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    So, lots of people have been leaving, and im getting the feeling to.

    In honesty, the last few months, i have spent alot of time on here, not that my grades are slipping, but mostly i am wasting my time. im not helping people on almost every thread like i did for a while when i joined. Now days i mostly just spam my statues. there is almost never enough people in the teamspeak when i go and try and talk tech. I come here and sit in statues becasue it is were i can have fun, and more importantly have friends. sure i have friends, but its hard to go out with them, none of us can drive, others have girlfriends, and none of us really hang out outside of school. So i come here, because you guys WERE always here, and i could always hang out with you guys.

    But soo many people are leaving, and claiming it is becasue the forums are going to shit, but i feel that is the reason it it falling. Some people have good reasons, like they need to get their life back together, and need to get grades up. but all these good members are leaving "because the forums are going to shit" but really every time one of us leaves, we let the trolls at another piece of the forums, and its harder for use to take back.

    I wana leave, but i just have too much here, especially my friends.

    i didnt know, i have been here for about 13 months.

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    alexit95
    Latest Entry

    Hey guys!

     

    I need your guys help! I would like to buy an external monitor because my laptop has a 14" monitor and when gaming or doing anything else its a little too small, any recommendations?

     

    I was looking at the ultrawide monitors, but I'm afraid that my laptop won't run the 21:9 ratio...
    I have a lenovo Y40-70.

     

    Games I play are: World of Warships, Total war shogun 2, Tropico 3 and 4 and sometimes maybe a shooter... any suggestions? My budget is like 220 max since the laptop was only 300 $!

  1. While there are legitimately some things to take into consideration regarding purchasing games from 3rd-party key resellers, I think that there also is some false and exaggerated propaganda being pushed about them by some select neurotic develops who are upset that people aren't paying full dollar for their games.

     

    Firstly, the G2A marketplace does not represent 3rd-party key-resellers - it represents a forum for individuals to sell their keys. Arguments made for or against G2A marketplace do not necessarily apply to businesses that are 3rd-party key-resellers, and arguments for or against 3rd-party key-resellers do not necessarily apply to the G2A marketplace.

     

    Secondly, many of the individuals selling games on G2A got their keys legitimately, such as through Humblebundle, Bundlestars, in-store promos, during Steam, Origin, Uplay, etc sales, or as gifts, through trading, or from cheap eBay listings, and other situations. I have a lot of game keys I have not used, and I have lately been thinking about selling them on G2A. I think the idea that it would be better for developers or publishers if someone were to pirate a game than to buy a legitimate key from me that I gained through legitimate means is a great demonstration of a particular developer's stupidity. And, I expect that credit card fraud likely accounts for a small number of key-resale cases. That said, CC fraud tends to be a component of reseller and used markets, and if a person wants to boycott any potential for CC fraud, they should also be avoiding Craigslist, eBay, Amazon, Steam market, etc.

     

    Thirdly, there are many sources for the keys that 3rd-party key resellers have to sell, and I'd bet that most of them are legally legitimate, even when they don't make publishers and developers the same amount of profit as they would like to be making from their sales. Credit card fraud is more likely to account for small numbers of keys here and there, and not the bulk key acquisitions that 3rd-party resellers make by buying games from one region where it's cheaper, and then selling the game in other regions, where it's normally more expensive.

     

     

    Now, I think that the argument in this link: http://twinfinite.net/2016/06/dev-going-buy-g2a-please-pirate-game-instead/

     

    ... is plainly nonsense, and the hyper-subjective and, IMO, their "True Cost of G2A" balancing of cost between spending money, convenience, personal moral... is astonishingly ludicrous, dumb, and False. It is a case of some hyper-ventilating developer presuming to assert how people think and feel about various acquisition methods, and in doing so is also attempting to impose a dictation upon people's perceptions of what various acquisition avenues represent - with the basis for their argument being subjective opinion and re-framing the subject through acknowledging only particular potential aspects of it. Whoever wrote that is probably very lacking in social and life experience.

