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  • Selecting distinct values from mysql with largest timestamp

    - by user987048
    I am building a mail system. The inbox is only supposed to grab the last message (one with the highest time value) of a concatenation of user and sender, where the user or sender is the user ID. Here is the table structure: CREATE TABLE IF NOT EXISTS `mail` ( `user` int(11) NOT NULL, `sender` int(11) NOT NULL, `body` text NOT NULL, `new` enum('0','1') NOT NULL default '1', `time` int(11) NOT NULL, KEY `user` (`user`) ) ENGINE=MyISAM DEFAULT CHARSET=utf8; So, with a table with the following data: user sender new time ***************************************** 1 0 0 5 1 0 0 6 2 1 0 7 1 0 1 8 1 2 0 9 1 0 1 11 1 2 1 12 I want to select the following: WHERE USER OR SENDER = X (in this case, 1) user sender new time ***************************************** 2 1 0 7 1 2 0 9 1 0 1 11 How would I go about doing something like this?

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  • How to create per-vertex normals when reusing vertex data?

    - by Chris Smith
    I am displaying a cube using a vertex buffer object (gl.ELEMENT_ARRAY_BUFFER). This allows me to specify vertex indicies, rather than having duplicate vertexes. In the case of displaying a simple cube, this means I only need to have eight vertices total. Opposed to needing three vertices per triangle, times two triangles per face, times six faces. Sound correct so far? My question is, how do I now deal with vertex attribute data such as color, texture coordinates, and normals when reusing vertices using the vertex buffer object? If I am reusing the same vertex data in my indexed vertex buffer, how can I differentiate when vertex X is used as part of the cube's front face versus the cube's left face? In both cases I would like the surface normal and texture coordinates to be different. I understand I could average the surface normal, however I would like to render a cube. Also, this still doesn't work for texture coordinates. Is there a way to save memory using a vertex buffer object while being able to provide different vertex attribute data based on context? (Per-triangle would be idea.) Or should I just duplicate each vertex for each context in which it gets rendered. (So there is a one-to-one mapping between vertex, normal, color, etc.) Note: I'm using OpenGL ES.

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  • Fast pixelshader 2D raytracing

    - by heishe
    I'd like to do a simple 2D shadow calculation algorithm by rendering my environment into a texture, and then use raytracing to determine what pixels of the texture are not visible to the point light (simply handed to the shader as a vec2 position) . A simple brute force algorithm per pixel would looks like this: line_segment = line segment between current pixel of texture and light source For each pixel in the texture: { if pixel is not just empty space && pixel is on line_segment output = black else output = normal color of the pixel } This is, of course, probably not the fastest way to do it. Question is: What are faster ways to do it or what are some optimizations that can be applied to this technique?

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  • Google SMTP relay sending limits

    - by Gavin
    I'm considering using Google Apps for email with my company domain and for sending emails to customers from my website using SMTP. On Google's website it says the following: Limits for registered Google Apps users A registered Google Apps user cannot relay messages to more than 2,000 recipients per day. Limits per domain Per-domain sending limits are determined by the number of users in your Google Apps account. There are two per-domain limits: The maximum number of recipients allowed per domain per day is approximately 130 times the number of users in your Google Apps account. The maximum number of recipients allowed per domain in a 10 minute window is approximately 9 times the number of users in your Google Apps account. Additionally, the maximum number of recipients allowed per domain per day for accounts not yet paid for during the first month of service is 100. If I'm a single user, with a single domain, then does that mean I can only email 130 people a day using SMTP? That limit seems low.

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  • Is a text file with names/pixel locations something a graphic artist can/should produce? [on hold]

    - by edA-qa mort-ora-y
    I have an artist working on 2D graphics for a game UI. He has no problem producing a screenshot showing all the bits, but we're having some trouble exporting this all into an easy-to-use format. For example, take the game HUD, which is a bunch of elements laid out around the screen. He exports the individual graphics for each one, but how should he communicate the positioning of each of them? My desire is to have a yaml file (or some other simple markup file) that contains the name of each asset and pixel position of that element. For example: fire_icon: pos: 20, 30 fire_bar: pos: 30, 80 Is producing such files a common task of a graphic artist? Is is reasonable to request them to produce such files as part of their graphic work?

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  • How to render a retro-like pixel graphics from 3d models?

