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  • Starting Game Programming in C++, where to begin for optimal cross-platform development?

    - by Qasim
    I wish to begin learning game development in C++. I have knowledge in syntax and the console using Visual C++ 2010, however I want to begin programming. My only problem is that I want to be able to support many platforms including Windows, Mac OS, and Linux. As I get better, I also hope I can submit games to XBLIG (or XBLA) and Steam, and even the Google Play Store (But that would take some porting and major redesign of controls). I have looked into c++ and SDL but I have no idea how to get started. I have Visual C++ 2010 installed and I hope I can still use that as other C++ IDEs are quit outdated. Because I want to stick with Visual C++ and SDL (unless there is a better library than SDL), there is not much room for debate but rather how to create projects to support cross-platform development.

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  • ActiveMerchant - Optimal method of sending money to user? PayPal account or Credit

    - by Kevin
    I have a website that will take payments from user A, hold them in our escrow account, then transfer the money minus a fee to user B. I have the first part figured out, in terms of taking credit card payments from user A, but I'm trying to figure out the optimal method of taking that money and sending it to user B. I'm not storing credit card info due to privacy and I don't mind requiring user B to sign up for a PayPal account if they're going to use the system but I don't know how to directly send payments to a PayPal account. I'm using ActiveMerchant and the PayPal gateway on Rails 2.3.5. I'm also open to any suggestions as to what the optimal method is to take money from user A, hold it for 1-60 days, then transfer it to user B while incurring minimal fees and something I can implement in Rails hopefully that won't cause me to have an aneurysm.

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  • virtual machines: optimal host os to run Windows XP guest os?

    - by user61132
    My department doesn't have the budget to upgrade my ailing Dell D620 laptop. However, I do have the option to buy my own personal computer, then use my company-issued ISO image to run Windows XP as my guest os using virtualbox or vmware. Therefore, last month, I bought an Acer AX3910-U3012 desktop that had Windows 7 as the host os (and 8G RAM). In short, I was disappointed with the performance while trying to run WinXP as the guest os. (It didn't perform much better than my laptop.) Just wondering what the optimal host os would be for running Windows XP as the guest os? (No, I can't use my company-issued ISO image to build the os for my personal computer.) FWIW, I'm willing to spend up to $2k if it's REALLY worth it, but would prefer to spend no more than $1k. Also, in an effort to cut costs, I'd prefer buy a desktop instead of a laptop. Thanks for any/all feedback.

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  • HP DL180 G6 P410 8x SATA 1TB, what is the optimal configuration?

    - by Oneiroi
    I have a HP DL180 G6 with a P410 raid controller. Presently this runs using 4x 1TB Samsung Spinpoint SATA drives, in a RAID10 configuration using default settings. I am about to add a backplane to increase the drive capacity from 4 to 12 drives, and I plan to install 4 more 1TB SATA Drives. The drives are matched and have close serial numbers (They arrived together in the Manufacturers pallet). Model HD103UJ 1000GB/7200rpm/32M Rated for 3GB/s I will also be installing RHEL 6.1 x86_64. My question is what would be the optimal RAID settings (stripe etc.) for this configuration? To recap: 8x Model HD103UJ 1000GB/7200rpm/32M Rated for 3GB/s RAID 10 configuration. Thanks in advance. Update for role: Server is to become an iscsi target for an internal openstack deployment currently underway. (Glance) Will also provide virtualisation through KVM

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  • How to decide the optimal number of ruby thin/mongrel instances for a server, number of cores?

    - by Amala
    We are trying to deploy mongrel instances on a machine. What is the optimal number of mongrel instances for a server? Since an instance can handle concurrent connections, I do not see any benefit in starting more than 1 per core. Any more than that and the threads will just fight for CPU. Our predecessors have assigned 10 instances for 4 cores, but I think it will just cause CPU contention. Any definitive answers / opinions? I have seen this question: How many mongrel instances? But it is really not specific enough.

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  • virtual machines: optimal host os to run Windows XP guest os?

