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  • Dirty Cache Dell Equallogic Storage Array

    - by Jermal Smith
    has anyone ever run into a dirty cache issue with a Equallogic SAN. Even after replacement of the controller cards in the Equallogic Storage Array fails offline with a dirty cache. I have listed steps here on my blog to bring the SAN online again, however this is not the best solution as it continues to fail. http://jermsmit.com/dirty-cache-dell-equallogic-storage-array/ If you have any info on this please share. Thanks, Jermal

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  • “Play Now” via website vs. download & install

    - by Inside
    I've spent some time looking over the various threads here on GDSE and also on the regular Stackoverflow site, and while I saw a lot of posts and threads regarding various engines that could be used in game development, I haven't seen very much discussion regarding the various platforms that they can be used on. In particular, I'm talking about browser games vs. desktop games. I want to develop a simple 3D networked multiplayer game - roughly on the graphics level of Paper Mario and gameplay with roughly the same level of interaction as a hack & slash action/adventure game - and I'm having a hard time deciding what platform I want to target with it. I have some experience with using C++/Ogre3D and Python/Panda3D (and also some synchronized/networked programming), but I'm wondering if it's worth it to spend the extra time to learn another language and another engine/toolkit just so that the game can be played in a browser window (I'm looking at jMonkeyEngine right now). Is it worth it to go with engines that are less-mature, have less documentation, have fewer features, and smaller communities* just so that a (possibly?) larger audience can be reached? Does it make sense to even go with a web-environment for the kind of game that I want to make? Does anyone have any experiences with decisions like this? (* With the exception of Flash-based engines it seems like most of the other approaches have downsides when compared to what is available for desktop-based environments. I'd go with Flash, but I'm worried that Flash's 3D capabilities aren't mature enough right now to do what I want easily. There's also Unity3D, but I'm not sure how I feel about that at all. It seems highly polished, but requires a plugin to be downloaded for the game to be played -- at that rate I might as well have players download my game.) For simple & short games the Newgrounds approach (go to the site, click "play now", instant gratification) seems to work well. What about for more complex games? Is there a point where the complexity of a game is enough for people to say "OK, I'm going to download and play that"?

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  • Game development: “Play Now” via website vs. download & install

    - by Inside
    Heyo, I've spent some time looking over the various threads here on gamedev and also on the regular stackoverflow and while I saw a lot of posts and threads regarding various engines that could be used in game development, I haven't seen very much discussion regarding the various platforms that they can be used on. In particular, I'm talking about browser games vs. desktop games. I want to develop a simple 3D networked multiplayer game - roughly on the graphics level of Paper Mario and gameplay with roughly the same level of interaction as a hack & slash action/adventure game - and I'm having a hard time deciding what platform I want to target with it. I have some experience with using C++/Ogre3D and Python/Panda3D (and also some synchronized/networked programming), but I'm wondering if it's worth it to spend the extra time to learn another language and another engine/toolkit just so that the game can be played in a browser window (I'm looking at jMonkeyEngine right now). For simple & short games the newgrounds approach (go to the site, click "play now", instant gratification) seems to work well. What about for more complex games? Is there a point where the complexity of a game is enough for people to say "ok, I'm going to download and play that"? Is it worth it to go with engines that are less-mature, have less documentation, have fewer features, and smaller communities* just so that a (possibly?) larger audience can be reached? Does it make sense to even go with a web-environment for the kind of game that I want to make? Does anyone have any experiences with decisions like this? Thanks! (* With the exception of flash-based engines it seems like most of the other approaches have these downsides when compared to what is available for desktop-based environments. I'd go with flash, but I'm worried that flash's 3D capabilities aren't mature enough right now to do what I want easily. There's also Unity3D, but I'm not sure how I feel about that at all. It seems highly polished, but requires a plugin to be downloaded for the game to be played -- at that rate I might as well have players download my game.)

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  • How to get quality sprite sheet generation with rotations

    - by BenMaddox
    I'm working on a game that uses sprite sheets with rotation for animations. While the effect is pretty good, the quality of the rotations is somewhat lacking. I exported a flash animation to png sequence and then used a C# app to do matrix based rotations (System.Drawing.Drawing2D.Matrix). Unfortunately, there are several places where the image gets clipped. What would you suggest for a way to get high quality rotations from either flash or the exported PNGs? A circle should fit within the same image boundaries. I don't mind a new program that I must write or an existing program I must download/buy.

