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  • HTTP Error 503 - Service is unavailable (how fix?)

    - by SilverLight
    i have a web site for download mobile files and there many users in my web site. sometimes i have the error below : HTTP Error 503 - Service is unavailable 1-so why this error happens and what is that mean? 2-as i know appache free up itself when it's oveloaded, but what about iis? how can i put some limitations in my server (i have remote access to my server) for prevent this error happening? a.is limitation of dowload's speed efficient for prevent that error's occur? how can i do that? is squid useful for this job or i can do that with another iis extension. b.is limitation of download's Bandwidth efficient for prevent that error's occur? how can i do that (with iis or another extension)? in right side of iis - configure area - i found some limits. what do those limits mean and can i use them for keep my server alive all the time? EDIT: after viewing event viewer of windows - custom views - server rols - web server (iis) i figure out there is no error in that area. but many warnings and information. the latest warnings and information are like below : warning A worker process '2408' serving application pool 'ASP.NET 4.0 (Integrated)' failed to stop a listener channel for protocol 'http' in the allotted time. The data field contains the error number. warning A process serving application pool 'ASP.NET 4.0 (Integrated)' exceeded time limits during shut down. The process id was '6764'. warning A worker process '3232' serving application pool 'ASP.NET 4.0 (Integrated)' failed to stop a listener channel for protocol 'http' in the allotted time. The data field contains the error number. warning A process serving application pool 'ASP.NET 4.0 (Integrated)' exceeded time limits during shut down. The process id was '3928'. thanks in advance best regards

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  • HTTP Error 503. The service is unavailable

    - by user1671639
    I'm struggling to setup the environment in IIS8, I searched a lot but couldn't find a right solution. I checked the error logs, but no idea. C:\Windows\System32\LogFiles\HTTPERR 2013-10-09 09:28:39 192.168.43.205 60172 192.168.43.205 80 HTTP/1.1 GET / 503 2 AppOffline qa.hti.local 2013-10-09 09:28:39 192.168.43.205 60192 192.168.43.205 80 HTTP/1.1 GET /favicon.ico 503 2 AppOffline qa.hti.local Then in Event Viewer: WARNINGS: A listener channel for protocol 'http' in worker process '11188' serving application pool 'qa.hti.local' reported a listener channel failure. The data field contains the error number. A listener channel for protocol 'http' in worker process '7492' serving application pool 'qa.hti.local' reported a listener channel failure. The data field contains the error number. A listener channel for protocol 'http' in worker process '9088' serving application pool 'qa.hti.local' reported a listener channel failure. The data field contains the error number. A listener channel for protocol 'http' in worker process '9964' serving application pool 'qa.hti.local' reported a listener channel failure. The data field contains the error number. A listener channel for protocol 'http' in worker process '7716' serving application pool 'qa.hti.local' reported a listener channel failure. The data field contains the error number. I don't understand what the warning means. ERROR: Application pool 'qa.hti.local' is being automatically disabled due to a series of failures in the process(es) serving that application pool. Note: I learned that consecutive 5 failures leads to APP Pool crash, and this can increased. I also tried increasing this but no success. OS: Windows server 2012 IIS Version: 8 Please share your thoughts.

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  • Hiera can't find puppet environment

    - by quickshiftin
    I'm testing out hiera and hitting a snag on the hierarchy configuration. What I have is extremely simple, the part that isn't working is specification of hiera datadir files based on environment. Here's the config file (/etc/hiera.yaml) I'm trying --- :backends: - yaml :logger: console :hierarchy: - "%{::environment}" :yaml: :datadir: /var/lib/hiera Now, I have a file /var/lib/hiera/development.yaml blah: meh When I run hiera it's not finding the file or the value $ hiera -d blah DEBUG: Fri Oct 25 15:50:52 -0600 2013: Hiera YAML backend starting DEBUG: Fri Oct 25 15:50:52 -0600 2013: Looking up blah in YAML backend nil I've verified this agent is configured for development $ sudo puppet agent --configprint environment development Now let me prove hiera is capable of finding something; a change to the hiera.yaml file: :hierarchy: - development And now hiera finds the file and the value $ hiera -d blah DEBUG: Fri Oct 25 15:53:25 -0600 2013: Hiera YAML backend starting DEBUG: Fri Oct 25 15:53:25 -0600 2013: Looking up blah in YAML backend DEBUG: Fri Oct 25 15:53:25 -0600 2013: Looking for data source development DEBUG: Fri Oct 25 15:53:25 -0600 2013: Found blah in development meh So why isn't it working with the dynamic environment configuration? I got that straight from the documentation. Note, I have tried running the hiera command via sudo with no change in the result.

