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  • How do NTP Servers Manage to Stay so Accurate?

    - by Akemi Iwaya
    Many of us have had the occasional problem with our computers and other devices retaining accurate time settings, but a quick sync with an NTP server makes all well again. But if our own devices can lose accuracy, how do NTP servers manage to stay so accurate? Today’s Question & Answer session comes to us courtesy of SuperUser—a subdivision of Stack Exchange, a community-driven grouping of Q&A web sites. Photo courtesy of LEOL30 (Flickr). The Question SuperUser reader Frank Thornton wants to know how NTP servers are able to remain so accurate: I have noticed that on my servers and other machines, the clocks always drift so that they have to sync up to remain accurate. How do the NTP server clocks keep from drifting and always remain so accurate? How do the NTP servers manage to remain so accurate? The Answer SuperUser contributor Michael Kjorling has the answer for us: NTP servers rely on highly accurate clocks for precision timekeeping. A common time source for central NTP servers are atomic clocks, or GPS receivers (remember that GPS satellites have atomic clocks onboard). These clocks are defined as accurate since they provide a highly exact time reference. There is nothing magical about GPS or atomic clocks that make them tell you exactly what time it is. Because of how atomic clocks work, they are simply very good at, having once been told what time it is, keeping accurate time (since the second is defined in terms of atomic effects). In fact, it is worth noting that GPS time is distinct from the UTC that we are more used to seeing. These atomic clocks are in turn synchronized against International Atomic Time or TAI in order to not only accurately tell the passage of time, but also the time. Once you have an exact time on one system connected to a network like the Internet, it is a matter of protocol engineering enabling transfer of precise times between hosts over an unreliable network. In this regard a Stratum 2 (or farther from the actual time source) NTP server is no different from your desktop system syncing against a set of NTP servers. By the time you have a few accurate times (as obtained from NTP servers or elsewhere) and know the rate of advancement of your local clock (which is easy to determine), you can calculate your local clock’s drift rate relative to the “believed accurate” passage of time. Once locked in, this value can then be used to continuously adjust the local clock to make it report values very close to the accurate passage of time, even if the local real-time clock itself is highly inaccurate. As long as your local clock is not highly erratic, this should allow keeping accurate time for some time even if your upstream time source becomes unavailable for any reason. Some NTP client implementations (probably most ntpd daemon or system service implementations) do this, and others (like ntpd’s companion ntpdate which simply sets the clock once) do not. This is commonly referred to as a drift file because it persistently stores a measure of clock drift, but strictly speaking it does not have to be stored as a specific file on disk. In NTP, Stratum 0 is by definition an accurate time source. Stratum 1 is a system that uses a Stratum 0 time source as its time source (and is thus slightly less accurate than the Stratum 0 time source). Stratum 2 again is slightly less accurate than Stratum 1 because it is syncing its time against the Stratum 1 source and so on. In practice, this loss of accuracy is so small that it is completely negligible in all but the most extreme of cases. Have something to add to the explanation? Sound off in the comments. Want to read more answers from other tech-savvy Stack Exchange users? Check out the full discussion thread here.

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  • How accurate is header information received?

    - by blankip
    Please see What could keep a javascript from loading properly on a page? In the header it shows that it is coming from IIS 6.0. How accurate is this information? Also this vendor (which is the worst I have worked with) made us go through a huge server switch process. Did they "upgrade" to W2003 IIS6.0? What would be the reason for a "new" server to be running this old of a version of IIS? Am I missing something?

