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  • Twice as long and half as long

    - by PointsToShare
    We are in a project and we hit some snags. What’s a snag? An activity that takes longer than expected. Actually it takes longer than the time assigned to it by an over pressed PM who accepts an impossible time table and tries his best to make it possible, but I digress (again!).  So we have snags and we also have the opposite. Let’s call these “cinches”. The question is: how does a combination of snags and cinches affect the project timeline? Well, there is no simple answer. It depends on the projects dependencies as we see in the PERT chart. If all the snags are in the critical path and all the cinches are elsewhere then the cinches don’t help at all. In fact any snag in the critical path will delay the project.  Conversely, a cinch in the critical path will expedite it. A snag outside the critical path might be serious enough to even change the critical path. Thus without the PERT chart, we cannot really tell. Still there is a principle involved – Time and speed are non-linear! Twice as long adds a full unit, half as long only takes ½ unit away. Let’s just investigate a simple project. It consists of two activities – S and C - each estimated to take a week. Alas, S is a snag and really needs twice the time allotted and – a sigh of relief – C is a cinch and will take half the time allotted, so everything is Hun-key-dory, or is it?  Even here the PERT chart is important. We have 2 cases: 1: S depends on C (or vice versa) as in when the two activities are assigned to one employee. Here the estimated time was 1 + 1 and the actual time was 2 + ½ and we are ½ week late or 25% late. 2: S and C are done in parallel. Here the estimated time was 1, but the actual time is 2 – we are a whole week or 100% late. Let’s change the equation a little. S need 1.5 and C needs .5 so in case 1, we have the loss fully compensated by the gain, but in case 2 we are still behind. There are cases where this really makes no difference. This is when the critical path is not affected and we have enough slack in the other paths to counteract the difference between its snags and cinches – Let’s call this difference DSC. So if the slack is greater than DSC the project will not suffer. Conclusion: There is no general rule about snags and cinches. We need to examine each case within its project, still as we saw in the 4 examples above; the snag is generally more powerful than the cinch. Long live Murphy! That’s All Folks

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  • Wireless Connected But No Internet Connection (Ubuntu 12.04)

