Search Results

Search found 52 results on 3 pages for 'flavius frantz'.

Page 1/3 | 1 2 3  | Next Page >

  • Playing Around with WebLogic Maven Plug-In by Flavius Sana

    - by JuergenKress
    Packaged with WebLogic 12c wls-maven-plugin let’s you install, start and stop servers, create domain, execute WLST scripts, compile and deploy applications. The plug-in works with Maven 2.x and 3.x. WebLogic 12c can be downloaded from http://www.oracle.com/technetwork/index.html. Developers version has around  180MB (zip archive).  To install the plugin we need first to extract wls-maven-plugin.jar.pack and pom.xml $unzip ~/Downloads/wls1212_dev.zip wls12120/wlserver/server/lib/wls-maven-plugin.jar.pack $unzip ~/Downloads/wls1212_dev.zip wls12120/wlserver/server/lib/pom.xml Now, let’s unpack the jar file: $unpack200 -r wls12120/wlserver/server/lib/wls-maven-plugin.jar.pack wls12120/wlserver/server/lib/wls-maven-plugin.jar Install the plug-in in the local repository. Read the complete article here. WebLogic Partner Community For regular information become a member in the WebLogic Partner Community please visit: http://www.oracle.com/partners/goto/wls-emea ( OPN account required). If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Wiki Technorati Tags: Maven,Flavius Sana,WebLogic,WebLogic Community,Oracle,OPN,Jürgen Kress

    Read the article

  • Win32 strange exception

    - by Christian Frantz
    When creating 2500 objects, I get a strange windows exception. It says the operation copmleted successfully at my constructor line. The program doesn't run or anything. I'm assuming it has something to do with memory. Each object has 32 indices and 8 vertices, so that 640,000 bytes or whatever vertices and indices are stored as. Any idea on how to fix this? Creating 25 objects works fine\ System.ComponentModel.Win32Exception was unhandled Message=The operation completed successfully Source=System.Drawing ErrorCode=-2147467259 NativeErrorCode=0 StackTrace: at System.Drawing.Icon.Initialize(Int32 width, Int32 height) at System.Drawing.Icon..ctor(Type type, String resource) at Microsoft.Xna.Framework.WindowsGameWindow.GetDefaultIcon() at Microsoft.Xna.Framework.WindowsGameWindow..ctor() at Microsoft.Xna.Framework.WindowsGameHost..ctor(Game game) at Microsoft.Xna.Framework.Game.EnsureHost() at Microsoft.Xna.Framework.Game..ctor() at Cube_Chaser.Cube..ctor(GraphicsDevice graphicsDevice, Vector3 Position, Color Color) in C:\Users\daj\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Cube.cs:line 31 at Cube_Chaser.Cube.CreateMap() in C:\Users\user\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Cube.cs:line 247 at Cube_Chaser.Game1.LoadContent() in C:\Users\daj\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Game1.cs:line 86 at Microsoft.Xna.Framework.Game.Initialize() at Cube_Chaser.Game1.Initialize() in C:\Users\daj\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Game1.cs:line 77 at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun) at Microsoft.Xna.Framework.Game.Run() at Cube_Chaser.Program.Main(String[] args) in C:\Users\user\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Program.cs:line 15 InnerException:

    Read the article

  • How exactly are textures drawn on faces of cubes?

    - by Christian Frantz
    Are they drawn from the lower left corner clockwise? I know how triangles are created, I'm not just sure if textures are the same way. The texture on my cube is skewed way off and after playing around with the U,V coordinates, I still can't get it right. //front left bottom corner ok vertices[0] = (new VertexPositionTexture(new Vector3(0, 0, 0), new Vector2(1, 0))); //front left upper corner vertices[1] = (new VertexPositionTexture(new Vector3(0, 1, 0), new Vector2(1, 1))); //front right upper corner ok vertices[2] = (new VertexPositionTexture(new Vector3(1, 1, 0), new Vector2(0, 1))); //front lower right corner vertices[3] = (new VertexPositionTexture(new Vector3(1, 0, 0), new Vector2(0, 0))); //back left lower corner ok vertices[4] = (new VertexPositionTexture(new Vector3(0, 0, -1), new Vector2(0, 1))); //back left upper corner vertices[5] = (new VertexPositionTexture(new Vector3(0, 1, -1), new Vector2(1, 1))); //back right upper corner ok vertices[6] = (new VertexPositionTexture(new Vector3(1, 1, -1), new Vector2(1, 0))); //back right lower corner vertices[7] = (new VertexPositionTexture(new Vector3(1, 0, -1), new Vector2(0, 0)));

