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  • How are Reads Distributed in a Workload

    - by Bill Graziano
    People have uploaded nearly one millions rows of trace data to TraceTune.  That’s enough data to start to look at the results in aggregate.  The first thing I want to look at is logical reads.  This is the easiest metric to identify and fix. When you upload a trace, I rank each statement based on the total number of logical reads.  I also calculate each statement’s percentage of the total logical reads.  I do the same thing for CPU, duration and logical writes.  When you view a statement you can see all the details like this: This single statement consumed 61.4% of the total logical reads on the system while we were tracing it.  I also wanted to see the distribution of reads across statements.  That graph looks like this: On average, the highest ranked statement consumed just under 50% of the reads on the system.  When I tune a system, I’m usually starting in one of two modes: this “piece” is slow or the whole system is slow.  If a given piece (screen, report, query, etc.) is slow you can usually find the specific statements behind it and tune it.  You can make that individual piece faster but you may not affect the whole system. When you’re trying to speed up an entire server you need to identity those queries that are using the most disk resources in aggregate.  Fixing those will make them faster and it will leave more disk throughput for the rest of the queries. Here are some of the things I’ve learned querying this data: The highest ranked query averages just under 50% of the total reads on the system. The top 3 ranked queries average 73% of the total reads on the system. The top 10 ranked queries average 91% of the total reads on the system. Remember these are averages across all the traces that have been uploaded.  And I’m guessing that people mainly upload traces where there are performance problems so your mileage may vary. I also learned that slow queries aren’t the problem.  Before I wrote ClearTrace I used to identify queries by filtering on high logical reads using Profiler.  That picked out individual queries but those rarely ran often enough to put a large load on the system. If you look at the execution count by rank you’d see that the highest ranked queries also have the highest execution counts.  The graph would look very similar to the one above but flatter.  These queries don’t look that bad individually but run so often that they hog the disk capacity. The take away from all this is that you really should be tuning the top 10 queries if you want to make your system faster.  Tuning individually slow queries will help those specific queries but won’t have much impact on the system as a whole.

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  • Pathfinding for fleeing

    - by Philipp
    As you know there are plenty of solutions when you wand to find the best path in a 2-dimensional environment which leads from point A to point B. But how do I calculate a path when an object is at point A, and wants to get away from point B, as fast and far as possible? A bit of background information: My game uses a 2d environment which isn't tile-based but has floating point accuracy. The movement is vector-based. The pathfinding is done by partitioning the game world into rectangles which are walkable or non-walkable and building a graph out of their corners. I already have pathfinding between points working by using Dijkstras algorithm. The use-case for the fleeing algorithm is that in certain situations, actors in my game should perceive another actor as a danger and flee from it. The trivial solution would be to just move the actor in a vector in the direction which is opposite from the threat until a "safe" distance was reached or the actor reaches a wall where it then covers in fear. The problem with this approach is that actors will be blocked by small obstacles they could easily get around. As long as moving along the wall wouldn't bring them closer to the threat they could do that, but it would look smarter when they would avoid obstacles in the first place: Another problem I see is with dead ends in the map geometry. In some situations a being must choose between a path which gets it faster away now but ends in a dead end where it would be trapped, or another path which would mean that it wouldn't get that far away from the danger at first (or even a bit closer) but on the other hand would have a much greater long-term reward in that it would eventually get them much further away. So the short-term reward of getting away fast must be somehow valued against the long-term reward of getting away far. There is also another rating problem for situations where an actor should accept to move closer to a minor threat to get away from a much larger threat. But completely ignoring all minor threats would be foolish, too (that's why the actor in this graphic goes out of its way to avoid the minor threat in the upper right area): Are there any standard solutions for this problem?

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  • Zooming in isometric engine using XNA

    - by Yheeky
    I´m currently working on an isometric game engine and right now I´m looking for help concerning my zoom function. On my tilemap there are several objects, some of them are selectable. When a house (texture size 128 x 256) is placed on the map I create an array containing all pixels (= 32768 pixels). Therefore each pixel has an alpha value I check if the value is bigger than 200 so it seems to be a pixel which belongs to the building. So if the mouse cursor is on this pixel the building will be selected - PixelCollision. Now I´ve already implemented my zooming function which works quite well. I use a scale variable which will change my calculation on drawing all map items. What I´m looking for right now is a precise way to find out if a zoomed out/in house is selected. My formula works for values like 0,5 (zoomed out) or 2 (zoomed in) but not for in between. Here is the code I use for the pixel index: var pixelIndex = (int)(((yPos / (Scale * Scale)) * width) + (xPos / Scale) + 1); Example: Let´s assume my mouse is over pixel coordinate 38/222 on the original house texture. Using the code above we get the following pixel index. var pixelIndex = ((222 / (1 * 1)) * 128) + (38 / 1) + 1; = (222 * 128) + 39 = 28416 + 39 = 28455 If we now zoom out to scale 0,5, the texture size will change to 64 x 128 and the amount of pixels will decrease from 32768 to 8192. Of course also our mouse point changes by the scale to 19/111. The formula makes it easy to calculate the original pixelIndex using our new coordinates: var pixelIndex = ((111 / (0.5 * 0.5)) * 64) + (19 / 0.5) + 1; = (444 * 64) + 39 = 28416 + 39 = 28455 But now comes the problem. If I zoom out just to scale 0.75 it does not work any more. The pixel amount changes from 32768 to 18432 pixels since texture size is 96 x 192. Mouse point is transformed to point 28/166. The formula gives me a wrong pixelIndex. var pixelIndex = ((166 / (0.75 * 0.75)) * 96) + (28 / 0.75) + 1; = (295.11 * 96) + 38.33 = 28330.66 + 38.33 = 28369 Does anyone have a clue what´s wrong in my code? Must be the first part (28330.66) which causes the calculation problem. Thanks! Yheeky

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  • What actions does Ubuntu trigger when battery is low?

