While waiting for their Asik wrote in AutoIt small program management cgminer-ohm for a given algorithm and simultaneous work with several pools. How it works: After a certain period of time takes the site selected pool information and on the basis of the data sends commands cgminer-y. The basic algorithm works with pools based on a gradual increase in the number of outgoing solutions traceable to the pool PPLNS or Score mode of payments, which improves the efficiency of ore mining in those cases where long blocks across the pool to the number of ball more in two, three or more times the value of. PoolSwitcher CGMINER + 1.0.2 -
http://turbobit.net/2897cm602i70.html (archive cgminer-2.10.3-win32) 1.0.1 -
http://turbobit.net/zhmyz57aio7j.html (archive cgminer-2.9. 7-win32) Instructions for the use of these versions appear in the near future.
0.4.2 -
http://turbobit.net/ehx2jhq39evf.html (archive cgminer-2.8.7-win32) Work with two pools (2p) in the interval to double difficulties - of ~ 150% Working with three pools (3p) the interval up to triple difficulties - of ~ 130% Working with four pools (4p) for up to four times the range of difficulties - of ~ 120% efficiency can both increase and decrease, changing the parameter kD in one direction or another. For example, when kD = 0.5 and the work of the four pools (4p), which corresponds to work with two pools (2p) for kD = 1, the effectiveness of the gap of the double will be higher than the 2p, and in the worst of circumstances, close to a complete stop operation of the main pool - his death, the overall efficiency will tend to 75%, not 50% as in the (2p) or 66.6% as at (3p). If kD = 1.5 and (4p), which corresponds to an interval of six times , which is extremely rare, little work is interesting because in these parameters the overall efficiency will be slightly higher than 100% Older versions: 0.1.0 -
http://turbobit.net/2a0z5q91vtg6.html 0.1.1 -
http://turbobit.net / mnpqlkmhzqrg.html 0.1.2 -
http://turbobit.net/xsnipxthaqep.html have only one mode (2p) with two pools: one pool - PPLNS or Score, the second one can be any other pool, preferably PPS. Sgminer working with these two pools mode LOAD BALANCE / BALANCE sending a roughly equal number of solutions for each pool ball before reaching the current round of magnitude. If the number is greater than the current ball complexity sgminer is put FAILOVER, thus all decisions are sent to the pool until the number of the ball will not exceed the double of the current round, or if not completed earlier. Then again sgminer is put LOAD BALANCE / BALANCE. effectiveness of this scheme is approximately the sum of the three variables. The first of which - the work in the time interval to the value of less than the current one, the second - from a single to a double of the third - from double to triple the complexity and more. Not hard to guess that the first value is about 150% since the average kolichestro ball found the blocks for this period of time, about half of. (PPS gives 50%, Score 2 times) The second value is approximately the same size of the first, as a two-fold increase posted solutions or 200% in this time period compensates half lost a decision in the first period. On the third of a few difficult as it may consist of three or more, the complexity of multiple, time periods, and the overall efficiency is still committed to 100%. But here, according kommulyativnoy distribution function, if anyone knows what it is (do not ask me, I do not know)), or on the basis of the known data from the pool
https://bitminter.com/blocks probability that this third period is about 14%, based on exactly the double of time without updating the round in PS. For quite a long period of time the value of time spent on the job in this period, less than the first and second periods, which determines the effectiveness of more than 100%. So, by this you can add a few tenths of a% relative to the real situation when using only one pool, as sgminer working on several pools will not be idle in the case of one of them unusable. Plus, the existence pulhopperov can add, I think, is about the same percentage. couple of examples on some randomly limited time: When kD = 1 and pool finds blocks smaller than / equal to / slightly more than twice the complexity, efficiency ~ 150% If the pool Each unit comes eight more than twice the complexity, efficiency> 100% if the pool comes every 7 block more than twice the complexity, efficiency <100% If kD = 1,5 and pool finds blocks smaller than / equal to / slightly more triple difficulties - of ~ 125% if pool comes every 20 triple block more complexity, efficiency> 100% If you come across a pool of more than 19 blocks, each of the triple, efficiency <100% even in the case where the number of long blocks more, more small raise the overall efficiency of> 100% in the program has a function donate, receive less than 1% vorkeru creator program. For more support - BTC: 1Grt8FNEJYawuVWLzBm3Z6ux6yNwK92ASk I would be happy to see any comments, suggestions, and assistance to increase the quality and functionality of the program.