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  • Low pagerank backlinks - does Google penalize?

    - by Programmer Joe
    I have a new stock discussion forum and I would like to promote it. Specifically, I have two ideas in mind to help promote it: 1) Become a member at other stock discussion forums. Make high quality posts, build a good reputation, and leave a link to my own forum in a non intrusive way (ie. in signature or at the end of my posts). This approach makes sense because you can find other members in other forums that are interested in stock discussion and a backlink to your forum, as long as it is not done in an intrusive/spammy way, should come across as acceptable. 2) Promote my site by writing articles at Squidoo, Hubpages, etc. This approach also makes sense because that's what Squidoo and Hubpages is for. The problem with both these approaches is that when I leave a backlink to my site, the page that I am leaving a backlink from may have a low PR - most likely, a PR of 0. Now, I have read that after the Penguin update by Google, your site can be penalized if you have too many backlinks from low PR pages: http://www.entrepreneur.com/article/224339 So, I am caught in a dilemma: a) If I start promoting my site via other stock forums, Squidoo, Hubpages, etc, but the backlink to my site comes from a page with low PR, Google may penalize my site. b) However, if I don't promote my site, nobody will ever discover it (aside from other promotion techniques like social media promotion, directories, etc).

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  • MiniMax not working properly(for checkers game)

    - by engineer
    I am creating a checkers game but My miniMax is not functioning properly,it is always switching between two positions for its move(index 20 and 17).Here is my code: public double MiniMax(int[] board, int depth, int turn, int red_best, int black_best) { int source; int dest; double MAX_SCORE=-INFINITY,newScore; int MAX_DEPTH=3; int[] newBoard=new int[32]; generateMoves(board,turn); System.arraycopy(board, 0, newBoard, 0, 32); if(depth==MAX_DEPTH) { return Evaluation(turn,board);} for(int z=0;z<possibleMoves.size();z+=2){ source=Integer.parseInt(possibleMoves.elementAt(z).toString()); System.out.println("SOURCE= "+source); dest=Integer.parseInt(possibleMoves.elementAt(z+1).toString());//(int[])possibleMoves.elementAt(z+1); System.out.println("DEST = "+dest); applyMove(newBoard,source,dest); newScore=MiniMax(newBoard,depth+1,opponent(turn),red_best, black_best); if(newScore>MAX_SCORE) {MAX_SCORE=newScore;maxSource=source; maxDest=dest;}//maxSource and maxDest will be used to perform the move. if (MAX_SCORE > black_best) { if (MAX_SCORE >= red_best) break; /* alpha_beta cutoff */ else black_best = (int) MAX_SCORE; //the_score } if (MAX_SCORE < red_best) { if (MAX_SCORE<= black_best) break; /* alpha_beta cutoff */ else red_best = (int) MAX_SCORE; //the_score } }//for ends return MAX_SCORE; } //end minimax I am unable to find out the logical mistake. Any idea what's going wrong?

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  • Big Oh notation does not mention constant value

    - by user883561
    I am a programmer and have just started reading Algorithms. I am not completely convinced with the notations namely Bog Oh, Big Omega and Big Theta. The reason is by definition of Big Oh, it states that there should be a function g(x) such that it is always greater than or equal to f(x). Or f(x) <= c.n for all values of n n0. My doubt is the why dont we mention the constant value in the definition? For example. lets say a function 6n+4, we denote it as O(n). but its not true that the definition holds good for all constant value. this holds good only when c = 10 and n = 1. For lesser values of c than 6, the value of n0 increases. So why we do not mention the constant value as a part of the definition.

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  • Unity Occlusion Portals: What and How?

    - by Nick Wiggill
    (Here I eat my words on Meta about posting Unity questions on Unity Answers... since that site is less responsive than this one.) Unity provides cell-based Occlusion Culling (via Umbra, I believe). However, a newer feature that it supports is Occlusion Portals. The question is, if BSP-based occlusion culling is already a feature of Unity, what do portals add, and how? PS. This question is not "What are portals?" -- I'm aware of the original Quake BSP-style portals -- which is partly why I find the explicit portal concept in Unity odd, since it uses BSP anyway.

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  • Interview question: How would you implement Google Search?

