[Opensim-dev] Proposal: Removal of the Data Framework

2009-01-26 Thread Stefan Andersson

As I understand it, we have no longer anything actually using the Data Mapper 
Framework introduced as a proposed alterantive to NHibernate a year ago.
 
I propose we now retire that piece of code. These are the projects that will be 
removed:
 
* OpenSim.Data.MySQLMapper
* OpenSim.Data.MSSQLMapper
* OpenSim.Data.Base
In OpenSim.Data, the following classes would be removed:
* OpenSimDatabaseConnector.cs
* OpenSimDataReader.cs
* OpenSimObjectFieldMapper.cs* PrimitiveBaseShapeTableMapper.cs
 
Also, the AvatarFactoryModule erroneously still references these namespaces, 
but that's a minor fix.
 
If nobody has a strong objection, I will start removing these files Feb 2 2009.
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[Opensim-dev] Regions larger then 256x256

2009-01-26 Thread Teravus Ovares
Hey all,

I've been thinking about this supposed limitation of 256x256m sized
regions because of the recent discussion on integrating GIS data with
it and I wanted to discuss all of the known limitations, mitigating
factors, and potentially some solutions to dealing with this.

Now, from what I understand, the Linden client only really knows about
256x256.   However, also, so far, the only two things that I've found
that really make use of that limitation is terrain, and maptiles.
The terrain system is designed in such a way that it makes a region
have 256x256m split into 16x16 blocks and therefore there's only space
for that. Map Blocks just assume 256x256.Mind you, the client
also seems to use it for caching the terrain and objects as well, so
it really shouldn't change whatever it is or the client will have an
issue

Now, the kicker is object positions, avatar positions, textures,
border crossings and just about everything else *doesn't care about
256x256 on the client side*.The rest of the 256x256 limitations
are in the service.

So, solutions..

Now, technically, it's possible to make a region 512x512 and have it
generate 4 maptiles and 3 'psudo regions' in the client stack..  the
psudo regions would simply be 'terrain senders' and 'terrain update'
mechanisms..   and that would work!

Any thoughts on this?

Best Regards

Teravus
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Re: [Opensim-dev] Proposal: Killing off AvatarFactory

2009-01-26 Thread Teravus Ovares
Ryan.. all about house cleaning. :)


On 1/26/09, Ryan McDougall sempu...@gmail.com wrote:
 On Mon, Jan 26, 2009 at 10:13 AM, Stefan Andersson
 ste...@tribalmedia.se wrote:
  It's kind of crazy that we have a RegionModule (AvatarFactoryModule) that
  really just look up the CommsManager AvatarService and forwards a request to
  that.
 
  I propose we either modularize the whole thing (the prefferrable thing) or
  merge the AvatarFactory module code into the IAvatarService.
 
  If nobody has objected strongly until Jan 2 2009, I will mantis this.
 
  Best regards,
  Stefan Andersson
  Tribal Media AB

 +1 to the general house-cleaning effort!

 Hiphip-hurrah!

 Cheers,
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Re: [Opensim-dev] Regions larger then 256x256

2009-01-26 Thread Dahlia Trimble
anyone ever tried creating a larger region just to see what would happen?

On Mon, Jan 26, 2009 at 12:11 AM, Teravus Ovares tera...@gmail.com wrote:

 Hey all,

 I've been thinking about this supposed limitation of 256x256m sized
 regions because of the recent discussion on integrating GIS data with
 it and I wanted to discuss all of the known limitations, mitigating
 factors, and potentially some solutions to dealing with this.

 Now, from what I understand, the Linden client only really knows about
 256x256.   However, also, so far, the only two things that I've found
 that really make use of that limitation is terrain, and maptiles.
 The terrain system is designed in such a way that it makes a region
 have 256x256m split into 16x16 blocks and therefore there's only space
 for that. Map Blocks just assume 256x256.Mind you, the client
 also seems to use it for caching the terrain and objects as well, so
 it really shouldn't change whatever it is or the client will have an
 issue

 Now, the kicker is object positions, avatar positions, textures,
 border crossings and just about everything else *doesn't care about
 256x256 on the client side*.The rest of the 256x256 limitations
 are in the service.

 So, solutions..

 Now, technically, it's possible to make a region 512x512 and have it
 generate 4 maptiles and 3 'psudo regions' in the client stack..  the
 psudo regions would simply be 'terrain senders' and 'terrain update'
 mechanisms..   and that would work!

 Any thoughts on this?

 Best Regards

 Teravus
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Re: [Opensim-dev] anon logins

2009-01-26 Thread Dr Scofield
Paul Fishwick wrote:
 People do a lot of web-browsing and perhaps anon accounts will help better
 integrate opensim with the web. Consider the following:
 
  1. Someone is browsing the web for a topic such as red wine
  2. They get to various wine distributor and vineyard web pages
  3. They find out that one of the vineyards has a hot link to a 3D space
  4. They click on it and find themselves in the opensim world for the 
 vineyard
 
 We need to find ways of making it easier, and more transparent, to go 
 between
 #2 and #4. It may be that a stepping-stone is required such as Xenki, 
 which is
 browser embedded (before launching a full-blown viewer).
 
 Anon accounts may help because it is similar to unrestricted web browsing.
 And, these accounts may ease the transition between #2 and #4, and thus
 grow the metaverse.
 

interesting thoughts. we could give anonymous guests black and white avatars :-)

i like the idea of a randomly chosen first (or last) name. we could even
integrate that with gridinfo and the rezzme URI scheme and protocol handlers: a
rezzme URI such as

rezzme://anonymous%20anonym...@vineyard.com:9000/merlot/

could obtain as part of the mandatory gridinfo retrieval from vineyard.com:9000
also obtain an anonymous user name generated by the grid and the client would
then use that as the avatar name; for example, vineyard.com's gridinfo might 
return

anonymousJoe Anonymous/anonymous

the restriction on the anonymous user class would be as specified (and they'd
get a black  white avatar :-)

cheers,
DrS/dirk

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Re: [Opensim-dev] anon logins

2009-01-26 Thread Dr Scofield
Charles Krinke wrote:
 Overweight tourist with a camera like There.com ??
 
