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  • "power limit notification" clobbering on 12G Dell servers with RHEL6

    - by Andrew B
    Server: Poweredge r620 OS: RHEL 6.4 Kernel: 2.6.32-358.18.1.el6.x86_64 I'm experiencing application alarms in my production environment. Critical CPU hungry processes are being starved of resources and causing a processing backlog. The problem is happening on all the 12th Generation Dell servers (r620s) in a recently deployed cluster. As near as I can tell, instances of this happening are matching up to peak CPU utilization, accompanied by massive amounts of "power limit notification" spam in dmesg. An excerpt of one of these events: Nov 7 10:15:15 someserver [.crit] CPU12: Core power limit notification (total events = 14) Nov 7 10:15:15 someserver [.crit] CPU0: Core power limit notification (total events = 14) Nov 7 10:15:15 someserver [.crit] CPU6: Core power limit notification (total events = 14) Nov 7 10:15:15 someserver [.crit] CPU14: Core power limit notification (total events = 14) Nov 7 10:15:15 someserver [.crit] CPU18: Core power limit notification (total events = 14) Nov 7 10:15:15 someserver [.crit] CPU2: Core power limit notification (total events = 14) Nov 7 10:15:15 someserver [.crit] CPU4: Core power limit notification (total events = 14) Nov 7 10:15:15 someserver [.crit] CPU16: Core power limit notification (total events = 14) Nov 7 10:15:15 someserver [.crit] CPU0: Package power limit notification (total events = 11) Nov 7 10:15:15 someserver [.crit] CPU6: Package power limit notification (total events = 13) Nov 7 10:15:15 someserver [.crit] CPU14: Package power limit notification (total events = 14) Nov 7 10:15:15 someserver [.crit] CPU18: Package power limit notification (total events = 14) Nov 7 10:15:15 someserver [.crit] CPU20: Core power limit notification (total events = 14) Nov 7 10:15:15 someserver [.crit] CPU8: Core power limit notification (total events = 14) Nov 7 10:15:15 someserver [.crit] CPU2: Package power limit notification (total events = 12) Nov 7 10:15:15 someserver [.crit] CPU10: Core power limit notification (total events = 14) Nov 7 10:15:15 someserver [.crit] CPU22: Core power limit notification (total events = 14) Nov 7 10:15:15 someserver [.crit] CPU4: Package power limit notification (total events = 14) Nov 7 10:15:15 someserver [.crit] CPU16: Package power limit notification (total events = 13) Nov 7 10:15:15 someserver [.crit] CPU20: Package power limit notification (total events = 14) Nov 7 10:15:15 someserver [.crit] CPU8: Package power limit notification (total events = 14) Nov 7 10:15:15 someserver [.crit] CPU10: Package power limit notification (total events = 14) Nov 7 10:15:15 someserver [.crit] CPU22: Package power limit notification (total events = 14) Nov 7 10:15:15 someserver [.crit] CPU15: Core power limit notification (total events = 369) Nov 7 10:15:15 someserver [.crit] CPU3: Core power limit notification (total events = 369) Nov 7 10:15:15 someserver [.crit] CPU1: Core power limit notification (total events = 369) Nov 7 10:15:15 someserver [.crit] CPU5: Core power limit notification (total events = 369) Nov 7 10:15:15 someserver [.crit] CPU17: Core power limit notification (total events = 369) Nov 7 10:15:15 someserver [.crit] CPU13: Core power limit notification (total events = 369) Nov 7 10:15:15 someserver [.crit] CPU15: Package power limit notification (total events = 375) Nov 7 10:15:15 someserver [.crit] CPU3: Package power limit notification (total events = 374) Nov 7 10:15:15 someserver [.crit] CPU1: Package power limit notification (total events = 376) Nov 7 10:15:15 someserver [.crit] CPU5: Package power limit notification (total events = 376) Nov 7 10:15:15 someserver [.crit] CPU7: Core power limit notification (total events = 369) Nov 7 10:15:15 someserver [.crit] CPU19: Core power limit notification (total events = 369) Nov 7 10:15:15 someserver [.crit] CPU17: Package power limit notification (total events = 377) Nov 7 10:15:15 someserver [.crit] CPU9: Core power limit notification (total events = 369) Nov 7 10:15:15 someserver [.crit] CPU21: Core power limit notification (total events = 369) Nov 7 10:15:15 someserver [.crit] CPU23: Core power limit notification (total events = 369) Nov 7 10:15:15 someserver [.crit] CPU11: Core power limit notification (total events = 369) Nov 7 10:15:15 someserver [.crit] CPU13: Package power limit notification (total events = 376) Nov 7 10:15:15 someserver [.crit] CPU7: Package power limit notification (total events = 375) Nov 7 10:15:15 someserver [.crit] CPU19: Package power limit notification (total events = 375) Nov 7 10:15:15 someserver [.crit] CPU9: Package power limit notification (total events = 374) Nov 7 10:15:15 someserver [.crit] CPU21: Package power limit notification (total events = 375) Nov 7 10:15:15 someserver [.crit] CPU23: Package power limit notification (total events = 374) A little Google Fu reveals that this is typically associated with the CPU running hot, or voltage regulation kicking in. I don't think that's what is happening though. Temperature sensors for all servers in the cluster are running fine, Power Cap Policy is disabled in the iDRAC, and my System Profile is set to "Performance" on all of these servers: # omreport chassis biossetup | grep -A10 'System Profile' System Profile Settings ------------------------------------------ System Profile : Performance CPU Power Management : Maximum Performance Memory Frequency : Maximum Performance Turbo Boost : Enabled C1E : Disabled C States : Disabled Monitor/Mwait : Enabled Memory Patrol Scrub : Standard Memory Refresh Rate : 1x Memory Operating Voltage : Auto Collaborative CPU Performance Control : Disabled A Dell mailing list post describes the symptoms almost perfectly. Dell suggested that the author try using the Performance profile, but that didn't help. He ended up applying some settings in Dell's guide for configuring a server for low latency environments and one of those settings (or a combination thereof) seems to have fixed the problem. Kernel.org bug #36182 notes that power-limit interrupt debugging was enabled by default, which is causing performance degradation in scenarios where CPU voltage regulation is kicking in. A RHN KB article (RHN login required) mentions a problem impacting PE r620 and r720 servers not running the Performance profile, and recommends an update to a kernel released two weeks ago. ...Except we are running the Performance profile... Everything I can find online is running me in circles here. What's the heck is going on?