    - by ripper234
    Supposed you were asked in an interview "How would you implement Google Search?" How would you answer such a question? There might be resources out there that explain how some pieces in Google are implemented (BigTable, MapReduce, PageRank, ...), but that doesn't exactly fit in an interview. What overall architecture would you use, and how would you explain this in a 15-30 minute time span? I would start with explaining how to build a search engine that handles ~ 100k documents, then expand this via sharding to around 50M docs, then perhaps another architectural/technical leap. This is the 20,000 feet view. What I'd like is the details - how you would actually answer that in an interview. Which data structures would you use. What services/machines is your architecture composed of. What would a typical query latency be? What about failover / split brain issues? Etc...

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  • Rotating multiple points at once in 2D

    - by Deukalion
    I currently have an editor that creates shapes out of (X, Y) coordinates and then triangulate that to make up a shape of those points. What will I have to do to rotate all of those points simultaneously? Say I click the screen in my editor, it locates the point where I've clicked and if I move the mouse up or down from that point it calculates rotation on X and Y axis depending on new position relevant to first position, say I move up 10 on the Y axis it rotates that way and the same way for X. Or simply, somehow to enter rotation degree: 90, 180, 270, 360, for example. I use VertexPositionColor at the moment. What are the best algorithms or methods that I can look at to rotate multiple points in 2D at once? Also: Since this is an editor I do now want to rotate it on the Matrix, so if I want to rotate the whole shape 180 degree that's the new "position" of all the points, so that's the new rotation = 0 for example. Later on I probably will use World Matrix rotation for this, but not now.

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  • How do display a "mucus spreading" effect in a 2D environment?

    - by nathan
    Here is an example of such a mucus spreading. The substance is spread around the source (in this example, the source would be the main alien building). The game is starcraft, the purple substance is called creep. How this kind of substance spreading would be achieved in a top down 2D environment? Recalculating the substance progression and regenerate the effect on the fly each frame or rather use a large collection of tiles or something else?

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  • How to highlight non-rectangular hotspots?

    - by HuseyinUslu
    So my question is highly related to Creating non-rectangular hotspots and detecting clicks. Yet again, I've irregular hot-spots (think the game Risk). So basically, we can detect clicks on these hot-spots easily using color key mapping as discussed in above question which I don't have any problems implementing (which is also covered here in details). The problem is about highlighting these irreguar hotspots. So let me explain the question a bit more - the above color key mapping guide uses this as a world map: Then the author color-maps the imaginary countries: Now we can now detect the country the pointer is over. In the same article author mentions outlining countries on mouse-over. Though to get the effect, he creates unique border assets for each country - like: For the game I'm working on I'm using the same color-key mapping idea to detect hot-spots, but I didn't like the way of highlighting hot-spots. Coloring all the hot-spots is already a time-consuming job for me - as I have 25+ hot-spots for each map. Further, the need to have 25 unique border/highlight asset per hot-spot doesn't sound right. Anyone have a better idea/suggestion on highlighting these hot-spots?

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  • Resources on expected behaviour when manipulating 3D objects with the mouse

    - by sebf
    Hello, In my animation editor, I have a 3D gizmo that sits on the origin of a bone; the user drags the mesh around to rotate the bone. I've found that translating the 2D movements of the mouse into sensible 3D transforms is not near as simple as i'd hoped. For example what is intuitively 'up' or 'down'? How should the magnitude of rotations change with respect to dX/dY? How to implement this? What happens when the gizmo changes position or orientation with respect to the camera? ect. So far with trial and error i've written something (very) simple that works 70% of the time. I could probably continue to hack at it until I made something that works 99% of the time, but there must be someone who needed the same thing, and spent the time coming up with a much more elegant solution. Does anyone know of one?

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  • Finding shapes in 2D Array, then optimising

    - by assemblism
    I'm new so I can't do an image, but below is a diagram for a game I am working on, moving bricks into patterns, and I currently have my code checking for rotated instances of a "T" shape of any colour. The X and O blocks would be the same colour, and my last batch of code would find the "T" shape where the X's are, but what I wanted was more like the second diagram, with two "T"s Current result      Desired Result [X][O][O]                [1][1][1] [X][X][_]                [2][1][_] [X][O][_]                [2][2][_] [O][_][_]                [2][_][_] My code loops through x/y, marks blocks as used, rotates the shape, repeats, changes colour, repeats. I have started trying to fix this checking with great trepidation. The current idea is to: loop through the grid and make note of all pattern occurrences (NOT marking blocks as used), and putting these to an array loop through the grid again, this time noting which blocks are occupied by which patterns, and therefore which are occupied by multiple patterns. looping through the grid again, this time noting which patterns obstruct which patterns That much feels right... What do I do now? I think I would have to try various combinations of conflicting shapes, starting with those that obstruct the most other patterns first.How do I approach this one? use the rational that says I have 3 conflicting shapes occupying 8 blocks, and the shapes are 4 blocks each, therefore I can only have a maximum of two shapes. (I also intend to incorporate other shapes, and there will probably be score weighting which will need to be considered when going through the conflicting shapes, but that can be another day) I don't think it's a bin packing problem, but I'm not sure what to look for. Hope that makes sense, thanks for your help