    - by blueyed
    When the battery is low, the screen gets dimmed after a few seconds already. This appears to be some special power-saving mode, and might be related to the time in org.gnome.settings-daemon.plugins.power.time-low (1200 seconds (20 minutes) the default). While this seems to get triggered by gnome-settings-daemon, I wonder what else Ubuntu does when this happens (e.g. via DBus listeners), or other event listeners that look for a "low battery" state. It seems like something in this regard causes Ubuntu / X / the system to behave more sluggish afterwards (when the laptop is on AC again), and I would like to look into what might be causing this. I could not find anything related via dconf-editor, e.g. in org.gnome.settings-daemon.plugins.power. It appears to get setup via idle_configure in plugins/power/gsd-power-manager.c, but it's probably something more related to something that listens on the DBus interface, which gets notified via e.g.: if (!g_dbus_connection_emit_signal (manager->priv->connection, NULL, GSD_POWER_DBUS_PATH, "org.freedesktop.DBus.Properties", "PropertiesChanged", props_changed, &error)) I could imagine that some "power saving" property gets set, but not unset when AC is available anymore and/or the battery is not low anymore. I have looked at the CPU governor setting (/sys/devices/system/cpu/cpu*/cpufreq/scaling_governor), but it was ondemand. I am using gnome-settings-daemon with awesomeWM on Ubuntu 14.04. gnome-settings-daemon=3.8.6.1-0ubuntu11.1 I've also compared gsd's plugins/power/gsd-power-manager.c with the one from Debian's gnome-settings-daemon-3.12.1, but could not find anything obvious that might have been fixed/changed in this regard. I have managed to trigger the gnome-power-manager's gnome-settings plugin (which dims the screen etc), by patching upower and use it after killing the system's upower daemon. (note that it's probably only energy that is being used by gpm to calculate it by itself). It does not make the system become sluggish.. OTOH I have not heard the speaker's beeping, which might come from the BIOS, which might be involved here, too - or other programs using the kernel's interface on /sys/class/power_supply/BAT0/. --- src/linux/up-device-supply.c.orig 2014-06-07 16:48:32.735920661 +0200 +++ src/linux/up-device-supply.c 2014-06-07 16:48:39.391920525 +0200 @@ -821,6 +821,9 @@ supply->priv->energy_old_first = 0; } + percentage = 3.1f; + time_to_empty = 3*60; + energy = 5; g_object_set (device, "energy", energy, "energy-full", energy_full,

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  • Keep coding the wrong way to remain consistent? [closed]

    - by bwalk2895
    Possible Duplicate: Code maintenance: keeping a bad pattern when extending new code for being consistent, or not? To keep things simple let's say I am responsible for maintaining two applications, AwesomeApp and BadApp (I am responsible for more and no that is not their actual names). AwesomeApp is a greenfield project I have been working on with other members on my team. It was coded using all the fancy buzzwords, Multilayer, SOA, SOLID, TDD, and so on. It represents the direction we want to go as a team. BadApp is a application that has been around for a long time. The architecture suffers from many sins, namely everything is tightly coupled together and it is not uncommon to get a circular dependency error from the compiler, it is almost impossible to unit test, large classes, duplicate code, and so on. We have a plan to rewrite the application following the standards established by AwesomeApp, but that won't happen for a while. I have to go into BadApp and fix a bug, but after spending months coding what I consider correctly, I really don't want do continue perpetuate bad coding practices. However, the way AwesomeApp is coded is vastly different from the way BadApp is coded. I fear implementing the "correct" way would cause confusion for other developers who have to maintain the application. Question: Is it better to keep coding the wrong way to remain consistent with the rest of the code in the application (knowing it will be replaced) or is it better to code the right way with an understanding it could cause confusion because it is so much different? To give you an example. There is a large class (1000+ lines) with several functions. One of the functions is to calculate a date based on an enumerated value. Currently the function handles all the various calculations. The function relies on no other functionality within the class. It is self contained. I want to break the function into smaller functions (at the very least) and put them into their own classes and hide those classes behind an interface (at the most) and use the factory pattern to instantiate the date classes. If I just broke it out into smaller functions within the class it would follow the existing coding standard. The extra steps are to start following some of the SOLID principles.

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  • How far should an entity take care of its properties values by itself?

