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  • opengl problem works on droid but not droid eris and others.

    - by nathan
    This GlRenderer works fine on the moto droid, but does not work well at all on droid eris or other android phones does anyone know why? package com.ntu.way2fungames.spacehockeybase; import java.io.DataInputStream; import java.io.IOException; import java.nio.Buffer; import java.nio.FloatBuffer; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import com.ntu.way2fungames.LoadFloatArray; import com.ntu.way2fungames.OGLTriReader; import android.content.res.AssetManager; import android.content.res.Resources; import android.opengl.GLU; import android.opengl.GLSurfaceView.Renderer; import android.os.Handler; import android.os.Message; public class GlRenderer extends Thread implements Renderer { private float drawArray[]; private float yoff; private float yoff2; private long lastRenderTime; private float[] yoffs= new float[10]; int Width; int Height; private float[] pixelVerts = new float[] { +.0f,+.0f,2, +.5f,+.5f,0, +.5f,-.5f,0, +.0f,+.0f,2, +.5f,-.5f,0, -.5f,-.5f,0, +.0f,+.0f,2, -.5f,-.5f,0, -.5f,+.5f,0, +.0f,+.0f,2, -.5f,+.5f,0, +.5f,+.5f,0, }; @Override public void run() { } private float[] arenaWalls = new float[] { 8.00f,2.00f,1f,2f,2f,1f,2.00f,8.00f,1f,8.00f,2.00f,1f,2.00f,8.00f,1f,8.00f,8.00f,1f, 2.00f,8.00f,1f,2f,2f,1f,0.00f,0.00f,0f,2.00f,8.00f,1f,0.00f,0.00f,0f,0.00f,10.00f,0f, 8.00f,8.00f,1f,2.00f,8.00f,1f,0.00f,10.00f,0f,8.00f,8.00f,1f,0.00f,10.00f,0f,10.00f,10.00f,0f, 2f,2f,1f,8.00f,2.00f,1f,10.00f,0.00f,0f,2f,2f,1f,10.00f,0.00f,0f,0.00f,0.00f,0f, 8.00f,2.00f,1f,8.00f,8.00f,1f,10.00f,10.00f,0f,8.00f,2.00f,1f,10.00f,10.00f,0f,10.00f,0.00f,0f, 10.00f,10.00f,0f,0.00f,10.00f,0f,0.00f,0.00f,0f,10.00f,10.00f,0f,0.00f,0.00f,0f,10.00f,0.00f,0f, 8.00f,6.00f,1f,8.00f,4.00f,1f,122f,4.00f,1f,8.00f,6.00f,1f,122f,4.00f,1f,122f,6.00f,1f, 8.00f,6.00f,1f,122f,6.00f,1f,120f,7.00f,0f,8.00f,6.00f,1f,120f,7.00f,0f,10.00f,7.00f,0f, 122f,4.00f,1f,8.00f,4.00f,1f,10.00f,3.00f,0f,122f,4.00f,1f,10.00f,3.00f,0f,120f,3.00f,0f, 480f,10.00f,0f,470f,10.00f,0f,470f,0.00f,0f,480f,10.00f,0f,470f,0.00f,0f,480f,0.00f,0f, 478f,2.00f,1f,478f,8.00f,1f,480f,10.00f,0f,478f,2.00f,1f,480f,10.00f,0f,480f,0.00f,0f, 472f,2f,1f,478f,2.00f,1f,480f,0.00f,0f,472f,2f,1f,480f,0.00f,0f,470f,0.00f,0f, 478f,8.00f,1f,472f,8.00f,1f,470f,10.00f,0f,478f,8.00f,1f,470f,10.00f,0f,480f,10.00f,0f, 472f,8.00f,1f,472f,2f,1f,470f,0.00f,0f,472f,8.00f,1f,470f,0.00f,0f,470f,10.00f,0f, 478f,2.00f,1f,472f,2f,1f,472f,8.00f,1f,478f,2.00f,1f,472f,8.00f,1f,478f,8.00f,1f, 478f,846f,1f,472f,846f,1f,472f,852f,1f,478f,846f,1f,472f,852f,1f,478f,852f,1f, 472f,852f,1f,472f,846f,1f,470f,844f,0f,472f,852f,1f,470f,844f,0f,470f,854f,0f, 478f,852f,1f,472f,852f,1f,470f,854f,0f,478f,852f,1f,470f,854f,0f,480f,854f,0f, 472f,846f,1f,478f,846f,1f,480f,844f,0f,472f,846f,1f,480f,844f,0f,470f,844f,0f, 478f,846f,1f,478f,852f,1f,480f,854f,0f,478f,846f,1f,480f,854f,0f,480f,844f,0f, 480f,854f,0f,470f,854f,0f,470f,844f,0f,480f,854f,0f,470f,844f,0f,480f,844f,0f, 10.00f,854f,0f,0.00f,854f,0f,0.00f,844f,0f,10.00f,854f,0f,0.00f,844f,0f,10.00f,844f,0f, 8.00f,846f,1f,8.00f,852f,1f,10.00f,854f,0f,8.00f,846f,1f,10.00f,854f,0f,10.00f,844f,0f, 2f,846f,1f,8.00f,846f,1f,10.00f,844f,0f,2f,846f,1f,10.00f,844f,0f,0.00f,844f,0f, 8.00f,852f,1f,2.00f,852f,1f,0.00f,854f,0f,8.00f,852f,1f,0.00f,854f,0f,10.00f,854f,0f, 2.00f,852f,1f,2f,846f,1f,0.00f,844f,0f,2.00f,852f,1f,0.00f,844f,0f,0.00f,854f,0f, 8.00f,846f,1f,2f,846f,1f,2.00f,852f,1f,8.00f,846f,1f,2.00f,852f,1f,8.00f,852f,1f, 6f,846f,1f,4f,846f,1f,4f,8f,1f,6f,846f,1f,4f,8f,1f,6f,8f,1f, 6f,846f,1f,6f,8f,1f,7f,10f,0f,6f,846f,1f,7f,10f,0f,7f,844f,0f, 4f,8f,1f,4f,846f,1f,3f,844f,0f,4f,8f,1f,3f,844f,0f,3f,10f,0f, 474f,8f,1f,474f,846f,1f,473f,844f,0f,474f,8f,1f,473f,844f,0f,473f,10f,0f, 476f,846f,1f,476f,8f,1f,477f,10f,0f,476f,846f,1f,477f,10f,0f,477f,844f,0f, 476f,846f,1f,474f,846f,1f,474f,8f,1f,476f,846f,1f,474f,8f,1f,476f,8f,1f, 130f,10.00f,0f,120f,10.00f,0f,120f,0.00f,0f,130f,10.00f,0f,120f,0.00f,0f,130f,0.00f,0f, 128f,2.00f,1f,128f,8.00f,1f,130f,10.00f,0f,128f,2.00f,1f,130f,10.00f,0f,130f,0.00f,0f, 122f,2f,1f,128f,2.00f,1f,130f,0.00f,0f,122f,2f,1f,130f,0.00f,0f,120f,0.00f,0f, 128f,8.00f,1f,122f,8.00f,1f,120f,10.00f,0f,128f,8.00f,1f,120f,10.00f,0f,130f,10.00f,0f, 122f,8.00f,1f,122f,2f,1f,120f,0.00f,0f,122f,8.00f,1f,120f,0.00f,0f,120f,10.00f,0f, 128f,2.00f,1f,122f,2f,1f,122f,8.00f,1f,128f,2.00f,1f,122f,8.00f,1f,128f,8.00f,1f, 352f,8.00f,1f,358f,8.00f,1f,358f,2.00f,1f,352f,8.00f,1f,358f,2.00f,1f,352f,2.00f,1f, 358f,2.00f,1f,358f,8.00f,1f,360f,10.00f,0f,358f,2.00f,1f,360f,10.00f,0f,360f,0.00f,0f, 352f,2.00f,1f,358f,2.00f,1f,360f,0.00f,0f,352f,2.00f,1f,360f,0.00f,0f,350f,0.00f,0f, 358f,8.00f,1f,352f,8.00f,1f,350f,10.00f,0f,358f,8.00f,1f,350f,10.00f,0f,360f,10.00f,0f, 352f,8.00f,1f,352f,2.00f,1f,350f,0.00f,0f,352f,8.00f,1f,350f,0.00f,0f,350f,10.00f,0f, 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352f,852f,1f,358f,852f,1f,358f,846f,1f,352f,852f,1f,358f,846f,1f,352f,846f,1f, 128f,846f,1f,122f,846f,1f,122f,852f,1f,128f,846f,1f,122f,852f,1f,128f,852f,1f, 122f,852f,1f,122f,846f,1f,120f,844f,0f,122f,852f,1f,120f,844f,0f,120f,854f,0f, 128f,852f,1f,122f,852f,1f,120f,854f,0f,128f,852f,1f,120f,854f,0f,130f,854f,0f, 122f,846f,1f,128f,846f,1f,130f,844f,0f,122f,846f,1f,130f,844f,0f,120f,844f,0f, 128f,846f,1f,128f,852f,1f,130f,854f,0f,128f,846f,1f,130f,854f,0f,130f,844f,0f, 130f,854f,0f,120f,854f,0f,120f,844f,0f,130f,854f,0f,120f,844f,0f,130f,844f,0f, 122f,848f,1f,8f,848f,1f,10f,847f,0f,122f,848f,1f,10f,847f,0f,120f,847f,0f, 8f,850f,1f,122f,850f,1f,120f,851f,0f,8f,850f,1f,120f,851f,0f,10f,851f,0f, 8f,850f,1f,8f,848f,1f,122f,848f,1f,8f,850f,1f,122f,848f,1f,122f,850f,1f, 10f,847f,0f,120f,847f,0f,124.96f,829.63f,-0.50f,10f,847f,0f,124.96f,829.63f,-0.50f,19.51f,829.63f,-0.50f, 130f,844f,0f,130f,854f,0f,134.55f,836.34f,-0.50f,130f,844f,0f,134.55f,836.34f,-0.50f,134.55f,826.76f,-0.50f, 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134.55f,826.76f,-0.50f,134.55f,836.34f,-0.50f,145.09f,795.41f,-2f,134.55f,826.76f,-0.50f,145.09f,795.41f,-2f,145.09f,786.78f,-2f, 345.45f,826.76f,-0.50f,345.45f,836.34f,-0.50f,334.91f,795.41f,-2f,345.45f,826.76f,-0.50f,334.91f,795.41f,-2f,334.91f,786.78f,-2f, 355.04f,829.63f,-0.50f,460.49f,829.63f,-0.50f,438.44f,789.37f,-2f,355.04f,829.63f,-0.50f,438.44f,789.37f,-2f,343.53f,789.37f,-2f, 460.49f,24.37f,-0.50f,355.04f,24.37f,-0.50f,343.53f,64.63f,-2f,460.49f,24.37f,-0.50f,343.53f,64.63f,-2f,438.44f,64.63f,-2f, 345.45f,27.24f,-0.50f,345.45f,17.66f,-0.50f,334.91f,58.59f,-2f,345.45f,27.24f,-0.50f,334.91f,58.59f,-2f,334.91f,67.22f,-2f, 134.55f,27.24f,-0.50f,134.55f,17.66f,-0.50f,145.09f,58.59f,-2f,134.55f,27.24f,-0.50f,145.09f,58.59f,-2f,145.09f,67.22f,-2f, 463.36f,826.76f,-0.50f,463.36f,27.24f,-0.50f,441.03f,67.22f,-2f,463.36f,826.76f,-0.50f,441.03f,67.22f,-2f,441.03f,786.78f,-2f, 16.64f,27.24f,-0.50f,16.64f,826.76f,-0.50f,38.97f,786.78f,-2f,16.64f,27.24f,-0.50f,38.97f,786.78f,-2f,38.97f,67.22f,-2f, 124.96f,24.37f,-0.50f,19.51f,24.37f,-0.50f,41.56f,64.63f,-2f,124.96f,24.37f,-0.50f,41.56f,64.63f,-2f,136.47f,64.63f,-2f, 124.96f,24.37f,-0.50f,134.55f,27.24f,-0.50f,145.09f,67.22f,-2f,124.96f,24.37f,-0.50f,145.09f,67.22f,-2f,136.47f,64.63f,-2f, 19.51f,24.37f,-0.50f,16.64f,27.24f,-0.50f,38.97f,67.22f,-2f,19.51f,24.37f,-0.50f,38.97f,67.22f,-2f,41.56f,64.63f,-2f, 345.45f,27.24f,-0.50f,355.04f,24.37f,-0.50f,343.53f,64.63f,-2f,345.45f,27.24f,-0.50f,343.53f,64.63f,-2f,334.91f,67.22f,-2f, 463.36f,27.24f,-0.50f,460.49f,24.37f,-0.50f,438.44f,64.63f,-2f,463.36f,27.24f,-0.50f,438.44f,64.63f,-2f,441.03f,67.22f,-2f, 463.36f,826.76f,-0.50f,460.49f,829.63f,-0.50f,438.44f,789.37f,-2f,463.36f,826.76f,-0.50f,438.44f,789.37f,-2f,441.03f,786.78f,-2f, 355.04f,829.63f,-0.50f,345.45f,826.76f,-0.50f,334.91f,786.78f,-2f,355.04f,829.63f,-0.50f,334.91f,786.78f,-2f,343.53f,789.37f,-2f, 134.55f,826.76f,-0.50f,124.96f,829.63f,-0.50f,136.47f,789.37f,-2f,134.55f,826.76f,-0.50f,136.47f,789.37f,-2f,145.09f,786.78f,-2f, 16.64f,826.76f,-0.50f,19.51f,829.63f,-0.50f,41.56f,789.37f,-2f,16.64f,826.76f,-0.50f,41.56f,789.37f,-2f,38.97f,786.78f,-2f, }; private float[] backgroundData = new float[] { // # ,Scale, Speed, 300 , 1.05f, .001f, 150 , 1.07f, .002f, 075 , 1.10f, .003f, 040 , 1.12f, .006f, 20 , 1.15f, .012f, 10 , 1.25f, .025f, 05 , 1.50f, .050f, 3 , 2.00f, .100f, 2 , 3.00f, .200f, }; private float[] triangleCoords = new float[] { 0, -25, 0, -.75f, -1, 0, +.75f, -1, 0, 0, +2, 0, -.99f, -1, 0, .99f, -1, 0, }; private float[] triangleColors = new float[] { 1.0f, 1.0f, 1.0f, 0.05f, 1.0f, 1.0f, 1.0f, 0.5f, 1.0f, 1.0f, 1.0f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f, 1.0f, 1.0f, 1.0f, 0.5f, }; private float[] drawArray2; private FloatBuffer drawBuffer2; private float[] colorArray2; private static FloatBuffer colorBuffer; private static FloatBuffer triangleBuffer; private static FloatBuffer quadBuffer; private static FloatBuffer drawBuffer; private float[] backgroundVerts; private FloatBuffer backgroundVertsWrapped; private float[] backgroundColors; private Buffer backgroundColorsWraped; private FloatBuffer backgroundColorsWrapped; private FloatBuffer arenaWallsWrapped; private FloatBuffer arenaColorsWrapped; private FloatBuffer arena2VertsWrapped; private FloatBuffer arena2ColorsWrapped; private