT_TYPE or CALLCONV structure, and coded tokens to custom types are represented by the type name in curly brackets. A simple field: int intField; FIELD I4 A field of an array of a generic type parameter (assuming T is the first generic parameter of the containing type): T[] genArrayField FIELD SZARRAY VAR 0 An instance method signature (note how the number of parameters does not include the return type): instance string MyMethod(MyType, int&, bool[][]); HASTHIS DEFAULT 3 STRING CLASS {MyType} BYREF I4 SZARRAY SZARRAY BOOLEAN A generic type instantiation: MyGenericType<MyType, MyStruct> GENERICINST CLASS {MyGenericType} 2 CLASS {MyType} VALUETYPE {MyStruct} For more complicated examples, in the following C# type declaration: GenericType<T> : GenericBaseType<object[], T, GenericType<T>> { ... } the Extends field of the TypeDef for GenericType will point to a TypeSpec with the following blob: GENERICINST CLASS {GenericBaseType} 3 SZARRAY OBJECT VAR 0 GENERICINST CLASS {GenericType} 1 VAR 0 And a static generic method signature (generic parameters on types are referenced using VAR, generic parameters on methods using MVAR): TResult[] GenericMethod<TInput, TResult>( TInput, System.Converter<TInput, TOutput>); GENERIC 2 2 SZARRAY MVAR 1 MVAR 0 GENERICINST CLASS {System.Converter} 2 MVAR 0 MVAR 1 As you can see, complicated signatures are recursively built up out of quite simple building blocks to represent all the possible variations in a .NET assembly. Now we've looked at the basics of normal method signatures, in my next post I'll look at custom attribute application signatures, and how they are different to normal signatures.

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  • disks not ready in array causes mdadm to force initramfs shell

    - by RaidPinata
    Okay, this is starting to get pretty frustrating. I've read most of the other answers on this site that have anything to do with this issue but I'm still not getting anywhere. I have a RAID 6 array with 10 devices and 1 spare. The OS is on a completely separate device. At boot only three of the 10 devices in the raid are available, the others become available later in the boot process. Currently, unless I go through initramfs I can't get the system to boot - it just hangs with a blank screen. When I do boot through recovery (initramfs), I get a message asking if I want to assemble the degraded array. If I say no and then exit initramfs the system boots fine and my array is mounted exactly where I intend it to. Here are the pertinent files as near as I can tell. Ask me if you want to see anything else. # mdadm.conf # # Please refer to mdadm.conf(5) for information about this file. # # by default (built-in), scan all partitions (/proc/partitions) and all # containers for MD superblocks. alternatively, specify devices to scan, using # wildcards if desired. #DEVICE partitions containers # auto-create devices with Debian standard permissions # CREATE owner=root group=disk mode=0660 auto=yes # automatically tag new arrays as belonging to the local system HOMEHOST <system> # instruct the monitoring daemon where to send mail alerts MAILADDR root # definitions of existing MD arrays # This file was auto-generated on Tue, 13 Nov 2012 13:50:41 -0700 # by mkconf $Id$ ARRAY /dev/md0 level=raid6 num-devices=10 metadata=1.2 spares=1 name=Craggenmore:data UUID=37eea980:24df7b7a:f11a1226:afaf53ae Here is fstab # /etc/fstab: static file system information. # # Use 'blkid' to print the universally unique identifier for a # device; this may be used with UUID= as a more robust way to name devices # that works even if disks are added and removed. See fstab(5). # # <file system> <mount point> <type> <options> <dump> <pass> # / was on /dev/sdc2 during installation UUID=3fa1e73f-3d83-4afe-9415-6285d432c133 / ext4 errors=remount-ro 0 1 # swap was on /dev/sdc3 during installation UUID=c4988662-67f3-4069-a16e-db740e054727 none swap sw 0 0 # mount large raid device on /data /dev/md0 /data ext4 defaults,nofail,noatime,nobootwait 0 0 output of cat /proc/mdstat Personalities : [linear] [multipath] [raid0] [raid1] [raid6] [raid5] [raid4] [raid10] md0 : active raid6 sda[0] sdd[10](S) sdl[9] sdk[8] sdj[7] sdi[6] sdh[5] sdg[4] sdf[3] sde[2] sdb[1] 23441080320 blocks super 1.2 level 6, 512k chunk, algorithm 2 [10/10] [UUUUUUUUUU] unused devices: <none> Here is the output of mdadm --detail --scan --verbose ARRAY /dev/md0 level=raid6 num-devices=10 metadata=1.2 spares=1 name=Craggenmore:data UUID=37eea980:24df7b7a:f11a1226:afaf53ae devices=/dev/sda,/dev/sdb,/dev/sde,/dev/sdf,/dev/sdg,/dev/sdh,/dev/sdi,/dev/sdj,/dev/sdk,/dev/sdl,/dev/sdd Please let me know if there is anything else you think might be useful in troubleshooting this... I just can't seem to figure out how to change the boot process so that mdadm waits until the drives are ready to build the array. Everything works just fine if the drives are given enough time to come online. edit: changed title to properly reflect situation

