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User: Johan+Veenstra

Johan+Veenstra's activity in the archive.

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  1. Re:Why LFS indeed? on LFS 4.0 Released · · Score: 1

    Not really that difficult, just build LFS and install the feature that you need (ftpd for example). And then remove *everything* that's not needed anymore :)

    Johan Veenstra

  2. Re:Too many todo's on LFS 4.0 Released · · Score: 1

    To follow the books you need some skills, but since you've been using Slackware, you're almost overqualified :)

    Besides some skills, the only other thing you'll need is time and patience.

    Johan Veenstra

  3. Re:Looks like they're not the only ones who can't on WorldCom Fraud Doubles · · Score: 1

    'another $3.3 billion' doesn't mean that the previous amount was exactly $3.3 billion, and it doesn't mean that there was only one previous amount.

    Johan Veenstra

  4. Re:Good luck on Transatlantic Model Airplane Flight to Begin Shortly · · Score: 1

    And how do you explain that 4 years ago a 13.2kg model make it across the pond. Seems that your logic is flawed...

    Johan Veenstra

  5. Different animal on nForce2 Preview · · Score: 1

    - The Alpha 21364 EV7 chip
    - 152M transistors
    - 1.75MB L2 cache
    - 32GB/s interconnect bandwidth (between processors)
    - 12.8GB/s of memory bandwidth

    Some tasks just need some extra oooomph.

    regards,

    Johan Veenstra

  6. Re:Linux Distros? on Software Engineering at Microsoft · · Score: 1

    If the compilers compare in speed: even the answer to this statement can vary a great deal, since gcc-3.1 is a *lot* slower in compiling than the old gcc-2.95 was.

    Still using gcc-3.1 on my duron 800, compiling a very basic basesystem (LFS) takes about 3 hours. Compiling xfree86, qt, kdelibs and kdebase takes more than 10 hours. And even then you've got a very basic kde-system.

    That said, those PIII-Xeon are way faster in compiling than any normal P3/P4/Athlons, probably because of their large cache. A P3-Xeon-400 compiles LFS faster than a P4-2000!!! So that 4-way P3-Xeon-550 should be at least something like 16 times faster than my puny duron800. With my computer it would take about a *week* to compile win2000, and even then I'm being very optimistic.

    reagrds,

    Johan Veenstra

  7. Quicksort uses more ram than bubblesort on gobeProductive 3.0 - Office XP killer? · · Score: 1

    Since when does quicksort use more memory than bubblesort. I would think that if any of the two used significantly more memory than the other it would be bubblesort.

    Johan Veenstra

  8. Re:What about software? on RMS Says Hurd Could Be Loosed in 2002 · · Score: 1

    Well you might want to check out Debian GNU/Hurd.

    Johan V.

  9. Anti-aliasing is here to stay. on Xft Hack Improves Antialiased Font Rendering · · Score: 1

    Those high-res printers you speak of, still use anti-aliasing.......

    Johan V.

  10. He could have made it a one-liner! on Xft Hack Improves Antialiased Font Rendering · · Score: 1

    I quote 'Bistromat': "and in fact there are makefile flags to compile it without hinting enabled"

    So at least one source code change was completely unnecessary.

    Johan V.

  11. Disabling hinting is NOT the way to go on Xft Hack Improves Antialiased Font Rendering · · Score: 4, Insightful

    This guy just disabled hinting and adjusted the rendering resolution to his liking.

    Without hinting, fonts will never look as good as they do on MS Windows or OS X.

    Messing with the rendering resolution to make certain fonts look a little bit better seems to be the kind of hacking a chicken without a head could do.

    This is not the ueberhack slashdot makes it out to be. This is not news.

    regards,

    Johan V.

  12. Re:Just what we need... on The Harvard Network Accessible Dartboard · · Score: 1

    Drinking and Darts don't mix? That's got to be the silliest remark about darts and alcohol I've ever heared. Playing darts without drinks, is next to impossible.

    Johan V.

  13. All I can say to this is: on Return of The Holy Grail to the Silver Screen · · Score: 1

    I bow to the master, I bow deeply. Thank you for reviving a very pleasant memory, I'm already searching for my hole grail vhs-tape.

    Johan V.

  14. Re: Actually 16 is more like it on AMD Allies with Transmeta · · Score: 1

    Since IA32 can address 36bit addresses and IA64 can address 40bit addresses.

    Johan V.

  15. Re: What, you're just kidding? on How Fast Too Slow? A Study Of Quake Pings · · Score: 1

    I made the same statements until recently (I succesfully kicked the Quakeworld habit).

    The ones who pay $50 for their fast connections, deserve an advantage.

