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  • Why datacenter water cooling is not widespread?

    - by MainMa
    From what I read and hear about datacenters, there are not too many server rooms which use water cooling, and none of the largerst datacenters use water cooling (correct me if I'm wrong). Also, it's relatively easy to buy an ordinary PC components using water cooling, while water cooled rack servers are nearly nonexistent. On the other hand, using water can possibly (IMO): Reduce the power consumption of large datacenters, especially if it is possible to create direct cooled facilities (i.e. the facility is located near a river or the sea). Reduce noise, making it less painful for humans to work in datacenters. Reduce space needed for the servers: On server level, I imagine that in both rack and blade servers, it's easier to pass the water cooling tubes than to waste space to allow the air to pass inside, On datacenter level, if it's still required to keep the alleys between servers for maintenance access to servers, the empty space under the floor and at the ceiling level used for the air can be removed. So why water cooling systems are not widespread, neither on datacenter level, nor on rack/blade servers level? Is it because: The water cooling is hardly redundant on server level? The direct cost of water cooled facility is too high compared to an ordinary datacenter? It is difficult to maintain such system (regularly cleaning the water cooling system which uses water from a river is of course much more complicated and expensive than just vacuum cleaning the fans)?

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  • Engineers are using explosives to remove hard rock outside our office building. What countermeasures should we take?

    - by Karrax
    Our building is located approx. 100 meters from the explosive charges. They happen several times per day, and really shake the entire building a lot. This is going to go on for many days and the blasts are supposed to get stronger. Our server rooms are nothing fancy; one of them has all the racks on hard concrete while the other one has a raised floor (the one which allows the cables to go beneath it). Does anyone have any tips, countermeasures or best practices for us? Currently we are thinking of the following countermeasures: Daily report of the server rooms status lights (HD lights, power supplies and so on). Nightly check disk scan on the most important servers Order in extra supply of spare harddrives Edit: Many good answers here! However one needs to be accepted. The highest voted answer at the time of this edit will get their answer accepted.

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  • Cabling: What to keep in stock?

    - by pehrs
    I have worked a few different places, each one with a different solution, so I would like to hear your suggestions and ideas. I am looking at a situation with multiple server-rooms. We have a mixture of copper (both ethernet and telephone), multi-mode fibre and single-mode fibre. We have all types of connectors: RJ-11, RJ-45, LC, SC, FC, SMA and several I probably forgot about. We have a lot of people working in the area, and keeping track of cables is turning into a full time job. So, here are a the questions: What types and lengths of cable do you keep in stock on site? Do you make your own or buy pre-made? Adapters? Dampeners? How do you manage cable inventory? How do you label the cables? Any other tricks to stop this from driving me crazy?

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  • I've inherited a rat's nest of cabling. What now?

    - by hydroparadise
    You know, you see pictures like below and sort of chuckle until you actually have to deal with it. I have just inherited something that looks like the picture below. The culture of the organization does not tolerate down time very well, yet I have been tasked to 'clean it up'. The network functions as it is, and there doesn't seem to be rush to get it done, but I will have to tackle the bear at some point. I get the ugly eye when I mention anything about weekends. So my question goes, is there sort of a structured approach to this problem? My Ideas thus far: Label, Label, Label Make up my patch cables of desired length ahead of time Do each subnet at a time (appears that each subnet are for different physical locations) Replace one cable at a time for each subnet It's easier to get forgiveness than permision?

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  • Rack layout tools

    - by Luke
    I'm wondering if there's any tools (preferably offline) that would allow me to layout all of the new equipment that will be going into several standard racks. Currently I'm using Excel to map out all of the slots columns for the data but I suspect that there is some better method of doing this. Suggestions? Edit: Dell has an online tool, but doesn't seem very good at actually saving the data that you're working on (and obviously it's geared towards Dell hardware).

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  • Rack layout tools

    - by Luke
    I'm wondering if there's any tools (preferably offline) that would allow me to layout all of the new equipment that will be going into several standard racks. Currently I'm using Excel to map out all of the slots columns for the data but I suspect that there is some better method of doing this. Suggestions? Edit: Dell has an online tool, but doesn't seem very good at actually saving the data that you're working on (and obviously it's geared towards Dell hardware).

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  • 12-24 rack, 10-32 server thumbscrew. How to mount?

