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  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

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  • Optimizing transition/movement smoothness for a 2D flash game.

    - by Tom
    Update 6: Fenomenas suggested me to re-create everything as simple as possible. I had my doubts that this would make any difference as the algorithm remains the same, and performance did not seem to be the issue. Anyway, it was the only suggestion I got so here it is: 30 FPS: http://www.feedpostal.com/test/simple/30/SimpleMovement.html 40 FPS: http://www.feedpostal.com/test/simple/40/SimpleMovement.html 60 FPS: http://www.feedpostal.com/test/simple/60/SimpleMovement.html 100 FPS: http://www.feedpostal.com/test/simple/100/SimpleMovement.html The code: package { import flash.display.Sprite; import flash.events.Event; import flash.events.KeyboardEvent; import flash.utils.getTimer; [SWF(width="800", height="600", frameRate="40", backgroundColor="#000000")] public class SimpleMovement extends Sprite { private static const TURNING_SPEED:uint = 180; private static const MOVEMENT_SPEED:uint = 400; private static const RADIAN_DIVIDE:Number = Math.PI/180; private var playerObject:Sprite; private var shipContainer:Sprite; private var moving:Boolean = false; private var turningMode:uint = 0; private var movementTimestamp:Number = getTimer(); private var turningTimestamp:Number = movementTimestamp; public function SimpleMovement() { //step 1: create player object playerObject = new Sprite(); playerObject.graphics.lineStyle(1, 0x000000); playerObject.graphics.beginFill(0x6D7B8D); playerObject.graphics.drawRect(0, 0, 25, 50); //make it rotate around the center playerObject.x = 0 - playerObject.width / 2; playerObject.y = 0 - playerObject.height / 2; shipContainer = new Sprite(); shipContainer.addChild(playerObject); shipContainer.x = 100; shipContainer.y = 100; shipContainer.rotation = 180; addChild(shipContainer); //step 2: install keyboard hook when stage is ready addEventListener(Event.ADDED_TO_STAGE, stageReady, false, 0, true); //step 3: install rendering update poll addEventListener(Event.ENTER_FRAME, updatePoller, false, 0, true); } private function updatePoller(event:Event):void { var newTime:Number = getTimer(); //turning if (turningMode != 0) { var turningDeltaTime:Number = newTime - turningTimestamp; turningTimestamp = newTime; var rotation:Number = TURNING_SPEED * turningDeltaTime / 1000; if (turningMode == 1) shipContainer.rotation -= rotation; else shipContainer.rotation += rotation; } //movement if (moving) { var movementDeltaTime:Number = newTime - movementTimestamp; movementTimestamp = newTime; var distance:Number = MOVEMENT_SPEED * movementDeltaTime / 1000; var rAngle:Number = shipContainer.rotation * RADIAN_DIVIDE; //convert degrees to radian shipContainer.x += distance * Math.sin(rAngle); shipContainer.y -= distance * Math.cos(rAngle); } } private function stageReady(event:Event):void { //install keyboard hook stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDown, false, 0, true); stage.addEventListener(KeyboardEvent.KEY_UP, keyUp, false, 0, true); } private final function keyDown(event:KeyboardEvent):void { if ((event.keyCode == 87) && (!moving)) //87 = W { movementTimestamp = getTimer(); moving = true; } if ((event.keyCode == 65) && (turningMode != 1)) //65 = A { turningTimestamp = getTimer(); turningMode = 1; } else if ((event.keyCode == 68) && (turningMode != 2)) //68 = D { turningTimestamp = getTimer(); turningMode = 2; } } private final function keyUp(event:KeyboardEvent):void { if ((event.keyCode == 87) && (moving)) moving = false; //87 = W if (((event.keyCode == 65) || (event.keyCode == 68)) && (turningMode != 0)) turningMode = 0; //65 = A, 68 = D } } } The results were as I expected. Absolutely no improvement. I really hope that someone has another suggestion as this thing needs fixing. Also, I doubt it's my system as I have a pretty good one (8GB RAM, Q9550 QuadCore intel, ATI Radeon 4870 512MB). Also, everyone else I asked so far had the same issue with my client. Update 5: another example of a smooth flash game just to demonstrate that my movement definitely is different! See http://www.spel.nl/game/bumpercraft.html Update 4: I traced the time before rendering (EVENT.RENDER) and right after rendering (EVENT.ENTER_FRAME), the results: rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 24 ms rendering took: 18 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 232 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms The range is 12-16 ms. During these differences, the shocking/warping/flickering movement was already