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  • RAID10 without write-back cache = horrible write performance?

    - by Harry Mexican
    I have just provisioned a dedicated server on singlehop. I'm running it through some tests to know what to expect performance-wise. On the I/O side (with 4 1TB disks in RAID 10) I get: write-cache disabled 200 MB/s read throughput 30 MB/s write throughput I thought that was really low compared to my desktop HD which gets 150-150 or so. So I had a chat with them and they suggested enabling the write cache. New results: write-cache enabled 280 MB/s read 260 MB/s write which is great and all but means I'd have to add a BBU for an additional monthly cost. Is it normal for the write throughput to be 1/4 of a regular drive on RAID10, if you don't have write cache? It almost feels like its intentionally bad to force you to pony up for the BBU. I'd be happy with normal non-raid performance of 150/150.

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  • Intel Rapid Storage / Smart Response SSD caching issue

    - by goober
    Background Recently built my own PC. It works! Almost. It's been a while since getting into the guts of these things, so I'm familiar but may be missing something simple. FYI, I don't care about blowing the OS away -- it's brand new and we can go back from scratch as many times as necessary. Goal / Issue I'd like to use the SSD to take advantage of Intel's Smart Response technology (allows the SSD to act as a cache for HDDs) I would like the SSD cache to act as a cache for my HDDs, which I would like to be in a RAID1 array (so I get the speed from the SSD and the redundancy from the RAID1) However, Windows only sees the drive in device manager (not as a drive), so I'm unsure what to do about that. Related: as far as I know, for this to work, the drives all have to be in a single RAID array (i.e. a RAID0 pairing of the SSD and the RAID1 HDD array). However, when attempting this at the BIOS level, I am told there is not enough space for an array. Steps so Far Moved the SSD onto the Intel controller (I'd had it on the Marvel 6.0 controller instead of the Intel controller, so the BIOS was only seeing it in a strange way) Updated the BIOS of the motherboard to the latest version Reinstalled Intel's RST (iRST?) software several times, as some forums reported it working after reinstalling 3 times (which does not inspire confidence). Checked Intel storage: it does see the SSD as a physical, non-RAID device. However, it says no space exists if I try to create an array. Checked the BIOS: it does not show up in the boot order, but is an option that can be selected under boot options. Tried the firmware update for that model. Issue: the firmware CD doesn't detect a drive; maybe the Intel storage controller is making it difficult? moved the ssd to the marvel controller. The firmware update cd appeared to hang while searching for drives. swapped out the SATA cable for the manufacturer's and moved back to the intel storage controller. Noticed at this point that in the Intel RST software, a device DOES show up in addition to the RAID set -- only shown as a "60 GB internal disk". Windows doesn't appear to see it as a drive, but it does still show in device manager. Move SSD to port from 0-3 on MOBO and set SATA mode to IDE (after disconnecting RAID1 config) to allow the firmware update to work. Firmware was already at the latest version. Next Steps ? Components involved ASUS P8Z68-V PRO motherboard (Intel Z68 Chipset) Intel i7 2600k Processor 2 x 1TB 7200 RPM HDDs 64 GB Crucial M4 SSD (M4-CT064M4SSD2) For Reference -- Storage Configuration Intel 3 gbps Intel 3gbps Intel 6gbps Marvel 6gbps +----------+ +----------+ +----------+ +----------+ | | <----+ | | +-+ | | | |----------| | |----------| |-|--------| |----------| | | | | + | | | | | | +----------+ | +--|-------+ +-|--------+ +----------+ | | | + v v | 1 TB HDD 64 GB SSD + +> 1 TB HDD For Reference -- Intel RST (v10.8.0.1003) Screenshot Don't mind the "rebuilding" -- knocked a power cable out at one point; it's doing its job, not an indicator of a bad HDD. Any thoughts? Thanks in advance for any help!

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  • Will small random dynamic snippets break caching

    - by Saif Bechan
    I am busy writing a WordPress plugin. Now most users have cache plugins installed, they cache the pages. I know also some webservers as nginx have php caching and whatnot. There are also things like memcached. Now I have to admit I do not know exactly how they work, if anyone have some good links on how they work I would be glad. Some links where it's explained simple, not to technical. Now the question. My plugin displays different statistics on posts, they are always different, will this break the caching of the page. To take is a step further, sometimes the statistics of the post needs updating, and there is a small javascript snippet added to the page. Now will these two action result in the page not caching, or am I ok.

