MYSQL slow execution of CF 7x

I have an issue that is rather irritating. I'm playing
around with MYSQL 5.0 on my laptop with Coldfusion 7x
developer edition. I'm using the J-connector 5.0.3.
It's a duo core 1.8 processor with 1 gig of ram. Any
time I include a query of any size accessing tables
with less than 20 records it can take up to 3 seconds
on the debug info. The tables are all properly indexed
and keyed. I've hit several sites and forums to
determine if anyone else is having the issue I am.
They all say things are running fine.
Most queries say 0 msec which is right but after CF
processes the cfincluded query it adds about 3 seconds
on the execution. I'm thinking maybe the database and
the cf server might be fighting over the bus to the
CPU. I just don't know. Have you experienced anything
like this?

David, I'm experiencing the same problem. And it's not a
problem with the table joins. I am running a CF/JSP environment and
I run the exact same queries using the exact same driver, and only
experience the problems with CF, the queries run fast in JSP. Mind
you, this is only occurring with MySQL 5 as previous versions of
MySQL ran fine with CF.
Has anyone experienced massive slow down when using MySQL 5
and CF7?
Here are the environments I've tested. I've gotten the same
slow response with each one (up to 5 seconds to return an empty
query)
CF7/Tomcat with MySQL 5 with Connecter/J 5.0
CF7/Tomcat with MySQL 5 with Connecter/J 3.1.10
CF7/IIS with MySQL 5 with Connecter/J 5.0
CF7/IIS with MySQL 5 with Connecter/J 3.1.10
CF7/IIS with MySQL 5 with ODBC/3.5.1
CF7/IIS with MySQL 5 with ODBC/5.0
In each case I've gotten the same results. I've installed on
multiple machines, all running Windows and CF 7, MySQL 5 and Tomcat
5.5 running on the same local server.
Any help would be much appreciated.

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    i wrote a little game called Aim, Fire! just to screw around.
    its immense complexity involves shooting little targets that fly across the screen.
    you can see it at http://www.brianmaissy.com/applets/aimfire
    i made a class representing a target that paints itself and is its own thread.
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    the problem, however, is the speed changes significantly depending on how many targets are active, and the graphics are very flickery.
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    so tell me what you think about the design of the program, and any suggestions you have to restructure it. would i do better just to stick everything in one thread, or even all in one class?
    thanks very much!
    here is the code: (also found at http://www.brianmaissy.com/applets/aimfire/aimFire/AimFire.java and http://www.brianmaissy.com/applets/aimfire/aimFire/Target.java)
    package aimFire;
    import java.applet.Applet;
    import java.awt.Color;
    import java.awt.Event;
    import java.awt.Graphics;
    import java.awt.Image;
    import java.awt.Point;
    import java.util.ArrayList;
    import java.util.Random;
    public class AimFire extends Applet{
         public static final int SPEED_CONSTANT = 500;
         public static final int MIN_X = 0;
         public static final int MIN_Y = 21;
         public static final int MAX_X = 399;
         public static final int MAX_Y = 399;
         Image ammoImage;
         private Random rand;
         private static final int CLIP = 10;
         private static final int TOTAL_TARGETS = 20;
         private int toBeAdded;
         private ArrayList<Target> targets;
         private int targetsKilled;
         private int ammo;
         private int score;
         private boolean gameActive;
         public void init(){
              setSize(400, 400);
              setBackground(Color.black);
            setCursor(getToolkit().createCustomCursor(getImage(this.getClass().getResource("crosshair.gif")), new Point(16, 16), "crosshair"));
            ammoImage = getImage(this.getClass().getResource("ammo.gif"));
            rand = new Random();
            ammo = CLIP;
            score = 0;
            gameActive = true;
            targetsKilled = 0;
            toBeAdded = TOTAL_TARGETS;
            targets = new ArrayList<Target>();
            sendRandom();
            sendRandom();
         public boolean mouseDown(Event e, int x, int y){
              if(gameActive && ammo > 0){
                   ammo--;
                   for(int count = 0; count < targets.size(); count++){
                        score += targets.get(count).hit(x, y);
                   repaint();
              return true;
         public boolean keyDown(Event e, int key){
              if((char)key == ' ' && gameActive){
                   ammo = CLIP;
