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  • nginx returning authentication in IE

    - by James MacLeod
    I am having a few issues with an nginx server. I have a site setup that keeps requesting authentication when accessed from IE but in firefox and safari the site is fine no request for authentication. Reading around the web I can see that it could be the gzip that may be causing errors, but the other sites are working without issue. Here is the config: user sysadmin sysadmin; worker_processes 8; error_log logs/error.log debug; events { worker_connections 1024; } http { passenger_root /usr/lib/ruby/gems/1.8/gems/passenger-2.2.9; passenger_ruby /usr/bin/ruby1.8; include mime.types; default_type application/octet-stream; client_header_timeout 3m; client_body_timeout 3m; client_max_body_size 5m; send_timeout 3m; client_header_buffer_size 1k; large_client_header_buffers 4 4k; gzip on; gzip_min_length 1100; gzip_buffers 4 8k; gzip_types text/plain; output_buffers 1 32k; postpone_output 1460; sendfile on; tcp_nopush on; tcp_nodelay on; keepalive_timeout 75 20; server { listen 80; server_name .reg-power.com .reg-power.co.uk .reg-power.eu .reg-power.eu.com .reg-power.net .reg-power.org .reg-power.org.uk .reg-power.uk.com .regegen.eu .regpower.co.uk .regpower.eu .regpower.eu.com .regpower.net .regpower.org .regpower.org.uk .regpower.uk.com .renegen.com .renegen.eu .renewableenergygeneration.co.uk .renewableenergygeneration.com reg.rails1.flowhost.co.uk; root /home/sysadmin/reg/current/public; passenger_enabled on; rails_env production; index index.html; } server { listen 80; server_name media.reg-power.com; root /home/sysadmin/admin/current/public; index index.html; } server { listen 80; server_name admin.reg-power.com admin.rails1.flowhost.co.uk; root /home/sysadmin/admin/current/public; passenger_enabled on; rails_env production; index index.html; } server { listen 80; server_name .livingfuels.co.uk livingfuels.rails1.flowhost.co.uk; root /home/sysadmin/livingfuels/current/public; passenger_enabled on; rails_env production; index index.html; } server { listen 80; server_name .regbiopower.com .regbiopower.co.uk regbiopower.rails1.flowhost.co.uk; root /home/sysadmin/regbiopower/current/public; passenger_enabled on; rails_env production; index index.html; } server { listen 80; server_name .clpwindprojects.co.uk clp.rails1.flowhost.co.uk; access_log /home/sysadmin/clp/logs/access.log; location / { root /home/sysadmin/clp; index index.php; if (-f $request_filename) { expires 30d; break; } if (!-e $request_filename) { rewrite ^(.+)$ /index.php?q=$1 last; } } location ~ .php$ { fastcgi_pass 127.0.0.1:49232; #this must point to the socket spawn_fcgi is running on. fastcgi_index index.php; fastcgi_param SCRIPT_FILENAME /home/sysadmin/clp$fastcgi_script_name; # same path as above fastcgi_param QUERY_STRING $query_string; fastcgi_param REQUEST_METHOD $request_method; fastcgi_param CONTENT_TYPE $content_type; fastcgi_param CONTENT_LENGTH $content_length; fastcgi_param SCRIPT_NAME $fastcgi_script_name; fastcgi_param REQUEST_URI $request_uri; fastcgi_param DOCUMENT_URI $document_uri; fastcgi_param DOCUMENT_ROOT /home/sysadmin/clp; fastcgi_param SERVER_PROTOCOL $server_protocol; fastcgi_param GATEWAY_INTERFACE CGI/1.1; fastcgi_param SERVER_SOFTWARE nginx/$nginx_version; fastcgi_param REMOTE_ADDR $remote_addr; fastcgi_param REMOTE_PORT $remote_port; fastcgi_param SERVER_ADDR $server_addr; fastcgi_param SERVER_PORT $server_port; fastcgi_param SERVER_NAME $server_name; } } } As you can see there is no reference to a http authentication

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  • Why won't USB 3.0 external hard drive run at USB 3.0 speeds?

