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  • Efficiency concerning thread granularity

    - by MaelmDev
    Lately, I've been thinking of ways to use multithreading to improve the speed of different parts of a game engine. What confuses me is the appropriate granularity of threads, especially when dealing with single-instruction-multiple-data (SIMD) tasks. Let's use line-of-sight detection as an example. Each AI actor must be able to detect objects of interest around them and mark them. There are three basic ways to go about this with multithreading: Don't use threading at all. Create a thread for each actor. Create a thread for each actor-object combination. Option 1 is obviously going to be the least efficient method. However, choosing between the next two options is more difficult. Only using one thread per actor is still running through every object in series instead of in parallel. However, are CPU's able to create and join threads in the granularity posed in Option 3 efficiently? It seems like that many calls to the OS could be really slow, and varying enormously between different hardware.

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  • What's cool about Lisp nowadays? [closed]

    - by Kos
    Possible Duplicates: Why is Lisp useful? Is LISP still useful in today's world? Which version is most used? First of all, let me clarify: I'm aware of Lisp's place in history, as well as in education. I'm asking about its place in practical application, as of 2011. The question is: What features of Lisp make it the preferred choice for projects today? It's widely used in various AI areas as far as I know, and probably also elsewhere. I can imagine projects choosing, for instance... Python because of its concise, readable syntax and it being dynamic, Haskell for being pure functional with a powerful type system, Matlab/Octave for the focus on numerics and big standard libraries, Etc. When should I consider Lisp the proper language for a given problem? What language features make it the preferred choice then? Is its "purity and generality" an advantage which makes it a better choice for some subset of projects than the modern languages? edit- On your demand, a little rephrase (or simply a tl;dr) to make this more specific: a) What problems are solvable with Lisp much more easily than with more common, modern languages like Python or C# (or even F# or Scala)? b) What language features specific for Lisp make it the best choice for those problems?

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  • Non-Obvious Topics to Learn for Game Development

    - by ashes999
    I've been writing games for around 10 years now (from QBasic to C# and everything in-between). I need to start stretching my skills into different areas. What are other, surprising topics I should read up on? Expected topics would include the usual suspects: Programming language of your choice Scripting language Source control Project management (or Agile) Graphics API Maybe some AI (A* path-finding?) Physics (projectile physics) Unit testing (automated testing) I'm looking for more esoteric topics; things that you don't expect to need to know, but if you do know them, they make a difference. This could include things like: Art skills (drawing, lighting, colouring, layout, etc.) Natural language processing The physics of sound (sound-waves, doppler effect, etc.) Personally, I feel that having technical art skills (eg. can make decent art-work if you can only come up with ideas; or, following Photoshop/GIMP tutorials) was the most beneficial for me. This is not intended to be an open-ended question; I'm looking for specific skills that helped you and you expect will continue to benefit you in the short- and long-term.

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  • Pros and Cons between learning to program on Windows and Linux and Macs

    - by Amumu
    I have been studying IT for 2 years and I'm going to graduate soon in this year (if everything goes well). I think it's time for me to choose a path to specialized into some fields of this large industry. Personally, I want to be a game programmer. But to be a game programmer, surely I have to invest my time to study Windows Programming, then DirectX and other programming techniques related to game. On the other hand, Linux seems promising as well. I am not sure about Game Programming on for it, but it seems become an expert for this OS, and by expert it's not about using the OS to become an administrator, but can do further than that, such as understand the OS to its essence and can produce applications for it. However, there's some obstacles in my view for this development path. Many of my friends think that Linux is based on free and open source, and if you follow it, as its name suggested: Free and Open Source, it means we also give away our software free. Otherwise, we will have to find a second job to make living. Currently, I think a viable way to make money on Linux is doing works related to client-server. Another way to developer my career is to become expert in developing business applications for companies. This is more on business, not on specialized IT fields so I am not really interested. Another alternative is programming on mobile devices, such as iPhone, Android and it seems very promising and easier to approach. Another way is to become a computer scientist and research on academic subjects such as AI, human-computer interaction, but this is far beyond my reach, so I won't invest my time on it until I feel I am experienced enough. That's all I can think of for now. I may miss a lot of things, so I need more opinions as input to get the big picture of the industry for my career path.

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  • Error message when running "make" command: /usr/bin/ld: i386 architecture of input file is incompatible with i386:x86-64 output

    - by user784637
    I am unable to create a working executable file by running the make command in a tree previously built on an i386 machine. I'm getting an error message in the form of me@me-desktop:~$ make /usr/bin/ld: i386 architecture of input file `../.. /Lib/libProgram.a(something.o)' is incompatible with i386:x86-64 output I've been told and reassured that this program has been tested and successfully compiled on 64-bit Fedora. I'm running a 64-bit machine me@me-desktop:~$ uname -m x86_64 I'm running Ubuntu 10.04 me@me-desktop:~$ lsb_release -a No LSB modules are available. Distributor ID: Ubuntu Description: Ubuntu 10.04.3 LTS Release: 10.04 Codename: lucid I'm using g++ # me@me-desktop:~$ g++ --version g++ (Ubuntu 4.4.3-4ubuntu5) 4.4.3 Copyright (C) 2009 Free Software Foundation, Inc. This is free software; see the source for copying conditions. There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. I'm also using libtool # me@me-desktop:~$ libtool --version ltmain.sh (GNU libtool) 2.2.6b Written by Gordon Matzigkeit <gord@gnu.ai.mit.edu>, 1996 Any clues as to what is going wrong?

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  • Xorg becomes unkillable at 3AM

    - by chew socks
    Most nights, some time in the hour of 3AM my xorg process will increase to 100% cpu and gpu load will also increase to 100%. The process also becomes unkillable. I cannot sudo kill -9 it or get back control with sudo service lightdm restart. I also cannot switch to to a tty screen with ctrl + alt + f1. To reboot I have to log in with ssh, but this is not perfect because if I reboot while it is doing this my ZFS pool will fail to mount when it comes back up ( that is where my /home is ). Does anyone have any ideas as to why I can't stop and restart xorg, or even better, know why this is happening? Thanks NOTE: For anyone who comes looking for the same problem. I disabled catalyst AI and made it through the night. I've been up for 1 day 3 hours now. My record for this month is 2 days and 19 hours without a problem. My all time record is 6 days without a crash. I'll post here if it crashes again or I'm able to set a new record.

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  • Estimate angle to launch missile, maths question

    - by Jonathan
    I've been working on this for an hour or two now and my maths really isn't my strong suit which is definitely not a good thing for a game programmer but that shouldn't stop me enjoying a hobby surely? After a few failed attempts I was hoping someone else out there could help so here's the situation. I'm trying to implement a bit of faked intelligence when the A.I fires it's missiles at a target in a 2D game world. By predicting the likely position the target will be in given it's current velocity and the time it will take the missile to reach it's target. I created an image to demonstrate my thinking: http://i.imgur.com/SFmU3.png which also contains the logic I use for accelerating the missile after launch. The ship that fires the missile can fire within a total of 40 degree angle, 20 either side of itself, but this could likely become variable. My current attempt was to break the space between the two lines into segments which match the targets width. Then calculate the time it would take the missile to get to that location using the formula. So for each iteration of this we total up the values and that tells us the distance travelled, ad it would then just need compared to distance to the segment. startVelocity * ((startVelocity * acceleration)^(currentframe-1) So for example. If we start at a velocity of 1f/frame with an acceleration of 0.1f the formula, at frame 4, would be 1 * (1.1^3) = 1.331 But I quickly realized I was getting lost when trying to put this into practice. Does this seem like a correct starting point or am I going completely the wrong way about it? Any pointers would help me greatly. Maths really isn't my strong suit so I get easily lost in these matters and don't even really know a good phrase to search for with this. So I guess in summary my question is more about the correct way to approach this problem and any additional code samples on top of that would be great but I'm not averse to working out the complete code from helpful pointers.

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  • share distribution question

    - by facebook-100000781341887
    Hi, I just developed a facebook game(mifia like), but the graphic I make is not good, because it is reference with some existing photo, trace with AI, and coloring it. Therefore, I invite my friend to join me, he is a graphic designer, own a company with his friend (I know both of them), for the share, I expect at least 70% for me, and at most 30% for them (both of them want to join). Therefore, they give me a counter offer, 60% for me and 40% for them, of course, I feel their counter offer is unacceptable because they only build the image in part time, and all the other work just like coding, webhosting...etc, is what I do in full time. Why they said they worth 40% is that they will make a good graphic, they can provide a advertise channel(on local magazine), etc... Actually, I don't think the game need advertisement on local magazine because the game is not target for local... Please give me some comments on this issue(is the share fair? what is the importance of the image of the game, is it worth more than 30%), or can anyone share the experience on this. Thanks in advance.

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  • Adobe Illustrator - Objects are Expanded on Restart

    - by Shatou Dev
    I use Adobe Illustrator extensively for mobile development. For example, for Android app, I have many illustrations with different densities and sizes. I use many effects such as outer glow, round corners and such. However, sometimes, when I close the .ai file and re-open it later, I found all my objects expanded. Effects are expanded. For example, the round corner effect is now expanded and I cannot re-size any object. I am using a MacBook Pro. I am suspecting both Time Machine and Dropbox. As much as I can recall, it also appears with CS6 version, not CS5.