    - by momijigari
    I was wondering if there's a possibility to render a retro-pixel-like graphics from 3d model in real time? I'm talking about the Starfarer-like graphics. I know it's hand drawn, and it's 2d. But if I need a 3d objects with the same aesthetics? I'm currently working with Flash. But I don't need any ready-solutions, I just want to understand the principle from any other platform if there is one. So if anybody met anything like this I would appreciate your help. (If it's not possible to do in real time, I could at least pre-render a sequence of sprites. It would be much better than creating hundreds of hand-drawn ones)

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  • How can i get almost pixel perfect collision detection in a multiplayer game?

    - by Freddy
    I'm currently working on a multiplayer game for iPhone. The problem i have, as with all multiplayer games, is that the other user will always see everything at a non-constant delay. The game I'm making need to have a almost pixel perfect collision detection, but 1 or 2 pixels off is not that big of a deal. How can I possibly get this working? I guess I could just set local player to also be at X ms delay. However this will probably just be worse and feel sloppy when the user input. I know this problem is probably something network programmers deal with everyday and I would be glad if someone could give me a possible solution for this.

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  • How much server bandwidth does an average RTS game require per month?

    - by Nat Weiss
    My friend and I are going to write a multiplayer, multiplatform RTS game and are currently analyzing the costs of going with a client-server architecture. The game will have a small map with mostly characters, not buildings (think of DotA or League of Legends). The authoritative game logic will run on the server and message packet sizes will be highly optimized. We'd like to know approximately how much server bandwidth our proposed RTS game would use on a monthly basis, considering these theoretical constants: 100 concurrent users maximum 8 players maximum per game 10 ticks per second Bonus: If you can tell us approximately how much server RAM this kind of game would use that would also help a great deal. Thanks in advance.

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  • If you should only have one assertion per test; how to test multiple inputs?

    - by speg
    I'm trying to build up some test cases, and have read that you should try and limit the number of assertions per test case. So my question is, what is the best way to go about testing a function w/ multiple inputs. For example, I have a function that parses a string from the user and returns the number of minutes. The string can be in the form "5w6h2d1m", where w, h, d, m correspond to the number of weeks, hours, days, and minutes. If I wanted to follow the '1 assertion per test rule' I'd have to make multiple tests for each variation of input? That seems silly so instead I just have something like: self.assertEqual(parse_date('5m'), 5) self.assertEqual(parse_date('5h'), 300) self.assertEqual(parse_date('5d') ,7200) self.assertEqual(parse_date('1d4h20m'), 1700) In the one test case. Is there a better way?

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  • Why do two patterns (/.*) and (.*) match different strings? @per-directory (.htaccess) mod_rewrite RewriteRule

