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  • When "W" is held, the character moves forward, but when "W" and "A" is held, movement completely stops

    - by Vlad1k
    I am making a 2D game, and when I hold the key "w", the player goes forward, but when I hold both "w" and "a", the movement stops completely, when I want it to go forward, while shifting to the left. Here is my script: var speed = 4; function Update() { // Make the character walk forward if "w" is being held if(Input.GetKey("w")) { rigidbody.velocity = transform.forward * speed; } // Stop the movement if "w" is not being held if(Input.GetKeyUp("w")) { rigidbody.velocity = transform.forward * 0; } // Make the character walk forward if "s" is being held if(Input.GetKey("s")) { rigidbody.velocity = transform.forward * -speed; } // Stop the movement if "s" is not being held if(Input.GetKeyUp("s")) { rigidbody.velocity = transform.forward * 0; } // Make the character walk left if "a" is being held if(Input.GetKey("a")) { rigidbody.velocity = transform.right * -speed; } // Stop the movement if "a" is not being held if(Input.GetKeyUp("a")) { rigidbody.velocity = transform.right * 0; } //Make the character walk right if "d" is being held if(Input.GetKey("d")) { rigidbody.velocity = transform.right * speed; } // Stop the movement if "d" is not being held if(Input.GetKeyUp("d")) { rigidbody.velocity = transform.right * 0; } } PLEASE MAKE THE CODE BETTER! I AM NEW! EDIT: Here is a video to show my problem. http://www.screenr.com/3oxH Here is the newest code: var speed = 4f; function Update() { if(Input.GetKey("w")) { rigidbody.velocity = transform.forward * speed; } else if(Input.GetKey("s")) { rigidbody.velocity = transform.forward * -speed; } else if(Input.GetKey("a")) { rigidbody.velocity = transform.right * -speed; } else if(Input.GetKey("d")) { rigidbody.velocity = transform.right * speed; } if(Input.GetKeyUp("w")) { rigidbody.velocity = transform.forward * 0; } if(Input.GetKeyUp("s")) { rigidbody.velocity = transform.forward * 0; } if(Input.GetKeyUp("a")) { rigidbody.velocity = transform.right * 0; } if(Input.GetKey("d")) { rigidbody.velocity = transform.right * speed; } if(Input.GetKeyUp("d")) { rigidbody.velocity = transform.right * 0; } }

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  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

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  • HTML Chrome Audit Specify Image Dimensions

    - by AKRamkumar
    I just started using the chrome developer tools for some basic html websites and I used the audit tool. I had two identical images, one with the height and width attribute, and one without. On the Resources section, both the latency and the download time were identical. However, the Audit showed Specify image dimensions (1) A width and height should be specified for all images in order to speed up page display. Does this actually help? And are there any other ways to speed up page time? This is only a splash page for the website I am building and as such it is only html, no css or javascript or anything. I have already compressed the images but I want to speed up load time even more. Is there a way?

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  • Text + randomchar dosn't work [JavaScript]

    - by user558773
    <script> function makeid() { var text = "var text = document.write(lastNumber);"; var possible = "*+-/"; for( var i=0; i < 1; i++ ) document.write(lastNumber + possible.charAt(Math.floor(Math.random() * possible.length)); return text; } document.write(makeid(1))</script> How do i make this to type for ex: 23* 45- 13/ and so on. What is wrong? It just show me 2 numbers and no char after.

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  • r1soft agent is failing with the error: "write error while sending code: Broken pipe"

