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  • Recommended textbook for machine-level programming?

    - by Norman Ramsey
    I'm looking at textbooks for an undergraduate course in machine-level programming. If the perfect book existed, this is what it would look like: Uses examples written in C or assembly language, or both. Covers machine-level operations such as two's-complement integer arithmetic, bitwise operations, and floating-point arithmetic. Explains how caches work and how they affect performance. Explains machine instructions or assembly instructions. Bonus if the example assembly language includes x86; triple bonus if it includes x86-64 (aka AMD64). Explains how C values and data structures are represented using hardware registers and memory. Explains how C control structures are translated into assembly language using conditional and unconditional branch instructions. Explains something about procedure calling conventions and how procedure calls are implemented at the machine level. Books I might be interested in would probably have the words "machine organization" or "computer architecture" in the title. Here are some books I'm considering but am not quite happy with: Computer Systems: A Programmer's Perspective by Randy Bryant and Dave O'Hallaron. This is quite a nice book, but it's a book for a broad, shallow course in systems programming, and it contains a great deal of material my students don't need. Also, it is just out in a second edition, which will make it expensive. Computer Organization and Design: The Hardware/Software Interface by Dave Patterson and John Hennessy. This is also a very nice book, but it contains way more information about how the hardware works than my students need. Also, the exercises look boring. Finally, it has a show-stopping bug: it is based very heavily on MIPS hardware and the use of a MIPS simulator. My students need to learn how to use DDD, and I can't see getting this to work on a simulator. Not to mention that I can't see them cross-compiling their code for the simulator, and so on and so forth. Another flaw is that the book mentions the x86 architecture only to sneer at it. I am entirely sympathetic to this point of view, but news flash! You guys lost! Write Great Code Vol I: Understanding the Machine by Randall Hyde. I haven't evaluated this book as thoroughly as the other two. It has a lot of what I need, but the translation from high-level language to assembler is deferred to Volume Two, which has mixed reviews. My students will be annoyed if I make them buy a two-volume series, even if the price of those two volumes is smaller than the price of other books. I would really welcome other suggestions of books that would help students in a class where they are to learn how C-language data structures and code are translated to machine-level data structures and code and where they learn how to think about performance, with an emphasis on the cache.

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  • Wav analysis in python

    - by mudder
    I'm looking for a python library that will help me analyze the audio in wav files. At the very least I'm hoping to find some kind of interface that understands .wav format so that I don't have to :P at best I need a module with methods for reading wave form parameters like pitch, volume levels, etc

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  • C# - Sharing static data between multiple processes

    - by Murtaza Mandvi
    I have a WCF service (instantiated within a Console application on NetTCP), this service has static data (large volume) which gets instantiated on the load. I have multiple instances of this Console application running at once, and all of them are doing the same static data initialization , is there a way that I can have a single data source and share the data among processes so that each process does not have to consume large amount of memory?

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  • Avaudioplayer problem

    - by Arun Sharma
    Hi All, Actually i am using avaudioplayer. my player is working very fine (forward,revind,play,pause,volume,progress bar). Only problem is that i am not able to stop the song. so all songs are overlapped please any body tell me where i put [self.player stop] to stop my player when i play new song.

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  • Multiple conditions on select query

    - by stats101
    I have a select statement and I wish to calculate the cubic volume based on other values within the table. However I want to check that neither pr.Length_mm or pr.Width_mm or pr.Height_mm are NULL prior. I've looked at CASE statements, however it only seems to evaluate one column at a time. SELECT sa.OrderName, sa.OrderType, pr.Volume_UOM ,pr.Length_mm*pr.Width_mm*pr.Height_mm AS Volume_Cubic ,pr.Length_mm*pr.Width_mm AS Volume_Floor ,pr.Length_mm ,pr.Height_mm ,pr.Width_mm FROM CostToServe_MCB.staging.Sale sa LEFT JOIN staging.Product pr ON sa.ID = pr.ID

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  • How to programatically sense the iPhone mute switch?

    - by Olie
    I can't seem to find in the SDK how to programatically sense the mute button/switch on the iPhone. When my app plays background music, it responds properly to the volume button without me having any code to follow that but, when I use the mute switch, it just keeps playing away. How do I test the position of mute? (NOTE: My program has its own mute switch, but I'd like the physical switch to override that.) Thanks!

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  • How to display a status message in the Gnome panel?