    - by Leftium
    Shouldn't the two patterns (/.*) and (.*) match the same string? My real question is actually: where did the "abc" go? Something funky seems to be happening inside the mod_rewrite engine... Given this .htaccess file in www/dir/: Options +FollowSymlinks RewriteEngine on RewriteRule (/.*) print_url_args.php?result=$1 A request for http://localhost/dir/abc/123/ results in: result ($1) = "/123/" $_REQUEST_URI = "/dir/abc/123/" If the / is removed from the pattern like RewriteRule (.*) print_url_args.php?result=$1 The same request for http://localhost/dir/abc/123/ results in: result ($1) = "print_url_args.php" $_REQUEST_URI = "/dir/abc/123/" update: posted rewrite log. 127.0.0.1 - - [15/Feb/2011:14:21:51 +0900] [localhost/sid#1333140][rid#23cd4a8/initial] (3) [perdir C:/db/www/dir/] add path info postfix: C:/db/www/dir/abc - C:/db/www/dir/abc/123/ 127.0.0.1 - - [15/Feb/2011:14:21:51 +0900] [localhost/sid#1333140][rid#23cd4a8/initial] (3) [perdir C:/db/www/dir/] strip per-dir prefix: C:/db/www/dir/abc/123/ - abc/123/ 127.0.0.1 - - [15/Feb/2011:14:21:51 +0900] [localhost/sid#1333140][rid#23cd4a8/initial] (3) [perdir C:/db/www/dir/] applying pattern '(/.*)$' to uri 'abc/123/' 127.0.0.1 - - [15/Feb/2011:14:21:51 +0900] [localhost/sid#1333140][rid#23cd4a8/initial] (2) [perdir C:/db/www/dir/] rewrite 'abc/123/' - 'print_url_args.php?result=/123/' 127.0.0.1 - - [15/Feb/2011:14:21:51 +0900] [localhost/sid#1333140][rid#23cd4a8/initial] (3) split uri=print_url_args.php?result=/123/ - uri=print_url_args.php, args=result=/123/ 127.0.0.1 - - [15/Feb/2011:14:21:51 +0900] [localhost/sid#1333140][rid#23cd4a8/initial] (3) [perdir C:/db/www/dir/] add per-dir prefix: print_url_args.php - C:/db/www/dir/print_url_args.php 127.0.0.1 - - [15/Feb/2011:14:21:51 +0900] [localhost/sid#1333140][rid#23cd4a8/initial] (2) [perdir C:/db/www/dir/] strip document_root prefix: C:/db/www/dir/print_url_args.php - /dir/print_url_args.php 127.0.0.1 - - [15/Feb/2011:14:21:51 +0900] [localhost/sid#1333140][rid#23cd4a8/initial] (1) [perdir C:/db/www/dir/] internal redirect with /dir/print_url_args.php [INTERNAL REDIRECT] 127.0.0.1 - - [15/Feb/2011:14:21:51 +0900] [localhost/sid#1333140][rid#43833c8/initial/redir#1] (3) [perdir C:/db/www/dir/] strip per-dir prefix: C:/db/www/dir/print_url_args.php - print_url_args.php 127.0.0.1 - - [15/Feb/2011:14:21:51 +0900] [localhost/sid#1333140][rid#43833c8/initial/redir#1] (3) [perdir C:/db/www/dir/] applying pattern '(/.*)$' to uri 'print_url_args.php' 127.0.0.1 - - [15/Feb/2011:14:21:51 +0900] [localhost/sid#1333140][rid#43833c8/initial/redir#1] (1) [perdir C:/db/www/dir/] pass through C:/db/www/dir/print_url_args.php 127.0.0.1 - - [15/Feb/2011:14:24:54 +0900] [localhost/sid#1333140][rid#23bf470/initial] (3) [perdir C:/db/www/dir/] add path info postfix: C:/db/www/dir/abc - C:/db/www/dir/abc/123/ 127.0.0.1 - - [15/Feb/2011:14:24:54 +0900] [localhost/sid#1333140][rid#23bf470/initial] (3) [perdir C:/db/www/dir/] strip per-dir prefix: C:/db/www/dir/abc/123/ - abc/123/ 127.0.0.1 - - [15/Feb/2011:14:24:54 +0900] [localhost/sid#1333140][rid#23bf470/initial] (3) [perdir C:/db/www/dir/] applying pattern '(.*)$' to uri 'abc/123/' 127.0.0.1 - - [15/Feb/2011:14:24:54 +0900] [localhost/sid#1333140][rid#23bf470/initial] (2) [perdir C:/db/www/dir/] rewrite 'abc/123/' - 'print_url_args.php?result=abc/123/' 127.0.0.1 - - [15/Feb/2011:14:24:54 +0900] [localhost/sid#1333140][rid#23bf470/initial] (3) split uri=print_url_args.php?result=abc/123/ - uri=print_url_args.php, args=result=abc/123/ 127.0.0.1 - - [15/Feb/2011:14:24:54 +0900] [localhost/sid#1333140][rid#23bf470/initial] (3) [perdir C:/db/www/dir/] add per-dir prefix: print_url_args.php - C:/db/www/dir/print_url_args.php 127.0.0.1 - - [15/Feb/2011:14:24:54 +0900] [localhost/sid#1333140][rid#23bf470/initial] (2) [perdir C:/db/www/dir/] strip document_root prefix: C:/db/www/dir/print_url_args.php - /dir/print_url_args.php 127.0.0.1 - - [15/Feb/2011:14:24:54 +0900] [localhost/sid#1333140][rid#23bf470/initial] (1) [perdir C:/db/www/dir/] internal redirect with /dir/print_url_args.php [INTERNAL REDIRECT] 127.0.0.1 - - [15/Feb/2011:14:24:54 +0900] [localhost/sid#1333140][rid#23fda10/initial/redir#1] (3) [perdir C:/db/www/dir/] strip per-dir prefix: C:/db/www/dir/print_url_args.php - print_url_args.php 127.0.0.1 - - [15/Feb/2011:14:24:54 +0900] [localhost/sid#1333140][rid#23fda10/initial/redir#1] (3) [perdir C:/db/www/dir/] applying pattern '(.*)$' to uri 'print_url_args.php' 127.0.0.1 - - [15/Feb/2011:14:24:54 +0900] [localhost/sid#1333140][rid#23fda10/initial/redir#1] (2) [perdir C:/db/www/dir/] rewrite 'print_url_args.php' - 'print_url_args.php?result=print_url_args.php' 127.0.0.1 - - [15/Feb/2011:14:24:54 +0900] [localhost/sid#1333140][rid#23fda10/initial/redir#1] (3) split uri=print_url_args.php?result=print_url_args.php - uri=print_url_args.php, args=result=print_url_args.php 127.0.0.1 - - [15/Feb/2011:14:24:54 +0900] [localhost/sid#1333140][rid#23fda10/initial/redir#1] (3) [perdir C:/db/www/dir/] add per-dir prefix: print_url_args.php - C:/db/www/dir/print_url_args.php 127.0.0.1 - - [15/Feb/2011:14:24:54 +0900] [localhost/sid#1333140][rid#23fda10/initial/redir#1] (1) [perdir C:/db/www/dir/] initial URL equal rewritten URL: C:/db/www/dir/print_url_args.php [IGNORING REWRITE]