long wallHitStartTime; private int wallHitDrawTime; private FloatBuffer pixelVertsWrapped; private float[] wallHit; private FloatBuffer pixelColorsWrapped; //private float[] pitVerts; private Resources lResources; private FloatBuffer pitVertsWrapped; private FloatBuffer pitColorsWrapped; private boolean arena2; private long lastStartTime; private long startTime; private int state=1; private long introEndTime; protected long introTotalTime =8000; protected long introStartTime; private boolean initDone= false; private static int stateIntro = 0; private static int stateGame = 1; public GlRenderer(spacehockey nspacehockey) { lResources = nspacehockey.getResources(); nspacehockey.SetHandlerToGLRenderer(new Handler() { @Override public void handleMessage(Message m) { if (m.what ==0){ wallHit = m.getData().getFloatArray("wall hit"); wallHitStartTime =System.currentTimeMillis(); wallHitDrawTime = 1000; }else if (m.what ==1){ //state = stateIntro; introEndTime= System.currentTimeMillis()+introTotalTime ; introStartTime = System.currentTimeMillis(); } }}); } public void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glShadeModel(GL10.GL_SMOOTH); gl.glClearColor(.01f, .01f, .01f, .1f); gl.glClearDepthf(1.0f); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glDepthFunc(GL10.GL_LEQUAL); gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); } private float SumOfStrideI(float[] data, int offset, int stride) { int sum= 0; for (int i=offset;i<data.length-1;i=i+stride){ sum = (int) (data[i]+sum); } return sum; } public void onDrawFrame(GL10 gl) { if (state== stateIntro){DrawIntro(gl);} if (state== stateGame){DrawGame(gl);} } private void DrawIntro(GL10 gl) { startTime = System.currentTimeMillis(); if (startTime< introEndTime){ float ptd = (float)(startTime- introStartTime)/(float)introTotalTime; float ptl = 1-ptd; gl.glClear(GL10.GL_COLOR_BUFFER_BIT);//dont move gl.glMatrixMode(GL10.GL_MODELVIEW); int setVertOff = 0; gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glColorPointer(4, GL10.GL_FLOAT, 0, backgroundColorsWrapped); for (int i = 0; i < backgroundData.length / 3; i = i + 1) { int setoff = i * 3; int setVertLen = (int) backgroundData[setoff]; yoffs[i] = (backgroundData[setoff + 2]*(90+(ptl*250))) + yoffs[i]; if (yoffs[i] > Height) {yoffs[i] = 0;} gl.glPushMatrix(); //gl.glTranslatef(0, -(Height/2), 0); //gl.glScalef(1f, 1f+(ptl*2), 1f); //gl.glTranslatef(0, +(Height/2), 0); gl.glTranslatef(0, yoffs[i], i+60); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, backgroundVertsWrapped); gl.glDrawArrays(GL10.GL_TRIANGLES, (setVertOff * 2 * 3) - 0, (setVertLen * 2 * 3) - 1); gl.glTranslatef(0, -Height, 0); gl.glDrawArrays(GL10.GL_TRIANGLES, (setVertOff * 2 * 3) - 0, (setVertLen * 2 * 3) - 1); setVertOff = (int) (setVertOff + setVertLen); gl.glPopMatrix(); } gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); }else{state = stateGame;} } private void DrawGame(GL10 gl) { lastStartTime = startTime; startTime = System.currentTimeMillis(); long moveTime = startTime-lastStartTime; gl.glClear(GL10.GL_COLOR_BUFFER_BIT);//dont move gl.glMatrixMode(GL10.GL_MODELVIEW); int setVertOff = 0; gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glColorPointer(4, GL10.GL_FLOAT, 0, backgroundColorsWrapped); for (int i = 0; i < backgroundData.length / 3; i = i + 1) { int setoff = i * 3; int setVertLen = (int) backgroundData[setoff]; yoffs[i] = (backgroundData[setoff + 2]*moveTime) + yoffs[i]; if (yoffs[i] > Height) {yoffs[i] = 0;} gl.glPushMatrix(); gl.glTranslatef(0, yoffs[i], i+60); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, backgroundVertsWrapped); gl.glDrawArrays(GL10.GL_TRIANGLES, (setVertOff * 6) - 0, (setVertLen *6) - 1); gl.glTranslatef(0, -Height, 0); gl.glDrawArrays(GL10.GL_TRIANGLES, (setVertOff * 6) - 0, (setVertLen *6) - 1); setVertOff = (int) (setVertOff + setVertLen); gl.glPopMatrix(); } //arena frame gl.glPushMatrix(); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, arenaWallsWrapped); gl.glColorPointer(4, GL10.GL_FLOAT, 0, arenaColorsWrapped); gl.glColor4f(.1f, .5f, 1f, 1f); gl.glTranslatef(0, 0, 50); gl.glDrawArrays(GL10.GL_TRIANGLES, 0, (int)(arenaWalls.length / 3)); gl.glPopMatrix(); //arena2 frame if (arena2 == true){ gl.glLoadIdentity(); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, pitVertsWrapped); gl.glColorPointer(4, GL10.GL_FLOAT, 0, pitColorsWrapped); gl.glTranslatef(0, -Height, 40); gl.glDrawArrays(GL10.GL_TRIANGLES, 0, (int)(pitVertsWrapped.capacity() / 3)); } if (wallHitStartTime != 0) { float timeRemaining = (wallHitStartTime + wallHitDrawTime)-System.currentTimeMillis(); if (timeRemaining>0) { gl.glPushMatrix(); float percentDone = 1-(timeRemaining/wallHitDrawTime); gl.glLoadIdentity(); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, pixelVertsWrapped); gl.glColorPointer(4, GL10.GL_FLOAT, 0, pixelColorsWrapped); gl.glTranslatef(wallHit[0], wallHit[1], 0); gl.glScalef(8, Height*percentDone, 0); gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 12); gl.glPopMatrix(); } else { wallHitStartTime = 0; } } gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); } public void init(GL10 gl) { if (arena2 == true) { AssetManager assetManager = lResources.getAssets(); try { // byte[] ba = {111,111}; DataInputStream Dis = new DataInputStream(assetManager .open("arena2.ogl")); pitVertsWrapped = LoadFloatArray.FromDataInputStream(Dis); pitColorsWrapped = MakeFakeLighting(pitVertsWrapped.array(), .25f, .50f, 1f, 200, .5f); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } } if ((Height != 854) || (Width != 480)) { arenaWalls = ScaleFloats(arenaWalls, Width / 480f, Height / 854f); } arenaWallsWrapped = FloatBuffer.wrap(arenaWalls); arenaColorsWrapped = MakeFakeLighting(arenaWalls, .03f, .16f, .33f, .33f, 3); pixelVertsWrapped = FloatBuffer.wrap(pixelVerts); pixelColorsWrapped = MakeFakeLighting(pixelVerts, .03f, .16f, .33f, .10f, 20); initDone=true; } public void onSurfaceChanged(GL10 gl, int nwidth, int nheight) { Width= nwidth; Height = nheight; // avoid division by zero if (Height == 0) Height = 1; // draw on the entire screen gl.glViewport(0, 0, Width, Height); // setup projection matrix gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glOrthof(0, Width, Height, 0, 100, -100); // gl.glOrthof(-nwidth*2, nwidth*2, nheight*2,-nheight*2, 100, -100); // GLU.gluPerspective(gl, 180.0f, (float)nwidth / (float)nheight, // 1000.0f, -1000.0f); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); System.gc(); if (initDone == false){ SetupStars(); init(gl); } } public void SetupStars(){ backgroundVerts = new float[(int) SumOfStrideI(backgroundData,0,3)*triangleCoords.length]; backgroundColors = new float[(int) SumOfStrideI(backgroundData,0,3)*triangleColors.length]; int iii=0; int vc=0; float ascale=1; for (int i=0;i<backgroundColors.length-1;i=i+1){ if (iii==0){ascale = (float) Math.random();} if (vc==3){ backgroundColors[i]= (float) (triangleColors[iii]*(ascale)); }else if(vc==2){ backgroundColors[i]= (float) (triangleColors[iii]-(Math.random()*.2)); }else{ backgroundColors[i]= (float) (triangleColors[iii]-(Math.random()*.3)); } iii=iii+1;if (iii> triangleColors.length-1){iii=0;} vc=vc+1; if (vc>3){vc=0;} } int ii=0; int i =0; int set =0; while(ii<backgroundVerts.length-1){ float scale = (float) backgroundData[(set*3)+1]; int length= (int) backgroundData[(set*3)]; for (i=0;i<length;i=i+1){ if (set ==0){ AddVertsToArray(ScaleFloats(triangleCoords, scale,scale*.25f), backgroundVerts, (float)(Math.random()*Width),(float) (Math.random()*Height), ii); }else{ AddVertsToArray(ScaleFloats(triangleCoords, scale), backgroundVerts, (float)(Math.random()*Width),(float) (Math.random()*Height), ii);} ii=ii+triangleCoords.length; } set=set+1; } backgroundVertsWrapped = FloatBuffer.wrap(backgroundVerts); backgroundColorsWrapped = FloatBuffer.wrap(backgroundColors); } public void AddVertsToArray(float[] sva,float[]dva,float ox,float oy,int start){ //x for (int i=0;i<sva.length;i=i+3){ if((start+i)<dva.length){dva[start+i]= sva[i]+ox;} } //y for (int i=1;i<sva.length;i=i+3){ if((start+i)<dva.length){dva[start+i]= sva[i]+oy;} } //z for (int i=2;i<sva.length;i=i+3){ if((start+i)<dva.length){dva[start+i]= sva[i];} } } public FloatBuffer MakeFakeLighting(float[] sa,float r, float g,float b,float a,float multby){ float[] da = new float[((sa.length/3)*4)]; int vertex=0; for (int i=0;i<sa.length;i=i+3){ if (sa[i+2]>=1){ da[(vertex*4)+0]= r*multby*sa[i+2]; da[(vertex*4)+1]= g*multby*sa[i+2]; da[(vertex*4)+2]= b*multby*sa[i+2]; da[(vertex*4)+3]= a*multby*sa[i+2]; }else if (sa[i+2]<=-1){ float divisor = (multby*(-sa[i+2])); da[(vertex*4)+0]= r / divisor; da[(vertex*4)+1]= g / divisor; da[(vertex*4)+2]= b / divisor; da[(vertex*4)+3]= a / divisor; }else{ da[(vertex*4)+0]= r; da[(vertex*4)+1]= g; da[(vertex*4)+2]= b; da[(vertex*4)+3]= a; } vertex = vertex+1; } return FloatBuffer.wrap(da); } public float[] ScaleFloats(float[] va,float s){ float[] reta= new float[va.length]; for (int i=0;i<va.length;i=i+1){ reta[i]=va[i]*s; } return reta; } public float[] ScaleFloats(float[] va,float sx,float sy){ float[] reta= new float[va.length]; int cnt = 0; for (int i=0;i<va.length;i=i+1){ if (cnt==0){reta[i]=va[i]*sx;} else if (cnt==1){reta[i]=va[i]*sy;} else if (cnt==2){reta[i]=va[i];} cnt = cnt +1;if (cnt>2){cnt=0;} } return reta; } }

