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  • More Efficient Data Structure for Large Layered Tile Map

    - by Stupac
    It seems like the popular method is to break the map up into regions and load them as needed, my problem is that in my game there are many AI entities other than the player out performing actions in virtually all the regions of the map. Let's just say I have a 5000x5000 map, when I use a 2D array of byte's to render it my game uses around 17 MB of memory, as soon as I change that data structure to a my own defined MapCell class (which only contains a single field: byte terrain) my game's memory consumption rockets up to 400+ MB. I plan on adding layering, so an array of byte's won't cut it and I figure I'd need to add a List of some sort to the MapCell class to provide objects in the layers. I'm only rendering tiles that are on screen, but I need the rest of the map to be represented in memory since it is constantly used in Update. So my question is, how can I reduce the memory consumption of my map while still maintaining the above requirements? Thank you for your time! Here's a few snippets my C# code in XNA4: public static void LoadMapData() { // Test map generations int xSize = 5000; int ySize = 5000; MapCell[,] map = new MapCell[xSize,ySize]; //byte[,] map = new byte[xSize, ySize]; Terrain[] terrains = new Terrain[4]; terrains[0] = grass; terrains[1] = dirt; terrains[2] = rock; terrains[3] = water; Random random = new Random(); for(int x = 0; x < xSize; x++) { for(int y = 0; y < ySize; y++) { //map[x,y] = new MapCell(terrains[random.Next(4)]); map[x,y] = new MapCell((byte)random.Next(4)); //map[x, y] = (byte)random.Next(4); } } testMap = new TileMap(map, xSize, ySize); // End test map setup currentMap = testMap; } public class MapCell { //public TerrainType terrain; public byte terrain; public MapCell(byte itsTerrain) { terrain = itsTerrain; } // the type of terrain this cell is treated as /*public Terrain terrain { get; set; } public MapCell(Terrain itsTerrain) { terrain = itsTerrain; }*/ }

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  • Loading levels from .txt or .XML for XNA

    - by Dave Voyles
    I'm attemptin to add multiple levels to my pong game. I'd like to simply exchange a few elements with each level, nothing crazy. Just the background texture, the color of the AI paddle (the one on the right side), and the music. It seems that the best way to go about this is by utilizing the StreamReader to read and write the files from XML. If there is a better, or more efficient alternative way then I'm all for it. In looking over the XNA Starter Platformer Kit provided by MS it seems that they've done it in this manner as well. I'm perplexed by a few things, however, namely parts within the Level class which aren't commented. /// <summary> /// Iterates over every tile in the structure file and loads its /// appearance and behavior. This method also validates that the /// file is well-formed with a player start point, exit, etc. /// </summary> /// <param name="fileStream"> /// A stream containing the tile data. /// </param> private void LoadTiles(Stream fileStream) { // Load the level and ensure all of the lines are the same length. int width; List<string> lines = new List<string>(); using (StreamReader reader = new StreamReader(fileStream)) { string line = reader.ReadLine(); width = line.Length; while (line != null) { lines.Add(line); if (line.Length != width) throw new Exception(String.Format("The length of line {0} is different from all preceeding lines.", lines.Count)); line = reader.ReadLine(); } } What does width = line.Length mean exactly? I mean I know how it reads the line, but what difference does it make if one line is longer than any of the others? Finally, their levels are simply text files that look like this: .................... .................... .................... .................... .................... .................... .................... .........GGG........ .........###........ .................... ....GGG.......GGG... ....###.......###... .................... .1................X. #################### It can't be that easy..... Can it?

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  • Harnessing Business Events for Predictive Decision Making - part 1 / 3

    - by Sanjeev Sharma
    Businesses have long relied on data mining to elicit patterns and forecast future demand and supply trends. Improvements in computing hardware, specifically storage and compute capacity, have significantly enhanced the ability to store and analyze mountains of data in ever shrinking time-frames. Nevertheless, the reality is that data growth is outpacing storage capacity by a factor of two and computing power is still very much bounded by Moore's Law, doubling only every 18 months.Faced with this data explosion, businesses are exploring means to develop human brain-like capabilities in their decision systems (including BI and Analytics) to make sense of the data storm, in other words business events, in real-time and respond pro-actively rather than re-actively. It is more like having a little bit of the right information just a little bit before hand than having all of the right information after the fact. To appreciate this thought better let's first understand the workings of the human brain.Neuroscience research has revealed that the human brain is predictive in nature and that talent is nothing more than exceptional predictive ability. The cerebral-cortex, part of the human brain responsible for cognition, thought, language etc., comprises of five layers. The lowest layer in the hierarchy is responsible for sensory perception i.e. discrete, detail-oriented tasks whereas each of the above layers increasingly focused on assembling higher-order conceptual models. Information flows both up and down the layered memory hierarchy. This allows the conceptual mental-models to be refined over-time through experience and repetition. Secondly, and more importantly, the top-layers are able to prime the lower layers to anticipate certain events based on the existing mental-models thereby giving the brain a predictive ability. In a way the human brain develops a "memory of the future", some sort of an anticipatory thinking which let's it predict based on occurrence of events in real-time. A higher order of predictive ability stems from being able to recognize the lack of certain events. For instance, it is one thing to recognize the beats in a music track and another to detect beats that were missed, which involves a higher order predictive ability.Existing decision systems analyze historical data to identify patterns and use statistical forecasting techniques to drive planning. They are similar to the human-brain in that they employ business rules very much like mental-models to chunk and classify information. However unlike the human brain existing decision systems are unable to evolve these rules automatically (AI still best suited for highly specific tasks) and  predict the future based on real-time business events. Mistake me not,  existing decision systems remain vital to driving long-term and broader business planning. For instance, a telco will still rely on BI and Analytics software to plan promotions and optimize inventory but tap into business events enabled predictive insight to identify specifically which customers are likely to churn and engage with them pro-actively. In the next post, i will depict the technology components that enable businesses to harness real-time events and drive predictive decision making.

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  • Isometric layer moving inside map

