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  • How bad would be to focus on iOS/Android development for an indie developer?

    - by kender
    After some time developing games for others I'm thinking of moving towards my own productions. My background is 10+ years of software development, with last 2 years spent on the iOS development (Objective-C and CoronaSDK). With my current experience in Corona I can quickly develop for iOS and Android systems. And this is something that I'm probably gonna do with several of the game ideas I have, at least for the prototype part. But - I'm wondering if it's not a bad idea to focus on those 2 systems only. After all there are other mobile platforms, there are PCs, Macs and Linux boxes... All of them having gamers using them. I was wondering if it wasn't a good idea to try some other SDK, giving me more flexibility when it comes to platform-independance. There's Unity3D (I think I can develop a 2D game in it though), there's MoAI from what I checked. I see a few options, not sure which one is best as I have little experience in this field (publishing own games): Stick with CoronaSDK for the whole time, release for iOS and Android platforms, screw other mobile devices and PCs, Use Corona for prototyping, then when the idea goes more into the "production" phase rewrite it in MoAI or Unity3D for more platforms support, Start with one of those 2 SDKs right now (which means the prototype phase will be delayed a bit, but after that I can jump right into real coding). Any clues here, what to do?

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  • Picking a suitable resolution for a modern low-res game?

    - by MrKatSwordfish
    I'm working on a 2D game project right now (using SFML+OpenGL and C++) and I'm trying to figure out how to go about choosing a resolution. I want my game to have a pixel resolution that is around that of classic '16bit' era consoles like the Super Nintendo or Neo Geo. However, I'd also like to have my game fit the 16:9 aspect ratio that most modern PC monitors use. Finally I'd like to be able to include an option for running full screen. I know that I could create my own low-res 16:9 resolution that is more-or-less around the size of SNES or NeoGeo games. However, the problem seems to be that doing so would leave me with a non-standard resolution that my monitor would not be able to support in fullscreen mode. For example, if i divide the common 16:9 resolution 1920x1080 by 4, I would get a 16:9 resolution that is relatively close to the resolution used by 16bit era games; 480x270. That would be fine in a windowed mode, but I don't think that it would be supported in fullscreen mode. How can I choose a resolution that suits my needs? Can I use something like 480x270? If so, how would I go about getting fullscreen mode to work with such a non-standard resolution? (I'm guessing OpenGL/SFML might have a way of up-scaling...but..)

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  • Solution for lightweight LAN peer discovering?

    - by DevilWithin
    I built a library for purely cross-platform programming. My games made with it run fine in Android , Pc, Linux, Mac etc. The networking capabilities are provided by ENET library, therefore all communication between my apps is not TCP or UDP compatible, but only in the custom protocol, even tough its based on the UDP ultimately. I don't think its possible to do what i want with ENET, thats why I ask here for help! Lets say I have the same game running in my Android phone, my laptop and my pc. They are all in the same wifi network, and therefore in a LAN, whether its Wifi hotspot(?) or the household router. I need each of those 3 peers to discover the other two in the network. This is meant only to find the IP of alive apps in the LAN network, to be able to host multiplayer games between them. I can only think of one effective way to do this, UDP broadcast, wait responses, but if that is the solution, i need something small, since its the only purpose of the implementation. Other way could be to try to connect to all IPs in the LAN address subrange, but I don't think the OS would be with me on this one :p Sorry for the long question!

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  • GeForce and Radeon: what is present condition of opensource and proprietary drivers?

    - by Septagram
    So, it'm about to buy a fresh videocard. Since I do most of my stuff on Linux, I wonder how well will either videocard perform. I recently had a good experience with GeForce 6600 with proprietary drivers and a less than satisfactory experience with Radeon 9000 a while ago. From my experience, proprietary drivers for GeForce used to work very well, while proprietary drivers for Radeon failed miserably. And opensource drivers were sloooow. A few months ago I found out that ATI opened their specifications, and a work on fully featured opensource driver is in progress. I prefer to use free software whenever possible, with the exception of games, so, if that driver is fast enough, feature-rich enough and reliable enough I'd very much like to try it out. I wish I could say that if I can just to basic things, like watch video, heavily use compiz and work with simple applications, this may be enough. I do most of my gaming under Windows anyway. However, there is a good chance I'll go into indie game development in a few months fulltime, so it should also be able to run not-so-very-demanding games (say Nexuiz). But if it isn't, I'd like to know, what to expect from proprietary drivers. Do recent proprietary drivers from NVIDIA and ATI work well? Are ATI drivers just as easy to install on Ubuntu as are NVIDIA drivers?

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  • Is there any simple game that involves psychological factors?

    - by Roman
    I need to find a simple game in which several people need to interact with each other. The game should be simple for an analysis (it should be simple to describe what happens in the game, what players did). Because of the last reason, the video games are not appropriate for my purposes. I am thinking of a simple, schematic, strategic game where people can make a limited set of simple moves. Moreover, the moves of the game should be conditioned not only by a pure logic (like in chess or go). The behavior in the game should depend on psychological factors, on relations between people. In more details, I think it should be a cooperation game where people make their decisions based on mutual trust. It would be nice if players can express punishment and forgiveness in the game. Does anybody knows a game that is close to what I have described above? ADDED I need to add that I need a game where actions of players are simple and easy to formalize. Because of that I cannot use verbal games (where communication between players is important). By simple actions I understand, for example, moves on the board from one position to another one, or passing chips from one player to another one and so on.

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  • What is a "Technical Programmer"? [closed]

    - by Mike E
    I've noticed in job posting boards a few postings, all from European companies in the games industry, for a "Technical Programmer". The job description in both was similar, having to do with tools development, 3d graphics programming, etc. It seems to be somewhere between a Technical Artist who's more technical than artist or who can code, and a Technical Director but perhaps without the seniority/experience. Information elsewhere on the position is sparse. The title seems redundant and I haven't seen any American companies post jobs by that name exactly. One example is this job posting on gamedev.net which isn't exactly thorough. In case the link dies: Subject: Technical Programmer Frictional Games, the creators of Amnesia: The Dark Descent and the Penumbra series, are looking for a talented programmer to join the company! You will be working for a small team with a big focus on finding new and innovating solutions. We want you who are not afraid to explore uncharted territory and constantly learn new things. Self-discipline and independence are also important traits as all work will be done from home. Some the things you will work with include: 3D math, rendering, shaders and everything else related. Console development (most likely Xbox 360). Hardware implementations (support for motion controls, etc). All coding is in C++, so great skills in that is imperative. As I mentioned, the job title has appeared from European companies so maybe it goes by another title in America. What other titles might this specialization of programmer go by?

