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  • How to Handle frame rates and synchronizing screen repaints

    - by David Kroukamp
    I would first off say sorry if the title is worded incorrectly. Okay now let me give the scenario I'm creating a 2 player fighting game, An average battle will include a Map (moving/still) and 2 characters (which are rendered by redrawing a varying amount of sprites one after the other). Now at the moment I have a single game loop limiting me to a set number of frames per second (using Java): Timer timer = new Timer(0, new AbstractAction() { @Override public void actionPerformed(ActionEvent e) { long beginTime; //The time when the cycle begun long timeDiff; //The time it took for the cycle to execute int sleepTime; //ms to sleep (< 0 if we're behind) int fps = 1000 / 40; beginTime = System.nanoTime() / 1000000; //execute loop to update check collisions and draw gameLoop(); //Calculate how long did the cycle take timeDiff = System.nanoTime() / 1000000 - beginTime; //Calculate sleep time sleepTime = fps - (int) (timeDiff); if (sleepTime > 0) {//If sleepTime > 0 we're OK ((Timer)e.getSource()).setDelay(sleepTime); } } }); timer.start(); in gameLoop() characters are drawn to the screen ( a character holds an array of images which consists of their current sprites) every gameLoop() call will change the characters current sprite to the next and loop if the end is reached. But as you can imagine if a sprite is only 3 images in length than calling gameLoop() 40 times will cause the characters movement to be drawn 40/3=13 times. This causes a few minor anomilies in the sprited for some charcters So my question is how would I go about delivering a set amount of frames per second in when I have 2 characters on screen with varying amount of sprites?

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  • Flash framerate reliability

    - by Tim Cooper
    I am working in Flash and a few things have been brought to my attention. Below is some code I have some questions on: addEventListener(Event.ENTER_FRAME, function(e:Event):void { if (KEY_RIGHT) { // Move character right } // Etc. }); stage.addEventListener(KeyboardEvent.KEY_DOWN, function(e:KeyboardEvent):void { // Report key which is down }); stage.addEventListener(KeyboardEvent.KEY_UP, function(e:KeyboardEvent):void { // Report key which is up }); I have the project configured so that it has a framerate of 60 FPS. The two questions I have on this are: What happens when it is unable to call that function every 1/60 of a second? Is this a way of processing events that need to be limited by time (ex: a ball which needs to travel to the right of the screen from the left in X seconds)? Or should it be done a different way?

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  • Android, how important is deltaTime?

    - by iQue
    Im making a game that is getting pretty big and sometimes my thread has to skip a frame, so far I'm not using deltaTime for setting the speed of my different objects in the game because it's still not a big enough game for it to matter imo. But its getting bigger then I planned, so my question is, how important is delta Time? If I should use delta time there is a problem, since speedX and speedY are integers(they have to be for eclipse to let you make a rectangle of them), I cant add delta time very functionally as far as I understand, but might be wrong? Ive tried adding deltaTime to the code below, and sometimes my enemies just not move after spawn, they just stand there and run in the same place Will add an some code for how I set / use speed: public void update(int dx, int dy) { double theta = 180.0 / Math.PI * Math.atan2(-(y - controls.pointerPosition.y), controls.pointerPosition.x - x); x +=dx * Math.cos(Math.toRadians(theta)); y +=dy * Math.sin(Math.toRadians(theta)); currentFrame = ++currentFrame % BMP_COLUMNS; } public void draw(Canvas canvas) { int srcX = currentFrame * width; int srcY = 1 * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bitmap, src, dst, null); } So if someone with some experience with this has any thoughts, please share. Thank you! Changed code: public void update(int dx, int dy, float delta) { double theta = 180.0 / Math.PI * Math.atan2(-(y - controls.pointerPosition.y), controls.pointerPosition.x - x); double speedX = delta * dx * Math.cos(Math.toRadians(theta)); double speedY = delta * dy * Math.sin(Math.toRadians(theta)); x += speedX; y += speedY; currentFrame = ++currentFrame % BMP_COLUMNS; } public void draw(Canvas canvas) { int srcX = currentFrame * width; int srcY = 1 * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bitmap, src, dst, null); } with this code my enemies move like before, except they wont move to the right (wont increment x), all other directions work.

