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  • Still about SSD potentials...write and read speed

    - by Macroideal
    I have been working on SSD (solid state disk) for several months..Problems and Questions hit my head unexpectedly..Coz i am a virgin in ssd... Especially these days I was testing the write-read speed of ssd, which I was always caring.... however result turned out not good as I expected, or even worse Three kinds of read-write were implemented in my test read and write directly from and into ssd, with openning ssd as a whole device. in windows: _open("\\:g", ***).. It can be very tricky and hairy that you'd write a data with size of folds of 512, at the disk position of folds of 512bytes... So, If you wanto write just a byte or 4 bytes, you'v to write at least a whole sector one time. Read and write data from and into files located in SSD... Read and Write data from and into files in mechanical Disk I compared the pratices below...I found ssd sucks...the ssd performs worse than mechanical disk... so i am wondering where i can get the potential performance of ssd, since ssd is said to a substitute for mechanical disk in the future.. Nevertheless, I test ssd with a pro-hard-disk tools..ssd is like twice speedier than mechanical disk. So, why?

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  • HP DL185 - very slow disk read speed

    - by fistameeny
    Hi, I have a HP DL185 G6 Server (12 disk model) with the following spec: Quad Core Xeon 2.27GHz 6GB RAM HP P212 RAID controller with battery backup 2 x 128GB 15K SAS 3.5" (RAID-1 for the operating system) 4 x 750GB 7.5K SAS 3.5" (RAID-5 for the data, 2TB usable space) The operating system is Ubuntu Server 9.10. Both drives have been formatted as EXT4. We are finding that read speed of the RAID-5 array is poor. Disk test results below: sudo hdparm -tT /dev/cciss/c0d1p1 /dev/cciss/c0d1p1: Timing cached reads: 15284 MB in 2.00 seconds = 7650.18 MB/sec Timing buffered disk reads: 74 MB in 3.02 seconds = 24.53 MB/sec For info, the RAID-1 array performs as follows: sudo hdparm -tT /dev/cciss/c0d0p1 /dev/cciss/c0d0p1: Timing cached reads: 15652 MB in 2.00 seconds = 7834.26 MB/sec Timing buffered disk reads: 492 MB in 3.01 seconds = 163.46 MB/sec We thought this was because with no battery, read/write cache is disabled. We have bought and installed the battery backup and have used the HP bootable CD to change the cache settings to 50% read / 50% write and check cache is enabled on the drives and the controller. Is there something I'm missing?

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  • Measure Upload Speed between a client and our server

    - by tresstylez
    We host a SAAS application specially customized for multiple clients. For one customer in particular -- they are reporting sporadic performance issues from various locations on their network, in particular UPLOADING documents through a form on our website. The client claims they have "bandwidth to spare" and that utilization of their "pipe" is so low that it MUST be our application, but our application has MANY clients and all features are working fine for all other clients. Interestingly enough -- DOWNLOADS (ie. just accessing the website, or downloading documents) is working fine. Speed test shows that they should get 1.2Mbps UP. So, a 3MB file should take 20 secs to upload. It takes 60+ seconds on their network. Sometimes even small files take OVER 10 minutes to upload or they timeout. Pings and Traceroutes don't show any abnormally long hops or response times. They claim other SAAS applications they use allow them to upload just fine. Both IT teams are working together to resolve this issue. What kind of data can I request from the clients to begin ruling things out. Seems like we need to somehow measure LATENCY of the networks involved or even at the switch level, we need to understand if packets are getting dropped somewhere and why. Where should I start? Any help is appreciated. I'll provide more info upon requests

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  • Bonnie does not provide speed for Sequential Input / Block

