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  • Issues with Apache redirect to www-prefixed URL

    - by lamp_scaler
    I have a website with domain mysite.com. I would like to have it so that if a user types in "mysite.com" it will redirect to "www.mysite.com". Additionally, "mysite.com/subdir" will also redirect to "www.mysite.com/subdir". I've looked and made changes with vhosts and also rewrites, but it's not working for the "mysite.com/subdir"-"www.mysite.com/subdir" case. Every time I type in "mysite.com/subdir", it will redirect to "www.mysite.com". Only "www.mysite.com/subdir" works. Not sure how to troubleshoot this. I turned on rewrite logs and didn't see anything obvious, yet. This is my config files so far. Please let me know what I'm missing. Thanks! FYI: I'm using CentOS 5.4, nginx 1.2.0 on top of Apache 2.2.3. The site itself is built with CodeIgniter framework. http.conf: ServerTokens Prod ServerRoot "/etc/httpd" PidFile run/httpd.pid Timeout 120 KeepAlive Off MaxKeepAliveRequests 100 KeepAliveTimeout 15 <IfModule prefork.c> StartServers 8 MinSpareServers 5 MaxSpareServers 10 ServerLimit 256 MaxClients 60 MaxRequestsPerChild 10000 #StartServers 8 #MinSpareServers 5 #MaxSpareServers 20 #ServerLimit 256 #MaxClients 256 #MaxRequestsPerChild 4000 </IfModule> <IfModule worker.c> StartServers 2 MaxClients 150 MinSpareThreads 25 MaxSpareThreads 75 ThreadsPerChild 25 MaxRequestsPerChild 0 </IfModule> Listen 69 LoadModule auth_basic_module modules/mod_auth_basic.so LoadModule auth_digest_module modules/mod_auth_digest.so LoadModule authn_file_module modules/mod_authn_file.so LoadModule authn_alias_module modules/mod_authn_alias.so LoadModule authn_anon_module modules/mod_authn_anon.so LoadModule authn_dbm_module modules/mod_authn_dbm.so LoadModule authn_default_module modules/mod_authn_default.so LoadModule authz_host_module modules/mod_authz_host.so LoadModule authz_user_module modules/mod_authz_user.so LoadModule authz_owner_module modules/mod_authz_owner.so LoadModule authz_groupfile_module modules/mod_authz_groupfile.so LoadModule authz_dbm_module modules/mod_authz_dbm.so LoadModule authz_default_module modules/mod_authz_default.so LoadModule ldap_module modules/mod_ldap.so LoadModule authnz_ldap_module modules/mod_authnz_ldap.so LoadModule log_config_module modules/mod_log_config.so LoadModule logio_module modules/mod_logio.so LoadModule env_module modules/mod_env.so LoadModule ext_filter_module modules/mod_ext_filter.so LoadModule mime_magic_module modules/mod_mime_magic.so LoadModule expires_module modules/mod_expires.so LoadModule deflate_module modules/mod_deflate.so LoadModule headers_module modules/mod_headers.so LoadModule usertrack_module modules/mod_usertrack.so LoadModule setenvif_module modules/mod_setenvif.so LoadModule mime_module modules/mod_mime.so LoadModule dav_module modules/mod_dav.so LoadModule autoindex_module modules/mod_autoindex.so LoadModule dav_fs_module modules/mod_dav_fs.so LoadModule vhost_alias_module modules/mod_vhost_alias.so LoadModule negotiation_module modules/mod_negotiation.so LoadModule dir_module modules/mod_dir.so LoadModule actions_module modules/mod_actions.so LoadModule speling_module modules/mod_speling.so LoadModule alias_module modules/mod_alias.so LoadModule rewrite_module modules/mod_rewrite.so LoadModule proxy_module modules/mod_proxy.so LoadModule proxy_balancer_module modules/mod_proxy_balancer.so LoadModule proxy_ftp_module modules/mod_proxy_ftp.so LoadModule proxy_http_module modules/mod_proxy_http.so LoadModule proxy_connect_module modules/mod_proxy_connect.so LoadModule cache_module modules/mod_cache.so LoadModule suexec_module modules/mod_suexec.so LoadModule disk_cache_module modules/mod_disk_cache.so LoadModule file_cache_module modules/mod_file_cache.so LoadModule mem_cache_module modules/mod_mem_cache.so LoadModule cgi_module modules/mod_cgi.so LoadModule version_module modules/mod_version.so #rpaf settings LoadModule rpaf_module modules/mod_rpaf-2.0.so RPAFenable On RPAFproxy_ips 127.0.0.1 RPAFsethostname On # The header where the real client IP address is stored. RPAFheader X-Forwarded-For Include conf.d/*.conf User apache Group apache ServerAdmin root@localhost ServerName www.mysite.com:80 UseCanonicalName Off DocumentRoot "/var/www/html" <Directory /> Options FollowSymLinks AllowOverride All </Directory> <Directory "/var/www/html"> Options Indexes FollowSymLinks AllowOverride All Order allow,deny Allow from all </Directory> <IfModule mod_userdir.c> UserDir disable </IfModule> DirectoryIndex index.html index.html.var AccessFileName .htaccess <Files ~ "^\.ht"> Order allow,deny Deny from all </Files> <DirectoryMatch "^/.*/\.svn/"> Order deny,allow Deny from all </DirectoryMatch> TypesConfig /etc/mime.types DefaultType text/plain <IfModule mod_mime_magic.c> MIMEMagicFile conf/magic </IfModule> HostnameLookups Off ErrorLog logs/error_log LogLevel warn LogFormat "%h %l %u %t \"%r\" %>s %b \"%{Referer}i\" \"%{User-Agent}i\"" combined LogFormat "%h %l %u %t \"%r\" %>s %b" common LogFormat "%{Referer}i -> %U" referer LogFormat "%{User-agent}i" agent CustomLog logs/access_log combined ServerSignature Off Alias /icons/ "/var/www/icons/" <Directory "/var/www/icons"> Options Indexes MultiViews AllowOverride None Order allow,deny Allow from all </Directory> <IfModule mod_dav_fs.c> DAVLockDB /var/lib/dav/lockdb </IfModule> ScriptAlias /cgi-bin/ "/var/www/cgi-bin/" <Directory "/var/www/cgi-bin"> AllowOverride None Options None Order allow,deny Allow from all </Directory> IndexOptions FancyIndexing VersionSort NameWidth=* HTMLTable AddIconByEncoding (CMP,/icons/compressed.gif) x-compress x-gzip AddIconByType (TXT,/icons/text.gif) text/* AddIconByType (IMG,/icons/image2.gif) image/* AddIconByType (SND,/icons/sound2.gif) audio/* AddIconByType (VID,/icons/movie.gif) video/* AddIcon /icons/binary.gif .bin .exe AddIcon /icons/binhex.gif .hqx AddIcon /icons/tar.gif .tar AddIcon /icons/world2.gif .wrl .wrl.gz .vrml .vrm .iv AddIcon /icons/compressed.gif .Z .z .tgz .gz .zip AddIcon /icons/a.gif .ps .ai .eps AddIcon /icons/layout.gif .html .shtml .htm .pdf AddIcon /icons/text.gif .txt AddIcon /icons/c.gif .c AddIcon /icons/p.gif .pl .py AddIcon /icons/f.gif .for AddIcon /icons/dvi.gif .dvi AddIcon /icons/uuencoded.gif .uu AddIcon /icons/script.gif .conf .sh .shar .csh .ksh .tcl AddIcon /icons/tex.gif .tex AddIcon /icons/bomb.gif core AddIcon /icons/back.gif .. AddIcon /icons/hand.right.gif README AddIcon /icons/folder.gif ^^DIRECTORY^^ AddIcon /icons/blank.gif ^^BLANKICON^^ DefaultIcon /icons/unknown.gif #AddDescription "GZIP compressed document" .gz #AddDescription "tar archive" .tar #AddDescription "GZIP compressed tar archive" .tgz ReadmeName README.html HeaderName HEADER.html IndexIgnore .??* *~ *# HEADER* README* RCS CVS *,v *,t AddLanguage ca .ca AddLanguage cs .cz .cs AddLanguage da .dk AddLanguage de .de AddLanguage el .el AddLanguage en .en AddLanguage eo .eo AddLanguage es .es AddLanguage et .et AddLanguage fr .fr AddLanguage he .he AddLanguage hr .hr AddLanguage it .it AddLanguage ja .ja AddLanguage ko .ko AddLanguage ltz .ltz AddLanguage nl .nl AddLanguage nn .nn AddLanguage no .no AddLanguage pl .po AddLanguage pt .pt AddLanguage pt-BR .pt-br AddLanguage ru .ru AddLanguage sv .sv AddLanguage zh-CN .zh-cn AddLanguage zh-TW .zh-tw LanguagePriority en zh-CN zh-TW ca cs da de el eo es et fr he hr it ja ko ltz nl nn no pl pt pt-BR ru sv ForceLanguagePriority Prefer Fallback AddDefaultCharset UTF-8 AddType text/x-component .htc AddType application/x-compress .Z AddType application/x-gzip .gz .tgz AddHandler type-map var AddType text/html .shtml AddOutputFilter INCLUDES .shtml Alias /error/ "/var/www/error/" <IfModule mod_negotiation.c> <IfModule mod_include.c> <Directory "/var/www/error"> AllowOverride None Options IncludesNoExec AddOutputFilter Includes html AddHandler type-map var Order allow,deny Allow from all LanguagePriority en es de fr ForceLanguagePriority Prefer Fallback </Directory> </IfModule> </IfModule> BrowserMatch "Mozilla/2" nokeepalive BrowserMatch "MSIE 4\.0b2;" nokeepalive downgrade-1.0 force-response-1.0 BrowserMatch "RealPlayer 4\.0" force-response-1.0 BrowserMatch "Java/1\.0" force-response-1.0 BrowserMatch "JDK/1\.0" force-response-1.0 BrowserMatch "Microsoft Data Access Internet Publishing Provider" redirect-carefully BrowserMatch "MS FrontPage" redirect-carefully BrowserMatch "^WebDrive" redirect-carefully BrowserMatch "^WebDAVFS/1.[0123]" redirect-carefully BrowserMatch "^gnome-vfs/1.0" redirect-carefully BrowserMatch "^XML Spy" redirect-carefully BrowserMatch "^Dreamweaver-WebDAV-SCM1" redirect-carefully vhost.conf: NameVirtualHost *:69 <VirtualHost *:69> ServerName mysite.com ServerAlias vip.mysite.com Redirect / http://www.mysite.com/ </VirtualHost> <VirtualHost *:69> DocumentRoot /home/mysite/mysite/www ServerName www.mysite.com </VirtualHost> <VirtualHost *:69> DocumentRoot /home/mysite/mysite/www/assets ServerName static.mysite.com </VirtualHost> <VirtualHost *:69> DocumentRoot /home/mysite/admin/www ServerName admin.mysite.com </VirtualHost> <VirtualHost *:69> DocumentRoot /home/other/trunk/www ServerName othersite.com ServerAlias www.othersite.com </VirtualHost> <VirtualHost *:69> DocumentRoot /var/www/html ServerName test.mysite.com ServerAlias test2.mysite.com </VirtualHost> /home/mysite/mysite/www/.htaccess: RewriteEngine on # In my case all CI files are outside this web root, so we can # allow any files or directories that exist to be displayed directly RewriteCond %{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_FILENAME} !-d # hide index.php RewriteRule .* index.php/$0 [L] # BEGIN Compress text files <ifModule mod_deflate.c> <filesMatch "\.(css|js|x?html?|php)$"> SetOutputFilter DEFLATE </filesMatch> </ifModule> # END Compress text files # BEGIN Expire headers <ifModule mod_expires.c> ExpiresActive On ExpiresDefault "access plus 1 seconds" ExpiresByType image/x-icon "access plus 2592000 seconds" ExpiresByType image/jpeg "access plus 2592000 seconds" ExpiresByType image/png "access plus 2592000 seconds" ExpiresByType image/gif "access plus 2592000 seconds" ExpiresByType application/x-shockwave-flash "access plus 2592000 seconds" ExpiresByType text/css "access plus 604800 seconds" ExpiresByType text/javascript "access plus 604800 seconds" ExpiresByType application/javascript "access plus 604800 seconds" ExpiresByType application/x-javascript "access plus 604800 seconds" ExpiresByType application/xhtml+xml "access plus 600 seconds" </ifModule> # END Expire headers # BEGIN Cache-Control Headers <ifModule mod_headers.c> <filesMatch "\.(ico|jpe?g|png|gif|swf)$"> Header set Cache-Control "max-age=2592000, public" </filesMatch> <filesMatch "\.(css)$"> Header set Cache-Control "max-age=604800, public" </filesMatch> <filesMatch "\.(js)$"> Header set Cache-Control "max-age=604800, private" </filesMatch> </ifModule> # END Cache-Control Headers # BEGIN Turn ETags Off <ifModule mod_headers.c> Header unset ETag </ifModule> FileETag None # END Turn ETags Off /etc/nginx/conf.d/default.conf: server { listen 80; server_name static.mysite.com; location / { root /home/mysite/mysite/www/assets; index index.html index.htm; expires max; } } server { listen 80; server_name *.mysite.com www.mysite.com vip.mysite.com; #Set this larger if uploading big files client_max_body_size 5m; location / { proxy_pass http://127.0.0.1:69; proxy_redirect off; proxy_set_header Host $host; proxy_set_header X-Real-IP $remote_addr; proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for; proxy_connect_timeout 90; proxy_send_timeout 90; proxy_read_timeout 90; #client_max_body_size 10m; client_body_buffer_size 128k; proxy_buffer_size 4k; proxy_buffers 4 32k; } }