going on. There is also 1 peak of 232ms, at this time there was a relatively big warp. This is however not the biggest problme, the biggest problem are the continuous small warps during normal movement. Does this give anyone a clue? Update 3: After testing, I know that the following factors are not causing my problem: Bitmap's quality - changed with photoshop to an uglier 8 colours optimized graphic, no improvement at all. Constant rotation of image while turning - disabled it, no improvement at all Browser rendering - tried to use the flash player standalone, no improvement at all I am 100% convinced that the problem lies in either my code or in my algorithm. Please, help me out. It has been almost two weeks (1 week that I asked this question on SO) now and I still have to get my golden answer. Update 1: see bottom for full flex project source and a live demo demonstrating my problem. I'm working on a 2d flash game. Player ships are created as an object: ships[id] = new GameShip(); When movement and rotation information is available, this is being directed to the corresponding ship: ships[id].setMovementMode(1); //move forward Now, within this GameShip object movement works using the "Event.ENTER_FRAME" event: addEventListener(Event.ENTER_FRAME, movementHandler); The following function is then being run: private final function movementHandler(event:Event):void { var newTimeStamp:uint = UtilLib.getTimeStamp(); //set current timeStamp var distance:Number = (newTimeStamp - movementTimeStamp) / 1000 * movementSpeed; //speed = x pixels forward every 1 second movementTimeStamp = newTimeStamp; //update old timeStamp var diagonalChange:Array = getDiagonalChange(movementAngle, distance); //the diagonal position update based on angle and distance charX += diagonalChange[0]; charY += diagonalChange[1]; if (shipContainer) { //when the container is ready to be worked with shipContainer.x = charX; shipContainer.y = charY; } } private final function getDiagonalChange(angle:Number, distance:Number):Array { var rAngle:Number = angle * Math.PI/180; //convert degrees to radian return [Math.sin(rAngle) * distance, (Math.cos(rAngle) * distance) * -1]; } When the object is no longer moving, the event listener will be removed. The same method is being used for rotation. Everything works almost perfect. I've set the project's target FPS to 100 and created a FPS counter. According to the FPS counter, the average FPS in firefox is around 100, while the top is 1000 and the bottom is 22. I think that the bottom and top FPSs are only happening during the initialization of the client (startup). The problem is that the ship appears to be almost perfectly smooth, while it should be just that without the "almost" part. It's almost as if the ship is "flickering" very very fast, you can't actually see it but it's hard to focus on the object while it's moving with your eyes. Also, every now and then, there seems to be a bit of a framerate spike, as if the client is skipping a couple of frames, you then see it quickly warp. It is very difficult to explain what the real problem is, but in general it's that the movement is not perfectly smooth. So, do you have any suggestions on how to make the movement or transition of objects perfectly smooth? Update 1: I re-created the client to demonstrate my problem. Please check it out. The client: http://feedpostal.com/test/MovementTest.html The Actionscript Project (full source): http://feedpostal.com/test/MovementTest.rar An example of a smooth flash game (not created by me): http://www.gamesforwork.com/games/swf/Mission%20Racing_august_10th_2009.swf It took me a pretty long time to recreate this client side version, I hope this will help with solving the problem. Please note: yes, it is actually pretty smooth. But it is definitely not smooth enough.

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  • MySQL on Linux out of memory

    - by Sunrays
    OS: Redhat Enterprise Linux Server Release 5.3 (Tikanga) Architecture: Intel Xeon 64Bit MySQL Server 5.5.20 Enterprise Server advanced edition. Application: Liferay. My database size is 200MB. RAM is 64GB. The memory consumption increases gradually and we run out of memory. Then only rebooting releases all the memory, but then process of memory consumption starts again and reaches 63-64GB in less than a day. Parameters detail: key_buffer_size=16M innodb_buffer_pool_size=3GB inndb_buffer_pool_instances=3 max_connections=1000 innodb_flush_method=O_DIRECT innodb_change_buffering=inserts read_buffer_size=2M read_rnd_buffer_size=256K It's a serious production server issue that I am facing. What could be the reason behind this and how to