Importing TLD libraries - performance question
Hi,
I'm using Jakarta Struts with Tiles (let's say that 5 pages are used at one time in my template). I'm using also about 10 TLDs (JSTL, Struts and my own). And I wonder if there is any difference in performance if I import on every page only these libraries I use in this page's source code or if I use one file that imports all of these libraries and I just include this file at the begining of each .jsp file?
If there is such difference how big is it? Thanks for all replies...
I don't know about the performance hit, but I think you can meausre the page load time with a Firefox extension and compare which page loads faster.
[OT] Also, are you pre-compiling your JSPs? Pre-compiling them makes them much faster than the uncompiled version - especially for production environment.
Similar Messages
-
Flare is an awesome data vizualization toolkit. Flare is a
collection of ActionScript 3 classes for building a wide variety of
interactive visualizations. For example, flare can be used to build
basic charts, complex animations, network diagrams, treemaps, and
more. Flare is written in the ActionScript 3 programming language
and can be used to build visualizations that run on the web in the
Adobe Flash Player. Flare applications can be built using the free
Adobe Flex SDK or Adobe's Flex Builder IDE. Flare is based on
prefuse, a full-featured visualization toolkit written in Java.
Flare is open source software licensed under the terms of the BSD
license, and can be freely used for both commercial and
non-commercial purposes.
Now, I downloaded the
flare-prefuse
visualization toolkit, from the
flare-prefuse.org site.
Following the steps in the
Flare Tutorial,
for the life of me I can't seem to import the flare libraries into
the Tuturial project within Flex Builder.
How do you import projects into another project? I'm able to
import the libraries so that they appear in the Flex Builder's
Navigation pane. I go through the "
Importing a libarary with another project" steps mentioned
below. When I click "OK" to add a project, the project name (eg.
flare.util) does not appear in the Library Path window. Further,
when I use a statement to reference the library, such as import
flare.animate.Tween, the FB2 compiler returns an error, "Definition
flare.animate:Tween could not be found".
Specifically, the flare tutorial states:
Importing Libraries
Before proceeding, make sure you have the flare libraries
loaded as projects within Flex Builder. You should have already
unzipped the flare files into your main Flex Builder workspace
directory. The next step is to import them into the Flex Builder
environment:
- Make sure you are in the "Flex Development" perspective.
- Right click the navigator pane on the left.
- Select "Import..." in the popup menu.
- In the dialog, select "General > Existing Projects into
Workspace" and click the "Next" button.
- Use the "Select root directory" widgets to navigate to your
Flex Builder workspace directory
- You should now seen the flare projects listed in the
"Projects:" panel
- Make sure all flare.* projects are selected and then click
the "Finish" button.
You should now see all the flare projects in the Navigator
pane. You can now browse the source code for each of the
sub-libraries.
Overview of the flare libraries
Here is a quick overview of the various flare projects:
flare.animate: animation library (depends on flare.util)
flare.data: library for loading data sets, useful, but still
under development (depends on flare.util)
flare.demos: an application project showcasing a number of
visualization demos
flare.physics: a physics engine, useful for physical effects
or force-directed layout (no dependencies)
flare.query: a query processor for ActionScript objects
(depends on flare.util)
flare.util: a set of utility classes shared by all projects
(no dependencies)
flare.vis: the flare visualization components and operators
(depends on flare.util, flare.animate, and flare.physics)
If a project has a dependency, you will need to import all
dependent projects into your application. We now describe how to do
that.
Importing a library within another project
Now we need to adjust our project settings so that we can
make use of the flare libraries. Just follow these steps:
1. In the Navigator pane, right click the top folder of the
"Tutorial" project
2. Click "Properties" in the context menu
3. In the resulting dialog, click "ActionScript Build Path"
in the left panel (it should be the 3rd item from the top)
4. Click the "Library path" tab in the right panel
5. Click the "Add Project" button
6. You should now see a list of projects, including all the
flare libraries.
7. Select "flare.util" and then click "OK"
You've now added the flare.util libraries to your project,
and can use any of the classes it provides. Repeat steps 5-7 above
for the "flare.animate", "flare.physics", and "flare.vis" projects.