    - by George Edison
    I have a Gnome applet I've been working on. It is written in Python and it displays the progress of something in a small label. My question is: what is the best way to display status notifications to the user? On Ubuntu, I notice that whenever I connect to a network or adjust the volume, a black box appears in the upper-right corner. Is there a way to do something like that with Python?

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  • How to remove control chars from UTF8 string

    - by Mimefilt
    Hi there, i have a VB.NET program that handles the content of documents. The programm handles high volumes of documents as "batch"(2Million documents;total 1TB volume) Some of this documents may contain control chars or chars like f0e8(http://www.fileformat.info/info/unicode/char/f0e8/browsertest.htm). Is there a easy and especially fast way to remove that chars?(except space,newline,tab,...) If the answer is regex: Has anyone a complete regex for me? Thanks!

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  • When do you use a circular slider/knob in a good user interface?

    - by Koning Baard
    As I am familiar with some synthesizers, I often user real life circular sliders (e.g. to control the master volume), also called knobs. Like this one: Sometimes I also find these controls in virtual applications (yes I like extreme minimalism =P): But most of them are irritating, confusing or just wrong, and simple sliders could be used instead, making the UI much better. What are the advantages of circular sliders like the one in the screenshot above? And when do you use them? Thanks

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  • DB2 Query to Hibernate Criteria

    - by Fortega
    Hi, I have a specific DB2 query, and I would like to execute this query using criteria. The query: SELECT sum(units) as volume, location_id, aged FROM ( SELECT units, location_id, CASE WHEN daysinstock < 61 THEN 'NOT_AGED' WHEN daysinstock < 91 THEN 'AGED' ELSE 'OVER_AGED' END AS AGED FROM STOCK_TABLE ) x group by location_id, aged the STOCK_TABLE contains the following fields: units, location_id, daysinstock. This table is matched by a StockDataSource object, with the same fields.

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  • Making Noise with Python

    - by Elliot
    I am trying to get python to make noise when certain things happen. Preferably, i would like to play music of some kind, however some kind of distinctive beeping would be sufficient, like an electronic timer going off. I have thus far only been able to make the system speaker chime using pywin32's Beep, however this simply does not have the volume for my application. Any ideas on how I can do this?

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  • how to deal with the position in a c# stream

    - by CapsicumDreams
    The (entire) documentation for the position property on a stream says: When overridden in a derived class, gets or sets the position within the current stream. The Position property does not keep track of the number of bytes from the stream that have been consumed, skipped, or both. That's it. OK, so we're fairly clear on what it doesn't tell us, but I'd really like to know what it in fact does stand for. What is 'the position' for? Why would we want to alter or read it? If we change it - what happens? In a pratical example, I have a a stream that periodically gets written to, and I have a thread that attempts to read from it (ideally ASAP). From reading many SO issues, I reset the position field to zero to start my reading. Once this is done: Does this affect where the writer to this stream is going to attempt to put the data? Do I need to keep track of the last write position myself? (ie if I set the position to zero to read, does the writer begin to overwrite everything from the first byte?) If so, do I need a semaphore/lock around this 'position' field (subclassing, perhaps?) due to my two threads accessing it? If I don't handle this property, does the writer just overflow the buffer? Perhaps I don't understand the Stream itself - I'm regarding it as a FIFO pipe: shove data in at one end, and suck it out at the other. If it's not like this, then do I have to keep copying the data past my last read (ie from position 0x84 on) back to the start of my buffer? I've seriously tried to research all of this for quite some time - but I'm new to .NET. Perhaps the Streams have a long, proud (undocumented) history that everyone else implicitly understands. But for a newcomer, it's like reading the manual to your car, and finding out: The accelerator pedal affects the volume of fuel and air sent to the fuel injectors. It does not affect the volume of the entertainment system, or the air pressure in any of the tires, if fitted. Technically true, but seriously, what we want to know is that if we mash it to the floor you go faster..

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  • Compiling a list of audio + video players (flash / javascript / otehr) that I can embed into a websi

    - by FiveTools
    I'm compiling a list of audio + video players (flash / javascript / other) that I can embed into a website. flowplayer: http://flowplayer.org/ jw player: http://www.longtailvideo.com/players/ premium beat: http://www.premiumbeat.com/flash_resources/free_flash_music_player/ xspf web player: http://musicplayer.sourceforge.net/ yahoo media player: http://mediaplayer.yahoo.com/ any popular ones I'm missing? (anyone know if I can skin / customize any of them to operate similar to the Windows vista volume control?)