    - by curiousguy
    I have an Ubuntu 10.04.4 LTS server with r1soft agent installed in it. Recently, the backups are failing with the following error. -------- write error while sending code: Broken pipe -------- I have reinstalled the buagent but to no avail. On checking the server logs, I could see the following errors listed in it: -------- # tail -f /var/log/messages |grep -i buagent Nov 17 03:35:06 microscope buagent: Need to back up 126 sectors Nov 17 03:35:06 microscope buagent: (Righteous Backup Linux Agent) 1.79.0 build 12433 Nov 17 03:35:06 microscope buagent: allowing control from backup server (10.128.136.195) with valid RSA key Nov 17 03:35:06 microscope buagent: allowing control from backup server (10.128.136.201) with valid RSA key Nov 17 03:35:06 microscope buagent: sending auth challenge for allowed host at (10.128.136.201) port (47890) Nov 17 03:35:06 microscope buagent: host (10.128.136.201) port (47890) authentication successful Nov 17 03:35:06 microscope buagent: Backup request accepted. Starting backup. Nov 17 03:35:06 microscope buagent: Snapshot completed in 0.010 seconds. Nov 17 03:45:03 microscope buagent: Error reading blocks from snapshot. Nov 17 03:45:03 microscope buagent: Reading blocks failed Nov 17 03:45:03 microscope buagent: error backup aborted Nov 17 03:45:03 microscope buagent: backup failed on agent closing connection Nov 17 03:45:03 microscope buagent: Backup failed. Nov 17 03:45:03 microscope buagent: write error while sending code: Broken pipe (32) Nov 17 03:45:03 microscope buagent: tell child write failed -------- I tried changing the 'Timeout' and 'DiskAsPartition' value in '/etc/buagent/agent_config' file but no luck. Also, verified that proper route is added to the backup server. The agent is also running fine. Am I missing anything? Any help would be much appreciated. Note: CDP 2.0 is installed in the backup server.

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  • SSD, AHCI and write performance

    - by Dan
    We've started to deploy SSD drives to our developers workstations. At this moment we're having the unpleasant surprise that the systems using the new SSDs often freeze, with the HDD activity led blinking or being continuously on. Benchmarks shows read speeds around 180 MB/s, but write speeds around 5 MB/s. All developers are using Windows 7 Enterprise, 64 bit, SP1. One of our developers suggested (based on his experience) the following sequence: backup the workstation use a tool to completely erase the SSD make sure AHCI is enabled in BIOS install Windows restore from backup So far, this procedure seems to work (we're still testing, but write speed seems to be 120 MB/s). There are some questions in this context: why do we have to completely reinstall Windows? Is it possible to clean the SSD without reinstalling Windows? Is there a reliable tool? If AHCI was disabled when Windows was installed and we enable it, shouldn't this be enough to correct the write performance issue? If we have to completely erase the SSDs, does this mean the SSDs we've received were used before (SH)? I'm wondering this because the package I've got was open (I didn't think about it at that time, as I considered one of my coworkers simply took a peek inside the package). Has anyone seen a similar problem before?

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  • Advanced Linux file permission question (ownership change during write operation)

    - by Kent
    By default the umask is 0022: usera@cmp$ touch somefile; ls -l total 0 -rw-r--r-- 1 usera usera 0 2009-09-22 22:30 somefile The directory /home/shared/ is meant for shared files and should be owned by root and the shared group. Files created here by usern (any user) are automatically owned by the shared group. There is a cron-job taking care of changing owning user and owning group (of any moved files) once per day: usera@cmp$ cat /etc/cron.daily/sharedscript #!/bin/bash chown -R root:shared /home/shared/ chmod -R 770 /home/shared/ I was writing a really large file to the shared directory. It had me (usera) as owning user and the shared group as group owner. During the write operation the cron job was run, and I still had no problem completing the write process. You see. I thought this would happen: I am writing the file. The file permissions and ownership data for the file looks like this: -rw-r--r-- usera shared The cron job kicks in! The chown line is processed and now the file is owned by the root user and the shared group. As the owning group only has read access to the file I get a file write error! Boom! End of story. Why did the operation succeed? A link to some kind of reference documentation to back up the reason would be very welcome (as I could use it to study more details).

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  • Cannot write samba shares

    - by Batsu
    Running samba 3.5 on Red Hat Enterprise 6.1 I'm having issues sharing two folders. Here is the output of testparm: [global] workgroup = DOMAINNAME server string = Samba Server Version %v interfaces = lo, eth1 bind interfaces only = Yes map to guest = Bad User log file = /var/log/samba/log.%m max log size = 50 idmap uid = 16777216-33554431 idmap gid = 16777216-33554431 hosts allow = 10.50.183.48, 10.50.184.41, 10.50.184.199, 10.50.183.160, 127.0.0.1 hosts deny = 0.0.0.0/0 cups options = raw [test] comment = test folder path = /usr/local/samba valid users = claudio write list = claudio force user = claudio read only = No create mask = 0775 directory mask = 0775 [test2] comment = another test path = /home/claudio/tst valid users = claudio write list = claudio force user = claudio read only = No create mask = 0775 From the Windows XP machine I'm connecting from I'm able to read test but not write, while for test2 I can't even access the folder (though I can see it listed). ls -l /usr/local ... drwxrwxrwx. 2 claudio claudio 4096 Dec 3 10:39 samba ... ls -l /user/local/samba total 32 -rwxrwxrwx. 1 claudio claudio 9 Nov 29 16:26 asd.txt -rwxrwxrwx. 1 claudio claudio 728 Dec 3 10:16 out.txt ... ls -l /home/claudio/ ... drwxrwxr-x. 2 claudio claudio 4096 Dec 3 09:57 tst ... ls -l /home/claudio/tst total 4 -rw-rw-r--. 1 claudio claudio 4 Dec 3 09:57 asd.txt Any suggestion?