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  • How soon does nginx's token bucket replenish when limiting at requests per minute?

    - by Michael Gorsuch
    Hi all. We've decided that we want to experiment and limit requests per minute instead of requests per second on our sites. However, I am confused by the burst parameter in this context. I am under the impression that when you use the 'nodelay' flag, the rate limiting facility acts like a token bucket instead of a leaky bucket. That being the case, the bucket size is equal to the burst parameter, and every time that you violate the policy (say 1 req/s), you have to put a token in the bucket. Once the bucket is full (being equal to the burst setting), you are given a 503 error page. I am also under the impression that once a violator stops going against the policy, a token is removed from the bucket at a rate of 1 token/s allowing him to regain access to the site. Assuming that I have the above correct, my question is what happens when I start regulating access per minute? If we chose 60 requests per minute, at what rate does the token bucket replenish?

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  • SQL IO and SAN troubles

    - by James
    We are running two servers with identical software setup but different hardware. The first one is a VM on VMWare on a normal tower server with dual core xeons, 16 GB RAM and a 7200 RPM drive. The second one is a VM on XenServer on a powerful brand new rack server, with 4 core xeons and shared storage. We are running Dynamics AX 2012 and SQL Server 2008 R2. When I insert 15 000 records into a table on the slow tower server (as a test), it does so in 13 seconds. On the fast server it takes 33 seconds. I re-ran these tests several times with the same results. I have a feeling it is some sort of IO bottleneck, so I ran SQLIO on both. Here are the results for the slow tower server: C:\Program Files (x86)\SQLIO>test.bat C:\Program Files (x86)\SQLIO>sqlio -kW -t8 -s120 -o8 -frandom -b8 -BH -LS C:\Tes tFile.dat sqlio v1.5.SG using system counter for latency timings, 14318180 counts per second 8 threads writing for 120 secs to file C:\TestFile.dat using 8KB random IOs enabling multiple I/Os per thread with 8 outstanding buffering set to use hardware disk cache (but not file cache) using current size: 5120 MB for file: C:\TestFile.dat initialization done CUMULATIVE DATA: throughput metrics: IOs/sec: 226.97 MBs/sec: 1.77 latency metrics: Min_Latency(ms): 0 Avg_Latency(ms): 281 Max_Latency(ms): 467 histogram: ms: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24+ %: 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 99 C:\Program Files (x86)\SQLIO>sqlio -kR -t8 -s120 -o8 -frandom -b8 -BH -LS C:\Tes tFile.dat sqlio v1.5.SG using system counter for latency timings, 14318180 counts per second 8 threads reading for 120 secs from file C:\TestFile.dat using 8KB random IOs enabling multiple I/Os per thread with 8 outstanding buffering set to use hardware disk cache (but not file cache) using current size: 5120 MB for file: C:\TestFile.dat initialization done CUMULATIVE DATA: throughput metrics: IOs/sec: 91.34 MBs/sec: 0.71 latency metrics: Min_Latency(ms): 14 Avg_Latency(ms): 699 Max_Latency(ms): 1124 histogram: ms: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24+ %: 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 100 C:\Program Files (x86)\SQLIO>sqlio -kW -t8 -s120 -o8 -fsequential -b64 -BH -LS C :\TestFile.dat sqlio v1.5.SG using system counter for latency timings, 14318180 counts per second 8 threads writing for 120 secs to file C:\TestFile.dat using 64KB sequential IOs enabling multiple I/Os per thread with 8 outstanding buffering set to use hardware disk cache (but not file cache) using current size: 5120 MB for file: C:\TestFile.dat initialization done CUMULATIVE DATA: throughput metrics: IOs/sec: 1094.50 MBs/sec: 68.40 latency metrics: Min_Latency(ms): 0 Avg_Latency(ms): 58 Max_Latency(ms): 467 histogram: ms: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24+ %: 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 100 C:\Program Files (x86)\SQLIO>sqlio -kR -t8 -s120 -o8 -fsequential -b64 -BH -LS C :\TestFile.dat sqlio v1.5.SG using system counter for latency timings, 14318180 counts per second 8 threads reading for 120 secs from file C:\TestFile.dat using 64KB sequential IOs enabling multiple I/Os per thread with 8 outstanding buffering set to use hardware disk cache (but not file cache) using current size: 5120 MB for file: C:\TestFile.dat initialization done CUMULATIVE DATA: throughput metrics: IOs/sec: 1155.31 MBs/sec: 72.20 latency metrics: Min_Latency(ms): 17 Avg_Latency(ms): 55 Max_Latency(ms): 205 histogram: ms: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24+ %: 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 100 Here are the results of the fast rack server: C:\Program Files (x86)\SQLIO>test.bat C:\Program Files (x86)\SQLIO>sqlio -kW -t8 -s120 -o8 -frandom -b8 -BH -LS E:\Tes tFile.dat sqlio v1.5.SG using system counter for latency timings, 62500000 counts per