 But, yes, that is another good question, how should we represent the
 avatar and what features should a sim allow to a guest avatar. All good
 things to consider as we evolve the Metaverse off into the future.
 
 Personally, I would think a guest should have the ability to read
 notecards, experience scripts, probably be able to touch. Things that
 would fit into the paradigm of a naive user entering the Metaverse for
 the first time.
 

i like the idea of this being configurable per grid.

 I like the browser Xenkii idea. I rather suspect most of these folks
 will enter our Metaverse through some sort of browser interface as a
 result of a hyperlink on a 'Flat Web Site'.

or a rezzme: URI


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Re: [Opensim-dev] Proposal for a cleanup/correction of the region-module system

2009-01-26 Thread Dr Scofield
MW wrote:
 I have to say I'm not a big fan of what I've seen of mono.addins so far.
 Maybe ExtensionLoader is better, so I do think we should look at that.
 As I think it is better to only have one system of loading plugins/modules.
 
 As for initialise vs Initialize, hehe. Well personally I think it should
 stay as it is. I really see no reason to change it. I do know of other
 opensource projects that use initialise, Ogre being one. And it would be
 as hard for me to remember to look/search for Initialize as it would be
 for you to look for initialise.
 
 So my vote is a strong keep to UK english or even the mix we have
 (because some bits are in US english). But I really don't think people
 should have to switch code that is there to US english. Sorry thats a
 point I do feel quite strongly on.
 
 But saying that if everyone else voted in favour of that switch I
 wouldn't stand in the way. Just would think it was wrong. Any code I
 write is just likely to have uk spelling. The same way any code you
 write is likely to have US spelling. And opensim has had the UK spelling
 from the start.

so, +1 on keeping the UK spelling :-)


DrS/dirk



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Re: [Opensim-dev] Proposal for a cleanup/correction of the region-module system

2009-01-26 Thread Dr Scofield
Charles Krinke wrote:
 ROFL. Oh, it was the 'z' versus the 's' you were discussing.
 
 I thought it was the i versus the I.

ROFL. yeah, i can imagine there are folks out there that object to the capital
I as being too capitalistic...


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Re: [Opensim-dev] Proposal: Killing off AvatarFactory

2009-01-26 Thread MW
My preference is that we modulariSe the whole avatar creation, its much more 
flexible. 

Also on that subject I suggest we move the server side avatar data from the 
user server to one of the other servers (most likely the inventory server). I 
don't think it should be in the user server for a number of reasons. But one 
reason we have came across is wanting to share a single user server with 
multiple grids. I think the user server really should just be account 
infomation.

But anyway back onto the AvatarFactoryModule, yes if we aren't going to 
modularise it then we should just move it all to IAvatarService. No point in 
having the current half way solution.

Also I think the process should even a more general, start modularising the 
whole of the CommsManager.

But not sure anyone is going to be able to give a +1 or -1 on any idea before 
Jan 2 2009 ;)

Stefan Andersson ste...@tribalmedia.se wrote:.hmmessage P { margin:0px; 
padding:0px } body.hmmessage { font-size: 10pt; font-family:Verdana }   It's 
kind of crazy that we have a RegionModule (AvatarFactoryModule) that really 
just look up the CommsManager AvatarService and forwards a request to that.

 I propose we either modularize the whole thing (the prefferrable thing) or 
merge the AvatarFactory module code into the IAvatarService.
  
 If nobody has objected strongly until Jan 2 2009, I will mantis this.
 
Best regards,
Stefan Andersson
Tribal Media AB


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Re: [Opensim-dev] Proposal for a cleanup/correction of the region-module system

2009-01-26 Thread Dr Scofield
Ryan McDougall wrote:
 My apologies for thread-jacking...
 
 I just want to be clear I didn't propose it because I came later and
 decided I didn't like UK spelling. I am Canadian and historically
 Canadians have used UK spelling.
 
 I proposed it for the same reason (US) English is the standard
 language of all things international; business, science, open source,
 etc: we have to pick one anyway, there will be more people unhappy
 with the choice than happy, so might as well just pick the most common
 one and suck it up.

so, to balance things a bit, if we actually do want to standardize one spelling
system, i'd say, let's standardize on the UK variant then, given that that is
the one OpenSim was born with.


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Re: [Opensim-dev] Source tree cleanup

2009-01-26 Thread Dr Scofield
Sean Dague wrote:
 Jeff Ames wrote:
 Hello,

 There are a few dusty corners in trunk from before
 forge.opensimulator.org was up, but I was wondering about moving them
 over, or merging them with core.

[...]
 * share/python

i've cleaned out that one. was just example code.


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[Opensim-dev] the weird idea collection

2009-01-26 Thread Dirk Krause
Hi,

I hope it's ok if I start a couple of mails here with several ideas I
initially wanted to bring into the AWG channels, but ... well, you know.
Charles' mail and blog entry sort of encouraged me to do so, so blame
him :-). If it's not ok, please stop me.

Regarding these ideas: some of them might be not feasible, some plain
wrong. I suspect most of them are not even weird or new :-/.

Thank you for your time.

Dirk/Barth

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Re: [Opensim-dev] Proposal: Killing off AvatarFactory

2009-01-26 Thread Teravus Ovares
* watches MW and stefan catch each other's spelling mistakes*

:D

-T

On 1/26/09, MW michaelwr...@yahoo.co.uk wrote:
 My preference is that we modulariSe the whole avatar creation, its much more
 flexible.

 Also on that subject I suggest we move the server side avatar data from the
 user server to one of the other servers (most likely the inventory server).
 I don't think it should be in the user server for a number of reasons. But
 one reason we have came across is wanting to share a single user server with
 multiple grids. I think the user server really should just be account
 infomation.

 But anyway back onto the AvatarFactoryModule, yes if we aren't going to
 modularise it then we should just move it all to IAvatarService. No point in
 having the current half way solution.

