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  • i7-980X at 70% speed

    - by Buxley
    Hi we bought a nice computer to use to solve optimization problems. Intel i7-980X@3,33 GHz with 12 GB of Team Group 1600 MHz DDR3 RAM. When we use Gurobi the computer uses all 12 cores at maximum in the beginning of the solve. However after a while (about 8 hrs) it all cores jump between 65 and 85% When I solve the same models on an i7 930 all cores are at a near 100% level even after longer solution times. We first thought that the Hard disk was the bottleneck since Gurobi writes out nodefiles after the memorylimit is used. However since the new computer have 12 GB of RAM we put the memorylimit to 7 GB so the solver only used the RAM and still with the same performance in the processor. Any ideas about the bottleneck? As I said earlier it works at 100% for the first hours or so . Thanks very much for any answers! Our plan was to overclock it but we can't even get it to work at normal speed yet!

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  • Bonnie does not provide speed for Sequential Input / Block

    - by Lqp1
    I'm using ProxmoxVE and I would like to run some benchmarks regarding performances of this product. One of these benchmarks is bonnie++ ; it runs very well in a VM (qemu-kvm) but when I run it in a conainer (openVZ), it does not provide me reading speed (only writing). I don't understand why... Does anyone know what's happenning ? VMs ans Containers are Debian 7.4. Here's the output of bonnie in the container: root@ct2:/# bonnie++ -u root Using uid:0, gid:0. Writing a byte at a time...done Writing intelligently...done Rewriting...done Reading a byte at a time...done Reading intelligently...done start 'em...done...done...done...done...done... Create files in sequential order...done. Stat files in sequential order...done. Delete files in sequential order...done. Create files in random order...done. Stat files in random order...done. Delete files in random order...done. Version 1.96 ------Sequential Output------ --Sequential Input- --Random- Concurrency 1 -Per Chr- --Block-- -Rewrite- -Per Chr- --Block-- --Seeks-- Machine Size K/sec %CP K/sec %CP K/sec %CP K/sec %CP K/sec %CP /sec %CP ct2 1G 843 99 59116 8 60351 4 4966 99 +++++ +++ 2745 8 Latency 9558us 3582ms 527ms 1672us 936us 5248us Version 1.96 ------Sequential Create------ --------Random Create-------- ct2 -Create-- --Read--- -Delete-- -Create-- --Read--- -Delete-- files /sec %CP /sec %CP /sec %CP /sec %CP /sec %CP /sec %CP 16 +++++ +++ +++++ +++ +++++ +++ +++++ +++ +++++ +++ +++++ +++ Latency 19567us 358us 368us 107us 59us 25us 1.96,1.96,ct2,1,1401810323,1G,,843,99,59116,8,60351,4,4966,99,+++++,+++,2745,8,16,,,,,+++++,+++,+++++,+++,+++++,+++,+++++,+++,+++++,+++,+++++,+++,9558us,3582ms,527ms,1672us,936us,5248us,19567us,358us,368us,107us,59us,25us The filesystem for / is of type "simfs", which is a pseudo filesystem for openVZ. Maybe it's related to this issue but I can't find anyone with the same issue with bonnie and openVZ... Thanks for your help. Regards, Thomas.

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  • i7 x980 at 70% speed

    - by Buxley
    Hi we bought a nice computer to use to solve optimization problems. intel i7 X980@3,33 Mhz with 12 Gb of Team Group 1600 MHz ddr3 Ram. When we use Gurobi The Computer uses all 12 cores at maximum in the beginning of the solve. However after a while (about 8 hrs) it all cores jump between 65 and 85% When I solve the same models on an I7 930 all cores are at a near 100% level even after longer solution times. we first thought that the Harddisk was the bottleneck since Gurobi writes out nodefiles after the memorylimit is used. However since the new computer have 12 GB of Ram we put the memorylimit to 7 GB so the solver only used the RAM and still with the same performance in the processor. Any Ideas about the bottleneck? As I said earlier it works at 100% for the first hours or so . Thanks very much for any answers! Our plan was to overclock it but we can't even get it to work at normal speed yet!