second 8 threads writing for 120 secs to file E:\TestFile.dat using 8KB random IOs enabling multiple I/Os per thread with 8 outstanding buffering set to use hardware disk cache (but not file cache) open_file: CreateFile (E:\TestFile.dat for write): The system cannot find the pa th specified. exiting C:\Program Files (x86)\SQLIO>sqlio -kR -t8 -s120 -o8 -frandom -b8 -BH -LS E:\Tes tFile.dat sqlio v1.5.SG using system counter for latency timings, 62500000 counts per second 8 threads reading for 120 secs from file E:\TestFile.dat using 8KB random IOs enabling multiple I/Os per thread with 8 outstanding buffering set to use hardware disk cache (but not file cache) open_file: CreateFile (E:\TestFile.dat for read): The system cannot find the pat h specified. exiting C:\Program Files (x86)\SQLIO>sqlio -kW -t8 -s120 -o8 -fsequential -b64 -BH -LS E :\TestFile.dat sqlio v1.5.SG using system counter for latency timings, 62500000 counts per second 8 threads writing for 120 secs to file E:\TestFile.dat using 64KB sequential IOs enabling multiple I/Os per thread with 8 outstanding buffering set to use hardware disk cache (but not file cache) open_file: CreateFile (E:\TestFile.dat for write): The system cannot find the pa th specified. exiting C:\Program Files (x86)\SQLIO>sqlio -kR -t8 -s120 -o8 -fsequential -b64 -BH -LS E :\TestFile.dat sqlio v1.5.SG using system counter for latency timings, 62500000 counts per second 8 threads reading for 120 secs from file E:\TestFile.dat using 64KB sequential IOs enabling multiple I/Os per thread with 8 outstanding buffering set to use hardware disk cache (but not file cache) open_file: CreateFile (E:\TestFile.dat for read): The system cannot find the pat h specified. exiting C:\Program Files (x86)\SQLIO>test.bat C:\Program Files (x86)\SQLIO>sqlio -kW -t8 -s120 -o8 -frandom -b8 -BH -LS c:\Tes tFile.dat sqlio v1.5.SG using system counter for latency timings, 62500000 counts per second 8 threads writing for 120 secs to file c:\TestFile.dat using 8KB random IOs enabling multiple I/Os per thread with 8 outstanding buffering set to use hardware disk cache (but not file cache) using current size: 5120 MB for file: c:\TestFile.dat initialization done CUMULATIVE DATA: throughput metrics: IOs/sec: 2575.77 MBs/sec: 20.12 latency metrics: Min_Latency(ms): 1 Avg_Latency(ms): 24 Max_Latency(ms): 655 histogram: ms: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24+ %: 0 0 0 5 8 9 9 9 8 5 3 1 1 1 1 0 0 0 0 0 0 0 0 0 37 C:\Program Files (x86)\SQLIO>sqlio -kR -t8 -s120 -o8 -frandom -b8 -BH -LS c:\Tes tFile.dat sqlio v1.5.SG using system counter for latency timings, 62500000 counts per second 8 threads reading for 120 secs from file c:\TestFile.dat using 8KB random IOs enabling multiple I/Os per thread with 8 outstanding buffering set to use hardware disk cache (but not file cache) using current size: 5120 MB for file: c:\TestFile.dat initialization done CUMULATIVE DATA: throughput metrics: IOs/sec: 1141.39 MBs/sec: 8.91 latency metrics: Min_Latency(ms): 1 Avg_Latency(ms): 55 Max_Latency(ms): 652 histogram: ms: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24+ %: 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 91 C:\Program Files (x86)\SQLIO>sqlio -kW -t8 -s120 -o8 -fsequential -b64 -BH -LS c :\TestFile.dat sqlio v1.5.SG using system counter for latency timings, 62500000 counts per second 8 threads writing for 120 secs to file c:\TestFile.dat using 64KB sequential IOs enabling multiple I/Os per thread with 8 outstanding buffering set to use hardware disk cache (but not file cache) using current size: 5120 MB for file: c:\TestFile.dat initialization done CUMULATIVE DATA: throughput metrics: IOs/sec: 341.37 MBs/sec: 21.33 latency metrics: Min_Latency(ms): 5 Avg_Latency(ms): 186 Max_Latency(ms): 120037 histogram: ms: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24+ %: 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 100 C:\Program Files (x86)\SQLIO>sqlio -kR -t8 -s120 -o8 -fsequential -b64 -BH -LS c :\TestFile.dat sqlio v1.5.SG using system counter for latency timings, 62500000 counts per second 8 threads reading for 120 secs from file c:\TestFile.dat using 64KB sequential IOs enabling multiple I/Os per thread with 8 outstanding buffering set to use hardware disk cache (but not file cache) using current size: 5120 MB for file: c:\TestFile.dat initialization done CUMULATIVE DATA: throughput metrics: IOs/sec: 1024.07 MBs/sec: 64.00 latency metrics: Min_Latency(ms): 5 Avg_Latency(ms): 61 Max_Latency(ms): 81632 histogram: ms: 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24+ %: 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 100 Three of the four tests are, to my mind, within reasonable parameters for the rack server. However, the 64 write test is incredibly slow on the rack server. (68 mb/sec on the slow tower vs 21 mb/s on the rack). The read speed for 64k also seems slow. Is this enough to say there is some sort of bottleneck with the shared storage? I need to know if I can take this evidence and say we need to launch an investigation into this. Any help is appreciated.