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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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  • First frame has a much longer delta time than other frames

    - by Kipras
    I had a problem where my AI moved extreme at the first frame and then normal after that. I then figured out it was my delta. It's about 0.016 seconds (60 fps), but the first frame was about 19000 seconds, which is obviously impossible. Does anybody know what might be happening? Also the delta later on likes to oscillate from 0.01 to 0.03, which is, again, crazy. long time = Sys.getTime() * 1000 / Sys.getTimerResolution(); float delta = (time - lastFrame) / 1000f; lastFrame = time; return delta; That's the delta code.

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  • Problem trying to lock framerate at 60 FPS

    - by shad0w
    I've written a simple class to limit the framerate of my current project. But it does not work as it should. Here is the code: void FpsCounter::Process() { deltaTime = static_cast<double>(frameTimer.GetMsecs()); waitTime = 1000.0/fpsLimit - deltaTime; frameTimer.Reset(); if(waitTime <= 0) { std::cout << "error, waittime: " << waitTime << std::endl; } else { SDL_Delay(static_cast<Uint32>(waitTime)); } if(deltaTime == 0) { currFps = -1; } else { currFps = 1000/deltaTime; } std::cout << "--Timings--" << std::endl; std::cout << "Delta: \t" << deltaTime << std::endl; std::cout << "Delay: \t" << waitTime << std::endl; std::cout << "FPS: \t" << currFps << std::endl; std::cout << "-- --" << std::endl; } Timer::Timer() { startMsecs = 0; } Timer::~Timer() { // TODO Auto-generated destructor stub } void Timer::Start() { started = true; paused = false; Reset(); } void Timer::Pause() { if(started && !paused) { paused = true; pausedMsecs = SDL_GetTicks() - startMsecs; } } void Timer::Resume() { if(paused) { paused = false; startMsecs = SDL_GetTicks() - pausedMsecs; pausedMsecs = 0; } } int Timer::GetMsecs() { if(started) { if(paused) { return pausedMsecs; } else { return SDL_GetTicks() - startMsecs; } } return 0; } void Timer::Reset() { startMsecs = SDL_GetTicks(); } The "FpsCounter::Process()" Method is called everytime at the end of my gameloop. I've got the problem that the loop is correctly delayed only every second frame, so it runs one frame delayed at 60 FPS and the next without delay at over 1000 fps. I am searching the error quite a while now, but I do not find it. I hope somebody can point me in the right direction.

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  • Working with lots of cubes. Improving performance?

    - by Randomman159
    Edit: To sum the question up, I have a voxel based world (Minecraft style (Thanks Communist Duck)) which is suffering from poor performance. I am not positive on the source but would like any possible advice on how to get rid of it. I am working on a project where a world consists of a large quantity of cubes (I would give you a number, but it is user defined worlds). My test one is around (48 x 32 x 48) blocks. Basically these blocks don't do anything in themselves. They just sit there. They start being used when it comes to player interaction. I need to check what cubes the users mouse interacts with (mouse over, clicking, etc.), and for collision detecting as the player moves. Now I had a massive amount of lag at first, looping through every block. I have managed to decrease that lag, by looping through all the blocks, and finding which blocks are within a particular range of the character, and then only looping through those blocks for the collision detection, etc. However, I am still going at a depressing 2fps. Does anyone have any other ideas on how I could decrease this lag? Btw, I am using XNA (C#) and yes, it is 3d.

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  • How to log frame times in an existing OpenGL game? [on hold]

    - by J Collins
    I have been using FRAPS for some time to benchmark instantaneous frame rates in an OpenGL game for which I am creating maps. Until recently it had been quite reliable. Now however, the bench marking shortcut has been unresponsive and I can't explain why. Ideally I could have a logging system automatically start logging whenever the game had focus, but can't find a good tool to do so. So option a) find out how to make FRAPS reliable again or b) find a new tool. Could one of you kind folks help me? Edit: Concise questions Is there a widely recognised tool to log frame drawing times and rates for compiled applications? If the answer is universally the FRAPs tool, are there any clear cases in which logging will not or should not be expected to work?