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  • Context migration in CUDA.NET

    - by Vyacheslav
    I'm currently using CUDA.NET library by GASS. I need to initialize cuda arrays (actually cublas vectors, but it doesn't matters) in one CPU thread and use them in other CPU thread. But CUDA context which holding all initialized arrays and loaded functions, can be attached to only one CPU thread. There is mechanism called context migration API to detach context from one thread and attach it to another. But i don't how to properly use it in CUDA.NET. I tried something like this: class Program { private static float[] vector1, vector2; private static CUDA cuda; private static CUBLAS cublas; private static CUdeviceptr ptr; static void Main(string[] args) { cuda = new CUDA(false); cublas = new CUBLAS(cuda); cuda.Init(); cuda.CreateContext(0); AllocateVectors(); cuda.DetachContext(); CUcontext context = cuda.PopCurrentContext(); GetVectorFromDeviceAsync(context); } private static void AllocateVectors() { vector1 = new float[]{1f, 2f, 3f, 4f, 5f}; ptr = cublas.Allocate(vector1.Length, sizeof (float)); cublas.SetVector(vector1, ptr); vector2 = new float[5]; } private static void GetVectorFromDevice(object objContext) { CUcontext localContext = (CUcontext) objContext; cuda.PushCurrentContext(localContext); cuda.AttachContext(localContext); //change vector somehow vector1[0] = -1; //copy changed vector to device cublas.SetVector(vector1, ptr); cublas.GetVector(ptr, vector2); CUDADriver.cuCtxPopCurrent(ref localContext); } private static void GetVectorFromDeviceAsync(CUcontext cUcontext) { Thread thread = new Thread(GetVectorFromDevice); thread.IsBackground = false; thread.Start(cUcontext); } } But execution fails on attempt to copy changed vector to device because context is not attached? Any ideas how i can get it work?

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  • Async.Parallel or Array.Parallel.Map ?

    - by gurteen2
    Hello- I'm trying to implement a pattern I read from Don Syme's blog (http://blogs.msdn.com/dsyme/archive/2010/01/09/async-and-parallel-design-patterns-in-f-parallelizing-cpu-and-i-o-computations.aspx) which suggests that there are opportunities for massive performance improvements from leveraging asynchronous I/O. I am currently trying to take a piece of code that "works" one way, using Array.Parallel.Map, and see if I can somehow achieve the same result using Async.Parallel, but I really don't understand Async.Parallel, and cannot get anything to work. I have a piece of code (simplified below to illustrate the point) that successfully retrieves an array of data for one cusip. (A price series, for example) let getStockData cusip = let D = DataProvider() let arr = D.GetPriceSeries(cusip) return arr let data = Array.Parallel.map (fun x -> getStockData x) stockCusips So this approach contructs an array of arrays, by making a connection over the internet to my data vendor for each stock (which could be as many as 3000) and returns me an array of arrays (1 per stock, with a price series for each one). I admittedly don't understand what goes on underneath Array.Parallel.map, but am wondering if this is a scenario where there are resources wasted under the hood, and it actually could be faster using asynchronous I/O? So to test this out, I have attempted to make this function using asyncs, and I think that the function below follows the pattern in Don Syme's article using the URLs, but it won't compile with "let!". let getStockDataAsync cusip = async { let D = DataProvider() let! arr = D.GetData(cusip) return arr } The error I get is: This expression was expected to have type Async<'a but here has type obj It compiles fine with "let" instead of "let!", but I had thought the whole point was that you need the exclamation point in order for the command to run without blocking a thread. So the first question really is, what's wrong with my syntax above, in getStockDataAsync, and then at a higher level, can anyone offer some additional insight about asychronous I/O and whether the scenario I have presented would benefit from it, making it potentially much, much faster than Array.Parallel.map? Thanks so much.

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  • Yii: Multi-language website - best practices.

    - by michal
    Hi, I find Yii great framework, and the example website created with yiic shell is a good point to start... however it doesn't cover the topic of multi-language websites, unfortunately. The docs covers the topic of translating short messages, but not keeping the multi-lingual content ... I'm about to start working on a website which needs to be in at least two languages, and I'm wondering what is the best way to keep content for that ... The problem is that the content is mixed extensively with common elements (like embedded video files). I need to avoid duplicating those commons ... so far I used to have an array of arrays containing texts (usually no more than 1-2 short paragraphs), then the view file was just rendering the text from an array. Now I'd like to avoid keeping it in arrays (which requires some attention when putting double quotations " " and is inconvenient in general...). So, what is the best way to keep those short paragraphs? Should I keep them in DB like (id | msg_id | language | content ) and then select them by msg_id & language? That still requires me to create some msg_id's and embed them into view file ... Is there any recommended paradigm for which Yii has some solutions? Thanks, m.