    - by Zxy
    I am using same network for 2 days and everything was normal. However, today even though it shows me as connected to the network, I do not have internet connection. If I use ethernet cable instead of wireless, I am still able to connect to the internet. Also my friends are able to connect to the wireless network and they can get internet connection. I did not update or install anything since yesterday. Therefore I do not have any idea why it is happening. Here is some information about my connection: I will be appreciate to any kind of help. root@ghostrider:/etc/resolvconf# ping 127.0.0.1 PING 127.0.0.1 (127.0.0.1) 56(84) bytes of data. 64 bytes from 127.0.0.1: icmp_req=1 ttl=64 time=0.042 ms 64 bytes from 127.0.0.1: icmp_req=2 ttl=64 time=0.023 ms 64 bytes from 127.0.0.1: icmp_req=3 ttl=64 time=0.036 ms 64 bytes from 127.0.0.1: icmp_req=4 ttl=64 time=0.040 ms ^C --- 127.0.0.1 ping statistics --- 4 packets transmitted, 4 received, 0% packet loss, time 2998ms rtt min/avg/max/mdev = 0.023/0.035/0.042/0.008 ms root@ghostrider:/etc/resolvconf# ping 192.168.1.3 PING 192.168.1.3 (192.168.1.3) 56(84) bytes of data. ^C --- 192.168.1.3 ping statistics --- 19 packets transmitted, 0 received, 100% packet loss, time 18143ms root@ghostrider:/etc/resolvconf# ping 8.8.8.8 PING 8.8.8.8 (8.8.8.8) 56(84) bytes of data. ^C --- 8.8.8.8 ping statistics --- 11 packets transmitted, 0 received, 100% packet loss, time 10079ms root@ghostrider:/etc/resolvconf# cat /etc/lsb-release; uname -a DISTRIB_ID=Ubuntu DISTRIB_RELEASE=12.04 DISTRIB_CODENAME=precise DISTRIB_DESCRIPTION="Ubuntu 12.04 LTS" Linux ghostrider 3.2.0-24-generic-pae #39-Ubuntu SMP Mon May 21 18:54:21 UTC 2012 i686 i686 i386 GNU/Linux root@ghostrider:/etc/resolvconf# lspci -nnk | grep -iA2 net 03:00.0 Ethernet controller [0200]: Atheros Communications Inc. AR8131 Gigabit Ethernet [1969:1063] (rev c0) Subsystem: Lenovo Device [17aa:3956] Kernel driver in use: atl1c -- 04:00.0 Network controller [0280]: Broadcom Corporation BCM4313 802.11b/g/n Wireless LAN Controller [14e4:4727] (rev 01) Subsystem: Broadcom Corporation Device [14e4:0510] Kernel driver in use: wl root@ghostrider:/etc/resolvconf# lsusb Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 001 Device 002: ID 8087:0020 Intel Corp. Integrated Rate Matching Hub Bus 002 Device 002: ID 8087:0020 Intel Corp. Integrated Rate Matching Hub Bus 001 Device 007: ID 0489:e00d Foxconn / Hon Hai Bus 001 Device 004: ID 1c7a:0801 LighTuning Technology Inc. Fingerprint Reader Bus 001 Device 005: ID 064e:f219 Suyin Corp. Bus 002 Device 010: ID 0424:2412 Standard Microsystems Corp. Bus 002 Device 004: ID 046d:c52b Logitech, Inc. Unifying Receiver Bus 002 Device 011: ID 0403:6010 Future Technology Devices International, Ltd FT2232C Dual USB-UART/FIFO IC root@ghostrider:/etc/resolvconf# iwconfig lo no wireless extensions. eth1 IEEE 802.11 ESSID:"PoliTekno" Mode:Managed Frequency:2.462 GHz Access Point: 00:16:E3:40:C3:E4 Bit Rate=54 Mb/s Tx-Power:24 dBm Retry min limit:7 RTS thr:off Fragment thr:off Power Management:off Link Quality=5/5 Signal level=-52 dBm Noise level=-97 dBm Rx invalid nwid:0 Rx invalid crypt:0 Rx invalid frag:0 Tx excessive retries:0 Invalid misc:0 Missed beacon:0 eth0 no wireless extensions. root@ghostrider:/etc/resolvconf# rfkill list all 0: brcmwl-0: Wireless LAN Soft blocked: no Hard blocked: no 1: ideapad_wlan: Wireless LAN Soft blocked: no Hard blocked: no 2: ideapad_bluetooth: Bluetooth Soft blocked: no Hard blocked: no 5: hci0: Bluetooth Soft blocked: no Hard blocked: no root@ghostrider:/etc/resolvconf# lsmod Module Size Used by nls_iso8859_1 12617 0 nls_cp437 12751 0 vfat 17308 0 fat 55605 1 vfat usb_storage 39646 0 uas 17828 0 snd_hda_codec_realtek 174055 1 rfcomm 38139 12 parport_pc 32114 0 ppdev 12849 0 bnep 17830 2 joydev 17393 0 ftdi_sio 35859 1 usbserial 37173 3 ftdi_sio snd_hda_intel 32765 3 snd_hda_codec 109562 2 snd_hda_codec_realtek,snd_hda_intel snd_hwdep 13276 1 snd_hda_codec acer_wmi 23612 0 hid_logitech_dj 18177 0 snd_pcm 80845 2 snd_hda_intel,snd_hda_codec uvcvideo 67203 0 btusb 17912 2 snd_seq_midi 13132 0 videodev 86588 1 uvcvideo bluetooth 158438 23 rfcomm,bnep,btusb psmouse 72919 0 usbhid 41906 1 hid_logitech_dj snd_rawmidi 25424 1 snd_seq_midi intel_ips 17753 0 serio_raw 13027 0 root@ghostrider:/etc/resolvconf# ping 127.0.0.1 PING 127.0.0.1 (127.0.0.1) 56(84) bytes of data. 64 bytes from 127.0.0.1: icmp_req=1 ttl=64 time=0.042 ms 64 bytes from 127.0.0.1: icmp_req=2 ttl=64 time=0.023 ms 64 bytes from 127.0.0.1: icmp_req=3 ttl=64 time=0.036 ms 64 bytes from 127.0.0.1: icmp_req=4 ttl=64 time=0.040 ms ^C --- 127.0.0.1 ping statistics --- 4 packets transmitted, 4 received, 0% packet loss, time 2998ms rtt min/avg/max/mdev = 0.023/0.035/0.042/0.008 ms root@ghostrider:/etc/resolvconf# ping 192.168.1.3 PING 192.168.1.3 (192.168.1.3) 56(84) bytes of data. ^C --- 192.168.1.3 ping statistics --- 19 packets transmitted, 0 received, 100% packet loss, time 18143ms root@ghostrider:/etc/resolvconf# ping 8.8.8.8 PING 8.8.8.8 (8.8.8.8) 56(84) bytes of data. ^C --- 8.8.8.8 ping statistics --- 11 packets transmitted, 0 received, 100% packet loss, time 10079ms root@ghostrider:/etc/resolvconf# cat /etc/lsb-release; uname -a DISTRIB_ID=Ubuntu DISTRIB_RELEASE=12.04 DISTRIB_CODENAME=precise DISTRIB_DESCRIPTION="Ubuntu 12.04 LTS" Linux ghostrider 3.2.0-24-generic-pae #39-Ubuntu SMP Mon May 21 18:54:21 UTC 2012 i686 i686 i386 GNU/Linux root@ghostrider:/etc/resolvconf# lspci -nnk | grep -iA2 net 03:00.0 Ethernet controller [0200]: Atheros Communications Inc. AR8131 Gigabit Ethernet [1969:1063] (rev c0) Subsystem: Lenovo Device [17aa:3956] Kernel driver in use: atl1c -- 04:00.0 Network controller [0280]: Broadcom Corporation BCM4313 802.11b/g/n Wireless LAN Controller [14e4:4727] (rev 01) Subsystem: Broadcom Corporation Device [14e4:0510] Kernel driver in use: wl root@ghostrider:/etc/resolvconf# lsusb Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 001 Device 002: ID 8087:0020 Intel Corp. Integrated Rate Matching Hub Bus 002 Device 002: ID 8087:0020 Intel Corp. Integrated Rate Matching Hub Bus 001 Device 007: ID 0489:e00d Foxconn / Hon Hai Bus 001 Device 004: ID 1c7a:0801 LighTuning Technology Inc. Fingerprint Reader Bus 001 Device 005: ID 064e:f219 Suyin Corp. Bus 002 Device 010: ID 0424:2412 Standard Microsystems Corp. Bus 002 Device 004: ID 046d:c52b Logitech, Inc. Unifying Receiver Bus 002 Device 011: ID 0403:6010 Future Technology Devices International, Ltd FT2232C Dual USB-UART/FIFO IC root@ghostrider:/etc/resolvconf# iwconfig lo no wireless extensions. eth1 IEEE 802.11 ESSID:"PoliTekno" Mode:Managed Frequency:2.462 GHz Access Point: 00:16:E3:40:C3:E4 Bit Rate=54 Mb/s Tx-Power:24 dBm Retry min limit:7 RTS thr:off Fragment thr:off Power Management:off Link Quality=5/5 Signal level=-52 dBm Noise level=-97 dBm Rx invalid nwid:0 Rx invalid crypt:0 Rx invalid frag:0 Tx excessive retries:0 Invalid misc:0 Missed beacon:0 eth0 no wireless extensions. root@ghostrider:/etc/resolvconf# rfkill list all 0: brcmwl-0: Wireless LAN Soft blocked: no Hard blocked: no 1: ideapad_wlan: Wireless LAN Soft blocked: no Hard blocked: no 2: ideapad_bluetooth: Bluetooth Soft blocked: no Hard blocked: no 5: hci0: Bluetooth Soft blocked: no Hard blocked: no root@ghostrider:/etc/resolvconf# lsmod Module Size Used by nls_iso8859_1 12617 0 nls_cp437 12751 0 vfat 17308 0 fat 55605 1 vfat usb_storage 39646 0 uas 17828 0 snd_hda_codec_realtek 174055 1 rfcomm 