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  • Make a turn based system like final fantasy in AS3

    - by Kaoru
    i wanted to make a turn based system like final fantasy tactics. I already created the map, which is 5x5 tiles grid and the characters which is each character places in the end of the tiles. I have 2 teams, which are named Red and Yellow. ------Red-------: First character is at 0,0. Second character is at 0,1. Third character is at0.2, fourth character is at0.3, and the last one is at0.4`. -----Yellow------: First character is at 5.0. Second character is at 5.1. Third character is at 5.2, fourth character is at 5.3, and the last one is at 5.4. I wanted Red team are moving first and make a decision (whether it is attack or wait), and after 5 characters of the Red team is already made a decision, the Yellow team is the one that make a decision (Yellow team is an AI) But, i don't know how to move my characters into the next grid (e.g: from 0,0 to 0,1) by clicking the left mouse button and also how do i display a grid (when select a move selection) that shows how many tiles that the character able to move. Anyone know about this? or how should i know more about this? is there any recommendations books or webs? And also, i don't know how to move the characters using mouse click.

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  • Staying on a registered-only IRC channel

    - by rwallace
    Freenode, like other IRC servers, has the property that one's connection will drop at the slightest hiccup. Fortunately mIRC knows to automatically reconnect when this happens. The problem lies with some channels such as #ai, which cannot be joined unless one's nickname is registered. mIRC doesn't know how to send the password to NickServ, and even if it did, at the time it reconnects, the original connection is still present on the server as a ghost; it doesn't know to wait a few minutes for the original connection to be garbage collected; thus it is not able to stay on such channels. Is there a way to solve this problem either with mIRC or some other IRC client that runs on Windows?

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  • How to control an actor movement in UDK

    - by Mikalichov
    This might be very basic, but I couldn't find something relevant to what I need (see below). I am working on a very basic thing: a 3D environment with some buildings, and actors walking inside it. It looks like following: I mainly want to manage to have one actor standing around, idling, and another walking around the area. Right now, this is done through matinee + skeletal mesh groups, and forcing a looped animation on the actors: But I realize this is super caveman-level. So I've build an AnimTree, linking the idling and directional animations to the corresponding nodes. But then, I'm stuck. I added the AnimTree in the actors properties, but nothing happens. I've tried MoveToActor, but no success - is there a thing to set to allow an actor to move? Also, I place the actors on the map manually (they are supposed to be unique), should I spawn them instead? Every tutorial I find explains how to use an AnimTree for the player character, which is not what I want. I need a way to move the actors. I tried to look for AI tutorials, but only found UT3 bots-modifications, which is not what I need either. Since I have so much trouble finding how to do this through Kismet, I'm starting to suspect this has to be done through scripting/coding, but I would like to be sure there is no way to do it through Kismet before going that route. Every bit of answer about how to tell an actor something along the lines of "go in that direction as much as you can, then when you hit a wall turn 45° and continue" would be awesome. I'll be happy to move/edit the question if there is any problem with it

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  • How to Effectively Create Bullet Patterns

    - by SoulBeaver
    I'm currently creating a top-down shooter like Touhou. The most important factor of the game is that there are many diverse patterns and ways at which bullets are generated and shot at the player, see this video: http://www.youtube.com/watch?v=4Nb5Ohbt1Sg#start=0:60;end=9:53; At the moment, I'm using a class "Pattern" which has a series of steps on moving and shooting. However, I feel this method is quite laborous as I have to create a new Pattern for each attack and perhaps new Bullet classes that will implement a certain behavior. This question received a comment suggesting I should look into BulletML for easy creation and storage of bullets with a specific pattern. It looks decent, but it led me to wonder, what other solutions do you have that I should take into consideration? Update My current design is as follows: An example of an implemented pattern: My GigasPattern first executes a teleport which moves Alice to a certain point (X, Y) on the screen. After this is completed, the pattern starts using the Mover to move the sprite around (whereas teleporting has separate effects and animation). These are of no concern, really, as they are quite simple. The Shooter also creates various Attacks, which are classes again that the Shooter can use to create various patterns of bullets, much like the one in the question I posted. Once the Mover has reached it's destination, both it and the shooter stop and return to an inactive state. The pattern completes, is removed by the AI and a new one gets chosen.

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  • What is the best way to exploit multicores when making multithread games?

    - by Keeper
    Many people suggest to write a program, and then start optimizing it. But I think that when it's coming to multithreading with multicore, a little think ahead is required. I've read about using threads, and experienced it myself during some courses at the university (still a student). The big question is simple, but a bit abstract: What thread related steps in game design do I need to take, before implementation? Now trying to be more specific. Let's say, as an example, that I'm making a small board game (like Monopoly) that I want to be multithreaded. My goal Is that this multithreaded game will exploit the best of the multicore system, lets say 4-6 cores (like in i7 processors). My answer to this question at the moment is, one thread for each of these four basic components: GUI User Input / Output AI (computer rival) Other game related calculations (like shortest path from A to B, or level up status change) I'm not an expert (yet!), and I'm sure there are better answers out there. Any suggestion, answer, different approach will be helpful. Some thoughts: Maybe splitting the main database is a good way.. (or total disaster.. )

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  • Neural network input preprocessing

    - by TND
    It's clear that the effectiveness of a neural network depends strongly on the format you give it to work with. You want to preprocess it into the most convenient form you can algorithmically get to, so that the neural network doesn't have to account for that itself. I'm working on a little project that (surprise!) is going to be using neural networks. My future goal is to eventually use NEAT, which I'm really excited about. Anyway, one of my ideas involves moving entities in continuous 2D space, from a top-down perspective (this would be a really cool game AI). Of course, unless these guys are blind, they're going to be able to see the world around them. There's a lot of different ways this information could be fed into the network. One interesting but expensive way is to simply render a top-down "view" of things, with the entities as dots on the picture, and feed that in. I was hoping for something much simpler to use (at least at first), such as a list of the x (maybe 7 or so) nearest entities and their position in relative polar coordinates, orientation, health, etc., but I'm trying to think of the best way to do it. My first instinct was to order them by distance, which would inherently also train the neural network to consider those more "important". However, I was thinking- what if there's two entities that are nearly the same distance away? They could easily alternate indexes in that list, confusing the network. My question is, is there a better way of representing this? Essentially, the issue is the network needs a good way of keeping track of who's who, while knowing (by being inputted) relevant information about the list of entities it can see. Thanks!

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  • can I achieve my dreams without a degree? [closed]

    - by Dhananjay
    It's really giving me a lot stress as my parents saying me to join college but I don't want. I know I can learn all programming by self studying but they keep saying join college otherwise no one will give you job. I always think positive but sometimes I also start thinking like them (what if my life will be spoiled if I do not go to college) There are so much things on internet. I can learn c++, objective c, java, AI, html, php all through internet (at least I think that I can learn whole by self studying and I can give 10 hour/day easily for studying) and I will keep practicing and become a good programmer in 2 years and then try to do some job for experience so no need to waste 4 years just for studying things which I can learn in 2 years and no need to waste money on college because they teach physics, chemistry all in first 2 years and I only want to study comp. Science. But now again I am thinking negative that what will happen if I do not get degree and what will I do after learning programming if I don't get job? Please suggest what should I do? Should I join college? or self study? Can I achieve my dreams without a degree if I study hard and learn many things? I have full confidence that I can self teach myself better than they will teach in college. I will open my app company and many more. But maybe I am over confident because I don't know what happens in real world. How they treat a person without degree, etc. Anyone of you had gone through this condition? What did you do?

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  • Getting into the details of game engine programming

    - by Darkslash
    I am interested in learning game programming, but I really have an interest in the lower level engineering in games. I have OpenGL experience, and I am really interested in learning more about implementing AI, Physics, etc. I have a computer science degree, so I really like getting into technical stuff. Many times when I ask about this sort of thing, I get a lot of "Use an engine", "Use Unity3d", "Why waste your time writing code that already exists", etc, etc. My idea was to use simpler libraries such as SFML or XNA so that I could learn how to implement the more complex systems. The thing is, although I do want to write games, I want to learn things that using something like Unity simply doesn't teach you. My goal is not to make a current generation quality 3D game to sell, I just want to make some cool smaller games and learn all I can about the programming side of game development. Is this something that people just do not do anymore? It seems like everywhere I turn people are using Unity or UDK or GameMaker. I fully understand why you would use a tool like these, but I cant see how they would suit my purposes. So where does someone like myself turn? Am I trying to learn something that people just do not bother doing anymore? Is the innovation in this area gone and just all about gameplay now? I'm sorry if this question seems silly, but I am genuinely interested in knowing more about this and meeting more people who are interested in this sort of thing.