(We will be using the flare.animate classes in this part of the
tutorial, and then adding in the flare.vis classes in the next
part, so we might as well import them all now). "
My directory structure for the Tutorial project is:
C:\Documents and Settings\Ron Barrett\My Documents\Flex
Builder 2\Tutorial
Can you help to explain to me how to import the flare
libraries so that they are available to the Tutorial project?
Man, if you can help me out with this I'd be REALLY
grateful!!
All the best,
RonHi Magicrebirth:
Jeff Heer, of UC Berkeley, responded to my question, which
was also posted on the SourceForge Flare forum. The following is
his reply, which solved my problem. The easy answer is simply to
download and install FlexBuilder beta version 3.
Sorry for your troubles! The tutorial was written and tested
with Adobe
Flex Builder 3 Beta, so one solution would be to use FB3
instead.
Another approach may instead be to do a clean import of the
projects.
To do this, first delete the following files in each flare
project:
.actionScriptProperties
.flexLibProject
.project
Next, you can manually set up each project. In Flex
Development mode,
right click in the Flex Navigator and select "New
> Flex Library
Project". Now create a new project. Flex Builder
acts strangely when
project names have a "." in them, so leave
the "." out of the name. For
example, type "flareutil" instead of
"flare.util". After typing the
name, click OK. There should now be a project named
"flareutil" in the
navigator pane.
Now rename the project: right-click the project and select
"Rename...".
Now add the "." back into name (for example
"flareutil" should become
"flare.util"). In a warning message pops
up, just dismiss it. The
project should now have the correct name and include the
files in the
flare.util folder.
Now we just need to setup the project settings. Right click
the project
and select "Properties". A dialog window
should appear. In the list on
the left, select "Flex Library Build Path".
Under the tab "Classes",
make sure the box next to the "flare"
package is checked (all sub
checkboxes should be checked as a result) -- this makes sure
all the
files are included with the project.
Finally, you need to set up any project dependencies. These
are
described in the Tutorial. For example, flare.animate has a
dependency
on flare.util. To specify this, click the "Library
path" tab in the
Properties dialog. Now click "Add Project"
and select the project to
add. After you've done that, the project should appear in the
"Build
path libraries:" list. Click the "Link
Type" setting under the newly
added project reference, click the "Edit"
button on the right, and
adjust the link type to "External". Now
repeat this for any other
project dependencies.
Repeat the above process for each of the included flare
projects. The
only difference is for flare.demos. For that project, create
a new
"ActionScript Project", NOT a
"Flex Library Project".
As you can see, this involves a bit of busy work, so
switching to Flex
Builder 3 may be simpler.
hope that helps,
-jeff -
Where are imported shared libraries defined
in system-application.xml, the imported-shared-libraries are defined as :
<imported-shared-libraries>
<import-shared-library name="oracle.dms"/>
<import-shared-library name="oracle.jdbc"/>
and these are used in server.xml like:
<import-shared-library name="oracle.jdbc"/>
my questions is where does the imported libraries name and actual jar files defined. for ex. for the name oracle.jdbc, where are the jar libraries location defined?
I got a problem looks like application server not able to find these jars unless I copy them to the applib folder.
ThanksAdditional shared libraries may be configured to override the default shared libaries, including the oracle.jdbc library.
http://www.oracle.com/technology/tech/java/oc4j/1013/how_to/how-to-swapjdbclib/doc/readme.html -
Simple performance question. the simplest way possible, assume
I have a int[][][][][] matrix, and a boolean add. The array is several dimensions long.
When add is true, I must add a constant value to each element in the array.
When add is false, I must subtract a constant value to each element in the array.
Assume this is very hot code, i.e. it is called very often. How expensive is the condition checking? I present the two scenarios.