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  • How soon does nginx's token bucket replenish when limiting at requests per minute?

    - by Michael Gorsuch
    We've decided that we want to experiment and limit requests per minute instead of requests per second on our sites. However, I am confused by the burst parameter in this context. I am under the impression that when you use the 'nodelay' flag, the rate limiting facility acts like a token bucket instead of a leaky bucket. That being the case, the bucket size is equal to the burst parameter, and every time that you violate the policy (say 1 req/s), you have to put a token in the bucket. Once the bucket is full (being equal to the burst setting), you are given a 503 error page. I am also under the impression that once a violator stops going against the policy, a token is removed from the bucket at a rate of 1 token/s allowing him to regain access to the site. Assuming that I have the above correct, my question is what happens when I start regulating access per minute? If we chose 60 requests per minute, at what rate does the token bucket replenish?

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  • How many megabytes per second may I expect from a gigabit USB 2.0 network card under linux?

    - by Nakedible
    I'm interested in the actual real-word throughput attainable with an external 1000BaseT USB 2.0 network card under Linux. I have been able to attain 90 megabytes per second on a PCI-E interface, but the USB 2.0 bus has a theoretical limit of 480Mbit/s, and in practice less than 40 megabytes per second. Is the actual throughput attainable with such a card under linux 40, 30, 20, or even as low as 10 megabytes per second, eg. no better than a normal 100BaseT network card?

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  • How many guesses per second are possible against an encrypted disk? [closed]

    - by HappyDeveloper
    I understand that guesses per second depends on the hardware and the encryption algorithm, so I don't expect an absolute number as answer. For example, with an average machine you can make a lot (thousands?) of guesses per second for a hash created with a single md5 round, because md5 is fast, making brute force and dictionary attacks a real danger for most passwords. But if instead you use bcrypt with enough rounds, you can slow the attack down to 1 guess per second, for example. 1) So how does disk encryption usually work? This is how I imagine it, tell me if it is close to reality: When I enter the passphrase, it is hashed with a slow algorithm to generate a key (always the same?). Because this is slow, brute force is not a good approach to break it. Then, with the generated key, the disk is unencrypted on the fly very fast, so there is not a significant performance lose. 2) How can I test this with my own machine? I want to calculate the guesses per second my machine can make. 3) How many guesses per second are possible against an encrypted disk with the fastest PC ever so far?