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  • windows server 2003 speed issues

    - by farzinSH
    I have a HP server with windows server 2003 and 50 windows XP clients. Since a week and a half the networks speed suddenly drop 2-3 times per day. It gets so slow that none of the clients could work with the HIS program installed on them. We tried so many different things such as replacing the hubs,switches and even some wires. Every time one of these changes solves the problem and the network goes back to its normal state. I checked everything. Even when I disconnected all the clients from the server and connected it to just one computer the problem still remained for 2 hours. I just narrowed down the problem to the couple of likely speculations as follows: viruses? (Updated Kaspersky running on the server shows none) server hardware failure? Physical memory usage on the server? (Because the last time the problem occurred none of the changes above solved the issue so I restarted the server an checked the physical memory usage which was 2 GBs. But I noticed it's increasing over time to over 9 GBs...the server has 16 GBs of RAM.) I surfed the internet and got nothing. Any help would do us a lot....thanks in advance

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  • what are all the Optimize tricks that you know for asp.net code ?

    - by Aristos
    After some time of many code programming on asp.net, I discover the very big speed different between string and StringBuilder. I know that is very common and known but I just mention it for start. The second think that I have found to speed up the code, is to use the const, and not the static, for declare my configuration constants value (especial the strings). With the const, the compiler not create new object, but just place the value, on the point that you have ask it, but with the static declaration, is create a new memory object and keep its on the memory. My third trick, is when I search for string, I use hash values, and not the string itself. For example, if I need a List<string SomeValues, and place inside strings that I need to search them, I prefer to use List<int SomeHashValue, and I use the hash value to locate the strings. My forth thought that I was wandering, is if is better to place big strings in one line, or separate them in different lines with the + symbol to be more easy to read out. I make some tests and see that the compiler make a good job is some split the string, in many lines, using the + symbol. What other tricks/tips do you know and use on your programming to make it run faster, and maybe use less memory. Well I know, that some times, to make something run faster, you need more memory, more cache. My priority is on speed. Because Speed Counts.

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  • How to make 7zip faster

    - by user34463
    I normally use winRAR over 7Zip simply because its faster and only a little less efficient with compression. I did a few tests on different filetypes and sizes comparing the 7zip and winRAR default settings on their normal compression and their best compression, and in a lot of cases winRAR was 50% faster and in some it was actually 100% faster. But, I do like FOSS more. So here are my questions: Is there a way to make 7zip speed up? I'd like it to at least be on par with rar's speed Is there a way to make recovery segments in 7zip like you can in rar? I didn't see any, but I guess it could be a command line thing. I tested winrar and 7zip using the latest stable version of each (4.something with 7zip). Is the 9.x beta release noticeably faster at compression? I'm talking about faster at a comparable setting in WinRAR, not just lowering to bare minimum compression. If it matters, I use a quad core intel i7 720 (1.6ghz)/(2.8ghz) with 4gb DDR3 ram, and the 64-bit version of 7zip.

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  • How to make 7-Zip faster

    - by Matt
    I normally use WinRAR over 7-Zip simply because it's faster and only a little less efficient with compression. I did a few tests on different filetypes and sizes comparing the 7-Zip and WinRAR default settings on their normal compression and their best compression, and in a lot of cases WinRAR was 50% faster and in some it was actually 100% faster. But, I do like FOSS more. So here are my questions: Is there a way to make 7-Zip speed up? I'd like it to at least be on par with WinRAR's speed Is there a way to make recovery segments in 7-Zip like you can in WinRAR? I didn't see any, but I guess it could be a command line thing. I tested WinRAR and 7-Zip using the latest stable version of each (4-dot-something with 7-Zip). Is the 9.x beta release noticeably faster at compression? I'm talking about faster at a comparable setting in WinRAR, not just lowering to bare minimum compression. If it matters, I use a quad core Intel i7 720 (1.6 GHz)/(2.8 GHz) with 4 GB DDR3 RAM, and the 64-bit version of 7-Zip, and dual-boot Debian x64 5.0.4 and Windows 7 Home.

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  • Software way to cool down an old MacBook Pro

    - by notMacBookProSuperUser
    Hi all, First a little background: I've got lots of computers, including Linux PCs and two MacBook Pro (and a MacMini). My concern is with my 'old' MacBookPro (Core Duo). It really does overheat. Warranty is long void. Years ago (I'd say 2.5 years ago or so) one day it overheated so bad that the battery inflated due to the heat. I got a new battery for free but it's still getting incredibly hot (much other than any other computer I've got: my newer Core 2 Duo MacBook Pro doesn't get nearly as hot as the old one. It s really a pain because I use my old MBP when I m in front of TV, having it on my lap, and it can really become unbearable. I don't want to open that old MBP. On Linux I can force a new CPU 'governor' that decides how the CPU is allowed to operate: it can be 'on demand', 'always max speed', 'always speed x', etc. Does the same exist under MacOS X? Is there a way, say if a 1.86 Ghz Core Duo can run at 1.6 Ghz, to ask MacOS X: "never run this CPU above 1.6 Ghz" ?