 Also I think the process should even a more general, start modularising the
 whole of the CommsManager.

 But not sure anyone is going to be able to give a +1 or -1 on any idea
 before Jan 2 2009 ;)

 Stefan Andersson ste...@tribalmedia.se wrote:
 It's kind of crazy that we have a RegionModule (AvatarFactoryModule) that
 really just look up the CommsManager AvatarService and forwards a request to
 that.

 I propose we either modularize the whole thing (the prefferrable thing) or
 merge the AvatarFactory module code into the IAvatarService.

 If nobody has objected strongly until Jan 2 2009, I will mantis this.

 Best regards,
 Stefan Andersson
 Tribal Media AB


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Re: [Opensim-dev] Proposal: Killing off AvatarFactory

2009-01-26 Thread Stefan Andersson

Argh.
 
s/Jan/Feb/ Best regards,Stefan AnderssonTribal Media AB



Date: Mon, 26 Jan 2009 09:54:12 +From: michaelwr...@yahoo.co.ukto: 
opensim-...@lists.berlios.desubject: Re: [Opensim-dev] Proposal: Killing off 
AvatarFactoryMy preference is that we modulariSe the whole avatar creation, its 
much more flexible. Also on that subject I suggest we move the server side 
avatar data from the user server to one of the other servers (most likely the 
inventory server). I don't think it should be in the user server for a number 
of reasons. But one reason we have came across is wanting to share a single 
user server with multiple grids. I think the user server really should just be 
account infomation.But anyway back onto the AvatarFactoryModule, yes if we 
aren't going to modularise it then we should just move it all to 
IAvatarService. No point in having the current half way solution.Also I think 
the process should even a more general, start modularising the whole of the 
CommsManager.But not sure anyone is going to be able to give a +1 or -1 on any 
idea before Jan 2 2009 ;)Stefan Andersson ste...@tribalmedia.se wrote:


It's kind of crazy that we have a RegionModule (AvatarFactoryModule) that 
really just look up the CommsManager AvatarService and forwards a request to 
that.I propose we either modularize the whole thing (the prefferrable thing) or 
merge the AvatarFactory module code into the IAvatarService. If nobody has 
objected strongly until Jan 2 2009, I will mantis this.Best regards,Stefan 
AnderssonTribal Media 
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Re: [Opensim-dev] weird idea #1: lightweight agent/ spectator

2009-01-26 Thread Teravus Ovares
Mostly, the road block to working to solve this issue is actually
getting many people on a region at once consistantly.It's hard to
coordinate tons of people on in a testing scenario :)

Anyway, yes, noted!

Teravus

On 1/26/09, Dirk Krause dirk.kra...@pixelpark.com wrote:
 One problem with SL that is addressed quite often is the limited number
 of AVs that one region can hold ('the number of people on an island').

 This comes up in the 'big number' discussion and especially in nearly
 every meeting scenario that is of high interest to the community.
 Somehow this is also influencing the 'relevance of SL' (and thus
 OpenSim)technology and grid technology in general ('I can have hundreds
 of people in a Habbo place but only around 50 in SL')

 I really want to dodge the official 'big numbers' discussion by stating
 what would happen when there would be hundreds of people in one IRC
 channel and all of them were writing at the same time. But I do believe
 that one viable 'big number' scenario is a podium discussion where a
 couple of persons are discussing and most of the other people are
 listening/watching/reading in general. Or a sports event of sorts, with
 - well :-) - 22 people acting and many more watching.

 So what I think what would be valuable is a 'lightweight agent'
 construction. This would be an AV that basically can't do much except
 listening/watching/reading, she especially couldn't rezz anything. It's
 a bit like the 'spectator mode' in some games. This way there could be
 big numbers of watchers, thus giving more people the opportunity to
 attend a meeting - practically increasing the number of virtual beings
 in a region, without bringing the region down.

 I could think of at least two ways to acchieve this:
 - a camera woman AV that 'lightweight agents' could hook up to, using
 the client only as a viewer; this would be a bit like a video stream,
 just with less impact, since the rendering is still done in the viewer.
 - a stripped down agent that got rid of everything that causes too much
 stress on either network or server. Unfortunately I don't know how to do
 that because I don't know the OpenSim construction enough. These
 lightweight agents could have a representation (a sphere?) while they
 are online, a distinct place and the ability to look around and maybe
 move slowly.

 By having something like that we could get rid of the 'theres just a
 small number of AVs in every region' dilemma.
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Re: [Opensim-dev] Proposal for a cleanup/correction of the region-module system

2009-01-26 Thread Dr Scofield
MW wrote:
 But do we standardize on one variant or standardise on that?
 
 Sorry couldn't stop myself :)

that was a test :-) or was that a tezt? :-D

DrS/dirk


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Re: [Opensim-dev] Proposal: Removal of the Data Framework

2009-01-26 Thread Sean Dague
Stefan Andersson wrote:
 As I understand it, we have no longer anything actually using the Data Mapper 
 Framework introduced as a proposed alterantive to NHibernate a year ago.
  
 I propose we now retire that piece of code. These are the projects that will 
 be removed:
  
 * OpenSim.Data.MySQLMapper
 * OpenSim.Data.MSSQLMapper
 * OpenSim.Data.Base
 In OpenSim.Data, the following classes would be removed:
 * OpenSimDatabaseConnector.cs
 * OpenSimDataReader.cs
 * OpenSimObjectFieldMapper.cs* PrimitiveBaseShapeTableMapper.cs
  
 Also, the AvatarFactoryModule erroneously still references these namespaces, 
 but that's a minor fix.
  
 If nobody has a strong objection, I will start removing these files Feb 2 
 2009.

+1, sounds good to me.  Thanks for volunteering for the cleanup.