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  • Building The Right SharePoint Team For Your Organization

    - by Mark Rackley
    I see the question posted fairly often asking what kind SharePoint team an organization should have. How many people do I need? What roles do I need to fill? What is best for my organization? Well, just like every other answer in SharePoint, the correct answer is “it depends”. Do you ever get sick of hearing that??? I know I do… So, let me give you my thoughts and opinions based upon my experience and what I’ve seen and let you come to your own conclusions. What are the possible SharePoint roles? I guess the first thing you need to understand are the different roles that exist in SharePoint (and their are LOTS). Remember, SharePoint is a massive beast and you will NOT find one person who can do it all. If you are hoping to find that person you will be sorely disappointed. For the most part this is true in SharePoint 2007 and 2010. However, generally things are improved in 2010 and easier for junior individuals to grasp. SharePoint Administrator The absolutely positively only role that you should not be without no matter the size of your organization or SharePoint deployment is a SharePoint administrator. These guys are essential to keeping things running and figuring out what’s wrong when things aren’t running well. These unsung heroes do more before 10 am than I do all day. The bad thing is, when these guys are awesome, you don’t even know they exist because everything is running so smoothly. You should definitely invest some time and money here to make sure you have some competent if not rockstar help. You need an admin who truly loves SharePoint and will go that extra mile when necessary. Let me give you a real world example of what I’m talking about: We have a rockstar admin… and I’m sure she’s sick of my throwing her name around so she’ll just have to live with remaining anonymous in this post… sorry Lori… Anyway! A couple of weeks ago our Server teams came to us and said Hi Lori, I’m finalizing the MOSS servers and doing updates that require a restart; can I restart them? Seems like a harmless request from your server team does it not? Sure, go ahead and apply the patches and reboot during our scheduled maintenance window. No problem? right? Sounded fair to me… but no…. not to our fearless SharePoint admin… I need a complete list of patches that will be applied. There is an update that is out there that will break SharePoint… KB973917 is the patch that has been shown to cause issues. What? You mean Microsoft released a patch that would actually adversely affect SharePoint? If we did NOT have a rockstar admin, our server team would have applied these patches and then when some problem occurred in SharePoint we’d have to go through the fun task of tracking down exactly what caused the issue and resolve it. How much time would that have taken? If you have a junior SharePoint admin or an admin who’s not out there staying on top of what’s going on you could have spent days tracking down something so simple as applying a patch you should not have applied. I will even go as far to say the only SharePoint rockstar you NEED in your organization is a SharePoint admin. You can always outsource really complicated development projects or bring in a rockstar contractor every now and then to make sure you aren’t way off track in other areas. For your day-to-day sanity and to keep SharePoint running smoothly, you need an awesome Admin. Some rockstars in this category are: Ben Curry, Mike Watson, Joel Oleson, Todd Klindt, Shane Young, John Ferringer, Sean McDonough, and of course Lori Gowin. SharePoint Developer Another essential role for your SharePoint deployment is a SharePoint developer. Things do start to get a little hazy here and there are many flavors of “developers”. Are you writing custom code? using SharePoint Designer? What about SharePoint Branding?  Are all of these considered developers? I would say yes. Are they interchangeable? I’d say no. Development in SharePoint is such a large beast in itself. I would say that it’s not so large that you can’t know it all well, but it is so large that there are many people who specialize in one particular category. If you are lucky enough to have someone on staff who knows it all well, you better make sure they are well taken care of because those guys are ready-made to move over to a consulting role and charge you 3 times what you are probably paying them. :) Some of the all-around rockstars are Eric Shupps, Andrew Connell (go Razorbacks), Rob Foster, Paul Schaeflein, and Todd Bleeker SharePoint Power User/No-Code Solutions Developer These SharePoint Swiss Army Knives are essential for quick wins in your organization. These people can twist the out-of-the-box functionality to make it do things you would not even imagine. Give these guys SharePoint Designer, jQuery, InfoPath, and a little time and they will create views, dashboards, and KPI’s that will blow your mind away and give your execs the “wow” they are looking for. Not only can they deliver that wow factor, but they can mashup, merge, and really help make your SharePoint application usable and deliver an overall better user experience. Before you hand off a project to your SharePoint Custom Code developer, let one of these rockstars look at it and show you what they can do (in probably less time). I would say the second most important role you can fill in your organization is one of these guys. Rockstars in this category are Christina Wheeler, Laura Rogers, Jennifer Mason, and Mark Miller SharePoint Developer – Custom Code If you want to really integrate SharePoint into your legacy systems, or really twist it and make it bend to your will, you are going to have to open up Visual Studio and write some custom code.  Remember, SharePoint is essentially just a big, huge, ginormous .NET application, so you CAN write code to make it do ANYTHING, but do you really want to spend the time and effort to do so? At some point with every other form of SharePoint development you are going to run into SOME limitation (SPD Workflows is the big one that comes to mind). If you truly want to knock down all the walls then custom development is the way to go. PLEASE keep in mind when you are looking for a custom code developer that a .NET developer does NOT equal a SharePoint developer. Just SOME of the things these guys write are: Custom Workflows Custom Web Parts Web Service functionality Import data from legacy systems Export data to legacy systems Custom Actions Event Receivers Service Applications (2010) These guys are also the ones generally responsible for packaging everything up into solution packages (you are doing that, right?). Rockstars in this category are Phil Wicklund, Christina Wheeler, Geoff Varosky, and Brian Jackett. SharePoint Branding “But it LOOKS like SharePoint!” Somebody call the WAAAAAAAAAAAAHMbulance…   Themes, Master Pages, Page Layouts, Zones, and over 2000 styles in CSS.. these guys not only have to be comfortable with all of SharePoint’s quirks and pain points when branding, but they have to know it TWICE for publishing and non-publishing sites.  Not only that, but these guys really need to have an eye for graphic design and be able to translate the ramblings of business into something visually stunning. They also have to be comfortable with XSLT, XML, and be able to hand off what they do to your custom developers for them to package as solutions (which you are doing, right?). These rockstars include Heater Waterman, Cathy Dew, and Marcy Kellar SharePoint Architect SharePoint Architects are generally SharePoint Admins or Developers who have moved into more of a BA role? Is that fair to say? These guys really have a grasp and understanding for what SharePoint IS and what it can do. These guys help you structure your farms to meet your needs and help you design your applications the correct way. It’s always a good idea to bring in a rockstar SharePoint Architect to do a sanity check and make sure you aren’t doing anything stupid.  Most organizations probably do not have a rockstar architect on staff. These guys are generally brought in at the deployment of a farm, upgrade of a farm, or for large development projects. I personally also find architects very useful for sitting down with the business to translate their needs into what SharePoint can do. A good architect will be able to pick out what can be done out-of-the-box and what has to be custom built and hand those requirements to the development Staff. Architects can generally fill in as an admin or a developer when needed. Some rockstar architects are Rick Taylor, Dan Usher, Bill English, Spence Harbar, Neil Hodgkins, Eric Harlan, and Bjørn Furuknap. Other Roles / Specialties On top of all these other roles you also get these people who specialize in things like Reporting, BDC (BCS in 2010), Search, Performance, Security, Project Management, etc... etc... etc... Again, most organizations will not have one of these gurus on staff, they’ll just pay out the nose for them when they need them. :) SharePoint End User Everyone else in your organization that touches SharePoint falls into this category. What they actually DO in SharePoint is determined by your governance and what permissions you give these guys. Hopefully you have these guys on a fairly short leash and are NOT giving them access to tools like SharePoint Designer. Sadly end users are the ones who truly make your deployment a success by using it, but are also your biggest enemy in breaking it.  :)  We love you guys… really!!! Okay, all that’s fine and dandy, but what should MY SharePoint team look like? It depends! Okay… Are you just doing out of the box team sites with no custom development? Then you are probably fine with a great Admin team and a great No-Code Solution Development team. How many people do you need? Depends on how busy you can keep them. Sorry, can’t answer the question about numbers without knowing your specific needs. I can just tell you who you MIGHT need and what they will do for you. I’ll leave you with what my ideal SharePoint Team would look like for a particular scenario: Farm / Organization Structure Dev, QA, and 2 Production Farms. 5000 – 10000 Users Custom Development and Integration with legacy systems Team Sites, My Sites, Intranet, Document libraries and overall company collaboration Team Rockstar SharePoint Administrator 2-3 junior SharePoint Administrators SharePoint Architect / Lead Developer 2 Power User / No-Code Solution Developers 2-3 Custom Code developers Branding expert With a team of that size and skill set, they should be able to keep a substantial SharePoint deployment running smoothly and meet your business needs. This does NOT mean that you would not need to bring in contract help from time to time when you need an uber specialist in one area. Also, this team assumes there will be ongoing development for the life of your SharePoint farm. If you are just going to be doing sporadic custom development, it might make sense to partner with an awesome firm that specializes in that sort of work (I can give you the name of a couple if you are interested).  Again though, the size of your team depends on the number of requests you are receiving and how much active deployment you are doing. So, don’t bring in a team that looks like this and then yell at me because they are sitting around with nothing to do or are so overwhelmed that nothing is getting done. I do URGE you to take the proper time to asses your needs and determine what team is BEST for your organization. Also, PLEASE PLEASE PLEASE do not skimp on the talent. When it comes to SharePoint you really do get what you pay for when it comes to employees, contractors, and software.  SharePoint can become absolutely critical to your business and because you skimped on hiring a developer he created a web part that brings down the farm because he doesn’t know what he’s doing, or you hire an admin who thinks it’s fine to stick everything in the same Content Database and then can’t figure out why people are complaining. SharePoint can be an enormous blessing to an organization or it’s biggest curse. Spend the time and money to do it right, or be prepared to spending even more time and money later to fix it.

