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  • Microsoft Advisory Services Engagement Scenario - BizTalk Server Performance Issues

    982896 ... Microsoft Advisory Services Engagement Scenario - BizTalk Server Performance IssuesThis RSS feed provided by kbAlerz.com.Visit kbAlertz.com to subscribe. It's 100% free and you'll be able to recieve e-mail or RSS updates for the technologies you pick from the Microsoft Knowledge Base....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • User management system and DELETE action - usability

    - by šljaker
    I'm working on User Management System in ASP.NET MVC3. Administrator/Editor can search, insert, update and delete other users from the system. What should I do when admin/editor clicks on Delete user link? Should I redirect him to new yes/no confirmation page or display some jquery popup window? Should I then redirect him to the home page and display message 'The user has been successfully deleted from the system', or simple redirection should be just fine?

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  • A* PathFinding Poor Performance

    - by RedShft
    After debugging for a few hours, the algorithm seems to be working. Right now to check if it works i'm checking the end node position to the currentNode position when the while loop quits. So far the values look correct. The problem is, the farther I get from the NPC, who is current stationary, the worse the performance gets. It gets to a point where the game is unplayable less than 10 fps. My current PathGraph is 2500 nodes, which I believe is pretty small, right? Any ideas on how to improve performance? struct Node { bool walkable; //Whether this node is blocked or open vect2 position; //The tile's position on the map in pixels int xIndex, yIndex; //The index values of the tile in the array Node*[4] connections; //An array of pointers to nodes this current node connects to Node* parent; int gScore; int hScore; int fScore; } class AStar { private: SList!Node openList; SList!Node closedList; //Node*[4] connections; //The connections of the current node; Node currentNode; //The current node being processed Node[] Path; //The path found; const int connectionCost = 10; Node start, end; ////////////////////////////////////////////////////////// void AddToList(ref SList!Node list, ref Node node ) { list.insert( node ); } void RemoveFrom(ref SList!Node list, ref Node node ) { foreach( elem; list ) { if( node.xIndex == elem.xIndex && node.yIndex == elem.yIndex ) { auto a = find( list[] , elem ); list.linearRemove( take(a, 1 ) ); } } } bool IsInList( SList!Node list, ref Node node ) { foreach( elem; list ) { if( node.xIndex == elem.xIndex && node.yIndex == elem.yIndex ) return true; } return false; } void ClearList( SList!Node list ) { list.clear; } void SetParentNode( ref Node parent, ref Node child ) { child.parent = &parent; } void SetStartAndEndNode( vect2 vStart, vect2 vEnd, Node[] PathGraph ) { int startXIndex, startYIndex; int endXIndex, endYIndex; startXIndex = cast(int)( vStart.x / 32 ); startYIndex = cast(int)( vStart.y / 32 ); endXIndex = cast(int)( vEnd.x / 32 ); endYIndex = cast(int)( vEnd.y / 32 ); foreach( node; PathGraph ) { if( node.xIndex == startXIndex && node.yIndex == startYIndex ) { start = node; } if( node.xIndex == endXIndex && node.yIndex == endYIndex ) { end = node; } } } void SetStartScores( ref Node start ) { start.gScore = 0; start.hScore = CalculateHScore( start, end ); start.fScore = CalculateFScore( start ); } Node GetLowestFScore() { Node lowest; lowest.fScore = 10000; foreach( elem; openList ) { if( elem.fScore < lowest.fScore ) lowest = elem; } return lowest; } //This function current sets the program into an infinite loop //I still need to debug to figure out why the parent nodes aren't correct void GeneratePath() { while( currentNode.position != start.position ) { Path ~= currentNode; currentNode = *currentNode.parent; } } void ReversePath() { Node[] temp; for(int i = Path.length - 1; i >= 0; i-- ) { temp ~= Path[i]; } Path = temp.dup; } public: //@FIXME It seems to find the path, but now performance is terrible void FindPath( vect2 vStart, vect2 vEnd, Node[] PathGraph ) { openList.clear; closedList.clear; SetStartAndEndNode( vStart, vEnd, PathGraph ); SetStartScores( start ); AddToList( openList, start ); while( currentNode.position != end.position ) { currentNode = GetLowestFScore(); if( currentNode.position == end.position ) break; else { RemoveFrom( openList, currentNode ); AddToList( closedList, currentNode ); for( int i = 0; i < currentNode.connections.length; i++ ) { if( currentNode.connections[i] is null ) continue; else { if( IsInList( closedList, *currentNode.connections[i] ) && currentNode.gScore < currentNode.connections[i].gScore ) { currentNode.connections[i].gScore = currentNode.gScore + connectionCost; currentNode.connections[i].hScore = abs( currentNode.connections[i].xIndex - end.xIndex ) + abs( currentNode.connections[i].yIndex - end.yIndex ); currentNode.connections[i].fScore = currentNode.connections[i].gScore + currentNode.connections[i].hScore; currentNode.connections[i].parent = &currentNode; } else if( IsInList( openList, *currentNode.connections[i] ) && currentNode.gScore < currentNode.connections[i].gScore ) { currentNode.connections[i].gScore = currentNode.gScore + connectionCost; currentNode.connections[i].hScore = abs( currentNode.connections[i].xIndex - end.xIndex ) + abs( currentNode.connections[i].yIndex - end.yIndex ); currentNode.connections[i].fScore = currentNode.connections[i].gScore + currentNode.connections[i].hScore; currentNode.connections[i].parent = &currentNode; } else { currentNode.connections[i].gScore = currentNode.gScore + connectionCost; currentNode.connections[i].hScore = abs( currentNode.connections[i].xIndex - end.xIndex ) + abs( currentNode.connections[i].yIndex - end.yIndex ); currentNode.connections[i].fScore = currentNode.connections[i].gScore + currentNode.connections[i].hScore; currentNode.connections[i].parent = &currentNode; AddToList( openList, *currentNode.connections[i] ); } } } } } writeln( "Current Node Position: ", currentNode.position ); writeln( "End Node Position: ", end.position ); if( currentNode.position == end.position ) { writeln( "Current Node Parent: ", currentNode.parent ); //GeneratePath(); //ReversePath(); } } Node[] GetPath() { return Path; } } This is my first attempt at A* so any help would be greatly appreciated.

