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  • i7-980X at 70% speed

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

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  • i7 x980 at 70% speed

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

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  • Remote Desktop svchost (networkservice) & lsa.exe high cpu usage, hangs on welcome screen

    - by Rohan1
    We have deployed an RDS Farm with 12 virtual RDS servers using Hyper V. Currently some users are not able to log on. After passing credentials to the connection broker, the session hangs on the "Welcome" screen. Using resource monitor we've seen that svchost (with the "networkservice" service) has a CPU usage of 50%, when viewing the wait chain on the process it displays that it's waiting for a lsa.exe to finish. We can't kill any of the users processes, even when trying with taskkill /f. Suspending lsa.exe did work but didn't have any effect. The networkservice also couldn't be restarted. Also, if this happens, the current users logged on to the RDS server can't be displayed. Task manager crashes when viewing the users, RDS service manager crashes when viewing the users (even remotely) and the cmd command "query session" doesn't work. No antivirus is installed on the RDS server. The only thing we can do is rebooting the server, which is not an option because of the fact that other users are in active sessions. Does anyone have ANY idea what's going on? We didn't encounter this in our pre-production setup.

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  • windows server 2003 speed issues

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

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  • NonStop ODBC: how the connections (ODBC servers) are assigned to CPUs?

    - by Vladimir Dyuzhev
    We have an ODBC pool running on a NonStop server. The pool is connected to SQL/MX. This pool is used by a few external Java applications, each of which has an JDBC pool connected to ODBC pool (e.g. 14 connections per application). With time (after a few application recycles) we see an imbalance between CPUs -- some have 8 ODBC processes running, some only 5. That leads to CPU time imbalance too. Up to this point we assumed that a CPU is assigned to ODBC process in round-robin fashion. That would maintain the number of ODBC processes more or less equally distributed. It's not the case though. Is there any information on how ODBC pool decided which CPU to choose for every new allocated process? Does it look at CPU load? Available memory? Something else? Sadly, even HP's own people (available to us, that is) couldn't answer those questions with certainty. :-(

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

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

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  • How to make 7zip faster

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

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  • How powerful of a PC do you need to edit HD videos?

    - by Xeoncross
    I have a Core2Quad Q8200 (2.3GHz) with 4GB of RAM, a 512MB PCIe video card, and a SATA-2 HD. Yet it still isn't fast enough to edit 720i/p video in Sony Vegas or Adobe Premiere/Aftereffects. My RAM usage never peaks over 1.6GB, but my CPU cores make it to 95% quick! Right now the preview panes in all these programs lag to bad to actually work on the videos. I get to see 1-3 frames every second or two! So how fast do I have to go? At what point will my CPU be fast enough to actually edit these videos? I have to assume that regular people and their regular sub $2k computers can actually work with this footage. Another way to answer this is, how fast is the PC you used to edit videos? Update: I'ts worth noting that now that I have Adobe Pre/AF CS4 I am more interested in getting that working than my older Vegas 6. If you didn't have to re-run RAM preview every, single, time you made one change it would be my answer. But since I like to test many filters and effects before choosing one - I have to re-render a 1-sec section of footage over-and-over and it drives me nuts waiting. Perhaps a motherboard with Dual Xeon chips or something would be able to handle this. It would probably be as much as a dual-crossfire setup and would also speed up other applications.

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  • How to make 7-Zip faster

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

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  • Mountain Lion overheating issue have to do with launchd/Python?

    - by Christopher Jones
    So, Ever since I installed ML, my MacBook Air has been running SUPER hot. Opened up activity monitor, and everything seemed to be pretty normal, until I had it refresh every .5 seconds... and then I started seeing some interesting things. A 'Python' process appears and is terminated several times a second, and uses TONS of CPU 70-110. It's parent process is 'launchd' - and when I sample the process, there is a lot going on with Python. http://db.tt/ovuX3hZM These appear and disappear too quickly to get one... this one only happened to be using 70 ish percent of CPU... but they consistently hit 100-110%. http://db.tt/ovuX3hZMg The parent process... launchd. lots of context switches and UNIX system calls... What is the deal here? (photo goes here when I earn the street cred) The sample of launchd. ANY help here could be of help to not only me, but possibly many others experiencing decreased battery life and warmer laps these days because of this Mountain Lion weirdness. PLEASE HELP! PS - I'd put the screen grabs inline, but i don't have enough street cred yet.

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  • About Load average in htop, how to decide if it's still doing ok?