    - by Kharlos Dominguez
    Let's consider the following example of a class, which is an entity that I'm using through Entity Framework. - InvoiceHeader - BilledAmount (property, decimal) - PaidAmount (property, decimal) - Balance (property, decimal) I'm trying to find the best approach to keep Balance updated, based on the values of the two other properties (BilledAmount and PaidAmount). I'm torn between two practices here: Updating the balance amount every time BilledAmount and PaidAmount are updated (through their setters) Having a UpdateBalance() method that the callers would run on the object when appropriate. I am aware that I can just calculate the Balance in its getter. However, it isn't really possible because this is an entity field that needs to be saved back to the database, where it has an actual column, and where the calculated amount should be persisted to. My other worry about the automatically updating approach is that the calculated values might be a little bit different from what was originally saved to the database, due to rounding values (an older version of the software, was using floats, but now decimals). So, loading, let's say 2000 entities from the database could change their status and make the ORM believe that they have changed and be persisted back to the database the next time the SaveChanges() method is called on the context. It would trigger a mass of updates that I am not really interested in, or could cause problems, if the calculation methods changed (the entities fetched would lose their old values to be replaced by freshly recalculated ones, simply by being loaded). Then, let's take the example even further. Each invoice has some related invoice details, which also have BilledAmount, PaidAmount and Balance (I'm simplifying my actual business case for the sake of the example, so let's assume the customer can pay each item of the invoice separately rather than as a whole). If we consider the entity should take care of itself, any change of the child details should cause the Invoice totals to change as well. In a fully automated approach, a simple implementation would be looping through each detail of the invoice to recalculate the header totals, every time one the property changes. It probably would be fine for just a record, but if a lot of entities were fetched at once, it could create a significant overhead, as it would perform this process every time a new invoice detail record is fetched. Possibly worse, if the details are not already loaded, it could cause the ORM to lazy-load them, just to recalculate the balances. So far, I went with the Update() method-way, mainly for the reasons I explained above, but I wonder if it was right. I'm noticing I have to keep calling these methods quite often and at different places in my code and it is potential source of bugs. It also has a detrimental effect on data-binding because when the properties of the detail or header changes, the other properties are left out of date and the method has no way to be called. What is the recommended approach in this case?

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  • 3D collision physics. Response when hitting wall, floor or roof

    - by GlamCasvaluir
    I am having problem with the most basic physic response when the player collide with static wall, floor or roof. I have a simple 3D maze, true means solid while false means air: bool bMap[100][100][100]; The player is a sphere. I have keys for moving x++, x--, y++, y-- and diagonal at speed 0.1f (0.1 * ftime). The player can also jump. And there is gravity pulling the player down. Relative movement is saved in: relx, rely and relz. One solid cube on the map is exactly 1.0f width, height and depth. The problem I have is to adjust the player position when colliding with solids, I don't want it to bounce or anything like that, just stop. But if moving diagonal left/up and hitting solid up, the player should continue moving left, sliding along the wall. Before moving the player I save the old player position: oxpos = xpos; oypos = ypos; ozpos = zpos; vec3 direction; direction = vec3(relx, rely, relz); xpos += direction.x*ftime; ypos += direction.y*ftime; zpos += direction.z*ftime; gx = floor(xpos+0.25); gy = floor(ypos+0.25); gz = floor(zpos+0.25); if (bMap[gx][gy][gz] == true) { vec3 normal = vec3(0.0, 0.0, 1.0); // <- Problem. vec3 invNormal = vec3(-normal.x, -normal.y, -normal.z) * length(direction * normal); vec3 wallDir = direction - invNormal; xpos = oxpos + wallDir.x; ypos = oypos + wallDir.y; zpos = ozpos + wallDir.z; } The problem with my version is that I do not know how to chose the correct normal for the cube side. I only have the bool array to look at, nothing else. One theory I have is to use old values of gx, gy and gz, but I do not know have to use them to calculate the correct cube side normal.

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  • GLSL per pixel lighting with custom light type

    - by Justin
    Ok, I am having a big problem here. I just got into GLSL yesterday, so the code will be terrible, I'm sure. Basically, I am attempting to make a light that can be passed into the fragment shader (for learning purposes). I have four input values: one for the position of the light, one for the color, one for the distance it can travel, and one for the intensity. I want to find the distance between the light and the fragment, then calculate the color from there. The code I have gives me a simply gorgeous ring of light that get's twisted and widened as the matrix is modified. I love the results, but it is not even close to what I am after. I want the light to be moved with all of the vertices, so it is always in the same place in relation to the objects. I can easily take it from there, but getting that to work seems to be impossible with my current structure. Can somebody give me a few pointers (pun not intended)? Vertex shader: attribute vec4 position; attribute vec4 color; attribute vec2 textureCoordinates; varying vec4 colorVarying; varying vec2 texturePosition; varying vec4 fposition; varying vec4 lightPosition; varying float lightDistance; varying float lightIntensity; varying vec4 lightColor; void main() { vec4 ECposition = gl_ModelViewMatrix * gl_Vertex; vec3 tnorm = normalize(vec3 (gl_NormalMatrix * gl_Normal)); fposition = ftransform(); gl_Position = fposition; gl_TexCoord[0] = gl_MultiTexCoord0; fposition = ECposition; lightPosition = vec4(0.0, 0.0, 5.0, 0.0) * gl_ModelViewMatrix * gl_Vertex; lightDistance = 5.0; lightIntensity = 1.0; lightColor = vec4(0.2, 0.2, 0.2, 1.0); } Fragment shader: varying vec4 colorVarying; varying vec2 texturePosition; varying vec4 fposition; varying vec4 lightPosition; varying float lightDistance; varying float lightIntensity; varying vec4 lightColor; uniform sampler2D texture; void main() { float l_distance = sqrt((gl_FragCoord.x * lightPosition.x) + (gl_FragCoord.y * lightPosition.y) + (gl_FragCoord.z * lightPosition.z)); float l_value = lightIntensity / (l_distance / lightDistance); vec4 l_color = vec4(l_value * lightColor.r, l_value * lightColor.g, l_value * lightColor.b, l_value * lightColor.a); vec4 color; color = texture2D(texture, gl_TexCoord[0].st); gl_FragColor = l_color * color; //gl_FragColor = fposition; }