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  • Partition Alignment Confusion

    - by user170757
    I have a new Samsung 840 250GB SSD on the way, and I want to make sure that everything is running optimally after install. I've spent many frustrating hours on the internet trying to understand how I should align the partitions of the SSD when it arrives (and even how to partition everything; my other drive is a 1TB HDD with files already on it). I'd like to know a foolproof way of setting everything up. Now, the only place I could find the erase block size of the 840 is here: http://thessdreview.com/Forums/ssd-beginners-guide-discussion/3630.htm I simply can't understand why such information isn't made freely accessible by manufacturers! But, anyway, this would suggest the EBS is 1536kb, which seems odd to me. It is to my understanding that you should now align by MiB (usually set at 1MiB). I assume that the figure above should actually be 1536k B=1.5MiB? This seems to suggest the partition alignment will be somewhat non-standard. So my question is: How do I align my partitions given this information? Please bear in mind that I have never used linux before; I'm doing my best to get everything set up so that I can begin to learn but am finding this process incredibly opaque and time consuming. If possible, a step by step guide through GParted would be great; at the moment I'm considering an NTFS partition ~20GB for Windows (playing games), an EXT4 ~20GB for ubuntu (for doing everything else) and a shared documents+games partition for everything else in NTFS file format. I'm not going to have any swap partition and use swap files instead.

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  • To sell or give for free

    - by QAH
    Hello everyone! I am currently making a game that I was originally planning to sell. It is a simple 2D arcade style game for the PC. I've seen many indie games become popular and generate revenue from advertisements, but the game itself remains free. I need some advice on whether or not I should sell my game, release it for free with advertisements, or ask for donations and keep the game free. I feel that my game is fun, but of course the graphics aren't tip top because I am a programmer, not an artist. I just take screenshots of 3D models I get from Turbosquid and crop around it to make a sprite. Also, and I could be very wrong about this, it seems that there are more legal issues surrounding selling a game than making it free and generating revenue from advertisement, or asking for donations. If I am wrong, someone please correct me. Also, I am very interested in generating some revenue for my work, but that isn't at the very top of my list. I am in my last year of high school, soon to be going to college, and I am going to major in computer science/software engineering. So I am trying to gain some preliminary experience at home by coding stuff every day. One way of getting this experience is by making this game. So what do you think? What route should I take? What has worked well with other indie games? Thanks in advance.

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  • Pick Up BioShock and Bioshock 2 for Price of a Big Mac Meal

    - by Jason Fitzpatrick
    Pre-ordering just opened on the third-installment of the highly-acclaimed horror-survival game series BioShock, BioShock Infinite. As part of the pre-order promotions, you can pick up a bundled copy of BioShock and BioShock 2 for a song. For the unfamiliar, BioShock is an atmospheric first-person-shooter backed up by an incredible storyline set in the underwater utopian-turned-dystopian city of Rapture. BioShock 2 continues the story in Rapture and the upcoming release (Febuary 2013) of BioShock Infinite takes place in the same game universe but fifty years before the events of the first two installments. If that seems like the kind of game you could dig into, Amazon has the Windows-platform version of BioShock and BioShock 2 bundled together for a scant $7.49–81% off the Steam and general retail price. The best part about the promotion is you can either download the games from Amazon or, for those of you that use Steam, you can simply plug the game product key into Steam. You can read more about the both the original two games and the upcoming release at the official BioShock site. BioShock Dual Pack [via Geeks Are Sexy] How Hackers Can Disguise Malicious Programs With Fake File Extensions Can Dust Actually Damage My Computer? What To Do If You Get a Virus on Your Computer

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  • Automating repetitive game development tasks

    - by MrDatabase
    Disclaimer: this is an open-ended and kinda "far out" question Over the last few years I've made a few iPhone games. I use very common programs like Xcode and Illustrator to make the games. Lately I've become tired of repeating certain tasks over and over again. Here are some examples: in Xcode: "clean target, build, run" over and over again in Xcode: delete image resources and then import updated image resources (identical names) I'd like to automate these tasks in Xcode. Any ideas? I've done some automation in Photoshop using the "button mode" thing where you record a macro... that's been very useful. Here's the kinda wacky or "far out" part of the question: how can this automation be done via voice commands? (perhaps using a Nuance product or something) Here's an example of what I'd love to do via a few voice commands: Save artwork from illustrator at a user-specified size (@2x versions as well) Delete "someArt.png" and "[email protected]" from Xcode Add the updated versions of someArt.png to Xcode In Xcode: clean target, build, and run I know this question probably seems bizarre... but something like this could make certain things substantially easier for game developers. Edit: wonder if a combination of AppleScript and Nuance might work?

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  • Unity , libgdx, or something else to develop my first game for Android?

    - by capcom
    I want to start by saying that I absolutely love Unity (even more when I team it up with Blender). I really want to start developing games for Android, but it seems like Unity poses way too many roadblocks in terms of which devices it supports (and even if it does support them, it doesn't work well on all of them). I've been looking around for alternatives, and found something called libgdx. Well, it's nothing like Unity unfortunately, but at least it seems like I may be able to reach a larger audience in the market. I'd like to start by making 2D games, but with 3D graphics (say, imported from Blender). I can do this very easily in Unity, and it seems like it should be alright with libgdx too. But I really want to know if ditching Unity is a smart idea, considering how comfortable I am with it already, and how much I like it. Finally, is libgdx something you would recommend considering my requirements/situation? BTW, I am quite familiar with Eclipse too. Many thanks. Feel free to request further details.

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  • What are some ways to separate game logic from animations and the draw loop?

    - by TMV
    I have only previously made flash games, using MovieClips and such to separate out my animations from my game logic. Now I am getting into trying my hand at making a game for Android, but the game programming theory around separating these things still confuses me. I come from a background of developing non game web applications so I am versed in more MVC like patterns and am stuck in that mindset as I approach game programming. I want to do things like abstract my game by having, for example, a game board class that contains the data for a grid of tiles with instances of a tile class that each contain properties. I can give my draw loop access to this and have it draw the game board based on the properties of each tile on the game board, but I don't understand where exactly animation should go. As far as I can tell, animation sort of sits between the abstracted game logic (model) and the draw loop (view). With my MVC mindset, it's frustrating trying to decide where animation is actually supposed to go. It would have quite a bit of data associated with it like a model, but seemingly needs to be very closely coupled with the draw loop in order to have things like frame independent animation. How can I break out of this mindset and start thinking about patterns that make more sense for games?

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  • Good practices when optimizing HTML5/Javascript Game Developement [closed]

    - by hustlerinc
    I'm just starting out as a game developer and have created a few crappy but playable clones of classic games like pong, and bomberman. Being self taught (bless the internet) I do this by just stuffing in code to make the games work. Now I feel the time has come to create something complete, for this I need to know how a game is structured. I've searched on the web but there isn't that much to be found. The only "high-level" language I know is javascript so reading a tutorial or article based on C++ doesn't help me that much. I'm looking for good resource's pedagogically covering the theory and possibly examples (in Javascript or pseudo code that is understandable for a beginner) of how the game pieces fit together. From the start screen to asset loading and running the game loop. I'm not looking for anything complicated like reading through a 4000 line source code. All I want to learn is where, how and when the main parts of every game should be called. If you know any good resources to share, or maybe even have an answer for me I would deeply appreciate it.

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  • What's the right/standard way of achieving separation of concerns?