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  • Use a SQL Database for a Desktop Game

    - by sharethis
    Developing a Game Engine I am planning a computer game and its engine. There will be a 3 dimensional world with first person view and it will be single player for now. The programming language is C++ and it uses OpenGL. Data Centered Design Decision My design decision is to use a data centered architecture where there is a global event manager and a global data manager. There are many components like physics, input, sound, renderer, ai, ... Each component can trigger and listen to events. Moreover, each component can read, edit, create and remove data. The question is about the data manager. Whether to Use a Relational Database Should I use a SQL Database, e.g. SQLite or MySQL, to store the game data? This contains virtually all game content like items, characters, inventories, ... Except of meshes and textures which are even more performance related, so I will keep them in memory. Is a SQL database fast enough to use it for realtime reading and writing game informations, like the position of a moving character? I also need to care about cross-platform compatibility. Aside from keeping everything in memory, what alternatives do I have? Advantages Would Be The advantages of using a relational database like MySQL would be the data orientated structure which allows fast computation. I would not need objects for representing entities. I could easily query data of objects near the player needed for rendering. And I don't have to take care about data of objects far away. Moreover there would be no need for savegames since the hole game state is saved in the database. Last but not least, expanding the game to an online game would be relative easy because there already is a place where the hole game state is stored.

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  • Updating entities in response to collisions - should this be in the collision-detection class or in the entity-updater class?

    - by Prog
    In a game I'm working on, there's a class responsible for collision detection. It's method detectCollisions(List<Entity> entities) is called from the main gameloop. The code to update the entities (i.e. where the entities 'act': update their positions, invoke AI, etc) is in a different class, in the method updateEntities(List<Entity> entities). Also called from the gameloop, after the collision detection. When there's a collision between two entities, usually something needs to be done. For example, zero the velocity of both entities in the collision, or kill one of the entities. It would be easy to have this code in the CollisionDetector class. E.g. in psuedocode: for(Entity entityA in entities){ for(Entity entityB in entities){ if(collision(entityA, entityB)){ if(entityA instanceof Robot && entityB instanceof Robot){ entityA.setVelocity(0,0); entityB.setVelocity(0,0); } if(entityA instanceof Missile || entityB instanceof Missile){ entityA.die(); entityB.die(); } } } } However, I'm not sure if updating the state of entities in response to collision should be the job of CollisionDetector. Maybe it should be the job of EntityUpdater, which runs after the collision detection in the gameloop. Is it okay to have the code responding to collisions in the collision detection system? Or should the collision detection class only detect collisions, report them to some other class and have that class affect the state of the entities?

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  • Solaris 11 ???! Oracle Solaris Cluster 4.0

    - by user12798668
    2011 ? 11 ? 9 ??????? Oracle Solaris 11 ????2011 ? 12 ? 6 ??Oracle Solaris 11 ????? Oracle Solaris Cluster 4.0 ??????????? Oracle Solaris Cluster ? Solaris ?????????????????????Sun ??? Sun Cluster ???????????? ????????Oracle Solaris Cluster ????????????????????? Oracle ?????????????????????????Oracle Solaris Cluster ?????????????????????????????????????????Oracle Solaris Cluster ???????????????????????????·??????? Geographic Edition ??????????????????? Solaris 10 ???????? Oracle Solaris Cluster ? 3.3 5/11 (Update 1) ????Solaris 11 ??????????? 4.0 ???????????Oracle Solaris Cluster 4.0 ??????????????? Solaris 11 IPS / AI ????? Solaris ????? (Solaris Zones, Oracle VM Server for SPARC) ????? Oracle Solaris Cluster Geographic Edition ????????·??????????? Oracle Solaris Cluster ??????????????????????????????Oracle Solaris Cluster ???????? Solaris ??????????????????Solaris ???????? Solaris Cluster ????????????????????????? Solaris 11 ???Solaris ???????? IPS ? ????????????? Solaris 11 ?????Oracle OpenWorld Tokyo 2012 ?????? 4/6(?) ????????????49 ????? Oracle Develop ?????????????? 4/6(?) D3-03 ?Oracle Solaris 11??????????????????(13:00 - 13:45) 4/6(?) D3-13 ??????????????????? Oracle Database?SPARC/Solaris???????????????????????? (14:00 - 14:45) 4/6(?) S2-53 ?Oracle Solaris 11 ??????????????-IPS ????????(16:00 - 17:30) ???????????!! (Oracle Develop ? Solaris ??????????????????????????????????) Oracle OpenWorld Tokyo 2012 ???? URL http://www.oracle.com/openworld/jp-ja/index.html ?????? 7264 ???????????????

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  • A* (A-star) implementation in AS3

    - by Bryan Hare
    Hey, I am putting together a project for a class that requires me to put AI in a top down Tactical Strategy game in Flash AS3. I decided that I would use a node based path finding approach because the game is based on a circular movement scheme. When a player moves a unit he essentially draws a series of line segments that connect that a player unit will follow along. I am trying to put together a similar operation for the AI units in our game by creating a list of nodes to traverse to a target node. Hence my use of Astar (the resulting path can be used to create this line). Here is my Algorithm function findShortestPath (startN:node, goalN:node) { var openSet:Array = new Array(); var closedSet:Array = new Array(); var pathFound:Boolean = false; startN.g_score = 0; startN.h_score = distFunction(startN,goalN); startN.f_score = startN.h_score; startN.fromNode = null; openSet.push (startN); var i:int = 0 for(i= 0; i< nodeArray.length; i++) { for(var j:int =0; j<nodeArray[0].length; j++) { if(!nodeArray[i][j].isPathable) { closedSet.push(nodeArray[i][j]); } } } while (openSet.length != 0) { var cNode:node = openSet.shift(); if (cNode == goalN) { resolvePath (cNode); return true; } closedSet.push (cNode); for (i= 0; i < cNode.dirArray.length; i++) { var neighborNode:node = cNode.nodeArray[cNode.dirArray[i]]; if (!(closedSet.indexOf(neighborNode) == -1)) { continue; } neighborNode.fromNode = cNode; var tenativeg_score:Number = cNode.gscore + distFunction(neighborNode.fromNode,neighborNode); if (openSet.indexOf(neighborNode) == -1) { neighborNode.g_score = neighborNode.fromNode.g_score + distFunction(neighborNode,cNode); if (cNode.dirArray[i] >= 4) { neighborNode.g_score -= 4; } neighborNode.h_score=distFunction(neighborNode,goalN); neighborNode.f_score=neighborNode.g_score+neighborNode.h_score; insertIntoPQ (neighborNode, openSet); //trace(" F Score of neighbor: " + neighborNode.f_score + " H score of Neighbor: " + neighborNode.h_score + " G_score or neighbor: " +neighborNode.g_score); } else if (tenativeg_score <= neighborNode.g_score) { neighborNode.fromNode=cNode; neighborNode.g_score=cNode.g_score+distFunction(neighborNode,cNode); if (cNode.dirArray[i]>=4) { neighborNode.g_score-=4; } neighborNode.f_score=neighborNode.g_score+neighborNode.h_score; openSet.splice (openSet.indexOf(neighborNode),1); //trace(" F Score of neighbor: " + neighborNode.f_score + " H score of Neighbor: " + neighborNode.h_score + " G_score or neighbor: " +neighborNode.g_score); insertIntoPQ (neighborNode, openSet); } } } trace ("fail"); return false; } Right now this function creates paths that are often not optimal or wholly inaccurate given the target and this generally happens when I have nodes that are not path able, and I am not quite sure what I am doing wrong right now. If someone could help me correct this I would appreciate it greatly. Some Notes My OpenSet is essentially a Priority Queue, so thats how I sort my nodes by cost. Here is that function function insertIntoPQ (iNode:node, pq:Array) { var inserted:Boolean=true; var iterater:int=0; while (inserted) { if (iterater==pq.length) { pq.push (iNode); inserted=false; } else if (pq[iterater].f_score >= iNode.f_score) { pq.splice (iterater,0,iNode); inserted=false; } ++iterater; } } Thanks!

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  • Astar implementation in AS3

