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  • Rails: How can I log all requests which take more than 4s to execute?

    - by Fedyashev Nikita
    I have a web app hosted in a cloud environment which can be expanded to multiple web-nodes to serve higher load. What I need to do is to catch this situation when we get more and more HTTP requests (assets are stored remotely). How can I do that? The problem I see from this point of view is that if we have more requests than mongrel cluster can handle then the queue will grow. And in our Rails app we can only count only after mongrel will receive the request from balancer.. Any recommendations?

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  • Does anyone know of any good tutorials for using the APIs from Amazon WeB Services, namely CloudWatc

    - by undefined
    Hi, I have been wrestling with Amazon's CloudWatch API with limited success. Does anyone know of any good resources (other than amazon's api docs) for using the APIs. I have tried to run them using the PHP library for CloudWatch but get nothing but error codes. I am configuring the GetMetricStatisticsSample.php file as follows: $request = array(); $endTime = date("Y-m-d G:i:s"); $yesterday = mktime (date("H"), date("i"), date("s"), date("m"), date("d")-1, date("Y")); $startTime = date("Y-m-d 00:00:00", $yesterday); $request["Statistics.member.1"] = "Average"; $request["EndTime"] = $endTime; $request["StartTime"] = $startTime; $request["MeasureName"] = "CPUUtilization"; $request["Unit"] = "Percent"; invokeGetMetricStatistics($service, $request); But this returns "Caught Exception: Internal Error Response Status Code: 400 Error Code: Error Type: Request ID: XML:" I have also tried from command line as follows - set JAVA_HOME=C:\Program Files\Java\jre1.6.0_05 set AWS_CLOUDWATCH_HOME=C:\AmazonWebServices\API_tools\CloudWatch-1.0.0.24 set PATH=%AWS_CLOUDWATCH_HOME%\bin mon-list-metrics but get C:|Program' is not recognized as an internal or external command... any suggestions? cheers

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  • Application to watch what an executable does?

    - by OverTheRainbow
    Hello I need to find out exactly what files/directories a Lua program uses so I can try to only pack what it needs into a ZIP file, and come up with a simple way to deploy this script. I used SysInternals' Process Monitor, but I'm surprised by the small amount of information it returned while it watched the program (For Lua users out there, it's wsapi.exe, which is the launcher for the light-weight Xavante web server). Does someone know of a good Windows application that can completely monitor what a program does, eg. something like a live version of the venerable PCMag's InCtrl5. Thank you.

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  • Capture IP packets on Dialup connection - Windows 7

    - by Assaf Levy
    Our product utilizes (the wonderful) Winpcap to capture ip packets from all devices with an IP address and analyze them in real time. Unfortunately, we discovered that it does NOT capture any packets on dialup (e.g. PPP) connections on Windows 7, and that there are no near-term plans for enabling this (1). So we need something else. Microsoft Network Monitor and Windows Packet Filter are two options that surfaced during a bit of googling, but before delving into research I wanted to ask the experienced: what are out options, given the following requirements: Capture all in/outbound IP packets on the machine. Complete background processing - no UI should be involved. Support Windows Vista / 7. Performance (user should not feel the difference). Thanks in advance.

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  • Regex help with Google Page Monitor extension

    - by bibliwho
    I'm trying to monitor a small section of a web page for changes using the the Google Page Monitor extension -- https://chrome.google.com/extensions/detail/pemhgklkefakciniebenbfclihhmmfcd Under advanced settings I can use either Regex or Selectors to accomplish this, but need help with this. In the following html, I'd like to monitor the following for changes in either the URL in line 4 or the text in line 5. Any pointers gratefully accepted. <div id="rtBtmBox"><div id="sectHead" style="margin-bottom:5px;"> <h3>SLJ's Pick of the Day</h3></div> <p align="center">From the&nbsp;March issue</p> <p align="center"><a target="_blank" href="http://www.schoollibraryjournal.com/article/CA6723937.html"> <font color="#0000ff"><strong><em>The Summer I Turned Pretty</em></strong><br/>

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  • OS Analytics - Deep Dive Into Your OS

