Search Results

Search found 4288 results on 172 pages for 'mark griffin'.

Page 11/172 | < Previous Page | 7 8 9 10 11 12 13 14 15 16 17 18  | Next Page >

  • Homemaking a 2d soft body physics engine

    - by Griffin
    hey so I've decided to Code my own 2D soft-body physics engine in C++ since apparently none exist and I'm starting only with a general idea/understanding on how physics work and could be simulated: by giving points and connections between points properties such as elasticity, density, mass, shape retention, friction, stickiness, etc. What I want is a starting point: resources and helpful examples/sites that could give me the specifics needed to actually make this such as equations and required physics knowledge. It would be great if anyone out there also would give me their attempts or ideas. finally I was wondering if it was possible to... use the source code of an existing 3D engine such as Bullet and transform it to be 2D based? use the source code of a 2D Rigid body physics engine such as box2d as a starting point?

    Read the article

  • Axis-Aligned Bounding Boxes vs Bounding Ellipse

    - by Griffin
    Why is it that most, if not all collision detection algorithms today require each body to have an AABB for the use in the broad phase only? It seems to me like simply placing a circle at the body's centroid, and extending the radius to where the circle encompasses the entire body would be optimal. This would not need to be updated after the body rotates and broad overlap-calculation would be faster to. Correct? Bonus: Would a bounding ellipse be practical for broad phase calculations also, since it would better represent long, skinny shapes? Or would it require extensive calculations, defeating the purpose of broad-phase?

    Read the article

  • Collision filtering techniques

    - by Griffin
    I was wondering what efficient techniques are out there for mapping collision filtering between various bodies, sub-bodies, and so forth. I'm familiar with the simple idea of having different layers of 2D bodies, but this is not sufficient for more complex mapping: (Think of having sub-bodies of a body, such as limbs, collide with each other by placing them on the same layer, and then wanting to only have the legs collide with the ground while the arms would not) This can be solved with a multidimensional layer setup, but I would probably end up just creating more and more layers to the point where the simplicity and efficiency of layer filtering would be gone. Are there any more complex ways to solve even more complex situations than this?

    Read the article

  • Homemaking a 2d soft body physics engine

    - by Griffin
    hey so I've decided to Code my own 2D soft-body physics engine in C++ since apparently none exist and I'm starting only with a general idea/understanding on how physics work and could be simulated: by giving points and connections between points properties such as elasticity, density, mass, shape retention, friction, stickiness, etc. What I want is a starting point: resources and helpful examples/sites that could give me the specifics needed to actually make this such as equations and required physics knowledge. It would be great if anyone out there also would give me their attempts or ideas. finally I was wondering if it was possible to... use the source code of an existing 3D engine such as Bullet and transform it to be 2D based? use the source code of a 2D Rigid body physics engine such as box2d as a starting point?

    Read the article

  • More Quick Interview Tips

    - by Ajarn Mark Caldwell
    In the last couple of years I have conducted a lot of interviews for application and database developers for my company, and I can tell you that the little things can mean a lot.  Here are a few quick tips to help you make a good first impression. A year ago I gave you my #1 interview tip: Do some basic research!  And a year later, I am still stunned by how few technical people do the most basic of research.  I can only guess that it is because it is so engrained in our psyche that technical competence is everything (see How to Manage Technical Employees for more on this idea) that we forget or ignore the importance of soft skills and the art of the interview.  Or maybe it is because we have heard the stories of the uber-geek who has zero personal skills but still makes a fortune working for Microsoft.  Well, here’s another quick tip:  You’re probably not as good as he is; and a large number of companies actually run small to medium sized teams and can’t really afford to have the social outcast in the group.  In a small team, everyone has to get along well, and that’s an important part of what I’m evaluating during the interview process. My #2 tip is to act alive!  I typically conduct screening interviews by phone before I bring someone in for an in-person.  I don’t care how laid-back you are or if you have a “quiet personality”, when we are talking, ACT like you are happy I called and you are interested in getting the job.  If you sound like you are bored-to-death and that you would be perfectly happy to never work again, I am perfectly happy to help you attain that goal, and I’ll move on to the next candidate. And closely related to #2, perhaps we’ll call it #2.1 is this tip:  When I call you on the phone for the interview, don’t answer your phone by just saying, “Hello”.  You know that the odds are about 999-to-1 that it is me calling for the interview because we have specifically arranged this time slot for the call.  And you can see on the caller ID that it is not one of your buddies calling, so identify yourself.  Don’t make me question whether I dialed the right number.  Answer your phone with a, “Hello, this is ___<your full name preferred, but at least your first name>___.”.  And when I say, “Hi, <your name>, this is Mark from <my company>” it would be really nice to hear you say, “Hi, Mark, I have been expecting your call.”  This sets the perfect tone for our conversation.  I know I have the right person; you are professional enough and interested enough in the job or contract to remember your appointments; and now we can move on to a little intro segment and get on with the reason for our call. As crazy as it sounds, I’ve actually had phone interviews that went like this: <Ring…> You:  “Hello?” Me:  “Hi, this is Mark from _______” You:  “Yeah?” Me:  “Is this <your name>?” You:  “Yeah.” Me:  “I had this time in my calendar for us to talk…were you expecting my call?” You:  “Oh, yeah, sure…” I used to be nice and would try to go ahead with the interview even after this bad start, thinking I was giving the candidate the benefit of the doubt…a second chance…but more often than not it was a struggle and 10 minutes into what was supposed to be a 45-minute call, I’m looking for a way to hang up without being rude myself.  It never worked out.  I never brought that person in for an in-person interview, much less offered them the job or contract.  Who knows, maybe they were some sort of wunderkind that we missed out on.  What I know is that they would never fit in with the rest of the team, and around here that is absolutely critical. So, in conclusion… Act alive!  Identify yourself!  And do at least the very basic of research.

    Read the article

  • Is extensive documentation a code smell?

    - by Griffin
    Every library, open-source project, and SDK/API I've ever come across has come packaged with a (usually large) documentation file, and this seems contradictory to the wide-spread belief that good code needs little to no comments. What separates documentation from this programming methodology? a one to two page overview of a package seems reasonable, but elegant code combined with standard intelisense should have theoretically deprecated the practice of documentation by now IMO. I feel like companies only create detailed documentation and tutorials because its what they've always done. Why should developers have to constantly be searching through online documentation in order to learn how to do things when such information should be intrinsic to the classes, methods and namespaces?