    - by Lqp1
    I'm using ProxmoxVE and I would like to run some benchmarks regarding performances of this product. One of these benchmarks is bonnie++ ; it runs very well in a VM (qemu-kvm) but when I run it in a conainer (openVZ), it does not provide me reading speed (only writing). I don't understand why... Does anyone know what's happenning ? VMs ans Containers are Debian 7.4. Here's the output of bonnie in the container: root@ct2:/# bonnie++ -u root Using uid:0, gid:0. Writing a byte at a time...done Writing intelligently...done Rewriting...done Reading a byte at a time...done Reading intelligently...done start 'em...done...done...done...done...done... Create files in sequential order...done. Stat files in sequential order...done. Delete files in sequential order...done. Create files in random order...done. Stat files in random order...done. Delete files in random order...done. Version 1.96 ------Sequential Output------ --Sequential Input- --Random- Concurrency 1 -Per Chr- --Block-- -Rewrite- -Per Chr- --Block-- --Seeks-- Machine Size K/sec %CP K/sec %CP K/sec %CP K/sec %CP K/sec %CP /sec %CP ct2 1G 843 99 59116 8 60351 4 4966 99 +++++ +++ 2745 8 Latency 9558us 3582ms 527ms 1672us 936us 5248us Version 1.96 ------Sequential Create------ --------Random Create-------- ct2 -Create-- --Read--- -Delete-- -Create-- --Read--- -Delete-- files /sec %CP /sec %CP /sec %CP /sec %CP /sec %CP /sec %CP 16 +++++ +++ +++++ +++ +++++ +++ +++++ +++ +++++ +++ +++++ +++ Latency 19567us 358us 368us 107us 59us 25us 1.96,1.96,ct2,1,1401810323,1G,,843,99,59116,8,60351,4,4966,99,+++++,+++,2745,8,16,,,,,+++++,+++,+++++,+++,+++++,+++,+++++,+++,+++++,+++,+++++,+++,9558us,3582ms,527ms,1672us,936us,5248us,19567us,358us,368us,107us,59us,25us The filesystem for / is of type "simfs", which is a pseudo filesystem for openVZ. Maybe it's related to this issue but I can't find anyone with the same issue with bonnie and openVZ... Thanks for your help. Regards, Thomas.

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  • i7-980X at 70% speed

    - by Buxley
    Hi we bought a nice computer to use to solve optimization problems. Intel i7-980X@3,33 GHz with 12 GB of Team Group 1600 MHz DDR3 RAM. When we use Gurobi the computer uses all 12 cores at maximum in the beginning of the solve. However after a while (about 8 hrs) it all cores jump between 65 and 85% When I solve the same models on an i7 930 all cores are at a near 100% level even after longer solution times. We first thought that the Hard disk was the bottleneck since Gurobi writes out nodefiles after the memorylimit is used. However since the new computer have 12 GB of RAM we put the memorylimit to 7 GB so the solver only used the RAM and still with the same performance in the processor. Any ideas about the bottleneck? As I said earlier it works at 100% for the first hours or so . Thanks very much for any answers! Our plan was to overclock it but we can't even get it to work at normal speed yet!

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  • i7 x980 at 70% speed

    - by Buxley
    Hi we bought a nice computer to use to solve optimization problems. intel i7 X980@3,33 Mhz with 12 Gb of Team Group 1600 MHz ddr3 Ram. When we use Gurobi The Computer uses all 12 cores at maximum in the beginning of the solve. However after a while (about 8 hrs) it all cores jump between 65 and 85% When I solve the same models on an I7 930 all cores are at a near 100% level even after longer solution times. we first thought that the Harddisk was the bottleneck since Gurobi writes out nodefiles after the memorylimit is used. However since the new computer have 12 GB of Ram we put the memorylimit to 7 GB so the solver only used the RAM and still with the same performance in the processor. Any Ideas about the bottleneck? As I said earlier it works at 100% for the first hours or so . Thanks very much for any answers! Our plan was to overclock it but we can't even get it to work at normal speed yet!

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  • windows server 2003 speed issues

    - by farzinSH
    I have a HP server with windows server 2003 and 50 windows XP clients. Since a week and a half the networks speed suddenly drop 2-3 times per day. It gets so slow that none of the clients could work with the HIS program installed on them. We tried so many different things such as replacing the hubs,switches and even some wires. Every time one of these changes solves the problem and the network goes back to its normal state. I checked everything. Even when I disconnected all the clients from the server and connected it to just one computer the problem still remained for 2 hours. I just narrowed down the problem to the couple of likely speculations as follows: viruses? (Updated Kaspersky running on the server shows none) server hardware failure? Physical memory usage on the server? (Because the last time the problem occurred none of the changes above solved the issue so I restarted the server an checked the physical memory usage which was 2 GBs. But I noticed it's increasing over time to over 9 GBs...the server has 16 GBs of RAM.) I surfed the internet and got nothing. Any help would do us a lot....thanks in advance

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  • what are all the Optimize tricks that you know for asp.net code ?