    - by user61132
    My department doesn't have the budget to upgrade my ailing Dell D620 laptop. However, I do have the option to buy my own personal computer, then use my company-issued ISO image to run Windows XP as my guest os using virtualbox or vmware. Therefore, last month, I bought an Acer AX3910-U3012 desktop that had Windows 7 as the host os (and 8G RAM). In short, I was disappointed with the performance while trying to run WinXP as the guest os. (It didn't perform much better than my laptop.) Just wondering what the optimal host os would be for running Windows XP as the guest os? (No, I can't use my company-issued ISO image to build the os for my personal computer.) FWIW, I'm willing to spend up to $2k if it's REALLY worth it, but would prefer to spend no more than $1k. Also, in an effort to cut costs, I'd prefer buy a desktop instead of a laptop. Thanks for any/all feedback.

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  • NGINX: How do I calculate an optimal no. of worker processes and worker connections?

    - by bodacious
    Our web app is running on a Linode 2048 server at the moment (~ 2048 GB of RAM) The MYSQL database is on another linode of it's own so this server is really only handling NGINX and and the Rails application. The application itself uses about 185976 of memory per instance (RSS). Our traffic is < 1000 per day and the pages are mostly cached so there are fewer hits to the rails app itself. My question is - how can I calculate optimal NGINX config settings for my app? Below is the current config: worker_processes 1; # pid of nginx master process pid /var/run/nginx.pid; events { worker_connections 1024; } http { access_log /var/log/nginx/access.log; error_log /var/log/nginx/error.log; passenger_root /home/user/.rvm/gems/ree-1.8.7-2011.01@URTV/gems/passenger-3.0.3; passenger_ruby /home/user/.rvm/rubies/ree-1.8.7-2011.01/bin/ruby; include mime.types; default_type application/octet-stream; sendfile on; tcp_nopush on; tcp_nodelay on; # gzip settings gzip on; gzip_http_version 1.0; gzip_comp_level 2; gzip_vary on; gzip_proxied any; gzip_types text/css application/x-javascript text/xml application/xml application/xml+rss text/javascript; # load extra modules from the vhosts directory include /opt/nginx/vhosts/*.conf; } Any advice would be appreciated! :)

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  • Optimal setup for ASUS P6X58D Premium BIOS (no OC)?

    - by rumtscho
    Normally, I'd trust the mainboard manufacturer to choose the best options as defaults. But I had trouble with the board, because even with Quick Boot enabled, it booted twice as slowly as a Pentium 4 Celeron. Then I changed lots of options at once (most of them weren't explained in the manual, just mentioned with a single sentence) and the boot time is only marginally worse than the Pentium 4 (54 sec against 46 sec from button to pw entering screen). Now I don't know if I have turned something off which should have stayed on. I guess I even won't be able to boot from a CD now, because even though it is present in the boot sequence, I took off a timeout I think it needs to check whether there is a disk in the drive. The second reason is that I don't have an internal HDD, only a SSD. I forgot my sources blush but I am under the impression that today's BIOS and OS options are geared toward booting from a HDD, which is often less than optimal when one boots from a SSD, especially when there are functions which cause avoidable writing cycles, as a SSD wears out after too many writing cycles. Most of the things I've read concern the OS, but there are some BIOS-relevant options too. I am especially confused about the disk mode. The board supports AHCI, IDE-simulation and RAID, but of the different articles I've read, there is a proponent for each and no clear arguments for any. So can one tell me which options are important in general and which are important for a SSD-only system? I don't want to overclock the CPU, so you don't have to say anything about this (yes I know the board is meant for OC:)). I am thinking of overclocking the RAM, since they sold me 1600er heatsinked modules which are running at 1066 now, but I'm not sure yet about that. The rest of the system: i7-930, Intel X25-m G2, 6 GB RAM, GTS 250, some no-name Blue-ray ROM. 2 external HDDs over USB 2.0. Lots of other USB-connected hardware (12 devices I think), no SATA 3 drives (will disabling the controller have an impact on performance?), no LAN, only WiFi. Lucid Lynx 64 bit, no dual boot, no virtual installations. The main uses of the system are: managing and playing/showing all the media stored on the external disks, lots of image manipulation, some video editing, a bit of (non-demanding) gaming, rarely development. Lots of Internet surfing too, but this shouldn't have much impact on performance.

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  • I'm seeing a lot of a new format for title elements for major sites: a few tags, and only then the title of the site itself, is this now optimal SEO?