    - by Joe Huang
    I use 'htop' to monitor my web server. It's recently quite loaded and the Load average is showing something like this: Load average: 3.10 2.56 1.63 I searched the web about these numbers and I found an article about it: http://blog.scoutapp.com/articles/2009/07/31/understanding-load-averages In the article, it says if I have 2 CPUs, 2.0 means 100% CPU utilization. And my VPS has two CPUs, so what does 3.1 mean? How could it exceed 100% CPU utilization? And from these numbers, does it mean I should be wary about the loading now? But the performance seems totally fine, and this is a managed VPS, the hosting company has not notified me any warning about it. During day time, Load average always show these high numbers... here is another snapshot while writing. Load average: 3.03 2.77 1.97 Load average: 0.41 1.29 1.60 <---- 5 more minutes later So I am wondering how much room left for this site to grow in current configurations? What kind of proactive actions I should take in advance? I don't want to wait until the server bursts. Thanks.

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  • Best CPUs for speeding up compiling times of C++ w/ DistGCC

    - by Jay
    I'm putting together a distributed build farm with DistGCC to speed up our teams compile times and just looking for thoughts on which processors to use in the hosts. Are we going to get a noticeable decrease in time using 8 cores vs. 4-hyperthreaded cores? Big difference in time between i7 and Xeon? etc, etc. Just need advice from people who've put together kick-a build clusters. We've got a majority of the normal things to speed up builds in place (pre-compiled headers, ccache, local gigabit connections between them, tons of ram, etc) so please just give advice on the best processor to use. And money is a factor, but anythings doable if the performance increase is noticeable. Thanks. Jay EDIT: Although any advice IS welcome, please refrain from "Do this first" posts as we're not planning on skimping on things like SSD, maxed out RAM, etc. My personal system is a iMac Quad-core i5 with 8GB of RAM. When I build our project locally, my processor floats around 99-100% a majority of the time, which makes me assume it is a bottleneck, even if you made everything else faster. My ram on the other hand doesn't even get close to maxing out. It's also worth noting that I did research this, however every discussion I could find was primarily for gaming machines, which is obviously a different beast in usage. These machines won't even have monitors or anything but integrated graphics since they have one purpose: Build freakin fast. (hopefully)

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  • Best CPUs for speeding up compiling times of C++ w/ DistGCC

    - by Jay
    I'm putting together a distributed build farm with DistGCC to speed up our teams compile times and just looking for thoughts on which processors to use in the hosts. Are we going to get a noticeable decrease in time using 8 cores vs. 4-hyperthreaded cores? Big difference in time between i7 and Xeon? etc, etc. Just need advice from people who've put together kick-a build clusters. We've got a majority of the normal things to speed up builds in place (pre-compiled headers, ccache, local gigabit connections between them, tons of ram, etc) so please just give advice on the best processor to use. And money is a factor, but anythings doable if the performance increase is noticeable. Thanks. Jay EDIT: Although any advice IS welcome, please refrain from "Do this first" posts as we're not planning on skimping on things like SSD, maxed out RAM, etc. My personal system is a iMac Quad-core i5 with 8GB of RAM. When I build our project locally, my processor floats around 99-100% a majority of the time, which makes me assume it is a bottleneck, even if you made everything else faster. My ram on the other hand doesn't even get close to maxing out. It's also worth noting that I did research this, however every discussion I could find was primarily for gaming machines, which is obviously a different beast in usage. These machines won't even have monitors or anything but integrated graphics since they have one purpose: Build freakin fast. (hopefully)

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  • Best CPUs for speeding up compiling times of C++ w/ DistGCC

    - by Jay
    I'm putting together a distributed build farm with DistGCC to speed up our teams compile times and just looking for thoughts on which processors to use in the hosts. Are we going to get a noticeable decrease in time using 8 cores vs. 4-hyperthreaded cores? Big difference in time between i7 and Xeon? etc, etc. Just need advice from people who've put together kick-a build clusters. We've got a majority of the normal things to speed up builds in place (pre-compiled headers, ccache, local gigabit connections between them, tons of ram, etc) so please just give advice on the best processor to use. And money is a factor, but anythings doable if the performance increase is noticeable. Thanks. Jay EDIT: Although any advice IS welcome, please refrain from "Do this first" posts as we're not planning on skimping on things like SSD, maxed out RAM, etc. My personal system is a iMac Quad-core i5 with 8GB of RAM. When I build our project locally, my processor floats around 99-100% a majority of the time, which makes me assume it is a bottleneck, even if you made everything else faster. My ram on the other hand doesn't even get close to maxing out. It's also worth noting that I did research this, however every discussion I could find was primarily for gaming machines, which is obviously a different beast in usage. These machines won't even have monitors or anything but integrated graphics since they have one purpose: Build freakin fast. (hopefully)

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  • Memory modules not running at rated speeds.

