Archive for the ‘Computers’ Category

New Monitors

Sunday, October 25th, 2009

Monitor prices have gone down considerably, since the time I bought my 24″ monitor. I’m still going to mount my current monitors on the walls and my TV as well. The monitors will be near eye level when sitting down and the TV will be above it. I’m not going to buy a new TV for the “office” room.

I’m going to budget around $700 on what hopefully should be two 27″ or 28″ LCD monitors. Well, I could always replace my 22″ with a 24″ for $200 and then spend $100 to mount the two 24″ monitors. It isn’t like 24″ is is small or anything, I just like big and given how much I can do with a 24″ monitor, I can only imagine I can see more with a 28″ monitor.

My long term (5+ years) goal is still to have OLED monitors and possibly a OLED TV. My short term will be to buy another 24″, replace my 22″ and mount both on the wall, then wait for OLED monitors to be mass produced. I also have to wait for the price to come down, because I’m not going to spend over a $1000 on a single monitor that will only be 19″.

The advantage, I believe with OLED monitors is that with the lightweight and thinness, I should just be able to “hang” the monitor on the wall and not mount. So ultimately, the short term goal is going to end up costing me more, because I’ll obsolete the mounting equipment after 5 to 7 years. Or, I think I could hopefully still use them and just hang the OLED monitors on them instead.

I have a year and a half before I can make the decision. By this time, OLED monitors should be already out and the prices known. At that point, it starts the countdown for a cheap and reliable OLED monitor for those who don’t have a lot or don’t wish to spend a lot of money. Well, the year 2012 will be creeping closer, so that will at least give some perspective on the prices.

Well, actually, I’m going to buy the mounting equipment within another month or two and mount the 22″ and 24″ monitors, but spaced out far enough to allow for 27″ monitors. I just need a drill and stud finder, then I need to buy the mounts.

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Netbooks and Hack-n-Tosh

Friday, June 26th, 2009

I’m thinking of buying a Netbook and putting Hack-n-Tosh on it to try out Mac OS X. I don’t have any aversion against it. It just seems that a lot of the users are fanboys who would fight to the death to defend it. In which case, the misinformation or distortion of Microsoft Windows.

I really, really hate defending something that I don’t feel anything about. I use Microsoft Windows, because it is easy to use, and when I was a gamer was a requirement for playing those games. The problem is that as I moved away from being a gamer, my choice of operating systems was no longer locked in. Alas, given the advancement of virtual machines, it is completely possible to run Windows on Mac OS X and have it not suck.

Well, my choice would be running different OS on a hypervisor and have them run all the time and just switch back and forth depending on what I need to do. If I want to play a game or use an application that only runs on Windows or better on Windows, then I want to use Windows. If I want to use rsync, program, or whatever, then I want to be able to use Mac OS X or Ubuntu. The problem I have with Linux is that it has issues with Audio and a few other problems.

Therefore, well, Mac OS X would be great, if you have the correct hardware to run it. That is right. You have to have the correct hardware to run it. The reason why Mac OS X doesn’t have hardware compatibility problems is that you don’t have hardware compatibility problems when you make and choose the hardware supported in your OS. Microsoft Windows has to support and does support far more hardware than Mac OS X has to. It seems that people ignore certain facts when it is inconvenient and yet point it out on another platform as a valid complaint.

What I really care about is productivity and I like the small form factor of netbooks and the cheap price. I do want to try out Mac OS X, but I don’t want to pay the higher costs. I will probably buy an actual Powerbook at some point. I like the 24″ iMac form. Really clean, computer components are built-in, and has some neat features. Unbelievable, I liked that it stayed on during an power outage, while all of the PCs powered down. That is really quite impressive.

Actually, it will be a while before I can buy a netbook and well, my plans to build another PC or server will have to wait another year or two. I do plan on upgrading my current PCs RAM to 8GB and buying Windows 7 Professional. To be honest, I’m liking Windows 7, so far, but I made a promise to not hate on Mac OS X until I’ve tried it for a few months or years.

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Linux Has No Hope Overtaking Windows

Saturday, May 23rd, 2009

Linux is for die-hards. It is plain and simple.