    - by Eran_Steiner
    Enterprise Manager Ops Center provides a feature called "OS Analytics". This feature allows you to get a better understanding of how the Operating System is being utilized. You can research the historical usage as well as real time data. This post will show how you can benefit from OS Analytics and how it works behind the scenes. We will have a call to discuss this blog - please join us!Date: Thursday, November 1, 2012Time: 11:00 am, Eastern Daylight Time (New York, GMT-04:00)1. Go to https://oracleconferencing.webex.com/oracleconferencing/j.php?ED=209833067&UID=1512092402&PW=NY2JhMmFjMmFh&RT=MiMxMQ%3D%3D2. If requested, enter your name and email address.3. If a password is required, enter the meeting password: oracle1234. Click "Join". To join the teleconference:Call-in toll-free number:       1-866-682-4770  (US/Canada)      Other countries:                https://oracle.intercallonline.com/portlets/scheduling/viewNumbers/viewNumber.do?ownerNumber=5931260&audioType=RP&viewGa=true&ga=ONConference Code:       7629343#Security code:            7777# Here is quick summary of what you can do with OS Analytics in Ops Center: View historical charts and real time value of CPU, memory, network and disk utilization Find the top CPU and Memory processes in real time or at a certain historical day Determine proper monitoring thresholds based on historical data View Solaris services status details Drill down into a process details View the busiest zones if applicable Where to start To start with OS Analytics, choose the OS asset in the tree and click the Analytics tab. You can see the CPU utilization, Memory utilization and Network utilization, along with the current real time top 5 processes in each category (click the image to see a larger version):  In the above screen, you can click each of the top 5 processes to see a more detailed view of that process. Here is an example of one of the processes: One of the cool things is that you can see the process tree for this process along with some port binding and open file descriptors. On Solaris machines with zones, you get an extra level of tabs, allowing you to get more information on the different zones: This is a good way to see the busiest zones. For example, one zone may not take a lot of CPU but it can consume a lot of memory, or perhaps network bandwidth. To see the detailed Analytics for each of the zones, simply click each of the zones in the tree and go to its Analytics tab. Next, click the "Processes" tab to see real time information of all the processes on the machine: An interesting column is the "Target" column. If you configured Ops Center to work with Enterprise Manager Cloud Control, then the two products will talk to each other and Ops Center will display the correlated target from Cloud Control in this table. If you are only using Ops Center - this column will remain empty. Next, if you view a Solaris machine, you will have a "Services" tab: By default, all services will be displayed, but you can choose to display only certain states, for example, those in maintenance or the degraded ones. You can highlight a service and choose to view the details, where you can see the Dependencies, Dependents and also the location of the service log file (not shown in the picture as you need to scroll down to see the log file). The "Threshold" tab is particularly helpful - you can view historical trends of different monitored values and based on the graph - determine what the monitoring values should be: You can ask Ops Center to suggest monitoring levels based on the historical values or you can set your own. The different colors in the graph represent the current set levels: Red for critical, Yellow for warning and Blue for Information, allowing you to quickly see how they're positioned against real data. It's important to note that when looking at longer periods, Ops Center smooths out the data and uses averages. So when looking at values such as CPU Usage, try shorter time frames which are more detailed, such as one hour or one day. Applying new monitoring values When first applying new values to monitored attributes - a popup will come up asking if it's OK to get you out of the current Monitoring Policy. This is OK if you want to either have custom monitoring for a specific machine, or if you want to use this current machine as a "Gold image" and extract a Monitoring Policy from it. You can later apply the new Monitoring Policy to other machines and also set it as a default Monitoring Profile. Once you're done with applying the different monitoring values, you can review and change them in the "Monitoring" tab. You can also click the "Extract a Monitoring Policy" in the actions pane on the right to save all the new values to a new Monitoring Policy, which can then be found under "Plan Management" -> "Monitoring Policies". Visiting the past Under the "History" tab you can "go back in time". This is very helpful when you know that a machine was busy a few hours ago (perhaps in the middle of the night?), but you were not around to take a look at it in real time. Here's a view into yesterday's data on one of the machines: You can see an interesting CPU spike happening at around 3:30 am along with some memory use. In the bottom table you can see the top 5 CPU and Memory consumers at the requested time. Very quickly you can see that this spike is related to the Solaris 11 IPS repository synchronization process using the "pkgrecv" command. The "time machine" doesn't stop here - you can also view historical data to determine which of the zones was the busiest at a given time: Under the hood The data collected is stored on each of the agents under /var/opt/sun/xvm/analytics/historical/ An "os.zip" file exists for the main OS. Inside you will find many small text files, named after the Epoch time stamp in which they were taken If you have any zones, there will be a file called "guests.zip" containing the same small files for all the zones, as well as a folder with the name of the zone along with "os.zip" in it If this is the Enterprise Controller or the Proxy Controller, you will have folders called "proxy" and "sat" in which you will find the "os.zip" for that controller The actual script collecting the data can be viewed for debugging purposes as well: On Linux, the location is: /opt/sun/xvmoc/private/os_analytics/collect On Solaris, the location is /opt/SUNWxvmoc/private/os_analytics/collect If you would like to redirect all the standard error into a file for debugging, touch the following file and the output will go into it: # touch /tmp/.collect.stderr   The temporary data is collected under /var/opt/sun/xvm/analytics/.collectdb until it is zipped. If you would like to review the properties for the Analytics, you can view those per each agent in /opt/sun/n1gc/lib/XVM.properties. Find the section "Analytics configurable properties for OS and VSC" to view the Analytics specific values. I hope you find this helpful! Please post questions in the comments below. Eran Steiner

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  • Why would a process monitoring script use exit 1; on finding no problems?