-Sean

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Re: [Opensim-dev] Regions larger then 256x256

2009-01-26 Thread Mircea Kitsune

I too had this wish for Opensim, but gave up on it understanding it would be 
too difficult to implement and would hold too many issues. Sure, region *x* 
arrangements are possible and commonly used, but it does cause more complexity 
that way and moving all of them together or tweaking each individually could be 
a bit harder.

My idea back then was being allowed to create regions in powers of 2 (eg: 
256x256 as now, then 128x128 smaller or larger 512x512). First thing which 
wouldn't work here however would be positioning them correctly over certain X 
and Y coordinates in order to fit smaller sims around larger ones, which would 
end up causing grid coordinates such as 1000.5, 1001.25. Second, I don't think 
the client actually supports simulators larger then 256 x 256 so the client 
would probably need modifying as well to do that. Third, exporting and 
importing settings and stuff (such as terrain or .oar archives) between 
different sizes of simulators could be problematic and buggy. And fourth, 
larger single sims could possibly cause performance issues even with computers 
in our days.

If some of these issues didn't exist though this might be doable and could be 
fun. Anyway the best practical way at the moment are region groups of 2x2 or 
3x3 or how many you wish for having a larger square, which isn't that bad in 
the end.

From: adama...@hotmail.com
To: opensim-dev@lists.berlios.de
Date: Mon, 26 Jan 2009 07:46:04 -0300
Subject: [Opensim-dev] Regions larger then 256x256








  Like there are the problem of performance when we have more than 15/20 
avatares inside one sim , I believe that is important to have regions smaller 
than 256x256. By example, a mini-region having  32x32. Using grid and a 
server for each of 64 glued mini-regions we can have a superpopulated area of 
256x256   running well.

 

Americo

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Re: [Opensim-dev] Proposal for a cleanup/correction of the region-module system

2009-01-26 Thread MW
This is more to do with how we use Mono.Addins, but we really should make it a 
lot easier to separate the various UGAIM servers, so that each one can be in 
its own directory without needing the other UGAIM exe's to be in there. 

By default we have the loading of plugins referencing all the UGAIM servers. So 
that if all the UGAIM servers.exe's aren't in that directory, then no plugins 
will be loaded. 



Mike Mazur mma...@gmail.com wrote: Hi,

On Sat, 24 Jan 2009 22:59:26 +0200
Ryan McDougall  wrote:

 1. Can we unify RegionModules with IPlugin system I did a while ago?
 This would mean learning and using Mono.Addins, or ExtensionLoader if
 that is Mono.Addins's replacement.

I'd like to suggest sticking with Mono.Addins.

While it is a bit big, has a steeper learning curve and requires more
calls to load a module, it may prove to be pretty useful in the future
when people want to do more complicated things with modules. It is
being actively developed by a wider community, is used in large
projects and is based on the Eclipse add-in engine[1].

ExtensionLoader is nice and small and loads modules well. If/when
OpenSim graduates to more complex module use cases, we may find
ExtensionLoader lacking. Any missing features in ExtensionLoader would
need to be coded by those who need it.

Mike


[1] http://www.mono-project.com/Introduction_to_Mono.Addins
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Re: [Opensim-dev] weird idea #1: lightweight agent/ spectator

2009-01-26 Thread Frank Nichols
Well, one solution to getting a lot of people on at one time would be a 
heavy weight bot that loaded a system the same as a client does. It 
would need to be based on a viewer code base, but be light enough on the 
client side to run hundreds of connections/accounts.


Teravus Ovares wrote:
 Mostly, the road block to working to solve this issue is actually
 getting many people on a region at once consistantly.It's hard to
 coordinate tons of people on in a testing scenario :)

 Anyway, yes, noted!

 Teravus

 On 1/26/09, Dirk Krause dirk.kra...@pixelpark.com wrote:
   
 One problem with SL that is addressed quite often is the limited number
 of AVs that one region can hold ('the number of people on an island').

 This comes up in the 'big number' discussion and especially in nearly
 every meeting scenario that is of high interest to the community.
 Somehow this is also influencing the 'relevance of SL' (and thus
 OpenSim)technology and grid technology in general ('I can have hundreds
 of people in a Habbo place but only around 50 in SL')

 I really want to dodge the official 'big numbers' discussion by stating
 what would happen when there would be hundreds of people in one IRC
 channel and all of them were writing at the same time. But I do believe
 that one viable 'big number' scenario is a podium discussion where a
 couple of persons are discussing and most of the other people are
 listening/watching/reading in general. Or a sports event of sorts, with
 - well :-) - 22 people acting and many more watching.

 So what I think what would be valuable is a 'lightweight agent'
 construction. This would be an AV that basically can't do much except
 listening/watching/reading, she especially couldn't rezz anything. It's
 a bit like the 'spectator mode' in some games. This way there could be
 big numbers of watchers, thus giving more people the opportunity to
 attend a meeting - practically increasing the number of virtual beings
 in a region, without bringing the region down.

 I could think of at least two ways to acchieve this:
 - a camera woman AV that 'lightweight agents' could hook up to, using
 the client only as a viewer; this would be a bit like a video stream,
 just with less impact, since the rendering is still done in the viewer.
 - a stripped down agent that got rid of everything that causes too much
 stress on either network or server. Unfortunately I don't know how to do
 that because I don't know the OpenSim construction enough. These
 lightweight agents could have a representation (a sphere?) while they
 are online, a distinct place and the ability to look around and maybe
 move slowly.