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  • How can I limit Safari's RAM use?

    - by timothymh
    Safari uses a lot of RAM. Especially when you add Safari's use to WebProcess's use: it comes to about 1.5 GB of memory (for me, anyway). How can I limit the amount of RAM Safari and WebProcess use? I know a similar question was asked last summer, but two of those answers have to do with the program in question (Dropbox) and the other answer encourages use of Terminal, which I find terribly confusing. Are there any other methods?

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  • MODx character encoding

    - by Piet
    Ahhh character encodings. Don’t you just love them? Having character issues in MODx? Then probably the MODx manager character encoding, the character encoding of the site itself, your database’s character encoding, or the encoding MODx/php uses to talk to MySQL isn’t correct. The Website Encoding Your MODx site’s character encoding can be configured in the manager under Tools/Configuration/Site/Character encoding. This is the encoding your website’s visitors will get. The Manager’s Encoding The manager’s encoding can be changed by setting $modx_manager_charset at manager/includes/lang/<language>.inc.php like this (for example): $modx_manager_charset = 'iso-8859-1'; To find out what language you’re using (and thus was file you need to change), check Tools/Configuration/Site/Language (1 line above the character encoding setting). This needs to be the same encoding as your site. You can’t have your manager in utf8 and your site in iso-8859-1. Your Database’s Encoding The charset MODx/php uses to talk to your database can be set by changing $database_connection_charset in manager/includes/config.inc.php. This needs to be the same as your database’s charset. Make sure you use the correct corresponding charset, for iso-8859-1 you need to use ‘latin1′. Utf8 is just utf8. Example: $database_connection_charset = 'latin1'; Now, if you check Reports/System info, the ‘Database Charset’ might say something else. This is because the mysql variable ‘character_set_database’ is displayed here, which contains the character set used by the default database and not the one for the current database/connection. However, if you’d change this to display ‘character_set_connection’, it could still say something else because the ’set character set’ statement used by MODx doesn’t change this value either. The ’set names’ statement does, but since it turns out my MODx install works now as expected I’ll just leave it at this before I get a headache. If I saved you a potential headache or you think I’m totally wrong or overlooked something, let me know in the comments. btw: I want to be able to use a real editor with MODx. Somehow.