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  • What to call objects that may delete cached data to meet memory constraints?

    - by Brent
    I'm developing some cross-platform software which is intended to run on mobile devices. Both iOS and Android provide low memory warnings. I plan to make a wrapper class that will free cached resources (like textures) when low memory warnings are issued (assuming the resource is not in use). If the resource returns to use, it'll re-cache it, etc... I'm trying to think of what this is called. In .Net, it's similar to a "weak reference" but that only really makes sense when dealing with garbage collection, and since I'm using c++ and shared_ptr, a weak reference already has a meaning which is distinct from the one I'm thinking of. There's also the difference that this class will be able to rebuild the cache when needed. What is this pattern/whatever is called? Edit: Feel free to recommend tags for this question.

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  • How can I create tiles that scale to multiple resolutions?

    - by Darestium
    I am trying to create a multiplayer version of the popular Flash game N in Java. However, I'm not sure how to create a tileset that will scale up. Are the tiles for N pre-drawn or are they defined with mathamatical formulas in code? I do see how they would scale up in Flash if they were pre-rendered. So if anyone has any ideas how I should go about creating the tileset, or how they are created in the game please let me know. You can check out the game here.

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  • How to increase the disk cache of Windows 7

    - by Mark Christiaens
    Under Windows 7 (64 bit), I'm reading through 9000 moderately sized files. In total, there is more than 200 MB of data. Using Java (JDK 1.6.21) I'm iterating over the files. The first 1400 or so go at full speed but then speed drops off to 4ms per file. It turns out that the main cost is incurred simply by opening the files. I'm opening the files using new FileInputStream (and of course closing them in time to avoid file leaks). After some investigating, I see that Windows' disk cache is using only 100 MB or so of RAM although I have 8 GiB available. I've tried increasing the cache size using the CacheSet tool but any values I provide are considered out of range. I've also tried enabling the LargeSystemCache registry key but (after rebooting) the CacheSet tool still indicates I'm using 100 MB of cache (and doesn't increase during the test run). Does anybody have any suggestions to "encourage" Windows 7 to cache my 9000 files?

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  • squid cache disk configuration

    - by Gogonez
    just wondering how far drive configuration will affect squid cache performance. what kind of drive configuration that fast enough for squid ? is it true that block-level parity strip raid faster than byte-level one ? is mirrored drive config will decrease squid cache write process ? how much swap space that squid realy need to store cache (reverse mode) for 200mb web doc ? what kind of benchmark should i do to analyze squid disk performance ?

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  • Google displaying swf menu in SiteLinks

    - by m90
    I have a website that uses a Flash based menu as its main navigation. A plain HTML fallback version is "lying underneath", the swf is embedded using swfobject. swfobject.embedSWF('MENU.swf', 'menu', '1000', '600', '8.0.0', 'ext/expressInstall.swf', {}, {wmode:'transparent',bgcolor:'#666666'}, {}); Somehow Google now started displaying a link to the swf-file in the SiteLinks (noting [SWF] beforehand) which is pretty ugly as the Flash content gets all scrambled and all you see is a random string of characters and numbers (it looks "hacked" to me, although I do know it is not). Also, the link to the swf is plain useless as it relies on JavaScript-functions in the HTML-document. I already demoted the swf in the Webmaster Tools, yet in some situations the link will still show up. Is anyone aware of this problem (I haven't found too much on this on the Internet) and knows how I can keep the search results from linking to the swf?

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  • What's the best way to version CSS and JS URLs?

    - by David Eyk
    As per Yahoo's much-ballyhooed Best Practices for Speeding Up Your Site, we serve up static content from a CDN using far-future cache expiration headers. Of course, we need to occasionally update these "static" files, so we currently add an infix version as part of the filename (based on the SHA1 sum of the file contents). Thus: styles.min.css Becomes: styles.min.abcd1234.css However, managing the versioned files can become tedious, and I was wondering if a GET argument notation might be cleaner and better: styles.min.css?v=abcd1234 Which do you use, and why? Are there browser- or proxy/cache-related considerations that I should consider?