                   repaint();
              return true;
         private void sendRandom(){
            toBeAdded--;
              Target t = new Target(this, getGraphics(), rand);
              targets.add(t);
            new Thread(t).start();
            repaint();
         public void notifyOfDeath(Target t){
              targetsKilled++;
              targets.remove(t);
              if(toBeAdded > 0){
                   sendRandom();
              if(targets.size()==0){
                   gameActive = false;
              repaint();
         public void paint(Graphics g){
              g.setColor(Color.gray);
            g.drawLine(0, 20, 399, 20);
              for(int count = 0; count < ammo; count++){
                   g.drawImage(ammoImage, count*10 + 3, 3, this);
              if(ammo == 0){
                   g.drawString("press space to reload", 3, 13);
            g.drawString("Targets: " + targetsKilled + "/" + TOTAL_TARGETS, 230, 13);
            g.drawString("Score: " + score, 340, 13);
              if(!gameActive){
                   g.setColor(Color.gray);
                   g.drawString("Game Over", 170, 200);
                   g.drawString("Score: " + score, 170, 230);
    package aimFire;
    import java.awt.Color;
    import java.awt.Graphics;
    import java.util.Random;
    public class Target implements Runnable{
         private AimFire a;
         private Graphics g;
         private int radius;
         private int xLocation;
         private int yLocation;
         private int xDirection;
         private int yDirection;
         private int xSpeed;
         private int ySpeed;
         public Target(AimFire driver, Graphics graphics, Random rand){
              this(driver, graphics, 3*(rand.nextInt(9)+ 2), rand.nextInt(1 + AimFire.MAX_X - 60) + 30 + AimFire.MIN_X, rand.nextInt(1 + AimFire.MAX_Y - 60 - AimFire.MIN_Y) + 30 + AimFire.MIN_Y, rand.nextInt(3)-1, rand.nextInt(3)-1, rand.nextInt(5)+1, rand.nextInt(5)+1);
              if(xDirection == 0 && yDirection == 0){
                   if(rand.nextInt(2)==0){
                        if(rand.nextInt(2)==0){
                             xDirection = 1;
                        }else{
                             xDirection = -1;
                   }else{
                        if(rand.nextInt(2)==0){
                             yDirection = 1;
                        }else{
                             yDirection = -1;
         public Target(AimFire driver, Graphics graphics, int r, int x, int y, int xDir, int yDir, int xSp, int ySp){
              a = driver;
              g = graphics;
              radius = r;
              xLocation = x;
              yLocation = y;
              xDirection = xDir;
              yDirection = yDir;
              xSpeed = xSp;
              ySpeed = ySp;
         public void run() {
              if(g!=null){
                   paint();
                   int count = 1;
                   while(xLocation >= AimFire.MIN_X && xLocation <= AimFire.MAX_X && yLocation >= AimFire.MIN_Y && yLocation <= AimFire.MAX_Y){
                        unpaint();
                        if(count % (AimFire.SPEED_CONSTANT/xSpeed) == 0){
                             xLocation += xDirection;
                        if(count % (AimFire.SPEED_CONSTANT/ySpeed) == 0){
                             yLocation += yDirection;
                        paint();
                        count++;
                   unpaint();
                   a.notifyOfDeath(this);
         public int hit(int x, int y){
              if(Math.abs(x - xLocation) < radius/3 && Math.abs(y - yLocation) < radius/3){
                   xLocation = -99;
                   return 3;
              }else if(Math.abs(x - xLocation) < 2*radius/3 && Math.abs(y - yLocation) < 2*radius/3){
                   xLocation = -99;
                   return 2;
              }else if(Math.abs(x - xLocation) < radius && Math.abs(y - yLocation) < radius){
                   xLocation = -99;
                   return 1;
              }else{
                   return 0;
         private void paint(){
              g.setColor(Color.red);
              g.fillOval(xLocation-radius, yLocation-radius, 2*radius, 2*radius);
              g.setColor(Color.white);
              g.fillOval(xLocation-2*radius/3, yLocation-2*radius/3, 4*radius/3, 4*radius/3);
              g.setColor(Color.red);
              g.fillOval(xLocation-radius/3, yLocation-radius/3, 2*radius/3, 2*radius/3);
         private void unpaint(){
              g.setColor(Color.black);
              g.fillOval(xLocation-radius, yLocation-radius, 2*radius, 2*radius);
    }

    i wrote a little game called Aim, Fire! just to screw around.