resolve. This is the report of 2pm today, after Linux was rebooted yesterday @ around 10pm. Output of free -m total used free shared buffers cached Mem: 64455 22053 42402 0 1544 1164 -/+ buffers/cache: 19343 45112 Swap: 74998 0 74998 Output of vmstat 2 5 procs -----------memory---------- ---swap-- -----io---- --system-- -----cpu------ r b swpd free buff cache si so bi bo in cs us sy id wa st 0 0 0 43423976 1583700 1086616 0 0 1 173 22 27 1 1 98 0 0 2 0 0 43280200 1583712 1228636 0 0 0 146 1265 491 2 2 96 1 0 0 0 0 43421940 1583724 1087160 0 0 0 138 1469 738 2 1 97 0 0 1 0 0 43422604 1583728 1086736 0 0 0 5816 1615 934 1 1 97 0 0 0 0 0 43422372 1583732 1086752 0 0 0 2784 1323 545 2 1 97 0 0 Output of top -n 3 -b top - 14:16:22 up 16:32, 5 users, load average: 0.79, 0.77, 0.93 Tasks: 345 total, 1 running, 344 sleeping, 0 stopped, 0 zombie Cpu(s): 1.0%us, 0.9%sy, 0.0%ni, 98.1%id, 0.1%wa, 0.0%hi, 0.0%si, 0.0%st Mem: 66002772k total, 22656292k used, 43346480k free, 1582152k buffers Swap: 76798724k total, 0k used, 76798724k free, 1163616k cached PID USER PR NI VIRT RES SHR S %CPU %MEM TIME+ COMMAND 6434 mysql 15 0 4095m 841m 5500 S 113.5 1.3 426:53.69 mysqld 1 root 15 0 10344 680 572 S 0.0 0.0 0:03.09 init 2 root RT -5 0 0 0 S 0.0 0.0 0:00.01 migration/0 3 root 34 19 0 0 0 S 0.0 0.0 0:00.00 ksoftirqd/0 4 root RT -5 0 0 0 S 0.0 0.0 0:00.00 watchdog/0 5 root RT -5 0 0 0 S 0.0 0.0 0:00.01 migration/1 6 root 34 19 0 0 0 S 0.0 0.0 0:00.00 ksoftirqd/1 7 root RT -5 0 0 0 S 0.0 0.0 0:00.00 watchdog/1 8 root RT -5 0 0 0 S 0.0 0.0 0:00.00 migration/2 9 root 34 19 0 0 0 S 0.0 0.0 0:00.00 ksoftirqd/2 10 root RT -5 0 0 0 S 0.0 0.0 0:00.00 watchdog/2 11 root RT -5 0 0 0 S 0.0 0.0 0:00.00 migration/3 12 root 34 19 0 0 0 S 0.0 0.0 0:00.00 ksoftirqd/3 13 root RT -5 0 0 0 S 0.0 0.0 0:00.00 watchdog/3 14 root RT -5 0 0 0 S 0.0 0.0 0:00.00 migration/4 15 root 34 19 0 0 0 S 0.0 0.0 0:00.00 ksoftirqd/4 16 root RT -5 0 0 0 S 0.0 0.0 0:00.00 watchdog/4 17 root RT -5 0 0 0 S 0.0 0.0 0:00.00 migration/5 18 root 34 19 0 0 0 S 0.0 0.0 0:00.00 ksoftirqd/5 19 root RT -5 0 0 0 S 0.0 0.0 0:00.00 watchdog/5 20 root RT -5 0 0 0 S 0.0 0.0 0:00.00 migration/6 21 root 34 19 0 0 0 S 0.0 0.0 0:00.00 ksoftirqd/6 22 root RT -5 0 0 0 S 0.0 0.0 0:00.00 watchdog/6 23 root RT -5 0 0 0 S 0.0 0.0 0:00.00 migration/7 24 root 34 19 0 0 0 S 0.0 0.0 0:00.00 ksoftirqd/7 25 root RT -5 0 0 0 S 0.0 0.0 0:00.00 watchdog/7 26 root RT -5 0 0 0 S 0.0 0.0 0:00.00 migration/8 27 root 34 19 0 0 0 S 0.0 0.0 0:00.00 ksoftirqd/8 28 root RT -5 0 0 0 S 0.0 0.0 0:00.00 watchdog/8 29 root RT -5 0 0 0 S 0.0 0.0 0:00.00 migration/9 30 root 34 19 0 0 0 S 0.0 0.0 0:00.00 ksoftirqd/9 31 root RT -5 0 0 0 S 0.0 0.0 0:00.00 watchdog/9 32 root RT -5 0 0 0 S 0.0 0.0 0:00.00 migration/10 33 root 34 19 0 0 0 S 0.0 0.0 0:00.00 ksoftirqd/10 34 root RT -5 0 0 0 S 0.0 0.0 0:00.00 watchdog/10 35 root RT -5 0 0 0 S 0.0 0.0 0:00.00 migration/11 36 root 34 19 0 0 0 S 0.0 0.0 0:00.00 ksoftirqd/11 37 root RT -5 0 0 0 S 0.0 0.0 0:00.00 watchdog/11 38 root RT -5 0 0 0 S 0.0 0.0 0:00.00 migration/12 39 root 34 19 0 0 0 S 0.0 0.0 0:00.00 ksoftirqd/12 40 root RT -5 0 0 0 S 0.0 0.0 0:00.00 watchdog/12 41 root RT -5 0 0 0 S 0.0 0.0 0:00.00 migration/13 42 root 34 19 0 0 0 S 0.0 0.0 0:00.00 ksoftirqd/13 43 root RT -5 0 0 0 S 0.0 0.0 0:00.00 watchdog/13 44 root RT -5 0 0 0 S 0.0 0.0 0:00.00 migration/14 45 root 34 19 0 0 0 S 0.0 0.0 0:00.00 ksoftirqd/14 46 root RT -5 0 0 0 S 0.0 0.0 0:00.00 watchdog/14 47 root RT -5 0 0 0 S 0.0 0.0 0:00.00 migration/15 48 root 34 19 0 0 0 S 0.0 0.0 0:00.01 ksoftirqd/15 49 root RT -5 0 0 0 S 0.0 0.0 0:00.00 watchdog/15 50 root RT -5 0 0 0 S 0.0 0.0 0:00.00 migration/16 51 root 34 19 0 0 0 S 0.0 0.0 0:00.00 ksoftirqd/16 52 root RT -5 0 0 0 S 0.0 0.0 0:00.00 watchdog/16 53 root RT -5 0 0 0 S 0.0 0.0 0:00.00 migration/17 54 root 34 19 0 0 0 S 0.0 0.0 0:00.00 ksoftirqd/17 55 root RT -5 0 0 0 S 0.0 0.0 0:00.00 watchdog/17 56 root RT -5 0 0 0 S 0.0 0.0 0:00.00 migration/18 57 root 34 19 0 0 0 S 0.0 0.0 0:00.00 ksoftirqd/18 58 root RT -5 0 0 0 S 0.0 0.0 0:00.00 watchdog/18 59 root RT -5 0 0 0 S 0.0 0.0 0:00.00 migration/19 60 root 34 19 0 0 0 S 0.0 0.0 0:00.00 ksoftirqd/19 61 root RT -5 0 0 0 S 0.0 0.0 0:00.00 watchdog/19 62 root RT -5 0 0 0 S 0.0 0.0 0:00.00 migration/20 63 root 34 19 0 0 0 S 0.0 0.0 0:00.00 ksoftirqd/20 64 root RT -5 0 0 0 S 0.0 0.0 0:00.00 watchdog/20 65 root RT -5 0 0 0 S 0.0 0.0 0:00.00 migration/21 66 root 34 19 0 0 0 S 0.0 0.0 0:00.00 ksoftirqd/21 67 root RT -5 0 0 0 S 0.0 0.0 0:00.00 watchdog/21 68 root RT -5 0 0 0 S 0.0 0.0 0:00.00 migration/22 69 root 34 19 0 0 0 S 0.0 0.0 0:00.00 ksoftirqd/22 70 root RT -5 0 0 0 S 0.0 0.0 0:00.00 watchdog/22 71 