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  • New Write Flash SSDs and more disk trays

    - by Steve Tunstall
    In case you haven't heard, the Write SSDs the ZFSSA have been updated. Much faster now for the same price. Sweet. The new write-flash SSDs have a new part number of 7105026 , so make sure you order the right ones. It's important to note that you MUST be on code level 2011.1.4.0 or higher to use these. They have increased in IOPS from 6,000 to 11,000, and increased throughput from 200MB/s to 350MB/s.    Also, you can now add six SAS HBAs (up from 4) to the 7420, allowing one to have three SAS channels with 12 disk trays each, for a new total of 36 disk trays. With 3TB drives, that's 2.5 Petabytes. Is that enough for you? Make sure you add new cards to the correct slots. I've talked about this before, but here is the handy-dandy matrix again so you don't have to go find it. Remember the rules: You can have 6 of any one kind of card (like six 10GigE cards), but you only really get 8 slots, since you have two SAS cards no matter what. If you want more than 12 disk trays, you need two more SAS cards, so think about expansion later, too. In fact, if you are going to have two different speeds of drives, in other words you want to mix 15K speed and 7,200 speed drives in the same system, I would highly recommend two different SAS channels. So I would want four SAS cards in that system, no matter how many trays you have. 

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  • What's the best way to move cars along roads

    - by David Thielen
    I am implementing car movement game (sort-of like Locomotion). So 60 times a second I have to advance the movement of each car. The problem is I have to look ahead to see if there is a slower car, stop sign, or red light ahead. And then slow down appropiately. I also want to have the cars take time to go from stopped to full speed and again to slow down. I'm not implementing full-blown physics, but just a tick by tick speed up/slow down as that provides most of the realism to match what people expect to see. The best I've come up with is to walk out the full distance the car would travel of it was slowing to a stop and see if anywhere along that path it needed to slow down or stop. And then move it forward appropiately. I am moving the cars 60 times a second so I need this to be fast. And walking out that whole path each tick strikes me as processor intensive. What's the best way to do this?

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  • How can I run and jump at the same time?

    - by Jan
    I'm having some trouble with the game I started. http://testing.fyrastudio.com/lab/tweetOlympics/v0.002/ The thing is that i have an athlete running and he must jump at the same time. A race with obstacles. I have him running (with pressing the letter Q repeateadly). I also have him jumping (with letter P) But the thing is that when he runs and jumps at the same time, he seems to be jumping at the same place, instead of going forward with the jump... any ideas how can I fix this?? This is the code I'm using for running and jumping on a continuos loop. //if accelearing and the last time that he accelerated was less than X seconds ago, hes running an accelaring if (athlete.accelerating && timeCurrent - athlete.last_acceleration > athlete.delay_acceleration) { athlete.accelerating = false; athlete.last_acceleration = timeCurrent; athlete.running = true; } if (!athlete.accelerating && timeCurrent - athlete.last_acceleration > athlete.delay_acceleration) { athlete.decelerating = true; } if(athlete.decelerating && timeCurrent - athlete.last_deceleration > athlete.delay_deceleration){ if(athlete.speed >= 1){ //athlete starts to decelarate athlete.last_deceleration = timeCurrent; athlete.decelerate(); }else { athlete.running = false; } } if (athlete.running) { athlete.position += athlete.speed; } if (athlete.jumping) { if (athlete.jump_height < 1) { athlete.jump_height = 1; }else { if (athlete.jump_height >= athlete.jump_max_height) { athlete.jump_height = athlete.jump_max_height; athlete.jumping = false; }else { athlete.jump_height = athlete.jump_height * athlete.jump_speed; } } } if (!athlete.jumping) { if(athlete.jump_height > 1){ athlete.jump_height = athlete.jump_height * 0.9; }else { athlete.jump_height = 1; } } athlete.scaleX = athlete.scaleY = athlete.jump_height; athlete.x = athlete.position; Thanks!