    - by Tchalvak
    I'm seeing a lot of sites go to a format similar to the one now in use by stackexchange sites (i.e. short topic - maybe a long topic - only finally the site's name). Is this optimal SEO? It seems kind weird both because I'm only begun to notice changes in this direction recently, and because it seems like it would make it harder to tell in search results which actual site you're visiting, even if the topic is one that matches. Still, sites like Facebook, StackOverflow, etc probably aren't wrong, so I'm wondering if I should try to make my sites use that format, going forwards...

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  • Find optimal strategy and AI for the game 'Proximity'?

    - by smci
    'Proximity' is a strategy game of territorial domination similar to Othello, Go and Risk. Two players, uses a 10x12 hex grid. Game invented by Brian Cable in 2007. Seems to be a worthy game for discussing a) optimal algorithm then b) how to build an AI. Strategies are going to be probabilistic or heuristic-based, due to the randomness factor, and the insane branching factor (20^120). So it will be kind of hard to compare objectively. A compute time limit of 5s per turn seems reasonable. Game: Flash version here and many copies elsewhere on the web Rules: here Object: to have control of the most armies after all tiles have been placed. Each turn you received a randomly numbered tile (value between 1 and 20 armies) to place on any vacant board space. If this tile is adjacent to any ally tiles, it will strengthen each tile's defenses +1 (up to a max value of 20). If it is adjacent to any enemy tiles, it will take control over them if its number is higher than the number on the enemy tile. Thoughts on strategy: Here are some initial thoughts; setting the computer AI to Expert will probably teach a lot: minimizing your perimeter seems to be a good strategy, to prevent flips and minimize worst-case damage like in Go, leaving holes inside your formation is lethal, only more so with the hex grid because you can lose armies on up to 6 squares in one move low-numbered tiles are a liability, so place them away from your main territory, near the board edges and scattered. You can also use low-numbered tiles to plug holes in your formation, or make small gains along the perimeter which the opponent will not tend to bother attacking. a triangle formation of three pieces is strong since they mutually reinforce, and also reduce the perimeter Each tile can be flipped at most 6 times, i.e. when its neighbor tiles are occupied. Control of a formation can flow back and forth. Sometimes you lose part of a formation and plug any holes to render that part of the board 'dead' and lock in your territory/ prevent further losses. Low-numbered tiles are obvious-but-low-valued liabilities, but high-numbered tiles can be bigger liabilities if they get flipped (which is harder). One lucky play with a 20-army tile can cause a swing of 200 (from +100 to -100 armies). So tile placement will have both offensive and defensive considerations. Comment 1,2,4 seem to resemble a minimax strategy where we minimize the maximum expected possible loss (modified by some probabilistic consideration of the value ß the opponent can get from 1..20 i.e. a structure which can only be flipped by a ß=20 tile is 'nearly impregnable'.) I'm not clear what the implications of comments 3,5,6 are for optimal strategy. Interested in comments from Go, Chess or Othello players. (The sequel ProximityHD for XBox Live, allows 4-player -cooperative or -competitive local multiplayer increases the branching factor since you now have 5 tiles in your hand at any given time, of which you can only play one. Reinforcement of ally tiles is increased to +2 per ally.)

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  • Find optimal/good-enough strategy and AI for the game 'Proximity'?