    - by gronzzz
    i'm created isometric map and now trying to limit layer moving. Main idea, that i have left bottom, right bottom, left top, right top points, that camera can not move outside, so player will not see map out of bounds. But i can not understand algorithm of how to do that. It's my layer scale/moving code. - (void)touchBegan:(UITouch *)touch withEvent:(UIEvent *)event { _isTouchBegin = YES; } - (void)touchMoved:(UITouch *)touch withEvent:(UIEvent *)event { NSArray *allTouches = [[event allTouches] allObjects]; UITouch *touchOne = [allTouches objectAtIndex:0]; CGPoint touchLocationOne = [touchOne locationInView: [touchOne view]]; CGPoint previousLocationOne = [touchOne previousLocationInView: [touchOne view]]; // Scaling if ([allTouches count] == 2) { _isDragging = NO; UITouch *touchTwo = [allTouches objectAtIndex:1]; CGPoint touchLocationTwo = [touchTwo locationInView: [touchTwo view]]; CGPoint previousLocationTwo = [touchTwo previousLocationInView: [touchTwo view]]; CGFloat currentDistance = sqrt( pow(touchLocationOne.x - touchLocationTwo.x, 2.0f) + pow(touchLocationOne.y - touchLocationTwo.y, 2.0f)); CGFloat previousDistance = sqrt( pow(previousLocationOne.x - previousLocationTwo.x, 2.0f) + pow(previousLocationOne.y - previousLocationTwo.y, 2.0f)); CGFloat distanceDelta = currentDistance - previousDistance; CGPoint pinchCenter = ccpMidpoint(touchLocationOne, touchLocationTwo); pinchCenter = [self convertToNodeSpace:pinchCenter]; CGFloat predictionScale = self.scale + (distanceDelta * PINCH_ZOOM_MULTIPLIER); if([self predictionScaleInBounds:predictionScale]) { [self scale:predictionScale scaleCenter:pinchCenter]; } } else { // Dragging _isDragging = YES; CGPoint previous = [[CCDirector sharedDirector] convertToGL:previousLocationOne]; CGPoint current = [[CCDirector sharedDirector] convertToGL:touchLocationOne]; CGPoint delta = ccpSub(current, previous); self.position = ccpAdd(self.position, delta); } } - (void)touchEnded:(UITouch *)touch withEvent:(UIEvent *)event { _isDragging = NO; _isTouchBegin = NO; // Check if i need to bounce _touchLoc = [touch locationInNode:self]; } #pragma mark - Update - (void)update:(CCTime)delta { CGPoint position = self.position; float scale = self.scale; static float friction = 0.92f; //0.96f; if(_isDragging && !_isScaleBounce) { _velocity = ccp((position.x - _lastPos.x)/2, (position.y - _lastPos.y)/2); _lastPos = position; } else { _velocity = ccp(_velocity.x * friction, _velocity.y *friction); position = ccpAdd(position, _velocity); self.position = position; } if (_isScaleBounce && !_isTouchBegin) { float min = fabsf(self.scale - MIN_SCALE); float max = fabsf(self.scale - MAX_SCALE); int dif = max > min ? 1 : -1; if ((scale > MAX_SCALE - SCALE_BOUNCE_AREA) || (scale < MIN_SCALE + SCALE_BOUNCE_AREA)) { CGFloat newSscale = scale + dif * (delta * friction); [self scale:newSscale scaleCenter:_touchLoc]; } else { _isScaleBounce = NO; } } }

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  • Using elapsed time for SlowMo in XNA

    - by Dave Voyles
    I'm trying to create a slow-mo effect in my pong game so that when a player is a button the paddles and ball will suddenly move at a far slower speed. I believe my understanding of the concepts of adjusting the timing in XNA are done, but I'm not sure of how to incorporate it into my design exactly. The updates for my bats (paddles) are done in my Bat.cs class: /// Controls the bat moving up the screen /// </summary> public void MoveUp() { SetPosition(Position + new Vector2(0, -moveSpeed)); } /// <summary> /// Controls the bat moving down the screen /// </summary> public void MoveDown() { SetPosition(Position + new Vector2(0, moveSpeed)); } /// <summary> /// Updates the position of the AI bat, in order to track the ball /// </summary> /// <param name="ball"></param> public virtual void UpdatePosition(Ball ball) { size.X = (int)Position.X; size.Y = (int)Position.Y; } While the rest of my game updates are done in my GameplayScreen.cs class (I'm using the XNA game state management sample) Class GameplayScreen { ........... bool slow; .......... public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) base.Update(gameTime, otherScreenHasFocus, false); if (IsActive) { // SlowMo Stuff Elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; if (Slowmo) Elapsed *= .8f; MoveTimer += Elapsed; double elapsedTime = gameTime.ElapsedGameTime.TotalMilliseconds; if (Keyboard.GetState().IsKeyDown(Keys.Up)) slow = true; else if (Keyboard.GetState().IsKeyDown(Keys.Down)) slow = false; if (slow == true) elapsedTime *= .1f; // Updating bat position leftBat.UpdatePosition(ball); rightBat.UpdatePosition(ball); // Updating the ball position ball.UpdatePosition(); and finally my fixed time step is declared in the constructor of my Game1.cs Class: /// <summary> /// The main game constructor. /// </summary> public Game1() { IsFixedTimeStep = slow = false; } So my question is: Where do I place the MoveTimer or elapsedTime, so that my bat will slow down accordingly?

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  • What economic books would you suggest for learning about economic valuation of goods and simulations thereof?

    - by Rushyo
    I'm looking to create an economic model for a game based on goods created procedurally. Every natural resource and produced good would be procedurally generated, with certain goods being assigned certain uses. Fakesium might be used for the production of Weapon A and produced from Fakesium factories which use Dilithium and Widgets as reagents, where Widgets are also the product of Foo and Bar The problem is not creating the resources and their various production utlities - but getting the game's AI empires and merchants to (Addendum: somewhat) correctly value the goods according to their scarcity, utility and production costs. I need to create a simulation of goods which allows the various game factions to assign a common value denominator (credits) to each resource, depending on how much its worth to that empire. I see the simulation being something like: "I have a high requirement for Weapon A. Since I don't have much of Fakesium, which is needed for Weapon A - I must have a high demand for Fakesium. If I can acquire Fakesium, devalue it. If not, increase its value - and also increase demand for Dilithium and Widgets too." This is very naive - because it may be much much cheaper for the empire to simply purchase Dilithium and Widgets directly rather than purchasing Fakesium, for example. Another example is two resources might allow the creation of Weapon A (Fakesium and Lieron), so we'd need to consider that. I've been scratching my head over the problem and it keeps growing. By the time the player joins the world, I'd expect enough iterations of this process to have occurred that prices would have largely normalised - and would then only trigger rarely to compensate for major changes (eg. if the player blows up the world's only Foo mine!) Could anyone suggest resources (books, largely) which outline this style of modelling, preferably in the context of simulations? Since this problem would never occur outside fantasy worlds, I figured this is probably the most likely place to find people who have encountered similar problems and I'm sure there's people who know of good places for Games Developers to start looking at less specific economic theory too. Additionally, does anyone know of any developers with blogs whose games or research applications perform similar modelling? EDIT: I think I should underline that I'm not looking for optimal solutions. I'm looking to make the actors impulsive - making rudimentary decisions based on fuzzy inputs about what they care about or don't. I'm aiming to understand the problem area better not derive answers. All the textbooks I've found seem to be about real-world economics or how to solve complex theoretical problems, neither of which are terribly relevant to the actor's decision making.

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  • Access denied 403 errors after migrating my site

    - by AgA
    I've recently migrated my Joomla site from one shared hosting to another with Hostgator. GWT notified me about many 403 access denied pages. I've checked with Firebug too, and even though browser is displaying full page correctly but http return is 403. I've checked the home page but it's correctly returing 200 response. The same is shown by Fetch as Google in GWT(pasted this in the bottom). The site is 3 years old and I regularly do such migrations. I've copied the files and database "AS IS". I've even cleared all the caches but no luck. There is only one change: previously the site was primary domain but now it's add-on one. What could be the issue? This is how Googlebot fetched the page. Fetch as Google URL: http://MYSITE.COM/-----------------REMOVED.html Date: Thursday, June 20, 2013 at 10:32:14 PM PDT Googlebot Type: Web Download Time (in milliseconds): 3899 HTTP/1.1 403 Forbidden Date: Fri, 21 Jun 2013 05:32:15 GMT Server: Apache P3P: CP="NOI ADM DEV PSAi COM NAV OUR OTRo STP IND DEM" Expires: Mon, 1 Jan 2001 00:00:00 GMT Cache-Control: post-check=0, pre-check=0 Pragma: no-cache Set-Cookie: 0e4f6b53991c80cf39d57a6db58bb58d=ee2d880e8db0f1fc03c5612ea5a77004; path=/ Last-Modified: Fri, 21 Jun 2013 05:32:19 GMT Keep-Alive: timeout=5, max=75 Connection: Keep-Alive Transfer-Encoding: chunked Content-Type: text/html; charset=utf-8 <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en-gb" lang="en-gb" > <head> <base href="http://www.mysite.com/-----------------rajiv-yuva-shakthi-programme-finance-planning.html" /> <meta http-equiv="content-type" content="text/html; charset=utf-8" /> <meta name="robots" content="index, follow" /> <meta name="keywords" content="" /> <<<<<<TRIMMED>>>>>>>>>>>>>>