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  • Nginx configuration leads to endless redirect loop

    - by brianthecoder
    So I've looked at every sample configuration I could find and yet every time I try and view a page that requires ssl, I end up in an redirect loop. I'm running nginx/0.8.53 and passenger 3.0.2. Here's the ssl config server { listen 443 default ssl; server_name <redacted>.com www.<redacted>.com; root /home/app/<redacted>/public; passenger_enabled on; rails_env production; ssl_certificate /home/app/ssl/<redacted>.com.pem; ssl_certificate_key /home/app/ssl/<redacted>.key; proxy_set_header X-Real-IP $remote_addr; proxy_set_header X_FORWARDED_PROTO https; proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for; proxy_set_header Host $http_host; proxy_set_header X-Url-Scheme $scheme; proxy_redirect off; proxy_max_temp_file_size 0; location /blog { rewrite ^/blog(/.*)?$ http://blog.<redacted>.com/$1 permanent; } location ~* \.(js|css|jpg|jpeg|gif|png)$ { if (-f $request_filename) { expires max; break; } } error_page 500 502 503 504 /50x.html; location = /50x.html { root html; } } Here's the non-ssl config server { listen 80; server_name <redacted>.com www.<redacted>.com; root /home/app/<redacted>/public; passenger_enabled on; rails_env production; location /blog { rewrite ^/blog(/.*)?$ http://blog.<redacted>.com/$1 permanent; } location ~* \.(js|css|jpg|jpeg|gif|png)$ { if (-f $request_filename) { expires max; break; } } error_page 500 502 503 504 /50x.html; location = /50x.html { root html; } } Let me know if there's any additional info I can give to help diagnose the issue.

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  • Nginx configuration leads to endless redirect loop

    - by brianthecoder
    So I've looked at every sample configuration I could find and yet every time I try and view a page that requires ssl, I end up in an redirect loop. I'm running nginx/0.8.53 and passenger 3.0.2. Here's the ssl config server { listen 443 default ssl; server_name <redacted>.com www.<redacted>.com; root /home/app/<redacted>/public; passenger_enabled on; rails_env production; ssl_certificate /home/app/ssl/<redacted>.com.pem; ssl_certificate_key /home/app/ssl/<redacted>.key; proxy_set_header X-Real-IP $remote_addr; proxy_set_header X_FORWARDED_PROTO https; proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for; proxy_set_header Host $http_host; proxy_set_header X-Url-Scheme $scheme; proxy_redirect off; proxy_max_temp_file_size 0; location /blog { rewrite ^/blog(/.*)?$ http://blog.<redacted>.com/$1 permanent; } location ~* \.(js|css|jpg|jpeg|gif|png)$ { if (-f $request_filename) { expires max; break; } } error_page 500 502 503 504 /50x.html; location = /50x.html { root html; } } Here's the non-ssl config server { listen 80; server_name <redacted>.com www.<redacted>.com; root /home/app/<redacted>/public; passenger_enabled on; rails_env production; location /blog { rewrite ^/blog(/.*)?$ http://blog.<redacted>.com/$1 permanent; } location ~* \.(js|css|jpg|jpeg|gif|png)$ { if (-f $request_filename) { expires max; break; } } error_page 500 502 503 504 /50x.html; location = /50x.html { root html; } } Let me know if there's any additional info I can give to help diagnose the issue.

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  • Request Multiple Maya Floating Server Licenses for extra Satellite clients

    - by Rob
    Hello all: I am currently setting up a 'render farm' for Maya 2008 Unlimited. One Maya workstation license comes with the ability to render on eight satellite nodes. It works perfect, the remote rendering works like a charm. However, we have additional boxes to set up as satellite rendering nodes, and we have extra Maya workstation licenses. Ideally, the workstation can take two licenses and thus render on 16 nodes, but I haven't been able to figure it out, or determine if it is actually possible. It's a big project, where rendering the entire thing is in the scope of weeks, so the speed up would be worth it. Any thoughts?

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  • nginx- Rewrite URL with Trailing Slash

    - by Bryan
    I have a specialized set of rewrite rules to accommodate a mutli site cms setup. I am trying to have nginx force a trailing slash on the request URL. I would like it to redirect requests for domain.com/some-random-article to domain.com/some-random-article/ I know there are semantic considerations with this, but I would like to do it for SEO purposes. Here is my current server config. server { listen 80; server_name domain.com mirror.domain.com; root /rails_apps/master/public; passenger_enabled on; # Redirect from www to non-www if ($host = 'domain.com' ) { rewrite ^/(.*)$ http://www.domain.com/$1 permanent; } location /assets/ { expires 1y; rewrite ^/assets/(.*)$ /assets/$http_host/$1 break; } # / -> index.html if (-f $document_root/cache/$host$uri/index.html) { rewrite (.*) /cache/$host$1/index.html break; } # /about -> /about.html if (-f $document_root/cache/$host$uri.html) { rewrite (.*) /cache/$host$1.html break; } # other files if (-f $document_root/cache/$host$uri) { rewrite (.*) /cache/$host$1 break; } } How would I modify this to add the trailing slash? I would assume there has to be a check for the slash so that you don't end up with domain.com/some-random-article//

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  • Using sed to Download ComboFix automatically

    - by user901398
    I'm trying to write a shell script to grab the dynamic URL which ComboFix is located at at BleepingComputer.com/download/combofix However, for some reason I can't seem to get my regex to match the download link of the "click here" if the download doesn't work. I used a regex tester and it said I matched the link, but I can't seem to get it to work when I execute it, it turns up an empty result. Here's my entire script: #!/bin/bash # Download latest ComboFix from BleepingComputer wget -O Listing.html "http://www.bleepingcomputer.com/download/combofix/" -nv downloadpage=$(sed -ne 's@^.*<a href="\(http://www[.]bleepingcomputer[.]com/download/combofix/dl/[0-9]\+/\)" class="goodurl">.*$@\1@p' Listing.html) echo "DL Page: $downloadpage" secondpage="$downloadpage" wget -O Download.html $secondpage -nv file=$(sed -ne 's@^.*<a href="\(http://download[.]bleepingcomputer[.]com/dl/[0-9A-Fa-f]\+/[0-9A-Fa-f]\+/windows/security/anti[-]virus/c/combofix/ComboFix[.]exe\)">.*$@\1@p' Download.html) echo "File: $file" wget -O "ComboFix.exe" "$file" -nv rm Listing.html rm Download.html mkdir Tools mv "ComboFix.exe" "Tools/ComboFix.exe" -f The first two downloads work successfully, and I end up with: http://www.bleepingcomputer.com/download/combofix/dl/12/ But it fails to match the final sed that will give me the download link. The code it's supposed to match is: <a href="http://download.bleepingcomputer.com/dl/6c497ccbaff8226ec84c97dcdfc3ce9a/5058d931/windows/security/anti-virus/c/combofix/ComboFix.exe">click here</a>

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  • Nginx redirect all request that does not match a file to a php file

    - by cyrbil
    I'm trying to get all request to: http://mydomain.com/downloads/* redirect to http://mydomain.com/downloads/index.php except if the requested file exist in /downloads/ ex: http://mydomain.com/downloads = /downloads/index.php http://mydomain.com/downloads/unknowfile = /downloads/index.php http://mydomain.com/downloads/existingfile = /downloads/existingfile My current problem is I have either the redirection to php working but static files not served or the opposite. Here is my current vhost conf: (which redirect fine but static files are send to php and fail) server { listen 80; ## listen for ipv4; this line is default and implied server_name domain.com; root /data/www; index index.php index.html; location / { try_files $uri $uri/ /index.html; } error_page 404 /404.html; # redirect server error pages to the static page /50x.html error_page 500 502 503 504 /50x.html; location = /50x.html { root /usr/share/nginx/www; } location ^~ /downloads { fastcgi_pass unix:/var/run/php5-fpm.sock; fastcgi_split_path_info ^(.+\.php)(/.+)$; fastcgi_index index.php; include fastcgi_params; try_files $uri @downloads; } location @downloads { rewrite ^ /downloads/index.php; } # pass the PHP scripts to FastCGI server # location ~ \.php$ { try_files $uri =404; fastcgi_split_path_info ^(.+\.php)(/.+)$; fastcgi_pass unix:/var/run/php5-fpm.sock; fastcgi_index index.php; include fastcgi_params; } } Precision: static files are symlinks created by /downloads/index.php Thank you for your help.