root RT -5 0 0 0 S 0.0 0.0 0:00.00 migration/23 72 root 34 19 0 0 0 S 0.0 0.0 0:00.00 ksoftirqd/23 73 root RT -5 0 0 0 S 0.0 0.0 0:00.00 watchdog/23 74 root 10 -5 0 0 0 S 0.0 0.0 0:00.02 events/0 75 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 events/1 76 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 events/2 77 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 events/3 78 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 events/4 79 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 events/5 80 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 events/6 81 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 events/7 82 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 events/8 83 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 events/9 84 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 events/10 85 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 events/11 86 root 10 -5 0 0 0 S 0.0 0.0 0:00.01 events/12 87 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 events/13 88 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 events/14 89 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 events/15 90 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 events/16 91 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 events/17 92 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 events/18 93 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 events/19 94 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 events/20 95 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 events/21 96 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 events/22 97 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 events/23 98 root 10 -5 0 0 0 S 0.0 0.0 0:00.01 khelper 615 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 kthread 643 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 kblockd/0 644 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 kblockd/1 645 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 kblockd/2 646 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 kblockd/3 647 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 kblockd/4 648 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 kblockd/5 649 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 kblockd/6 650 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 kblockd/7 651 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 kblockd/8 652 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 kblockd/9 653 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 kblockd/10 654 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 kblockd/11 655 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 kblockd/12 656 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 kblockd/13 657 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 kblockd/14 658 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 kblockd/15 659 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 kblockd/16 660 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 kblockd/17 661 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 kblockd/18 662 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 kblockd/19 663 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 kblockd/20 664 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 kblockd/21 665 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 kblockd/22 666 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 kblockd/23 667 root 17 -5 0 0 0 S 0.0 0.0 0:00.00 kacpid 840 root 17 -5 0 0 0 S 0.0 0.0 0:00.00 cqueue/0 841 root 18 -5 0 0 0 S 0.0 0.0 0:00.00 cqueue/1 842 root 19 -5 0 0 0 S 0.0 0.0 0:00.00 cqueue/2 843 root 20 -5 0 0 0 S 0.0 0.0 0:00.00 cqueue/3 844 root 20 -5 0 0 0 S 0.0 0.0 0:00.00 cqueue/4 845 root 20 -5 0 0 0 S 0.0 0.0 0:00.00 cqueue/5 846 root 20 -5 0 0 0 S 0.0 0.0 0:00.00 cqueue/6 847 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 cqueue/7 848 root 12 -5 0 0 0 S 0.0 0.0 0:00.00 cqueue/8 849 root 13 -5 0 0 0 S 0.0 0.0 0:00.00 cqueue/9 850 root 13 -5 0 0 0 S 0.0 0.0 0:00.00 cqueue/10 851 root 13 -5 0 0 0 S 0.0 0.0 0:00.00 cqueue/11 852 root 15 -5 0 0 0 S 0.0 0.0 0:00.00 cqueue/12 853 root 16 -5 0 0 0 S 0.0 0.0 0:00.00 cqueue/13 854 root 17 -5 0 0 0 S 0.0 0.0 0:00.00 cqueue/14 855 root 18 -5 0 0 0 S 0.0 0.0 0:00.00 cqueue/15 856 root 19 -5 0 0 0 S 0.0 0.0 0:00.00 cqueue/16 857 root 19 -5 0 0 0 S 0.0 0.0 0:00.00 cqueue/17 858 root 19 -5 0 0 0 S 0.0 0.0 0:00.00 cqueue/18 859 root 19 -5 0 0 0 S 0.0 0.0 0:00.00 cqueue/19 860 root 19 -5 0 0 0 S 0.0 0.0 0:00.00 cqueue/20 861 root 19 -5 0 0 0 S 0.0 0.0 0:00.00 cqueue/21 862 root 19 -5 0 0 0 S 0.0 0.0 0:00.00 cqueue/22 863 root 19 -5 0 0 0 S 0.0 0.0 