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  • Why do I get disk I/O errors booting the 3.2 kernel on a xen vps server?

    - by Doug
    I have a xen vps, which I just upgraded to the new LTS 12 Precise Pangolin. However, I see this error on booting: [ 12.848076] end_request: I/O error, dev xvda, sector 12841 [ 12.848093] end_request: I/O error, dev xvda, sector 12841 [ 12.848103] Buffer I/O error on device xvda1, logical block 1605 [ 12.848110] lost page write due to I/O error on xvda1 [ 12.848129] Aborting journal on device xvda1. Results in / being mounted read-only. Reboot: [ 3.087257] EXT3-fs (xvda1): warning: ext3_clear_journal_err: Marking fs in need of filesystem check. [ 3.087677] EXT3-fs (xvda1): recovery complete [ 3.088514] EXT3-fs (xvda1): mounted filesystem with ordered data mode Begin: Running /scripts/local-bottom ... done. done. Begin: Running /scripts/init-bottom ... done. fsck from util-linux 2.20.1 PRGMRDISK1 contains a file system with errors, check forced. Checking disk drives for errors. This may take several minutes. Press C to cancel all checks in progress PRGMRDISK1: ***** REBOOT LINUX ***** PRGMRDISK1: 371152/6001184 files (2.8% non-contiguous), 4727949/12000000 blocks mountall: fsck / [308] terminated with status 3 mountall: System must be rebooted: / [ 151.566949] Restarting system. Name ID Mem VCPUs State Time(s) shadowmint 236 2048 1 --p--- 0.0 Reboot - back to 1. This is definitely an issue with the 3.2 kernel, because booting the 3.0.0 or 2.6.38 kernel series make this issue magically disappear. I'm certain this is some kind of weird xen thing, but no idea. Anyone? Anyhow, until this is resolve I strongly recommend against upgrading if you're running a xen server.

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  • How to do a 3-tier using PHP [closed]

    - by Ric
    I have a requirement from a client for my PHP Web application to be 3-tier. For example, I would have a web server on Apache in the DMZ, but it should NOT contain any DB connections. It should connect to a Middle server that would host the business objects but be behind the firewall. Then those objects connect to my SQL cluster on another server. I have actually done this using .NET, but I am not sure how to setup my stack using PHP. I suppose I could have my UI front tier call the middle tier using REST based web services if I create my middle tier as a second web server, but this seems overly complex. The main reason for this is advanced security: we can not have any passwords on the DMZ first tier web server. The second reason is scalability - to have multiple server on different tiers that can handle the requests. The Last reason is for deployment - it is easier if I can take one set of servers offline for testing before putting them back in production. Is there a open source project that shows how to do this? The only example I can find is the web server hosting files from a shared drive on another machine (kind of how DotNetNuke pretends to be 3-tier), but that is NOT secure.

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  • Example of DOD design

    - by Jeffrey
    I can't seem to find a nice explanation of the Data Oriented Design for a generic zombie game (it's just an example, pretty common example). Could you make an example of the Data Oriented Design on creating a generic zombie class? Is the following good? Zombie list class: class ZombieList { GLuint vbo; // generic zombie vertex model std::vector<color>; // object default color std::vector<texture>; // objects textures std::vector<vector3D>; // objects positions public: unsigned int create(); // return object id void move(unsigned int objId, vector3D offset); void rotate(unsigned int objId, float angle); void setColor(unsigned int objId, color c); void setPosition(unsigned int objId, color c); void setTexture(unsigned int, unsigned int); ... void update(Player*); // move towards player, attack if near } Example: Player p; Zombielist zl; unsigned int first = zl.create(); zl.setPosition(first, vector3D(50, 50)); zl.setTexture(first, texture("zombie1.png")); ... while (running) { // main loop ... zl.update(&p); zl.draw(); // draw every zombie } Or would creating a generic World container that contains every action from bite(zombieId, playerId) to moveTo(playerId, vector) to createPlayer() to shoot(playerId, vector) to face(radians)/face(vector); and contains: std::vector<zombie> std::vector<player> ... std::vector<mapchunk> ... std::vector<vbobufferid> player_run_animation; ... be a good example? Whats the proper way to organize a game with DOD?

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  • Architectural approaches to creating a game menu/shell overlay on PC/Linux?