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  • Can a high FPS negatively affect how a program runs?

    - by rphello101
    Yeah I know this is a broad question and will get down rated, I'm just hoping for some answer before it gets closed. Anyway, I'm using Slick 2D/Java to play around with graphics. I'm having some trouble with trying to move an image. The weird thing is, the code works just fine on my laptop, but the image sporadically moves to (0,0) and stops on my desktop. The only difference between the two is that it says the FPS is about 500 on my laptop and 6600 on my desktop. Can that affect it or does someone have any ideas for what to check on?

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  • As good as no bounces are registered in Google Analytics [on hold]

    - by user29931
    For a client I am having an issue for which I can't find an explanation. For some reason, bounces are no longer measured (or almost none) in GA. In GA I can see that the issue started in January 2013. I have been looking at the code inside and out, but I can't find any reason why. On the production site, there is (will be removed soon) a POST done on page load, so I thought that Google might see this as user interaction, hence never counting a bounce, but on staging i removed this POST and in the GA account for staging, still no bounces are registered. I have also checked if the tracking code appears twice on the page, and this is not the case. I tried with the GA debug plugin in Firefox and Chrome to see if that would learn me anything, but no luck... The site in question is www.kiala.be.

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  • Link rate between EMC DAE and HBA

    - by Johan Christensson
    I have a EMC DAE (KTN-STL4) drive cage directly connecconnected to a HP Proliant server using a QLogic QLE2560 HBA. I'm using copper cable between the HBA card and the DAE. On the controller card in the DAE there is a label that states "4Gb". I'm guessing that this means 4Gbit/s. But if I set the HBA card to "Auto speed" it negotiate 2Gbit/s, and if I hard set it to 4Gbit/s I end up with no link. Why is this? Isn't the DAE controller card capebel of link speed higher then 2Gbit/s or is it the copper cable that limits the speed, or is it the interface used between the DAE and Qlogic HBA that is the problem? I have been browsing for HSSDC-FC converters and they always seems to på rated at ~2Gbit/s. If this is the limit, why does it say 4Gb on the controller cards in the DAE?

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  • Good experiences with bulk rate SMS providers?

    - by jen_h
    We're a pretty popular service, our users are currently sending 100000+ SMS messages (projected 180k this month, and continuing to grow) per month. We're currently using a primary domestic provider that doesn't provide bulk rates and doesn't provide short code access. We're using a few backup providers as well for max redundancy, but aren't thrilled by 'em. We're ideally looking for a service that provides good bulk rates/incentives, good uptime/redundancy/reputation, easy API-integration (including respectable error codes!) ;). Right now, we're looking primarily for a domestic US SMS solution, but aren't averse to using the same provider for both International & US. For those of you using bulk SMS right now - what are your recommendations, experiences, etc. in the bulk SMS domain? It sounds like I'm looking for a golden unicorn here, I know, but any data/recommendations/warnings you've got are helpful!

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  • can router configuration cause decreasing of download rate?

    - by behrooz
    My download speed got crazy since I changed the router's IP. But nothing got fixed after doing a factory reset. The speed was 1024 kb/s (128 kB/s) but it is 200kb/s (max) right now. I mean it works good if a request is small (i.e. a HTTP request) but it gets slow if a request has a big response. Help me please. (It is three days I'm downloading VS2010.)