    Read the article

  • How to Extract Properties for Refactoring

    - by Ngu Soon Hui
    I have this property public List<PointK> LineList {get;set;} Where PointK consists of the following structure: string Mark{get;set;} double X{get;set;} doible Y{get;set;} Now, I have the following code: private static Dictionary<string , double > GetY(List<PointK> points) { var invertedDictResult = new Dictionary<string, double>(); foreach (var point in points) { if (!invertedDictResult.ContainsKey(point.Mark)) { invertedDictResult.Add(point .Mark, Math.Round(point.Y, 4)); } } return invertedDictResult; } private static Dictionary<string , double > GetX(List<PointK> points) { var invertedDictResult = new Dictionary<string, double>(); foreach (var point in points) { if (!invertedDictResult.ContainsKey(point.Mark)) { invertedDictResult.Add(point .Mark, Math.Round(point.X, 4)); } } return invertedDictResult; } How to restructure the above code?

    Read the article

  • Bootstrap 3.0.0: How to use data-slide-to outside of indicators?

    - by Griffin
    I am attempting to make a small gallery like the one shown below - I'm sure you've all seen them considering they are fairly common. When trying to make one using bootstrap I ran into a major problem. I can't seem to link the smaller bottom images to the larger top one that was when one of the smaller ones is clicked it changes to the selected image. I am attempting to use data-slide-to however it does not seem to work outside of the "carousel-indicators". I can't put it into the carousel indicators list because that moves the images up into the gallery (It may be possible to fix this with CSS but my attempts have been worthless). Does anyone know the problem? I've tried tags around each image that didn't seem to work then I tried divs. Still nothing. Things to note: I am using 3.0.0 All images are generated (if you haven't guessed already) Smaller images are separate from larger one (not auto scaled down)

    Read the article

  • Circle collision detection and Vector math: HELP?

    - by Griffin
    Hey so i'm currently going through the wildbunny blog to learn about collision detection, but i'm a bit confused on how the vectors he's talking about come into play QUOTED BLOG: p = ||A-B|| – (r1+r2) The two spheres are penetrating by distance p. We would also like the penetration vector so that we can correct the penetration once we discover it. This is the vector that moves both circles to the point where they just touch, correcting the penetration. Importantly it is not only just a vector that does this, it is the only vector which corrects the penetration by moving the minimum amount. This is important because we only want to correct the error, not introduce more by moving too much when we correct, or too little. N = (A-B) / ||A-B|| P = N*p Here we have calculated the normalised vector N between the two centres and the penetration vector P by multiplying our unit direction by the penetration distance. Ok so i understand that p is the distance each circle is penetrating each other, but i don't get what exactly N and P is. it seems to me N is just the coordinates of the 3rd point of the right trianlge formed by point A and B (A-B) then being divided by the hypotenuse of that triangle or distance between A and B (||A-B||) Whats the significance of this? Also, what is the penetration vector used for? It seems to me like a movement that one of the circles would perform to get un-penetrated.

    Read the article

  • What do you code first to learn a new language, library, or framework?

    - by Griffin
    Every language, framework, and library has its own syntax, quirks, and pitfalls. What Program, Game, etc. do you code in order to learn these unique characteristics? How do you decide on what previous programming experience is applicable? I'd imagine that the task would have to be complicated enough to force you to use applicable programming techniques and idioms, but simple enough that it wouldn't take a ton of time.

    Read the article

  • Is 2 lines of push/pop code for each pre-draw-state too many?

    - by Griffin
    I'm trying to simplify vector graphics management in XNA; currently by incorporating state preservation. 2X lines of push/pop code for X states feels like too many, and it just feels wrong to have 2 lines of code that look identical except for one being push() and the other being pop(). The goal is to eradicate this repetitiveness,and I hoped to do so by creating an interface in which a client can give class/struct refs in which he wants restored after the rendering calls. Also note that many beginner-programmers will be using this, so forcing lambda expressions or other advanced C# features to be used in client code is not a good idea. I attempted to accomplish my goal by using Daniel Earwicker's Ptr class: public class Ptr<T> { Func<T> getter; Action<T> setter; public Ptr(Func<T> g, Action<T> s) { getter = g; setter = s; } public T Deref { get { return getter(); } set { setter(value); } } } an extension method: //doesn't work for structs since this is just syntatic sugar public static Ptr<T> GetPtr <T> (this T obj) { return new Ptr<T>( ()=> obj, v=> obj=v ); } and a Push Function: //returns a Pop Action for later calling public static Action Push <T> (ref T structure) where T: struct { T pushedValue = structure; //copies the struct data Ptr<T> p = structure.GetPtr(); return new Action( ()=> {p.Deref = pushedValue;} ); } However this doesn't work as stated in the code. How might I accomplish my goal? Example of code to be refactored: protected override void RenderLocally (GraphicsDevice device) { if (!(bool)isCompiled) {Compile();} //TODO: make sure state settings don't implicitly delete any buffers/resources RasterizerState oldRasterState = device.RasterizerState; DepthFormat oldFormat = device.PresentationParameters.DepthStencilFormat; DepthStencilState oldBufferState = device.DepthStencilState; { //Rendering code } device.RasterizerState = oldRasterState; device.DepthStencilState = oldBufferState; device.PresentationParameters.DepthStencilFormat = oldFormat; }

    Read the article

  • Continuous Collision Detection Techniques

    - by Griffin
    I know there are quite a few continuous collision detection algorithms out there , but I can't find a list or summary of different 2D techniques; only tutorials on specific algorithms. What techniques are out there for calculating when different 2D bodies will collide and what are the advantages / disadvantages of each? I say techniques and not algorithms because I have not yet decided on how I will store different polygons which might be concave or even have holes. I plan to make a decision on this based on what the algorithm requires (for instance if an algorithm breaks down a polygon into triangles or convex shapes I will simply store the polygon data in this form).

    Read the article

  • Outline Shader Effect for Orthogonal Geometry in XNA

    - by Griffin
    I just recently started learning the art of shading, but I can't give an outline width to 2D, concave geometry when restrained to a single vertex/pixel shader technique (thanks to XNA). the shape I need to give an outline to has smooth, per-vertex coloring, as well as opacity. The outline, which has smooth, per-vertex coloring, variable width, and opacity cannot interfere with the original shape's colors. A pixel depth border detection algorithm won't work because pixel depth isn't a 3.0 semantic. expanding geometry / redrawing won't work because it interferes with the original shape's colors. I'm wondering if I can do something with the stencil/depth buffer outside of the shader functions since I have access to that through the graphics device. But I don't believe I'm able to manipulate actual values. How might I do this?

    Read the article

  • How does this circle collision detection math work?