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  • This Week on the Green Data Center Management Front

    Among the big news this week in green data center management: Equinix was granted LEED certification for its 2009 retrofit of its Silicon Valley SV2 International Business Exchange facility, Neuwing Energy Ventures announced it successfully registered the first voluntary Energy Efficiency Certificates in the newly launched APX North American Renewables Registry, and more.

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  • Performance Tuning in the Age of Big Data

    Database Administrators must now deal with large volumes of data and new forms of high-speed data analysis. If your responsibility includes performance tuning, here are the areas to focus on that will become more and more important in the age of Big Data. Total DeploymentEnjoy easy release management for your .NET apps, services, and databases with Deployment Manager. Get your free Starter edition now

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  • PeopleSoft's Enterprise Financial Management 8.9

    Fred interviews Annette Melatti, Senior Director Financials Product Marketing and discusses the latest release and the value this release offers to customers including compliance, superior ownership experience, industry specific solution extensions, enhancements to the enterprise service automation solution and the introduction of the new asset lifecycle management solution.

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  • How do I know if I've gone too far with processing things in a game?

    - by ThePlan
    A common programming quote I see every day is: Premature optimization is the root of all evil! I admit I'm one of those guys that like to do premature optimization in a pretty obssessive manner but that's probably because I'm not aware how powerful modern processors are. I can think of lots of sollutions for a problem, but all of them are tough on the memory side, and I keep thinking "This will hurt me more in the future when I'll have to re-do it because it's bad performance-wise." How do you know when the code you are thinking of is going too far and is not a case of premature optimization? How much can your game handle at a time before performance becomes a problem?

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  • Performance Tune IBM DB2 z/OS Applications using Resource Constraint Analysis

    For the DB2 for z/OS professional the two most common systems tuning scenarios are tuning a DB2 data sharing group or tuning a series of application SQL statements. The data sharing group environment can involve multiple hardware installations and many other cross-system features and functions such as coupling facilities and management policies. Resource constraint analysis is a useful tool in both situations.

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  • "Launching Performance "

    Storage bandwidth has limited the performance of growing data warehouses. Read how Oracle Exadata overcomes storage bandwidth limitations and delivers extreme computing power to the HP Oracle Database Machine and the HP Oracle Exadata Storage Server.

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  • Monitor SQL Server Agent Jobs with Policy Based Management

    I need to monitor all the SQL Agents to find out if a job failed in the last 24 hours. Could this be done with policy based management? If so, can you show me how to create the policy? Join SQL Backup’s 35,000+ customers to compress and strengthen your backups "SQL Backup will be a REAL boost to any DBA lucky enough to use it." Jonathan Allen. Download a free trial now.

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  • Performance Tuning Re-indexing and Update Statistics – A Case Study

    Recently we started experiencing a very strange issue in our production reporting environment where the Re-indexing and Update Statistics operation suddenly began taking more than 2 days to complete and was thus causing blockage in the database which in turn caused impairment in application performance. NEW! Take the stress out of .NET deploymentEliminate the risk in deploying manually to live systems using Deployment Manager, the new tool from Red Gate. Try it now.

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  • Managing Printers with Group Policy, PowerShell, and Print Management

    Just because it is possible to do many configuration jobs 'click by bleeding click', doesn't mean that it is a good idea. It is better to step back, plan, and use the advanced resources provided for managing large network. Printer configuration is the perfect illustration of this, and Joseph demonstrates how the use of Group Policy, PowerShell, and Print Management can turn a time-consuming chore into a pleasure.

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