    - by smci
    'Proximity' is a strategy game of territorial domination similar to Othello, Go and Risk. Two players, uses a 10x12 hex grid. Game invented by Brian Cable in 2007. Seems to be a worthy game for discussing a) optimal algorithm then b) how to build an AI. Strategies are going to be probabilistic or heuristic-based, due to the randomness factor, and the insane branching factor (20^120). So it will be kind of hard to compare objectively. A compute time limit of 5s per turn seems reasonable. Game: Flash version here and many copies elsewhere on the web Rules: here Object: to have control of the most armies after all tiles have been placed. Each turn you received a randomly numbered tile (value between 1 and 20 armies) to place on any vacant board space. If this tile is adjacent to any ally tiles, it will strengthen each tile's defenses +1 (up to a max value of 20). If it is adjacent to any enemy tiles, it will take control over them if its number is higher than the number on the enemy tile. Thoughts on strategy: Here are some initial thoughts; setting the computer AI to Expert will probably teach a lot: minimizing your perimeter seems to be a good strategy, to prevent flips and minimize worst-case damage like in Go, leaving holes inside your formation is lethal, only more so with the hex grid because you can lose armies on up to 6 squares in one move low-numbered tiles are a liability, so place them away from your main territory, near the board edges and scattered. You can also use low-numbered tiles to plug holes in your formation, or make small gains along the perimeter which the opponent will not tend to bother attacking. a triangle formation of three pieces is strong since they mutually reinforce, and also reduce the perimeter Each tile can be flipped at most 6 times, i.e. when its neighbor tiles are occupied. Control of a formation can flow back and forth. Sometimes you lose part of a formation and plug any holes to render that part of the board 'dead' and lock in your territory/ prevent further losses. Low-numbered tiles are obvious-but-low-valued liabilities, but high-numbered tiles can be bigger liabilities if they get flipped (which is harder). One lucky play with a 20-army tile can cause a swing of 200 (from +100 to -100 armies). So tile placement will have both offensive and defensive considerations. Comment 1,2,4 seem to resemble a minimax strategy where we minimize the maximum expected possible loss (modified by some probabilistic consideration of the value ß the opponent can get from 1..20 i.e. a structure which can only be flipped by a ß=20 tile is 'nearly impregnable'.) I'm not clear what the implications of comments 3,5,6 are for optimal strategy. Interested in comments from Go, Chess or Othello players. (The sequel ProximityHD for XBox Live, allows 4-player -cooperative or -competitive local multiplayer increases the branching factor since you now have 5 tiles in your hand at any given time, of which you can only play one. Reinforcement of ally tiles is increased to +2 per ally.)

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  • Optimal method to create a large string containing several variables?

    - by Runcible
    I want to create a string that contains many variables: std::string name1 = "Frank"; std::string name2 = "Joe"; std::string name3 = "Nancy"; std::string name4 = "Sherlock"; std::string sentence; sentence = name1 + " and " + name2 + " sat down with " + name3; sentence += " to play cards, while " + name4 + " played the violin."; This should produce a sentence that reads Frank and Joe sat down with Nancy to play cards, while Sherlock played the violin. My question is: What is the optimal way to accomplish this? I am concerned that constantly using the + operator is ineffecient. Is there a better way?

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  • Optimal way to generate list of PHP object properties with delimiter character, implode()?

    - by Kris
    I am trying to find out if there is a more optimal way for creating a list of an object's sub object's properties. (Apologies for the crude wording, I am not really much of an OO expert) I have an object "event" that has a collection of "artists", each artist having an "artist_name". On my HTML output, I want a plain list of artist names delimited by a comma. PHP's implode() seems to be the best way to create a comma delimited list of values. I am currently iterating through the object and push values in a temporary array "artistlist" so I can use implode(). That is the shortest I could come up with. Is there a way to do this more elegant? $artistlist = array(); foreach ($event->artists as $artist) { $artistlist[] = $artist->artist_name; } echo implode(', ', $artistlist);

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  • Is there an optimal way to render images in cocoa? Im using setNeedsDisplay

    - by Edward An
    Currently, any time I manually move a UIImage (via handling the touchesMoved event) the last thing I call in that event is [self setNeedsDisplay], which effectively redraws the entire view. My images are also being animated, so every time a frame of animation changes, i have to call setNeedsDisplay. I find this to be horrific since I don't expect iphone/cocoa to be able to perform such frequent screen redraws very quickly. Is there an optimal, more efficient way that I could be doing this? Perhaps somehow telling cocoa to update only a particular region of the screen (the rect region of the image)?

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  • What is the optimal number of threads for performing IO operations in java?

    - by marc
    In Goetz's "Java Concurrency in Practice", in a footnote on page 101, he writes "For computational problems like this that do not I/O and access no shared data, Ncpu or Ncpu+1 threads yield optimal throughput; more threads do not help, and may in fact degrade performance..." My question is, when performing I/O operations such as file writing, file reading, file deleting, etc, are there guidelines for the number of threads to use to achieve maximum performance? I understand this will be just a guide number, since disk speeds and a host of other factors play into this. Still, I'm wondering: can 20 threads write 1000 separate files to disk faster than 4 threads can on a 4-cpu machine?

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  • Optimal ASP.Net cache duration for a large site?