Linux is still not simple enough for the average user who needs shit to just work. Don’t need to be in the middle of recording something and the sound crap out or playing music and it not work on their $30 to $150 device they just brought. There are some of us who will take the time, the hours to get it working, but even we are going to have our limits.

In the coming years, Linux will hopefully become easier as it always has and I believe the distributions are becoming smaller enough to focus on one or the other. I mean, when I last tried Linux RedHat distribution 5 or 6 years ago, I knew enough to get around, but not enough to really do anything useful (setup Wine? Nope. Was it worth setting up Wine? Probably not.)

I discovered the problem with forking projects and have several versions. The fact that Microsoft is one company and Apple is one company doesn’t seem to appear to make any amount of sense. For example, if you took everyone that was doing the ALSA drivers, the Pulse Drivers, the OSS drivers, etc and like, I don’t know, developed a single driver based off of one of those, then you might just have something that works and works consistency with majority of devices and in VM.

Another fact is that you have really two big Windowing Shells: KDE and Gnome. You will notice that Windows and Mac OS X only has one for their distributions. Which is the best one? You also have various smaller compact ones that will most likely force you to do more work, but will be compact, lightweight, and crash less frequently (not that the others crash frequently, just that it will be more stable).

Just think about if the developers put their heads together on just one and made one awesome! It would be one that developers building applications for would have to support. They wouldn’t have to choose between the QT or the Gnome API. I wouldn’t be using KDE or Gnome and wishing that I could use an application that works on the other.

I want stuff that just works and for the most part, Linux just work fine for what I’m doing right now. That is, if I don’t want to really do anything with sound or like test my graphics card. I’m not sure if I could go back to Windows, except for the 64-bit versions with 8GB of RAM. I think the problem is that with Windows, I’m constantly using more swap file than I need to use and on Linux, I’m barely using any. On Linux, I’ll need to use upwards to all my RAM before the swap is used. If I tried to do that on Windows, my system will run at a crawl as it tried to push the majority of my RAM usage to the page file.

I don’t know about you, but I get real irritated when I have 3.2GB and I’m using 2GB swap file and 1GB of actual RAM. So, I think I might go for the MacOS and run Windows in a VM. I believe Linux will eventually do what I want it in another 3 or 4 years, but by then, I might learn about a setting for Windows to not use the page file as much and it would be decent to use.

Well, that said, I won’t be buying a Mac, I’ll be building one. Also, it won’t be for another few months, I might need to buy specific parts for it. Actually, I could probably get away with having a PC for development and building a PC using Windows for Games and other Windows applications.

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ApacheLounge.com Is No More… And it is Back

Thursday, October 23rd, 2008

ApacheLounge.com does not seem to be up any more. The site has been, at least to me a great boon for administration of the web servers I work with that run Windows. It is a lot easier to just download and grab the compiled versions than it is to have to compile them and test them. I’m not at the point where I trust applications I compiled on one Windows system to work correctly on another.

I think I’m at the point however, where I’m more comfortable with doing it that way. I can compile Apache and all of the modules I need on my system. The reason I don’t like using the official releases from apache.org is PHP. For a while running mod_php with Apache was causing the server to malfunction. Switching over to ApacheLounge.com Apache + FastCgi (mod_fcgi) with PHP has fixed it.

The server used to slope up and then cliff down, and repeat this process until it crashed and stopped working. After the switch to FastCGI, the server is a flat line for weeks. Well, after a restart it will creep up there, but for the most part it no longer slopes like a steep hill.

I do hope that the site comes back up or at least it will give me a reason to create my own automated solution to the site.

Updated: ApacheLounge.com has transitioned over to new owners and is back up! (See comments below) Sweetness!

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Mecha Asylum Design Document

Thursday, August 28th, 2008

The current game is a little convoluted and broken, which means it is unplayable until I rewrite it. I’m going to focus on a minimal feature set for the next version to get the game playable and improve the quality of the features. By keeping a small feature set, I can know ahead what features I should complete and how long each feature will take. Also I’ll know when I’m finished with the project.

This time I’m not going to open the game until I’m completely finished and the game works after testing and acceptance test cases are completed. In order to improve the quality, a lot more testing is going to be done for this game and all of the games I make in the future. It will take longer, but focusing on improving the quality before players bring it up should improve the reputation of the games.