    - by Aristos
    After some time of many code programming on asp.net, I discover the very big speed different between string and StringBuilder. I know that is very common and known but I just mention it for start. The second think that I have found to speed up the code, is to use the const, and not the static, for declare my configuration constants value (especial the strings). With the const, the compiler not create new object, but just place the value, on the point that you have ask it, but with the static declaration, is create a new memory object and keep its on the memory. My third trick, is when I search for string, I use hash values, and not the string itself. For example, if I need a List<string SomeValues, and place inside strings that I need to search them, I prefer to use List<int SomeHashValue, and I use the hash value to locate the strings. My forth thought that I was wandering, is if is better to place big strings in one line, or separate them in different lines with the + symbol to be more easy to read out. I make some tests and see that the compiler make a good job is some split the string, in many lines, using the + symbol. What other tricks/tips do you know and use on your programming to make it run faster, and maybe use less memory. Well I know, that some times, to make something run faster, you need more memory, more cache. My priority is on speed. Because Speed Counts.

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  • How to make 7zip faster

    - by user34463
    I normally use winRAR over 7Zip simply because its faster and only a little less efficient with compression. I did a few tests on different filetypes and sizes comparing the 7zip and winRAR default settings on their normal compression and their best compression, and in a lot of cases winRAR was 50% faster and in some it was actually 100% faster. But, I do like FOSS more. So here are my questions: Is there a way to make 7zip speed up? I'd like it to at least be on par with rar's speed Is there a way to make recovery segments in 7zip like you can in rar? I didn't see any, but I guess it could be a command line thing. I tested winrar and 7zip using the latest stable version of each (4.something with 7zip). Is the 9.x beta release noticeably faster at compression? I'm talking about faster at a comparable setting in WinRAR, not just lowering to bare minimum compression. If it matters, I use a quad core intel i7 720 (1.6ghz)/(2.8ghz) with 4gb DDR3 ram, and the 64-bit version of 7zip.

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  • How to make 7-Zip faster

    - by Matt
    I normally use WinRAR over 7-Zip simply because it's faster and only a little less efficient with compression. I did a few tests on different filetypes and sizes comparing the 7-Zip and WinRAR default settings on their normal compression and their best compression, and in a lot of cases WinRAR was 50% faster and in some it was actually 100% faster. But, I do like FOSS more. So here are my questions: Is there a way to make 7-Zip speed up? I'd like it to at least be on par with WinRAR's speed Is there a way to make recovery segments in 7-Zip like you can in WinRAR? I didn't see any, but I guess it could be a command line thing. I tested WinRAR and 7-Zip using the latest stable version of each (4-dot-something with 7-Zip). Is the 9.x beta release noticeably faster at compression? I'm talking about faster at a comparable setting in WinRAR, not just lowering to bare minimum compression. If it matters, I use a quad core Intel i7 720 (1.6 GHz)/(2.8 GHz) with 4 GB DDR3 RAM, and the 64-bit version of 7-Zip, and dual-boot Debian x64 5.0.4 and Windows 7 Home.

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  • Software way to cool down an old MacBook Pro

    - by notMacBookProSuperUser
    Hi all, First a little background: I've got lots of computers, including Linux PCs and two MacBook Pro (and a MacMini). My concern is with my 'old' MacBookPro (Core Duo). It really does overheat. Warranty is long void. Years ago (I'd say 2.5 years ago or so) one day it overheated so bad that the battery inflated due to the heat. I got a new battery for free but it's still getting incredibly hot (much other than any other computer I've got: my newer Core 2 Duo MacBook Pro doesn't get nearly as hot as the old one. It s really a pain because I use my old MBP when I m in front of TV, having it on my lap, and it can really become unbearable. I don't want to open that old MBP. On Linux I can force a new CPU 'governor' that decides how the CPU is allowed to operate: it can be 'on demand', 'always max speed', 'always speed x', etc. Does the same exist under MacOS X? Is there a way, say if a 1.86 Ghz Core Duo can run at 1.6 Ghz, to ask MacOS X: "never run this CPU above 1.6 Ghz" ?

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  • Memory modules not running at rated speeds.

    - by Wesley
    Hi all, I'm having some odd memory issues with my build. Here are my specs right now: QDI Superb 4 motherboard Intel Pentium 4 Northwood 2.4GHz (512KB L2, 533MHz FSB) 3x 256MB PC2100 DDR266 RAM 16MB NVIDIA TNT2 Pro AGP Seagate 80GB IDE HDD Generic USB 2.0 PCI Generic Modem PCI Bestec 250W PSU To be even more specific, here are the current brands and models of each module: Kingston KVR266X64C25/256 Samsung PC2100U-25331-Z SMART SM5643285D4N0CHM0H Supposedly, they are all PC2100 266MHz modules with a latency of 2.5. Looking in Speccy, the Kingston module is somehow running at a speed of PC2300 ~284MHz. I've never overclocked RAM at all as I don't know how to. However, when I first started the computer, I had the SMART module in place first and then reset the BIOS settings, including the integrated overclocking options. However, this still doesn't explain why the Kingston module runs at a higher speed than the SMART and Samsung module. Why is it like this? On a side note, where could I find the motherboard manual for the QDI Superb 4? Thanks in advance.