 By having something like that we could get rid of the 'theres just a
 small number of AVs in every region' dilemma.
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Re: [Opensim-dev] weird idea #1: lightweight agent/ spectator

2009-01-26 Thread Nebadon Izumi
the only bad thing about bringing up the Pcampbot login test was at the time
pcampbot was not pulling assets down from the scene locally to itself, so
realisticly those 1000 pcampbots were probably generating about the same
amount of login traffic that about 10-20 avatars would have been likely.
The only real solution to this problem will likely be load balancing and
many servers working together to break the 100 avatar limit, the chances
that 1 server will be serving 1000 avatars is completely impossible, i
honestly dont think we can ever optimize it enough for even the fastest
servers to deal in 1000 avatars, though i do hope we can atleast get to
around 100 or more.  One test I have done recently that throws a monkey
wrench into my thinking about this, my Region (OKC) Ka which is about 12000
prims and running just over 1000 scripts, when trying to log into the region
with just 1 avatar that is wearing a 1700 prim avatar that uses every single
attach point, i am 100% unable to log into the sim ever.  One other thing to
note is that my avatar has between 11k-12k inventory items and basiclly
trying to access any simulator with more than about 1000 variously textured
prims in the ballpark of about 500+ textures or so (even afer running the
predecode-j2k) i am unable to log in at all.  So again if 1 avatar cant
access the sim, i personallly dont see 1000 avatars entering a  simulator
anytime soon if at all ever, atleast like I said in the 1 server world, this
is probably going to require some major hardware/pipes to achieve.

Neb
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Re: [Opensim-dev] weird idea #1: lightweight agent/ spectator

2009-01-26 Thread Nebadon Izumi
Minor mistake in my last posting, it should have read (8000 variously
texture prims in the ballpark of about 500+ texures or so).

and since i am recommenting again, i think its important that when we talk
about 1000 users, we are not talking about 1000 ruths with zero inventory
and not chatting and doing real world things, pcampbot is a horrible
representaion of 1000 like i said before every 1000 pcampbots is probably
not even equal to 20 real world avatars actually doing something with the
simulator.

Neb

On Mon, Jan 26, 2009 at 9:55 AM, Nebadon Izumi nebadon2...@gmail.comwrote:

 the only bad thing about bringing up the Pcampbot login test was at the
 time pcampbot was not pulling assets down from the scene locally to itself,
 so realisticly those 1000 pcampbots were probably generating about the same
 amount of login traffic that about 10-20 avatars would have been likely.
 The only real solution to this problem will likely be load balancing and
 many servers working together to break the 100 avatar limit, the chances
 that 1 server will be serving 1000 avatars is completely impossible, i
 honestly dont think we can ever optimize it enough for even the fastest
 servers to deal in 1000 avatars, though i do hope we can atleast get to
 around 100 or more.  One test I have done recently that throws a monkey
 wrench into my thinking about this, my Region (OKC) Ka which is about 12000
 prims and running just over 1000 scripts, when trying to log into the region
 with just 1 avatar that is wearing a 1700 prim avatar that uses every single
 attach point, i am 100% unable to log into the sim ever.  One other thing to
 note is that my avatar has between 11k-12k inventory items and basiclly
 trying to access any simulator with more than about 1000 variously textured
 prims in the ballpark of about 500+ textures or so (even afer running the
 predecode-j2k) i am unable to log in at all.  So again if 1 avatar cant
 access the sim, i personallly dont see 1000 avatars entering a  simulator
 anytime soon if at all ever, atleast like I said in the 1 server world, this
 is probably going to require some major hardware/pipes to achieve.

 Neb

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Re: [Opensim-dev] weird idea #1: lightweight agent/ spectator

2009-01-26 Thread Chris Hart
If a 1700 prim avatar using every attach point is not a mildly extreme
case I don't know what is! J The same rules apply to OpenSim as it does
on SL - performance and headcount depends on the crowd you get in for an
event and the design of the sim itself. Build a sim with many thousands
of highly textured prims and complex scripts and you might as well just
cut down your ram, step down your processor, and accept defeat. Code
optimisation is nothing without a little care and attention on the part
of the sim designer to make the experience as smooth as possible for
attendees.

 

Maybe there's a requirement / option to have an event mode where you
block all attachments and deny access to inventory items to maximise the
number of visitors if you really want to get 1000 users in a confined
space, and consider using some texture simplification on the regions in
question, configurable for a region server at startup?

 

 

From: opensim-dev-boun...@lists.berlios.de
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Nebadon Izumi
Sent: 26 January 2009 17:01
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] weird idea #1: lightweight agent/ spectator

 

Minor mistake in my last posting, it should have read (8000 variously
texture prims in the ballpark of about 500+ texures or so).

and since i am recommenting again, i think its important that when we
talk about 1000 users, we are not talking about 1000 ruths with zero
inventory and not chatting and doing real world things, pcampbot is a
horrible representaion of 1000 like i said before every 1000 pcampbots
is probably not even equal to 20 real world avatars actually doing
something with the simulator.

Neb

On Mon, Jan 26, 2009 at 9:55 AM, Nebadon Izumi nebadon2...@gmail.com
wrote:

the only bad thing about bringing up the Pcampbot login test was at the
time pcampbot was not pulling assets down from the scene locally to
itself, so realisticly those 1000 pcampbots were probably generating
about the same amount of login traffic that about 10-20 avatars would
have been likely.  The only real solution to this problem will likely be
load balancing and many servers working together to break the 100 avatar
limit, the chances that 1 server will be serving 1000 avatars is
completely impossible, i honestly dont think we can ever optimize it
enough for even the fastest servers to deal in 1000 avatars, though i do
hope we can atleast get to around 100 or more.  One test I have done
recently that throws a monkey wrench into my thinking about this, my
Region (OKC) Ka which is about 12000 prims and running just over 1000
scripts, when trying to log into the region with just 1 avatar that is
wearing a 1700 prim avatar that uses every single attach point, i am
100% unable to log into the sim ever.  One other thing to note is that
my avatar has between 11k-12k inventory items and basiclly trying to
access any simulator with more than about 1000 variously textured prims
in the ballpark of about 500+ textures or so (even afer running the
predecode-j2k) i am unable to log in at all.  So again if 1 avatar cant
access the sim, i personallly dont see 1000 avatars entering a
simulator anytime soon if at all ever, atleast like I said in the 1
server world, this is probably going to require some major
hardware/pipes to achieve.