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  • Set Display Refresh Rate in OSX w/o External Utilities

    - by codedonut
    I have an iMac and an LG Flatron connected as a secondary monitor. The recommended resolution for the flatron is 1680x1050 @ 65.290 Hz (horiz), 59.954 Hz (vert). For some reason, OSX is choosing a slightly different set of scan rates and this is currently my best guess of why the monitor goes into power saving mode when connected to the iMac (but works fine on a PC). Now, I resolved this by installing switchResX and fudging the scan rates according to the specs in the manual. But how does one change these rates w/o 3rd party tools? Which config files need editing? Thanks

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  • Postfix throttling for outgoing messages

    - by Sergey Kovalev
    I need Postfix to send outgoing messages (from local PHP) with a certain rate. Say, one message in 120 seconds. Any messages exceeding this rate should be queued (delayed) and delivered later. Policyd is not what I'm looking for. I don't need limiting overall number of messages sent. I need a pause (120s) between any two messages beeing sent. Tried this config, but it's not working: initial_destination_concurrency = 1 default_destination_concurrency_limit = 1 default_destination_rate_delay = 120 default_destination_recipient_limit = 1 default_process_limit = 1 Any suggestions?

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  • Rate limiting bandwidth per IP

    - by Yohan
    First, I am not that good with computer. I even had problem with Windows PC. Right now I own a restaurant which happened to offer free internet. My ISP has my connection setup using a Ubuntu 11.1 box. IP Address is 192.168.1.16 with netmask 255.255.0.0, dns is 192.168.1.1 and gateway is 192.168.1.1. My problem is that my customers complains all day about slow network. When I received that kind of complain, the first thing came to my mind is to scout my area and find out who is the culprit, and ask him not to waste our bandwidth. Now, it is getting bored scouting people around, and I need to implement to my Linux box to limit bandwidth. I don't care if their provider can't be faster, but I want to limit 70kbit for each person. More annoying are people who use flashget and torrents. Usually they consume the biggest bandwidth. My question, how can I limit that? Please guide me in easy way. I've spent few days reading tc documents but doesn't understand a thing. I am using Ubuntu 11.10 Basically, I want all my customer get 70kbps each, no matter what.

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  • Monitor resolution messed up somehow

    - by Kelp
    I purchased the Westinghouse 22" LCD LCM-22w3 a few years ago, and now it's been acting up on me. I just booted into Windows 7(without changing any settings), and the default resolution is 1600x1024, and it allows me to select a refresh rate of up to 85 Hz(it didn't let me do that). I usually have my resolution set to 1680x1050 with a refresh rate of 60 Hz. Now, that resolution does not even appear in the list. Does anyone have any idea of what could be the problem and how to fix it? Edit: I am not sure if this will help, but when I go to change the screen resolution, the monitor is known as "Generic Non-PnP Monitor". It used to be referred to as "Generic PnP Monitor). I tried to disable Generic Non-PnP Monitor, but when I restart, it uses that monitor again. Edit 2: I created a custom .inf file using Powerstrip, but that does not work either. The monitor settings are being stubborn.

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  • Rejecting new HTTP requests when server reaches a certain throughput

    - by Sam
    I have a requirement to run an HTTP server that rejects new HTTP requests (with a 503, or similar) when the global transfer rate of current HTTP responses exceeds a certain level. For example, if the web server is transferring at 98Mbps, and a new HTTP request arrives, we would want to reject this (as we couldn't guarantee a good speed). I've had a look at mod_cband for Apache, limit_req for nginx, and lighttpd's rate limiting features, but none of them seem to handle my (rather contrived, granted) use case. I should add that I'm open to using pretty much any web server, and am open to implementing this in iptables rules if someone can craft such a rule! (Refusing the TCP connection is fine, it doesn't have to respond with an HTTP 503). Any suggestions?

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  • FC SAN network high-error rate simulation

    - by Wieslaw Herr
    Is there a way to simulate a malfunctioning device or a faulty cable in a FC SAN network? edit: I know shutting down a port on a switch is an option, I'd like to simulate high error rates though. In an ethernet network it would be a simple case of adding a transparent bridge that discards a given percent of the packets, but I have absolutely no idea how to tackle that in an Fibre Channel environment...

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  • Frame rate upsampling codec/player/software?