    - by jgottula
    I recently purchased a PCI Express x1 USB 3.0 controller card (containing the NEC USB 3.0 controller) with the intent of using a USB 3.0 external hard drive with my Linux box. I installed the card in an empty PCIe slot on my motherboard, connected the card to a power cable, strung a USB 3.0 cable between one of the new ports and my external HDD, and connected the HDD to a wall socket for power. Booting the system, the drive works 100% as intended, with the one exception of throughput: rather than using SuperSpeed 4.8 Gbps connectivity, it seems to be falling back to High Speed 480 Mbps USB 2.0-style throughput. Disk Utility shows it as a 480 Mbps device, and running a couple Disk Utility and dd benchmarks confirms that the drive fails to exceed ~40 MB/s (the approximate limit of USB 2.0), despite it being an SSD capable of far more than that. When I connect my USB 3.0 HDD, dmesg shows this: [ 3923.280018] usb 3-2: new high speed USB device using ehci_hcd and address 6 where I would expect to find this: [ 3923.280018] usb 3-2: new SuperSpeed USB device using xhci_hcd and address 6 My system was running on kernel 2.6.35-25-generic at the time. Then, I stumbled upon this forum thread by an individual who found that a bug, which was present in kernels prior to 2.6.37-rc5, could be the culprit for this type of problem. Consequently, I installed the 2.6.37-generic mainline Ubuntu kernel to determine if the problem would go away. It didn't, so I tried 2.6.38-rc3-generic, and even the 2.6.38 nightly from 2010.02.01, to no avail. In short, I'm trying to determine why, with USB 3.0 support in the kernel, my USB 3.0 drive fails to run at full SuperSpeed throughput. See the comments under this question for additional details. Output that might be relevant to the problem (when booting from 2.6.38-rc3): Relevant lines from dmesg: [ 19.589491] xhci_hcd 0000:03:00.0: PCI INT A -> GSI 17 (level, low) -> IRQ 17 [ 19.589512] xhci_hcd 0000:03:00.0: setting latency timer to 64 [ 19.589516] xhci_hcd 0000:03:00.0: xHCI Host Controller [ 19.589623] xhci_hcd 0000:03:00.0: new USB bus registered, assigned bus number 12 [ 19.650492] xhci_hcd 0000:03:00.0: irq 17, io mem 0xf8100000 [ 19.650556] xhci_hcd 0000:03:00.0: irq 47 for MSI/MSI-X [ 19.650560] xhci_hcd 0000:03:00.0: irq 48 for MSI/MSI-X [ 19.650563] xhci_hcd 0000:03:00.0: irq 49 for MSI/MSI-X [ 19.653946] xHCI xhci_add_endpoint called for root hub [ 19.653948] xHCI xhci_check_bandwidth called for root hub Relevant section of sudo lspci -v: 03:00.0 USB Controller: NEC Corporation uPD720200 USB 3.0 Host Controller (rev 03) (prog-if 30) Flags: bus master, fast devsel, latency 0, IRQ 17 Memory at f8100000 (64-bit, non-prefetchable) [size=8K] Capabilities: [50] Power Management version 3 Capabilities: [70] MSI: Enable- Count=1/8 Maskable- 64bit+ Capabilities: [90] MSI-X: Enable+ Count=8 Masked- Capabilities: [a0] Express Endpoint, MSI 00 Capabilities: [100] Advanced Error Reporting Capabilities: [140] Device Serial Number ff-ff-ff-ff-ff-ff-ff-ff Capabilities: [150] #18 Kernel driver in use: xhci_hcd Kernel modules: xhci-hcd Relevant section of sudo lsusb -v: Bus 012 Device 001: ID 1d6b:0003 Linux Foundation 3.0 root hub Device Descriptor: bLength 18 bDescriptorType 1 bcdUSB 3.00 bDeviceClass 9 Hub bDeviceSubClass 0 Unused bDeviceProtocol 3 bMaxPacketSize0 9 idVendor 0x1d6b Linux Foundation idProduct 0x0003 3.0 root hub bcdDevice 2.06 iManufacturer 3 Linux 2.6.38-020638rc3-generic xhci_hcd iProduct 2 xHCI Host Controller iSerial 1 0000:03:00.0 bNumConfigurations 1 Configuration Descriptor: bLength 9 bDescriptorType 2 wTotalLength 25 bNumInterfaces 1 bConfigurationValue 1 iConfiguration 0 bmAttributes 0xe0 Self Powered Remote Wakeup MaxPower 0mA Interface Descriptor: bLength 9 bDescriptorType 4 bInterfaceNumber 0 bAlternateSetting 0 bNumEndpoints 1 bInterfaceClass 9 Hub bInterfaceSubClass 0 Unused bInterfaceProtocol 0 Full speed (or root) hub iInterface 0 Endpoint Descriptor: bLength 7 bDescriptorType 5 bEndpointAddress 0x81 EP 1 IN bmAttributes 3 Transfer Type Interrupt Synch Type None Usage Type Data wMaxPacketSize 0x0004 1x 4 bytes bInterval 12 Hub Descriptor: bLength 9 bDescriptorType 41 nNbrPorts 4 wHubCharacteristic 0x0009 Per-port power switching Per-port overcurrent protection TT think time 8 FS bits bPwrOn2PwrGood 10 * 2 milli seconds bHubContrCurrent 0 milli Ampere DeviceRemovable 0x00 PortPwrCtrlMask 0xff Hub Port Status: Port 1: 0000.0100 power Port 2: 0000.0100 power Port 3: 0000.0100 power Port 4: 0000.0100 power Device Status: 0x0003 Self Powered Remote Wakeup Enabled Full, non-verbose lsusb: Bus 012 Device 001: ID 1d6b:0003 Linux Foundation 3.0 root hub Bus 011 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 010 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 009 Device 003: ID 04d9:0702 Holtek Semiconductor, Inc. Bus 009 Device 002: ID 046d:c068 Logitech, Inc. G500 Laser Mouse Bus 009 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 008 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 007 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 006 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 005 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 004 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 003 Device 006: ID 174c:5106 ASMedia Technology Inc. Bus 003 Device 004: ID 0bda:0151 Realtek Semiconductor Corp. Mass Storage Device (Multicard Reader) Bus 003 Device 002: ID 058f:6366 Alcor Micro Corp. Multi Flash Reader Bus 003 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 006: ID 1687:0163 Kingmax Digital Inc. Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 001 Device 002: ID 046d:081b Logitech, Inc. Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Full output: full dmesg full lspci full lsusb

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  • Creating basic ACPI event makes the system unusably slow

    - by skerit
    I want to change a few settings on my laptop when I switch to battery power. I created a new event in /etc/acpi/events/cust-battery and it looks like this: event=battery action=/home/skerit/power.sh I put a simple command in the power.sh file: echo This is a test >> /home/skerit/powertest Now, when I tail this file it shows "This is a test" 4-5 times upon switching to battery power. However, the system becomes totally unstable. It slows down significantly. I can't change anything in the terminal. The terminal and certain parts of the screen (like the gnome system monitor applet) go blank from time to time. What can be the cause of that? It's a simple echo that gets executed a few times!