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  • 3D physics engine for accurate collision handling on desktop/laptop computers (non-console)

    - by Georges Oates Larsen
    What are your suggestions for a physics engine that satisfies the following criteria? Capable of calculating collisions between multiple concave mesh-based colliders Handles many collisions going on at once (for instance one mesh being wedged between two others, which themselves may be wedged between two meshes) Does not allow for collider passthrough, even at high speeds. For instance, if I am applying force to a programmatically hinged object that makes it spin, I do not want it to pass through another rigidbody that it collides with while spinning. I have this problem using PhysX As implied before, reacts well to hinged objects, preferably has its own implementation of a hinge, but I am willing to program my own. The important part is that it has some sort of interface that guarantees accurate collision tracking even when dealing with these things Platform independent -- runs on mac as well as PC, also not tied down to specific graphics cards I think that's the best way to explain what I am looking for. Basically, I need SUPER reliable collisions. Something that can't be accomplished with a simple ray casting approach that sends a ray from the last position of the object to the current position (as this object may be potentially large and colliding with small objects via rotation) Bonus points for also including an OPEN SOURCE engine.

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  • Fast, accurate 2d collision

    - by Neophyte
    I'm working on a 2d topdown shooter, and now need to go beyond my basic rectangle bounding box collision system. I have large levels with many different sprites, all of which are different shapes and sizes. The textures for the sprites are all square png files with transparent backgrounds, so I also need a way to only have a collision when the player walks into the coloured part of the texture, and not the transparent background. I plan to handle collision as follows: Check if any sprites are in range of the player Do a rect bounding box collision test Do an accurate collision (Where I need help) I don't mind advanced techniques, as I want to get this right with all my requirements in mind, but I'm not sure how to approach this. What techniques or even libraries to try. I know that I will probably need to create and store some kind of shape that accurately represents each sprite minus the transparent background. I've read that per pixel is slow, so given my large levels and number of objects I don't think that would be suitable. I've also looked at Box2d, but haven't been able to find much documentation, or any examples of how to get it up and running with SFML.

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  • Is my DFD accurate?

    - by Dummy Derp
    This is my first ever DFD that I made after my fair share of learning but I have no way of verifying whether it is correct or not. Although I have taken utmost care to make sure it is right, I may be wrong. Here is the scenario: Bebop Records is a mail-order company that distributes CDs and tapes at discount prices to record club members. When an order processing clerk receives an order form, he or she verifies that the sender is a club member by checking the Member file. If the sender is not a member, the clerk returns the order along with a membership application form. If the customer is a member, the clerk verifies the order item data by checking the Item file. Then the clerk enters the order data and saves it to the Daily Order file. The clerk also prints an invoice and shipping list for each order, which are forwarded to Order Fulfilment. And here is my diagram:

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  • How to gain accurate results with Painter's algorithm?

    - by pimvdb
    A while ago I asked how to determine when a face is overlapping another. The advice was to use a Z-buffer. However, I cannot use a Z-buffer in my current project and hence I would like to use the Painter's algorithm. I have no good clue as to when a surface is behind or in front of another, though. I've tried numerous methods but they all fail in edge cases, or they fail even in general cases. This is a list of sorting methods I've tried so far: Distance to midpoint of each face Average distance to each vertex of each face Average z value of each vertex Higest z value of vertices of each face and draw those first Lowest z value of vertices of each face and draw those last The problem is that a face might have a closer distance but is still further away. All these methods seem unreliable. Edit: For example, in the following image the surface with the blue point as midpoint is painted over the surface with the red point as midpoint, because the blue point is closer. However, this is because the surface of the red point is larger and the midpoint is further away. The surface with the red point should be painted over the blue one, because it is closer, whilst the midpoint distance says the opposite. What exactly is used in the Painter's algorithm to determine the order in which objects should be drawn?

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  • This Is a Completely Accurate Illustration of Me at My Last Job [Comic]

    - by The Geek
    Work is boring, what can I say? Usually I was up way too late every night, making the whole situation much worse. It got so bad that one of my co-workers took pictures for blackmail. =) Latest Features How-To Geek ETC How To Colorize Black and White Vintage Photographs in Photoshop How To Get SSH Command-Line Access to Windows 7 Using Cygwin The How-To Geek Video Guide to Using Windows 7 Speech Recognition How To Create Your Own Custom ASCII Art from Any Image How To Process Camera Raw Without Paying for Adobe Photoshop How Do You Block Annoying Text Message (SMS) Spam? Change Your MAC Address to Avoid Free Internet Restrictions Battlestar Galactica – Caprica Map of the 12 Colonies (Wallpaper Also Available) View Enlarged Versions of Thumbnail Images with Thumbnail Zoom for Firefox IntoNow Identifies Any TV Show by Sound Walk Score Calculates a Neighborhood’s Pedestrian Friendliness Factor Fantasy World at Twilight Wallpaper

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  • Why my collision detection is not accurate?