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  • Memory modules not running at rated speeds.

    - by Wesley
    Hi all, I'm having some odd memory issues with my build. Here are my specs right now: QDI Superb 4 motherboard Intel Pentium 4 Northwood 2.4GHz (512KB L2, 533MHz FSB) 3x 256MB PC2100 DDR266 RAM 16MB NVIDIA TNT2 Pro AGP Seagate 80GB IDE HDD Generic USB 2.0 PCI Generic Modem PCI Bestec 250W PSU To be even more specific, here are the current brands and models of each module: Kingston KVR266X64C25/256 Samsung PC2100U-25331-Z SMART SM5643285D4N0CHM0H Supposedly, they are all PC2100 266MHz modules with a latency of 2.5. Looking in Speccy, the Kingston module is somehow running at a speed of PC2300 ~284MHz. I've never overclocked RAM at all as I don't know how to. However, when I first started the computer, I had the SMART module in place first and then reset the BIOS settings, including the integrated overclocking options. However, this still doesn't explain why the Kingston module runs at a higher speed than the SMART and Samsung module. Why is it like this? On a side note, where could I find the motherboard manual for the QDI Superb 4? Thanks in advance.

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  • New router, slower internet connection?

    - by qwerty
    So, we just bought a new router a few hours ago, and it does work. However, for some reason the speed is just ridiculously slow (compared to before, at least)! If i run a test on speedtest.net i get the following results: http://i.imgur.com/68JyH.png which are pretty good. But for some reason it's like the connection just "hangs" for a second when i navigate to a site through the browser (have tried different browsers). It's not on all sites, it kind of happens randomly. I think the browser cache might be speeding some sites up, because if i visit a site that i HAVEN'T visited before (since i cleared my cache), it takes like two seconds (if not more) to open the site. If i have visited it, it opens directly (it barely loads). Not sure what to do, really. Any suggestions on what might speed it up? Any settings i can play with in the router settings? The router is of the brand Belkin. I'm not sure about the model though, it says "Belkin, Play Max Wireless Router" on the box? Thanks in advance! EDIT: Alright, it takes a lot more than two seconds. At least 3-4 depending on the site. Any suggestions?

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  • Limited bandwidth and transfer rates per user.

    - by Cx03
    I searched for a while but couldn't find anything concrete, hopefully someone can help me. I'm going to be running a Debian server on a gigabit port, and want to give each user his/her fair share of internet access. The first objective is easy - transfer rates (speed) per user. From what I've looked at, IPTables/Shorewall could do the job easy. Is this easy to setup, or could one of you point me at a config? I was hoping to limit users at 300mbit or 650mbit each. The second objective gets complicated. Due to the usage of the boxes, most of the traffic will be internal network traffic that does NOT get counted to the quota. However, I still need to limit the external traffic, and if they go over, cut off access (or throttle traffic to a very low speed (10mbit?)). Let's say the user has a 3TB external traffic limit. The IF part is: If the hostname they are exchanging the traffic with DOES NOT MATCH .ovh. or .kimsufi. (company owns multiple TLDs), count to the quota. Once said quota exceeds 3TB, choke them. Where could I find a system to count that for me? It would also need to reset or be able to be manually reset on a monthly basis. Thanks ahead of time!

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  • How do I get to the bottom of network latency and bandwidth issues

    - by three_cups_of_java
    I recently moved two blocks south. That move moved me from Comcast to Broadstripe (high-speed internet cable providers). Comcast was pretty good. Broadstripe sucks. I called them on the phone, and they basically brushed me off (politely). I want to come to them with some numbers, so I can say more than just "it's really slow". I still have access to my old Comcast service, so I can run the tests using both providers. Here's what I'm seeing with my new Broadstripe service: 1) When I browse to most sites, there is a long delay (5-10 seconds) before the page starts loading in my browser 2) The speed test tell me I have 12 megs down (bullshit) 3) I have a server at my office. I just downloaded some files (using scp on the command line). It said I'm getting 3.5 KB/s I'm an experienced programmer and spend most of my days on the command line and in vim. Networking, however is not a strong point. I've played around with traceroute, but I'm not sure if that's the right tool to use. I have access to servers all over the country (I would just use Amazon EC2 to set up a test server), and I prefer to use Ubuntu for my testing. How can I come up with some hard numbers to show Broadstripe how crappy their service is?