    Read the article

  • creating bounding box list

    - by Christian Frantz
    I'm trying to create a list of bounding boxes for each cube drawn, so I can use the boxes to intersect with a ray that my mouse position is casting, but I have no idea how. I've created a list that stores the boxes, but how am I getting the values from each box? for (int x = 0; x < mapHeight; x++) { for (int z = 0; z < mapWidth; z++) { cubes.Add(new Vector3(x, map[x, z], z), Matrix.Identity, grass); boxList.Add(something here); } } public Cube(GraphicsDevice graphicsDevice) { device = graphicsDevice; var vertices = new List<VertexPositionTexture>(); BuildFace(vertices, new Vector3(0, 0, 0), new Vector3(0, 1, 1)); BuildFace(vertices, new Vector3(0, 0, 1), new Vector3(1, 1, 1)); BuildFace(vertices, new Vector3(1, 0, 1), new Vector3(1, 1, 0)); BuildFace(vertices, new Vector3(1, 0, 0), new Vector3(0, 1, 0)); BuildFaceHorizontal(vertices, new Vector3(0, 1, 0), new Vector3(1, 1, 1)); BuildFaceHorizontal(vertices, new Vector3(0, 0, 1), new Vector3(1, 0, 0)); cubeVertexBuffer = new VertexBuffer(device, VertexPositionTexture.VertexDeclaration, vertices.Count, BufferUsage.WriteOnly); cubeVertexBuffer.SetData<VertexPositionTexture>(vertices.ToArray()); } There aren't any clearly defined variables for the bounds of each cube created, so where do I create the bounding box from?

    Read the article

  • List of bounding boxes?

    - by Christian Frantz
    When I create a bounding box for each object in my chunk, would it be better to store them in a list? List<BoundingBox> cubeBoundingBox Or can I just use a single variable? BoundingBox cubeBoundingBox The bounding boxes will be used for all types of things so they will be moving around. In any case, I'd be adding it to a method that gets called 2500+ times for each chunk, so either I have a giant list of them or 2500+ individual boxes. Is there any advantage to using one or the other?

    Read the article

  • Frustum culling with third person camera

    - by Christian Frantz
    I have a third person camera that contains two matrices: view and projection, and two Vector3's: camPosition and camTarget. I've read up on frustum culling and it makes it seem easy enough for a first person camera, but how would I implement this for a third person camera? I need to take into effect the objects I can see behind me too. How would I implement this into my camera class so it runs at the same time as my update method? public void CameraUpdate(Matrix objectToFollow) { camPosition = objectToFollow.Translation + (objectToFollow.Backward *backward) + (objectToFollow.Up * up); camTarget = objectToFollow.Translation; view = Matrix.CreateLookAt(camPosition, camTarget, Vector3.Up); } Can I just create another method within the class which creates a bounding sphere with a value from my camera and then uses the culling based on that? And if so, which value am I using to create the bounding sphere from? After this is implemented, I'm planning on using occlusion culling for the faces of my objects adjacent to other objects. Will using just one or the other make a difference? Or will both of them be better? I'm trying to keep my framerate as high as possible

    Read the article

  • Checking is sides of cubes are solid

    - by Christian Frantz
    In relation to this question: http://gamedev.stackexchange.com/a/28524/31664 And a question I asked earlier: Creating a DrawableGameComponent And also because my internet is too slow to get on chat. I'm wondering how to check if the sides of a cube are solid. I've created 12 methods, each one creating indices and vertices for sides of a cube. Now when I use these methods, the cube creates how it should. All 6 sides show up and its like I didnt change a thing. How can use if statements to check if the side of a cube is solid? The pseudocode from the question above shows this: if(!isSolidAt(x+1,y,z)) verticesToDraw += AddXPlusFace(x,y,z) But in my case is would be: if(!sideIsSolid) SetUpFrontFaceIndices(); My method simply takes these index and vertex values and adds them to a list indicesToDraw and verticesToDraw, as shown in the answer above

    Read the article

  • Why doesn't my cube hold a position?