    - by optimisez
    After trying and trying, I still cannot understand why the leg of character exceeds the wall but no clipping issue when I hit the wall from below. How should I fix it to make him standstill on the wall? void initPlayer() { // Create texture. hr = D3DXCreateTextureFromFileEx(d3dDevice, "player.png", 169, 44, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &player); playerRect.left = playerRect.top = 0; playerRect.right = 29; playerRect.bottom = 36; playerDest.X = 0; playerDest.Y = 564; playerDest.length = playerRect.right - playerRect.left; playerDest.height = playerRect.bottom - playerRect.top; } void initBox() { hr = D3DXCreateTextureFromFileEx(d3dDevice, "brock.png", 330, 132, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &box); boxRect.left = 33; boxRect.top = 0; boxRect.right = 63; boxRect.bottom = 30; boxDest.X = boxDest.Y = 300; boxDest.length = boxRect.right - boxRect.left; boxDest.height = boxRect.bottom - boxRect.top; } bool spriteCollide(Entity player, Entity target) { float left1, left2; float right1, right2; float top1, top2; float bottom1, bottom2; left1 = player.X; left2 = target.X; right1 = player.X + player.length; right2 = target.X + target.length; top1 = player.Y; top2 = target.Y; bottom1 = player.Y + player.height; bottom2 = target.Y + target.height; if (bottom1 < top2) return false; if (top1 > bottom2) return false; if (right1 < left2) return false; if (left1 > right2) return false; return true; } void collideWithBox() { if ( spriteCollide(playerDest, boxDest) && keyArr[VK_UP]) //playerDest.Y += 50; playerDest.Y = boxDest.Y + boxDest.height; else if ( spriteCollide(playerDest, boxDest) && !keyArr[VK_UP]) playerDest.Y = boxDest.Y - boxDest.height; }

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  • Why is my collision detection not accurate?

    - by optimisez
    After trying and trying, I still cannot understand why the leg of character exceeds the wall but no clipping issue when I hit the wall from below. How should I fix it to make him stand still on the wall? From collideWithBox() function below, it shows that playerDest.Y = boxDest.Y - boxDest.height; will get the position the character should standstill on the wall. Theoretically, the clipping effect won't be happen as the character hit the box from below works with the equation playerDest.Y = boxDest.Y + boxDest.height;. void collideWithBox() { if ( spriteCollide(playerDest, boxDest) && keyArr[VK_UP]) //playerDest.Y += 50; playerDest.Y = boxDest.Y + boxDest.height; else if ( spriteCollide(playerDest, boxDest) && !keyArr[VK_UP]) playerDest.Y = boxDest.Y - boxDest.height; } void initPlayer() { // Create texture. hr = D3DXCreateTextureFromFileEx(d3dDevice, "player.png", 169, 44, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &player); playerRect.left = playerRect.top = 0; playerRect.right = 29; playerRect.bottom = 36; playerDest.X = 0; playerDest.Y = 564; playerDest.length = playerRect.right - playerRect.left; playerDest.height = playerRect.bottom - playerRect.top; } void initBox() { hr = D3DXCreateTextureFromFileEx(d3dDevice, "brock.png", 330, 132, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &box); boxRect.left = 33; boxRect.top = 0; boxRect.right = 63; boxRect.bottom = 30; boxDest.X = boxDest.Y = 300; boxDest.length = boxRect.right - boxRect.left; boxDest.height = boxRect.bottom - boxRect.top; } bool spriteCollide(Entity player, Entity target) { float left1, left2; float right1, right2; float top1, top2; float bottom1, bottom2; left1 = player.X; left2 = target.X; right1 = player.X + player.length; right2 = target.X + target.length; top1 = player.Y; top2 = target.Y; bottom1 = player.Y + player.height; bottom2 = target.Y + target.height; if (bottom1 < top2) return false; if (top1 > bottom2) return false; if (right1 < left2) return false; if (left1 > right2) return false; return true; }

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  • What options to use for Accurate bacula backup ?