private void process(){
for (int i=0;i<dimension1;i++)
for (int ii=0;ii<dimension1;ii++)
for (int iii=0;iii<dimension1;iii++)
for (int iiii=0;iiii<dimension1;iiii++)
if (add)
matrix[i][ii][iii][...] += constant;
else
matrix[i][ii][iii][...] -= constant;
private void process(){
if (add)
for (int i=0;i<dimension1;i++)
for (int ii=0;ii<dimension1;ii++)
for (int iii=0;iii<dimension1;iii++)
for (int iiii=0;iiii<dimension1;iiii++)
matrix[i][ii][iii][...] += constant;
else
for (int i=0;i<dimension1;i++)
for (int ii=0;ii<dimension1;ii++)
for (int iii=0;iii<dimension1;iii++)
for (int iiii=0;iiii<dimension1;iiii++)
matrix[i][ii][iii][...] -= constant;
}Is the second scenario worth a significant performance boost? Without understanding how the compilers generates executable code, it seems that in the first case, n^d conditions are checked, whereas in the second, only 1. It is however, less elegant, but I am willing to do it for a significant improvement.erjoalgo wrote:
I guess my real question is, will the compiler optimize the condition check out when it realizes the boolean value will not change through these iterations, and if it does not, is it worth doing that micro optimization?Almost certainly not; the main reason being that
matrix[i][ii][iii][...] +/-= constantis liable to take many times longer than the condition check, and you can't avoid it. That said, Mel's suggestion is probably the best.
but I will follow amickr advice and not worry about it.Good idea. Saves you getting flamed with all the quotes about premature optimization.
Winston -
Guys,
I do understand that ccPBM is very resource hungry but what I was wondering is this:
Once you use BPM, does an extra step decreases the performance significantly? Or does it just need slightly more resources?
More specifically we have quite complex mapping in 2 BPM steps. Combining them would make the mapping less clear but would it worth doing so from the performance point of view?
Your opinion is appreciated.
Thanks a lot,
Viktor VargaHi,
In SXMB_ADM you can set the time out higher for the sync processing.
Go to Integration Processing in SXMB_ADM and add parameter SA_COMM CHECK_FOR_ASYNC_RESPONSE_TIMEOUT to 120 (seconds). You can also increase the number of parallel processes if you have more waiting now. SA_COMM CHECK_FOR_MAX_SYNC_CALLS from 20 to XX. All depends on your hardware but this helped me from the standard 60 seconds to go to may be 70 in some cases.
Make sure that your calling system does not have a timeout below that you set in XI otherwise yours will go on and finish and your partner may end up sending it twice
when you go for BPM the whole workflow
has to come into action so for example
when your mapping last < 1 sec without bpm
if you do it in a BPM the transformation step
can last 2 seconds + one second mapping...
(that's just an example)
so the workflow gives you many design possibilities
(brigde, error handling) but it can
slow down the process and if you have
thousands of messages the preformance
can be much worse than having the same without BPM
see below links
http://help.sap.com/bp_bpmv130/Documentation/Operation/TuningGuide.pdf
http://help.sap.com/saphelp_nw04/helpdata/en/43/d92e428819da2ce10000000a1550b0/content.htm
https://www.sdn.sap.com/irj/servlet/prt/portal/prtroot/com.sap.km.cm.docs/library/xi/3.0/sap%20exchange%20infrastructure%20tuning%20guide%20xi%203.0.pdf
BPM Performance tuning
BPM Performance issue
BPM performance question
BPM performance- data aggregation persistance
Regards
Chilla.. -
How to import jsf libraries into eclipse
hi,
i want to run jsf applications in eclipse......
i installed tomcat, j2sdk, eclipse, and tomcat plugin.... and configured everything....now i want to excute jsf applications in eclipse...how to import jsf libraries into eclipse....
plz help meok thank u
i have other doubt
i am using tomcatplugin instead of myeclipse plugin
is tomcat plugin supports jsf or not? -
Swing performance question: CPU-bound
Hi,
I've posted a Swing performance question to the java.net performance forum. Since it is a Swing performance question, I thought readers of this forum might also be interested.
Swing CPU-bound in sun.awt.windows.WToolkit.eventLoop
http://forums.java.net/jive/thread.jspa?threadID=1636&tstart=0
Thanks,
CurtYou obviously don't understand the results, and the first reply to your posting on java.net clearly explains what you missed.
The event queue is using Thread.wait to sleep until it gets some more events to dispatch. You have incorrectly diagnosed the sleep waiting as your performance bottleneck. -
Xcontrol: performance question (again)
Hello,
I've got a little performance question regarding xcontrols. I observed rather high cpu-load when using xcontrols. To investigate it further, I built a minimal xcontrol (boolean type) which only writes the received boolean-value to a display-element in it's facade (see attached example). When I use this xcontrol in a test-vi and write to it with a rate of 1000 booleans / second, I get a cpu-load of about 10%. When I write directly to a boolean display element instead of the xcontrol,I have a load of 0 to 1 %. The funny thing is, when I emulate the xcontrol functionality with a subvi, a subpanel and a queue (see example), I only have 0 to 1% cpu-load, too.