    its immense complexity involves shooting little targets that fly across the screen.
    you can see it at http://www.brianmaissy.com/applets/aimfire
    i made a class representing a target that paints itself and is its own thread.
    its kinda nifty in a OOP sort of way: all i have to do is instantiate a target; and it takes care of the rest, notifying the driver program of anything important (like it getting shot)
    the problem, however, is the speed changes significantly depending on how many targets are active, and the graphics are very flickery.
    i think the problem may be that having multiple threads is slow.
    i also tried buffering my graphics but it didnt work very well.
    however that may just be because i did it wrong.
    in fact i probably did a lot of things wrong - please notify me of anything you see that i did badly
    so tell me what you think about the design of the program, and any suggestions you have to restructure it. would i do better just to stick everything in one thread, or even all in one class?
    thanks very much!
    here is the code: (also found at http://www.brianmaissy.com/applets/aimfire/aimFire/AimFire.java and http://www.brianmaissy.com/applets/aimfire/aimFire/Target.java)
    package aimFire;
    import java.applet.Applet;
    import java.awt.Color;
    import java.awt.Event;
    import java.awt.Graphics;
    import java.awt.Image;
    import java.awt.Point;
    import java.util.ArrayList;
    import java.util.Random;
    public class AimFire extends Applet{
         public static final int SPEED_CONSTANT = 500;
         public static final int MIN_X = 0;
         public static final int MIN_Y = 21;
         public static final int MAX_X = 399;
         public static final int MAX_Y = 399;
         Image ammoImage;
         private Random rand;
         private static final int CLIP = 10;
         private static final int TOTAL_TARGETS = 20;
         private int toBeAdded;
         private ArrayList<Target> targets;
         private int targetsKilled;
         private int ammo;
         private int score;
         private boolean gameActive;
         public void init(){
              setSize(400, 400);
              setBackground(Color.black);
            setCursor(getToolkit().createCustomCursor(getImage(this.getClass().getResource("crosshair.gif")), new Point(16, 16), "crosshair"));
            ammoImage = getImage(this.getClass().getResource("ammo.gif"));
            rand = new Random();
            ammo = CLIP;
            score = 0;
            gameActive = true;
            targetsKilled = 0;
            toBeAdded = TOTAL_TARGETS;
            targets = new ArrayList<Target>();
            sendRandom();
            sendRandom();
         public boolean mouseDown(Event e, int x, int y){
              if(gameActive && ammo > 0){
                   ammo--;
                   for(int count = 0; count < targets.size(); count++){
                        score += targets.get(count).hit(x, y);
                   repaint();
              return true;
         public boolean keyDown(Event e, int key){
              if((char)key == ' ' && gameActive){
                   ammo = CLIP;
                   repaint();
              return true;
         private void sendRandom(){
            toBeAdded--;
              Target t = new Target(this, getGraphics(), rand);
              targets.add(t);
            new Thread(t).start();
            repaint();
         public void notifyOfDeath(Target t){
              targetsKilled++;
              targets.remove(t);
              if(toBeAdded > 0){
                   sendRandom();
              if(targets.size()==0){
                   gameActive = false;
              repaint();
         public void paint(Graphics g){
              g.setColor(Color.gray);
            g.drawLine(0, 20, 399, 20);
              for(int count = 0; count < ammo; count++){
                   g.drawImage(ammoImage, count*10 + 3, 3, this);
              if(ammo == 0){
                   g.drawString("press space to reload", 3, 13);
