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  • How long does it take in practice to warm up large in-memory databases?

    - by Sim
    Companies such as Peak Hosting are offering 64 core machines with 512Gb RAM for $2K/month. This is a very interesting choice for in-memory databases such as Memcached/Redis as well as databases whose performance degrades rapidly when the data & indexes don't fit in RAM, such as MongoDB. My main concern with monster machines such as these is the time it takes to warm up an in-memory database. In my experience, theoretical metrics, e.g., that SATA can load 100Mb/sec, fall short of what happens in practice. Even at that rate, 100Mb/sec means that loading up 512Gb RAM machine from SATA disks can take over 1 1/2 hours (!). I am looking for real-world reports of warm-up times for machines with very large memory. Please, share details of the software on the machine, data size, storage configuration, e.g., SATA or SSD, network, hosting/cloud provider, if relevant, etc.

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  • How do I split a large MySql backup file into multiple files?

    - by Brian T Hannan
    I have a 250 MB backup SQL file but the limit on the new hosting is only 100 MB ... Is there a program that let's you split an SQL file into multiple SQL files? It seems like people are answering the wrong question ... so I will clarify more: I ONLY have the 250 MB file and only have the new hosting using phpMyAdmin which currently has no data in the database. I need to take the 250 MB file and upload it to the new host but there is a 100 MB SQL backup file upload size limit. I simply need to take one file that is too large and split it out into multiple files each containing only full valid SQL statements (no statements can be split between two files).

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  • Recommand a Perl module to persist a large object for re-use between runs?

    - by Alnitak
    I've got a large XML file, which takes 40+ seconds to parse with XML::Simple. I'd like to be able to cache the resulting parsed object so that on the next run I can just retrieve the parsed object and not reparse the whole file. I've looked at using Data::Dumper but the documentation is a bit lacking on how to store and retrieve its output from disk files. Other classes I've looked at (e.g. Cache::Cache) appear designed for storage of many small objects, not a single large one. Can anyone recommend a module designed for this?

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  • How to find the remainder of large number division in C++?

    - by Beelzeboul
    Hello, I have a question regarding modulus in C++. What I was trying to do was divide a very large number, lets say for example, M % 2, where M = 54,302,495,302,423. However, when I go to compile it says that the number is to 'long' for int. Then when I switch it to a double it repeats the same error message. Is there a way I can do this in which I will get the remainder of this very large number or possibly an even larger number? Thanks for your help, much appreciated.

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  • How can I do a large file upload using Sinatra, haml, nginx, and passenger?

    - by mmr
    Hi all, I need to be able to allow a user to upload 30-60 mb files at a time. Right now, I'm solving the problem with a simple form post: %form{:action=>"/Upload",:method=>"post",:enctype=>"multipart/form-data"} - @theModelHash.each do |key,value| %br %input{:type=>"checkbox", :name=>"#{key}", :value=>1, :checked=>value} =key %br %input{:type=>"file",:name=>"file"} %input{:type=>"submit",:value=>"Upload"} This form allows the user to select processing options contained in theModelHash and upload a file for processing. Problem is, this method both freezes the user's UI and also requires that the entire form be reposted when the user presses the 'back' button. I've looked at SWFUpload, but have no idea how to integrate that into my relatively simple app. There's a page here about integrating it with Rails, but I'm using Sinatra, and am new enough to this whole web programming thing that I don't know how to modify those files to work with what I need to do. Is there a how-to to add large file uploads to my form there? Something relatively simple that just adds in a progress bar and doesn't repost? I feel like I'm having to triple the size of my application just to make this feature play nice, and that's bothering me a bit.

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  • Homebrew large data cluster access for 2 user levels?