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  • Animating sprites in HTML5 canvas

    - by fnx
    I'm creating a 2D platformer game with HTML5 canvas and javascript. I'm having a bit of a struggle with animations. Currently I animate by getting preloaded images from an array, and the code is really simple, in player.update() I call a function that does this: var animLength = this.animations[id].length; this.counter++; this.counter %= 3; if (this.counter == 2) this.spriteCounter++; this.spriteCounter %= animLength; return this.animations[id][this.spriteCounter]; There are a couple of problems with this one: When the player does 2 actions that require animating at the same time, animation speed doubles. Apparently this.counter++ is working twice at the same time. I imagine that if I start animating multiple sprites with this, the animation speed will multiply by the amount of sprites. Other issue is that I couldn't make the animation run only once instead of looping while key is held down. Someone told me that I should create a function Animation(animation id, isLooped boolean) and the use something like player.sprite = new Animation("explode", false) but I don't know how to make it work. Yes I'm a noob... :)

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  • Realistic Jumping

    - by Seth Taddiken
    I want to make the jumping that my character does more realistic. This is what I've tried so far but it doesn't seem very realistic when the player jumps. I want it to jump up at a certain speed then slow down as it gets to the top then eventually stopping (for about one frame) and then slowly going back down but going faster and faster as it goes back down. I've been trying to make the speed at which the player jumps up slow down by one each frame then become negative and go down faster... but it doesn't work very well public bool isPlayerDown = true; public bool maxJumpLimit = false; public bool gravityReality = false; public bool leftWall = false; public bool rightWall = false; public float x = 76f; public float y = 405f; if (Keyboard.GetState().IsKeyDown(up) && this.isPlayerDown == true && this.y <= 405f) { this.isPlayerDown = false; } if (this.isPlayerDown == false && this.maxJumpLimit == false) { this.y = this.y - 6; } if (this.y <= 200) { this.maxJumpLimit = true; } if (this.isPlayerDown == true) { this.y = 405f; this.isPlayerDown = true; this.maxJumpLimit = false; } if (this.gravityReality == true) { this.y = this.y + 2f; this.gravityReality = false; } if (this.maxJumpLimit == true) { this.y = this.y + 2f; this.gravityReality = true; } if (this.y > 405f) { this.isPlayerDown = true; }

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  • TechEd 2012: Fast SQL Server

    - by Tim Murphy
    While I spend a certain amount of my time creating databases (coding around SQL Server and setup a server when I have to) it isn’t my bread and butter.  Since I have run into a number of time that SQL Server needed to be tuned I figured I would step out of my comfort zone and see what I can learn. Brent Ozar packed a mountain of information into his session on making SQL Server faster.  I’m not sure how he found time to hit all of his points since he was allowing the audience abuse him on Twitter instead of asking questions, but he managed it.  I also questioned his sanity since he appeared to be using a fruit laptop. He had my attention though when he stated that he had given up on telling people to not use “select *”. He posited that it could be fixed with hardware by caching the data in memory.  He continued by cautioning that having too many indexes could defeat this approach.  His logic was sound if not always practical, but it was a good place to start when determining the trade-offs you need to balance.  He was moving pretty fast, but I believe he was prescribing this solution predominately for OLTP database prior to moving on to data warehouse solutions. Much of the advice he gave for data warehouses is contained in the Microsoft Fast Track guidance so I won’t rehash it here.  To summarize the solution seems to be the proper balance memory, disk access speed and the speed of the pipes that get the data from storage to the CPU.  It appears to be sound guidance and the session gave enough information that going forward we should be able to find the details needed easily.  Just what the doctor ordered. del.icio.us Tags: SQL Server,TechEd,TechEd 2012,Database,Performance Tuning

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  • How can I make smoother upwards/downwards controls in pygame?