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  • New router, slower internet connection?

    - by qwerty
    So, we just bought a new router a few hours ago, and it does work. However, for some reason the speed is just ridiculously slow (compared to before, at least)! If i run a test on speedtest.net i get the following results: http://i.imgur.com/68JyH.png which are pretty good. But for some reason it's like the connection just "hangs" for a second when i navigate to a site through the browser (have tried different browsers). It's not on all sites, it kind of happens randomly. I think the browser cache might be speeding some sites up, because if i visit a site that i HAVEN'T visited before (since i cleared my cache), it takes like two seconds (if not more) to open the site. If i have visited it, it opens directly (it barely loads). Not sure what to do, really. Any suggestions on what might speed it up? Any settings i can play with in the router settings? The router is of the brand Belkin. I'm not sure about the model though, it says "Belkin, Play Max Wireless Router" on the box? Thanks in advance! EDIT: Alright, it takes a lot more than two seconds. At least 3-4 depending on the site. Any suggestions?

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  • Limited bandwidth and transfer rates per user.

    - by Cx03
    I searched for a while but couldn't find anything concrete, hopefully someone can help me. I'm going to be running a Debian server on a gigabit port, and want to give each user his/her fair share of internet access. The first objective is easy - transfer rates (speed) per user. From what I've looked at, IPTables/Shorewall could do the job easy. Is this easy to setup, or could one of you point me at a config? I was hoping to limit users at 300mbit or 650mbit each. The second objective gets complicated. Due to the usage of the boxes, most of the traffic will be internal network traffic that does NOT get counted to the quota. However, I still need to limit the external traffic, and if they go over, cut off access (or throttle traffic to a very low speed (10mbit?)). Let's say the user has a 3TB external traffic limit. The IF part is: If the hostname they are exchanging the traffic with DOES NOT MATCH .ovh. or .kimsufi. (company owns multiple TLDs), count to the quota. Once said quota exceeds 3TB, choke them. Where could I find a system to count that for me? It would also need to reset or be able to be manually reset on a monthly basis. Thanks ahead of time!

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  • How do I get to the bottom of network latency and bandwidth issues

    - by three_cups_of_java
    I recently moved two blocks south. That move moved me from Comcast to Broadstripe (high-speed internet cable providers). Comcast was pretty good. Broadstripe sucks. I called them on the phone, and they basically brushed me off (politely). I want to come to them with some numbers, so I can say more than just "it's really slow". I still have access to my old Comcast service, so I can run the tests using both providers. Here's what I'm seeing with my new Broadstripe service: 1) When I browse to most sites, there is a long delay (5-10 seconds) before the page starts loading in my browser 2) The speed test tell me I have 12 megs down (bullshit) 3) I have a server at my office. I just downloaded some files (using scp on the command line). It said I'm getting 3.5 KB/s I'm an experienced programmer and spend most of my days on the command line and in vim. Networking, however is not a strong point. I've played around with traceroute, but I'm not sure if that's the right tool to use. I have access to servers all over the country (I would just use Amazon EC2 to set up a test server), and I prefer to use Ubuntu for my testing. How can I come up with some hard numbers to show Broadstripe how crappy their service is?

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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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  • PHP - can a method return a pointer?

    - by Kerry
    I have a method in a class trying to return a pointer: <?php public function prepare( $query ) { // bla bla bla return &$this->statement; } ?> But it produces the following error: Parse error: syntax error, unexpected '&' in /home/realst34/public_html/s98_fw/classes/sql.php on line 246 This code, however, works: <?php public function prepare( $query ) { // bla bla bla $statement = &$this->statement; return $statement; } ?> Is this just the nature of PHP or am I doing something wrong?

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  • Problem using void pointer as a function argument

    - by Nazgulled
    Hi, I can't understand this result... The code: void foo(void * key, size_t key_sz) { HashItem *item = malloc(sizeof(HashItem)); printf("[%d]\n", (int)key); ... item->key = malloc(key_sz); memcpy(item->key, key, key_sz); } void bar(int num) { foo(&num, sizeof(int)); } And I do this call: bar(900011009); But the printf() output is: [-1074593956] I really need key to be a void pointer, how can I fix this?