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  • Character Stats and Power

    - by Stephen Furlani
    I'm making an RPG game system and I'm having a hard time deciding on doing detailed or abstract character statistics. These statistics define the character's natural - not learned - abilities. For example: Mass Effect: 0 (None that I can see) X20 (Xtreme Dungeon Mastery): 1 "STAT" Diablo: 4 "Strength, Magic, Dexterity, Vitality" Pendragon: 5 "SIZ, STR, DEX, CON, APP" Dungeons & Dragons (3.x, 4e): 6 "Str, Dex, Con, Wis, Int, Cha" Fallout 3: 7 "S.P.E.C.I.A.L." RIFTS: 8 "IQ, ME, MA, PS, PP, PE, PB, Spd" Warhammer Fantasy Roleplay (1st ed?): 12-ish "WS, BS, S, T, Ag, Int, WP, Fel, A, Mag, IP, FP" HERO (5th ed): 14 "Str, Dex, Con, Body, Int, Ego, Pre, Com, PD, ED, Spd, Rec, END, STUN" The more stats, the more complex and detailed your character becomes. This comes with a trade-off however, because you usually only have limited resources to describe your character. D&D made this infamous with the whole min/max-ing thing where strong characters were typically not also smart. But also, a character with a high Str typically also has high Con, Defenses, Hit Points/Health. Without high numbers in all those other stats, they might as well not be strong since they wouldn't hold up well in hand-to-hand combat. So things like that force trade-offs within the category of strength. So my original (now rejected) idea was to force players into deciding between offensive and defensive stats: Might / Body Dexterity / Speed Wit / Wisdom Heart Soul But this left some stat's without "opposites" (or opposites that were easily defined). I'm leaning more towards the following: Body (Physical Prowess) Mind (Mental Prowess) Heart (Social Prowess) Soul (Spiritual Prowess) This will define a character with just 4 numbers. Everything else gets based off of these numbers, which means they're pretty important. There won't, however, be ways of describing characters who are fast, but not strong or smart, but absent minded. Instead of defining the character with these numbers, they'll be detailing their character by buying skills and powers like these: Quickness Add a +2 Bonus to Body Rolls when Dodging. for a character that wants to be faster, or the following for a big, tough character Body Building Add a +2 Bonus to Body Rolls when Lifting, Pushing, or Throwing objects. [EDIT - removed subjectiveness] So my actual questions is what are some pitfalls with a small stat list and a large amount of descriptive powers? Is this more difficult to port cross-platform (pen&paper, PC) for example? Are there examples of this being done well/poorly? Thanks,

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  • How does it matter if a character is 8 bit or 16 bit or 32 bit

    - by vin
    Well, I am reading Programing Windows with MFC, and I came across Unicode and ASCII code characters. I understood the point of using Unicode over ASCII, but what I do not get is how and why is it important to use 8bit/16bit/32bit character? What good does it do to the system? How does the processing of the operating system differ for different bits of character. My question here is, what does it mean to a character when it is a x-bit character?

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  • MySQL: LIMIT then RAND rather than RAND then LIMIT

    - by Larry
    I'm using full text search to pull rows. I order the rows based on score (ORDER BY SCORE) , then of the top 20 rows (LIMIT 20), I want to rand (RAND) the result set. So for any specific search term, I want to randomly show 5 of the top 20 results. My workaround is code based- where I put the top 20 into an array then randomly select 5. Is there sql way to do this?

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  • LIMIT then RAND rather than RAND then LIMIT

    - by Larry
    I'm using full text search to pull rows. I order the rows based on score (ORDER BY SCORE) , then of the top 20 rows (LIMIT 20), I want to rand (RAND) the result set. So for any specific search term, I want to randomly show 5 of the top 20 results. My workaround is code based- where I put the top 20 into an array then randomly select 5. Is there sql way to do this?

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  • Find the occurrence of word/character in SQL column with wildcard character - PATINDEX

    - by Vipin
    CharIndex and PatIndex both can be used to determine the presence of character or string within sql column data. Both returns the starting position of the first occurrence of the character/word within expression. However, one major difference between CharIndex and PatIndex is that later allows the use of wild card characters while searching for character or word within column data. Also, Patindex is useful for searching within Text datatype. Allowed wild card characters are % and _ . " % "  - use it for any number of characters " _ "  - use it for a single character. Syntax PATINDEX('%pattern%', string_expression) Note - it's mandatory to include pattern within %% characters. returns starting position of occurrence of pattern, if found. returns 0, if not found returns NULL , if either pattern or string_expression is null. Example SELECT fldname FROM tblUsers WHERE PatIndex('%v_pin%', fldname) > 0

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  • Designing Videogame Character Parodies [duplicate]

    - by David Dimalanta
    This question already has an answer here: Is it legal to add a cameo appearance of a known video game character in my game? 2 answers Was it okay to make a playable character when making a videogame despite its resemblance? For example, I'm making a 3rd-person action-platform genre and I have to make a character design resembling like Megaman but not exactly the same as him since there is little alternate in color, details, and facial features.