    - by Christian Frantz
    I gave up a previous method of creating cubes so I went with a list to hold my cube objects. The list is being populated from an array like so: #region MAP float[,] map = { {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0}, {0, 0, 0, 0, 0} }; #endregion MAP for (int x = 0; x < mapWidth; x++) { for (int z = 0; z < mapHeight; z++) { cubes.Add(new Cube(device, new Vector3(x, map[x,z], z), Color.Green)); } } The cube follows all the parameters of what I had before. This is just easier to deal with. But when I debug, every cube has a position of (0, 0, 0) and there's just one black cube in the middle of my screen. What could I be doing wrong here? public Vector3 cubePosition { get; set; } public Cube(GraphicsDevice graphicsDevice, Vector3 Position, Color color) { device = graphicsDevice; color = Color.Green; Position = cubePosition; SetUpIndices(); SetUpVerticesArray(); } That's the cube constructor. All variables are being passed correctly I think

    Read the article

  • How can I determine if a cube is adjacent to another cube, and optimize its buffers if so?

    - by Christian Frantz
    I'm trying to optimize the rendering of a collection of cubes, (based on an answer I was given to another question I asked). I understand the logic behind occlusion culling, but I'm having trouble with the code. When I create a cube, I want to determine if that cube is touching another existing cube, and if so I don't want to generate the redundant data in my vertex or index buffers. I'm planning on making a method that I call from my cube constructor so that everytime I create a cube, these checks are made, and neither occluded face is ever drawn. How would I go about this?

    Read the article

  • Cube chunk via list ToArray()

    - by Christian Frantz
    I've created a list of vertices that I call for each cube made in my array "cubes". When each cube is create, SetUpVertices is called which is a method that stores the 8 vertices of my cube. At the end of my list creation, I create a vertex buffer, and set the data of the list that contains vertices of all 25 cubes to that vertex buffer, effectively creating a "chunk" of cubes. The problem is that Invalid Operation Exception "The array is not the correct size for the amount of data requested." at the line vertices.ToArray(). I don't have an array for this, as the amount of cubes will be changing and arrays aren't dynamic. What could be the cause of this? for (int x = 0; x < 5; x++) { for (int z = 0; z < 5; z++) { SetUpVertices(); cubes.Add(new Cube(device, new Vector3(x, map[x, z], z), color)); } } vertexBuffer = new VertexBuffer(device, typeof(VertexPositionColor), 8, BufferUsage.WriteOnly); vertexBuffer.SetData<VertexPositionColor>(vertices.ToArray());

    Read the article

  • Optimizing drawing of cubes

    - by Christian Frantz
    After googling for hours I've come to a few conclusions, I need to either rewrite my whole cube class, or figure out how to use hardware instancing. I can draw up to 2500 cubes with little lag, but after that my fps drops. Is there a way I can use my class for hardware instancing? Or would I be better off rewriting my class for optimization? public class Cube { public GraphicsDevice device; public VertexBuffer cubeVertexBuffer; public Cube(GraphicsDevice graphicsDevice) { device = graphicsDevice; var vertices = new List<VertexPositionTexture>(); BuildFace(vertices, new Vector3(0, 0, 0), new Vector3(0, 1, 1)); BuildFace(vertices, new Vector3(0, 0, 1), new Vector3(1, 1, 1)); BuildFace(vertices, new Vector3(1, 0, 1), new Vector3(1, 1, 0)); BuildFace(vertices, new Vector3(1, 0, 0), new Vector3(0, 1, 0)); BuildFaceHorizontal(vertices, new Vector3(0, 1, 0), new Vector3(1, 1, 1)); BuildFaceHorizontal(vertices, new Vector3(0, 0, 1), new Vector3(1, 0, 0)); cubeVertexBuffer = new VertexBuffer(device, VertexPositionTexture.VertexDeclaration, vertices.Count, BufferUsage.WriteOnly); cubeVertexBuffer.SetData<VertexPositionTexture>(vertices.ToArray()); } private void BuildFace(List<VertexPositionTexture> vertices, Vector3 p1, Vector3 p2) { vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p2.Y, p1.Z, 1, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p1.Y, p2.Z, 0, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 1, 0)); } private void BuildFaceHorizontal(List<VertexPositionTexture> vertices, Vector3 p1, Vector3 p2) { vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p1.Y, p1.Z, 1, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p2.Z, 0, 0)); } private VertexPositionTexture BuildVertex(float x, float y, float z, float u, float v) { return new VertexPositionTexture(new Vector3(x, y, z), new Vector2(u, v)); } public void Draw(BasicEffect effect) { foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(cubeVertexBuffer); device.DrawPrimitives(PrimitiveType.TriangleList, 0, cubeVertexBuffer.VertexCount / 3); } } } The following class is a list that draws the cubes. public class DrawableList<T> : DrawableGameComponent { private BasicEffect effect; private ThirdPersonCam camera; private class Entity { public Vector3 Position { get; set; } public Matrix Orientation { get; set; } public Texture2D Texture { get; set; } } private Cube cube; private List<Entity> entities = new List<Entity>(); public DrawableList(Game game, ThirdPersonCam camera, BasicEffect effect) : base(game) { this.effect = effect; cube = new Cube(game.GraphicsDevice); this.camera = camera; } public void Add(Vector3 position, Matrix orientation, Texture2D texture) { entities.Add(new Entity() { Position = position, Orientation = orientation, Texture = texture }); } public override void Draw(GameTime gameTime) { foreach (var item in entities) { effect.VertexColorEnabled = false; effect.TextureEnabled = true; effect.Texture = item.Texture; Matrix center = Matrix.CreateTranslation(new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(1f); Matrix translate = Matrix.CreateTranslation(item.Position); effect.World = center * scale * translate; effect.View = camera.view; effect.Projection = camera.proj; effect.FogEnabled = true; effect.FogColor = Color.CornflowerBlue.ToVector3(); effect.FogStart = 1.0f; effect.FogEnd = 50.0f; cube.Draw(effect); } base.Draw(gameTime); } } } There are probably many reasons that my fps is so slow, but I can't seem to figure out how to fix it. I've looked at techcraft as well, but what I have is too specific to what I want the outcome to be to just rewrite everything from scratch