    - by Yegor
    The title probably makes little sense, so here is an example. I have a file hosting site, that serves a large amount of semi-randomly accessed files. The setup is as follows: High horsepower front-end +DB server that also does encoding for files that need encoding Fresh file server, which stores newly uploaded content, thats probably (and usually) rapidly accessible, which has 500GB of raided SSD storage, that can push over 3GBit of traffic. 3 cheap node servers, containing 2 x 750GB SATA drives in raid1, where files older than 2 weeks are archived, from the SSD server (mentioned above). Files on each server are accessed via subdomains (via modsec) in a straight forward fashion (server1.domain.com, server2.domain.com, etc) Where I have the problem is this. I introduced a "premium" service where people pay a small fee every month, and get ad-free, quick accesses to stuff on the site. Once they are logged in, they access same files via premium.server1.domain.com via a different modsec script, with a different pass phrase. That all works fine and dandy.... except the cheap node servers are all IO bound, so accessing the files on them via a different, unsaturated network makes no difference, since it cannot read off the drive fast enough. What would be a good way to make files on the site be accessible via 2 different network routes, 1 of which will be saturated (the "free network") while all other files are on an un-saturated "premium" network?

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  • SQL Server 2000, large transaction log, almost empty, performance issue?

    - by Mafu Josh
    For a company that I have been helping troubleshoot their database. In SQL Server 2000, database is about 120 gig. Something caused the transaction log to grow MUCH larger than normal to over 100 gig, some hung transaction that didn't commit or roll back for a few days. That has been resolved and it now stays around 1% full or less, due to its hourly transaction log backups. It IS my understanding that a GROWING transaction log file size can cause performance issues. But what I am a little paranoid about is the size. Although mainly empty, MIGHT it be having a negative effect on performance? But I haven't found any documentation that suggests this is true. I did find this link: http://www.bigresource.com/MS_SQL-Large-Transaction-Log-dramatically-Slows-down-processing-any-idea-why--2ahzP5wK.html but in this post I can't tell if their log was full or empty, and there is not any replies to the post in this link. So I am guessing it is not a problem, anyone know for sure?

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  • How large is the performance loss for a 64-bit VirtualBox guest running on a 32-bit host?

    - by IllvilJa
    I have a 64-bit Virtualbox guest running Gentoo Linux (amd64) and it is currently hosted on a 32-bit Gentoo laptop. I've noticed that the performance of the VM is very slow compared to the performance of the 32-bit host itself. Also when I compare with another 32-bit Linux VM running on the same host, performance is significantly less on the 64-bit VM. I know that running a 64-bit VM on a 32-bit host does incur some performance penalties for the VM, but does anyone have any deeper knowledge of how large a penalty one might expect in this scenario, roughly speaking? Is a 10% slowdown something to expect, or should it be a slowdown in the 90% range (running at 1/10 the normal speed)? Or to phrase it in another way: would it be reasonable to expect that the performance improvement for the 64-bit VM increases so much that it is worth reinstalling the host machine to run 64-bit Gentoo instead? I'm currently seriously considering that upgrade, but am curious about other peoples experience of the current scenario. I am aware that the host OS will require more RAM when running in 64-bit, but that's OK for me. Also, I do know that one usually don't run a 64-bit VM on a 32-bit server (I'm surprised I even got the VM started in the first place) but things turned out that way when I tried to future proof the VM I was setting up and decided to make it 64-bit anyway.

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  • Amavisd-new(2.6.4-3) failing to do "lookup_sql_dsn" when large number of emails are need to be accessed

    - by sandip
    Amavis is failing to do sql lookup when large number of emails are sent to amavis. Its throwing out error after scanning 40 to 50 email. It shows error like. (!!)TROUBLE in process_request: sql exec: err=7, 57P01,DBD::Pg::st bind_param failed:FATAL: terminating connection due to administrator command\nSSL connection has been closed unexpectedly at (eval 103) line 164, <GEN50> line 5. at (eval 104) line 280, <GEN50> line 5. As soon as this error appears in the logs, Amavis stops and port 10024 is closed. Thinking it to an error due to ssl connection in the database(postgresql-8.4), i had stopped ssl in postgres, but it was of no use. I have tried to configure amavis on another server, but i got the same error again. This happening on a production server, So i am not being able to scan emails as per user settings. Anybody have any idea, what may be the source of this error ?? Please help. Thanks in advance

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  • How to copy a large LVM volume (14TB) from one server to another?

