How can I find the "missing" time in this kCacheGrind output? - kcachegrind

I'm analyzing kCacheGrind (really WinCacheGrind) to analyze cachegrind files and when the "self" times of each process are added up, the total comes nowhere near the cumulative time of the entire page. More specifically, the self time of the entire page is 6,561ms, but the cumulative time of the children within {main} only add up to 96ms.
Any ideas how to best go about identifying the "missing" time?
Unfortunately, I'm new and so can't include an image but hopefully I've given enough to start. If not, let me know what I can provide.
Thanks.
Edit: here's what I'm seeing http://www.flickr.com/photos/76072991#N02/6832545235/

Related

Data pipeline proposal

Our product has been growing steadily over the last few years and we are now on a turning point as far as data size for some of our tables is, where we expect that the growth of said tables will probably double or triple in the next few months, and even more so in the next few years. We are talking in the range of 1.4M now, so over 3M by the end of the summer and (since we expect growth to be exponential) we assume around 10M at the end of the year. (M being million, not mega/1000).
The table we are talking about is sort of a logging table. The application receives data files (csv/xls) on a daily basis and the data is transfered into said table. Then it is used in the application for a specific amount of time - a couple of weeks/months - after which it becomes rather redundant. That is: if all goes well. If there is some problem down the road, the data in the rows can be useful to inspect for problem solving.
What we would like to do is periodically clean up the table, removing any number of rows based on certain requirements, but instead of actually deleting the rows move them 'somewhere else'.
We currently use MySQL as a database and the 'somewhere else' could be the same, but can be anything. For other projects we have a Master/Slave setup where the whole database is involved, but that's not what we want or need here. It's just some tables where the Master table would need to become shorter and the Slave only bigger, not a one-on-one sync.
The main requirement for the secondary store would be that the data should be easy to inspect/query when need to, either by SQL or another DSL, or just visual tooling. So we are not interested in backing up the data to one or more CSV files or another plain text format, since that is not as easy to inspect. The logs will then be somewhere on S3 so we would need to download it, grep/sed/awk on it... We'd much rather have something database like that we can consult.
I hope the problem is clear?
For the record: while the solution can be anything we prefer to have the simplest solution possible. It's not that we don't want Apache Kafka (example), but then we'd have to learn it, install it, maintain it. Every new piece of technology adds onto our stack, the lighter it remains the more we like it ;).
Thanks!
PS: we are not just being lazy here, we have done some research but we just thought it'd be a good idea to get some more insight in the problem.

OpenAI gym GuessingGame-v0 possible solutions

I have been struggling to solve the GuessingGame-v0 environment which is part of the OpenAI gym.
In the environment each episode a random number within a range is selected and the agent must "guess" what this random number is. The agent is only provided with the observation of whether the guess was too large or too small.
After researching how to frame the problem I think it may be possible to frame the problem as a Hidden Markov Model, but I am unsure of how to do this.
Each episode the randomly selected number changes and because of this I don't know how the model won't have to change each episode as the goal state is continually shifting.
I could not find any resources on the environment or any environments similar to it other than the documentation provided by OpenAI which I did not find useful.
I would greatly appreciate any assistance on how to solve this environment.
I'm putting this as an answer so people don't have to read through the list of comments.
You need a program that can simply cycle through:
generate the random number
agent guesses a number (within the allowable guess range)
test whether the number is within 1%.
if the number is within 1%, stop the iteration, maybe print the guess at this point
if the iteration is at step 200, stop the iteration and maybe produce some out that gives the final guessed number and the fact it is not within 1%
if not 200 steps or 1%: a) if the number is too high, record the guess and that it is too high, or b) if the number is too low, record the guess and that it is too low. Iterate through that number bound. Repeat until either the 1% or 200 steps criterion is reached.
Another thought for you: do you need a starting low number and a starting high number?
There are a number of ways in which to implement this solution. There is also a range of programming software in which the solution can be implemented. The particular software you use is probably the one with which you are most familiar.
Good luck!