    - by Griffin
    I'm going through the wildbunny blog to learn about collision detection. I'm confused about how the vectors he's talking about come into play. Here's the part that confuses me: p = ||A-B|| – (r1+r2) The two spheres are penetrating by distance p. We would also like the penetration vector so that we can correct the penetration once we discover it. This is the vector that moves both circles to the point where they just touch, correcting the penetration. Importantly it is not only just a vector that does this, it is the only vector which corrects the penetration by moving the minimum amount. This is important because we only want to correct the error, not introduce more by moving too much when we correct, or too little. N = (A-B) / ||A-B|| P = N*p Here we have calculated the normalised vector N between the two centres and the penetration vector P by multiplying our unit direction by the penetration distance. I understand that p is the distance by which the circles penetrate, but I don't get what exactly N and P are. It seems to me N is just the coordinates of the 3rd point of the right trianlge formed by point A and B (A-B) then being divided by the hypotenuse of that triangle or distance between A and B (||A-B||). What's the significance of this? Also, what is the penetration vector used for? It seems to me like a movement that one of the circles would perform to get un-penetrated.

    Read the article

  • Ubuntu-one syncs single files, but not directories [closed]

    - by Luiz Cláudio Duarte
    I'm using Ubuntu 10.10, fully updated. I have tried to sync my ~/Documents and ~/Pictures folders; U1 replicates the directory structure, but no files are uploaded. Next I tried to sync a single file inside ~/Ubuntu One and it was synced. Then I tried to put a directory inside ~/Ubuntu One and, again, the directory structure was replicated, but no files were synced. All the files have the "syncing" icon, however. The latest syncdaemon.log is below: 2011-03-30 07:41:50,752 - ubuntuone.SyncDaemon.fsm - INFO - loading updated metadata 2011-03-30 07:41:55,081 - ubuntuone.SyncDaemon.fsm - INFO - initialized: idx_path: 266, idx_node_id: 266, shares: 1 2011-03-30 07:41:55,082 - ubuntuone.SyncDaemon.GeneralINotProc - INFO - Ignoring files: ['\\A#.*\\Z', '\\A.*~\\Z', '\\A.*\\.py[oc]\\Z', '\\A.*\\.sw[nopx]\\Z', '\\A.*\\.swpx\\Z', '\\A\\..*\\.tmp\\Z'] 2011-03-30 07:41:55,083 - ubuntuone.SyncDaemon.HQ - INFO - HashQueue: _hasher started 2011-03-30 07:41:55,902 - ubuntuone.SyncDaemon.DBus - INFO - DBusInterface initialized. 2011-03-30 07:41:55,903 - ubuntuone.SyncDaemon.Main - INFO - Using '/home/l_claudius/Ubuntu One' as root dir 2011-03-30 07:41:55,903 - ubuntuone.SyncDaemon.Main - INFO - Using '/home/l_claudius/.local/share/ubuntuone/syncdaemon' as data dir 2011-03-30 07:41:55,903 - ubuntuone.SyncDaemon.Main - INFO - Using '/home/l_claudius/.local/share/ubuntuone/shares' as shares root dir 2011-03-30 07:41:55,903 - ubuntuone.SyncDaemon.Main - NOTE - ---- MARK (state: <State: 'INIT' (queues IDLE connection 'Not User Not Network')>; queues: metadata: 0; content: 0; hash: 0, fsm-cache: hit=1 miss=266) ---- 2011-03-30 07:41:55,904 - ubuntuone.SyncDaemon.Main - NOTE - Local rescan starting... 2011-03-30 07:41:55,904 - ubuntuone.SyncDaemon.local_rescan - INFO - start scan all volumes 2011-03-30 07:41:55,906 - ubuntuone.SyncDaemon.local_rescan - INFO - processing trash 2011-03-30 07:41:56,044 - ubuntuone.SyncDaemon.local_rescan - INFO - processing move limbo 2011-03-30 07:41:56,491 - ubuntuone.SyncDaemon.Main - NOTE - Local rescan finished! 2011-03-30 07:41:56,492 - ubuntuone.SyncDaemon.Main - INFO - hash queue empty. We are ready! 2011-03-30 07:42:15,583 - ubuntuone.SyncDaemon.DBus - INFO - u'CredentialsFound': callbacking with credentials (token_name: None). 2011-03-30 07:42:15,584 - ubuntuone.SyncDaemon.DBus - INFO - connect: credential request was successful, pushing SYS_USER_CONNECT. 2011-03-30 07:42:15,617 - ubuntuone.SyncDaemon.ActionQueue - INFO - Connection started to host fs-1.one.ubuntu.com, port 443. 2011-03-30 07:42:15,977 - ubuntuone.SyncDaemon.ActionQueue - INFO - Connection made. 2011-03-30 07:42:15,978 - ubuntuone.SyncDaemon.StorageClient - INFO - Connection made. 2011-03-30 07:42:16,581 - ubuntuone.SyncDaemon.ActionQueue - INFO - The request 'protocol_version' finished OK. 2011-03-30 07:42:16,774 - ubuntuone.SyncDaemon.ActionQueue - INFO - The request 'caps_raising_if_not_accepted' finished OK. 2011-03-30 07:42:16,966 - ubuntuone.SyncDaemon.ActionQueue - INFO - The request 'caps_raising_if_not_accepted' finished OK. 2011-03-30 07:42:17,722 - ubuntuone.SyncDaemon.ActionQueue - INFO - The request 'oauth_authenticate' finished OK. 2011-03-30 07:42:17,723 - ubuntuone.SyncDaemon.ActionQueue - NOTE - Session ID: '563bc960-35fa-4f44-b9b6-125819656dc3' 2011-03-30 07:42:19,258 - ubuntuone.SyncDaemon.ActionQueue - INFO - The request 'list_volumes' finished OK. 2011-03-30 07:43:55,903 - ubuntuone.SyncDaemon.Main - NOTE - ---- MARK (state: <State: 'QUEUE_MANAGER' (queues IDLE connection 'With User With Network')>; queues: metadata: 0; content: 0; hash: 0, fsm-cache: hit=1059 miss=266) ---- 2011-03-30 07:45:55,903 - ubuntuone.SyncDaemon.Main - NOTE - ---- MARK (state: <State: 'QUEUE_MANAGER' (queues IDLE connection 'With User With Network')>; queues: metadata: 0; content: 0; hash: 0, fsm-cache: hit=1059 miss=266) ---- 2011-03-30 07:47:55,903 - ubuntuone.SyncDaemon.Main - NOTE - ---- MARK (state: <State: 'QUEUE_MANAGER' (queues IDLE connection 'With User With Network')>; queues: metadata: 0; content: 0; hash: 0, fsm-cache: hit=1059 miss=266) ---- 2011-03-30 07:49:55,903 - ubuntuone.SyncDaemon.Main - NOTE - ---- MARK (state: <State: 'QUEUE_MANAGER' (queues IDLE connection 'With User With Network')>; queues: metadata: 0; content: 0; hash: 0, fsm-cache: hit=1059 miss=266) ---- 2011-03-30 07:51:55,903 - ubuntuone.SyncDaemon.Main - NOTE - ---- MARK (state: <State: 'QUEUE_MANAGER' (queues IDLE connection 'With User With Network')>; queues: metadata: 0; content: 0; hash: 0, fsm-cache: hit=1059 miss=266) ----

