Annotation process tools build performance issue

Annotation process tools is taking 85 minutes to compile page flow files. Is there any suggestion to improve performance.

As you probably already have gathered, you have different execution plans in the two environments. There could be different reason why this happens, for instance different profiles of the data. But more likely it is due to that in the slow environment, the
plan was built from some atypical set of input parameters, which causes a performance issue when the procedure is run in a normal fashion.
When you say that the query has a lot of isnull and convert functions I get a little worried. If it is only in the SELECT list, it's not evil, but if functions are used in the WHERE or ON clauses, the query might benefit from a review, and possibly also
the data model. But this is pure speculation at this point.
I would suggest more than one course of action. As a short-term solution, you run UPDATE STATISTICS WITH FULLSCAN on all tables involved, as out-dated statistics can also be explanation for why you got a bad plan. New statistics should trigger a recompilation.
But even if this resolves the issue, it may not be feasible in the long run, because the events indicate that the query is sensitive to something and the bad plan could come back any day. For this reason, it might be a good idea to make sure that the query
does include inappropriate constructs, and you also need to review that there are good indexes in place.
Erland Sommarskog, SQL Server MVP, [email protected]

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       Plugin.dll   Adobe Photoshop CS6   CS6  
       PlugPlug.dll   Adobe(R) CSXS PlugPlug Standard Dll (64 bit)   3.0.0.383  
       PSArt.dll   Adobe Photoshop CS6   CS6  
       PSViews.dll   Adobe Photoshop CS6   CS6  
       SCCore.dll   ScCore 2011/12/14-15:08:46   66.490082   66.490082
       ScriptUIFlex.dll   ScriptUIFlex 2011/12/14-15:08:46   66.490082   66.490082
       svml_dispmd.dll   Intel(r) C Compiler, Intel(r) C++ Compiler, Intel(r) Fortran Compiler   12.0  
       tbb.dll   Intel(R) Threading Building Blocks for Windows   3, 0, 2010, 0406  
       tbbmalloc.dll   Intel(R) Threading Building Blocks for Windows   3, 0, 2010, 0406  
       updaternotifications.dll   Adobe Updater Notifications Library   6.0.0.24 (BuildVersion: 1.0; BuildDate: BUILDDATETIME)   6.0.0.24
       WRServices.dll   WRServices Friday January 27 2012 13:22:12   Build 0.17112   0.17112
    Required plug-ins:
       3D Studio 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       Accented Edges 13.0
       Adaptive Wide Angle 13.0
       Angled Strokes 13.0
       Average 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       Bas Relief 13.0
       BMP 13.0
       Camera Raw 8.1
       Camera Raw Filter 8.1
       Chalk & Charcoal 13.0
       Charcoal 13.0
       Chrome 13.0
       Cineon 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       Clouds 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       Collada 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       Color Halftone 13.0
       Colored Pencil 13.0
       CompuServe GIF 13.0
       Conté Crayon 13.0
       Craquelure 13.0
       Crop and Straighten Photos 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       Crop and Straighten Photos Filter 13.0
       Crosshatch 13.0
       Crystallize 13.0
       Cutout 13.0
       Dark Strokes 13.0
       De-Interlace 13.0
       Dicom 13.0
       Difference Clouds 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       Diffuse Glow 13.0
       Displace 13.0
       Dry Brush 13.0
       Eazel Acquire 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       Embed Watermark 4.0
       Entropy 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       Extrude 13.0
       FastCore Routines 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       Fibers 13.0
       Film Grain 13.0
       Filter Gallery 13.0
       Flash 3D 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       Fresco 13.0
       Glass 13.0
       Glowing Edges 13.0
       Google Earth 4 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       Grain 13.0
       Graphic Pen 13.0
       Halftone Pattern 13.0
       HDRMergeUI 13.0
       IFF Format 13.0
       Ink Outlines 13.0
       JPEG 2000 13.0
       Kurtosis 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       Lens Blur 13.0
       Lens Correction 13.0
       Lens Flare 13.0
       Liquify 13.0
       Matlab Operation 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       Maximum 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       Mean 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       Measurement Core 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       Median 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       Mezzotint 13.0
       Minimum 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       MMXCore Routines 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       Mosaic Tiles 13.0
       Multiprocessor Support 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       Neon Glow 13.0
       Note Paper 13.0
       NTSC Colors 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       Ocean Ripple 13.0
       Oil Paint 13.0
       OpenEXR 13.0
       Paint Daubs 13.0
       Palette Knife 13.0
       Patchwork 13.0
       Paths to Illustrator 13.0
       PCX 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       Photocopy 13.0
       Photoshop 3D Engine 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       Picture Package Filter 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       Pinch 13.0
       Pixar 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       Plaster 13.0
       Plastic Wrap 13.0
       PNG 13.0
       Pointillize 13.0
       Polar Coordinates 13.0
       Portable Bit Map 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       Poster Edges 13.0
       Radial Blur 13.0
       Radiance 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       Range 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       Read Watermark 4.0
       Reticulation 13.0
       Ripple 13.0
       Rough Pastels 13.0
       Save for Web 13.0
       ScriptingSupport 13.1.2
       Shear 13.0
       Skewness 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       Smart Blur 13.0
       Smudge Stick 13.0
       Solarize 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       Spatter 13.0
       Spherize 13.0
       Sponge 13.0
       Sprayed Strokes 13.0
       Stained Glass 13.0
       Stamp 13.0
       Standard Deviation 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       STL 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       Sumi-e 13.0
       Summation 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       Targa 13.0
       Texturizer 13.0
       Tiles 13.0
       Torn Edges 13.0
       Twirl 13.0
       Underpainting 13.0
       Vanishing Point 13.0
       Variance 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       Variations 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       Water Paper 13.0
       Watercolor 13.0
       Wave 13.0
       Wavefront|OBJ 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       WIA Support 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       Wind 13.0
       Wireless Bitmap 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00)
       ZigZag 13.0
    Optional and third party plug-ins: NONE
    Plug-ins that failed to load: NONE
    Flash:
       Mini Bridge
       Kuler
    Installed TWAIN devices: NONE