    Read the article

  • Octrees as data structure

    - by Christian Frantz
    In my cube world, I want to use octrees to represent my chunks of 20x20x20 cubes for frustum and occlusion culling. I understand how octrees work, I just dont know if I'm going about this the right way. My base octree class is taken from here: http://www.xnawiki.com/index.php/Octree What I'm wondering is how to apply occlusion culling using this class. Does it make sense to have one octree for each cube chunk? Or should I make the octree bigger? Since I'm using cubes, each cube should fit into a node without overlap so that won't be an issue

    Read the article

  • Yet another frustum culling question

    - by Christian Frantz
    This one is kinda specific. If I'm to implement frustum culling in my game, that means each one of my cubes would need a bounding sphere. My first question is can I make the sphere so close to the edge of the cube that its still easily clickable for destroying and building? Frustum culling is easily done in XNA as I've recently learned, I just need to figure out where to place the code for the culling. I'm guessing in my method that draws all my cubes but I could be wrong. My camera class currently implements a bounding frustum which is in the update method like so frustum.Matrix = (view * proj); Simple enough, as I can call that when I have a camera object in my class. This works for now, as I only have a camera in my main game class. The problem comes when I decide to move my camera to my player class, but I can worry about that later. ContainmentType CurrentContainmentType = ContainmentType.Disjoint; CurrentContainmentType = CamerasFrustrum.Contains(cubes.CollisionSphere); Can it really be as easy as adding those two lines to my foreach loop in my draw method? Or am I missing something bigger here? UPDATE: I have added the lines to my draw methods and it works great!! So great infact that just moving a little bit removes the whole map. Many factors could of caused this, so I'll try to break it down. cubeBoundingSphere = new BoundingSphere(cubePosition, 0.5f); This is in my cube constructor. cubePosition is stored in an array, The vertices that define my cube are factors of 1 ie: (1,0,1) so the radius should be .5. I least I think it should. The spheres are created every time a cube is created of course. ContainmentType CurrentContainmentType = ContainmentType.Disjoint; foreach (Cube block in cube.cubes) { CurrentContainmentType = cam.frustum.Contains(cube.cubeBoundingSphere); ///more code here if (CurrentContainmentType != ContainmentType.Disjoint) { cube.Draw(effect); } Within my draw method. Now I know this works because the map disappears, its just working wrong. Any idea on what I'm doing wrong?

    Read the article

  • Creating a DrawableGameComponent

    - by Christian Frantz
    If I'm going to draw cubes effectively, I need to get rid of the numerous amounts of draw calls I have and what has been suggested is that I create a "mesh" of my cubes. I already have them being stored in a single vertex buffer, but the issue lies in my draw method where I am still looping through every cube in order to draw them. I thought this was necessary as each cube will have a set position, but it lowers the frame rate incredibly. What's the easiest way to go about this? I have a class CubeChunk that inherits Microsoft.Stuff.DrawableGameComponent, but I don't know what comes next. I suppose I could just use the chunk of cubes created in my cube class, but that would just keep me going in circles and drawing each cube individually. The goal here is to create a draw method that draws my chunk as a whole, and to not draw individual cubes as I've been doing.