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  • Why cache static files with Varnish, why not pass

    - by Saif Bechan
    I have a system runnning nginx / php-fpm / varnish / wordpress and amazon s3. Now I have looked at a lot of configuration files while setting up the system, and in all of them I found something like this: /* If the request is for pictures, javascript, css, etc */ if (req.url ~ "\.(jpg|jpeg|png|gif|css|js)$") { /* Remove the cookie and make the request static */ unset req.http.cookie; return (lookup); } I do not understand why this is done. Most of the examples also run NginX as a webserver. Now the question is, why would you use the varnish cache to cache these static files. It makes much more sense to me to only cache the dynamic files so that php-fpm / mysql don't get hit that much. Am I correct or am I missing something here? UPDATE I want to add some info to the question based on the answer given. If you have a dynamic website, where the content actually changes a lot, chaching does not make sense. But if you use WordPress for a static website for example, this can be cached for long periods of time. That said, more important to me is static conent. I have found a link with some test and benchmarks on different cache apps and webserver apps. http://nbonvin.wordpress.com/2011/03/14/apache-vs-nginx-vs-varnish-vs-gwan/ NginX is actually faster in getting your static content, so it makes more sense to just let it pass. NginX works great with static files. -- Apart from that, most of the time static content is not even in the webserver itself. Most of the time this content is stores on a CDN somewhere, maybe AWS S3, something like that. I think the varnish cache is the last place where you want to have you static content stored.

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  • Nginx + PHP-FPM ignores no-cache headers

    - by Eric Winchell
    I'm using the following header on a php page. // Prevent page caching. header('Expires: Tue, 20 Oct 1981 05:00:00 GMT'); header('Cache-Control: no-store, no-cache, must-revalidate'); header('Cache-Control: post-check=0, pre-check=0', FALSE); header('Pragma: no-cache'); I'm also using a rand=999999999 (with a real random number) in the URLs. But pages are still being cached. Reload works, but first load is cached. Anyone know where I can change this?

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  • What is the standard way of delivering HTML5 games to portals and such?

    - by Bane
    Let me explain what I mean by "standard way of delivering"... Think about Flash games sites. Flash games can be delivered as a single file, either hosted by the site, or, I guess, provided by someone else. HTML5 games, on the other hand, don't have something so standard. Usually, they have their own page, and portals just link to that page. I think that it greatly hinders the purpose of that portal, because, well, you want people to stay on your site and look for other games. Now, I think that a some kind of iframe way of delivering games would help solve this problem greatly. I saw some games doing that, and they were often included on tutorial sites to show a live example, which is obviously a great thing. So, is there a standard at all? Any suggestions? Can you create a game that just preloads itself in an iframe (I heard something about a "single document" or something)?

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  • Image caching when rendering the same images on different pages

    - by HelpNeeder
    I'm told to think about caching of images that will be displayed on the page. The images will be repeated throughout the website on different pages and I'm told to figure out the best way to cache these images. There could be few to dozen of images on single page. Here's few questions: Will browser caching work to display the same images across different web pages? Should I rather store images in stringified form in a memory instead, using JavaScript arrays? Store them on hard drive using 'localStorage'? What would be easiest yet best option for this? Are there any other alternatives? How to force cache? Any other information would be greatly appreciated...

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  • php request youtube video is not working [closed]

    - by m3tsys
    what is wrong to this code? header('Content-type: application/x-shockwave-flash'); $video_id = $_REQUEST['id']; $content = readfile("http://www.youtube.com/watch?v=$video_id"); echo $content; or header('Content-type: application/x-shockwave-flash'); $video_id = $_REQUEST['id']; $content = readfile("http://localhost/embed/player.swf?file=http://www.youtube.com/watch?v=$video_id"); echo $content; Why this code is not working? How should look the code?

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  • How does N create it's tileset?

    - by Darestium
    I am trying to recreate a Multiplayer version of the popular flash game N in java. I have a single question however. Are the tiles for the games draw or are they defined with mathamatical formulars/In code? Since I do see how they would scale up in flash if they were not. So if anyone has any ideas how I should go about creating the tileset, or how they are created in the game please let me know. You can check out the game here.

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  • Youtube controls (sound, etc) not functional in full-screen mode: is that normal?