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  • Submitting a multidimensional array via POST with php

    - by Fireflight
    I have a php form that has a known number of columns (ex. top diameter, bottom diameter, fabric, colour, quantity), but has an unknown number of rows, as users can add rows as they need. I've discovered how to take each of the fields(columns) and place them into an array of their own. <input name="topdiameter['+current+']" type="text" id="topdiameter'+current+'" size="5" /> <input name="bottomdiameter['+current+']" type="text" id="bottomdiameter'+current+'" size="5" /> So what I end up with in the HTML is: <tr> <td><input name="topdiameter[0]" type="text" id="topdiameter0" size="5" /></td> <td><input name="bottomdiameter[0]" type="text" id="bottomdiameter0" size="5" /></td> </tr> <tr> <td><input name="topdiameter[1]" type="text" id="topdiameter0" size="5" /></td> <td><input name="bottomdiameter[1]" type="text" id="bottomdiameter0" size="5" /></td> </tr> ...and so on. What I would like to do now is take all the rows and columns put them into a multidimensional array and email the contents of that to the client (preferably in a nicely formatted table). I haven't been able to really comprehend how to combine all those inputs and selects into a nice array. At this point, I'm going to have to try to use several 1D arrays, although I have the idea that using a single 2D array would be a better practice than using several 1D arrays.

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  • adjacency list creation , out of Memory error

    - by p1
    Hello , I am trying to create an adjacency list to store a graph.The implementation works fine while storing 100,000 records. However,when I tried to store around 1million records I ran into OutofMemory Error : Exception in thread "main" java.lang.OutOfMemoryError: Java heap space at java.util.Arrays.copyOfRange(Arrays.java:3209) at java.lang.String.(String.java:215) at java.io.BufferedReader.readLine(BufferedReader.java:331) at java.io.BufferedReader.readLine(BufferedReader.java:362) at liarliar.main(liarliar.java:39) Following is my implementation HashMap<String,ArrayList<String>> adj = new HashMap<String,ArrayList<String>>(num); while ((str = in.readLine()) != null) { StringTokenizer Tok = new StringTokenizer(str); name = (String) Tok.nextElement(); cnt = Integer.valueOf(Tok.nextToken()); ArrayList<String> templist = new ArrayList<String>(cnt); while(cnt>0) { templist.add(in.readLine()); cnt--; } adj.put(name,templist); } //done creating a adjacency list I am wondering, if there is any better way to implement the adjacency list. Also, I know number of nodes right in the begining and , in the future I flatten the list as I visit nodes. Any suggestions ? Thanks

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  • A Question about .net Rfc2898DeriveBytes class?

    - by IbrarMumtaz
    What is the difference in this class? as posed to just using Encoding.ASCII.GetBytes(string object); I have had relative success with either approach, the former is a more long winded approach where as the latter is simple and to the point. Both seem to allow you to do the same thing eventually but I am struggling to the see the point in using the former over the latter. The basic concept I have been able to grasp is that you can convert string passwords into byte arrays to be used for e.g a symmetric encryption class, AesManaged. Via the RFC class but you get to use SaltValues and password when creating your rfc object. I assume its more secure but still thats an uneducated guess at best ! Also that it allows you to return byte arrays of a certain size, well something like that. heres a few examples to show you where I am coming from? byte[] myPassinBytes = Encoding.ASCII.GetBytes("some password"); or string password = "P@%5w0r]>"; byte[] saltArray = Encoding.ASCII.GetBytes("this is my salt"); Rfc2898DeriveBytes rfcKey = new Rfc2898DeriveBytes(password, saltArray); The 'rfcKey' object can now be used towards setting up the the .Key or .IV properties on a Symmetric Encryption Algorithm class. ie. RijndaelManaged rj = new RijndaelManaged (); rj.Key = rfcKey.Getbytes(rj.KeySize / 8); rj.IV = rfcKey.Getbytes(rj.Blocksize / 8); 'rj' should be ready to go ! The confusing part ... so rather than using the 'rfcKey' object can I not just use my 'myPassInBytes' array to help set-up my 'rj' object???? I have tried doing this in VS2008 and the immediate answer is NO ! but have you guys got a better educated answer as to why the RFC class is used over the other alternative I have mentioned above and why????

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  • How to make sure Solr/Lucene won't die with java.lang.OutOfMemoryError?