    - by HeroicLife
    I've read lots of material on how to do ASP.Net caching but little on the optimal duration that pages should be cached for. Let's say that I have a popular site with 50,000 pages. The content does not change frequently, so I could cache pages for up to an hour if I wanted. The server has 16 GB of RAM, but database connections are limited. How long should pages be cached for? My thinking is that if I set the cache duration too high (let's say 60 minutes), I will fill up memory with a fraction of the total content, which will continually be shuffled in and out of memory. Furthermore, let's say that 10% of the pages are responsible for 90% of traffic. If the popular pages are hit every second, and the unpopular ones every hour, then a 60 second cache would only keep the load-intensive content cached without sacrificing freshness. Should numerous but rarely-accessed content be cached at all?

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  • What is the optimal way to animate a drawable within a view using the animator classes?

    - by littleFluffyKitty
    I have read about Property Animation and Hardware Acceleration but I am still uncertain what is the most efficient way to use the animator classes. (For the sake of this question I don't need to support devices before Honeycomb. So I want to use the animator classes.) For example, say I have a View. In this view I have a BitmapDrawable that I want to fade in. There are also many other elements within the view that won't change. What property or object would be best to use with the animator? The drawable? A paint that I am drawing the bitmap with in onDraw? Something else? How can this be done to be most efficient with hardware acceleration? Will this require calling invalidate for each step of the animation or is there a way to animate just the drawable and not cause the rest of the view to be redrawn completely for each step of the animation? I guess I imagine an optimal case would be the rest of the view not having to be completely redrawn in software, but rather hardware acceleration efficiently fading the drawable. Any suggestions or pointers to recommended approaches? Thanks!

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  • multiple webapps in tomcat -- what is the optimal architecture?

    - by rvdb
    I am maintaining a growing base of mainly Cocoon-2.1-based web applications [http://cocoon.apache.org/2.1/], deployed in a Tomcat servlet container [http://tomcat.apache.org/], and proxied with an Apache http server [http://httpd.apache.org/docs/2.2/]. I am conceptually struggling with the best way to deploy multiple web applications in Tomcat. Since I'm not a Java programmer and we don't have any sysadmin staff I have to figure out myself what is the most sensible way to do this. My setup has evolved through 2 scenarios and I'm considering a third for maximal separation of the distinct webapps. [1] 1 Tomcat instance, 1 Cocoon instance, multiple webapps -tomcat |_ webapps |_ webapp1 |_ webapp2 |_ webapp[n] |_ WEB-INF (with Cocoon libs) This was my first approach: just drop all web applications inside a single Cocoon webapps folder inside a single Tomcat container. This seemed to run fine, I did not encounter any memory issues. However, this poses a maintainability drawback, as some Cocoon components are subject to updates, which often affect the webapp coding. Hence, updating Cocoon becomes unwieldy: since all webapps share the same pool of Cocoon components, updating one of them would require the code in all web applications to be updated simultaneously. In order to isolate the web applications, I moved to the second scenario. [2] 1 Tomcat instance, each webapp in its dedicated Cocoon environment -tomcat |_ webapps |_ webapp1 | |_ WEB-INF (with Cocoon libs) |_ webapp1 | |_ WEB-INF (with Cocoon libs) |_ webapp[n] |_ WEB-INF (with Cocoon libs) This approach separates all webapps into their own Cocoon environment, run inside a single Tomcat container. In theory, this works fine: all webapps can be updated independently. However, this soon results in PermGenSpace errors. It seemed that I could manage the problem by increasing memory allocation for Tomcat, but I realise this isn't a structural solution, and that overloading a single Tomcat in this way is prone to future memory errors. This set me thinking about the third scenario. [3] multiple Tomcat instances, each with a single webapp in its dedicated Cocoon environment -tomcat |_ webapps |_ webapp1 |_ WEB-INF (with Cocoon libs) -tomcat |_ webapps |_ webapp2 |_ WEB-INF (with Cocoon libs) -tomcat |_ webapps |_ webapp[n] |_ WEB-INF (with Cocoon libs) I haven't tried this approach, but am thinking of the $CATALINA_BASE variable. A single Tomcat distribution can be multiply instanciated with different $CATALINA_BASE environments, each pointing to a Cocoon instance with its own webapp. I wonder whether such an approach could avoid the structural memory-related problems of approach [2], or will the same issues apply? On the other hand, this approach would complicate management of the Apache http frontend, as it will require the AJP connectors of the different Tomcat instances to be listening at different ports. Hence, Apache's worker configuration has to be updated and reloaded whenever a new webapp (in its own Tomcat instance) is added. And there seems no way to reload worker.properties without restarting the entire Apache http server. Is there perhaps another / more dynamic way of 'modularizing' multiple Tomcat-served webapps, or can one of these scenarios be refined? Any thoughts, suggestions, advice much appreciated. Ron

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  • Optimal video resolution and encoding for recording games for YouTube?