    - by JJ.
    We have just purchased a APC rack (model AR204A) with 12-24 threaded holes. We couldn't get a "square hole" model in time for our setup deadline. Unfortunately our rack servers (Lenovo RD240) appear to have 10-32 thumbscrews for securing the server to the rack. We've successfully mounted the server rails to the rack using 12-24 screws however the 10-32 thumbscrews in the server front won't "grab" the 12-24 holes in the rack, thus there is nothing to stop the server from sliding right off the rack if pushed from the back. The thumb screws on the server don't seem to be removable, so we can't simply use 12-24 screws instead. Any suggestions on how to work around this problem? Is there any way to "convert" a 12-24 hole to a 10-32 thread (or similar approach)? Thanks in advance.

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  • How do I use price data in one table for a calculation that is stored in another table?

    - by shane
    I'm still leanring PHP/MySQL but have learned quite a bit thanks to codies on StackOverflow. I'm trying to setup a sort of room reservations system using two tables: SETUP: Room price table: Has, prices for a type room a client may want to rent as well as the dates (day of week) they wish to use it. Pricing varies based on day of the week and per room. I've setup a different table for each room type as each room type carries different pricing for each day of the week. So, There is an Alpha room table, Bravo room, etc. Within Alpha table are headers for the days of the week with pricing pre-entered into the rows. Client info table: Has the name, address, date of room use, etc data for the specific client. EXAMPLE: Alpha-room price table: Sun = $100; Mon = $200; Tue=$300 and so on. Bravo-room price table: Sun = $100; Mon = $200; Tue=$300 and so on. Client data table: ClientName; date-of-room-use; address; day_subtotal; grand_total. QUESTION: I'm trying to find PHP code that will: look at the date of room use in the client data table, look up the associated cost for that date in the specific room pricing table, record that unit cost in the day subtotal of the client data table and sum a grand total in the grand total row of the client data table (assuming the room may be used more than one day by the customer). I know there's something to do with join but I'm finding it difficult to grasp the concept and, if someone can demonstrate using this example, I think I will have a better understanding of how to work this sort of transaction. Thank you ALL in advance for your suggestions or alternatvie approaches.

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  • Podcast Show Notes: Red Room Interview &ndash; Part 3: Ninja BPM

    - by Bob Rhubart
    The third and final segment of my conversation with Red Room bloggers Sean Boiling, Richard Ward, and Mervin Chaing is now available. Listen to Part 1 Listen to Part 2 Listen to Part 3 As you’ll hear, this segment gets its title from another example of Mervin’s tactic for tweaking terminology to make it easier to sell stakeholders on certain SOA concepts. These are some very bright, very knowledgeable guys, so I encourage you to connect with them via the links below to pick their brains on any SOA or related issues that might have you reaching for the aspirin bottle. Sean Boiling - Sales Consulting Manager for Oracle Fusion Middleware LinkedIn | Twitter | Blog Richard Ward - SOA Channel Development Manager at Oracle LinkedIn | Blog Mervin Chiang - Consulting Principal at Leonardo Consulting LinkedIn | Twitter | Blog Once again, you’ll find the complete list of Red Room SOA Best Practice Posts in here. Up Next Next week’s program features another panel discussion recorded during a virtual min meet-up. The panel includes Oracle ACE Directors Mike van Alst (IT-Eye) and Jordan Braunstein (TUSC) along with The Definitive Guide to SOA: Oracle Service Bus author Jeff Davies. Stay tuned: RSS   Technorati Tags: oracle technology network,oracle,archbeat,podcast. arch2arch,soa,bpm del.icio.us Tags: oracle technology network,oracle,archbeat,podcast. arch2arch,soa,bpm

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  • MySQL Connect in 4 Days - Sessions From Users and Customers