38139 12 parport_pc 32114 0 ppdev 12849 0 bnep 17830 2 joydev 17393 0 ftdi_sio 35859 1 usbserial 37173 3 ftdi_sio snd_hda_intel 32765 3 snd_hda_codec 109562 2 snd_hda_codec_realtek,snd_hda_intel snd_hwdep 13276 1 snd_hda_codec acer_wmi 23612 0 hid_logitech_dj 18177 0 snd_pcm 80845 2 snd_hda_intel,snd_hda_codec uvcvideo 67203 0 btusb 17912 2 snd_seq_midi 13132 0 videodev 86588 1 uvcvideo bluetooth 158438 23 rfcomm,bnep,btusb psmouse 72919 0 usbhid 41906 1 hid_logitech_dj snd_rawmidi 25424 1 snd_seq_midi intel_ips 17753 0 serio_raw 13027 0 hid 77367 2 hid_logitech_dj,usbhid ideapad_laptop 17890 0 sparse_keymap 13658 2 acer_wmi,ideapad_laptop lib80211_crypt_tkip 17275 0 snd_seq_midi_event 14475 1 snd_seq_midi snd_seq 51567 2 snd_seq_midi,snd_seq_midi_event wl 2646601 0 wmi 18744 1 acer_wmi i915 414672 3 drm_kms_helper 45466 1 i915 snd_timer 28931 2 snd_pcm,snd_seq mac_hid 13077 0 snd_seq_device 14172 3 snd_seq_midi,snd_rawmidi,snd_seq lib80211 14040 2 lib80211_crypt_tkip,wl drm 197692 4 i915,drm_kms_helper i2c_algo_bit 13199 1 i915 snd 62064 15 snd_hda_codec_realtek,snd_hda_intel,snd_hda_codec,snd_hwdep,snd_pcm,snd_rawmidi,snd_se q,snd_timer,snd_seq_device video 19068 1 i915 mei 36570 0 soundcore 14635 1 snd snd_page_alloc 14108 2 snd_hda_intel,snd_pcm lp 17455 0 parport 40930 3 parport_pc,ppdev,lp atl1c 36718 0 root@ghostrider:/etc/resolvconf# nm-tool NetworkManager Tool State: connected (global) - Device: eth1 [PoliTekno] ---------------------------------------------------- Type: 802.11 WiFi Driver: wl State: connected Default: yes HW Address: AC:81:12:7F:6B:B2 Capabilities: Speed: 54 Mb/s Wireless Properties WEP Encryption: yes WPA Encryption: yes WPA2 Encryption: yes Wireless Access Points (* = current AP) CnDStudios: Infra, 00:12:BF:3F:0A:8A, Freq 2412 MHz, Rate 54 Mb/s, Strength 85 WPA AIR_TIES: Infra, 00:1C:A8:6E:84:32, Freq 2462 MHz, Rate 54 Mb/s, Strength 72 WPA2 VKSS: Infra, 00:E0:4D:01:0D:47, Freq 2452 MHz, Rate 54 Mb/s, Strength 62 WPA2 PROGEDA: Infra, 00:1A:2A:60:BF:61, Freq 2462 MHz, Rate 54 Mb/s, Strength 47 WPA MobilAtolye: Infra, 72:2B:C1:65:75:3C, Freq 2422 MHz, Rate 54 Mb/s, Strength 35 WPA WPA2 AIRTIES_WAR-141: Infra, 00:1C:A8:AB:AA:48, Freq 2422 MHz, Rate 54 Mb/s, Strength 35 WPA WPA2 tilda_biri_yeni: Infra, 54:E6:FC:B0:3C:E9, Freq 2437 MHz, Rate 0 Mb/s, Strength 34 WEP *PoliTekno: Infra, 00:16:E3:40:C3:E4, Freq 2462 MHz, Rate 54 Mb/s, Strength 100 WPA2 AIRTIES_RJY: Infra, 00:1A:2A:BD:85:16, Freq 2462 MHz, Rate 54 Mb/s, Strength 55 WEP IPv4 Settings: Address: 0.0.0.0 Prefix: 24 (255.255.255.0) Gateway: 192.168.1.1 DNS: 192.168.1.1 - Device: eth0 ----------------------------------------------------------------- Type: Wired Driver: atl1c State: unavailable Default: no HW Address: F0:DE:F1:6C:90:65 Capabilities: Carrier Detect: yes Speed: 100 Mb/s Wired Properties Carrier: off root@ghostrider:/etc/resolvconf# sudo iwlist scan lo Interface doesn't support scanning. eth1 Scan completed : Cell 01 - Address: 00:16:E3:40:C3:E4 ESSID:"PoliTekno" Mode:Managed Frequency:2.462 GHz (Channel 11) Quality:5/5 Signal level:-48 dBm Noise level:-98 dBm IE: IEEE 802.11i/WPA2 Version 1 Group Cipher : CCMP Pairwise Ciphers (1) : CCMP Authentication Suites (1) : PSK Encryption key:on Bit Rates:1 Mb/s; 2 Mb/s; 5.5 Mb/s; 11 Mb/s; 18 Mb/s 24 Mb/s; 36 Mb/s; 54 Mb/s; 6 Mb/s; 9 Mb/s 12 Mb/s; 48 Mb/s Cell 02 - Address: 00:E0:4D:01:0D:47 ESSID:"VKSS" Mode:Managed Frequency:2.452 GHz (Channel 9) Quality:4/5 Signal level:-64 dBm Noise level:-98 dBm IE: IEEE 802.11i/WPA2 Version 1 Group Cipher : CCMP Pairwise Ciphers (1) : CCMP Authentication Suites (1) : PSK Encryption key:on Bit Rates:1 Mb/s; 2 Mb/s; 5.5 Mb/s; 11 Mb/s; 6 Mb/s 9 Mb/s; 12 Mb/s; 18 Mb/s; 24 Mb/s; 36 Mb/s 48 Mb/s; 54 Mb/s Cell 03 - Address: 00:1C:A8:AB:AA:48 ESSID:"AIRTIES_WAR-141" Mode:Managed Frequency:2.422 GHz (Channel 3) Quality:2/5 Signal level:-77 dBm Noise level:-95 dBm IE: IEEE 802.11i/WPA2 Version 1 Group Cipher : TKIP Pairwise Ciphers (2) : CCMP TKIP Authentication Suites (1) : PSK IE: Unknown: DDB20050F204104A0001101049001E007FC5100018DE7CF0D8B70223A62711C18926AC290E30303030303139631044000102103B0001031047001076B31BC241E953CB99C3872554425A28102100194169725469657320576972656C657373204E6574776F726B73102300074169723534343010240008312E322E302E31321042000F4154303939313131383030323832351054000800060050F20400011011000741697235343430100800020084103C000103 IE: WPA Version 1 Group Cipher : TKIP Pairwise Ciphers (2) : CCMP TKIP Authentication Suites (1) : PSK Encryption key:on Bit Rates:1 Mb/s; 2 Mb/s; 5.5 Mb/s; 11 Mb/s; 18 Mb/s 24 Mb/s; 36 Mb/s; 54 Mb/s; 6 Mb/s; 9 Mb/s 12 Mb/s; 48 Mb/s Cell 04 - Address: 72:2B:C1:65:75:3C ESSID:"MobilAtolye" Mode:Managed Frequency:2.422 GHz (Channel 3) Quality:2/5 Signal level:-78 dBm Noise level:-92 dBm IE: IEEE 802.11i/WPA2 Version 1 Group Cipher : TKIP Pairwise Ciphers (2) : TKIP CCMP Authentication Suites (1) : PSK IE: Unknown: DDA20050F204104A0001101044000102103B00010310470010BC329E001DD811B28601722BC165753C1021001D48756177656920546563686E6F6C6F6769657320436F2E2C204C74642E1023001C48756177656920576972656C6573732041636365737320506F696E74102400065254323836301042000831323334353637381054000800060050F204000110110009487561776569415053100800020084103C000100 IE: WPA Version 1 Group Cipher : TKIP Pairwise Ciphers (2) : TKIP CCMP Authentication Suites (1) : PSK Encryption key:on Bit Rates:1 Mb/s; 2 Mb/s; 5.5 Mb/s; 11 Mb/s; 9 Mb/s 18 Mb/s; 36 Mb/s; 54 Mb/s; 6 Mb/s; 12 Mb/s 24 Mb/s; 48 Mb/s Cell 05 - Address: 00:12:BF:3F:0A:8A ESSID:"CnDStudios" Mode:Managed Frequency:2.412 GHz (Channel 1) Quality:5/5 Signal level:-47 dBm Noise level:-95 dBm IE: WPA Version 1 Group Cipher : TKIP Pairwise Ciphers (1) : TKIP Authentication Suites (1) : PSK Encryption key:on Bit Rates:1 Mb/s; 2 Mb/s; 5.5 Mb/s; 11 Mb/s; 22 Mb/s 6 Mb/s; 9 Mb/s; 12 Mb/s; 18 Mb/s; 24 Mb/s 36 Mb/s; 48 Mb/s; 54 Mb/s Cell 06 - Address: 00:1C:A8:6E:84:32 ESSID:"AIR_TIES" Mode:Managed Frequency:2.462 GHz (Channel 11) Quality:5/5 Signal level:-56 dBm Noise level:-98 dBm IE: IEEE 802.11i/WPA2 Version 1 Group Cipher : CCMP Pairwise Ciphers (1) : CCMP Authentication Suites (1) : PSK Encryption key:on Bit Rates:1 Mb/s; 2 Mb/s; 5.5 Mb/s; 11 Mb/s; 22 Mb/s 6 Mb/s; 9 Mb/s; 12 Mb/s; 18 Mb/s; 24 Mb/s 36 Mb/s; 48 Mb/s; 54 Mb/s Cell 07 - Address: 54:E6:FC:B0:3C:E9 ESSID:"tilda_biri_yeni" Mode:Managed Frequency:2.437 GHz (Channel 6) Quality:1/5 Signal level:-85 dBm Noise level:-99 dBm Encryption key:on Bit Rates:1 Mb/s; 2 Mb/s; 5.5 Mb/s; 11 Mb/s; 6 Mb/s 12 Mb/s; 24 Mb/s; 36 Mb/s; 9 Mb/s; 18 Mb/s 48 Mb/s; 54 Mb/s Cell 08 - Address: 18:28:61:16:57:C3 ESSID:"obilet" Mode:Managed Frequency:2.437 GHz (Channel 6) Quality:1/5 Signal level:-88 dBm Noise level:-99 dBm IE: IEEE 802.11i/WPA2 Version 1 Group Cipher : TKIP Pairwise Ciphers (2) : CCMP TKIP Authentication Suites (1) : PSK IE: WPA Version 1 Group Cipher : TKIP Pairwise Ciphers (2) : CCMP TKIP Authentication Suites (1) : PSK Encryption key:on Bit Rates:1 Mb/s; 2 Mb/s; 5.5 Mb/s; 11 Mb/s; 18 Mb/s 24 Mb/s; 36 Mb/s; 54 Mb/s; 6 Mb/s; 9 Mb/s 12 Mb/s; 48 Mb/s Cell 09 - Address: 00:1A:2A:60:BF:61 ESSID:"PROGEDA" Mode:Managed Frequency:2.462 GHz (Channel 11) Quality:2/5 Signal level:-75 dBm Noise level:-98 dBm IE: WPA Version 1 Group Cipher : TKIP Pairwise Ciphers (1) : TKIP Authentication Suites (1) : PSK Encryption key:on Bit Rates:1 Mb/s; 2 Mb/s; 5.5 Mb/s; 11 Mb/s; 22 Mb/s 6 Mb/s; 9 Mb/s; 12 Mb/s; 18 Mb/s; 24 Mb/s 36 Mb/s; 48 Mb/s; 54 Mb/s eth0 Interface doesn't support scanning.