    Read the article

  • JPedal Action for Converting PDF to JavaFX

    - by Geertjan
    The question of the day comes from Mark Stephens, from JPedal (JPedal is the leading 100% Java PDF library, providing a Java PDF viewer, PDF to image conversion, PDF printing or adding PDF search and PDF extraction features), in the form of a screenshot: The question is clear. By looking at the annotations above, you can see that Mark has an ActionListener that has been bound to the right-click popup menu on PDF files. Now he needs to get hold of the file to which the Action has been bound. How, oh  how, can one get hold of that file? Well, it's simple. Leave everything you see above exactly as it is but change the Java code section to this: public final class PDF2JavaFXContext implements ActionListener {     private final DataObject context;     public PDF2JavaFXContext(DataObject context) {         this.context = context;     }     public void actionPerformed(ActionEvent ev) {         FileObject fo = context.getPrimaryFile();         File theFile = FileUtil.toFile(fo);         //do something with your file...     } } The point is that the annotations at the top of the class bind the Action to either Actions.alwaysEnabled, which is a factory method for creating always-enabled Actions, or Actions.context, which is a factory method for creating context-sensitive Actions. How does the Action get bound to the factory method? The annotations are converted, when the module is compiled, into XML registration entries in the "generated-layer.xml", which you can find in your "build" folder, in the Files window, after building the module. In Mark's case, since the Action should be context-sensitive to PDF files, he needs to bind his PDF2JavaFXContext ActionListener (which should probably be named "PDF2JavaFXActionListener", since the class is an ActionListener) to Actions.context. All he needs to do that is pass in the object he wants to work with into the constructor of the ActionListener. Now, when the module is built, the annotation processor is going to take the annotations and convert them to XML registration entries, but the constructor will also be checked to see whether it is empty or not. In this case, the constructor isn't empty, hence the Action should be context-sensitive and so the ActionListener is bound to Actions.context. The Actions.context will do all the enablement work for Mark, so that he will not need to provide any code for enabling/disabling the Action. The Action will be enabled whenever a DataObject is selected. Since his Action is bound to Nodes in the Projects window that represent PDF files, the Action will always be enabled whenever Mark right-clicks on a PDF Node, since the Node exposes its own DataObject. Once Mark has access to the DataObject, he can get the underlying FileObject via getPrimaryFile and he can then convert the FileObject to a java.io.File via FileUtil.getConfigFile. Once he's got the java.io.File, he can do with it whatever he needs. Further reading: http://bits.netbeans.org/dev/javadoc/

    Read the article

  • Setting corelocation results to NSNumber object parameters

    - by Dan Ray
    This is a weird one, y'all. - (void)locationManager:(CLLocationManager *)manager didUpdateToLocation:(CLLocation *)newLocation fromLocation:(CLLocation *)oldLocation { CLLocationCoordinate2D coordinate = newLocation.coordinate; self.mark.longitude = [NSNumber numberWithDouble:coordinate.longitude]; self.mark.latitude = [NSNumber numberWithDouble:coordinate.latitude]; NSLog(@"Got %f %f, set %f %f", coordinate.latitude, coordinate.longitude, self.mark.latitude, self.mark.longitude); [manager stopUpdatingLocation]; manager.delegate = nil; if (self.waitingForLocation) { [self completeUpload]; } } The latitude and longitude in that "mark" object are synthesized parameters referring to NSNumber iVars. In the simulator, my NSLog output for that line in the middle there reads: 2010-05-28 15:08:46.938 EverWondr[8375:207] Got 37.331689 -122.030731, set 0.000000 -44213283338325225829852024986561881455984640.000000 That's a WHOLE lot further East than 1 Infinite Loop! The numbers are different on the device, but similar--lat is still zero and long is a very unlikely high negative number. Elsewhere in the controller I'm accepting a button press and uploading a file (an image I just took with the camera) with its geocoding info associated, and I need that self.waitingForLocation to inform the CLLocationManager delegate that I already hit that button and once its done its deal, it should go ahead and fire off the upload. Thing is, up in the button-click-receiving method, I test see if CL is finished by testing self.mark.latitude, which seems to be getting set zero...

    Read the article

  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

    Read the article

  • Microsoft MVP Award Nomination

    - by Mark A. Wilson
    I am extremely honored to announce that I have been nominated to receive the Microsoft MVP Award for my contributions in C#! Hold on; I have not won the award yet. But to be nominated is really humbling. Thank you very much! For those of you who may not know, here is a high-level summary of the MVP award: The Microsoft Most Valuable Professional (MVP) Program recognizes and thanks outstanding members of technical communities for their community participation and willingness to help others. The program celebrates the most active community members from around the world who provide invaluable online and offline expertise that enriches the community experience and makes a difference in technical communities featuring Microsoft products. MVPs are credible, technology experts from around the world who inspire others to learn and grow through active technical community participation. While MVPs come from many backgrounds and a wide range of technical communities, they share a passion for technology and a demonstrated willingness to help others. MVPs do this through the books and articles they author, the Web sites they manage, the blogs they maintain, the user groups they participate in, the chats they host or contribute to, the events and training sessions where they present, as well as through the questions they answer in technical newsgroups or message boards. - Microsoft MVP Award Nomination Email I guess I should start my nomination acceptance speech by profusely thanking Microsoft as well as everyone who nominated me. Unfortunately, I’m not completely certain who those people are. While I could guess (in no particular order: Bill J., Brian H., Glen G., and/or Rob Z.), I would much rather update this post accordingly after I know for certain who to properly thank. I certainly don’t want to leave anyone out! Please Help My next task is to provide the MVP Award committee with information and descriptions of my contributions during the past 12 months. For someone who has difficulty remembering what they did just last week, trying to remember something that I did 12 months ago is going to be a real challenge. (Yes, I should do a better job blogging about my activities. I’m just so busy!) Since this is an award about community, I invite and encourage you to participate. Please leave a comment below or send me an email. Help jog my memory by listing anything and everything that you can think of that would apply and/or be important to include in my reply back to the committee. I welcome advice on what to say and how to say it from previous award winners. Again, I greatly appreciate the nomination and welcome any assistance you can provide. Thanks for visiting and till next time, Mark A. Wilson      Mark's Geekswithblogs Blog Enterprise Developers Guild Technorati Tags: Community,Way Off Topic