    - by Bertrand Matthelié
    72 1024x768 Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Cambria","serif";} Let’s review today the conference sessions where users and customers will describe their use of MySQL as well as best practices. Remember you can plan your schedule with Schedule Builder. Saturday, 11.30 am, Room Golden Gate 7: MySQL and Hadoop—Chris Schneider, Ning.com Saturday, 1.00 pm, Room Golden Gate 7: Thriving in a MySQL Replicated World—Ed Presz and Andrew Yee, Ticketmaster Saturday, 1.00 pm, Room Golden Gate 8: Rick’s RoTs (Rules of Thumb)—Rick James, Yahoo! Saturday, 2.30 pm, Room Golden Gate 3: Scaling Pinterest—Yashwanth Nelapati and Evrhet Milam, Pinterest Saturday, 4.00 pm, Room Golden Gate 3: MySQL Pool Scanner: An Automated Service for Host Management—Levi Junkert, Facebook Sunday, 10.15 am, Room Golden Gate 3: Big Data Is a Big Scam (Most of the Time)—Daniel Austin, PayPal Sunday, 11.45 am, Room Golden Gate 3: MySQL at Twitter: Development and Deployment—Jeremy Cole and Davi Arnaut, Twitter Sunday, 1.15 pm, Room Golden Gate 3: CERN’s MySQL-as-a-Service Deployment with Oracle VM: Empowering Users—Dawid Wojcik and Eric Grancher, DBA, CERN Sunday, 2.45 pm, Room Golden Gate 3: Database Scaling at Mozilla—Sheeri Cabral, Mozilla Sunday, 5.45 pm, Room Golden Gate 4: MySQL Cluster Carrier Grade Edition @ El Chavo, Latin America’s #1 Facebook Game—Carlos Morales, Playful Play You can check out the full program here as well as in the September edition of the MySQL newsletter. Not registered yet? You can still save US$ 300 over the on-site fee – Register Now!

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  • More on Oracle OpenWorld 2012

    - by Maria Colgan
    With only two weeks to go until Oracle OpenWorld, it is time to start planning your schedule. Every year folks ask me what Optimizer related sessions they should go and see at OpenWorld. Below are my top two picks for each day of the conference, to get your schedule started. Sunday, September 30th at 9am Beginning performance tuning Session UGF 3320 in Moscone West, room 2022 Sunday September 30th at 12:30pm Ten Surprising Performance Tactics Session UGF10426 in Moscone West, room 2016 Monday October 1st at 12:15pm The Evolution of Histograms in Oracle Database Session CON2803 in Moscone south, room 302 Monday October 1st at 1:45pm A Day in the Life of a Real-World Performance Engineer Session CON8404 in Moscone south, room 303 Tuesday October 2nd at 11:45am Oracle Partitioning: It’s Getting Even Better Session CON8321 in Moscone South, room 101 Tuesday October 2nd at 1:15pm Oracle Optimizer: Harnessing the Power of Optimizer Hints  Session CON8455 in Moscone South, room 103 Wednesday October 3rd at 3:30pm SQL Plan Stability: Post 11g Upgrade—Verizon Wireless’ Experience Session CON4485 in Moscone South, room 302 Wednesday October 3rd at 5pm Five SQL and PL/SQL Things in the Latest Generation of Database Technology Session CON8432 Moscone South, room 103 Thursday, October 4th at 11:15pm How the Query Optimizer Learns from Its Mistakes  Session CON3330 in Moscone west, room 3016 Thursday, October 4th at 12:45pm Oracle Optimizer: An Insider’s View of How the Optimizer Works Session CON8457 in Moscone South, room 104 Don't forget to pickup an Optimizer bumper sticker at the Optimizer demo booth. This year we are located in booth 3157, in the Database area of the demogrounds, in Moscone South. Members of the Optimizer development team will be there Monday through Wednesday from 9:45 am until 6pm.

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  • Having a list of rooms with theirs connection to each other, how do I find isolated room groups?

    - by petervaz
    I'm trying to create a small roguelike and went as far as random generating rooms and corridors. Each room is an instanced object and contain an arraylist of the others rooms connected by a corridor. I can single out unconnected rooms but how can I know the rooms that are connected only to each other but not to most of the others, forming an island? to illustrated better the problem here is an image from the console on a bogged level. Rooms 5 and 6 are connected only to each other. What algorithm can I use to detect that?

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  • What is the best 3-D technology for the "Online Room Planner" site?

    - by Omega
    The main user-case is: Create the 2D floor plan See the 3D view of the room in colors and in dynamic lighting (switching on and off the lamps) Select the furniture from the large library of predefined samples. Change the color and texture of the furniture samples. Create the photos of the 3D room view from different points. Also user can move and turn the camera in the room and discover the view.