    - by mlvljr
    When playing youtube videos full-screen, I can't mouse-interact with the player controls, except for the slider (only single-clicking on the video works as play/pause, but not double-click, interestingly, so the only way to leave full-screen mode is via Escape). Is this behavior known? What can I do about it? I'm on Ubuntu 12.04, using Google's Chrome browser. P.S. If that matters, some other flash players I've tried also display the same problem, so this may be an issue with Google-supplied Flash plugin. Thanks in advance.

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  • Hook Response.Cache to memcache

    - by dvr
    Has anyone done this before? I have a 32 bit win 2003 server running 2.0 and have read the ms engineers' blog about min(60%, 1800mb) for cache limits and our site (asp.net 2.0 / 3.5) is caching alot. It throws system outofmemory exceptions when wp is around 1.3gb (unfortunately it is the 2.0 apps) and I would like to push alot over to memcache but worried that at the moment the site is efficient using response.cache as is (though memory is an issue). I want to move most items over to memcache and have concerns on a – how to do this (implementation of response.cache to read/write from memcache) and b – what will performance be like? Before I commit to doing this and possibly spending a few days running tests I would like to hear from you if this has been done already and get some feedback. (and please don’t tell me to buy a x64 machine – I have already requested this!), by the way I ran a test requesting a single image 1000 times and response.cache was over 50% quicker than using application cache. Does response.cache bypass the page lifecycle?

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  • Cache Wrapper with expressions

    - by Fujiy
    I dont know if is possible. I want a class to encapsulate all Cache of my site. I thinking about the best way to do this to avoid conflict with keys. My first idea is something like this: public static TResult Cachear<TResult>(this Cache cache, Expression<Func<TResult>> funcao) { string chave = funcao.ToString(); if (!(cache[chave] is TResult)) { cache[chave] = funcao.Compile()(); } return (TResult)cache[chave]; } Is the best way? Ty

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  • How to handle failure to release a resource which is contained in a smart pointer?

    - by cj
    How should an error during resource deallocation be handled, when the object representing the resource is contained in a shared pointer? Smart pointers are a useful tool to manage resources safely. Examples of such resources are memory, disk files, database connections, or network connections. // open a connection to the local HTTP port boost::shared_ptr<Socket> socket = Socket::connect("localhost:80"); In a typical scenario, the class encapsulating the resource should be noncopyable and polymorphic. A good way to support this is to provide a factory method returning a shared pointer, and declare all constructors non-public. The shared pointers can now be copied from and assigned to freely. The object is automatically destroyed when no reference to it remains, and the destructor then releases the resource. /** A TCP/IP connection. */ class Socket { public: static boost::shared_ptr<Socket> connect(const std::string& address); virtual ~Socket(); protected: Socket(const std::string& address); private: // not implemented Socket(const Socket&); Socket& operator=(const Socket&); }; But there is a problem with this approach. The destructor must not throw, so a failure to release the resource will remain undetected. A common way out of this problem is to add a public method to release the resource. class Socket { public: virtual void close(); // may throw // ... }; Unfortunately, this approach introduces another problem: Our objects may now contain resources which have already been released. This complicates the implementation of the resource class. Even worse, it makes it possible for clients of the class to use it incorrectly. The following example may seem far-fetched, but it is a common pitfall in multi-threaded code. socket->close(); // ... size_t nread = socket->read(&buffer[0], buffer.size()); // wrong use! Either we ensure that the resource is not released before the object is destroyed, thereby losing any way to deal with a failed resource deallocation. Or we provide a way to release the resource explicitly during the object's lifetime, thereby making it possible to use the resource class incorrectly. There is a way out of this dilemma. But the solution involves using a modified shared pointer class. These modifications are likely to be controversial. Typical shared pointer implementations, such as boost::shared_ptr, require that no exception be thrown when their object's destructor is called. Generally, no destructor should ever throw, so this is a reasonable requirement. These implementations also allow a custom deleter function to be specified, which is called in lieu of the destructor when no reference to the object remains. The no-throw requirement is extended to this custom deleter function. The rationale for this requirement is clear: The shared pointer's destructor must not throw. If the deleter function does not throw, nor will the shared pointer's destructor. However, the same holds for other member functions of the shared pointer which lead to resource deallocation, e.g. reset(): If resource deallocation fails, no exception can be thrown. The solution proposed here is to allow custom deleter functions to throw. This means that the modified shared pointer's destructor must catch exceptions thrown by the deleter function. On the other hand, member functions other than the destructor, e.g. reset(), shall not catch exceptions of the deleter function (and their implementation becomes somewhat more complicated). Here is the original example, using a throwing deleter function: /** A TCP/IP connection. */ class Socket { public: static SharedPtr<Socket> connect(const std::string& address); protected: Socket(const std::string& address); virtual Socket() { } private: struct Deleter; // not implemented Socket(const Socket&); Socket& operator=(const Socket&); }; struct Socket::Deleter { void operator()(Socket* socket) { // Close the connection. If an error occurs, delete the socket // and throw an exception. delete socket; } }; SharedPtr<Socket> Socket::connect(const std::string& address) { return SharedPtr<Socket>(new Socket(address), Deleter()); } We can now use reset() to free the resource explicitly. If there is still a reference to the resource in another thread or another part of the program, calling reset() will only decrement the reference count. If this is the last reference to the resource, the resource is released. If resource deallocation fails, an exception is thrown. SharedPtr<Socket> socket = Socket::connect("localhost:80"); // ... socket.reset();