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  • Broadcom bcm4311 rev2 Full disabled on battery

    - by Antonio BG
    Ok this is my problem... My problem begins while ago when I installed ubuntu 10.10. (is the same with 11.04,11.10...) My wireless card is disabled if the power cord is unplugged, and the only way to fix this is rebooting my pc WITH the power cord plugged and if I use lspci command, it doesn't show me the wireless card. is like if I've removed the wireless board from my laptop port. I've searched a lot of solutions for bcmw4311 issues, but none of them fix my problem because when apply one of the fixes, if I unplug the cord, my wireless card it just gone away... I have dual boot on my pc(w7,ubuntu), I've tried with full installation just to see if this is the problem, but not, is the same. On windows all work correctly with and without power cord.. so this is not a hardware problem, is more like a kernel problem. anyway I can use wireless with power cord plugged, but c'mon this is a laptop not a desktop pc XD haha any help is welcome

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  • Text-based one-on-one chat with Flash interface: what to power the backend?

    - by Zachary Burt
    Hey guys. I'm building a website where I hook people up so that they can anonymously vent to strangers. You either choose to be a listener, or a talker, and then you get catapulted into a one-on-one chat room. The reason for the app's construction is because you often can't vent to friends, because your deepest vulnerabilities can often be leveraged against you later on. (Like it or not, this is a part of human nature. Sad.) I'm looking for some insight into how I should architect everything. I found this neat tutorial, http://giantflyingsaucer.com/blog/?p=875, which suggests using python & stackless + flash. Someone else suggested I should try using p2p sockets, but I don't even know where to begin to look for info on that. Any other suggestions? I'd like to keep it simple. :^)

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  • Uralelektrostroy Improves Turnaround Times for Engineering and Construction Projects by Approximately 50% with Better Project Data Management

    - by Melissa Centurio Lopes
    LLC Uralelektrostroy was established in 1998, to meet the growing demand for reliable energy supply, which included the deployment and operation of a modern power grid system for Russia’s booming economy and industrial sector. To rise to the challenge, the country required a company with a strong reputation and the ability to strategically operate energy production and distribution facilities. As a renowned energy expert, Uralelektrostroy successfully embarked on the mission—focusing on the design, construction, and operation of power grids, transmission lines, and generation facilities. Today, Uralelektrostroy leads the Russian utilities industry with operations across the country, particularly in the Ural, Western Siberia, and Moscow regions. Challenges: Track work progress through all engineering project development stages with ease—from planning and start-up operations, to onsite construction and quality assurance—to enhance visibility into complex projects, such as power grid and power-transmission-line construction Implement and execute engineering projects faster—for example, designing and building power generation and distribution facilities—by better monitoring numerous local subcontractors Improve alignment of project schedules with project owners’ requirements—awarding federal and regional authorities—to avoid incurring fines for missing deadlines Solutions: Used Oracle’s Primavera P6 Enterprise Project Portfolio Management 8.1 to streamline communication with customers and subcontractors through better data management and harmonized reporting, reducing construction project implementation and turnaround times by approximately 50%, on average Enabled fast generation of work-in-progress reports that track project schedules, budgets, materials, and staffing—from approval and material procurement, to construction and delivery Reduced the number of construction sites by nearly 30% (from 35 to 25) by identifying unprofitable sites—streamlining operations at the company’s construction site network and increasing profitability Improved project visibility by enabling managers to efficiently track project status, ensuring on-time reporting and punctual project deliveries to federal customers to reduce delay penalties to zero “Oracle’s Primavera P6 Enterprise Project Portfolio Management 8.1 drastically changed the way we run our business. We’ve reduced the number of redundant assets, streamlined project implementation and execution, and improved collaboration with our customers and contractors. Overall, the Oracle deployment helped to increase our profitability.” – Roman Aleksandrovich Naumenko, Head of Information Technology, LLC Uralelektrostroy Read the complete customer snapshot here.

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  • can not wakeup suspend com[puter

    - by user3528144
    I am unable to wake up my suspend Ubuntu 13.10. I click on suspend accidentally and HD led continues flash, but I tried to press any key keyboard, and CTL-ALT-PS R-E-I-S-U-B and power button, but can not wake up computer. I had to unplug power and put power back on to reboot computer. I would like to know are there any way to wake up suspend computer? Your help and information is great appreciated, regards, Iccsi,

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  • How do I turn off PCI devices?