    So I say it loud and proud:

    "Screw you high ping jerks and your wussy slow internet connections."

    ;-)

    Johan V.

  16. Re:Quake v Unreal on How Fast Too Slow? A Study Of Quake Pings · · Score: 1

    Could it be that it's because Unreal is a lot slower (I mean the characters seem to walk or jog in Unreal compared to the characters sprinting and racing in Quake)?

    Johan V.

  17. Re: have you thought of the cheating possibilities on How Fast Too Slow? A Study Of Quake Pings · · Score: 1

    Have you thought of the cheating possibilities, I guess not. Pings can very easily be faked. You don't want people running around your server who seamingly have a ping of 750ms, while in fact they have a sub 15ms ping.

    Johan V.

  18. Re: Trip around the world on How Fast Too Slow? A Study Of Quake Pings · · Score: 1

    A trip to the other side of the world and back takes about 133ms. So the lightspeed is definately a limiting factor. I've never had an OZ on my own quakeserver who wasn't complaining about my ungodly low ping (I live in Europe, Australia approximately the other side of the world for us).

    Johan V.

  19. Re:Packet Loss is far worse than High Ping on How Fast Too Slow? A Study Of Quake Pings · · Score: 1

    Packet loss is very bad indeed, because it momentarily doubles or triples (or worse) your ping. If that happens often enough, the gameplay sucks bigtime. But there no way anybody can play quake competitivly with a ping over 200ms.

    Johan V.

  20. Re: on How Fast Too Slow? A Study Of Quake Pings · · Score: 1

    You're absolutely right (at least on some points :-)

    When I started playing Q1 and Quakeworld, there weren't too many people using a fast permanent connection. Permanent connection and fast connection were two thing that went hand in hand. A fast connection ment you had an advantage over the player using a slow connection.

    But it wasn't all about pings, it had to do with the permanent prt as well. Someone with a permamant connection tends to play a lot more then someone who has to pay $1 for every hour he plays.

    People who played a LOT were the first ones to get a cable connection, just because it SAVED a lot of money (I know I saved quite a bit ;-)

    Johan V.

  21. Re:Oh man on How Fast Too Slow? A Study Of Quake Pings · · Score: 1

    That's the spirit, just leave out the '0h-he's-typing-so-let's-not-frag-him' semi-politeness, just frag the LPB. Camping is a ligitimate HPB tactic as well.

    JUST DON'T BEAT THOSE LPB'S IN DIRECT COMBAT, those kind of thing really pisses them off (at least it pisses me off).

    Johan V.

  22. The framerate argument is already settled!!!! on How Fast Too Slow? A Study Of Quake Pings · · Score: 1

    It's not the framerates that make the difference. Seeing 32 or 100 frames per second doesn't make (much) of a difference. Yes, you can see the difference, but that's just cosmetic.

    The problem is that when you see a frame, the stuff you see is old information, at 32 frames per second, it has a delay of at least 31ms, at 72 frames per second at least 10ms. The difference is 21 ms. So someone playing at 100 frames with a ping of 80ms sees things earlier than someone playing at 32 frames per second and a ping of 100ms, strange at first sight, but very much true.

    20ms difference doesn't seem much, but when two equal (decent) players play against each other, it does, especially when they both have very low (equal) pings!

    And hereby I conclude my lessons in latency,

    Johan V.

  23. Re:@home on How Fast Too Slow? A Study Of Quake Pings · · Score: 1

    I don't know if such a ping is 'usual', but I do know a stable ping is more important than an average ping that's a bit lower.

    Johan V.

  24. Re:New excuse for the lame on How Fast Too Slow? A Study Of Quake Pings · · Score: 1

    I've played quakeworld competitively for some time. I was just an average player, but when I was playing with a ping of 14ms while others were playing with more than 100ms, there were very few people who could beat me. Once you're past a certain level of skill and strategy, ping times count big time.

    Quakeworld was very playable with a ping between a 100ms and 150ms as long as the ping times were stable. The prediction algorithms did their work pretty good, but having a ping 100ms higher than an opponent of approximately the same level equaled certain death.

    Johan V. (who has finally overcome his quakeworld addiction)

  25. Re:Update from Vidomi on First Legal Test of the GPL · · Score: 1

    You can ask all the constructive input you want, but the only remaing question is the following:

    - Have you distributed the product?

    If so, you've released the program under the GPL, wether it says so in your license or not.

    If not, you have to get rid of all the GPL'd code before releasing the product, otherwise the above automatically applies.

    Why?

    - The dll clearly uses GPL'd code, and therefore is GPL'd as well.
    - Your program links to a GPL'd library, hence your program is GPL'd as well.

    have a nice day,

    Johan V.