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  • Estimated budget for RockBand 3 character creator feature [closed]

    - by milesmeow
    I want to get an idea of the budget required to make something akin to the Rock Band 3 character creator. We won't have the same level of detail for creating the base character, i.e. no face feature customization. We essentially want some very basic body sizing and want a bunch of clothing and accessories that the characters can try on. The clothing and accessories need to adapt and fit to the body types/shapes. The character should also support movement...and the clothes should move with the body. I've asked a similar question here regarding the development effort but not necessarily a budget. Do you think it's a $1M job? Most of the effort will go into creating the character models and the clothing models. The rest of the effort will go towards the user interface to navigate the customization features.

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  • two byte character or one byte character

    - by RBrattas
    Hi, How can I see if the input string is a two byte character or one byte character; and from which encoding system the character is coming from? I am using C# and SilverLight; I assume I could find the encoding the computer is running and then the character? Any code snippet? Thank you, Rune // Get a UTF-32 encoding by codepage.Encoding Encoding_12000_instance = Encoding.GetEncoding(12000); // Get a UTF-32 encoding by name.Encoding Encoding_UTF32_instance = Encoding.GetEncoding("utf-32");

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  • Overcome VBA InputBox Character Limit

    - by Ryan B
    Hi, The current function I use to collect text InputBox can't accept more than 255 characters apparently, and I need to be able to collect more than that? Is there a parameter or different function I can use to increase this limit?

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  • Efficient way to calculate byte length of a character, depending on the encoding

    - by BalusC
    What's the most efficient way to calculate the byte length of a character, taking the character encoding into account? In UTF-8 for example the characters have a variable byte length, so each character needs to be determined individually. As far now I've come up with this: char c = getItSomehow(); String encoding = "UTF-8"; int length = new String(new char[] { c }).getBytes(encoding).length; But this is clumsy and inefficient in a loop since a new String needs to be created everytime. I can't find other and more efficient ways in the Java API. I imagine that this can be done with bitwise operations like bit shifting, but that's my weak point and I'm unsure how to take the encoding into account here :) If you question the need for this, check this topic.

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  • Limit the size of a directory by deleting old files

    - by Sulliwane
    I have a IP cam which save its recordings in a specific directory named Camera1 in my Ubuntu Server 12.04. I would like to limit the size of this folder to 5 gigs, by deleting -say once a day- the oldest files. I first checked the quota program but it doesn't seem to allow the creation of new files and deleting of the old ones. So I think the best workaround would be to run a bash script ? But I have no idea how to write it... Thank you guys !

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  • Examples of interesting implementations of character stats?

    - by Tchalvak
    I've got this BBG going ( http://ninjawars.net ), and the character stats currently are simplistic. I'm looking to add a few stats to the current 1/2 (strength and maximum hitpoints, essentially). I've come up with: (strength (unchanged), speed, stamina, and some others that are somewhat interesting wildcard stats). However, I'm not satisfied with how boring the effects of some of these stats are, because they're very linear. Better stat, better effects of the stat, but the stats don't interact with each-other, there's no Rock-Paper-Scissors interaction, having more is always better all the time. So what I'd really like is to see examples of interesting character stats or effects of stats? Examples that I can think of off hand: Call of Cthulu's Insanity stat (things get really weird/chaotic if you start losing sanity) White Wolf stats, to a certain extent (the stats themselves have some basic effects, and all skills effectiveness base themselves off of stats as well) What are some other ways people have used stats to check out?

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  • HTML character reference display problems.

    - by Bren
    Hey folks, I'm currently developing a site in Joomla, and one of the components I'm using makes use of a PHP file to administer the language. (english.php, spanish.php) The problem I'm having is that if I use the plain text version of eg. "á", it will show up in the browser tab title ok, but as a ? in the body of the page. But if I use a character reference (&#225;), the reverse happens! Any ideas? Thanks bren

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  • Need to make animation whereby the character shatters into a bunch of pieces

    - by theprojectabot
    I would like to take a 3d character model, cut out a bunch of shapes (or a bunch of triangles in the shape of the pieces I want) and then have the pieces separate from each other at the beginning of the animation and fall apart with gravity so it looks like the model is falling apart in shattered pieces. Is there a way to run a script on a mesh, cut out these pieces, instantiate all of them as separate models and then run gravity on them during the simulation?