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  • Flash Backed Write Cache (FBWC) without capacitor pack

    - by Martyn
    I brought a HP Smart Array P410 controller and it is installed and working fine in a HP Prolient Microserver with 4 drives in two RAID 1 arrays. I didn’t realise however that it came without any cache so would only work by directly writing straight to the disk, and the performance was horrible. So I then brought the 512MB Flash Backed Write Cache (FBWC) memory module as I was under the impression that with FBWC I would not need a battery. I got this idea from a forum post. "What do you guys think of the choice between 'BBWC' (battery backed write cache) and 'FBWC' (flash backed write cache)? The flashed based ones use non-volitile memory so need no battery." After installing the cache module however the server pretty much won’t boot. The P410 has a flashing amber light on it, and from the manual that doesn’t sound good. I’ve managed to get to the on board BIOS once and even managed to get to boot to the HP Array Configuration Utility (ACU) CD once, but every other time the Server continuingly reboots once it get to the POST screen and reads ARRAY INITILIZING %%%. The one time I reached the ACU, it reported a problem with the Cache Module. To me, it seems like the cache module is faulty, however the supplier tells me “Do you have an FBWC battery pack, p/n 587324-001, because that is required for the cache to work. If you have it, please complete an RMA form and we'll send a replacement / credit.” Does this sound right to you? I’ve been ordering the parts from the US and I don’t want to spend $77 + $40 p&p on a battery, wait a week for the shipping to find the card is faulty, and I don’t want to send back a working card?

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  • IIS7.5 - about app pool ID's and folder read/write access

    - by merk
    I did some searching and it looks like for each app pool, there should be an account created called IIS APPPOOL\AppPoolName - however i can see no such account when i try to modify the permissions on a folder to give that app write access. The closest I have found is the IIS_IUSRS group. Now, if i go into that group and look at the members, i see several IIS APPPOOL\PoolName members. But where are these members coming from? Why don't they show up under the users? And why can't i add a specific one to a folder? It doesn't make sense to me to add the IIS_IUSRS group to a folder since they gives every site access to the folder. To be more specific, I'm setting up wordpress and it unfortunately wants write access to the root folder. So i want to restrict it as much a possible. I was trying to figure out how to set it so that the WP root folder has write access only for the ID that the blog's app pool is running under. When i drill down into the IIS_IUSRS group, i do not see the app pool for the blog listed there. The settings for the blog's app pool are: No managed code, Classic, ApplicationPoolIdentity, and it's named 'blog' So any explanations regarding these users that are created for the app pools, and why the blog doesn't seem to belong to the iusrs group? thanks

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  • Write once, read many (WORM) using Linux file system

    - by phil_ayres
    I have a requirement to write files to a Linux file system that can not be subsequently overwritten, appended to, updated in any way, or deleted. Not by a sudo-er, root, or anybody. I am attempting to meet the requirements of the financial services regulations for recordkeeping, FINRA 17A-4, which basically requires that electronic documents are written to WORM (write once, read many) devices. I would very much like to avoid having to use DVDs or expensive EMC Centera devices. Is there a Linux file system, or can SELinux support the requirement for files to be made complete immutable immediately (or at least soon) after write? Or is anybody aware of a way I could enforce this on an existing file system using Linux permissions, etc? I understand that I can set readonly permissions, and the immutable attribute. But of course I expect that a root user would be able to unset those. I considered storing data to small volumes that are unmounted and then remounted read-only, but then I think that root could still unmount and remount as writable again. I'm looking for any smart ideas, and worst case scenario I'm willing to do a little coding to 'enhance' an existing file system to provide this. Assuming there is a file system that is a good starting point. And put in place a carefully configured Linux server to act as this type of network storage device, doing nothing else. After all of that, encryption on the files would be useful too!