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  • Cloned Centos 6.4 websrver for test purpose. Virtual host, .htaccess, redirecting url issue

    - by Shogoot
    I see similar questions, but not my exact challenge. What I have done so far I cloned a prod server over to a vmware to use it as a test server for new functionality I'm going to write. I'm not a sysadmin by trade, but I'm new to this company and I have to do some thing that are outside of my comfort zone (thats a good thing :) ) The prod server has 2 sites on it s1.com and s2.com. In /html/s1/, /html/s2/ there's an .htaccess file under each s*/. Looking like this: RewriteEngine ON RewriteBase / RewriteCond %{QUERY_STRING} id=([0-9]+) RewriteRule ^.* %1.htm RewriteCond %{QUERY_STRING} page=modules/checkout RewriteRule ^.* order.php RewriteCond %{QUERY_STRING} page=pages/sidekart RewriteRule ^.* pages/sidekart.htm The issue is that s1 has a lot of pages that really belongs under a third domain s3, the rule in line 4 and 5 redirects them to /html/s1/. An example of such URL is: s3.com/?page=modules/product&id=521614 I'm trying then to get those URLs (without modifying the URL) to redirect to s3's /html/s3/ server structure, which I set up making a new virtualhost s3 in test servers httpd.conf with a test3.com as servername and changing the other sites to tests1.com and tests2.com, and adding .htaccess also to this s3 root directory, and making a html/s3/ directory structure I populated with an index.html, etc. But, when I take the same URL (s3.com/?page=modules/product&id=521614) changing it to tests3.com/?page=modules/product&id=521614, I get s1's index page showing up in my browser. I've poked around about a day now and i cant figure out why this happens.

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  • Disable antialiasing for a specific GDI device context

    - by Jacob Stanley
    I'm using a third party library to render an image to a GDI DC and I need to ensure that any text is rendered without any smoothing/antialiasing so that I can convert the image to a predefined palette with indexed colors. The third party library i'm using for rendering doesn't support this and just renders text as per the current windows settings for font rendering. They've also said that it's unlikely they'll add the ability to switch anti-aliasing off any time soon. The best work around I've found so far is to call the third party library in this way (error handling and prior settings checks ommitted for brevity): private static void SetFontSmoothing(bool enabled) { int pv = 0; SystemParametersInfo(Spi.SetFontSmoothing, enabled ? 1 : 0, ref pv, Spif.None); } // snip Graphics graphics = Graphics.FromImage(bitmap) IntPtr deviceContext = graphics.GetHdc(); SetFontSmoothing(false); thirdPartyComponent.Render(deviceContext); SetFontSmoothing(true); This obviously has a horrible effect on the operating system, other applications flicker from cleartype enabled to disabled and back every time I render the image. So the question is, does anyone know how I can alter the font rendering settings for a specific DC? Even if I could just make the changes process or thread specific instead of affecting the whole operating system, that would be a big step forward! (That would give me the option of farming this rendering out to a separate process- the results are written to disk after rendering anyway) EDIT: I'd like to add that I don't mind if the solution is more complex than just a few API calls. I'd even be happy with a solution that involved hooking system dlls if it was only about a days work. EDIT: Background Information The third-party library renders using a palette of about 70 colors. After the image (which is actually a map tile) is rendered to the DC, I convert each pixel from it's 32-bit color back to it's palette index and store the result as an 8bpp greyscale image. This is uploaded to the video card as a texture. During rendering, I re-apply the palette (also stored as a texture) with a pixel shader executing on the video card. This allows me to switch and fade between different palettes instantaneously instead of needing to regenerate all the required tiles. It takes between 10-60 seconds to generate and upload all the tiles for a typical view of the world. EDIT: Renamed GraphicsDevice to Graphics The class GraphicsDevice in the previous version of this question is actually System.Drawing.Graphics. I had renamed it (using GraphicsDevice = ...) because the code in question is in the namespace MyCompany.Graphics and the compiler wasn't able resolve it properly. EDIT: Success! I even managed to port the PatchIat function below to C# with the help of Marshal.GetFunctionPointerForDelegate. The .NET interop team really did a fantastic job! I'm now using the following syntax, where Patch is an extension method on System.Diagnostics.ProcessModule: module.Patch( "Gdi32.dll", "CreateFontIndirectA", (CreateFontIndirectA original) => font => { font->lfQuality = NONANTIALIASED_QUALITY; return original(font); }); private unsafe delegate IntPtr CreateFontIndirectA(LOGFONTA* lplf); private const int NONANTIALIASED_QUALITY = 3; [StructLayout(LayoutKind.Sequential)] private struct LOGFONTA { public int lfHeight; public int lfWidth; public int lfEscapement; public int lfOrientation; public int lfWeight; public byte lfItalic; public byte lfUnderline; public byte lfStrikeOut; public byte lfCharSet; public byte lfOutPrecision; public byte lfClipPrecision; public byte lfQuality; public byte lfPitchAndFamily; public unsafe fixed sbyte lfFaceName [32]; }

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  • Xml failing to deserialise