    - by Ghopper21
    I'm am working on a collection of games for a custom digital tabletop installation (similar to Microsoft Surface tables). Each game will be an individual executable that runs full-screen. In addition, there needs to be a menu/shell overlay program running simultaneously. The menu/shell will allow users to pause games, switch to other games, check their game history, etc. Some key requirements of the shell: it intercepts all user input (mainly multitouch) first before passing it on to the currently running game (so that it can, for instance, know to pop-up at a "pause" command); can reveal on arbitrary portions of the screen, with the currently running (but presumably paused) game still showing underneath, ideally with its shape/size being dynamic, to allow for creation of an animated in/out drawer effect over the game. I'm currently looking into different architectural approaches to this problem, including Fraps and DirectX overlays, but I'm sure I'm missing some ways to think about this. What are the main approaches I should be considering? (Note the table is currently being run by Windows PC, but it could potentially be a Linux box instead.)

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  • Colored Collision Detection

    - by tugrul büyükisik
    Several years ago, i made a fast collision detection for 2D, it was just checking a bullets front-pixel's color to check if it were to hit something. Lets say the target rgb color is (124,200,255) then it just checks for that color. After the collision detection, it paints the target with appropriate picture. So, collision detection is made in background without drawing but then painted and drawed. How can i do this in 3D? Because, a vertex is not just exist like a 2D picture's pixel. I looked at some java3D and other programs and understood that 3D world is made of objects. Not just pictures. Is there a program that truly fills the world with vertices ? But it could be needing terabytes of ram even more. Do you know an easy way to interpolate the color of a vertex in java3D or similar program? Note: for a rgb color-identifier, i can make 255*255*255 different 2D objects in background.

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  • Game Messaging System Design

    - by you786
    I'm making a simple game, and have decided to try to implement a messaging system. The system basically looks like this: Entity generates message - message is posted to global message queue - messageManager notifies every object of the new message through onMessageReceived(Message msg) - if object wants, it acts on the message. The way I'm making message objects is like this: //base message class, never actually instantiated abstract class Message{ Entity sender; } PlayerDiedMessage extends Message{ int livesLeft; } Now my SoundManagerEntity can do something like this in its onMessageReceived() method public void messageReceived(Message msg){ if(msg instanceof PlayerDiedMessage){ PlayerDiedMessage diedMessage = (PlayerDiedMessage) msg; if(diedMessage.livesLeft == 0) playSound(SOUND_DEATH); } } The pros to this approach: Very simple and easy to implement The message can contain as much as information as you want, because you can just create a new Message subclass that has whatever info necessary. The cons: I can't figure out how I can recycle Message objects to a object pool, unless I have a different pool for each subclass of Message. So I have lots and lots of object creation/memory allocation over time. Can't send a message to a specific recipient, but I haven't needed that yet in my game so I don't mind it too much. What am I missing here? There must be a better implementation or some idea that I'm missing.

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  • jBullet Collision/Physics not working as expected

    - by Kenneth Bray
    Below is the code for one of my objects in the game I am creating (yes although this is a cube, I am not making anything remotely like MineCraft), and my issue is I while the cube will display and is does follow the physics if the cube falls, it does not interact with any other objects in the game. If I was to have multiple cubes in screen at once they all just sit there, or shoot off in all directions never stopping. Anyway, I am new to jBullet, and any help would be appreciated. // Constructor public Cube(float pX, float pY, float pZ, float pSize) { posX = pX; posY = pY; posZ = pZ; size = pSize; rotX = 0; rotY = 0; rotZ = 0; // physics stuff fallMotionState = new DefaultMotionState(new Transform(new Matrix4f(new Quat4f(0, 0, 0, 1), new Vector3f(posX, posY, posZ), 1))); fallRigidBodyCI = new RigidBodyConstructionInfo(mass, fallMotionState, fallShape, fallInertia); fallRigidBody = new RigidBody(fallRigidBodyCI); }

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  • What to Return with Async CRUD methods C#