    - by Rookie
    I want to record video from games, therefore I cannot use very large video resolution, but I still want to make the large video view to look as sharp as the original encoded video before upload. I tried to use YouTube's recommended 854x640 resolution, but it wasn't possible with h264 and the encoding software I used (Handbrake) converted it to a width of the nearest multiple of 4, which I think is a limitation of the h264 format. The video I encoded was sharp and fine quality, but when I uploaded it to YouTube, it lost a lot of quality and the preferred large video view looks almost as bad as a 320p video. I tried to wait a few days but it never got sharper (in case it didn't process it completely yet). So, which resolution and encoding options I should use, if I want the large video player to have the sharpest possible video, retaining the original video quality as good as possible? I noticed that recording with 640x480, the video was sharper than with 1280x720, so I'm not sure what im doing wrong here; both were h264. Is it anyhow possible to prevent YouTube from re-encoding the videos? I just wonder how people can make so sharp videos, while mine are all blurry after upload, but before upload they looked fine. I also tried YouTube's suggested bitrates with h264, but it didn't work any better.

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  • What are optimal strategies for using mapreduce and other applications on the same server?

    - by user45532
    I have two applications that I need to run continuously to process data. 1.) An app that processes and aggregates information from sources 2.) A mapreduce workflow* that processes the above info I've thought about either getting vps hosting or getting my own inexpensive server and using xen to split the resources of the server. Getting a quad core box with 2 GB of Ram seems a lot cheaper than the grid options I've seen at slicehost, rackspace and others...

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  • Which RAM is faster (or, is Crucial's Memory Advisor giving non-optimal advice)?

    - by adpe
    In general, if a PC's motherboard is only specified for RAM up to a given core speed x, will that PC be faster with: RAM of latency y capable of running at a maximum core speed >x or RAM of latency <y capable of running at a maximum core speed of exactly x ? I would have thought the latter, but Crucial's Memory Adviser tool advises the former. So, which of us is correct - me, or the machine? (Here is a concrete example: I wish to upgrade a Toshiba Satellite Pro L300-155 laptop from its current 1GB RAM to 2GB Crucial RAM. The laptop's specifications are given here. I see from those specifications that the laptop is designed for DDR2-667 Ram. Crucial sells two compatible 2GB kits, priced exactly the same as each other: DDR2-667, CL=5; DDR2-800, CL=6. It seems to me that of these two upgrade kits, the first kit would run slightly faster on the L300-155 than the second, because both will presumably be capped at DDR2-667 core speed (see laptop specs), but the second kit has more latency. However, Crucial's Memory Advisor tool recommends the second kit.)

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  • External USB Drive

    - by ErocM
    I have a server that I hooked up an external USB drive. It was formatted in windows and has files on it already. I'm new to Ubuntu so please be patient... I have two questions: Will Ubuntu see the drive since it was formatted in windows? How do I mount this drive or rather, how do I know it's seen by Ubuntu? Thanks! I did fdisk -l and this is what I have but I don't see it. It's a 1tb drive: Disk /dev/sda: 320.1 GB, 320072933376 bytes 255 heads, 63 sectors/track, 38913 cylinders, total 625142448 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x0001eb47 Device Boot Start End Blocks Id System /dev/sda1 * 2048 499711 248832 83 Linux /dev/sda2 501758 625141759 312320001 5 Extended /dev/sda5 501760 625141759 312320000 8e Linux LVM Disk /dev/sdc: 160.0 GB, 160041885696 bytes 255 heads, 63 sectors/track, 19457 cylinders, total 312581808 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00000000 Disk /dev/sdc doesn't contain a valid partition table Disk /dev/sdb: 160.0 GB, 160041885696 bytes 255 heads, 63 sectors/track, 19457 cylinders, total 312581808 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00000000 Disk /dev/sdb doesn't contain a valid partition table Disk /dev/mapper/ubuntu-root: 316.6 GB, 316577677312 bytes 255 heads, 63 sectors/track, 38488 cylinders, total 618315776 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00000000 Disk /dev/mapper/ubuntu-root doesn't contain a valid partition table Disk /dev/mapper/ubuntu-swap_1: 3217 MB, 3217031168 bytes 255 heads, 63 sectors/track, 391 cylinders, total 6283264 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00000000 this is an external USB hard drive not a thumb drive :)