Is there a way to reduce the cpu-load when using xcontrols?
If there isn't and if this is not a problem with my installation but a known issue, I think this would be a potential point for NI to fix in a future update of LV.
Regards,
soranito
Message Edited by soranito on 04-04-2010 08:16 PM
Message Edited by soranito on 04-04-2010 08:18 PM
Attachments:
XControl_performance_test.zip 60 KBsoranito wrote:
Hello,
I've got a little performance question regarding xcontrols. I observed rather high cpu-load when using xcontrols. To investigate it further, I built a minimal xcontrol (boolean type) which only writes the received boolean-value to a display-element in it's facade (see attached example). When I use this xcontrol in a test-vi and write to it with a rate of 1000 booleans / second, I get a cpu-load of about 10%. When I write directly to a boolean display element instead of the xcontrol,I have a load of 0 to 1 %. The funny thing is, when I emulate the xcontrol functionality with a subvi, a subpanel and a queue (see example), I only have 0 to 1% cpu-load, too.
Okay, I think I understand question now. You want to know why an equivalent xcontrol boolean consumes 10x more CPU resource than the LV base package boolean?
Okay, try opening the project I replied yesterday. I don't have access to LV at my desk so let's try this. Open up your xcontrol facade.vi. Notice how I separated up your data event into two events? Go the data change vi event, when looping back the action, set the isDataChanged (part of the data change cluster) to FALSE. While the data input (the one displayed on your facade.vi front panel), set that isDataChanged to TRUE. This is will limit the number of times facade will be looping. It will not drop your CPU down from 10% to 0% but it should drop a little, just enough to give you a short term solution. If that doesn't work, just play around with the loopback statement. I can't remember the exact method.
Yeah, I agree xcontrol shouldn't be overconsuming system resource. I think xcontrol is still in its primitive form and I'm not sure if NI is planning on investing more times to bug fix or even enhance it. Imo, I don't think xcontrol is quite ready for primetime yet. Just too many issues that need improvement.
Message Edited by lavalava on 04-06-2010 03:34 PM -
I have read other posts related to this but still can't figure it out. I have two old libraries but they might not be formatted right. I have tried importing them and also dragging them into Itunes/Itunes folder and nothing happens at all.
I have tried importing old libraries into Itunes/itunes music folder. Im just trying to recover an old Itunes library but can not.
-
Import: performance question
Hi, what is the different between these statements for application in term of performance?
import java.io.*;
and
import java.io.FileInputStream;
import java.io.FileOutputStream;
import java.io.IOException;
Which one is faster for execution?Neither. Search the forums or web for the countless answers to the same question.
-
Editing stills with motion effects, performance questions.
I am editing a video in FCE that consists solely of still photos.
I am creating motion effects (pans and pullbacks, etc) and dissolve
transitions, and overlaying titles. It will be played back on dvd
on a 16:9 monitor (standard dvd,not blueray hi-def). Some questions:
What is the FCE best setup to use for best image quality: DV-NTSC?
DV-NTSC Anamorphic? or is it HDV-1080i or 720p30 even though it
won't be played back as hi-def?
How do best avoid squiggly line problem with pan moves etc?
On my G-5, 2gb RAM, single processor machine I seem to be having
performance problems with playback: slow to render, dropping frames, etc
Thanks for any help!Excellent summary MacDLS, thanks for the contribution.
A lot of the photos I've taken on my camera are 3072 X 2304 (resolution 314) .jpegs.
I've heard it said that jpegs aren't the best format for Motion, since they're a compressed format.
If you're happy with the jpegs, Motion will be, too.
My typical project could either be 1280 X 720 or SD. I like the photo to be a lot bigger than the
canvas size, so I have room to do crops and grows, and the like. Is there a maximum dimension
that I should be working with?
Yes and no. Your originals are 7,000,000 pixels. Your video working space only displays about 950,000 pixels at any single instant.