    - by Carnotaurus
    I call a method to get my pages [see GetPages(String xmlFullFilePath)]. The FromXElement method is supposed to deserialise the LitePropertyData elements to strongly type LitePropertyData objects. Instead it fails on the following line: return (T)xmlSerializer.Deserialize(memoryStream); and gives the following error: <LitePropertyData xmlns=''> was not expected. What am I doing wrong? I have included the methods that I call and the xml data: public static T FromXElement<T>(this XElement xElement) { using (var memoryStream = new MemoryStream(Encoding.ASCII.GetBytes(xElement.ToString()))) { var xmlSerializer = new XmlSerializer(typeof(T)); return (T)xmlSerializer.Deserialize(memoryStream); } } public static List<LitePageData> GetPages(String xmlFullFilePath) { XDocument document = XDocument.Load(xmlFullFilePath); List<LitePageData> results = (from record in document.Descendants("row") select new LitePageData { Guid = IsValid(record, "Guid") ? record.Element("Guid").Value : null, ParentID = IsValid(record, "ParentID") ? Convert.ToInt32(record.Element("ParentID").Value) : (Int32?)null, Created = Convert.ToDateTime(record.Element("Created").Value), Changed = Convert.ToDateTime(record.Element("Changed").Value), Name = record.Element("Name").Value, ID = Convert.ToInt32(record.Element("ID").Value), LitePageTypeID = IsValid(record, "ParentID") ? Convert.ToInt32(record.Element("ParentID").Value) : (Int32?)null, Html = record.Element("Html").Value, FriendlyName = record.Element("FriendlyName").Value, Properties = record.Element("Properties") != null ? record.Element("Properties").Element("LitePropertyData").FromXElement<List<LitePropertyData>>() : new List<LitePropertyData>() }).ToList(); return results; } Here is the xml: <?xml version="1.0" encoding="utf-8"?> <root> <rows> <row> <ID>1</ID> <ImageUrl></ImageUrl> <Html>Home page</Html> <Created>01-01-2012</Created> <Changed>01-01-2012</Changed> <Name>Home page</Name> <FriendlyName>home-page</FriendlyName> </row> <row xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"> <Guid>edeaf468-f490-4271-bf4d-be145bc6a1fd</Guid> <ID>8</ID> <Name>Unused</Name> <ParentID>1</ParentID> <Created>2006-03-25T10:57:17</Created> <Changed>2012-07-17T12:24:30.0984747+01:00</Changed> <ChangedBy /> <LitePageTypeID xsi:nil="true" /> <Html> What is the purpose of this option? This option checks the current document for accessibility issues. It uses Bobby to provide details of whether the current web page conforms to W3C's WCAG criteria for web content accessibility. Issues with Bobby and Cynthia Bobby and Cynthia are free services that supposedly allow a user to expose web page accessibility barriers. It is something of a guide but perhaps a blunt instrument. I tested a few of the webpages that I have designed. Sure enough, my pages fall short and for good reason. I am not about to claim that Bobby and Cynthia are useless. Although it is useful and commendable tool, it project appears to be overly ambitious. Nevertheless, let me explain my issues with Bobby and Cynthia: First, certain W3C standards for designing web documents are often too strict and unworkable. For instance, in some versions W3C standards for HTML, certain tags should not include a particular attribute, whereas in others they are requisite if the document is to be ???well-formed???. The standard that a designer chooses is determined usually by the requirements specification document. This specifies which browsers and versions of those browsers that the web page is expected to correctly display. Forcing a hypertext document to conform strictly to a specific W3C standard for HTML is often no simple task. In the worst case, it cannot conform without losing some aesthetics or accessibility functionality. Second, the case of HTML documents is not an isolated case. Standards for XML, XSL, JavaScript, VBScript, are analogous. Therefore, you might imagine the problems when you begin to combine these languages and formats in an HTML document. Third, there is always more than one way to skin a cat. For example, Bobby and Cynthia may flag those IMG tags that do not contain a TITLE attribute. There might be good reason that a web developer chooses not to include the title attribute. The title attribute has a limited numbers of characters and does not support carriage returns. This is a major defect in the design of this tag. In fact, before the TITLE attribute was supported, there was the ALT attribute. Most browsers support both, yet they both perform a similar function. However, both attributes share the same deficiencies. In practice, there are instances where neither attribute would be used. Instead, for example, the developer would write some JavaScript or VBScript to circumvent these deficiencies. The concern is that Bobby and Cynthia would not notice this because it does not ???understand??? what the JavaScript does. </Html> <FriendlyName>unused</FriendlyName> <IsDeleted>false</IsDeleted> <Properties> <LitePropertyData> <Description>Image for the page</Description> <DisplayEditUI>true</DisplayEditUI> <OwnerTab>1</OwnerTab> <DisplayName>Image Url</DisplayName> <FieldOrder>1</FieldOrder> <IsRequired>false</IsRequired> <Name>ImageUrl</Name> <IsModified>false</IsModified> <ParentPageID>3</ParentPageID> <Type>String</Type> <Value xsi:type="xsd:string">smarter.jpg</Value> </LitePropertyData> <LitePropertyData> <Description>WebItemApplicationEnum</Description> <DisplayEditUI>true</DisplayEditUI> <OwnerTab>1</OwnerTab> <DisplayName>WebItemApplicationEnum</DisplayName> <FieldOrder>1</FieldOrder> <IsRequired>false</IsRequired> <Name>WebItemApplicationEnum</Name> <IsModified>false</IsModified> <ParentPageID>3</ParentPageID> <Type>Number</Type> <Value xsi:type="xsd:string">1</Value> </LitePropertyData> </Properties> <Seo> <Author>Phil Carney</Author> <Classification /> <Copyright>Carnotaurus</Copyright> <Description> What is the purpose of this option? This option checks the current document for accessibility issues. It uses Bobby to provide details of whether the current web page conforms to W3C's WCAG criteria for web content accessibility. Issues with Bobby and Cynthia Bobby and Cynthia are free services that supposedly allow a user to expose web page accessibility barriers. It is something of a guide but perhaps a blunt instrument. I tested a few of the webpages that I have designed. Sure enough, my pages fall short and for good reason. I am not about to claim that Bobby and Cynthia are useless. Although it is useful and commendable tool, it project appears to be overly ambitious. Nevertheless, let me explain my issues with Bobby and Cynthia: First, certain W3C standards for designing web documents are often too strict and unworkable. For instance, in some versions W3C standards for HTML, certain tags should not include a particular attribute, whereas in others they are requisite if the document is to be ???well-formed???. The standard that a designer chooses is determined usually by the requirements specification document. This specifies which browsers and versions of those browsers that the web page is expected to correctly display. Forcing a hypertext document to conform strictly to a specific W3C standard for HTML is often no simple task. In the worst case, it cannot conform without losing some aesthetics or accessibility functionality. Second, the case of HTML documents is not an isolated case. Standards for XML, XSL, JavaScript, VBScript, are analogous. Therefore, you might imagine the problems when you begin to combine these languages and formats in an HTML document. Third, there is always more than one way to skin a cat. For example, Bobby and Cynthia may flag those IMG tags that do not contain a TITLE attribute. There might be good reason that a web developer chooses not to include the title attribute. The title attribute has a limited numbers of characters and does not support carriage returns. This is a major defect in the design of this tag. In fact, before the TITLE attribute was supported, there was the ALT attribute. Most browsers support both, yet they both perform a similar function. However, both attributes share the same deficiencies. In practice, there are instances where neither attribute would be used. Instead, for example, the developer would write some JavaScript or VBScript to circumvent these deficiencies. The concern is that Bobby and Cynthia would not notice this because it does not ???understand??? what the JavaScript does. </Description> <Keywords>unused</Keywords> <Title>unused</Title> </Seo> </row> </rows> </root> EDIT Here are my entities: public class LitePropertyData { public virtual string Description { get; set; } public virtual bool DisplayEditUI { get; set; } public int OwnerTab { get; set; } public virtual string DisplayName { get; set; } public int FieldOrder { get; set; } public bool IsRequired { get; set; } public string Name { get; set; } public virtual bool IsModified { get; set; } public virtual int ParentPageID { get; set; } public LiteDataType Type { get; set; } public object Value { get; set; } } [Serializable] public class LitePageData { public String Guid { get; set; } public Int32 ID { get; set; } public String Name { get; set; } public Int32? ParentID { get; set; } public DateTime Created { get; set; } public String CreatedBy { get; set; } public DateTime Changed { get; set; } public String ChangedBy { get; set; } public Int32? LitePageTypeID { get; set; } public String Html { get; set; } public String FriendlyName { get; set; } public Boolean IsDeleted { get; set; } public List<LitePropertyData> Properties { get; set; } public LiteSeoPageData Seo { get; set; } /// <summary> /// Saves the specified XML full file path. /// </summary> /// <param name="xmlFullFilePath">The XML full file path.</param> public void Save(String xmlFullFilePath) { XDocument doc = XDocument.Load(xmlFullFilePath); XElement demoNode = this.ToXElement<LitePageData>(); demoNode.Name = "row"; doc.Descendants("rows").Single().Add(demoNode); doc.Save(xmlFullFilePath); } }