    Read the article

  • Texture not drawing on cubes

    - by Christian Frantz
    I can draw the cubes fine but they are just solid black besides the occasional lighting that goes on. The basic effect is being set for each cube also. public void Draw(BasicEffect effect) { foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(vertexBuffer); device.Indices = indexBuffer; device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 8, 0, 12); } } The cubes draw method. TextureEnabled is set to true in my main draw method. My texture is also loading fine. public Cube(GraphicsDevice graphicsDevice, Vector3 Position, Texture2D Texture) { device = graphicsDevice; texture = Texture; cubePosition = Position; effect = new BasicEffect(device); } The constructor seems fine too. Could this be caused by the Vector2's of my VertexPositionNormalTexture? Even if they were out of order something should still be drawn other than a black cube

    Read the article

  • Memory is full with vertex buffer

    - by Christian Frantz
    I'm having a pretty strange problem that I didn't think I'd run into. I was able to store a 50x50 grid in one vertex buffer finally, in hopes of better performance. Before I had each cube have an individual vertex buffer and with 4 50x50 grids, this slowed down my game tremendously. But it still ran. With 4 50x50 grids with my new code, that's only 4 vertex buffers. With the 4 vertex buffers, I get a memory error. When I load the game with 1 grid, it takes forever to load and with my previous version, it started up right away. So I don't know if I'm storing chunks wrong or what but it stumped me -.- for (int x = 0; x < 50; x++) { for (int z = 0; z < 50; z++) { for (int y = 0; y <= map[x, z]; y++) { SetUpVertices(); SetUpIndices(); cubes.Add(new Cube(device, new Vector3(x, map[x, z] - y, z), grass)); } } } vertexBuffer = new VertexBuffer(device, typeof(VertexPositionTexture), vertices.Count(), BufferUsage.WriteOnly); vertexBuffer.SetData<VertexPositionTexture>(vertices.ToArray()); indexBuffer = new IndexBuffer(device, typeof(short), indices.Count(), BufferUsage.WriteOnly); indexBuffer.SetData(indices.ToArray()); Thats how theyre stored. The array I'm reading from is a byte array which defines the coordinates of my map. Now with my old version, I used the same loading from an array so that hasn't changed. The only difference is the one vertex buffer instead of 2500 for a 50x50 grid. cubes is just a normal list that holds all my cubes for the vertex buffer. Another thing that just came to mind would be my draw calls. If I'm setting an effect for each cube in my cube list, that's probably going to take a lot of memory. How can I avoid doing this? I need the foreach method to set my cubes to the right position foreach (Cube block in cube.cubes) { effect.VertexColorEnabled = false; effect.TextureEnabled = true; Matrix center = Matrix.CreateTranslation(new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(1f); Matrix translate = Matrix.CreateTranslation(block.cubePosition); effect.World = center * scale * translate; effect.View = cam.view; effect.Projection = cam.proj; effect.FogEnabled = false; effect.FogColor = Color.CornflowerBlue.ToVector3(); effect.FogStart = 1.0f; effect.FogEnd = 50.0f; cube.Draw(effect); noc++; }

    Read the article

  • A good free software for freeing up RAM Memory in Windows 7(64bit)

    - by Flavius Frantz
    I am looking for a good windows 7 software to free up RAM memory on my PC... i tried some ones I found on google but they were bad stuff... with viruses, spamware etc... i want a free clean professional software, if you don't know a good one thats free, please recommend a payed version. Also other tips/software to speed up my pc(on win7- 64bit) and such utilities. Also software to measure temperature would be great... If you can make a "must have" list of such software... Thank you I am a graphic designer, usually using this stack exchange for graphic design questions, now I realised there is this superuser one... nice :) [I usually have a lot of running programs, such as Photoshop, Flash, Illustrator, InDesign, running at the same time... with only 4GB of RAM memmory.. any tips to improve my PC perfomance would be great... I have a Asus K50IP Notebook]

    Read the article

  • Kernel hacking methodology - how to find out where to hack the linux kernel

    - by Flavius
    I have a throw-away cheap laptop I'd like to twiddle around, a Thinkpad SL 500. What bothers me are two leds, the one for wireless connectivity, and the one for hibernation, which don't light up at all, although they're functional, I've tried it on windows. So I would like to write a kernel driver for them, nothing big, it just looks like a good idea to play around with the kernel. My question is what methodology should I follow systematically to find out what devices are responsible for those leds (in general, not necessarily specific to my hardware), and what drivers are responsible for the other two leds that work, bluetooth and the battery indicator? And when I say methodology, I really mean the methodology, step by step, with reasons for each step, like in the answer I've gave to someone else over here: What does && mean in void *p = &&abc; I am profficient at fgrepping through big code repositories, using static code analysers & co, but I think my lack of hardware knowledge hinders me on this problem. PS: I'm using ArchLinux, so almost the latest kernel version.