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  • Can I extend my monitors, mouse, keyboard accross a room?

    - by jasondavis
    I am considering building my next PC into a server rack case, the reason is I am getting a server cabinet and will be putting in a few servers in it. It will be in my room where I use my main PC as well and in my case it just makes sense to build my next PC into this cabinet/rack. So my main concern, will I be able to extend my mouse, keyboard, and 2-3 monitors10-15 feet accross a room from my server rack to my desk?

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  • Employee Tracking: Is there a similar software to Elance WorkView or oDesk "Team Room"?

    - by Kunal
    We are looking for a great commercial or free tool which can monitor all our remote employees and keep the reports centrally. We need it similar to Elance WorkView or oDesk "Team Room", what these tools do is: Take screenshots at random interval. Track the activity on computer based on key strokes. (not a necessity) It doesn't necessarily need to track time but will be good to have, our aim is to monitor employees and make sure they're working - that's all. I'll give oDesk Team Room 10/10 and I haven't been able to find such tool. Is there anyone who can suggest such tool? Thanks

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  • Don't Miss At Devoxx!!!

    - by Yolande Poirier
    Come by IoT Hack Fest which starts with the session: kickstart your Raspberry Pi and/or Leap Motion project, part II on Tuesday from 9:30am to 12:00pm to learn how to start a project with the Raspberry Pi and Leap Motion. In the afternoon, you can still join a project and create your own project with the help of experts on Raspberry Pi, Leap Motion and other boards.  At the Oracle booth, Java experts will be available  to answer your  questions and demo the new features of the Java Platform, including Java Embedded, JavaFX, Java SE and Java EE. This year, the chess game that was first demoed at JavaOne keynotes last September will be showcased at Devoxx.  Duke is coming to Devoxx this year. You can get your picture taken with Duke on Tuesday, Wednesday and Thursday (Nov. 12-14) from 12:00 to 18:00 Beer bash will be Tuesday from 17:30-19:30 and Wednesday/Thursday from 18:00 to 20:00 at the booth. Oracle is raffling off five Raspberry Pi's and a number of books every day. Make sure to stop by and get your badge scanned to enter the raffle. Raffles are Tuesday at 19:15 and Wednesday/Thursday at 19:45 at the Oracle booth.  The main conference sessions from Oracle Java experts are:  Wednesday 13 November Beyond Beauty: JavaFX, Parallax, Touch, Raspberry Pi, Gyroscopes, and Much More Angela Caicedo, Senior Member, Technical Staff, Oracle Room 7, 12:00–13:00 Lambda: A Peek Under the Hood, Brian Goetz, Software Architect, Oracle Room 8, 12:00–13:00 In Full Flow: Java 8 Lambdas in the Stream, Paul Sandoz, Software Developer, Oracle Room 8, 14:00–15:00 The Modular Java Platform and Project Jigsaw, Mark Reinhold, Chief Architect, Java Platform Group, Oracle, Room 8, 15:10–16:10 The Curious Case of JavaScript on the JVM, Attila Szegedi, Principal Member, Technical Staff, Oracle, Room 5, 16:40–17:40 Is It a Car? Is It a Computer? No, It’s a Raspberry Pi JavaFX Informatics System. Simon Ritter, Principal Technology Evangelist, Oracle Room 7, 16:40–17:40 Thursday 14 November Java EE 7: What’s New in the Java EE Platform Linda DeMichiel, Consulting Member, Technical Staff, Oracle, Room 8, 10:50–11:50 Java Microbenchmark Harness: The Lesser of the Two Evils, Aleksey Shipilev, Principal Member, Technical Staff, Oracle. Room 6, 14:00–15:00 Practical Restful Persistence, Shaun Smith, Senior Principal Product Manager, Oracle Room 8, 17:50–18:50 Friday 15 November Avatar.js, Server-Side JavaScript on the Java Platform, Jean-Francois Denise, Software Developer, Oracle Room 8, 11:50–12:50

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  • How can I implement a matchmaker?