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  • When "W" is held, the character moves forward, but when "W" and "A" is held, movement completely stops

    - by Vlad1k
    I am making a 2D game, and when I hold the key "w", the player goes forward, but when I hold both "w" and "a", the movement stops completely, when I want it to go forward, while shifting to the left. Here is my script: var speed = 4; function Update() { // Make the character walk forward if "w" is being held if(Input.GetKey("w")) { rigidbody.velocity = transform.forward * speed; } // Stop the movement if "w" is not being held if(Input.GetKeyUp("w")) { rigidbody.velocity = transform.forward * 0; } // Make the character walk forward if "s" is being held if(Input.GetKey("s")) { rigidbody.velocity = transform.forward * -speed; } // Stop the movement if "s" is not being held if(Input.GetKeyUp("s")) { rigidbody.velocity = transform.forward * 0; } // Make the character walk left if "a" is being held if(Input.GetKey("a")) { rigidbody.velocity = transform.right * -speed; } // Stop the movement if "a" is not being held if(Input.GetKeyUp("a")) { rigidbody.velocity = transform.right * 0; } //Make the character walk right if "d" is being held if(Input.GetKey("d")) { rigidbody.velocity = transform.right * speed; } // Stop the movement if "d" is not being held if(Input.GetKeyUp("d")) { rigidbody.velocity = transform.right * 0; } } PLEASE MAKE THE CODE BETTER! I AM NEW! EDIT: Here is a video to show my problem. http://www.screenr.com/3oxH Here is the newest code: var speed = 4f; function Update() { if(Input.GetKey("w")) { rigidbody.velocity = transform.forward * speed; } else if(Input.GetKey("s")) { rigidbody.velocity = transform.forward * -speed; } else if(Input.GetKey("a")) { rigidbody.velocity = transform.right * -speed; } else if(Input.GetKey("d")) { rigidbody.velocity = transform.right * speed; } if(Input.GetKeyUp("w")) { rigidbody.velocity = transform.forward * 0; } if(Input.GetKeyUp("s")) { rigidbody.velocity = transform.forward * 0; } if(Input.GetKeyUp("a")) { rigidbody.velocity = transform.right * 0; } if(Input.GetKey("d")) { rigidbody.velocity = transform.right * speed; } if(Input.GetKeyUp("d")) { rigidbody.velocity = transform.right * 0; } }

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  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

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  • HTML Chrome Audit Specify Image Dimensions

    - by AKRamkumar
    I just started using the chrome developer tools for some basic html websites and I used the audit tool. I had two identical images, one with the height and width attribute, and one without. On the Resources section, both the latency and the download time were identical. However, the Audit showed Specify image dimensions (1) A width and height should be specified for all images in order to speed up page display. Does this actually help? And are there any other ways to speed up page time? This is only a splash page for the website I am building and as such it is only html, no css or javascript or anything. I have already compressed the images but I want to speed up load time even more. Is there a way?

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  • Best practice to calculate the average speed from GPS coordinates

    - by Sebi
    i have here a device which can give me gps coordinates. the time intervall i can define. i want to use it to calculate the average speed during driving or travelling by car. actually i used a orthodrome formula to calculate the distance between two points and then divided it by the given time intervall. by the implemenation i followed this term (http://de.wikipedia.org/wiki/Orthodrome#Genauere_Formel_zur_Abstandsberechnung_auf_der_Erde). Unfortunately i could only find a german link, but i think the formula should be understandable in any language ;) Unfortunately, using this formula and a time intverall of 1 seconds gives very unprecises results. the speed while walking is between 1 km/h and 20km/h. So i wonder if there is a general reference how to implement distance calculation between two gps coordinates (i found something similar on SO) and particulary, which is the best time intervall to update the GPS coordiantes.

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  • enabling gzip with htaccess...why is it hit or miss?