    Read the article

  • top tweets SOA Partner Community – June 2013

    - by JuergenKress
    Send your tweets @soacommunity #soacommunity and follow us at http://twitter.com/soacommunity Oracle SOA Learn how Business Rules are used in Oracle SOA Suite. New free self-study course - Oracle Univ. #soa #oraclesoa http://pub.vitrue.com/ll9B OPITZ CONSULTING ?Wie #BPM und #SOA zusammengehören? Watch 100-Seconds-Video-Lesson by @Rolfbaer - http://ow.ly/luSjK @soacommunity Andrejus Baranovskis ?Customized BPM 11g PS6 Workspace Application http://fb.me/2ukaSBXKs Mark Nelson ?Case Management Samples Released http://wp.me/pgVeO-Lv Mark Nelson Instance Patching Demo for BPM 11.1.1.7 http://wp.me/pgVeO-Lx Simone Geib Antony Reynolds: Target Verification #oraclesoa https://blogs.oracle.com/reynolds/ OPITZ CONSULTING ?"It's all about Integration - Developing with Oracle #Cloud Services" @t_winterberg files: http://ow.ly/ljtEY #cloudworld @soacommunity Arun Pareek ?Functional Testing Business Processes In Oracle BPM Suite 11g http://wp.me/pkPu1-pc via @arrunpareek SOA Proactive Want to get started with Human Workflow? Check out the introductory video on OTN, http://pub.vitrue.com/enIL C2B2 Consulting Free tech workshop,London 6th of Jun Diagnosing Performance & Scalability Problems in Oracle SOASuite http://www.c2b2.co.uk/oracle_fusion_middleware_performance_seminar … @soacommunity Oracle BPM Must have technologies for delivering effective #CX : #BPM #Social #Mobile > #OracleBPM Whitepaper http://pub.vitrue.com/6pF6 OracleBlogs ?Introduction to Web Forms -Basic Tutorial http://ow.ly/2wQLTE OTNArchBeat ?Complete State of SOA podcast now available w/ @soacommunity @hajonormann @gschmutz @t_winterberg #industrialsoa http://pub.vitrue.com/PZFw Ronald Luttikhuizen VENNSTER Blog | Article published - Fault Handling and Prevention - Part 2 | http://blog.vennster.nl/2013/05/article-published-fault-handling-and.html … Mark Nelson ?Getting to know Maven http://wp.me/pgVeO-Lk gschmutz ?Cool! Our 2nd article has just been published: "Fault Handling and Prevention for Services in Oracle Service Bus" http://pub.vitrue.com/jMOy David Shaffer Interesting SOA Development and Delivery post on A-Team Redstack site - http://bit.ly/18oqrAI . Would be great to get others to contribute! Mark Nelson BPM PS6 video showing process lifecycle in more detail (30min) http://wp.me/pgVeO-Ko SOA Proactive ?Webcast: 'Introduction and Troubleshooting of the SOA 11g Database Adapter', May 9th. Register now at http://pub.vitrue.com/8In7 Mark Nelson ?SOA Development and Delivery http://wp.me/pgVeO-Kd Oracle BPM Manoj Das, VP Product Mangement talks about new #OracleBPM release #BPM #processmanagement http://pub.vitrue.com/FV3R OTNArchBeat Podcast: The State of SOA w/ @soacommunity @hajonormann @gschmutz @t_winterberg #industrialsoa http://pub.vitrue.com/OK2M gschmutz New article series on Industrial SOA started on OTN and Service Technology Magazine: http://guidoschmutz.wordpress.com/2013/04/22/first-two-chapters-of-industrial-soa-articles-series-have-been-published-both-on-otn-and-service-technology-magazine/ … #industrialSOA Danilo Schmiedel ?Article series #industrialSOA published on OTN and Service Technology Magazine http://inside-bpm-and-soa.blogspot.de/2013/04/industrial-soa_22.html … @soacommunity @OC_WIRE SOA & BPM Partner Community For regular information on Oracle SOA Suite become a member in the SOA & BPM Partner Community for registration please visit www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Facebook Wiki Mix Forum Technorati Tags: twitter,SOA Community,Oracle SOA,Oracle BPM,Community,OPN,Jürgen Kress

    Read the article

  • OBI & P6 Analytics Demo @ MAOAUG

    - by mark.kromer
    Mark will be speaking in King of Prussia, outside of Philly, for the Mid-Atlantic Oracle Apps Users Group on Oracle BI w/P6 Analytics for IT projects this Friday: http://www.maoaug.org. Stop by and say HI if you are in the area!

    Read the article

  • Free Live Webinar on Oracle Primavera P6 Analytics

    - by mark.kromer
    We are having a free live webinar to introduce customers to the new Oracle Primavera P6 Analytics built on the Oracle Business Intelligence platform. Here is the registration link for this webinar which is on June 18 @ 2 PM EDT: https://event.on24.com/eventRegistration/EventLobbyServlet?target=registration.jsp&eventid=209488&sessionid=1&key=DC3994754137CE4292161B2041C0E35D&partnerref=homepagebanner Hope to see you there! Best, Mark

    Read the article

  • Where is all the memory being consumed?