At that project size, your stills are almost 700% larger than the frame. This will tax any system as you add more stills. 150% is more realistic in terms of processing overhead and I try to only import HUGE images that I know are going to be tightly cropped by zooming in. You need to understand that an 1300x800 section of your original is as far as you can zoom in , the pixels will be 100% in size. If you zoom in further, all you get are bigger pixels. The trade off you make is that if you zoom way out on your source image, you've thrown away 75% of its content to scale it to fit the video format; you lose much much more if you go to SD.
Finally, the manual says that d.p.i doesn't matter in Motion, so does this mean that it's worth
actually exporting my 300 dpi photos to 72 dpi before working with them in Motion?
Don't confuse DPI with resolution. Your video screen will only show about 900,000 pixels in HD and about 350,000 pixels in SD totally regardless of how many pixels there are in your original.
bogiesan -
Hey,
I'm new to AIR mobile development although i have around a decades experience with Flash, but with AIR for mobile i'm a bit lost. So i was hoping someone can answer these questions for me...
1. Is there currently no way to use a phones vibration with AIR? I remember seeing people asking this on these forums last year, and it still looks as if this extremely simple thing cannot be done? And if it cant, are there plans to have it in AIR 2.7?
2. When i select GPU acceleration, does it cache all bitmaps automatically? Or do i still have to manually select "Cache as Bitmap" for everything i want cached? (i'm using Flash Pro CS5.5). Because it seems to have no effect on frame rates whatever i do here as long as GPU render mode is selected.
3. Would i get better performance using vectors or bitmaps for graphics?
4. Whats the texture size limit for Android and iOS before it can no longer be cached?
5. Does it matter performance wise if JPG's and PNG's are used for graphics instead of bitmaps? (when i've not selected Cache as Bitmap).
6. Whats the differences between a AIR for Android and AIR for iOS? I've noticed that for Android it supports use of the camera, for iOS it dont. Is there anything else?
7. How can i embed a HD video in an AIR for Android app? i've seen this thread: http://forums.adobe.com/thread/849395?tstart=0
but it's for AIR on iOS, i wouldn't think it's any different for Android, but i'm getting a blank screen when i use the code from that thread (and i'm testing on a Android phone too, not in Flash > Test Movie).
Or if anyone has ANY tips for performance at all then i'd love to hear themHello,
I think that Colin may have answered a lot of your questions but here it is:
1. There is currently no way to make the phone vibrate for within AIR. You can read this post on how to create an Android/AIR hybrid application which gives you extension access to some native functionality. Warning: it is somewhat advanced and not supported by Adobe
http://www.jamesward.com/2011/05/11/extending-air-for-android/?replytocom=163323
You can expect to have this functionality in AIR at some point in the future, perhaps not in 2.7
2. in AIR for Android, there is no need to set GPU if you are only using bitmaps. Cache As Bitmap is only needed for vector art.
3. Bitmaps would be better but performance is not the only consideration. Remember that memory is limited so bitmaps can use it all so vectors may be a good option if you have a lot of art. A great advantage of using AIR is that you have the option between the two. My recommendation would be that if your art is going to be animated, create it as bitmap or use cacheAsBitmap if it only moves on x and y axis and use CacheAsBitmapMatrix if it transforms in other way (rotation, size).
4. The limit on Android was 1,024×1,024 last time I checked.
5. JPGs are smaller in size but PNGs look better. A side note, because the PPI is so high on devices, everything looks great so you can get away with lesser quality assets. Test all options.
6. The differences between the two platforms are minimal. Camera first but also Android lets you access the media library (where all the images taken by the device are stored) where iOS do not. In general Android is more open.
7. Video is a very large topic. If you embed the video, you will have a black screen until it is fully loaded. I should say that I did a project with a 1 GB movie and it loaded right away. I have not used the StageWebView to display the movie. Keep in mind that the way the video is endoced matters a great deal (use baseline profile).