    - by csiz
    I'm making a multiplayer game, where players are separated in to rooms that would ideally have about 20 players. So I need a few pointers on an algorithm to distribute the players in to these rooms. A few more constraints: When a players gets in to a room, he should stay there until he decides to exit (the room itself changes levels) There may be more room servers, every server should create more rooms until near full capacity There's a central server that manages all the room servers, and directs the players towards their room

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  • Looking for ideas on automatically arranging a set of objects (furniture) in a virtual room in AS3

    - by raf
    First of all, I don't want to visually arrange 3D models dragging them with the mouse, all I want is: Given a room of certain dimensions (L,W,H) and given a set of elements like beds, chairs, etc (with L,W,H dimensions, of course) I want to automatically arrange those elements to take advantage of the space as much as I can. So I want to be able to put as much furniture as I can in a given room. At the end I need to represent the arranged items visually, inside the room. My first thought was to use an array of items and sorting it with array.sortOn(["l","w","h"] Array.NUMERIC) and then define a gap between the objects and make the maths to put the objects one next to another, etc. but that isn't a good approach because some items may be placed on top of another ones (boxes of the same size, boxes on top of tables, etc). I really don't have experience on 3D programming, that's why I'm asking for help. Thanks in advance.

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  • Why do marketing employees get their own office, yet programmers are jammed in a room as many as possible?

    - by TheImirOfGroofunkistan
    I don't understand why many (many) companies treat software developers like they are assembly line workers making widgets. Joel Spolsky has a great example of the problems this creates: With programmers, it's especially hard. Productivity depends on being able to juggle a lot of little details in short term memory all at once. Any kind of interruption can cause these details to come crashing down. When you resume work, you can't remember any of the details (like local variable names you were using, or where you were up to in implementing that search algorithm) and you have to keep looking these things up, which slows you down a lot until you get back up to speed. Here's the simple algebra. Let's say (as the evidence seems to suggest) that if we interrupt a programmer, even for a minute, we're really blowing away 15 minutes of productivity. For this example, lets put two programmers, Jeff and Mutt, in open cubicles next to each other in a standard Dilbert veal-fattening farm. Mutt can't remember the name of the Unicode version of the strcpy function. He could look it up, which takes 30 seconds, or he could ask Jeff, which takes 15 seconds. Since he's sitting right next to Jeff, he asks Jeff. Jeff gets distracted and loses 15 minutes of productivity (to save Mutt 15 seconds). Now let's move them into separate offices with walls and doors. Now when Mutt can't remember the name of that function, he could look it up, which still takes 30 seconds, or he could ask Jeff, which now takes 45 seconds and involves standing up (not an easy task given the average physical fitness of programmers!). So he looks it up. So now Mutt loses 30 seconds of productivity, but we save 15 minutes for Jeff. Ahhh! Quote Link More Spolsky on Offices Why don't managers and owner's see this?

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  • Detecting if someone is in a room in your house and sending you an email.

    - by mbcrump
    Let me setup this scenario: You are selling your house. You have small children. (Possibly 2 rug rats or more) The real estate company calls and says they have a showing for your house between the hours of 3pm-6pm. You have to keep the children occupied. You realize this is the 5th time you have shown your house this week. What is a programmer to do?……Setup a webcam, find a motion detection software that has support to launch a program and of course, Visual Studio 2010. First, comes the tools Some sort of webcam, I chose the WinBook because a friend of mine loaned it to me. It is a basic USB2.0 camera that supports 640x480 without software.  Next up was find webcam software that supports launching a program. WebcamXP support this. VS 2010 Console Application. A cell phone that you can check your email. You may be asking, why write code to send the email when a lot of commercial software motion detection packages include that as base functionality. Well, first it cost money and second I don’t want the picture of the person as that probably invades privacy and as a future buyer, I don’t want someone recording me in their house. Now onto the show... First, the code part. We are going to create a VS2010 or whatever version you have installed and use the following code snippet. Code Snippet using System; using System.Net.Mail; using System.Net;     namespace MotionDetectionEmailer {     class Program     {         static void Main(string[] args)         {             try             {                 MailMessage m = new MailMessage                    ("[email protected]",                     "[email protected]",                     "Motion Detected at " + DateTime.Now,                     "Someone is in the downstairs basement.");                 SmtpClient client = new SmtpClient("smtp.charter.net");                 client.Credentials = new NetworkCredential("mbcrump", "NOTTELLINGYOU");                 client.Send(m);             }               catch (SmtpException ex)             {                 Console.WriteLine("Who cares?? " + ex.ToString());             }         }       } } Second, Download and install wecamxp and select the option to launch an external program and you are finished. Now, when you are at MCDonalds and can check your email on your phone, you will see when they entered the house and you can go back home without waiting the full 3 hours. --- NICE!