    - by Ghanima
    Some background: I want to start developing games, and taking some of the advice given in this site, I've started with something simple and familiar, such as pong, tetris, etc. I want to take as much time as needed to make sure that I have the basics right before moving on to something bigger. I have medium programming experience but I realize making games is a different thing. I find myself wondering many things like should this be in a separate class? Should this module handle this stuff or is it better to let other modules have that kind of functionality? For example, the bouncing of a ball in pong, right now is handled in the ball module, but maybe it's better that some other module did it. Right now I have different modules: one for the graphics, one for the game logic, and others for the objects (depending on the kind of movement required, not all the objects are alike). I know I am asking a lot, any tips you have will be very much appreciated. Short question: What's the right or standard way of separating the modules? What have you found most effective? Is it enough to just keep the drawing (graphics) and the logic separate? Is it necessary to have a lot of classes? (for example for the objects in the game, to handle the movement, etc)

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  • An entry-level programmer's best option [on hold]

    - by user134409
    I am facing a puzzle and I am not sure the best way to make a decision. In my spare time besides playing video games I got around to develop some games, nothing fancy, just small projects to get a better grasp at programming. After I finished college and got my BA in Computer Science, I got a job as web developer at a small firm. The next few months were very stressful as I had no previous experience and tried my best to make up for it. But after 6 months my boss told me I was inefficient and not very independent and let me go. To my credit, the help from the senior was very limited, I did learn a lot but I have learned by myself. For example they told me to do a UI in BackboneJS and I took me a while but I got it working (even if it was poorly designed). But I managed to do it all by myself because my senior was very busy and he did not have time even for my questions. Now I have found a new job again in web development but I am very afraid of what is going to happen next. I am afraid because I don't want to take the job and then be fired again after a couple of months, I get the feeling that this will be very bad on my CV, job hopping is like a red flag. They want to hire me but I am aware that they are working with new technologies and maybe I will end up not coping with it. So the question is: Should a entry-level programmer be better off with a starting job in QA, testing and work his way from there? I did learn allot from my first job but it was a moral blow when they decided to fire me. I do have a low self-esteem and I know my skills as a programmer are not that great. But I like programming and want to get better and I want to have a long career in it so that basically my pickle. Thank you in advance for the answers.

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  • Can I use my prepaid phone balance (in pesos) to buy from the Software Centre?

    - by obetus
    Using local network broadband, we can use it to buy games and applications from load balance. Is there any possible ways to use it also in Ubuntu software Center? additional: I'm using mobile broadband for the internet connection,this broadband has a sim card and account number where you can download money from buying a prepaid card worth 100 pesos,300 pesos or 500 pesos, provided by our local network. We use this mobile broadband when there is no wifi connection. There are two kinds of mobile broadband, one is postpaid account and the other is prepaid account. I use prepaid account, this kind of account can load a money for transaction like data plans, from 10 pesos for 30 minutes internet connection or 200 pesos for 5 days internet connection., and this prepaid account can load 5 pesos up to thousands of pesos. Now, if this prepaid mobile broadband can provide money in pesos and has internet connection, I think it can also use it for buying goods or applications or games via internet. i think its only need a software that can detect the sim card number and the money balance for transactions. Sorry for my bad english but I hope you got my point.

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  • Need guidelines for studying Game Development

    - by ShutterBug
    Hello Everyone, I've completed my graduation in Computer Science and currently working as a Software Engineer in a software company. I was wondering if I can build my career in Game Development. If so, what should be my approach. I've a few questions: Which universities to apply for masters? Preferably in Canada. Scholarships available? How shall I prepare myself before applying which shall give me an edge or advantage over others? I know Java, C#, PHP etc. I dont think these languages will be needed in Game Development. In that case, what languages shall I focus on from now? How do I get some ideas about IDE/Engines/Platform of game development? I'm not talking about flash/browser games. Please suggest me anything you want as I don't know much about it so I'm most likely to miss the most important questions. Feel free to make this thread a starter guide for those interested in perusing their career in game development. Post every relevant information. Thanks in Advance. EDIT: I can see a lot of people suggested to build a small project/game. If so, please suggest me how do I start a small game developing (maybe a clone to some existing small games ie pacman, brick game etc) from start to end.

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  • Choosing the correct network protocol for my type of game (its Wc3 Warlock style)

    - by Moritz
    I need to code a little game for a school project. The type of the game is like the Warcraft 3 map "Warlock", if anyone doesnt know it, here is a short description: up to ten players spawn into an arena filled with lava, the goal of each player is to push the other players into the lava with spells (basically variations of missiles, aoe nukes, moba spells etc) http://www.youtube.com/watch?v=c3PoO-gcJik&feature=related we need to provide multiplayer-support over the internet, for that reason I am looking for the best network protocol for this type of game (udp, tcp, lock step, client-server...) what the requirements are: - same/stable simulation on all clients - up to ten players - up to ~100 missiles on the field - very low latency since its reaction based (i dont know the method wc3 used, but it was playable with the old servers) what would be nice (if even possible, since the traffic might be too big): - support for soft bodies over the network (with bullet physics), but this is no real requirement I read several articles about the lock step method used for RTS games, this seems to be great, but does it fit for real-time action games too (ping-related)? If anyone has run into the same problems/questions like me, I would be very happy about any help

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  • Rendering 8 bit graphics

    - by Matjaz Muhic
    I have a strong programming background just not from game development. I only made some pong and snake in high school and I did some OpenGL in college. I want to make my own game engine. Nothing fancy just a simple 2D game engine. But because I'm kinda old school and feeling retro. I want graphics to look like old 8 bit games (megaman, contra, super mario, ...). So how were the old games made back then? I want the simplest approach. Were they also using assets (images) like newer engines now do? How do you achieve this kind of rendering using OpenGL? Keep in mind. Simplest solution. I want to know how it was made back then and how I can replicate that. Doesn't even have to be OpenGL. I can draw on window canvas. I do want to make it from scratch basically.

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  • CLSF & CLK 2013 Trip Report by Jeff Liu