    - by Zolani13
    This is a loop I use to interpret key events in a python game. # Event Loop for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_a: my_speed = -10; if event.key == pygame.K_d: my_speed = 10; if event.type == pygame.KEYUP: if event.key == pygame.K_a: my_speed = 0; if event.key == pygame.K_d: my_speed = 0; The 'A' key represents up, while the 'D' key represents down. I use this loop within a larger drawing loop, that moves the sprite using this: Paddle1.rect.y += my_speed; I'm just making a simple pong game (as my first real code/non-gamemaker game) but there's a problem between moving upwards <= downwards. Essentially, if I hold a button upwards (or downwards), and then press downwards (or upwards), now holding both buttons, the direction will change, which is a good thing. But if I then release the upward button, then the sprite will stop. It won't continue in the direction of my second input. This kind of key pressing is actually common with WASD users, when changing directions quickly. Few people remember to let go of the first button before pressing the second. But my program doesn't accommodate the habit. I think I understand the reason, which is that when I let go of my first key, the KEYUP event still triggers, setting the speed to 0. I need to make sure that if a key is released, it only sets the speed to 0 if another key isn't being pressed. But the interpreter will only go through one event at a time, I think, so I can't check if a key has been pressed if it's only interpreting the commands for a released key. This is my dilemma. I want set the key controls so that a player doesn't have to press one button at a time to move upwards <= downwards, making it smoother. How can I do that?

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  • Whats a good host for an active vBulletin site?

    - by Kyle
    I've been switching hosts using a VPS each time and I'm just really not sure I'm finding the right VPS's. I've used a VPS from burst.net & rubyringtech and I just feel like it's slowly killing my site because of the slow speed. I really don't know if it's the network or the VPS itself but I really wish to fix this. When I TOP into the VPS peak times it shows this: top - 03:18:56 up 16:33, 1 user, load average: 1.33, 1.40, 1.33 Tasks: 30 total, 1 running, 29 sleeping, 0 stopped, 0 zombie Cpu(s): 27.2%us, 13.6%sy, 0.0%ni, 59.2%id, 0.0%wa, 0.0%hi, 0.0%si, 0.0%st Mem: 1048576k total, 679712k used, 368864k free, 0k buffers Swap: 0k total, 0k used, 0k free, 0k cached And pages take atleast a good 2-3 minutes to load. I have only like 50-60 members on the forum also. I had a shared hosting account and the forum was lightning fast.... Is a VPS a bad idea? :\ What should I do to fix this? I'm running lighttpd with xcache, and the latest mysql + php version. The server is a intel i7 2600 w/ 1gb uplink (I think the 1gb uplink is a lie because I've tested the network and the highest download speed I've seen was 20mb/s from a code.google page) All in all I've seen people talking about linode. Should I try them? I honestly don't need a dedicated server yet it's only 50-70 members online. What should I do? I really want a VPS because I enjoy root access. Does anyone have any suggestions?

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  • Why is my USB data transfer so slow?

    - by Dave M G
    Whenever I do any kind of file transfer using USB, whether to a USB stick, or with my Android phone, or anything else, it is ridiculously slow. It says 59.8 KB/sec, which would be an awesome speed if this were 1991 and I was using a modem to dial up to my local BBS. Surely USB technology is better than that...? 37 seconds to move less data than the equivelent of 1 MP3 file? Also, regardless of what it says about speed and time, the reality is much, much slower. I routinely see it say something like "37 seconds left" and have to wait for minutes. Sometimes, if I want to move large amounts of files, it can say it will take 8 hours or more. Is this normal? My computer may not be the most awesome on the market, and about a year old, but it's an i5 with 4GB RAM and modern components, so surely this isn't the hardware's fault. What can I do to get better USB data transfer performance? Also, I did look at this question, but my newbie eyes don't see anything that look like an actual solution, just a lot of discussion about what transfer rates could or should be. Update: As requested in the comments, I've generated a whole bunch of output from the command line, and put it on Ubuntu Pastebin. Please see it here.