0:00.00 cqueue/23 866 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 khubd 868 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 kseriod 1118 root 23 0 0 0 0 S 0.0 0.0 0:00.00 pdflush 1119 root 15 0 0 0 0 S 0.0 0.0 0:00.11 pdflush 1120 root 19 -5 0 0 0 S 0.0 0.0 0:00.00 kswapd0 1121 root 19 -5 0 0 0 S 0.0 0.0 0:00.00 kswapd1 1122 root 19 -5 0 0 0 S 0.0 0.0 0:00.00 aio/0 1123 root 19 -5 0 0 0 S 0.0 0.0 0:00.00 aio/1 1124 root 19 -5 0 0 0 S 0.0 0.0 0:00.00 aio/2 1125 root 20 -5 0 0 0 S 0.0 0.0 0:00.00 aio/3 1126 root 20 -5 0 0 0 S 0.0 0.0 0:00.00 aio/4 1127 root 20 -5 0 0 0 S 0.0 0.0 0:00.00 aio/5 1128 root 20 -5 0 0 0 S 0.0 0.0 0:00.00 aio/6 1129 root 20 -5 0 0 0 S 0.0 0.0 0:00.00 aio/7 1130 root 20 -5 0 0 0 S 0.0 0.0 0:00.00 aio/8 1131 root 20 -5 0 0 0 S 0.0 0.0 0:00.00 aio/9 1132 root 20 -5 0 0 0 S 0.0 0.0 0:00.00 aio/10 1133 root 20 -5 0 0 0 S 0.0 0.0 0:00.00 aio/11 1134 root 20 -5 0 0 0 S 0.0 0.0 0:00.00 aio/12 1135 root 20 -5 0 0 0 S 0.0 0.0 0:00.00 aio/13 1136 root 20 -5 0 0 0 S 0.0 0.0 0:00.00 aio/14 1137 root 20 -5 0 0 0 S 0.0 0.0 0:00.00 aio/15 1138 root 20 -5 0 0 0 S 0.0 0.0 0:00.00 aio/16 1139 root 20 -5 0 0 0 S 0.0 0.0 0:00.00 aio/17 1140 root 20 -5 0 0 0 S 0.0 0.0 0:00.00 aio/18 1141 root 20 -5 0 0 0 S 0.0 0.0 0:00.00 aio/19 1142 root 20 -5 0 0 0 S 0.0 0.0 0:00.00 aio/20 1143 root 20 -5 0 0 0 S 0.0 0.0 0:00.00 aio/21 1144 root 20 -5 0 0 0 S 0.0 0.0 0:00.00 aio/22 1145 root 20 -5 0 0 0 S 0.0 0.0 0:00.00 aio/23 1308 root 11 -5 0 0 0 S 0.0 0.0 0:00.00 kpsmoused 1566 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 ata/0 1567 root 10 -5 0 0 0 S 0.0 0.0 0:00.27 ata/1 1568 root 10 -5 0 0 0 S 0.0 0.0 0:02.39 ata/2 1569 root 10 -5 0 0 0 S 0.0 0.0 0:00.07 ata/3 1570 root 10 -5 0 0 0 S 0.0 0.0 0:00.72 ata/4 1571 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 ata/5 1572 root 10 -5 0 0 0 S 0.0 0.0 0:00.15 ata/6 1573 root 10 -5 0 0 0 S 0.0 0.0 0:00.07 ata/7 1574 root 10 -5 0 0 0 S 0.0 0.0 0:00.06 ata/8 1575 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 ata/9 1576 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 ata/10 1577 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 ata/11 1578 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 ata/12 1579 root 10 -5 0 0 0 S 0.0 0.0 0:00.14 ata/13 1580 root 10 -5 0 0 0 S 0.0 0.0 0:01.56 ata/14 1581 root 10 -5 0 0 0 S 0.0 0.0 0:00.04 ata/15 1582 root 10 -5 0 0 0 S 0.0 0.0 0:00.40 ata/16 1583 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 ata/17 1584 root 10 -5 0 0 0 S 0.0 0.0 0:00.11 ata/18 1585 root 10 -5 0 0 0 S 0.0 0.0 0:00.03 ata/19 1586 root 10 -5 0 0 0 S 0.0 0.0 0:00.02 ata/20 1587 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 ata/21 1588 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 ata/22 1589 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 ata/23 1590 root 13 -5 0 0 0 S 0.0 0.0 0:00.00 ata_aux 1616 root 10 -5 0 0 0 S 0.0 0.0 0:17.20 scsi_eh_0 1617 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 scsi_eh_1 1668 root 11 -5 0 0 0 S 0.0 0.0 0:00.00 scsi_eh_2 1669 root 0 -20 0 0 0 S 0.0 0.0 0:00.00 qla2xxx_2_dpc 1670 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 scsi_wq_2 1671 root 11 -5 0 0 0 S 0.0 0.0 0:00.00 fc_wq_2 1672 root 12 -5 0 0 0 S 0.0 0.0 0:00.00 fc_dl_2 1673 root 12 -5 0 0 0 S 0.0 0.0 0:00.00 scsi_eh_3 1674 root 0 -20 0 0 0 S 0.0 0.0 0:00.00 qla2xxx_3_dpc 1675 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 scsi_wq_3 1676 root 11 -5 0 0 0 S 0.0 0.0 0:00.00 fc_wq_3 1677 root 12 -5 0 0 0 S 0.0 0.0 0:00.00 fc_dl_3 1728 root 12 -5 0 0 0 S 0.0 0.0 0:00.00 kstriped 1829 root 10 -5 0 0 0 S 0.0 0.0 1:09.14 kjournald 1857 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 kauditd 1891 root 11 -4 13008 1188 388 S 0.0 0.0 0:00.40 udevd 4555 root 11 -5 0 0 0 S 0.0 0.0 0:00.00 kmpathd/0 4556 root 13 -5 0 0 0 S 0.0 0.0 0:00.00 kmpathd/1 4557 root 13 -5 0 0 0 S 0.0 0.0 0:00.00 kmpathd/2 4558 root 14 -5 0 0 0 S 0.0 0.0 0:00.00 kmpathd/3 4559 root 15 -5 0 0 0 S 0.0 0.0 0:00.00 kmpathd/4 4560 root 16 -5 0 0 0 S 0.0 0.0 0:00.00 kmpathd/5 4561 root 16 -5 0 0 0 S 0.0 0.0 0:00.00 kmpathd/6 4562 root 17 -5 0 0 0 S 0.0 0.0 0:00.00 kmpathd/7 4563 root 18 -5 0 0 0 S 0.0 0.0 0:00.00 kmpathd/8 4564 root 19 -5 0 0 0 S 0.0 0.0 0:00.00 kmpathd/9 4565 root 20 -5 0 0 0 S 0.0 0.0 0:00.00 kmpathd/10 4566 root 20 -5 0 0 0 S 0.0 0.0 0:00.00 kmpathd/11 4567 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 kmpathd/12 4568 root 13 -5 0 0 0 S 0.0 0.0 0:00.00 kmpathd/13 4569 root 13 -5 0 0 0 S 0.0 0.0 0:00.00 kmpathd/14 4570 root 13 -5 0 0 0 S 0.0 0.0 0:00.00 kmpathd/15 4571 root 14 -5 0 0 0 S 0.0 0.0 0:00.00 kmpathd/16 4572 root 14 -5 0 0 0 S 0.0 0.0 0:00.00 kmpathd/17 4573 root 14 -5 0 0 0 S 0.0 0.0 0:00.00 kmpathd/18 4574 root 15 -5 0 0 0 S 0.0 0.0 0:00.00 kmpathd/19 4575 root 16 -5 0 0 0 S 0.0 0.0 0:00.00 kmpathd/20 4576 root 15 -5 0 0 0 S 0.0 0.0 0:00.00 kmpathd/21 4577 root 16 -5 0 0 0 S 0.0 0.0 0:00.00 kmpathd/22 4578 root 16 -5 0 0 0 S 0.0 0.0 0:00.00 kmpathd/23 4579 root 18 -5 0 0 0 S 0.0 0.0 0:00.00 kmpath_handlerd 4734 root 13 -5 0 0 0 S 0.0 0.0 0:00.00 kjournald 4736 root 10 -5 0 0 0 S 0.0 0.0 0:04.82 kjournald 4744 root 13 -5 0 0 0 S 0.0 0.0 0:00.00 kjournald 5238 root RT 0 87584 3648 2768 S 0.0 0.0 0:03.60 multipathd 5537 root 11 -4 27328 812 580 S 0.0 0.0 0:00.14 auditd 5539 root 7 -8 81804 768 616 S 0.0 0.0 0:00.04 audispd 5564 root 15 0 5904 632 512 S 0.0 0.0 0:00.10 syslogd 5567 root 15 0 3800 432 344 S 0.0 0.0 0:00.01 klogd 5579 root 18 0 10728 384 244 S 0.0 0.0 0:00.42 irqbalance 5592 rpc 18 0 8048 584 464 S 0.0 0.0 0:00.00 portmap 5625 root 18 0 11032 768 632 S 0.0 0.0 0:00.00 rpc.statd 5681 root 11 -5 0 0 0 S 0.0 0.0 0:00.00 rpciod/0 5682 root 11 -5 0 0 0 S 0.0 0.0 0:00.00 rpciod/1 5683 root 12 -5 0 0 0 S 0.0 0.0 0:00.00 rpciod/2 5684 root 12 -5 0 0 0 S 0.0 0.0 0:00.00 rpciod/3 5685 root 12 -5 0 0 0 S 0.0 0.0 0:00.00 rpciod/4 5686 root 12 -5 0 0 0 S 0.0 0.0 0:00.00 rpciod/5 5687 root 12 -5 0 0 0 S 0.0 0.0 0:00.00 rpciod/6 5688 root 12 -5 0 0 0 S 0.0 0.0 0:00.00 rpciod/7 5689 root 10 -5 0 0 0 S 0.0 0.0 0:00.00 rpciod/8 5690 root 12 -5 0 0 0 S 0.0 0.0 0:00.00 rpciod/9 5691 root 12 -5 0 0 0 S 0.0 0.0 0:00.00 rpciod/10 5692 root 13 -5 0 0 0 S 0.0 0.0 0:00.00 rpciod/11

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  • Trouble joining Windows Server 2008 to Domain

    - by Jim R
    When I try to join my new server to my existing domain I get the following error: "An attempt to resolve the DNS name of a DC in the domain being joined has failed. Please verify this client is configured to reach a DNS server that can resove DNS names in the target domain." I have tried all of the following already: Successfully pinged the domain controller. Ping the new server from the domain controller by IP address and by DNS name. Ping the DC server from the new server by IP address and by DNS name. Changed the network to DHCP (it was originally static). No joy as static or DHCP. Turned off all firewall settings. Added the domain name to 'hosts' file. Added the server name of the primary domain controller to the 'hosts' file in the new server. Any ideas? Thanks in advance for any help! Jim Update: With help from J. Brian Kelly (Thanks) I have managed to narrow down the problem to a DNS issue. Specifically, UDP/53 packets are being sent (they are seen in Network Monitor), but are not getting to the DNS server. But, I do not yet know why. Update: The quested output from IPCONFIG for the HyperV host and the virtual machine. IPCONFIG from HyperV Server Windows IP Configuration Host Name . . . . . . . . . . . . : HYPER Primary Dns Suffix . . . . . . . : sfi-wfc.com Node Type . . . . . . . . . . . . : Hybrid IP Routing Enabled. . . . . . . . : No WINS Proxy Enabled. . . . . . . . : No DNS Suffix Search List. . . . . . : sfi-wfc.com Ethernet adapter Local Area Connection 4: Connection-specific DNS Suffix . : Description . . . . . . . . . . . : Primary Network Physical Address. . . . . . . . . : 00-30-48-CA-CC-7A DHCP Enabled. . . . . . . . . . . : No Autoconfiguration Enabled . . . . : Yes Link-local IPv6 Address . . . . . : fe80::cd16:3ac2:3d4f:e275%679(Preferred) IPv4 Address. . . . . . . . . . . : 192.168.100.1(Preferred) Subnet Mask . . . . . . . . . . . : 255.255.255.0 Default Gateway . . . . . . . . . : 192.168.100.10 DHCPv6 IAID . . . . . . . . . . . : -1476382648 DHCPv6 Client DUID. . . . . . . . : 00-01-00-01-12-10-20-E9-00-30-48-CA-CC-7A DNS Servers . . . . . . . . . . . : 192.168.100.5 NetBIOS over Tcpip. . . . . . . . : Enabled Ethernet adapter Local Area Connection 3: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : sfi Description . . . . . . . . . . . : Intel(R) 82576 Gigabit Dual Port Network Connection #2 Physical Address. . . . . . . . . : 00-30-48-CA-CC-7B DHCP Enabled. . . . . . . . . . . : Yes Autoconfiguration Enabled . . . . : Yes IPCONFIG from Virtual Machine Windows IP Configuration Host Name . . . . . . . . . . . . : DB Primary Dns Suffix . . . . . . . : Node Type . . . . . . . . . . . . : Hybrid IP Routing Enabled. . . . . . . . : No WINS Proxy Enabled. . . . . . . . : No DNS Suffix Search List. . . . . . : sfi Ethernet adapter Local Area Connection 2: Connection-specific DNS Suffix . : sfi Description . . . . . . . . . . . : Microsoft Virtual Machine Bus Network Adapter Physical Address. . . . . . . . . : 00-15-5D-66-03-02 DHCP