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  • What should I do to make sure that IIS does not recycle my application?

    - by AngryHacker
    I have a WCF service app hosted in IIS. On startup, it goes and fetches a really expensive (in terms of time and cpu) resource to use as local cache. Unfortunately, IIS seems to recycle the process on a fairly regular basis. So I am trying to change the settings on the Application Pool to make sure that IIS does not recycle the application. So far, I've change the following: Limit Interval under CPU from 5 to 0. Idle Time-out under Process Model from 20 to 0. Regular Time Interval under Recycling from 1740 to 0. Will this be enough? And I have specific questions about the items I changed: What specifically does Limit Interval setting under CPU mean? Does it mean that if a certain CPU usage is exceeded, the application pool will be recycled? What exactly does "recycled" mean? Is the application completely torn down and started up again? What is the difference between "Worker Process shutdown" and "Application Pool recycling"? The documentation for the Idle Time-out under Process Model talks about shutting down the worker process. While the docs for Regular Time Interval under Recycling talk about application pool recycling. I don't quite grok the difference between the two. I thought the w3wp.exe is the worker process which runs the application pool. Can someone explain the difference to the application between the two? The reason for having IIS7 and IIS7.5 tags is because the app will run in both and hope the answers are the same between the versions. Image for reference:

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  • Windows service runs file locally but not on server

    - by Ben
    I created a simple Windows service in dot net which runs a file. When I run the service locally I see the file running in the task manager just fine. However, when I run the service on the server it won't run the file. I've checked the path to the file which is fine. I also checked the permissions on the folder and file, and they fine as well. Also there are no exceptions happening. Below is the code used to launch the process which runs the file. I posted this first on stack overflow, and some people were thinking this is a config issue, so I moved it here. Any ideas? try { // TODO: Add code here to start your service. eventLog1.WriteEntry("VirtualCameraService started"); // Create An instance of the Process class responsible for starting the newly process. System.Diagnostics.Process process1 = new System.Diagnostics.Process(); // Set the directory where the file resides process1.StartInfo.WorkingDirectory = "C:\\VirtualCameraServiceSetup\\"; // Set the filename name of the file to be opened process1.StartInfo.FileName = "VirtualCameraServiceProject.avc"; // Start the process process1.Start(); } catch (Exception ex) { eventLog1.WriteEntry("VirtualCameraService exception - " + ex.InnerException); }

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  • Windows typeperf and pound signs.

    - by Weegee
    I'm currently trying to use typeperf to access some Windows performance counters. Unfortunately, a few of the instances I'm trying to check are of the format service#1. The command typeperf "\\server\Process(service#1)\Working Set Peak" is unfortunately returning the data for \\server\Process(service)\Working Set Peak rather than the data for the instance service#1. This holds true for any of the services that have pound signs in the counter string. Does anyone know of a method to get around this problem? Sample output: I:\>typeperf -s server "\Process(service#1)\Working Set" "(PDH-CSV 4.0)","\\server\Process(service)\Working Set" "10/08/2009 09:37:29.070","1643274240.000000" "10/08/2009 09:37:30.070","1643274240.000000" "10/08/2009 09:37:31.070","1643274240.000000" The command completed successfully. I:\>typeperf -s server "\Process(service#2)\Working Set" "(PDH-CSV 4.0)","\\server\Process(service)\Working Set" "10/08/2009 09:37:39.273","1643274240.000000" "10/08/2009 09:37:40.273","1643274240.000000" "10/08/2009 09:37:41.273","1643274240.000000" "10/08/2009 09:37:42.273","1643274240.000000" "10/08/2009 09:37:43.273","1643274240.000000" The command completed successfully. I can confirm in PerfMon that the Working Set value "1643274240.000000" is incorrect for both service#1 and service#2. I am running Windows XP Service Pack 2, but a co-worker who is running Windows Server 2003 was having the same troubles.