    - by bruce
    I have to copy a very large LVM volume from server A to server B. Below is the filesystem of server A and server B Server A [root@AVDVD-Filer ~]# df -h Filesystem Size Used Avail Use% Mounted on /dev/mapper/vg_avdvdfiler-lv_root 16T 14T 1.5T 91% / tmpfs 3.0G 0 3.0G 0% /dev/shm /dev/cciss/c0d0p1 194M 23M 162M 13% /boot /dev/mapper/vg_avdvdfiler-test 2.3T 201M 2.1T 1% /test /dev/sr0 3.3G 3.3G 0 100% /mnt server B [root@localhost ~]# df -h Filesystem Size Used Avail Use% Mounted on /dev/mapper/VolGroup-LogVol00 20G 2.5G 16G 14% / tmpfs 3.0G 0 3.0G 0% /dev/shm /dev/cciss/c0d0p1 194M 23M 162M 13% /boot /dev/mapper/VolGroup00-LogVol00 16T 133M 15T 1% /xiangao/lv1 /dev/mapper/VolGroup00-LogVol01 4.7T 190M 4.5T 1% /xiangao/lv2 I want to copy the LVM volume /dev/mapper/vg_avdvdfiler-lv_root on server A to LVM volume /dev/mapper/VolGroup00-LogVol00 on server B. Server A and server B are in the same IP segment. In the LVM volume on server A, there is all average 500M avi wmv mp4 etc. I tried mounting /dev/mapper/vg_avdvdfiler-lv_root on server A to server B through NFS, then use cp to copy. It is clear I failed. Because the LVM volume is too big, I do not have good idea why. I hope a good solution here.

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  • Box 2d basic questions

    - by philipp
    I am a bit new to box2d and I am developing an game with type and letters. I am using an svg font and generate the box2d bodies direct from the glyphs path definition, using the convex hull of them. I also have an decomposition routine the decomposes this hull if necessary. All this it is more or less working, except that I got some strange errors which definitely are caused by the scale factors. The problem is caused by two factors: first: the world scale of box2d, second: the the precision of curve-approximation of the glyph vectors. So through scaling down the input vertices for box2d, it happens that they become equal caused by numerical precision, what causes errors in box2d. Through scaling the my glyphs a bit up, this goes away. I also goes away if I chose a different world scale factor, but this slows down the whole animation quite much! So if my view port is about 990px * 600px and i want to animate Glyphs in box2d which should have a size from about 50px * 50px up to 300px * 300px, which scale factor of the b2world should i choose? How small should the smallest distance from on vertex to another be, while approximating the glyph vectors? Thanks for help greetings philipp EDIT:: I continued reading the docs of box2d and after rethinking of the units system, which is designed to handle object from 0.1 up to 10 meters, I calculated a scale factor of 75. So Objects 600px width will are 8 meters wide in box2d and even small objects of about 20px width will become 0.26 meters width in box2d. I will go on trying with this values, but if there is somebody out there who could give me a clever advice i would be happy!

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  • The new Auto Scaling Service in Windows Azure