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  • Is it possible to restrict the connection duration per client on the router (say with OpenWRT)?

    - by static
    How to limit the connection duration per client per period (say, one MAC-address can connect only for 3 hours per week to the network). Where could be defined such a rule? In the firewall? So the rule should define not statically times (this is simple), when the client is allowed to access the network, but the duration of the connection per day/week/month, etc. How/where to implement such rules? Is it possible to do so with OpenWRT/DD-WRT?

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  • How do I simplify a 2D game grid for level management while keeping its by-pixel features?

    - by Eric Thoma
    (I cross-posted this from StackOverflow as this seems to be a more appropriate forum. I've looked around a little here and I did not find an answer, so I hope this is not a recurring question.) This is a question dealing with 2D world design. I am playing around by creating a 2D bird's eye view shooter game, and I am looking to make the game sleek and advanced. I hope to be able to write physics so projectiles have momentum and knock-down properties. I am immediately running into the problem of world design. I need a way to have level files that store everything there is about a game. This is easiest by just having a grid of objects. But there are thin-walls and other objects that don't seem to fit into a traditional cell of a grid. I want to be able to fit all these together so I can streamline level design; so I don't have to put in the exact pixel-specific start and end of a wall. There doesn't seem to be an obvious translation from level file to game without forcing myself into a pacman-life scenario, meaning a scenario where the game feels boxy and discrete. There is a contrast between the smoothly (relatively) moving characters and finite jumps in a grid. I would appreciate an answer that would describe implementation options or point me to resources that do. I would also appreciate references to sites that teach game design. The language I am using is Java (although I would love to use C or C++, but I can never find convenient resources in those languages). Thank you for any answers. Please leave any questions in the space below; I will be able to answer them later tonight (28th Nov).

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  • Xcode - Drawing Pixels

    - by Brett
    Hi guys; I am trying to draw individual pixels in xcode to be outputted to the iphone. I do not know any OpenGL or Quartz coding but I do know a bit about Core Graphics. I was thinking about drawing small rectangles with width and height of one, but do not know how to implement this into code and how to get this to show in the view. Any help is greatly appreciated. Thanks, Brett

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  • i want the ruby code of the php code i have given inside , please help me out

    - by Arpit Vaishnav
    <?php // amcharts.com export to image utility // set image type (gif/png/jpeg) $imgtype = 'jpeg'; // set image quality (from 0 to 100, not applicable to gif) $imgquality = 100; // get data from $_POST or $_GET ? $data = &$_POST; // get image dimensions $width = (int) $data['width']; $height = (int) $data['height']; // create image object $img = imagecreatetruecolor($width, $height); // populate image with pixels for ($y = 0; $y < $height; $y++) { // innitialize $x = 0; // get row data $row = explode(',', $data['r'.$y]); // place row pixels $cnt = sizeof($row); for ($r = 0; $r < $cnt; $r++) { // get pixel(s) data $pixel = explode(':', $row[$r]); // get color $pixel[0] = str_pad($pixel[0], 6, '0', STR_PAD_LEFT); $cr = hexdec(substr($pixel[0], 0, 2)); $cg = hexdec(substr($pixel[0], 2, 2)); $cb = hexdec(substr($pixel[0], 4, 2)); // allocate color $color = imagecolorallocate($img, $cr, $cg, $cb); // place repeating pixels $repeat = isset($pixel[1]) ? (int) $pixel[1] : 1; for ($c = 0; $c < $repeat; $c++) { // place pixel imagesetpixel($img, $x, $y, $color); // iterate column $x++; } } } // set proper content type header('Content-type: image/'.$imgtype); header('Content-Disposition: attachment; filename="chart.'.$imgtype.'"'); // stream image $function = 'image'.$imgtype; if ($imgtype == 'gif') { $function($img); } else { $function($img, null, $imgquality); } // destroy imagedestroy($img); ?

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  • Dynamically pixelate an html image element

    - by Chris Armstrong
    I'm to take an image on a webpage, and then use javascript (or whatever would be best suited) to dynamically 'pixelate' it (e.g. into 20px squares). Then, as the user scrolls down the page, I need the image to gradually increase in resolution, till it is no longer pixelated. Any ideas how I could go about doing this? I realise I could use php to resize an image and several times and just switch out the image, but that would require loading several extra images. Also, I know I could probably do the effect with flash & pixelbender, but I want to achieve it within the limitations of HTML5, CSS & Javascript if possible. Appreciate any thoughts!