    - by RualStorge
    While there is a similar question focused on Java, I've been in debates with utilizing Task objects. What's the best way to handle returns on CRUD methods (and similar)? Common returns we've seen over the years are: Void (no return unless there is an exception) Boolean (True on Success, False on Failure, exception on unhandled failure) Int or GUID (Return the newly created objects Id, 0 or null on failure, exception on unhandled failure) The updated Object (exception on failure) Result Object (Object that houses the manipulated object's ID, Boolean or status field to with success or failure indicated, Exception information if there was one, etc) The concern comes into play as we've started moving over to utilizing C# 5's Async functionality, and this brought the question up of how we should handle CRUD returns large-scale. In our systems we have a little of everything in regards to what we return, we want to make these returns standardized... Now the question is what is the recommended standard? Is there even a recommended standard yet? (I realize we need to decide our standard, but typically we do so by looking at best practices, see if it makes sense for us and go from there, but here we're not finding much to work with)

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  • Run a VirtualBox VM in a second X-Server with Graphic support

    - by Scindix
    I'm starting a VirtualBox VM (Windows 7) in a second X-Server (Ubuntu 14.04) and i'm using the following xinit script (/path/.vboximage): optirun VBoxManage startvm <vm name> & exec tinywm I recognized that while running Virtualbox normally under Gnome (Unity to be precise ;-) ) I get full graphics support. But when I run it on a second xserver there seem to be some problems. E.g. Windows Aero doesn't seem to work and Chrome WebGL demos are running with poorer performance. I'm not a big Windows expert, so I don't know how I could check the used Graphic card (specification). But it is very obvious that something has changed when running the vm in the extra X-Server. Also when I try to replace tinywm with compiz I get the unity frame around the VM, which also seems to have no graphics acceleration (no transparency effects) So it seems that the X-Server doesn't have Graphic acceleration at all. I have a NVidia 525m and an Intel HD3000 which are both capable of advanced graphics. I'm starting the above script with startx /path/.vboximage - :1 How could I fix that?

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  • Triggering Data Changes in N-Tier

    - by Ryan Kinal
    I've been studying n-tier architectures as of late, particularly in VB.NET with Entity Framework and/or LINQ to SQL. I understand the basic concepts, but have been wondering about best practices in regard to triggering CRUD-type operations from user input/action. So, the arcitecture looks something like the following: [presentation layer] - [business layer] - [data layer] - (database) Getting information from the database into the presentation layer is simple and abstracted. It's just a matter of instantiating a new object from the business layer, which in turn uses the data layer to get at the correct information. However, saving (updating and inserting), and deleting seem to require particular APIs on the relevant business objects. I have to assume this is standard practice, unless a business object will save itself on various operations (which seems inefficient), or on disposal (which seems like it just wouldn't work, or may be unwieldy and unreliable). Should my "savable" business objects all implement a particular "ISavable" or "IDatabaseObject" interface? Is this a recognized (anti-)pattern? Are there other, better patterns I should be using that I'm just unaware of? The TLDR question, I suppose, is How does the presentation layer trigger database changes?

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  • Error: kernel headers not found. (But they are in place)

    - by Guandalino
    I'm trying to install the Guest Additions in VirtualBox 4.04. Host OS is Ubuntu desktop 11.04 64bit, guest OS is Ubuntu server 11.10 64bit. $ sudo ./VBoxLinuxAdditions.run After some output this line is printed: The headers for the current running kernel were not found. But the headers are installed, at least accordingly to dpkg: $ dpkg --get-selections | grep linux-headers linux-headers-3.0.0-12 install linux-headers-3.0.0-12-server install linux-headers-server install The running kernel is: $ uname -a Linux foobar 3.0.0-12-server #20-Ubuntu SMP Fri Oct 7 16:36:30 UTC 2011 x86_64 x86_64 X86_64 GNU/Linux How do I fix things so that Guest Additions installer is able to find kernel headers? Update: added full output. The headers for the current running kernel were not found. If the module compilation fails then this could be the reason. Building the main Guest Additions module ...done. Building the shared folder support module ...fail! (Look at /var/log/vboxadd-install.log to find out what went wrong) Installing the Window System drivers ...fails! (Could not find the X.Org or XFree86 Window System). I don't care for fail #2, because that's a server and I don't need X server. But I need shared folder support. Some further detail: $ tail /val/log/vboxadd-install.log .......... cc1: some warnings being treated as errors make[2]: *** [/tmp/vbox.0/vfsmod.o] Error 1 make[1]: *** [_module_/tmp/vbox.0] Error 2 make: *** [vboxsf] Error 2

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  • Are there design patterns or generalised approaches for particle simulations?