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  • Apache crashes a few seconds after the start.

    - by Nacho
    Hi, i've got a problem with apache. When i try to start it (/etc/init.d/apache2 start) it dies after a few seconds. It shows up on "ps aux" consuming a lot of memory and then dies. I don't know what could be causing apache to consume this amount of memory: USER PID %CPU %MEM VSZ RSS TTY STAT START TIME COMMAND root 13379 1.0 0.3 14376 3908 ? Ss 22:31 0:00 /usr/sbin/apache2 -k start www-data 13383 0.0 0.4 197316 4196 ? Sl 22:31 0:00 /usr/sbin/apache2 -k start www-data 13390 0.0 0.3 172728 4172 ? Sl 22:31 0:00 /usr/sbin/apache2 -k start www-data 13396 0.0 0.3 156336 4160 ? Sl 22:31 0:00 /usr/sbin/apache2 -k start www-data 13400 0.0 0.3 148140 4156 ? Sl 22:31 0:00 /usr/sbin/apache2 -k start www-data 13403 0.0 0.3 131748 4148 ? Sl 22:31 0:00 /usr/sbin/apache2 -k start Here is a htop screenshot: http://i.imgur.com/N4Chh.png It happened suddenly, no change had been made to server config, so i don't know whats causing it. The error log of my virtual servers shows this: [Sun Jan 30 22:19:50 2011] [alert] (11)Resource temporarily unavailable: mod_wsgi (pid=9685): Couldn't create worker thread 11 in daemon process 'fb.ebookmetafinder.com'. [Sun Jan 30 22:19:55 2011] [alert] (11)Resource temporarily unavailable: mod_wsgi (pid=9685): Couldn't create worker thread 19 in daemon process 'fb.ebookmetafinder.com'. [Sun Jan 30 22:29:40 2011] [alert] (11)Resource temporarily unavailable: mod_wsgi (pid=12009): Couldn't create worker thread 18 in daemon process 'fb.ebookmetafinder.com'. [Sun Jan 30 22:31:06 2011] [alert] (11)Resource temporarily unavailable: mod_wsgi (pid=13396): Couldn't create worker thread 15 in daemon process 'fb.ebookmetafinder.com'. [Sun Jan 30 22:35:02 2011] [alert] (11)Resource temporarily unavailable: mod_wsgi (pid=14009): Couldn't create worker thread 16 in daemon process 'fb.ebookmetafinder.com'. [Sun Jan 30 22:35:07 2011] [alert] (11)Resource temporarily unavailable: mod_wsgi (pid=14009): Couldn't create worker thread 17 in daemon process 'fb.ebookmetafinder.com'. I'm on a ubuntu server vps and i use mod_wsgi with django. Thanks.

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  • What could cause an 101 Error in WAMP under Windows 7 ?

    - by Brayn
    Hey, I'be been using WAMP for local development for quite a while now but lately I've been getting an Error 101 message when I browse localhost sites. It's possible for this to have appeared after the last WAMP update but I'm not 100% sure on this. If I try again and again, after several page refreshes it works but it's really annoying! The exact error message is: Error 101 (net::ERR_CONNECTION_RESET): Unknown error. This is my configuration: OS: Windows 7 Apache: 2.2.11 PHP: 5.2.9-2 WAMP: 2.0 Also the local scripts connect to a remote MySQL server, they don't use the local MySQL(I don't know if it matters, just though I let you know). I've been looking into the apache logs and I've found the following. It seems that the apache server keeps restarting and I can't figure why: [Wed Oct 14 13:52:30 2009] [notice] Parent: child process exited with status 255 -- Restarting. [Wed Oct 14 13:52:30 2009] [notice] Apache/2.2.11 (Win32) PHP/5.2.9-2 configured -- resuming normal operations [Wed Oct 14 13:52:30 2009] [notice] Server built: Dec 10 2008 00:10:06 [Wed Oct 14 13:52:30 2009] [notice] Parent: Created child process 6784 [Wed Oct 14 13:52:31 2009] [notice] Child 6784: Child process is running [Wed Oct 14 13:52:31 2009] [notice] Child 6784: Acquired the start mutex. [Wed Oct 14 13:52:31 2009] [notice] Child 6784: Starting 64 worker threads. [Wed Oct 14 13:52:31 2009] [notice] Child 6784: Starting thread to listen on port 80. [Wed Oct 14 13:52:32 2009] [notice] Parent: child process exited with status 255 -- Restarting. [Wed Oct 14 13:52:33 2009] [notice] Apache/2.2.11 (Win32) PHP/5.2.9-2 configured -- resuming normal operations [Wed Oct 14 13:52:33 2009] [notice] Server built: Dec 10 2008 00:10:06 [Wed Oct 14 13:52:33 2009] [notice] Parent: Created child process 3572 [Wed Oct 14 13:52:33 2009] [notice] Child 3572: Child process is running [Wed Oct 14 13:52:33 2009] [notice] Child 3572: Acquired the start mutex. [Wed Oct 14 13:52:33 2009] [notice] Child 3572: Starting 64 worker threads. [Wed Oct 14 13:52:33 2009] [notice] Child 3572: Starting thread to listen on port 80. Also I've checked Windows Firewall and disabled any other protection that I have on this computer with no improvement. Thanks!