    - by Kiss Stefan
    It's actually 2 question in one. First is a bit more theoretically. So when specifying accurate options how does bacula figure out if a file needs to be backed up ? it's a simple AND ? As in if the options are Accurate = sm5 bacula will not backup the file if ((size = old size) AND (modtime = old modtime) AND (md5 = old md5)) Is that correct ? Do any of the options take precedence ? as in would be a file skipped if modif time is diffreent but it has the same md5sum ? Are there any implied options that you cannot ignore ? Practical case, ( bacula 5.0.1 ) I have to back-up a svn repo, in order to be able to make incremental backups as simple as posible i am hotcopying (client run before) it to another location, that bacula will backup ( then delete it with client run after). Now in the fileset i have Accurate = spnd5 This should tell bacula to take into consideration size , permission bits number of links , decreases in size and md5sum. However , an incremental is also including a full copy of the svn. What am i doing wrong ? it seems that it takes into account creation time even tho i have not specified it.

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  • What options to use for Accurate bacula backup?

    - by Kiss Stefan
    It's actually 2 question in one. First is a bit more theoretically. So when specifying accurate options how does bacula figure out if a file needs to be backed up ? it's a simple AND ? As in if the options are Accurate = sm5 bacula will not backup the file if ((size = old size) AND (modtime = old modtime) AND (md5 = old md5)) Is that correct ? Do any of the options take precedence ? as in would be a file skipped if modif time is diffreent but it has the same md5sum ? Are there any implied options that you cannot ignore ? Practical case, ( bacula 5.0.1 ) I have to back-up a svn repo, in order to be able to make incremental backups as simple as posible i am hotcopying (client run before) it to another location, that bacula will backup ( then delete it with client run after). Now in the fileset i have Accurate = spnd5 This should tell bacula to take into consideration size , permission bits number of links , decreases in size and md5sum. However , an incremental is also including a full copy of the svn. What am i doing wrong ? it seems that it takes into account creation time even tho i have not specified it.

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  • Accurate Windows equivalent of the Unix which(1) command

    - by SamB
    It's easy enough to write a simple script that works like the which(1) command from unix, which searches for a given command along the PATH. Unfortunately, the CreateProcess function is not so simple, so this type of script does not give accurate results: CreateProcess looks in a number of directories not in the PATH, looks for files with all of the extensions listed in PATHEXT, etc. Worse, who knows what might be added in future versions of Windows? Anyway, my question is: is there a robust, accurate which(1) equivalent for Windows, which always tells you what file CreateProcess would find?

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  • Ping isn't acting accurate?

    - by Earlz
    I've been trying to diagnose some latency issues with my internet connection. I've been lagging out of online video games and such, which of course could be their server's fault. So, I've been running ping some. It doesn't indicate anything unusual, but it does act a bit strange. I can start it with something like ping internethost -i 0.1 so that it will send a ton of packets, and every 10-20 seconds it will appear to just freeze for 2 or 3 seconds. The packets are still being received in the right order though, and there is no packet loss. The weirdest thing is that after the little freeze up, it will usually just report a ping time that is about 10-30ms higher than the average. How does this happen? Is ping still being accurate? I'm using Arch Linux. The host I'm pinging is my website, which shouldn't be doing any kind of ping slowing or filtering.

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  • Accurate way to check latency between Server ?