    - by romeovs
    I'm working on a project (for college) in C++. The goal is to write a program that can more or less simulate a beam of particles flying trough the LHC synchrotron. Not wanting to rush into things, me and my team are thinking about how to implement this and I was wondering if there are general design patterns that are used to solve this kind of problem. The general approach we came up with so far is the following: there is a World that holds all objects you can add objects to this world such as Particle, Dipole and Quadrupole time is cut up into discrete steps, and at each point in time, for each Particle the magnetic and electric forces that each object in the World generates are calculated and summed up (luckily electro-magnetism is linear). each Particle moves accordingly (using a simple estimation approach to solve the differential movement equations) save the Particle positions repeat This seems a good approach but, for instance, it is hard to take into account symmetries that might be present (such as the magnetic field of each Quadrupole) and is this thus suboptimal. To take into account such symmetries as that of the Quadrupole field, it would be much easier to (also) make space discrete and somehow store form of the Quadrupole field somewhere. (Since 2532 or so Quadrupoles are stored this should lead to a massive gain of performance, not having to recalculate each Quadrupole field) So, are there any design patterns? Is the World-approach feasible or is it old-fashioned, bad programming? What about symmetry, how is that generally taken into acount?

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  • How to implement behavior in a component-based game architecture?

    - by ghostonline
    I am starting to implement player and enemy AI in a game, but I am confused about how to best implement this in a component-based game architecture. Say I have a following player character that can be stationary, running and swinging a sword. A player can transit to the swing sword state from both the stationary and running state, but then the swing must be completed before the player can resume standing or running around. During the swing, the player cannot walk around. As I see it, I have two implementation approaches: Create a single AI-component containing all player logic (either decoupled from the actual component or embedded as a PlayerAIComponent). I can easily how to enforce the state restrictions without creating coupling between individual components making up the player entity. However, the AI-component cannot be broken up. If I have, for example, an enemy that can only stand and walk around or only walks around and occasionally swing a sword, I have to create new AI-components. Break the behavior up in components, each identifying a specific state. I then get a StandComponent, WalkComponent and SwingComponent. To enforce the transition rules, I have to couple each component. SwingComponent must disable StandComponent and WalkComponent for the duration of the swing. When I have an enemy that only stands around, swinging a sword occasionally, I have to make sure SwingComponent only disables WalkComponent if it is present. Although this allows for better mix-and-matching components, it can lead to a maintainability nightmare as each time a dependency is added, the existing components must be updated to play nicely with the new requirements the dependency places on the character. The ideal situation would be that a designer can build new enemies/players by dragging components into a container, without having to touch a single line of engine or script code. Although I am not sure script coding can be avoided, I want to keep it as simple as possible. Summing it all up: Should I lob all AI logic into one component or break up each logic state into separate components to create entity variants more easily?

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  • How do I simplify a 2D game grid for level management while keeping its by-pixel features?

    - by Eric Thoma
    (I cross-posted this from StackOverflow as this seems to be a more appropriate forum. I've looked around a little here and I did not find an answer, so I hope this is not a recurring question.) This is a question dealing with 2D world design. I am playing around by creating a 2D bird's eye view shooter game, and I am looking to make the game sleek and advanced. I hope to be able to write physics so projectiles have momentum and knock-down properties. I am immediately running into the problem of world design. I need a way to have level files that store everything there is about a game. This is easiest by just having a grid of objects. But there are thin-walls and other objects that don't seem to fit into a traditional cell of a grid. I want to be able to fit all these together so I can streamline level design; so I don't have to put in the exact pixel-specific start and end of a wall. There doesn't seem to be an obvious translation from level file to game without forcing myself into a pacman-life scenario, meaning a scenario where the game feels boxy and discrete. There is a contrast between the smoothly (relatively) moving characters and finite jumps in a grid. I would appreciate an answer that would describe implementation options or point me to resources that do. I would also appreciate references to sites that teach game design. The language I am using is Java (although I would love to use C or C++, but I can never find convenient resources in those languages). Thank you for any answers. Please leave any questions in the space below; I will be able to answer them later tonight (28th Nov).