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  • Isometric algorithm producing tiles in wrong draw order

    - by David
    I've been toying with isometric and I just cant get the tiles to be in the right order. I'm probably missing something obvious and I just can't see it. Even at the risk of looking stupid, here's my code: for (int i = 0; i < Tile.MapSize; i++) { for (int j = 0; j < Tile.MapSize; j++) { spriteBatch.Draw( Tile.TileSetTexture, new Rectangle( (-j * Tile.TileWidth / 2) + (i * Tile.TileWidth / 2), (i * (Tile.TileHeight - 9) / 2) - (-j * (Tile.TileHeight - 9) / 2), Tile.TileWidth, Tile.TileHeight), Tile.GetSourceRectangle(tileID), Color.White, 0.0f, new Vector2(-350, -60), SpriteEffects.None, 1.0f); } } And here's what I end up with: messed up map Yep, bit of an issue. If anyone could help, I'd appreciate it.

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  • Multiplayer Network Game - Interpolation and Frame Rate

    - by J.C.
    Consider the following scenario: Let's say, for sake of example and simplicity, that you have an authoritative game server that sends state to its clients every 45ms. The clients are interpolating state with an interpolation delay of 100 ms. Finally, the clients are rendering a new frame every 15ms. When state is updated on the client, the client time is set from the incoming state update. Each time a frame renders, we take the render time (client time - interpolation delay) and identify a previous and target state to interpolate from. To calculate the interpolation amount/factor, we take the difference of the render time and previous state time and divide by the difference of the target state and previous state times: var factor = ((renderTime - previousStateTime) / (targetStateTime - previousStateTime)) Problem: In the example above, we are effectively displaying the same interpolated state for 3 frames before we collected the next server update and a new client (render) time is set. The rendering is mostly smooth, but there is a dash of jaggedness to it. Question: Given the example above, I'd like to think that the interpolation amount/factor should increase with each frame render to smooth out the movement. Should this be considered and, if so, what is the best way to achieve this given the information from above?

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  • How to check that I have recovered from Penguin 2.0?

    - by Simon Walker
    I have 3 year old website which has been hit by Penguin 2.0 in May. The website traffic dropped almost 30%. I have been working hard from last 2.5 months on the website and my website's traffic recovered in last week of August. In fact, I am receiving more traffic then ever. When I look at the stats, I find my website's search engine visibility has been improved. It is now appearing for more search queries. My website's impressions have also increased. What I am worried about is that my website is nowhere in top 5 pages for keywords having high competition and carrying the highest search volume. They are few in number but important. Should I consider my current situation as recovery or it's just the partial recovery? If it is only partial, then how come traffic is more then it was before penguin 2.0?

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  • How to discriminate from two nodes with identical frequencies in a Huffman's tree?

    - by Omega
    Still on my quest to compress/decompress files with a Java implementation of Huffman's coding (http://en.wikipedia.org/wiki/Huffman_coding) for a school assignment. From the Wikipedia page, I quote: Create a leaf node for each symbol and add it to the priority queue. While there is more than one node in the queue: Remove the two nodes of highest priority (lowest probability) from the queue Create a new internal node with these two nodes as children and with probability equal to the sum of the two nodes' probabilities. Add the new node to the queue. The remaining node is the root node and the tree is complete. Now, emphasis: Remove the two nodes of highest priority (lowest probability) from the queue Create a new internal node with these two nodes as children and with probability equal to the sum of the two nodes' probabilities. So I have to take two nodes with the lowest frequency. What if there are multiple nodes with the same low frequency? How do I discriminate which one to use? The reason I ask this is because Wikipedia has this image: And I wanted to see if my Huffman's tree was the same. I created a file with the following content: aaaaeeee nnttmmiihhssfffouxprl And this was the result: Doesn't look so bad. But there clearly are some differences when multiple nodes have the same frequency. My questions are the following: What is Wikipedia's image doing to discriminate the nodes with the same frequency? Is my tree wrong? (Is Wikipedia's image method the one and only answer?) I guess there is one specific and strict way to do this, because for our school assignment, files that have been compressed by my program should be able to be decompressed by other classmate's programs - so there must be a "standard" or "unique" way to do it. But I'm a bit lost with that. My code is rather straightforward. It literally just follows Wikipedia's listed steps. The way my code extracts the two nodes with the lowest frequency from the queue is to iterate all nodes and if the current node has a lower frequency than any of the two "smallest" known nodes so far, then it replaces the highest one. Just like that.