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  • rotating spheres

    - by Dave
    I want to continuously rotate 2 spheres, however the rotation does not seem to work. Here is my code: float angle = 0.0f; void light(){ glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); // Create light components GLfloat positionlight1[] = { 9.0, 5.0, 1.0, 0.0 }; GLfloat positionlight2[] = {0.2,2.5,1.3,0.0}; GLfloat light_ambient1[] = { 0.0, 0.0, 1.0, 1.0}; GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 }; glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient1); glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse); glLightfv(GL_LIGHT0, GL_POSITION, positionlight1); glLightfv(GL_LIGHT1, GL_POSITION, positionlight2); } void changeSize(int w, int h) { if (h==0) // Prevent A Divide By Zero By { h=1; // Making Height Equal One } glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glLoadIdentity(); // Reset The Projection Matrix glViewport(0,0,w,h);// Reset The Current Viewport // Calculate The Aspect Ratio Of The Window gluPerspective(45.0f,(GLfloat)w/(GLfloat)h,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix // Reset The Modelview Matrix } void renderScene(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); //set where to start the current object glTranslatef(0.0,1.2,-6); glRotatef(angle,0,1.2,-6); glutSolidSphere(1,50,50); glPopMatrix(); //end the current object transformations glPushMatrix(); //set where to start the current object glTranslatef(0.0,-2,-6); glRotatef(angle,0,-2,-6); glutSolidSphere(0.5,50,50); glPopMatrix(); //end the current object transformations angle=+0.1; glutSwapBuffers(); } int main(int argc, char **argv) { // init GLUT and create window glutInit(&argc, argv); glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA); glutInitWindowPosition(100,100); glutInitWindowSize(500,500); glutCreateWindow("Hello World"); // register callbacks light(); glutDisplayFunc(renderScene); glutReshapeFunc(changeSize); glutIdleFunc(renderScene); // enter GLUT event processing loop glutMainLoop(); return 1; } Graphicstest::Graphicstest(void) { } In the renderscene where i draw,translate and rotate my 2 spheres. It does not seem to rotate the spheres continuously. What am i doing wrong?

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  • Collision rectangle response

    - by dotty
    I'm having difficulties getting a moveable rectangle to collide with more than one rectangle. I'm using SFML and it has a handy function called Intersect() which takes 2 rectangles and returns the intersections. I have a vector full of rectangles which I want my moveable rectangle to collide with. I'm looping through this using the following code (p is the moveble rectangle). IsCollidingWith returns a bool but also uses SFML's Interesect to work out the intersections. while(unsigned i = 0; i!= testRects.size(); i++){ if(p.IsCollidingWith(testRects[i]){ p.Collide(testRects[i]); } } and the actual Collide() code void gameObj::collide( gameObj collidingObject ){ printf("%f %f\n", this->colliderResult.width, this->colliderResult.height); if (this->colliderResult.width < this->colliderResult.height) { // collided on X if (this->getCollider().left < collidingObject.getCollider().left ) { this->move( -this->colliderResult.width , 0); }else { this->move( this->colliderResult.width, 0 ); } } if(this->colliderResult.width > this->colliderResult.height){ if (this->getCollider().top < collidingObject.getCollider().top ) { this->move( 0, -this->colliderResult.height); }else { this->move( 0, this->colliderResult.height ); } } } and the IsCollidingWith() code is bool gameObj::isCollidingWith( gameObj testObject ){ if (this->getCollider().intersects( testObject.getCollider(), this->colliderResult )) { return true; }else { return false; } } This works fine when there's only 1 Rect in the scene. However, when there's move than one Rect it causes issue when working out 2 collisions at once. Any idea how to deal with this correctly? I have uploaded a video to youtube to show my problem. The console on the far-right shows the width and height of the intersections. You can see on the console that it's trying to calculate 2 collisions at once, I think this is where the problem is being caused. The youtube video is at http://www.youtube.com/watch?v=fA2gflOMcAk also , this image also seems to illustrate the problem nicely. Can someone please help, I've been stuck on this all weekend!

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  • C Programming arrays, I dont understand how I would go about making this program, If anyone can just guide me through the basic outline please :) [on hold]