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  • Difference between Singleton implemention using pointer and using static object

    - by Anon
    EDIT: Sorry my question was not clear, why do books/articles prefer implementation#1 over implementation#2? What is the actual advantage of using pointer in implementation of Singleton class vs using a static object? Why do most books prefer this class Singleton { private: static Singleton *p_inst; Singleton(); public: static Singleton * instance() { if (!p_inst) { p_inst = new Singleton(); } return p_inst; } }; over this class Singleton { public: static Singleton& Instance() { static Singleton inst; return inst; } protected: Singleton(); // Prevent construction Singleton(const Singleton&); // Prevent construction by copying Singleton& operator=(const Singleton&); // Prevent assignment ~Singleton(); // Prevent unwanted destruction };

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  • Iphone build error - literal-pointer symbol(s) not found

    - by Nick
    Sorry I imagine I'm missing something basic here. Before I write up a bunch of details on the specifics of the class I'd appreciate a nudge or smack on the head about the meaning of this build error. I have a subclass of NSObject SiteAnnotation that should be conforming to the MKAnnotation protocol. It is #imported in the ViewController in question When I try to alloc/init: SiteAnnotation *thisAnnotation = [[SiteAnnotation alloc] init]; This is the build error which occurs: Link /build/Debug-iphonesimulator/testbed.app/testbed ".objc_class_name_SiteAnnotation", referenced from: literal-pointer@__OBJC@__cls_refs@SiteAnnotation in MapViewController.o Symbol(s) not found collect2: ld returned 1 exit status Any tips appreciated.

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  • After minimizing app, on restore, windows pursues mouse pointer

    - by Nuno Silva
    Hi! I have an application in WPF C# where other than the purpose of what it's done, I customized the close and minimize buttons. The problem is that when I minimize, all is good, I cycle around all other apps, but, when I want to go back to the application, I click in the window in the taskbar, and the window pops up... But when it pops up, the window pursues the mouse pointer throughout the screen... The code i've implemented the the simplest it can be... private void Minimize_LeftMouseDown(object sender, MouseButtonEventArgs e) { this.WindowState = WindowState.Minimized; } Can you point me some directions? Thanks

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  • Pointer argument to boost python

    - by piotr
    What's the best way to make a function that has pointer as argument work with boost python? I see there are many possibilities for return values in the docs, but I don't know how to do it with arguments. void Tesuto::testp(std::string* s) { if (!s) cout << " NULL s" << endl; else cout << s << endl; } >>> t.testp(None) NULL s >>> >>> s='test' >>> t.testp(s) Traceback (most recent call last): File "<stdin>", line 1, in <module> Boost.Python.ArgumentError: Python argument types in Tesuto.testp(Tesuto, str) did not match C++ signature: testp(Tesuto {lvalue}, std::string*) >>>

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  • Twitter integration with C#.NET applications - NULL Pointer Exception

    - by Kanini
    Trying to integrate Twitter with ASP.NET application (Code in C#). This is the code I have written for the first sign in to Twitter. When I debug the application, I do get the token response and the response redirect happens appropriately. However, if I host it on IIS and access it, I get a Null Pointer Exception. Why is that? //Retrieve consumerKey and consumerSecret var v_consumerKey = ConfigurationManager.AppSettings["consumerKey"]; var v_consumerSecret = ConfigurationManager.AppSettings["consumerSecret"]; //Check if user is a valid user if (Request.QueryString["oauth_token"] == null) { OAuthTokenResponse t_requestToken = OAuthUtility.GetRequestToken(v_consumerKey, v_consumerSecret); Response.Redirect("http://twitter.com/oauth/authorize?oauth_token=" + t_requestToken.Token); } else { string s_oAuthToken = Request.QueryString["oauth_token"].ToString(); var v_accessToken = OAuthUtility.GetAccessToken(v_consumerKey,v_consumerSecret,s_oAuthToken); }

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  • c struct pointer issues

    - by clear2k
    I'm trying to cast a struct into another struct but I'm having incompatible pointer issues within the cast and the malloc under some_func (structs layout are the same) struct stu1 **some_func(struct stu1 *my_struct) { my_struct = (struct stu1 **)malloc(sizeof(struct stu1 *)*total_size); for(i=0;i<20;i++){ my_struct[i] = (struct stu1 *)malloc(sizeof(struct stu1)); printf("%s",my_struct[i++]->a); } } int main() { struct stu1 **my_struct; struct stu2 **my_struct2; struct stu3 **my_struct3; my_struct = some_func(my_struct); my_struct2 = (struct stu2**)some_func((struct stu1*)my_struct2); my_struct3 = (struct stu3**)some_func((struct stu1*)my_struct3); }

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