    - by shiju
    One of the key features of the Cloud is the on-demand scalability, which lets the cloud application developers to scale up or scale down the number of compute resources hosted on the Cloud. Auto Scaling provides the capability to dynamically scale up and scale down your compute resources based on user-defined policies, Key Performance Indicators (KPI), health status checks, and schedules, without any manual intervention. Auto Scaling is an important feature to consider when designing and architecting cloud based solutions, which can unleash the real power of Cloud to the apps for providing truly on-demand scalability and can also guard the organizational budget for cloud based application deployment. In the past, you have had to leverage the the Microsoft Enterprise Library Autoscaling Application Block (WASABi) or a services like  MetricsHub for implementing Automatic Scaling for your cloud apps hosted on the Windows Azure. The WASABi required to host your auto scaling block in a Windows Azure Worker Role for effectively implementing the auto scaling behaviour to your Windows Azure apps. The newly announced Auto Scaling service in Windows Azure lets you add automatic scaling capability to your Windows Azure Compute Services such as Cloud Services, Web Sites and Virtual Machine. Unlike WASABi hosted on a Worker Role, you don’t need to host any monitoring service for using the new Auto Scaling service and the Auto Scaling service will be available to individual Windows Azure Compute Services as part of the Scaling. Configure Auto Scaling for a Windows Azure Cloud Service Currently the Auto Scaling service supports Cloud Services, Web Sites and Virtual Machine. In this demo, I will be used a Cloud Services app with a Web Role and a Worker Role. To enable the Auto Scaling, select t your Windows Azure app in the Windows Azure management portal, and choose “SCLALE” tab. The Scale tab will show the all information regards with Auto Scaling. The below image shows that we have currently disabled the AutoScale service. To enable Auto Scaling, you need to choose either CPU or QUEUE. The QUEUE option is not available for Web Sites. The image below demonstrates how to configure Auto Scaling for a Web Role based on the utilization of CPU. We have configured the web role app for running with 1 to 5 Virtual Machine instances based on the CPU utilization with a range of 50 to 80%. If the aggregate utilization is becoming above above 80%, it will scale up instances and it will scale down instances when utilization is becoming below 50%. The image below demonstrates how to configure Auto Scaling for a Worker Role app based on the messages added into the Windows Azure storage Queue. We configured the worker role app for running with 1 to 3 Virtual Machine instances based on the Queue messages added into the Windows Azure storage Queue. Here we have specified the number of messages target per machine is 2000. The image below shows the summary of the Auto Scaling for the Cloud Service after configuring auto scaling service. Summary Auto Scaling is an extremely important behaviour of the Cloud applications for providing on-demand scalability without any manual intervention. Windows Azure provides greater support for enabling Auto Scaling for the apps deployed on the Windows Azure cloud platform. The new Auto Scaling service in Windows Azure lets you add automatic scaling capability to your Windows Azure Compute Services such as Cloud Services, Web Sites and Virtual Machine. In the new Auto Scaling service, you don’t have to host any monitor service like you have had in WASABi block. The Auto Scaling service is an excellent alternative to the manually hosting WASABi block in a Worker Role app.

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  • SQL SERVER – Weekend Project – Experimenting with ACID Transactions, SQL Compliant, Elastically Scalable Database

    - by pinaldave
    Database technology is huge and big world. I like to explore always beyond what I know and share the learning. Weekend is the best time when I sit around download random software on my machine which I like to call as a lab machine (it is a pretty old laptop, hardly a quality as lab machine) and experiment it. There are so many free betas available for download that it’s hard to keep track and even harder to find the time to play with very many of them.  This blog is about one you shouldn’t miss if you are interested in the learning various relational databases. NuoDB just released their Beta 7.  I had already downloaded their Beta 6 and yesterday did the same for 7.   My impression is that they are onto something very very interesting.  In fact, it might be something really promising in terms of database elasticity, scale and operational cost reduction. The folks at NuoDB say they are working on the world’s first “emergent” database which they tout as a brand new transitional database that is intended to dramatically change what’s possible with OLTP.  It is SQL compliant, guarantees ACID transactions, yet scales elastically on heterogeneous and decentralized cloud-based resources. Interesting note for sure, making me explore more. Based on what I’ve seen so far, they are solving the architectural challenge that exists between elastic, cloud-based compute infrastructures designed to scale out in response to workload requirements versus the traditional relational database management system’s architecture of central control. Here’s my experience with the NuoDB Beta 6 so far: First they pretty much threw away all the features you’d associate with existing RDBMS architectures except the SQL and ACID transactions which they were smart to keep.  It looks like they have incorporated a number of the big ideas from various algorithms, systems and techniques to achieve maximum DB scalability. From a user’s perspective, the NuoDB Beta software behaves like any other traditional SQL database and seems to offer all the benefits users have come to expect from standards-based SQL solutions. One of the interesting feature is that one can run a transactional node and a storage node on my Windows laptop as well on other platforms – indeed interesting for sure. It’s quite amazing to see a database elastically scale across machine boundaries. So, one of the basic NuoDB concepts is that as you need to scale out, you can easily use more inexpensive hardware when/where you need it.  This is unlike what we have traditionally done to scale a database for an application – we replace the hardware with something more powerful (faster CPU and Disks). This is where I started to feel like NuoDB is on to something that has the potential to elastically scale on commodity hardware while reducing operational expense for a big OLTP database to a degree we’ve never seen before. NuoDB is able to fully leverage the cloud in an asynchronous and highly decentralized manner – while providing both SQL compliance and ACID transactions. Basically what NuoDB is doing is so new that it is all hard to believe until you’ve experienced it in action.  I will keep you up to date as I test the NuoDB Beta 7 but if you are developing a web-scale application or have an on-premise app you are thinking of moving to the cloud, testing this beta is worth your time. If you do try it, let me know what you think.  Before I say anything more, I am going to do more experiments and more test on this product and compare it with other existing similar products. For me it was a weekend worth spent on learning something new. I encourage you to download Beta 7 version and share your opinions here. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Documentation, SQL Download, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • How do I consistently re-size my game window and elements?

