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  • Trouble using Ray.Intersect method on bounding boxes in a 2D XNA game

    - by getsauce
    I am trying to use a ray and bounding box to determine if a box is between the player and the mouse pointer in 2D space. When I try testing the code, the collision will return true when pointed at the box but it also returns true under other circumstances where it shouldn't. For instance. If I have a player on the left and a box directly to the right, I can put the mouse pointer a few hundred pixels above the box or a few hundred below and it will still return true. Also, I can put my mouse pointer to the left of the player and in a certain area it will still return true. Does anyone have any idea what might cause this? I have left out definitions for some of my members and properties just to make this code sample easier to read. The position property is just a Vector2 for where each object is located. ray = new Ray(new Vector3(player.Position, 0), new Vector3(mouse.Position, 0); box = new BoundingBox(new Vector3(box.Position, 0), new Vector3( new Vector2(box.Position + box.Width, box.Position + box.Height), 0); if (ray.Intersects(box) != null) collision = true; else collision = false;

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  • Companies and Ships

    - by TechnicalWriting
    I have worked for small, medium, large, and extra large companies and they have something in common with ships. These metaphors have been used before, I know, but I will have a go at them.The small company is like a speed boat, exciting and fast, and can turn on a dime, literally. Captain and crew share a lot of the work. A speed boat has a short range and needs to refuel a lot. It has difficulty getting through bad weather. (Small companies often live quarter to quarter. By the way, if a larger company is living quarter to quarter, it is taking on water.)The medium company is is like a battleship. It can maneuver, has a longer range, and the crew is focused on its mission. Its main concern are the other battleships trying to blow it out of the water, but it can respond quickly. Bad weather can jostle it, but it can get through most storms.The large company is like an aircraft carrier; a floating city. It is well-provisioned and can carry a specialized load for a very long range. Because of its size and complexity, it has to be well-organized to be effective and most of its functions are specialized (with little to no functional cross-over). There are many divisions and layers between Captain and crew. It is not very maneuverable; it has to set its course well in advance and have a plan of action.The extra large company is like a cruise liner. It also has to be well-organized and changes in direction are often slow. Some of the people are hard at work behind the scenes to run the ship; others can be along for the ride. They sail the same routes over and over again (often happily) with the occasional cosmetic face-lift to the ship and entertainment. It should stay in warm, friendly waters and avoid risky speed through fields of ice bergs.I have enjoyed my career on the various Ships of Technical Writing, but I get the most of my juice from the battleship where I am closer to the campaign and my contributions have the greater impact on success.Mark Metcalfewww.linkedin.com/in/MarkMetcalfe

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  • When I shoot from a gun while walking, the bullet is off the center, but when stand still it's fine

    - by Vlad1k
    I am making a small project in Unity, and whenever I walk with the gun and shoot at the same time, the bullets seem to curve and shoot off 2-3 CMs from the center. When I stand still this doesn't happen. This is my main Javascript code: @script RequireComponent(AudioSource) var projectile : Rigidbody; var speed = 500; var ammo = 30; var fireRate = 0.1; private var nextFire = 0.0; function Update() { if(Input.GetButton ("Fire1") && Time.time > nextFire) { if(ammo != 0) { nextFire = Time.time + fireRate; var clone = Instantiate(projectile, transform.position, transform.root.rotation); clone.velocity = transform.TransformDirection(Vector3 (0, 0, speed)); ammo = ammo - 1; audio.Play(); } else { } } } I assume that these two lines need to be tweaked: var clone = Instantiate(projectile, transform.position, transform.root.rotation); clone.velocity = transform.TransformDirection(Vector3 (0, 0, speed)); Thanks in advanced, and please remember that I just started Unity, and I might have a difficult time understanding some things. Thanks!

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  • Is it conceivable to have millions of lists of data in memory in Python?

    - by Codemonkey
    I have over the last 30 days been developing a Python application that utilizes a MySQL database of information (specifically about Norwegian addresses) to perform address validation and correction. The database contains approximately 2.1 million rows (43 columns) of data and occupies 640MB of disk space. I'm thinking about speed optimizations, and I've got to assume that when validating 10,000+ addresses, each validation running up to 20 queries to the database, networking is a speed bottleneck. I haven't done any measuring or timing yet, and I'm sure there are simpler ways of speed optimizing the application at the moment, but I just want to get the experts' opinions on how realistic it is to load this amount of data into a row-of-rows structure in Python. Also, would it even be any faster? Surely MySQL is optimized for looking up records among vast amounts of data, so how much help would it even be to remove the networking step? Can you imagine any other viable methods of removing the networking step? The location of the MySQL server will vary, as the application might well be run from a laptop at home or at the office, where the server would be local.

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  • Corporate Efficiency

    - by AndyScott
    Thoughts on streamlining the process of getting someone up to speed when they join a project as a new hire; or as is common in some companies, switch from one project to another: Has anyone heard of a strategy (including emphasis towards consistent, ongoing documentation) that would bring a user up to speed quickly? Has there been any thought given to focused documentation, specific to a role within a project? Or formalized mentoring within a project, that goes beyond a “system walkthrough”?   Often it's overlooked what time is wasted when a senior level worker is brought on board.  It's assumed that they will know the right questions to ask. They are the type of people that normally learn quickly, and in their own ways, so let them get by with what's out there.   Having a user without a computer will cost you measurable worker hours, making it an easy target to shoot at (and rightly so). Not getting them up to speed as quickly as possible is an efficiency issue, that seems to have become an industry standard as an accepted loss. Given the complexity of the projects within most companies, and the frequency with which users are shifted from one project to another based on need; I think this is an area that bears consideration.

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  • Rotate a vector

    - by marc wellman
    I want my first-person camera to smoothly change its viewing direction from direction d1 to direction d2. The latter direction is indicated by a target position t2. So far I have implemented a rotation that works fine but the speed of the rotation slows down the closer the current direction gets to the desired one. This is what I want to avoid. Here are the two very simple methods I have written so far: // this method initiates the direction change and sets the parameter public void LookAt(Vector3 target) { _desiredDirection = target - _cameraPosition; _desiredDirection.Normalize(); _rotation = new Matrix(); _rotationAxis = Vector3.Cross(Direction, _desiredDirection); _isLooking = true; } // this method gets execute by the Update()-method if _isLooking flag is up. private void _lookingAt() { dist = Vector3.Distance(Direction, _desiredDirection); // check whether the current direction has reached the desired one. if (dist >= 0.00001f) { _rotationAxis = Vector3.Cross(Direction, _desiredDirection); _rotation = Matrix.CreateFromAxisAngle(_rotationAxis, MathHelper.ToRadians(1)); Direction = Vector3.TransformNormal(Direction, _rotation); } else { _onDirectionReached(); _isLooking = false; } } Again, rotation works fine; camera reaches its desired direction. But the speed is not equal over the course of movement - it slows down. How to achieve a rotation with constant speed ?