    - by jamesmorris
    This is a contributed post from Jeff Liu, lead XFS developer for the Oracle mainline Linux kernel team. Recently, I attended both the China Linux Storage and Filesystem workshop (CLSF), and the China Linux Kernel conference (CLK), which were held in Shanghai. Here are the highlights for both events. CLSF - 17th October XFS update (led by Jeff Liu) XFS keeps rapid progress with a lot of changes, especially focused on the infrastructure/performance improvements as well as  new feature development.  This can be reflected with a sample statistics among XFS/Ext4+JBD2/Btrfs via: # git diff --stat --minimal -C -M v3.7..v3.12-rc4 -- fs/xfs|fs/ext4+fs/jbd2|fs/btrfs XFS: 141 files changed, 27598 insertions(+), 19113 deletions(-) Ext4+JBD2: 39 files changed, 10487 insertions(+), 5454 deletions(-) Btrfs: 70 files changed, 19875 insertions(+), 8130 deletions(-) What made up those changes in XFS? Self-describing metadata(CRC32c). This is a new feature and it contributed about 70% code changes, it can be enabled via `mkfs.xfs -m crc=1 /dev/xxx` for v5 superblock. Transaction log space reservation improvements. With this change, we can calculate the log space reservation at mount time rather than runtime to reduce the the CPU overhead. User namespace support. So both XFS and USERNS can be enabled on kernel configuration begin from Linux 3.10. Thanks Dwight Engen's efforts for this thing. Split project/group quota inodes. Originally, project quota can not be enabled with group quota at the same time because they were share the same quota file inode, now it works but only for v5 super block. i.e, CRC enabled. CONFIG_XFS_WARN, an new lightweight runtime debugger which can be deployed in production environment. Readahead log object recovery, this change can speed up the log replay progress significantly. Speculative preallocation inode tracking, clearing and throttling. The main purpose is to deal with inodes with post-EOF space due to speculative preallocation, support improved quota management to free up a significant amount of unwritten space when at or near EDQUOT. It support backgroup scanning which occurs on a longish interval(5 mins by default, tunable), and on-demand scanning/trimming via ioctl(2). Bitter arguments ensued from this session, especially for the comparison between Ext4 and Btrfs in different areas, I have to spent a whole morning of the 1st day answering those questions. We basically agreed on XFS is the best choice in Linux nowadays because: Stable, XFS has a good record in stability in the past 10 years. Fengguang Wu who lead the 0-day kernel test project also said that he has observed less error than other filesystems in the past 1+ years, I own it to the XFS upstream code reviewer, they always performing serious code review as well as testing. Good performance for large/small files, XFS does not works very well for small files has already been an old story for years. Best choice (maybe) for distributed PB filesystems. e.g, Ceph recommends delopy OSD daemon on XFS because Ext4 has limited xattr size. Best choice for large storage (>16TB). Ext4 does not support a single file more than around 15.95TB. Scalability, any objection to XFS is best in this point? :) XFS is better to deal with transaction concurrency than Ext4, why? The maximum size of the log in XFS is 2038MB compare to 128MB in Ext4. Misc. Ext4 is widely used and it has been proved fast/stable in various loads and scenarios, XFS just need more customers, and Btrfs is still on the road to be a manhood. Ceph Introduction (Led by Li Wang) This a hot topic.  Li gave us a nice introduction about the design as well as their current works. Actually, Ceph client has been included in Linux kernel since 2.6.34 and supported by Openstack since Folsom but it seems that it has not yet been widely deployment in production environment. Their major work is focus on the inline data support to separate the metadata and data storage, reduce the file access time, i.e, a file access need communication twice, fetch the metadata from MDS and then get data from OSD, and also, the small file access is limited by the network latency. The solution is, for the small files they would like to store the data at metadata so that when accessing a small file, the metadata server can push both metadata and data to the client at the same time. In this way, they can reduce the overhead of calculating the data offset and save the communication to OSD. For this feature, they have only run some small scale testing but really saw noticeable improvements. Test environment: Intel 2 CPU 12 Core, 64GB RAM, Ubuntu 12.04, Ceph 0.56.6 with 200GB SATA disk, 15 OSD, 1 MDS, 1 MON. The sequence read performance for 1K size files improved about 50%. I have asked Li and Zheng Yan (the core developer of Ceph, who also worked on Btrfs) whether Ceph is really stable and can be deployed at production environment for large scale PB level storage, but they can not give a positive answer, looks Ceph even does not spread over Dreamhost (subject to confirmation). From Li, they only deployed Ceph for a small scale storage(32 nodes) although they'd like to try 6000 nodes in the future. Improve Linux swap for Flash storage (led by Shaohua Li) Because of high density, low power and low price, flash storage (SSD) is a good candidate to partially replace DRAM. A quick answer for this is using SSD as swap. But Linux swap is designed for slow hard disk storage, so there are a lot of challenges to efficiently use SSD for swap. SWAPOUT swap_map scan swap_map is the in-memory data structure to track swap disk usage, but it is a slow linear scan. It will become a bottleneck while finding many adjacent pages in the use of SSD. Shaohua Li have changed it to a cluster(128K) list, resulting in O(1) algorithm. However, this apporoach needs restrictive cluster alignment and only enabled for SSD. IO pattern In most cases, the swap io is in interleaved pattern because of mutiple reclaimers or a free cluster is shared by all reclaimers. Even though block layer can merge interleaved IO to some extent, but we cannot count on it completely. Hence the per-cpu cluster is added base on the previous change, it can help reclaimer do sequential IO and the block layer will be easier to merge IO. TLB flush: If we're reclaiming one active page, we should first move the page from active lru list to inactive lru list, and then reclaim the page from inactive lru to swap it out. During the process, we need to clear PTE twice: first is 'A'(ACCESS) bit, second is 'P'(PRESENT) bit. Processors need to send lots of ipi which make the TLB flush really expensive. Some works have been done to improve this, including rework smp_call_functiom_many() or remove the first TLB flush in x86, but there still have some arguments here and only parts of works have been pushed to mainline. SWAPIN: Page fault does iodepth=1 sync io, but it's a little waste if only issue a page size's IO. The obvious solution is doing swap readahead. But the current in-kernel swap readahead is arbitary(always 8 pages), and it always doesn't perform well for both random and sequential access workload. Shaohua introduced a new flag for madvise(MADV_WILLNEED) to do swap prefetch, so the changes happen in userspace API and leave the in-kernel readahead unchanged(but I think some improvement can also be done here). SWAP discard As we know, discard is important for SSD write throughout, but the current swap discard implementation is synchronous. He changed it to async discard which allow discard and write run in the same time. Meanwhile, the unit of discard is also optimized to cluster. Misc: lock contention For many concurrent swapout and swapin , the lock contention such as anon_vma or swap_lock is high, so he changed the swap_lock to a per-swap lock. But there still have some lock contention in very high speed SSD because of swapcache address_space lock. Zproject (led by Bob Liu) Bob gave us a very nice introduction about the current memory compression status. Now there are 3 projects(zswap/zram/zcache) which all aim at smooth swap IO storm and promote performance, but they all have their own pros and cons. ZSWAP It is implemented based on frontswap API and it uses a dynamic allocater named Zbud to allocate free pages. Zbud means pairs of zpages are "buddied" and it can only store at most two compressed pages in one page frame, so the max compress ratio is 50%. Each page frame is lru-linked and can do shink in memory pressure. If the compressed memory pool reach its limitation, shink or reclaim happens. It decompress the page frame into two new allocated pages and then write them to real swap device, but it can fail when allocating the two pages. ZRAM Acts as a compressed ramdisk and used as swap device, and it use zsmalloc as its allocator which has high density but may have fragmentation issues. Besides, page reclaim is hard since it will need more pages to uncompress and free just one page. ZRAM is preferred by embedded system which may not have any real swap device. Now both ZRAM and ZSWAP are in driver/staging tree, and in the mm community there are some disscussions of merging ZRAM into ZSWAP or viceversa, but no agreement yet. ZCACHE Handles file page compression but it is removed out of staging recently. From industry (led by Tang Jie, LSI) An LSI engineer introduced several new produces to us. The first is raid5/6 cards that it use full stripe writes to improve performance. The 2nd one he introduced is SandForce flash controller, who can understand data file types (data entropy) to reduce write amplification (WA) for nearly all writes. It's called DuraWrite and typical WA is 0.5. What's more, if enable its Dynamic Logical Capacity function module, the controller can do data compression which is transparent to upper layer. LSI testing shows that with this virtual capacity enables 1x TB drive can support up to 2x TB capacity, but the application must monitor free flash space to maintain optimal performance and to guard against free flash space exhaustion. He said the most useful application is for datebase. Another thing I think it's worth to mention is that a NV-DRAM memory in NMR/Raptor which is directly exposed to host system. Applications can directly access the NV-DRAM via a memory address - using standard system call mmap(). He said that it is very useful for database logging now. This kind of NVM produces are beginning to appear in recent years, and it is said that Samsung is building a research center in China for related produces. IMHO, NVM will bring an effect to current os layer especially on file system, e.g. its journaling may need to redesign to fully utilize these nonvolatile memory. OCFS2 (led by Canquan Shen) Without a doubt, HuaWei is the biggest contributor to OCFS2 in the past two years. They have posted 46 upstream patches and 39 patches have been merged. Their current project is based on 32/64 nodes cluster, but they also tried 128 nodes at the experimental stage. The major work they are working is to support ATS (atomic test and set), it can be works with DLM at the same time. Looks this idea is inspired by the vmware VMFS locking, i.e, http://blogs.vmware.com/vsphere/2012/05/vmfs-locking-uncovered.html CLK - 18th October 2013 Improving Linux Development with Better Tools (Andi Kleen) This talk focused on how to find/solve bugs along with the Linux complexity growing. Generally, we can do this with the following kind of tools: Static code checkers tools. e.g, sparse, smatch, coccinelle, clang checker, checkpatch, gcc -W/LTO, stanse. This can help check a lot of things, simple mistakes, complex problems, but the challenges are: some are very slow, false positives, may need a concentrated effort to get false positives down. Especially, no static checker I found can follow indirect calls (“OO in C”, common in kernel): struct foo_ops { int (*do_foo)(struct foo *obj); } foo->do_foo(foo); Dynamic runtime checkers, e.g, thread checkers, kmemcheck, lockdep. Ideally all kernel code would come with a test suite, then someone could run all the dynamic checkers. Fuzzers/test suites. e.g, Trinity is a great tool, it finds many bugs, but needs manual model for each syscall. Modern fuzzers around using automatic feedback, but notfor kernel yet: http://taviso.decsystem.org/making_software_dumber.pdf Debuggers/Tracers to understand code, e.g, ftrace, can dump on events/oops/custom triggers, but still too much overhead in many cases to run always during debug. Tools to read/understand source, e.g, grep/cscope work great for many cases, but do not understand indirect pointers (OO in C model used in kernel), give us all “do_foo” instances: struct foo_ops { int (*do_foo)(struct foo *obj); } = { .do_foo = my_foo }; foo>do_foo(foo); That would be great to have a cscope like tool that understands this based on types/initializers XFS: The High Performance Enterprise File System (Jeff Liu) [slides] I gave a talk for introducing the disk layout, unique features, as well as the recent changes.   The slides include some charts to reflect the performances between XFS/Btrfs/Ext4 for small files. About a dozen users raised their hands when I asking who has experienced with XFS. I remembered that when I asked the same question in LinuxCon/Japan, only 3 people raised their hands, but they are Chris Mason, Ric Wheeler, and another attendee. The attendee questions were mainly focused on stability, and comparison with other file systems. Linux Containers (Feng Gao) The speaker introduced us that the purpose for those kind of namespaces, include mount/UTS/IPC/Network/Pid/User, as well as the system API/ABI. For the userspace tools, He mainly focus on the Libvirt LXC rather than us(LXC). Libvirt LXC is another userspace container management tool, implemented as one type of libvirt driver, it can manage containers, create namespace, create private filesystem layout for container, Create devices for container and setup resources controller via cgroup. In this talk, Feng also mentioned another two possible new namespaces in the future, the 1st is the audit, but not sure if it should be assigned to user namespace or not. Another is about syslog, but the question is do we really need it? In-memory Compression (Bob Liu) Same as CLSF, a nice introduction that I have already mentioned above. Misc There were some other talks related to ACPI based memory hotplug, smart wake-affinity in scheduler etc., but my head is not big enough to record all those things. -- Jeff Liu