    - by Bryan Hare
    Hey, I am putting together a project for a class that requires me to put AI in a top down Tactical Strategy game in Flash AS3. I decided that I would use a node based path finding approach because the game is based on a circular movement scheme. When a player moves a unit he essentially draws a series of line segments that connect that a player unit will follow along. I am trying to put together a similar operation for the AI units in our game by creating a list of nodes to traverse to a target node. Hence my use of Astar (the resulting path can be used to create this line). Here is my Algorithm function findShortestPath (startN:node, goalN:node) { var openSet:Array = new Array(); var closedSet:Array = new Array(); var pathFound:Boolean = false; startN.g_score = 0; startN.h_score = distFunction(startN,goalN); startN.f_score = startN.h_score; startN.fromNode = null; openSet.push (startN); var i:int = 0 for(i= 0; i< nodeArray.length; i++) { for(var j:int =0; j<nodeArray[0].length; j++) { if(!nodeArray[i][j].isPathable) { closedSet.push(nodeArray[i][j]); } } } while (openSet.length != 0) { var cNode:node = openSet.shift(); if (cNode == goalN) { resolvePath (cNode); return true; } closedSet.push (cNode); for (i= 0; i < cNode.dirArray.length; i++) { var neighborNode:node = cNode.nodeArray[cNode.dirArray[i]]; if (!(closedSet.indexOf(neighborNode) == -1)) { continue; } neighborNode.fromNode = cNode; var tenativeg_score:Number = cNode.gscore + distFunction(neighborNode.fromNode,neighborNode); if (openSet.indexOf(neighborNode) == -1) { neighborNode.g_score = neighborNode.fromNode.g_score + distFunction(neighborNode,cNode); if (cNode.dirArray[i] >= 4) { neighborNode.g_score -= 4; } neighborNode.h_score=distFunction(neighborNode,goalN); neighborNode.f_score=neighborNode.g_score+neighborNode.h_score; insertIntoPQ (neighborNode, openSet); //trace(" F Score of neighbor: " + neighborNode.f_score + " H score of Neighbor: " + neighborNode.h_score + " G_score or neighbor: " +neighborNode.g_score); } else if (tenativeg_score <= neighborNode.g_score) { neighborNode.fromNode=cNode; neighborNode.g_score=cNode.g_score+distFunction(neighborNode,cNode); if (cNode.dirArray[i]>=4) { neighborNode.g_score-=4; } neighborNode.f_score=neighborNode.g_score+neighborNode.h_score; openSet.splice (openSet.indexOf(neighborNode),1); //trace(" F Score of neighbor: " + neighborNode.f_score + " H score of Neighbor: " + neighborNode.h_score + " G_score or neighbor: " +neighborNode.g_score); insertIntoPQ (neighborNode, openSet); } } } trace ("fail"); return false; } Right now this function creates paths that are often not optimal or wholly inaccurate given the target and this generally happens when I have nodes that are not path able, and I am not quite sure what I am doing wrong right now. If someone could help me correct this I would appreciate it greatly. Some Notes My OpenSet is essentially a Priority Queue, so thats how I sort my nodes by cost. Here is that function function insertIntoPQ (iNode:node, pq:Array) { var inserted:Boolean=true; var iterater:int=0; while (inserted) { if (iterater==pq.length) { pq.push (iNode); inserted=false; } else if (pq[iterater].f_score >= iNode.f_score) { pq.splice (iterater,0,iNode); inserted=false; } ++iterater; } } Thanks!

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  • EntityManager injection works in JBoss 7.1.1 but not WebSphere 7