Enabled. . . . . . . . . . . : Yes Autoconfiguration Enabled . . . . : Yes IPv4 Address. . . . . . . . . . . : 192.168.100.128(Preferred) Subnet Mask . . . . . . . . . . . : 255.255.255.0 Lease Obtained. . . . . . . . . . : Saturday, August 29, 2009 10:44:45 AM Lease Expires . . . . . . . . . . : Tuesday, September 01, 2009 3:08:33 PM Default Gateway . . . . . . . . . : 192.168.100.10 DHCP Server . . . . . . . . . . . : 192.168.100.5 DNS Servers . . . . . . . . . . . : 192.168.102.5 Primary WINS Server . . . . . . . : 192.168.100.5 NetBIOS over Tcpip. . . . . . . . : Enabled Tunnel adapter Local Area Connection* 8: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : sfi Description . . . . . . . . . . . : isatap.sfi Physical Address. . . . . . . . . : 00-00-00-00-00-00-00-E0 DHCP Enabled. . . . . . . . . . . : No Autoconfiguration Enabled . . . . : Yes Tunnel adapter Local Area Connection* 9: Media State . . . . . . . . . . . : Media disconnected Connection-specific DNS Suffix . : Description . . . . . . . . . . . : Teredo Tunneling Pseudo-Interface Physical Address. . . . . . . . . : 02-00-54-55-4E-01 DHCP Enabled. . . . . . . . . . . : No Autoconfiguration Enabled . . . . : Yes

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  • Joining Windows 7 Professional to a Windows Server 2003 R2 x64 domain fails.

    - by Vinko Vrsalovic
    I have a windows 7 professional (spanish) laptop trying to join a Windows Server 2003 (english) domain. It detect correctly the SRV record, finding the proper domain controller, but then the join fails with the error message (snippet, because the error is in spanish) An Active Directory Domain Controller for This Domain Could Not be Contacted The DNS is correctly set, and client can ping by name and IP the server, the server can ping the client by IP. I've tested with the FW down to no avail. A host of other XP Pro clients are connected to the domain. I've restarted Net Logon and checked that Windows Time is up. Also the times are in sync between the server and the client. I'll put below diagnostics output. I'm wondering if there's anything special to be done on either the server or the client to have a Win 7 Pro join a 2k3 R2 domain. The following diagnostic information follows: netdiag /q for the DC dcdiag on the DC ipconfig /all on the Win 7 client netdiag /q on the DC: .................................. Computer Name: HI-X2 DNS Host Name: hi-x2.hi.local System info : Microsoft Windows Server 2003 R2 (Build 3790) Processor : EM64T Family 6 Model 23 Stepping 10, GenuineIntel List of installed hotfixes : KB923561 KB924667-v2 KB925398_WMP64 KB925902 KB926122 KB927891 KB929123 KB930178 KB932168 KB936357 KB938127 KB941569 KB942830 KB942831 KB943055 KB943460 KB944338-v2 KB944653 KB945553 KB946026 KB948496 KB950760 KB950762 KB950974 KB951066 KB951748 KB952004 KB952069 KB952954 KB954155 KB954550-v7 KB955069 KB955759 KB956572 KB956802 KB956803 KB956844 KB958469 KB958644 KB958869 KB959426 KB960225 KB960803 KB960859 KB961063 KB961118 KB961501 KB967715 KB967723 KB968389 KB968816 KB969059 KB969947 KB970238 KB970430 KB970483 KB971032 KB971468 KB971657 KB971737 KB971961 KB971961-IE8 KB972270 KB973037 KB973354 KB973507 KB973540 KB973687 KB973815 KB973825 KB973869 KB973904 KB973917-v2 KB974112 KB974318 KB974392 KB974571 KB975025 KB975467 KB975560 KB975713 KB976662-IE8 KB977290 KB977816 KB977914 KB978037 KB978262 KB978338 KB978542 KB978601 KB978706 KB979306 KB979309 KB979683 KB980182 KB980182-IE8 KB980232 KB980302-IE8 KB981332-IE8 KB981350 Q147222 Per interface results: Adapter : Local Area Connection Host Name. . . . . . . . . : hi-x2.hi.local IP Address . . . . . . . . : 10.0.1.199 Subnet Mask. . . . . . . . : 255.0.0.0 Default Gateway. . . . . . : 10.0.1.1 Dns Servers. . . . . . . . : 10.0.1.199 WINS service test. . . . . : Skipped Global results: [WARNING] You don't have a single interface with the 'WorkStation Service', 'Messenger Service', 'WINS' names defined. DNS test . . . . . . . . . . . . . : Passed PASS - All the DNS entries for DC are registered on DNS server '10.0.1.199'. IP Security test . . . . . . . . . : Skipped The command completed successfully dcdiag on the DC: Domain Controller Diagnosis Performing initial setup: Done gathering initial info. Doing initial required tests Testing server: Default-First-Site-Name\HI-X2 Starting test: Connectivity ......................... HI-X2 passed test Connectivity Doing primary tests Testing server: Default-First-Site-Name\HI-X2 Starting test: Replications ......................... HI-X2 passed test Replications Starting test: NCSecDesc ......................... HI-X2 passed test NCSecDesc Starting test: NetLogons ......................... HI-X2 passed test NetLogons Starting test: Advertising ......................... HI-X2 passed test Advertising Starting test: KnowsOfRoleHolders ......................... HI-X2 passed test KnowsOfRoleHolders Starting test: RidManager ......................... HI-X2 passed test RidManager Starting test: MachineAccount ......................... HI-X2 passed test MachineAccount Starting test: Services ......................... HI-X2 passed test Services Starting test: ObjectsReplicated ......................... HI-X2 passed test ObjectsReplicated Starting test: frssysvol ......................... HI-X2 passed test frssysvol Starting test: frsevent ......................... HI-X2 passed test frsevent Starting test: kccevent ......................... HI-X2 passed test kccevent Starting test: systemlog ......................... HI-X2 passed test systemlog Starting test: VerifyReferences ......................... HI-X2 passed test VerifyReferences Running partition tests on : ForestDnsZones Starting test: CrossRefValidation ......................... ForestDnsZones passed test CrossRefValidation Starting test: CheckSDRefDom ......................... ForestDnsZones passed test CheckSDRefDom Running partition tests on : DomainDnsZones Starting test: CrossRefValidation ......................... DomainDnsZones passed test CrossRefValidation Starting test: CheckSDRefDom ......................... DomainDnsZones passed test CheckSDRefDom Running partition tests on : Schema Starting test: CrossRefValidation ......................... Schema passed test CrossRefValidation Starting test: CheckSDRefDom ......................... Schema passed test CheckSDRefDom Running partition tests on : Configuration Starting test: CrossRefValidation ......................... Configuration passed test CrossRefValidation Starting test: CheckSDRefDom ......................... Configuration passed test CheckSDRefDom Running partition tests on : hi Starting test: CrossRefValidation ......................... hi passed test CrossRefValidation Starting test: CheckSDRefDom ......................... hi passed test CheckSDRefDom Running enterprise tests on : hi.local Starting test: Intersite ......................... hi.local passed test Intersite Starting test: FsmoCheck ......................... hi.local passed test FsmoCheck ipconfig /all on the Windows 7 client: Configuraci¢n IP de Windows Nombre de host. . . . . . . . . : hi-p6 Sufijo DNS principal . . . . . : Tipo de nodo. . . . . . . . . . : h¡brido Enrutamiento IP habilitado. . . : no Proxy WINS habilitado . . . . . : no Adaptador de LAN inal mbrica Conexi¢n de red inal mbrica: Sufijo DNS espec¡fico para la conexi¢n. . : Descripci¢n . . . . . . . . . . . . . . . : Intel(R) WiFi Link 5100 AGN Direcci¢n f¡sica. . . . . . . . . . . . . : 00-22-FB-63-47-A0 DHCP habilitado . . . . . . . . . . . . . : no Configuraci¢n autom tica habilitada . . . : s¡ Direcci¢n IPv4. . . . . . . . . . . . . . : 10.0.1.42(Preferido) M scara de subred . . . . . . . . . . . . : 255.255.255.0 Puerta de enlace predeterminada . . . . . : 10.0.1.1 Servidores DNS. . . . . . . . . . . . . . : 10.0.1.199 NetBIOS sobre TCP/IP. . . . . . . . . . . : habilitado Adaptador de Ethernet Conexi¢n de  rea local: Estado de los medios. . . . . . . . . . . : medios desconectados Sufijo DNS espec¡fico para la conexi¢n. . : Descripci¢n . . . . . . . . . . . . . . . : Realtek PCIe GBE Family Controller Direcci¢n f¡sica. . . . . . . . . . . . . : 00-1E-33-1F-35-B1 DHCP habilitado . . . . . . . . . . . . . : s¡ Configuraci¢n autom tica habilitada . . . : s¡ Adaptador de t£nel isatap.{8926581E-09AC-4123-906B-DA6386AD2D60}: Estado de los medios. . . . . . . . . . . : medios desconectados Sufijo DNS espec¡fico para la conexi¢n. . : Descripci¢n . . . . . . . . . . . . . . . : Adaptador ISATAP de Microsoft Direcci¢n f¡sica. . . . . . . . . . . . . : 00-00-00-00-00-00-00-E0 DHCP habilitado . . . . . . . . . . . . . : no Configuraci¢n autom tica habilitada . . . : s¡ Adaptador de t£nel Teredo Tunneling Pseudo-Interface: Sufijo DNS espec¡fico para la conexi¢n. . : Descripci¢n . . . . . . . . . . . . . . . : Teredo Tunneling Pseudo-Interface Direcci¢n f¡sica. . . . . . . . . . . . . : 00-00-00-00-00-00-00-E0 DHCP habilitado . . . . . . . . . . . . . : no Configuraci¢n autom tica habilitada . . . : s¡ Direcci¢n IPv6 . . . . . . . . . . : 2001:0:5ef5:73ba:1cec:3883:f5ff:fed5(Preferido) V¡nculo: direcci¢n IPv6 local. . . : fe80::1cec:3883:f5ff:fed5%13(Preferido) Puerta de enlace predeterminada . . . . . : :: NetBIOS sobre TCP/IP. . . . . . . . . . . : deshabilitado

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