    - by taw
    I'm really puzzled why it keeps dying with java.lang.OutOfMemoryError during indexing even though it has a few GBs of memory. Is there a fundamental reason why it needs manual tweaking of config files / jvm parameters instead of it just figuring out how much memory is available and limiting itself to that? No other programs except Solr ever have this kind of problem. Yes, I can keep tweaking JVM heap size every time such crashes happen, but this is all so backwards. Here's stack trace of the latest such crash in case it is relevant: SEVERE: java.lang.OutOfMemoryError: Java heap space at java.util.Arrays.copyOfRange(Arrays.java:3209) at java.lang.String.<init>(String.java:216) at org.apache.lucene.index.TermBuffer.toTerm(TermBuffer.java:122) at org.apache.lucene.index.SegmentTermEnum.term(SegmentTermEnum.java:169) at org.apache.lucene.search.FieldCacheImpl$StringIndexCache.createValue(FieldCacheImpl.java:701) at org.apache.lucene.search.FieldCacheImpl$Cache.get(FieldCacheImpl.java:208) at org.apache.lucene.search.FieldCacheImpl.getStringIndex(FieldCacheImpl.java:676) at org.apache.lucene.search.FieldComparator$StringOrdValComparator.setNextReader(FieldComparator.java:667) at org.apache.lucene.search.TopFieldCollector$OneComparatorNonScoringCollector.setNextReader(TopFieldCollector.java:94) at org.apache.lucene.search.IndexSearcher.search(IndexSearcher.java:245) at org.apache.lucene.search.Searcher.search(Searcher.java:171) at org.apache.solr.search.SolrIndexSearcher.getDocListNC(SolrIndexSearcher.java:988) at org.apache.solr.search.SolrIndexSearcher.getDocListC(SolrIndexSearcher.java:884) at org.apache.solr.search.SolrIndexSearcher.search(SolrIndexSearcher.java:341) at org.apache.solr.handler.component.QueryComponent.process(QueryComponent.java:182) at org.apache.solr.handler.component.SearchHandler.handleRequestBody(SearchHandler.java:195) at org.apache.solr.handler.RequestHandlerBase.handleRequest(RequestHandlerBase.java:131) at org.apache.solr.core.SolrCore.execute(SolrCore.java:1316) at org.apache.solr.servlet.SolrDispatchFilter.execute(SolrDispatchFilter.java:338) at org.apache.solr.servlet.SolrDispatchFilter.doFilter(SolrDispatchFilter.java:241) at org.apache.catalina.core.ApplicationFilterChain.internalDoFilter(ApplicationFilterChain.java:235) at org.apache.catalina.core.ApplicationFilterChain.doFilter(ApplicationFilterChain.java:206) at org.apache.catalina.core.StandardWrapperValve.invoke(StandardWrapperValve.java:233) at org.apache.catalina.core.StandardContextValve.invoke(StandardContextValve.java:191) at org.apache.catalina.core.StandardHostValve.invoke(StandardHostValve.java:128) at org.apache.catalina.valves.ErrorReportValve.invoke(ErrorReportValve.java:102) at org.apache.catalina.core.StandardEngineValve.invoke(StandardEngineValve.java:109) at org.apache.catalina.connector.CoyoteAdapter.service(CoyoteAdapter.java:286) at org.apache.coyote.http11.Http11Processor.process(Http11Processor.java:845) at org.apache.coyote.http11.Http11Protocol$Http11ConnectionHandler.process(Http11Protocol.java:583) at org.apache.tomcat.util.net.JIoEndpoint$Worker.run(JIoEndpoint.java:447) at java.lang.Thread.run(Thread.java:619)

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  • Optimal Serialization of Primitive Types

    - by Greg Dean
    We are beginning to roll out more and more WAN deployments of our product (.Net fat client w/ IIS hosted Remoting backend). Because of this we are trying to reduce the size of the data on the wire. We have overridden the default serialization by implementing ISerializable (similar to this), we are seeing anywhere from 12% to 50% gains. Most of our efforts focus on optimizing arrays of primitive types. I would like to know if anyone knows of any fancy way of serializing primitive types, beyond the obvious? For example today we serialize an array of ints as follows: [4-bytes (array length)][4-bytes][4-bytes] Can anyone do significantly better? The most obvious example of a significant improvement, for boolean arrays, is putting 8 bools in each byte, which we already do. Note: Saving 7 bits per bool may seem like a waste of time, but when you are dealing with large magnitudes of data (which we are), it adds up very fast. Note: We want to avoid general compression algorithms because of the latency associated with it. Remoting only supports buffered requests/responses(no chunked encoding). I realize there is a fine line between compression and optimal serialization, but our tests indicate we can afford very specific serialization optimizations at very little cost in latency. Whereas reprocessing the entire buffered response into new compressed buffer is too expensive.

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