    - by BikerJared
    I've built an EJB that will manage my database access. I'm building a web app around it that uses Struts 2. The problem I'm having is when I deploy the ear, the EntityManager doesn't get injected into my service class (and winds up null and results in NullPointerExceptions). The weird thing is, it works on JBoss 7.1.1 but not on WebSphere 7. You'll notice that Struts doesn't inject the EJB, so I've got some intercepter code that does that. My current working theory right now is that the WS7 container can't inject the EntityManager because of Struts for some unknown reason. My next step is to try Spring next, but I'd really like to get this to work if possible. I've spent a few days searching and trying various things and haven't had any luck. I figured I'd give this a shot. Let me know if I can provide additional information. <?xml version="1.0" encoding="UTF-8"?> <persistence xmlns="http://java.sun.com/xml/ns/persistence" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" version="1.0" xsi:schemaLocation="http://java.sun.com/xml/ns/persistence http://java.sun.com/xml/ns/persistence/persistence_1_0.xsd"> <persistence-unit name="JPATestPU" transaction-type="JTA"> <description>JPATest Persistence Unit</description> <jta-data-source>jdbc/Test-DS</jta-data-source> <class>org.jaredstevens.jpatest.db.entities.User</class> <properties> <property name="hibernate.hbm2ddl.auto" value="update"/> </properties> </persistence-unit> </persistence> package org.jaredstevens.jpatest.db.entities; import java.io.Serializable; import javax.persistence.*; @Entity @Table public class User implements Serializable { private static final long serialVersionUID = -2643583108587251245L; private long id; private String name; private String email; @Id @GeneratedValue(strategy = GenerationType.TABLE) public long getId() { return id; } public void setId(long id) { this.id = id; } @Column(nullable=false) public String getName() { return this.name; } public void setName( String name ) { this.name = name; } @Column(nullable=false) public String getEmail() { return this.email; } @Column(nullable=false) public void setEmail( String email ) { this.email= email; } } package org.jaredstevens.jpatest.db.services; import java.util.List; import javax.ejb.Remote; import javax.ejb.Stateless; import javax.ejb.TransactionAttribute; import javax.ejb.TransactionAttributeType; import javax.persistence.EntityManager; import javax.persistence.PersistenceContext; import javax.persistence.PersistenceContextType; import javax.persistence.Query; import org.jaredstevens.jpatest.db.entities.User; import org.jaredstevens.jpatest.db.interfaces.IUserService; @Stateless(name="UserService",mappedName="UserService") @Remote public class UserService implements IUserService { @PersistenceContext(unitName="JPATestPU",type=PersistenceContextType.TRANSACTION) private EntityManager em; @TransactionAttribute(TransactionAttributeType.REQUIRED) public User getUserById(long userId) { User retVal = null; if(userId > 0) { retVal = (User)this.getEm().find(User.class, userId); } return retVal; } @TransactionAttribute(TransactionAttributeType.REQUIRED) public List<User> getUsers() { List<User> retVal = null; String sql; sql = "SELECT u FROM User u ORDER BY u.id ASC"; Query q = this.getEm().createQuery(sql); retVal = (List<User>)q.getResultList(); return retVal; } @TransactionAttribute(TransactionAttributeType.REQUIRED) public void save(User user) { this.getEm().persist(user); } @TransactionAttribute(TransactionAttributeType.REQUIRED) public boolean remove(long userId) { boolean retVal = false; if(userId > 0) { User user = null; user = (User)this.getEm().find(User.class, userId); if(user != null) this.getEm().remove(user); if(this.getEm().find(User.class, userId) == null) retVal = true; } return retVal; } public EntityManager getEm() { return em; } public void setEm(EntityManager em) { this.em = em; } } package org.jaredstevens.jpatest.actions.user; import javax.ejb.EJB; import org.jaredstevens.jpatest.db.entities.User; import org.jaredstevens.jpatest.db.interfaces.IUserService; import com.opensymphony.xwork2.ActionSupport; public class UserAction extends ActionSupport { @EJB(mappedName="UserService") private IUserService userService; private static final long serialVersionUID = 1L; private String userId; private String name; private String email; private User user; public String getUserById() { String retVal = ActionSupport.SUCCESS; this.setUser(userService.getUserById(Long.parseLong(this.userId))); return retVal; } public String save() { String retVal = ActionSupport.SUCCESS; User user = new User(); if(this.getUserId() != null && Long.parseLong(this.getUserId()) > 0) user.setId(Long.parseLong(this.getUserId())); user.setName(this.getName()); user.setEmail(this.getEmail()); userService.save(user); this.setUser(user); return retVal; } public String getUserId() { return this.userId; } public void setUserId(String userId) { this.userId = userId; } public String getName() { return this.name; } public void setName( String name ) { this.name = name; } public String getEmail() { return this.email; } public void setEmail( String email ) { this.email = email; } public User getUser() { return this.user; } public void setUser(User user) { this.user = user; } } package org.jaredstevens.jpatest.utils; import com.opensymphony.xwork2.ActionInvocation; import com.opensymphony.xwork2.interceptor.Interceptor; public class EJBAnnotationProcessorInterceptor implements Interceptor { private static final long serialVersionUID = 1L; public void destroy() { } public void init() { } public String intercept(ActionInvocation ai) throws Exception { EJBAnnotationProcessor.process(ai.getAction()); return ai.invoke(); } } package org.jaredstevens.jpatest.utils; import java.lang.reflect.Field; import javax.ejb.EJB; import javax.naming.Context; import javax.naming.InitialContext; import javax.naming.NamingException; public class EJBAnnotationProcessor { public static void process(Object instance)throws Exception{ Field[] fields = instance.getClass().getDeclaredFields(); if(fields != null && fields.length > 0){ EJB ejb; for(Field field : fields){ ejb = field.getAnnotation(EJB.class); if(ejb != null){ field.setAccessible(true); field.set(instance, EJBAnnotationProcessor.getEJB(ejb.mappedName())); } } } } private static Object getEJB(String mappedName) { Object retVal = null; String path = ""; Context cxt = null; String[] paths = {"cell/nodes/virgoNode01/servers/server1/","java:module/"}; for( int i=0; i < paths.length; ++i ) { try { path = paths[i]+mappedName; cxt = new InitialContext(); retVal = cxt.lookup(path); if(retVal != null) break; } catch (NamingException e) { retVal = null; } } return retVal; } } <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE struts PUBLIC "-//Apache Software Foundation//DTD Struts Configuration 2.0//EN" "http://struts.apache.org/dtds/struts-2.0.dtd"> <struts> <constant name="struts.devMode" value="true" /> <package name="basicstruts2" namespace="/diagnostics" extends="struts-default"> <interceptors> <interceptor name="ejbAnnotationProcessor" class="org.jaredstevens.jpatest.utils.EJBAnnotationProcessorInterceptor"/> <interceptor-stack name="baseStack"> <interceptor-ref name="defaultStack"/> <interceptor-ref name="ejbAnnotationProcessor"/> </interceptor-stack> </interceptors> <default-interceptor-ref name="baseStack"/> </package> <package name="restAPI" namespace="/conduit" extends="json-default"> <interceptors> <interceptor name="ejbAnnotationProcessor" class="org.jaredstevens.jpatest.utils.EJBAnnotationProcessorInterceptor" /> <interceptor-stack name="baseStack"> <interceptor-ref name="defaultStack" /> <interceptor-ref name="ejbAnnotationProcessor" /> </interceptor-stack> </interceptors> <default-interceptor-ref name="baseStack" /> <action name="UserAction.getUserById" class="org.jaredstevens.jpatest.actions.user.UserAction" method="getUserById"> <result