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  • CLSF & CLK 2013 Trip Report by Jeff Liu

    - by jamesmorris
    This is a contributed post from Jeff Liu, lead XFS developer for the Oracle mainline Linux kernel team. Recently, I attended both the China Linux Storage and Filesystem workshop (CLSF), and the China Linux Kernel conference (CLK), which were held in Shanghai. Here are the highlights for both events. CLSF - 17th October XFS update (led by Jeff Liu) XFS keeps rapid progress with a lot of changes, especially focused on the infrastructure/performance improvements as well as  new feature development.  This can be reflected with a sample statistics among XFS/Ext4+JBD2/Btrfs via: # git diff --stat --minimal -C -M v3.7..v3.12-rc4 -- fs/xfs|fs/ext4+fs/jbd2|fs/btrfs XFS: 141 files changed, 27598 insertions(+), 19113 deletions(-) Ext4+JBD2: 39 files changed, 10487 insertions(+), 5454 deletions(-) Btrfs: 70 files changed, 19875 insertions(+), 8130 deletions(-) What made up those changes in XFS? Self-describing metadata(CRC32c). This is a new feature and it contributed about 70% code changes, it can be enabled via `mkfs.xfs -m crc=1 /dev/xxx` for v5 superblock. Transaction log space reservation improvements. With this change, we can calculate the log space reservation at mount time rather than runtime to reduce the the CPU overhead. User namespace support. So both XFS and USERNS can be enabled on kernel configuration begin from Linux 3.10. Thanks Dwight Engen's efforts for this thing. Split project/group quota inodes. Originally, project quota can not be enabled with group quota at the same time because they were share the same quota file inode, now it works but only for v5 super block. i.e, CRC enabled. CONFIG_XFS_WARN, an new lightweight runtime debugger which can be deployed in production environment. Readahead log object recovery, this change can speed up the log replay progress significantly. Speculative preallocation inode tracking, clearing and throttling. The main purpose is to deal with inodes with post-EOF space due to speculative preallocation, support improved quota management to free up a significant amount of unwritten space when at or near EDQUOT. It support backgroup scanning which occurs on a longish interval(5 mins by default, tunable), and on-demand scanning/trimming via ioctl(2). Bitter arguments ensued from this session, especially for the comparison between Ext4 and Btrfs in different areas, I have to spent a whole morning of the 1st day answering those questions. We basically agreed on XFS is the best choice in Linux nowadays because: Stable, XFS has a good record in stability in the past 10 years. Fengguang Wu who lead the 0-day kernel test project also said that he has observed less error than other filesystems in the past 1+ years, I own it to the XFS upstream code reviewer, they always performing serious code review as well as testing. Good performance for large/small files, XFS does not works very well for small files has already been an old story for years. Best choice (maybe) for distributed PB filesystems. e.g, Ceph recommends delopy OSD daemon on XFS because Ext4 has limited xattr size. Best choice for large storage (>16TB). Ext4 does not support a single file more than around 15.95TB. Scalability, any objection to XFS is best in this point? :) XFS is better to deal with transaction concurrency than Ext4, why? The maximum size of the log in XFS is 2038MB compare to 128MB in Ext4. Misc. Ext4 is widely used and it has been proved fast/stable in various loads and scenarios, XFS just need more customers, and Btrfs is still on the road to be a manhood. Ceph Introduction (Led by Li Wang) This a hot topic.  Li gave us a nice introduction about the design as well as their current works. Actually, Ceph client has been included in Linux kernel since 2.6.34 and supported by Openstack since Folsom but it seems that it has not yet been widely deployment in production environment. Their major work is focus on the inline data support to separate the metadata and data storage, reduce the file access time, i.e, a file access need communication twice, fetch the metadata from MDS and then get data from OSD, and also, the small file access is limited by the network latency. The solution is, for the small files they would like to store the data at metadata so that when accessing a small file, the metadata server can push both metadata and data to the client at the same time. In this way, they can reduce the overhead of calculating the data offset and save the communication to OSD. For this feature, they have only run some small scale testing but really saw noticeable improvements. Test environment: Intel 2 CPU 12 Core, 64GB RAM, Ubuntu 12.04, Ceph 0.56.6 with 200GB SATA disk, 15 OSD, 1 MDS, 1 MON. The sequence read performance for 1K size files improved about 50%. I have asked Li and Zheng Yan (the core developer of Ceph, who also worked on Btrfs) whether Ceph is really stable and can be deployed at production environment for large scale PB level storage, but they can not give a positive answer, looks Ceph even does not spread over Dreamhost (subject to confirmation). From Li, they only deployed Ceph for a small scale storage(32 nodes) although they'd like to try 6000 nodes in the future. Improve Linux swap for Flash storage (led by Shaohua Li) Because of high density, low power and low price, flash storage (SSD) is a good candidate to partially replace DRAM. A quick answer for this is using SSD as swap. But Linux swap is designed for slow hard disk storage, so there are a lot of challenges to efficiently use SSD for swap. SWAPOUT swap_map scan swap_map is the in-memory data structure to track swap disk usage, but it is a slow linear scan. It will become a bottleneck while finding many adjacent pages in the use of SSD. Shaohua Li have changed it to a cluster(128K) list, resulting in O(1) algorithm. However, this apporoach needs restrictive cluster alignment and only enabled for SSD. IO pattern In most cases, the swap io is in interleaved pattern because of mutiple reclaimers or a free cluster is shared by all reclaimers. Even though block layer can merge interleaved IO to some extent, but we cannot count on it completely. Hence the per-cpu cluster is added base on the previous change, it can help reclaimer do sequential IO and the block layer will be easier to merge IO. TLB flush: If we're reclaiming one active page, we should first move the page from active lru list to inactive lru list, and then reclaim the page from inactive lru to swap it out. During the process, we need to clear PTE twice: first is 'A'(ACCESS) bit, second is 'P'(PRESENT) bit. Processors need to send lots of ipi which make the TLB flush really expensive. Some works have been done to improve this, including rework smp_call_functiom_many() or remove the first TLB flush in x86, but there still have some arguments here and only parts of works have been pushed to mainline. SWAPIN: Page fault does iodepth=1 sync io, but it's a little waste if only issue a page size's IO. The obvious solution is doing swap readahead. But the current in-kernel swap readahead is arbitary(always 8 pages), and it always doesn't perform well for both random and sequential access workload. Shaohua introduced a new flag for madvise(MADV_WILLNEED) to do swap prefetch, so the changes happen in userspace API and leave the in-kernel readahead unchanged(but I think some improvement can also be done here). SWAP discard As we know, discard is important for SSD write throughout, but the current swap discard implementation is synchronous. He changed it to async discard which allow discard and write run in the same time. Meanwhile, the unit of discard is also optimized to cluster. Misc: lock contention For many concurrent swapout and swapin , the lock contention such as anon_vma or swap_lock is high, so he changed the swap_lock to a per-swap lock. But there still have some lock contention in very high speed SSD because of swapcache address_space lock. Zproject (led by Bob Liu) Bob gave us a very nice introduction about the current memory compression status. Now there are 3 projects(zswap/zram/zcache) which all aim at smooth swap IO storm and promote performance, but they all have their own pros and cons. ZSWAP It is implemented based on frontswap API and it uses a dynamic allocater named Zbud to allocate free pages. Zbud means pairs of zpages are "buddied" and it can only store at most two compressed pages in one page frame, so the max compress ratio is 50%. Each page frame is lru-linked and can do shink in memory pressure. If the compressed memory pool reach its limitation, shink or reclaim happens. It decompress the page frame into two new allocated pages and then write them to real swap device, but it can fail when allocating the two pages. ZRAM Acts as a compressed ramdisk and used as swap device, and it use zsmalloc as its allocator which has high density but may have fragmentation issues. Besides, page reclaim is hard since it will need more pages to uncompress and free just one page. ZRAM is preferred by embedded system which may not have any real swap device. Now both ZRAM and ZSWAP are in driver/staging tree, and in the mm community there are some disscussions of merging ZRAM into ZSWAP or viceversa, but no agreement yet. ZCACHE Handles file page compression but it is removed out of staging recently. From industry (led by Tang Jie, LSI) An LSI engineer introduced several new produces to us. The first is raid5/6 cards that it use full stripe writes to improve performance. The 2nd one he introduced is SandForce flash controller, who can understand data file types (data entropy) to reduce write amplification (WA) for nearly all writes. It's called DuraWrite and typical WA is 0.5. What's more, if enable its Dynamic Logical Capacity function module, the controller can do data compression which is transparent to upper layer. LSI testing shows that with this virtual capacity enables 1x TB drive can support up to 2x TB capacity, but the application must monitor free flash space to maintain optimal performance and to guard against free flash space exhaustion. He said the most useful application is for datebase. Another thing I think it's worth to mention is that a NV-DRAM memory in NMR/Raptor which is directly exposed to host system. Applications can directly access the NV-DRAM via a memory address - using standard system call mmap(). He said that it is very useful for database logging now. This kind of NVM produces are beginning to appear in recent years, and it is said that Samsung is building a research center in China for related produces. IMHO, NVM will bring an effect to current os layer especially on file system, e.g. its journaling may need to redesign to fully utilize these nonvolatile memory. OCFS2 (led by Canquan Shen) Without a doubt, HuaWei is the biggest contributor to OCFS2 in the past two years. They have posted 46 upstream patches and 39 patches have been merged. Their current project is based on 32/64 nodes cluster, but they also tried 128 nodes at the experimental stage. The major work they are working is to support ATS (atomic test and set), it can be works with DLM at the same time. Looks this idea is inspired by the vmware VMFS locking, i.e, http://blogs.vmware.com/vsphere/2012/05/vmfs-locking-uncovered.html CLK - 18th October 2013 Improving Linux Development with Better Tools (Andi Kleen) This talk focused on how to find/solve bugs along with the Linux complexity growing. Generally, we can do this with the following kind of tools: Static code checkers tools. e.g, sparse, smatch, coccinelle, clang checker, checkpatch, gcc -W/LTO, stanse. This can help check a lot of things, simple mistakes, complex problems, but the challenges are: some are very slow, false positives, may need a concentrated effort to get false positives down. Especially, no static checker I found can follow indirect calls (“OO in C”, common in kernel): struct foo_ops { int (*do_foo)(struct foo *obj); } foo->do_foo(foo); Dynamic runtime checkers, e.g, thread checkers, kmemcheck, lockdep. Ideally all kernel code would come with a test suite, then someone could run all the dynamic checkers. Fuzzers/test suites. e.g, Trinity is a great tool, it finds many bugs, but needs manual model for each syscall. Modern fuzzers around using automatic feedback, but notfor kernel yet: http://taviso.decsystem.org/making_software_dumber.pdf Debuggers/Tracers to understand code, e.g, ftrace, can dump on events/oops/custom triggers, but still too much overhead in many cases to run always during debug. Tools to read/understand source, e.g, grep/cscope work great for many cases, but do not understand indirect pointers (OO in C model used in kernel), give us all “do_foo” instances: struct foo_ops { int (*do_foo)(struct foo *obj); } = { .do_foo = my_foo }; foo>do_foo(foo); That would be great to have a cscope like tool that understands this based on types/initializers XFS: The High Performance Enterprise File System (Jeff Liu) [slides] I gave a talk for introducing the disk layout, unique features, as well as the recent changes.   The slides include some charts to reflect the performances between XFS/Btrfs/Ext4 for small files. About a dozen users raised their hands when I asking who has experienced with XFS. I remembered that when I asked the same question in LinuxCon/Japan, only 3 people raised their hands, but they are Chris Mason, Ric Wheeler, and another attendee. The attendee questions were mainly focused on stability, and comparison with other file systems. Linux Containers (Feng Gao) The speaker introduced us that the purpose for those kind of namespaces, include mount/UTS/IPC/Network/Pid/User, as well as the system API/ABI. For the userspace tools, He mainly focus on the Libvirt LXC rather than us(LXC). Libvirt LXC is another userspace container management tool, implemented as one type of libvirt driver, it can manage containers, create namespace, create private filesystem layout for container, Create devices for container and setup resources controller via cgroup. In this talk, Feng also mentioned another two possible new namespaces in the future, the 1st is the audit, but not sure if it should be assigned to user namespace or not. Another is about syslog, but the question is do we really need it? In-memory Compression (Bob Liu) Same as CLSF, a nice introduction that I have already mentioned above. Misc There were some other talks related to ACPI based memory hotplug, smart wake-affinity in scheduler etc., but my head is not big enough to record all those things. -- Jeff Liu

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  • C# XNA Handle mouse events?

    - by user406470
    I'm making a 2D game engine called Clixel over on GitHub. The problem I have relates to two classes, ClxMouse and ClxButton. In it I have a mouse class - the code for that can be viewed here. ClxMouse using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace org.clixel { public class ClxMouse : ClxSprite { private MouseState _curmouse, _lastmouse; public int Sensitivity = 3; public bool Lock = true; public Vector2 Change { get { return new Vector2(_curmouse.X - _lastmouse.X, _curmouse.Y - _lastmouse.Y); } } private int _scrollwheel; public int ScrollWheel { get { return _scrollwheel; } } public bool LeftDown { get { if (_curmouse.LeftButton == ButtonState.Pressed) return true; else return false; } } public bool RightDown { get { if (_curmouse.RightButton == ButtonState.Pressed) return true; else return false; } } public bool MiddleDown { get { if (_curmouse.MiddleButton == ButtonState.Pressed) return true; else return false; } } public bool LeftPressed { get { if (_curmouse.LeftButton == ButtonState.Pressed && _lastmouse.LeftButton == ButtonState.Released) return true; else return false; } } public bool RightPressed { get { if (_curmouse.RightButton == ButtonState.Pressed && _lastmouse.RightButton == ButtonState.Released) return true; else return false; } } public bool MiddlePressed { get { if (_curmouse.MiddleButton == ButtonState.Pressed && _lastmouse.MiddleButton == ButtonState.Released) return true; else return false; } } public bool LeftReleased { get { if (_curmouse.LeftButton == ButtonState.Released && _lastmouse.LeftButton == ButtonState.Pressed) return true; else return false; } } public bool RightReleased { get { if (_curmouse.RightButton == ButtonState.Released && _lastmouse.RightButton == ButtonState.Pressed) return true; else return false; } } public bool MiddleReleased { get { if (_curmouse.MiddleButton == ButtonState.Released && _lastmouse.MiddleButton == ButtonState.Pressed) return true; else return false; } } public MouseState CurMouse { get { return _curmouse; } } public MouseState LastMouse { get { return _lastmouse; } } public ClxMouse() : base(ClxG.Textures.Default.Cursor) { _curmouse = Mouse.GetState(); _lastmouse = _curmouse; CollisionBox = new Rectangle(ClxG.Screen.Center.X, ClxG.Screen.Center.Y, Texture.Width, Texture.Height); this.Solid = false; DefaultPosition = new Vector2(CollisionBox.X, CollisionBox.Y); Mouse.SetPosition(CollisionBox.X, CollisionBox.Y); } public ClxMouse(Texture2D _texture) : base(_texture) { _curmouse = Mouse.GetState(); _lastmouse = _curmouse; CollisionBox = new Rectangle(ClxG.Screen.Center.X, ClxG.Screen.Center.Y, Texture.Width, Texture.Height); DefaultPosition = new Vector2(CollisionBox.X, CollisionBox.Y); } public override void Update() { _lastmouse = _curmouse; _curmouse = Mouse.GetState(); if (_curmouse != _lastmouse) { if (ClxG.Game.IsActive) { _scrollwheel = _curmouse.ScrollWheelValue; Velocity = new Vector2(Change.X / Sensitivity, Change.Y / Sensitivity); if (Lock) Mouse.SetPosition(ClxG.Screen.Center.X, ClxG.Screen.Center.Y); _curmouse = Mouse.GetState(); } base.Update(); } } public override void Draw(SpriteBatch _sb) { base.Draw(_sb); } } } ClxButton using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace org.clixel { public class ClxButton : ClxSprite { /// <summary> /// The color when the mouse is over the button /// </summary> public Color HoverColor; /// <summary> /// The color when the color is being clicked /// </summary> public Color ClickColor; /// <summary> /// The color when the button is inactive /// </summary> public Color InactiveColor; /// <summary> /// The color when the button is active /// </summary> public Color ActiveColor; /// <summary> /// The color after the button has been clicked. /// </summary> public Color ClickedColor; /// <summary> /// The text to be displayed on the button, set to "" if no text is needed. /// </summary> public string Text; /// <summary> /// The ClxText object to be displayed. /// </summary> public ClxText TextRender; /// <summary> /// The ClxState that should be ResetAndShow() when the button is clicked. /// </summary> public ClxState ClickState; /// <summary> /// Collision check to make sure onCollide() only runs once per frame, /// since only the mouse needs to be collision checked. /// </summary> private bool _runonce = false; /// <summary> /// Gets a value indicating whether this instance is colliding. /// </summary> /// <value> /// <c>true</c> if this instance is colliding; otherwise, <c>false</c>. /// </value> public bool IsColliding { get { return _runonce; } } /// <summary> /// Initializes a new instance of the <see cref="ClxButton"/> class. /// </summary> public ClxButton() : base(ClxG.Textures.Default.Button) { HoverColor = Color.Red; ClickColor = Color.Blue; InactiveColor = Color.Gray; ActiveColor = Color.White; ClickedColor = Color.Yellow; Text = Name + ID + " Unset!"; TextRender = new ClxText(); TextRender.Text = Text; TextRender.TextPadding = new Vector2(5, 5); ClickState = null; CollideObjects(ClxG.Mouse); } /// <summary> /// Initializes a new instance of the <see cref="ClxButton"/> class. /// </summary> /// <param name="_texture">The button texture.</param> public ClxButton(Texture2D _texture) : base(_texture) { HoverColor = Color.Red; ClickColor = Color.Blue; InactiveColor = Color.Gray; ActiveColor = Color.White; ClickedColor = Color.Yellow; Texture = _texture; Text = Name + ID; TextRender = new ClxText(); TextRender.Name = this.Name + ".TextRender"; TextRender.Text = Text; TextRender.TextPadding = new Vector2(5, 5); TextRender.Reset(); ClickState = null; CollideObjects(ClxG.Mouse); } /// <summary> /// Draws the debug information, run from ClxG.DrawDebug unless manual control is assumed. /// </summary> /// <param name="_sb">SpriteBatch used for drawing.</param> public override void DrawDebug(SpriteBatch _sb) { _runonce = false; TextRender.DrawDebug(_sb); _sb.Draw(Texture, ActualRectangle, new Rectangle(0, 0, Texture.Width, Texture.Height), DebugColor, Rotation, Origin, Flip, Layer); _sb.Draw(ClxG.Textures.Default.DebugBG, new Rectangle(ActualRectangle.X - DebugLineWidth, ActualRectangle.Y - DebugLineWidth, ActualRectangle.Width + DebugLineWidth * 2, ActualRectangle.Height + DebugLineWidth * 2), new Rectangle(0, 0, ClxG.Textures.Default.DebugBG.Width, ClxG.Textures.Default.DebugBG.Height), DebugOutline, Rotation, Origin, Flip, Layer - 0.1f); _sb.Draw(ClxG.Textures.Default.DebugBG, ActualRectangle, new Rectangle(0, 0, ClxG.Textures.Default.DebugBG.Width, ClxG.Textures.Default.DebugBG.Height), DebugBGColor, Rotation, Origin, Flip, Layer - 0.01f); } /// <summary> /// Draws using the SpriteBatch, run from ClxG.Draw unless manual control is assumed. /// </summary> /// <param name="_sb">SpriteBatch used for drawing.</param> public override void Draw(SpriteBatch _sb) { _runonce = false; TextRender.Draw(_sb); if (Visible) if (Debug) { DrawDebug(_sb); } else _sb.Draw(Texture, ActualRectangle, new Rectangle(0, 0, Texture.Width, Texture.Height), Color, Rotation, Origin, Flip, Layer); } /// <summary> /// Updates this instance. /// </summary> public override void Update() { if (this.Color != ActiveColor) this.Color = ActiveColor; TextRender.Layer = this.Layer + 0.03f; TextRender.Text = Text; TextRender.Scale = .5f; TextRender.Name = this.Name + ".TextRender"; TextRender.Origin = new Vector2(TextRender.CollisionBox.Center.X, TextRender.CollisionBox.Center.Y); TextRender.Center(this); TextRender.Update(); this.CollisionBox.Width = (int)(TextRender.CollisionBox.Width * TextRender.Scale) + (int)(TextRender.TextPadding.X * 2); this.CollisionBox.Height = (int)(TextRender.CollisionBox.Height * TextRender.Scale) + (int)(TextRender.TextPadding.Y * 2); base.Update(); } /// <summary> /// Collide event, takes the colliding object to call it's proper collision code. /// You'd want to use something like if(typeof(collider) == typeof(ClxObject) /// </summary> /// <param name="collider">The colliding object.</param> public override void onCollide(ClxObject collider) { if (!_runonce) { _runonce = true; UpdateEvents(); base.onCollide(collider); } } /// <summary> /// Updates the mouse based events. /// </summary> public void UpdateEvents() { onHover(); if (ClxG.Mouse.LeftReleased) { onLeftReleased(); return; } if (ClxG.Mouse.RightReleased) { onRightReleased(); return; } if (ClxG.Mouse.MiddleReleased) { onMiddleReleased(); return; } if (ClxG.Mouse.LeftPressed) { onLeftClicked(); return; } if (ClxG.Mouse.RightPressed) { onRightClicked(); return; } if (ClxG.Mouse.MiddlePressed) { onMiddleClicked(); return; } if (ClxG.Mouse.LeftDown) { onLeftClick(); return; } if (ClxG.Mouse.RightDown) { onRightClick(); return; } if (ClxG.Mouse.MiddleDown) { onMiddleClick(); return; } } /// <summary> /// Shows the state of the click. /// </summary> public void ShowClickState() { if (ClickState != null) { ClickState.ResetAndShow(); } } /// <summary> /// Hover event /// </summary> virtual public void onHover() { this.Color = HoverColor; } /// <summary> /// Left click event /// </summary> virtual public void onLeftClick() { this.Color = ClickColor; } /// <summary> /// Right click event /// </summary> virtual public void onRightClick() { } /// <summary> /// Middle click event /// </summary> virtual public void onMiddleClick() { } /// <summary> /// Left click event, called once per click /// </summary> virtual public void onLeftClicked() { ShowClickState(); } /// <summary> /// Right click event, called once per click /// </summary> virtual public void onRightClicked() { this.Reset(); } /// <summary> /// Middle click event, called once per click /// </summary> virtual public void onMiddleClicked() { } /// <summary> /// Ons the left released. /// </summary> virtual public void onLeftReleased() { this.Color = ClickedColor; } virtual public void onRightReleased() { } virtual public void onMiddleReleased() { } } } The issue I have is that I have all these have event styled methods, especially in ClxButton with all the onLeftClick, onRightClick, etc, etc. Is there a better way for me to handle these events to be a lot more easier for a programmer to use? I was looking at normal events on some other sites, (I'd post them but I need more rep.) and didn't really see a good way to implement delegate events into my framework. I'm not really sure how these events work, could someone possibly lay out how these events are processed for me? TL:DR * Is there a better way to handle events like this? * Are events a viable solution to this problem? Thanks in advance for any help.