    - by Milo
    In my 2D game, I have a flow layout. Inside the flow layout are tables. I have a slider that lets the user make the tables larger or smaller. This makes the background larger or smaller too. Everything should scale proportionally which means the background should stay at the same position when I make things larger, and it almost does. When the scrollbar is at 0, it does exactly this. As the scrollbar gets further down problems arise. I'll toggle the slider maybe 3 times and on the fourth time, the background jumps a little lower on the Y axis. In order to be efficient, I only start rendering the background near the parent of the flow layout. Here it is: void LobbyTableManager::renderBG( GraphicsContext* g, agui::Rectangle& absRect, agui::Rectangle& childRect ) { int cx, cy, cw, ch; g->getClippingRect(cx,cy,cw,ch); g->setClippingRect(absRect.getX(),absRect.getY(),absRect.getWidth(),absRect.getHeight()); float scale = 0.35f; int w = m_bgSprite->getWidth() * getTableScale() * scale; int h = m_bgSprite->getHeight() * getTableScale() * scale; int numX = ceil(absRect.getWidth() / (float)w) + 2; int numY = ceil(absRect.getHeight() / (float)h) + 2; float offsetX = m_activeTables[0]->getLocation().getX() - w; float offsetY = m_activeTables[0]->getLocation().getY() - h; int startY = childRect.getY(); if(moo) { std::cout << "S=" << startY << ","; } int numAttempts = 0; while(startY + h < absRect.getY() && numAttempts < 1000) { startY += h; if(moo) { std::cout << startY << ","; } numAttempts++; } if(moo) { std::cout << "\n"; moo = false; } g->holdDrawing(); for(int i = 0; i < numX; ++i) { for(int j = 0; j < numY; ++j) { g->drawScaledSprite(m_bgSprite,0,0,m_bgSprite->getWidth(),m_bgSprite->getHeight(), absRect.getX() + (i * w) + (offsetX),absRect.getY() + (j * h) + startY,w,h,0); } } g->unholdDrawing(); g->setClippingRect(cx,cy,cw,ch); } The numeric problem seems to be in the value of startY. I outputted startY figuring out its value: As you can see here, this is me only zooming in, pay attention to the final number before the next s=. You'll notice that, what should happen is, the numbers should be linear, ex: -40, -38, -36, -34, -32, -30, etc. As you'll notice, the start numbers linearly correlate ex: 62k, 64k, 66k, 68k, 70k etc.. but the end result is wrong every third or 4th time. Here is most of the resize code: void LobbyTableManager::setTableScale( float scale ) { scale += 0.3f; scale *= 2.0f; agui::Gui* gotGui = getGui(); float scrollRel = m_vScroll->getRelativeValue(); setScale(scale); rescaleTables(); resizeFlow(); if(gotGui) { gotGui->toggleWidgetLocationChanged(false); } updateScrollBars(); float newVal = scrollRel * m_vScroll->getMaxValue(); if((int)(newVal + 0.5f) > (int)newVal) { newVal++; } m_vScroll->setValue(newVal); static int x = 0; x++; moo = true; //std::cout << m_vScroll->getValue() << std::endl; if(gotGui) { gotGui->toggleWidgetLocationChanged(true); } if(gotGui) { gotGui->_widgetLocationChanged(); } } void LobbyTableManager::valueChanged( agui::VScrollBar* source,int val ) { if(getGui()) { getGui()->toggleWidgetLocationChanged(false); } m_flow->setLocation(0,-val); if(getGui()) { getGui()->toggleWidgetLocationChanged(true); getGui()->_widgetLocationChanged(); } }

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  • Sprite not rotating around its centre after Scaling at its centre