type="json"> <param name="ignoreHierarchy">false</param> <param name="includeProperties"> ^user\.id, ^user\.name, ^user\.email </param> </result> <result name="error" type="json" /> </action> <action name="UserAction.save" class="org.jaredstevens.jpatest.actions.user.UserAction" method="save"> <result type="json"> <param name="ignoreHierarchy">false</param> <param name="includeProperties"> ^user\.id, ^user\.name, ^user\.email </param> </result> <result name="error" type="json" /> </action> </package> </struts> Stack Trace java.lang.NullPointerException org.jaredstevens.jpatest.actions.user.UserAction.save(UserAction.java:38) sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:60) sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:37) java.lang.reflect.Method.invoke(Method.java:611) com.opensymphony.xwork2.DefaultActionInvocation.invokeAction(DefaultActionInvocation.java:453) com.opensymphony.xwork2.DefaultActionInvocation.invokeActionOnly(DefaultActionInvocation.java:292) com.opensymphony.xwork2.DefaultActionInvocation.invoke(DefaultActionInvocation.java:255) org.jaredstevens.jpatest.utils.EJBAnnotationProcessorInterceptor.intercept(EJBAnnotationProcessorInterceptor.java:21) com.opensymphony.xwork2.DefaultActionInvocation.invoke(DefaultActionInvocation.java:249) org.apache.struts2.interceptor.debugging.DebuggingInterceptor.intercept(DebuggingInterceptor.java:256) com.opensymphony.xwork2.DefaultActionInvocation.invoke(DefaultActionInvocation.java:249) com.opensymphony.xwork2.interceptor.DefaultWorkflowInterceptor.doIntercept(DefaultWorkflowInterceptor.java:176) com.opensymphony.xwork2.interceptor.MethodFilterInterceptor.intercept(MethodFilterInterceptor.java:98) com.opensymphony.xwork2.DefaultActionInvocation.invoke(DefaultActionInvocation.java:249) com.opensymphony.xwork2.validator.ValidationInterceptor.doIntercept(ValidationInterceptor.java:265) org.apache.struts2.interceptor.validation.AnnotationValidationInterceptor.doIntercept(AnnotationValidationInterceptor.java:68) com.opensymphony.xwork2.interceptor.MethodFilterInterceptor.intercept(MethodFilterInterceptor.java:98) com.opensymphony.xwork2.DefaultActionInvocation.invoke(DefaultActionInvocation.java:249) com.opensymphony.xwork2.interceptor.ConversionErrorInterceptor.intercept(ConversionErrorInterceptor.java:138) com.opensymphony.xwork2.DefaultActionInvocation.invoke(DefaultActionInvocation.java:249) com.opensymphony.xwork2.interceptor.ParametersInterceptor.doIntercept(ParametersInterceptor.java:211) com.opensymphony.xwork2.interceptor.MethodFilterInterceptor.intercept(MethodFilterInterceptor.java:98) com.opensymphony.xwork2.DefaultActionInvocation.invoke(DefaultActionInvocation.java:249) com.opensymphony.xwork2.interceptor.ParametersInterceptor.doIntercept(ParametersInterceptor.java:211) com.opensymphony.xwork2.interceptor.MethodFilterInterceptor.intercept(MethodFilterInterceptor.java:98) com.opensymphony.xwork2.DefaultActionInvocation.invoke(DefaultActionInvocation.java:249) com.opensymphony.xwork2.interceptor.StaticParametersInterceptor.intercept(StaticParametersInterceptor.java:190) com.opensymphony.xwork2.DefaultActionInvocation.invoke(DefaultActionInvocation.java:249) org.apache.struts2.interceptor.MultiselectInterceptor.intercept(MultiselectInterceptor.java:75) com.opensymphony.xwork2.DefaultActionInvocation.invoke(DefaultActionInvocation.java:249) org.apache.struts2.interceptor.CheckboxInterceptor.intercept(CheckboxInterceptor.java:90) com.opensymphony.xwork2.DefaultActionInvocation.invoke(DefaultActionInvocation.java:249) org.apache.struts2.interceptor.FileUploadInterceptor.intercept(FileUploadInterceptor.java:243) com.opensymphony.xwork2.DefaultActionInvocation.invoke(DefaultActionInvocation.java:249) com.opensymphony.xwork2.interceptor.ModelDrivenInterceptor.intercept(ModelDrivenInterceptor.java:100) com.opensymphony.xwork2.DefaultActionInvocation.invoke(DefaultActionInvocation.java:249) com.opensymphony.xwork2.interceptor.ScopedModelDrivenInterceptor.intercept(ScopedModelDrivenInterceptor.java:141) com.opensymphony.xwork2.DefaultActionInvocation.invoke(DefaultActionInvocation.java:249) com.opensymphony.xwork2.interceptor.ChainingInterceptor.intercept(ChainingInterceptor.java:145) com.opensymphony.xwork2.DefaultActionInvocation.invoke(DefaultActionInvocation.java:249) com.opensymphony.xwork2.interceptor.PrepareInterceptor.doIntercept(PrepareInterceptor.java:171) com.opensymphony.xwork2.interceptor.MethodFilterInterceptor.intercept(MethodFilterInterceptor.java:98) com.opensymphony.xwork2.DefaultActionInvocation.invoke(DefaultActionInvocation.java:249) com.opensymphony.xwork2.interceptor.I18nInterceptor.intercept(I18nInterceptor.java:176) com.opensymphony.xwork2.DefaultActionInvocation.invoke(DefaultActionInvocation.java:249) org.apache.struts2.interceptor.ServletConfigInterceptor.intercept(ServletConfigInterceptor.java:164) com.opensymphony.xwork2.DefaultActionInvocation.invoke(DefaultActionInvocation.java:249) com.opensymphony.xwork2.interceptor.AliasInterceptor.intercept(AliasInterceptor.java:192) com.opensymphony.xwork2.DefaultActionInvocation.invoke(DefaultActionInvocation.java:249) com.opensymphony.xwork2.interceptor.ExceptionMappingInterceptor.intercept(ExceptionMappingInterceptor.java:187) com.opensymphony.xwork2.DefaultActionInvocation.invoke(DefaultActionInvocation.java:249) org.apache.struts2.impl.StrutsActionProxy.execute(StrutsActionProxy.java:54) org.apache.struts2.dispatcher.Dispatcher.serviceAction(Dispatcher.java:511) org.apache.struts2.dispatcher.ng.ExecuteOperations.executeAction(ExecuteOperations.java:77) org.apache.struts2.dispatcher.ng.filter.StrutsPrepareAndExecuteFilter.doFilter(StrutsPrepareAndExecuteFilter.java:91) com.ibm.ws.webcontainer.filter.FilterInstanceWrapper.doFilter(FilterInstanceWrapper.java:188) com.ibm.ws.webcontainer.filter.WebAppFilterChain.doFilter(WebAppFilterChain.java:116) com.ibm.ws.webcontainer.filter.WebAppFilterChain._doFilter(WebAppFilterChain.java:77) com.ibm.ws.webcontainer.filter.WebAppFilterManager.doFilter(WebAppFilterManager.java:908) com.ibm.ws.webcontainer.filter.WebAppFilterManager.invokeFilters(WebAppFilterManager.java:997) com.ibm.ws.webcontainer.extension.DefaultExtensionProcessor.invokeFilters(DefaultExtensionProcessor.java:1062) com.ibm.ws.webcontainer.extension.DefaultExtensionProcessor.handleRequest(DefaultExtensionProcessor.java:982) com.ibm.ws.webcontainer.webapp.WebApp.handleRequest(WebApp.java:3935) com.ibm.ws.webcontainer.webapp.WebGroup.handleRequest(WebGroup.java:276) com.ibm.ws.webcontainer.WebContainer.handleRequest(WebContainer.java:931) com.ibm.ws.webcontainer.WSWebContainer.handleRequest(WSWebContainer.java:1583) com.ibm.ws.webcontainer.channel.WCChannelLink.ready(WCChannelLink.java:186) com.ibm.ws.http.channel.inbound.impl.HttpInboundLink.handleDiscrimination(HttpInboundLink.java:452) com.ibm.ws.http.channel.inbound.impl.HttpInboundLink.handleNewRequest(HttpInboundLink.java:511) com.ibm.ws.http.channel.inbound.impl.HttpInboundLink.processRequest(HttpInboundLink.java:305) com.ibm.ws.http.channel.inbound.impl.HttpInboundLink.ready(HttpInboundLink.java:276) com.ibm.ws.tcp.channel.impl.NewConnectionInitialReadCallback.sendToDiscriminators(NewConnectionInitialReadCallback.java:214) com.ibm.ws.tcp.channel.impl.NewConnectionInitialReadCallback.complete(NewConnectionInitialReadCallback.java:113) com.ibm.ws.tcp.channel.impl.AioReadCompletionListener.futureCompleted(AioReadCompletionListener.java:165) com.ibm.io.async.AbstractAsyncFuture.invokeCallback(AbstractAsyncFuture.java:217) com.ibm.io.async.AsyncChannelFuture.fireCompletionActions(AsyncChannelFuture.java:161) com.ibm.io.async.AsyncFuture.completed(AsyncFuture.java:138) com.ibm.io.async.ResultHandler.complete(ResultHandler.java:204) com.ibm.io.async.ResultHandler.runEventProcessingLoop(ResultHandler.java:775) com.ibm.io.async.ResultHandler$2.run(ResultHandler.java:905) com.ibm.ws.util.ThreadPool$Worker.run(ThreadPool.java:1604)