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  • Configuration file for PHP server script

    - by teehoo
    Right now I have a very high volume of requests coming to my webserver which execute a PHP CGI script. Every one of these scripts opens up a config file that I have created to load options of how the script should run. Doing a file I/O operation everytime a request comes in seems very resource intensive to me. I'm not too familiar with the advanced features of PHP, are there any alternatives to achieve what I'm doing?

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  • Is there a Chromeless player solution for videos hosted elsewhere besides Youtube?

    - by Classer
    I am looking for the abilities that Youtube's Chromeless player has to offer but for non-Youtube hosted videos such as Metacafe, Vimeo, Viddler, etc. Abilities I will need are : Mute/Unmute (toggle) Volume Loop Resize video dimensions Current play back position Load bar Can I use Chromeless player for videos hosted on other sites besides Youtube? If not is there a solution out there? If not, what languages/APIs would I need use and know to create such an application?

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  • OpenGL - GL_FRONT versus GL_FRONT_AND_BACK

    - by Drew Noakes
    I'm tinkering with an open source project that uses OpenGL for rendering in 3D. In the construction of the materials I see code like this: // set ambient material reflectance glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mAmbient); In other examples, this is used: glMaterialfv(GL_FRONT, GL_AMBIENT, mAmbient); So my question is, what is the difference here? Under what circumstances would it look different and, if my volume is enclosed with all normals pointing outwards, is there any performance difference?

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  • Unique DVD info?

    - by acidzombie24
    I was wondering, is there some type of disc ID i can use to search in my database to see if that disc is has been scanned or not? All disc were created by me typically burnt on windows. -edit- I could compare write time and volume label to see if the disc has been scanned but i notice if i put in certain commercial disc that fields are blank or wrong causing many false positives (i once had the time set to the future, i dont know if people want to archive the contents of files on a commercial disc in my app).

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  • Fast method of directory enumeration on Win32?

    - by BillyONeal
    Hello everyone :) I'm trying to speedup directory enumeration in C++, where I'm recursing into subdirectories. I currently have an app which spends 95% of it's time in FindFirst/FindNextFile APIs, and it takes several minutes to enumerate all the files on a given volume. I know it's possible to do this faster because there is an app that does: Everything. It enumerates my entire drive in seconds. How might I accomplish something like this?

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  • Create a class that inherets DrawableGameComponent in XNA as a CLASS with custom functions