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  • Investment scheme for a PC game the project

    - by Alex Kamen
    Good day everyone, I am working on a PC game project that has 3 phases planned, micro, macro and mmo versions [if confused, see a brief description at the bottom]. I have found a potential investor for the micro version of the game, but naturally, he requested a detailed plan of how the game will pay back. And the problem is that micro version itself is not supposed to be monetized much, other than some ads and limited in-game currency utilization. The idea is that with this combat demo already at hand, it should be possible to get a really large enough investment (millions of dollars) and use it to pay back the initial small one (thousands of dollars) and take the project into macro phase, which will really make profit. This way, everybody is going to win, provided that I can deliver the end-product. Yet while I am confident of that both the conception of the macro and the real game-play of the micro versions are going to be appealing, I don’t know how to obtain any guarantee of that I will be able to get funded once I have the prototype ready. And without that, I won’t receive the funds for the prototype in the first place! To summarize, my question is: how to figure out my future possibilities of getting funded once I have combat demo out, basically “whom to write to and what”. Ideally, I would like some sort of a preliminary agreement with a game publisher, something that would basically state “If the developer provides the product in time and in quality corresponding to the specifications given, the publisher guarantees to allocate funds for distribution and further development, thereby acquiring the right to X part of all future profits”. Does this sound sane? It’s just that I don’t want to sell all of my rights out straight away by taking a big outside investment while the project is in such early stage. I would appreciate if you would share your thoughts on this kind of scheme, and be sure to ask questions as I am sure I must have forgotten to mention a ton of important things, like the fact that initial funds are going to be spent on outsourcing (living in Siberia is really just great). [here’s a brief outline of what each version will feature] [micro] 1) turn based tactical combat rules 2) character development 3) arena/tournament system [macro] 4) ai-ruled dynamic interactive worlds 5) global map adventuring 6) strategic rpg + god simulator gameplay [mmo] 7) Persistent worlds system 8) Social structures system (“guilds/clans”) 9) god-simulation on the mmo scale P.S. Obviously, these features are incremental, so that mmo version has all 9.

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  • I was stuck in implementing Simple Ftp with Winsock [migrated]