    - by ethana2
    With the purchase of an Intel SSD and 85WHr Li-ion battery and the linking of wifi and bluetooth to my laptop's wireless switch, extensive Intel PowerTop usage, switching from compiz to metacity, stopping of the desktop-couch daemon, removal of Ubuntu One and several other services from my startup, disabling of everything possible in my BIOS, and physical removal of my optical drive, I've gotten my battery life up fairly high, but I think there's still more to be done. Specifically, when I'm in class taking notes, I want to temporarily but completely power down: Ethernet Firewire USB ports SD card reader Optical drive Webcam Sound card PCMCIA slot ..without turning them off in my BIOS like they are now, if possible, because then I have to restart my computer to use any of them. As it stands, I still haven't managed to power down: Firewire USB connection to webcam sound card How do I tell Linux to disable and power down these devices? Is it true that any PCI slot can be physically powered down? My current idle power consumption is 7.9 watts plus the screen. (10.0W at min. brightness) Also, how do I set the screen timeout to ten seconds? gconf editor isn't honoring it when I set it to that. Will switching from nVidia to Nouveau save any significant amount of power?

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  • Ranking players depending on decision making during a game

    - by tabchas
    How would I go about a ranking system for players that play a game? Basically, looking at video games, players throughout the game make critical decisions that ultimately impact the end game result. Is there a way or how would I go about a way to translate some of those factors (leveling up certain skills, purchasing certain items, etc.) into something like a curve that can be plotted on a graph? This game that I would like to implement this is League of Legends. Example: Player is Level 1 in the beginning. Gets a kill very early in the game (he gets gold because of the kill and it increases his "power curve"), and purchases attack damage (gives him more damage which also increases his "power curve". However, the player that he killed (Player 2), buys armor (counters attack damage). This slightly increases Player 2's own power curve, and reduces Player 1's power curve. There's many factors I would like to take into account. These relative factors (example: BECAUSE Player 2 built armor, and I am mainly attack damage, it lowers my OWN power curve) seem the hardest to implement. My question is this: Is there a certain way to approach this task? Are there similar theoretical concepts behind ranking systems that I should read up on? I've seen the ELO system, but it doesn't seem what I want since it simply takes into account wins and losses.

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  • Both screens always stay on after adding second monitor

    - by J.Merrill
    I had a single 1920x1080 monitor on a Windows 7 desktop PC and, per "power management" (not screen saver), the screen would go blank after 10 minutes. I added another monitor (2560x1600 if that matters) and since then, neither screen has ever blanked. I've tried turning on the "blank" screen saver, but that didn't help either -- I can go away for hours and when I come back, both screens are on. I've seen others with similar issues apparently caused by e.g. wireless mice that seem to move infinitesimally, but I've got the same wired mouse I had before. I can't understand why neither the screen saver nor power management is doing what it should to blank the screens, when "power management" used to do it when there was only one monitor. Maybe it doesn't matter so much with current LCD display technology (no "burn in") but doesn't a monitor use more power when "power management" hasn't turned off the display? Thanks for any suggestions.

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  • Best way to choose random element from weighted list

    - by Qqwy
    I want to create a simple game. Every so often, a power up should appear. Right now the different kinds of power ups are stored in an array. However, not every power up should appear equally often: For instance, a score multiplier should appear much more often than an extra life. What is the best/fastest way to pick an element at random from a list where some of the elements should be picked more often than others?

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  • Does a c/c++ compiler optimize constant divisions by power-of-two value into shifts?

    - by porgarmingduod
    Question says it all. Does anyone know if the following... size_t div(size_t value) { const size_t x = 64; return value / x; } ...is optimized into? size_t div(size_t value) { return value >> 6; } Do compilers do this? (My interest lies in GCC). Are there situations where it does and others where it doesn't? I would really like to know, because every time I write a division that could be optimized like this I spend some mental energy wondering about whether precious nothings of a second is wasted doing a division where a shift would suffice.

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  • C# log base 10 and rounding up to nearest power of 10?

    - by Tom
    Hi, if i have a number between 100 and 1000 i want to get the value 3 because 10^3 = 1000. Likewise, if i had a number between 10 and 100 i would want to get the value 2, because 10^2 is 100. Incase you're wondering, its to do with calculating a probability and i always need to divide through by 10^value, to keep the probability between 0 and 1. For example if i calculate 9256, i need to divide through by 10^4, so that i get a probability of 0.92 I'm not sure how to do the rounding up and how to do the base 10, could someone please help?

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  • how to calculate power consumption on an Android mobile that uses wifi?

    - by Marco
    Hello, I have implemented a routing protocol on an Android 1.6 mobile that uses wireless (ad-hoc) network in order to exchange messages. Now I would like to evaluate it under an energy consumption point of view, the base would be to try to calculate the energy wasted to transmit a single packet, do anybody has any idea how to do that? Software/hardware solutions are welcome! Thanx :)

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  • How would I go about updating my electronic circuit simulator's 'electricity'?

    - by liqwidice
    I have made an application which allows the user to place down wires, power sources, and inverters on a virtual circuit board. All connections between tiles are automatic, as shown here: As you can see in the last image, the updating of power throughout this grid is not yet functioning. I think I understand how to do this updating conceptually, but getting it to work in my program is appearing to be much more difficult than I first imagined. My source code can be found here. If you have any tips as to how to I might approach this monstrous task, please let me know. EDIT The goal here is to simply get a working application. Getting tiles to pass on power to their neighbors is quite easy, but the tricky part is getting wires to "unpower" after the removal of a power source. The size of the grid is just 18x18, so efficiency really isn't a factor, for those wondering.