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

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  • Gateway laptop module bay light repeating 12 flashes - what error is that?

    - by Simurr
    I have a Gateway M465-E laptop currently running fine with a T2300E Core Duo installed. I wanted to upgrade it to a Core 2 Duo. My brother has the same model laptop and that took a Core 2 Duo (T7200) just fine. Picked up a T7200 on ebay and installed it. Normally when booting all the indicator lights flash once and the fan spins up before the machine actually starts to POST. With the T7200 installed all the lights flash and the fan spins up, but the module bay activity light flashes 12 times repeatedly. I'm assuming this is an error code, but can find no information about it. There are no beep codes. I've removed the ram, HD, Bay module and no change. Switched back to the T2300E and everything works fine. Anyone know what that error code is? The motherboard was actually manufactured by Foxconn if that helps. Update 1 Returned the CPU as defective. I tested it in 3 M465-E's and all of them did exactly the same thing. I still have no idea what the error code is. I'd still like to know for future reference. Perhaps I should try removing the CPU from one of them and see what happens.

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  • Limited bandwidth and transfer rates per user.

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

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  • New router, slower internet connection?

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

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  • My Samsung R480 laptop freezes for short and inconsistent periods of time.

    - by anonymous
    I have a Samsung R480 laptop running Windows 7. It's great, I love it to death, but every so often it'll start having, for lack of a better term, "hiccups". It would freeze completely, emit a loud BZZZZZZT from the speakers (think when a video freezes and the sound gets stuck), then return to working order all in a span of 0.5~2 seconds. It has happened while I was playing Mass Effect, while I was watching both HD and non-HD videos, and while I was surfing the internet (which I've noticed while watching YouTube videos and playing Entanglement, but also noticed while using Facebook, minus the buzzing sound). My Initial hypothesis was that my GPU or CPU were overheating as it would shut down while playing Mass Effect, but when I turned off my WiFi card hardware using [fn + F9], the problem was resolved. As I currently see it, it could be a problem with my CPU, my WiFi card, or my sound card. It could also be a software related issue, possibly an ill-functioning process. It could be chrome related. A memory leak from chrome maybe? Does anyone know how to resolve this?

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

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

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  • Computer will freeze/ lock up after doing relatively stressful things

    - by GrowingCode247
    I'll first start off by saying that the issue GENERALLY doesn't occur unless I'm doing something remotely stressful for my computer. This issue used to occur whenever it felt it was necessary, however has not occurred completely randomly for a while now (thankfully) My computer's specs: CPU: AMD Phenom II X4 960T GPU: GeForce GTX 760 Memory: 16 GB RAM Resolution Used: 1680x1050, 59Hz (strange number for refresh rate?) res is highest for monitor Nvidia Driver version: 331.65 OS: Microsoft Windows 7 Ultimate (64-bit) Sometimes I will be able to go 2-3 games (about an hour, depending) and sometimes it will go maybe one game (20-30 minutes) and then my computer will run sluggishly and leave me unable to do much of anything. I can sometimes interact with programs at a very basic level (maximizing, minimizing), and I usually cannot close them in any way, not even through Task Manager. The highest temperature my GPU reaches is 76C, with the average being around 73C. During the time the temperatures are around 73C, my GPU's RAM usage is anywhere between 1250-1300 (out of 2GB). My CPU's temperature never goes over 60C, thankfully. The PSU should be fine. It's very mildly dusty but I feel as though that would not be causing this problem... I will clean it out as soon as everything else has been ruled out. Honestly I have no clue how to test the PSU for problems - same goes for my Motherboard. I cannot really think of what could be causing these freezes otherwise. Event Viewer details: EventID: 1 - VDS Basic Provider (I've no clue what this is) EventID: 3 - Kernel-EventTracing (Again, lost) EventID: 8003 - bowser (this seems fishy) and the one critical that I know others have been dealing with as I've browsed some other responses on the web: EventID: 41 - Kernel-Power any help to solve this problem would be GREATLY appreciated.