    - by Rick
    Hi, First of all, I hope my post are is posted in the right section . Below are something i got confused hope you one can help. My business partner 's IP server are in: Sanjose, CA , and I am looking for a datacenter which give the least latency to that IP. I found 2 . 1st datcenter is in San Francisco, CA . 2nd data center is in Newyork. Then I do the ping from each datacenter to the my partner's IP. 1st datcenter's result: 75ms 2nd datacenter's result: 2ms I 've done multiple time, 2nd datacenter always give better result. Now my question is: Isn't the 1st datacenter suppose to give better result, since their location are closer ? How come the result produce different, what is the accurate way to check latency ? Thanks

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  • PHP - Accurate Unix timestamp periods without MySql

    - by Wonka
    I'm trying to have an accurate Unix timestamp values for: today, this week, this month, this year There are a few snags however: - Today should be everything since last midnight - This week should start on the last/this monday - This month (should know if its 30/31 days or 28/29 days feb) - This should be the very beginning of the current year up til now I want to do this without mysql at all, purely in php as I need it as an accurate Unix timestamp to assign to a variable. Any Idea how these timestamps periods can be calculated?

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  • How accurate is apache benchmark?

    - by matthewsteiner
    Alright, so I'm in development right now and I'd like to understand exactly how good the benchmarks are. I've just been using apache benchmark. Do they include the server sending the files? Also, is "requests per second" literally how many users can visit the page within one second? If it's at 30 requests per second, can literally 30 people be refreshing pages every second and the server will be fine? It seems like a lot to me. I know a lot of people get way better stats out of their servers, but I haven't done much optimization yet. Also, will increasing your ram increase you rps linearly? I have 512mb, so if I upgrade to 1gb, would that mean I'd get about 60 rps? How does concurrency affect your rps?

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  • Geolocation Firefox accurate than iPhone Safari?

    - by johnz
    I just tested Geolocation on Firefox 3.6 and iPhone Safari (os 3.1.3), the result is interesting, firefox is more accurate than safari. any one got idea how to make iPhone Safari result more accurate. this is the code for testing: navigator.geolocation.getCurrentPosition(handler, {enableHighAccuracy: true}); function handler(location) { var message = document.getElementById("message"); message.innerHTML = "<img src='http://maps.google.com/staticmap?sensor=true&center=" + location.coords.latitude + "," + location.coords.longitude + "&size=300x300&maptype=street&zoom=16&key=ABQIAAAAZrVtlT2df2pkfI_RZB_6WBRWTAkRKJS7h1XjKaOTqACHuw1n0BT5cATkkKFnZNGHmrwUw9IilQK0Eg' />"; message.innerHTML+="<p>Longitude: " + location.coords.longitude + "</p>"; message.innerHTML+="<p>Latitude: " + location.coords.latitude + "</p>"; message.innerHTML += "<p>Accuracy: " + location.coords.accuracy + "</p>"; // call the function with my current lat/lon getPlaceFromFlickr(location.coords.latitude, location.coords.longitude, 'output'); } . . test from here

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  • trying to get the most accurate device location from GPS or Network in Android

    - by arc
    I am trying to determine the most accurate location of a device, in the shortest time possible. I am storing the data as a geopoint, and have it displayed on a mapview. The last time I activated the GPS on my device and let it get a location lock, i was approx 80 miles from where I am now. I have a location manager setup and a location listener. If I do this, I get NULL. myLocOverlay = new MyLocationOverlay(this, mapView); GeoPoint test = myLocOverlay.getMyLocation(); but in the next couple of lines; myLocOverlay.enableMyLocation(); mapView.getOverlays().add(myLocOverlay); With this, the overlay on the map shows the current location. It is using the Network provider, but is also attempting to get a GPS fix (it can't as I am indoors and no where near the top floor). If I construct the geopoint like this; if(lm.getLastKnownLocation("gps") != null) { test = new GeoPoint( (int) (lm.getLastKnownLocation("gps").getLatitude() * 1E6), (int) (lm.getLastKnownLocation("gps").getLongitude() * 1E6)); } else { if(lm.getLastKnownLocation("network") != null) { test = new GeoPoint( (int) (lm.getLastKnownLocation("network").getLatitude() * 1E6), (int) (lm.getLastKnownLocation("network").getLongitude() * 1E6)); } //bad things } Then I get confusing results. If I disable the devices GPS provider then the code moves onto the Network Provider and gives me a fairly accurate result. If I enable the GPS provider, then the geopoint comes back as the last place I allowed the device to get a GPS lock. I want to avoid the above results, and so was looking at using; GeoPoint test = myLocOverlay.getMyLocation(); BUT as I said above, I just get NULL from that. Short of getting the geopoints from both GPS and Network and then comparing them, and disregarding the GPS result if it is say 1 mile out of the Network location - i'm a bit stuck. why doesn't getMyLocation() work, shouldnt that return the GeoPoint of what myLocOverlay is showing on the mapview?