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  • Using Queries with Coherence Write-Behind Caches

    - by jpurdy
    Applications that use write-behind caching and wish to query the logical entity set have the option of querying the NamedCache itself or querying the database. In the former case, no particular restrictions exist beyond the limitations intrinsic to the Coherence query engine itself. In the latter case, queries may see partially committed transactions (e.g. with a parent-child relationship, the version of the parent may be different than the version of the child objects) and/or significant version skew (the query may see the current version of one object and a far older version of another object). This is consistent with "read committed" semantics, but the read skew may be far greater than would ever occur in a non-cached environment. As is usually the case, the application developer may choose to accept these limitations (with the hope that they are sufficiently infrequent), or they may choose to validate the reads (perhaps via a version flag on the objects). This also applies to situations where a third party application (such as a reporting tool) is querying the database. In many cases, the database may only be in a consistent state after the Coherence cluster has been halted.

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  • Skip CodedUI Tests, use Selenium for Web Automation

    - by Aligned
    Originally posted on: http://geekswithblogs.net/Aligned/archive/2013/10/31/skip-codedui-tests-use-selenium-for-web-automation.aspxI recently joined a team that was using Agile Methodologies to create a new product. They have a working beta product after 10 or so 2 week sprints and already had UI’s that had changed several times as they went through iterations of their UI. As a result, the QA team was falling behind with automated tests and I was tasked to help them catch up and expand their tests. The project is a website. I heard many complaints about how hard it is to work with CodedUI (writing our own code, not relying on the recorder as we wanted re-usable and more maintainable code) then it took me 4+ hours to fix one issue. It was hard to traverse the key and debugging the objects with breakpoints… I said out loud “there has to be a better way or a framework the uses jQuery to run through the tests.” Plus it seemed really slow (wait… finding the object … wait… start putting in text…). Plus some tests would randomly fail on the test agents (using the test settings and an automated build, they are run on VMs using Microsoft test agents). Enough complaining. Selenium to the rescue (mostly). The lead QA guy decided to try it out and we haven’t turned back. We are now running tests in Chrome and Firefox and they run a lot faster. We had IE running to, but some of the tests were running fine locally, but hanging on the test agents. I’ll add some hints and lessons learned in a later post.

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  • Recent 12.04 Upgrade Makes My System and Internet Run Extremely SLOW!

    - by Sterling
    I'm running a Dell Inspiron 1564 with Windows7/Ubuntu dual booting. I haven't logged into the Ubuntu OS partition for some time until recently (trying to force myself into a Linux environment to learn) and when I did, It asked me to upgrade to 12.04 and so I did, restarted and since, everything seems to run extremely slow (startup, opening applications, running applications, switching windows, etc., etc... Another thing is that the Internet cuts out intermittently on my browser. Some pages within my Firefox tabs I can access, some I cant. Almost always while running Skype or some other Internet using application. So I know that I'm getting Internet, I can chat with friends over Skype but certain pages wont load during my Skype calls; the pages just hang upon resfreshing... I can eventually get the page to load after an indefinite amount of waiting and refreshing but this is very annoying. I am extremely new to Linux so I apologize in advance for my absolute ignorance. I am willing to post whatever information you Linux gurus have me type into the terminal in hopes that you can help me =) Thanks in advance!

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  • How to unit test models in MVC / MVR app?

    - by BBnyc
    I'm building a node.js web app and am trying to do so for the first time in a test driven fashion. I'm using nodeunit for testing, which I find allows me to write tests quickly and painlessly. In this particular app, the heavy lifting primarily involves translating SQL data into complex Javascript object and serving them to the front-end via json. Likewise, the app also spends a great deal of code validating and translating complex, multidimensional Javascript objects it receives from the front-end into SQL rows. Hence I have used a fat model design for the app -- most of the real code resides in the models, where the data translation happens. What's the best approach to test such models with unit tests? I mean in particular the methods that have create javascript objects from the SQL rows and serve them to the front-end. Right now what I'm doing is making particular requests of my models with the unit tests and checking the returned data for all of the fields that should be there. However I have a suspicion that this is not the most robust kind of testing I could be doing. My current testing design also means I have to package my app code with some dummy data so that my tests can anticipate the kind of data that the app should be returning when tests run.