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  • How do I make my character slide down high-angled slopes?

    - by keinabel
    I am currently working on my character's movement in Unity3D. I managed to make him move relatively to the mouse cursor. I set a slope limit of 45°, which does not allow the character to walk up the mountains with higher degrees. But he can still jump them up. How do I manage to make him slide down again when he jumped at places with too high slope? Thanks in advance. edit: Code snippet of my basic movement. using UnityEngine; using System.Collections; public class BasicMovement : MonoBehaviour { private float speed; private float jumpSpeed; private float gravity; private float slopeLimit; private Vector3 moveDirection = Vector3.zero; void Start() { PlayerSettings settings = GetComponent<PlayerSettings>(); speed = settings.GetSpeed(); jumpSpeed = settings.GetJumpSpeed(); gravity = settings.GetGravity(); slopeLimit = settings.GetSlopeLimit(); } void Update() { CharacterController controller = GetComponent<CharacterController>(); controller.slopeLimit = slopeLimit; if (controller.isGrounded) { moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); moveDirection = transform.TransformDirection(moveDirection); moveDirection *= speed; if (Input.GetButton("Jump")) { moveDirection.y = jumpSpeed; } } moveDirection.y -= gravity * Time.deltaTime; controller.Move(moveDirection * Time.deltaTime); } }

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  • Most efficient Implementation a Tree in C++

    - by Topo
    I need to write a tree where each element may have any number of child elements, and because of this each branch of the tree may have any length. The tree is only going to receive elements at first and then it is going to use exclusively for iterating though it's branches in no specific order. The tree will have several million elements and must be fast but also memory efficient. My plan makes a node class to store the elements and the pointers to its children. When the tree is fully constructed, it would be transformed it to an array or something faster and if possible, loaded to the processor's cache. Construction and the search on the tree are two different problems. Can I focus on how to solve each problem on the best way individually? The construction of has to be as fast as possible but it can use memory as it pleases. Then the transformation into a format that give us speed when iterating the tree's branches. This should preferably be an array to avoid going back and forth from RAM to cache in each element of the tree. So the real question is which is the structure to implement a tree to maximize insert speed, how can I transform it to a structure that gives me the best speed and memory?

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  • Can i add friction in air?

    - by Diken
    I have issue regarding speed in air. When i jump and move simultaneously that time speed of player increase.For jump i am using impuls and for movement i am using force.I want to slow speed when player is in air. Thanks in advance Following is my update method ih HUDLayer -(void)update:(ccTime)dt :(b2Body *)ballBody :(CCSprite *)player1 :(b2World *)world { if (moveRight.active==YES) { ballBody->SetActive(true); b2Vec2 locationworld=b2Vec2(maxSpeed,0); double mass=ballBody->GetMass(); ballBody->ApplyForce(mass*locationworld, ballBody->GetWorldCenter()); // ballBody->SetLinearDamping(1.2f); } else if(moveLeft.active==YES) { ballBody->SetActive(true); b2Vec2 locationworld=b2Vec2(-10,0); double mass=ballBody->GetMass(); ballBody->ApplyForce(mass*locationworld, ballBody->GetWorldCenter()); // ballBody->SetLinearDamping(1.2f); } } Following is jump -(void)jump:(b2Body*)ballBody:(ccTime)dt:(BOOL)touch { if (touch) { if (jumpSprte.active==YES) { ballBody->SetActive(true); b2Vec2 locationWorld; //locationWorld=b2Vec2(0.0f,98.0f); locationWorld=b2Vec2(0,32); // double mass=ballBody->GetMass(); ballBody->ApplyLinearImpulse(locationWorld, ballBody->GetWorldCenter()); // ballBody->ApplyForce(mass*locationWorld, ballBody->GetWorldCenter()); ballBody->SetLinearDamping(1.2f); } } } So where i apply logic??

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  • Jquery Cycle Plugin Question - turning off relative links to photos so it goes to a URL

    - by alpdog14
    I am using Jquery Cycle Plugin and it has a side panel that highlights as the photos change and currently when I click on the text the associated photo pulls up then I have to click on the photo to go to the URL but I would like the text itself to link to the URL. I have looked at the fn.cycle.defaults but not sure what to change and I tried a few things but nothing works. If anyone can help me figure this out it would be most helpful. Here are the fn.cycle.defaults: fx: 'fade', // one of: fade, shuffle, zoom, scrollLeft, etc timeout: 4000, // milliseconds between slide transitions (0 to disable auto advance) continuous: 0, // true to start next transition immediately after current one completes speed: 1000, // speed of the transition (any valid fx speed value) speedIn: null, // speed of the 'in' transition speedOut: null, // speed of the 'out' transition next: null, // id of element to use as click trigger for next slide prev: null, // id of element to use as click trigger for previous slide prevNextClick: null, // callback fn for prev/next clicks: function(isNext, zeroBasedSlideIndex, slideElement) pager: null, // id of element to use as pager container pagerClick: null, // callback fn for pager clicks: function(zeroBasedSlideIndex, slideElement) pagerEvent: null, // event which drives the pager navigation pagerAnchorBuilder: null, // callback fn for building anchor links before: null, // transition callback (scope set to element to be shown) after: null, // transition callback (scope set to element that was shown) end: null, // callback invoked when the slideshow terminates (use with autostop or nowrap options) easing: null, // easing method for both in and out transitions easeIn: null, // easing for "in" transition easeOut: null, // easing for "out" transition shuffle: null, // coords for shuffle animation, ex: { top:15, left: 200 } animIn: null, // properties that define how the slide animates in animOut: null, // properties that define how the slide animates out cssBefore: null, // properties that define the initial state of the slide before transitioning in cssAfter: null, // properties that defined the state of the slide after transitioning out fxFn: null, // function used to control the transition height: 'auto', // container height startingSlide: 0, // zero-based index of the first slide to be displayed sync: 1, // true if in/out transitions should occur simultaneously random: 0, // true for random, false for sequence (not applicable to shuffle fx) fit: 0, // force slides to fit container pause: true, // true to enable "pause on hover" autostop: 0, // true to end slideshow after X transitions (where X == slide count) autostopCount: 0, // number of transitions (optionally used with autostop to define X) delay: 0, // additional delay (in ms) for first transition (hint: can be negative) slideExpr: null, // expression for selecting slides (if something other than all children is required) cleartype: 0, // true if clearType corrections should be applied (for IE) nowrap: 0 // true to prevent slideshow from wrapping }; I have tried changing the pageClick and pagerEvent but nothing seems to be working. Please help!!!