     

    Also, there is a great stupidity in saying 'I'd rather have you pirate than buy G2A', and such a comment is obviously about making a point through hyperbolic emotional display (again, a lack of social skills), while disregarding relevant consideration of the matter. When somebody pirates a game, they make use of that game for free, and no money goes to the developer or publisher. When somebody buys a game key through a 3rd-party reseller, that key, if it works to access the game, was paid for by somebody somewhere down the line, and there was a transaction between publisher or developer and whoever first acquired that key. Therefore, with a 3rd-party key resale, some money has been made for the publisher, developer, or both. But with pirating a game, no money has been made for the publisher and developer.

     

    That "True Cost of G2A" graph is as over-the-top cartoonish hysteria and as much deranged False propaganda as the 1930's DEA propaganda film Refer Madness.

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    OriginalPromise
    Latest Entry

    This is a template I made to greet the newbies.

    Feel free to use it as your own.

    Hello, and welcome to the forums!

    Please make sure to read the CoC, Posting guidelines, Private Policy, Reporting Guidelines, and the F.A.Q. here:

    Code of Conduct

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    Also, please use PCPartPicker for all your PC building needs! http://pcpartpicker.com/

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    Linus Tech Tips will provide a wonderful environment for you to interact and learn with other members.

    We hope you enjoy your stay!

    P.S. Don't forget to customize your profile, and always ask if you need help. (Please quote to get another member's attention)

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    Can we have the following information?

    • Budget
    • Location
    • If you need a monitor
    • If you need Windows
    • If you need peripherals (keyboards, speakers,etc)
    • Any special requirements you're looking into. (Color scheme, etc.)

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    Hi I was considering the New Dell 15 7000 series with Intel core i7 5th gen, 8gb of ram, vs the HP probook 650 g1 with intel core i5 4th gen, 500HHD 7500rpm, 8gb of ram etc. Which one of them should I consider for 3d programs as Autocad, Sketchup, Lumion etc. I will gladly consider another option. Thanks!!

  2. ZonkyHD

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    Banana Milk
    Latest Entry

    I drank Banana Milk.

    dsc08931-e1319173057366.jpg

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  3. These are my computer parts please respond and tell me if it's a good list.
    http://pcpartpicker.com/p/BBMzrH

  4. I'm sick to death of people telling me "if it was so easy, the game devs would have done it by now. They know better than you do."

     

    Here is visible, incontrovertible proof that the games industry can get a huge boost from taking advantage of SIMD today, especially when games require Sandy Bridge or later hardware (meaning AVX is available, but not AVX2 for our purposes).

     

    First Example: Mesh Transform By Translation Using AVX Intrinsics

     

    Example updated and trimmed for readability.

    Spoiler
    
    #include <cstdalign>
    #include <iostream>
    #include <chrono>
    #include <ctime>
    #include <x86intrin.h>
    
    //Size chosen because 30,000 triangles is considered medium-high for modern prominent characters
    const uint size = 90000;
    alignas(32) const float Mat3T[8]    = {1.0f, 2.0f, 3.0f, 1.0f,
                                           2.0f, 3.0f, 1.0f, 2.0f};
    alignas(32)       float Mesh[size]  = {};
    
    void translate_scalar(float *Mesh, const float *translation, const int length)
    {
      for(uint i = 0; i < length; i+=3)
      {
        Mesh[i]   += translation[0];
        Mesh[i+1] += translation[1];
        Mesh[i+2] += translation[2];
      }
    }
    
    void translate_vector(float *Mesh, const float *translation, const uint length)
    {
      __m256 trans = _mm256_load_ps(translation);
      
      //we stay 8 ahead in count so we don't go out of bounds
      uint i = 7;
      for(; i < length; i += 8, Mesh += 8)
      {
        __m256 verts = _mm256_load_ps(Mesh);
        verts        = _mm256_add_ps(verts, trans);
        _mm256_store_ps(Mesh, verts);
        
        trans = _mm256_permute_ps(trans, _MM_SHUFFLE(2, 1, 0, 2));
      }
    
      
    