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  • Character coding / programming

    - by Jery
    Lately I tryed a few times to create characters for some games, but at some certain point (especially when collision detection came in) everything became messy and the interaction between chars, the world and certain items had a lot of bugs. So here is my question, how do you ussualy keep track of actions that your character is allowed to do, or more in general do you have some links / advices how to set up a char efficiantly? I´m working on a char right now, who should at least be able to run, jump, pick items up and use different fighting animations. Most ideas I came up with until now use some kind of action.priority / action.duration system to determain whats possible and what not, or a "action-manager" which defines for every action what is possible from that action on but it all doesnt work that well together.

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  • php paging and the use of limit clause

    - by Average Joe
    Imagine you got a 1m record table and you want to limit the search results down to say 10,000 and not more than that. So what do I use for that? Well, the answer is use the limit clause. example select recid from mytable order by recid asc limit 10000 This is going to give me the last 10,000 records entered into this table. So far no paging. But the limit phrase is already in use. That brings to question to the next level. What if I want to page thru this record particular record set 100 recs at a time? Since the limit phrase is already part of the original query, how do I use it again, this time to take care of the paging? If the org. query did not have a limit clause to begin with, I'd adjust it as limit 0,100 and then adjusting it as 100,100 and then 200,100 and so on while the paging takes it course. But at this time, I cannot. You almost think you'd want to use two limit phrases one after the other - which is not not gonna work. limit 10000 limit 0,1000 for sure it would error out. So what's the solution in this particular case?

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  • VFS: file-max limit 1231582 reached

    - by Rick Koshi
    I'm running a Linux 2.6.36 kernel, and I'm seeing some random errors. Things like ls: error while loading shared libraries: libpthread.so.0: cannot open shared object file: Error 23 Yes, my system can't consistently run an 'ls' command. :( I note several errors in my dmesg output: # dmesg | tail [2808967.543203] EXT4-fs (sda3): re-mounted. Opts: (null) [2837776.220605] xv[14450] general protection ip:7f20c20c6ac6 sp:7fff3641b368 error:0 in libpng14.so.14.4.0[7f20c20a9000+29000] [4931344.685302] EXT4-fs (md16): re-mounted. Opts: (null) [4982666.631444] VFS: file-max limit 1231582 reached [4982666.764240] VFS: file-max limit 1231582 reached [4982767.360574] VFS: file-max limit 1231582 reached [4982901.904628] VFS: file-max limit 1231582 reached [4982964.930556] VFS: file-max limit 1231582 reached [4982966.352170] VFS: file-max limit 1231582 reached [4982966.649195] top[31095]: segfault at 14 ip 00007fd6ace42700 sp 00007fff20746530 error 6 in libproc-3.2.8.so[7fd6ace3b000+e000] Obviously, the file-max errors look suspicious, being clustered together and recent. # cat /proc/sys/fs/file-max 1231582 # cat /proc/sys/fs/file-nr 1231712 0 1231582 That also looks a bit odd to me, but the thing is, there's no way I have 1.2 million files open on this system. I'm the only one using it, and it's not visible to anyone outside the local network. # lsof | wc 16046 148253 1882901 # ps -ef | wc 574 6104 44260 I saw some documentation saying: file-max & file-nr: The kernel allocates file handles dynamically, but as yet it doesn't free them again. The value in file-max denotes the maximum number of file- handles that the Linux kernel will allocate. When you get lots of error messages about running out of file handles, you might want to increase this limit. Historically, the three values in file-nr denoted the number of allocated file handles, the number of allocated but unused file handles, and the maximum number of file handles. Linux 2.6 always reports 0 as the number of free file handles -- this is not an error, it just means that the number of allocated file handles exactly matches the number of used file handles. Attempts to allocate more file descriptors than file-max are reported with printk, look for "VFS: file-max limit reached". My first reading of this is that the kernel basically has a built-in file descriptor leak, but I find that very hard to believe. It would imply that any system in active use needs to be rebooted every so often to free up the file descriptors. As I said, I can't believe this would be true, since it's normal to me to have Linux systems stay up for months (even years) at a time. On the other hand, I also can't believe that my nearly-idle system is holding over a million files open. Does anyone have any ideas, either for fixes or further diagnosis? I could, of course, just reboot the system, but I don't want this to be a recurring problem every few weeks. As a stopgap measure, I've quit Firefox, which was accounting for almost 2000 lines of lsof output (!) even though I only had one window open, and now I can run 'ls' again, but I doubt that will fix the problem for long. (edit: Oops, spoke too soon. By the time I finished typing out this question, the symptom was/is back) Thanks in advance for any help. And another update: My system was basically unusable, so I decided I had no option but to reboot. But before I did, I carefully quit one process at a time, checking /proc/sys/fs/file-nr after each termination. I found that, predictably, the number of open files gradually went down as I closed things down. Unfortunately, it wasn't a large effect. Yes, I was able to clear up 5000-10000 open files, but there were still over 1.2 million left. I shut down just about everything. All interactive shells, except for the one ssh I left open to finish closing down, httpd, even nfs service. Basically everything in the process table that wasn't a kernel process, and there were still an appalling number of files apparently left open. After the reboot, I found that /proc/sys/fs/file-nr showed about 2000 files open, which is much more reasonable. Starting up 2 Xvnc sessions as usual, along with the dozen or so monitoring windows I like to keep open, brought the total up to about 4000 files. I can see nothing wrong with that, of course, but I've obviously failed to identify the root cause. I'm still looking for ideas, since I definitely expect it to happen again. And another update, the next day: I watched the system carefully, and discovered that /proc/sys/fs/file-nr showed a growth of about 900 open files per hour. I shut down the system's only NFS client for the night, and the growth stopped. Mind you, it didn't free up the resources, but it did at least stop consuming more. Is this a known bug with NFS? I'll be bringing the NFS client back online today, and I'll narrow it down further. If anyone is familiar with this behavior, feel free to jump in with "Yeah, NFS4 has this problem, go back to NFS3" or something like that.