    Read the article

  • /etc/security/limits.conf for setting program limits in Linux

    - by Flavius Akerele
    I have the following inside /etc/security/limits.conf (I have specified root separately because * will not include it.) user2 - core unlimited * - core 0 root - core 0 * - rss 512000 root - rss 512000 * - nproc 100 root - nproc 100 * - maxlogins 1 root - maxlogins 1 I run a program as user2 (./programname) but /proc/3498/limits says cores are disabled: Limit Soft Limit Hard Limit Units Max cpu time unlimited unlimited seconds Max file size unlimited unlimited bytes Max data size unlimited unlimited bytes Max stack size 8388608 unlimited bytes Max core file size 0 0 bytes Max resident set 524288000 524288000 bytes Max processes 100 100 processes Max open files 1024 1024 files Max locked memory 65536 65536 bytes Max address space unlimited unlimited bytes Max file locks unlimited unlimited locks Max pending signals 14001 14001 signals Max msgqueue size 819200 819200 bytes Max nice priority 0 0 Max realtime priority 0 0 Max realtime timeout unlimited unlimited us Both ulimit -Sa and ulimit -Ha output that cores are disabled: core file size (blocks, -c) 0 data seg size (kbytes, -d) unlimited scheduling priority (-e) 0 file size (blocks, -f) unlimited pending signals (-i) 14001 max locked memory (kbytes, -l) 64 max memory size (kbytes, -m) 512000 open files (-n) 1024 pipe size (512 bytes, -p) 8 POSIX message queues (bytes, -q) 819200 real-time priority (-r) 0 stack size (kbytes, -s) unlimited cpu time (seconds, -t) unlimited max user processes (-u) 100 virtual memory (kbytes, -v) unlimited file locks (-x) unlimited Why are cores disabled ?

    Read the article

  • /etc/security/limits.conf for setting program limits in Linux

    - by Flavius Akerele
    I have the following inside /etc/security/limits.conf (I have specified root separately because * will not include it.) user2 - core unlimited * - core 0 root - core 0 * - rss 512000 root - rss 512000 * - nproc 100 root - nproc 100 * - maxlogins 1 root - maxlogins 1 I run a program as user2 (./programname) but /proc/3498/limits says cores are disabled: Limit Soft Limit Hard Limit Units Max cpu time unlimited unlimited seconds Max file size unlimited unlimited bytes Max data size unlimited unlimited bytes Max stack size 8388608 unlimited bytes Max core file size 0 0 bytes Max resident set 524288000 524288000 bytes Max processes 100 100 processes Max open files 1024 1024 files Max locked memory 65536 65536 bytes Max address space unlimited unlimited bytes Max file locks unlimited unlimited locks Max pending signals 14001 14001 signals Max msgqueue size 819200 819200 bytes Max nice priority 0 0 Max realtime priority 0 0 Max realtime timeout unlimited unlimited us Both ulimit -Sa and ulimit -Ha output that cores are disabled: core file size (blocks, -c) 0 data seg size (kbytes, -d) unlimited scheduling priority (-e) 0 file size (blocks, -f) unlimited pending signals (-i) 14001 max locked memory (kbytes, -l) 64 max memory size (kbytes, -m) 512000 open files (-n) 1024 pipe size (512 bytes, -p) 8 POSIX message queues (bytes, -q) 819200 real-time priority (-r) 0 stack size (kbytes, -s) unlimited cpu time (seconds, -t) unlimited max user processes (-u) 100 virtual memory (kbytes, -v) unlimited file locks (-x) unlimited Why are cores disabled ?

    Read the article

  • How to handle large table in MySQL ?

    - by Frantz Miccoli
    I've a database used to store items and properties about these items. The number of properties is extensible, thus there is a join table to store each property associated to an item value. CREATE TABLE `item_property` ( `property_id` int(11) NOT NULL, `item_id` int(11) NOT NULL, `value` double NOT NULL, PRIMARY KEY (`property_id`,`item_id`), KEY `item_id` (`item_id`) ) ENGINE=InnoDB DEFAULT CHARSET=utf8 COLLATE=utf8_unicode_ci; This database has two goals : storing (which has first priority and has to be very quick, I would like to perform many inserts (hundreds) in few seconds), retrieving data (selects using item_id and property_id) (this is a second priority, it can be slower but not too much because this would ruin my usage of the DB). Currently this table hosts 1.6 billions entries and a simple count can take up to 2 minutes... Inserting isn't fast enough to be usable. I'm using Zend_Db to access my data and would really be happy if you don't suggest me to develop any php side part. Thanks for your advices !