  • 2D Performance issues

    Hi,
    I'm new to this forum and to javafx, so hi everybody :-)
    I'm currently evaluating possible client technologies for a customer that is planning to create an application to edit big annotated graphs with a fixed layout.
    Basically, those graphs consist of lines between nodes and "glyphs" denoting various annotations arranged on those lines.
    Graphs are sized in the range of about 10.000 to 1.000.000 displayable objects, but not more than 1.000 visible at the same time.
    I was able to build a prototype using javafx and encountered some performance issues with scrolling, panning, rotating and zooming a test graph that consists of about 40.000 javafx.Nodes. Those nodes are partially arranged hierarchically according to their position.
    The hardware my customer uses does not support hardware accelerated rendering and the customer is not willing to upgrade just for that application, so I had to optimize.
    When I tried to enable caching for areas in my graph, the performance for scrolling and panning was OK, but for rotating and zooming it wasn't. In addition I ran into problems when zooming in too far - probably because of the size of the cached images involved.
    During my experiments I found out that it was possible to markedly improve performance for all operations mentioned above by selectively turning subareas of the graph invisible.
    Consequently, my next try was to add a ChangeListener to the hvalueProperty of the enclosing ScrollPane that selectively toggles the visibility of subgraphs to show only those near the current viewport (aided by a data structure to give me quick access to subregions by position).
    This works well except for one thing:
    Toggleing the visiblilty of a subgraph via setVisible() invokes a layout pass in the scene graph that makes my viewport jump around during scrolling and panning.
    I already added a background rectangle to the ScrollPane's content Group to avoid a change of the bounds of the content. Still, when the visibility of one subgraph is toggled, the scene jumps to an incorrect position for one mouse event and jumps back after that.
    I also already tried to declare the subregions unmanaged - this didn't change anything.
    h3. So finally, my questions:
    1) Are there other means of performance optimizations built into the framework I'm not aware of?
    2) Is it possible to subclass Group in a way that allows me to set its visibility without triggering the properties dependents? (Since the invisibility is a techincal optimization and not a real property of the graph, a layout pass is neither necessary nor desired).
    3) Are any optimizations of this kind planned for those of us that cannot use hardware acceleration (i.g. arrange the children of a Group in a quad-tree and process only the visible parts)?
    4) Would hardware acceleration even help here?
    5) Is anyone aware of other means to performance tweak very large scene graphs in javafx?
    6) Is the jumping of the viewport a bug I should enter into JIRA ?
    Thank you for following my ramblings up to this point and thank you for your help (if you do help ;-) ).

    Cool, i didnt realize there was an Opengl pipeline for java2d in the 1.5 api =)
    And i who got the LWJGL library to play with, seems like overkill, gonna try it out someday!
    Thx for the replies, the game progresses good and i got some cool features that is gonna be implemented.
    At this point i got a full working editor with easy file loading,monster/waypoint system, able to choose between 3 different towers and placing them on the playfield, upgrading 4 different aspects of every tower or sell them, kill monsters -> gain money/kills, monsters can finish the map and thus reducing number of lives of the player until game over. So basically i just need a lot of graphics and create more types of monsters/turrets with cool effects. (got homing missiles/slowing shots and normal bullets atm) and figure out how to get a nice background working on my current playground, and then probably some sweet menu to start the game from =) Ofc some balancing needs to be done, with respect to monster HP and towers damage etc. Anyone interested in creating graphics for monsters/towers/projectiles for this project are free to contact me and get credit for their work if this shit ever comes out to be any good :P

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