    - by asma.farhat
    If I scale a sprite at its centre, then try to rotate it around its centre as well, the rotation does not occur around its centre. If you need to rotate, for example a scaled ball,the way its working it is set the scale center at the top left (0,0) set the scale that you want, and then set the rotation center to the middle of the scaled sprite, and then apply the rotation modifier. blaBloBliSprite.setScaleCenter(0, 0); blaBloBliSprite.setScale(0.667f); blaBloBliSprite.setPosition(557, CAMERA_HEIGHT / 2 - blaBloBliSprite.getHeightScaled() / 2); blaBloBliSprite.setRotationCenter(blaBloBliSprite.getWidthScaled() / 2, blaBloBliSprite.getHeightScaled() / 2); But I want to scale a sprite at its centre as well. Is there any way of doing it?

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  • Why is my Simplex Noise appearing in four columns?

    - by Joe the Person
    I'm trying to make a Texture out of Simplex noise, but it keeps appearing like this regardless of how big or small scale is: The following code is used to produce the image's color date: private Color[,] GetSimplex() { Color[,] colors = new Color[800, 600]; float scale = colors.GetLength(0); for (int x = 0; x < 800; x++) { for (int y = 0; y < 600; y++) { byte noise = (byte)(Noise.Generate(x / scale, y / scale) * 255); colors[x, y] = new Color(noise, noise, noise); } } return colors; }

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  • how to retain the animated position in opengl es 2.0

    - by Arun AC
    I am doing frame based animation for 300 frames in opengl es 2.0 I want a rectangle to translate by +200 pixels in X axis and also scaled up by double (2 units) in the first 100 frames Then, the animated rectangle has to stay there for the next 100 frames. Then, I want the same animated rectangle to translate by +200 pixels in X axis and also scaled down by half (0.5 units) in the last 100 frames. I am using simple linear interpolation to calculate the delta-animation value for each frame. Pseudo code: The below drawFrame() is executed for 300 times (300 frames) in a loop. float RectMVMatrix[4][4] = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }; // identity matrix int totalframes = 300; float translate-delta; // interpolated translation value for each frame float scale-delta; // interpolated scale value for each frame // The usual code for draw is: void drawFrame(int iCurrentFrame) { // mySetIdentity(RectMVMatrix); // comment this line to retain the animated position. mytranslate(RectMVMatrix, translate-delta, X_AXIS); // to translate the mv matrix in x axis by translate-delta value myscale(RectMVMatrix, scale-delta); // to scale the mv matrix by scale-delta value ... // opengl calls glDrawArrays(...); eglswapbuffers(...); } The above code will work fine for first 100 frames. in order to retain the animated rectangle during the frames 101 to 200, i removed the "mySetIdentity(RectMVMatrix);" in the above drawFrame(). Now on entering the drawFrame() for the 2nd frame, the RectMVMatrix will have the animated value of first frame e.g. RectMVMatrix[4][4] = { 1.01, 0, 0, 2, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 };// 2 pixels translation and 1.01 units scaling after first frame This RectMVMatrix is used for mytranslate() in 2nd frame. The translate function will affect the value of "RectMVMatrix[0][0]". Thus translation affects the scaling values also. Eventually output is getting wrong. How to retain the animated position without affecting the current ModelView matrix? =========================================== I got the solution... Thanks to Sergio. I created separate matrices for translation and scaling. e.g.CurrentTranslateMatrix[4][4], CurrentScaleMatrix[4][4]. Then for every frame, I reset 'CurrentTranslateMatrix' to identity and call mytranslate( CurrentTranslateMatrix, translate-delta, X_AXIS) function. I reset 'CurrentScaleMatrix' to identity and call myscale(CurrentScaleMatrix, scale-delta) function. Then, I multiplied these 'CurrentTranslateMatrix' and 'CurrentScaleMatrix' to get the final 'RectMVMatrix' Matrix for the frame. Pseudo Code: float RectMVMatrix[4][4] = {0}; float CurrentTranslateMatrix[4][4] = {0}; float CurrentScaleMatrix[4][4] = {0}; int iTotalFrames = 300; int iAnimationFrames = 100; int iTranslate_X = 200.0f; // in pixels float fScale_X = 2.0f; float scaleDelta; float translateDelta_X; void DrawRect(int iTotalFrames) { mySetIdentity(RectMVMatrix); for (int i = 0; i< iTotalFrames; i++) { DrawFrame(int iCurrentFrame); } } void getInterpolatedValue(int iStartFrame, int iEndFrame, int iTotalFrame, int iCurrentFrame, float *scaleDelta, float *translateDelta_X) { float fDelta = float ( (iCurrentFrame - iStartFrame) / (iEndFrame - iStartFrame)) float fStartX = 0.0f; float fEndX = ConvertPixelsToOpenGLUnit(iTranslate_X); *translateDelta_X = fStartX + fDelta * (fEndX - fStartX); float fStartScaleX = 1.0f; float fEndScaleX = fScale_X; *scaleDelta = fStartScaleX + fDelta * (fEndScaleX - fStartScaleX); } void DrawFrame(int iCurrentFrame) { getInterpolatedValue(0, iAnimationFrames, iTotalFrames, iCurrentFrame, &scaleDelta, &translateDelta_X) mySetIdentity(CurrentTranslateMatrix); myTranslate(RectMVMatrix, translateDelta_X, X_AXIS); // to translate the mv matrix in x axis by translate-delta value mySetIdentity(CurrentScaleMatrix); myScale(RectMVMatrix, scaleDelta); // to scale the mv matrix by scale-delta value myMultiplyMatrix(RectMVMatrix, CurrentTranslateMatrix, CurrentScaleMatrix);// RectMVMatrix = CurrentTranslateMatrix*CurrentScaleMatrix; ... // opengl calls glDrawArrays(...); eglswapbuffers(...); } I maintained this 'RectMVMatrix' value, if there is no animation for the current frame (e.g. 101th frame onwards). Thanks, Arun AC