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  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

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  • How can I best implement 'cache until further notice' with memcache in multiple tiers?

    - by ajreal
    the term "client" used here is not referring to client's browser, but client server Before cache workflow 1. client make a HTTP request --> 2. server process --> 3. store parsed results into memcache for next use (cache indefinitely) --> 4. return results to client --> 5. client get the result, store into client's local memcache with TTL After cache workflow 1. another client make a HTTP request --> 2. memcache found return memcache results to client --> 3. client get the result, store into client's local memcache with TTL TTL = time to live Is possible for me to know when the data was updated, and to expire relevant memcache(s) accordingly. However, the pitfalls on client site cache TTL Any data update before the TTL is not pick-up by client memcache. In reverse manner, where there is no update, client memcache still expire after the TTL First request (or concurrent requests) after cache TTL will get throttle as it need to repeat the "Before cache workflow" In the event where client require several HTTP requests on a single web page, it could be very bad in performance. Ideal solution should be client to cache indefinitely until further notice. Here are the three proposals about futher notice Proposal 1 : Make use on HTTP header (current implementation) 1. client sent HTTP request last modified time header 2. server check if last data modified time=last cache time return status 304 3. client based on header to decide further processing GOOD? ---- - save some parsing for client - lesser data transfer BAD? ---- - fire a HTTP request is still slow - server end still need to process lots of requests Proposal 2 : Consistently issue a HTTP request to check all data group last modified time 1. client fire a HTTP request 2. server to return last modified time for all data group 3. client compare local last cache time with the result 4. if data group last cache time < server last modified time then request again for that data group only GOOD? ---- - only fetch what is no up-to-date - less requests for server BAD? ---- - every web page require a HTTP request Proposal 3 : Tell client when new data is available (Push) 1. when server end notice there is a change on a data group 2. notify clients on the changes 3. help clients to fetch again data 4. then reset client local memcache after data is parsed GOOD? ---- - let the cache act/behave like a true cache BAD? ---- - encourage race condition My preference is on proposal 3, and something like Gearman could be ideal Where there is a change, Gearman server to sent the task to multiple clients (workers). Am I crazy? (I know my first question is a bit crazy)

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  • Profiling Startup Of VS2012 &ndash; dotTrace Profiler

    - by Alois Kraus
    Jetbrains which is famous for the Resharper tool has also a profiler in its portfolio. I downloaded dotTrace 5.2 Professional (569€+VAT) to check how far I can profile the startup of VS2012. The most interesting startup option is “.NET Process”. With that you can profile the next started .NET process which is very useful if you want to profile an application which is not started by you.     I did select Tracing as and Wall time to get similar options across all profilers. For some reason the attach option did not work with .NET 4.5 on my home machine. But I am sure that it did work with .NET 4.0 some time ago. Since we are profiling devenv.exe we can also select “Standalone Application” and start it from the profiler. The startup time of VS does increase about a factor 3 but that is ok. You get mainly three windows to work with. The first one shows the threads where you can drill down thread wise where most time is spent. I The next window is the call tree which does merge all threads together in a similar view. The last and most useful view in my opinion is the Plain List window which is nearly the same as the Method Grid in Ants Profiler. But this time we do get when I enable the Show system functions checkbox not a 150 but 19407 methods to choose from! I really tried with Ants Profiler to find something about out how VS does work but look how much we were missing! When I double click on a method I do get in the lower pane the called methods and their respective timings. This is something really useful and I can nicely drill down to the most important stuff. The measured time seems to be Wall Clock time which is a good thing to see where my time is really spent. You can also use Sampling as profiling method but this does give you much less information. Except for getting a first idea where to look first this profiling mode is not very useful to understand how you system does interact.   The options have a good list of presets to hide by default many method and gray them out to concentrate on your code. It does not filter anything out if you enable Show system functions. By default methods from these assemblies are hidden or if the checkbox is checked grayed out. All in all JetBrains has made a nice profiler which does show great detail and it has nice drill down capabilities. The only thing is that I do not trust its measured timings. I did fall several times into the trap with this one to optimize at places which were already fast but the profiler did show high times in these methods. After measuring with Tracing I was certain that the measured times were greatly exaggerated. Especially when IO is involved it seems to have a hard time to subtract its own overhead. What I did miss most was the possibility to profile not only the next started process but to be able to select a process by name and perhaps a count to profile the next n processes of this name. Next: YourKit

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  • how to keep display tick rate steady when using continuous collision detection?

    - by nas Ns
    (I've just found about this forum). I hope it is ok to repost my question again here. I posted this question at stackoverflow, but it looks like I might get better help here. Here is the question: I've implemented basic particles motion simulation with continuous collision detection. But there is small issue in display. Assume simple case of circles moving inside square. All elastic collisions. no firction. All motion is constant speed. No forces are involved, no gravity. So when a particle is moving, it is always moving at constant speed (in between collisions) What I do now is this: Let the simulation time step be 1 second (for example). This is the time step simulation is advanced before displaying the new state (unless there is a collision sooner than this). At start of each time step, time for the next collision between any particles or a particle with a wall is determined. Call this the TOC time; let’s say TOC was .5 seconds in this case. Since TOC is smaller than the standard time step, then the system is moved by TOC and the new system is displayed so that the new display shows any collisions as just taking place (say 2 circles just touched each other’s, or a circle just touched a wall) Next, the collision(s) are resolved (i.e. speeds updated, changed directions etc..). A new step is started. The same thing happens. Now assume there is no collision detected within the next 1 second (those 2 circles above will not be in collision any more, even though they are still touching, due to their speeds showing they are moving apart now), Hence, simulation time is advanced now by the full one second, the standard time step, and particles are moved on the screen using 1 second simulation time and new display is shown. You see what has just happened: One frame ran for .5 seconds, but the next frame runs for 1 second, may be the 3rd frame is displayed after 2 seconds, may be the 4th frame is displayed after 2.8 seconds (because TOC was .8 seconds then) and so on. What happens is that the motion of a particle on the screen appears to speed up or slow down, even though it is moving at constant speed and was not even involved in a collision. i.e. Looking at one particle on its own, I see it suddenly speeding up or slowing down, becuase another particle had hit a wall. This is because the display tick is not uniform. i.e. the frame rate update is changing, giving the false illusion that a particle is moving at non-constant speed while in fact it is moving at constant speed. The motion on the screen is not smooth, since the screen is not updating at constant rate. I am not able to figure how to fix this. If I want to show 2 particles at the moment of the collision, I must draw the screen at different times. Drawing the screen always at the same tick interval, results in seeing 2 particles before the collision, and then after the collision, and not just when they colliding, which looked bad when I tried it. So, how do real games handle this issue? How to display things in order to show collisions when it happen, yet keep the display tick constant? These 2 requirements seem to contradict each other’s.

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  • 12.10 unable to install or even run from Live CD with nVidia GTX 580