            g.drawString("Targets: " + targetsKilled + "/" + TOTAL_TARGETS, 230, 13);
            g.drawString("Score: " + score, 340, 13);
              if(!gameActive){
                   g.setColor(Color.gray);
                   g.drawString("Game Over", 170, 200);
                   g.drawString("Score: " + score, 170, 230);
    package aimFire;
    import java.awt.Color;
    import java.awt.Graphics;
    import java.util.Random;
    public class Target implements Runnable{
         private AimFire a;
         private Graphics g;
         private int radius;
         private int xLocation;
         private int yLocation;
         private int xDirection;
         private int yDirection;
         private int xSpeed;
         private int ySpeed;
         public Target(AimFire driver, Graphics graphics, Random rand){
              this(driver, graphics, 3*(rand.nextInt(9)+ 2), rand.nextInt(1 + AimFire.MAX_X - 60) + 30 + AimFire.MIN_X, rand.nextInt(1 + AimFire.MAX_Y - 60 - AimFire.MIN_Y) + 30 + AimFire.MIN_Y, rand.nextInt(3)-1, rand.nextInt(3)-1, rand.nextInt(5)+1, rand.nextInt(5)+1);
              if(xDirection == 0 && yDirection == 0){
                   if(rand.nextInt(2)==0){
                        if(rand.nextInt(2)==0){
                             xDirection = 1;
                        }else{
                             xDirection = -1;
                   }else{
                        if(rand.nextInt(2)==0){
                             yDirection = 1;
                        }else{
                             yDirection = -1;
         public Target(AimFire driver, Graphics graphics, int r, int x, int y, int xDir, int yDir, int xSp, int ySp){
              a = driver;
              g = graphics;
              radius = r;
              xLocation = x;
              yLocation = y;
              xDirection = xDir;
              yDirection = yDir;
              xSpeed = xSp;
              ySpeed = ySp;
         public void run() {
              if(g!=null){
                   paint();
                   int count = 1;
                   while(xLocation >= AimFire.MIN_X && xLocation <= AimFire.MAX_X && yLocation >= AimFire.MIN_Y && yLocation <= AimFire.MAX_Y){
                        unpaint();
                        if(count % (AimFire.SPEED_CONSTANT/xSpeed) == 0){
                             xLocation += xDirection;
                        if(count % (AimFire.SPEED_CONSTANT/ySpeed) == 0){
                             yLocation += yDirection;
                        paint();
                        count++;
                   unpaint();
                   a.notifyOfDeath(this);
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              if(Math.abs(x - xLocation) < radius/3 && Math.abs(y - yLocation) < radius/3){
                   xLocation = -99;
                   return 3;
              }else if(Math.abs(x - xLocation) < 2*radius/3 && Math.abs(y - yLocation) < 2*radius/3){
                   xLocation = -99;
                   return 2;
              }else if(Math.abs(x - xLocation) < radius && Math.abs(y - yLocation) < radius){
                   xLocation = -99;
                   return 1;
              }else{
                   return 0;
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              g.setColor(Color.red);
              g.fillOval(xLocation-radius, yLocation-radius, 2*radius, 2*radius);
              g.setColor(Color.white);
              g.fillOval(xLocation-2*radius/3, yLocation-2*radius/3, 4*radius/3, 4*radius/3);
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              g.fillOval(xLocation-radius/3, yLocation-radius/3, 2*radius/3, 2*radius/3);
         private void unpaint(){
              g.setColor(Color.black);
              g.fillOval(xLocation-radius, yLocation-radius, 2*radius, 2*radius);
    }

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    Attachments:
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    Capture2.PNG ‏20 KB

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