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  • please convert this PHP code in ruby

    - by Arpit Vaishnav
    <?php // amcharts.com export to image utility // set image type (gif/png/jpeg) $imgtype = 'jpeg'; // set image quality (from 0 to 100, not applicable to gif) $imgquality = 100; // get data from $_POST or $_GET ? $data = &$_POST; // get image dimensions $width = (int) $data['width']; $height = (int) $data['height']; // create image object $img = imagecreatetruecolor($width, $height); // populate image with pixels for ($y = 0; $y < $height; $y++) { // innitialize $x = 0; // get row data $row = explode(',', $data['r'.$y]); // place row pixels $cnt = sizeof($row); for ($r = 0; $r < $cnt; $r++) { // get pixel(s) data $pixel = explode(':', $row[$r]); // get color $pixel[0] = str_pad($pixel[0], 6, '0', STR_PAD_LEFT); $cr = hexdec(substr($pixel[0], 0, 2)); $cg = hexdec(substr($pixel[0], 2, 2)); $cb = hexdec(substr($pixel[0], 4, 2)); // allocate color $color = imagecolorallocate($img, $cr, $cg, $cb); // place repeating pixels $repeat = isset($pixel[1]) ? (int) $pixel[1] : 1; for ($c = 0; $c < $repeat; $c++) { // place pixel imagesetpixel($img, $x, $y, $color); // iterate column $x++; } } } // set proper content type header('Content-type: image/'.$imgtype); header('Content-Disposition: attachment; filename="chart.'.$imgtype.'"'); // stream image $function = 'image'.$imgtype; if ($imgtype == 'gif') { $function($img); } else { $function($img, null, $imgquality); } // destroy imagedestroy($img); ?

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  • min max coordinate of cells , given cell length in c#

    - by Raj
    Please see attached picture to better understand my question i have a matrix of cells of [JXI] , cell is square in shape with length "a" my question is .. is there a way to use FOR loop to assign MIN,MAX coordinate to each cell taking origin (0,0) at one corner Thanks "freeimagehosting.net/uploads/3b09575180.jpg" i was trying following code but no success int a ; a = 1; for (int J=1; J<=5; J++) { for (int I = 1; I <= 5; I++) { double Xmin = ((I - 1)*a ); double Ymin = ((J - 1) * a); double Xmax = (I * a ); double Ymax = (J * a); } }

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  • Changing RGB color image to Grayscale image using Objective C

    - by user567167
    I was developing a application that changes color image to gray image. However, some how the picture comes out wrong. I dont know what is wrong with the code. maybe the parameter that i put in is wrong please help. UIImage *c = [UIImage imageNamed:@"downRed.png"]; CGImageRef cRef = CGImageRetain(c.CGImage); NSData* pixelData = (NSData*) CGDataProviderCopyData(CGImageGetDataProvider(cRef)); size_t w = CGImageGetWidth(cRef); size_t h = CGImageGetHeight(cRef); unsigned char* pixelBytes = (unsigned char *)[pixelData bytes]; unsigned char* greyPixelData = (unsigned char*) malloc(w*h); for (int y = 0; y < h; y++) { for(int x = 0; x < w; x++){ int iter = 4*(w*y+x); int red = pixe lBytes[iter]; int green = pixelBytes[iter+1]; int blue = pixelBytes[iter+2]; greyPixelData[w*y+x] = (unsigned char)(red*0.3 + green*0.59+ blue*0.11); int value = greyPixelData[w*y+x]; } } CFDataRef imgData = CFDataCreate(NULL, greyPixelData, w*h); CGDataProviderRef imgDataProvider = CGDataProviderCreateWithCFData(imgData); size_t width = CGImageGetWidth(cRef); size_t height = CGImageGetHeight(cRef); size_t bitsPerComponent = 8; size_t bitsPerPixel = 8; size_t bytesPerRow = CGImageGetWidth(cRef); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceGray(); CGBitmapInfo info = kCGImageAlphaNone; CGFloat *decode = NULL; BOOL shouldInteroplate = NO; CGColorRenderingIntent intent = kCGRenderingIntentDefault; CGDataProviderRelease(imgDataProvider); CGImageRef throughCGImage = CGImageCreate(width, height, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpace, info, imgDataProvider, decode, shouldInteroplate, intent); UIImage* newImage = [UIImage imageWithCGImage:throughCGImage]; CGImageRelease(throughCGImage); newImageView.image = newImage;

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