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  • Recover Deleted Files on an NTFS Hard Drive from a Ubuntu Live CD

    - by Trevor Bekolay
    Accidentally deleting a file is a terrible feeling. Not being able to boot into Windows and undelete that file makes that even worse. Fortunately, you can recover deleted files on NTFS hard drives from an Ubuntu Live CD. To show this process, we created four files on the desktop of a Windows XP machine, and then deleted them. We then booted up the same machine with the bootable Ubuntu 9.10 USB Flash Drive that we created last week. Once Ubuntu 9.10 boots up, open a terminal by clicking Applications in the top left of the screen, and then selecting Accessories > Terminal. To undelete our files, we first need to identify the hard drive that we want to undelete from. In the terminal window, type in: sudo fdisk –l and press enter. What you’re looking for is a line that ends with HPSF/NTFS (under the heading System). In our case, the device is “/dev/sda1”. This may be slightly different for you, but it will still begin with /dev/. Note this device name. If you have more than one hard drive partition formatted as NTFS, then you may be able to identify the correct partition by the size. If you look at the second line of text in the screenshot above, it reads “Disk /dev/sda: 136.4 GB, …” This means that the hard drive that Ubuntu has named /dev/sda is 136.4 GB large. If your hard drives are of different size, then this information can help you track down the right device name to use. Alternatively, you can just try them all, though this can be time consuming for large hard drives. Now that you know the name Ubuntu has assigned to your hard drive, we’ll scan it to see what files we can uncover. In the terminal window, type: sudo ntfsundelete <HD name> and hit enter. In our case, the command is: sudo ntfsundelete /dev/sda1 The names of files that can recovered show up in the far right column. The percentage in the third column tells us how much of that file can be recovered. Three of the four files that we originally deleted are showing up in this list, even though we shut down the computer right after deleting the four files – so even in ideal cases, your files may not be recoverable. Nevertheless, we have three files that we can recover – two JPGs and an MPG. Note: ntfsundelete is immediately available in the Ubuntu 9.10 Live CD. If you are in a different version of Ubuntu, or for some other reason get an error when trying to use ntfsundelete, you can install it by entering “sudo apt-get install ntfsprogs” in a terminal window. To quickly recover the two JPGs, we will use the * wildcard to recover all of the files that end with .jpg. In the terminal window, enter sudo ntfsundelete <HD name> –u –m *.jpg which is, in our case, sudo ntfsundelete /dev/sda1 –u –m *.jpg The two files are recovered from the NTFS hard drive and saved in the current working directory of the terminal. By default, this is the home directory of the current user, though we are working in the Desktop folder. Note that the ntfsundelete program does not make any changes to the original NTFS hard drive. If you want to take those files and put them back in the NTFS hard drive, you will have to move them there after they are undeleted with ntfsundelete. Of course, you can also put them on your flash drive or open Firefox and email them to yourself – the sky’s the limit! We have one more file to undelete – our MPG. Note the first column on the far left. It contains a number, its Inode. Think of this as the file’s unique identifier. Note this number. To undelete a file by its Inode, enter the following in the terminal: sudo ntfsundelete <HD name> –u –i <Inode> In our case, this is: sudo ntfsundelete /dev/sda1 –u –i 14159 This recovers the file, along with an identifier that we don’t really care about. All three of our recoverable files are now recovered. However, Ubuntu lets us know visually that we can’t use these files yet. That’s because the ntfsundelete program saves the files as the “root” user, not the “ubuntu” user. We can verify this by typing the following in our terminal window: ls –l We want these three files to be owned by ubuntu, not root. To do this, enter the following in the terminal window: sudo chown ubuntu <Files> If the current folder has other files in it, you may not want to change their owner to ubuntu. However, in our case, we only have these three files in this folder, so we will use the * wildcard to change the owner of all three files. sudo chown ubuntu * The files now look normal, and we can do whatever we want with them. Hopefully you won’t need to use this tip, but if you do, ntfsundelete is a nice command-line utility. It doesn’t have a fancy GUI like many of the similar Windows programs, but it is a powerful tool that can recover your files quickly. See ntfsundelete’s manual page for more detailed usage information Similar Articles Productive Geek Tips Reset Your Ubuntu Password Easily from the Live CDUse Ubuntu Live CD to Backup Files from Your Dead Windows ComputerCreate a Bootable Ubuntu 9.10 USB Flash DriveCreate a Bootable Ubuntu USB Flash Drive the Easy WayGuide to Using Check Disk in Windows Vista TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional Windows 7 Easter Theme YoWindoW, a real time weather screensaver Optimize your computer the Microsoft way Stormpulse provides slick, real time weather data Geek Parents – Did you try Parental Controls in Windows 7? Change DNS servers on the fly with DNS Jumper