    - by djechelon
    Hello, I recently noticed that when I play both HD and SD videos on my HDMI TV at 1080p 60Hz from my computer, the motion is not fluid as I would expect. As far as I know, it could be because the 24fps video needs to be upsampled by the codec to match the 60Hz output of the monitor. But, as far as I know, the upsampling is done by simply repeating each photogram for a certain amount of frames. I usually play MKV videos with VLC. Do you know if there is a player or codec that performs the upsampling by interpolation like some 100Hz TVs do? I recently saw an LG led TV play a 24fps 720p video at 100Hz with an incredible motion fluidity, and I simply wonder why can't my computer do! I have an NVidia card. Does PureVideo help? I'm a noob with these things. Thank you.

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  • Apple Mail inbox multiplying at an alarming rate

    - by mechko
    All of a sudden, this morning, Apple Mail started downloading emails to my gmail account despite the fact that I knew there were no new emails. I looked at the inbox and discovered that there were four copies of each of the recent email. I cancelled the sync, and Mail promptly started to sync twice as many emails. After a few attempts I had approximately 32 times my inbox preparing to sync, so I closed Mail and left this way. Does anyone know what happened, why, and, most importantly, how to fix it?

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  • Rate of UDP packet loss over WLAN

    - by Martin
    While testing something with TFTP I noticed lots of timeouts (and slow speed as result) when I used my WLAN - and no problems when using a network cable. A quick test program sending/receiving UDP revealed that there are about 3-5% packets lost. While it's obvious that WLAN has to be less reliable than LAN, I have no knowledge what loss rates are considered 'normal' - and when there is a need to further investigate the network infrastructure. Are there 'typical' packet loss rates on WLAN (and other network technologies e.g. PowerLAN, WAN, ...? Thanks

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  • Rejecting new HTTP requests when server reaches a certain throughput

    - by user56221
    I have a requirement to run an HTTP server that rejects new HTTP requests (with a 503, or similar) when the global transfer rate of current HTTP responses exceeds a certain level. For example, if the web server is transferring at 98Mbps, and a new HTTP request arrives, we would want to reject this (as we couldn't guarantee a good speed). I've had a look at mod_cband for Apache, limit_req for nginx, and lighttpd's rate limiting features, but none of them seem to handle my (rather contrived, granted) use case. I should add that I'm open to using pretty much any web server, and am open to implementing this in iptables rules if someone can craft such a rule! (Refusing the TCP connection is fine, it doesn't have to respond with an HTTP 503). Any suggestions?

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  • How to find out when to increase bit rate? (TCP streaming solution)

    - by Kabumbus
    How to find out when to increase bit rate? (TCP streaming solution) We have a stream with "frames". each "frame" has a "timestamp" . frames have bit rate property which is actually there size. We generate frames with our app and stream them one by one on to our TCP server socket. At the same time server post replies so when after each sent frame we try to read from socket we receive which timestamp is currently on server. if timestamp is lover than previous frame we lover bit rate 20%. Such scheme seems to work giving me one way vbr (lowering) but I wonder how to implement increase? I mean we can always try to increase 5% each frame until some limited desired value but each time we have delay will lose real-time feature of our stream... Generally such scheme is for finding out how much of network stream is currently used by other user apps and give picture of how much server is loaded at the same time so we can stream just right amount of data for all to receive it in real time. So what shall I do to add increase to my scheme? So having current bit rate of A I thought we could add +7% for 3 frames and than one -20% and than if all that 3 frames with +7% came in time we could add 14% to A and repeat circle and it would hopefully not be really noticeable if 2nd frame wold come to us with delay... probably this one is too localised because it is a requirement for me to use TCP.

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  • Can I force my video card to work in a certain refresh rate?

    - by EFanZh
    I have a GeForce GT 640 video card, but by default the screen flickers badly. And if I change the refresh rate to 59 Hz in NVIDIA Control Panel manually, everything is OK. I don't know why. Now the problem is, if the system restarts, the refresh rate become 60Hz, then the screen flicker is flickering. I need to change the refresh rate again. Can I keep the refresh rate to 59 Hz? Or it would be better if the screen doesn't flicker at 60 Hz.

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