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  • How to write rules for persistent net names?

    - by ndemou
    I know that a process generates persistent network card names based on rules found in /lib/udev/rules.d/75-persistent-net-generator.rules. I also know how to completely disable this process with a simple echo '#' > /etc/udev/rules.d/75-persistent-net-generator.rules but I've read that I "could also write my own rules file to give the interface a name — the persistent rules generator ignores the interface if a name has already been set" (/etc/udev/rules.d/README confirms that this is possible). Do you have any pointers to documentation about how to write such rules? (I mostly care about Debian/Ubuntu and a bit less for CentOS) As a specific example of why I want to write custom rules: I have two identical servers with one onboard LAN and one PCI LAN. In case of HW failure I want to be able to move disks from HW#1 to HW#2 and it's important for eth0 to continue pointing to the onboard card and eth1 to the PCI card (no one wants to mess with cabling in the middle of a HW failure panic). My current workaround works but is a lot of work[1] so I wonder if writing custom rules would allow me to express something simple like this: cards with MAC A or B should be named eth0 cards with MAC C or D should be named eth1 follow default naming scheme for anything else [1] install the OS in HW#1 and keep a copy of /etc/udev/rules.d/70-persistent-net.rules. Move the disks to HW#2 and keep a second copy of the same file. Concatenate the two copies and manually edit the NAME="ethX" part. Replace /etc/udev/rules.d/70-persistent-net.rules with my version. Finally disable auto-creation of a new 70-persistent-net.rules using echo '#' > /etc/udev/rules.d/75-persistent-net-generator.rules

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  • Best practice to calculate the average speed from GPS coordinates

    - by Sebi
    i have here a device which can give me gps coordinates. the time intervall i can define. i want to use it to calculate the average speed during driving or travelling by car. actually i used a orthodrome formula to calculate the distance between two points and then divided it by the given time intervall. by the implemenation i followed this term (http://de.wikipedia.org/wiki/Orthodrome#Genauere_Formel_zur_Abstandsberechnung_auf_der_Erde). Unfortunately i could only find a german link, but i think the formula should be understandable in any language ;) Unfortunately, using this formula and a time intverall of 1 seconds gives very unprecises results. the speed while walking is between 1 km/h and 20km/h. So i wonder if there is a general reference how to implement distance calculation between two gps coordinates (i found something similar on SO) and particulary, which is the best time intervall to update the GPS coordiantes.

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  • enabling gzip with htaccess...why is it hit or miss?

    - by adam-asdf
    I have shared hosting through Justhost. I use the HTML5 Boilerplate .htaccess (have tried other methods from here and there without luck) the compression part is as follows: <IfModule mod_deflate.c> # Force deflate for mangled headers developer.yahoo.com/blogs/ydn/posts/2010/12/pushing-beyond-gzipping/ <IfModule mod_setenvif.c> <IfModule mod_headers.c> SetEnvIfNoCase ^(Accept-EncodXng|X-cept-Encoding|X{15}|~{15}|-{15})$ ^((gzip|deflate)\s*,?\s*)+|[X~-]{4,13}$ HAVE_Accept-Encoding RequestHeader append Accept-Encoding "gzip,deflate" env=HAVE_Accept-Encoding </IfModule> </IfModule> # Compress all output labeled with one of the following MIME-types <IfModule mod_filter.c> AddOutputFilterByType DEFLATE application/atom+xml \ application/javascript \ application/json \ application/rss+xml \ application/vnd.ms-fontobject \ application/x-font-ttf \ application/xhtml+xml \ application/xml \ font/opentype \ image/svg+xml \ image/x-icon \ text/css \ text/html \ text/plain \ text/x-component \ text/xml </IfModule> </IfModule> However, it isn't working—at least I don't think—My home page (html) isn't compressing, the CSS and some of the JS aren't gzipped. It is failing on HTML, CSS and JS. However, some things are (or were, who knows what it will look like when you check) gzipped. My domain is http://adaminfinitum.com/ What is weird is that the (Google) PageSpeed browser extension for Firefox (whatever the current version is [Nov. 2012]) gives me a 95% speed rating (and no warnings about compression), yet YSlow and Chrome developer tools both flag me about gzip, as does a tool I found on here while researching this. To reduce cookies I set up a subdomain on my site and I thought maybe that was it so I added an .htaccess there also, but no luck. To reduce http requests I embedded some of webfonts and images in CSS (HTML5 BP stipulates not to compress images, and apparently '.woff' files are already compressed) so I thought maybe that was it and I spent all day separating and asynchronously loading those portions (via Modernizr.load) but that hasn't helped either...if anything it made it worse due to increasing http requests (I realize speed scores of async resources may be misleading). Researching this, it seems to be a fairly common issue but I haven't found an explanation/solution. I don't think it is a MIME-type issue, I have quadruple checked (and thrice edited) my .htaccess files. My hosting company said they run Apache 2.2.22 and I have looked at everything I can find. What gives?