    - by Rashmi Kohli
    Problem The temperature of a car engine has been measured, from real-world experiments, as shown in the table and graph below: Time (min) Temperature (oC) 0 20 1 36 2 61 3 68 4 77 5 110 Use linear regression to find the engine’s temperature at 1.5 minutes, 4.3 minutes, and any other time specified by the user. Background In engineering, many times we measure several data points in an experiment, but then we need to predict a value that we have not measured which lies between two measured values, such as the problem statement above. If the relation between the measured parameters seems to be roughly linear, then we can use linear regression to find the relationship between those parameters. In the graph of the problem statement above, the relation seems to be roughly linear. Hence, we can apply linear regression to the above problem. Assuming y {y0, y1, …yn-1} has a linear relation with x {x0, x1, … xn-1}, we can say that: y = mx+b where m and b can be found with linear regression as follows: For the problem in this lab, using linear regression gives us the following line (in blue) compared to the measured curve (in red). As you can see, there is usually a difference between the measured values and the estimated (predicted) values. What linear regression does is to minimize those differences and still give us a straight line (blue). Other methods, such as non-linear regression, are also possible to achieve higher accuracy and better curve fitting. Requirements Your program should first print the table of the temperatures similar to the way it’s printed in the problem statement. It should then calculate the temperature at minute 1.5 and 4.3 and show the answers to the user. Next, it should prompt the user to enter a time in minutes (or -1 to quit), and after reading the user’s specified time it should give the value of the engine’s temperature at that time. It should then go back to the prompt. Hints •Use a one dimensional array to store the temperature values given in the problem statement. •Use functions to separate tasks such as calculating m, calculating b, calculating the temperature at a given time, printing the prompt, etc. You can then give your algorithm as well as you pseudo code per function, as opposed to one large algorithm diagram or one large sequence of pseudo code.

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  • A Simple Entity Tagger

    - by Elton Stoneman
    In the REST world, ETags are your gateway to performance boosts by letting clients cache responses. In the non-REST world, you may also want to add an ETag to an entity definition inside a traditional service contract – think of a scenario where a consumer persists its own representation of your entity, and wants to keep it in sync. Rather than load every entity by ID and check for changes, the consumer can send in a set of linked IDs and ETags, and you can return only the entities where the current ETag is different from the consumer’s version.  If your entity is a projection from various sources, you may not have a persistent ETag, so you need an efficient way to generate an ETag which is deterministic, so an entity with the same state always generates the same ETag. I have an implementation for a generic ETag generator on GitHub here: EntityTagger code sample. The essence is simple - we get the entity, serialize it and build a hash from the serialized value. Any changes to either the state or the structure of the entity will result in a different hash. To use it, just call SetETag, passing your populated object and a Func<> which acts as an accessor to the ETag property: EntityTagger.SetETag(user, x => x.ETag); The implementation is all in at 80 lines of code, which is all pretty straightforward: var eTagProperty = AsPropertyInfo(eTagPropertyAccessor); var originalETag = eTagProperty.GetValue(entity, null); try { ResetETag(entity, eTagPropertyAccessor); string json; var serializer = new DataContractJsonSerializer(entity.GetType()); using (var stream = new MemoryStream()) { serializer.WriteObject(stream, entity); json = Encoding.UTF8.GetString(stream.GetBuffer(), 0, (int)stream.Length); } var guid = GetDeterministicGuid(json); eTagProperty.SetValue(entity, guid.ToString(), null); //... There are a couple of helper methods to check if the object has changed since the ETag value was last set, and to reset the ETag. This implementation uses JSON to do the serializing rather than XML. Benefit - should be marginally more efficient as your hashing a much smaller serialized string; downside, JSON doesn't include namespaces or class names at the root level, so if you have two classes with the exact same structure but different names, then instances which have the same content will have the same ETag. You may want that behaviour, but change to use the XML DataContractSerializer if you think that will be an issue. If you can persist the ETag somewhere, it will save you server processing to load up the entity, but that will only apply to scenarios where you can reliably invalidate your ETag (e.g. if you control all the entry points where entity contents can be updated, then you can calculate and persist the new ETag with each update).

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  • How to synchronize the ball in a network pong game?

    - by Thaars
    I’m developing a multiplayer network pong game, my first game ever. The current state is, I’ve running the physic engine with the same configurations on the server and the clients. The own paddle movement is predicted and get just confirmed by the authoritative server. Is a difference detected between them, I correct the position at the client by interpolation. The opponent paddle is also interpolated 200ms to 100ms in the past, because the server is broadcasting snapshots every 100ms to each client. So far it works very well, but now I have to simulate the ball and have a problem to understanding the procedure. I’ve read Valve’s (and many other) articles about fast-paced multiplayer several times and understood their approach. Maybe I can compare my ball with their bullets, but their advantage is, the bullets are not visible. When I have to display the ball, and see my paddle in the present, the opponent in the past and the server is somewhere between it, how can I synchronize the ball over all instances and ensure, that it got ever hit by the paddle even if the paddle is fast moving? Currently my ball’s position is simply set by a server update, so it can happen, that the ball bounces back, even if the paddle is some pixel away (because of a delayed server position). Until now I’ve got no synced clock over all instances. I’m sending a client step index with each update to the server. If the server did his job, he sends the snapshot with the last step index of each client back to the clients. Now I’m looking for the stored position at the returned step index and compare them. Do I need a common clock to sync the ball? EDIT: I've tried to sync a common clock for the server and all clients with a timestamp. But I think it's better to use an own stepping instead of a timestamp (so I don't need to calculate with the ping and so on - and the timestamp will never be exact). The physics are running 60 times per second and now I use this for keeping them synchronized. Is that a good way? When the ball gets calculated by each client, the angle after bouncing can differ because of the different position of the paddles (the opponent is 200ms in the past). When the server is sending his ball position, velocity and angle (because he knows the position of each paddle and is authoritative), the ball could be in a very different position because of the different angles after bouncing (because the clients receive the server data after 100ms). How is it possible to interpolate such a huge difference? I posted this question some days ago at stackoverflow, but got no answer yet. Maybe this is the better place for this question.