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  • box2d resize bodies arround point

    - by philipp
    I have a compound object, consisting of a b2Body, vector-graphics and a list polygons which describe the b2body's shapes. This object has its own transformation matrix to centralize the storage of transformations. So far everything is working quiet fine, even scaling works, but not if i scale around a point. In the initialization phase of the object it is scaled around a point. This happens in this order: transform the main matrix transform the vector graphics and the polygons recreate the b2Body After this function ran, the shapes and all the graphics are exactly where they should be, BUT: after the first steps of the b2World the graphical stuff moves away from the body. When I ran the debugger I found out that the position of the body is 0/0 the red dot shows the center of scaling. the first image shows the basic setup and the second the final position of the graphics. This distance stays constant for the rest of the simulation. If I set the position via myBody.SetPosition( sx, sy ); the whole scenario just plays a bit more distant for the origin. Any Idea how to fix this? EDIT:: I came deeper down to the problem and it lies in the fact that i must not scale the transform matrix for the b2body shapes around the center, but set the b2body's position back to the point after scaling. But how can I calculate that point? EDIT 2 :: I came ever deeper down to it, even solved it, but this is a slow solution and i hope that there is somebody who understands what formula I need. assuming to have a set polygons relative to an origin as basis shapes for a b2body: scaling the whole object around a certain point is done in the following steps: i scale everything around the center except the polygons i create a clone of the polygons matrix i scale this clone around the point i calculate dx, dy as difference of clone.tx - original.tx and clone.ty - original.ty i scale the original polygon matrix NOT around the point i recreate the body i create the fixture i set the position of the body to dx and dy done! So what i an interested in is a formula for dx and dy without cloning matrices, scaling the clone around a point, getting dx and dy and finally scale the vertex matrix.

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  • Numbers not adding up? (What am I not understanding here?) [closed]