    - by user568458
    General question: On a Linux (Centos) server, if a process monitoring script run by cron is set to close with exit 1; rather than exit 0; on finding that everything is okay and that no action is needed, is that a mistake? Or are there legitimate reasons for calling exit 1; instead of exit 0; on the "Everything's fine, no action needed" condition? exit 0; on finding no problems seems to me to be more appropriate. But maybe there's something I'm not aware of. For example, maybe there's something specific to Cron? Or maybe there's a convention in process monitoring scripts that 'failure' means 'this script failed to need to fix a problem' (rather than what I would expect which is that exit 1; would mean 'the process being monitored has failed'?) My specific case: I'm looking at a process monitoring script written by my web hosting company. By process monitoring script, I mean a script executed by Cron on a regular basis that checks if an important system process is running, and if it isn't running, takes actions such as mailing an administrator or restarting the process. Here's the (generalised) structure of their script, for a service running on port 8080 (in this case, Apache Tomcat): SERVICE=$(/usr/sbin/lsof -i tcp:8080 | wc -l); if [ $SERVICE != 0 ]; then exit 1; else #take action fi Seems simple enough even for someone with limited knowledge like me, except the exit 1; part seems odd. As I understand it, exit 0; closes a program and signifies to the parent that executed the program that everything is fine, exit n; where n0 and n<127 signifies that there has been some kind of error or problem. Here, their script seems to go against that rule - it calls exit 1; in the condition where everything is fine, and doesn't exit after taking remedial action in the problem condition. To me, this looks like a mistake - but my experience in this area is limited. Are there cases where calling exit 1; in the "Everything's fine, no action needed" condition is more appropriate than calling exit 0;? Or is it a mistake? Wider context is pretty simple. It's a Centos VPS, running Plesk. The script is being called by Cron via Plesk's "Scheduled tasks" Cron manager. There's no custom layer between Cron and this script that would respond in an unusual way to the exit call. It's a fairly average, almost out-of-the box Plesk-managed Centos VPS (in so far as there is such a thing). The process being monitored by this script is Apache Tomcat.

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  • Best PerfCounters for monitoring system health of IIS, WCF, WWF and .Net for a Workflow based soluti

    - by Gineer
    We have a solution built in .Net that will be installed into a client environment. The solution will span multiple servers and be running on multiple tiers. The client makes us of MOM (Microsoft operations Manager) to monitor the system. What are the best counters to use for monitoring the overall health of the system? Are there any built in counters that we could add into a MOM Pack (as an Alert) to test a given scenario? Any thoughts suggestions would be much apreciated. Thanks

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  • How to know if my nginx is in good health?

    - by Howard
    I am running a nginx on EC2 (m1.small) for SSL termination. I am using 2 workers on Ubuntu, with latest nginx (stable), the network throughput is around 2Mbps and system load average is around 2 to 3. I am wondering if this system is in good health for now, e.g. what is the queue length (I know nginx can handle a lot of concurrent request, but I mean before the request is being served, how many of them need to wait before being served) what is the average queue time for a given request to be served. I want to know because if my nginx is cpu bounded (e.g. due to SSL), I will need to upgrade to a faster instance. My current nginx status Active connections: 4076 server accepts handled requests 90664283 90664283 104117012 Reading: 525 Writing: 81 Waiting: 3470

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  • WebCenter Customer Spotlight: spectrumK Holding GmbH

    - by me
    Author: Peter Reiser - Social Business Evangelist Oracle WebCenter Solution Summary spectrumK Holding GmbH was founded in 2007 by various German health insurance funds and national insurance associations and is a service provider for the healthcare market, covering patient care management, financial management, and information management, as well as payment services and legal counseling. spectrumK Holding GmbH business objectives was to implement innovative new Web-based services and solution systems for health insurance funds by integrating a multitude of isolated solutions from different organizations. Using Oracle WebCenter Portal, Oracle WebCenter Content, and Site Studio, the customer created a multiple-portal environment and deployed the 1st three applications for patient receipt, a medication navigator, and disability information. spectrumK Holding GmbH accelerated time-to-market for new features by reducing the development time, achieved 40% development and cost savings using standard modules and realized 80% overall savings using the Oracle multiple portal environment, as compared to individual installations. Company Overview spectrumK Holding GmbH was founded in 2007 by various company health insurance funds and national insurance associations. A service provider for the healthcare market, spectrumK consists of one holding company and four operative subsidiaries. Its broad product portfolio of compulsory health funds covers patient care management, financial management, and information management, as well as payment services and legal counseling. Business ChallengesspectrumK Holding GmbH business objectives were to implement innovative new Web-based services and solution systems for the health insurance funds by integrating a multitude of isolated solutions from different organizations. Specifically, spectrumK was looking to: Establish a portal-based environment to provide health coverage information services to the insured, with the option to integrate a multitude of isolated solutions from different organizations Implement innovative new Web-based spectrumK service products and solutions systems for health insurance funds Lower costs while improving services for the health fund’s clients Find an infrastructure that supports the small development team in efficient implementation and operation of the solution Reuse standard modules while enabling easy, inexpensive adaptations to customer-specific corporate requirements Solution Deployed spectrumK Holding GmbH created a multiple-portal environment, called “KundenCenter+“ which is based on the integration of Oracle WebCenter Portal, Oracle WebCenter Content, and Site Studio. They initiated and launched the first three of the company’s KundenCenter+, Oracle-based modules for patient receipt, a medication navigator, and disability information, with numerous successful deployments and individual customer environment adaptations. Business ResultsspectrumK Holding GmbH accelerated time-to-market for new features by reducing the development time, achieved 40% development and cost savings using standard modules and realized 80% overall savings using the Oracle multiple portal environment, as compared to individual installations Additional Information  spectrumK Holding GmbH Snapshot Oracle WebCenter Suite Oracle Customer Support Oracle Consulting Oracle WebCenter Content

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  • Add collison detection to enemy sprites?

