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  • Simple thruster like behaviour when rotating sprite

    - by ensamgud
    I'm prototyping some 2D game concepts with XNA and have added some basic keyboard inputs to control a triangle sprite. When I press key up the sprite accelerates in it's current facing direction, when I release the key it brakes down. For rotation, when I press left/right keys I rotate the sprite. Currently the sprite immedately changes direction when I rotate it. What I want is for it to keep moving in the same direction when I rotate, until I hit key up, adding thrust in whatever direction the sprite is pointing at. This would simulate thrusters on a classic space shooter like Asteroids. I'm adding an image to describe the behaviour I'm after and some code samples of how I'm doing things at the moment. This is my player struct, holding information of the sprite. public struct PlayerData { public Vector2 Position; // where to draw the sprite public Vector2 Direction; // travel direction of sprite public float Angle; // rotation of sprite public float Velocity; public float Acceleration; public float Decelleration; public float RotationAcceleration; public float RotationDecceleration; public float TopSpeed; public float Scale; } This is how I'm currently handling thrusting / braking (when pressing/releasing key up) (simplified, removed some bounds checking etc): player.Velocity += player.Acceleration * 0.1f; player.Velocity -= player.Acceleration * 0.1f; And when I rotate the sprite left and right: player.Angle -= player.RotationAcceleration * 0.1f; player.Angle += player.RotationAcceleration * 0.1f; This runs in the update loop, keeps the direction updated and updates the position: Vector2 up = new Vector2(0f, -1f); Matrix rotMatrix = Matrix.CreateRotationZ(player.Angle); player.Direction = Vector2.Transform(up, rotMatrix); player.Direction *= player.Velocity; player.Position += player.Direction; I am following along various beginner tutorials and haven't found any describing this, but I have tried some on my own without success. Do I need to change my velocity and acceleration fields to Vectors instead of floats to accomplish this type of movement? I realise my Angle and the Direction vector is currently tied together and I need to disconnect these somehow to be able to rotate freely without changing the direction of the movement, but I can't quite figure out how to do this while keeping the acceleration/decceleration functional. Would appreciate an explanation rather than pure code samples. Thanks,

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  • HTML5 game programming style

    - by fnx
    I am currently trying learn javascript in form of HTML5 games. Stuff that I've done so far isn't too fancy since I'm still a beginner. My biggest concern so far has been that I don't really know what is the best way to code since I don't know the pros and cons of different methods, nor I've found any good explanations about them. So far I've been using the worst (and propably easiest) method of all (I think) since I'm just starting out, for example like this: var canvas = document.getElementById("canvas"); var ctx = canvas.getContext("2d"); var width = 640; var height = 480; var player = new Player("pic.png", 100, 100, ...); also some other global vars... function Player(imgSrc, x, y, ...) { this.sprite = new Image(); this.sprite.src = imgSrc; this.x = x; this.y = y; ... } Player.prototype.update = function() { // blah blah... } Player.prototype.draw = function() { // yada yada... } function GameLoop() { player.update(); player.draw(); setTimeout(GameLoop, 1000/60); } However, I've seen a few examples on the internet that look interesting, but I don't know how to properly code in these styles, nor do I know if there are names for them. These might not be the best examples but hopefully you'll get the point: 1: Game = { variables: { width: 640, height: 480, stuff: value }, init: function(args) { // some stuff here }, update: function(args) { // some stuff here }, draw: function(args) { // some stuff here }, }; // from http://codeincomplete.com/posts/2011/5/14/javascript_pong/ 2: function Game() { this.Initialize = function () { } this.LoadContent = function () { this.GameLoop = setInterval(this.RunGameLoop, this.DrawInterval); } this.RunGameLoop = function (game) { this.Update(); this.Draw(); } this.Update = function () { // update } this.Draw = function () { // draw game frame } } // from http://www.felinesoft.com/blog/index.php/2010/09/accelerated-game-programming-with-html5-and-canvas/ 3: var engine = {}; engine.canvas = document.getElementById('canvas'); engine.ctx = engine.canvas.getContext('2d'); engine.map = {}; engine.map.draw = function() { // draw map } engine.player = {}; engine.player.draw = function() { // draw player } // from http://that-guy.net/articles/ So I guess my questions are: Which is most CPU efficient, is there any difference between these styles at runtime? Which one allows for easy expandability? Which one is the most safe, or at least harder to hack? Are there any good websites where stuff like this is explained? or... Does it all come to just personal preferance? :)

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  • Help with calculation to steer ship in 3d space