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  • Django app that can provide user friendly, multiple / mass file upload functionality to other apps

    - by hopla
    Hi, I'm going to be honest: this is a question I asked on the Django-Users mailinglist last week. Since I didn't get any replies there yet, I'm reposting it on Stack Overflow in the hope that it gets more attention here. I want to create an app that makes it easy to do user friendly, multiple / mass file upload in your own apps. With user friendly I mean upload like Gmail, Flickr, ... where the user can select multiple files at once in the browse file dialog. The files are then uploaded sequentially or in parallel and a nice overview of the selected files is shown on the page with a progress bar next to them. A 'Cancel' upload button is also a possible option. All that niceness is usually solved by using a Flash object. Complete solutions are out there for the client side, like: SWFUpload http://swfupload.org/ , FancyUpload http://digitarald.de/project/fancyupload/ , YUI 2 Uploader http://developer.yahoo.com/yui/uploader/ and probably many more. Ofcourse the trick is getting those solutions integrated in your project. Especially in a framework like Django, double so if you want it to be reusable. So, I have a few ideas, but I'm neither an expert on Django nor on Flash based upload solutions. I'll share my ideas here in the hope of getting some feedback from more knowledgeable and experienced people. (Or even just some 'I want this too!' replies :) ) You will notice that I make a few assumptions: this is to keep the (initial) scope of the application under control. These assumptions are of course debatable: All right, my idea's so far: If you want to mass upload multiple files, you are going to have a model to contain each file in. I.e. the model will contain one FileField or one ImageField. Models with multiple (but ofcourse finite) amount of FileFields/ ImageFields are not in need of easy mass uploading imho: if you have a model with 100 FileFields you are doing something wrong :) Examples where you would want my envisioned kind of mass upload: An app that has just one model 'Brochure' with a file field, a title field (dynamically created from the filename) and a date_added field. A photo gallery app with models 'Gallery' and 'Photo'. You pick a Gallery to add pictures to, upload the pictures and new Photo objects are created and foreign keys set to the chosen Gallery. It would be nice to be able to configure or extend the app for your favorite Flash upload solution. We can pick one of the three above as a default, but implement the app so that people can easily add additional implementations (kinda like Django can use multiple databases). Let it be agnostic to any particular client side solution. If we need to pick one to start with, maybe pick the one with the smallest footprint? (smallest download of client side stuff) The Flash based solutions asynchronously (and either sequentially or in parallel) POST the files to a url. I suggest that url to be local to our generic app (so it's the same for every app where you use our app in). That url will go to a view provided by our generic app. The view will do the following: create a new model instance, add the file, OPTIONALLY DO EXTRA STUFF and save the instance. DO EXTRA STUFF is code that the app that uses our app wants to run. It doesn't have to provide any extra code, if the model has just a FileField/ImageField the standard view code will do the job. But most app will want to do extra stuff I think, like filling in the other fields: title, date_added, foreignkeys, manytomany, ... I have not yet thought about a mechanism for DO EXTRA STUFF. Just wrapping the generic app view came to mind, but that is not developer friendly, since you would have to write your own url pattern and your own view. Then you have to tell the Flash solutions to use a new url etc... I think something like signals could be used here? Forms/Admin: I'm still very sketchy on how all this could best be integrated in the Admin or generic Django forms/widgets/... (and this is were my lack of Django experience shows): In the case of the Gallery/Photo app: You could provide a mass Photo upload widget on the Gallery detail form. But what if the Gallery instance is not saved yet? The file upload view won't be able to set the foreignkeys on the Photo instances. I see that the auth app, when you create a user, first asks for username and password and only then provides you with a bigger form to fill in emailadres, pick roles etc. We could do something like that. In the case of an app with just one model: How do you provide a form in the Django admin to do your mass upload? You can't do it with the detail form of your model, that's just for one model instance. There's probably dozens more questions that need to be answered before I can even start on this app. So please tell me what you think! Give me input! What do you like? What not? What would you do different? Is this idea solid? Where is it not? Thank you!

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  • Improved Performance on PeopleSoft Combined Benchmark using SPARC T4-4