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  • HMTL5 Anti Aliasing Browser Disable

    - by Tappa Tappa
    I am forced to consider writing a library to handle the fundamental basics of drawing lines, thick lines, circles, squares etc. of an HTML5 canvas because I can't disable a feature embedded in the browser rendering of the core canvas algorithms. Am I forced to build the HTML5 Canvas rendering process from the ground up? If I am, who's in with me to do this? Who wants to change the world? Imagine a simple drawing application written in HTML5... you draw a shape... a closed shape like a rudimentary circle, free hand, more like an onion than a circle (well, that's what mine would look like!)... then imagine selecting a paint bucket icon and clicking inside that shape you drew and expecting it to be filled with a color of your choice. Imagine your surprise as you selected "Paint Bucket" and clicked in the middle of your shape and it filled your shape with color... BUT, not quite... HANG ON... this isn't right!!! On the inside of the edge of the shape you drew is a blur between the background color and your fill color and the edge color... the fill seems to be flawed. You wanted a straight forward "Paint Bucket" / "Fill"... you wanted to draw a shape and then fill it with a color... no fuss.... fill the whole damned inside of your shape with the color you choose. Your web browser has decided that when you draw the lines to define your shape they will be anti-aliased. If you draw a black line for your shape... well, the browser will draw grey pixels along the edges, in places... to make it look like a "better" line. Yeah, a "better" line that **s up the paint / flood fill process. How much does is cost to pay off the browser developers to expose a property to disable their anti-aliasing rendering? Disabling would save milliseconds for their rendering engine, surely! Bah, I really don't want to have to build my own canvas rendering engine using Bresenham line rendering algorithm... WHAT CAN BE DONE... HOW CAN THIS BE CHANGED!!!??? Do I need to start a petition aimed at the WC3???? Will you include your name if you are interested??? UPDATED function DrawLine(objContext, FromX, FromY, ToX, ToY) { var dx = Math.abs(ToX - FromX); var dy = Math.abs(ToY - FromY); var sx = (FromX < ToX) ? 1 : -1; var sy = (FromY < ToY) ? 1 : -1; var err = dx - dy; var CurX, CurY; CurX = FromX; CurY = FromY; while (true) { objContext.fillRect(CurX, CurY, objContext.lineWidth, objContext.lineWidth); if ((CurX == ToX) && (CurY == ToY)) break; var e2 = 2 * err; if (e2 > -dy) { err -= dy; CurX += sx; } if (e2 < dx) { err += dx; CurY += sy; } } }

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  • Glenn Fiedler's fixed timestep with fake threads

    - by kaoD
    I've implemented Glenn Fiedler's Fix Your Timestep! quite a few times in single-threaded games. Now I'm facing a different situation: I'm trying to do this in JavaScript. I know JS is single-threaded, but I plan on using requestAnimationFrame for the rendering part. This leaves me with two independent fake threads: simulation and rendering (I suppose requestAnimationFrame isn't really threaded, is it? I don't think so, it would BREAK JS.) Timing in these threads is independent too: dt for simulation and render is not the same. If I'm not mistaken, simulation should be up to Fiedler's while loop end. After the while loop, accumulator < dt so I'm left with some unspent time (dt) in the simulation thread. The problem comes in the draw/interpolation phase: const double alpha = accumulator / dt; State state = currentState*alpha + previousState * ( 1.0 - alpha ); render( state ); In my render callback, I have the current timestamp to which I can subtract the last-simulated-in-physics-timestamp to have a dt for the current frame. Should I just forget about this dt and draw using the physics thread's dt? It seems weird, since, well, I want to interpolate for the unspent time between simulation and render too, right? Of course, I want simulation and rendering to be completely independent, but I can't get around the fact that in Glenn's implementation the renderer produces time and the simulation consumes it in discrete dt sized chunks. A similar question was asked in Semi Fixed-timestep ported to javascript but the question doesn't really get to the point, and answers there point to removing physics from the render thread (which is what I'm trying to do) or just keeping physics in the render callback too (which is what I'm trying to avoid.)

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  • 2D platformers: why make the physics dependent on the framerate?

    - by Archagon
    "Super Meat Boy" is a difficult platformer that recently came out for PC, requiring exceptional control and pixel-perfect jumping. The physics code in the game is dependent on the framerate, which is locked to 60fps; this means that if your computer can't run the game at full speed, the physics will go insane, causing (among other things) your character to run slower and fall through the ground. Furthermore, if vsync is off, the game runs extremely fast. Could those experienced with 2D game programming help explain why the game was coded this way? Wouldn't a physics loop running at a constant rate be a better solution? (Actually, I think a physics loop is used for parts of the game, since some of the entities continue to move normally regardless of the framerate. Your character, on the other hand, runs exactly [fps/60] as fast.) What bothers me about this implementation is the loss of abstraction between the game engine and the graphics rendering, which depends on system-specific things like the monitor, graphics card, and CPU. If, for whatever reason, your computer can't handle vsync, or can't run the game at exactly 60fps, it'll break spectacularly. Why should the rendering step in any way influence the physics calculations? (Most games nowadays would either slow down the game or skip frames.) On the other hand, I understand that old-school platformers on the NES and SNES depended on a fixed framerate for much of their control and physics. Why is this, and would it be possible to create a patformer in that vein without having the framerate dependency? Is there necessarily a loss of precision if you separate the graphics rendering from the rest of the engine? Thank you, and sorry if the question was confusing.

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  • The best way to structure/design game code

    - by Edward
    My question is quite broad and related to the 2D game code design/architecture/structure. Usually the main game consists of the main loop where you update & render your world states. However, it's recommended for many purposes to separate rendering from the game-logic and so on. I am kinda confused about the whole situation. Many game engines/libs/sdks don't follow separation schema. They propagate a way where you define some scenes/stages and they contain some objects and the scene/stage controls the user input and so on. For example, in cocos2d(-x) and libgdx (stage2d) the games are usually done the way that the update logic happens at the same time/place as rendering. Also, the propagated way is to have a structure where an object knows how to draw itself - which is not a separation of updating & rendering. The same with Flash based games, they are usually done the way when an object (class) contains a swf or a texture and some data and holds some update logic itself, or updated from main Scene. And again this object already knows how to draw itself via "addChild". Also, some people recommend to use MVC pattern, which will require to completely obey the structure of those engines/libs/sdks. Maybe I am overthinking everything, but I am totally confused. I would be grateful if somebody could point me to a correct direction with the game code structures. What is your way of doing things in libgdx/cocos2d/flash?