    - by xBroak
    i'd like to add the same collision detection used by the player sprite to the enemy sprites or 'creeps' ive added all the relevant code I can see yet collisons are still not being detected and handled, please find below the class, I have no idea what is wrong currently, the list of walls to collide with is 'wall_list' import pygame import pauseScreen as dm import re from pygame.sprite import Sprite from pygame import Rect, Color from random import randint, choice from vec2d import vec2d from simpleanimation import SimpleAnimation import displattxt black = (0,0,0) white = (255,255,255) blue = (0,0,255) green = (101,194,151) global currentEditTool currentEditTool = "Tree" global editMap editMap = False open('MapMaker.txt', 'w').close() def draw_background(screen, tile_img): screen.fill(black) img_rect = tile_img.get_rect() global rect rect = img_rect nrows = int(screen.get_height() / img_rect.height) + 1 ncols = int(screen.get_width() / img_rect.width) + 1 for y in range(nrows): for x in range(ncols): img_rect.topleft = (x * img_rect.width, y * img_rect.height) screen.blit(tile_img, img_rect) def changeTool(): if currentEditTool == "Tree": None elif currentEditTool == "Rock": None def pauseGame(): red = 255, 0, 0 green = 0,255, 0 blue = 0, 0,255 screen.fill(black) pygame.display.update() if editMap == False: choose = dm.dumbmenu(screen, [ 'Resume', 'Enable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("hi") elif choose ==1: global editMap editMap = True elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None else: choose = dm.dumbmenu(screen, [ 'Resume', 'Disable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("Resume") elif choose ==1: print("Dis ME") global editMap editMap = False elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None class Wall(pygame.sprite.Sprite): # Constructor function def __init__(self,x,y,width,height): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(green) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertTree(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/tree.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertRock(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/rock.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class Creep(pygame.sprite.Sprite): """ A creep sprite that bounces off walls and changes its direction from time to time. """ change_x=0 change_y=0 def __init__( self, screen, creep_image, explosion_images, field, init_position, init_direction, speed): """ Create a new Creep. screen: The screen on which the creep lives (must be a pygame Surface object, such as pygame.display) creep_image: Image (surface) object for the creep explosion_images: A list of image objects for the explosion animation. field: A Rect specifying the 'playing field' boundaries. The Creep will bounce off the 'walls' of this field. init_position: A vec2d or a pair specifying the initial position of the creep on the screen. init_direction: A vec2d or a pair specifying the initial direction of the creep. Must have an angle that is a multiple of 45 degres. speed: Creep speed, in pixels/millisecond (px/ms) """ Sprite.__init__(self) self.screen = screen self.speed = speed self.field = field self.rect = creep_image.get_rect() # base_image holds the original image, positioned to # angle 0. # image will be rotated. # self.base_image = creep_image self.image = self.base_image self.explosion_images = explosion_images # A vector specifying the creep's position on the screen # self.pos = vec2d(init_position) # The direction is a normalized vector # self.direction = vec2d(init_direction).normalized() self.state = Creep.ALIVE self.health = 15 def is_alive(self): return self.state in (Creep.ALIVE, Creep.EXPLODING) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def update(self, time_passed, walls): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 # collision detection old_x=bounds_rect.left new_x=old_x+self.direction.x bounds_rect.left = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes bounds_rect.left=old_x old_y=self.pos.y new_y=old_y+self.direction.y self.pos.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.pos.y=old_y elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead") def draw(self): """ Blit the creep onto the screen that was provided in the constructor. """ if self.state == Creep.ALIVE: # The creep image is placed at self.pos. To allow for # smooth movement even when the creep rotates and the # image size changes, its placement is always # centered. # self.draw_rect = self.image.get_rect().move( self.pos.x - self.image_w / 2, self.pos.y - self.image_h / 2) self.screen.blit(self.image, self.draw_rect) # The health bar is 15x4 px. # health_bar_x = self.pos.x - 7 health_bar_y = self.pos.y - self.image_h / 2 - 6 self.screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) self.screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) elif self.state == Creep.EXPLODING: self.explode_animation.draw() elif self.state == Creep.DEAD: pass def mouse_click_event(self, pos): """ The mouse was clicked in pos. """ if self._point_is_inside(vec2d(pos)): self._decrease_health(3) #begin new player class Player(pygame.sprite.Sprite): change_x=0 change_y=0 frame = 0 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) # LOAD PLATER IMAGES # Set height, width self.images = [] for i in range(1,17): img = pygame.image.load("images/player/" + str(i)+".png").convert() #player images img.set_colorkey(white) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x self.health = 15 self.image_w, self.image_h = self.image.get_size() health_bar_x = self.rect.x - 7 health_bar_y = self.rect.y - self.image_h / 2 - 6 screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def update(self,walls): # collision detection old_x=self.rect.x new_x=old_x+self.change_x self.rect.x = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.x=old_x old_y=self.rect.y new_y=old_y+self.change_y self.rect.