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  • Using pointers, references, handles to generic datatypes, as generic and flexible as possible

    - by Patrick
    In my application I have lots of different data types, e.g. Car, Bicycle, Person, ... (they're actually other data types, but this is just for the example). Since I also have quite some 'generic' code in my application, and the application was originally written in C, pointers to Car, Bicycle, Person, ... are often passed as void-pointers to these generic modules, together with an identification of the type, like this: Car myCar; ShowNiceDialog ((void *)&myCar, DATATYPE_CAR); The 'ShowNiceDialog' method now uses meta-information (functions that map DATATYPE_CAR to interfaces to get the actual data out of Car) to get information of the car, based on the given data type. That way, the generic logic only has to be written once, and not every time again for every new data type. Of course, in C++ you could make this much easier by using a common root class, like this class RootClass { public: string getName() const = 0; }; class Car : public RootClass { ... }; void ShowNiceDialog (RootClass *root); The problem is that in some cases, we don't want to store the data type in a class, but in a totally different format to save memory. In some cases we have hundreds of millions of instances that we need to manage in the application, and we don't want to make a full class for every instance. Suppose we have a data type with 2 characteristics: A quantity (double, 8 bytes) A boolean (1 byte) Although we only need 9 bytes to store this information, putting it in a class means that we need at least 16 bytes (because of the padding), and with the v-pointer we possibly even need 24 bytes. For hundreds of millions of instances, every byte counts (I have a 64-bit variant of the application and in some cases it needs 6 GB of memory). The void-pointer approach has the advantage that we can almost encode anything in a void-pointer and decide how to use it if we want information from it (use it as a real pointer, as an index, ...), but at the cost of type-safety. Templated solutions don't help since the generic logic forms quite a big part of the application, and we don't want to templatize all this. Additionally, the data model can be extended at run time, which also means that templates won't help. Are there better (and type-safer) ways to handle this than a void-pointer? Any references to frameworks, whitepapers, research material regarding this?

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  • Javascript not getting keyDown input

    - by William
    For some reason my code just isn't wanting to fire off any kind of OnKeyDown event. I don't know why. Can anyone tell me what I'm doing wrong? <!DOCTYPE html> <html lang="en"> <head> <title>Canvas test</title> <meta charset="utf-8" /> <link href="/bms/style.css" rel="stylesheet" /> <style> body { text-align: center; background-color: #000000;} canvas{ background-color: #ffffff;} </style> <script type="text/javascript"> var x = 50; var y = 250; var speed = 5; function controls(event){ if(!e){ //for IE e = window.event; } if(e.keyCode==37){//keyCode 37 is left arrow x -= speed; } if(e.keyCode==39){ //keyCode 39 is right arrow x += speed; } if(e.keyCode==38){//keyCode 37 is up arrow y -= speed; } if(e.keyCode==40){ //keyCode 39 is down arrow y += speed; } } function update(){ document.onkeydown="controls(event);"; draw(); } function draw(){ var canvas = document.getElementById('screen1'); if (canvas.getContext){ var ctx = canvas.getContext('2d'); ctx.fillStyle = 'rgba(255,255,255,0.5)'; ctx.fillRect(0,0,500,500); ctx.fillStyle = 'rgb(236,138,68)'; ctx.fillRect(x,y,25,25); } } setInterval('update();', 1000/60); </script> </head> <body> <canvas id="screen1" width="500" height="500"></canvas> </body> </html>

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  • How to access a matrix in a matlab struct's field from a mex function?

    - by B. Ruschill
    I'm trying to figure out how to access a matrix that is stored in a field in a matlab structure from a mex function. That's awfully long winded... Let me explain: I have a matlab struct that was defined like the following: matrixStruct = struct('matrix', {4, 4, 4; 5, 5, 5; 6, 6 ,6}) I have a mex function in which I would like to be able to receive a pointer to the first element in the matrix (matrix[0][0], in c terms), but I've been unable to figure out how to do that. I have tried the following: /* Pointer to the first element in the matrix (supposedly)... */ double *ptr = mxGetPr(mxGetField(prhs[0], 0, "matrix"); /* Incrementing the pointer to access all values in the matrix */ for(i = 0; i < 3; i++){ printf("%f\n", *(ptr + (i * 3))); printf("%f\n", *(ptr + 1 + (i * 3))); printf("%f\n", *(ptr + 2 + (i * 3))); } What this ends up printing is the following: 4.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 I have also tried variations of the following, thinking that perhaps it was something wonky with nested function calls, but to no avail: /* Pointer to the first location of the mxArray */ mxArray *fieldValuePtr = mxGetField(prhs[0], 0, "matrix"); /* Get the double pointer to the first location in the matrix */ double *ptr = mxGetPr(fieldValuePtr); /* Same for loop code here as written above */ Does anyone have an idea as to how I can achieve what I'm trying to, or what I am potentially doing wrong? Thanks! Edit: As per yuk's comment, I tried doing similar operations on a struct that has a field called array which is a one-dimensional array of doubles. The struct containing the array is defined as follows: arrayStruct = struct('array', {4.44, 5.55, 6.66}) I tried the following on the arrayStruct from within the mex function: mptr = mxGetPr(mxGetField(prhs[0], 0, "array")); printf("%f\n", *(mptr)); printf("%f\n", *(mptr + 1)); printf("%f\n", *(mptr + 2)); ...but the output followed what was printed earlier: 4.440000 0.000000 0.000000

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  • javascript div movement not working

    - by William
    For some reason I can't move this div at all. Can anyone help me out with why this won't work? <!DOCTYPE html> <html lang="en"> <head> <title>Move Div Test</title> <meta charset="utf-8" /> <link href="/bms/style.css" rel="stylesheet" /> <style> body { text-align: center; background-color: #ffffff;} #box { position: absolute; left: 610px; top: 80px; height: 50px; width: 50px; background-color: #ff0000;} </style> <script type="text/javascript"> document.onkeydown=function(event){keyDown(event)}; document.onkeyup=function(event){keyUp(event)}; var box = document.getElementById('box'); var speed = 5; var keys = new Array(256); var i = 0; for (i = 0;i <= 256; i++){ keys[i] = false; } function keyDown(event){ if(!event){ //for IE event = window.event; } keys[event.keyCode] = true; } function keyUp(event){ if(!event){ //for IE event = window.event; } keys[event.keyCode] = false; } function update(){ if(keys[37]) box.style.left = parseInt(box.style.left) - speed + "px"; if(keys[39]) box.style.left = parseInt(box.style.left) + speed + "px"; if(keys[38]) box.style.top = parseInt(box.style.top) - speed + "px"; if(keys[40]) box.style.top = parseInt(box.style.top) + speed + "px"; } setInterval('update();', 1000/60); </script> </head> <body> <div id="box">blah</div> </body> </html>

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  • Are there any modern GUI toolkits which implement a heirarchical menu buffer zone?