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  • Getting current time in milliseconds

    - by user90293423
    How to get the current time in milliseconds? I'm working on a hacking simulation game and when ever someone connects to another computer/NPC, a login screen popups with a button on the side called BruteForce. When BruteForce is clicked, what i want the program to do is, calculate how many seconds cracking the password is going to take based on the player's CPU speed but that's the easy part. The hard part is i want to enter a character in the password's box every X milliseconds based on a TimeToCrack divided by PasswordLength formula. But since i don't know how to find how many milliseconds have elapsed since the second has passed, the program waits until the CurrentTime is higher than the TimeBeforeTheLoopStarted + HowLongItTakesToTypeaCharacter which is always going to be a second. How would you handle my problems? I've commented the game breaking part. std::vector<QString> hardware = user.getHardware(); QString CPU = hardware[0]; unsigned short Speed = 0; if(CPU == "OMG SingleCore 1.8GHZ"){ Speed = 2; } const short passwordLength = password.length(); /* It's equal to 16 */ int Time = passwordLength / Speed; double TypeSpeed = Time / passwordLength; time_t t = time(0); struct tm * now = localtime(&t); unsigned short EndTime = (now->tm_sec + Time) % 60; unsigned short CurrentTime = 0; short i = passwordLength - 1; do{ t = time(0); now = localtime(&t); CurrentTime = now->tm_sec; do{ t = time(0); now = localtime(&t); }while(now->tm_sec < CurrentTime + TypeSpeed); /* Highly flawed */ /* Do this while your integer value is under this double value */ QString tempPass = password; tempPass.chop(i); ui->lineEdit_2->setText(tempPass); i--; }while(CurrentTime != EndTime);

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  • A Domain Admin user doesn't have effective Administrative rights on a Domain Computer

    - by rwetzeler
    I am a developer who is setting up a virtual domain environment of testing purposes and am having trouble with the setup. I have created a new DC on a new Forest... call it dev.contoso.com. I have setup a virtual internal network for all machines that are going to be apart of this virtual test environment and have given each machine a static IP address in the 192.169.150.0 subnet. I have added machine1.dev.contoso.com to the domain dev.contoso.com. I have also provisioned a user account (adminuser) in the domain and made that user a member of Domain Admins group. Upon logging into machine1 using my newly created Domain Admin account, I cannot access/run any files on machine1. When I go into the advanced permissions for the c:\ folder and goto properties - Security Tab - Advanced - Effective Permissions and search for the dev\adminuser (mentioned above), I get an error saying: Windows can't calculate the effective permissions for admin user What do I need to do to get Administrative rights on Machine1? I am using Server 2008 R2 for both the AD controller and machine1.

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  • How do you verify a restore?

    - by Nic
    What tool(s) would you use to verify that a restored file structure is whole and complete? My environment is a Windows Server 2008 file server. (We use tape for backup, but that is inconsequential.) I am specifically looking for a tool that will: Record the names of all files and folders below a specified directory Optionally calculate checksums of each file encountered Save this index in a human-readable format Compare the index against restored data and show differences Some background: I recently had to replace the disks in our file server. The upgrade was scheduled to start 36 hours after the most recent full backup, so I created a differential backup. However, it turns out that one of our applications was clearing the archive bit on files saved to the server, so these were not included in the differential backup. I was unaware of this until my users reported some files as missing. Aside from this, are there any other common methods for validating the integrity of a restore? I am frequently told that testing backups by restoring them is the only way to know that backups are working, but how do you deal with the case where it works 99% correctly and the other 1% silently fails?

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  • Apache2 - 500 internal server error

    - by Lucio Coire Galibone
    i'm running a VPS with Linux CentOs 6 with 4 GB of RAM, 10 GB of HD and 2 virtual CPU Intel(R) Xeon(R)CPU L5640 @ 2.27GHz. As my host says each virtual CPU must be at least 0.5 physical cpu. At certain times of the day, those with more traffic, trying accessing my php script i receive intermittently "500 internal server error". I activate logging to debug level from apache, and also the PHP logging with E_ALL, but I can't find reference to Error 500 in any logs(I checked the right logs!). I haven't got any .htaccess file in path script. The strange thing is that the error start at first php line in the script (the previous html displays correctly, but at the first php line the script send 500 error). The cpu load is always good (max 0.15 0.08 0.01) and RAM is close to 95% but it arrived to swap just 2 times in a month with 2-5 MB. Apache works with prefork with this values: <IfModule prefork.c> StartServers 8 MinSpareServers 5 MaxSpareServers 20 ServerLimit 280 MaxClients 280 MaxRequestsPerChild 4000 </IfModule> Everthing works correctly and I don't get any error in quiet times, but i start receive errors when traffic rises (6-9000 visits per hour). Can i solve the problem increasing resources? (i can upgrade RAM up to 16 GB). It can depend from reaching MaxClients (but apache must write it on log, right?)? If I upgrade RAM to 6 or 8 GB i have to calculate MaxClients value with this? MaxClients = Total RAM dedicated to the web server / Max child process size Max child process size is around 20M. How else can the problem be? Thanks in advance

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  • Command line solution for removing parts from a binary file?