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.y=old_y # right to left if self.change_x < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 # Grab the image, divide by 4 # every 4 frames. self.image = self.images[self.frame//4] # Move left to right. # images 4...7 instead of 0...3. if self.change_x > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4] if self.change_y > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4] if self.change_y < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4+4] score = 0 # initialize pyGame pygame.init() # 800x600 sized screen global screen screen = pygame.display.set_mode([800, 600]) screen.fill(black) #bg_tile_img = pygame.image.load('images/map/grass.png').convert_alpha() #draw_background(screen, bg_tile_img) #pygame.display.flip() # Set title pygame.display.set_caption('Test') #background = pygame.Surface(screen.get_size()) #background = background.convert() #background.fill(black) # Create the player player = Player( 50,50 ) player.rect.x=50 player.rect.y=50 movingsprites = pygame.sprite.RenderPlain() movingsprites.add(player) # Make the walls. (x_pos, y_pos, width, height) global wall_list wall_list=pygame.sprite.RenderPlain() wall=Wall(0,0,10,600) # left wall wall_list.add(wall) wall=Wall(10,0,790,10) # top wall wall_list.add(wall) #wall=Wall(10,200,100,10) # poke wall wall_list.add(wall) wall=Wall(790,0,10,600) #(x,y,thickness, height) wall_list.add(wall) wall=Wall(10,590,790,10) #(x,y,thickness, height) wall_list.add(wall) f = open('MapMaker.txt') num_lines = sum(1 for line in f) print(num_lines) lineCount = 0 with open("MapMaker.txt") as infile: for line in infile: f = open('MapMaker.txt') print(line) coords = line.split(',') #print(coords[0]) #print(coords[1]) #print(coords[2]) #print(coords[3]) #print(coords[4]) if "tree" in line: print("tree in") wall=insertTree(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4]) wall_list.add(wall) elif "rock" in line: print("rock in") wall=insertRock(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4] ) wall_list.add(wall) width = 20 height = 540 height = height - 48 for i in range(0,23): width = width + 32 name = insertTree(width,540,790,10,"tree") #wall_list.add(name) name = insertTree(width,height,690,10,"tree") #wall_list.add(name) CREEP_SPAWN_TIME = 200 # frames creep_spawn = CREEP_SPAWN_TIME clock = pygame.time.Clock() bg_tile_img = pygame.image.load('images/map/grass.png').convert() img_rect = bg_tile_img FIELD_RECT = Rect(50, 50, 700, 500) CREEP_FILENAMES = [ 'images/player/1.png', 'images/player/1.png', 'images/player/1.png'] N_CREEPS = 3 creep_images = [ pygame.image.load(filename).convert_alpha() for filename in CREEP_FILENAMES] explosion_img = pygame.image.load('images/map/tree.png').convert_alpha() explosion_images = [ explosion_img, pygame.transform.rotate(explosion_img, 90)] creeps = pygame.sprite.RenderPlain() done = False #bg_tile_img = pygame.image.load('images/map/grass.png').convert() #draw_background(screen, bg_tile_img) totalCreeps = 0 remainingCreeps = 3 while done == False: creep_images = pygame.image.load("images/player/1.png").convert() creep_images.set_colorkey(white) draw_background(screen, bg_tile_img) if len(creeps) != N_CREEPS: if totalCreeps < N_CREEPS: totalCreeps = totalCreeps + 1 print(totalCreeps) creeps.add( Creep( screen=screen, creep_image=creep_images, explosion_images=explosion_images, field=FIELD_RECT, init_position=( randint(FIELD_RECT.left, FIELD_RECT.right), randint(FIELD_RECT.top, FIELD_RECT.bottom)), init_direction=(choice([-1, 1]), choice([-1, 1])), speed=0.01)) for creep in creeps: creep.update(60,wall_list) creep.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: done=True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_RIGHT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_UP: player.changespeed(0,-2) creep.changespeed(0,-2) if event.key == pygame.K_DOWN: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_ESCAPE: pauseGame() if event.key == pygame.K_1: global currentEditTool currentEditTool = "Tree" changeTool() if event.key == pygame.K_2: global currentEditTool currentEditTool = "Rock" changeTool() if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_RIGHT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_UP: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_DOWN: player.changespeed(0,-2) creep.changespeed(0,-2) if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]: for creep in creeps: creep.mouse_click_event(pygame.mouse.get_pos()) if editMap == True: x,y = pygame.mouse.get_pos() if currentEditTool == "Tree": name = insertTree(x-10,y-25, 10 , 10, "tree") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") image = pygame.image.load("images/map/tree.png").convert() screen.blit(image, (30,10)) pygame.display.flip() f.write(str(x) + "," + str(y) + ",790,10, tree\n") #f.write("wall=insertTree(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") elif currentEditTool == "Rock": name = insertRock(x-10,y-25, 10 , 10,"rock") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") f.write(str(x) + "," + str(y) + ",790,10,rock\n") #f.write("wall=insertRock(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") else: None #pygame.display.flip() player.update(wall_list) movingsprites.draw(screen) wall_list.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()