    - by Mark L
    Hello, I have a Dell R300 Ubuntu 9.10 box with 4GB of memory. All I'm running on there is haproxy, nagios and postfix yet there is ~2.7GB of memory being consumed. I've run ps and I can't get the sums to add up. Could anyone shed any light on where all the memory is being used? Cheers, Mark $ sudo free -m total used free shared buffers cached Mem: 3957 2746 1211 0 169 2320 -/+ buffers/cache: 256 3701 Swap: 6212 0 6212 Sorry for pasting all of ps' output but I'm keen to get to the bottom of this. $ sudo ps aux [sudo] password for mark: USER PID %CPU %MEM VSZ RSS TTY STAT START TIME COMMAND root 1 0.0 0.0 19320 1656 ? Ss May20 0:05 /sbin/init root 2 0.0 0.0 0 0 ? S< May20 0:00 [kthreadd] root 3 0.0 0.0 0 0 ? S< May20 0:00 [migration/0] root 4 0.0 0.0 0 0 ? S< May20 0:16 [ksoftirqd/0] root 5 0.0 0.0 0 0 ? S< May20 0:00 [watchdog/0] root 6 0.0 0.0 0 0 ? S< May20 0:03 [migration/1] root 7 0.0 0.0 0 0 ? S< May20 3:10 [ksoftirqd/1] root 8 0.0 0.0 0 0 ? S< May20 0:00 [watchdog/1] root 9 0.0 0.0 0 0 ? S< May20 0:00 [migration/2] root 10 0.0 0.0 0 0 ? S< May20 0:19 [ksoftirqd/2] root 11 0.0 0.0 0 0 ? S< May20 0:00 [watchdog/2] root 12 0.0 0.0 0 0 ? S< May20 0:01 [migration/3] root 13 0.0 0.0 0 0 ? S< May20 0:41 [ksoftirqd/3] root 14 0.0 0.0 0 0 ? S< May20 0:00 [watchdog/3] root 15 0.0 0.0 0 0 ? S< May20 0:03 [events/0] root 16 0.0 0.0 0 0 ? S< May20 0:10 [events/1] root 17 0.0 0.0 0 0 ? S< May20 0:08 [events/2] root 18 0.0 0.0 0 0 ? S< May20 0:08 [events/3] root 19 0.0 0.0 0 0 ? S< May20 0:00 [cpuset] root 20 0.0 0.0 0 0 ? S< May20 0:00 [khelper] root 21 0.0 0.0 0 0 ? S< May20 0:00 [netns] root 22 0.0 0.0 0 0 ? S< May20 0:00 [async/mgr] root 23 0.0 0.0 0 0 ? S< May20 0:00 [kintegrityd/0] root 24 0.0 0.0 0 0 ? S< May20 0:00 [kintegrityd/1] root 25 0.0 0.0 0 0 ? S< May20 0:00 [kintegrityd/2] root 26 0.0 0.0 0 0 ? S< May20 0:00 [kintegrityd/3] root 27 0.0 0.0 0 0 ? S< May20 0:00 [kblockd/0] root 28 0.0 0.0 0 0 ? S< May20 0:01 [kblockd/1] root 29 0.0 0.0 0 0 ? S< May20 0:04 [kblockd/2] root 30 0.0 0.0 0 0 ? S< May20 0:02 [kblockd/3] root 31 0.0 0.0 0 0 ? S< May20 0:00 [kacpid] root 32 0.0 0.0 0 0 ? S< May20 0:00 [kacpi_notify] root 33 0.0 0.0 0 0 ? S< May20 0:00 [kacpi_hotplug] root 34 0.0 0.0 0 0 ? S< May20 0:00 [ata/0] root 35 0.0 0.0 0 0 ? S< May20 0:00 [ata/1] root 36 0.0 0.0 0 0 ? S< May20 0:00 [ata/2] root 37 0.0 0.0 0 0 ? S< May20 0:00 [ata/3] root 38 0.0 0.0 0 0 ? S< May20 0:00 [ata_aux] root 39 0.0 0.0 0 0 ? S< May20 0:00 [ksuspend_usbd] root 40 0.0 0.0 0 0 ? S< May20 0:00 [khubd] root 41 0.0 0.0 0 0 ? S< May20 0:00 [kseriod] root 42 0.0 0.0 0 0 ? S< May20 0:00 [kmmcd] root 43 0.0 0.0 0 0 ? S< May20 0:00 [bluetooth] root 44 0.0 0.0 0 0 ? S May20 0:00 [khungtaskd] root 45 0.0 0.0 0 0 ? S May20 0:00 [pdflush] root 46 0.0 0.0 0 0 ? S May20 0:09 [pdflush] root 47 0.0 0.0 0 0 ? S< May20 0:00 [kswapd0] root 48 0.0 0.0 0 0 ? S< May20 0:00 [aio/0] root 49 0.0 0.0 0 0 ? S< May20 0:00 [aio/1] root 50 0.0 0.0 0 0 ? S< May20 0:00 [aio/2] root 51 0.0 0.0 0 0 ? S< May20 0:00 [aio/3] root 52 0.0 0.0 0 0 ? S< May20 0:00 [ecryptfs-kthrea] root 53 0.0 0.0 0 0 ? S< May20 0:00 [crypto/0] root 54 0.0 0.0 0 0 ? S< May20 0:00 [crypto/1] root 55 0.0 0.0 0 0 ? S< May20 0:00 [crypto/2] root 56 0.0 0.0 0 0 ? S< May20 0:00 [crypto/3] root 70 0.0 0.0 0 0 ? S< May20 0:00 [scsi_eh_0] root 71 0.0 0.0 0 0 ? S< May20 0:00 [scsi_eh_1] root 74 0.0 0.0 0 0 ? S< May20 0:00 [scsi_eh_2] root 75 0.0 0.0 0 0 ? S< May20 0:00 [scsi_eh_3] root 82 0.0 0.0 0 0 ? S< May20 0:00 [kstriped] root 83 0.0 0.0 0 0 ? S< May20 0:00 [kmpathd/0] root 84 0.0 0.0 0 0 ? S< May20 0:00 [kmpathd/1] root 85 0.0 0.0 0 0 ? S< May20 0:00 [kmpathd/2] root 86 0.0 0.0 0 0 ? S< May20 0:00 [kmpathd/3] root 87 0.0 0.0 0 0 ? S< May20 0:00 [kmpath_handlerd] root 88 0.0 0.0 0 0 ? S< May20 0:00 [ksnapd] root 89 0.0 0.0 0 0 ? S< May20 0:00 [kondemand/0] root 90 0.0 0.0 0 0 ? S< May20 0:00 [kondemand/1] root 91 0.0 0.0 0 0 ? S< May20 0:00 [kondemand/2] root 92 0.0 0.0 0 0 ? S< May20 0:00 [kondemand/3] root 93 0.0 0.0 0 0 ? S< May20 0:00 [kconservative/0] root 94 0.0 0.0 0 0 ? S< May20 0:00 [kconservative/1] root 95 0.0 0.0 0 0 ? S< May20 0:00 [kconservative/2] root 96 0.0 0.0 0 0 ? S< May20 0:00 [kconservative/3] root 97 0.0 0.0 0 0 ? S< May20 0:00 [krfcommd] root 315 0.0 0.0 0 0 ? S< May20 0:09 [mpt_poll_0] root 317 0.0 0.0 0 0 ? S< May20 0:00 [mpt/0] root 547 0.0 0.0 0 0 ? S< May20 0:00 [scsi_eh_4] root 587 0.0 0.0 0 0 ? S< May20 0:11 [kjournald2] root 636 0.0 0.0 12748 860 ? S May20 