    - by user67449
    I want to implement a SimpleFtp with Winsock. But I was stuck in the maybe the file stream reading and writing. This is the Server. #include <WinSock2.h> #include <memory.h> #include <stdio.h> #include <iostream> using namespace std; #pragma comment(lib, "ws2_32.lib") #define MAX_FILE_NAME 100 #define DATA_PACK_SIZE 80*1000 // ??DataPack?????80KB #define SOCKKET_BUFFER_SIZE 80*1000 // socket??? #define FILE_BUFFER_SIZE DATA_PACK_SIZE-MAX_FILE_NAME-4*sizeof(int)-sizeof(u_long) //?????,??,??????content????? #define CONTENT_SIZE FILE_BUFFER_SIZE // DataPack?????content??? // Define a structure to hold the content of a file typedef struct FilePack{ char fName[MAX_FILE_NAME]; // File's name int fLen; // File's length int packNum; // Number of the DataPack int packLen; // DataPack's length int packCount; int contenLen; // the content length the DataPack actually holds u_long index; // ?????????? char content[CONTENT_SIZE]; // DataPack?????? }DataPack, *pDataPack; void WinsockInitial(){ WSADATA wsaData; WORD wVersionRequested; int err; wVersionRequested=MAKEWORD(2,2); err=WSAStartup(wVersionRequested, &wsaData); if(err!=0){ cout<<"Error at WSAStartup()."<<endl; exit(0); } if( LOBYTE(wsaData.wVersion)!=2 || HIBYTE(wsaData.wVersion)!=2 ){ cout<<"Error at version of Winsock. "<<endl; WSACleanup(); exit(0); } } void SockBind(SOCKET sock, int port, sockaddr_in &addrsock){ addrsock.sin_family=AF_INET; addrsock.sin_port=htons(port); addrsock.sin_addr.S_un.S_addr=htonl(INADDR_ANY); if( bind(sock, (sockaddr*)&addrsock, sizeof(addrsock)) == SOCKET_ERROR ){ cout<<"Error at bind(). Error: "<<GetLastError()<<endl; closesocket(sock); WSACleanup(); exit(0); } } void SockListen(SOCKET sock, int bak){ int err=listen(sock, bak); if(err==SOCKET_ERROR){ cout<<"Error at listen()."<<WSAGetLastError()<<endl; closesocket(sock); WSACleanup(); exit(0); } } int SockSend(DataPack &dataPack, SOCKET sock, char *sockBuf){ int bytesLeft=0, bytesSend=0; int idx=0; bytesLeft=sizeof(dataPack); // ?DataPack?????sockBuf??? memcpy(sockBuf, &dataPack, sizeof(dataPack)); while(bytesLeft>0){ bytesSend=send(sock, &sockBuf[idx], bytesLeft, 0); if(bytesSend==SOCKET_ERROR){ cout<<"Error at send()."<<endl; return 1; } bytesLeft-=bytesSend; idx+=bytesSend; } return 0; } int GetFileLen(FILE *fp){ // ?????? if(fp==NULL){ cout<<"Invalid argument. Error at GetFileLen()."<<endl; exit(0); } fseek(fp, 0, SEEK_END); int tempFileLen=ftell(fp); fseek(fp, 0, SEEK_SET); return tempFileLen; } int main(){ int err; sockaddr_in addrServ; int port=8000; // Initialize Winsock WinsockInitial(); // Create a socket SOCKET sockListen=socket(AF_INET, SOCK_STREAM, IPPROTO_TCP); if(sockListen==INVALID_SOCKET){ cout<<"Error at socket()."<<endl; WSACleanup(); return 1; } // Bind the socket. SockBind(sockListen, port, addrServ); // Listen for incoming connection requests cout<<"Waiting for incoming connection requests..."<<endl; SockListen(sockListen, 5); // Accept the connection request. sockaddr_in addrClient; int len=sizeof(addrClient); SOCKET sockConn=accept(sockListen, (sockaddr*)&addrClient, &len); if(sockConn!=INVALID_SOCKET){ cout<<"Connected to client successfully."<<endl; } // Set the buffer size of socket char sockBuf[SOCKKET_BUFFER_SIZE]; int nBuf=SOCKKET_BUFFER_SIZE; int nBufLen=sizeof(nBuf); err=setsockopt(sockConn, SOL_SOCKET, SO_SNDBUF, (char*)&nBuf, nBufLen); if(err!=0){ cout<<"Error at setsockopt(). Failed to set buffer size for socket."<<endl; exit(0); } //??????????? err = getsockopt(sockConn, SOL_SOCKET, SO_SNDBUF, (char*)&nBuf, &nBufLen); if( SOCKKET_BUFFER_SIZE != nBuf){ cout<<"Error at setsockopt(). ?socket????????"<<endl; closesocket(sockListen); closesocket(sockConn); WSACleanup(); exit(0); } //------------------------------------------------------------------------// DataPack dataPackSend; memset(&dataPackSend, 0, sizeof(dataPackSend)); int bytesRead; int bytesLeft; int bytesSend; int packCount; // Counts how many DataPack needed FILE *frp; // Used to read if(strcpy_s(dataPackSend.fName, "music.mp3")!=0){ cout<<"Error at strcpy_s()."<<endl; return 1; } // Open the file in read+binary mode err=fopen_s(&frp, dataPackSend.fName, "rb"); if(err!=0){ cout<<"Error at fopen_s()."<<endl; return 1; } char fileBuf[FILE_BUFFER_SIZE]; // Set the buffer size of File if(setvbuf(frp, fileBuf, _IONBF, FILE_BUFFER_SIZE)!=0){ cout<<"Error at setvbuf().Failed to set buffer size for file."<<endl; closesocket(sockListen); closesocket(sockConn); WSACleanup(); exit(0); } // Get file's length int fileLen=GetFileLen(frp); cout<<"File ???:"<<fileLen<<" bytes."<<endl; // Calculate how many DataPacks needed packCount=ceil( (double)fileLen/CONTENT_SIZE ); cout<<"File Length: "<<fileLen<<" "<<"Content Size: "<<CONTENT_SIZE<<endl; cout<<"???"<<packCount<<" ?DataPack"<<endl; int i=0; for(i=0; i<packCount; i++){ //?????dataPackSend????? memset(&dataPackSend, 0, sizeof(dataPackSend)); // Fill the dataPackSend if(strcpy_s(dataPackSend.fName, "abc.txt")!=0){ cout<<"Error at strcpy_s()."<<endl; return 1; } dataPackSend.packLen=DATA_PACK_SIZE; dataPackSend.fLen=fileLen; dataPackSend.packCount=packCount; if( packCount==1 ){ //??DataPack??? bytesRead=fread(fileBuf, 1, dataPackSend.fLen, frp); dataPackSend.contenLen=dataPackSend.fLen; memcpy(dataPackSend.content, fileBuf, bytesRead); dataPackSend.packNum=0; //???????DataPack // ?????dataPackSend?Client? if( SockSend(dataPackSend, sockConn, sockBuf)==0 ){ cout<<"??? "<<dataPackSend.packNum<<" ?DataPack"<<endl; } }else if( packCount>1 && i<(packCount-1) ){ // ???(???????) bytesRead=fread(fileBuf, 1, CONTENT_SIZE, frp); dataPackSend.contenLen=CONTENT_SIZE; memcpy(dataPackSend.content, fileBuf, bytesRead); dataPackSend.packNum=i; //?dataPackSend??????Client? if( SockSend(dataPackSend, sockConn, sockBuf)==0 ){ cout<<"??? "<<dataPackSend.packNum<<" ?DataPack."<<endl; } }else{ // ????? bytesRead=fread(fileBuf, 1, (dataPackSend.fLen-i*CONTENT_SIZE), frp); dataPackSend.contenLen=dataPackSend.fLen-i*CONTENT_SIZE; memcpy(dataPackSend.content, fileBuf, bytesRead); dataPackSend.packNum=i; //?dataPackSend???Client? if( SockSend(dataPackSend, sockConn, sockBuf)==0 ){ cout<<"??? "<<dataPackSend.packNum<<" ?DataPack."<<endl; } } } fclose(frp); closesocket(sockListen); closesocket(sockConn); WSACleanup(); return 0; } And this is Client. #include <WinSock2.h> #include <memory.h> #include <stdio.h> #include <iostream> using namespace std; #pragma comment(lib, "ws2_32.lib") #define MAX_FILE_NAME 100 #define DATA_PACK_SIZE 80*1000 // ??DataPack?????80KB #define SOCKKET_BUFFER_SIZE 80*1000 // socket??? #define FILE_BUFFER_SIZE DATA_PACK_SIZE-MAX_FILE_NAME-4*sizeof(int)-sizeof(u_long) //?????,??,??????content????? #define CONTENT_SIZE FILE_BUFFER_SIZE // DataPack?????content??? // Define a structure to hold the content of a file typedef struct FilePack{ char fName[MAX_FILE_NAME]; // File's name int fLen; // File's length int packNum; // Number of the DataPack int packLen; // DataPack's length int packCount; //DataPack??? int contenLen; // the content length the DataPack actually holds u_long index; // ?????????? char content[CONTENT_SIZE]; // DataPack?????? }DataPack, *pDataPack; void WinsockInitial(){ WSADATA wsaData; WORD wVersionRequested; int err; wVersionRequested=MAKEWORD(2,2); err=WSAStartup(wVersionRequested, &wsaData); if(err!=0){ cout<<"Error at WSAStartup()."<<endl; exit(0); } if( LOBYTE(wsaData.wVersion)!=2 || HIBYTE(wsaData.wVersion)!=2 ){ cout<<"Error at version of Winsock. "<<endl; WSACleanup(); exit(0); } } int SockRecv(SOCKET sock, char *sockBuf){ int bytesLeft, bytesRecv; int idx=0; bytesLeft=DATA_PACK_SIZE; while(bytesLeft>0){ bytesRecv=recv(sock, &sockBuf[idx], bytesLeft, 0); if(bytesRecv==SOCKET_ERROR){ cout<<"Error at recv()."<<endl; return 1; } bytesLeft-=bytesRecv; idx+=bytesRecv; } return 0; } int main(){ int err; sockaddr_in addrServ; int port=8000; // Initialize Winsock WinsockInitial(); // Create a socket SOCKET sockClient=socket(AF_INET, SOCK_STREAM, IPPROTO_TCP); if(sockClient==INVALID_SOCKET){ cout<<"Error at socket()."<<endl; WSACleanup(); return 1; } // Set the buffer size of socket char sockBuf[SOCKKET_BUFFER_SIZE]; int nBuf=SOCKKET_BUFFER_SIZE; int nBufLen=sizeof(nBuf); err=setsockopt(sockClient, SOL_SOCKET, SO_RCVBUF, (char*)&nBuf, nBufLen); if(err!=0){ cout<<"Error at setsockopt(). Failed to set buffer size for socket."<<endl; exit(0); } //??????????? err = getsockopt(sockClient, SOL_SOCKET, SO_RCVBUF, (char*)&nBuf, &nBufLen); if( SOCKKET_BUFFER_SIZE != nBuf){ cout<<"Error at getsockopt(). ?socket????????"<<endl; closesocket(sockClient); WSACleanup(); exit(0); } // Connect to the Server addrServ.sin_family=AF_INET; addrServ.sin_port=htons(port); addrServ.sin_addr.S_un.S_addr=inet_addr("127.0.0.1"); err=connect(sockClient, (sockaddr*)&addrServ, sizeof(sockaddr)); if(err==SOCKET_ERROR){ cout<<"Error at connect()."<<GetLastError()<<endl; closesocket(sockClient); WSACleanup(); return 1; }else{ cout<<"Connected to the FTP Server successfully."<<endl; } /* int i=0; int bytesRecv, bytesLeft, bytesWrite; int packCount=0, fLen=0; DataPack dataPackRecv; //?????? SockRecv(sockClient, sockBuf); memcpy(&dataPackRecv, sockBuf, sizeof(dataPackRecv)); cout<<"???? "<<dataPackRecv.packNum<<" ?DataPack."<<endl; cout<<"?DataPack??fName????: "<<dataPackRecv.fName<<endl; //??????? packCount=dataPackRecv.packCount; cout<<"?? "<<packCount<<" ?DataPack."<<endl; fLen=dataPackRecv.fLen; // Create a local file to write into FILE *fwp; err=fopen_s(&fwp, dataPackRecv.fName, "wb"); if(err!=0){ cout<<"Error at creat fopen_s(). Failed to create a local file to write into."<<endl; return 1; } // Set the buffer size of File char fileBuf[FILE_BUFFER_SIZE]; if(setvbuf(fwp, fileBuf, _IONBF, FILE_BUFFER_SIZE)!=0){ cout<<"Error at setvbuf().Failed to set buffer size for file."<<endl; memset(fileBuf, 0, sizeof(fileBuf)); closesocket(sockClient); WSACleanup(); exit(0); } //???????content???? memcpy(fileBuf, dataPackRecv.content, sizeof(dataPackRecv.content)); bytesWrite=fwrite(fileBuf, 1, sizeof(fileBuf), fwp); if(bytesWrite<sizeof(fileBuf)){ cout<<"Error at fwrite(). Failed to write the content of dataPackRecv to local file."<<endl; } //?????packCount-1????????????????? for(int i=1; i<packCount; i++){ // ????????? memset(sockBuf, 0, sizeof(sockBuf)); memset(&dataPackRecv, 0, sizeof(dataPackRecv)); memset(fileBuf, 0, sizeof(fileBuf)); SockRecv(sockClient, sockBuf); memcpy(&dataPackRecv, sockBuf, sizeof(dataPackRecv)); cout<<"???? "<<dataPackRecv.packNum<<" ?DataPack."<<endl; //???? memcpy(fileBuf, dataPackRecv.content, dataPackRecv.contenLen); bytesWrite=fwrite(fileBuf, 1, dataPackRecv.contenLen, fwp); if(bytesWrite<dataPackRecv.contenLen){ cout<<"Error at fwrite(). Failed to write the content of dataPackRecv to local file."<<endl; } } if( (i+1)==packCount ){ cout<<"??DataPack????????!"<<endl; } fclose(fwp); closesocket(sockClient); WSACleanup(); return 0;*/ }

