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  • my.cnf for big wordpress installation

    - by adnan
    My website using wordpress with more than 150K posts & using auto posts publish feature with more than 2K daily posts I need to configure my.cnf settings to speed up my website actually the website speed is good but i have a problem with facebook sharing when I trying to share some link in facebook the link appears as this image http://elnhrda.com/facelink.jpg So I need to speed up my website by configure my.cnf I have VPS 4G.B RAM 300 HDD CENTOS6 x86_64 processor Intel Dual Xeon L5420 (8 x 2.5 GHz) this is my current my.cnf [mysqld] query_cache_size=512M skip-name-resolve innodb_file_per_table=1 query_cache_limit=32M any suggestions may be help

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  • lacp, cicso 3550, 3560, help with configuration

    - by Flamewires
    Hey all this is a repost from a question I asked on the cisco forums but never got a useful reply. Hey I'm trying to convert the FreeBSD servers at work to dual-gig lagg links from regular gigabit links. Our production servers are on a 3560. I have a small test environment on a 3550. I have achieved fail-over, but am having troubles achieving the speed increase. All servers are running gig intel (em) cards. The configs for the servers are: BSDServer: #!/bin/sh #bring up both interfaces ifconfig em0 up media 1000baseTX mediaopt full-duplex ifconfig em1 up media 1000baseTX mediaopt full-duplex #create the lagg interface ifconfig lagg0 create #set lagg0's protocol to lacp, add both cards to the interface, #and assign it em1's ip/netmask ifconfig lagg0 laggproto lacp laggport em0 laggport em1 ***.***.***.*** netmask 255.255.255.0 The switches are configured as follows: #clear out old junk no int Po1 default int range GigabitEthernet 0/15 - 16 # config ports interface range GigabitEthernet 0/15 - 16 description lagg-test switchport duplex full speed 1000 switchport access vlan 192 spanning-tree portfast channel-group 1 mode active channel-protocol lacp **** switchport trunk encapsulation dot1q **** no shutdown exit interface Port-channel 1 description lagginterface switchport access vlan 192 exit port-channel load-balance src-mac end obviously change 1000's to 100's and GigabitEthernet to FastEthernet for the 3550's config, as that switch has 100Mbit speed ports. With this config on the 3550, I get failover and 92Mbits/sec speed on both links, simultaneously, connecting to 2 hosts.(tested with iperf) Success. However this is only with the "switchport trunk encapsulation dot1q" line. First, I do not understand why I need this, I thought it was only for connecting switches. Is there some other setting which this turns on that is actually responsible for the speed increase? Second, This config does not work on the 3560. I get failover, but not the speed increase. Speeds drop from gig/sec to 500Mbit/sec when I make 2 simultaneous connections to the server with or without the encapsulation line. I should mention that both switches are using source-mac load balancing. In my test I am using Iperf. I have the server(lagg box) setup as the server(iperf -s), and the client computers are client(iperf -c server-ip-address), so the source mac(and IP) are different for both connections. Any ideas/corrections/questions would be helpful, as the gig switches are what I actually need the lagg links on. Ask if you need more information.

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  • What are the optimum settings for uTorrent [windows]

    - by Shenal Silva
    I am recently getting slow speeds for downloading torrents on uTorrent. However when the speed is (1-3kBps) I stop the torrent and Start it again then the speed level climbs to the usual high level (100-200kBps) and gradually drops to (1-3kBps) speeds again . What should be the optimum settings for Number of connections per torrent maximum number of connected peers Maximum number of upload slots per torrent and what ever settings that i need to change to improve the speed

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  • Improving TCP performance over a gigabit network lots of connections and high traffic for storage and streaming services

    - by Linux Guy
    I have two servers, Both servers hardware Specification are Processor : Dual Processor RAM : over 128 G.B Hard disk : SSD Hard disk Outging Traffic bandwidth : 3 Gbps network cards speed : 10 Gbps Server A : for Encoding videos Server B : for storage videos andstream videos over web interface like youtube The inbound bandwidth between two servers is 10Gbps , the outbound bandwidth internet bandwidth is 500Mpbs Both servers using public ip addresses in public and private network Both servers transfer and connection on nginx port , and the server B used for streaming media , like youtube stream videos Both servers in same network , when i do ping from Server A to Server B i got high time latency above 1.0ms , the time range time=52.7 ms to time=215.7 ms - This is the output of iftop utility 353Mb 707Mb 1.04Gb 1.38Gb 1.73Gb mqqqqqqqqqqqqqqqqqqqqqqqqqqqvqqqqqqqqqqqqqqqqqqqqqqqqqqqvqqqqqqqqqqqqqqqqqqqqqqqqqqqvqqqqqqqqqqqqqqqqqqqqqqqqqqqvqqqqqqqqqqqqqqqqqqqqqqqqqqq server.example.com => ip.address 6.36Mb 4.31Mb 1.66Mb <= 158Kb 94.8Kb 35.1Kb server.example.com => ip.address 1.23Mb 4.28Mb 1.12Mb <= 17.1Kb 83.5Kb 21.9Kb server.example.com => ip.address 395Kb 3.89Mb 1.07Mb <= 6.09Kb 109Kb 28.6Kb server.example.com => ip.address 4.55Mb 3.83Mb 1.04Mb <= 55.6Kb 45.4Kb 13.0Kb server.example.com => ip.address 649Kb 3.38Mb 1.47Mb <= 9.00Kb 38.7Kb 16.7Kb server.example.com => ip.address 5.00Mb 3.32Mb 1.80Mb <= 65.7Kb 55.1Kb 29.4Kb server.example.com => ip.address 387Kb 3.13Mb 1.06Mb <= 18.4Kb 39.9Kb 15.0Kb server.example.com => ip.address 3.27Mb 3.11Mb 1.01Mb <= 81.2Kb 64.5Kb 20.9Kb server.example.com => ip.address 1.75Mb 3.08Mb 2.72Mb <= 16.6Kb 35.6Kb 32.5Kb server.example.com => ip.address 1.75Mb 2.90Mb 2.79Mb <= 22.4Kb 32.6Kb 35.6Kb server.example.com => ip.address 3.03Mb 2.78Mb 1.82Mb <= 26.6Kb 27.4Kb 20.2Kb server.example.com => ip.address 2.26Mb 2.66Mb 1.36Mb <= 51.7Kb 49.1Kb 24.4Kb server.example.com => ip.address 586Kb 2.50Mb 1.03Mb <= 4.17Kb 26.1Kb 10.7Kb server.example.com => ip.address 2.42Mb 2.49Mb 2.44Mb <= 31.6Kb 29.7Kb 29.9Kb server.example.com => ip.address 2.41Mb 2.46Mb 2.41Mb <= 26.4Kb 24.5Kb 23.8Kb server.example.com => ip.address 2.37Mb 2.39Mb 2.40Mb <= 28.9Kb 27.0Kb 28.5Kb server.example.com => ip.address 525Kb 2.20Mb 1.05Mb <= 7.03Kb 26.0Kb 12.8Kb qqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqq TX: cum: 102GB peak: 1.65Gb rates: 1.46Gb 1.44Gb 1.48Gb RX: 1.31GB 24.3Mb 19.5Mb 18.9Mb 20.0Mb TOTAL: 103GB 1.67Gb 1.48Gb 1.46Gb 1.50Gb I check the transfer speed using iperf utility From Server A to Server B # iperf -c 0.0.0.2 -p 8777 ------------------------------------------------------------ Client connecting to 0.0.0.2, TCP port 8777 TCP window size: 85.3 KByte (default) ------------------------------------------------------------ [ 3] local 0.0.0.1 port 38895 connected with 0.0.0.2 port 8777 [ ID] Interval Transfer Bandwidth [ 3] 0.0-10.8 sec 528 KBytes 399 Kbits/sec My Current Connections in Server B # netstat -an|grep ":8777"|awk '/tcp/ {print $6}'|sort -nr| uniq -c 2072 TIME_WAIT 28 SYN_RECV 1 LISTEN 189 LAST_ACK 139 FIN_WAIT2 373 FIN_WAIT1 3381 ESTABLISHED 34 CLOSING Server A Network Card Information Settings for eth0: Supported ports: [ TP ] Supported link modes: 100baseT/Full 1000baseT/Full 10000baseT/Full Supported pause frame use: No Supports auto-negotiation: Yes Advertised link modes: 10000baseT/Full Advertised pause frame use: No Advertised auto-negotiation: Yes Speed: 10000Mb/s Duplex: Full Port: Twisted Pair PHYAD: 0 Transceiver: external Auto-negotiation: on MDI-X: Unknown Supports Wake-on: d Wake-on: d Current message level: 0x00000007 (7) drv probe link Link detected: yes Server B Network Card Information Settings for eth2: Supported ports: [ FIBRE ] Supported link modes: 10000baseT/Full Supported pause frame use: No Supports auto-negotiation: No Advertised link modes: 10000baseT/Full Advertised pause frame use: No Advertised auto-negotiation: No Speed: 10000Mb/s Duplex: Full Port: Direct Attach Copper PHYAD: 0 Transceiver: external Auto-negotiation: off Supports Wake-on: d Wake-on: d Current message level: 0x00000007 (7) drv probe link Link detected: yes ifconfig server A eth0 Link encap:Ethernet HWaddr 00:25:90:ED:9E:AA inet addr:0.0.0.1 Bcast:0.0.0.255 Mask:255.255.255.0 UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:1202795665 errors:0 dropped:64334 overruns:0 frame:0 TX packets:2313161968 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:893413096188 (832.0 GiB) TX bytes:3360949570454 (3.0 TiB) lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:65536 Metric:1 RX packets:2207544 errors:0 dropped:0 overruns:0 frame:0 TX packets:2207544 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:247769175 (236.2 MiB) TX bytes:247769175 (236.2 MiB) ifconfig Server B eth2 Link encap:Ethernet HWaddr 00:25:90:82:C4:FE inet addr:0.0.0.2 Bcast:0.0.0.2 Mask:255.255.255.0 UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:39973046980 errors:0 dropped:1828387600 overruns:0 frame:0 TX packets:69618752480 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:3013976063688 (2.7 TiB) TX bytes:102250230803933 (92.9 TiB) lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:65536 Metric:1 RX packets:1049495 errors:0 dropped:0 overruns:0 frame:0 TX packets:1049495 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:129012422 (123.0 MiB) TX bytes:129012422 (123.0 MiB) Netstat -i on Server B # netstat -i Kernel Interface table Iface MTU Met RX-OK RX-ERR RX-DRP RX-OVR TX-OK TX-ERR TX-DRP TX-OVR Flg eth2 9000 0 42098629968 0 2131223717 0 73698797854 0 0 0 BMRU lo 65536 0 1077908 0 0 0 1077908 0 0 0 LRU I Turn up send/receive buffers on the network card to 2048 and problem still persist I increase the MTU for server A and problem still persist and i increase the MTU for server B for better connectivity and transfer speed but it couldn't transfer at all The problem is : as you can see from iperf utility, the transfer speed from server A to server B slow when i restart network service in server B the transfer in server A at full speed, after 2 minutes , it's getting slow How could i troubleshoot slow speed issue and fix it in server B ? Notice : if there any other commands i should execute in servers for more information, so it might help resolve the problem , let me know in comments