    Read the article

  • "Admin module" taking over [Yii framework]

    - by Flavius
    Hi I have an "admin" module and I want it to serve "dynamic controllers", i.e. to provide a default behaviour for controllers which don't really exist ("virtual controllers"). I've invented a lightweight messaging mechanism for loose communication between modules. I'd like to use it such that when e.g. ?r=admin/users/index is requested, it will call the "virtual controller" "UserController" of AdminModule, which would, by default, use this messaging mechanism to notify the real module "UsersModule" it can answer to the request. I thought about simulating this behaviour in AdminModule::init(), but at that point I have no way of deciding whether the action can be processed by a real controller or not, or at least I don't know how to do it. This is because of the way Yii works: bottom-up, the controller is the one that renders the view AND the application layout (or the module's, if it exists), for example. I don't think the module even has a word to say about handling a given controller+action or not. To recap, I'm looking for a kind of CWebModule::missingController($controllerId,$actionId), just like CController::missingAction($actionId), or a workaround to simulate that. That would possibly be in CWebModule::init() or somewhere where I can find out whether the controller actually exists, in which case it's his job to handle it the $actionID and $controllerID whether the module $controllerID exists (I didn't type it wrong, in r=admin/users/index, "users" is the actual module, as specified in the application's config).

    Read the article

  • php security holes POCs

    - by Flavius
    Hi Please provide examples for all of these: XSS, CSRF, SQL injection with both the source code and the attack steps for each. Other attack vectors are welcome. The most complete answer gets a accepted. The configuration is a fairly standard one, as of PHP 5.3.2, core settings: allow_call_time_pass_reference => Off => Off allow_url_fopen => On => On allow_url_include => Off => Off always_populate_raw_post_data => Off => Off arg_separator.input => & => & arg_separator.output => & => & asp_tags => Off => Off auto_append_file => no value => no value auto_globals_jit => On => On auto_prepend_file => no value => no value browscap => no value => no value default_charset => no value => no value default_mimetype => text/html => text/html define_syslog_variables => Off => Off disable_classes => no value => no value disable_functions => no value => no value display_errors => STDOUT => STDOUT display_startup_errors => On => On doc_root => no value => no value docref_ext => no value => no value docref_root => no value => no value enable_dl => Off => Off error_append_string => no value => no value error_log => syslog => syslog error_prepend_string => no value => no value error_reporting => 32767 => 32767 exit_on_timeout => Off => Off expose_php => On => On extension_dir => /usr/lib/php/modules/ => /usr/lib/php/modules/ file_uploads => On => On highlight.bg => <font style="color: #FFFFFF">#FFFFFF</font> => <font style="color: #FFFFFF">#FFFFFF</font> highlight.comment => <font style="color: #FF8000">#FF8000</font> => <font style="color: #FF8000">#FF8000</font> highlight.default => <font style="color: #0000BB">#0000BB</font> => <font style="color: #0000BB">#0000BB</font> highlight.html => <font style="color: #000000">#000000</font> => <font style="color: #000000">#000000</font> highlight.keyword => <font style="color: #007700">#007700</font> => <font style="color: #007700">#007700</font> highlight.string => <font style="color: #DD0000">#DD0000</font> => <font style="color: #DD0000">#DD0000</font> html_errors => Off => Off ignore_repeated_errors => Off => Off ignore_repeated_source => Off => Off ignore_user_abort => Off => Off implicit_flush => On => On include_path => .:/usr/share/pear => .:/usr/share/pear log_errors => On => On log_errors_max_len => 1024 => 1024 magic_quotes_gpc => Off => Off magic_quotes_runtime => Off => Off magic_quotes_sybase => Off => Off mail.add_x_header => On => On mail.force_extra_parameters => no value => no value mail.log => no value => no value max_execution_time => 0 => 0 max_file_uploads => 20 => 20 max_input_nesting_level => 64 => 64 max_input_time => -1 => -1 memory_limit => 128M => 128M open_basedir => no value => no value output_buffering => 0 => 0 output_handler => no value => no value post_max_size => 8M => 8M precision => 14 => 14 realpath_cache_size => 16K => 16K realpath_cache_ttl => 120 => 120 register_argc_argv => On => On register_globals => Off => Off register_long_arrays => Off => Off report_memleaks => On => On report_zend_debug => Off => Off request_order => GP => GP safe_mode => Off => Off safe_mode_exec_dir => no value => no value safe_mode_gid => Off => Off safe_mode_include_dir => no value => no value sendmail_from => no value => no value sendmail_path => /usr/sbin/sendmail -t -i => /usr/sbin/sendmail -t -i serialize_precision => 100 => 100 short_open_tag => Off => Off SMTP => localhost => localhost smtp_port => 25 => 25 sql.safe_mode => Off => Off track_errors => Off => Off unserialize_callback_func => no value => no value upload_max_filesize => 2M => 2M upload_tmp_dir => no value => no value user_dir => no value => no value user_ini.cache_ttl => 300 => 300 user_ini.filename => .user.ini => .user.ini variables_order => GPCS => GPCS xmlrpc_error_number => 0 => 0 xmlrpc_errors => Off => Off y2k_compliance => On => On zend.enable_gc => On => On