    - by scomar
    In Bruce Tognazzini's quiz on Fitt's Law, the question discussing the bottleneck in the hierarchical menu (as used in almost every modern desktop UI), talks about his design for the original Mac: The bottleneck is the passage between the first-level menu and the second-level menu. Users first slide the mouse pointer down to the category menu item. Then, they must carefully slide the mouse directly across (horizontally) in order to move the pointer into the secondary menu. The engineer who originally designed hierarchicals apparently had his forearm mounted on a track so that he could move it perfectly in a horizontal direction without any vertical component. Most of us, however, have our forarms mounted on a pivot we like to call our elbow. That means that moving our hand describes an arc, rather than a straight line. Demanding that pivoted people move a mouse pointer along in a straight line horizontally is just wrong. We are naturally going to slip downward even as we try to slide sideways. When we are not allowed to slip downward, the menu we're after is going to slam shut just before we get there. The Windows folks tried to overcome the pivot problem with a hack: If they see the user move down into range of the next item on the primary menu, they don't instantly close the second-level menu. Instead, they leave it open for around a half second, so, if users are really quick, they can be inaccurate but still get into the second-level menu before it slams shut. Unfortunately, people's reactions to heightened chance of error is to slow down, rather than speed up, a well-established phenomenon. Therefore, few users will ever figure out that moving faster could solve their problem. Microsoft's solution is exactly wrong. When I specified the Mac hierarchical menu algorthm in the mid-'80s, I called for a buffer zone shaped like a <, so that users could make an increasingly-greater error as they neared the hierarchical without fear of jumping to an unwanted menu. As long as the user's pointer was moving a few pixels over for every one down, on average, the menu stayed open, no matter how slow they moved. (Cancelling was still really easy; just deliberately move up or down.) This just blew me away! Such a simple idea which would result in a huge improvement in usability. I'm sure I'm not the only one who regularly has the next level of a menu slam shut because I don't move the mouse pointer in a perfectly horizontal line. So my question is: Are there any modern UI toolkits which implement this brilliant idea of a < shaped buffer zone in hierarchical menus? And if not, why not?!

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  • Not seeing Sync Block in Object Layout

    - by bob-bedell
    It's my understanding the all .NET object instances begin with an 8 byte 'object header': a synch block (4 byte pointer into a SynchTableEntry table), and a type handle (4 byte pointer into the types method table). I'm not seeing this in VS 2010 RC's (CLR 4.0) debugger memory windows. Here's a simple class that will generate a 16 byte instance, less the object header. class Program { short myInt = 2; // 4 bytes long myLong = 3; // 8 bytes string myString = "aString"; // 4 byte object reference // 16 byte instance static void Main(string[] args) { new Program(); return; } } An SOS object dump tells me that the total object size is 24 bytes. That makes sense. My 16 byte instance plus an 8 byte object header. !DumpObj 0205b660 Name: Offset_Test.Program MethodTable: 000d383c EEClass: 000d13f8 Size: 24(0x18) bytes File: C:\Users\Bob\Desktop\Offset_Test\Offset_Test\bin\Debug\Offset_Test.exe Fields: MT Field Offset Type VT Attr Value Name 632020fc 4000001 10 System.Int16 1 instance 2 myInt 632050d8 4000002 4 System.Int64 1 instance 3 myLong 631fd2b8 4000003 c System.String 0 instance 0205b678 myString Here's the raw memory: 0x0205B660 000d383c 00000003 00000000 0205b678 00000002 ... And here are some annotations: offset 0 000d383c ;TypeHandle (pointer to MethodTable), 4 bytes offset 4 00000003 00000000 ;myLong, 8 bytes offset 12 0205b678 ;myString, 4 byte reference to address of "myString" on GC Heap offset 16 00000002 ;myInt, 4 bytes My object begins a address 0x0205B660. But I can only account for 20 bytes of it, the type handle and the instance fields. There is no sign of a synch block pointer. The object size is reported as 24 bytes, but the debugger is showing that it only occupies 20 bytes of memory. I'm reading Drill Into .NET Framework Internals to See How the CLR Creates Runtime Objects, and expected the first 4 bytes of my object to be a zeroed synch block pointer, as shown in Figure 8 of that article. Granted, this is an article about CLR 1.1. I'm just wondering if the difference between what I'm seeing and what this early article reports is a change in either the debugger's display of object layout, or in the way the CLR lays out objects in versions later than 1.1. Anyway, can anyone account for my 4 missing bytes?

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  • How to transfer data between two networks efficiently

    - by Tono Nam
    I would like to transfer files between two places over the internet. Right now I have a VPN and I am able to browse, download and transfer files. So my question is not really how to transfer the files; Instead, I would like to use the most efficient approach because the two places constantly share a lot of data. The reason why I want to get rid of the VPN is because it is two slow. Having high upload speed is very expensive/impossible in residential places so I would like to use a different approach. I was thinking about using programs such as http://www.dropbox.com . The problem with Dropbox is that the free version comes with only 2 GB of storage. I think the deals they offer are OK and I might be willing to pay to get that increase in speed. But I am concerned with the speed of transferring data. Dropbox will upload the file to their server then send it from the server to the other location. I would like it to be even faster. Anyway I was thinking why not create a program myself. This is the algorithm that I was thinking of. Let me know if it sounds too crazy. (Remember my goal is to transfer files as fast as possible) Things that I will use in this algorithm: Server on the internet called S (Has fast download and upload speed. I pay to host a website and some services in there. I want to take advantage of it.) Client A at location 1 Client B at location 2 So lets say at location 1, 20 large files are created and need to be transferred to location 2. Client A compresses the files with the highest compression ratio possible. Client A starts sending data via UDP to client B. Because I am using UDP I will include the sequence number on each packet. Have server S help speed up things. For example every time a packet is lost we can use Server S to inform client A that it needs to resend a packet. Anyways I think this approach will increase the transfer rate. I do not know if it is possible to start sending data while it is being compressed. Or if it is possible to start decompressing data even if we are not done receiving the whole file. Maybe it will be faster to start sending the files right away without compressing. If I knew that I will always be sending large text files then I will obviously use the compression. I need this as a general algorithm. So I guess my question is could I increase performance by using UDP instead of TCP and by using an extra server to keep track of lost packets? And how should I compress files before sending? Compressing a 1 GB file with the highest compression ratio takes about 1 hour! I would like to take advantage of that time by sending it as it is being compressed.