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  • Ops Center 12c - Provisioning Solaris Using a Card-Based NIC

    - by scottdickson
    It's been a long time since last I added something here, but having some conversations this last week, I got inspired to update things. I've been spending a lot of time with Ops Center for managing and installing systems these days.  So, I suspect a number of my upcoming posts will be in that area. Today, I want to look at how to provision Solaris using Ops Center when your network is not connected to one of the built-in NICs.  We'll talk about how this can work for both Solaris 10 and Solaris 11, since they are pretty similar.  In both cases, WANboot is a key piece of the story. Here's what I want to do:  I have a Sun Fire T2000 server with a Quad-GbE nxge card installed.  The only network is connected to port 2 on that card rather than the built-in network interfaces.  I want to install Solaris on it across the network, either Solaris 10 or Solaris 11.  I have met with a lot of customers lately who have a similar architecture.  Usually, they have T4-4 servers with the network connected via 10GbE connections. Add to this mix the fact that I use Ops Center to manage the systems in my lab, so I really would like to add this to Ops Center.  If possible, I would like this to be completely hands free.  I can't quite do that yet. Close, but not quite. WANBoot or Old-Style NetBoot? When a system is installed from the network, it needs some help getting the process rolling.  It has to figure out what its network configuration (IP address, gateway, etc.) ought to be.  It needs to figure out what server is going to help it boot and install, and it needs the instructions for the installation.  There are two different ways to bootstrap an installation of Solaris on SPARC across the network.   The old way uses a broadcast of RARP or more recently DHCP to obtain the IP configuration and the rest of the information needed.  The second is to explicitly configure this information in the OBP and use WANBoot for installation WANBoot has a number of benefits over broadcast-based installation: it is not restricted to a single subnet; it does not require special DHCP configuration or DHCP helpers; it uses standard HTTP and HTTPS protocols which traverse firewalls much more easily than NFS-based package installation.  But, WANBoot is not available on really old hardware and WANBoot requires the use o Flash Archives in Solaris 10.  Still, for many people, this is a great approach. As it turns out, WANBoot is necessary if you plan to install using a NIC on a card rather than a built-in NIC. Identifying Which Network Interface to Use One of the trickiest aspects to this process, and the one that actually requires manual intervention to set up, is identifying how the OBP and Solaris refer to the NIC that we want to use to boot.  The OBP already has device aliases configured for the built-in NICs called net, net0, net1, net2, net3.  The device alias net typically points to net0 so that when you issue the command  "boot net -v install", it uses net0 for the boot.  Our task is to figure out the network instance for the NIC we want to use.  We will need to get to the OBP console of the system we want to install in order to figure out what the network should be called.  I will presume you know how to get to the ok prompt.  Once there, we have to see what networks the OBP sees and identify which one is associated with our NIC using the OBP command show-nets. SunOS Release 5.11 Version 11.0 64-bit Copyright (c) 1983, 2011, Oracle and/or its affiliates. All rights reserved. {4} ok banner Sun Fire T200, No Keyboard Copyright (c) 1998, 2010, Oracle and/or its affiliates. All rights reserved. OpenBoot 4.30.4.b, 32640 MB memory available, Serial #69057548. Ethernet address 0:14:4f:1d:bc:c, Host ID: 841dbc0c. {4} ok show-nets a) /pci@7c0/pci@0/pci@2/network@0,1 b) /pci@7c0/pci@0/pci@2/network@0 c) /pci@780/pci@0/pci@8/network@0,3 d) /pci@780/pci@0/pci@8/network@0,2 e) /pci@780/pci@0/pci@8/network@0,1 f) /pci@780/pci@0/pci@8/network@0 g) /pci@780/pci@0/pci@1/network@0,1 h) /pci@780/pci@0/pci@1/network@0 q) NO SELECTION Enter Selection, q to quit: d /pci@780/pci@0/pci@8/network@0,2 has been selected. Type ^Y ( Control-Y ) to insert it in the command line. e.g. ok nvalias mydev ^Y for creating devalias mydev for /pci@780/pci@0/pci@8/network@0,2 {4} ok devalias ... net3 /pci@7c0/pci@0/pci@2/network@0,1 net2 /pci@7c0/pci@0/pci@2/network@0 net1 /pci@780/pci@0/pci@1/network@0,1 net0 /pci@780/pci@0/pci@1/network@0 net /pci@780/pci@0/pci@1/network@0 ... name aliases By looking at the devalias and the show-nets output, we can see that our Quad-GbE card must be the device nodes starting with  /pci@780/pci@0/pci@8/network@0.  The cable for our network is plugged into the 3rd slot, so the device address for our network must be /pci@780/pci@0/pci@8/network@0,2. With that, we can create a device alias for our network interface.  Naming the device alias may take a little bit of trial and error, especially in Solaris 11 where the device alias seems to matter more with the new virtualized network stack. So far in my testing, since this is the "next" network interface to be used, I have found success in naming it net4, even though it's a NIC in the middle of a card that might, by rights, be called net6 (assuming the 0th interface on the card is the next interface identified by Solaris and this is the 3rd interface on the card).  So, we will call it net4.  We need to assign a device alias to it: {4} ok nvalias net4 /pci@780/pci@0/pci@8/network@0,2 {4} ok devalias net4 /pci@780/pci@0/pci@8/network@0,2 ... We also may need to have the MAC for this particular interface, so let's get it, too.  To do this, we go to the device and interrogate its properties. {4} ok cd /pci@780/pci@0/pci@8/network@0,2 {4} ok .properties assigned-addresses 82060210 00000000 03000000 00000000 01000000 82060218 00000000 00320000 00000000 00008000 82060220 00000000 00328000 00000000 00008000 82060230 00000000 00600000 00000000 00100000 local-mac-address 00 21 28 20 42 92 phy-type mif ... From this, we can see that the MAC for this interface is  00:21:28:20:42:92.  We will need this later. This is all we need to do at the OBP.  Now, we can configure Ops Center to use this interface. Network Boot in Solaris 10 Solaris 10 turns out to be a little simpler than Solaris 11 for this sort of a network boot.  Since WANBoot in Solaris 10 fetches a specified In order to install the system using Ops Center, it is necessary to create a OS Provisioning profile and its corresponding plan.  I am going to presume that you already know how to do this within Ops Center 12c and I will just cover the differences between a regular profile and a profile that can use an alternate interface. Create a OS Provisioning profile for Solaris 10 as usual.  However, when you specify the network resources for the primary network, click on the name of the NIC, probably GB_0, and rename it to GB_N/netN, where N is the instance number you used previously in creating the device alias.  This is where the trial and error may come into play.  You may need to try a few instance numbers before you, the OBP, and Solaris all agree on the instance number.  Mark this as the boot network. For Solaris 10, you ought to be able to then apply the OS Provisioning profile to the server and it should install using that interface.  And if you put your cards in the same slots and plug the networks into the same NICs, this profile is reusable across multiple servers. Why This Works If you watch the console as Solaris boots during the OSP process, Ops Center is going to look for the device alias netN.  Since WANBoot requires a device alias called just net, Ops Center uses the value of your netN device alias and assigns that device to the net alias.  That means that boot net will automatically use this device.  Very cool!  Here's a trace from the console as Ops Center provisions a server: Sun Sun Fire T200, No KeyboardCopyright (c) 1998, 2010, Oracle and/or its affiliates. All rights reserved.OpenBoot 4.30.4.b, 32640 MB memory available, Serial #69057548.Ethernet address 0:14:4f:1d:bc:c, Host ID: 841dbc0c.auto-boot? =            false{0} ok  {0} ok printenv network-boot-argumentsnetwork-boot-arguments =  host-ip=10.140.204.234,router-ip=10.140.204.1,subnet-mask=255.255.254.0,hostname=atl-sewr-52,client-id=0100144F1DBC0C,file=http://10.140.204.22:5555/cgi-bin/wanboot-cgi{0} ok {0} ok devalias net net                      /pci@780/pci@0/pci@1/network@0{0} ok devalias net4 net4                     /pci@780/pci@0/pci@8/network@0,2{0} ok devalias net /pci@780/pci@0/pci@8/network@0,2{0} ok setenv network-boot-arguments host-ip=10.140.204.234,router-ip=10.140.204.1,subnet-mask=255.255.254.0,hostname=atl-sewr-52,client-id=0100144F1DBC0C,file=http://10.140.204.22:8004/cgi-bin/wanboot-cginetwork-boot-arguments =  host-ip=10.140.204.234,router-ip=10.140.204.1,subnet-mask=255.255.254.0,hostname=atl-sewr-52,client-id=0100144F1DBC0C,file=http://10.140.204.22:8004/cgi-bin/wanboot-cgi{0} ok {0} ok boot net - installBoot device: /pci@780/pci@0/pci@8/network@0,2  File and args: - install/pci@780/pci@0/pci@8/network@0,2: 1000 Mbps link up<time unavailable> wanboot info: WAN boot messages->console<time unavailable> wanboot info: configuring /pci@780/pci@0/pci@8/network@0,2 See what happened?  Ops Center looked for the network device alias called net4 that we specified in the profile, took the value from it, and made it the net device alias for the boot.  Pretty cool! WANBoot and Solaris 11 Solaris 11 requires an additional step since the Automated Installer in Solaris 11 uses the MAC address of the network to figure out which manifest to use for system installation.  In order to make sure this is available, we have to take an extra step to associate the MAC of the NIC on the card with the host.  So, in addition to creating the device alias like we did above, we also have to declare to Ops Center that the host has this new MAC. Declaring the NIC Start out by discovering the hardware as usual.  Once you have discovered it, take a look under the Connectivity tab to see what networks it has discovered.  In the case of this system, it shows the 4 built-in networks, but not the networks on the additional cards.  These are not directly visible to the system controller.  In order to add the additional network interface to the hardware asset, it is necessary to Declare it.  We will declare that we have a server with this additional NIC, but we will also  specify the existing GB_0 network so that Ops Center can associate the right resources together.  The GB_0 acts as sort of a key to tie our new declaration to the old system already discovered.  Go to the Assets tab, select All Assets, and then in the Actions tab, select Add Asset.  Rather than going through a discovery this time, we will manually declare a new asset. When we declare it, we will give the hostname, IP address, system model that match those that have already been discovered.  Then, we will declare both GB_0 with its existing MAC and the new GB_4 with its MAC.  Remember that we collected the MAC for GB_4 when we created its device alias. After you declare the asset, you will see the new NIC in the connectivity tab for the asset.  You will notice that only the NICs you listed when you declared it are seen now.  If you want Ops Center to see all of the existing NICs as well as the additional one, declare them as well.  Add the other GB_1, GB_2, GB_3 links and their MACs just as you did GB_0 and GB_4.  Installing the OS  Once you have declared the asset, you can create an OS Provisioning profile for Solaris 11 in the same way that you did for Solaris 10.  The only difference from any other provisioning profile you might have created already is the network to use for installation.  Again, use GB_N/netN where N is the interface number you used for your device alias and in your declaration.  And away you go.  When the system boots from the network, the automated installer (AI) is able to see which system manifest to use, based on the new MAC that was associated, and the system gets installed. {0} ok {0} ok printenv network-boot-argumentsnetwork-boot-arguments =  host-ip=10.140.204.234,router-ip=10.140.204.1,subnet-mask=255.255.254.0,hostname=atl-sewr-52,client-id=01002128204292,file=http://10.140.204.22:5555/cgi-bin/wanboot-cgi{0} ok {0} ok devalias net net                      /pci@780/pci@0/pci@1/network@0{0} ok devalias net4 net4                     /pci@780/pci@0/pci@8/network@0,2{0} ok devalias net /pci@780/pci@0/pci@8/network@0,2{0} ok setenv network-boot-arguments host-ip=10.140.204.234,router-ip=10.140.204.1,subnet-mask=255.255.254.0,hostname=atl-sewr-52,client-id=01002128204292,file=http://10.140.204.22:5555/cgi-bin/wanboot-cginetwork-boot-arguments =  host-ip=10.140.204.234,router-ip=10.140.204.1,subnet-mask=255.255.254.0,hostname=atl-sewr-52,client-id=01002128204292,file=http://10.140.204.22:5555/cgi-bin/wanboot-cgi{0} ok {0} ok boot net - installBoot device: /pci@780/pci@0/pci@8/network@0,2  File and args: - install/pci@780/pci@0/pci@8/network@0,2: 1000 Mbps link up<time unavailable> wanboot info: WAN boot messages->console<time unavailable> wanboot info: configuring /pci@780/pci@0/pci@8/network@0,2...SunOS Release 5.11 Version 11.0 64-bitCopyright (c) 1983, 2011, Oracle and/or its affiliates. All rights reserved.Remounting root read/writeProbing for device nodes ...Preparing network image for useDownloading solaris.zlib--2012-02-17 15:10:17--  http://10.140.204.22:5555/var/js/AI/sparc//solaris.zlibConnecting to 10.140.204.22:5555... connected.HTTP request sent, awaiting response... 200 OKLength: 126752256 (121M) [text/plain]Saving to: `/tmp/solaris.zlib'100%[======================================>] 126,752,256 28.6M/s   in 4.4s    2012-02-17 15:10:21 (27.3 MB/s) - `/tmp/solaris.zlib' saved [126752256/126752256] Conclusion So, why go to all of this trouble?  More and more, I find that customers are wiring their data center to only use higher speed networks - 10GbE only to the hosts.  Some customers are moving aggressively toward consolidated networks combining storage and network on CNA NICs.  All of this means that network-based provisioning cannot rely exclusively on the built-in network interfaces.  So, it's important to be able to provision a system using other than the built-in networks.  Turns out, that this is pretty straight-forward for both Solaris 10 and Solaris 11 and fits into the Ops Center deployment process quite nicely. Hopefully, you will be able to use this as you build out your own private cloud solutions with Ops Center.