      //Cleanup loop for cases where length is not a multiple of 8
      uint diff = 8 - (i - length);
      if( diff != 0)
      {
        float temp[8] = {};
        _mm256_store_ps(temp, trans);
        //for(uint j = 0; j < diff; ++j) { Mesh[j] += temp[j]; }
        while(diff != 0)
        {
          *Mesh += temp[7-diff];
          //temp++;
          Mesh++;
          diff--;
        }
      } 
    }
    
    int main()
    {
      using namespace std::chrono;
      std::cout << "Mesh size in floats: " << size << "\n";
      high_resolution_clock::time_point start, end;
      
      start = high_resolution_clock::now();
      translate_scalar(Mesh, Mat3T, size);
      end = high_resolution_clock::now();
    
      duration<double> time_span = duration_cast<duration<double>>(end - start);
      std::cout << "Scalar translation took " << time_span.count() << "s\n";
    
    
      
      start = high_resolution_clock::now();
      translate_vector(Mesh, Mat3T, size);
      end = high_resolution_clock::now();
    
      duration<double> time_span2 = duration_cast<duration<double>>(end - start);
      std::cout << "Vector translation took " << time_span2.count() << "s\n";
    
      /*//This will double-check your work.
      for(uint i = 0; i < size; i += 3)
      {
        std::cout << Mesh[i] << ", " << Mesh[i+1] << ", " << Mesh[i+2] << "\n";
      }
      */
    
    }

     

     

    My average timings and variance for a 4960HQ on my Macbook Pro Retina under Fedora 24, latest kernel as of 10/15/2016:

    Compiler: Clang++ 3.8.0

    Flags:      -std=c++14 -O3 -march=native

    Mesh size in floats: 90000
    Scalar translation took 6.08489e-04s +- 0.11032e-04s
    Vector translation took 5.82480e-05s +- 0.14391e-05s

     

    The short of it is you can write tighter, denser loops with a little bit of effort. While the latency for each vector add is 3 cycles and each multiplication is 5, multiple iterations can be in flight at once on a single thread. The throughput for the vectorized version is 8x the scalar version without any unrolling. Thus, the loop can also easily fit into the small loop detector which can shave off some cycles due to prefetch removal and result forwarding between iterations. Assuming you don't run out of memory bandwidth, you can actually do other tasks on this same core without using hyper threading as long as they do not depend on the result of the mesh manipulation. Looking at the SB block diagram, with each clock achieving both an 8-wide vector multiplication and 8-wide vector addition, you can achieve more than 50GFlops per core on a 2600K, but the memory bandwidth will not allow you to load and store the results as quickly as you can request and produce them at a rate of 50GB/s without high-end dual-channel DDR3 or a quad-channel configuration. It would be best to use a C++ 17 stack-less resumable function to encapsulate this and do short bursts of another task when more than 3 L3 cache misses happen in a row (this can be tracked with a hardware profiler to determine optimal burst lengths).

     

    If there is interest, I can go into nuances of leveraging vectorization techniques in conjunction with other data transforms relevant to gaming (though I'm not giving away my AVX ray tracer). I can also look into benchmarking multicore use of this and balancing it out against other tasks to achieve best performance for a given configuration.

  5. URGENT

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  6. Previously all blue CS Go inventory 

     

    Glock - Blue Fizzure

    USP S - Royal Blue

    P250 - Valence

    Dual Barettas - Urban Shock

    Deagle - Cobalt Disruption

    Tec9 - Avalanche (Ice Cap released after I sold everything, read Pt2) 

    FiveSeven - Fowl Play

     

    Mac10 - Indigo

    MP9 - Pandora's Box 

    UMP45 - Minotaur's Labyrinth 

    P90 - Module 

    PPBizon - Blue Streak

    MP7 - Anodized Navy

     

    M4A1S - Icarus Fell

    AK47 - Frontside Misty

    GalilAR - Stone Cold

    Famas - Cyanospatter

    AWP - Corticera

    Scout - Abbyss

    SG - Anodized Navy

    AUG - Ricochet 

    Auto G3SG1 - Demeter

    Auto SCAR20 - Grotto

     

    Nova - Tempest

    XM2014 - Varicamo Blue

    MAG7 - Cobalt Core

    SawedOff - Serenity

    M249 - Shipping Forecast 

    Negev - Terrain

     

    Knife - Gut Knife Doppler Phase 4

     

    I just unboxed a knife and used all money in that

  7. The source of everything these days, the lifeblood of economy and roots of trade.

    There comes a point where things get weird. Like today.