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  • linux: mount old ATA disk to USB adapter

    - by 130490868091234
    I am trying to recover data from an old Linux that was installed in a computer on an ATA hard drive. I found a ScanLogic Corp. SL11R-IDE IDE Bridge (04ce:0002), an ATA adapter to USB 1.0 like the one in the picture: and after switching it on, I plugged it into a laptop with Ubuntu 12.04. I am used to the drives being automatically mounted, but this one doesn't show up in /media. After doing a dmesg, all I got is this: [215298.671924] usb 2-1.1: new full-speed USB device number 5 using ehci_hcd [215298.767330] scsi19 : usb-storage 2-1.1:1.0 [215299.841701] usb 2-1.1: reset full-speed USB device number 5 using ehci_hcd [215300.017258] usb 2-1.1: reset full-speed USB device number 5 using ehci_hcd [215300.197050] usb 2-1.1: reset full-speed USB device number 5 using ehci_hcd [215300.372730] usb 2-1.1: reset full-speed USB device number 5 using ehci_hcd I tried plugging in the adapter to the three different USB ports in my laptop (one of them USB 3.0), but got no luck with any of them. I get different devices under, for example: /dev/bus/usb/003/002 or /dev/bus/usb/002/004, but I don't get any /dev/sdbN links. The output blkid -o list -c /dev/null is just the laptop's partitions. I have tried taking out the jumper, putting it as master and as CS Enabled, but didn't change the result. Any ideas?

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  • Mikrotik queues and limiting total upstream bandwidth

    - by g18c
    With a Mikrotik router (form of embedded Linux) I have created simple queues per machine matched by source IP address. Each of the 4 machine queues has an unlimited burst 3Mbps/3Mbps for Tx/Rx. During speedtest.net on all 4 machines at the same time, each machine shows 3Mbps (and is limited correctly there), however the total bandwidth on the uplink goes to 12Mbps (i need to set this to 10Mbps max for the upstream). I want to restrict the actual traffic passing across the uplink port to 10Mbps regardless of what the other queues are doing (I need this catch all queue to have the final say on the uplink speed). For example I need: Scenario A Machine A transferring @ 3Mbps Machine B transferring @ 3Mbps Machine C transferring @ 3Mbps Machine D transferring @ 0Mbps Up-link speed = 9Mbps Scenario B Machine A trying to transfer @ 3Mbps Machine B trying to transfer @ 3Mbps Machine C trying to transfer @ 3Mbps Machine D trying to transfer @ 3Mbps Up-link speed = 10Mbps Actual transfer speed of machine A,B,C,D = 2.5Mbps This is to allow slight over subscription of bandwidth queues as not all will be transmitting at 3Mbps all the time. Is this possible and if so how would one go about doing this?

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  • Any dangers in using DDR memory with a higher frequency than the FSB?

    - by raw_noob
    I'm looking to upgrade memory in an older motherboard. The processor is an AMD Sempron 2500+ with a maximum speed of 333/166MHz. The motherboard is an MSI MS-7061 (KV3M-V), which accepts up to 2Gb of DDR memory maximum PC2700 in 2 slots and has a maximum FSB of 333MHz. The board does not have dual-channel support. Existing memory includes a stick of 512Mb PC3200, which seems to be running OK (presumably at PC2700) but is rated 200MHz, which is below the FSB speed. The other stick is 256Mb PC2100/133MHz, again below the FSB speed. (All figures from CPU-Z.) I have a chance to acquire a single used stick of PC3200/400MHz memory very cheaply. Crucial's system scanner seems to suggest that this will be OK with my system, but other sites have suggested that running memory with a higher frequency than the FSB can cause instability. Is this true? Would I be better waiting until I can buy the correct PC2700/333MHz stick? I'm assuming that the mixed memory I have at present is running as 768Mb at 133MHz. Is this a reasonable assumption? If so, would you expect the performance differences between 768Mb/133MHz and 1Gb/333MHz to be very noticeable? If I install the new 1Gb/400 or 333MHz stick in slot 1, am I right in thinking that adding back the existing 512Mb/200MHz stick in slot 2 would pull the whole 1.5Gb system memory speed down to 200MHz? If so, which would be better - 1.5Gb/200MHz, or the single 1Gb stick at the full 333MHz that the FSB permits? Is more headroom more important than extra speed? Any help - or even opinions - gratefully received. I can't find reliable information, and I can't afford to make expensive mistakes.