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  • Character jump animation is not working when i hit the space bar

    - by muzzy
    i am having an issue with my game in XNA. My jump sprite sheet for my character does not trigger when i hit the space bar. I cant seem to find the problem. Please help me. I am also put the code below to make things easier. namespace WindowsGame4 { public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // start of new code Texture2D playerWalk; // sprite sheet of walk cycle (14 frames) Texture2D idle; // idle animation Texture2D jump; // jump animation Vector2 playerPos; // to hold x and y position info for the player Point frameDimensions; // to hold width and height values for the frames int presentFrame; // to record which frame we are on at any given time int noOfFrames; // to hold the total number of frames in the spritesheet int elapsedTime; // to know how long each frame has been shown int frameDuration; // to hold info about how long each frame should be shown SpriteEffects flipDirection; // SpriteEffects object int speed; //rate of movement int upMovement; int downMovement; int rightMovement; int leftMovement; int jumpApex; string state; //this is going to be "idle","walking" or "jumping". KeyboardState previousKeyboardState; Vector2 originalPlayerPos; Vector2 movementDirection; Vector2 movementSpeed; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { // textures will be defined in the LoadContent() method playerPos = new Vector2(0, 200); // starting position for the player is at the left of the screen, and a Y position of 200 frameDimensions = new Point(55, 65); // each frame in the idle sprite sheet is 55 wide by 65 high presentFrame = 0; // start at frame 0 noOfFrames = 5; // there are 5 frames in the idle cycle elapsedTime = 0; // set elapsed time to start at 0 frameDuration = 80; // 80 milliseconds is how long each frame will show for (the higher the number, the slower the animation) flipDirection = SpriteEffects.None; // set the value of flipDirection to none speed = 200; upMovement = -2; downMovement = 2; rightMovement = 1; leftMovement = -1; jumpApex = 100; state = "idle"; previousKeyboardState = Keyboard.GetState(); originalPlayerPos = Vector2.Zero; movementDirection = Vector2.Zero; movementSpeed = Vector2.Zero; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); playerWalk = Content.Load<Texture2D>("sprites/walkSmall"); // load the walk cycle spritesheet idle = Content.Load<Texture2D>("sprites/idleCycle"); // load the idle cycle sprite sheet jump = Content.Load<Texture2D>("sprites/jump"); // load the jump cycle sprite sheet } protected override void UnloadContent() // we're not using this method at the moment { } protected override void Update(GameTime gameTime) // Update method - used it to call a number of other methods { if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); // Exit the game if the Escape key is pressed } KeyboardState presentKeyboardState = Keyboard.GetState(); UpdateMovement(presentKeyboardState, gameTime); UpdateIdle(presentKeyboardState, gameTime); UpdateJump(presentKeyboardState); UpdateAnimation(gameTime); playerPos += movementDirection * movementSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; previousKeyboardState = presentKeyboardState; base.Update(gameTime); } private void UpdateAnimation(GameTime gameTime) { elapsedTime += gameTime.ElapsedGameTime.Milliseconds; if (elapsedTime > frameDuration) { elapsedTime -= frameDuration; elapsedTime = elapsedTime - frameDuration; presentFrame++; if (presentFrame > noOfFrames) if (state != "jumping") { presentFrame = 0; } else { presentFrame = 8; } } } protected void UpdateMovement(KeyboardState presentKeyboardState, GameTime gameTime) { if (state == "idle") { movementSpeed = Vector2.Zero; movementDirection = Vector2.Zero; if (presentKeyboardState.IsKeyDown(Keys.Left)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = leftMovement; flipDirection = SpriteEffects.FlipHorizontally; } if (presentKeyboardState.IsKeyDown(Keys.Right)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = rightMovement; flipDirection = SpriteEffects.None; } } } private void UpdateIdle(KeyboardState presentKeyboardState, GameTime gameTime) { if ((presentKeyboardState.IsKeyUp(Keys.Left) && previousKeyboardState.IsKeyDown(Keys.Left) || presentKeyboardState.IsKeyUp(Keys.Right) && previousKeyboardState.IsKeyDown(Keys.Right) && state != "jumping")) { state = "idle"; } } private void UpdateJump(KeyboardState presentKeyboardState) { if (state == "walking" || state == "idle") { if (presentKeyboardState.IsKeyDown(Keys.Space) && !presentKeyboardState.IsKeyDown(Keys.Space)) { presentFrame = 1; DoJump(); } } if (state == "jumping") { if (originalPlayerPos.Y - playerPos.Y > jumpApex) { movementDirection.Y = downMovement; } if (playerPos.Y > originalPlayerPos.Y) { playerPos.Y = originalPlayerPos.Y; state = "idle"; movementDirection = Vector2.Zero; } } } private void DoJump() { if (state != "jumping") { state = "jumping"; originalPlayerPos = playerPos; movementDirection.Y = upMovement; movementSpeed = new Vector2(speed, speed); } } protected override void Draw(GameTime gameTime) // Draw method { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); // begin the spritebatch if (state == "walking") { noOfFrames = 14; frameDimensions = new Point(55, 65); Vector2 playerWalkPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(playerWalk, playerWalkPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "idle") { noOfFrames = 5; frameDimensions = new Point(55, 65); Vector2 idlePos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(idle, idlePos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "jumping") { noOfFrames = 9; frameDimensions = new Point(55, 92); Vector2 jumpPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(jump, jumpPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } spriteBatch.End(); // end the spritebatch commands base.Draw(gameTime); } } }