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  • Can i change the order of these OpenGL / Win32 calls?

    - by Adam Naylor
    I've been adapting the NeHe ogl/win32 code to be more object orientated and I don't like the way some of the calls are structured. The example has the following pseudo structure: Register window class Change display settings with a DEVMODE Adjust window rect Create window Get DC Find closest matching pixel format Set the pixel format to closest match Create rendering context Make that context current Show the window Set it to foreground Set it to having focus Resize the GL scene Init GL The points in bold are what I want to move into a rendering class (the rest are what I see being pure win32 calls) but I'm not sure if I can call them after the win32 calls. Essentially what I'm aiming for is to encapsulate the Win32 calls into a Platform::Initiate() type method and the rest into a sort of Renderer::Initiate() method. So my question essentially boils down to: "Would OpenGL allow these methods to be called in this order?" Register window class Adjust window rect Create window Get DC Show the window Set it to foreground Set it to having focus Change display settings with a DEVMODE Find closest matching pixel format Set the pixel format to closest match Create rendering context Make that context current Resize the GL scene Init GL (obviously passing through the appropriate window handles and device contexts.) Thanks in advance.

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  • Vector-based fonts vs. bitmap fonts in (2d) games?

    - by jmp97
    I know that many games are using bitmap fonts. Which are the advantages for vector-based font rendering / manipulation when compared to bitmap fonts and in which scenarios would they matter the most? Prefer a focus on 2d games when answering this question. If relevant, please include examples for games using either approach. Some factors you might consider: amount of text used in the game scaling of text overlaying glyphs and anti-aliasing general rendering quality font colors and styling user interface requirements localisation / unicode text wrapping and formatting cross-platform deployment 2d vs 3d Background: I am developing a simple falling blocks game in 2d, targeted for pc. I would like to add text labels for level, score, and menu buttons. I am using SFML which uses FreeType internally, so vector-based features are easily available for my project. In my view, font sizes in simple games often don't vary, and bitmap fonts should be easier for cross-platform concerns (font-formats and font rendering quality). But I am unsure if I am missing some important points here, especially since I want to polish the looks of the final game.

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  • Video freezes when larger than a certain size

    - by Poyan
    I have a weird problem playing video files. I have a fairly new (a few years old) graphic card that should and has played up to 1080p video files without much a lot of trouble. I seem to be having a weird issue where the video plays back fine if the window is below a certain size, but as soon as the windowsize increases, the picture freezes. The audio still plays. Usually this is mitigated by killing som applications. Especially GTK (?) apps seem to cause this lag, like having a Nautilus window open usually triggers this error for me. With hardware rendering I get the error regardless of application. I have tried enabling software rendering in VLC and that eliminates the problem (but I get other problems using software rendering, so I've avoided it). I know this is pretty fuzzy, but I'm not sure how to approach this problem. Do you have any idea? EDIT: Some more information. I have the correct and latest drivers installed. My graphics card is a Nvidia 7600 GT.

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  • Managing many draw calls for dynamic objects

    - by codetiger
    We are developing a game (cross-platform) using Irrlicht. The game has many (around 200 - 500) dynamic objects flying around during the game. Most of these objects are static mesh and build from 20 - 50 unique Meshes. We created seperate scenenodes for each object and referring its mesh instance. But the output was very much unexpected. Menu screen: (150 tris - Just to show you the full speed rendering performance of 2 test computers) a) NVidia Quadro FX 3800 with 1GB: 1600 FPS DirectX and 2600 FPS on OpenGL b) Mac Mini with Geforce 9400M 256mb: 260 FPS in OpenGL Now inside the game in a test level: (160 dynamic objects counting around 10K tris): a) NVidia Quadro FX 3800 with 1GB: 45 FPS DirectX and 50 FPS on OpenGL b) Mac Mini with Geforce 9400M 256mb: 45 FPS in OpenGL Obviously we don't have the option of mesh batch rendering as most of the objects are dynamic. And the one big static terrain is already in single mesh buffer. To add more information, we use one 2048 png for texture for most of the dynamic objects. And our collision detection hardly and other calculations hardly make any impact on FPS. So we understood its the draw calls we make that eats up all FPS. Is there a way we can optimize the rendering, or are we missing something?

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  • XNA - Obtaining depth from the scene's render target?

    - by user1423893
    I'm currently rendering my scene to a render target so it can be used for rendering methods such as post processing and order independent transparency. rtScene = new RenderTarget2D( GraphicsDevice, GraphicsDevice.PresentationParameters.BackBufferWidth, GraphicsDevice.PresentationParameters.BackBufferHeight, false, SurfaceFormat.Rgba64, DepthFormat.Depth24Stencil8, // Requires a depth format for objects to be drawn correctly (e.g. wireframe model surrounding model) 0, RenderTargetUsage.PreserveContents ); I am required to use RenderTargetUsage.PreserveContents so that the same render target can be rendered to multiple times, once for each of the draw methods below. DrawBackground DrawDeferred DrawForward DrawTransparent The problem is that DrawTransparent requires a copy of the scene's depth as a texture. Is there any way to obtain this from the scene render target above (rtScene)? I can't have more than one render target with RenderTargetUsage.PreserveContents as this causes problems on hardware such as the XBOX 360, so rendering the depth to a separate render target at the same time as I render the scene isn't possible as far as I can tell. Would I be able to get around this problem by "Ping-Ponging" two render targets (using the more compatible RenderTargetUsage.DiscardContents) and using the result for the depth texture?

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  • What are the advantages to use vector-based fonts over bitmap fonts in (2d) games?

    - by jmp97
    I know that many games are using bitmap fonts. Which are the advantages for vector-based font rendering / manipulation when compared to bitmap fonts and in which scenarios would they matter the most? Prefer a focus on 2d games when answering this question. If relevant, please include examples for games using either approach. Some factors you might consider: amount of text used in the game scaling of text overlaying glyphs and anti-aliasing general rendering quality font colors and styling user interface requirements localisation / unicode text wrapping and formatting cross-platform deployment 2d vs 3d Background: I am developing a simple falling blocks game in 2d, targeted for pc. I would like to add text labels for level, score, and menu buttons. I am using SFML which uses FreeType internally, so vector-based features are easily available for my project. In my view, font sizes in simple games often don't vary, and bitmap fonts should be easier for cross-platform concerns (font-formats and font rendering quality). But I am unsure if I am missing some important points here, especially since I want to polish the looks of the final game.

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  • Is there a standard way to track 2d tile positions both locally and on screen?

    - by Magicked
    I'm building a 2D engine based on 32x32 tiles with OpenGL. OpenGL draws from the top left, so Y coordinates go down the screen as they increase. Obviously this is different than a standard graph where Y coordinates move up as they increase. I'm having trouble determining how I want to track positions for both sprites and tile objects (objects that are collections of tiles). My brain wants to set the world position as the bottom left of the object and track every object this way. The problem with this is I would have to translate it to an on screen position on rendering. The positive with this is I could easily visualize (especially in the case of objects made of multiple tiles) how something is structured and needs to be built. Are there standard ways for doing this? Should I just suck it up and get used to positions beginning in the top left? Here are the OpenGL calls to start rendering: // enable textures since we're going to use these for our sprites glEnable(GL_TEXTURE_2D); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // enable alpha blending glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // disable the OpenGL depth test since we're rendering 2D graphics glDisable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, WIDTH, HEIGHT, 0, 1, -1); glMatrixMode(GL_MODELVIEW); I assume I need to change: glOrtho(0, WIDTH, HEIGHT, 0, 1, -1); to: glOrtho(0, WIDTH, 0, HEIGHT, 1, -1);

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  • opengl memory issue - quite strange.