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  • Does IIS Sometimes Allocate More Worker Processes Than Configured?

    - by Paul Williams
    We have an IIS 7.5 web service on Windows Server 2008 that handles WCF requests from C# clients. This service is configured to have Maximum Worker Processes = 1, so it is not a web garden. IIS is setup to recycle itself at the same time every day (3 AM). I am trying to debug gnarly connection issues, so I wanted to be sure the application pool was not recycling itself. I configured the pool to log an event when it recycles itself. To my surprise, I see the following entries in the System event log: Level: Information Date/Time: 3/23/2012 3:00:00 AM - Source: WAS - Event ID: 5076 A worker process with process id of '6636' serving application pool 'MyAppPool' has requested a recycle because it reached its scheduled recycle time. Level: Information Date/Time: 3/23/2012 2:59:39 AM - Source: WAS - Event ID: 5076 A worker process with process id of '9364' serving application pool 'MyAppPool' has requested a recycle because it reached its scheduled recycle time. IIS is correctly recycling the application pool at 3 AM. However, I do not understand why I would be getting two recycle events in the log within a few seconds of each other. The maximum number of processes is 1. Does IIS sometimes allocate multiple processes for an application pool that is specified as having 1 process? -- edit -- I connected at about 4 PM today and only saw 1 w3wp.exe process. There are no other event log entries that would indicate a crash.

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  • How to Deploy an ASP.NET Web API- and Browser-based Application to a Production Environment [closed]

    - by lmttag
    Possible Duplicate: How to Deploy an ASP.NET Web API- and Browser-based Application to a Production Environment We have an ASP.NET Web API server that serves up a SQL Server data driven website. The API uses JSON to transfer data from SQL Server to the front end. We need to move it to an internal production environment (nothing will be exposed on the public Internet) and we’re having problems - or just not understanding what needs to be done. There are two domains: The corporate domain - where all users login normally. The process domain - contains the database the Web API needs to access. The IT staff wants to put a DMZ between the two domains to house the IIS app and shield the users on the corporate domain from having access into the process domain directly. The ideal configuration is: corp domain (end users) <–> firewall (open port 80) <–> DMZ (web server running IIS) <–> firewall (open port 80 or 1433????) <–> process domain (IIS for Web API and SQL Server) We don’t really understand how to deploy our browser/Web API application in this scenario. Do we need to break up our application so that all the client code is on the IIS server in the DMZ, while the Web API gets installed on the server in the process domain? Does the entire app (client code and Web API) stay together on the IIS server in the DMZ, which then somehow accesses the SQL Server instance to get data? From the IIS server and app in the DMZ, would you simply access the Web API on the server in the process domain by going to http://server/appname/api/getitmes? In the second firewall between the DMZ and the process domain, would you have to open port 1433 or just port 80 since the Web API is a HTTP endpoint? Or, is there some better way of deployment (i.e., how ASP.NET Web API single page applications written all in HTML5 and JavaScript supposed to be deployed to production environments?)? NB: The servers are Win2k8 R2, SQL Server 2k8 R2, and IIS 7.5.