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  • Why are MVC & TDD not employed more in game architecture?

    - by secoif
    I will preface this by saying I haven't looked a huge amount of game source, nor built much in the way of games. But coming from trying to employ 'enterprise' coding practices in web apps, looking at game source code seriously hurts my head: "What is this view logic doing in with business logic? this needs refactoring... so does this, refactor, refactorrr" This worries me as I'm about to start a game project, and I'm not sure whether trying to mvc/tdd the dev process is going to hinder us or help us, as I don't see many game examples that use this or much push for better architectural practices it in the community. The following is an extract from a great article on prototyping games, though to me it seemed exactly the attitude many game devs seem to use when writing production game code: Mistake #4: Building a system, not a game ...if you ever find yourself working on something that isn’t directly moving your forward, stop right there. As programmers, we have a tendency to try to generalize our code, and make it elegant and be able to handle every situation. We find that an itch terribly hard not scratch, but we need to learn how. It took me many years to realize that it’s not about the code, it’s about the game you ship in the end. Don’t write an elegant game component system, skip the editor completely and hardwire the state in code, avoid the data-driven, self-parsing, XML craziness, and just code the damned thing. ... Just get stuff on the screen as quickly as you can. And don’t ever, ever, use the argument “if we take some extra time and do this the right way, we can reuse it in the game”. EVER. is it because games are (mostly) visually oriented so it makes sense that the code will be weighted heavily in the view, thus any benefits from moving stuff out to models/controllers, is fairly minimal, so why bother? I've heard the argument that MVC introduces a performance overhead, but this seems to me to be a premature optimisation, and that there'd more important performance issues to tackle before you worry about MVC overheads (eg render pipeline, AI algorithms, datastructure traversal, etc). Same thing regarding TDD. It's not often I see games employing test cases, but perhaps this is due to the design issues above (mixed view/business) and the fact that it's difficult to test visual components, or components that rely on probablistic results (eg operate within physics simulations). Perhaps I'm just looking at the wrong source code, but why do we not see more of these 'enterprise' practices employed in game design? Are games really so different in their requirements, or is a people/culture issue (ie game devs come from a different background and thus have different coding habits)?

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  • Android Array Lag?

    - by Mike
    I am making a platform game for Android. It is sort of a tile based game. I added bullets and enemies with AI and a bunch of tile types. I created a simple map with no Enemies. Everything was running well and smooth until I shot a bunch of bullets randomly everywhere. A couple of hundreds of bullets later, the FPS lowered. I made a test to find out if the bullets were the problem so I made another simple map with just a tile to stand on and left it for a while. Minutes later, I played around with it a bit to check if the FPS changed and it didnt. I reloaded the same map and shot a lot of bullets. Minutes later, the FPS was visibly lower even after the number of bullets were zero. Points to note: Programmed FPS is 30 Tested on a Samsung Galaxy Y and Samsung Galaxy W Any tile, enemy, bullet that is off screen is not drawn to prevent lag Bullets collide with Tiles (if they dont collide with in 450 frames, they are removed from the array) I used List bullets = new ListArray(); I used bullets.add(new Bullet(x, y, params...)); I used for(...){ if(...){ bullets.remove(i); } } Code for bullet: private void drawBullets(Canvas canvas) { for (int i = 0; i < bullets.size(); i++) { Bullet b = bullets.get(i); b.update(canvas); //updates physics if (b.t > blm) { //if the bullet is past its expiry bullets.remove(i); i--; } else { if (svx((b.x)) > 0 && svx(b.x) < width && svy((b.y)) > 0 && svy(b.y) < height) { // if bullet is not off screen b.draw(canvas); // draw the bullet } } } } I tried searching for solutions and references but I have no luck. I'm guessing that the lag has something to do with the Array and the Bullets or Classes that I've loaded? I'm not sure! Someone please help! Thanks in advance! :)

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

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

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  • Using dd-wrt Dynamic DNS client with CloudFlare

    - by Roman
    I'm trying to configure Dynamic DNS client on my router with dd-wrt (v24-sp2) firmware so it would dynamically change IP address in one of the DNS records. Unfortunately I encountered a problem… Here is an example request from their ddclient configuration: https://www.cloudflare.com/api.html?a=DIUP&u=<my_login>&tkn=<my_token>&ip=<my_ip>&hosts=<my_record> It works if I use it in browser, but in dd-wrt I get this output: Tue Jan 24 00:36:47 2012: INADYN: Started 'INADYN Advanced version 1.96-ADV' - dynamic DNS updater. Tue Jan 24 00:36:47 2012: I:INADYN: IP address for alias '<my_record>' needs update to '<my_ip>' Tue Jan 24 00:36:48 2012: W:INADYN: Error validating DYNDNS svr answer. Check usr,pass,hostname! (HTTP/1.1 303 See Other Server: cloudflare-nginx Date: Mon, 23 Jan 2012 14:36:48 GMT Content-Type: text/plain Connection: close Expires: Sun, 25 Jan 1981 05:00:00 GMT Cache-Control: no-store, no-cache, must-revalidate, post-check=0, pre-check=0 Pragma: no-cache Location: https://www.cloudflare.com/api.html?a=DIUP&u=<my_login>&tkn=<my_token>&ip=<my_ip>&hosts=<my_record> Vary: Accept-Encoding Set-Cookie: __cfduid=<id>; expires=Mon, 23-Dec-2019 23:50:00 GMT; path=/; domain=.cloudflare.com Set-Cookie: __cfduid=<id>; expires=Mon, 23-Dec-2019 23:50:00 GMT; path=/; domain=.www.cloudflare.com You must include an `a' paramiter, with a value of DIUP|wl|chl|nul|ban|comm_news|devmode|sec_lvl|ipv46|ob|cache_lvl|fpurge_ts|async|pre_purge|minify|stats|direct|zone_check|zone_ips|zone_errors|zone_agg|zone_search|zone_time|zone_grab|app|rec_se URL from "Location" works perfectly and parameter "a" is included. What's the problem?