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  • How to transfer data between two netowks efficiently

    - by Tono Nam
    I will like to transfer files between two places over the internet. Right now I have a VPN and I am able to browse, download and transfer files. So my question is not really how to transfer the files; Instead, I will like to use the most efficient approach because the two places constantly share a lot of data. The reason why I want to get rid of the vpn is because it is two slow. Having high upload speed is very expensive/impossible on residential places so I will like to use a different approach. I was thinking about using programs such as http://www.dropbox.com . The problem with dropbox is it only enables 2 GB of storage in order for it to be free. I think the deals they offer are ok and I might be willing to pay to get that increase in speed. But I am concerned with the speed of transferring data. Dropbox will upload the file to their server then send it from the server to the other location. I will like it even faster lol. Anyways I was thinking why not create a program my self. This is the algorithm that I was thinking let me know if it sounds to crazy. (remember my goal is to transfer files as fastest as possible) Things that I will use in this algorithm: Server on the internet called S ( has fast download and upload speed. I pay to host a website and some services in there. I want to take advantage of it) Client A on location 1 Client B on location 2 So lets say on location 1 20 large files are created and need to be transferred to location 2. Client A compresses the files with the highest compression ratio possible. Client A starts sending data via UDP to client B. Because I am using UDP I will include the sequence number on each package. Have server S help speed up things. For example every time a package is lost we can use Server S to inform client A that it needs to resend a package. Anyways I think this approach will increase the transfer rate. I do not know if it is possible to start sending data meanwhile it is being compressed. Also if it is possible to start decompressing data even if we are not done receiving all the info. Maybe it will be faster to start sending the files right away without compressing. If I knew that I will always be sending large text files then I will obviously use the compression. I need this as a general algorithm. So i guess my question is should using UDP over TCP could increase performance by using an extra server to keep track of lost packages? and How should I compress files before sending? compressing a 1 GB file with the highest compression ration takes about 1 hour! I will like to take advantage of that time by sending it meanwhile it is compressed.

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  • Why are my Unity procedural animations jerky?

    - by Phoenix Perry
    I'm working in Unity and getting some crazy weird motion behavior. I have a plane and I'm moving it. It's ever so slightly getting about 1 pixel bigger and smaller. It looks like the it's kind of getting squeezed sideways by a pixel. I'm moving a plane by cos and sin so it will spin on the x and z axes. If the planes are moving at Time.time, everything is fine. However, if I put in slower speed multiplier, I get an amazingly weird jerk in my animation. I get it with or without the lerp. How do I fix it? I want it to move very slowly. Is there some sort of invisible grid in unity? Some sort of minimum motion per frame? I put a visual sample of the behavior here. Here's the relevant code: public void spin() { for (int i = 0; i < numPlanes; i++ ) { GameObject g = planes[i] as GameObject; //alt method //currentRotation += speed * Time.deltaTime * 100; //rotation.eulerAngles = new Vector3(0, currentRotation, 0); //g.transform.position = rotation * rotationRadius; //sine method g.GetComponent<PlaneSetup>().pos.x = g.GetComponent<PlaneSetup>().radiusX * (Mathf.Cos((Time.time*speed) + g.GetComponent<PlaneSetup>().startAngle)); g.GetComponent<PlaneSetup>().pos.z = g.GetComponent<PlaneSetup>().radius * Mathf.Sin((Time.time*speed) + g.GetComponent<PlaneSetup>().startAngle); g.GetComponent<PlaneSetup>().pos.y = g.GetComponent<Transform>().position.y; ////offset g.GetComponent<PlaneSetup>().pos.z += 20; g.GetComponent<PlaneSetup>().posLerp.x = Mathf.Lerp(g.transform.position.x,g.GetComponent<PlaneSetup>().pos.x, .5f); g.GetComponent<PlaneSetup>().posLerp.z = Mathf.Lerp(g.transform.position.z, g.GetComponent<PlaneSetup>().pos.z, .5f); g.GetComponent<PlaneSetup>().posLerp.y = g.GetComponent<Transform>().position.y; g.transform.position = g.GetComponent<PlaneSetup>().posLerp; } Invoke("spin",0.0f); } The full code is on github. There is literally nothing else going on. I've turned off all other game objects so it's only the 40 planes with a texture2D shader. I removed it from Invoke and tried it in Update -- still happens. With a set frame rate or not, the same problem occurs. Tested it in Fixed Update. Same issue. The script on the individual plane doesn't even have an update function in it. The data on it could functionally live in a struct. I'm getting between 90 and 123 fps. Going to investigate and test further. I put this in an invoke function to see if I could get around it just occurring in update. There are no physics on these shapes. It's a straight procedural animation. Limited it to 1 plane - still happens. Thoughts? Removed the shader - still happening.

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  • HOWTO Turn off SPARC T4 or Intel AES-NI crypto acceleration.