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  • How to apply effects that occur (or change) over time to characters in a game?

    - by Joshua Harris
    So assume that I have a system that applies Effects to Characters like so: public class Character { private Collection<Effect> _effects; public void AddEffect (Effect e) { e.ApplyTo(this); _effects.Add(e); } public void RemoveEffect (Effect e) { e.RemoveFrom(this); _effects.Remove(e); } } public interface Effect { public void ApplyTo (Character character); public void RemoveFrom (Character character); } Example Effect: Armor Buff for 5 seconds. void someFunction() { // Do Stuff ... Timer armorTimer = new Timer(5 seconds); ArmorBuff armorbuff = new ArmorBuff(); character.AddEffect(armorBuff); armorTimer.Start(); // Do more stuff ... } // Some where else in code public void ArmorTimer_Complete() { character.RemoveEffect(armorBuff); } public class ArmorBuff implements Effect { public void applyTo(Character character) { character.changeArmor(20); } public void removeFrom(Character character) { character.changeArmor(-20); } } Ok, so this example would buff the Characters armor for 5 seconds. Easy to get working. But what about effects that change over the duration of the effect being applied. Two examples come to mind: Damage Over Time: 200 damage every second for 3 seconds. I could mimic this by applying an Effect that lasts for 1 second and has a counter set to 3, then when it is removed it could deal 200 damage, clone itself, decrement the counter of the clone, and apply the clone to the character. If it repeats this until the counter is 0, then you got a damage over time ability. I'm not a huge fan of this approach, but it does describe the behavior exactly. Degenerating Speed Boost: Gain a speed boost that degrades over 3 seconds until you return to your normal speed. This is a bit harder. I can basically do the same thing as above except having timers set to some portion of a second, such that they occur fast enough to give the appearance of degenerating smoothly over time (even though they are really just stepping down incrementally). I feel like you could get away with only 12 steps over a second (maybe less, I would have to test it and see), but this doesn't seem very elegant to me. The only other way to implement this effect would be to change the system so that the Character checks the _effects collection for effects that alter any of the properties any time that they are being used. I could handle this in functions like getCurrentSpeed() and getCurrentArmor(), but you can imagine how much of a hassle it would be to have that kind of overhead every time you want to do a calculation with movement speed (which would be every time you move your character). Is there a better way to deal with these kinds of effects or events?