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  • Light following me around the room. Something is wrong with my shader!

    - by Robinson
    I'm trying to do a spot (Blinn) light, with falloff and attenuation. It seems to be working OK except I have a bit of a space problem. That is, whenever I move the camera the light moves to maintain the same relative position, rather than changing with the camera. This results in the light moving around, i.e. not always falling on the same surfaces. It's as if there's a flashlight attached to the camera. I'm transforming the lights beforehand into view space, so Light_Position and Light_Direction are already in eye space (I hope!). I made a little movie of what it looks like here: My camera rotating around a point inside a box. The light is fixed in the centre up and its "look at" point in a fixed position in front of it. As you can see, as the camera rotates around the origin (always looking at the centre), so don't think the box is rotating (!). The lighting follows it around. To start, some code. This is how I'm transforming the light into view space (it gets passed into the shader already in view space): // Compute eye-space light position. Math::Vector3d eyeSpacePosition = MyCamera->ViewMatrix() * MyLightPosition; MyShaderVariables->Set(MyLightPositionIndex, eyeSpacePosition); // Compute eye-space light direction vector. Math::Vector3d eyeSpaceDirection = Math::Unit(MyLightLookAt - MyLightPosition); MyCamera->ViewMatrixInverseTranspose().TransformNormal(eyeSpaceDirection); MyShaderVariables->Set(MyLightDirectionIndex, eyeSpaceDirection); Can anyone give me a clue as to what I'm doing wrong here? I think the light should remain looking at a fixed point on the box, regardless of the camera orientation. Here are the vertex and pixel shaders: /////////////////////////////////////////////////// // Vertex Shader /////////////////////////////////////////////////// #version 420 /////////////////////////////////////////////////// // Uniform Buffer Structures /////////////////////////////////////////////////// // Camera. layout (std140) uniform Camera { mat4 Camera_View; mat4 Camera_ViewInverseTranspose; mat4 Camera_Projection; }; // Matrices per model. layout (std140) uniform Model { mat4 Model_World; mat4 Model_WorldView; mat4 Model_WorldViewInverseTranspose; mat4 Model_WorldViewProjection; }; // Spotlight. layout (std140) uniform OmniLight { float Light_Intensity; vec3 Light_Position; vec3 Light_Direction; vec4 Light_Ambient_Colour; vec4 Light_Diffuse_Colour; vec4 Light_Specular_Colour; float Light_Attenuation_Min; float Light_Attenuation_Max; float Light_Cone_Min; float Light_Cone_Max; }; /////////////////////////////////////////////////// // Streams (per vertex) /////////////////////////////////////////////////// layout(location = 0) in vec3 attrib_Position; layout(location = 1) in vec3 attrib_Normal; layout(location = 2) in vec3 attrib_Tangent; layout(location = 3) in vec3 attrib_BiNormal; layout(location = 4) in vec2 attrib_Texture; /////////////////////////////////////////////////// // Output streams (per vertex) /////////////////////////////////////////////////// out vec3 attrib_Fragment_Normal; out vec4 attrib_Fragment_Position; out vec2 attrib_Fragment_Texture; out vec3 attrib_Fragment_Light; out vec3 attrib_Fragment_Eye; /////////////////////////////////////////////////// // Main /////////////////////////////////////////////////// void main() { // Transform normal into eye space attrib_Fragment_Normal = (Model_WorldViewInverseTranspose * vec4(attrib_Normal, 0.0)).xyz; // Transform vertex into eye space (world * view * vertex = eye) vec4 position = Model_WorldView * vec4(attrib_Position, 1.0); // Compute vector from eye space vertex to light (light is in eye space already) attrib_Fragment_Light = Light_Position - position.xyz; // Compute vector from the vertex to the eye (which is now at the origin). attrib_Fragment_Eye = -position.xyz; // Output texture coord. attrib_Fragment_Texture = attrib_Texture; // Compute vertex position by applying camera projection. gl_Position = Camera_Projection * position; } and the pixel shader: /////////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////////// #version 420 /////////////////////////////////////////////////// // Samplers /////////////////////////////////////////////////// uniform sampler2D Map_Diffuse; /////////////////////////////////////////////////// // Global Uniforms /////////////////////////////////////////////////// // Material. layout (std140) uniform Material { vec4 Material_Ambient_Colour; vec4 Material_Diffuse_Colour; vec4 Material_Specular_Colour; vec4 Material_Emissive_Colour; float Material_Shininess; float Material_Strength; }; // Spotlight. layout (std140) uniform OmniLight { float Light_Intensity; vec3 Light_Position; vec3 Light_Direction; vec4 Light_Ambient_Colour; vec4 Light_Diffuse_Colour; vec4 Light_Specular_Colour; float Light_Attenuation_Min; float Light_Attenuation_Max; float Light_Cone_Min; float Light_Cone_Max; }; /////////////////////////////////////////////////// // Input streams (per vertex) /////////////////////////////////////////////////// in vec3 attrib_Fragment_Normal; in vec3 attrib_Fragment_Position; in vec2 attrib_Fragment_Texture; in vec3 attrib_Fragment_Light; in vec3 attrib_Fragment_Eye; /////////////////////////////////////////////////// // Result /////////////////////////////////////////////////// out vec4 Out_Colour; /////////////////////////////////////////////////// // Main /////////////////////////////////////////////////// void main(void) { // Compute N dot L. vec3 N = normalize(attrib_Fragment_Normal); vec3 L = normalize(attrib_Fragment_Light); vec3 E = normalize(attrib_Fragment_Eye); vec3 H = normalize(L + E); float NdotL = clamp(dot(L,N), 0.0, 1.0); float NdotH = clamp(dot(N,H), 0.0, 1.0); // Compute ambient term. vec4 ambient = Material_Ambient_Colour * Light_Ambient_Colour; // Diffuse. vec4 diffuse = texture2D(Map_Diffuse, attrib_Fragment_Texture) * Light_Diffuse_Colour * Material_Diffuse_Colour * NdotL; // Specular. float specularIntensity = pow(NdotH, Material_Shininess) * Material_Strength; vec4 specular = Light_Specular_Colour * Material_Specular_Colour * specularIntensity; // Light attenuation (so we don't have to use 1 - x, we step between Max and Min). float d = length(-attrib_Fragment_Light); float attenuation = smoothstep(Light_Attenuation_Max, Light_Attenuation_Min, d); // Adjust attenuation based on light cone. float LdotS = dot(-L, Light_Direction), CosI = Light_Cone_Min - Light_Cone_Max; attenuation *= clamp((LdotS - Light_Cone_Max) / CosI, 0.0, 1.0); // Final colour. Out_Colour = (ambient + diffuse + specular) * Light_Intensity * attenuation; }