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  • CodePlex Daily Summary for Tuesday, April 20, 2010

    CodePlex Daily Summary for Tuesday, April 20, 2010New ProjectsASP.NET MVC Extensibility: ASP.NET MVC Extensibility.ASP.NET MVC Starter: Tekpub's ASP.NET MVC 2.0 Starter Site, as put together by Rob Conery in Episode 15 of Mastering ASP.NET MVC (http://tekpub.com/production/starter)AzureDemo: An internal Azure demo and test bed for some projects. After demo is complete this project will be closed.Basic Sprite Sheet Creator: A basic c# program to create sprite sheets. CodeDefender: Protect your .Net codes easily with this smart obfuscator!Crawlr: Tema 2 projectDocument Session Manager - Visual Studio addin: Document Session Manager is a Visual Studio 2008 addin for saving and restoring the list of opened documents (xml files, source files, winforms, et...Esferatec.Text.RegularExpressions: assembly to build regular expression patternsFIFA World Cup 2010 Mobile Sticker Checklist: FIFA World Cup 2010 Mobile Sticker Checklist is a small application for Windows Mobile developed in CF 3.5 to keep tracking of your sticker album. ...Finia.net: 追忆 游乐网·幻之大地FusspawnsAI: Fusspawns UT AI is a small test engine for a classic ut remote bot api. intending to improve ut's ai to a god like level without cheating bots(bots...G.A.E.T.: This is a Graphical Asymmetric Encryption Tool based on R.S.A. algorithm with the help of Java Language.Even though, this may be a small applicatio...ItzyBitzySpider: Webcrawler project from computer science at UCN.JingQiao.Ads: My DDD NTier Architecture example project.Managed Meizu SDK Demo: In this project we are sharing the source code to demonstrate the usage of managed SDK for Meizu cell phones, currently for M8. With the help of th...MaxxUtils.MaxxTagger: MaxxTagger: An Mp3 Tag Editor.. Add /Edit/Remove MP3 ID3 V1 and 2.3 Tags like Title, Artist, Album, Album Art, Genre. Besides tag editing, it also ...Maya Project Management: The Maya Project Management is a clone of RedMine with all its functions and plug-in support, using the following technologies: Microsoft .net Fra...MessageBoxLib: A simple, robust library for Xbox 360 and Windows development using the XNA Game Studio that makes using the Guide class's message box functionalit...MyWSAT - ASP.NET Membership Administration Tool: MyWSAT aka ASP.NET WSAT is a WebForms based website Starter Kit for the ASP.NET Membership Provider. It is a feature rich application that takes ca...OntologyCreator: this is my thesis and it is not finished yetPOS for .Net Handheld Products Service Object: POS for .Net Service Object Handheld Products Bar Code ScannerPostBinder: PostBinder is a small helper library that deserializes ASP.NET requests into C# classes. This eliminates having to write repeated hand wiring co...PostSharp for ASP.NET Web Sites: Adds support for PostSharp 2.0 on ASP.NET Web Sites.Rapid Dictionary: * Rapid Dictionary is a Translation Dictionary initialized by language learning network http://wordsteps.com. * Dictionary developed in C# and Co...ROrganizer: If you feel your movie files are kept in messy way, try out the ROrganizer which helps you rearrange them.RoRoWoBlog: 萝萝窝个人博客开源项目SPGroupDeflector - Explicitly deny groups to webs within your Site Collection: Secure webs within your MOSS or WSS Portal by explicitly denying access to specific users in SharePoint groups.SSIS ShapeFileSource: SSIS ShapeFileSource imports ESRI Shapefiles, and the associated attribute file (.dbf). The component based on the free Shapefile C Library.StoreManagement: University assignment. The task is to build an application that can perform basic CRUD operations on a property and use an arbitrary database. ...Surfium: TODO ;-)TaskCleaner: This is a Windows Forms project created to kill some running process in order to enhace the performance of Windows execution. Sometimes it is desi...The Expert Calendar: The Expert Calendar is a MOSS 2007 webpart which allows to connect to a Event Item List and display event items in a small design customizable cale...Visual Studio Find Results Window Tweak: This is a Visual Studio 2010 add-in which enables you to adjust the format of the Find Results Window. It is written in C#, .NET 4.0 and requires ...Weightlifting Sinclair coeficient calculator: Weightlifting Sinclair coeficient calculator for competitors (for Windows Mobile platform)Windows Azure Web Storage Explorer: Windows Azure Web Storage Explorer makes it easier for developers to browse and manage Blobs, Queues and Tables from Windows Azure Storage account....New Releases#SNMP - C# Based Open Source SNMP for .NET and Mono: CatPaw (5.0) Beta 1: SNMP v3 support in snmpd is complete.ASP.Net MVC Crud with JqGrid: Mvc Crud with JqGrid 0.3.0: Fairly major reworking of the GenericDataGrid (with alot of work from James). Most noticeable is the replacing of Edit and Delete with action butt...Basic Sprite Sheet Creator: Sprite Tool v1.1: Fixed the progress bar, it now correctly displays text and progress. Also download will now come with an installer and an executable so you don't h...Basic Sprite Sheet Creator: Sprite Tool Version 1.0: Program used to make basic sprite sheets. please visit http://coderplex.blogspot.com for more infoBraintree Client Library: Braintree-1.2.1: Escape all XMLCodeDefender: CodeDefender v0.1: Protect your .Net exe and dll files with this smart tool.ColinTesting: test: testColinTesting: test2: test2ColinTesting: test3: test3ColinTesting: test4: test4ColinTesting: test6: test6CycleMania Starter Kit EAP - ASP.NET 4 Problem - Design - Solution: Cyclemania 0.08.63: See Source Code tab for recent change history.Document Session Manager - Visual Studio addin: Release v0.45948: Release v0.45948DotNetNuke® Community Edition: 05.04.00: Major Highlights Fixed issue where portal settings were not saved per portal. Fixed issue with importing page templates. Fixed issue with...DotNetNuke® Postgres Data Provider: DNN PG Provider 01.00.00 Beta2: Fixes problems with deprecated datatype money in Postgres. Upgrades DotnetNuke code base to 04.09.05 It comes with a patch for the DotNetNuke insta...FIFA World Cup 2010 Mobile Sticker Checklist: FIFA World Cup 2010 Mobile Sticker Checklist v0.1b: FIFA World Cup 2010 Mobile Sticker Checklist v0.1b First beta release. Requires Microsoft Compact Framework 3.5. It was tested on an HTC Touch Viva...FIFA World Cup 2010 Mobile Sticker Checklist: FIFA World Cup 2010 Mobile Sticker Checklist v0.2b: FIFA World Cup 2010 Mobile Sticker Checklist v0.2b Second beta release. Requires Microsoft Compact Framework 3.5. It was tested on an HTC Touch Viv...Fluent Ribbon Control Suite: Fluent Ribbon Control Suite 1.2: Fluent Ribbon Control Suite 1.2(supports .NET 3.5 and .NET 4 RTM) Includes: Fluent.dll (with .pdb and .xml) Showcase Application Samples Found...G.A.E.T.: Graphical Asymmetric Encryption Tool: User Interface The GAET User Interface is a window with five buttons. Each button is explained the following sections. Each button has a functional...HTML Ruby: 6.21.7: As long as I don't find anything else that I can improve, this will be submitted to Mozilla for review tomorrow. Added back process inserted conten...IBCSharp: IBCSharp 1.03: What IBCSharp 1.03.zip unzips to: http://i43.tinypic.com/24ffbqr.png Note: The above solution has MSTest, Typemock Isolator, and Microsoft CHESS c...LogikBug's IoC Container: Second Release: This project is dependent upon Microsoft.Practices.ServiceLocation and must be referenced when referencing LogikBug.Injection. Click here to view d...Managed Meizu SDK Demo: Library and Demo: Library and DemoMaxxUtils.MaxxTagger: MaxxUtils.MaxxTagger: Version: 1.0.0 (Beta) Instructions: Unzip the files to a folder and then dbl click on the exe. Known Issues: 1. When u copy or move a folde...OrthoLab: Cellule: Compile with Autodesk Maya 2008 32bit and 2010 64bit.OWASP Code Crawler: OWASP Code Crawler 2.7: Code Crawler 2.7 DescriptionIn terms of functionality there is not much new stuff in this release. We transplanted the new engine. Code Crawler is ...PerceptiveMCAPI - A .NET wrapper for the MailChimp Api: V1.2.3 PerceptiveMCAPI .Net Wrapper [Beta 2]: PerceptiveMCAPI – v 1.2.3 Change logFunctionality through MailChimp API announce v1.2.5 on 15-Feb-2010 .NET Wrapper New wrapper directives; api_Me...POS for .Net Handheld Products Service Object: POS for .Net Handhelp Products Service Object: The Service Object contained herein is a work in progress. This Service Object's is written as VS 2008 C# Project. The Target Platform is x86. ...PostSharp for ASP.NET Web Sites: R1: First release.Rich Ajax empowered Web/Cloud Applications: 6.4 beta 2c: A revisiov to the first fully featured version of Visual webGui offering web/cloud development tool that puts all ASP.NET Ajax limits behind with e...Should: Beta - 1.0: This is the initial release of the Should assertions extensions.Shrinkr: v1.0: First public release.Site Directory for SharePoint 2010 (from Microsoft Consulting Services, UK): v1.2: Address a bug found in v1.1 relating to the Delete Site Listings job not incrementing the 'Site Missing Count' for some SharePoint sites.Software Localization Tool: SharpSLT 1.0: New functions Backup before saving Delete entries Undo deletion Added more comments in the codeSPGroupDeflector - Explicitly deny groups to webs within your Site Collection: SPGroupDeflector: Download the source code, the wsp solution package, and Setup.docSSIS ShapeFileSource: Version 0.1: Short Preview of SSIS ShapeFileSource ComponentStarter Kit Mytrip.Mvc.Entity: Mytrip.Mvc.Entity 1.0: Warning Install MySql Connector/Net 6.3 MySQL Membership MSSQL Membership XML Membership UserManager FileManager Localization Captcha ...Surfium: Linux Expo Prebuild: First public releaseTaskCleaner: Initial Working Version: In this version we have all the features listed in the project description working fine. Built under Framework 3.5.Text to HTML: 0.4.5.0: CambiosSustitución de los siguientes caracteres: Anteriores: " < > ¡ © º ¿ Á Ä É Í Ñ Ó Ö Ú Ü ß á ä é í ñ ó ö ú ü € Nuevos: & ´ ≈ ¦ • ¸ ˆ ↓ ð … ∫ ...TS3QueryLib.Net: TS3QueryLib.Net Version 0.21.16.0: This release contains a bugfix for a bug that caused connection problems when connecting using an IP for some cases. So it's strongly recommended t...Tweety - Twitter Client: Tweety - 0.96: Form activation from system tray improved. General fixes. General code refactor.Web/Cloud Applications Development Framework | Visual WebGui: 6.4 Beta 2c: A revision to the first fully featured version of Visual webGui offering unique developer/designer interface and enhanced extensibility and customi...Windows Azure - PHP contributions: PhpAzureExtensions (Azure Drives) - 0.2.0: Extension for use with Windows Azure SDK 1.1! Breaking changes! Documentation can be found at http://phpazurecontrib.codeplex.com/wikipage?title=A...WoW Character Viewer: Viewer (40545): New setup build for 40545.Xrns2XMod: Xrns2XMod 0.0.5.3: Major Source code optimization: >> Separated logical code of xm/mod conversion from renoiseSong xml. Now all necessary renoise song data code is st...XsltDb - DotNetNuke XSLT module: 01.00.99: callable tag is introduced - create javascript ajax functions more easy import/export bug is fixed mdo:ajax checkbox processing is now the same...Most Popular ProjectsRawrWBFS ManagerSilverlight ToolkitAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseWindows Presentation Foundation (WPF)ASP.NETpatterns & practices – Enterprise LibraryPHPExcelMicrosoft SQL Server Community & SamplesMost Active ProjectsRawrpatterns & practices – Enterprise LibraryIndustrial DashboardIonics Isapi Rewrite FilterFarseer Physics EngineBlogEngine.NETPHPExcelCaliburn: An Application Framework for WPF and SilverlightNB_Store - Free DotNetNuke Ecommerce Catalog ModuleTweetSharp

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