    - by adam-asdf
    I have shared hosting through Justhost. I use the HTML5 Boilerplate .htaccess (have tried other methods from here and there without luck) the compression part is as follows: <IfModule mod_deflate.c> # Force deflate for mangled headers developer.yahoo.com/blogs/ydn/posts/2010/12/pushing-beyond-gzipping/ <IfModule mod_setenvif.c> <IfModule mod_headers.c> SetEnvIfNoCase ^(Accept-EncodXng|X-cept-Encoding|X{15}|~{15}|-{15})$ ^((gzip|deflate)\s*,?\s*)+|[X~-]{4,13}$ HAVE_Accept-Encoding RequestHeader append Accept-Encoding "gzip,deflate" env=HAVE_Accept-Encoding </IfModule> </IfModule> # Compress all output labeled with one of the following MIME-types <IfModule mod_filter.c> AddOutputFilterByType DEFLATE application/atom+xml \ application/javascript \ application/json \ application/rss+xml \ application/vnd.ms-fontobject \ application/x-font-ttf \ application/xhtml+xml \ application/xml \ font/opentype \ image/svg+xml \ image/x-icon \ text/css \ text/html \ text/plain \ text/x-component \ text/xml </IfModule> </IfModule> However, it isn't working—at least I don't think—My home page (html) isn't compressing, the CSS and some of the JS aren't gzipped. It is failing on HTML, CSS and JS. However, some things are (or were, who knows what it will look like when you check) gzipped. My domain is http://adaminfinitum.com/ What is weird is that the (Google) PageSpeed browser extension for Firefox (whatever the current version is [Nov. 2012]) gives me a 95% speed rating (and no warnings about compression), yet YSlow and Chrome developer tools both flag me about gzip, as does a tool I found on here while researching this. To reduce cookies I set up a subdomain on my site and I thought maybe that was it so I added an .htaccess there also, but no luck. To reduce http requests I embedded some of webfonts and images in CSS (HTML5 BP stipulates not to compress images, and apparently '.woff' files are already compressed) so I thought maybe that was it and I spent all day separating and asynchronously loading those portions (via Modernizr.load) but that hasn't helped either...if anything it made it worse due to increasing http requests (I realize speed scores of async resources may be misleading). Researching this, it seems to be a fairly common issue but I haven't found an explanation/solution. I don't think it is a MIME-type issue, I have quadruple checked (and thrice edited) my .htaccess files. My hosting company said they run Apache 2.2.22 and I have looked at everything I can find. What gives?

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  • Mobile CPU vs. Ultra-low CPU: performance

    - by Mike
    I'm choosing a new laptop and one of the questions is a type of CPU — mobile or ultra-low voltage. If to be more precise, I'm torn between two models of Intel Core i5 — i5-2410M and i5-3317U. Here is a comparison table. According to official specs the first-one has 2.3 GHz clock speed, while the second-one has only 1.7 GHz, that's about 25% difference. Is it really important parameter and which CPU is more preferable for a laptop for development, media and internet purposes?

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  • Low Power Speed Monitoring

    - by user555584
    I am aware of speed detection via gps, however as a background app, I am concerned about high power drain. I am looking to detect speed, say over 5mph, but it does not have to be accurate, say like a speedometer. Is there a low power way to detect if the phone is in motion, say by triangulation, or tracking tower strength and new/recently lost towers? I have an app design that is dependent on running in the background upon launch and knowing if the phone is in a car or not. Thanks!

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  • Can I add a gigabit switch to my D-Link WiFi router for gigabit networking? [migrated]

    - by Elmer
    I currently have a D-Link DIR-628 router in my home network that I use for wifi and local networking. However, I am looking to upgrade to a gigabit network as the data transfer speed between my network devices is too slow since the router only supports 10/100. Can I simply add a small gigabit switch (like the Netgear GS105) to the router and connect all local network devices to the gigabit switch ports instead of the router's ports or do I need to replace the entire router to a gigabit router?

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  • The speed of .NET in numerical computing

    - by Yin Zhu
    In my experience, .net is 2 to 3 times slower than native code. (I implemented L-BFGS for multivariate optimization). I have traced the ads on stackoverflow to http://www.centerspace.net/products/ the speed is really amazing, the speed is close to native code. How can they do that? They said that: Q. Is NMath "pure" .NET? A. The answer depends somewhat on your definition of "pure .NET". NMath is written in C#, plus a small Managed C++ layer. For better performance of basic linear algebra operations, however, NMath does rely on the native Intel Math Kernel Library (included with NMath). But there are no COM components, no DLLs--just .NET assemblies. Also, all memory allocated in the Managed C++ layer and used by native code is allocated from the managed heap. Can someone explain more to me? Thanks!

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  • How to throttle your own internet connection?

    - by darkAsPitch
    I am writing a website and want to test it's speed on slower internet connections. I have the unfortunate first world problem of downloading at 100mbps, how can I throttle my own computer's internet connection to 56kbps or 5mbps to give myself an idea of how my users might be downloading my website? EDIT: I am using Windows primarily but also have an ubuntu laptop if the answer is linux oriented.

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  • Practically expected transfer rates for sdhc class 6

    - by bobobobo
    I went and bought an expensive SanDisk Extreme III SDHC 8GB class 6 chip. However when I dump data from the card to the machine via USB 2.0 cable, its only getting 5.0 MB/second maximum according to Windows 7 disk explorer. It still can take up to 20 minutes to dump the card when its near full. This is so far below the rated 20MB/s transfer speed I can't believe it. Is this normal or might I have a defective chip?

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