    Any other normal day by all accounts to begin with, wake up, check emails, get on TS, have a chat while breakfast/dinner is cooking, eat, poop and sit around... Enters my uncle (of sorts) and offers me £100, so long as i pay him back by xmas. Now, i don't need money by any stretch of the imagination. It'd be dandy, but, no. Just no.

    3 minutes later, enters my gran. Offers me £200 straight up also. By this time, i'm convinced there's something up. Apparently they just wanna give me my xmas money early or something.

    Still think they're trying to sweeten me up for something... ¬_¬

    MRW I'm offered money that i clearly don't need, but it'd be dandy.

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    Have been trying to program my new stick I got from my loving wife :wub: for my birthday and have done everything to try and get it to work. I've been to the support team for it and they pass me around :angry: . I've even asked on here in trouble shooting. I've wanted to play full reality in War Thunder but was hindered by the stick I had :( and it was dying on me as well. Two months have gone by with no game play at all. Wife is upset because I've ordered another stick like my last one. Won't be what I want to play with for the type of flight sims I play but, at least I'll be playing tell I can afford to have a geek come in and help me program this new one.

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  8. The 'wonders' of 802.1D... This is just a quick blog to discuss the CCNA level of the process of how switches in an ethernet LAN will elect the root bridge and a few other details.

     

    Firstly, Spanning Tree Protocol (STP) is? Simply, a way to create a logical 'loop free' network in our LAN by blocking specific ports that could cause a frame to loop indefinitely in our network. I'm assuming you have a basic understanding of STP because that would be required to understand the basic root bridge election.

     

    Getting straight into it, when you connect 2 or more switches together they will begin the process of the 'root bridge election' which can change the way frames are sent in the network or even in different VLAN's. Take a look at the example below:

     
    de28d7_c17c0a7dd18045dead4c66ba3bbcbbb9~

     

     

    Imaging we had no such thing as STP, the basic example shown is a broadcast has been sent from PC0 to SW1.

     

    SW1 with basic switching functionality, will broadcast the frame out of all ports except the one that received the original frame, this seems very normal so far. In short story, the switches will broadcast the frame out of ports the original wasn't received on so it will be going back and fourth until someone literally comes over and literally turns the switch off, it seems extreme but remember that the switch will not broadcast that frame out of the port it was received but SW1 received a broadcast from both SW2 and SW3 (so SW1 will then broadcast the frame from SW2 out fa0/2, and the frame from SW3 to fa0/1)

     

     

    So in a short story, STP will block redundant links to stop these frames from looping. You could have the switches daisy chained but that defeats the whole purpose of redundancy and that if we had multiple switches (SW1 -> SW2 -> SW3 -> SW4), if SW3's link were to go down, people connected to SW1 and SW2 wouldn't be able to talk to people on SW3 or SW4.

     

     

    So what is this 'Root bridge election' or what is a root bridge?

     

    When I first looked at the root bridge, I thought to myself does all the traffic need to go to the root bridge before being forwarded to the destination? Because that seems impractical! Of course, it was the first time I've encountered STP and I wasn't 100% wrong sort of... (but close to it!).

     

    The path towards the root bridge from other switches are commonly the fastest (or least cost) which can be changed. The easiest way I would explain why the root bridge is needed would be along the lines of: "The root bridge allows other switches to have a destination to decide which ports to put in forwarding and which ports to block, by default the least cost (fastest path/speed) would be a preferred path to the root unless you manually configure things like costs and priority...."

     

    Traffic will not need to travel to the root bridge first, unless it needs to travel in that direction or is the only way to get to the destination. We will talk about the different port roles and types for STP a little bit later.