Story

The main setting and story line will change. The game will take place on an alien planet, the soldiers from different fractions crash landed and need to rebuild their fleet to get home. The other fractions aren’t going to make it easy for the others. The players will need to regroup, rebuild, and fight off the enemy to escape the planet and head back home.

Focus Points

The focus points will be territory, soldiers, research, and buildings. These will be tied together and balanced, so that the meek aren’t completely overrun by the strong. There will also be time limits and the success condition will happen over several months.

I want the game to last long enough to where new players that joined late can learn the game, group with people and appreciate the game long enough to where when the next game comes along they can just jump in and start as soon as possible. They might not win, but they’ll have the opportunity soon. I also don’t want the game to be over soon enough to where none of the players had enough time to accomplish the objectives and enjoy the game.

Territory

Research items used to escape the planet will appear at different locations. Only when the fraction has captured the research item can the item eventually be used to escape. This will mean that a grid based system will need to be used in order to coordinate where the research items and what land the fractions hold.

The Grid structure of the game will limit the amount of land the players will be able to fight over and hopefully should limit the amount of players are in the game. I believe I’m going to have a main grid that covers the planet, sort of like latitude and longitude. Then sub grid coordinates with those and so on. The containers will be big enough to hold the player and a number of buildings.

This will mean that one piece of land is actually an square acre or larger depending on the amount of buildings I finally allow. Actually, I think I’m going to do it in sq. miles and sq. kilometers.

This should allow for quick access to where players are currently and I won’t actually have to populate the entire planet with coordinates. By calculating the distance, I can figure out how long it will take for one player to attack another. At the most, since the database table could grow to be very large, or at least the coordinate table with many rows. It won’t take that much space since the most the table will have is numeric values with one of those pointing to the player which holds that piece of territory.

There will also be mining to harvest precious materials in order to pay for mecha suits, buildings, and research. The amount of mines will only be preset for the initial land of each player. Captured land will be randomly generated and will remain until the game cycle is complete.

When the land is destroyed only the buildings on that land will be destroyed or captured.

Soldiers

The mecha suits from the previous game will be used in this game as well. The mecha suits will gain attributes that will be able to be extended, so that balancing can happen quickly. Since there are only going to be five mecha types, the base attributes might be hard coded with the modifiers held in the database.

The mecha suits will be built from buildings, and require men that will also grow depending on the amount of food, research, and housing. Housing is another type of building that can be constructed.

The different suits have different capabilities that allow for different maneuvering, strengths and weaknesses. Some of the land types will not be able to bring down the flying types, no land to air missiles. The strength and weakness ratio will be dealt with the Rock-Paper-Scissors usage. This will improve the balance and prevent one player from building one type to rule all. That said, there is still one type that is all powerful, but will be extremely expensive.

The attributes will be about four or five to start out, but I can envision that future versions having more. The difficulty is that the more attributes the harder it is to balance the game. I don’t think more than 10 will ever be used, but that will decide upon later and depending on the game play.

There will also be a mechanical device that will spy, thief, and capture land/buildings. This device, called a probe, will not have any attack capabilities, but will have other purpose during the game to help find the main research items.

A transporter aircraft will be used for land based mecha suits, this will be automatic and can not be built or researched.

Research

Research will be very important and I will build a tree much like the grid idea. The Research will have dependencies, amount of time to complete, and materials. I’ll create the tree after the component is completed and think of what will go into the tree after it is complete.

The feature seems to be easy to create, but it will be difficult and time consuming thinking of all of the research items.

Buildings

There will be different types of buildings for different purposes. The list below has them all:

  1. Housing

    Used for the amount of men will be available. Housing will be needed and when these are destroyed, then the available mecha suits can not be used beyond the amount of men available. Will also double as food suppliers, because there won’t be a food building type.

  2. Mecha Manufacturing / Improvements

    Builds the mecha suits. I’m undecided, if one building will build one mecha suit, or if the building can be queued to build all suits for one type at at time. I’m going with the former, but the latter will allow for greater flexibility.

  3. Research

    These types of buildings will be required for research, there will be different research buildings. There will also be one main building for improving the research speed and level.