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  • Where Was That Session Again??? - PartnerNetwork Exchange Room Maps

    - by Get_Specialized!
    So as I was preparing my session schedule I was trying to visually picture where the Partner Exchange sessions at at Oracle OpenWorld 2012 were. So I've placed them in my blog as a handy resource once I was onsite. Possibly a few partners will also find them handy. Sunday the PartnerExchange keynote is in Moscone North  Hall D.  Afterwards you will find PartnerExchange tracks in Moscone South Hall. And then on Monday through Thursday there are PartnerExchange session tracks at the Marriott Marquis.

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  • Best way to patch (8) RJ45 ports from one room to another.

    - by zimmer62
    I have a 48 port patch panel in my basement, which I've wired almost all of them to various rooms around the house. Many are not actually being used at the moment, but pretty much all of them are wired to somewhere. As of recent, I've put in an HTPC in my media closet (different room), and I'm finding I need a lot more RJ45 plugs to this area. I have 4 drops here, and adding a switch will not solve my problems. I'm using the cabling for other things such as IR and Serial devices, not just Ethernet. What I'm hoping to do is add an 8 port panel in that media closet, and tie those into an 8 port panel on my rack next to the 48 port... What I don't want to do is pull 8 separate cables one by one from one area to the other unless someone has a technique that will allow me to do that quickly, and painlessly. Do they make cables with more conductors specifically for this purpose? Or patch panels that are designed for a special cable essentially just extending ports from one room to another?

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  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

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