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  • format/build raid 5 with one 4k drive, three 512b

    - by skidawgz
    I have 4 WD 1TB drives which I want to 4x1TB Raid5. I am not sure what course of action to take next. How do I configure my 4th drive (sde) to align with the rest? Will this affect performance? I rcv this msg (which brings me here to ask these question): The device presents a logical sector size that is smaller than the physical sector size. Aligning to a physical sector (or optimal I/O) size boundary is recommended, or performance may be impacted. fdisk -l shows: Disk /dev/sdb: 1000.2 GB, 1000204886016 bytes 81 heads, 63 sectors/track, 382818 cylinders, total 1953525168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0xf324ba09 Device Boot Start End Blocks Id System /dev/sdb1 2048 1953525167 976761560 fd Linux raid autodetect Disk /dev/sdc: 1000.2 GB, 1000204886016 bytes 81 heads, 63 sectors/track, 382818 cylinders, total 1953525168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x38bcc1f0 Device Boot Start End Blocks Id System /dev/sdc1 2048 1953525167 976761560 fd Linux raid autodetect Disk /dev/sdd: 1000.2 GB, 1000204886016 bytes 81 heads, 63 sectors/track, 382818 cylinders, total 1953525168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x570f77e7 Device Boot Start End Blocks Id System /dev/sdd1 2048 1953525167 976761560 fd Linux raid autodetect Disk /dev/sde: 1000.2 GB, 1000204886016 bytes 255 heads, 63 sectors/track, 121601 cylinders, total 1953525168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 4096 bytes I/O size (minimum/optimal): 4096 bytes / 4096 bytes Disk identifier: 0xeb665e7b Device Boot Start End Blocks Id System

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  • Help with Strategy-game AI

    - by f20k
    Hi, I am developing a strategy-game AI (think: Final Fantasy Tactics), and I am having trouble coming up for the design of the AI. My main problem is determining which is the optimal thing for it to do. First let me describe the priority of what action I would like the AI to take: Kill nearest player unit Fulfill primary directive (kill all player units, kill target unit, survive for x turns) Heal ally unit / cast buffer Now the AI can do the following in its turn: Move - {Attack / Ability / Item} (either attack or ability or item) {Attack / Ability / Item} - Move Move closer (if targets not in range) {Attack / Ability / Item} (if move not available) Notes Abilities have various ranges / effects / costs / effects. Each ai unit has maybe 5-10 abilities to choose from. The AI will prioritize killing over safety unless its directive is to survive for x turns. It also doesn't care about ability cost much. While a player may want to save a big spell for later, the AI will most likely use it asap. Movement is on a (hex) grid num of player units: 3-6 num of ai units: 3-7 or more. Probably max 10. AI and player take turns controlling ONE unit, instead of all at the same time. Platform is Android (if program doesnt respond after some time, there will be a popup saying to Force Quit or Wait - which looks really bad!). Now comes the questions: The best ability to use would obviously be the one that hits the most targets for the most damage. But since each ability has different ranges, I won't know if they are in range without exploring each possible place I can move to. One solution would be to go through each possible places to move to, determine the optimal attack at that location - which gives me a list of optimal moves for each location. Then choose the optimal out of the list and execute it. But this will take a lot of CPU time. Is there a better solution? My current idea is to move as close as possible towards the closest, largest group of people, and determine the optimal attack/ability from there. I think this would be a lot less work for the CPU and still allow for wide-range attacks. Its sub-optimal but the AI will still seem 'smart'. Other notes/questions: Am I over-thinking/over-complicating it? Better solution? I am open to all sorts of suggestions I have taken a look at the spell-casting question, but it doesn't take into account the movement - so perhaps use that algo for each possible move location? The top answer mentioned it wasn't great for area-of-effect and group fights - so maybe requires more tweaking? Please, if you mention a graph/tree, let me know basically how to use it. E.g. Node means ability, level corresponds to damage, then search for the deepest node.

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