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  • Predictive firing (in a tile-based game)

    - by n00bster
    I have a (turn-based) tile-based game, in which you can shoot at entities. You can move around with mouse and keyboard, it's all tile-based, except that bullets move "freely". I've got it all working just fine except that when I move, and the creatures shoot towards the player, they shoot towards the previous tiles.. resulting in ugly looking "miss hits" or lag. I think I need to implement some kind of predictive firing based on the bullet speed and the distance, but I don't quite know how to implement such a thing... Here's a simplified snip of my firing code. class Weapon { public void fire(int x, int y) { ... ... ... Creature owner = getOwner(); Tile targetTile = Zone.getTileAt(x, y); float dist = Vector.distance(owner.getCenterPosition(), targetTile.getCenterPosition()); Bullet b = new Bullet(); b.setPosition(owner.getCenterPosition()); // Take dist into account in the duration to get constant speed regardless of distance float duration = dist / 600f; // Moves the bullet to the centre of the target tile in the given amount of time (in seconds) b.moveTo(targetTile.getCenterPosition(), duration); // This is what I'm after // Vector v = predict the position // b.moveTo(v, duration); Zone.add(bullet); // Now the bullet gets "ticked" and moveTo will be implemented } } Movement of creatures is as simple as setting the position variable. If you need more information, just ask.

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  • what's wrong with my lookAt and move forward code?

    - by alaslipknot
    so am still in the process of getting familiar with libGdx and one of the fun things i love to do is to make basics method for reusability on future projects, and for now am stacked on getting a Sprite rotate toward target (vector2) and then move forward based on that rotation the code am using is this : // set angle public void lookAt(Vector2 target) { float angle = (float) Math.atan2(target.y - this.position.y, target.x - this.position.x); angle = (float) (angle * (180 / Math.PI)); setAngle(angle); } // move forward public void moveForward() { this.position.x += Math.cos(getAngle())*this.speed; this.position.y += Math.sin(getAngle())*this.speed; } and this is my render method : @Override public void render(float delta) { // TODO Auto-generated method stub Gdx.gl.glClearColor(0, 0, 0.0f, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // groupUpdate(); Vector3 mousePos = new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0); camera.unproject(mousePos); ball.lookAt(new Vector2(mousePos.x, mousePos.y)); // if (Gdx.input.isTouched()) { ball.moveForward(); } batch.begin(); batch.draw(ball.getSprite(), ball.getPos().x, ball.getPos().y, ball .getSprite().getOriginX(), ball.getSprite().getOriginY(), ball .getSprite().getWidth(), ball.getSprite().getHeight(), .5f, .5f, ball.getAngle()); batch.end(); } the goal is to make the ball always look at the mouse cursor, and then move forward when i click, am also using this camera : // create the camera and the SpriteBatch camera = new OrthographicCamera(); camera.setToOrtho(false, 800, 480); aaaand the result was so creepy lol Thank you

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  • Scaling sprite velocity / co-ordinatesin Android

    - by user22241
    I'm trying to find the answer to a question that I've had for a long time, but am having trouble finding it! I hope someone can help :-) I'm trying to find information on how to scale sprite velocity / movement / co-ordinates. What I mean by this is how do I get a sprite to move at the same speed relative to the screen size / DPI so that it takes the same amount of real-time to get from one side of the screen to the other? All of the posts pertaining to sprite scaling that I can find on the various forums relate to the size of the sprite, but this part of it I'm OK with so far, it's just that when I move a sprite, it kind of gets there at different speed depending on the dpi / resolution of the device. I hope I'm making sense. This is the code I have so far, instead of using explicit amounts, like 1, I'm using something like the following: platSpeedFloat= (1 * (dpi/160)); //Use '1' so on an MDPI screen, the sprite will move by 1 physical pixel Then basically what I'm doing is something like this: (all varialble previously declared) platSpeedSave+=platSpeedFloat; //Add the platSpeedFloat value to the current platSpeedSave value platSpeed=(int) platSpeedSave; //Cast to int so it can be checked in the following statement if (platSpeed==platSpeedSave) //Check the casted int value to float value stored previoiusly {floorY=floorY-platSpeed; //If they match then change the Y value platSpeedSave=0;} //Reset Would be grateful if someone could assists - hope I'm making sense. The above doesn't seems to work the sprite moves 'faster' on lower DPI screens. Thanks

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  • Monday at Oracle OpenWorld 2012 - Must See Session: “Using the Right Tools, Techniques, and Technologies for Integration Projects”