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  • Nginx unknown limit_req_zone

    - by Kayle
    Nginx currently will not start due to the error mentioned in the title. Here's the actual error I'm getting: $ sudo /etc/init.d/nginx restart Restarting nginx: nginx: [emerg] unknown limit_req_zone "one" in /etc/nginx/sites-enabled/www.myhashimotosthyroiditis.com:15 nginx: configuration file /etc/nginx/nginx.conf test failed And this is immediately following creating the VM in question (www.myhashimotosthyroiditis.com), using a template I found here that was supposedly the "out-of-the-box-for-lazy-people" templates. I'm very new to Nginx and I could not find any helpful information via google or searching here, so I beg my pardon if this is a product of stupidity. Here is the entirety of the VM file: server { listen 80; server_name myhashimotosthyroiditis.com www.myhashimotosthyroiditis.com; root /var/www/myhashimotosthyroiditis; access_log /var/log/nginx/myhashimotosthyroiditis.access.log; error_log /var/log/nginx/myhashimotosthyroiditis.error.log; location / { try_files $uri $uri/ /index.php; } location /search { limit_req zone=one burst=3 nodelay; rewrite ^ /index.php; } fastcgi_intercept_errors off; location ~* \.(?:ico|css|js|gif|jpe?g|png)$ { expires max; add_header Pragma public; add_header Cache-Control "public, must-revalidate, proxy-revalidate"; } include php.conf; # You may want to remove the robots line from drop to use a virtual robots.txt # or create a drop_wp.conf tailored to the needs of the wordpress configuration include drop.conf; }

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  • Get Squid to pass X-Requested-With header

    - by tftd
    I have configured a squid 3.1 proxy server. Everything works great except for the X-Requested-With header. I can't manage to figure out how to pass that header to the site I'm attempting to open via the proxy. This is my current configuration: request_header_access Allow allow all request_header_access Authorization allow all request_header_access WWW-Authenticate allow all request_header_access Proxy-Authorization allow all request_header_access Proxy-Authenticate allow all request_header_access Cache-Control allow all request_header_access Content-Encoding allow all request_header_access Content-Length allow all request_header_access Content-Type allow all request_header_access Date allow all request_header_access Expires allow all request_header_access Host allow all request_header_access If-Modified-Since allow all request_header_access Last-Modified allow all request_header_access Location allow all request_header_access Pragma allow all request_header_access Accept allow all request_header_access Accept-Charset allow all request_header_access Accept-Encoding allow all request_header_access Accept-Language allow all request_header_access Content-Language allow all request_header_access Cookie allow all request_header_access Mime-Version allow all request_header_access Retry-After allow all request_header_access Title allow all request_header_access Connection allow all request_header_access User-Agent allow all request_header_access All deny all #remove all other headers # delete "x-forwarder-for.." headers forwarded_for delete request_header_access Via deny all request_header_access X-Forwarded-For deny all I tried to add this line request_header_access X-Requested-With allow all to the configuration but apparently X-Requested-With is an unknown header name... Apparently I'm missing something?

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  • How do I fix a corrupt calendar cache?

    - by Blacklight Shining
    I was tailing /var/log/system.log and noticed a sudden wall of text. Looking closer, I saw it was an error CalendarAgent got while trying to save something: Nov 18 11:42:45 rainbow-dash.local CalendarAgent[12321]: CoreData: error: (11) Fatal error. The database at /Users/blackl/Library/Calendars/Calendar Cache is corrupted. SQLite error code:11, 'database disk image is malformed' Nov 18 11:42:45 rainbow-dash.local CalendarAgent[12321]: Core Data: annotation: -executeRequest: encountered exception = Fatal error. The database at /Users/blackl/Library/Calendars/Calendar Cache is corrupted. SQLite error code:11, 'database disk image is malformed' with userInfo = { NSFilePath = "/Users/blackl/Library/Calendars/Calendar Cache"; NSSQLiteErrorDomain = 11; } 2 messages repeated several times Nov 18 11:42:49 rainbow-dash.local CalendarAgent[12321]: [com.apple.calendar.store.log.subscription] [WARNING: CalSubscriptionSession :: persistError :: save failed] This entire sequence is repeated many times throughout the log. file said the file in question was a SQLite 3.x database, so I did a bit of searching and came up with a way to check those. blackl% cp -i ~/Library/Calendars/Calendar\ Cache /tmp blackl% sqlite3 /tmp/Calendar\ Cache SQLite version 3.7.12 2012-04-03 19:43:07 Enter ".help" for instructions Enter SQL statements terminated with a ";" sqlite> pragma integrity_check ; *** in database main *** Main freelist: Bad ptr map entry key=863 expected=(2,0) got=(5,21) On page 21 at right child: 2nd reference to page 863 This is followed by a few dozen lines like these: rowid <number> missing from index <name> and then: wrong # of entries in index <name> I'm at a bit of a loss as to what to do now—I couldn't find anything on how to fix the errors that I found. Also, it would probably be a good idea to disable Calendar Agent so it doesn't try to use the database while it's being fixed (that's why I copied it to /tmp before running sqlite3 on it.) How do I disable CalendarAgent and fix its cache?

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  • mod_deflate doesn't work [closed]

    - by kikio
    I want to gzip my static files. so put this in .htaccess: <IfModule mod_deflate.c> AddOutputFilterByType DEFLATE text/text text/html text/plain text/xml text/css application/x-javascript application/javascript </IfModule> and looked for mod_deflate in phpinfo() output Loaded Modules section, and I found it. But when I track server responses with Firebug, no gzipped file can be found: HTTP/1.1 200 OK Date: Sat, 08 Sep 2012 21:41:21 GMT Last-Modified: Sat, 08 Sep 2012 21:26:04 GMT Accept-Ranges: bytes Cache-Control: max-age=604800 Expires: Sat, 15 Sep 2012 21:41:21 GMT Vary: Accept-Encoding Keep-Alive: timeout=3, max=50 Connection: Keep-Alive Content-Type: text/css Content-Length: 18206 What's the problem? I'm sure I have mod_deflate enabled (according to php apache_get_modules()). UPDATE: the request headers: GET /d/jquery-ui.css HTTP/1.1 Host: 127.0.0.1 User-Agent: Mozilla/5.0 (Windows NT 6.1; WOW64; rv:15.0) Gecko/20100101 Firefox/15.0.1 Accept: text/html,application/xhtml+xml,application/xml;q=0.9,*/*;q=0.8 Accept-Language: en-us,en;q=0.5 Accept-Encoding: gzip, deflate DNT: 1 Connection: keep-alive Pragma: no-cache Cache-Control: no-cache

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  • Unable to get squid working for remote users