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  • Server side random selection of players

    - by Ron
    Assuming I have a simple client-server game, where the server picks random players on a very frequent base, I was wondering what is the best way to select a random player (According to the following constraints): Solution must be high performance and highly scalable Random spread should be relatively even (meaning if I have 3 players and pick 99 times, they will all be picked 33 times more or less) Should only pick players who were active in the past X days (optional, but a big bonus) The actual DB or data model used to store players isn't an issue here, as we'll select the technology in accordance to our needs. However, high performance and scalability is (at the moment we have over 60,000 unique daily active players, and we plan on growing even more). Thanks!

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  • Multiple country-specific domains or one global domain [closed]

    - by CJM
    Possible Duplicate: How should I structure my urls for both SEO and localization? My company currently has its main (English) site on a .com domain with a .co.uk alias. In addition, we have separate sites for certain other countries - these are also hosted in the UK but are distinct sites with a country-specific domain names (.de, .fr, .se, .es), and the sites have differing amounts of distinct but overlapping content, For example, the .es site is entirely in Spanish and has a page for every section of the UK site but little else. Whereas the .de site has much more content (but still less than the UK site), in German, and geared towards our business focus in that country. The main point is that the content in the additional sites is a subset of the UK, is translated into the local language, and although sometimes is simply only a translated version of UK content, it is usually 'tweaked' for the local market, and in certain areas, contains unique content. The other sites get a fraction of the traffic of the UK site. This is perfectly understandable since the biggest chunk of work comes from the UK, and we've been established here for over 30 years. However, we are wanting to build up our overseas business and part of that is building up our websites to support this. The Question: I posed a suggestion to the business that we might consider consolidating all our websites onto the .com domain but with /en/de/fr/se/etc sections, as plenty of other companies seem to do. The theory was that the non-english sites would benefit from the greater reputation of the parent .com domain, and that all the content would be mutually supporting - my fear is that the child domains on their own are too small to compete on their own compared to competitors who are established in these countries. Speaking to an SEO consultant from my hosting company, he feels that this move would have some benefit (for the reasons mentioned), but they would likely be significantly outweighed by the loss of the benefits of localised domains. Specifically, he said that since the Panda update, and particularly the two sets of changes this year, that we would lose more than we would gain. Having done some Panda research since, I've had my eyes opened on many issues, but curiously I haven't come across much that mentions localised domain names, though I do question whether Google would see it as duplicated content. It's not that I disagree with the consultant, I just want to know more before I make recommendations to my company. What is the prevailing opinion in this case? Would I gain anything from consolidating country-specific content onto one domain? Would Google see this as duplicate content? Would there be an even greater penalty from the loss of country-specific domains? And is there anything else I can do to help support the smaller, country-specific domains?

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  • Adding 'swerve' to a direction

    - by Skoder
    Hey. I'm not much of a maths expert, so this is probably quite straight forward. I was playing a soccer flash game where you take free kicks. You provide Power, Swerve and Direction. I'm reading up on vectors and such so I can use the direction and power information to shoot the ball with the correct velocity. What I don't understand is how the 'Swerve' information is used. What formula connects the Swerve information with the Direction and Power? (This is all in 2D) Thanks for any advice.

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  • Tackling thin content on an images gallery

    - by Ted Wilmont
    We run an images gallery as part of our site, however we have over 8,000 images and every image has a separate HTML page of its own to display the image caption, related image and comments from users of the site. This seems to be a problem especially with the Google Panda update because these pages are technically "thin content". What would be the best way to tackle this? We'd love some feedback and advice regarding this scenario. We have a few options we thought of already but can't decide: We could noindex the separate image pages and loose any image search listings we have for the image in favour of removing these thin pages from the index. We could 301 all of the individual image pages back to the image category listing and anchor each image (e.g. #img2122) and include all of the comments and description on the category listing page itself. If we was to simply list all of the images and content on the category pages themself; what's the best method? We could add all of the content in the anchor tags and use jQuery to display them in a box when a user clicks on the image or we could use Ajax to retrieve the information. However, what's the best Ajax method for SEO? Any ideas, suggestions, tips or advice is greatly appreciated and thank you in advance for any given.