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  • SQL Server log backups "stalling"

    - by MattK
    I have interited a box running SQL Server 2008 and Windows 2003, and have had a few events where largeish (35GB) log backups "stall", both before and after the installation of SQL 2008 SP1. The server log ships to a standby, so regular log backups are taken at 15 minute intervals. However, after an index reorg causes the log to grow to about 35GB (on a DB with about 17GB of data), the next log backup runs to ~95% completion, then seems to stop. The process shows as suspended, with a wait state of BACKUPIO. CPU, read, and write activity on the SPID also does not change, and the process stays in this state for hours, when normally a backup of this size should complete in about 20 minutes. This server has a single RAID-1 volume, thus the source database files and destination backup files are on the same volume. However, I cannot determine if another process is blocking the backup. The backup SPID cannot be killed, and the only way to terminate the log backup and clear the lock on the backup file is to cycle the SQL Server service. There was one event where the backup terminated completely, with an error that another process had locked the backup file, but no details about what that process was. Can anyone suggest a cause or diagnostic process to this situation?

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  • Log backups "stalling" on SQL 2008?

    - by MattK
    I have interited a box running SQL Server 2008 and Windows 2003, and have had a few events where largeish (35GB) log backups "stall", both before and after the installation of SQL 2008 SP1. The server log ships to a standby, so regular log backups are taken at 15 minute intervals. However, after an index reorg causes the log to grow to about 35GB (on a DB with about 17GB of data), the next log backup runs to ~95% completion, then seems to stop. The process shows as suspended, with a wait state of BACKUPIO. CPU, read, and write activity on the SPID also does not change, and the process stays in this state for hours, when normally a backup of this size should complete in about 20 minutes. This server has a single RAID-1 volume, thus the source database files and destination backup files are on the same volume. However, I cannot determine if another process is blocking the backup. The backup SPID cannot be killed, and the only way to terminate the log backup and clear the lock on the backup file is to cycle the SQL Server service. There was one event where the backup terminated completely, with an error that another process had locked the backup file, but no details about what that process was. Can anyone suggest a cause or diagnostic process to this situation?

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  • SQL Server log backups “stalling”

    - by MattK
    I have interited a box running SQL Server 2008 and Windows 2003, and have had a few events where largeish (35GB) log backups "stall", both before and after the installation of SQL 2008 SP1. The server log ships to a standby, so regular log backups are taken at 15 minute intervals. However, after an index reorg causes the log to grow to about 35GB (on a DB with about 17GB of data), the next log backup runs to ~95% completion, then seems to stop. The process shows as suspended, with a wait state of BACKUPIO. CPU, read, and write activity on the SPID also does not change, and the process stays in this state for hours, when normally a backup of this size should complete in about 20 minutes. This server has a single RAID-1 volume, thus the source database files and destination backup files are on the same volume. However, I cannot determine if another process is blocking the backup. The backup SPID cannot be killed, and the only way to terminate the log backup and clear the lock on the backup file is to cycle the SQL Server service. There was one event where the backup terminated completely, with an error that another process had locked the backup file, but no details about what that process was. Can anyone suggest a cause or diagnostic process to this situation?

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  • Linux CentOS strange memory readings

    - by user2008937
    I am actually a young junior sys admin. I have a question - i am trying to understand how linux deals with memory... while playing around different monitoring programs I found some strange thing. When I run top on my laptop it shows me that FIREFOX process with pid 8778 takes 18,3% of memory (%MEM column). grep "MemTotal" /proc/meminfo Above command give me 1848336kb/1024 = 1805megs of memory (its ok - i have 2 gigs of ram). So if the firefox process takes 18,3% of MEM(according to tops %MEM column) then it takes 0.183 * 1805 which is approximately 325mb of memory. Quite a lot as for firefox... But well, in Linux there are lots of shared libraries that programs commonly uses (like famous libc). And those libraries are added to memory utilization of every process that uses it in the system, despite they are actually reading same file(single object in memory). So top may show too big mem utilization because of those shared libraries. Well, it is time to use PMAP which should show us the real mem utilization of process. But.. pmap -d $(pidof firefox) mapped: 983460K writeable/private: 757164K shared: 66416K so pmap shows that 983460/1024=993MB of memory is mapped to this process. It is in fact much bigger than mem utilization showed by top. Whats wrong here? How pmap can show more than top? even when top adds also the shared libraries (which in fact are single objects in memory) for each process that uses it? and pmap omits it? Regards Krzysztof