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  • PHP Variable with Array

    - by Crays
    Hi guys, i'm trying to make a "update user's power" page. It is something similar to those you can find in say, invisionfree forums. I need it to generate a list of members with checkbox [done] Add an option for it [done] What i don't know how to do is to update, to say, give all the selected users the selected power. Then i went searching for something and found most of them uses array to do this, but i never found one that actually explains how it works. The example i took (with my own modification) was this: while($row = mysql_fetch_array($result)) { echo '<tr>'.$id[]=$rows['id'].''; echo '<td width="50px" align="center" class="TableFormCell"><input type="checkbox" name="option[]" /></td>'; echo '<td width="170px" align="center" class="TableFormCell">'.$row['uname'].'</td>'; echo '</tr>'; } I'm not sure what exactly $id[]=$rows['id'] does I know after the row, my option[] would become an array of option[1], option[2], option[3] for what power should be given, i've got no problem with that but on how to update the database i'm got no clue... for($i=0;$i<$count;$i++){ $sql1="UPDATE ninos SET power='$power' WHERE id='$option[$i]'"; $result1=mysql_query($sql1); } So Say i have 5 users, Aye, Bee, Cee, Dee, Eee with IDs of 1,2,3,4,5 how can i make it so that my script would run like $sql1="UPDATE ninos SET power = '$power' Where id='1','2','3','4','5'"; Please help, thanks.

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  • Getting UPK data into Excel

    - by maria.cozzolino(at)oracle.com
    Did you ever want someone to review your UPK outline outside of the Developer? You can send your outline to an Excel report, which can be distributed through email. Depending on how much additional data you want with your outline, there are two ways you can do this task. Basic data: • You can print a listing of all the items in the outline. • With your outline open, choose File/Print... • Choose the "Save document as" command on the right, and choose Excel (or xlsx). • HINT: If you have not expanded your entire outline, it's faster to use the commands in Developer to expand the entire outline. However, you can expand specific sections by clicking on them in the print preview. • NOTE: If you have the Details view displayed rather than the Player view, you can print all the data that appears in that view. Advanced data: If you desire a more detailed report, you can use the HP Quality Center publishing style, which also creates an Excel file. This style contains a default set of fields for use with Quality Center, but any of the metadata fields can be added to the report, and it can be used for more than just importing into HP Quality Center. To add additional columns to the HP Quality Center publishing style: 1. Make a copy of the publishing style. This process ensures that you have a good copy to revert to if something goes wrong with your customizations, and also allows you to keep your modifications when the software is upgraded. 2. Open the copy of the columnspec.xml file in your favorite XML editor - I use notepad. (This file is located in a language-specific folder in the HP Quality Center publishing style.) 3. Scroll down the columnspec file until you find the column to include. All the metadata fields that can be added to the report are listed in the columnspec file - you just need to tell the system to include the columns. 4. You will see a series of sections like this: 5. Change the value for "col export" to "yes". This will include the column in the Excel file. 6. If desired, change the value for "Play_ModesColHeader" to be whatever name you wish to appear in the Excel column heading. 7. Save the columnspec file. 8. Save the publishing style package. Now, when you publish for HP Quality Center, you will see your newly added columns. You can refer to the section on Customizing HP Quality Center Output in the Content Deployment Guide for additional customization details. Happy customization! I'd be interested in hearing what other uses you have for Excel reporting. Wishing you and yours a happy and healthy New Year! ~~Maria Cozzolino, Manager of Software Requirements and UI

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  • How to develop RPG Damage Formulas?