     

     

    Bridge Election Process

     

    The bridge election process begins with switches exchanging messages, the Hello BPDU (Bridge protocol data unit) formally known as a configuration BPDU (a lot of people may call it a hello, because it is being sent over and over again like most Hello's in other protocols, excuse me while I refer to it as a hello BPDU for now...).

     

    The Hello BPDU will be used to compare on each side of the link and exchange information such as:

     

    Root Bridge ID, Sender Bridge ID, Path cost to root, Port ID and Timers (MaxAge, Hello and Forward Delay). The BPDU does contain more fields, but these are the important ones for now.. (Protocol ID will be 0x000 for IEEE 802.1D)

     

     

     

    I believe the main focus in the CCNA is firstly focusing on the Bridge ID (BID) and what forms it. The BID is a field in the BPDU which is 8 bytes. Split into 2 parts:

     

    • Priority = 2 bytes (divided into 2 parts: 4bit Priority + 12bit VLAN ID) (interesting fact (2^12 = 4096 VLAN's anyone?)

    • System ID Ext (MAC Address) = 6 bytes

    Without no configuration, we have some default values in our BPDU that are generated on switches. Such as:

    1. Each switch will think it is a root since no root has been elected yet...

    2. Each BID priority will be 32768 (VLAN1 = 32769 etc...)

    3. Hello Timer is 2 seconds default

    4. Forward Delay is 15 seconds by default

    5. Max age is 20 seconds by default

     

    So upon BPDU messages being exchanged, what will happen since the BID priority is the same? If that ties, then it will move onto comparing the System ID (MAC Address) and will always elect the switch with the lowest MAC address as the root as shown in the example below:

     

     

     
    de28d7_9c623d59e9794541a6a023eba9f1ce8f~

     In this example, we see that SW3 actually has a lower BID which then tells us that it will become the root in this election process. Ok so are BPDU's still exchanging after this simple process? Yes of course! BPDU's are actually generated from the root and will be sent down the topology similar to the picture below:

     

     
    de28d7_a06c2efcd0e247fca38911be76230a41~

     

    You can see that the path cost is added to as the basic 'BPDU' is sent down(logically) from the root but where do these numbers come from? STP (1998) has values which I believe you may need to remember for the CCNA exam such as:

     

    10Mbps cost 100, 100Mbps costs 19, 1Gbps cost 4, 10 Gbps cost 2

     

     

    Now that the root election process has finished, that is pretty much all done? You'd be wrong in not wanting to learn more! Since the previous examples don't really show STP's capabilities of making sure the network is loop free, let's add a redundant link in our switched LAN from SW1 to SW. The image has been changed slightly to make it easier to talk from the logical topology view (remember SW3 is still the root!).

     

     
    de28d7_af8aaf26015e48179cfa77bf66e41e19~

     

    So a redundant link has been added and BPDU's have been exchanged but wait... It seems that we understand one of the first values compared in the BPDU is the root bridge ID. SW3 and SW2 will both send a BPDU with the same Root Bridge ID?? Is the switch going to freak out? Is STP going to break? Of course, that would be a poor design if it did but it simply moves onto the next value to compare...

     

    Sender Bridge ID - Is the Senders BID lower than mine? No.... Simply move onto the next parameter. Cost....

     

    SW1 root path cost using gi0/1 will be 4

    SW1 root path cost using fa0/1 will be 23 (because it needs to also add the cost to get to the root from the SW2 gigabit connection)

     

     

    Port Roles and States

     

    After the switch has completed this new election process with the new redundant link, we can move onto the next stage of the STP process. STP defines port roles and states to be used by root and nonroot switches. The root switch will simply put all ports in the designated role and states will be in forwarding mode (FWD), so lets focus on non-root switches.

     

    Every non-root switch must have a root port which essentially is the lowest cost to reach the root switch. SW1 has made g0/1 the root port since it is a STP cost of 4 rather than f0/1 which would be a cost of 23.