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  • Do you have health checks in your web app or web site?

    - by Pekka
    I have built PHP based "health check" scripts for several projects, but they were always custom-made for the occasion and not written for abstraction as an independent product. I would like to know whether such a solution exists. What I meam by "health check" is a protected web page that functions much like a suite of unit tests, but on a more operational level, showing red/yellow/green statuses for things like Are the cache directories writable? Is the PHP version correct, are required extensions installed? Is the configuration file protected from writing? Is the database server reachable? Do the key tables exist in the database? Is there enough disk space available? Is the site's front page reachable and renders fully ( = no PHP errors)? Do the project's libraries' MD5 checksums match the original ones? Do you do this - or parts of it - in your applications and web sites? Are there any standardized tools for this that bring along all the functionality to perform the tests (ideally as plugins), and just need to be configured accordingly? Is there a way to set this up using one of the Unit Testing frameworks available for PHP (preferably PHPUnit)? If so, do you know any resources / tutorials outlining how?

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  • Simple way to decrease values without making a new attribute?

    - by Jam
    I'm making a program where you're firing a 'blaster', and I have 5 ammo. I'm blasting an alien who has 5 health. At the end I instantiate the player and make him blast 6 times to check that the program works correctly. But the way I've done it makes it so that the amount won't decrease. Is there an easy fix to this, or do I just have to make a new attribute for ammo and health? Here's what I have: class Player(object): """ A player in a shooter game. """ def blast(self, enemy, ammo=5): if ammo>=1: ammo-=1 print "You have blasted the alien." print "You have", ammo, "ammunition left." enemy.die(5) else: print "You are out of ammunition!" class Alien(object): """ An alien in a shooter game. """ def die(self, health=5): if health>=1: health-=1 print "The alien is wounded. He now has", health, "health left." elif health==0: health-=1 print "The alien gasps and says, 'Oh, this is it. This is the big one. \n" \ "Yes, it's getting dark now. Tell my 1.6 million larvae that I loved them... \n" \ "Good-bye, cruel universe.'" else: print "The alien's corpse sits up momentarily and says, 'No need to blast me, I'm dead already!" # main print "\t\tDeath of an Alien\n" hero = Player() invader = Alien() hero.blast(invader) hero.blast(invader) hero.blast(invader) hero.blast(invader) hero.blast(invader) hero.blast(invader) raw_input("\n\nPress the enter key to exit.")

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  • How do you keep a balance between working, training, health and family?

    - by Jim Burger
    One trend I see in the awesome developers I've met, is that they devote inordinate amounts of time to coding at the expense of (usually) their health. Personally, I also find it hard to motivate myself to keep healthy. Every now and again, I meet a fantastic coder who has it clocked; they are up to date with the latest dev news, have time to read about good programming practices, and to finish it off, have happy wives/husbands and families. How do you guys/gals manage it in the short 24 hours a day that we all have?

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  • Exchange 2010 DAG Automatic Failover Testing/Issue. Not always automatically failing over to health

    - by Richard
    Ok I've got 2 exchange 2010 servers that run client access/hub transport/mailbox roles and one exchange 2010 server running just client access/hub transport roles and acts as my bridgehead. The two mailbox servers are running one database setup in a DAG. Server A shows the DB Mounted and Server B shows Healthy. If I reboot Server A via windows GUI Server B switches from healthy to mounted and I see hardly any interruption in service using Outlook 2007. Server A shows "Service down", then "Failed" then "Healthy" and leaves the DB mounted on Server B. This is how it should work, so far so good. Now if I test Server A being shut down cold, or unplugging both nics from network to simulate failure, Server B switches from Healthy to Mounted and server A switches to "Service Down" but my outlook client never connects to the DB mounted on server B! I can connect to server C (client access/hub transport) and get to my email and even send new email out, but incoming email doesn't deliver until Server A is brought back online and it's DB goes back to Healthy status. So I don't understand why it auto fail-overs when I reboot the server with the mounted DB copy, causing very little outlook 2007 hiccup if any. But when I shutdown or DC the mounted DB server it DOES mount the healthy copy but outlook 2007 clients can't connect.. I hope the picture I'm trying to paint makes some sense, it's driving me a little batty. Any help would be appreciated!