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  • Isometric algorithm [fixed]

    - by David
    so i've been toying with isometric and i just cant get the tiles to be in the right order. im probably missing something obvious and i just cant see it... but even at the risk of looking stupid, heres my code. for (int i = 0; i < Tile.MapSize; i++) { for (int j = 0; j < Tile.MapSize; j++) { spriteBatch.Draw( Tile.TileSetTexture, new Rectangle( (-j * Tile.TileWidth / 2) + (i * Tile.TileWidth / 2), (i * (Tile.TileHeight - 9) / 2) - (-j * (Tile.TileHeight - 9) / 2), Tile.TileWidth, Tile.TileHeight), Tile.GetSourceRectangle(tileID), Color.White, 0.0f, new Vector2(-350, -60), SpriteEffects.None, 1.0f); } } and heres what i end up with delicious messed up map yep, bit of an issue. so if anyone could help, i'd appreciate it. edit* works now <_<

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  • How do produce a "mucus spreading" effect in a 2D environment?

    - by nathan
    Here is an example of such a mucus spreading. The substance is spread around the source (in this example, the source would be the main alien building). The game is starcraft, the purple substance is called creep. How this kind of substance spreading would be achieved in a top down 2D environment? Recalculating the substance progression and regenerate the effect on the fly each frame or rather use a large collection of tiles or something else?

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  • AI to move custom-shaped spaceships (shape affecting movement behaviour)

    - by kaoD
    I'm designing a networked turn based 3D-6DOF space fleet combat strategy game which relies heavily on ship customization. Let me explain the game a bit, since you need to know a bit about it to set the question. What I aim for is the ability to create your own fleet of ships with custom shapes and attached modules (propellers, tractor beams...) which would give advantages and disadvantages to each ship, so you have lots of different fleet distributions. E.g., long ship with two propellers at the side would let the ship spin around that plane easily, bigger ships would move slowly unless you place lots of propellers at the back (therefore spending more "construction" points and energy when moving, and it will only move fast towards that direction.) I plan to balance all the game around this feature. The game would revolve around two phases: orders and combat phase. During the orders phase, you command the different ships. When all players finish the order phase, the combat phase begins and the ship orders get resolved in real-time for some time, then the action pauses and there's a new orders phase. The problem comes when I think about player input. To move a ship, you need to turn on or off different propellers if you want to steer, travel forward, brake, rotate in place... These propellers don't have to work at their whole power, so you can achieve more movement combinations with less propellers. I think this approach is a bit boring. The player doesn't want to fiddle with motors or anything, you just want to MOVE and KILL. The way I intend the player to give orders to these ships is by a destination and a rotation, and then the AI would calculate the correct propeller power to achive that movement and rotation. Propulsion doesn't have to be the same throught the entire turn calculation (after the orders have been given) so it would be cool if the ships reacted as they move, adjusting the power of the propellers for their needs dynamically, but it may be too hard to implement and it's not really needed for the game to work. In both cases, how would that AI decide which propellers to activate for the best (or at least not worst) trajectory to be achieved? I though about some approaches: Learning AI: The ship types would learn about their movement by trial and error, adjusting their behaviour with more uses, and finally becoming "smart". I don't want to get involved THAT far in AI coding, and I think it can be frustrating for the player (even if you can let it learn without playing.) Pre-calculated timestep movement: Upon ship creation, ALL possible movements are calculated for each propeller configuration and power for a given delta-time. Memory intensive, ugly, bad. Pre-calculated trajectories: The same as above but not for each delta-time but the whole trajectory, which would then be fitted as much as possible. Requires a fixed propeller configuration for the whole combat phase and is still memory intensive, ugly and bad. Continuous brute forcing: The AI continously checks ALL possible propeller configurations throughout the entire combat phase, precalculates a few time steps and decides which is the best one based on that. Con: what's good now might not be that good later, and it's too CPU intensive, ugly, and bad too. Single brute forcing: Same as above, but only brute forcing at the beginning of the simulation, so it needs constant propeller configuration throughout the entire combat phase. Coninuous angle check: This is not a full movement method, but maybe a way to discard "stupid" propeller configurations. Given the current propeller's normal vector and the final one, you can approximate the power needed for the propeller based on the angle. You must do this continuously throughout the whole combat phase. I figured this one out recently so I didn't put in too much thought. A priori, it has the "what's good now might not be that good later" drawback too, and it doesn't care about the other propellers which may act together to make a better propelling configuration. I'm really stuck here. Any ideas?