    - by user99056
    I've used Ubuntu in the past (set up as web server, etc over in Iraq), so I'm not a 100% Linux Noob, however, I'm running into a brick wall here. I've got a machine I built when I got back to the US earlier this year, running Windows 7 Ultimate on it, and I've now got some free time and would like to transition over to Ubuntu full time. I've searched around in the forums, and there seems to be an issue with the nVidia graphics cards, so I've tried going to the EVGA site to see if I could find a new BIOS update for it and had no luck, so I'm back searching the forums here again and decided to just go ahead and post my question. My apologies if this is covered in another post and I was just unable to find it. I've found a few 'similar' posts, but nothing as bad as my issue. With the history aside, here is the actual detailed issue: I purchased a new SSD (Intel 520 SSD), arrived today, and I disconnect my old Windows 7 SSD. I had pre downloaded the ubuntu-12.10-desktop-amd64 earlier today and burned it to DVD. Upon inserting the Live CD into the computer and booting up, everything was fine up to the 'Run From Live CD' or 'Install Ubuntu Now' buttons. As I was sure I wanted to go ahead and make the switch, I selected the 'Install Now' from the right hand side. CD Spins up, black window pops up, and then the errors started: date/time GPU Lockup date/time Failed to idle channel 1 date/time PFIFO - playlist update failed date/time Failed to idle channel 2 date/time PFIFO - playlist update failed Thinking it might correct itself, I let it run and it would swap over to a GUI Screen that was locked up with major blurring/etc, then back to the command line with the errors. Eventually it said something along the lines of 'unknown status' and switched back to the GUI and froze. So, that's when I tried to see if I could find a BIOS upgrade for the nVidia GTX580 cards, and had no luck. So I thought, why not try to just run it from the Live CD and see if I can at least get a look at it, maybe if I could get it running try to do some sort of install from there and fix the driver issue. I rebooted, brought up the Live CD, and this time chose the left option / run from the CD. It brought me all the way in to the desktop, I saw my drives, the other icons, could move the mouse, etc for about 30 seconds and then it locked up completely. I've tried this a couple of times and get the same results every time. Hardware: Intel i7-3930K CPU @ 3.2GHz (12 CPUs) / MSI MS-7760 Motherboard / 32GB RAM / 2 x EVGA (nVidia) GeForce GTX 580 (4GB Ram each) So the question is: Is there any way to install 12.10 if you can't even get the Live CD to run (for more than 30 seconds)? My current hardware configuration is both of the GTX 580 cards have an SLI jumper on them, and I have 2 monitors on each card. (Ubuntu info obviously only shows on the main monitor from the failed installation and the attempt at running the Live CD). Perhaps opening the machine back up and removing the SLI Jumper and removing the other 3 monitors (so it only would have 1 video card with one monitor on it) would actually allow me to get 12.10 installed, then I could work on an nVidia Video Driver fix for the GTX 580, and then possibly hook up the other video card and monitors? Or is this something that they are currently aware of and may update with a future release in the next few days/weeks? Any thoughts or suggestions would be greatly appreciated, as I can't even try to fix the issue (assuming it is the nVidia drivers) if I can't even get it to install at all.

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  • raid md device is not remove from memory, how to overcome this problem

    - by santhosha
    i create raid 10 , i removed two arrays form md11 one by one , after that i going to editing the contents those are mounted ( it will be not responding stage), after i try for remove arrays those are left it is shows device or resource busy ( is not removed from memory). i try to terminate process this is also not work, i absorve from 4 days resync will be 8.0% it can not modifying. cat /proc/mdstat Personalities : [raid1] [raid0] [raid6] [raid5] [raid4] [linear] [raid10] md11 : active raid10 sde1[3] sdj14 286743936 blocks 64K chunks 2 near-copies [4/1] [___U] [1:2:3:0] [=...................] resync = 8.0% (23210368/286743936) finish=289392.6min speed=15K/sec mdadm -D /dev/md11 /dev/md11: Version : 00.90.03 Creation Time : Sun Jan 16 16:20:01 2011 Raid Level : raid10 Array Size : 286743936 (273.46 GiB 293.63 GB) Device Size : 143371968 (136.73 GiB 146.81 GB) Raid Devices : 4 Total Devices : 2 Preferred Minor : 11 Persistence : Superblock is persistent Update Time : Sun Jan 16 16:56:07 2011 State : active, degraded, resyncing Active Devices : 1 Working Devices : 1 Failed Devices : 1 Spare Devices : 0 Layout : near=2, far=1 Chunk Size : 64K Rebuild Status : 8% complete UUID : 5e124ea4:79a01181:dc4110d3:a48576ea Events : 0.23 Number Major Minor RaidDevice State 0 0 0 0 removed 1 0 0 1 removed 4 8 145 2 faulty spare rebuilding /dev/sdj1 3 8 65 3 active sync /dev/sde1 umount /dev/md11 umount: /dev/md11: not mounted mdadm -S /dev/md11 mdadm: fail to stop array /dev/md11: Device or resource busy lsof /dev/md11 COMMAND PID USER FD TYPE DEVICE SIZE NODE NAME mount 2128 root 3r BLK 9,11 4058 /dev/md11 mount 5018 root 3r BLK 9,11 4058 /dev/md11 mdadm 27605 root 3r BLK 9,11 4058 /dev/md11 mount 30562 root 3r BLK 9,11 4058 /dev/md11 badblocks 30591 root 3r BLK 9,11 4058 /dev/md11 kill -9 2128 kill -9 5018 kill -9 27605 kill -9 30562 kill -3 30591 mdadm -S /dev/md11 mdadm: fail to stop array /dev/md11: Device or resource busy lsof /dev/md11 COMMAND PID USER FD TYPE DEVICE SIZE NODE NAME mount 2128 root 3r BLK 9,11 4058 /dev/md11 mount 5018 root 3r BLK 9,11 4058 /dev/md11 mdadm 27605 root 3r BLK 9,11 4058 /dev/md11 mount 30562 root 3r BLK 9,11 4058 /dev/md11 badblocks 30591 root 3r BLK 9,11 4058 /dev/md11 cat /proc/mdstat Personalities : [raid1] [raid0] [raid6] [raid5] [raid4] [linear] [raid10] md11 : active raid10 sde1[3] sdj14 286743936 blocks 64K chunks 2 near-copies [4/1] [___U] [1:2:3:0] [=...................] resync = 8.0% (23210368/286743936) finish=289392.6min speed=15K/sec

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  • Updating PHP on Linux - "No Packages marked for Update"?

    - by Aristotle
    I'm very new to server-administration, but I was thinking the task of updating PHP to 5.2+ should be relatively simple. Online I found that the following was allegedly sufficient to do this: yum update php But when I run this, the following is output: [root@ip-XXX-XXX-XXX-XXX /]# php -v PHP 5.1.6 (cli) (built: Jan 13 2010 17:13:05) Copyright (c) 1997-2006 The PHP Group Zend Engine v2.1.0, Copyright (c) 1998-2006 Zend Technologies [root@ip-XXX-XXX-XXX-XXX /]# yum update php Loaded plugins: fastestmirror Determining fastest mirrors * addons: p3plmirror02.prod.phx3.secureserver.net * base: p3plmirror02.prod.phx3.secureserver.net * extras: p3plmirror02.prod.phx3.secureserver.net * turbopanel-base: p3plmirror02.prod.phx3.secureserver.net * turbopanel-centos5: p3plmirror02.prod.phx3.secureserver.net * update: p3plmirror02.prod.phx3.secureserver.net addons | 951 B 00:00 addons/primary | 201 B 00:00 base | 2.1 kB 00:00 base/primary_db | 1.6 MB 00:00 extras | 1.1 kB 00:00 extras/primary | 107 kB 00:00 extras 325/325 turbopanel-base | 951 B 00:00 turbopanel-base/primary | 72 kB 00:00 turbopanel-base 494/494 turbopanel-centos5 | 951 B 00:00 turbopanel-centos5/primary | 2.1 kB 00:00 turbopanel-centos5 8/8 update | 1.9 kB 00:00 update/primary_db | 463 kB 00:00 Setting up Update Process No Packages marked for Update [root@ip-XXX-XXX-XXX-XXX /]# php -v PHP 5.1.6 (cli) (built: Jan 13 2010 17:13:05) Copyright (c) 1997-2006 The PHP Group Zend Engine v2.1.0, Copyright (c) 1998-2006 Zend Technolog [root@ip-XXX-XXX-XXX-XXX /]# No Packages marked for Update [root@ip-XXX-XXX-XXX-XXX /]# php -v bash: No: command not found [root@ip-XXX-XXX-XXX-XXX /]# [root@ip-XXX-XXX-XXX-XXX /]# php -v bash: [root@ip-XXX-XXX-XXX-XXX: command not found [root@ip-XXX-XXX-XXX-XXX /]# PHP 5.1.6 (cli) (built: Jan 13 2010 17:13:05) bash: syntax error near unexpected token `(' [root@ip-XXX-XXX-XXX-XXX /]# Copyright (c) 1997-2006 The PHP Group bash: syntax error near unexpected token `c' [root@ip-XXX-XXX-XXX-XXX /]# Zend Engine v2.1.0, Copyright (c) 1998-2006 Zend Technologies bash: syntax error near unexpected token `(' [root@ip-XXX-XXX-XXX-XXX /]# My PHP version is 5.1.6 before, and after running the command. Am I being too naive here with this update process? Is there a more verbose route that is necessary for me to take?

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  • Nginx Slower than Apache??