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  • Validating Petabytes of Data with Regularity and Thoroughness

    - by rickramsey
    by Brian Zents When former Intel CEO Andy Grove said “only the paranoid survive,” he wasn’t necessarily talking about tape storage administrators, but it’s a lesson they’ve learned well. After all, tape storage is the last line of defense to prevent data loss, so tape administrators are extra cautious in making sure their data is secure. Not surprisingly, we are often asked for ways to validate tape media and the files on them. In the past, an administrator could validate the media, but doing so was often tedious or disruptive or both. The debut of the Data Integrity Validation (DIV) and Library Media Validation (LMV) features in the Oracle T10000C drive helped eliminate many of these pains. Also available with the Oracle T10000D drive, these features use hardware-assisted CRC checks that not only ensure the data is written correctly the first time, but also do so much more efficiently. Traditionally, a CRC check takes at least 25 seconds per 4GB file with a 2:1 compression ratio, but the T10000C/D drives can reduce the check to a maximum of nine seconds because the entire check is contained within the drive. No data needs to be sent to a host application. A time savings of at least 64 percent is extremely beneficial over the course of checking an entire 8.5TB T10000D tape. While the DIV and LMV features are better than anything else out there, what storage administrators really need is a way to check petabytes of data with regularity and thoroughness. With the launch of Oracle StorageTek Tape Analytics (STA) 2.0 in April, there is finally a solution that addresses this longstanding need. STA bundles these features into one interface to automate all media validation activities across all Oracle SL3000 and SL8500 tape libraries in an environment. And best of all, the validation process can be associated with the health checks an administrator would be doing already through STA. In fact, STA validates the media based on any of the following policies: Random Selection – Randomly selects media for validation whenever a validation drive in the standalone library or library complex is available. Media Health = Action – Selects media that have had a specified number of successive exchanges resulting in an Exchange Media Health of “Action.” You can specify from one to five exchanges. Media Health = Evaluate – Selects media that have had a specified number of successive exchanges resulting in an Exchange Media Health of “Evaluate.” You can specify from one to five exchanges. Media Health = Monitor – Selects media that have had a specified number of successive exchanges resulting in an Exchange Media Health of “Monitor.” You can specify from one to five exchanges. Extended Period of Non-Use – Selects media that have not had an exchange for a specified number of days. You can specify from 365 to 1,095 days (one to three years). Newly Entered – Selects media that have recently been entered into the library. Bad MIR Detected – Selects media with an exchange resulting in a “Bad MIR Detected” error. A bad media information record (MIR) indicates degraded high-speed access on the media. To avoid disrupting host operations, an administrator designates certain drives for media validation operations. If a host requests a file from media currently being validated, the host’s request takes priority. To ensure that the administrator really knows it is the media that is bad, as opposed to the drive, STA includes drive calibration and qualification features. In addition, validation requests can be re-prioritized or cancelled as needed. To ensure that a specific tape isn’t validated too often, STA prevents a tape from being validated twice within 24 hours via one of the policies described above. A tape can be validated more often if the administrator manually initiates the validation. When the validations are complete, STA reports the results. STA does not report simply a “good” or “bad” status. It also reports if media is even degraded so the administrator can migrate the data before there is a true failure. From that point, the administrators’ paranoia is relieved, as they have the necessary information to make a sound decision about the health of the tapes in their environment. About the Photograph Photograph taken by Rick Ramsey in Death Valley, California, May 2014 - Brian Follow OTN Garage on: Web | Facebook | Twitter | YouTube

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  • Any third party tools for Rackspace Cloud Monitoring data?

    - by Valien
    We have a decent number of Rackspace accounts and I'm adding the RS monitoring agent on most of my production servers. Thing is in order to view a snapshot of what is happening on each server I have to login to that specific account and then click that specific server. I'm wondering if there are any 3rd party tools out there that I can aggregate this data and display it like it's displayed when I login to Rackspace and view it from a dashboard. Anyone know of anything like that?

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  • What are the alternatives to public fields?

    - by James
    I am programming a game in java, and as the question title suggestions i am using public fields in my classes. (for the time being) From what i have seen public fields are bad and i have some understanding why. (but if someone could clarify why you should not use them, that would be appreciated) The thing is that also from what i have seen, (and it seems logical) is that using private fields, but using getters and setters to access them is also not good as it defeats the point of using private fields in the first place. So, my question is, what are the alternatives? or do i really have to use private fields with getters and setters? For reference here is one of my classes, and some of its methods. I will elaborate more if needs be. //The player's fields. public double health; public String name; public double goldCount; public double maxWeight; public double currentWeight; public double maxBackPckSlts; public double usedBackPckSlts; // The current back pack slots in use public double maxHealth; // Maximum amount of health public ArrayList<String> backPack = new ArrayList<String>(); //This method happens when ever the player dynamically takes damage(i.e. when it is not scripted for the player to take damage. //Parameters will be added to make it dynamic so the player can take any spread of damage. public void beDamaged(double damage) { this.health -= damage; if (this.health < 0) { this.health = 0; } } public void gainHealth(double gainedHp) { this.health += gainedHp; if (this.health > this.maxHealth) { this.health = this.maxHealth; } }

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  • Struct Method for Loops Problem