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  • Users suddenly missing write permissions to the root drive c within an active directory domain

    - by Kevin
    I'm managing an active directory single domain environment on some Windows Server 2008, Windows Server 2008 R2 and Windows Server 2012 machines. Since a few weeks I got a strange issue. Some users (not all!) report that they cannot any longer save, copy or write files to the root drive c, whether on their clients (vista, win 7) nor via remote desktop connection on a Windows Server 2008 machine. Even running programs that require direct write permissions to the root drive without administrator permissions fail to do so since then. The affected users have local administrator permissions. The question I'm facing now is: What caused this change of system behavior? Why did this happen? I didn't find out yet. What was the last thing I did before it happened? The last action that was made before it happened was the rollout of a GPO containing network drive mappings for the users depending on their security group membership. All network drives are located on a linux server with samba enabled. We did not change any UAC settings, and they have always been activated. However I can't imagine that rolling out this GPO caused the problem. Has anybody faced an issue like that? Just in case: I know that it is for a specific reason that an user without administrative privileges is prevented from writing to the root drive since windows vista and the implementation of UAC. I don't think that those users should be able to write to drive c, but I try to figure out why this is happening and a few weeks ago this was still working. I also know that a user who is a member of the local administrators group does not execute anything with administrator permissions per default unless he or she executes a program with this permissions. What did I do yet? I checked the permissions of the affected programs, the affected clients/server. Didn't find something special. I checked ALL of our GPOs if there exist any restrictions that could prevent the affected users from writing to the root drive. Did not find any settings. I checked the UAC settings of the affected users and compared those to other users that still can write to the root drive. Everything similar. I googled though the internet and tried to find someone who had a similar problem. Did not find one. Has anybody an idea? Thank you very much. Edit: The GPO that was rolled out does the following (Please excuse if the settings are not named exactly like that, I translated the settings into english): **Windows Settings -- Network Drive Mappings -- Drive N: -- General:** Action: Replace **Properties:** Letter: N Location: \\path-to-drive\drivename Re-Establish connection: deactivated Label as: Name_of_the_Share Use first available Option: deactivated **Windows Settings -- Network Drive Mappings -- Drive N: -- Public: Options:** On error don't process any further elements for this extension: no Run as the logged in user: no remove element if it is not applied anymore: no Only apply once: no **Securitygroup:** Attribute -- Value bool -- AND not -- 0 name -- domain\groupname sid -- sid-of-the-group userContext -- 1 primaryGroup -- 0 localGroup -- 0 **Securitygroup:** Attribute -- Value bool -- OR not -- 0 name -- domain\another-groupname sid -- sid-of-the-group userContext -- 1 primaryGroup -- 0 localGroup -- 0 Edit: The Error-Message of an affected users says the following: Due to an unexpected error you can't copy the file. Error-Code 0x80070522: The client is missing a required permission. The command icacls C: shows the following: NT-AUTORITY\SYSTEM:(OI)(CI)(F) PRE-DEFINED\Administrators:(OI)(CI)(F) computername\username:(OI)(CI)(F) A college just told me that also the primary domain-controller (PDC) changed from Windows Server 2008 to Windows Server 2012. That also may be a reason. Any suggestions?

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  • Mobile CPU vs. Ultra-low CPU: performance

    - by Mike
    I'm choosing a new laptop and one of the questions is a type of CPU — mobile or ultra-low voltage. If to be more precise, I'm torn between two models of Intel Core i5 — i5-2410M and i5-3317U. Here is a comparison table. According to official specs the first-one has 2.3 GHz clock speed, while the second-one has only 1.7 GHz, that's about 25% difference. Is it really important parameter and which CPU is more preferable for a laptop for development, media and internet purposes?