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  • Suspected network performance issue on VirtualBox Ubuntu guest on Win7 host

    - by Adam
    I set up Ubuntu 12.04 in VirtualBox on the Win7 machine I was allocated on my new project. I am running Java, Eclipse, Tomcat to develop a large data-intensive application and I noticed that this application runs at half the speed of my colleague's identical machine, where he runs it all under Windows. I think I have narrowed down the performance issue to the network, after comparing and equalising all the Java VM settings with my colleague. Is there a ping test I can do or some other network diagnostic test to flag up any problems? To give some background, the network performance is confusing. Running a network speed test to my colleague's machine with iperf shows speeds of 6 Mb/s from my Ubuntu guest, and 90 Mb/s from the win7 host. Large downloads, e.g. the Java SDK, come down at about 1.2 MB/s on both the guest and the host. Pings are sub-1ms on the host, but 1.5ms on the guest. I also did a broadband speed test, and got 10Mb/s download speed on both, but the host has an upload speed of 10Mb/s but the guest only uploads at 3Mb/s. I've been trying to diagnose any MTU problems with ping -M do to identify any kind of packet fragmentation problem but it's progressing very slow because I don't have much experience in this area. From what I read on other people's networking issues with VB and Linux guests on Win7 hosts, I should be able to get the speed on the guest up to the same level as the host. I installed a fresh VM with Ubuntu again to see if I'd foobar'd it somehow, but I'm getting the same readings with iperf on the virgin installation. My setup is: Adapter 1: Intel PRO/1000 MT Desktop (NAT) Adapter 2: ditto (host-only adapter) eth0 Link encap:Ethernet HWaddr 08:00:27:0b:76:bf inet addr:10.0.2.15 Bcast:10.0.2.255 Mask:255.255.255.0 inet6 addr: fe80::a00:27ff:fe0b:76bf/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:86236 errors:0 dropped:0 overruns:0 frame:0 TX packets:49369 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:69163946 (69.1 MB) TX bytes:3530535 (3.5 MB) eth2 Link encap:Ethernet HWaddr 08:00:27:a3:26:b8 inet addr:192.168.56.101 Bcast:192.168.56.255 Mask:255.255.255.0 inet6 addr: fe80::a00:27ff:fea3:26b8/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:59 errors:0 dropped:0 overruns:0 frame:0 TX packets:57 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:9148 (9.1 KB) TX bytes:7648 (7.6 KB) lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:701 errors:0 dropped:0 overruns:0 frame:0 TX packets:701 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:66321 (66.3 KB) TX bytes:66321 (66.3 KB)

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  • Limiting bandwith on an Windows 7 machine

    - by Mihai Damian
    I need to limit the bandwidth on my Windows 7 x64 machine. In the past (on XP) I've been able to use NetLimiter for similar tasks. However for some reason I can't get it to work anymore. For lower limits the bandwidth tests are able to exceed the limit by 10-50%; higher limits seem to be ignored completely and the bandwidth tests report download speeds of over 10 times the speed I set. I'm using speedtest.net and some similar service from my ISP for these tests. Anyway, I don't necessarily need a program as complex as NetLimiter since I only need to throttle my machine's bandwidth, not a specific program's. In case you are wondering why in the world I'd want to cripple my Internet speed, there is a funny story behind this. Long story short, my modem gets random disconnects. Tech support comes in, says my Internet speed is abnormally high and I must be using some tools to somehow make it go faster than it's supposed to and this messes up my modem. I check the connection with another computer and it seems that my PC is the only one in my network that gets abnormal speeds. I reinstall my OS, speed looks normal at first, after I install the batch of 50 or so updates, it goes back to abnormally high speeds and the disconnect problems are not solved. Now I don't have a clue if the explanation the tech team gave me was just a strategy to lay the blame on someone else, but I was trying to give them the benefit of the doubt and see what happens if I really reduce my speed to their specification. Any help appreciated.

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  • How to better copy&paste big files over RDP?

    - by WebMAOhist
    Recently I was making a few attempts to copy&paste a big (1.2 GB) file to remote computer over RDP. The remote computer is virtual testing machine with MS Windows Server 2008 Datacenter. First I tried to copy&paste before midnight when the transfer speed was limited by client computer ISP to 100 kB/s. So, it required a few hours and I was forced to cancel transfer since remote desktop became too unresponsive and sluggish (slow). So, I re-started it over midnight when my local transfer speed is over 4 GB/s 4MB/s (sorry for typo). So, my impression is that independently on speed (broadband) of copy&paste transfer the remote computer becomes sluggish while copying over RDP. At the same time downloading from internet doesn't make remote host sluggish. AFAIU, it is because clipboard of remote computer and so its memory becomes overloaded by transfer. How can I control (restrict) the usage of clipboard for specific process (pasting of file)? What are the possible way to control it? Update: After reading that slow speed of transfer is caused by encryption used for copy&pasting over RDP and since I believe I am more interested in overall efficiency: both the time, or rapidness, of getting file as well as possibility to work without waiting, I changed the question title from: How to control the usage of remote desktop clipboard usage for pasting a big file? to How to better copy&paste big files over RDP? For example, is it better to copy&paste one huge (zip) archive or unzip it and copy paste a folder with unzipped files? And more exactly I wanted to ask: What are possible ways to improve overall experience: the speed of transfer (i.e. availability of needed file) responsiveness of remote host (making remote coputer available for work before completion of copy&pasting)?

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  • How to reduce virtual memory by optimising my PHP code?