    - by Lionel Dubreuil
    Don’t miss this “CON8669 - Using the Right Tools, Techniques, and Technologies for Integration Projects“ session with Timothy Hall - Sr. Director, Oracle: Date: Monday, Oct 1, Time: 3:15 PM - 4:15 PM Location: Moscone South - 308 Every integration project brings its own unique set of challenges. There are many tools and techniques to choose from. How do you ensure that you have a means of consistently and repeatedly making decisions about which tools, techniques, and technologies are used? In working with many customers around the globe, Oracle has developed a set of criteria to help evaluate a variety of common integration questions. This session explores these criteria and how they have been further organized into decision trees that offer a repeatable means for ensuring that project teams are given the same guidance from project to project. Using these techniques, the presentation shows how you can reduce risk and speed productivity for your projects Objectives for this session are to: Discuss common questions that arise at the start of integration projects Review various decision criteria and approaches for getting to a consistent set of answers Explore how these techniques can be used to reduce risk and speed productivity Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Calibri","sans-serif";}

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  • colliding btRigidBody objects behave strangely when moving slowly

    - by Piku
    I'm trying to use Bullet Physics in my iOS game. The engine appears to be correctly compiled in that the demos work fine. In my game I have the player's ship and some enemy ships. They're defined as btRigidBody objects and btCollisionObjects and I'm using btSphereShapes for collision. At 'fast' speeds, collisions appear to happen sensibly - things collide and nothing goes 'weird'. If the speeds are very slow though and the player's ship touches a non-moving object the collision happens, but then the player's ship moves at incredible speed over the next few frames and appears a long distance from where it collided - completely out of proportion to the speed it was moving before impact. To move the things around I'm using setLinearVelocity() each frame, ticking the physics engine, then using getMotionState() to update the rendering code I have. Part of the issue might be I don't quite understand how to set the correct mass or what the best speeds are to use for anything. I'm mostly sticking numbers in and seeing what happens. Should I be using Bullet in this way, and are there any guidelines for deciding on the mass of objects? (am I right in assuming that in collisions heavier objects will force lighter objects to move more)

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  • Enable VRFY verb in Exchange 2007

    - by m0sa
    Is there a way to enable the VRFY command on the Exchange server. I know this command is a security risk, but the server sits behind a firewall, and is not accessible from the internet. I would just use it as a in-box. The mail traffic would be forwarded from my home coded SMTP server, which would check for the existence of the exchange mailbox with the VRFY command. I only found this on the internet, but this is only for legacy versions of Exhange.

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  • Safari can’t establish a secure connection to the server

    - by Haris
    I am using Mac OS X 10.5.8 behind a company firewall and have proxy settings and username / password through which I can connect to internet. The internet is working as I am posting this question through it, but if I try to open Facebook or Gmail the following message appears: Safari can’t open the page “https://www.google.com/accounts/ServiceLogin?[..]” because Safari can’t establish a secure connection to the server “www.google.com” What could be wrong?

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  • Using (Squid) Caching Proxy with (HideMyAss) OpenVPN VPN

    - by wajed
    I've set up Squid proxy, and I confirmed it's working on my PC. Note: To be able to use the Internet with better speed, I have to forward to another parent proxy (my university's proxy). Now I'm using HideMyAss VPN (OpenVPN protocol), but without the squid, since I don't know how to configure them to work correctly. Note: I'm using the university's proxy in HideMyAss VPN software so that I get good Internet connection, but if I use squid's proxy, it doesn't work.

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  • VMWare Network bug in multiple VMWare Workstation versions if using a hardcoded IP address