    - by Aaron Anodide
    I'm a beginner using XNA to try and make a 3D Asteroids game. I'm really close to having my space ship drive around as if it had thrusters for pitch and yaw. The problem is I can't quite figure out how to translate the rotations, for instance, when I pitch forward 45 degrees and then start to turn - in this case there should be rotation being applied to all three directions to get the "diagonal yaw" - right? I thought I had it right with the calculations below, but they cause a partly pitched forward ship to wobble instead of turn.... :( Here's current (almost working) calculations for the Rotation acceleration: float accel = .75f; // Thrust +Y / Forward if (currentKeyboardState.IsKeyDown(Keys.I)) { this.ship.AccelerationY += (float)Math.Cos(this.ship.RotationZ) * accel; this.ship.AccelerationX += (float)Math.Sin(this.ship.RotationZ) * -accel; this.ship.AccelerationZ += (float)Math.Sin(this.ship.RotationX) * accel; } // Rotation +Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.J)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * accel; } // Rotation -Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.K)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * -accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * -accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * -accel; } // Rotation +X / Pitch if (currentKeyboardState.IsKeyDown(Keys.F)) { this.ship.RotationAccelerationX += accel; } // Rotation -X / Pitch if (currentKeyboardState.IsKeyDown(Keys.D)) { this.ship.RotationAccelerationX -= accel; } I'm combining that with drawing code that does a rotation to the model: public void Draw(Matrix world, Matrix view, Matrix projection, TimeSpan elsapsedTime) { float seconds = (float)elsapsedTime.TotalSeconds; // update velocity based on acceleration this.VelocityX += this.AccelerationX * seconds; this.VelocityY += this.AccelerationY * seconds; this.VelocityZ += this.AccelerationZ * seconds; // update position based on velocity this.PositionX += this.VelocityX * seconds; this.PositionY += this.VelocityY * seconds; this.PositionZ += this.VelocityZ * seconds; // update rotational velocity based on rotational acceleration this.RotationVelocityX += this.RotationAccelerationX * seconds; this.RotationVelocityY += this.RotationAccelerationY * seconds; this.RotationVelocityZ += this.RotationAccelerationZ * seconds; // update rotation based on rotational velocity this.RotationX += this.RotationVelocityX * seconds; this.RotationY += this.RotationVelocityY * seconds; this.RotationZ += this.RotationVelocityZ * seconds; Matrix translation = Matrix.CreateTranslation(PositionX, PositionY, PositionZ); Matrix rotation = Matrix.CreateRotationX(RotationX) * Matrix.CreateRotationY(RotationY) * Matrix.CreateRotationZ(RotationZ); model.Root.Transform = rotation * translation * world; model.CopyAbsoluteBoneTransformsTo(boneTransforms); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } mesh.Draw(); } }

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  • Multi-threaded JOGL Problem

    - by moeabdol
    I'm writing a simple OpenGL application in Java that implements the Monte Carlo method for estimating the value of PI. The method is pretty easy. Simply, you draw a circle inside a unit square and then plot random points over the scene. Now, for each point that is inside the circle you increment the counter for in points. After determining for all the random points wither they are inside the circle or not you divide the number of in points over the total number of points you have plotted all multiplied by 4 to get an estimation of PI. It goes something like this PI = (inPoints / totalPoints) * 4. This is because mathematically the ratio of a circle's area to a square's area is PI/4, so when we multiply it by 4 we get PI. My problem doesn't lie in the algorithm itself; however, I'm having problems trying to plot the points as they are being generated instead of just plotting everything at once when the program finishes executing. I want to give the application a sense of real-time display where the user would see the points as they are being plotted. I'm a beginner at OpenGL and I'm pretty sure there is a multi-threading feature built into it. Non the less, I tried to manually create my own thread. Each worker thread plots one point at a time. Following is the psudo-code: /* this part of the code exists in display() method in MyCanvas.java which extends GLCanvas and implements GLEventListener */ // main loop for(int i = 0; i < number_of_points; i++){ RandomGenerator random = new RandomGenerator(); float x = random.nextFloat(); float y = random.nextFloat(); Thread pointThread = new Thread(new PointThread(x, y)); } gl.glFlush(); /* this part of the code exists in run() method in PointThread.java which implements Runnable */ void run(){ try{ gl.glPushMatrix(); gl.glBegin(GL2.GL_POINTS); if(pointIsIn) gl.glColor3f(1.0f, 0.0f, 0.0f); // red point else gl.glColor3f(0.0f, 0.0f, 1.0f); // blue point gl.glVertex3f(x, y, 0.0f); // coordinates gl.glEnd(); gl.glPopMatrix(); }catch(Exception e){ } } I'm not sure if my approach to solving this issue is correct. I hope you guys can help me out. Thanks.

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  • Drawing a line using openGL does not work

    - by vikasm
    I am a beginner in OpenGL and tried to write my first program to draw some points and a line. I can see that the window opens with white background but no line is drawn. I was expecting to see red colored (because glColor3f(1.0, 0.0, 0.0);) dots (pixels) and line. But nothing is seen. Here is my code. void init2D(float r, float g, float b) { glClearColor(r,g,b,0.0); glMatrixMode(GL_PROJECTION); gluOrtho2D(0.0, 200.0, 0.0, 150.0); } void display() { glClear(GL_COLOR_BUFFER_BIT); glColor3f(1.0, 0.0, 0.0); glBegin(GL_POINTS); for(int i = 0; i < 10; i++) { glVertex2i(10+5*i, 110); } glEnd(); //draw a line glBegin(GL_LINES); glVertex2i(10,10); glVertex2i(100,100); glEnd(); glFlush(); } int main(int argc, char** argv) { //Initialize Glut glutInit(&argc, argv); //setup some memory buffers for our display glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB); //set the window size glutInitWindowSize(500, 500); //create the window with the title 'points and lines' glutCreateWindow("Points and Lines"); init2D(0.0, 0.0, 0.0); glutDisplayFunc(display); glutMainLoop(); } I wanted to verify that the glcontext was opening properly and used this code: int main(int argc, char **argv) { glutInit(&argc, argv); //setup some memory buffers for our display glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB); //set the window size glutInitWindowSize(500, 500); //create the window with the title 'points and lines' glutCreateWindow("Points and Lines"); char *GL_version=(char *)glGetString(GL_VERSION); puts(GL_version); char *GL_vendor=(char *)glGetString(GL_VENDOR); puts(GL_vendor); char *GL_renderer=(char *)glGetString(GL_RENDERER); puts(GL_renderer); getchar(); return 0; } And the ouput I got was: 3.1.0 - Build 8.15.10.2345 Intel Intel(R) HD Graphics Family Can someone point out what I am doing wrong ? Thanks.

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  • How to chain actions/animations together and delay their execution?

    - by codinghands
    I'm trying to build a simple game with a number of screens - 'TitleScreen', 'LoadingScreen', 'PlayScreen', 'HighScoreScreen' - each of which has it's own draw & update logic methods, sprites, other useful fields, etc. This works well for me as a game dev beginner, and it runs. However, on my 'PlayScreen' I want to run some animations before the player gets control - dropping in some artwork, playing some sound effects, generally prettifying things a little. However, I'm not sure what the best way to chain animations / sound effects / other timed general events is. I could make an intermediary screen, 'PrePlayScreen', which simply has all of this hardcoded like so: Update(){ Animation anim1 = new Animation(.....); Animation anim2 = new Animation(.....); anim1.Run(); if(anim1.State == AnimationState.Complete) anim2.Run(); if(anim2.State == AnimationState.Complete) // Load 'PlayScreen' screen } But this doesn't seem so great - surely their must be a better way? I then thought, 'Hey - an AnimationManager! That'd be awesome!'. But then that creeping OOP panic set in as I thought about it some more. If I create the Animation in my Screen, then add it to the AnimationManager (which may or may not be a GameComponent hooked up to Update/Draw), how can I get 'back' to it? To signal commands like start / end / repeat? I'd still need to keep a reference to the object in my Screen so that I could still communicate with it once it's buried in the bosom of a List in my AnimationManager. This seems bad. I've also tried using events - call 'Update' on all the animations in the PlayScreen update loop, but crucially all of the animations have a bool flag ('Active') which determines whether they should begin. The first animation has this set to 'true', all others 'false'. On completion the first animation raises an event, which sets animation 2's bool flag to true (and so it then runs). Once animation 2 is complete another 'anim complete' event is raised, and the screen state changes. Considering the game I'm making is basically as simple as it gets I know I'm overthinking this... it's just the paradigm shift from web - game development is making me break out in a serious case of the stupids.

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  • Cocos2D - Detecting collision

    - by Grace
    I am a beginner in cocos2d and im facing a problem with detecting collision for my coins. Sometimes it works sometimes it doesn't. So basically, im creating a game which the user (ship) have to avoid the obstacles and collect coins on the way. The collision of the obstacle works well but not for the coins. I was thinking maybe the loops for creating many coins is the problem but im not sure. Can anyone help? My codes: - (void)update:(ccTime)dt{ double curTime = CACurrentMediaTime(); if (curTime > _nextBridgeSpawn) { float randSecs = [self randomValueBetween:3.0 andValue:5.0]; _nextBridgeSpawn = randSecs + curTime; float randX = [self randomValueBetween:50 andValue:500]; float randDuration = [self randomValueBetween:8.0 andValue:10.0]; CCSprite *bridge = [_bridge objectAtIndex:_nextBridge]; _nextBridge++; if (_nextBridge >= _bridge.count) _nextBridge = 0; [bridge stopAllActions]; bridge.position = ccp(winSize.width/2, winSize.height); bridge.visible = YES; [bridge runAction:[CCSequence actions: [CCMoveBy actionWithDuration:randDuration position:ccp(0, -winSize.height)], [CCCallFuncN actionWithTarget:self selector:@selector(setInvisible:)], nil]]; this is where i declare my coins (continued from the update method) int randCoin = [self randomValueBetween:0 andValue:5]; _coin = [[CCArray alloc] initWithCapacity:randCoin]; for(int i = 0; i < randCoin; ++i) { coin = [CCSprite spriteWithFile:@"coin.png"]; coin.visible = NO; [self addChild:coin]; [_coin addObject:coin]; } float randCoinX = [self randomValueBetween:winSize.width/5 andValue:winSize.width - (border.contentSize.width *2)]; float randCoinY = [self randomValueBetween:100 andValue:700]; float randCoinPlace = [self randomValueBetween:30 andValue:60]; for (int i = 0; i < _coin.count; ++i) { CCSprite *coin2 = [_coin objectAtIndex:i]; coin2.position = ccp(randCoinX, (bridge.position.y + randCoinY) + (randCoinPlace *i)); coin2.visible = YES; [coin2 runAction:[CCSequence actions: [CCMoveBy actionWithDuration:randDuration position:ccp(0, -winSize.height-2000)], [CCCallFuncN actionWithTarget:self selector:@selector(setInvisible:)], nil]]; } } this is to check for collision (also in the update method) for (CCSprite *bridge in _bridge) { if (!bridge.visible) continue; if (CGRectIntersectsRect(ship.boundingBox, bridge.boundingBox)){ bridge.visible = NO; [ship runAction:[CCBlink actionWithDuration:1.0 blinks:5]]; } } } //this is the collision for coins which only work at times for (CCSprite *coin2 in _coin) { if (!coin2.visible) continue; if (CGRectIntersectsRect(ship.boundingBox, coin2.boundingBox)) { NSLog(@"Coin collected"); coin2.visible = NO; } } } Thank you.

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  • Recommended learning path?

    - by stairmast0r
    First, my current standing: I know C++ at an.. advanced beginner level? I've gone through a book, I know the syntax well enough, I know a fair amount of standard library functions, and I've programmed some simple console stuff with it. I'd probably be able to program more with it if I knew how to structure a program, but I just can't seem to wrap my head around the whole concept of structuring something remotely complex. I've messed around with Java for a day or two, and the syntax was extremely easy to get the hang of, except that I didn't really know any functions. I'm plenty willing to learn, and to work hard to do so, but I don't really know where to go from here. Now, at the risk of sounding cliche, what I'd like to become is someone like the great three of id; Carmack, Romero, and Abrash. To be considered a genius. I believe anything can be learned, and nothing mentally limits anyone except lack of desire to learn. But I don't know how to learn this. They learned by doing, and making do with what resources they had. On the other hand, I have access to almost any books I want, access to the internet, and access to a more than capable computer and software. Should I learn more languages? Assembly? LISP? BASIC? Haskell? Should I dive straight into advanced topics like OpenGL? Or should I wait until I feel I've come closer to mastering the simpler things, like console programs, first? Should I follow tutorials? Should I follow books? Should I just dive into writing something and follow a reference manual as I go? What order should I do all this in? How should I do it? I want to completely master this; to be considered a genius. The most perfect career I can imagine is to start the next id. I have the drive to do it, I just don't know where to begin...

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  • Want to make RTS strategy game, good starting point...?

    - by NOLANDI
    everybody! I find this community because I did research about game developing topics. So I decide to register on this community and ask for your opinion. I am not begineer in computer stuffs, and I know logic of programming language. I have little knowlegde of C, C++, Started to learn C#...but I was always oriented about other areas of IT. Amateur for game making but not in IT general! I am interested to make RTS strategy video game, isometric camera view (like PC GAME COMMANDOS for example)...so I started to read many books about DirectX, XNA, OpenGL, C#, AI programming...so I want to know where is good starting point for making this game genre. I want to use C# for this project, not C++, since I always had trouble with it, because it is too complicated. I see good oportunity for learning C#, since it has more object-oriented concept, with much less code and easy readible code for writing. Beside of that I know that C++ is the more powerful language until today. So I want to use DirectX and C# for my project. But it will required more time for sure, to learn it. I have trouble with finding books for c# & DirectX (I found just one), but in every next book, it is programming in c++! I read many web sites and they mentioned Slim DX, and in generaly, other articles which I read tells that it is possible to make good game with combination c# and directX, but...I don't have enough information about all this stuffs, so I became confused! It is really hard to have wish to learn c++ from scratch, since I started c# and I like it really...I don't try OpenGL, but I am already familiar with DirectX (some beginning stuffs), and I think that it is good and interesting. So, I decide to choose between maybe Unity3d and XNA first. XNA...hm, it sound that it is not bad solution, but I heard that it is already overcome technology, and I think that it is better to wait with XNA, until I try to make something with DirectX and C#, at first. But I dont know it is possible to make strategy game in XNA?! Maybe I am wrong. I also, find Unity 3D game engine and I find that I could programming there in C#, but many all examples are written in Javascript (Digital tutors videos)...But I generaly have wish to learn it too, because it allows to export games to mobile phones, there a lot of documentations, it is free, etc... I want to find best way to learn C# and DirectX, and make this game, but I dont know if it's possible to combine?! But maybe is good to first try Unity and XNA, because I am beginner?! Thank you all! I am willing to hear your expirience.

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  • VLAN support on Juniper EX - 2200 switches

    - by liv2hak
    I have 6 Juniper switches (EX - 2200) connected to each other as shown in the network topology below. I have two PC's that I am using PC1 - (used for configuring the 6 switches via minicom) PC2 - to monitor the traffic between the switches via the Ports that are marked with arrows in the diagram. STEP 1: I create a new vlan On Switch 3 (SW3) that includes Port 12 and Port 22. I also assign l3-interface to the vlan (vlan_2) with ip address - 192.168.1.7. Now I plug-in Port 0 of Switch 3 on PC2. Now I try pinging 192.168.1.7 from PC2 (192.168.1.10) I want to know what will happen? My postulation is that I will not be able to ping SW3 from PC2.This is because SW3 (Port 12 and Port 22) is a part of a vlan_2 and vlan_2 logically breaks up broadcast domains and so 192.168.1.7 will not be reachable from 192.168.1.10. Now I have an l3-interface on SW1 with IP 192.168.1.1 using default vlan( vlan-id 0). Similarly I have enabled IP on SW2 - 192.168.1.2 SW3 - 192.168.1.3 SW4 - 192.168.1.4 SW5 - 192.168.1.5 SW6 - 192.168.1.6 all using default vlan. Now I plug in Port 12 of SW3 (blue cable) into the PC2. I try to ping 192.168.1.1 from PC2. What will happen at this stage.? My postulation is that I will be able to ping switch 1.Is this correct? Also another question is that can a single port on a Switch be added multiple VLANS? I am a beginner at network configuration? Any help would be highly appreciated. (Please ignore the CISCO symbol on the switches in the diagram.All swithes are Junper EX 22-00.)

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  • How to push changes from Test server to Live server?

    - by anonymous
    As a beginner, I finally noticed the issue with making changes to the live server I've been working on, now that I have a couple users on it, since I bring it down so often. I created an EC2 image of my live server and set up a separate instance on EC2, so now I have 2 EC2 instances, Stage and Production. I set up GitHub and push changes to stage and test my code there, and when it's all done and working, I push it to the production branch, and everything is good. And there is a slight issue here since I name my files config_stage.js and config_production.js and set up .gitignore on each server, and in my code, I would have it read the ENV flags and set up the appropriate configs, is this the correct approach? And my main question is: how do you keep track of non-code changes to the server? For example, I installed HAProxy, Stunnel, Redis, MongoDB and several other things onto the Stage server for testing and now that it's all working and good, how do I deploy them to production? Right now, I'm just keeping track of everything I installed and copying configuration files over, which is very tedious and I'm afraid I may have missed a step somewhere. Is there a better way to port these changes over from my test server to my live server?

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  • Puppet classes out of order despite explicit arrow operator use

    - by Alexandr Kurilin
    Absolute puppet beginner here. I'm experiencing an interesting behavior with my puppet manifests and would love to know what I'm doing wrong. Let's for example say I'm configuring the instance with the following ordered classes: class { 'update_system': } -> class { 'facter': } -> class { 'user_sshkey': user => 'ubuntu', type => 'rsa', } -> class { 'tmux': user => 'ubuntu', } -> class { 'vim': user => 'ubuntu', } -> class { 'bashrc': user => 'ubuntu' } -> notify {"Configuring DB role":} -> class { 'postgresql': } when I run the manifest with the --debug switch, by looking at notify statements I can see the classes be executed in the following order: 1. update_system starts 2. a cron type inside of postgresql class (the very **last** class in that ordered list above) is executed 3. postgres::install starts 5. facter starts installing 6. postgres::configure and postgres::service start 7. the vim class is executed 8. "Configuring DB role" notification is made. All the way at the end here. etc Basically the thing is all over the place, the order doesn't seem to follow the arrow operators in any way. I'm guessing I'm missing something here that would force the classes to execute one at a time. Could it be that I'm missing some kind of anchor pattern here? Invalid containment?

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  • VMware virtual machine network devices malfunctioning

    - by sheepz
    I'm running Ubuntu 10.04 LTS and VMvware workstation 7.0.1 build-227600. The virtual machine i'm running in VMware is a custom distribution built on Debian Linux version 3.1. I'm still pretty much a beginner with UNIX administration. After having messed around with the vmware (changed only the name of the folder, the vmx and and other .v* files accordingly in which the .vmx was situated, and the configuration in the vmx file accordingly), the network devices on the virtual machine do not work anymore. The virtual machine is used for securely sending messages. The virtual machine: As far as I know, this perl file called proxy-gen-ifalias eth0 is responsible for properly setting up the two virtual network devices eth0 and eth1. The Virtual machine comes with a GUI interface in which I have set up two ethernet network devices, one internal, the other external. Now, after having messed around with this, the UI gives me this error message: perl proxy-gen-ifalias eth0 /etc/modprobe.d/alias-eth0 /sbin/update-modules perl proxy-gen-ifalias eth1 /etc/modprobe.d/alias-eth1 /sbin/update-modules ifdown eth0 ifdown: interface eth0 not configured ifdown eth1 ifdown: interface eth1 not configured perl proxy-gen-netcfg /etc/network/interfaces ifup eth0 SICCSIFADDR: No such device eth0: ERROR while getting interface flags: No such device SIOCSIFNETMASK: No such device eth0: ERROR while getting interface flags: No such device Failed to bring up eth0. ifconfig eth0 eth0: error fetching interface information: Device not found make: *** [/etc/network/interfaces] Error 1 ~ Here are the contents of the two perl files referred to in the message: paste.pocoo.org/show/2AMzAYhoCRZqlGY7wUFk/ proxy-gen-netcfg

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  • Need troubleshooting advice for intermittent dns problems with requests on isp nameservers

    - by Mnebuerquo
    I've been having some intermittent dns problems with a web server, where certain isp's dns servers don't have my hostnames in cache and fail to look them up. At the same time, queries to opendns for those hostnames resolve correctly. It's intermittent, and it always works fine for me, so it's hard to identify the problem when someone reports connectivity problems to my site. My website is on a server running linux with Plesk. My dns records are configured with plesk (so my server is its own dns master). Domain name is registered with godaddy. I'm not real knowledgeable about dns, so I don't really know how to begin with troubleshooting. I've started learning to use dig, but while I can read the manpage to learn the syntax, I don't really know what questions to ask. Since the problem is intermittent I haven't been able to really catalog many symptoms. Symptoms I have observed: Certain people repeatedly reported intermittent problems connecting to my website. This was only from certain networks. (Ex: One guy could connect reliably from his office but not his home.) Sometimes I notice my browser taking a long time looking up the hostname for my site (Firefox shows a message in the status bar at the bottom). For me this is in the ten second range. ssh connections from anywhere to my server take a long time to connect but then seem to work fine once connected. So hopefully the folks on serverfault can point me to a good beginner tutorial for understanding dns, and suggest troubleshooting questions to ask next time one of my users reports connectivity problems.

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  • How to enable Ipv6 on my ubunutu 11.04 virtual machine

    - by liv2hak
    I have installed 3 VM's on my PC.(Ubuntu 11.04).I want to setup an IPV6 network to review and test some of the IPV6 tools like NDPMonitor.(monitors ICMP messages of Neighbour Discovery Protocol.) IP v6 addresses are as follows. linux_router - fe80::a00:27ff:fed5:f7e9/64 labhack1 - fe80::a00:27ff:fed2:8bd1/64 labhack2 - fe80::a00:27ff:fed7:2f2d/64 The below commands have been run on both linux_router and labhack1. sudo ip r a 2001:468:181:f100::/64 dev eth0 sudo vim /etc/radvd.conf /file looks like below./ interface eth0 { AdvSendAdvert on; /*means that we are sending out advertisments.*/ MinRtrAdvInterval 5; /*these options control how often advertisments are sent*/ MaxRtrAdvInterval 15; /*these are not mandatory but valueable settings.*/ prefix fe80::a00:27ff::/64 { AdvOnLink on; /*Says to the host everyone sharing this prefix is on the sam local link as you.*/ AdvAutonomous on; /*Says to a host: "Use this prefix to autoconfigure your address"*/ }; }; sudo sysctl -w net.ipv6.conf.all.forwarding=1 I try to do a ping6 -I eth0 fe80::a00:27ff:fed5:f7e9 I get Destination unreachable: Address unreachable.I am not sure what I am doing wrong here.I am a beginner at linux administration.Basically I think I am missing whatever is analogous to physically connecting VM's.Any help that would point me in the right direction would be greatly appreciated.

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  • passing on command line options in bash

    - by bryan
    I have a question. I have a script, a kind of long script written in bash aprox. 370 lines. That has several functions and in those functions the user has to enter information which is then stored in files. ( This is suppose to represent a MySQL database, with the functions INSERT, UPDATE, SELECT, SELECT where x=y.) I created this myself in bash, now the only thing that rests me is that I need to be able to pass arguments on the command line to the script, that will do the same as the script does. I know that bash has positional parameters such as $1 $2 $3 $* $@ $0 ( refers to the name of the script) etc. I know how I can use these parameters in a simple if function. This is not enough for my script. I basicly need to do the same thing that the script does, but then from the command line. I have been struggling with this for a couple of days now and I cannot think of a way to get it to work. Maybe someone here can help me with this? If you want to have the script. That can be possible, but I don't think I can paste it in here... EDIT: Link to script, http://pastebin.com/Hd5VsDv2 Note, I am a beginner in bash scripting. EDIT: This is in reply to Answer 1. As I said I hope I can just replace the if [ "$1" = "one" ] ; then echo "found one" to if [ "$1" = "one" ] ; then echo SELECT where SELECT is the function I previously had in my script(above) http://pastebin.com/VFMkBL6g LINK to testing script

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  • Debian DNSSEC - howto secure a domain?

    - by Daniel Marschall
    I have a beginner question about DNSSEC. I have much experience with TLS and cryptography-stuff and would like to try out this new technology. I have googled very much about this but I haven't found useful information for me. I think one confusion in information gathering is that "Debian howto DNSSEC setup" can mean "How to USE DNSSEC for resolving" OR "How to secure your domain with DNSSEC". I am searching the second. I am running a Debian Squeeze server with root privileges which has a domain name ending with ".de" (which is already signed by the root zone). The network interface at this server uses the gateway IP (DNS resolver?) of the datacentre the server is running on. My domain is hosted at freedns.afraid.org , where I can add DNS RRs for my domain. They are currently NOT capable of adding DNSSEC RRs, but I am bugging them to support this soon. ;-) My simple question is: How do I setup DNSSEC on Debian? Resp. who have I ask to? As far as I understand, all I have to do is to run dnssec-keygen on my Debian server and then add the key to my DNS-provider as DNSSEC RR. (And change it every 30 days?) I have looked at this http://www.isc.org/files/DNSSEC_in_6_minutes.pdf but it looks like you have to be the owner of a ZONE, so I don't think this applies to me. Who needs to sign my domain? My DNS-provider or my zone (DeNIC) or can I do it myself? Any help is very appreciated!

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  • Setting kernel memory for installing postgresql

    - by Matthieu Taymans
    My question is about setting the kernel shared memory for installing postgresql on mac osx 10.6.8. In the readme file of postgresql it is said: Shared Memory PostgreSQL uses shared memory extensively for caching and inter-process communication. Unfortunately, the default configuration of Mac OS X does not allow suitable amounts of shared memory to be created to run the database server. Before running the installation, please ensure that your system is configured to allow the use of larger amounts of shared memory. Note that this does not 'reserve' any memory so it is safe to configure much higher values than you might initially need. You can do this by editting the file /etc/sysctl.conf - e.g. % sudo vi /etc/sysctl.conf On a MacBook Pro with 2GB of RAM, the author's sysctl.conf contains: kern.sysv.shmmax=1610612736 kern.sysv.shmall=393216 kern.sysv.shmmin=1 kern.sysv.shmmni=32 kern.sysv.shmseg=8 kern.maxprocperuid=512 kern.maxproc=2048 Note that (kern.sysv.shmall * 4096) should be greater than or equal to kern.sysv.shmmax. kern.sysv.shmmax must also be a multiple of 4096. Once you have edited (or created) the file, reboot before continuing with the installation. If you wish to check the settings currently being used by the kernel, you can use the sysctl utility: % sysctl -a The database server can now be installed. I'm a real beginner with all this but need to instal postgresql for academic purposes do you know how i can set this kernel shared memory. Won't that be harmful for my system? Thank you in advance. Matthieu

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  • PHP-FPM issue on LEMP Stack and WordPress

    - by jw60660
    I'm very much a NGINX and Server Admin beginner. I used this tutorial to install NGINX / PHP / mySQL / WordPress: C3M Digital Tutorial In this tutorial the backend php-cgi setup is configured using fastcgi. php5-fpm was installed during this tutorial: apt-get install nginx-full php5-fpm php5 php5-mysql php5-apc php5-mysql php5-xsl php5-xmlrpc php5-sqlite php5-snmp php5-curl After reading that the NGINX configuration on the WordPress codec was more secure than most tutorials, I decided to use the codex configuration: WordPress NGINX configuration in Codex The Codex configuration uses php-fpm for backend php-cgi. When opening the browser I got a 502 Bad Gateway error. The error log was: "2012/06/10 21:18:27 [crit] 14009#0: *4 connect() to unix:/tmp/php-fpm.sock failed (2: No such file or directory) while connecting to upstream, client: 12.3.456.789, server: mywebsite.com, request: "GET / HTTP/1.1", upstream: "fastcgi://unix:/tmp/php-fpm.sock:", hos t: "mywebsite.com"" In the main NGINX configuration file supplied by the codex I noticed the line starting "server unix:" in the upstream php block which point to the empty directory: # Upstream to abstract backend connection(s) for PHP. upstream php { server unix:/tmp/php-fpm.sock; # server 127.0.0.1:9000; } I checked the folder at /tmp and it was empty. Seems I missed configuring php-fpm to play with NGINX. Can someone point me in the right direction? Much appreciated!

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  • Setting up port forwarding for web server

    - by reyjavikvi
    This could belong on Super User, but I thought this place was more appropiate. I want to run Apache in my computer and want to make it available to the outside world to test a couple things. Apparently, I have to go into my router's (a TP-LINK TD 8910G) settings and forward port 80 to my PC's IP. So far so good. Thing is, since the router uses a web based interface and it's kind of stupid, it told me that since I was using port 80 for this, I should access its settings through port 8080. Maybe it can't detect requests coming from the LAN, I don't know. Point is, now neither port can't access the configuration, and I can't access Internet. Specifically, trying to access anything (including 192.168.1.1, the router's settings) through port 80 turns up a blank page (maybe if I had the server running in my computer I'd get something, but I don't want to risk trying, I had to reset the router and restore the settings), and port 8080 gives a "Can't establish connection" error in Firefox (and similar ones in other browsers). Is there a way to configure the router to not redirect requests coming from inside the network? I'm a beginner with this stuff, so please try to explain in a simple way. If this is more appropiate in Super User, I'm sorry.

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  • 2010 cgi script failure

    - by Barry F
    Hi. I hope you can help, I'm just a beginner! I have listed a few extra details which may not be relevant. I upload cgi scripts onto local/personal directory on a Apache/2.2.10 server, using FTP95Pro in ASCII. The scripts execute correctly using perl on my web-server in a terminal session. Thus my code has no fatal syntax errors. Webpages 'action' each cgi script at /cgi-bin/. There are symbolic links which link system directory files to my local directory files. FollowSymLinks is enabled (unsure how). Permissions are correct (755). This set-up hasnt changed, apparently. The scripts have excuted perfectly for years, up to 2010. But now, in 2010, I have replaced working scripts with new script/files, now with exactly the same text, filename and permissions. Only the date (last modified) has changed. But now I receive a 500 Internal Server Error, and cannot determine why. My server administator assumes I have code errors. But code is unchanged since last year, and it runs fine (albeit no arguments) on web-server console using perl myscript.cgi Is there anything you can think of which may have changed ? I'm suspicious of the new decade. I think the server swapped from Linux to Windows OS last year, but my server administrator got it all working OK. Is there something unusual he may have missed, related to 2010 ? Thank you in advance

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  • Copy one db diagram from one db to another on different servers? (Same db)

    - by sah302
    I used the copy database wizard to copy my database from our test server to our production server, the database copied everything fine except for the diagram. Okay no problem, first I make sure the target database on production has the support objects created to use database diagraming. Then I select to import data from the other database and chose the dbo.sysdiagrams.Go through with the rest of the import data wizard, but then I get the following error: Validating (Error) Messages Error 0xc0202049: Data Flow Task: Failure inserting into the read-only column "diagram_id". (SQL Server Import and Export Wizard) Error 0xc0202045: Data Flow Task: Column metadata validation failed. (SQL Server Import and Export Wizard) Error 0xc004706b: Data Flow Task: "component "Destination - sysdiagrams" (31)" failed validation and returned validation status "VS_ISBROKEN". (SQL Server Import and Export Wizard) Error 0xc004700c: Data Flow Task: One or more component failed validation. (SQL Server Import and Export Wizard) Error 0xc0024107: Data Flow Task: There were errors during task validation. (SQL Server Import and Export Wizard) So apparently it didn't like that. What's the problem? I am pretty beginner in SQL Server and only do stuff via the GUI usually so am not sure what to do at this point. The databases are the same, but on different servers. Thanks!

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  • Can't get intel atom g-500 video driver to work with ubuntu 10.10 netbook edition.

    - by Matthew
    First of all I am completely new to Linux, so if you respond, please do so in a 'linux for dummies' tone so that my brain will be able to process it. I recently installed ubuntu on my dell mini-inspiron 1010. It has one GB of ram and an intel atom processor that uses the intel 500 graphic accelerator driver for windows and can run 1024x768 comfortably in xp. When I was installing ubuntu had quite a bit of trouble with my display and I am still unable to adjust my settings from 800x600x0x0 and there is no hardware acceleration. I visited the intel site and installed the linux drivers with the help of a friend but still no change. I tried adding resolution settings through xconf but they could not be applied even after I added the values. I am probably going about this totally wrong, but I've spent quite a lot of time browsing through forums and still haven't found a solution. Any help would be greatly appreciated. Also any other beginner tips that you have would be much appreciated. Thanks in advance, Matt

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  • Gnome-panel disappearance in Ubuntu 10.10

    - by jurchiks
    Just today, after about a week of somewhat normal running (I'm a total beginner in Linux and the level of amazingly stupid problems I encountered made me go nuts), today my panel disappeared (the one with Applications/System menus, you'd call it taskbar in Windows). Also, Alt+F2 doesn't work and Ctrl+Alt+Backspace has no effect (I'd think it's supposed to do something). I tried the solution posted here: Panel doesn't show at startup at Ubuntu 10.04 No luck, didn't change absolutely anything. I also couldn't find the .gconf and .gconfd folders using search, so couldn't try that option. There were ones that had same names but without the dot though, but there were several so I didn't risk. What could possibly be the reason for this? All I did yesterday was try to install some updates (another extremely dumb problem - doesn't allow to install even the official updates - "insecure sources" or smth like that, tried fixing it with some tutorials on the net but in the end it worked only for half a day and went back to refusal mode :@) and very few tools from the Ubuntu Software Center, but nothing that would change system settings just by installing it.

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  • Distinct rand() sequences yielding the same results in an expression

    - by suszterpatt
    Ok, this is a really weird one. I have an MPI program, where each process has to generate random numbers in a fixed range (the range is read from file). What happens is that even though I seed each process with a different value, and the numbers generated by rand() are different in each process, the expression to generate the random numbers still yields the same sequence between them. Here's all relevant code: // 'rank' will be unique for each process int rank; MPI_Comm_rank(MPI_COMM_WORLD, &rank); // seed the RNG with a different value for each process srand(time(NULL) + rank); // print some random numbers to see if we get a unique sequence in each process // 'log' is a uniquely named file, each process has its own log << rand() << " " << rand() << " " << rand() << std::endl; // do boring deterministic stuff while (true) { // waitTimeMin and waitTimeMax are integers, Max is always greater than Min waitSecs = waitTimeMin + rand() % (waitTimeMax - waitTimeMin); log << "waiting " << waitSecs << " seconds" << std::endl; sleep(waitSecs); // do more boring deterministic stuff } Here's the output of each process, with 3 processes generating numbers in the range [1,9]. process 1: 15190 28284 3149 waiting 6 seconds waiting 8 seconds waiting 9 seconds waiting 4 seconds process 2: 286 6264 3153 waiting 6 seconds waiting 8 seconds waiting 9 seconds waiting 4 seconds process 3: 18151 17013 3156 waiting 6 seconds waiting 8 seconds waiting 9 seconds waiting 4 seconds So while rand() clearly generates different numbers, the expression to calculate waitSecs still evaluates to the same sequence on all processes. What's even weirder: if I run the program with the same parameteres again, only the first 3 random numbers will change, the rest of the "random" sequence will be exactly the same in each run! Changing the range of numbers will obviously produce a different result from this one, but the same parameters always yield the same sequence, between processes and between executions: except for the first 3 numbers. Just what the hell is going on here?

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