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  • So LibGDX / Java or XNA / C# [on hold]

    - by Israel G.
    I am curious to know what will be better for me - LibGDX / Java or XNA / C#. I am on the same level with C# and Java (I am pretty advanced with both of them). I really want to get into game development, develop indie games and such. So what are the pros and cons of XNA and LibGDX, what do you prefer personally and why? Java - LibGDX is cross platform and uses OpenGL. C# - XNA is for windows only ( you can use monogame but it will hurt performance and other things), Unfortunately, XNA is not going to be supported anymore but I still see people that recommend it over libGDX. (XNA is more popular and has more tutorials then libGDX). So please help me to pick, I really don't know what to choose. Thanks a lot!

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  • How to build a game like HaxBall?

    - by Cengiz Frostclaw
    I'm a coder interested in game development, and I want to build a very simple p2p (real time) game. The perfect example for this is haxball. The client/server model doesn't matter, it could be like haxball (i.e. the room creator is the host) or changing host, or the server is host (if there is such a thing) I just want to learn the basics to create a field where players can move their characters in real time. So where should I start? Please guide me into the right direction. And with examples please. I found out that RTMFP does what I seek, but how do I use it? I know ActionScript 3.0, but no idea how to setup a multiplayer game. Please help ! Thanks in advance.

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  • Compatibility between DirectX 9 and DirectX 10 shaders

    - by Delta
    I am a beginner to game development and as I am used to programming in C# I decided to go for XNA. I've been playing around with it for a while and now I am learning the basics of HLSL shaders, I have noticed in the MSDN documentation that there have been some syntax changes in HLSL between DirectX 9 and DirectX 10, for example, the Sampler type Since I am having some troubles with my desktop pc, I am using my laptop which video card only supports DirectX 9.0c. Then I'm gonna have to write my shaders using the DirectX 9 syntax, right? So I am wondering, will my HLSL shaders written using the DirectX 9 syntax work on a system running DirectX 10 (or higher)?

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  • Game show game engine [closed]

    - by Red
    So, I am pretty new to the world of game development, so I am a bit fuzzy on what I require. Could someone suggest a game engine that I could use? I need it to be light weight (my game won't require that much power) and have networking functionality for multiplay or even an MMO aspect. The game I am making is like a game show, so it is your basic choose and answer hit the buzzer kind of game. Any suggestions? I would also like it to be open source or at the least free. I would like to support open source projects.

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  • Why is Reinforcement Learning so rarely used in pathfinding?

    - by doug
    The venerable shortest-path graph theoretic algorithm A* and subsequent improvements (e.g., Hierarchical Annotated A*) is clearly the technique of choice for pathfinding in game development. Instead, it just seems to me that RL is a more natural paradigm to move a character around a game space. And yet I'm not aware of a single game developer who has implemented a Reinforcement Learning-based pathfinding engine. (I don't infer from this that the application of RL in pathfinding is 0, just that it's very small relative to A* and friends.) Whatever the reason, it's not because these developers are unaware of RL, as evidenced by the fact that RL is frequently used elsewhere in the game engine. This question is not a pretext for offering an opinion on RL in pathfinding; in fact, i am assuming that the tacit preference for A* et al. over RL is correct--but that preference is not obviously to me and i'm very curious about the reason for it, particularly from anyone who has tried to use RL for pathfinding.

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. 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  • Why should I consider using the Source Engine?

    - by dukeofgaming
    I've always been a Valve fan, but now that I have the opportuninty to choose a game engine for a project I'm not sure I want to choose the Source Engine after watching this wikipedia entry. My options essentially boiled down to an open source stack (Horde3D + Zoidcom + Spark + SFML + CEGUI, and well, not OSS but PhysX too), UDK and the Source Engine. My question is (because I really have no experience with it) why should any developer choose the Source Engine over any other open source or commercial option?, is the Source Engine really worth it as a game development tool or has it time already passed and it is obsolete against other solutions?. Thanks

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