    - by iCeR
    My current code (see below) uses 147MB of virtual memory! My provider has allocated 100MB by default and the process is killed once run, causing an internal error. The code is utilising curl multi and must be able to loop with more than 150 iterations whilst still minimizing the virtual memory. The code below is only set at 150 iterations and still causes the internal server error. At 90 iterations the issue does not occur. How can I adjust my code to lower the resource use / virtual memory? Thanks! <?php function udate($format, $utimestamp = null) { if ($utimestamp === null) $utimestamp = microtime(true); $timestamp = floor($utimestamp); $milliseconds = round(($utimestamp - $timestamp) * 1000); return date(preg_replace('`(?<!\\\\)u`', $milliseconds, $format), $timestamp); } $url = 'https://www.testdomain.com/'; $curl_arr = array(); $master = curl_multi_init(); for($i=0; $i<150; $i++) { $curl_arr[$i] = curl_init(); curl_setopt($curl_arr[$i], CURLOPT_URL, $url); curl_setopt($curl_arr[$i], CURLOPT_RETURNTRANSFER, 1); curl_setopt($curl_arr[$i], CURLOPT_SSL_VERIFYHOST, FALSE); curl_setopt($curl_arr[$i], CURLOPT_SSL_VERIFYPEER, FALSE); curl_multi_add_handle($master, $curl_arr[$i]); } do { curl_multi_exec($master,$running); } while($running > 0); for($i=0; $i<150; $i++) { $results = curl_multi_getcontent ($curl_arr[$i]); $results = explode("<br>", $results); echo $results[0]; echo "<br>"; echo $results[1]; echo "<br>"; echo udate('H:i:s:u'); echo "<br><br>"; usleep(100000); } ?> Processor Information Total processors: 8 Processor #1 Vendor GenuineIntel Name Intel(R) Xeon(R) CPU E5405 @ 2.00GHz Speed 1995.120 MHz Cache 6144 KB Processor #2 Vendor GenuineIntel Name Intel(R) Xeon(R) CPU E5405 @ 2.00GHz Speed 1995.120 MHz Cache 6144 KB Processor #3 Vendor GenuineIntel Name Intel(R) Xeon(R) CPU E5405 @ 2.00GHz Speed 1995.120 MHz Cache 6144 KB Processor #4 Vendor GenuineIntel Name Intel(R) Xeon(R) CPU E5405 @ 2.00GHz Speed 1995.120 MHz Cache 6144 KB Processor #5 Vendor GenuineIntel Name Intel(R) Xeon(R) CPU E5405 @ 2.00GHz Speed 1995.120 MHz Cache 6144 KB Processor #6 Vendor GenuineIntel Name Intel(R) Xeon(R) CPU E5405 @ 2.00GHz Speed 1995.120 MHz Cache 6144 KB Processor #7 Vendor GenuineIntel Name Intel(R) Xeon(R) CPU E5405 @ 2.00GHz Speed 1995.120 MHz Cache 6144 KB Processor #8 Vendor GenuineIntel Name Intel(R) Xeon(R) CPU E5405 @ 2.00GHz Speed 1995.120 MHz Cache 6144 KB Memory Information Memory for crash kernel (0x0 to 0x0) notwithin permissible range Memory: 8302344k/9175040k available (2176k kernel code, 80272k reserved, 901k data, 228k init, 7466304k highmem) System Information Linux server3.server.com 2.6.18-194.17.1.el5PAE #1 SMP Wed Sep 29 13:31:51 EDT 2010 i686 i686 i386 GNU/Linux Physical Disks SCSI device sda: 1952448512 512-byte hdwr sectors (999654 MB) sda: Write Protect is off sda: Mode Sense: 03 00 00 08 SCSI device sda: drive cache: write back SCSI device sda: 1952448512 512-byte hdwr sectors (999654 MB) sda: Write Protect is off sda: Mode Sense: 03 00 00 08 SCSI device sda: drive cache: write back sd 0:1:0:0: Attached scsi disk sda sd 4:0:0:0: Attached scsi removable disk sdb sd 0:1:0:0: Attached scsi generic sg4 type 0 sd 4:0:0:0: Attached scsi generic sg7 type 0 Current Memory Usage total used free shared buffers cached Mem: 8306672 7847384 459288 0 487912 6444548 -/+ buffers/cache: 914924 7391748 Swap: 4095992 496 4095496 Total: 12402664 7847880 4554784 Current Disk Usage Filesystem Size Used Avail Use% Mounted on /dev/mapper/VolGroup00-LogVol00 898G 307G 546G 36% / /dev/sda1 99M 19M 76M 20% /boot none 4.0G 0 4.0G 0% /dev/shm /var/tmpMnt 4.0G 1.8G 2.0G 48% /tmp

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  • What are the practical differences between an IP address and a server?

    - by JMC Creative
    My understanding of IPs and other DNS-type server-related issues really falls short (read: exteme noob). I know a dedicated server would increase speed. What, if any, difference in speed would a dedicated IP make? Am I correct in understanding the Best Practices from Yahoo that I could use the second IP to serve up some content, which would increase the number of parallel downloads for the user? Or are both IPs (purchase from same hosting account) going to point to the same server? Or how does it work? Are there other optimization things I should be aware of when thinking of purchasing a dedicated IP? Clarification I am talking about the speed of serving the webpages, i.e. the speed of my website. Yes, I know that IP and server are completely different, not even opposites, just different. But this, indeed, is my question! The Question Reformulated: Will having a second (dedicated) IP on my website speed up the time that it will load and display for the user? Or does that have nothing at all to do with IP, and is only a server issue? I'm sorry if this is still unclear. This is a real question though, I may just not be wording it well.

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  • Windows 7, network transmit (send) not working

    - by user326287
    My Win 7 works 2 years without problem. But now, I can't transmit (send) big data on LAN/Internet. I can: - Ping anything - Browse Internet, download files at full speed - Send e-mails with very small attachments. - Testing download speed on Speedtest.net, measure stable full speed. I can't: - Testing upload speed on Speedtest.net. Upload stuck.. - Save/send email messages with big (128k) attachment, independent from e-mail provider or e-mail box. THIS IS NOT A HARDWARE/CABLE/CARD OR OTHER NETWORK DEVICES PROBLEM! When I boot from a Linux Live CD, without ANY hardware change, all data sending, testing works correctly, at full speed. I have tried already in Win 7: - Disable Windows/3rd party Firewall completely - Reset IP stack parameters (netsh int ip reset c:\resetlog.txt) - Computer restore - Reinstall LAN driver When I inspect the packets in Wireshark in Windows, I see lot's of (maybe 60% of sent packets) "TCP Retransmission". Sometimes receive "TCP Dup Ack" or "TCP Out-of-Order". Linux don't do this. Thank you for the help.

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  • The best dvd ripper software in 2014 review

    - by user328170
    The top 3 DVD Ripping Tools in 2014 Nowadays everyone may have several smart mobile devices, such as iphone, ipad air, ipad mini ,Samsung Galaxy and Sony Xperia. If you want to take your movies with your mobile devices, or sometimes just want to backup those classic physical discs on your notebook or workstation with high quality resolutions, you need a fast and stable software to rip them and convert them to the format you like. Fortunately, there are plenty of great software products designed to make the process easy and transform DVD to the files that are playable on any mobile device you choose. We have done a full review on dozens of products. Here are five of the best, based on our review. We test the software from its ripping speed, friendly use guide , reliability and ripping capability. The top one is still Winx DVD Ripper platinum. We've test its 6.1 version 2 years ago for its ability to quickly and easily rip DVDs and Blu-ray discs to high quality MKV files with a single click. It gave us deep impression in the test. This time we test it’s lastest 7.3.5 version. Besides easy use and speed, we test its capability to decrypt all kinds of discs with different protect method, for example, Disney X-project DRM , Sony ArccOS, RCE and region code. The result shows that winx dvd ripper platinum still maintain its advantages in all the area. Winx dvd ripper platinum is a more focused on DVD ripping software with the basic duty to rip and convert DVD. The color of UI is a modern technical sense. All the main functions are shown obviously while others specials are hidden for advanced users, making it more clear and convenient to make option. There are two company weisoft limited and Digiarty who can provide the software. Weisoft limited focus on USA, UK and Australia market. Digiarty focus on others. ripping speed ????? friendly use guide ????? reliability ????? ripping capability ????? The second one DVDFab DVDFab is also very robust during ripping dics. It can also decrypt most of the dics in the market. The shortage it still friendly use and speed. We'd note that the app is frequently updated to cut through the copy protection on even the latest DVDs and Blu-ray discs . The app is shareware, meaning most features are free, including decrypting and ripping to your hard drive. Many of you note that you use another app for compression and authoring, but many of you say they hey, storage is cheap, and the rips from DVDFab are easy, one-click, and work. ripping speed ??? friendly use guide ???? reliability ????? ripping capability ????? The Third one is Handbrake Handbrake is our favorite video encoder for a reason: it's simple, easy to use, easy to install, and offers a lots of options to get the high quality file as a result. If you're scared by them, you don't even have to use them—the app will compensate for you and pick some settings it thinks you'll like based on your destination device. So many of you like Handbrake that many of you use it in conjunction with another app (like VLC, which makes ripping easy)—you'll let another app do the rip and crack the DRM on your discs, and then process the file through Handbrake for encoding. The app is fast, can make the most of multi-core processors to speed up the process, and is completely open source. ripping speed ??? friendly use guide ???? reliability ???? ripping capability ????