    - by user127817
    I'm developing a classical 2d RPG (in a similar vein to final fantasy) and I was wondering if anyone had some advice on how to do damage formulas/links to resources/examples? I'll explain my current setup. Hopefully I'm not overdoing it with this question, and I apologize if my questions is too large/broad My Characters stats are composed of the following: enum Stat { HP = 0, MP = 1, SP = 2, Strength = 3, Vitality = 4, Magic = 5, Spirit = 6, Skill = 7, Speed = 8, //Speed/Agility are the same thing Agility = 8, Evasion = 9, MgEvasion = 10, Accuracy = 11, Luck = 12, }; Vitality is basically defense to physical attacks and spirit is defense to magic attacks. All stats have fixed maximums (9999 for HP, 999 for MP/SP and 255 for the rest). With abilities, the maximums can be increased (99999 for HP, 9999 for HP/SP, 999 for the rest) with typical values (at level 100) before/after abilities+equipment+etc will be 8000/20,000 for HP, 800/2000 for SP/MP, 180/350 for other stats Late game Enemy HP will typically be in the lower millions (with a super boss having the maximum of ~12 million). I was wondering how do people actually develop proper damage formulas that scale correctly? For instance, based on this data, using the damage formulas for Final Fantasy X as a base looked very promising. A full reference here http://www.gamefaqs.com/ps2/197344-final-fantasy-x/faqs/31381 but as a quick example: Str = 127, 'Attack' command used, enemy Def = 34. 1. Physical Damage Calculation: Step 1 ------------------------------------- [{(Stat^3 ÷ 32) + 32} x DmCon ÷16] Step 2 ---------------------------------------- [{(127^3 ÷ 32) + 32} x 16 ÷ 16] Step 3 -------------------------------------- [{(2048383 ÷ 32) + 32} x 16 ÷ 16] Step 4 --------------------------------------------------- [{(64011) + 32} x 1] Step 5 -------------------------------------------------------- [{(64043 x 1)}] Step 6 ---------------------------------------------------- Base Damage = 64043 Step 7 ----------------------------------------- [{(Def - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------ [{(34 - 280.4)^2} ÷ 110] + 16 Step 9 ------------------------------------------------- [(-246)^2) ÷ 110] + 16 Step 10 ---------------------------------------------------- [60516 ÷ 110] + 16 Step 11 ------------------------------------------------------------ [550] + 16 Step 12 ---------------------------------------------------------- DefNum = 566 Step 13 ---------------------------------------------- [BaseDmg * DefNum ÷ 730] Step 14 --------------------------------------------------- [64043 * 566 ÷ 730] Step 15 ------------------------------------------------------ [36248338 ÷ 730] Step 16 ------------------------------------------------- Base Damage 2 = 49655 Step 17 ------------ Base Damage 2 * {730 - (Def * 51 - Def^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ---------------------- 49655 * {730 - (34 * 51 - 34^2 ÷ 11) ÷ 10} ÷ 730 Step 19 ------------------------- 49655 * {730 - (1734 - 1156 ÷ 11) ÷ 10} ÷ 730 Step 20 ------------------------------- 49655 * {730 - (1734 - 105) ÷ 10} ÷ 730 Step 21 ------------------------------------- 49655 * {730 - (1629) ÷ 10} ÷ 730 Step 22 --------------------------------------------- 49655 * {730 - 162} ÷ 730 Step 23 ----------------------------------------------------- 49655 * 568 ÷ 730 Step 24 -------------------------------------------------- Final Damage = 38635 I simply modified the dividers to include the attack rating of weapons and the armor rating of armor. Magic Damage is calculated as follows: Mag = 255, Ultima is used, enemy MDef = 1 Step 1 ----------------------------------- [DmCon * ([Stat^2 ÷ 6] + DmCon) ÷ 4] Step 2 ------------------------------------------ [70 * ([255^2 ÷ 6] + 70) ÷ 4] Step 3 ------------------------------------------ [70 * ([65025 ÷ 6] + 70) ÷ 4] Step 4 ------------------------------------------------ [70 * (10837 + 70) ÷ 4] Step 5 ----------------------------------------------------- [70 * (10907) ÷ 4] Step 6 ------------------------------------ Base Damage = 190872 [cut to 99999] Step 7 ---------------------------------------- [{(MDef - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------- [{(1 - 280.4)^2} ÷ 110] + 16 Step 9 ---------------------------------------------- [{(-279.4)^2} ÷ 110] + 16 Step 10 -------------------------------------------------- [(78064) ÷ 110] + 16 Step 11 ------------------------------------------------------------ [709] + 16 Step 12 --------------------------------------------------------- MDefNum = 725 Step 13 --------------------------------------------- [BaseDmg * MDefNum ÷ 730] Step 14 --------------------------------------------------- [99999 * 725 ÷ 730] Step 15 ------------------------------------------------- Base Damage 2 = 99314 Step 16 ---------- Base Damage 2 * {730 - (MDef * 51 - MDef^2 ÷ 11) ÷ 10} ÷ 730 Step 17 ------------------------ 99314 * {730 - (1 * 51 - 1^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ------------------------------ 99314 * {730 - (51 - 1 ÷ 11) ÷ 10} ÷ 730 Step 19 --------------------------------------- 99314 * {730 - (49) ÷ 10} ÷ 730 Step 20 ----------------------------------------------------- 99314 * 725 ÷ 730 Step 21 -------------------------------------------------- Final Damage = 98633 The problem is that the formulas completely fall apart once stats start going above 255. In particular Defense values over 300 or so start generating really strange behavior. High Strength + Defense stats lead to massive negative values for instance. While I might be able to modify the formulas to work correctly for my use case, it'd probably be easier just to use a completely new formula. How do people actually develop damage formulas? I was considering opening excel and trying to build the formula that way (mapping Attack Stats vs. Defense Stats for instance) but I was wondering if there's an easier way? While I can't convey the full game mechanics of my game here, might someone be able to suggest a good starting place for building a damage formula? Thanks

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  • How to develop RPG Damage Formulas?