    (sorry about hostname, this was issued on SW1)

     
    de28d7_ff6c5aab54e44ea8a94e153f560cc187~

     Because the Root switch will generate BPDU's that are then sent down from the topology, each switch will add the cost on the BPDU before sending it out.

     

    • The BPDU sent from SW3 to SW2 is 0 then SW2 will add a cost of 4 then will be resent to SW1. SW1 will receive it on port f0/1 and will add a cost of 19 creating a total of 23.

    • The BPDU sent from SW3 to SW1 is 0 then SW1 will add a cost of 4 then will be sent to SW2. SW2 will receive it on port f0/1 and will add a cost of 19 (23) which is a worst path than g0/2 to root.

    As you can see in the #show spanning-tree. It also lists on SW1 that interface fa0/1's role is Desg (Designated).

     

    The designated role will be the port that advertises the lowest path cost to a LAN segment. Of course, ties will occur which will result in the BID's being compared and the lowest BID will be chosen. All other ports that are not a Root or Designated will be transitioned into the 'Blocking'(BLK) state as shown on SW2:

     

     
    de28d7_8d61e0173d0b4d6480b9b7444fa61aa3~

     

     

     

    In the next blog on STP, we will talk about STP convergence, 802.1w (RSTP), PVST+, Configuring them all and tweaking STP values such as priority, cost, also I will go into depth on STP port roles and states etc.. I will be replicating this topology with 3 Cisco 2950's instead of using Packet Tracer. (PS, I wrote this on my actual blog but thought I might aswell upload it here, sorry if any formatting issues occur!)

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    Hey guys,

    I'm currently finalising and planning my PC build. I already have the case and CPU and I am asking for some suggestions or changes in parts which makes this build better. My budget without OS is about £650-£700

    CASE: Zalman Z11 Plus

    CPU: AMD FX8350 Black Edition

    CPU Cooler: Cooler MasterHyper 212

    MTB: ASUS Sabertooth 990fx

    RAM: 8GB initial upgrade to 16gb then 32gb in the future; Crucial Ballistix sport 8gb single DIMM.

    GPU: ASUS Nvidia GTX 750ti

    Storage: 120GB Kingston SSD & 1TB Seagate barracuda

    PSU: 660W Corsair Modular 80plus bronze

    Let me know what you guys think :)

    Armitage

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    Freaking won the giveaway. Yeay. Never have i ever win anything in my life and i got a free akg headphones :D

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    My Components:

    Graphic card GIGABYTE GeForce GTX 970, 4096MB, GDDR5, PCI-Express 3.0 359.00 €

    Processor Intel i7 4790k 312.84 €

    Mainboard MSI Z97 G34 Gaming 128.61 €

    RAM Crucial Ballistix Tactical, 8 GB Kit, DDR 3, PC3-12800 78.62 €

    Case Corsair: Carbide Series 300R, Black, Mid PC Case 78.59 €

    HDD hard drive: Toshiba DT01ACA200, 2TB, internal hard drive, 3,5 inch, 7200RPM, 64MB Cache, SATA III 77.89 €

    SSD hard drive Crucial CT128MX100SSD1, internal SSD, 128 GB, SATA III, silver 68,10 €

    Processor cooler be quiet! Shadow Rock 2 (LGA 1150) 40.75 €

    Power supply unit: Corsair CX750M (750 Watt) 40.00 € CD-ROM slot LG GH24NS95 18,99 €

    Thermal paste Arctic MX-4, CPU-cooler-thermal paste 5.44 €

    Keyboard Cherry G83-6105 LUNDE-2, Black, USB, 105 buttons, German keyboard layout 22.55 € Mouse Logitech G500, Gaming Mouse, with wire 33.00 €

    Mousepad SteelSeries QcK Mass Gaming Mousepad 10.88 €

    In total: 1275.26€ (in Germany)

    Now my question, what should I improve, spent more or less money on?

  9. PC Issues

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    The simple issue is that -after much googles- I still don't know how to set up different backgrounds on my different screens in Windows 10. I don't know why this can't just be as easy as it was on Windows 8, but the option doesn't seem to be there D: