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  • What exactly does an installer do and why might I need one?

    - by Jan
    this is probably the noob-question of the day: So I've written this game. Now there's the .exe file that does the work, a folder with my beautiful, beautiful assets and a bunch of .dll files and other stuff that I probably shouldn't touch. To run the game, I copy the whole lot to the desired computer, double-click the .exe file and start shooting some dudes. Yay! But what exactly is the difference between that and using an installer? What else does an installer do besides copying files and looking more professional than a .zip-file? Is there generally a lot of patching/configuring involved when trying to make a game run on a different computer? I tested my game on all windows computers I could get my greedy fingers on and it works great. Thanks for your time.

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  • Ask The Readers: What’s Your Favorite Co-Op Game?

    - by Jason Fitzpatrick
    For many readers, the weather is getting chillier and that means more time indoors. What better time to take a look at the best co-op games around? Jump in and put in a nod for your favorite game and setup. Wallpaper available here. Whether you’re playing DS-to-DS with your spouse, inviting all your buddies over for a whole-house LAN fest, or couch co-op’ing through your favorite RPG, we want to hear all about your favorite games and the ways you play them. Sound off in the comments with your co-op tips and tricks; make sure to check back in on Friday for the What You Said roundup to find some new titles to tide you over until the warm weather comes around again. How To Get a Better Wireless Signal and Reduce Wireless Network Interference How To Troubleshoot Internet Connection Problems 7 Ways To Free Up Hard Disk Space On Windows

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  • Help my graphists sharing their work

    - by Andy M
    As a developer I'm used to Subversion for source control and I think it's great for sharing source code between developers. Now thinking about my graphists and game designers, they need to have a slightly different approach I think. They need to share binary files They need to be able to have a thumbnail and preview of their work I don't want to include their binaries into my game repository (would be much too heavy for developer when updating) I've seen that some graphists uses personally created website to share their work but I was wondering if some "standard" application existed in order to provide my graphists a cool way of working together. Is there a common way of dealing with this? Is the way I want to do (only final sprites on my game repo) correct? How do you guys do this as game developers?

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  • System Requirement Checking

    - by gl3829
    I am working on a game and want to strengthen its requirement checking to ensure that it can run successfully. Therefore, I am looking for information on what is useful to check before starting the game. As a simple example, Why check for a specific amount of memory? Should I as a game developer ensure a minimum amount of memory? I feel this information is usually skipped in many books and resources but is critical to be able to deliver a game that will run on many machines. I would appreciate if you answered with what you check in the system, why you check it and if you have a good resource about it, please include. Just to be a bit more specific, I'm developing in Windows.

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  • background animation algorithm for single screen

    - by becool_max
    I’m writing simple strategy game (in xna), and would like to have an animated background. In my game all the actions happens inside one screen and thus standard parallax effect does not look appropriate. However, I found a video of a game with suitable background animation for my game http://www.youtube.com/watch?v=Vcxdbjulf90&feature=share&list=PLEEF9ABAB913946E6 (from 3 to 6s, while main character stays at the same place). What is the algorithm to do this stuff? It would be nice if someone can provide a reference for a similar example (language is not important).

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  • Engine Start and Stop Show Abnormal Behaviour

    - by Siddharth
    In my game, when I pause the game using mEngine.stop() it works perfectly but when I press resume button that has code mEngine.start() it provide some movement to the physics body. So the created body does not stand at its desire position after the resuming the game. That fault I have found in other game developed by other developer also. So please provide some guidance for it. I also tried with mScene.onUpdate(0) and mScene.onUpdate(1) but I does not able to found anything new from it.

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  • Which one is better to get started? [closed]

    - by vanangamudi
    Which one of the open-source game engine is better to get started? I read several threads over several forums and found that it is better to write own game engine specific to application. But I need to know the requirements of a game engine, other than Graphics, Physics and AI... Many people suggested Unity, But I need open-source version so that I can have a look at implementation... so I google rigorously and found some unknown game engines(at least to me) Unvanquished Cube Spring Pyrogenesis Torque3D CrystalSpace Panda3D Delta3D Irrichlt OpenArena AlienArena (please list others if I missed anything....) FYI: my present focus is on FPS/TPS. Can you tell me which one is better at performance if possible? Torque3D claims to be the best opensource engine - is that true, and if so to what extent?

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  • Huge 2d pixelized world

    - by aspcartman
    I would like to make a game field in a indie-strategic 2d game to be some a-like this popular picture. http://0.static.wix.com/media/6a83ae_cd307e45ffd9c6b145237263ac1a86be.jpg_1024 So every "pixel"(blocks) changes it's color slowly, sometimes a bright color wave happens, etc, but the spaces beetwen this pixels should stay dark (not to count shades, lightning and other 3rd party stuff going on). Units are going to be same "pixelized" and should position them-selfs according those blocks. I have some experience in game-developing, but this task seems not trivial for me. What approaches (shader, tons of sprites or code-render, i don't now) would you recommend me to follow? (I'm thinking of making this game using Unity Engine) Thanks everyone! :)

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  • Implementing Explosions

    - by Xkynar
    I want to add explosions to my 2D game, but im having a hard time with the architecture. Several game elements might be responsible for explosions, like, lets say, explosive barrels and bullets (and there might be chain reactions with close barrels). The only options i can come up with are: 1 - Having an array of explosions and treat them as a game element as important as any other Pros: Having a single array which is updated and drawn with all the other game element arrays makes it more organized and simple to update, and the explosive barrels at a first glance would be easy to create, simply by passing the explosion array as a pointer to each explosive barrel constructor Cons: It might be hard for the bullets to add an explosion to the vector, since bullets are shot by a Weapon class which is located in every mob, so lets say, if i create a new enemy and add it to the enemy array, that enemy will have a weapon and functions to be able to use it, and if i want the weapon (rocket launcher in this case) to have access to the explosions array to be able to add a new one, id have to pass the explosion array as a pointer to the enemy, which would then pass it to the weapon, which would pass it to the bullets (ugly chain). Another problem I can think of is a little more weird: If im checking the collisions between explosions and barrels (so i create a chain reaction) and i detect an explosion colliding with a barrel, if i add a new explosion while im iterating the explosions java will trow an exception. So this is kinda annoying, i cant iterate through the explosions and add a new explosion, i must do it in another way... The other way which isnt really well thought yet is to just add an explosive component to every element that might explode so that when it dies, it explodes or something, but i dont have good ways on implementing this theory either Honestly i dont like either the solutions so id like to know how is it usually done by actual game developers, sorry if my problem seems trivial and dumb.

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  • SDL blitting multiple surfaces at once

    - by extropic_engine
    I'm trying to write a platforming game where the sprites for the level backgrounds are broken up into 512x512 chunks. I keep 3 chunks in memory at a time and I'm trying to write code to blit all three to the screen. Here is the current code I have: SDL_Rect where; where.y = -game->camera->y; where.x = -game->camera->x - MAP_WIDTH; SDL_BlitSurface(left_chunk, NULL, screen, &where); where.x = -game->camera->x; SDL_BlitSurface(center_chunk, NULL, screen, &where); where.x = -game->camera->x + MAP_WIDTH; SDL_BlitSurface(right_chunk, NULL, screen, &where); The issue I'm running into is that whichever chunk gets blitted first is the only one that shows up. The rest fail to appear onscreen. I think the issue might have something to do with alpha transparency, but even if the chunks don't overlap at all they still fail to blit. In other parts of the code I'm blitting multiple things to the screen at once, such as characters and backgrounds, and they all show up correctly. This particular segment of code is the only area I'm encountering this problem. If I comment out the line that blits left_chunk, it changes to this:

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  • Key Handling mechanics

    - by Max
    I am new to game development and am working on my first game using OpenGL and C++. I have a game class which handles everything necessary in an update() function. Now i want to handle keyboard inputs. I use GLFW which supports key callbacks. However i wonder how to deal with inputs. Should i record the keys pressed and poll on it the next time my game updates or should the callback immediately perform the necessary actions? And why? Thanks :)

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  • Where actually did they spend money? [on hold]

    - by WannabeProgrammer
    I am a total beginner in the field of game development. Every time I saw or read an interview session with any indie developer they mention about the amount of money they spend on developing a game. I want to know where exactly did they spend the money ? Just imagine that you are making a game for mobile devices from scratch , where and all will you be spending your money to make one ? Is it possible to make games for mobile devices without spending any ? If yes , then it makes more sense for a indie game developer who is talented but comes from a very weak financial background. Thank you.

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  • How to get the level and position of the player from an extern program? [on hold]

    - by user3727174
    I want to write a program that needs the current level and position of the player (primary single player). This should work for potentially every game installed and running on the computer my program is running on. The data I need is basically one integer value for the level (if there are any) and three integer values for x, y and optimal z for the position of the player. In which relation/scale or where the null point is does not matter, because this information is going to be interpreted game dependent, I will use this information to read information out of a database created for the game currently running. Currently I'm using C++, but if there is a better option for Java I´m willing to port my program. My thoughs so far are: make a mod for every game that should be supported, get the position/level from there, write this information to the disk and read it from my program tracking mouse/keyboard events and reconstructing the movement won't work Are there any general APIs for something like this? Any Tool to find this data? Or maybe engines that provide APIs to get this data directly from the game?

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  • How much memory can i safely use on android?

    - by xastor
    To make my game more fluid, I try to prevent memory allocations during the game I am writing. To that end, I allocate a whopping 16MB of buffers on startup and then use those as I go along. When I check in Eclipse my game now uses 24MB in total, which does not change noticeably during the game. This all works fine on the phone I have now (android 2.3, motorola defy) but I wonder if I'm going to run into problems with this on other phones or tablets that run android 2.2 or higher (which is what I'm aiming for)?

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  • Access to nested methods when DSL

    - by Vyacheslav Loginov
    class Warcraft def initialize &block instance_eval &block end def method_missing name, *args, &block instance_variable_set("@#{name}".to_sym, args[0]) self.class.send(:define_method, name, proc { instance_variable_get("@#{name}")}) end def game &block @game = Game.new &block end class Game def initialize &block instance_eval &block end def method_missing name, *args, &block instance_variable_set("@#{name}".to_sym, args[0]) self.class.send(:define_method, name, proc { instance_variable_get("@#{name}")}) end end end warcraft = Warcraft.new do name "Warcraft III" battle_net :iccup game do side :sentinels hero "Furion" rune_appear_every 2 end end puts warcraft.inspect # => #<Warcraft:0x00000000be3e80 @name="Warcraft III", @battle_net=:iccup, @game=#<Warcraft::Game:0x000000009c6c38 @side=:sentinels, @hero="Furion", @rune_appear_every=2>> How to access nested methods? puts warcraft.battle_net # => iccup puts warcraft.side #=> #<Proc:[email protected]:9 (lambda)> puts warcraft.game #=> dsl.rb:18:in `instance_eval': block not supplied (ArgumentError) puts warcraft.game.side #=> dsl.rb:18:in `instance_eval': block not supplied (ArgumentError)

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  • How to create a function and pass in variable length argument list?

    - by Jian Lin
    We can create a function p in the following code: var p = function() { }; if (typeof(console) != 'undefined' && console.log) { p = function() { console.log(arguments); }; } but the arguments are passed like an array to console.log, instead of passed one by one as in console.log(arguments[0], arguments[1], arguments[2], ... Is there a way to expand the arguments and pass to console.log like the way above? Note that if the original code were var p = function() { }; if (typeof(console) != 'undefined' && console.log) { p = console.log; } then it works well on Firefox and IE 8 but not on Chrome.

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  • c# Multi diemention (array, arraylist, or hashtable) ?

    - by Data-Base
    hello, I'm trying to figure out how to build a multi dimensional "array" that is: flexible size use 2 keys 1st key is int (flexible) 2nd key is string (kind of limited) the use will be like console.writelen(array[0]["firstname"]); console.writelen(array[0]["lastname"]); console.writelen(array[0]["phone"]); console.writelen(array[1]["firstname"]); console.writelen(array[1]["lastname"]); console.writelen(array[1]["phone"]); ..... ..... console.writelen(array[x]["firstname"]); console.writelen(array[x]["lastname"]); console.writelen(array[x]["phone"]); something like this

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  • Unreal Tournament 3 vs UDK: What Should I Choose?

    - by Matt Christian
    Many people in the mod community were very excited to see the release of the Unreal Developer Kit (UDK) a few months ago.  Along with generating excitement into a very dedicated community, it also introduced many new modders into a flourishing area of indie-development.  However, since UDK is free, most beginners jump right into UDK, which is OK though you might just benefit more from purchasing a shelf-copy of Unreal Tournament 3. UDK UDK is a free full version of UnrealEd (the editor environment used to create games like Gears of War 1/2, Bioshock 1/2, and of course Unreal Tournament 3).  The editor gives you all the features of the editor from the shelf-copy of the game plus some refinements in many of the tools.  (One of the first things you'll find about UnrealEd is that it's a collection of tools grouped into the same editor so it really isn't a single 'tool') Interestingly enough, Epic is allowing you to sell any game made in UDK with a few catches.  First off, you must purchase a liscense for your game (which, I THINK is aproximately $99 starting).  Secondly, you must pay 25% of all profits for the first $5,000 of your game revenue to them (about $1250).  Finally, you cannot use any of the 'media' provided in UDK for your game.  UDK provides sample meshes, textures, materials, sounds, and other sample pieces of media pulled (mostly) from Unreal Tournament 3. The final point here will really determine whether you should use UDK.  There is a very small amount of media provided in UDK for someone to go in and begin creating levels without first developing your own meshes, textures, and other media.  Sure, you can slap together a few unique levels, though you will end up finding yourself restriced to the same items over and over and over.  This is absolutely how professional game development is; you are 'given' (typically liscensed or built in-house) an engine/editor and you begin creating all the content for the game and placing it.  UDK is aimed toward those who really want to build their game content from scratch with a currently existing engine.  It is not suited for someone who would like to simply build levels and quick mods without learning external 3D programs and image editing software. Unreal Tournament 3 Unless you have a serious grudge against FPS's, Epic, or your computer sucks, there really is no reason not to own this game for PC.  You can pick it up on Steam or Amazon for around $20 brand new.  Not only are you provided with a full single-player and multiplayer game, but you are given the entire UnrealEd 3.0 including all of the content used to build UT3.  If you want to start building levels and mods quickly for UT3, you should absolutely pick up a shelf-copy. However, as off-the-shelf UT3 is a few years old now, the tools have not been updated for quite a while.  Compared to UDK, the menus are more difficult to navigate through and take more time getting used to.  Since UDK is updated almost every month, there are new inclusions to the editor that may not be in UT3 (including the future addition of 3D!).  I haven't worked enough with shelf UT3 to see if there are more features in UDK or if they both feature the same stuff in different forms, however you should remember that the Unreal Engine 3.0 has undergone numerous upgrades between it's launch and Gears of War 2 (in fact, Epic had a conference to show off what changed just between the Gears of Wars games). Since UT3 has much more core content, someone who wants to focus on level editing or modding the core UT3 game may find their needs better suited with an off-the-shelf copy of UT3.  If that level designer has a team that is generating custom assets, they may be better off with UDK. The choice is now yours...

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  • UAT Testing for SOA 10G Clusters

    - by [email protected]
    A lot of customers ask how to verify their SOA clusters and make them production ready. Here is a list that I recommend using for 10G SOA Clusters. v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} Normal 0 false false false EN-CA X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; mso-bidi-font-size:12.0pt; font-family:"Calibri","sans-serif"; mso-fareast-language:EN-US;} Test cases for each component - Oracle Application Server 10G General Application Server test cases This section is going to cover very General test cases to make sure that the Application Server cluster has been set up correctly and if you can start and stop all the components in the server via opmnct and AS Console. Test Case 1 Check if you can see AS instances in the console Implementation 1. Log on to the AS Console --> check to see if you can see all the nodes in your AS cluster. You should be able to see all the Oracle AS instances that are part of the cluster. This means that the OPMN clustering worked and the AS instances successfully joined the AS cluster. Result You should be able to see if all the instances in the AS cluster are listed in the EM console. If the instances are not listed here are the files to check to see if OPMN joined the cluster properly: $ORACLE_HOME\opmn\logs{*}opmn.log*$ORACLE_HOME\opmn\logs{*}opmn.dbg* If OPMN did not join the cluster properly, please check the opmn.xml file to make sure the discovery multicast address and port are correct (see this link  for opmn documentation). Restart the whole instance using opmnctl stopall followed by opmnctl startall. Log on to AS console to see if instance is listed as part of the cluster. Test Case 2 Check to see if you can start/stop each component Implementation Check each OC4J component on each AS instanceStart each and every component through the AS console to see if they will start and stop.Do that for each and every instance. Result Each component should start and stop through the AS console. You can also verify if the component started by checking opmnctl status by logging onto each box associated with the cluster Test Case 3 Add/modify a datasource entry through AS console on a remote AS instance (not on the instance where EM is physically running) Implementation Pick an OC4J instanceCreate a new data-source through the AS consoleModify an existing data-source or connection pool (optional) Result Open $ORACLE_HOME\j2ee\<oc4j_name>\config\data-sources.xml to see if the new (and or the modified) connection details and data-source exist. If they do then the AS console has successfully updated a remote file and MBeans are communicating correctly. Test Case 4 Start and stop AS instances using opmnctl @cluster command Implementation 1. Go to $ORACLE_HOME\opmn\bin and use the opmnctl @cluster to start and stop the AS instances Result Use opmnctl @cluster status to check for start and stop statuses.  HTTP server test cases This section will deal with use cases to test HTTP server failover scenarios. In these examples the HTTP server will be talking to the BPEL console (or any other web application that the client wants), so the URL will be _http://hostname:port\BPELConsole Test Case 1  Shut down one of the HTTP servers while accessing the BPEL console and see the requested routed to the second HTTP server in the cluster Implementation Access the BPELConsoleCheck $ORACLE_HOME\Apache\Apache\logs\access_log --> check for the timestamp and the URL that was accessed by the user. Timestamp and URL would look like this 1xx.2x.2xx.xxx [24/Mar/2009:16:04:38 -0500] "GET /BPELConsole=System HTTP/1.1" 200 15 After you have figured out which HTTP server this is running on, shut down this HTTP server by using opmnctl stopproc --> this is a graceful shutdown.Access the BPELConsole again (please note that you should have a LoadBalancer in front of the HTTP server and configured the Apache Virtual Host, see EDG for steps)Check $ORACLE_HOME\Apache\Apache\logs\access_log --> check for the timestamp and the URL that was accessed by the user. Timestamp and URL would look like above Result Even though you are shutting down the HTTP server the request is routed to the surviving HTTP server, which is then able to route the request to the BPEL Console and you are able to access the console. By checking the access log file you can confirm that the request is being picked up by the surviving node. Test Case 2 Repeat the same test as above but instead of calling opmnctl stopproc, pull the network cord of one of the HTTP servers, so that the LBR routes the request to the surviving HTTP node --> this is simulating a network failure. Test Case 3 In test case 1 we have simulated a graceful shutdown, in this case we will simulate an Apache crash Implementation Use opmnctl status -l to get the PID of the HTTP server that you would like forcefully bring downOn Linux use kill -9 <PID> to kill the HTTP serverAccess the BPEL console Result As you shut down the HTTP server, OPMN will restart the HTTP server. The restart may be so quick that the LBR may still route the request to the same server. One way to check if the HTTP server restared is to check the new PID and the timestamp in the access log for the BPEL console. BPEL test cases This section is going to cover scenarios dealing with BPEL clustering using jGroups, BPEL deployment and testing related to BPEL failover. Test Case 1 Verify that jGroups has initialized correctly. There is no real testing in this use case just a visual verification by looking at log files that jGroups has initialized correctly. Check the opmn log for the BPEL container for all nodes at $ORACLE_HOME/opmn/logs/<group name><container name><group name>~1.log. This logfile will contain jGroups related information during startup and steady-state operation. Soon after startup you should find log entries for UDP or TCP.Example jGroups Log Entries for UDPApr 3, 2008 6:30:37 PM org.collaxa.thirdparty.jgroups.protocols.UDP createSockets ·         INFO: sockets will use interface 144.25.142.172·          ·         Apr 3, 2008 6:30:37 PM org.collaxa.thirdparty.jgroups.protocols.UDP createSockets·          ·         INFO: socket information:·          ·         local_addr=144.25.142.172:1127, mcast_addr=228.8.15.75:45788, bind_addr=/144.25.142.172, ttl=32·         sock: bound to 144.25.142.172:1127, receive buffer size=64000, send buffer size=32000·         mcast_recv_sock: bound to 144.25.142.172:45788, send buffer size=32000, receive buffer size=64000·         mcast_send_sock: bound to 144.25.142.172:1128, send buffer size=32000, receive buffer size=64000·         Apr 3, 2008 6:30:37 PM org.collaxa.thirdparty.jgroups.protocols.TP$DiagnosticsHandler bindToInterfaces·          ·         -------------------------------------------------------·          ·         GMS: address is 144.25.142.172:1127·          ------------------------------------------------------- Example jGroups Log Entries for TCPApr 3, 2008 6:23:39 PM org.collaxa.thirdparty.jgroups.blocks.ConnectionTable start ·         INFO: server socket created on 144.25.142.172:7900·          ·         Apr 3, 2008 6:23:39 PM org.collaxa.thirdparty.jgroups.protocols.TP$DiagnosticsHandler bindToInterfaces·          ·         -------------------------------------------------------·         GMS: address is 144.25.142.172:7900------------------------------------------------------- In the log below the "socket created on" indicates that the TCP socket is established on the own node at that IP address and port the "created socket to" shows that the second node has connected to the first node, matching the logfile above with the IP address and port.Apr 3, 2008 6:25:40 PM org.collaxa.thirdparty.jgroups.blocks.ConnectionTable start ·         INFO: server socket created on 144.25.142.173:7901·          ·         Apr 3, 2008 6:25:40 PM org.collaxa.thirdparty.jgroups.protocols.TP$DiagnosticsHandler bindToInterfaces·          ·         ------------------------------------------------------·         GMS: address is 144.25.142.173:7901·         -------------------------------------------------------·         Apr 3, 2008 6:25:41 PM org.collaxa.thirdparty.jgroups.blocks.ConnectionTable getConnectionINFO: created socket to 144.25.142.172:7900  Result By reviewing the log files, you can confirm if BPEL clustering at the jGroups level is working and that the jGroup channel is communicating. Test Case 2  Test connectivity between BPEL Nodes Implementation Test connections between different cluster nodes using ping, telnet, and traceroute. The presence of firewalls and number of hops between cluster nodes can affect performance as they have a tendency to take down connections after some time or simply block them.Also reference Metalink Note 413783.1: "How to Test Whether Multicast is Enabled on the Network." Result Using the above tools you can confirm if Multicast is working  and whether BPEL nodes are commnunicating. Test Case3 Test deployment of BPEL suitcase to one BPEL node.  Implementation Deploy a HelloWorrld BPEL suitcase (or any other client specific BPEL suitcase) to only one BPEL instance using ant, or JDeveloper or via the BPEL consoleLog on to the second BPEL console to check if the BPEL suitcase has been deployed Result If jGroups has been configured and communicating correctly, BPEL clustering will allow you to deploy a suitcase to a single node, and jGroups will notify the second instance of the deployment. The second BPEL instance will go to the DB and pick up the new deployment after receiving notification. The result is that the new deployment will be "deployed" to each node, by only deploying to a single BPEL instance in the BPEL cluster. Test Case 4  Test to see if the BPEL server failsover and if all asynch processes are picked up by the secondary BPEL instance Implementation Deploy a 2 Asynch process: A ParentAsynch Process which calls a ChildAsynchProcess with a variable telling it how many times to loop or how many seconds to sleepA ChildAsynchProcess that loops or sleeps or has an onAlarmMake sure that the processes are deployed to both serversShut down one BPEL serverOn the active BPEL server call ParentAsynch a few times (use the load generation page)When you have enough ParentAsynch instances shut down this BPEL instance and start the other one. Please wait till this BPEL instance shuts down fully before starting up the second one.Log on to the BPEL console and see that the instance were picked up by the second BPEL node and completed Result The BPEL instance will failover to the secondary node and complete the flow ESB test cases This section covers the use cases involved with testing an ESB cluster. For this section please Normal 0 false false false EN-CA X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; mso-bidi-font-size:12.0pt; font-family:"Calibri","sans-serif"; mso-fareast-language:EN-US;} follow Metalink Note 470267.1 which covers the basic tests to verify your ESB cluster.

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  • Running SSIS packages from C#

    - by Piotr Rodak
    Most of the developers and DBAs know about two ways of deploying packages: You can deploy them to database server and run them using SQL Server Agent job or you can deploy the packages to file system and run them using dtexec.exe utility. Both approaches have their pros and cons. However I would like to show you that there is a third way (sort of) that is often overlooked, and it can give you capabilities the ‘traditional’ approaches can’t. I have been working for a few years with applications that run packages from host applications that are implemented in .NET. As you know, SSIS provides programming model that you can use to implement more flexible solutions. SSIS applications are usually thought to be batch oriented, with fairly rigid architecture and processing model, with fixed timeframes when the packages are executed to process data. It doesn’t to be the case, you don’t have to limit yourself to batch oriented architecture. I have very good experiences with service oriented architectures processing large amounts of data. These applications are more complex than what I would like to show here, but the principle stays the same: you can execute packages as a service, on ad-hoc basis. You can also implement and schedule various signals, HTTP calls, file drops, time schedules, Tibco messages and other to run the packages. You can implement event handler that will trigger execution of SSIS when a certain event occurs in StreamInsight stream. This post is just a small example of how you can use the API and other features to create a service that can run SSIS packages on demand. I thought it might be a good idea to implement a restful service that would listen to requests and execute appropriate actions. As it turns out, it is trivial in C#. The application is implemented as console application for the ease of debugging and running. In reality, you might want to implement the application as Windows service. To begin, you have to reference namespace System.ServiceModel.Web and then add a few lines of code: Uri baseAddress = new Uri("http://localhost:8011/");               WebServiceHost svcHost = new WebServiceHost(typeof(PackRunner), baseAddress);                           try             {                 svcHost.Open();                   Console.WriteLine("Service is running");                 Console.WriteLine("Press enter to stop the service.");                 Console.ReadLine();                   svcHost.Close();             }             catch (CommunicationException cex)             {                 Console.WriteLine("An exception occurred: {0}", cex.Message);                 svcHost.Abort();             } The interesting lines are 3, 7 and 13. In line 3 you create a WebServiceHost object. In line 7 you start listening on the defined URL and then in line 13 you shut down the service. As you have noticed, the WebServiceHost constructor is accepting type of an object (here: PackRunner) that will be instantiated as singleton and subsequently used to process the requests. This is the class where you put your logic, but to tell WebServiceHost how to use it, the class must implement an interface which declares methods to be used by the host. The interface itself must be ornamented with attribute ServiceContract. [ServiceContract]     public interface IPackRunner     {         [OperationContract]         [WebGet(UriTemplate = "runpack?package={name}")]         string RunPackage1(string name);           [OperationContract]         [WebGet(UriTemplate = "runpackwithparams?package={name}&rows={rows}")]         string RunPackage2(string name, int rows);     } Each method that is going to be used by WebServiceHost has to have attribute OperationContract, as well as WebGet or WebInvoke attribute. The detailed discussion of the available options is outside of scope of this post. I also recommend using more descriptive names to methods . Then, you have to provide the implementation of the interface: public class PackRunner : IPackRunner     {         ... There are two methods defined in this class. I think that since the full code is attached to the post, I will show only the more interesting method, the RunPackage2.   /// <summary> /// Runs package and sets some of its variables. /// </summary> /// <param name="name">Name of the package</param> /// <param name="rows">Number of rows to export</param> /// <returns></returns> public string RunPackage2(string name, int rows) {     try     {         string pkgLocation = ConfigurationManager.AppSettings["PackagePath"];           pkgLocation = Path.Combine(pkgLocation, name.Replace("\"", ""));           Console.WriteLine();         Console.WriteLine("Calling package {0} with parameter {1}.", name, rows);                  Application app = new Application();         Package pkg = app.LoadPackage(pkgLocation, null);           pkg.Variables["User::ExportRows"].Value = rows;         DTSExecResult pkgResults = pkg.Execute();         Console.WriteLine();         Console.WriteLine(pkgResults.ToString());         if (pkgResults == DTSExecResult.Failure)         {             Console.WriteLine();             Console.WriteLine("Errors occured during execution of the package:");             foreach (DtsError er in pkg.Errors)                 Console.WriteLine("{0}: {1}", er.ErrorCode, er.Description);             Console.WriteLine();             return "Errors occured during execution. Contact your support.";         }                  Console.WriteLine();         Console.WriteLine();         return "OK";     }     catch (Exception ex)     {         Console.WriteLine(ex);         return ex.ToString();     } }   The method accepts package name and number of rows to export. The packages are deployed to the file system. The path to the packages is configured in the application configuration file. This way, you can implement multiple services on the same machine, provided you also configure the URL for each instance appropriately. To run a package, you have to reference Microsoft.SqlServer.Dts.Runtime namespace. This namespace is implemented in Microsoft.SQLServer.ManagedDTS.dll which in my case was installed in the folder “C:\Program Files (x86)\Microsoft SQL Server\100\SDK\Assemblies”. Once you have done it, you can create an instance of Microsoft.SqlServer.Dts.Runtime.Application as in line 18 in the above snippet. It may be a good idea to create the Application object in the constructor of the PackRunner class, to avoid necessity of recreating it each time the service is invoked. Then, in line 19 you see that an instance of Microsoft.SqlServer.Dts.Runtime.Package is created. The method LoadPackage in its simplest form just takes package file name as the first parameter. Before you run the package, you can set its variables to certain values. This is a great way of configuring your packages without all the hassle with dtsConfig files. In the above code sample, variable “User:ExportRows” is set to value of the parameter “rows” of the method. Eventually, you execute the package. The method doesn’t throw exceptions, you have to test the result of execution yourself. If the execution wasn’t successful, you can examine collection of errors exposed by the package. These are the familiar errors you often see during development and debugging of the package. I you run the package from the code, you have opportunity to persist them or log them using your favourite logging framework. The package itself is very simple; it connects to my AdventureWorks database and saves number of rows specified in variable “User::ExportRows” to a file. You should know that before you run the package, you can change its connection strings, logging, events and many more. I attach solution with the test service, as well as a project with two test packages. To test the service, you have to run it and wait for the message saying that the host is started. Then, just type (or copy and paste) the below command to your browser. http://localhost:8011/runpackwithparams?package=%22ExportEmployees.dtsx%22&rows=12 When everything works fine, and you modified the package to point to your AdventureWorks database, you should see "OK” wrapped in xml: I stopped the database service to simulate invalid connection string situation. The output of the request is different now: And the service console window shows more information: As you see, implementing service oriented ETL framework is not a very difficult task. You have ability to configure the packages before you run them, you can implement logging that is consistent with the rest of your system. In application I have worked with we also have resource monitoring and execution control. We don’t allow to run more than certain number of packages to run simultaneously. This ensures we don’t strain the server and we use memory and CPUs efficiently. The attached zip file contains two projects. One is the package runner. It has to be executed with administrative privileges as it registers HTTP namespace. The other project contains two simple packages. This is really a cool thing, you should check it out!