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  • Low Power Speed Monitoring

    - by user555584
    I am aware of speed detection via gps, however as a background app, I am concerned about high power drain. I am looking to detect speed, say over 5mph, but it does not have to be accurate, say like a speedometer. Is there a low power way to detect if the phone is in motion, say by triangulation, or tracking tower strength and new/recently lost towers? I have an app design that is dependent on running in the background upon launch and knowing if the phone is in a car or not. Thanks!

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  • Can I add a gigabit switch to my D-Link WiFi router for gigabit networking? [migrated]

    - by Elmer
    I currently have a D-Link DIR-628 router in my home network that I use for wifi and local networking. However, I am looking to upgrade to a gigabit network as the data transfer speed between my network devices is too slow since the router only supports 10/100. Can I simply add a small gigabit switch (like the Netgear GS105) to the router and connect all local network devices to the gigabit switch ports instead of the router's ports or do I need to replace the entire router to a gigabit router?

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  • The speed of .NET in numerical computing

    - by Yin Zhu
    In my experience, .net is 2 to 3 times slower than native code. (I implemented L-BFGS for multivariate optimization). I have traced the ads on stackoverflow to http://www.centerspace.net/products/ the speed is really amazing, the speed is close to native code. How can they do that? They said that: Q. Is NMath "pure" .NET? A. The answer depends somewhat on your definition of "pure .NET". NMath is written in C#, plus a small Managed C++ layer. For better performance of basic linear algebra operations, however, NMath does rely on the native Intel Math Kernel Library (included with NMath). But there are no COM components, no DLLs--just .NET assemblies. Also, all memory allocated in the Managed C++ layer and used by native code is allocated from the managed heap. Can someone explain more to me? Thanks!

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  • How to throttle your own internet connection?

    - by darkAsPitch
    I am writing a website and want to test it's speed on slower internet connections. I have the unfortunate first world problem of downloading at 100mbps, how can I throttle my own computer's internet connection to 56kbps or 5mbps to give myself an idea of how my users might be downloading my website? EDIT: I am using Windows primarily but also have an ubuntu laptop if the answer is linux oriented.

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  • Practically expected transfer rates for sdhc class 6

    - by bobobobo
    I went and bought an expensive SanDisk Extreme III SDHC 8GB class 6 chip. However when I dump data from the card to the machine via USB 2.0 cable, its only getting 5.0 MB/second maximum according to Windows 7 disk explorer. It still can take up to 20 minutes to dump the card when its near full. This is so far below the rated 20MB/s transfer speed I can't believe it. Is this normal or might I have a defective chip?

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  • How to improve IntelliJ code editor speed?

    - by Hoàng Long
    I am using IntelliJ (Community Edition) for several months, and at first I'm pleased about its speed & simplicity. But now, after upgrading to version 10, it's extremely slow. Sometimes I click a file then it takes 5 - 15 seconds to open that file (it freeze for that time). I don't know if I have done anything which cause that: I have installed 2 plugins(regex, sql), and have 2 versions of IntelliJ on my machine (now the version 9 removed, only version 10 remains). Is there any tips to improve speed of code editor, in general, or specifically IntelliJ? I have some experience when using IntelliJ: 1. Should open IntelliJ a while before working, cause it needs time for indexing. Don't open too many code tabs Open as less other program as possible. I'm using 2 GB RAM WinXP, and it just seems fairly enough for Java, IntelliJ & Chrome at the same time.

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  • Increasing speed of webservice - howto

    - by Koran
    Hi, Our client-server product has the protocol between them as XML over HTTP. Here, the client asks a GET/POST query to the web server and the server responds with XML. The server is written using django. The server has to be on the web because there are many clients across the world using this. The server code uses extensive memoization and also there is very less db queries - most queries dont have any db queries, some of them has max 1. The biggest problem is the speed. Every query takes close to 5 seconds for the reply. The data replied is also very less - in the range of 4-6 Kb. What are the mechanisms to improve speed of the web service? Is this the usual way of writing a client-server? Are there other technologies and are we missing out on it? Thank you K

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