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  • Cisco Pix 501 - reaching local host limit, showing odd IP addresses

    - by cdonner
    I am running out of licenses on my Pix 501, and the show local-host command lists a number of odd IP addresses that do not belong to my 10.10.1.* subnet. Any idea what they are? The only thing I could find was a potential ISP: DINSA is Defence Interoperable Network Services Authority, an agency of the Ministry of Defence of the United Kingdom. Does not sound right. I don't see any active connections, though. I can't ping or traceroute these IPs, but they reappear after I clear the list, with various other addresses in that general range, up until the connection limit is reached. Based on the number denied, I suppose I would have a lot more of them had I not the connection limit. Very dubious. Is anybody else seeing this? pixfirewall# show local-host Interface inside: 10 active, 10 maximum active, **118 denied** local host: <10.10.1.110>, TCP connection count/limit = 0/unlimited TCP embryonic count = 0 TCP intercept watermark = unlimited UDP connection count/limit = 0/unlimited AAA: Xlate(s): Conn(s): local host: <10.10.1.176>, TCP connection count/limit = 0/unlimited TCP embryonic count = 0 TCP intercept watermark = unlimited UDP connection count/limit = 0/unlimited AAA: Xlate(s): Conn(s): local host: <10.10.1.170>, TCP connection count/limit = 0/unlimited TCP embryonic count = 0 TCP intercept watermark = unlimited UDP connection count/limit = 1/unlimited AAA: Xlate(s): Conn(s): local host: <10.10.1.175>, TCP connection count/limit = 11/unlimited TCP embryonic count = 0 TCP intercept watermark = unlimited UDP connection count/limit = 1/unlimited AAA: Xlate(s): Conn(s): local host: <10.10.1.108>, TCP connection count/limit = 0/unlimited TCP embryonic count = 0 TCP intercept watermark = unlimited UDP connection count/limit = 0/unlimited AAA: Xlate(s): Conn(s): local host: <25.33.41.115>, // ???????????????? what is this? TCP connection count/limit = 0/unlimited TCP embryonic count = 0 TCP intercept watermark = unlimited UDP connection count/limit = 0/unlimited AAA: Xlate(s): Conn(s): local host: <25.33.226.124>, // ???????????????? what is this? TCP connection count/limit = 0/unlimited TCP embryonic count = 0 TCP intercept watermark = unlimited UDP connection count/limit = 0/unlimited AAA: Xlate(s): Conn(s): local host: <10.10.1.172>, TCP connection count/limit = 0/unlimited TCP embryonic count = 0 TCP intercept watermark = unlimited UDP connection count/limit = 0/unlimited AAA: Xlate(s): Conn(s): local host: <25.36.114.91>, // ???????????????? what is this? TCP connection count/limit = 0/unlimited TCP embryonic count = 0 TCP intercept watermark = unlimited UDP connection count/limit = 0/unlimited AAA: Xlate(s): Conn(s): local host: <10.10.1.109>, TCP connection count/limit = 0/unlimited TCP embryonic count = 0 TCP intercept watermark = unlimited UDP connection count/limit = 0/unlimited AAA: Xlate(s): Conn(s): pixfirewall#

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  • IPtables rate-limit, What are the differences between modules? Recent, Limit

    - by TechZilla
    I am doing some rate-limiting with IPtables, and i'm not sure if I should use "Recent" or "Limit" What are the differences between the two? If they both achieve the same result, which one has better performance? I would like to know, regardless if any difference would be perceivable. I am looking to ACCEPT if under limit, and REJECT if over. I'm not interested in thus bandwidth throttling, I don't want a queue. I don't need any syntax examples, both have ample use examples online. I have also used Limit in the past. I appreciate any responses.

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  • Mac limit update download speed

    - by ILMV
    I have a Macbook with Snow Leopard that I need to update, but I want to limit the speed so it doesn't wipe out my entire bandwidth. Is there an application or setting change I can use to limit the speed to 20KBps? I've already tried ipfw through the terminal with little success. Thanks :-)

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