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  • Huge or minimal performance hit running game servers on a Virtual Machine? [closed]

    - by Damainman
    I have a two dedicated servers to choose from depending on which one would do a better job. I plan on updating the Hard Drive space and RAM at a later date depending on how I move forward. Server 1: 500GB Hard Drive 8GB RAM 2x 64bit Intel Xeon L5420(Quad Core) @ 2.50Ghz Server2: 500GB Hard Drive 8GB RAM 2x 64bit Intel Xeon E5420(Quad Core) @ 2.50GHz I want to run a virtual machine that will host about 10 game servers, with about 16 active slots per server. It will be a mix and match from: Minecraft Counter Strike( 1.6, Source, Global Offensive) Battlefield Team Fortress I know the general consensus is virtualization is a horrible idea if you plan on running virtual servers on them. The issue is, the discussions I read do not really clearly state whether they are speaking about a virtual server running inside an OS(ie: VMware Player running on Windows with the game server in a VM) or a Hypervisor such as Xen Cloud Platform. I am trying to get a definite answer on how feasible the above would be and how much of a performance hit it might be if the VM running the game servers is on a hypervisor such as Xen Cloud Platform. My initial research lead me to believe that there wouldn't be a performance hit since the virtualization is different than running it via inside of a OS.

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  • C# trying to capture the KeyDown event on a form

    - by Patrick
    Hello! I am creating a small game, the game is printed onto a panel on a windows form. Now i want to capture the keydown event to see if its the arrow keys that has been pressed, the problem however is that i can't seem to capture it. Let me explain, on the form i have 4 buttons and various other controls and if the user for instance press one of the buttons (to trigger a game event) then the button has focus and i can't capture the movements with the arrow keys. I tried something like private void KeyDown(KeyEventArgs e) { if (e.KeyCode == Keys.Left) { game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.E); game.DrawObjects(panel1.CreateGraphics()); } else if (e.KeyCode == Keys.Right) { game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.W); game.DrawObjects(panel1.CreateGraphics()); } else if (e.KeyCode == Keys.Up) { game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.N); game.DrawObjects(panel1.CreateGraphics()); } else if (e.KeyCode == Keys.Down) { game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.S); game.DrawObjects(panel1.CreateGraphics()); } } and then when the form key down event was pressed, i used this private void MainForm_KeyDown(object sender, KeyEventArgs e) { KeyDown(e); } I also added keydown for the buttons and the various other controls on the windows form, but i am not getting any response back. I have setup a breakpoint inside the function to see if it's being called, but that breakpoint never triggers? Any ideas? The most optimal was to have a general KeyDown event that triggers (regardless of what control that currently has focus) and then calls the KeyDown method.

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  • Im getting the "Console Window Host has stopped working" popup in a few places.

    - by m1sk
    Im running Windows 7 on a 17 inch Macbook Pro, late 2011. Last Saturday I opened my laptop(It was either asleep or shutdown before hand) and suddenly had a whole bunch of problem. First off I got a few of pop-errors, my macbook was out of battery. I also had problems with my trackpad(no scrolling or right-click), which I fixed by reinstalling bootcamp. Now a days when ever I run cmd I get the popup Console Window Host has stopped working If I chose the Close the program I get another popup The application was unable to start correctly (0xc0000142) Click OK to close the application. This doesnt happen just with cmd if un/install a program I get similar popups(first one). And in some other case like in visual studio when i was working on class work.

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  • How do I get to my IIS management console?

    - by Andrew Arnott
    I just installed Windows 7 Enterprise along with some development tools. I didn't see IIS (the management console) anywhere in the start menu. I went to Turn Windows Features On or Off and saw that indeed IIS was present. Even http://localhost/ responded. I even turned all IIS features off (uninstalled them) and back on (rebooting each time). I still don't get IIS on my start menu. I also tried just launching MMC and adding the IIS snap-in, but that too, is absent. How can I manage the IIS on my box?

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  • Remotely connecting to a Hyper-V hosted VM's console.

    - by billpg
    Hi everyone. I've just managed to successfully move an aging beige box into a Hyper-V virtual machine. We used to use the beige box by walking over and sitting at the computer itself, but we can't do that so easily when its inside the Hyper-V system. Is there a way please to access the VM's console from a workstation running XP Pro? Please note that its an obscure OS running inside the VM, so installing a VNC or similar service inside the VM is not an option. Many thanks.

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