    - by ichilton
    Hi, I've just setup 2x identical Rackspace Cloud instances and am doing some comparisons and benchmarks to compare Apache and Nginx. I'm testing with a 3.4k png file and initially 512MB server instances but have now moved to 1024MB server instances. I'm very surprised to see that whatever I try, Apache seems to consistently outperform Nginx....what am I doing wrong? Nginx: Server Software: nginx/0.8.54 Server Port: 80 Document Length: 3400 bytes Concurrency Level: 100 Time taken for tests: 2.320 seconds Complete requests: 1000 Failed requests: 0 Write errors: 0 Total transferred: 3612000 bytes HTML transferred: 3400000 bytes Requests per second: 431.01 [#/sec] (mean) Time per request: 232.014 [ms] (mean) Time per request: 2.320 [ms] (mean, across all concurrent requests) Transfer rate: 1520.31 [Kbytes/sec] received Connection Times (ms) min mean[+/-sd] median max Connect: 0 11 15.7 3 120 Processing: 1 35 76.9 20 1674 Waiting: 1 31 73.0 19 1674 Total: 1 46 79.1 21 1693 Percentage of the requests served within a certain time (ms) 50% 21 66% 39 75% 40 80% 40 90% 98 95% 136 98% 269 99% 334 100% 1693 (longest request) And Apache: Server Software: Apache/2.2.16 Server Port: 80 Document Length: 3400 bytes Concurrency Level: 100 Time taken for tests: 1.346 seconds Complete requests: 1000 Failed requests: 0 Write errors: 0 Total transferred: 3647000 bytes HTML transferred: 3400000 bytes Requests per second: 742.90 [#/sec] (mean) Time per request: 134.608 [ms] (mean) Time per request: 1.346 [ms] (mean, across all concurrent requests) Transfer rate: 2645.85 [Kbytes/sec] received Connection Times (ms) min mean[+/-sd] median max Connect: 0 1 3.7 0 27 Processing: 0 3 6.2 1 29 Waiting: 0 2 5.0 1 29 Total: 1 4 7.0 1 29 Percentage of the requests served within a certain time (ms) 50% 1 66% 1 75% 1 80% 1 90% 17 95% 19 98% 26 99% 27 100% 29 (longest request) I'm currently using worker_processes 4; and worker_connections 1024; but i've tried and benchmarked different values and see the same behaviour on all - I just can't get it to perform as well as Apache and from what i've read previously, i'm shocked about this! Can anyone give any advice? Thanks, Ian

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  • NumLock is so weired in Ubuntu

    - by ???
    The NumLock and the keypad is so weired in Ubuntu. I have two computers, A is a desktop, with USB keyboard, B is a laptop, with laptop keyboard and another USB keyboard. On the desktop A, whether the NumLock is on or off, the number keys on the keypad just don't work. Also the NumLock LED is always off. The logs shown in xev: KeyPress event, serial 36, synthetic NO, window 0x6800001, root 0xb0, subw 0x0, time 9541332, (172,-12), root:(1846,452), state 0x0, keycode 77 (keysym 0xff7f, Num_Lock), same_screen YES, XLookupString gives 0 bytes: XmbLookupString gives 0 bytes: XFilterEvent returns: False KeyRelease event, serial 36, synthetic NO, window 0x6800001, root 0xb0, subw 0x0, time 9541412, (172,-12), root:(1846,452), state 0x0, keycode 77 (keysym 0xff7f, Num_Lock), same_screen YES, XLookupString gives 0 bytes: XFilterEvent returns: False And on the laptop B, I found that, when the NumLock is on, then many key combinations won't work. For example, generally Ctrl-A is used to select all, but it won't work when NumLock is on. The logs shown in xev: (no log when pressed Fn+NumLock on the laptop keyboard) Logs when pressed the NumLock on the USB keyboard: (Switch On) KeyPress event, serial 40, synthetic NO, window 0xb600001, root 0xac, subw 0x0, time 22187595, (102,107), root:(1198,133), state 0x10, keycode 77 (keysym 0xff7f, Num_Lock), same_screen YES, XLookupString gives 0 bytes: XmbLookupString gives 0 bytes: XFilterEvent returns: False PropertyNotify event, serial 40, synthetic NO, window 0xb600001, atom 0x1b8 (XKLAVIER_STATE), time 22187601, state PropertyNewValue KeyRelease event, serial 40, synthetic NO, window 0xb600001, root 0xac, subw 0x0, time 22187723, (102,107), root:(1198,133), state 0x10, keycode 77 (keysym 0xff7f, Num_Lock), same_screen YES, XLookupString gives 0 bytes: XFilterEvent returns: False (Switch Off) KeyPress event, serial 40, synthetic NO, window 0xb600001, root 0xac, subw 0x0, time 22187899, (102,107), root:(1198,133), state 0x0, keycode 77 (keysym 0xff7f, Num_Lock), same_screen YES, XLookupString gives 0 bytes: XmbLookupString gives 0 bytes: XFilterEvent returns: False PropertyNotify event, serial 40, synthetic NO, window 0xb600001, atom 0x1b8 (XKLAVIER_STATE), time 22187904, state PropertyNewValue KeyRelease event, serial 40, synthetic NO, window 0xb600001, root 0xac, subw 0x0, time 22188003, (102,107), root:(1198,133), state 0x10, keycode 77 (keysym 0xff7f, Num_Lock), same_screen YES, XLookupString gives 0 bytes: XFilterEvent returns: False

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  • How to make NumLock behavior just like in Windows?

    - by ???
    The NumLock and the keypad is so weired in Ubuntu. I have two computers, A is a desktop, with USB keyboard, B is a laptop, with laptop keyboard and another USB keyboard. On the desktop A, whether the NumLock is on or off, the number keys on the keypad just don't work. Also the NumLock LED is always off. The logs shown in xev: KeyPress event, serial 36, synthetic NO, window 0x6800001, root 0xb0, subw 0x0, time 9541332, (172,-12), root:(1846,452), state 0x0, keycode 77 (keysym 0xff7f, Num_Lock), same_screen YES, XLookupString gives 0 bytes: XmbLookupString gives 0 bytes: XFilterEvent returns: False KeyRelease event, serial 36, synthetic NO, window 0x6800001, root 0xb0, subw 0x0, time 9541412, (172,-12), root:(1846,452), state 0x0, keycode 77 (keysym 0xff7f, Num_Lock), same_screen YES, XLookupString gives 0 bytes: XFilterEvent returns: False And on the laptop B, I found that, when the NumLock is on, then many key combinations won't work. For example, generally Ctrl-A is used to select all, but it won't work when NumLock is on. The logs shown in xev: (no log when pressed Fn+NumLock on the laptop keyboard) Logs when pressed the NumLock on the USB keyboard: (Switch On) KeyPress event, serial 40, synthetic NO, window 0xb600001, root 0xac, subw 0x0, time 22187595, (102,107), root:(1198,133), state 0x10, keycode 77 (keysym 0xff7f, Num_Lock), same_screen YES, XLookupString gives 0 bytes: XmbLookupString gives 0 bytes: XFilterEvent returns: False PropertyNotify event, serial 40, synthetic NO, window 0xb600001, atom 0x1b8 (XKLAVIER_STATE), time 22187601, state PropertyNewValue KeyRelease event, serial 40, synthetic NO, window 0xb600001, root 0xac, subw 0x0, time 22187723, (102,107), root:(1198,133), state 0x10, keycode 77 (keysym 0xff7f, Num_Lock), same_screen YES, XLookupString gives 0 bytes: XFilterEvent returns: False (Switch Off) KeyPress event, serial 40, synthetic NO, window 0xb600001, root 0xac, subw 0x0, time 22187899, (102,107), root:(1198,133), state 0x0, keycode 77 (keysym 0xff7f, Num_Lock), same_screen YES, XLookupString gives 0 bytes: XmbLookupString gives 0 bytes: XFilterEvent returns: False PropertyNotify event, serial 40, synthetic NO, window 0xb600001, atom 0x1b8 (XKLAVIER_STATE), time 22187904, state PropertyNewValue KeyRelease event, serial 40, synthetic NO, window 0xb600001, root 0xac, subw 0x0, time 22188003, (102,107), root:(1198,133), state 0x10, keycode 77 (keysym 0xff7f, Num_Lock), same_screen YES, XLookupString gives 0 bytes: XFilterEvent returns: False

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  • ionice without effect

    - by tim
    System is Ubuntu 10 LTS 64bit (2.6.35.31), I'm running on xen 4.0, no services active, cron stopped, scheduler is cfq for the disk /usr is mounted from: time find /usr -exec stat {} \; > /dev/null 2>&1 & giving real 0m35.760s user 0m0.270s sys 0m3.910s and time ionice -c3 find /usr -exec stat {} \; > /dev/null 2>&1 & giving real 0m36.110s user 0m0.310s sys 0m4.100s which is exactly as expected, now I run both at the same time: time find /usr -exec stat {} \; > /dev/null 2>&1 & time ionice -c3 find /usr -exec stat {} \; > /dev/null 2>&1 & where to my believe the ioniced version should be much slower while the straight version should be as fast as if running alone. but: straight: real 1m10.430s user 0m0.320s sys 0m3.940s ioniced: real 1m10.230s user 0m0.250s sys 0m4.020s which implies that ionice did not work at all. Any hints?