    - by user127817
    I'm developing a classical 2d RPG (in a similar vein to final fantasy) and I was wondering if anyone had some advice on how to do damage formulas/links to resources/examples? I'll explain my current setup. Hopefully I'm not overdoing it with this question, and I apologize if my questions is too large/broad My Characters stats are composed of the following: enum Stat { HP = 0, MP = 1, SP = 2, Strength = 3, Vitality = 4, Magic = 5, Spirit = 6, Skill = 7, Speed = 8, //Speed/Agility are the same thing Agility = 8, Evasion = 9, MgEvasion = 10, Accuracy = 11, Luck = 12, }; Vitality is basically defense to physical attacks and spirit is defense to magic attacks. All stats have fixed maximums (9999 for HP, 999 for MP/SP and 255 for the rest). With abilities, the maximums can be increased (99999 for HP, 9999 for HP/SP, 999 for the rest) with typical values (at level 100) before/after abilities+equipment+etc will be 8000/20,000 for HP, 800/2000 for SP/MP, 180/350 for other stats Late game Enemy HP will typically be in the lower millions (with a super boss having the maximum of ~12 million). I was wondering how do people actually develop proper damage formulas that scale correctly? For instance, based on this data, using the damage formulas for Final Fantasy X as a base looked very promising. A full reference here http://www.gamefaqs.com/ps2/197344-final-fantasy-x/faqs/31381 but as a quick example: Str = 127, 'Attack' command used, enemy Def = 34. 1. Physical Damage Calculation: Step 1 ------------------------------------- [{(Stat^3 ÷ 32) + 32} x DmCon ÷16] Step 2 ---------------------------------------- [{(127^3 ÷ 32) + 32} x 16 ÷ 16] Step 3 -------------------------------------- [{(2048383 ÷ 32) + 32} x 16 ÷ 16] Step 4 --------------------------------------------------- [{(64011) + 32} x 1] Step 5 -------------------------------------------------------- [{(64043 x 1)}] Step 6 ---------------------------------------------------- Base Damage = 64043 Step 7 ----------------------------------------- [{(Def - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------ [{(34 - 280.4)^2} ÷ 110] + 16 Step 9 ------------------------------------------------- [(-246)^2) ÷ 110] + 16 Step 10 ---------------------------------------------------- [60516 ÷ 110] + 16 Step 11 ------------------------------------------------------------ [550] + 16 Step 12 ---------------------------------------------------------- DefNum = 566 Step 13 ---------------------------------------------- [BaseDmg * DefNum ÷ 730] Step 14 --------------------------------------------------- [64043 * 566 ÷ 730] Step 15 ------------------------------------------------------ [36248338 ÷ 730] Step 16 ------------------------------------------------- Base Damage 2 = 49655 Step 17 ------------ Base Damage 2 * {730 - (Def * 51 - Def^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ---------------------- 49655 * {730 - (34 * 51 - 34^2 ÷ 11) ÷ 10} ÷ 730 Step 19 ------------------------- 49655 * {730 - (1734 - 1156 ÷ 11) ÷ 10} ÷ 730 Step 20 ------------------------------- 49655 * {730 - (1734 - 105) ÷ 10} ÷ 730 Step 21 ------------------------------------- 49655 * {730 - (1629) ÷ 10} ÷ 730 Step 22 --------------------------------------------- 49655 * {730 - 162} ÷ 730 Step 23 ----------------------------------------------------- 49655 * 568 ÷ 730 Step 24 -------------------------------------------------- Final Damage = 38635 I simply modified the dividers to include the attack rating of weapons and the armor rating of armor. Magic Damage is calculated as follows: Mag = 255, Ultima is used, enemy MDef = 1 Step 1 ----------------------------------- [DmCon * ([Stat^2 ÷ 6] + DmCon) ÷ 4] Step 2 ------------------------------------------ [70 * ([255^2 ÷ 6] + 70) ÷ 4] Step 3 ------------------------------------------ [70 * ([65025 ÷ 6] + 70) ÷ 4] Step 4 ------------------------------------------------ [70 * (10837 + 70) ÷ 4] Step 5 ----------------------------------------------------- [70 * (10907) ÷ 4] Step 6 ------------------------------------ Base Damage = 190872 [cut to 99999] Step 7 ---------------------------------------- [{(MDef - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------- [{(1 - 280.4)^2} ÷ 110] + 16 Step 9 ---------------------------------------------- [{(-279.4)^2} ÷ 110] + 16 Step 10 -------------------------------------------------- [(78064) ÷ 110] + 16 Step 11 ------------------------------------------------------------ [709] + 16 Step 12 --------------------------------------------------------- MDefNum = 725 Step 13 --------------------------------------------- [BaseDmg * MDefNum ÷ 730] Step 14 --------------------------------------------------- [99999 * 725 ÷ 730] Step 15 ------------------------------------------------- Base Damage 2 = 99314 Step 16 ---------- Base Damage 2 * {730 - (MDef * 51 - MDef^2 ÷ 11) ÷ 10} ÷ 730 Step 17 ------------------------ 99314 * {730 - (1 * 51 - 1^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ------------------------------ 99314 * {730 - (51 - 1 ÷ 11) ÷ 10} ÷ 730 Step 19 --------------------------------------- 99314 * {730 - (49) ÷ 10} ÷ 730 Step 20 ----------------------------------------------------- 99314 * 725 ÷ 730 Step 21 -------------------------------------------------- Final Damage = 98633 The problem is that the formulas completely fall apart once stats start going above 255. In particular Defense values over 300 or so start generating really strange behavior. High Strength + Defense stats lead to massive negative values for instance. While I might be able to modify the formulas to work correctly for my use case, it'd probably be easier just to use a completely new formula. How do people actually develop damage formulas? I was considering opening excel and trying to build the formula that way (mapping Attack Stats vs. Defense Stats for instance) but I was wondering if there's an easier way? While I can't convey the full game mechanics of my game here, might someone be able to suggest a good starting place for building a damage formula? Thanks

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  • How to count each digit in a range of integers?