    - by Annalyne
    I have tried numerous times how to make a do-while loop using the float constructor for my code but it seems it does not work properly as I wanted. For summary, I am making a TBRPG in C++ and I encountered few problems. But before that, let me post my code. #include <iostream> #include <string> #include <ctime> #include <cstdlib> using namespace std; int char_level = 1; //the starting level of the character. string town; //town string town_name; //the name of the town the character is in. string charname; //holds the character's name upon the start of the game int gems = 0; //holds the value of the games the character has. const int MAX_ITEMS = 15; //max items the character can carry string inventory [MAX_ITEMS]; //the inventory of the character in game int itemnum = 0; //number of items that the character has. bool GameOver = false; //boolean intended for the game over scr. string monsterTroop [] = {"Slime", "Zombie", "Imp", "Sahaguin, Hounds, Vampire"}; //monster name float monsterTroopHealth [] = {5.0f, 10.0f, 15.0f, 20.0f, 25.0f}; // the health of the monsters int monLifeBox; //life carrier of the game's enemy troops int enemNumber; //enemy number //inventory[itemnum++] = "Sword"; class RPG_Game_Enemy { public: void enemyAppear () { srand(time(0)); enemNumber = 1+(rand()%3); if (enemNumber == 1) cout << monsterTroop[1]; //monster troop 1 else if (enemNumber == 2) cout << monsterTroop[2]; //monster troop 2 else if (enemNumber == 3) cout << monsterTroop[3]; //monster troop 3 else if (enemNumber == 4) cout << monsterTroop[4]; //monster troop 4 } void enemDefeat () { cout << "The foe has been defeated. You are victorious." << endl; } void enemyDies() { //if the enemy dies: //collapse declaration cout << "The foe vanished and you are victorious!" << endl; } }; class RPG_Scene_Battle { public: RPG_Scene_Battle(float ini_health) : health (ini_health){}; float getHealth() { return health; } void setHealth(float rpg_val){ health = rpg_val;}; private: float health; }; //---------------------------------------------------------------// // Conduct Damage for the Scene Battle's Damage //---------------------------------------------------------------// float conductDamage(RPG_Scene_Battle rpg_tr, float damage) { rpg_tr.setHealth(rpg_tr.getHealth() - damage); return rpg_tr.getHealth(); }; // ------------------------------------------------------------- // void RPG_Scene_DisplayItem () { cout << "Items: \n"; for (int i=0; i < itemnum; ++i) cout << inventory[i] <<endl; }; In this code I have so far, the problem I have is the battle scene. For example, the player battles a Ghost with 10 HP, when I use a do while loop to subtract the HP of the character and the enemy, it only deducts once in the do while. Some people said I should use a struct, but I have no idea how to make it. Is there a way someone can display a code how to implement it on my game? Edit: I made the do-while by far like this: do RPG_Scene_Battle (player, 20.0f); RPG_Scene_Battle (enemy, 10.0f); cout << "Battle starts!" <<endl; cout << "You used a blade skill and deducted 2 hit points to the enemy!" conductDamage (enemy, 2.0f); while (enemy!=0) also, I made something like this: #include <iostream> using namespace std; int gems = 0; class Entity { public: Entity(float startingHealth) : health(startingHealth){}; // initialize health float getHealth(){return health;} void setHealth(float value){ health = value;}; private: float health; }; float subtractHealthFrom(Entity& ent, float damage) { ent.setHealth(ent.getHealth() - damage); return ent.getHealth(); }; int main () { Entity character(10.0f); Entity enemy(10.0f); cout << "Hero Life: "; cout << subtractHealthFrom(character, 2.0f) <<endl; cout << "Monster Life: "; cout << subtractHealthFrom(enemy, 2.0f) <<endl; cout << "Hero Life: "; cout << subtractHealthFrom(character, 2.0f) <<endl; cout << "Monster Life: "; cout << subtractHealthFrom(enemy, 2.0f) <<endl; }; Struct method, they say, should solve this problem. How can I continously deduct hp from the enemy? Whenever I deduct something, it would return to its original value -_-

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  • Does my approach for building a real time monitoring system make sense? [closed]

    - by sameer
    I am developing an application that will display a dashboard that will display data from different SQL databases. This needs to happen in almost real time, our refresh time is about 5 minutes. My approach so far is: Develop a Windows service to accumulate the data from various SQL Server instances. Persist those details into a SQL DB, from which the dashboard will display them on the web page. Trigger fetching of data from the Windows service will every x minutes. The details of the SQL Server instances will be stored in the SQL DB which the Windows service will be referring. Does my approach make sense?

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  • Google analytics - vistor path to specific site destination setup and monitoring?

    - by Joshc
    I have a website which I am using google analytics to track visitors and track our banner campaigns. We're are promoting 'Purchase Ticket' buttons on our website which push visitors to a third party website who sell and distribute our tickets. The url on all the 'Purchase Ticket' buttons are the same through out the site... Example: http://ticketmaestro.com/events/my-event-2012 In the analytic control panel, is it possible so set something up, where I create a path-to-destination using the above example url? ...and then after this is setup: I want to be able to monitor the path visitors are taking from when they reach the site - to when they click the 'Purchase Ticket' button. Graphs will show... Start Destination Path to Final Destination Final Destination: http://ticketmaestro.com/events/my-event-2012 Any help, suggestions, terminology would be great thanks. Josh

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