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  • XNA 3D model collision is inaccurate

    - by Daniel Lopez
    I am creating a classic game in 3d that deals with asteriods and you have to shoot them and avoid being hit from them. I can generate the asteroids just fine and the ship can shoot bullets just fine. But the asteroids always hit the ship even it doesn't look they are even close. I know 2D collision very well but not 3D so can someone please shed some light to my problem. Thanks in advance. Code For ModelRenderer: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; private bool isalive; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { isalive = true; model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public float RadiusOfSphere { get { return model.Meshes[0].BoundingSphere.Radius; } } public BoundingBox BoxBounds { get { return BoundingBox.CreateFromSphere(model.Meshes[0].BoundingSphere); } } public BoundingSphere SphereBounds { get { return model.Meshes[0].BoundingSphere; } } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public bool IsAlive { get { return isalive; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public Matrix RotationY { set { rotationy = value; } get { return rotationy; } } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Kill() { isalive = false; } public void Draw(float scale) { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } public void Draw() { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } } Code For Game1: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; int score = 0, lives = 5; SpriteBatch spriteBatch; GameState gstate = GameState.OnMenuScreen; Menu menu = new Menu(Color.Yellow, Color.White); SpriteFont font; Texture2D background; ModelRenderer ship; Model b, a; List<ModelRenderer> bullets = new List<ModelRenderer>(); List<ModelRenderer> asteriods = new List<ModelRenderer>(); float time = 0.0f; int framecount = 0; SoundEffect effect; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 796; graphics.ApplyChanges(); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); font = Content.Load<SpriteFont>("Fonts\\Lucida Console"); background = Content.Load<Texture2D>("Textures\\B1_stars"); Model p1 = Content.Load<Model>("Models\\p1_wedge"); b = Content.Load<Model>("Models\\pea_proj"); a = Content.Load<Model>("Models\\asteroid1"); effect = Content.Load<SoundEffect>("Audio\\tx0_fire1"); ship = new ModelRenderer(p1, GraphicsDevice.Viewport.AspectRatio, new Vector3(0, 0, 0), new Vector3(0, 0, 9000)); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState state = Keyboard.GetState(PlayerIndex.One); switch (gstate) { case GameState.OnMenuScreen: { if (state.IsKeyDown(Keys.Enter)) { switch (menu.SelectedChoice) { case MenuChoices.Play: { gstate = GameState.GameStarted; break; } case MenuChoices.Exit: { this.Exit(); break; } } } if (state.IsKeyDown(Keys.Down)) { menu.MoveSelectedMenuChoiceDown(gameTime); } else if(state.IsKeyDown(Keys.Up)) { menu.MoveSelectedMenuChoiceUp(gameTime); } else { menu.KeysReleased(); } break; } case GameState.GameStarted: { foreach (ModelRenderer bullet in bullets) { if (bullet.ModelPosition.X < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.Z < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.X > (ship.ModelPosition.Z - 4000) && bullet.ModelPosition.Z > (ship.ModelPosition.Z - 4000)) { bullet.ModelPosition += (bullet.RotationY.Forward * 120); } else if (collidedwithasteriod(bullet)) { bullet.Kill(); } else { bullet.Kill(); } } foreach (ModelRenderer asteroid in asteriods) { if (ship.SphereBounds.Intersects(asteroid.BoxBounds)) { lives -= 1; asteroid.Kill(); // This always hits no matter where the ship goes. } else { asteroid.ModelPosition -= (asteroid.RotationY.Forward * 50); } } for (int index = 0; index < asteriods.Count; index++) { if (asteriods[index].IsAlive == false) { asteriods.RemoveAt(index); } } for (int index = 0; index < bullets.Count; index++) { if (bullets[index].IsAlive == false) { bullets.RemoveAt(index); } } if (state.IsKeyDown(Keys.Left)) { ship.RotateY(0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Right)) { ship.RotateY(-0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Up)) { ship.ModelPosition += (ship.RotationY.Forward * 50); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Space)) { time += gameTime.ElapsedGameTime.Milliseconds; if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0.0f; } if ((framecount % 60) == 0) { createasteroid(); framecount = 0; } framecount++; break; } } base.Update(gameTime); } void firebullet() { if (bullets.Count < 3) { ModelRenderer bullet = new ModelRenderer(b, GraphicsDevice.Viewport.AspectRatio, ship.ModelPosition, new Vector3(0, 0, 9000)); bullet.RotationY = ship.RotationY; bullets.Add(bullet); } } void createasteroid() { if (asteriods.Count < 2) { Random random = new Random(); float z = random.Next(-13000, -11000); float x = random.Next(-9000, -8000); Random random2 = new Random(); int degrees = random.Next(0, 45); float radians = MathHelper.ToRadians(degrees); ModelRenderer asteroid = new ModelRenderer(a, GraphicsDevice.Viewport.AspectRatio, new Vector3(x, 0, z), new Vector3(0,0, 9000)); asteroid.RotateY(radians); asteriods.Add(asteroid); } } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (gstate) { case GameState.OnMenuScreen: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); menu.DrawMenu(ref spriteBatch, font, new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2) - new Vector2(50f), 100f); spriteBatch.End(); break; } case GameState.GameStarted: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.DrawString(font, "Score: " + score.ToString() + "\nLives: " + lives.ToString(), Vector2.Zero, Color.White); spriteBatch.End(); ship.Draw(); foreach (ModelRenderer bullet in bullets) { bullet.Draw(); } foreach (ModelRenderer asteroid in asteriods) { asteroid.Draw(0.1f); } break; } } base.Draw(gameTime); } bool collidedwithasteriod(ModelRenderer bullet) { foreach (ModelRenderer asteroid in asteriods) { if (bullet.SphereBounds.Intersects(asteroid.BoxBounds)) { score += 10; asteroid.Kill(); return true; } } return false; } } } }

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  • Using UITouch inside a UIScrollView

    - by Chris
    Hi all, Just toying with the SDK and I was wondering if possible a UITouch event can work inside a UIScrollView. I have setup a UIScrollView which handles a large UIView, inside the UIView is a UIImageView, I've managed to get the UITouch to drag the UIImageView outside of the UIScrollView but inside it's not registering the event. I suppose what I was trying to accomplish was dragging the UIImageView around the large UIView whilst the UIScrollView moves along the image if the user drags it beyond the POS of when the UIView when the UIImageView began it's dragging, if that makes sense? Many thanks

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  • Using Image Source with big images in WPF