    - by Milo
    I have the following output: Short version: The last numbers on the S= lines increase by H and SHOULD theoretically be linearly decreasing, ex: -285,-290,-295...but the fourth one jumps to -252. Yet, every other number is linearly increasing. Why is that and how could I fix that? To explain the numbers, it comes from slider value changed. I have a slider whose value is used to generate the float on the next line. Everything should be growing linearly here. This value is used to determine the size of a flow layout and it is also used in conjunction with a scrollbar. But basically I have a background for the flow layout and that number is the start location for rendering it. The numbers should linearly change to create a smooth transition but when that one jumps, it looks weird on screen and I dont understand why the numbers are jumping every X slider value changes. Mathematically what could be causing this? Here is the code for rendering the background and the function that is called when value changes: void LobbyTableManager::renderBG( GraphicsContext* g, agui::Rectangle& absRect, agui::Rectangle& childRect ) { float scale = 0.35f; int w = m_bgSprite->getWidth() * getTableScale() * scale; int h = m_bgSprite->getHeight() * getTableScale() * scale; int numX = ceil(absRect.getWidth() / (float)w) + 2; int numY = ceil(absRect.getHeight() / (float)h) + 2; int startY = childRect.getY(); int numAttempts = 0; while(startY + h < absRect.getY() && numAttempts < 1000) { startY += h; if(moo) { std::cout << startY << ","; } numAttempts++; } g->holdDrawing(); for(int i = 0; i < numX; ++i) { for(int j = 0; j < numY; ++j) { g->drawScaledSprite(m_bgSprite,0,0,m_bgSprite->getWidth(),m_bgSprite->getHeight(), absRect.getX() + (i * w) + (offsetX),absRect.getY() + (j * h) + startY,w,h,0); } } g->unholdDrawing(); g->setClippingRect(cx,cy,cw,ch); } void LobbyTableManager::setTableScale( float scale ) { scale += 0.3f; scale *= 2.0f; float scrollRel = m_vScroll->getRelativeValue(); setScale(scale); rescaleTables(); resizeFlow(); updateScrollBars(); float newVal = scrollRel * m_vScroll->getMaxValue(); m_vScroll->setValue(newVal); } void LobbyTableManager::valueChanged( agui::VScrollBar* source,int val ) { m_flow->setLocation(0,-val); } Any insight on mathematically why the anomaly might happen every Nth time would be helpful. I just dont understand why if every number linearly increates it jumps from -295 to -252! Thanks

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  • Class or Dictionary

    - by user2038134
    I want to create a immutable Scale class in C#. public sealed class Scale { string _Name; string _Description; SomeOrderedCollection _ScaleValueDefinitions; Unit _Unit // properties .... // methods ContainsValue(double value) .... // constructors // all parameters except scalevaluedefinitions are optional // for a Scale to be useful atleast 1 ScaleValueDefinition should exist public Scale(string name, string description, SomeOrderedCollection scaleValueDefinitions, unit) { /* initialize */} } so first a ScaleValueDefinition should be represented by to values: Value (double) Definition (string) these values are known before the Scale class is created and should be unique. so what is the best approach. create a immutable class ScaleValueDefinition with value and definition as properties and use it in a list. use a dictionary. use another way i didn't think of... and how to implement it. for option 1. i can use params ScaleValueDefinition[] ValueDefinitions in the constructor, but how to do it for the other options? and as last at what amount of value's (properties) should i choose one option over the other?

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  • How can I randomly iterate through a large Range?

    - by void
    I would like to randomly iterate through a range. Each value will be visited only once and all values will eventually be visited. For example: class Array def shuffle ret = dup j = length i = 0 while j > 1 r = i + rand(j) ret[i], ret[r] = ret[r], ret[i] i += 1 j -= 1 end ret end end (0..9).to_a.shuffle.each{|x| f(x)} where f(x) is some function that operates on each value. A Fisher-Yates shuffle is used to efficiently provide random ordering. My problem is that shuffle needs to operate on an array, which is not cool because I am working with astronomically large numbers. Ruby will quickly consume a large amount of RAM trying to create a monstrous array. Imagine replacing (0..9) with (0..99**99). This is also why the following code will not work: tried = {} # store previous attempts bigint = 99**99 bigint.times { x = rand(bigint) redo if tried[x] tried[x] = true f(x) # some function } This code is very naive and quickly runs out of memory as tried obtains more entries. What sort of algorithm can accomplish what I am trying to do? [Edit1]: Why do I want to do this? I'm trying to exhaust the search space of a hash algorithm for a N-length input string looking for partial collisions. Each number I generate is equivalent to a unique input string, entropy and all. Basically, I'm "counting" using a custom alphabet. [Edit2]: This means that f(x) in the above examples is a method that generates a hash and compares it to a constant, target hash for partial collisions. I do not need to store the value of x after I call f(x) so memory should remain constant over time. [Edit3/4/5/6]: Further clarification/fixes.

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