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  • fwupd to update OCZ RevoDrive firmware gets a 'Permission denied' error

    - by Late
    Try as I might I just don't get it working (http://www.ocztechnology.com/ssd_tools/OCZ_RevoDrive_and_RevoDrive_X2/). There's another thread here with an similar issue here: Command is giving me "bash: ./fwupd: cannot execute binary file" I'm running command ./fwupd /dev/sdb which keeps returning me bash: ./fwupd: Permission denied I have tried running both bit versions available of fwupd with both of the latest 32- and 64-bit Ubunty 11.10, running the OS from an USB stick, but to no avail (could this be the problem?). In the other thread it was suggested that chmod +x fwupd (or chmod 0755 fwupd) should resolve this issue, but at least for me it has been for naught. It was also suggested to install certain libraries, but those were already included in the Ubunty build and I didn't have any luck after updating with apt-get. I also tried giving fwupd more privileges, r, x and w but same charade, run it in different ways from different places (where I'd have the fwupd present, ofc) among other things. What I also tried is giving the Ubunty 10.04 LTS a shot but it didn't even launch on either of my computers, though that's not the issue here. If anyone has any ideas on what the problem is and how I could get this working, it would be most appreciated!

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  • Having the same texture data in different ID3D11Texture2D

    - by bdmnd
    Sorry if this has been answered elsewhere - I'm rather new to DX. My question concerns conservation of resources - specifically textures in VRAM. I assume that upon returning from a call to CreateTexture2D, a copy of any textures data supplied has been copied elsewhere, likely VRAM. Does DX11 have any facility for having multiple ID3D11Texture2D objects which point to the same data? This might at first seem silly, but imagine a ID3D11Texture2D which is an array of textures. In one material, an artist has chosen to blend three identically sized maps, saved on disk as A.dds, B.dds, and C.dds. Then imagine they have another material which also uses three maps, but this time A.dds, B.dds, and D.dds. The shader code knows the diffuse texture is a texture array, and also has the number of layers baked (three in each case). I would essentially like to set up just two ID3D11Texture2D objects, one for each material, but I don't want to waste VRAM for two identical copies of A.dds and B.dds. I could use explicit texture arrays, of course, but this reduces the number of resources available to the shader and can complicate code somewhat more than would otherwise be needed.

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  • Performance impact of Zones.

    - by nospam(at)example.com (Joerg Moellenkamp)
    I was really astonished when i saw this question. Because this question was a old acquaintance from years ago, that i didn't heard for a long time. However there was it again. The question: "What's the overhead of Zones?". Sun was and Oracle is not saying "zero". We saying saying minimal. However during all the performance analysis gigs on customer systems i made since the introduction of Zones i failed to measure any overhead caused by zones. What i saw however, was additional load intoduced by processes that wouldn't be there when you would use only one zone Like additional monitoring daemons, like additional daemons having a controlling or supervising job for the application that resulted in slighly longer runtimes of processes, because such additional daemons wanted some cycles on the CPU as well. So i ask when someone wants to tell me that he measured a slight slowdown, if he or she has really measured the impact of the virtualization layer or of a side effect described above. It seems to be a little bit hard to believe, that a virtualisation technology has no overhead, however keep in mind that there is no hypervisor and just one kernel running that looks and behaves like many operating system instances to apps and users. While this imposes some limits to the technology (because there is just one kernel running you can't have zones with different kernels versions running ... obvious even to the cursory observer), but that is key to it's lightweightness and thus to the low overhead. Continue reading "Performance impact of Zones."

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  • Turn Based Event Algorithm

    - by GamersIncoming
    I'm currently working on a small roguelike in XNA, which sees the player in a randomly generated series of dungeons fending off creeps, as you might expect. As with most roguelikes, the player makes a move, and then each of the creeps currently active on screen will make a move in turns, until all creeps have updated, and it return's to the player's go. On paper, the simple algorithm is straightforward: Player takes turn Turn Number increments For each active creep, update Position Once all active creeps have updated, allow player to take next turn However, when it comes to actually writing this in more detail, the concept becomes a bit more tricky for me. So my question comes as this: what is the best way to handle events taking turns to trigger, where the completion of each last event triggers the next, when dealing with a large number of creeps (probably stored as an array of an enemy object), and is there an easier way to create some kind of engine that just takes all objects that need updating and chains them together so their updates follow suit? I'm not asking for code, just algorithms and theory in the direction of objects triggering updates one after the other, in a turn based manner. Thanks in advance. Edited: Here's the code I currently have that is horrible :/ if (player.getTurnOver() && updateWait == 0) { if (creep[creepToUpdate].getActive()) { creep[creepToUpdate].moveObject(player, map1); updateWait = 10; } if (creepToUpdate < creep.Length -1) { creepToUpdate++; } else { creepToUpdate = 0; player.setTurnOver(false); } } if (updateWait > 0) { updateWait--; }