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  • ActionScript 3 Cant see Movieclip

    - by user3697993
    When I play my game it does not show my _Player Movieclip, but it does collide with the ground which is very confusing. So I believe the movieclip is there but not showing the texture/Sprite. I think the problem is in "function Spawn" (First Function). public class PewdyBird extends MovieClip { //Player variables public var Up_Speed:int = 25; public var speed:Number = 0; public var _grav:Number = 0.5; public var isJump:Boolean = false; public var Score:int = 0; public var Player_Live:Boolean = true; public var _Player:Player = new Player(); //Other variables //Environment variables var Floor:int = 480; var Clock:Number = 0; var Clock_restart:Number = 0; var Clock_ON:Boolean = false; var Clock_max:int = 15; var Player_Stage:Boolean = true; private var _X:int; private var _Y:int; private var hit_ground:Boolean = false; private var width_BG:int = 479; //SPAWN function Spawn(e:Event){ _Player.x = 200; _Player.y = 200; stage.addChild(_Player); } //Keyboard Input private function KeyboardListener(e:KeyboardEvent){ if(e.keyCode == Keyboard.SPACE){ Clock = Clock_restart; Clock_ON = true; isJump = true; if(isJump){ _Player.gotoAndPlay("Fly"); speed = -Up_Speed; isJump = false; } } } //Mouse Input & Spawn Listener private function MouseListener(m:MouseEvent){ if(MouseEvent.CLICK){ Clock = Clock_restart; Clock_ON = true; isJump = true; if(isJump){ _Player.gotoAndPlay("Fly"); speed = -Up_Speed; isJump = false; } } } //Rotation Fly function Rot_Fly(){ if(Clock < Clock_max){ _Player.rotation = -15; }else if(Clock >= Clock_max){ if(_Player.rotation < 90){ _Player.rotation += 10; }else if(_Player.rotation >= 90){ _Player.rotation = 90; } } } //END //Update Function function enter_frame(e:Event):void{ Rot_Fly(); //Clock if(Clock_ON){ Clock++; }else if(Clock > Clock_max){ Clock = Clock_max; } //Fall Limits if(speed >= 20){ _Player.y += 20; return; _Player.gotoAndPlay("Fall"); } //Physics speed += _grav*3; _Player.y += speed; } //Hit Ground function Hit_Ground(e:Event){ if(_Player.hitTestObject(Ground1)){ _grav = 0; speed = 0; trace("HIT GROUND"); }else if(_Player.hitTestObject(Ground2)){ _grav = 0; speed = 0; trace("HIT GROUND"); }else if(_Player.hitTestObject(Ground1) == false){ _grav = 1; }else if(_Player.hitTestObject(Ground2) == false){ _grav = 1; } } //Background Slide (Left) private function Background_Move(e:Event):void{ Background1.x -= 1.5; Background2.x -= 1.5; Ground1.x -= 4; Ground2.x -= 4; if(Background1.x < -width_BG){ Background1.x = width_BG; } else if(Background2.x < -width_BG){ Background2.x = width_BG; } else if(Ground1.x < -width_BG){ Ground1.x = width_BG; } else if(Ground2.x < -width_BG){ Ground2.x = width_BG; } } } The eventListeners are in flash it self stage.addEventListener(Event.ENTER_FRAME, enter_frame); stage.addEventListener(Event.ENTER_FRAME, Hit_Ground); stage.addEventListener(KeyboardEvent.KEY_UP, KeyboardListener); stage.addEventListener(MouseEvent.CLICK, MouseListener); stage.addEventListener(Event.ENTER_FRAME, Background_Move); stage.addEventListener(Event.ADDED_TO_STAGE, Spawn);

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  • Add collison detection to enemy sprites?

    - by xBroak
    i'd like to add the same collision detection used by the player sprite to the enemy sprites or 'creeps' ive added all the relevant code I can see yet collisons are still not being detected and handled, please find below the class, I have no idea what is wrong currently, the list of walls to collide with is 'wall_list' import pygame import pauseScreen as dm import re from pygame.sprite import Sprite from pygame import Rect, Color from random import randint, choice from vec2d import vec2d from simpleanimation import SimpleAnimation import displattxt black = (0,0,0) white = (255,255,255) blue = (0,0,255) green = (101,194,151) global currentEditTool currentEditTool = "Tree" global editMap editMap = False open('MapMaker.txt', 'w').close() def draw_background(screen, tile_img): screen.fill(black) img_rect = tile_img.get_rect() global rect rect = img_rect nrows = int(screen.get_height() / img_rect.height) + 1 ncols = int(screen.get_width() / img_rect.width) + 1 for y in range(nrows): for x in range(ncols): img_rect.topleft = (x * img_rect.width, y * img_rect.height) screen.blit(tile_img, img_rect) def changeTool(): if currentEditTool == "Tree": None elif currentEditTool == "Rock": None def pauseGame(): red = 255, 0, 0 green = 0,255, 0 blue = 0, 0,255 screen.fill(black) pygame.display.update() if editMap == False: choose = dm.dumbmenu(screen, [ 'Resume', 'Enable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("hi") elif choose ==1: global editMap editMap = True elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None else: choose = dm.dumbmenu(screen, [ 'Resume', 'Disable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("Resume") elif choose ==1: print("Dis ME") global editMap editMap = False elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None class Wall(pygame.sprite.Sprite): # Constructor function def __init__(self,x,y,width,height): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(green) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertTree(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/tree.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertRock(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/rock.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class Creep(pygame.sprite.Sprite): """ A creep sprite that bounces off walls and changes its direction from time to time. """ change_x=0 change_y=0 def __init__( self, screen, creep_image, explosion_images, field, init_position, init_direction, speed): """ Create a new Creep. screen: The screen on which the creep lives (must be a pygame Surface object, such as pygame.display) creep_image: Image (surface) object for the creep explosion_images: A list of image objects for the explosion animation. field: A Rect specifying the 'playing field' boundaries. The Creep will bounce off the 'walls' of this field. init_position: A vec2d or a pair specifying the initial position of the creep on the screen. init_direction: A vec2d or a pair specifying the initial direction of the creep. Must have an angle that is a multiple of 45 degres. speed: Creep speed, in pixels/millisecond (px/ms) """ Sprite.__init__(self) self.screen = screen self.speed = speed self.field = field self.rect = creep_image.get_rect() # base_image holds the original image, positioned to # angle 0. # image will be rotated. # self.base_image = creep_image self.image = self.base_image self.explosion_images = explosion_images # A vector specifying the creep's position on the screen # self.pos = vec2d(init_position) # The direction is a normalized vector # self.direction = vec2d(init_direction).normalized() self.state = Creep.ALIVE self.health = 15 def is_alive(self): return self.state in (Creep.ALIVE, Creep.EXPLODING) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def update(self, time_passed, walls): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 # collision detection old_x=bounds_rect.left new_x=old_x+self.direction.x bounds_rect.left = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes bounds_rect.left=old_x old_y=self.pos.y new_y=old_y+self.direction.y self.pos.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.pos.y=old_y elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead") def draw(self): """ Blit the creep onto the screen that was provided in the constructor. """ if self.state == Creep.ALIVE: # The creep image is placed at self.pos. To allow for # smooth movement even when the creep rotates and the # image size changes, its placement is always # centered. # self.draw_rect = self.image.get_rect().move( self.pos.x - self.image_w / 2, self.pos.y - self.image_h / 2) self.screen.blit(self.image, self.draw_rect) # The health bar is 15x4 px. # health_bar_x = self.pos.x - 7 health_bar_y = self.pos.y - self.image_h / 2 - 6 self.screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) self.screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) elif self.state == Creep.EXPLODING: self.explode_animation.draw() elif self.state == Creep.DEAD: pass def mouse_click_event(self, pos): """ The mouse was clicked in pos. """ if self._point_is_inside(vec2d(pos)): self._decrease_health(3) #begin new player class Player(pygame.sprite.Sprite): change_x=0 change_y=0 frame = 0 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) # LOAD PLATER IMAGES # Set height, width self.images = [] for i in range(1,17): img = pygame.image.load("images/player/" + str(i)+".png").convert() #player images img.set_colorkey(white) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x self.health = 15 self.image_w, self.image_h = self.image.get_size() health_bar_x = self.rect.x - 7 health_bar_y = self.rect.y - self.image_h / 2 - 6 screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def update(self,walls): # collision detection old_x=self.rect.x new_x=old_x+self.change_x self.rect.x = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.x=old_x old_y=self.rect.y new_y=old_y+self.change_y self.rect.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.y=old_y # right to left if self.change_x < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 # Grab the image, divide by 4 # every 4 frames. self.image = self.images[self.frame//4] # Move left to right. # images 4...7 instead of 0...3. if self.change_x > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4] if self.change_y > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4] if self.change_y < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4+4] score = 0 # initialize pyGame pygame.init() # 800x600 sized screen global screen screen = pygame.display.set_mode([800, 600]) screen.fill(black) #bg_tile_img = pygame.image.load('images/map/grass.png').convert_alpha() #draw_background(screen, bg_tile_img) #pygame.display.flip() # Set title pygame.display.set_caption('Test') #background = pygame.Surface(screen.get_size()) #background = background.convert() #background.fill(black) # Create the player player = Player( 50,50 ) player.rect.x=50 player.rect.y=50 movingsprites = pygame.sprite.RenderPlain() movingsprites.add(player) # Make the walls. (x_pos, y_pos, width, height) global wall_list wall_list=pygame.sprite.RenderPlain() wall=Wall(0,0,10,600) # left wall wall_list.add(wall) wall=Wall(10,0,790,10) # top wall wall_list.add(wall) #wall=Wall(10,200,100,10) # poke wall wall_list.add(wall) wall=Wall(790,0,10,600) #(x,y,thickness, height) wall_list.add(wall) wall=Wall(10,590,790,10) #(x,y,thickness, height) wall_list.add(wall) f = open('MapMaker.txt') num_lines = sum(1 for line in f) print(num_lines) lineCount = 0 with open("MapMaker.txt") as infile: for line in infile: f = open('MapMaker.txt') print(line) coords = line.split(',') #print(coords[0]) #print(coords[1]) #print(coords[2]) #print(coords[3]) #print(coords[4]) if "tree" in line: print("tree in") wall=insertTree(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4]) wall_list.add(wall) elif "rock" in line: print("rock in") wall=insertRock(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4] ) wall_list.add(wall) width = 20 height = 540 height = height - 48 for i in range(0,23): width = width + 32 name = insertTree(width,540,790,10,"tree") #wall_list.add(name) name = insertTree(width,height,690,10,"tree") #wall_list.add(name) CREEP_SPAWN_TIME = 200 # frames creep_spawn = CREEP_SPAWN_TIME clock = pygame.time.Clock() bg_tile_img = pygame.image.load('images/map/grass.png').convert() img_rect = bg_tile_img FIELD_RECT = Rect(50, 50, 700, 500) CREEP_FILENAMES = [ 'images/player/1.png', 'images/player/1.png', 'images/player/1.png'] N_CREEPS = 3 creep_images = [ pygame.image.load(filename).convert_alpha() for filename in CREEP_FILENAMES] explosion_img = pygame.image.load('images/map/tree.png').convert_alpha() explosion_images = [ explosion_img, pygame.transform.rotate(explosion_img, 90)] creeps = pygame.sprite.RenderPlain() done = False #bg_tile_img = pygame.image.load('images/map/grass.png').convert() #draw_background(screen, bg_tile_img) totalCreeps = 0 remainingCreeps = 3 while done == False: creep_images = pygame.image.load("images/player/1.png").convert() creep_images.set_colorkey(white) draw_background(screen, bg_tile_img) if len(creeps) != N_CREEPS: if totalCreeps < N_CREEPS: totalCreeps = totalCreeps + 1 print(totalCreeps) creeps.add( Creep( screen=screen, creep_image=creep_images, explosion_images=explosion_images, field=FIELD_RECT, init_position=( randint(FIELD_RECT.left, FIELD_RECT.right), randint(FIELD_RECT.top, FIELD_RECT.bottom)), init_direction=(choice([-1, 1]), choice([-1, 1])), speed=0.01)) for creep in creeps: creep.update(60,wall_list) creep.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: done=True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_RIGHT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_UP: player.changespeed(0,-2) creep.changespeed(0,-2) if event.key == pygame.K_DOWN: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_ESCAPE: pauseGame() if event.key == pygame.K_1: global currentEditTool currentEditTool = "Tree" changeTool() if event.key == pygame.K_2: global currentEditTool currentEditTool = "Rock" changeTool() if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_RIGHT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_UP: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_DOWN: player.changespeed(0,-2) creep.changespeed(0,-2) if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]: for creep in creeps: creep.mouse_click_event(pygame.mouse.get_pos()) if editMap == True: x,y = pygame.mouse.get_pos() if currentEditTool == "Tree": name = insertTree(x-10,y-25, 10 , 10, "tree") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") image = pygame.image.load("images/map/tree.png").convert() screen.blit(image, (30,10)) pygame.display.flip() f.write(str(x) + "," + str(y) + ",790,10, tree\n") #f.write("wall=insertTree(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") elif currentEditTool == "Rock": name = insertRock(x-10,y-25, 10 , 10,"rock") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") f.write(str(x) + "," + str(y) + ",790,10,rock\n") #f.write("wall=insertRock(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") else: None #pygame.display.flip() player.update(wall_list) movingsprites.draw(screen) wall_list.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()

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  • Java Slick2d - How to translate mouse coordinates to world coordinates

    - by Corey
    I am translating in my main class render. How do I get the mouse position where my mouse actually is after I scroll the screen public void render(GameContainer gc, Graphics g) throws SlickException { float centerX = 800/2; float centerY = 600/2; g.translate(centerX, centerY); g.translate(-player.playerX, -player.playerY); gen.render(g); player.render(g); } playerX = 800 /2 - sprite.getWidth(); playerY = 600 /2 - sprite.getHeight(); Image to help with explanation I tried implementing a camera but it seems no matter what I can't get the mouse position. I was told to do this worldX = mouseX + camX; but it didn't work the mouse was still off. Here is my Camera class if that helps: public class Camera { public float camX; public float camY; Player player; public void init() { player = new Player(); } public void update(GameContainer gc, int delta) { Input input = gc.getInput(); if(input.isKeyDown(Input.KEY_W)) { camY -= player.speed * delta; } if(input.isKeyDown(Input.KEY_S)) { camY += player.speed * delta; } if(input.isKeyDown(Input.KEY_A)) { camX -= player.speed * delta; } if(input.isKeyDown(Input.KEY_D)) { camX += player.speed * delta; } } Code used to convert mouse worldX = (int) (mouseX + cam.camX); worldY = (int) (mouseY + cam.camY);

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  • Does not recognize usb sticks and drives

    - by Peter
    When connecting any usb stick to my thinkpad ubuntu 10.10 does not recognize them. I don't see anything on the desktop. the output of "dmesg | tail -n10" gives me: [ 1965.696388] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 1965.884537] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 1966.072503] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 1966.260349] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 1966.506227] usb 1-1: new high speed USB device using ehci_hcd and address 9 [ 1966.572375] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 1966.760379] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 1966.948358] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 1967.136335] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 1967.325423] hub 1-0:1.0: unable to enumerate USB device on port 1 When connecting my usb scanner to the same port: [ 2008.480135] usb 1-1: new high speed USB device using ehci_hcd and address 65 [ 2008.548389] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 2008.736786] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 2008.924379] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 2009.112348] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 2009.300443] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 2009.488536] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 2009.732180] usb 1-1: new high speed USB device using ehci_hcd and address 71 [ 2014.796299] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 2018.000128] usb 2-1: new full speed USB device using uhci_hcd and address 3 And ubuntu 10.10 recognizes that scanner. So: What can i do to see my usb stick? BTW: on my other Thinkpad running fedora 14 it works perfectly... Cheers -Peter

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  • Ask the Readers: How Fast is Your Internet Connection?