    - by user3675013
    using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; namespace TileEngine { class Renderer : DrawableGameComponent { public Renderer(Game game) : base(game) { } SpriteBatch spriteBatch ; protected override void LoadContent() { base.LoadContent(); } public override void Draw(GameTime gameTime) { base.Draw(gameTime); } public override void Update(GameTime gameTime) { base.Update(gameTime); } public override void Initialize() { base.Initialize(); } public RenderTarget2D new_texture(int width, int height) { Texture2D TEX = new Texture2D(GraphicsDevice, width, height); //create the texture to render to RenderTarget2D Mine = new RenderTarget2D(GraphicsDevice, width, height); GraphicsDevice.SetRenderTarget(Mine); //set the render device to the reference provided //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. return Mine; //I'm hoping that this returns the same instance and not a copy. } public void draw_texture(int width, int height, RenderTarget2D Mine) { GraphicsDevice.SetRenderTarget(null); //Set the renderer to render to the backbuffer again Rectangle drawrect = new Rectangle(0, 0, width, height); //Set the rendering size to what we want spriteBatch.Begin(); //This uses spritebatch to draw the texture directly to the screen spriteBatch.Draw(Mine, drawrect, Color.White); //This uses the color white spriteBatch.End(); //ends the spritebatch //Call base.draw after this since it doesn't seem to recognize inside the function //maybe base.draw can be used with spritebatch. Idk. We'll see if the order of operation //works out. Wish I could call base.draw here. } } } I solved a previous issue where I wasn't allowed to access GraphicsDevice outside the main Default 'main' class Ie "Game" or "Game1" etc. Now I have a new issue. FYi no one told me that it would be possible to use GraphicsDevice References to cause it to not be null by using the drawable class. (hopefully after this last bug is solved it doesn't still return null) Anyways at present the problem is that I can't seem to get it to initialize as an instance in my main program. Ie Renderer tileClipping; and I'm unable to use it such as it is to be noted i haven't even gotten to testing these two steps below but before it compiled but when those functions of this class were called it complained that it can't render to a null device. Which meant that the device wasn't being initialized. I had no idea why. It took me hours to google this. I finally figured out the words I needed.. which were "do my rendering in XNA in a seperate class" now I haven't used the addcomponent function because I don't want it to only run these functions automatically and I want to be able to call the custom ones. In a nutshell what I want is: *access to rendering targets and graphics device OUTSIDE default class *passing of Rendertarget2D (which contain textures and textures should automatically be passed with a rendering target? ) *the device should be passed to this function as well OR the device should be passed to this function as a byproduct of passing the rendertarget (which is automatically associated with the render device it was given originally) *I'm assuming I'm dealing with abstracted pointers here so when I pass a class object or instance, I should be recieving the SAME object , I referenced, and not a copy that has only the lifespan of the function running. *the purpose for all these options: I want to initialize new 2d textures on the fly to customize tileclipping and even the X , y Offsets of where a WHOLE texture will be rendered, and the X and Y offsets of where tiles will be rendered ON that surface. This is why. And I'll be doing region based lighting effects per tile or even per 8X8 pixel spaces.. we'll see I'll also be doing sprite rotations on the whole texture then copying it again to a circular masked texture, and then doing a second copy for only solid tiles for masked rotated collisions on sprites. I'll be checking the masked pixels for my collision, and using raycasting possibly to check for collisions on those areas. The sprite will stay in the center, when this rotation happens. Here is a detailed diagram: http://i.stack.imgur.com/INf9K.gif I'll be using texture2D for steps 4-6 I suppose for steps 1 as well. Now ontop of that, the clipping size (IE the sqaure rendered) will be able to be shrunk or increased, on a per frame basis Therefore I can't use the same static size for my main texture2d and I can't use just the backbuffer Or we get the annoying flicker. Also I will have multiple instances of the renderer class so that I can freely pass textures around as if they are playing cards (in a sense) layering them ontop of eachother, cropping them how i want and such. and then using spritebatch to simply draw them at the locations I want. Hopefully this makes sense, and yes I will be planning on using alpha blending but only after all tiles have been drawn.. The masked collision is important and Yes I am avoiding using math on the tile rendering and instead resorting to image manipulation in video memory which is WHY I need this to work the way I'm intending it to work and not in the default way that XNA seems to handle graphics. Thanks to anyone willing to help. I hate the code form offered, because then I have to rely on static presence of an update function. What if I want to kill that update function or that object, but have it in memory, but just have it temporarily inactive? I'm making the assumption here the update function of one of these gamecomponents is automatic ? Anyways this is as detailed as I can make this post hopefully someone can help me solve the issue. Instead of tell me "derrr don't do it this wayyy" which is what a few people told me (but they don't understand the actual goal I have in mind) I'm trying to create basically a library where I can copy images freely no matter the size, i just have to specify the size in the function then as long as a reference to that object exists it should be kept alive? right? :/ anyways.. Anything else? I Don't know. I understand object oriented coding but I don't understand this XNA It's beggining to feel impossible to do anything custom in it without putting ALL my rendering code into the draw function of the main class tileClipping.new_texture(GraphicsDevice, width, height) tileClipping.Draw_texture(...)

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  • Erroneous/Incorrect C2248 error using Visual Studio 2010