    - by Brian
    Oracle's SPARC T4-4 server running Oracle's PeopleSoft HCM 9.1 combined online and batch benchmark achieved a world record 18,000 concurrent users experiencing subsecond response time while executing a PeopleSoft Payroll batch job of 500,000 employees in 32.4 minutes. This result was obtained with a SPARC T4-4 server running Oracle Database 11g Release 2, a SPARC T4-4 server running PeopleSoft HCM 9.1 application server and a SPARC T4-2 server running Oracle WebLogic Server in the web tier. The SPARC T4-4 server running the application tier used Oracle Solaris Zones which provide a flexible, scalable and manageable virtualization environment. The average CPU utilization on the SPARC T4-2 server in the web tier was 17%, on the SPARC T4-4 server in the application tier it was 59%, and on the SPARC T4-4 server in the database tier was 47% (online and batch) leaving significant headroom for additional processing across the three tiers. The SPARC T4-4 server used for the database tier hosted Oracle Database 11g Release 2 using Oracle Automatic Storage Management (ASM) for database files management with I/O performance equivalent to raw devices. Performance Landscape Results are presented for the PeopleSoft HRMS Self-Service and Payroll combined benchmark. The new result with 128 streams shows significant improvement in the payroll batch processing time with little impact on the self-service component response time. PeopleSoft HRMS Self-Service and Payroll Benchmark Systems Users Ave Response Search (sec) Ave Response Save (sec) Batch Time (min) Streams SPARC T4-2 (web) SPARC T4-4 (app) SPARC T4-4 (db) 18,000 0.988 0.539 32.4 128 SPARC T4-2 (web) SPARC T4-4 (app) SPARC T4-4 (db) 18,000 0.944 0.503 43.3 64 The following results are for the PeopleSoft HRMS Self-Service benchmark that was previous run. The results are not directly comparable with the combined results because they do not include the payroll component. PeopleSoft HRMS Self-Service 9.1 Benchmark Systems Users Ave Response Search (sec) Ave Response Save (sec) Batch Time (min) Streams SPARC T4-2 (web) SPARC T4-4 (app) 2x SPARC T4-2 (db) 18,000 1.048 0.742 N/A N/A The following results are for the PeopleSoft Payroll benchmark that was previous run. The results are not directly comparable with the combined results because they do not include the self-service component. PeopleSoft Payroll (N.A.) 9.1 - 500K Employees (7 Million SQL PayCalc, Unicode) Systems Users Ave Response Search (sec) Ave Response Save (sec) Batch Time (min) Streams SPARC T4-4 (db) N/A N/A N/A 30.84 96 Configuration Summary Application Configuration: 1 x SPARC T4-4 server with 4 x SPARC T4 processors, 3.0 GHz 512 GB memory Oracle Solaris 11 11/11 PeopleTools 8.52 PeopleSoft HCM 9.1 Oracle Tuxedo, Version 10.3.0.0, 64-bit, Patch Level 031 Java Platform, Standard Edition Development Kit 6 Update 32 Database Configuration: 1 x SPARC T4-4 server with 4 x SPARC T4 processors, 3.0 GHz 256 GB memory Oracle Solaris 11 11/11 Oracle Database 11g Release 2 PeopleTools 8.52 Oracle Tuxedo, Version 10.3.0.0, 64-bit, Patch Level 031 Micro Focus Server Express (COBOL v 5.1.00) Web Tier Configuration: 1 x SPARC T4-2 server with 2 x SPARC T4 processors, 2.85 GHz 256 GB memory Oracle Solaris 11 11/11 PeopleTools 8.52 Oracle WebLogic Server 10.3.4 Java Platform, Standard Edition Development Kit 6 Update 32 Storage Configuration: 1 x Sun Server X2-4 as a COMSTAR head for data 4 x Intel Xeon X7550, 2.0 GHz 128 GB memory 1 x Sun Storage F5100 Flash Array (80 flash modules) 1 x Sun Storage F5100 Flash Array (40 flash modules) 1 x Sun Fire X4275 as a COMSTAR head for redo logs 12 x 2 TB SAS disks with Niwot Raid controller Benchmark Description This benchmark combines PeopleSoft HCM 9.1 HR Self Service online and PeopleSoft Payroll batch workloads to run on a unified database deployed on Oracle Database 11g Release 2. The PeopleSoft HRSS benchmark kit is a Oracle standard benchmark kit run by all platform vendors to measure the performance. It's an OLTP benchmark where DB SQLs are moderately complex. The results are certified by Oracle and a white paper is published. PeopleSoft HR SS defines a business transaction as a series of HTML pages that guide a user through a particular scenario. Users are defined as corporate Employees, Managers and HR administrators. The benchmark consist of 14 scenarios which emulate users performing typical HCM transactions such as viewing paycheck, promoting and hiring employees, updating employee profile and other typical HCM application transactions. All these transactions are well-defined in the PeopleSoft HR Self-Service 9.1 benchmark kit. This benchmark metric is the weighted average response search/save time for all the transactions. The PeopleSoft 9.1 Payroll (North America) benchmark demonstrates system performance for a range of processing volumes in a specific configuration. This workload represents large batch runs typical of a ERP environment during a mass update. The benchmark measures five application business process run times for a database representing large organization. They are Paysheet Creation, Payroll Calculation, Payroll Confirmation, Print Advice forms, and Create Direct Deposit File. The benchmark metric is the cumulative elapsed time taken to complete the Paysheet Creation, Payroll Calculation and Payroll Confirmation business application processes. The benchmark metrics are taken for each respective benchmark while running simultaneously on the same database back-end. Specifically, the payroll batch processes are started when the online workload reaches steady state (the maximum number of online users) and overlap with online transactions for the duration of the steady state. Key Points and Best Practices Two PeopleSoft Domain sets with 200 application servers each on a SPARC T4-4 server were hosted in 2 separate Oracle Solaris Zones to demonstrate consolidation of multiple application servers, ease of administration and performance tuning. Each Oracle Solaris Zone was bound to a separate processor set, each containing 15 cores (total 120 threads). The default set (1 core from first and third processor socket, total 16 threads) was used for network and disk interrupt handling. This was done to improve performance by reducing memory access latency by using the physical memory closest to the processors and offload I/O interrupt handling to default set threads, freeing up cpu resources for Application Servers threads and balancing application workload across 240 threads. A total of 128 PeopleSoft streams server processes where used on the database node to complete payroll batch job of 500,000 employees in 32.4 minutes. See Also Oracle PeopleSoft Benchmark White Papers oracle.com SPARC T4-2 Server oracle.com OTN SPARC T4-4 Server oracle.com OTN PeopleSoft Enterprise Human Capital Managementoracle.com OTN PeopleSoft Enterprise Human Capital Management (Payroll) oracle.com OTN Oracle Solaris oracle.com OTN Oracle Database 11g Release 2 oracle.com OTN Disclosure Statement Copyright 2012, Oracle and/or its affiliates. All rights reserved. Oracle and Java are registered trademarks of Oracle and/or its affiliates. Other names may be trademarks of their respective owners. Results as of 8 November 2012.

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  • plupload variable upload path?