    - by Carlos Gutiérrez
    Imagine you sell those metallic digits used to number houses, locker doors, hotel rooms, etc. You need to find how many of each digit to ship when your customer needs to number doors/houses: 1 to 100 51 to 300 1 to 2,000 with zeros to the left The obvious solution is to do a loop from the first to the last number, convert the counter to a string with or without zeros to the left, extract each digit and use it as an index to increment an array of 10 integers. I wonder if there is a better way to solve this, without having to loop through the entire integers range. Solutions in any language or pseudocode are welcome. Edit: Answers review John at CashCommons and Wayne Conrad comment that my current approach is good and fast enough. Let me use a silly analogy: If you were given the task of counting the squares in a chess board in less than 1 minute, you could finish the task by counting the squares one by one, but a better solution is to count the sides and do a multiplication, because you later may be asked to count the tiles in a building. Alex Reisner points to a very interesting mathematical law that, unfortunately, doesn’t seem to be relevant to this problem. Andres suggests the same algorithm I’m using, but extracting digits with %10 operations instead of substrings. John at CashCommons and phord propose pre-calculating the digits required and storing them in a lookup table or, for raw speed, an array. This could be a good solution if we had an absolute, unmovable, set in stone, maximum integer value. I’ve never seen one of those. High-Performance Mark and strainer computed the needed digits for various ranges. The result for one millon seems to indicate there is a proportion, but the results for other number show different proportions. strainer found some formulas that may be used to count digit for number which are a power of ten. Robert Harvey had a very interesting experience posting the question at MathOverflow. One of the math guys wrote a solution using mathematical notation. Aaronaught developed and tested a solution using mathematics. After posting it he reviewed the formulas originated from Math Overflow and found a flaw in it (point to Stackoverflow :). noahlavine developed an algorithm and presented it in pseudocode. A new solution After reading all the answers, and doing some experiments, I found that for a range of integer from 1 to 10n-1: For digits 1 to 9, n*10(n-1) pieces are needed For digit 0, if not using leading zeros, n*10n-1 - ((10n-1) / 9) are needed For digit 0, if using leading zeros, n*10n-1 - n are needed The first formula was found by strainer (and probably by others), and I found the other two by trial and error (but they may be included in other answers). For example, if n = 6, range is 1 to 999,999: For digits 1 to 9 we need 6*105 = 600,000 of each one For digit 0, without leading zeros, we need 6*105 – (106-1)/9 = 600,000 - 111,111 = 488,889 For digit 0, with leading zeros, we need 6*105 – 6 = 599,994 These numbers can be checked using High-Performance Mark results. Using these formulas, I improved the original algorithm. It still loops from the first to the last number in the range of integers, but, if it finds a number which is a power of ten, it uses the formulas to add to the digits count the quantity for a full range of 1 to 9 or 1 to 99 or 1 to 999 etc. Here's the algorithm in pseudocode: integer First,Last //First and last number in the range integer Number //Current number in the loop integer Power //Power is the n in 10^n in the formulas integer Nines //Nines is the resut of 10^n - 1, 10^5 - 1 = 99999 integer Prefix //First digits in a number. For 14,200, prefix is 142 array 0..9 Digits //Will hold the count for all the digits FOR Number = First TO Last CALL TallyDigitsForOneNumber WITH Number,1 //Tally the count of each digit //in the number, increment by 1 //Start of optimization. Comments are for Number = 1,000 and Last = 8,000. Power = Zeros at the end of number //For 1,000, Power = 3 IF Power 0 //The number ends in 0 00 000 etc Nines = 10^Power-1 //Nines = 10^3 - 1 = 1000 - 1 = 999 IF Number+Nines <= Last //If 1,000+999 < 8,000, add a full set Digits[0-9] += Power*10^(Power-1) //Add 3*10^(3-1) = 300 to digits 0 to 9 Digits[0] -= -Power //Adjust digit 0 (leading zeros formula) Prefix = First digits of Number //For 1000, prefix is 1 CALL TallyDigitsForOneNumber WITH Prefix,Nines //Tally the count of each //digit in prefix, //increment by 999 Number += Nines //Increment the loop counter 999 cycles ENDIF ENDIF //End of optimization ENDFOR SUBROUTINE TallyDigitsForOneNumber PARAMS Number,Count REPEAT Digits [ Number % 10 ] += Count Number = Number / 10 UNTIL Number = 0 For example, for range 786 to 3,021, the counter will be incremented: By 1 from 786 to 790 (5 cycles) By 9 from 790 to 799 (1 cycle) By 1 from 799 to 800 By 99 from 800 to 899 By 1 from 899 to 900 By 99 from 900 to 999 By 1 from 999 to 1000 By 999 from 1000 to 1999 By 1 from 1999 to 2000 By 999 from 2000 to 2999 By 1 from 2999 to 3000 By 1 from 3000 to 3010 (10 cycles) By 9 from 3010 to 3019 (1 cycle) By 1 from 3019 to 3021 (2 cycles) Total: 28 cycles Without optimization: 2,235 cycles Note that this algorithm solves the problem without leading zeros. To use it with leading zeros, I used a hack: If range 700 to 1,000 with leading zeros is needed, use the algorithm for 10,700 to 11,000 and then substract 1,000 - 700 = 300 from the count of digit 1. Benchmark and Source code I tested the original approach, the same approach using %10 and the new solution for some large ranges, with these results: Original 104.78 seconds With %10 83.66 With Powers of Ten 0.07 A screenshot of the benchmark application: If you would like to see the full source code or run the benchmark, use these links: Complete Source code (in Clarion): http://sca.mx/ftp/countdigits.txt Compilable project and win32 exe: http://sca.mx/ftp/countdigits.zip Accepted answer noahlavine solution may be correct, but l just couldn’t follow the pseudo code, I think there are some details missing or not completely explained. Aaronaught solution seems to be correct, but the code is just too complex for my taste. I accepted strainer’s answer, because his line of thought guided me to develop this new solution.

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