Neb

 

No virus found in this incoming message.
Checked by AVG - http://www.avg.com
Version: 8.0.176 / Virus Database: 270.10.12/1909 - Release Date:
25/01/2009 18:13

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Re: [Opensim-dev] weird idea #1: lightweight agent/ spectator

2009-01-26 Thread Nebadon Izumi
well i think your sorta missing the point, say i did reduce my avatar login
footprint by 10, that would only mean that if 10 people simulatanously
logged in, which if your talking about 1000 avatars at once is going to
happen, it means that you will get the same results if 10 avatars hit at
once, so honestly even if we reduce the footprint by 90% we still have the
same problem on logins, the biggest problem i see is mass login, when your
talking about getting 1000 avatars into a region for a single event,
especially if it crashes you could be potentially looking at over 100
avatars trying to log in at the same time, how do we handle this??  if your
talking about 1000 avatars you need to talk about exteme usage case, not
just fractional usage.

Neb

On Mon, Jan 26, 2009 at 10:17 AM, Chris Hart ch...@codetorque.co.uk wrote:

  If a 1700 prim avatar using every attach point is not a mildly extreme
 case I don't know what is! J The same rules apply to OpenSim as it does on
 SL – performance and headcount depends on the crowd you get in for an event
 and the design of the sim itself. Build a sim with many thousands of highly
 textured prims and complex scripts and you might as well just cut down your
 ram, step down your processor, and accept defeat. Code optimisation is
 nothing without a little care and attention on the part of the sim designer
 to make the experience as smooth as possible for attendees.



 Maybe there's a requirement / option to have an event mode where you
 block all attachments and deny access to inventory items to maximise the
 number of visitors if you really want to get 1000 users in a confined space,
 and consider using some texture simplification on the regions in question,
 configurable for a region server at startup?





 *From:* opensim-dev-boun...@lists.berlios.de [mailto:
 opensim-dev-boun...@lists.berlios.de] *On Behalf Of *Nebadon Izumi
 *Sent:* 26 January 2009 17:01
 *To:* opensim-dev@lists.berlios.de
 *Subject:* Re: [Opensim-dev] weird idea #1: lightweight agent/ spectator



 Minor mistake in my last posting, it should have read (8000 variously
 texture prims in the ballpark of about 500+ texures or so).

 and since i am recommenting again, i think its important that when we talk
 about 1000 users, we are not talking about 1000 ruths with zero inventory
 and not chatting and doing real world things, pcampbot is a horrible
 representaion of 1000 like i said before every 1000 pcampbots is probably
 not even equal to 20 real world avatars actually doing something with the
 simulator.

 Neb

 On Mon, Jan 26, 2009 at 9:55 AM, Nebadon Izumi nebadon2...@gmail.com
 wrote:

 the only bad thing about bringing up the Pcampbot login test was at the
 time pcampbot was not pulling assets down from the scene locally to itself,
 so realisticly those 1000 pcampbots were probably generating about the same
 amount of login traffic that about 10-20 avatars would have been likely.
 The only real solution to this problem will likely be load balancing and
 many servers working together to break the 100 avatar limit, the chances
 that 1 server will be serving 1000 avatars is completely impossible, i
 honestly dont think we can ever optimize it enough for even the fastest
 servers to deal in 1000 avatars, though i do hope we can atleast get to
 around 100 or more.  One test I have done recently that throws a monkey
 wrench into my thinking about this, my Region (OKC) Ka which is about 12000
 prims and running just over 1000 scripts, when trying to log into the region
 with just 1 avatar that is wearing a 1700 prim avatar that uses every single
 attach point, i am 100% unable to log into the sim ever.  One other thing to
 note is that my avatar has between 11k-12k inventory items and basiclly
 trying to access any simulator with more than about 1000 variously textured
 prims in the ballpark of about 500+ textures or so (even afer running the
 predecode-j2k) i am unable to log in at all.  So again if 1 avatar cant
 access the sim, i personallly dont see 1000 avatars entering a  simulator
 anytime soon if at all ever, atleast like I said in the 1 server world, this
 is probably going to require some major hardware/pipes to achieve.

 Neb



 No virus found in this incoming message.
 Checked by AVG - http://www.avg.com
 Version: 8.0.176 / Virus Database: 270.10.12/1909 - Release Date:
 25/01/2009 18:13

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Re: [Opensim-dev] Source tree cleanup

2009-01-26 Thread Dr Scofield

while we are on the topic of cleaning up: could we move OpenSim/Region/Modules/*
to (appropriate) subdirectories under OpenSim/Region/Environment/Modules? at
least to me it's not clear what the difference between those two directories is
(made worse by the fact that we have SvnSerializer in OpenSim/Region/Modules but
 the OAR archiver in OpenSim/Region/Environment/Modules.

if there are no objections, i'd even do the move ;-)

cheers,
DrS/dirk


-- 
dr dirk husemann  virtual worlds research  ibm zurich research lab
SL: dr scofield  drscofi...@xyzzyxyzzy.net  http://xyzzyxyzzy.net/
RL: h...@zurich.ibm.com - +41 44 724 8573 - http://www.zurich.ibm.com/~hud/
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Re: [Opensim-dev] A Online HyperGrid Link list forOpenSim's 2ndbirthday

2009-01-26 Thread Brianna
I have had a few region/grid owners hint that HG is too complex to setup for 
our Birthday.
!!WRONG!!
I find is is very easy to enable, fast and reliable in use. 
Though I prefer to use a scripted TP with osfunction to the map, either method 
is simple.
Show off your hard work, for the virtual tourists.

If I can, anyone can.
  - Original Message - 
  From: Diva Canto 
  To: opensim-dev@lists.berlios.de 
  Sent: Friday, January 16, 2009 9:14 AM
  Subject: Re: [Opensim-dev] A Online HyperGrid Link list forOpenSim's 
2ndbirthday


  These are all great ideas. The only problem is whether someone will be able 
to pull this off in time for the celebrations. I might take on this, except 
that I have another trip coming up, and I'd rather spend my OpenSim-time until 
then making sure that TPs are rock solid; so I don't think I'll have time to do 
this.