    - by onyxruby
    I'm having a very tricky problem with some of my VM sessions being unable to reach the Internet or even ping the gateway. I have just set up a new VM Workstation (7) on a W2K8 64bit server (I'll be converting to ESXI 4 once I can find a decent book on it, so for the meanwhile I use workstation). I have imported a number of VM's and setup some new ones on the server.In short the problem with some of the VM's being unable to reach the Internet is that they can't reach the gateway. I've looking at a number of things and can pretty safely rule out the following: Switch, Router, DHCP Server, DNS, Client IP configuration, Routes and typos. The problem is that some of the new clients cannot reach the gateway if their IP address is hardcoded, they can't even ping it by IP address. That rules out DNS and DHCP. Now, if I allow them to get their IP address by DHCP they can reach the gateway and Internet without issue. The interesting thing on this, is that this behavior occurs even if I leave the DNS information hardcoded under TCP/IP settings. It doesn't work unless the IP and gateway are handed out by DHCP even though the same information IP info is being used by the host. Fundamentally from the standpoint of the clients, they are trying to reach the exact same gateway using the exact same IP information regardless of whether they are hardcoded or assigned by DHCP. Here's an example of one client. IP Address 192.168.7.66 - Subnet Mask 255.255.255.0 - Gateway 192.168.7.254 - DNS1 192.168.7.44 - DNS2 192.168.7.254. The issue occurs across six different microsoft operating systems, Windows 7 and Windows 2008 variants all have the issue. My W2K3, XP, Vista and W98 clients all work without issue with hardcoded IP addresses. I have tried things like rearranging the DNS order, flushing DNS and so on. It's not a routing or switch issue as the clients can work just fine if they get their IP by DHCP. It's not a paramater issue as the exact same paramaters are handed out by DHCP as I plug in by hand. It's not a DNS issue as clients cant reach other clients even with IP addresses only. I have run a tracert to the gateway by IP address and it times out on the very first hop before failing on hop3 with destination host unreachable. If I get the IP address by DHCP the tracert finds the gateway (and Internet) without issue. I have read a few other posts online in forums talking about this problem randomly occuring over the years in other VM versions as well, so I suspect some kind of long standing bug. Does anyone have any ideas on this? Is it possibly a bug with Windows 7 and W2K clients under VM?

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  • How to configure Remote desktop on window server 2008 R2?

    - by Abdullah BaMusa
    I’m trying to connect over internet to my home workstation which has Windows Server 2008 R2 (Web Edition) installed from my PC at work (Windows 7 installed on it) via Remote Desktop. I configure the workstation to accept remote desktop and I can connect to it from my laptop if I’m within same Home LAN but I can’t establish the connection from my PC at work . My question is: Is possible to connect to my workstation over internet using remote desktop? Is there any step by step resource the setup this feature?

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  • How to configure Remote desktop on window server 2008 R2?

    - by Abdullah BaMusa
    I’m trying to connect over internet to my home workstation which has Windows Server 2008 R2 (Web Edition) installed from my PC at work (Windows 7 installed on it) via Remote Desktop. I configure the workstation to accept remote desktop and I can connect to it from my laptop if I’m within same Home LAN but I can’t establish the connection from my PC at work . My question is: Is possible to connect to my workstation over internet using remote desktop? Is there any step by step resource the setup this feature?

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  • How to configure Remote desktop on window server 2008 R2?

    - by Abdullah BaMusa
    I’m trying to connect over internet to my home workstation which has Windows Server 2008 R2 (Web Edition) installed from my PC at work (Windows 7 installed on it) via Remote Desktop. I configure the workstation to accept remote desktop and I can connect to it from my laptop if I’m within same Home LAN but I can’t establish the connection from my PC at work . My question is: Is possible to connect to my workstation over internet using remote desktop? Is there any step by step resource the setup this feature?

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  • HTTP Compression Proxy

    - by Praveen
    I'm looking for a HTTP compression proxy. Basically, I need a proxy to compress images and text to be transferred over a slow internet connection when accessing the web. To put it into a diagram CLIENT ---/fast local network/--- HTTP COMPRESSION PROXY ---/slow internet connection/--- WEB (e.g. Facebook, Wiki, Google) I will be using Squid for caching but from what i've it does not support HTTP compresion (gzip, deflate)

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  • config a router to act as a client and access another wireless router/network, wag120n

    - by mihai
    I currently have a WAG120N( http://www.linksysbycisco.com/EU/en/support/WAG120N) router and I would like to know if it's possible to configure it to connect to a different wireless network(WEP with no password) so I can get internet access on it and then to connect a pc to this router(WAG120N) so I can take advantage of the internet connection. Basically I think that my need is a kind of yagi antenna but as I already got this router I would like to know if I can use instead it of yagi . Thank you in advance for any answer !

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