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  • Accurate least-squares fit algorithm needed

    - by ggkmath
    I've experimented with the two ways of implementing a least-squares fit (LSF) algorithm shown here. The first code is simply the textbook approach, as described by Wolfram's page on LSF. The second code re-arranges the equation to minimize machine errors. Both codes produce similar results for my data. I compared these results with Matlab's p=polyfit(x,y,1) function, using correlation coefficients to measure the "goodness" of fit and compare each of the 3 routines. I observed that while all 3 methods produced good results, at least for my data, Matlab's routine had the best fit (the other 2 routines had similar results to each other). Matlab's p=polyfit(x,y,1) function uses a Vandermonde matrix, V (n x 2 matrix) and QR factorization to solve the least-squares problem. In Matlab code, it looks like: V = [x1,1; x2,1; x3,1; ... xn,1] % this line is pseudo-code [Q,R] = qr(V,0); p = R\(Q'*y); % performs same as p = V\y I'm not a mathematician, so I don't understand why it would be more accurate. Although the difference is slight, in my case I need to obtain the slope from the LSF and multiply it by a large number, so any improvement in accuracy shows up in my results. For reasons I can't get into, I cannot use Matlab's routine in my work. So, I'm wondering if anyone has a more accurate equation-based approach recommendation I could use that is an improvement over the above two approaches, in terms of rounding errors/machine accuracy/etc. Any comments appreciated! thanks in advance.

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  • which is the most accurate way to check variables type javascript

    - by mck89
    Hi, i need to check the type of a variable in javascript, i know 3 ways to do it: instanceof operator: if(a instanceof Function) typeof operator: if(typeof a=="function" toString method (jQuery uses this): Object.prototype.toString.call(a) == "[object Function]" Which is the most accurate way to do type checking beetween these solutions? and why? Please don't tell me that the last solution is better only because jQuery uses that.

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  • Is displayMetrix xdpi and ydpi accurate?

    - by oddvark
    Can the xdpi and ydpi settings be relied upon to accurately represent the physical pixels in once inch of screen space? I need this to be accurate for some display code I'm writing. I realize the documention says that this is the case, but I need to know if individual handsets get this right MOST OF THE TIME. I know I can alternately use "densitiy" which will give me 120, 160, 240 steps of DPI, but an exact dpi would be much better. Thanks!

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  • Creating an accurate php search engine to search database

    - by Adam
    Ok, I attempted at making my own search function which doesnt work very well. It consists of eliminating useless words such as "how" "you" "to" then using a premade Stemmer class that reduces words to their root so "Appointments" searches "appoint" However in the end I'm really only searching keywords and the results are not very accurate. Are there open source search engines that i can implement for free?

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  • Accurate Timings with Oscilloscopes on PC

    - by Paul Bullough
    In the world of embedded software (firmware) it is fairly common to observe the order of events, take timings and optimise a program by getting it to waggle PIO lines and capturing their behavior on an oscilloscope. In days gone by it was possible to toggle pins on the serial and parallel ports to achieve much the same thing on PC-based software. This made it possible to capture host PC-based software events and firmware events on the same trace and examine host software/firmware interactions. Now, my new laptop ... no serial or parallel ports! This is increasingly the case. So, does anyone have any suggestions as to go about emitting accurate timing signals off a "modern" PC? It strikes me that we don't have any immediately programmable, lag-free output pins left. The solution needs to run off a laptop, so using add-on cards that only plug into desktops are not permitted.

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