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  • CloudFront with Custom Origin and ELB

    - by kmfk
    We are using CloudFront for our static assets but also wanted to allow for Gzip. We set up a new distribution with a custom origin pointing back to our application servers which are behind a elastic load balancer. We manually keep the files in sync across the cluster and update them when we publish. However, with this set up, we get nothing but Miss and RefreshHits from CloudFront, which so far has defeated the purpose. Is there any additional settings in order to use an ELB as your custom origin? In the docs, it references this as a viable solution. It appears when we point the distribution to a single server in our production cluster, cloudfront properly caches our assets. Is it possible that the sticky sessions cookie and the subsequent header that gets added by it could be an issue? Cache-Control: no-cache="set-cookie" //Added by load balancer Any ideas? FYI - currently, we have our custom origin pointing to a single EC2 instance, so caching is working correctly - in case you try to curl the file below. Example headers: curl -I http://static.quick-cdn.com/css/9850999.css HTTP/1.0 200 OK Accept-Ranges: bytes Cache-Control: max-age=3700 Cache-Control: no-cache="set-cookie" Content-Length: 23038 Content-Type: text/css Date: Thu, 12 Apr 2012 23:03:52 GMT Last-Modified: Thu, 12 Apr 2012 23:00:14 GMT Server: Apache/2.2.17 (Ubuntu) Vary: Accept-Encoding X-Cache: RefreshHit from cloudfront X-Amz-Cf-Id: K_q7Zy3_jdzlEJ85ukELVtdx1GmuXqApAbZZ7G0fPt0mxRMqPKX5pQ==,RzJmPku-rEIO9WlvuSoKa8hiAaR3dLk5KC4cQMWWrf_MDhmjWe8n6A== Via: 1.0 28c34f9fbf559a21ee16594849e4fc9c.cloudfront.net (CloudFront) Connection: close

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  • Empty $upstream_http_location variable if response was cached

    - by Ivaldi
    I would like to cache the response of an redirect. (Cache the request to some site which returns a redirect and cache the second request which returns the actual content.) So far my config looks like this: location = /proxy { error_page 301 302 307 = @redir; resolver 8.8.8.8; proxy_pass $arg_url; proxy_intercept_errors on; proxy_cache pcache; proxy_cache_key $arg_url; proxy_cache_valid 200 301 302 307 1d; proxy_cache_min_uses 1; proxy_ignore_client_abort on; proxy_ignore_headers Set-Cookie Expires Cache-Control; } location @redir { resolver 8.8.8.8; # we need to assign $upstream_http_location to another var in order to use it with proxy_pass set $target $upstream_http_location; proxy_pass $target; proxy_cache predirects; proxy_cache_key $upstream_http_location; proxy_cache_valid 200 301 302 307 1d; proxy_cache_min_uses 1; proxy_ignore_headers Set-Cookie Expires Cache-Control; } It works for the first request or without the 30x codes for proxy_cache_valid in the /proxy part, but $target and $upstream_http_location are empty, if the response was cached. Is there a nice solution to cache both requests? Thanks!

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