    - by zsero
    I have a binary file and I would like to remove parts from. By removing I mean deleting those parts and thus making the file's size smaller. The parts would be between two ASCII strings. So, for example the file would look like this ........ start ABCD end ..... start EFGH end ..... start IJKL end ........... So in this file, I would like to search for strings "start" and "end" and remove the parts between them. The way I think I can do it is to lookup all the locations for "start" and "end" calculate ranges from that delete those parts Now I am using some GUI based Hex editor and I use the "Search All", "Select Range" and "Delete" commands, but I am sure it would be possible to solve it using some powerful command line hex/text editors. Do you know any solution for this problem which doesn't require using a GUI for looking up, copy & paste on clipboard, select range and delete commands but is just a few lines of command line? I am interested ini both Linux shell scripts or using some command line hex editors under Windows, or even Python scrips are welcome. Do you think it is possible to solve this problem just by a simple Regex replace? Are there any regex replace util which handles binary files well?

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  • Looking for a recommendation on measuring a high availability app that is using a CDN.

    - by T Reddy
    I work for a Fortune 500 company that struggles with accurately measuring performance and availability for high availability applications (i.e., apps that are up 99.5% with 5 seconds page to page navigation). We factor in both scheduled and unscheduled downtime to determine this availability number. However, we recently added a CDN into the mix, which kind of complicates our metrics a bit. The CDN now handles about 75% of our traffic, while sending the remainder to our own servers. We attempt to measure what we call a "true user experience" (i.e., our testing scripts emulate a typical user clicking through the application.) These monitoring scripts sit outside of our network, which means we're hitting the CDN about 75% of the time. Management has decided that we take the worst case scenario to measure availability. So if our origin servers are having problems, but yet the CDN is serving content just fine, we still take a hit on availability. The same is true the other way around. My thought is that as long as the "user experience" is successful, we should not unnecessarily punish ourselves. After all, a CDN is there to improve performance and availability! I'm just wondering if anyone has any knowledge of how other Fortune 500 companies calculate their availability numbers? I look at apple.com, for instance, of a storefront that uses a CDN that never seems to be down (unless there is about to be a major product announcement.) It would be great to have some hard, factual data because I don't believe that we need to unnecessarily hurt ourselves on these metrics. We are making business decisions based on these numbers. I can say, however, given that these metrics are visible to management, issues get addressed and resolved pretty fast (read: we cut through the red-tape pretty quick.) Unfortunately, as a developer, I don't want management to think that the application is up or down because some external factor (i.e., CDN) is influencing the numbers. Thoughts? (I mistakenly posted this question on StackOverflow, sorry in advance for the cross-post)

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  • Allignment of ext3 partition on LVM RAID volume group

    - by John P
    I'm trying to add a partition on a LVM that resides on a RAID6 volume group and fdisk is complaining about the partition not residing on a physical sector boundry. My question is, how do you calculate the correct starting sector for a partition on a LVM? This partition will be formated ext3. Would it be better to just format the LVM directly instead of creating a new partition? Disk /dev/dedvol/backup: 2199.0 GB, 2199023255552 bytes 255 heads, 63 sectors/track, 267349 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 1048576 bytes / 8388608 bytes Disk identifier: 0x4e428f49 Device Boot Start End Blocks Id System /dev/dedvol/backup1 63 267349 2146982827+ 83 Linux Partition 1 does not start on physical sector boundary. lvdisplay /dev/dedvol/backup --- Logical volume --- LV Name /dev/dedvol/backup VG Name dedvol LV UUID OV2n5j-7LHb-exJL-t8dI-dU8A-2vxf-uIicCt LV Write Access read/write LV Status available # open 0 LV Size 2.00 TiB Current LE 524288 Segments 1 Allocation inherit Read ahead sectors auto - currently set to 32768 Block device 253:1 vgdisplay dedvol --- Volume group --- VG Name dedvol System ID Format lvm2 Metadata Areas 1 Metadata Sequence No 3 VG Access read/write VG Status resizable MAX LV 0 Cur LV 2 Open LV 1 Max PV 0 Cur PV 1 Act PV 1 VG Size 14.55 TiB PE Size 4.00 MiB Total PE 3815448 Alloc PE / Size 3670016 / 14.00 TiB Free PE / Size 145432 / 568.09 GiB VG UUID 8fBcOk-aXGx-P3Qy-VVpJ-0zK1-fQgy-Cb691J

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  • How to use multiple variables in time calculator c#

    - by Peter O'Dwyer
    I am building a video time calculator and need to use the number of frames instead of milliseconds. e.g 25FPS HH:MM:SS:FR 00:00:10:24 <-- Last frame of 10 seconds 00:00:11:00 <-- First frame of 11 seconds My problem is that if the start frames are lower than my end frames it can't calculate the time. 00:00:10:05 <-- Start 01:00:10:10 <-- End 00:59:59:05 <-- Answer which I can't get!! HERE'S MY CODE string Startdate = Dur_txtStart.Text; string Enddate = Dur_txtEnd.Text; string Startdate1 = Startdate.Substring(0, 8); int Startframe1 = Convert.ToInt32(Startdate.Substring(9, 2)); string Startdate2 = Enddate.Substring(0, 8); int Startframe2= Convert.ToInt32(Enddate.Substring(9, 2)); TimeSpan diff = DateTime.Parse(Startdate2).Subtract(DateTime.Parse(Startdate1)); int frameDiff = Startframe2 - Startframe1; int Hour = Convert.ToInt32(diff.Hours); int Min = Convert.ToInt32(diff.Minutes); int Sec = Convert.ToInt32(diff.Seconds); if (frameDiff < 0 && Sec > 0) { Sec -= 1; string frameDiffBuild = string.Format("{0}:{1}:{2}:{3}",Hour.ToString("D2"), Min.ToString("D2"), Sec.ToString("D2"), (Convert.ToInt32(Dur_txtFPS.Text + frameDiff)).ToString("D2")); Dur_txtOutTime.Text = frameDiffBuild; } else { string frameDiffBuild = string.Format("{0}:{1}:{2}:{3}",Hour.ToString("D2"), Min.ToString("D2"), Sec.ToString("D2"), frameDiff.ToString("D2")); Dur_txtOutTime.Text = frameDiffBuild; } Hope you can help guys my head is mashed!