    - by xyzzer
    I am working on an application that allows users to manipulate multiple images by using ItemsControl. I started running some tests and found that the app has problems displaying some big images - ie. it did not work with the high resolution (21600x10800), 20MB images from http://earthobservatory.nasa.gov/Features/BlueMarble/BlueMarble_monthlies.php, though it displays the 6200x6200, 60MB Hubble telescope image from http://zebu.uoregon.edu/hudf/hudf.jpg just fine. The original solution just specified an Image control with a Source property pointing at a file on a disk (through a binding). With the Blue Marble file - the image would just not show up. Now this could be just a bug hidden somewhere deep in the funky MVVM + XAML implementation - the visual tree displayed by Snoop goes like: Window/Border/AdornerDecorator/ContentPresenter/Grid/Canvas/UserControl/Border/ContentPresenter/Grid/Grid/Grid/Grid/Border/Grid/ContentPresenter/UserControl/UserControl/Border/ContentPresenter/Grid/Grid/Grid/Grid/Viewbox/ContainerVisual/UserControl/Border/ContentPresenter/Grid/Grid/ItemsControl/Border/ItemsPresenter/Canvas/ContentPresenter/Grid/Grid/ContentPresenter/Image... Now debug this! WPF can be crazy like that... Anyway, it turned out that if I create a simple WPF application - the images load just fine. I tried finding out the root cause, but I don't want to spend weeks on it. I figured the right thing to do might be to use a converter to scale the images down - this is what I have done: ImagePath = @"F:\Astronomical\world.200402.3x21600x10800.jpg"; TargetWidth = 2800; TargetHeight = 1866; and <Image> <Image.Source> <MultiBinding Converter="{StaticResource imageResizingConverter}"> <MultiBinding.Bindings> <Binding Path="ImagePath"/> <Binding RelativeSource="{RelativeSource Self}" /> <Binding Path="TargetWidth"/> <Binding Path="TargetHeight"/> </MultiBinding.Bindings> </MultiBinding> </Image.Source> </Image> and public class ImageResizingConverter : MarkupExtension, IMultiValueConverter { public Image TargetImage { get; set; } public string SourcePath { get; set; } public int DecodeWidth { get; set; } public int DecodeHeight { get; set; } public object Convert(object[] values, Type targetType, object parameter, CultureInfo culture) { this.SourcePath = values[0].ToString(); this.TargetImage = (Image)values[1]; this.DecodeWidth = (int)values[2]; this.DecodeHeight = (int)values[3]; return DecodeImage(); } private BitmapImage DecodeImage() { BitmapImage bi = new BitmapImage(); bi.BeginInit(); bi.DecodePixelWidth = (int)DecodeWidth; bi.DecodePixelHeight = (int)DecodeHeight; bi.UriSource = new Uri(SourcePath); bi.EndInit(); return bi; } public object[] ConvertBack(object value, Type[] targetTypes, object parameter, CultureInfo culture) { throw new Exception("The method or operation is not implemented."); } public override object ProvideValue(IServiceProvider serviceProvider) { return this; } } Now this works fine, except for one "little" problem. When you just specify a file path in Image.Source - the application actually uses less memory and works faster than if you use BitmapImage.DecodePixelWidth. Plus with Image.Source if you have multiple Image controls that point to the same image - they only use as much memory as if only one image was loaded. With the BitmapImage.DecodePixelWidth solution - each additional Image control uses more memory and each of them uses more than when just specifying Image.Source. Perhaps WPF somehow caches these images in compressed form while if you specify the decoded dimensions - it feels like you get an uncompressed image in memory, plus it takes 6 times the time (perhaps without it the scaling is done on the GPU?), plus it feels like the original high resolution image also gets loaded and takes up space. If I just scale the image down, save it to a temporary file and then use Image.Source to point at the file - it will probably work, but it will be pretty slow and it will require handling cleanup of the temporary file. If I could detect an image that does not get loaded properly - maybe I could only scale it down if I need to, but Image.ImageFailed never gets triggered. Maybe it has something to do with the video memory and this app just using more of it with the deep visual tree, opacity masks etc. Actual question: How can I load big images as quickly as Image.Source option does it, without using more memory for additional copies and additional memory for the scaled down image if I only need them at a certain resolution lower than original? Also, I don't want to keep them in memory if no Image control is using them anymore.

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  • How to process images with paperclip on Heroku?

    - by Yuri
    I use Heroku for my app. I want to auto-orient image and then to resize it. So I do: class User < ActiveRecord::Base Paperclip.options[:swallow_stderr] = false has_attached_file :photo, :styles => { :square => "100%", :large => "100%" }, :convert_options => { :square => "-auto-orient -geometry 70X70#", :large => "-auto-orient -geometry X300" }, :storage => :s3, :s3_credentials => "#{RAILS_ROOT}/config/s3.yml", :path => ":attachment/:id/:style.:extension", :bucket => 'mybucket' validates_attachment_size :photo, :less_than => 5.megabyte end It does not work with error: There was an error processing the thumbnail for stream.20143 What am I doing wrong?

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  • Resizing pages in Adobe Acrobat Pro

    - by KP
    I am using Acrobat Professional 8 to assemble a document from two imported page images (JPGs). Acrobat seems to interpret the images at screen resolution, and creates a document that's about 35" by 46" instead of 8.5" x 11". How can I scale down the page size within Acrobat?

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  • Electronics Recycling

    - by Evan Carroll
    Is it common practice to not pay for recycling electronics? I find it kind of funny that scrap metal demands such a premium but electronics recycling gets nothing. My dad owns a stereostore and throws away hundreds of radio head-units a month is there anything useful or profitable that can be done with electronics on such a mass scale? http://stselectronicrecyclinginc.com/index.php/electronics-recycling http://www.basscomputerrecycling.com/?page_id=30 http://www.computerrecyclecenter.com/services.htm None of them seem to pay anything for the scrap.

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  • Interval tree algorithm that supports merging of intervals with no overlap

    - by Dave Griffiths
    I'm looking for an interval tree algorithm similar to the red-black interval tree in CLR but that supports merging of intervals by default so that there are never any overlapping intervals. In other words if you had a tree containing two intervals [2,3] and [5,6] and you added the interval [4,4], the result would be a tree containing just one interval [2,6]. Thanks Update: the use case I'm considering is calculating transitive closure. Interval sets are used to store the successor sets because they have been found to be quite compact. But if you represent interval sets just as a linked list I have found that in some situations they can become quite large and hence so does the time required to find the insertion point. Hence my interest in interval trees. Also there may be quite a lot of merging one tree with another (i.e. a set OR operation) - if both trees are large then it may be better to create a new tree using inorder walks of both trees rather than repeated insertions of each interval.

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  • Comparing two Oracle schema, other users

    - by Igman
    Hello! I have been tasked with comparing two oracle schema with a large number of tables to find the structural differences in the schema. Up until know I have used the DB Diff tool in Oracle SQL Developer, and it has worked very well. The issue is that now I need to compare tables in a user that I cannot log into , but I can see it through the other users section in SQL developer. The issue is that whenever I try to use the diff tool to compare those objects to the other schema it does not work. Does anyone have any idea how to do this? It would save me a very large amount of work. I have some basic SQL knowledge if that is whats needed. Thanks.

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  • One to many too much data returned - MySQL

    - by Evan McPeters
    I have 2 related MySQL tables in a one to many relationship. Customers: cust_id, cust_name, cust_notes Orders: order_id, cust_id, order_comments So, if I do a standard join to get all customers and their orders via PHP, I return something like: Jack Black, jack's notes, comments about jack's 1st order Jack Black, jack's notes, comments about jack's 2nd order Simon Smith, simon's notes, comments about simon's 1st order Simon Smith, simon's notes, comments about simon's 2nd order The problem is that *cust_notes* is a text field and can be quite large (a couple of thousand words). So, it seems like returning that field for every order is inneficient. I could use *GROUP_CONCAT* and JOINS to return all *order_comments* on a single row BUT order_comments is a large text field too, so it seems like that could create a problem. Should I just use two separate queries, one for the customers table and one for the orders table? Is there a better way?

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  • Cannot create a row of size 8074 which is greater than the allowable maximum row size of 8060.

    - by Lieven Cardoen
    I have already asked a question about this, but the problems keeps on hitting me ;-) I have two tables that are identical. I want to add a xml column. In the first table this is no problem, but in the second table I get the sqlException (title). However, apart from the data in it, they are the same. So, can I get the sqlException because of data in the table? I have also tried to store the field off page with EXEC sp_tableoption 'dbo.PackageSessionNodesFinished', 'large value types out of row', 1 but without any succes. The same SqlException keeps coming. First table: PackageSessionNodes CREATE TABLE [dbo].[PackageSessionNodes]( [PackageSessionNodeId] [int] IDENTITY(1,1) NOT NULL, [PackageSessionId] [int] NOT NULL, [TreeNodeId] [int] NOT NULL, [Duration] [int] NULL, [Score] [float] NOT NULL, [ScoreMax] [float] NOT NULL, [Interactions] [xml] NOT NULL, [BrainTeaser] [bit] NULL, [DateCreated] [datetime] NULL, [CompletionStatus] [int] NOT NULL, [ReducedScore] [float] NOT NULL, [ReducedScoreMax] [float] NOT NULL, [ContentInteractions] [xml] NOT NULL, CONSTRAINT [PK_PackageSessionNodes] PRIMARY KEY CLUSTERED ( [PackageSessionNodeId] ASC )WITH (PAD_INDEX = OFF, STATISTICS_NORECOMPUTE = OFF, IGNORE_DUP_KEY = OFF, ALLOW_ROW_LOCKS = ON, ALLOW_PAGE_LOCKS = ON) ON [PRIMARY] ) ON [PRIMARY] Second table: PackageSessionNodesFinished CREATE TABLE [dbo].[PackageSessionNodesFinished]( [PackageSessionNodeFinishedId] [int] IDENTITY(1,1) NOT NULL, [PackageSessionId] [int] NOT NULL, [TreeNodeId] [int] NOT NULL, [Duration] [int] NULL, [Score] [float] NOT NULL, [ScoreMax] [float] NOT NULL, [Interactions] [xml] NOT NULL, [BrainTeaser] [bit] NULL, [DateCreated] [datetime] NULL, [CompletionStatus] [int] NOT NULL, [ReducedScore] [float] NOT NULL, [ReducedScoreMax] [float] NOT NULL, [ContentInteractions] [xml] NULL, CONSTRAINT [PK_PackageSessionNodesFinished] PRIMARY KEY CLUSTERED ( [PackageSessionNodeFinishedId] ASC )WITH (PAD_INDEX = OFF, STATISTICS_NORECOMPUTE = OFF, IGNORE_DUP_KEY = OFF, ALLOW_ROW_LOCKS = ON, ALLOW_PAGE_LOCKS = ON) ON [PRIMARY] ) ON [PRIMARY] First script I tried to run (First two ALTER TABLE work fine, the third crashes on SqlException) ALTER TABLE dbo.PackageSessionNodes ADD ContentInteractions xml NOT NULL CONSTRAINT DF_PackageSessionNodes_ContentInteractions DEFAULT (('<contentinteractions/>')); ALTER TABLE dbo.PackageSessionNodes DROP CONSTRAINT DF_PackageSessionNodes_ContentInteractions ALTER TABLE dbo.PackageSessionNodesFinished ADD ContentInteractions xml NOT NULL CONSTRAINT DF_PackageSessionNodesFinished_ContentInteractions DEFAULT (('<contentinteractions/>')); ALTER TABLE dbo.PackageSessionNodesFinished DROP CONSTRAINT DF_PackageSessionNodesFinished_ContentInteractions Second script I tried to run with the same result as previous script: EXEC sp_tableoption 'dbo.PackageSessionNodes', 'large value types out of row', 1 ALTER TABLE dbo.PackageSessionNodes ADD ContentInteractions xml NOT NULL CONSTRAINT DF_PackageSessionNodes_ContentInteractions DEFAULT (('<contentinteractions/>')); ALTER TABLE dbo.PackageSessionNodes DROP CONSTRAINT DF_PackageSessionNodes_ContentInteractions EXEC sp_tableoption 'dbo.PackageSessionNodesFinished', 'large value types out of row', 1 ALTER TABLE dbo.PackageSessionNodesFinished ADD ContentInteractions xml NOT NULL CONSTRAINT DF_PackageSessionNodesFinished_ContentInteractions DEFAULT (('<contentinteractions/>')); ALTER TABLE dbo.PackageSessionNodesFinished DROP CONSTRAINT DF_PackageSessionNodesFinished_ContentInteractions Now, In PackageSessionNodes there are 234 records, in PackageSessionNodesFinished there are 4256946 records. Really would appreciate some help here as I'm stuck.