Running count of rows that have a sum less than a user defined amount

I have an excel spreadsheet that uses a numbered scale to estimate a level of effort associated with that particular task. I need to be able to calculate a running sum of those items until I go beyond that number, and not include the one that goes beyond in the count. I then need to total up the number of rows included in the sum until that point. I then need to identify that last item, probably by highlighting that row, then start the operation again for the remaining items below. This should continue until I have gone through all items in the spreadsheet.
I know the question is sort of confusing. The level of effort is used as a calculation to determine the amount of work that can be completed in a production cycle. that total number is used to estimate how many items can be completed in the upcoming production cycles, hence user defined amount as this number will change each cycle. The reason I need to be able to identify how many items are included and highlight the row is so we can determine "Milestones" so we can tell our customer, next milestone we can get you all the following items.
I honestly have no idea where to even start with this issue, I know I will need to complete this task in VBA most likely which is fine I am very comfortable with VBA. I am supposing I need to use it like an on demand function through a button click or something that will first generate a database of the items that exist then run SQL queries to get me where i need to be. Any help anyone can provide would be vastly appreciated and thanks in advance to anyone that has ideas.

ABAP TVRO field TRAZTD, Route Customizing Data

A customer of mine is looking to mass create some customizing data related the routes. and as such I have a small program which reads in a CSV file with all of the fields as they would be in the customizing transaction.
I'm having a particular problem wrapping my head around a field TVRO-TRAZTD for a couple of reasons.
The user is only filling in a number which represents a number of days.
There is a conversion exit on TRAZTD, except it's obsolete, use CONVERT TIMESTAMP they say
I don't have a timestamp, I have a decimal number representing a part of a day
For example, TRAZTD would be entered as 0,58 from the CSV file, so why is it represented in the table as 135.512?
I tried it the old fashion way and multiplied 0,58 * 24 which gives me 13,92. if I take 13,92 * 10 I get 139.200, which isn't the same but it's the closest I can get, but I don't get it why 10?
Using the conversion exit even though it's obsolete doens't give me a result either, no matter number I give it I always get 0 back. I can't use the convert timestamp either because well, it's not a timestamp or I didn't look up carefully enough how to use it (I didn't see anything other than strings and characters).
The other thing I tried too was just saying "screw it" and placed the data from the CSV directly into the field and hoping the conversion routine will take care of the work, but that doesn't happen either.
Is there anybody out here that can maybe shed some light on where the number after the conversion comes from?
everybody I came to a solution, just incase anybody stumbles upon this same problem.
I took the value from the excel document and multiplied it by 24 to get the amount of hours, and then multipled it 10000 because I don't know, I picked it randomly.

MySQL - Saving items

This is a follow up from my last question: MySQL - Best method to saving and loading items
Anyways, I've looked at some other examples and sources, and most of them have the same method of saving items. Firstly, they delete all the rows that's already inserted into the database containing the character's reference, then they insert the new rows accordingly to the current items that the character has.
I just wanted to ask if this is a good way, and if it would cause a performance hit if i were to save 500 items per each character or so. If you have a better solution, please tell me!
Thanks in advance, AJ Ravindiran.
It would help if you talked about your game so we could get a better idea of your data requirements.
I'd say it depends. :)
Are the slot/bank updates happening constantly as the person plays, or just when the person savles their game and leaves. Also does the order of the slots really matter for the bank slots? Constantly deleting and inserting 500 records certainly can have a performance hit, but there may be a better way to do it, possibly you could just update the 500 records without deleting them. Possibly your first idea of 0=4151:54;1=995:5000;2=521:1;
wasn't SO bad. If the database is only being used for storing that information, and the game itself is managing that information once its loaded. But if you might want to use it for other things like "What players have item X", or "What is the total value of items in Player Ys bank". Then storing it like that won't allow you to ask the database, it would have to be computed by the game.