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

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

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  • PHP hits 100% CPU and eats RAM at the same time Monday to Friday

    - by Daniel Samuels
    We run a learning platform for primary schools here in the UK and it's all been running extremely well. However at around 4PM Monday to Friday we see the same issue arise -- 1-2 PHP threads will spike to 100% CPU and gradually start eating up RAM until the server(s) fall over. 98%+ of our requests are HTTPS, these come into our Layer 7 load balancer which then decrypts the SSL data, adds the X-HTTP-Forwarded-For header and forwards the data onto an application server (we have 2 of those at the moment) on port 80. Our application servers have Varnish on port 80 which takes in the request from the load balancer and passes the request through to Nginx on port 81. Nginx then works out which 'vhost' it needs to use and passes any PHP processing through to PHP-CGI which is listening on a socket (managed through spawn-fcgi). There's an instance of Memcached running too, MySQL runs on a separate server / slave setup. Throughout the day the load will typically go no higher than 0.8 on either of the application servers, however at around 4PM our problem arises. I've managed to run strace on a few of the actual threads when they cause the problem and I always see the same thing: stat("/usr/share/zoneinfo/Europe/London", {st_mode=S_IFREG|0644,st_size=3661, ...}) = 0 stat("/usr/share/zoneinfo/Europe/London", {st_mode=S_IFREG|0644,st_size=3661, ...}) = 0 This is repeated infinitely and never stops until you SEGKILL the process or oomkiller kills it. There are no cron jobs scheduled to run at that time and I don't have any way of seeing exactly what Nginx request is associated with the PHP process which is running. We are running PHP 5.3.14 which we upgraded to from 5.3.8 last week to rule out the older version being the problem. This issue has been going on a few months now and we have no idea what is causing it. We deploy our software very frequently, so it's difficult to track down a specific release which may have started the problem - especially as we do not know the date of the first occurrence of this issue. Varnish is version 3.0.1, Nginx is 1.0.6 (which I understand is about a year old now), our servers are running CentOS release 5.7 (Final) they have Intel i3 540s at 3.07Ghz and 8GB of RAM. There's a discussion on the Debian mailing list about something very similar, you can find that here. Has anyone seen anything like this in the past, does anyone have any ideas or suggestions? Are there a way of linking an Nginx request directly to a PHP thread? Is there a better way of seeing what the PHP process is doing? (I've seen GDB mentioned, though I'll have to recompile PHP) Thanks!

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  • Server to server replication and CPU and 32k\ corrupt doc

    - by nick wall
    Summary: if database contains a doc with 32K issue or corrupt, on server to server replication it causes marked increase in CPU in nserver.exe task, which effectively causes our server(s) to slow right down. We have a 5 server cluster (1 "hub" and 4 HTTP servers accessed via reverse proxy and SSO for load balancing and redundancy). All are physically located next to each other on network, they don't have dedicated network\ ports for cluster or replication. I realise IBM recommendation is dedicated port for cluster. Cluster queues are in tolerance and under heavy application user load, i.e. the maximum number of documents are being created, edited, deleted, the replication times between servers are negligible. Normally, all is well. Of the servers in the cluster, 1 is considered the "hub", and imitates a PUSH-PULL replication with it's cluster mates every 60mins, so that the replication load is taken by the hub and not cluster mates. The problem we have: every now and then we get a slow replication time from the hub to a cluster mate, sometimes up to 30mins. This maxes out the nserver.exe task on the "cluster mate" which causes it to respond to http requests very slowly. In the past, we have found that if a corrupt document is in the DB, it can have this affect, but on those occasions, the server log will show the corrupt doc noteId, we run fixup, all well. But we are not now seeing any record of corrupt docs. What we have noticed is if a doc with the 32K issue is present, the same thing can happen. Our only solution in that case is to run a : fixup mydb.nsf -V, which shows it is purging a 32K doc. Luckily we run a reverse proxy, so we can shut HTTP servers down without users noticing, but users do notice when a server has the problem! Has anyone else seen this occur? I have set up DDM event handlers for many of the replication events. I have set the replication time out limit to 5 mins (the max we usually see under full user load is 0.1min), to prevent it rep'ing for 30mins as before. This ia a temporary work around. Does anyone know of a DDM event to trap the 32K issue? we could at least then send alert. Regarding 32K issue: this prob needs another thread, but we are finding this relatively hard to find the source of the issue as the 32K event is fairly rare. Our app is fairly complex, interacting with various other external web services, with 2 way data transfer. But if we do encounter a 32K doc, we can't look at field properties, so we can't work out which field has issue which would give us a clue as to which process is culprit. As above, we run a fixup -V. Any help\ comments on this would be gratefully received.

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

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

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