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  • Strategy/algorithm to divide fair teams based on history

    - by Vegar
    We are a group of people playing floorball together on a regular basis. Every session starts with the daunting task of dividing teams... So what would be better than an application to pick teams automatically? So, given a history of team-combinations and results, and a list of people showing up for this particular session, what would be a good strategy to find the optimal teams? By optimal, I mean teams as equal as possible. Any ideas? Edit: To make it clear, the date that I have to base the picking on, would be something like this: [{ team1: ["playerA", "playerB", "playerC"], team2: ["playerD", "playerE", "playerF"], goals_team1: 10, goals_team2: 8 }, { team1: ["playerD", "playerB", "playerC"], team2: ["playerA", "playerE", "playerG"], goals_team1: 2, goals_team2: 5 }, { team1: ["playerD", "playerB", "playerF"], team2: ["playerA", "playerE", "playerC"], goals_team1: 4, goals_team2: 2 }]

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  • Searching for entity awareness in 3D space algorithm and data structure

    - by Khanser
    I'm trying to do some huge AI system just for the fun and I've come to this problem. How can I let the AI entities know about each other without getting the CPU to perform redundant and costly work? Every entity has a spatial awareness zone and it has to know what's inside when it has to decide what to do. First thoughts, for every entity test if the other entities are inside the first's reach. Ok, so it was the first try and yep, that is redundant and costly. We are working with real time AI over 10000+ entities so this is not a solution. Second try, calculate some grid over the awareness zone of every entity and test whether in this zones are entities (we are working with 3D entities with float x,y,z location coordinates) testing every point in the grid with the indexed-by-coordinate entities. Well, I don't like this because is also costly, but not as the first one. Third, create some multi linked lists over the x's and y's indexed positions of the entities so when we search for an interval between x,y and z,w positions (this interval defines the square over the spatial awareness zone) over the multi linked list, we won't have 'voids'. This has the problem of finding the nearest proximity value if there isn't one at the position where we start the search. I'm not convinced with any of the ideas so I'm searching for some enlightening. Do you people have any better ideas?

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  • Panda 4: Reducing #indexed pages. How much is enough?

    - by Noam
    I've been hit by panda 4 (40% decrease). I didn't see any change during panda 1-3. From what I've read it and when compared to my site, the change is probably due to the fact that I have over 30M pages indexed on Google, and they've starting seeing that as some sort of bad indication. Although I feel all of the pages have a unique value that Google should crawl, it seems I should make some tough calls and deduce the indexed pages according to some prioritization I will conduct. The question is what should be my target, or what factors should help me figure out a relevant target. How many pages should I try to reduce to? - 25M - 15M - 1M - 2000 Is it enough to add noindex to low priority pages or should I also remove all internal linking to them?

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  • Munin Aggregate Graphs from several servers

    - by Sparsh Gupta
    I am using DNS round robin load balancing and have divided my total traffic onto multiple servers. Each server does around 300-400req/second but I am interested in having an aggregate graph telling me the TOTAL of all requests per second served by our architecture. Is there any way I can do this. Right now each graph in Munin comes as a separate graph as they depict things on one server. I am using configuration as follow which doesn't work doesnt work for me, does this configuration got errors? [TRAFFIC.AGGREGATED] update no requests.graph_title nGinx requests requests.graph_vlabel nGinx requests per second requests.draw LINE2 requests.graph_args --base 1000 requests.graph_category nginx requests.label req/sec requests.type DERIVE requests.min 0 requests.graph_order output requests.output.sum \ lb1.visualwebsiteoptimizer.com:nginx_request_lb1.visualwebsiteoptimizer.com_request.request \ lb3.visualwebsiteoptimizer.com:nginx_request_lb2.visualwebsiteoptimizer.com_request.request \ lb3.visualwebsiteoptimizer.com:nginx_request_lb3.visualwebsiteoptimizer.com_request.request

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