    - by Sean
    I am trying to setup squid 3.2.4, but I have not been able to get it working for remote users. Works fine locally. Unable to figure out what I am doing wrong... http_port 3128 transparent ssl-bump generate-host-certificates=on dynamic_cert_mem_cache_size=4MB cert=/usr/share/ssl-cert/myCA.pem refresh_pattern ^ftp: 1440 20% 10080 refresh_pattern ^gopher: 1440 0% 1440 refresh_pattern -i (/cgi-bin/|\?) 0 0% 0 refresh_pattern . 0 20% 4320 acl localnet src 10.0.0.0/8 # RFC 1918 possible internal network acl localnet src 172.16.0.0/12 # RFC 1918 possible internal network acl localnet src 192.168.0.0/16 # RFC 1918 possible internal network acl localnet src fc00::/7 # RFC 4193 local private network range acl localnet src fe80::/10 # RFC 4291 link-local (directly plugged) machines acl SSL_ports port 443 acl Safe_ports port 80 # http acl Safe_ports port 21 # ftp acl Safe_ports port 443 # https acl Safe_ports port 70 # gopher acl Safe_ports port 210 # wais acl Safe_ports port 1025-65535 # unregistered ports acl Safe_ports port 280 # http-mgmt acl Safe_ports port 488 # gss-http acl Safe_ports port 591 # filemaker acl Safe_ports port 777 # multiling http acl CONNECT method CONNECT http_access allow manager localhost http_access deny manager http_access deny !Safe_ports http_access allow localhost http_access allow localnet http_access allow all cache deny all via off forwarded_for off header_access From deny all header_access Server deny all header_access WWW-Authenticate deny all header_access Link deny all header_access Cache-Control deny all header_access Proxy-Connection deny all header_access X-Cache deny all header_access X-Cache-Lookup deny all header_access Via deny all header_access Forwarded-For deny all header_access X-Forwarded-For deny all header_access Pragma deny all header_access Keep-Alive deny all acl ip1 localip 1.1.1.90 acl ip2 localip 1.1.1.91 acl ip3 localip 1.1.1.92 acl ip4 localip 1.1.1.93 acl ip5 localip 1.1.1.94 tcp_outgoing_address 1.1.1.90 ip1 tcp_outgoing_address 1.1.1.91 ip2 tcp_outgoing_address 1.1.1.92 ip3 tcp_outgoing_address 1.1.1.93 ip4 tcp_outgoing_address 1.1.1.94 ip5 tcp_outgoing_address 1.1.1.90

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  • mod_cache not working

    - by Pistos
    I have a PHP site that has many dynamically generated pages. I'm trying to turn to mod_cache to help boost performance, because in most cases, content does not change in a given day. I have configured mod_cache as best I could, following examples around the web, including the mod_cache page on apache.org. When I set LogLevel debug, I see a bit of information about the caching that is [not] happening. There are plenty of pairs of lines like this: [Fri Jun 01 17:28:18 2012] [debug] mod_cache.c(141): Adding CACHE_SAVE filter for /foo/bar [Fri Jun 01 17:28:18 2012] [debug] mod_cache.c(148): Adding CACHE_REMOVE_URL filter for /foo/bar Which is fine, because I've set CacheEnable disk /foo, to indicate that I want everything under /foo cached. I'm new to mod_cache, but my understanding about these lines is that it just means that mod_cache has acknowledged that the URL is supposed to be cached, but there are supposed to be more lines indicating that it is saving the data to cache, and then later retrieving them on subsequent hits to the same URL. I can hit the same URL till I'm blue in the face, whether with F5 refreshing, or not, or with different browsers, or different computers. It's always that pair of lines that shows in the logs, and nothing else. When I set CacheEnable disk /, then I see more activity. But I don't want to cache the entire site, and there are many, many different subpaths to the site, so I don't want to have to modify code to set no-cache headers in all the necessary places. I'll mention that mod_rewrite is in use here, rewriting /foo/bar to something like index.php?baz=/foo/bar, but my understanding is that mod_cache uses the pre-rewrite URL, not the post-rewrite URL. As far as I can tell, I have the response headers not getting in the way of caching. Here's an example from one hit: Cache-Control:must-revalidate, max-age=3600 Connection:Keep-Alive Content-Encoding:gzip Content-Length:16790 Content-Type:text/html Date:Fri, 01 Jun 2012 21:43:09 GMT Expires:Fri, 1 Jun 2012 18:43:09 -0400 Keep-Alive:timeout=15, max=100 Pragma: Server:Apache Vary:Accept-Encoding mod_cache config is as follows: CacheRoot /var/cache/apache2/ CacheDirLevels 3 CacheDirLength 2 CacheEnable disk /foo What is getting in the way of mod_cache doing its job of caching?

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  • HTTP responses curl and wget different results

    - by Fab
    To check HTTP response header for a set of urls I send with curl the following request headers foreach ( $urls as $url ) { // Setup headers - I used the same headers from Firefox version 2.0.0.6 $header[ ] = "Accept: text/xml,application/xml,application/xhtml+xml,"; $header[ ] = "text/html;q=0.9,text/plain;q=0.8,image/png,*/*;q=0.5"; $header[ ] = "Cache-Control: max-age=0"; $header[ ] = "Connection: keep-alive"; $header[ ] = "Keep-Alive: 300"; $header[ ] = "Accept-Charset: ISO-8859-1,utf-8;q=0.7,*;q=0.7"; $header[ ] = "Accept-Language: en-us,en;q=0.5"; $header[ ] = "Pragma: "; // browsers keep this blank. curl_setopt( $ch, CURLOPT_URL, $url ); curl_setopt( $ch, CURLOPT_USERAGENT, 'Googlebot/2.1 (+http://www.google.com/bot.html)'); curl_setopt( $ch, CURLOPT_HTTPHEADER, $header); curl_setopt( $ch, CURLOPT_REFERER, 'http://www.google.com'); curl_setopt( $ch, CURLOPT_HEADER, true ); curl_setopt( $ch, CURLOPT_NOBODY, true ); curl_setopt( $ch, CURLOPT_RETURNTRANSFER, true ); curl_setopt( $ch, CURLOPT_FOLLOWLOCATION, true ); curl_setopt( $ch, CURLOPT_HTTPAUTH, CURLAUTH_ANY ); curl_setopt( $ch, CURLOPT_TIMEOUT, 10 ); //timeout 10 seconds } Sometimes I receive 200 OK which is good other time 301, 302, 307 which I consider good as well, but other times I receive weird status as 406, 500, 504 which should identify an invalid url but when I open it on the browser they are fine for example the script returns http://www.awe.co.uk/ => HTTP/1.1 406 Not Acceptable and wget returns wget http://www.awe.co.uk/ --2011-06-23 15:26:26-- http://www.awe.co.uk/ Resolving www.awe.co.uk... 77.73.123.140 Connecting to www.awe.co.uk|77.73.123.140|:80... connected. HTTP request sent, awaiting response... 200 OK Does anyone know which request header I am missing or adding in excess?

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  • ddclient to update namecheap subdomain?