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  • BoundingSpheres move when they should not

    - by NDraskovic
    I have a XNA 4.0 project in which I load a file that contains type and coordinates of items I need to draw to the screen. Also I need to check if one particular type (the only movable one) is passing in front or trough other items. This is the code I use to load the configuration: if (ks.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.L)) { this.GraphicsDevice.Clear(Color.CornflowerBlue); Otvaranje.ShowDialog(); try { using (StreamReader sr = new StreamReader(Otvaranje.FileName)) { String linija; while ((linija = sr.ReadLine()) != null) { red = linija.Split(','); model = red[0]; x = red[1]; y = red[2]; z = red[3]; elementi.Add(Convert.ToInt32(model)); podatci.Add(new Vector3(Convert.ToSingle(x), Convert.ToSingle(y), Convert.ToSingle(z))); sfere.Add(new BoundingSphere(new Vector3(Convert.ToSingle(x), Convert.ToSingle(y), Convert.ToSingle(z)), 1f)); } } } catch (Exception ex) { Window.Title = ex.ToString(); } } The "Otvaranje" is an OpenFileDialog object, "elementi" is a List (determines the type of item that would be drawn), podatci is a List (determines the location where the items will be drawn) and sfere is a List. Now I solved the picking algorithm (checking for ray and bounding sphere intersection) and it works fine, but the collision detection does not. I noticed, while using picking, that BoundingSphere's move even though the objects that they correspond to do not. The movable object is drawn to the world1 Matrix, and the static objects are drawn into the world2 Matrix (world1 and world2 have the same values, I just separated them so that the static elements would not move when the movable one does). The problem is that when I move the item I want, all boundingSpheres move accordingly. How can I move only the boundingSphere that corresponds to that particular item, and leave the rest where they are?

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  • Why does my mic boost automatically go to 100 on every boot?

    - by Ben
    When my computer turns on, it automatically sets the "mic boost" sound setting to 100. This causes a loud static sound in my speakers. I can manually go to alsamixer and turn the mic boost down manually, but I would prefer it if I didn't have to do this every time I turn the computer on. I've tried running sudo alsactl store after fixing the settings, and this does save them, but I have to run sudo alsactl restore to restore the settings. This means that I have to manually fix the sound every time I start the computer anyway, so it isn't really a fix. I tried putting sudo alsactl restore in my startup programs, but that didn't seem to fix anything. I'm running Ubuntu 12.04, but I started having this problem before upgrading from 11.10. I'm using a Sony Vaio laptop. I'm not really sure what made it start; it seemed like I just started having the problem randomly one day. Any help would be appreciated! Edit: here is the output from running amixer: http://paste.ubuntu.com/1060080/

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  • How to enable a Web portal-based rich enterprise platform on different domains and hosts using JS without customization/ server configuration

    - by S.Jalali
    Our company Coscend has built a Web portal-based communications and cloud collaboration platform by using JavaScript (JS), which is embedded in HTML5 and formatted with CSS3. Other technologies used in the core code include Flash, Flex, PostgreSQL and MySQL. Our team would like to host this platform on five different Windows and Linux environments that run different types of Web servers such as IIS and Apache. Technical challenge: Each of these Windows and Linux servers have a different host name and domain name (and IP address), but we would like to keep our enterprise platform independent of host server configuration. Possible approach to solution: We think an API (interface module with a GUI) is needed to accomplish this level of modularity and flexibility while deploying at our enterprise customers. Seeking your insights: In this context, our team would appreciate your guidance on: Is there an algorithmic method to implement this Web portal-based platform in these Windows and Linux environments while separating it from server configuration, i.e., customizing the host name, domain name and IP address for each individual instance? For example, would it be suitable to create some JS variables / objects for host name and domain name and call them in the different implementations? If a reference to the host/domain names occurs on hundreds of portal modules, these variables or JS objects would replace that. If so, what is the best way to make these object modules written in JS portable and re-usable across different environments and instances for enterprise customers? Here is an example of the implemented code for the said platform. The following Web site (www.CoscendCommunications.com) was built using this enterprise collaboration platform and has the base code examples of the platform. This Web site is domain-specific. We like to make the underlying platform such that it is domain and host-independent. This will allow the underlying platform to be deployed in multiple instances of our enterprise customers.

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