    - by Mysticgeek
    The federal government recently announced a broadband initiative that calls for 260 million homes to have 100Mbps Internet connections by the year 2020. This got us wondering, how fast is your current Internet connection? Photo by roland When it comes to the speed of our Internet connection, we all want the maximum possible. The FCC recently announced their National Broadband Plan, which is an initiative to improve the Internet infrastructure in the United States and provide higher speeds to everyone. You’ve also undoubtedly heard the news about Google getting into the mix with their program to bring ultra high-speed fiber broadband to 50,000 users in select cities. While we wait for those programs to come into fruition, we thought it would be cool to check out what kinds of speeds you’re getting now. Test Your Internet Connection Speed There are several sites out there you can use to test your Internet speeds, but probably the best site is Speedtest.net. It’s easy to use, and allows you test download and upload speeds to and from various locations in the US and throughout the world. If you already know the speeds you’re getting leave a comment and let us know. If you use Speedtest.com, just keep in mind that our comment system won’t allow you to copy their result links, but you can simply tell us what you get in the results. We’re especially interested in the results of those of you who have Verizon FIOS or Comcast’s “Ultra” service. Leave a comment and join in the discussion! Similar Articles Productive Geek Tips Configure How often Ubuntu checks for Automatic UpdatesMysticgeek Blog: A Look at Internet Explorer 8 Beta 1 on Windows XPNorton Internet Security 2010 [Review]Disable Fast User Switching on Windows XPUnderstanding Vista’s New Network Connection Icons TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional Converting Mp4 to Mp3 Easily Use Quick Translator to Translate Text in 50 Languages (Firefox) Get Better Windows Search With UltraSearch Scan News With NY Times Article Skimmer SpeedyFox Claims to Speed up your Firefox Beware Hover Kitties

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  • Tips for debugging Samba performance?

    - by j-g-faustus
    Samba gives me 24 MB/s read and 44 MB/s write, while ftp gives 97 and 112 MB/s under the same circumstances. The documentation says that Generally, you should find that Samba performs similarly to ftp at raw transfer speed. In my case it clearly doesn't. Where can I find tips on how to debug Samba performance? Or alternatively tips for replacing Samba with something else? (I can't use ftp, unfortunately, as I need something that can be used with rsync/rsnapshot.) More details: Both computers are running Ubuntu 10.10 (using Samba because I have a Mac as well) The Samba share is on a local home network, mounted as $ mount ... //server.local/share/ on /mnt/share type cifs (rw,mand) Samba performance was tested by copying (cp) a single file of ~4GB to and from the share, using time for timing and calculating transfer speed by hand. ftp performance are the numbers from the ftp client for get/put of the same file. iperf gives network speed ~900 Mbits/s bonnie++ gives disk speeds 200 MB/s on both sides for block reads as well as block writes Tried changing the parameters suggested in the performance tuning HOWTO (read/write raw, read size, socket options), most of them made little to no difference. (The one that made a difference caused write speed to drop 50%.)

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  • ubuntu 10.10 does not recognize usb sticks and drives

    - by Peter
    When connecting any usb stick to my thinkpad ubuntu 10.10 does not recognize them. I don't see anything on the desktop. the output of "dmesg | tail -n10" gives me: [ 1965.696388] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 1965.884537] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 1966.072503] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 1966.260349] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 1966.506227] usb 1-1: new high speed USB device using ehci_hcd and address 9 [ 1966.572375] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 1966.760379] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 1966.948358] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 1967.136335] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 1967.325423] hub 1-0:1.0: unable to enumerate USB device on port 1 When connecting my usb scanner to the same port: [ 2008.480135] usb 1-1: new high speed USB device using ehci_hcd and address 65 [ 2008.548389] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 2008.736786] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 2008.924379] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 2009.112348] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 2009.300443] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 2009.488536] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 2009.732180] usb 1-1: new high speed USB device using ehci_hcd and address 71 [ 2014.796299] hub 1-0:1.0: unable to enumerate USB device on port 1 [ 2018.000128] usb 2-1: new full speed USB device using uhci_hcd and address 3 And ubuntu 10.10 recognizes that scanner. So: What can i do to see my usb stick? BTW: on my other Thinkpad running fedora 14 it works perfectly... Cheers -Peter

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  • Move model forward base on model orientation

    - by ChocoMan
    My model rotates on it's own Y-axis regardless of where it is in the world. Here are the controls for the left ThumbStick: UP (move model forward on Z-Axis) DOWN (move model backward on Z-Axis) LEFT & RIGHT (strafe to either side) The problem is adjusting the direction the model's orientation UP and DOWN if the player should also rotate the player while moving forward or backwards. An example what Im trying to achieve would be a car doing donuts. The car is always facing the current direction that it interprets as forward (or rear as backwards) in relation to it's local rotation. Here is how Im calling the movement: // Rotate model with Right Thumbstick along X-Axis modelRotation -= pController.ThumbSticks.Right.X * mRotSpeed; // Move Forward if (pController.IsButtonDown(Buttons.LeftThumbstickUp)) { modelPosition.Z -= -pController.ThumbSticks.Left.Y * speed; } // Move Backward if (pController.IsButtonDown(Buttons.LeftThumbstickDown)) { modelPosition.Z += pController.ThumbSticks.Left.Y * speed; } // Strafe Left if (pController.IsButtonDown(Buttons.LeftThumbstickLeft)) { modelPosition.X += -pController.ThumbSticks.Left.X * speed; } // Strafe Right if (pController.IsButtonDown(Buttons.LeftThumbstickRight)) { modelPosition.X -= pController.ThumbSticks.Left.X * speed; } // DeadZone if (!pController.IsButtonDown(Buttons.LeftThumbstickUp) && !pController.IsButtonDown(Buttons.LeftThumbstickDown) && !pController.IsButtonDown(Buttons.LeftThumbstickLeft) && !pController.IsButtonDown(Buttons.LeftThumbstickRight)) { }

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  • Code Behaviour via Unit Tests