    - by SoulieBaby
    Hi all, I'm using plupload to upload files to my server (http://www.plupload.com/index.php), however I wanted to know if there was any way of making the upload path variable. Basically I need to select the upload path folder first, then choose the files using plupload and then upload to the initially selected folder. I've tried a few different ways but I can't seem to pass along the variable folder path to the upload.php file. I'm using the flash version of plupload. If someone could help me out, that would be fantastic!! :) Here's my plupload jquery: jQuery.noConflict(); jQuery(document).ready(function() { jQuery("#flash_uploader").pluploadQueue({ // General settings runtimes: 'flash', url: '/assets/upload/upload.php', max_file_size: '10mb', chunk_size: '1mb', unique_names: false, // Resize images on clientside if we can resize: {width: 500, height: 350, quality: 100}, // Flash settings flash_swf_url: '/assets/upload/flash/plupload.flash.swf' }); }); And here's the upload.php file: <?php /** * upload.php * * Copyright 2009, Moxiecode Systems AB * Released under GPL License. * * License: http://www.plupload.com/license * Contributing: http://www.plupload.com/contributing */ // HTTP headers for no cache etc header('Content-type: text/plain; charset=UTF-8'); header("Expires: Mon, 26 Jul 1997 05:00:00 GMT"); header("Last-Modified: ".gmdate("D, d M Y H:i:s")." GMT"); header("Cache-Control: no-store, no-cache, must-revalidate"); header("Cache-Control: post-check=0, pre-check=0", false); header("Pragma: no-cache"); // Settings $targetDir = $_SERVER['DOCUMENT_ROOT']."/tmp/uploads"; //temp directory <- need these to be variable $finalDir = $_SERVER['DOCUMENT_ROOT']."/tmp/uploads2"; //final directory <- need these to be variable $cleanupTargetDir = true; // Remove old files $maxFileAge = 60 * 60; // Temp file age in seconds // 5 minutes execution time @set_time_limit(5 * 60); // usleep(5000); // Get parameters $chunk = isset($_REQUEST["chunk"]) ? $_REQUEST["chunk"] : 0; $chunks = isset($_REQUEST["chunks"]) ? $_REQUEST["chunks"] : 0; $fileName = isset($_REQUEST["name"]) ? $_REQUEST["name"] : ''; // Clean the fileName for security reasons $fileName = preg_replace('/[^\w\._]+/', '', $fileName); // Create target dir if (!file_exists($targetDir)) @mkdir($targetDir); // Remove old temp files if (is_dir($targetDir) && ($dir = opendir($targetDir))) { while (($file = readdir($dir)) !== false) { $filePath = $targetDir . DIRECTORY_SEPARATOR . $file; // Remove temp files if they are older than the max age if (preg_match('/\\.tmp$/', $file) && (filemtime($filePath) < time() - $maxFileAge)) @unlink($filePath); } closedir($dir); } else die('{"jsonrpc" : "2.0", "error" : {"code": 100, "message": "Failed to open temp directory."}, "id" : "id"}'); // Look for the content type header if (isset($_SERVER["HTTP_CONTENT_TYPE"])) $contentType = $_SERVER["HTTP_CONTENT_TYPE"]; if (isset($_SERVER["CONTENT_TYPE"])) $contentType = $_SERVER["CONTENT_TYPE"]; if (strpos($contentType, "multipart") !== false) { if (isset($_FILES['file']['tmp_name']) && is_uploaded_file($_FILES['file']['tmp_name'])) { // Open temp file $out = fopen($targetDir . DIRECTORY_SEPARATOR . $fileName, $chunk == 0 ? "wb" : "ab"); if ($out) { // Read binary input stream and append it to temp file $in = fopen($_FILES['file']['tmp_name'], "rb"); if ($in) { while ($buff = fread($in, 4096)) fwrite($out, $buff); } else die('{"jsonrpc" : "2.0", "error" : {"code": 101, "message": "Failed to open input stream."}, "id" : "id"}'); fclose($out); unlink($_FILES['file']['tmp_name']); } else die('{"jsonrpc" : "2.0", "error" : {"code": 102, "message": "Failed to open output stream."}, "id" : "id"}'); } else die('{"jsonrpc" : "2.0", "error" : {"code": 103, "message": "Failed to move uploaded file."}, "id" : "id"}'); } else { // Open temp file $out = fopen($targetDir . DIRECTORY_SEPARATOR . $fileName, $chunk == 0 ? "wb" : "ab"); if ($out) { // Read binary input stream and append it to temp file $in = fopen("php://input", "rb"); if ($in) { while ($buff = fread($in, 4096)){ fwrite($out, $buff); } } else die('{"jsonrpc" : "2.0", "error" : {"code": 101, "message": "Failed to open input stream."}, "id" : "id"}'); fclose($out); } else die('{"jsonrpc" : "2.0", "error" : {"code": 102, "message": "Failed to open output stream."}, "id" : "id"}'); } //Moves the file from $targetDir to $finalDir after receiving the final chunk if($chunk == ($chunks-1)){ rename($targetDir . DIRECTORY_SEPARATOR . $fileName, $finalDir . DIRECTORY_SEPARATOR . $fileName); } // Return JSON-RPC response die('{"jsonrpc" : "2.0", "result" : null, "id" : "id"}'); ?>

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  • action script xml parsing failed.

    - by sabuj
    TypeError: Error #1088: The markup in the document following the root element must be well-formed. action script read xml from a codeigniter controller function but it shows the upper error. what should be done. bellow is my full coding structure - import fl.transitions.easing.; import fl.transitions.; var xml:XML; var xmlList:XMLList; var xmlLoader:URLLoader = new URLLoader (); var productLoader:URLLoader = new URLLoader(); var imageLoader:Loader; var bigImage:Loader = new Loader(); var imageText:TextField = new TextField(); xmlLoader.load(new URLRequest("http://outshinebd.com/shopmajik/flash/shopdata")); xmlLoader.addEventListener(Event.COMPLETE, xmlLoaded); function xmlLoaded(e:Event):void { xml=new XML(e.target.data); xmlList = xml.children(); imageLoader = new Loader(); imageLoader.load(new URLRequest(xmlList.elements("shopbanner").attribute("src"))); imageLoader.x = -220; imageLoader.y = -187; addChild(imageLoader); } imgLoader.alpha = 0; textLoader.alpha = 0; imgLoader2.alpha = 0; imgLoader3.alpha = 0; imgLoader4.alpha = 0; imgLoader5.alpha = 0; //Item button is working here... btnProduct.addEventListener(MouseEvent.CLICK, showProduct); function showProduct(event:Event):void { imgLoader.alpha = 0; textLoader.alpha = 0; imgLoader3.alpha = 0; imgLoader4.alpha = 0; imgLoader5.alpha = 0; imgLoader2.alpha = 0; var productLoader:URLLoader = new URLLoader(); productLoader.load(new URLRequest("http://outshinebd.com/shopmajik/flash/productdata")); productLoader.addEventListener(Event.COMPLETE , onProductLoad); function onProductLoad(e:Event):void { var productLoader:XML = new XML(e.target.data); xmlList = productLoader.children(); textLoader.text = xmlList.elements("productname"); textLoader.alpha =0; } } //Item button is working here... btnItem.addEventListener(MouseEvent.CLICK, showItem); //btnItem.addEventListener(Event:event, showItem); function showItem(event:Event):void { imgLoader.alpha =0; textLoader.alpha=0; imgLoader3.alpha=0; imgLoader4.alpha=0; imgLoader5.alpha=0; imgLoader2.alpha=0; var itemLoader:URLLoader = new URLLoader(); itemLoader.load(new URLRequest("http://outshinebd.com/shopmajik/flash/productdata")); itemLoader.addEventListener(Event.COMPLETE , onItemLoad); function onItemLoad(e:Event):void { var myLoader:XML = new XML(e.target.data); xmlList = myLoader.children(); textLoader.text = xmlList.elements("productname"); textLoader.alpha =0; } } //Details button workings... btnDetails.addEventListener(MouseEvent.CLICK, showDetails); function showDetails(event:Event):void { imgLoader.alpha=0; textLoader.alpha=0; imgLoader3.alpha=0; imgLoader4.alpha=0; imgLoader5.alpha=0; imgLoader2.alpha=0; var detailsLoader:URLLoader = new URLLoader(); detailsLoader.load(new URLRequest("http://outshinebd.com/shopmajik/flash/productdata")); detailsLoader.addEventListener(Event.COMPLETE , onDetailsLoad); function onDetailsLoad(e:Event):void { var myLoader:XML = new XML(e.target.data); xmlList = myLoader.children(); textLoader.text = xmlList.elements("productdescription"); textLoader.alpha =0; } } btnImages.addEventListener(MouseEvent.CLICK, showImages); function showImages(event:Event):void { textLoader.alpha=0; textLoader.text=""; imgLoader2.alpha= 1; var imagesLoader:URLLoader = new URLLoader(); imagesLoader.load(new URLRequest("http://outshinebd.com/shopmajik/flash/productdata")); imagesLoader.addEventListener(Event.COMPLETE , onImagesLoad); function onImagesLoad(e:Event):void { var xml:XML = new XML(e.target.data); xmlList = xml.children(); imgLoader2.x=-155; imgLoader2.y= -50; imgLoader2.load(new URLRequest(xmlList.elements("productimage").attribute("src"))); } } btnPay.addEventListener(MouseEvent.CLICK , showPage); function showPage(e:MouseEvent):void { navigateToURL(new URLRequest("https://www.paypal.com/")); }

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