There will not be much macro-managing with the buildings, so besides the research buildings, there won’t be many buildings to develop items. I could create buildings for developing weapons and armor, but I think that should be automatic and improved by researching.

Some of the buildings will have research and other building dependencies before they can developed. So for example, Advanced Armor Manufacture building, might require Advanced Armor Research II and Basic Armor Manufacture building. In this example, doing so will allow for the player to research Advanced Armor Research III.

In this way, the buildings will use the Research Tree module and just pull out a type to create the distinction between buildings and research fields.

New Player Protection

The game will employ “New Player Protection” to keep stronger players from attacking new players. This will be based on the strength of the player and as long as the player doesn’t attack anyone else. This should allow for new players to grow and learn the game without being harassed by other stronger players.

When the player has graduated from this status, there will be ranges for attacking. This is only in the event that the game reaches enough players that each range has enough players within it. I’m going to try to develop the ranges to where it is dynamic and allows for recalculating the ranges based on growth and the amount of players.

Game Cycles

The game cycles will continue until all of the research items are collected and a single fraction has collected all of the pieces needed. The research items will not exist all at the start of the game. I want to allow the game to continue for at least two or three months before all of the needed items are available.

There will be more than one research item available of the most basic items, which will be available at the start of the game. Other ones will become increasingly rare as the game goes on. The first couple of cycles will probably require that the research items be “dropped” near the territories of the players, so that they can be found within the five or six month hard limit, where the game will automatically recycle whether or not anyone “won.”

Collecting all of the research items is the win condition and required of the players to track the components down. This will force players to try to collect as much territory as possible.

Possible Modules

Modules are game components, which can hopefully be used on other games. If developed correctly, these modules below can be used in future and past projects. They will be developed separated and updated on all of the games, since they aren’t tied to any single game code.

The games will be developed around modular components to reuse as much code as possible. Each game will have separate components that won’t or can’t be used elsewhere, but as much code as possible will be transferred to the Quantum Game Library as possible.

There will be the code that will exist in QGL and the plugin code for the game engine that will use the QGL code. The code that isn’t dependent on a database will be committed to QGL and the code that does rely on the database will not be part of the QGL.

  1. Territory Grid
  2. New Player Protection
  3. Research Tree

Conclusion

Well, the game won’t be that easy to create, but it will be more simple than the previous version, which had cities and population and based income from that. I like this design document better in the sense that everything ties together in a clear fashion and the code won’t be overly difficult with AI requirements.

Actually, there won’t be any AI requirements, which automatically make the game very simple to create. I hope to have this game out in production after two months of development. After the Farm Sim is complete, Mecha Asylum will be in production.

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Waiting for Next Generation CPU Architecture

Sunday, August 17th, 2008

I was planning on building a new PC or two this Fall, but after spending as much money as I have, I’m going to not do that. Bills come first, then saving, then building new computers. I won’t have the money until I pay off my credit cards, then pay off my Federal taxes that I’ll eventually owe.

The good news is that I’ll be working on several projects, which might make some money from both ads and premium memberships. The bad news is that the projects won’t be finished until probably next year at the earliest. The even worse news is that the game projects probably won’t be making hardly any money at all for the first six months.

The cool news is that I’m going to have a lot of fun coding the projects and hopefully enter in some new paradigms along the way. They will be coded in PHP 5.3 and will be using WordPress as the core. The reason is that you can only recreate the user, registration, and administration wheel so many times before you start wasting your time doing so. If I’m going to get the games out the door as quickly as possible, I just need to focus on the game logic and design and forget about all of the extra stuff.

Back to the point. By the time I have the money, the next generation of CPU architecture will be available, and therefore I want to use that for my next few new machines. I’m looking forward to the GPU core on the CPU die and it will be interesting to see how many games develop for it. If it has the same opcodes as the Video cards, then it shouldn’t be too difficult. It will also be extremely fast.

I’ll be looking for a minimum of four cores, with one of them devoted to graphics. If that is out next year, then I’m going to build off of it. If not, then my gaming machine will have to wait another 6 months.

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Benchmarking WAMP Apache Versions against Visual Studio 2008 Apache Compile

Wednesday, July 23rd, 2008

The benchmarks are based off the tests used for the LiteSpeed Performance Comparison. I use the plain HTML and the PHP ones.