    - by Dewald Galjaard
    Normal 0 false false false EN-ZA X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Some four months ago my car started acting up. Symptoms included a sputtering as my car’s computer switched between gears intermittently. Imagine building up speed, then when you reach 80km/h the car magically and mysteriously decide to switch back to third or even second gear. Clearly it was confused! I managed to track down a technician, an expert in his field to help me out. As he fitted his handheld computer to some hidden port under the dash, he started to explain “These cars are quite intelligent, you know. When they sense something is wrong they run in a restrictive program which probably account for how you managed to drive here in the first place...”  I was surprised and thought this was certainly going to be an interesting test drive. The car ran smoothly down the first couple of stretches as the technician ran through routine checks. Then he said “Ok, all looking good. We need to start testing aspects of the gearbox. Inside the gearbox there are a couple of sensors. One of them is a speed sensor which talks to the computer, which in turn will decide which gear to switch to. The restrictive program avoid these sensors altogether and allow the computer to obtain its input from other [non-affected] sources”. Then, as soon as he forced the speed sensor to come back online the symptoms and ill behaviour re-emerged... What an incredible analogy for getting into a discussion on unit testing software? Besides I should probably put my ill fortune to some good use, right? This example provide a lot of insight into how and why we should conduct unit tests when writing code. More importantly, it captures what is easily and unfortunately often the most overlooked goal of writing unit tests by those new to the art and those who oppose it alike - The goal of writing unit tests is to test the behaviour of our code under predefined conditions. Although it is very possible to test the intrinsic workings of each and every component in your code, writing several tests for each method in practise will soon prove to be an exhausting and ultimately fruitless exercise given the certain and ever changing nature of business requirements. Consequently it is true and quite possible whilst conducting proper unit tests, to call any single method several times as you examine and contemplate different scenarios. Let’s write some code to demonstrate what I mean. In my example I make use of the Moq framework and NUnit to create my tests. Truly you can use whatever you’re comfortable with. First we’ll create an ISpeedSensor interface. This is to represent the speed sensor located in the gearbox.  Then we’ll create a Gearbox class which we’ll pass to a constructor when we instantiate an object of type Computer. All three are described below.   ISpeedSensor.cs namespace AutomaticVehicle {     public interface ISpeedSensor     {         int ReportCurrentSpeed();     } }   Gearbox.cs namespace AutomaticVehicle {      public class Gearbox     {         private ISpeedSensor _speedSensor;           public Gearbox( ISpeedSensor gearboxSpeedSensor )         {             _speedSensor = gearboxSpeedSensor;         }         /// <summary>         /// This method obtain it's reading from the speed sensor.         /// </summary>         /// <returns></returns>         public int ReportCurrentSpeed()         {             return _speedSensor.ReportCurrentSpeed();         }     } } Computer.cs namespace AutomaticVehicle {     public class Computer     {         private Gearbox _gearbox;         public Computer( Gearbox gearbox )         {                     }          public int GetCurrentSpeed()         {             return _gearbox.ReportCurrentSpeed( );         }     } } Since this post is about Unit testing, that is exactly what we’ll create next. Create a second project in your solution. I called mine AutomaticVehicleTests and I immediately referenced the respective nunit, moq and AutomaticVehicle dll’s. We’re going to write a test to examine what happens inside the Computer class. ComputerTests.cs namespace AutomaticVehicleTests {     [TestFixture]     public class ComputerTests     {         [Test]         public void Computer_Gearbox_SpeedSensor_DoesThrow()         {             // Mock ISpeedSensor in gearbox             Mock< ISpeedSensor > speedSensor = new Mock< ISpeedSensor >( );             speedSensor.Setup( n => n.ReportCurrentSpeed() ).Throws<Exception>();             Gearbox gearbox = new Gearbox( speedSensor.Object );               // Create Computer instance to test it's behaviour  towards an exception in gearbox             Computer carComputer = new Computer( gearbox );             // For simplicity let’s assume for now the car only travels at 60 km/h.             Assert.AreEqual( 60, carComputer.GetCurrentSpeed( ) );          }     } }   What is happening in this test? We have created a mocked object using the ISpeedsensor interface which we've passed to our Gearbox object. Notice that I created the mocked object using an interface, not the implementation. I’ll talk more about this in future posts but in short I do this to accentuate the fact that I'm not not really concerned with how SpeedSensor work internally at this particular point in time. Next I’ve gone ahead and created a scenario where I’ve declared the speed sensor in Gearbox to be faulty by forcing it to throw an exception should we ask Gearbox to report on its current speed. Sneaky, sneaky. This test is a simulation of how things may behave in the real world. Inevitability things break, whether it’s caused by mechanical failure, some logical error on your part or a fellow developer which didn’t consult the documentation (or the lack thereof ) - whether you’re calling a speed sensor, making a call to a database, calling a web service or just trying to write a file to disk. It’s a scenario I’ve created and this test is about how the code within the Computer instance will behave towards any such error as I’ve depicted. Now, if you’ve followed closely in my final assert method you would have noticed I did something quite unexpected. I might be getting ahead of myself now but I’m testing to see if the value returned is equal to what I expect it to be under perfect conditions – I’m not testing to see if an error has been thrown! Why is that? Well, in short this is TDD. Test Driven Development is about first writing your test to define the result we want, then to go back and change the implementation within your class to obtain the desired output (I need to make sure I can drive back to the repair shop. Remember? ) So let’s go ahead and run our test as is. It’s fails miserably... Good! Let’s go back to our Computer class and make a small change to the GetCurrentSpeed method.   Computer.cs public int GetCurrentSpeed() {   try   {     return _gearbox.ReportCurrentSpeed( );   }   catch   {     RunRestrictiveProgram( );   } }     This is a simple solution, I know, but it does provide a way to allow for different behaviour. You’re more than welcome to provide an implementation for RunRestrictiveProgram should you feel the need to. It's not within the scope of this post or related to the point I'm trying to make. What is important is to notice how the focus has shifted in our approach from how things can break - to how things behave when broken.   Happy coding!

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  • Prevent oversteering catastrophe in racing games

    - by jdm
    When playing GTA III on Android I noticed something that has been annoying me in almost every racing game I've played (maybe except Mario Kart): Driving straight ahead is easy, but curves are really hard. When I switch lanes or pass somebody, the car starts swiveling back and forth, and any attempt to correct it makes it only worse. The only thing I can do is to hit the brakes. I think this is some kind of oversteering. What makes it so irritating is that it never happens to me in real life (thank god :-)), so 90% of the games with vehicles inside feel unreal to me (despite probably having really good physics engines). I've talked to a couple of people about this, and it seems either you 'get' racing games, or you don't. With a lot of practice, I did manage to get semi-good at some games (e.g. from the Need for Speed series), by driving very cautiously, braking a lot (and usually getting a cramp in my fingers). What can you do as a game developer to prevent the oversteering resonance catastrophe, and make driving feel right? (For a casual racing game, that doesn't strive for 100% realistic physics) I also wonder what games like Super Mario Kart exactly do differently so that they don't have so much oversteering? I guess one problem is that if you play with a keyboard or a touchscreen (but not wheels and pedals), you only have digital input: gas pressed or not, steering left/right or not, and it's much harder to steer appropriately for a given speed. The other thing is that you probably don't have a good sense of speed, and drive much faster than you would (safely) in reality. From the top of my head, one solution might be to vary the steering response with speed.

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  • Player sprite moving slower on iPhone 4

    - by nvillec
    I just finished getting movement/jump animation for a player sprite in Xcode using Cocos2D. The basic movement algorithm is a timer that updates every 0.01 sec, changing the sprite position to (sprite.position.x + xVel, sprite.position.y + yVel). Each time a movement button is tapped, the appropriate velocity (initialized to 0) is changed to whatever speed I choose, then a stop movement button returns the velocity to 0. It's not an ideal solution but I'm very new at this and stoked to at least have that working with little help from the internet. So I may not have explained that perfectly, but it is in fact working to my satisfaction in Xcode's iPhone Simulator, however when I build it for my device and run it on my phone, the sprite's movement speed is noticeably slower than in Xcode. At first I thought it must have to do with the resolution of the iPhone 4, making the sprite's movement path twice as long, but I found that if I pull up the multitask bar, then return to the app the speed will sometimes jump back to normal. My second theory was that the code is just inefficient and is bogging the processes down, but I would see this reflected in the frame rate wouldn't I? It stays at 59-60 the whole time, and the spritesheet animation runs at the correct speed. Has anyone experienced this? Is this a really obvious issue that I'm completely missing? Any help (or tips for optimizing my approach to movement) would be much appreciated!

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