    - by Dylan Bourque
    I'm seeing what I believe to be an erroneous/incorrect compiler error using the Visual Studio 2010 compiler. I'm in the process of up-porting our codebase from Visual Studio 2005 and I ran across a construct that was building correctly before but now generates a C2248 compiler error. Obviously, the code snippet below has been generic-ized, but it is a compilable example of the scenario. The ObjectPtr<T> C++ template comes from our codebase and is the source of the error in question. What appears to be happening is that the compiler is generating a call to the copy constructor for ObjectPtr<T> when it shouldn't (see my comment block in the SomeContainer::Foo() method below). For this code construct, there is a public cast operator for SomeUsefulData * on ObjectPtr<SomeUsefulData> but it is not being chosen inside the true expression if the ?: operator. Instead, I get the two errors in the block quote below. Based on my knowledge of C++, this code should compile. Has anyone else seen this behavior? If not, can someone point me to a clarification of the compiler resolution rules that would explain why it's attempting to generate a copy of the object in this case? Thanks in advance, Dylan Bourque Visual Studio build output: c:\projects\objectptrtest\objectptrtest.cpp(177): error C2248: 'ObjectPtr::ObjectPtr' : cannot access private member declared in class 'ObjectPtr' with [ T=SomeUsefulData ] c:\projects\objectptrtest\objectptrtest.cpp(25) : see declaration of 'ObjectPtr::ObjectPtr' with [ T=SomeUsefulData ] c:\projects\objectptrtest\objectptrtest.cpp(177): error C2248: 'ObjectPtr::ObjectPtr' : cannot access private member declared in class 'ObjectPtr' with [ T=SomeUsefulData ] c:\projects\objectptrtest\objectptrtest.cpp(25) : see declaration of 'ObjectPtr::ObjectPtr' with [ T=SomeUsefulData ] Below is a minimal, compilable example of the scenario: #include <stdio.h> #include <tchar.h> template<class T> class ObjectPtr { public: ObjectPtr<T> (T* pObj = NULL, bool bShared = false) : m_pObject(pObj), m_bObjectShared(bShared) {} ~ObjectPtr<T> () { Detach(); } private: // private, unimplemented copy constructor and assignment operator // to guarantee that ObjectPtr<T> objects are not copied ObjectPtr<T> (const ObjectPtr<T>&); ObjectPtr<T>& operator = (const ObjectPtr<T>&); public: T * GetObject () { return m_pObject; } const T * GetObject () const { return m_pObject; } bool HasObject () const { return (GetObject()!=NULL); } bool IsObjectShared () const { return m_bObjectShared; } void ObjectShared (bool bShared) { m_bObjectShared = bShared; } bool IsNull () const { return !HasObject(); } void Attach (T* pObj, bool bShared = false) { Detach(); if (pObj != NULL) { m_pObject = pObj; m_bObjectShared = bShared; } } void Detach (T** ppObject = NULL) { if (ppObject != NULL) { *ppObject = m_pObject; m_pObject = NULL; m_bObjectShared = false; } else { if (HasObject()) { if (!IsObjectShared()) delete m_pObject; m_pObject = NULL; m_bObjectShared = false; } } } void Detach (bool bDeleteIfNotShared) { if (HasObject()) { if (bDeleteIfNotShared && !IsObjectShared()) delete m_pObject; m_pObject = NULL; m_bObjectShared = false; } } bool IsEqualTo (const T * pOther) const { return (GetObject() == pOther); } public: T * operator -> () { ASSERT(HasObject()); return m_pObject; } const T * operator -> () const { ASSERT(HasObject()); return m_pObject; } T & operator * () { ASSERT(HasObject()); return *m_pObject; } const T & operator * () const { ASSERT(HasObject()); return (const C &)(*m_pObject); } operator T * () { return m_pObject; } operator const T * () const { return m_pObject; } operator bool() const { return (m_pObject!=NULL); } ObjectPtr<T>& operator = (T * pObj) { Attach(pObj, false); return *this; } bool operator == (const T * pOther) const { return IsEqualTo(pOther); } bool operator == (T * pOther) const { return IsEqualTo(pOther); } bool operator != (const T * pOther) const { return !IsEqualTo(pOther); } bool operator != (T * pOther) const { return !IsEqualTo(pOther); } bool operator == (const ObjectPtr<T>& other) const { return IsEqualTo(other.GetObject()); } bool operator != (const ObjectPtr<T>& other) const { return !IsEqualTo(other.GetObject()); } bool operator == (int pv) const { return (pv==NULL)? IsNull() : (LPVOID(m_pObject)==LPVOID(pv)); } bool operator != (int pv) const { return !(*this == pv); } private: T * m_pObject; bool m_bObjectShared; }; // Some concrete type that holds useful data class SomeUsefulData { public: SomeUsefulData () {} ~SomeUsefulData () {} }; // Some concrete type that holds a heap-allocated instance of // SomeUsefulData class SomeContainer { public: SomeContainer (SomeUsefulData* pUsefulData) { m_pData = pUsefulData; } ~SomeContainer () { // nothing to do here } public: bool EvaluateSomeCondition () { // fake condition check to give us an expression // to use in ?: operator below return true; } SomeUsefulData* Foo () { // this usage of the ?: operator generates a C2248 // error b/c it's attempting to call the copy // constructor on ObjectPtr<T> return EvaluateSomeCondition() ? m_pData : NULL; /**********[ DISCUSSION ]********** The following equivalent constructs compile w/out error and behave correctly: (1) explicit cast to SomeUsefulData* as a comiler hint return EvaluateSomeCondition() ? (SomeUsefulData *)m_pData : NULL; (2) if/else instead of ?: if (EvaluateSomeCondition()) return m_pData; else return NULL; (3) skip the condition check and return m_pData as a SomeUsefulData* directly return m_pData; **********[ END DISCUSSION ]**********/ } private: ObjectPtr<SomeUsefulData> m_pData; }; int _tmain(int argc, _TCHAR* argv[]) { return 0; }

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