  The next best thing is this list:
  http://opensimulator.org/wiki/Hypergrid#Public_Hypergrid_Nodes

  People can add their node info there; and everyone else can add that info to 
their startup_commands or whatever other link-region means they use.

  In the UCI Grid, for example, I already have several of those nodes on the 
Map; I will add all of them as they show up on that list. And i'll also add any 
others that are not there but that show up on this other list:
  http://opensimulator.org/wiki/Second_Birthday

  So, unless someone pulls something automated soon, plan B is to do it 
manually.

  MW wrote: 
well I wasn't planning/hoping to be the one who hosted this list myself. 

I was hoping that someone in the community would make a simple website and 
host it. 

I guess if no one else takes it up, then I'll have to see.

Brianna wwwe...@gmail.com wrote: 
  I changed the scope of what we were building for a Birthday event and 
deleted Hypergrid work. 
  Yours will be perfect, please drop the info so we can place a teleporter 
- web link for our guests to your show n tell for Hypergrid. Thanks MW

- Original Message - 
From: MW 
To: opensim-dev@lists.berlios.de 
Sent: Friday, January 16, 2009 5:31 AM
Subject: Re: [Opensim-dev] A Online HyperGrid Link list for OpenSim's 
2ndbirthday


I think this is a great idea, but the questions that come to mind, are: 
how is the mapping handled for these sub lists and how does a user say that 
they don't want these sub lists on their map. I think the number of options 
required could be quite high and think its something that needs some thought 
before any attempt to add these functions is made.

Dahlia Trimble dahliatrim...@gmail.com wrote: 
  It might also be interesting if there could be some sort of p2p 
transfer of hypergrid links, where a web site might send a list of seed 
regions, and as a link were made of each of those regions, another exchange 
could occur where each party exchanges a list of public regions. That way a 
larger grid could configure itself and individual regions could join in without 
requiring an update to a central web site.


  On Thu, Jan 15, 2009 at 8:11 AM, MW michaelwr...@yahoo.co.uk wrote:

I've just added some very initial support for reading Hypergrid 
link data from xml files, that includes support for the xml files being on a 
webserver.

The xml file has a format like:


Nini

 Section Name=Region1 
   Key Name=xloc Value=1002/
   Key Name=yloc Value=1006 /
   Key Name=externalPort Value=9006 /

   Key Name=externalHostName Value=osl2.nac.uci.edu /
   Key Name=localName Value=OSGrid-Gateway /

 /Section
 Section Name=Region2 
   ...
 /Section

 ...
/Nini
And to make a region load it and create the links, you use the 
console command:  link-region URI [excludeList]

The excludeList parameter is so that certain links in those xml 
files are ignored.

With the format: excludeListxml SectionName[;xml SectionName]. 

The main thinking for this is so that a single list for a certain 
group/event could be created. Then everyone interested in it, just adds their 
own region data to the list. 

But so they can also point their own region at that list, they just 
add the section name they used to the exclude list, so that it doesn't try to 
link to itself.

If we can find a way of having a xml file on a webserver that 
people can add new entries to (maybe through a form script). Then I think it 
would be a good idea to have such a list for OpenSim's 2nd birthday.

Although this idea really needs some sort of automapping or at 
least better configuration of the map locations that the regions are placed at. 

I think if everyone just agrees that a certain area on the map [so 
say x,y - x+25, y+25] is reserved for link regions, that it is workable for 
now. 

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Re: [Opensim-dev] Proposal for a cleanup/correction of the region-module system

2009-01-26 Thread Dr Scofield
Ideia Boa wrote:
 I think it was a te5t not a te2t
 :)

oop5, m3 b4d.

Dr5/d1rk
 
 
 Dr Scofield wrote:
 MW wrote:
   
 But do we standardize on one variant or standardise on that?

 Sorry couldn't stop myself :)
 

 that was a test :-) or was that a tezt? :-D

  DrS/dirk


   
 
 
 
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SL: dr scofield  drscofi...@xyzzyxyzzy.net  http://xyzzyxyzzy.net/
RL: h...@zurich.ibm.com - +41 44 724 8573 - http://www.zurich.ibm.com/~hud/
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Re: [Opensim-dev] weird idea #1: lightweight agent/ spectator

2009-01-26 Thread Teravus Ovares
Currently, PCampBot downloads all of the textures for each client it
connects with.  This makes it a better load tester then it was
previously.

Best Regards

Teravus

On 1/26/09, Dirk Krause dirk.kra...@pixelpark.com wrote:
 My original point was exactly the one both of you made – there are two 
 different use cases:
 1) the ability to access a full featured avatar with the ability to walk, 
 talk, dress etc - like it is now. I didn't want to touch this first, but when 
 I read Sean Dague analysis (keyword: N^2) from a couple of hours ago, I am 
 not sure if everything is done from a technical architecture side to achieve 
 the best performance.

 So my point was rather
 2) that there is a use case for this 'event mode'. But instead of blocking 
 all attachments and Ruth everyone, I would introduce this mode of what I 
 called a lightweight agent.

 Being able to create events with a couple of people acting and the majority 
 of people recepting it, could IMHO be a big advantage over the original SL 
 limitation that could really make a difference from a strategic standpoint 
 for OpenSim as a software solution.



 Von: opensim-dev-boun...@lists.berlios.de 
 [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Chris Hart
 Gesendet: Montag, 26. Januar 2009 18:32
 An: opensim-dev@lists.berlios.de
 Betreff: Re: [Opensim-dev] weird idea #1: lightweight agent/ spectator

 I certainly don't see 1000 on a single region as remotely possible under 
 current architecture, not disputing that. I do have to wonder what people 
 consider as being an event suitable for 1000 people in a single region – 
 that's a lot of people in not a lot of space (though thinking in three 
 dimensions might help), but what do you gain from such an event? Chat alone 
 would be almost overwhelming, and with 95% of attendees not knowing how to 
 pan the camera most of them would see nothing but the head of the person 
 infront of them – so I guess if you want to emulate real life, you got it.