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  • How to index and search subversion repository

    - by Theo Briscoe
    I have access to a very large code base stored in a subversion repository. I would like to be able to perform Google type searched on the code base. I have done this before when I have access to the server by creating a network share and using Google desktop. I currently do not have access to this subversion server box. Any Ideas? Some more info The code base is company wide and large Don't want to download the entire code base for the entire business on my laptop My goal understand what code is available inside the company The code changes often Wondering if there are any tool that can search remote svn repositories?

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  • AJAX: how to get progress feedback in web apps, and to avoid timeouts on long requests?

    - by David Dombrowsky
    This is a general design question about how to make a web application that will receive a large amount of uploaded data, process it, and return a result, all without the dreaded spinning beach-ball for 5 minutes or a possible HTTP timeout. Here's the requirements: make a web form where you can upload a CSV file containing a list of URLs when the user clicks "submit", the server fetches the file, and checks each URL to see if its alive, and what the title tag of the page is. the result is a downloadable CSV file containing the URL, and the result HTTP code the input CSV can be very large ( 100000 rows), so the fetch process might take 5-30 minutes. My solution so far is to have a spinning javascript loop on the client site, which queries the server every second to determine the overall progress of the job. This seems kludgy to me, and I'm hesitant to accept this as the best solution. I'm using perl, template toolkit, and jquery, but any solution using any web technology would be acceptable.

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  • iPhone long plist

    - by Zac Altman
    I have some data i want to add in to my app...about 650 categories (includes a name + id number), each with an average of 85 items (each with a name/id number). Will the iPhone support such a large plist? I want to first display the categories in a UITableView, when a category is selected I want to display all of the associated items. Having such a large plist, im not sure if the iPhone will lag when loading the items. At over 51,000 lines it seems like...it might.

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  • Expose url to webservice

    - by Patrick Peters
    In our project we want to query a document management system for a specific document or movie. The dms returns a URL with the document location (for example: http://mydomain.myserver1.share/mypdf.pdf or http://mydomain.myserver2.share/mymovie.avi). We want to expose the document to internet users and intranet users. The requested file can be large (large video files). Our architecture is like: request goes like: webapp1 - webapp2 - webapp3 - dms response goes like: dms - webapp3 - webapp2 - webapp1 webapp1 could be on the internet. I have have been thinking how we can obfusicate the real url from the dms, due to security issues. I have seen implementations from other webapps where the pdf URL was obfusicated by creating a temp file for the requested document that is specific for the session and user. So other users cannot easily guess the documentname of other users. My question: is there a pattern that deals with exposing company/user vulernable data to the public ? Our development is in C# 3.5.

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  • Are there any working implementations of the rolling hash function used in the Rabin-Karp string sea

    - by c14ppy
    I'm looking to use a rolling hash function so I can take hashes of n-grams of a very large string. For example: "stackoverflow", broken up into 5 grams would be: "stack", "tacko", "ackov", "ckove", "kover", "overf", "verfl", "erflo", "rflow" This is ideal for a rolling hash function because after I calculate the first n-gram hash, the following ones are relatively cheap to calculate because I simply have to drop the first letter of the first hash and add the new last letter of the second hash. I know that in general this hash function is generated as: H = c1ak - 1 + c2ak - 2 + c3ak - 3 + ... + cka0 where a is a constant and c1,...,ck are the input characters. If you follow this link on the Rabin-Karp string search algorithm , it states that "a" is usually some large prime. I want my hashes to be stored in 32 bit integers, so how large of a prime should "a" be, such that I don't overflow my integer? Does there exist an existing implementation of this hash function somewhere that I could already use? Here is an implementation I created: public class hash2 { public int prime = 101; public int hash(String text) { int hash = 0; for(int i = 0; i < text.length(); i++) { char c = text.charAt(i); hash += c * (int) (Math.pow(prime, text.length() - 1 - i)); } return hash; } public int rollHash(int previousHash, String previousText, String currentText) { char firstChar = previousText.charAt(0); char lastChar = currentText.charAt(currentText.length() - 1); int firstCharHash = firstChar * (int) (Math.pow(prime, previousText.length() - 1)); int hash = (previousHash - firstCharHash) * prime + lastChar; return hash; } public static void main(String[] args) { hash2 hashify = new hash2(); int firstHash = hashify.hash("mydog"); System.out.println(firstHash); System.out.println(hashify.hash("ydogr")); System.out.println(hashify.rollHash(firstHash, "mydog", "ydogr")); } } I'm using 101 as my prime. Does it matter if my hashes will overflow? I think this is desirable but I'm not sure. Does this seem like the right way to go about this?

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  • An existing connection was forcibly closed by the remote host

    - by George
    I have a fat VB.NET Winform client that is using the an old asmx style web service. Very often, when I perform query that takes a while, I get the subject error. The error happenes The error seems to occur in < 1 min, which is far less that the web service timeout value that I have set or the timeout value on the ADO Command object that is performing the query within the web server. It seems to occur whenever I am performing a large query that expects to return a lot of rows or when I am sending up a large amount of data to the web service. For example, it just occurred when I was passing a large dataset to the web server: System.Net.WebException: The underlying connection was closed: An unexpected error occurred on a receive. ---> System.IO.IOException: Unable to read data from the transport connection: An existing connection was forcibly closed by the remote host. ---> System.Net.Sockets.SocketException: An existing connection was forcibly closed by the remote host at System.Net.Sockets.Socket.Receive(Byte[] buffer, Int32 offset, Int32 size, SocketFlags socketFlags) at System.Net.Sockets.NetworkStream.Read(Byte[] buffer, Int32 offset, Int32 size) --- End of inner exception stack trace --- at System.Net.Sockets.NetworkStream.Read(Byte[] buffer, Int32 offset, Int32 size) at System.Net.PooledStream.Read(Byte[] buffer, Int32 offset, Int32 size) at System.Net.Connection.SyncRead(HttpWebRequest request, Boolean userRetrievedStream, Boolean probeRead) --- End of inner exception stack trace --- at System.Web.Services.Protocols.WebClientProtocol.GetWebResponse(WebRequest request) at System.Web.Services.Protocols.HttpWebClientProtocol.GetWebResponse(WebRequest request) at System.Web.Services.Protocols.SoapHttpClientProtocol.Invoke(String methodName, Object[] parameters) at Smit.Pipeline.Bo.localhost.WsSR.SaveOptions(String emailId, DataSet dsNeighborhood, DataSet dsOption, DataSet dsTaskApplications, DataSet dsCcUsers, DataSet dsDistinctUsers, DataSet dsReferencedApplications) in C:\My\Code\Pipeline2\Smit.Pipeline.Bo\Web References\localhost\Reference.vb:line 944 at Smit.Pipeline.Bo.Options.Save(TaskApplications updatedTaskApplications) in I've been looking a tons of postings on this error and it is surprising at how varied the circumstances which cause this error are. I've tried messing with Wireshark, but I am clueless how to use it. This application only has about 20 users at any one time and I am able to reproduce this error in the middle of the night when probably no one is using the app, so I don't think that the number of requests to the web server or to the database is high. It's probably one right now when I just got the error now. It seems to have to do everything with the amt of data being passed in either direction. This error is really chronic and killing me. Please help.

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  • algorithm to use to return a specific range of nodes in a directed graph

    - by GatesReign
    I have a class Graph with two lists types namely nodes and edges I have a function List<int> GetNodesInRange(Graph graph, int Range) when I get these parameters I need an algorithm that will go through the graph and return the list of nodes only as deep (the level) as the range. The algorithm should be able to accommodate large number of nodes and large ranges. Atop this, should I use a similar function List<int> GetNodesInRange(Graph graph, int Range, int selected) I want to be able to search outwards from it, to the number of nodes outwards (range) specified. So in the first function, I expect it to return the nodes placed in the blue box. The other function, if I pass the nodes as in the graph with a range of 1 and it starts at node 5, I want it to return the list of nodes that satisfy this criteria (placed in the orange box)

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  • Java - When to use Iterators?

    - by Walter White
    Hi all, I am trying to better understand when I should and should not use Iterators. To me, whenever I have a potentially large amount of data to iterate through, I write an Iterator for it. If it also lends itself to the Iterator interface, then it seems like a win. I was reading a little bit that there is a lot of overhead with using an Iterator. A good example of where I used an Iterator was to iterate through a bunch of SQL scripts to execute one query at a time, reading it in, then executing it. Is there another performance trade off I should be aware of? Before I used iterators, I would read the entire String of SQL commands to execute into an ArrayList, and the iterate through that. If the import is rather large (like for geolocation data, then the server tends to get bogged down). Walter

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  • Cyberlink PowerDVD 9 on netbook

    - by marc_s
    I tried to install CyberLink's PowerDVD 9 on a friend's netbook. The installation went OK (even though the install screen is too big to fit and you can't see the "Next " buttons etc.), but once installed, PowerDVD 9 refuses to launch. It claims it requires at least 1024x768 resolution - the Acer netbook has 1024x600 :-( Any way / hack / trick to get PowerDVD9 to work anyway?? Couldn't it scale down to e.g. 800x600?

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  • Using XMLDecoder to cast Encoded XML to List<>

    - by Ender
    I am writing an application that reads in a large number of basic user details in the following format; once read in it then allows the user to search for a user's details using their email: NAME ROLE EMAIL --------------------------------------------------- Joe Bloggs Manager [email protected] John Smith Consultant [email protected] Alan Wright Tester [email protected] ... The problem I am suffering is that I need to store a large number of details of all people that have worked at the company. The file containing these details will be written on a yearly basis simply for reporting purposes, but the program will need to be able to access these details quickly. The way I aim to access these files is to have a program that asks the user for the name of the unique email of the member of staff and for the program to then return the name and the role from that line of the file. I've played around with text files, but am struggling with how I would handle multiple columns of data when it comes to searching this large file. What is the best format to store such data in? A text file? XML? The size doesn't bother me, but I'd like to be able to search it as quickly as possible. The file will need to contain a lot of entries, probably over the 10K mark over time. EDIT: I've decided to go with the XML serialisation method. I've managed to get the code for Encoding working perfectly, but the Decoding code below does not work. XMLDecoder d = new XMLDecoder( new BufferedInputStream(new FileInputStream("data.xml"))); List<Employee> list = (List<Employee>) d.readObject(); d.close(); for(Employee x : list) { if(x.getEmail().equals(userInput)) { // do stuff } } When the program hits List<Employee> list = (List<Employee>) d.readObject(); an exception is thrown claiming that "Employee cannot be cast to java.util.List". I've added a bounty to this and anyone that can help me solve this problem once and for all will get lots of lovely points. EDIT 2: I've looked a bit more into the problem and have come across Serialization as a potential answer. If anyone can look into this for me as I've no experience with Serialization or Deserialization I'd be very grateful. It can provide an Object with no problems whatsoever, but I really need to return it in the same format as it went in (List). EDIT 3: Ugh, this problem is really starting to drive me crazy and to be honest I'm starting to think that it's an unsolvable problem. If possible, could someone take a look at the code and help provide a solution for me?

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