    Read the article

  • php security holes Proof-Of-Concept [closed]

    - by Flavius
    Hi Could you show me a Proof-Of-Concept for all of these: XSS, CSRF, SQL injection with both the source code and the attack steps for each? Other attack vectors are welcome. The most complete answer gets accepted. The configuration is a fairly standard one, as of PHP 5.3.2, core settings: allow_call_time_pass_reference => Off => Off allow_url_fopen => On => On allow_url_include => Off => Off always_populate_raw_post_data => Off => Off arg_separator.input => & => & arg_separator.output => & => & asp_tags => Off => Off auto_append_file => no value => no value auto_globals_jit => On => On auto_prepend_file => no value => no value browscap => no value => no value default_charset => no value => no value default_mimetype => text/html => text/html define_syslog_variables => Off => Off disable_classes => no value => no value disable_functions => no value => no value display_errors => STDOUT => STDOUT display_startup_errors => On => On doc_root => no value => no value docref_ext => no value => no value docref_root => no value => no value enable_dl => Off => Off error_append_string => no value => no value error_log => syslog => syslog error_prepend_string => no value => no value error_reporting => 32767 => 32767 exit_on_timeout => Off => Off expose_php => On => On extension_dir => /usr/lib/php/modules/ => /usr/lib/php/modules/ file_uploads => On => On html_errors => Off => Off ignore_repeated_errors => Off => Off ignore_repeated_source => Off => Off ignore_user_abort => Off => Off implicit_flush => On => On include_path => .:/usr/share/pear => .:/usr/share/pear log_errors => On => On log_errors_max_len => 1024 => 1024 magic_quotes_gpc => Off => Off magic_quotes_runtime => Off => Off magic_quotes_sybase => Off => Off mail.add_x_header => On => On mail.force_extra_parameters => no value => no value mail.log => no value => no value max_execution_time => 0 => 0 max_file_uploads => 20 => 20 max_input_nesting_level => 64 => 64 max_input_time => -1 => -1 memory_limit => 128M => 128M open_basedir => no value => no value output_buffering => 0 => 0 output_handler => no value => no value post_max_size => 8M => 8M precision => 14 => 14 realpath_cache_size => 16K => 16K realpath_cache_ttl => 120 => 120 register_argc_argv => On => On register_globals => Off => Off register_long_arrays => Off => Off report_memleaks => On => On report_zend_debug => Off => Off request_order => GP => GP safe_mode => Off => Off safe_mode_exec_dir => no value => no value safe_mode_gid => Off => Off safe_mode_include_dir => no value => no value sendmail_from => no value => no value sendmail_path => /usr/sbin/sendmail -t -i => /usr/sbin/sendmail -t -i serialize_precision => 100 => 100 short_open_tag => Off => Off SMTP => localhost => localhost smtp_port => 25 => 25 sql.safe_mode => Off => Off track_errors => Off => Off unserialize_callback_func => no value => no value upload_max_filesize => 2M => 2M upload_tmp_dir => no value => no value user_dir => no value => no value user_ini.cache_ttl => 300 => 300 user_ini.filename => .user.ini => .user.ini variables_order => GPCS => GPCS xmlrpc_error_number => 0 => 0 xmlrpc_errors => Off => Off y2k_compliance => On => On zend.enable_gc => On => On

    Read the article

1 2 3  | Next Page >