Here is some sample code:
import flash.net.NetConnection;
import flash.net.NetStream;
import flash.media.Video;
import flash.events.NetStatusEvent;
var connection:NetConnection;
var video:Video;
video = new Video();
video.width = 480;
video.height = 320;
connection = new NetConnection();
connection.addEventListener(NetStatusEvent.NET_STATUS, netConnectionEvent);
connection.connect(null);
function netConnectionEvent(event:NetStatusEvent):void {
event.target.removeEventListener(NetStatusEvent.NET_STATUS,
netConnectionEvent);
if (event.info.code == "NetConnection.Connect.Success") {
var stream:NetStream = new NetStream(connection);
stream.addEventListener(NetStatusEvent.NET_STATUS, netStreamEvent);
var client:Object = new Object();
client.onMetaData = onMetaData;
stream.client = client;
// attach the stream to the video to display
video.attachNetStream(stream);
stream.play("someVideo.flv");
addChild(video);
function onMetaData(info:Object):void {}
I would recommend looking at my book. I cover a lot of these topics in detail (and went through the same hurdles as you):
http://oreilly.com/catalog/0636920013884
(you can get it on Amazon too). -
My wife's MacBook Pro has the 2.26 GHz Core 2 Duo with 4 GB of RAM. It currently runs Snow Leopard. We've been using MobileMe to sync the calendar and address book with her iPhone, but that is going away. So if I upgrade the MS Office and VMWare Fusion, we can upgrade to Lion.
My question is whether Lion's performance is adequate on the 2.26 GHz Core 2 Duo processor, because that CPU is listed as the minimum CPU for Lion. Snow Leopard runs well and I don't want to upgrade and lose performance. Thanks in advance.A Core 2 Duo is the minimum processor but not the actual one that's in your computer. It's quite sufficient for Lion. After all the first C2Ds ran at 2.0 GHz and are not nearly as fast as yours. Of greater importance is RAM. 2 GBs is the minimum, but 4 GBs would be much better. More if possible since you also run Fusion.
-
Performance Question:Two 2.8GHz Quad-Core VS Two 3.0GHz Quad-Core?
I am in the market for a Mac Pro and I want to know if there is a huge performance difference between the dual 2.8 quad-cores and the dual 3.0 quad-cores. I do video editing, web sites and graphic design, as well as gaming. Is 200 more mhz really worth $800? Please let me know what is a better investment?
Hello,
Your question is one seen often here.
I would agree that the difference in time-to-completion for projects such as video editing is important. But one has to think in terms of seconds saved - per project. In other words, if one saves "10 seconds" per project using the higher speed processors, does that represent a significant savings at the end of a year's worth of projects? That of course depends on how many "extra" projects get completed (and paid for). Most individual Mac users agree that it's not that significant a difference when it comes to profits gained vs extra cost of the machine.
Granting: If one is talking about a company with 500 people running high end rendering projects, the cumulative difference is significant because there'll be that many more "extra projects" completed over a given period. It's just obvious: increasing productivity on that scale is significant.
Video gaming is in an entirely different category: "personal preference." I think it's fine if a gamer finds the "mightier" machine provides a better experience. But it won't help you "win" a single video game. As one who was active in the Muscle Car Era of the 1960s, I think that was much like what we're seeing with video gamers today. If having a 450 hp muscle car was itself a status symbol, it still only meant that, sometimes, a street drag race could be won by "a bumper length" over a 400 hp car. No one can say they have the "right" to decide how you spend your money - it's up to you if the prestige is worth it to you.
Basically, given the above, I have to agree with Rick (and many others) on this question. -
MBP with 27" Display performance question
I'm looking for advice regarding improving the performance, if possible, of my Macbook Pro and new 27'' Apple display combination. I'm using a 13" Macbook Pro 2.53Ghz with 4GB RAM, NVIDIA GeForce 9400M graphics card and I have 114GB of the 250GB of HD space available. What I'm really wondering is is this enough spec to run the 27" display easily. Apple says it is… and it does work, but I suspect that I'm working at the limit of what my MCB is capable of. My main applications are Photoshop CS5 with Camera RAW and Bridge. Everything works but I sometimes get lock ups and things are basically a bit jerky. Is the bottle neck my 2.53Ghz processor or the graphics card? I have experimented with the Open GL settings in Photoshop and tried closing all unused applications. Does anyone have any suggestions for tuning things and is there a feasible upgrade for the graphics card if such a thing would make a difference? I have recently started working with 21mb RAW files which I realise isn't helping. Any thoughts would be appreciated.
Matt.I just added a gorgeous LCD 24" to my MBP setup (the G5 is not Happy) The answer to your question is yes. Just go into Display Preferences and drag the menu bar over to the the 24 this will make the 24 the Primary Display and the MBP the secondary when connected.
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