    - by darrenm
    Since we released hardware crypto acceleration for SPARC T4 and Intel AES-NI support we have had a common question come up: 'How do I test without the hardware crypto acceleration?'. Initially this came up just for development use so developers can do unit testing on a machine that has hardware offload but still cover the code paths for a machine that doesn't (our integration and release testing would run on all supported types of hardware anyway).  I've also seen it asked in a customer context too so that we can show that there is a performance gain from the hardware crypto acceleration, (not just the fact that SPARC T4 much faster performing processor than T3) and measure what it is for their application. With SPARC T2/T3 we could easily disable the hardware crypto offload by running 'cryptoadm disable provider=n2cp/0'.  We can't do that with SPARC T4 or with Intel AES-NI because in both of those classes of processor the encryption doesn't require a device driver instead it is unprivileged user land callable instructions. Turns out there is away to do this by using features of the Solaris runtime loader (ld.so.1). First I need to expose a little bit of implementation detail about how the Solaris Cryptographic Framework is implemented in Solaris 11.  One of the new Solaris 11 features of the linker/loader is the ability to have a single ELF object that has multiple different implementations of the same functions that are selected at runtime based on the capabilities of the machine.  The alternate to this is having the application coded to call getisax() and make the choice itself.  We use this functionality of the linker/loader when we build the userland libraries for the Solaris Cryptographic Framework (specifically libmd.so, and the unfortunately misnamed due to historical reasons libsoftcrypto.so) The Solaris linker/loader allows control of a lot of its functionality via environment variables, we can use that to control the version of the cryptographic functions we run.  To do this we simply export the LD_HWCAP environment variable with values that tell ld.so.1 to not select the HWCAP section matching certain features even if isainfo says they are present.  For SPARC T4 that would be: export LD_HWCAP="-aes -des -md5 -sha256 -sha512 -mont -mpul" and for Intel systems with AES-NI support: export LD_HWCAP="-aes" This will work for consumers of the Solaris Cryptographic Framework that use the Solaris PKCS#11 libraries or use libmd.so interfaces directly.  It also works for the Oracle DB and Java JCE.  However does not work for the default enabled OpenSSL "t4" or "aes-ni" engines (unfortunately) because they do explicit calls to getisax() themselves rather than using multiple ELF cap sections. However we can still use OpenSSL to demonstrate this by explicitly selecting "pkcs11" engine  using only a single process and thread.  $ openssl speed -engine pkcs11 -evp aes-128-cbc ... type 16 bytes 64 bytes 256 bytes 1024 bytes 8192 bytes aes-128-cbc 54170.81k 187416.00k 489725.70k 805445.63k 1018880.00k $ LD_HWCAP="-aes" openssl speed -engine pkcs11 -evp aes-128-cbc ... type 16 bytes 64 bytes 256 bytes 1024 bytes 8192 bytes aes-128-cbc 29376.37k 58328.13k 79031.55k 86738.26k 89191.77k We can clearly see the difference this makes in the case where AES offload to the SPARC T4 was disabled. The "t4" engine is faster than the pkcs11 one because there is less overhead (again on a SPARC T4-1 using only a single process/thread - using -multi you will get even bigger numbers). $ openssl speed -evp aes-128-cbc ... type 16 bytes 64 bytes 256 bytes 1024 bytes 8192 bytes aes-128-cbc 85526.61k 89298.84k 91970.30k 92662.78k 92842.67k Yet another cool feature of the Solaris linker/loader, thanks Rod and Ali. Note these above openssl speed output is not intended to show the actual performance of any particular benchmark just that there is a significant improvement from using hardware acceleration on SPARC T4. For cryptographic performance benchmarks see the http://blogs.oracle.com/BestPerf/ postings.

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  • Proliant server will not accept new hard disks in RAID 1+0?

    - by Leigh
    I have a HP ProLiant DL380 G5, I have two logical drives configured with RAID. I have one logical drive RAID 1+0 with two 72 gb 10k sas 1 port spare no 376597-001. I had one hard disk fail and ordered a replacement. The configuration utility showed error and would not rebuild the RAID. I presumed a hard disk fault and ordered a replacement again. In the mean time I put the original failed disk back in the server and this started rebuilding. Currently shows ok status however in the log I can see hardware errors. The new disk has come and I again have the same problem of not accepting the hard disk. I have updated the P400 controller with the latest firmware 7.24 , but still no luck. The only difference I can see is the original drive has firmware 0103 (same as the RAID drive) and the new one has HPD2. Any advice would be appreciated. Thanks in advance Logs from server ctrl all show config Smart Array P400 in Slot 1 (sn: PAFGK0P9VWO0UQ) array A (SAS, Unused Space: 0 MB) logicaldrive 1 (68.5 GB, RAID 1, Interim Recovery Mode) physicaldrive 2I:1:1 (port 2I:box 1:bay 1, SAS, 73.5 GB, OK) physicaldrive 2I:1:2 (port 2I:box 1:bay 2, SAS, 72 GB, Failed array B (SAS, Unused Space: 0 MB) logicaldrive 2 (558.7 GB, RAID 5, OK) physicaldrive 1I:1:5 (port 1I:box 1:bay 5, SAS, 300 GB, OK) physicaldrive 2I:1:3 (port 2I:box 1:bay 3, SAS, 300 GB, OK) physicaldrive 2I:1:4 (port 2I:box 1:bay 4, SAS, 300 GB, OK) ctrl all show config detail Smart Array P400 in Slot 1 Bus Interface: PCI Slot: 1 Serial Number: PAFGK0P9VWO0UQ Cache Serial Number: PA82C0J9VWL8I7 RAID 6 (ADG) Status: Disabled Controller Status: OK Hardware Revision: E Firmware Version: 7.24 Rebuild Priority: Medium Expand Priority: Medium Surface Scan Delay: 15 secs Surface Scan Mode: Idle Wait for Cache Room: Disabled Surface Analysis Inconsistency Notification: Disabled Post Prompt Timeout: 0 secs Cache Board Present: True Cache Status: OK Cache Status Details: A cache error was detected. Run more information. Cache Ratio: 100% Read / 0% Write Drive Write Cache: Disabled Total Cache Size: 256 MB Total Cache Memory Available: 208 MB No-Battery Write Cache: Disabled Battery/Capacitor Count: 0 SATA NCQ Supported: True Array: A Interface Type: SAS Unused Space: 0 MB Status: Failed Physical Drive Array Type: Data One of the drives on this array have failed or has Logical Drive: 1 Size: 68.5 GB Fault Tolerance: RAID 1 Heads: 255 Sectors Per Track: 32 Cylinders: 17594 Strip Size: 128 KB Full Stripe Size: 128 KB Status: Interim Recovery Mode Caching: Enabled Unique Identifier: 600508B10010503956574F305551 Disk Name: \\.\PhysicalDrive0 Mount Points: C:\ 68.5 GB Logical Drive Label: A0100539PAFGK0P9VWO0UQ0E93 Mirror Group 0: physicaldrive 2I:1:2 (port 2I:box 1:bay 2, S Mirror Group 1: physicaldrive 2I:1:1 (port 2I:box 1:bay 1, S Drive Type: Data physicaldrive 2I:1:1 Port: 2I Box: 1 Bay: 1 Status: OK Drive Type: Data Drive Interface Type: SAS Size: 73.5 GB Rotational Speed: 10000 Firmware Revision: 0103 Serial Number: B379P8C006RK Model: HP DG072A9B7 PHY Count: 2 PHY Transfer Rate: Unknown, Unknown physicaldrive 2I:1:2 Port: 2I Box: 1 Bay: 2 Status: Failed Drive Type: Data Drive Interface Type: SAS Size: 72 GB Rotational Speed: 15000 Firmware Revision: HPD9 Serial Number: D5A1PCA04SL01244 Model: HP EH0072FARUA PHY Count: 2 PHY Transfer Rate: Unknown, Unknown Array: B Interface Type: SAS Unused Space: 0 MB Status: OK Array Type: Data Logical Drive: 2 Size: 558.7 GB Fault Tolerance: RAID 5 Heads: 255 Sectors Per Track: 32 Cylinders: 65535 Strip Size: 64 KB Full Stripe Size: 128 KB Status: OK Caching: Enabled Parity Initialization Status: Initialization Co Unique Identifier: 600508B10010503956574F305551 Disk Name: \\.\PhysicalDrive1 Mount Points: E:\ 558.7 GB Logical Drive Label: AF14FD12PAFGK0P9VWO0UQD007 Drive Type: Data physicaldrive 1I:1:5 Port: 1I Box: 1 Bay: 5 Status: OK Drive Type: Data Drive Interface Type: SAS Size: 300 GB Rotational Speed: 10000 Firmware Revision: HPD4 Serial Number: 3SE07QH300009923X1X3 Model: HP DG0300BALVP Current Temperature (C): 32 Maximum Temperature (C): 45 PHY Count: 2 PHY Transfer Rate: Unknown, Unknown physicaldrive 2I:1:3 Port: 2I Box: 1 Bay: 3 Status: OK Drive Type: Data Drive Interface Type: SAS Size: 300 GB Rotational Speed: 10000 Firmware Revision: HPD4 Serial Number: 3SE0AHVH00009924P8F3 Model: HP DG0300BALVP Current Temperature (C): 34 Maximum Temperature (C): 47 PHY Count: 2 PHY Transfer Rate: Unknown, Unknown physicaldrive 2I:1:4 Port: 2I Box: 1 Bay: 4 Status: OK Drive Type: Data Drive Interface Type: SAS Size: 300 GB Rotational Speed: 10000 Firmware Revision: HPD4 Serial Number: 3SE08NAK00009924KWD6 Model: HP DG0300BALVP Current Temperature (C): 35 Maximum Temperature (C): 47 PHY Count: 2 PHY Transfer Rate: Unknown, Unknown