    - by LF4
    I have a subdomain that I want to update with ddclient. I configured the ddclient to get the IP from dyndns but it's not updating the subdomain on namecheap. They said to use yourdomain.com as the login instead of my actual domain. Has anyone been able to get namecheap DNS updated with ddclient? I'm running CentOS 6.2 with ddclient 3.7.3. When I run ddclient I get the following. CONNECT: checkip.dyndns.org CONNECTED: using HTTP SENDING: GET / HTTP/1.0 SENDING: Host: checkip.dyndns.org SENDING: User-Agent: ddclient/3.7.3 SENDING: Connection: close SENDING: RECEIVE: HTTP/1.1 200 OK RECEIVE: Content-Type: text/html RECEIVE: Server: DynDNS-CheckIP/1.0 RECEIVE: Connection: close RECEIVE: Cache-Control: no-cache RECEIVE: Pragma: no-cache RECEIVE: Content-Length: 106 RECEIVE: RECEIVE: <html><head><title>Current IP Check</title></head><body>Current IP Address: IPADD</body></html> Use of uninitialized value in string ne at /usr/sbin/ddclient line 1998. WARNING: skipping update of lf4bot from <nothing> to IPADD WARNING: last updated <never> but last attempt on Fri Jun 15 22:46:21 2012 failed. WARNING: Wait at least 5 minutes between update attempts. ddclient.conf File daemon=300 # check every 300 seconds syslog=yes # log update msgs to syslog mail=root # mail all msgs to root mail-failure=root # mail failed update msgs to root pid=/var/run/ddclient.pid # record PID in file. ssl=yes # use ssl-support. Works with use=web, web=checkip.dyndns.org/, web-skip='IP Address' # found after IP Address protocol=namecheap \ server=dynamicdns.park-your-domain.com \ login=yourdomain.com \ password=PASSWORD \ lf4bot

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  • IP Blacklists and suspicious inbound and outbound traffic

    - by Pantelis Sopasakis
    I administer a web server and recently we had our IP banned (!) from our host after they received a notification e-mail for abuse. In particular our server is allegedly involved in spam attacks over HTTP. The content of the abuse report email we received was not much informative - for example the IP addresses our server is supposed to have attacked against are not included - so I started a wireshark session checking for suspicious traffic over TCP/HTTP while trying to locate possible security holes on the system. (Let me note that the machine runs a Debian OS). Here is an example of such a request... Source: 89.74.188.233 Destination: 12.34.56.78 // my ip Protocol: HTTP Info: GET 'http://www.media.apniworld.com/image.php?type=hv' HTTP/1.0 I manually blacklisted this host (as well as some other ones) blocking them with iptables, but I can't keep on doing manually all day long... I'm looking for an automated way to block such IPs based on: Statistical analysis, pattern recognition or other AI-based analysis (Though, I'm reluctant to trust such a solution, if exists) Public blacklists Using DNSBL I actually found out that 89.74.188.233 is blacklisted. However other IPs which are strongly suspicious like 93.199.112.126 (i.e. http://www.pornstarnetwork.com/account/signin), unfortunately were not blacklisted! What I would like to do is to automatically connect my firewall with DNSBL (or some other blacklist database) and block all traffic towards blacklisted IPs or somehow have my local blacklist automatically updated.

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  • Windows: How to make programs think they're not running in a terminal server session?

    - by sinni800
    I am using the program "SoftXPand 2011 Duo" by Miniframe on my Windows 7 PC. It makes two workstations out of one computer. It uses the terminal services built into Windows to create the additional session. I use two screens, two keyboards and two mice to create this "illusion" of two computers. It works quite well and I can even play two different 3D games on the two screens attached to this single machine (using a Radeon HD5770 and a Core i5 2500k with 8 Gbytes RAM). There are a few downsides to this. I just found about one that is hidden on the first look. The sessions you are in (even on the first workstation) will identify as a terminal server session! Now some programs will run with limited effects (graphical), and some won't run at all. This also resulted in some games not running at all. They just say "Cannot be run in a terminal server session" and exit. I have already proven that top modern games (DirectX 10, 11) run just as good as on the same machine without SoftXPand, so this is a pretty artificial limitation! So, can I somehow hack my current session so it doesn't look like a terminal server session anymore? I. E. #include <windows.h> #pragma comment(lib, "user32.lib") BOOL IsRemoteSession(void) { return GetSystemMetrics( SM_REMOTESESSION ); } Will return FALSE? (Not a programming question! Just an example how programs detect if they're in a terminal server session!)

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  • Varnish returning 503, FetchError (could not get storage)

    - by Archan
    On the current setup we're running into a problem with Varnish, we're running a CentOS 5.7 x86_64 xenpv, with Cpanel WHM, hosted at VPS.net. Sometimes we will recieve a Guru Meditation from Varnish, and when we look in the varnishlog with the following command varnishlog -d -c -m TxStatus:503 it returns output similar to the following: 15 VCL_call c recv 15 VCL_acl c NO_MATCH devs 15 VCL_return c pass 15 VCL_call c hash 15 Hash c **** 15 Hash c ************* 15 VCL_return c hash 15 VCL_call c pass pass 15 Backend c 12 default default 15 TTL c 1835862523 RFC 0 -1 -1 1332454056 0 1332454055 375007920 0 15 VCL_call c fetch hit_for_pass 15 ObjProtocol c HTTP/1.1 15 ObjResponse c OK 15 ObjHeader c Date: Thu, 22 Mar 2012 22:07:35 GMT 15 ObjHeader c Server: Apache/2.2.21 (Unix) mod_ssl/2.2.21 OpenSSL/0.9.8e-fips-rhel5 mod_bwlimited/1.4 mod_fcgid/2.3.6 15 ObjHeader c X-Powered-By: PHP/5.3.9 15 ObjHeader c Expires: Thu, 19 Nov 1981 08:52:00 GMT 15 ObjHeader c Cache-Control: no-store, no-cache, must-revalidate, post-check=0, pre-check=0 15 ObjHeader c Pragma: no-cache 15 ObjHeader c Content-Type: text/html; charset=utf-8 15 ObjHeader c X-Cacheable: NO:Cache-Control=private 15 FetchError c chunked read_error: 12 (Could not get storage) 15 VCL_call c error deliver 15 VCL_call c deliver deliver As far as I have could gather, we could try increasing the nuke_limit, but currently we have a nuke_limit of 500, and when running varnishstat -1 -f n_lru_nuked we "only" get a total of 1031, even though we have seen the error happen on several pages. When we then run top to see how much memory Varnish is using, it only shows that it is using 763m, although we've set it to be allowed to use 1200m. Any ideas of what the problem can be?

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  • Why is IIS 7.5 seeing some requests as HTTP/1.0?

    - by Zhaph - Ben Duguid
    While trying to work out why Static File Compression wasn't working on one of our IIS servers, the error was coming back as "NO_COMPRESSION_10" which translates to: Server not configured to compress 1.0 requests Looking at the requests in Fiddler, I can see that I'm requesting HTTP 1.1, but everything is being sent back as HTTP 1.0: Request (from chrome, captured via Fiddler): GET /css/reset.css HTTP/1.1 Host: [-----].com Connection: keep-alive Cache-Control: max-age=0 If-Modified-Since: Tue, 16 Oct 2012 15:04:34 GMT User-Agent: Mozilla/5.0 (Windows NT 6.1; WOW64) AppleWebKit/537.11 (KHTML, like Gecko) Chrome/23.0.1271.95 Safari/537.11 Accept: text/css,*/*;q=0.1 Referer: http://[-----].com/ Accept-Encoding: gzip,deflate,sdch Accept-Language: en-GB,en;q=0.8,en-US;q=0.6 Accept-Charset: ISO-8859-1,utf-8;q=0.7,*;q=0.3 Response from IIS: HTTP/1.0 200 OK Cache-Control: no-cache, no-store Pragma: no-cache Content-Type: text/html; charset=utf-8 Expires: -1 Server: Microsoft-IIS/7.5 X-AspNet-Version: 4.0.30319 X-Powered-By: ASP.NET Date: Tue, 11 Dec 2012 11:57:03 GMT Connection: close Content-Length: 108837 Other servers with the same host that I'm running this site on all respond with HTTP/1.1. How can I persuade IIS to respond with HTTP/1.1 rather than HTTP/1.0? Edit to add: Digging deeper, I can see that some responses from the server are indeed being returned compressed, so I guess really I'm trying to work out why talking to this particular server from our office seems to result in it seeing 1.0 requests, while other servers at the same co-loc don't?

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