Machine Specs

  • Windows XP
  • 3.45 GB RAM
  • 2.0 Ghz Intel

WAMP Apache 2.2

  1. HTML: 692.12 requests per second
  2. PHP: 164.06

WAMP Apache 2.0.58

  1. HTML: 698.83 requests per second
  2. PHP: 235.50

Apache 2.2.9

Compiled with Visual Studio 2008. PHP used the Filter module

  1. HTML: 770.03 requests per second
  2. PHP: 268.50

Conclusions

As you can see, the build from the Visual Studio 2008 could handle almost 100 more requests per second. It was also surprising at how fast Apache 2.0.58 was compared to 2.2.

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File Server and Media Server Built Together

Sunday, July 20th, 2008

I plan on building the file server and media server together, so I can have both machines up at the same time. It will be better motivation to build the file server, since it is extremely needed. I still plan to build both in the Fall, but it just means that it will probably take until Winter to complete the machines.

After those two are finished, I’ll still have my media PC, which I can use to test both servers. I still need to build a gaming PC, but since I don’t play games that much anymore, I think the priority of that is pretty low.

I’m thinking of upgrading my current 1.6 AMD processor in the media pc to something a little bit faster. It is annoying to be working and have to idle because the PC needs to catch up.

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Picture Gallery / Video PC

Thursday, May 8th, 2008

I’ve decided the purpose for one of my PCs and what it will be used for. I’ve always wanted to have a PC, where anyone that comes over can use. I’ve had the PC for a number of years and besides just waiting for it to die or recycling it. I think it can be used to just display Pictures in a loop and Surfing the web.

Which, it is only a 1GHz processor of five years ago and I absolutely hated watching videos on it. Actually, most of the videos that I’ll have on the network won’t be able to be displayed because it would just take too much processing power.

Instead of having Pictures scatted around, I can just have a LCD monitor mounted on the Wall and hooked up to the PC. I’m not sure what the operating system will be yet. I’m thinking Linux, since I can strip it down to the absolute bare components.

I may be able to do that with Windows Vista, but the only catch there, is that the system probably won’t be able to handle it. I can’t wait until Windows 7 comes out for the MinWin to set it up. It will be this year, during the Fall.

However, if I can’t do the picture project going, then I’m just going to have it as an Internet machine for visitors, when they come over. Well, that is somewhat of a catch to that, since I’ll need to get my own place before I’ll even be able to have people come over. I think it would be totally interesting to have a video of fish floating around and play it.

It might be interesting to build a .NET application, which pulls the pictures in a loop, plays the video, and surfs the net and lock the machine down to where only those three are the only are possible.

I’m excited, because this box has been sitting around for ages and I’ve yet to have a purpose for it. I still might give it away to my sister, but I don’t think they will enjoy it as much.

I will probably hold off on buying a new case for it until I find out if it will even fit in the new case. If it does, then it will have a new case, a new operating system (I do have a legal copy of XP sitting around if it comes to that), and nothing else. It’ll be nice, because once I have the Windows Home Server up and running, the needs to have a huge hard drive in the machine is diminished.

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Future Tech: Digital Audio and Video

Tuesday, May 22nd, 2007

I updated my Television and Audio Receiver recently and was happily surprised at how tiny the connectors have become. It reminds me of the advanced of Serial ATA over Parallel ATA, which shouldn’t need explanation. The former has a longer length and smaller connector than the latter. It also doesn’t need as many paths on the motherboard. Depending on the back-side Bus length you can fit more SATA connectors on a board than you can PATA. I’ve found a board with 10 SATA connectors! Try founding a consumer PATA board with 5 PATA connectors. Not going to happen.

I thought the same occurrence will eventually happen for TVs and Audio Receivers and Entertainment Systems. The old RCA connectors take a lot of space, because most of the time you need two for audio to get decent sound (sending left in one and right in the other). Same with video, to get better quality, you need three RCA wires. With Digital, you only need one for either both audio and video or one for audio and one for video. I’m certain you can fit more HDMI inputs on a TV than you can component and I’m sure you can instead have at least twice as many digital coaxial and fiber inputs for a receiver.

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