I am newbie to the Gatling load test tool. I want to use the Timers(ex. Gaussian random timer, Uniform random timer) in the scenario like JMeter Timers. Is any way to use it?. Thanks in advance.
You can use the pause method. Out of the box it offers fixed and uniform random pauses. But you can also assign your own expressions to get the effect you're looking for.
See this example from the docs:
scenario("Standard User")
.exec(http("Access Github").get("https://github.com"))
.pause(2, 3) //uniform random pause
.exec(http("Search for 'gatling'").get("https://github.com/search?q=gatling"))
.pause(2) //fixed pause
Take a look at the quick cheat sheet: http://gatling.io/docs/current/cheat-sheet/. The stuff you're looking for is in the Base
Structures section.
pause is the most basic option. It just pauses the simulation for the time period. However there are more advanced ones like pace and rendezvous which are a bit more sophisticated.
Related
I cannot figure out what's wrong. I mean, the speed is way too fast, like 1 million items vs 10 million items basically have the same 0.0005 second computation on my machine. So fast, it looks like it wasn't doing anything. But the result of the data is actually correct.
It is mind boggling because if I make similar computation on sequential loop without storing the result in an array, it is not only number of cores slower, but, like 1000 times slower than ArrayFire.
So, maybe I wasn't using the timer correctly?
Do you think they didn't actually compute the data right away? Maybe it just sets up some kind of shadow marker? And when I call the myArray.host(), it will start doing all the actual computations?
From their website, it says there is some kind of JIT to bundle the computations.
ArrayFire uses Just In Time compilation to combine many light weight functions into a single kernel launch. This along with our easy-to-use API allows users to not only quickly prototype their algorithms, but also get the best out of the underlying hardware.
I start/stop my timer right before/after few ArrayFire computations. And it is just insanely fast. Maybe I test it wrong? What's the proper way to test ArrayFire performance?
Never mind, I found out what to do,
Based on the examples, I should be using af::timeit(function) instead of using the af::timer. Using af::timeit will be very slow, but, the result scale more reasonably when I increase the size 10x. It doens't actually compute right away, that's why using af::timer myself wouldn't work.
thank you
I can't seem to find any information regarding the process that Ableton uses to efficiently detect atonal percussion and convert it into MIDI. I assume feature extraction and onset detection algorithms are executed, but I'm intrigued as to what algorithms. I am particularly interesting how its efficiency is maintained for a beatboxed input.
Cheers
Your guesses are as good as everyone else's - although they look plausible. The reality is that the way this feature is implemented in Ableton is a trade secret and likely to remain that way.
If I'm not mistaken Ableton licenses technology from https://www.zplane.de/ for these things.
I don't exactly know how the software assigns the different drum sounds, but the chapter in the live manual Convert Drums to New MIDI Track says that it can only detect kick, snare and hi-hat. An important thing is that they are identified by the transient Markers. For a good result you should manually check and adjust them. The transient Markers look like the warp Markers, but are grey.
compared to a kick and a snare for example, a beatboxed input is likely to have less difference between the individual sounds and therefore likely to be harder for Ableton to individually extract the seperate sounds (depends on the beatboxer). In any case, some combination of frequency and amplitude - more specifically(Attack, Decay, Sustain, Release) as well as perhaps the different overtone combinations that account for differences in timbre are going to be the characteristics that would have to be evaluated in order to separate the kick snare and hihat .
Before this feature existed I used gates and hi/low pass filters to accomplish a similar task. So perhaps Ableton's solution is not as complicated as we might imagine.
I am trying to change the pitch of a buffer sample using a scriptprocessor, but what kind of formulas do I need to do this? I am not looking for the exact js code, but just for some general mathematical how to. I would love to have some code for this, as the first answer has a lot of formulas where I have no idea on how to implement that in JS.
I know that this is working with time, but according to this it can be done with the FFT, but I have no idea how one should do that.
For one method of doing time-pitch modification using an FFT, look up phase vocoder. Here's one explanation of how a phase vocoder works (but a search will turn up many others): http://www.guitarpitchshifter.com/algorithm.html
I believe https://github.com/mikolalysenko/pitch-shift would be appropriate (the quality is not on par with other code, but this library is rather easy to understand/use). You can hear a demo at http://mikolalysenko.github.io/pitch-shift/.
I have recorded a set of actions on a UI with the integrated Coded UI Test Recorder. It works kind of nice.. actually, right now I am going through the code and adding some polling for .Enabled and recently found the .TryGetClickablePoint which seems to be really useful. So it looks like recording is a breeze now (with those few polls to be added to get the timing right).
One thing that is a typical use case of the GUI is using the mouse wheel (for interacting with a zoomable image like in google maps). It seems like those are not captured.
I could manually generate those events, but would be far off from reproducing the actual behavior during recording with manually guessing the extent of the scrolling.
Is there some integrated way?
Would I have to capture the events myself with some external/selfmade tool to at least get an idea of how many ticks I made?
For stuff like this I'd recommend using the API directly for your test. You can use the Mouse.MoveScrollWheel method for this. You might have to experiment a little to get the number of ticks right.
Well, there isn't much example code for this. I'm writing a game loop and I'm running into a snag. At first I attempted to create a schedule for the loop as this was listed under best practices as the way it should be done. My frame rate is 60 fps, and the loop was also running at an interval of 60 fps. I quickly noticed however that the interval time is little more than a suggestion, and the actual rate that the function is updating is highly erratic, ranging between 15 and 65 fps. This led to jumps in objects updating, even when their update distance was regulated as a function of time. Once updating dropped below 20 fps it became highly apparent when it updated and was quite ugly.
I then tried to create my own thread so that I could more closely regulate the update rate. With this method I was able to almost precisely regulate my updating rate. With this all movement and animations were smooth. The issue with this method is that cocos2d clearly doesn't support multithreading well as I periodically see screen tearing. Also, if my update rate doesn't precisely match my draw rate I see jumps. I believe this is due to the draw method firing in in the middle of my update loop, a common problem with multithreading.
The two ways I can think of to solve this problem are to find some way to closely regulate the firing rate of the scheduler, or to find a way to lock the drawing code until I can finish my update. I've been looking for quite some time for any examples on how to do either of these, and have met with no success. If anyone out there has a clearer idea of how to handle this kind of a situation I would be very appreciative of some advice. I'm just too used to C++ and having things happen at the rate I tell them to. If you need me to post any additional information, just ask! Thanks in advance for any assistance.
Your problem is in your scheduled function. It just can't run as fast as you want. Try running helloWorld scene from cocos2d and you will notice that fps are stable near 60 (59.8 - 60.2)