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  • how do I "ajaxify" my php code?

    - by dot
    I have divs that I want to display at specific times throughout the day. I have it working in PHP, but it requires refreshing the browser manually. I would like my script to automatically load the right div when the time is right. Am I on the right track? Perhaps there is a jquery plugin for this sort of thing that would handle the refreshing? Any help is greatly appreciated... Thanks! <?php $time = date("H\:i"); if (($time > "16:59") && ($time < "18:59")) { echo "<div>1</div>"; } elseif (($time > "18:59") && ($time < "20:59")) { echo "<div>2</div>"; } elseif (($time > "20:59") && ($time < "22:59")) { echo "<div>3</div>"; } else { echo "<div id='out'><p>Outside the specified point in time.</p></div>"; } ?>

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  • how to solve run time error 'Failed to create writable database file with message 'The operation couldn’t be completed. (Cocoa error 260.)'.'?

    - by user1432045
    I am beginner of iPhone I have created database but that give run time error of Failed to create writable database file with message 'The operation couldn’t be completed my code is -(void)createdatabase { NSFileManager *fileManager=[NSFileManager defaultManager]; NSError *error; NSString *dbPath=[self getDBPath]; BOOL success=[fileManager fileExistsAtPath:dbPath]; if(!success) { NSString *defaultDBPath=[[[NSBundle mainBundle]resourcePath] stringByAppendingPathComponent:@"SQL.sqlite"]; success=[fileManager copyItemAtPath:defaultDBPath toPath:dbPath error:&error]; if(!success) { NSAssert1(0, @"Failed to create writable database file with message '%@'.", [error localizedDescription]); } } } give any suggestion and source code which is apply in my code

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  • Need some advice on Core Data modeling strategy

    - by Andy
    I'm working on an iPhone app and need a little advice on modeling the Core Data schema. My idea is a utility that allows the user to speed-dial their contacts using user-created rules based on the time of day. In other words, I would tell the app that my wife is commuting from 6am to 7am, at work from 7am to 4pm, commuting from 4pm to 5pm, and home from 5pm to 6am, Monday through Friday. Then, when I tap her name in my app, it would select the number to dial based on the current day and time. I have the user interface nearly complete (thanks in no small part to help I've received here), but now I've got some questions regarding the persistent store. The user can select start- and stop-times in 5-minute increments. This means there are 2,016 possible "time slots" in week (7 days * 24 hours * 12 5-minute intervals per hour). I see a few options for setting this up. Option #1: One array of time slots, with 2,016 entries. Each entry would be a dictionary containing a contact identifier and an associated phone number to dial. I think this means I'd need a "Contact" entity to store the contact information, and a "TimeSlot" entity for each of the 2,016 possible time slots. Option #2: Each Contact has its own array of time slots, each with 2,016 entries. Each array entry would simply be a string indicating which phone number to dial. Option #3: Each Contact has a dictionary of time slots. An entry would only be added to the dictionary for time slots with an active rule. If a search for, say, time slot 1,299 (Friday 12:15pm) didn't find a key @"1299" in the dictionary, then a default number would be dialed instead. I'm not sure any of these is the "right" way or the "best" way. I'm not even sure I need to use Core Data to manage it; maybe just saving arrays would be simpler. Any input you can offer would be appreciated.

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  • Adding trend lines/boxplots (by group) in ggplot2

    - by Tal Galili
    Hi all, I have 40 subjects, of two groups, over 15 weeks, with some measured variable (Y). I wish to have a plot where: x = time, y = T, lines are by subjects and colours by groups. I found it can be done like this: TIME <- paste("week",5:20) ID <- 1:40 GROUP <- sample(c("a","b"),length(ID), replace = T) group.id <- data.frame(GROUP, ID) a <- expand.grid(TIME, ID) colnames(a) <-c("TIME", "ID") group.id.time <- merge(a, group.id) Y <- rnorm(dim(group.id.time)[1], mean = ifelse(group.id.time$GROUP =="a",1,3) ) DATA <- cbind(group.id.time, Y) qplot(data = DATA, x=TIME, y=Y, group=ID, geom = c("line"),colour = GROUP) But now I wish to add to the plot something to show the difference between the two groups (for example, a trend line for each group, with some CI shadelines) - how can it be done? I remember once seeing the ggplot2 can (easily) do this with geom_smooth, but I am missing something about how to make it work. Also, I wondered at maybe having the lines be like a boxplot for each group (with a line for the different quantiles and fences and so on). But I imagine answering the first question would help me resolve the second. Thanks.

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  • nhibernate - mapping with contraints

    - by Tobias Müller
    Hello everybody, I am having a Problem with my nhibernate-mapping and I can't find a solution by searching on stackoverflow/google/documentation. The database I am using has (amongst others) two tables. One is unit with the following fields: id enduring_id starts ends damage_enduring_id [...] The other one is damage, which has the following fields: id enduring_id starts ends [...] The units are assigned to a damage and one damage can have zero, one or more units working on it. Every time a unit moves to annother damage, the dataset is copied. The field "ends" of the old record and "starts" of the new record are set to the current time stamp, enduring_id stays the same. So if I want to know which units were working on a damage at a certain time, I do the following select: select * from unit join damage on damage.enduring_id = unit.damage_enduring_id where unit.starts <= 'time' and unit.ends = 'time' (This is not an actualy query from the database, I made it up to make clear what I mean. The the real database is a little more complex) Now I want to map it that way, so I can load all the damages which are valid at one time (starts <= wanted time <= ends) and that each of them has a Bag with all the attached units at that time (again starts <= wanted time <= ends). Is this possible within the mapping? Sorry if this is a stupid question, but I am pretty new to nhibernate and I have no clue how to do it. Thanks a lot for reading my post! Bye, Tobias

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  • puzzled with java if else performance

    - by user1906966
    I am doing an investigation on a method's performance and finally identified the overhead was caused by the "else" portion of the if else statement. I have written a small program to illustrate the performance difference even when the else portion of the code never gets executed: public class TestIfPerf { public static void main( String[] args ) { boolean condition = true; long time = 0L; int value = 0; // warm up test for( int count=0; count<10000000; count++ ) { if ( condition ) { value = 1 + 2; } else { value = 1 + 3; } } // benchmark if condition only time = System.nanoTime(); for( int count=0; count<10000000; count++ ) { if ( condition ) { value = 1 + 2; } } time = System.nanoTime() - time; System.out.println( "1) performance " + time ); time = System.nanoTime(); // benchmark if else condition for( int count=0; count<10000000; count++ ) { if ( condition ) { value = 1 + 2; } else { value = 1 + 3; } } time = System.nanoTime() - time; System.out.println( "2) performance " + time ); } } and run the test program with java -classpath . -Dmx=800m -Dms=800m TestIfPerf. I performed this on both Mac and Linux Java with 1.6 latest build. Consistently the first benchmark, without the else is much faster than the second benchmark with the else section even though the code is structured such that the else portion is never executed because of the condition. I understand that to some, the difference might not be significant but the relative performance difference is large. I wonder if anyone has any insight to this (or maybe there is something I did incorrectly). Linux benchmark (in nano) performance 1215488 performance 2629531 Mac benchmark (in nano) performance 1667000 performance 4208000

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  • SQL query for selecting the firsts in a series by cloumn

    - by SP
    I'm having some trouble coming up with a query for what I am trying to do. I've got a table we'll call 'Movements' with the following columns: RecID(Key), Element(f-key), Time(datetime), Room(int) The table is holding a history of Movements for the Elements. One record contains the element the record is for, the time of the recorded location, and the room it was in at that time. What I would like are all records that indicate that an Element entered a room. That would mean the first (by time) entry for any element in a series of movements for that element in the same room. The input is a room number and a time. IE, I would like all of the records indicating that any Element entered room X after time Y. The closest I came was this Select Element, min(Time) from Movements where Time > Y and Room = x group by Element This will only give me one room entry record per Element though (If the Element has entered the room X twice since time Y I'll only get the first one back) Any ideas? Let me know if I have not explained this clearly. I'm using MS SQLServer 2005.