0:00 upstart-udev-bridge --daemon root 657 0.0 0.0 17064 924 ? S<s May20 0:00 udevd --daemon root 666 0.0 0.0 8192 612 ? Ss May20 0:00 dd bs=1 if=/proc/kmsg of=/var/run/rsyslog/kmsg root 774 0.0 0.0 17060 888 ? S< May20 0:00 udevd --daemon root 775 0.0 0.0 17060 888 ? S< May20 0:00 udevd --daemon syslog 825 0.0 0.0 191696 1988 ? Sl May20 0:31 rsyslogd -c4 root 839 0.0 0.0 0 0 ? S< May20 0:00 [edac-poller] root 870 0.0 0.0 0 0 ? S< May20 0:00 [kpsmoused] root 1006 0.0 0.0 5988 604 tty4 Ss+ May20 0:00 /sbin/getty -8 38400 tty4 root 1008 0.0 0.0 5988 604 tty5 Ss+ May20 0:00 /sbin/getty -8 38400 tty5 root 1015 0.0 0.0 5988 604 tty2 Ss+ May20 0:00 /sbin/getty -8 38400 tty2 root 1016 0.0 0.0 5988 608 tty3 Ss+ May20 0:00 /sbin/getty -8 38400 tty3 root 1018 0.0 0.0 5988 604 tty6 Ss+ May20 0:00 /sbin/getty -8 38400 tty6 daemon 1025 0.0 0.0 16512 472 ? Ss May20 0:00 atd root 1026 0.0 0.0 18708 1000 ? Ss May20 0:03 cron root 1052 0.0 0.0 49072 1252 ? Ss May20 0:25 /usr/sbin/sshd root 1084 0.0 0.0 5988 604 tty1 Ss+ May20 0:00 /sbin/getty -8 38400 tty1 root 6320 0.0 0.0 19440 956 ? Ss May21 0:00 /usr/sbin/xinetd -pidfile /var/run/xinetd.pid -stayalive -inetd_compat -inetd_ipv6 nagios 8197 0.0 0.0 27452 1696 ? SNs May21 2:57 /usr/sbin/nagios3 -d /etc/nagios3/nagios.cfg root 10882 0.1 0.0 70280 3104 ? Ss 10:30 0:00 sshd: mark [priv] mark 10934 0.0 0.0 70432 1776 ? S 10:30 0:00 sshd: mark@pts/0 mark 10935 1.4 0.1 21572 4336 pts/0 Ss 10:30 0:00 -bash root 10953 1.0 0.0 15164 1136 pts/0 R+ 10:30 0:00 ps aux haproxy 12738 0.0 0.0 17208 992 ? Ss Jun08 0:49 /usr/sbin/haproxy -f /etc/haproxy/haproxy.cfg root 23953 0.0 0.0 37012 2192 ? Ss Jun04 0:03 /usr/lib/postfix/master postfix 23955 0.0 0.0 39232 2356 ? S Jun04 0:00 qmgr -l -t fifo -u postfix 32603 0.0 0.0 39072 2132 ? S 09:05 0:00 pickup -l -t fifo -u -c Here's meminfo: $ cat /proc/meminfo MemTotal: 4052852 kB MemFree: 1240488 kB Buffers: 173172 kB Cached: 2376420 kB SwapCached: 0 kB Active: 1479288 kB Inactive: 1081876 kB Active(anon): 11792 kB Inactive(anon): 0 kB Active(file): 1467496 kB Inactive(file): 1081876 kB Unevictable: 0 kB Mlocked: 0 kB SwapTotal: 6361700 kB SwapFree: 6361700 kB Dirty: 44 kB Writeback: 0 kB AnonPages: 11568 kB Mapped: 5844 kB Slab: 155032 kB SReclaimable: 145804 kB SUnreclaim: 9228 kB PageTables: 1592 kB NFS_Unstable: 0 kB Bounce: 0 kB WritebackTmp: 0 kB CommitLimit: 8388124 kB Committed_AS: 51732 kB VmallocTotal: 34359738367 kB VmallocUsed: 282604 kB VmallocChunk: 34359453499 kB HugePages_Total: 0 HugePages_Free: 0 HugePages_Rsvd: 0 HugePages_Surp: 0 Hugepagesize: 2048 kB DirectMap4k: 6784 kB DirectMap2M: 4182016 kB Here's slabinfo: $ cat /proc/slabinfo slabinfo - version: 2.1 # name <active_objs> <num_objs> <objsize> <objperslab> <pagesperslab> : tunables <limit> <batchcount> <sharedfactor> : slabdata <active_slabs> <num_slabs> <sharedavail> ip6_dst_cache 50 50 320 25 2 : tunables 0 0 0 : slabdata 2 2 0 UDPLITEv6 0 0 960 17 4 : tunables 0 0 0 : slabdata 0 0 0 UDPv6 68 68 960 17 4 : tunables 0 0 0 : slabdata 4 4 0 tw_sock_TCPv6 0 0 320 25 2 : tunables 0 0 0 : slabdata 0 0 0 TCPv6 72 72 1792 18 8 : tunables 0 0 0 : slabdata 4 4 0 dm_raid1_read_record 0 0 1064 30 8 : tunables 0 0 0 : slabdata 0 0 0 kcopyd_job 0 0 368 22 2 : tunables 0 0 0 : slabdata 0 0 0 dm_uevent 0 0 2608 12 8 : tunables 0 0 0 : slabdata 0 0 0 dm_rq_target_io 0 0 376 21 2 : tunables 0 0 0 : slabdata 0 0 0 uhci_urb_priv 0 0 56 73 1 : tunables 0 0 0 : slabdata 0 0 0 cfq_queue 0 0 168 24 1 : tunables 0 0 0 : slabdata 0 0 0 mqueue_inode_cache 18 18 896 18 4 : tunables 0 0 0 : slabdata 1 1 0 fuse_request 0 0 632 25 4 : tunables 0 0 0 : slabdata 0 0 0 fuse_inode 0 0 768 21 4 : tunables 0 0 0 : slabdata 0 0 0 ecryptfs_inode_cache 0 0 1024 16 4 : tunables 0 0 0 : slabdata 0 0 0 hugetlbfs_inode_cache 26 26 608 26 4 : tunables 0 0 0 : slabdata 1 1 0 journal_handle 680 680 24 170 1 : tunables 0 0 0 : slabdata 4 4 0 journal_head 144 144 112 36 1 : tunables 0 0 0 : slabdata 4 4 0 revoke_table 256 256 16 256 1 : tunables 0 0 0 : slabdata 1 1 0 revoke_record 512 512 32 128 1 : tunables 0 0 0 : slabdata 4 4 0 ext4_inode_cache 53306 53424 888 18 4 : tunables 0 0 0 : slabdata 2968 2968 0 ext4_free_block_extents 292 292 56 73 1 : tunables 0 0 0 : slabdata 4 4 0 ext4_alloc_context 112 112 144 28 1 : tunables 0 0 0 : slabdata 4 4 0 ext4_prealloc_space 156 156 104 39 1 : tunables 0 0 0 : slabdata 4 4 0 ext4_system_zone 0 0 40 102 1 : tunables 0 0 0 : slabdata 0 0 0 ext2_inode_cache 0 0 776 21 4 : tunables 0 0 0 : slabdata 0 0 0 ext3_inode_cache 0 0 784 20 4 : tunables 0 0 0 : slabdata 0 0 0 ext3_xattr 0 0 88 46 1 : tunables 0 0 0 : slabdata 0 0 0 dquot 0 0 256 16 1 : tunables 0 0 0 : slabdata 0 0 0 shmem_inode_cache 606 620 800 20 4 : tunables 0 0 0 : slabdata 31 31 0 pid_namespace 0 0 2112 15 8 : tunables 0 0 0 : slabdata 0 0 0 UDP-Lite 0 0 832 19 4 : tunables 0 0 0 : slabdata 0 0 0 RAW 183 210 768 21 4 : tunables 0 0 0 : slabdata 10 10 0 UDP 76 76 832 19 4 : tunables 0 0 0 : slabdata 4 4 0 tw_sock_TCP 80 80 256 16 1 : tunables 0 0 0 : slabdata 5 5 0 TCP 81 114 1664 19 8 : tunables 0 0 0 : slabdata 6 6 0 blkdev_integrity 144 144 112 36 1 : tunables 0 0 0 : slabdata 4 4 0 blkdev_queue 64 64 2024 16 8 : tunables 0 0 0 : slabdata 4 4 0 blkdev_requests 120 120 336 24 2 : tunables 0 0 0 : slabdata 5 5 0 fsnotify_event 156 156 104 39 1 : tunables 0 0 0 : slabdata 4 4 0 bip-256 7 7 4224 7 8 : tunables 0 0 0 : slabdata 1 1 0 bip-128 0 0 2176 15 8 : tunables 0 0 0 : slabdata 0 0 0 bip-64 0 0 1152 28 8 : tunables 0 0 0 : slabdata 0 0 0 bip-16 84 84 384 21 2 : tunables 0 0 0 : slabdata 4 4 0 sock_inode_cache 224 276 704 23 4 : tunables 0 0 0 : slabdata 12 12 0 file_lock_cache 88 88 184 22 1 : tunables 0 0 0 : slabdata 4 4 0 net_namespace 0 0 1920 17 8 : tunables 0 0 0 : slabdata 0 0 0 Acpi-ParseExt 640 672 72 56 1 : tunables 0 0 0 : slabdata 12 12 0 taskstats 48 48 328 24 2 : tunables 0 0 0 : slabdata 2 2 0 proc_inode_cache 1613 1750 640 25 4 : tunables 0 0 0 : slabdata 70 70 0 sigqueue 100 100 160 25 1 : tunables 0 0 0 : slabdata 4 4 0 radix_tree_node 22443 22475 560 29 4 : tunables 0 0 0 : slabdata 775 775 0 bdev_cache 72 72 896 18 4 : tunables 0 0 0 : slabdata 4 4 0 sysfs_dir_cache 9866 9894 80 51 1 : tunables 0 0 0 : slabdata 194 194 0 inode_cache 2268 2268 592 27 4 : tunables 0 0 0 : slabdata 84 84 0 dentry 285907 286062 192 21 1 : tunables 0 0 0 : slabdata 13622 13622 0 buffer_head 256447 257472 112 36 1 : tunables 0 0 0 : slabdata 7152 7152 0 vm_area_struct 1469 1541 176 23 1 : tunables 0 0 0 : slabdata 67 67 0 mm_struct 82 95 832 19 4 : tunables 0 0 0 : slabdata 5 5 0 files_cache 104 161 704 23 4 : tunables 0 0 0 : slabdata 7 7 0 signal_cache 163 187 960 17 4 : tunables 0 0 0 : slabdata 11 11 0 sighand_cache 145 165 2112 15 8 : tunables 0 0 0 : slabdata 11 11 0 task_xstate 118 140 576 28 4 : tunables 0 0 0 : slabdata 5 5 0 task_struct 128 165 5808 5 8 : tunables 0 0 0 : slabdata 33 33 0 anon_vma 731 896 32 128 1 : tunables 0 0 0 : slabdata 7 7 0 shared_policy_node 85 85 48 85 1 : tunables 0 0 0 : slabdata 1 1 0 numa_policy 170 170 24 170 1 : tunables 0 0 0 : slabdata 1 1 0 idr_layer_cache 240 240 544 30 4 : tunables 0 0 0 : slabdata 8 8 0 kmalloc-8192 27 32 8192 4 8 : tunables 0 0 0 : slabdata 8 8 0 kmalloc-4096 291 344 4096 8 8 : tunables 0 0 0 : slabdata 43 43 0 kmalloc-2048 225 240 2048 16 8 : tunables 0 0 0 : slabdata 15 15 0 kmalloc-1024 366 432 1024 16 4 : tunables 0 0 0 : slabdata 27 27 0 kmalloc-512 536 544 512 16 2 : tunables 0 0 0 : slabdata 34 34 0 kmalloc-256 406 528 256 16 1 : tunables 0 0 0 : slabdata 33 33 0 kmalloc-128 503 576 128 32 1 : tunables 0 0 0 : slabdata 18 18 0 kmalloc-64 3467 3712 64 64 1 : tunables 0 0 0 : slabdata 58 58 0 kmalloc-32 1520 1920 32 128 1 : tunables 0 0 0 : slabdata 15 15 0 kmalloc-16 3547 3840 16 256 1 : tunables 0 0 0 : slabdata 15 15 0 kmalloc-8 4607 4608 8 512 1 : tunables 0 0 0 : slabdata 9 9 0 kmalloc-192 4620 5313 192 21 1 : tunables 0 0 0 : slabdata 253 253 0 kmalloc-96 1780 1848 96 42 1 : tunables 0 0 0 : slabdata 44 44 0 kmem_cache_node 0 0 64 64 1 : tunables 0 0 0 : slabdata 0 0 0

    Read the article

  • traffic shaping for certain (local) users

    - by JMW
    Hello, i'm using ubuntu 10.10 i've a local backup user called "backup". :) i would like to give this user just a bandwidth of 1Mbit. No matter which software wants to connect to the network. this solution doesn't work: iptables -t mangle -A OUTPUT -p tcp -m owner --uid-owner 1001 -j MARK --set-mark 12 iptables -t mangle -A POSTROUTING -p tcp -m owner --uid-owner 1001 -j MARK --set-mark 12 tc qdisc del dev eth0 root tc qdisc add dev eth0 root handle 2 htb default 1 tc filter add dev eth0 parent 2: protocol ip pref 2 handle 50 fw classid 2:6 tc class add dev eth0 parent 2: classid 2:6 htb rate 10Kbit ceil 1Mbit tc qdisc show dev eth0 tc class show dev eth0 tc filter show dev eth0 does anyone know how to do it? thanks a lot in advance

    Read the article

< Previous Page | 7 8 9 10 11 12 13 14 15 16 17 18  | Next Page >