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  • Syntax of passing lambda

    - by Astara
    Right now, I'm working on refactoring a program that calls its parts by polling to a more event-driven structure. I've created sched and task classes with the sced to become a base class of the current main loop. The tasks will be created for each meter so they can be called off of that instead of polling. Each of the events main calls are a type of meter that gather info and display it. When the program is coming up, all enabled meters get 'constructed' by a main-sub. In that sub, I want to store off the "this" pointer associated with the meter, as well as the common name for the "action routine. void MeterMaker::Meter_n_Task (Meter * newmeter,) { push(newmeter); // handle non-timed draw events Task t = new Task(now() + 0.5L); t.period={0,1U}; t.work_meter = newmeter; t.work = [&newmeter](){newmeter.checkevent();};<<--attempt at lambda t.flags = T_Repeat; t.enable_task(); _xos->sched_insert(t); } A sample call to it: Meter_n_Task(new CPUMeter(_xos, "CPU ")); 've made the scheduler a base class of the main routine (that handles the loop), and I've tried serveral variations to get the task class to be a base of the meter class, but keep running into roadblocks. It's alot like "whack-a-mole" -- pound in something to fix something one place, and then a new probl pops out elsewhere. Part of the problem, is that the sched.h file that is trying to hold the Task Q, includes the Task header file. The task file Wants to refer to the most "base", Meter class. The meter class pulls in the main class of the parent as it passes a copy of the parent to the children so they can access the draw routines in the parent. Two references in the task file are for the 'this' pointer of the meter and the meter's update sub (to be called via this). void *this_data= NULL; void (*this_func)() = NULL; Note -- I didn't really want to store these in the class, as I wanted to use a lamdba in that meter&task routine above to store a routine+context to be used to call the meter's action routine. Couldn't figure out the syntax. But am running into other syntax problems trying to store the pointers...such as g++: COMPILE lsched.cc In file included from meter.h:13:0, from ltask.h:17, from lsched.h:13, from lsched.cc:13: xosview.h:30:47: error: expected class-name before ‘{’ token class XOSView : public XWin, public Scheduler { Like above where it asks for a class, where the classname "Scheduler" is. !?!? Huh? That IS a class name. I keep going in circles with things that don't make sense... Ideally I'd get the lamba to work right in the Meter_n_Task routine at the top. I wanted to only store 1 pointer in the 'Task' class that was a pointer to my lambda that would have already captured the "this" value ... but couldn't get that syntax to work at all when I tried to start it into a var in the 'Task' class. This project, FWIW, is my teething project on the new C++... (of course it's simple!.. ;-))... I've made quite a bit of progress in other areas in the code, but this lambda syntax has me stumped...its at times like thse that I appreciate the ease of this type of operation in perl. Sigh. Not sure the best way to ask for help here, as this isn't a simple question. But thought I'd try!... ;-) Too bad I can't attach files to this Q.

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  • Syntax of passing lambda causing hair loss (pulling out)