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  • Text piped to PowerShell.exe isn't recieved when using [Console]::ReadLine()

    - by crtracy
    I'm getting itermittent data loss when calling .NET [Console]::ReadLine() to read piped input to PowerShell.exe: >ping localhost | powershell -NonInteractive -NoProfile -C "do {$line = [Console]::ReadLine(); ('' + (Get-Date -f 'HH:mm :ss') + $line) | Write-Host; } while ($line -ne $null)" 23:56:45time<1ms 23:56:45 23:56:46time<1ms 23:56:46 23:56:47time<1ms 23:56:47 23:56:47 Normally 'ping localhost' from Vista64 looks like this, so there is a lot of data missing from the output above: Pinging WORLNTEC02.bnysecurities.corp.local [::1] from ::1 with 32 bytes of data: Reply from ::1: time<1ms Reply from ::1: time<1ms Reply from ::1: time<1ms Reply from ::1: time<1ms Ping statistics for ::1: Packets: Sent = 4, Received = 4, Lost = 0 (0% loss), Approximate round trip times in milli-seconds: Minimum = 0ms, Maximum = 0ms, Average = 0ms But using the same API from C# recieves all the data sent to the process (excluding some newline differences). Code: namespace ConOutTime { class Program { static void Main (string[] args) { string s; while ((s = Console.ReadLine ()) != null) { if (s.Length > 0) // don't write time for empty lines Console.WriteLine("{0:HH:mm:ss} {1}", DateTime.Now, s); } } } } Output: 00:44:30 Pinging WORLNTEC02.bnysecurities.corp.local [::1] from ::1 with 32 bytes of data: 00:44:30 Reply from ::1: time<1ms 00:44:31 Reply from ::1: time<1ms 00:44:32 Reply from ::1: time<1ms 00:44:33 Reply from ::1: time<1ms 00:44:33 Ping statistics for ::1: 00:44:33 Packets: Sent = 4, Received = 4, Lost = 0 (0% loss), 00:44:33 Approximate round trip times in milli-seconds: 00:44:33 Minimum = 0ms, Maximum = 0ms, Average = 0ms So, if calling the same API from PowerShell instead of C# many parts of StdIn get 'eaten'. Is the PowerShell host reading string from StdIn even though I didn't use 'PowerShell.exe -Command -'?

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  • Flex profiling - what is [enterFrameEvent] doing?

    - by Herms
    I've been tasked with finding (and potentially fixing) some serious performance problems with a Flex application that was delivered to us. The application will consistently take up 50 to 100% of the CPU at times when it is simply idling and shouldn't be doing anything. My first step was to run the profiler that comes with FlexBuilder. I expected to find some method that was taking up most of the time, showing me where the bottleneck was. However, I got something unexpected. The top 4 methods were: [enterFrameEvent] - 84% cumulative, 32% self time [reap] - 20% cumulative and self time [tincan] - 8% cumulative and self time global.isNaN - 4% cumulative and self time All other methods had less than 1% for both cumulative and self time. From what I've found online, the [bracketed methods] are what the profiler lists when it doesn't have an actual Flex method to show. I saw someone claim that [tincan] is the processing of RTMP requests, and I assume [reap] is the garbage collector. Does anyone know what [enterFrameEvent] is actually doing? I assume it's essentially the "main" function for the event loop, so the high cumulative time is expected. But why is the self time so high? What's actually going on? I didn't expect the player internals to be taking up so much time, especially since nothing is actually happening in the app (and there are no UI updates going on). Is there any good way to find dig into what's happening? I know something is going on that shouldn't be (it looks like there must be some kind of busy wait or other runaway loop), but the profiler isn't giving me any results that I was expecting. My next step is going to be to start adding debug trace statements in various places to try and track down what's actually happening, but I feel like there has to be a better way.

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  • Passing a WHERE clause for a Linq-to-Sql query as a parameter

    - by Mantorok
    Hi all This is probably pushing the boundaries of Linq-to-Sql a bit but given how versatile it has been so far I thought I'd ask. I have 3 queries that are selecting identical information and only differ in the where clause, now I know I can pass a delegate in but this only allows me to filter the results already returned, but I want to build up the query via parameter to ensure efficiency. Here is the query: from row in DataContext.PublishedEvents join link in DataContext.PublishedEvent_EventDateTimes on row.guid equals link.container join time in DataContext.EventDateTimes on link.item equals time.guid where row.ApprovalStatus == "Approved" && row.EventType == "Event" && time.StartDate <= DateTime.Now.Date.AddDays(1) && (!time.EndDate.HasValue || time.EndDate.Value >= DateTime.Now.Date.AddDays(1)) orderby time.StartDate select new EventDetails { Title = row.EventName, Description = TrimDescription(row.Description) }; The code I want to apply via a parameter would be: time.StartDate <= DateTime.Now.Date.AddDays(1) && (!time.EndDate.HasValue || time.EndDate.Value >= DateTime.Now.Date.AddDays(1)) Is this possible? I don't think it is but thought I'd check out first. Thanks

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  • How to stop input in Perl?

    - by user1472747
    First time poster and part time perl noobie. I'm making a reflex game. Here's the output - __________________________________________________________________________ Reflex game initiated. Press ENTER to begin the game, and then press ENTER after the asterisks are printed to measure your reflexes!. ************************* Your result: 0.285606 seconds. logout [Process completed] __________________________________________________________________________ There's one small problem though - There's 0-10 seconds (based on a random variable) after you press enter to start the game and before the stars are printed. During that time, if the player presses ENTER, it's logged as their reflex time. So I need a way to stop my code from reading their ENTER button before the stars are printed. The code - #!/usr/bin/perl use Time::HiRes qw(sleep); use Time::HiRes qw(gettimeofday); #random delay variable $random_number = rand(); print "Reflex game initiated. Press ENTER to begin the game, and then press ENTER after the asterisks are printed to measure your reflexes!.\n"; #begin button $begin = <>; #waits x milliseconds sleep(10*$random_number); #pre-game $start = [ Time::HiRes::gettimeofday() ]; print "\n****************************\n"; #user presses enter $stop = <>; #post game $elapsed = Time::HiRes::tv_interval($start); #delay time print print "Your result: ".$elapsed." seconds.\n";

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  • PHP sleep() excution sequence while echoeing.

    - by Babiker
    I have the following: echo time()."<br>"; sleep(1); echo time()."<br>"; sleep(1); echo time()."<br>"; I wrote the preceding code with intention to echo time()."<br>" ln 1,echo time()."<br>" ln 4, wait a final second and then echo the final time()."<br>". Altough the time bieng echoed is correct when it comes to the intervals between time(), all echo functions are echoeing after the total of the waiting period/parameters in each sleep function. This is how the script runs: Excutes. Waits 2 secons. echoes 1275540664 1275540665 1275540666 Notice the correct incrementation in time() being echoed. My question is why is it not behaving like expected to where it echoes, waits a second, echoes again, waits one final second and then echos the last parameter? I know my question is a little confusing due to my wording, but i will try my hardest to answer any comments regarding this, thanks.

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