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  • Turn Excel spreadsheet into a formula

    - by ?????? ??????????
    I have an Excel spreadsheet that has a complex computation that is not trivial to turn into a macro or a single-cell formula. The spreadsheet has a about 10 different inputs (values a human enters in different cells of the spreadsheet) and then it outputs 5 independent calculations (in different 5 cells) based on that input. There calculation is using some pre-entered data in the spreadsheet (about 100 different constants) and doing some look-ups on them. Now I would like to use this whole spreadsheet as a formula on a different spreadsheet to calculate a set of input values and produce the corresponding set of output values. Imagine this as creating different table with 10 columns for the input variables and 5 columns for the outputs, then copying each input into the other spreadsheet and copying back the output in the results table. For instance: - A1, A2, A3,... A10 are cells where someone enters values - through a series of calculations B1, B2, B3, B4 and B5 are updated with some formulas Can I use the whole series of calculations from A1..A10 into B1..B5 without creating one massive huge formula or a VBA macro? I want to have a set of input values in 100 rows from A100, B100, C100,... J100 onward. Then do some Excel magic that will: 1. copy the values from A100...J100 into A1 to A10 2. wait for the result to appear in B1 to B5 3. copy the values from B1 to B5 into K100 to O100 4. repeat steps 1 to 3 for all rows from 100 to 150

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  • batch copy files with error log on missing permissions

    - by sc911
    Hi *, I'm searching for a tool to batch-copy files, that should support the following points: copy files from a net-share report any errors show errors only or filter log on errors don't stop on an error also report if a file or a folder could not be copied due to missing permissions if possible it should have a queue where new job can be added while copying I tried the following tools: TerraCopy: takes a lot time to just calculate the time and the size of the job and does not report errors due to missing permissions (it doesn't even add those files to the copy-queue) Karne's replicator: does not report errors due to missing permissions xcopy: does a great job when using the right parameters and piping the output to a file (in the German localization xcopy /k /r /e /i /s /c /h SOURCE TARGET>LOGFILE 2>&1 will do the job. opening the logfile in IE will give you a great monitor). but quing jobs it not possible (ok, you can join them all in a batch-file, but you can not queue jobs while another one is running (hm, thinking of a batch-script that loops through a file with the source-target-config...)) to be continued Which tools do you use? Tell me! Thx sc911

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  • Cumulative average using data from multiple rows in an excel table

    - by Aaron E
    I am trying to calculate a cumulative average column on a table I'm making in excel. I use the totals row for the ending cumulative average, but I would like to add a column that gives a cumulative average for each row up to that point. So, if I have 3 rows I want each row to have a column giving the average up to that row and then the ending cumulative average in the totals row. Right now I can't figure this out because I'd be having to reference in a formula rows above and below the current row and I'm unsure about how to go about it because it's a table and not just cells. If it was just cells then I know how to do the formula and copy it down each row, but being that the formula I need depends on whether or not a new row in the table is added or not I keep thinking that my formula would be something like: (Completion rate row 1/n) where n is the number of rows up to that point, here row 1, then ((Completion rate row 1 + Completion rate row 2)/n) for row 2 so n=2, and so on for each new row added. Please advise.

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  • Where do vendors publish internal transfer rates of HDDs?

    - by red888
    So I've started to dig into storage fundamentals and found that in order to calculate the IOPS of a HDD you need to know the internal transfer rate of the drive (time it takes data to move from the platters to internal disk's cache). I went on newegg and even a few vendor sites and could not find this info published for any HDDs. Is it sometimes called something else? Take this link to a seagate HDD for instance. Nowhere do I see "internal transfer rate", but I do see something called "Sustained Data Rate OD"- is that the same thing? Just so you know where I'm getting this info (Book: "Information Storage and Management Storing, Managing..."): Consider an example with the following specifications provided for a disk: The average seek time is 5 ms in a random I/O environment; therefore, T = 5 ms. Disk rotation speed of 15,000 revolutions per minute or 250 revolutions per second — from which rotational latency (L) can be determined, which is one-half of the time taken for a full rotation or L = (0.5/250 rps expressed in ms). 40 MB/s internal data transfer rate, from which the internal transfer time (X) is derived based on the block size of the I/O — for example, an I/O with a block size of 32 KB; therefore X = 32 KB/40 MB. Consequently, the time taken by the I/O controller to serve an I/O of block size 32 KB is (TS) = 5 ms + (0.5/250) + 32 KB/40 MB = 7.8 ms. Therefore, the maximum number of I/Os serviced per second or IOPS is (1/TS) = 1/(7.8 × 10^-3) = 128 IOPS.

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