    - by Astara
    Right now, I'm working on refactoring a program that calls its parts by polling to a more event-driven structure. I've created sched and task classes with the sced to become a base class of the current main loop. The tasks will be created for each meter so they can be called off of that instead of polling. Each of the events main calls are a type of meter that gather info and display it. When the program is coming up, all enabled meters get 'constructed' by a main-sub. In that sub, I want to store off the "this" pointer associated with the meter, as well as the common name for the "action routine. void MeterMaker::Meter_n_Task (Meter * newmeter,) { push(newmeter); // handle non-timed draw events Task t = new Task(now() + 0.5L); t.period={0,1U}; t.work_meter = newmeter; t.work = [&newmeter](){newmeter.checkevent();};<<--attempt at lambda t.flags = T_Repeat; t.enable_task(); _xos->sched_insert(t); } A sample call to it: Meter_n_Task(new CPUMeter(_xos, "CPU ")); 've made the scheduler a base class of the main routine (that handles the loop), and I've tried serveral variations to get the task class to be a base of the meter class, but keep running into roadblocks. It's alot like "whack-a-mole" -- pound in something to fix something one place, and then a new probl pops out elsewhere. Part of the problem, is that the sched.h file that is trying to hold the Task Q, includes the Task header file. The task file Wants to refer to the most "base", Meter class. The meter class pulls in the main class of the parent as it passes a copy of the parent to the children so they can access the draw routines in the parent. Two references in the task file are for the 'this' pointer of the meter and the meter's update sub (to be called via this). void *this_data= NULL; void (*this_func)() = NULL; Note -- I didn't really want to store these in the class, as I wanted to use a lamdba in that meter&task routine above to store a routine+context to be used to call the meter's action routine. Couldn't figure out the syntax. But am running into other syntax problems trying to store the pointers...such as g++: COMPILE lsched.cc In file included from meter.h:13:0, from ltask.h:17, from lsched.h:13, from lsched.cc:13: xosview.h:30:47: error: expected class-name before ‘{’ token class XOSView : public XWin, public Scheduler { Like above where it asks for a class, where the classname "Scheduler" is. !?!? Huh? That IS a class name. I keep going in circles with things that don't make sense... Ideally I'd get the lamba to work right in the Meter_n_Task routine at the top. I wanted to only store 1 pointer in the 'Task' class that was a pointer to my lambda that would have already captured the "this" value ... but couldn't get that syntax to work at all when I tried to start it into a var in the 'Task' class. This project, FWIW, is my teething project on the new C++... (of course it's simple!.. ;-))... I've made quite a bit of progress in other areas in the code, but this lambda syntax has me stumped...its at times like thse that I appreciate the ease of this type of operation in perl. Sigh. Not sure the best way to ask for help here, as this isn't a simple question. But thought I'd try!... ;-) Too bad I can't attach files to this Q.

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  • Slide 2d Vector to destination over a period of time

    - by SchautDollar
    I am making a library of GUI controls for games I make with XNA. I am currently developing the library as I make a game so I can test the features and find errors/bugs and hopefully smash them right away. My current issue is on a slide feature I want to implement for my base class that all controls inherit. My goal is to get the control to slide to a specified point over a specified amount of time. Here is the #region containing the code #region Slide private bool sliding; private Vector2 endPoint; private float slideTimeLeft; private float speed; private bool wasEnabled; private Vector2 slideDirection; private float slideDistance; public void Slide(Vector2 startPoint, Vector2 endPoint, float slideTime) { this.location = startPoint; Slide(endPoint,slideTime); } public void Slide(Vector2 endPoint, float slideTime) { this.wasEnabled = this.enabled; this.enabled = false; this.sliding = true; Vector2 tempLength = endPoint - this.location; this.slideDistance = tempLength.Length(); //Was this.slideDistance = (float)Math.Sqrt(tempLength.LengthSquared()); this.speed = slideTime / this.slideDistance; this.endPoint = endPoint; this.slideTimeLeft = slideTime; } private void UpdateSlide(GameTime gameTime) { if (this.sliding) { this.slideTimeLeft -= gameTime.ElapsedGameTime.Milliseconds; if (this.slideTimeLeft >= 0 ) { if ((this.endPoint-this.location).Length() != 0){//Was if (this.endPoint.LengthSquared() > 0 || this.location.LengthSquared() > 0) { this.slideDirection = Vector2.Normalize(this.endPoint - this.location); } this.location += this.slideDirection * speed * gameTime.ElapsedGameTime.Milliseconds;//This is where I believe the issue is, but I'm not sure. It seems right to me... (Even though it doesn't work) } else { this.enabled = this.wasEnabled; this.location = this.endPoint;//After time, the controls position will get set to be the endpoint. this.sliding = false; } } } #endregion this.location is the location of the control elsewhere defined in the class. I have looked at this blog as a huge reference and have googled around quite and have looked on many forums but can't find anything that shows how to implement it. Please and Thanks for your time! EDIT: I have switched this line "this.location += this.slideDirection * speed * gameTime.ElapsedGameTime.Milliseconds;" several times to see what it does. My issue is getting the control to smoothly move to the end location. It moves after the time has expired, but It doesn't move other then that except flash in my face. EDIT2: I have used the first slide method with 3 parameters and it works except it doesn't do it in a period of time and once it gets to its destination, it starts moving randomly towards the previous location and the end location.

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  • find substring and indices in mips

    - by ccc
    im trying find out substring and first occurrence indices. but something wrong. im comparing each element of pattern array and each element of string array until pointer reach to '\0'. and if any characater found it keep in temp array. and increasing pointers +1. whats the problem. algorithm is totaly wrong ? #Note: $v0 is a symbolic name used by the assember for $2. # $a0 is a symbolic name used by the assember for $4. .data prompt_str: .asciiz "Please type a text string: " prompt_ptr: .asciiz "Please type a pattern string: " print_yes: .asciiz "Yes, there is a match." print_no: .asciiz "No, there is no match." text_str: .asciiz "Text string : " pattern_str: .asciiz "Pattern string : " print_out: .asciiz "Output to be produced :" print_dash: .asciiz "----------------------" print_index: .asciiz "Starting index :" print_msg : .asciiz "Length of longest partial match = " nl: .asciiz "\n" str : .space 81 ptr : .space 81 tmp : .space 81 .text main: la $a0, prompt_str li $v0, 4 #print_string command. syscall la $a0,str #read string li $a1,81 li $v0,8 syscall la $t0,str #move string to $t0 la $a0,prompt_ptr li $v0,4 #print pattern command syscall la $a0,ptr #read pattern li $a1,81 li $v0,8 syscall la $t1,ptr #move pattern to $t1 la $t5,tmp #move temp to $t5 lb $t2,0($t0) #pointer first element array of string lb $t3,0($t1) #pointer first element array of pattern lb $t6,0($t5) #pointer first element array of temp loop : beq $t3,$0,end_loop beq $t2,$t3,match addiu $t0,$t0,1 j loop match : move $t6,$t2 addiu $t5,$t5,1 addiu $t0,$t0,1 addiu $t1,$t1,1 j print_match print_match : la $a0,text_str #print string li $v0,4 syscall move $a0,$t0 li $v0,4 syscall la $a0,nl #print newline character li $v0,4 syscall la $a0,pattern_str #print pattern string li $v0,4 syscall move $a0,$t1 li $v0,4 syscall la $a0,nl #print newline character li $v0,4 syscall la $a0,print_out #print output line and newline character li $v0,4 syscall la $a0,nl li $v0,4 syscall la $a0,print_dash li $v0,4 syscall la $a0,print_yes li $v0,4 syscall la $a0,print_index #print starting index li $v0,4 syscall li $v0,10 syscall end_loop : li $v0,10 syscall

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