 You're right to push the parameters to the extreme, because in the absence of 
 1000 friends to test a simultaneous login, we all have to improvise, so if 
 it's a case of loading up as many avatars as possible with all clothing 
 layers made with high-res textures, wearing a thousand prims each, etc. then 
 yes, it's not an entirely unreasonable scale test.

 From: opensim-dev-boun...@lists.berlios.de 
 [mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Nebadon Izumi
 Sent: 26 January 2009 17:19
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] weird idea #1: lightweight agent/ spectator

 well i think your sorta missing the point, say i did reduce my avatar login 
 footprint by 10, that would only mean that if 10 people simulatanously logged 
 in, which if your talking about 1000 avatars at once is going to happen, it 
 means that you will get the same results if 10 avatars hit at once, so 
 honestly even if we reduce the footprint by 90% we still have the same 
 problem on logins, the biggest problem i see is mass login, when your talking 
 about getting 1000 avatars into a region for a single event, especially if it 
 crashes you could be potentially looking at over 100 avatars trying to log in 
 at the same time, how do we handle this??  if your talking about 1000 avatars 
 you need to talk about exteme usage case, not just fractional usage.

 Neb
 On Mon, Jan 26, 2009 at 10:17 AM, Chris Hart ch...@codetorque.co.uk wrote:
 If a 1700 prim avatar using every attach point is not a mildly extreme case I 
 don't know what is! ☺ The same rules apply to OpenSim as it does on SL – 
 performance and headcount depends on the crowd you get in for an event and 
 the design of the sim itself. Build a sim with many thousands of highly 
 textured prims and complex scripts and you might as well just cut down your 
 ram, step down your processor, and accept defeat. Code optimisation is 
 nothing without a little care and attention on the part of the sim designer 
 to make the experience as smooth as possible for attendees.

 Maybe there's a requirement / option to have an event mode where you block 
 all attachments and deny access to inventory items to maximise the number of 
 visitors if you really want to get 1000 users in a confined space, and 
 consider using some texture simplification on the regions in question, 
 configurable for a region server at startup?


 From: opensim-dev-boun...@lists.berlios.de 
 [mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Nebadon Izumi
 Sent: 26 January 2009 17:01
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] weird idea #1: lightweight agent/ spectator

 Minor mistake in my last posting, it should have read (8000 variously texture 
 prims in the ballpark of about 500+ texures or so).

 and since i am recommenting again, i think its important that when we talk 
 about 1000 users, we are not talking about 1000 ruths with zero inventory and 
 not chatting and doing real 

[Opensim-dev] weird idea #2: inworld applications

2009-01-26 Thread Dirk Krause
Hi,

this thing came up when I was thinking about what to do for OpenSims 2nd 
birthday.

I thought it would be really funny to reconstruct the Sony Home Arcades in 
OpenSim, basically for giggles. I unfortunately don't have access to Sony Home 
for now so I don't know exactly what effort it means to model this, being not a 
good builder myself (for reference - http://tinyurl.com/def8fn )

The interesting point would be the ability to play either MAME or C64 games on 
the machines in these 'OpenSim Home (tm) Arcades'. So I looked up a C# c64 
emulator on the web ( http://tinyurl.com/bobw9y ) but then came to think where 
such an emulator would run.

(the following holds probably true for all kinds of applications running in the 
OpenSim context, namely:
- graphic-heavy c# or c++ applications
- flash/silverlight/moonlight applications
- 'co-browsing', works in Rex with this nice trick: 
http://therexfiles.cybertechnews.org/?p=183 )

So, to stick with the arcade example, the good question is - where does the 
process run?
I think there are these possibilities in general
1) SERVER - the application totally runs on the server side. One av takes over 
the game machine and his key strokes are transmitted to the server (via HUD?) 
and the emulator creates the graphic output. This would be a series of textures 
(not really good) or a video stream of sorts.
2) CLIENT - the applications totally runs on the client. This is possibly the 
easiest way to implement it (and out of scope for opensim-dev) since it needs 
hacking the client. But just for the record: as soon as the client detects 
arcade.jp2 as the texture, it fires up ye old space invaders and 
renders2texture the graphic output to the client.  Other people would see either
a) nothing but the standard texture as long as they are not playing it or
b) a screenshot every 5 secs or so,  since the client sends every 5 secs or so 
a screenshot to the server, updating the view for the cheering bystanders
c) the real game, since their clients also fire up the emulator, receive the 
key strokes from the current player (while they are near him) which must be 
sent from the server of course. 
3) BOTH- the application runs on both server and client with synchronicity 
calls every N secs with some prediction by the client side when the calls don't 
get through fast enough (basically like networked physics in professional games 
works)

All in all you are in synchronicity hell the more 'real' the output for 
everyone gets because there can be no real simultaneousness.

So sorted by applications:
- Physics:
either only server sided (like it is now) which is sufficient for most use 
cases, or both when the physics is fast and heavy like in games.
- Video:
Number 2c is used to play video in SL right now - one av activates the script 
that start the media playing on all clients in the vicinity. if they didn't 
activate media support then they see nothing. If they did the video starts on 
all clients, probably 1 to N secs off each, depending on their network, also 
slowly drifting into asynchronicity the longer the video runs. If it should be 
more synchronous then a streaming server is mandatory.

- Turn based games
could be implemented completely on server side. So a simple text adventure 
(Zork, anyone) or even a MUD could be implemented even on a different server 
with a gateway of sort. Come to think of it this could even be a tty terminal.
  Same goes for 
- co-browsing web pages, powerpoint projectors
Could be either server sided (like it is now via the php render trick) or 
client sided (via the Rex trick)

So the interesting part stays where to implement, say, a moonlight application? 
Let's say people want to create micro/casual games or small apps,then it would 
be interesting to see whether there would be an infrastructure to hook these 
things into?

I would even go so far that there could be a mechanism that handles LL or OS 
scripts in a way that it either runs on the client (libomv Test.exe with some 
script) or on the server side (the existing scripting architecture).

Best regards,
  Dirk/Barth
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