    - by user4707
    Hello, I have heard that textures consumes lot of memory but I am surprised how much.... I have 7 textures 1024 16 bit each. And while I will run my app it consumes 57MB of memory. I think that this is "a bit" too much. I am writing 2D application (no cocos or other framework) Strange is that while I will compile my app with disabled rendering methods: glDrawArrays than It uses only 27MB.... which is about 30MB less... Do you have any Idea why? I am creating textures before rendering of course: rendering looks like this: [EAGLContext setCurrentContext:context]; glBindFramebufferOES(GL_FRAMEBUFFER_OES, defaultFramebuffer); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glPushMatrix(); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); TeksturaObrazek *obrazek_klaw =[[AppDirector sharedAppDirector] obrazek_klaw]; glBindTexture(GL_TEXTURE_2D, [[obrazek_klaw image_texture] name] ); glVertexPointer(2, GL_FLOAT, 0,vertex1); glTexCoordPointer(2, GL_FLOAT, 0, vertex2); glColor4f(1,1,1,alpha); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisable(GL_BLEND); glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glPopMatrix(); [context presentRenderbuffer:GL_RENDERBUFFER_OES]; It looks like standard routine... I have spent about 2 days looking for for answer and I still have no clue.

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  • GLSL custom interpolation filter

    - by Cyan
    I'm currently building a fragment shader which is using several textures to render the final pixel color. The textures are not really textures, they are in fact "input data" to be used in the formula to generate the final color. The problem I've got is that the texture are getting bi-linear-filtered, and therefore the input data as well. This results in many unwanted side-effects, especially when final rendered texture is "zoomed" compared to original resolution. Removing the side effect is a complex task, and only result in "average" rendering. I was thinking : well, all my problems seems to come from the "default" bi-linear filtering on these input data. I can't move to GL_NEAREST either, since it would create "blocky" rendering. So i guess the better way to proceed is to be fully in charge of the interpolation. For this to work, i would need the input data at their "natural" resolution (so that means 4 samples), and a relative position between the sampled points. Is that possible, and if yes, how ? [EDIT] Since i started this question, i found this internet entry, which seems to (mostly) answer my needs. http://www.gamerendering.com/2008/10/05/bilinear-interpolation/ One aspect of the solution worry me though : the dimensions of the texture must be provided in an argument. It seems there is no way to "find this information transparently". Adding an argument into the rendering pipeline is unwelcomed though, since it's not under my responsibility, and translates into adding complexity for others.

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  • How should I implement multiple threads in a game? [duplicate]

    - by xerwin
    This question already has an answer here: Multi-threaded games best practices. One thread for 'logic', one for rendering, or more? 6 answers So I recently started learning Java, and having a interest in playing games as well as developing them, naturally I want to create game in Java. I have experience with games in C# and C++ but all of them were single-threaded simple games. But now, I learned how easy it is to make threads in Java, I want to take things to the next level. I started thinking about how would I actually implement threading in a game. I read couple of articles that say the same thing "Usually you have thread for rendering, for updating game logic, for AI, ..." but I haven't (or didn't look hard enough) found example of implementation. My idea how to make implementation is something like this (example for AI) public class AIThread implements Runnable{ private List<AI> ai; private Player player; /*...*/ public void run() { for (int i = 0; i < ai.size(); i++){ ai.get(i).update(player); } Thread.sleep(/* sleep until the next game "tick" */); } } I think this could work. If I also had a rendering and updating thread list of AI in both those threads, since I need to draw the AI and I need to calculate the logic between player and AI(But that could be moved to AIThread, but as an example) . Coming from C++ I'm used to do thing elegantly and efficiently, and this seems like neither of those. So what would be the correct way to handle this? Should I just keep multiple copies of resources in each thread or should I have the resources on one spot, declared with synchronized keyword? I'm afraid that could cause deadlocks, but I'm not yet qualified enough to know when a code will produce deadlock.

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  • FreeBSD performance tuning. Sysctls, loader.conf, kernel

    - by SaveTheRbtz
    I wanted to share knowledge of tuning FreeBSD via sysctl.conf/loader.conf/KENCONF. It was initially based on Igor Sysoev's (author of nginx) presentation about FreeBSD tuning up to 100,000-200,000 active connections. Tunings are for FreeBSD-CURRENT. Since 7.2 amd64 some of them are tuned well by default. Prior 7.0 some of them are boot only (set via /boot/loader.conf) or does not exist at all. sysctl.conf: # No zero mapping feature # May break wine # (There are also reports about broken samba3) #security.bsd.map_at_zero=0 # If you have really busy webserver with apache13 you may run out of processes #kern.maxproc=10000 # Same for servers with apache2 / Pound #kern.threads.max_threads_per_proc=4096 # Max. backlog size kern.ipc.somaxconn=4096 # Shared memory // 7.2+ can use shared memory > 2Gb kern.ipc.shmmax=2147483648 # Sockets kern.ipc.maxsockets=204800 # Can cause this on older kernels: # http://old.nabble.com/Significant-performance-regression-for-increased-maxsockbuf-on-8.0-RELEASE-tt26745981.html#a26745981 ) kern.ipc.maxsockbuf=10485760 # Mbuf 2k clusters (on amd64 7.2+ 25600 is default) # For such high value vm.kmem_size must be increased to 3G kern.ipc.nmbclusters=262144 # Jumbo pagesize(_SC_PAGESIZE) clusters # Used as general packet storage for jumbo frames # can be monitored via `netstat -m` #kern.ipc.nmbjumbop=262144 # Jumbo 9k/16k clusters # If you are using them #kern.ipc.nmbjumbo9=65536 #kern.ipc.nmbjumbo16=32768 # For lower latency you can decrease scheduler's maximum time slice # default: stathz/10 (~ 13) #kern.sched.slice=1 # Increase max command-line length showed in `ps` (e.g for Tomcat/Java) # Default is PAGE_SIZE / 16 or 256 on x86 # This avoids commands to be presented as [executable] in `ps` # For more info see: http://www.freebsd.org/cgi/query-pr.cgi?pr=120749 kern.ps_arg_cache_limit=4096 # Every socket is a file, so increase them kern.maxfiles=204800 kern.maxfilesperproc=200000 kern.maxvnodes=200000 # On some systems HPET is almost 2 times faster than default ACPI-fast # Useful on systems with lots of clock_gettime / gettimeofday calls # See http://old.nabble.com/ACPI-fast-default-timecounter,-but-HPET-83--faster-td23248172.html # After revision 222222 HPET became default: http://svnweb.freebsd.org/base?view=revision&revision=222222 kern.timecounter.hardware=HPET # Small receive space, only usable on http-server, on file server this # should be increased to 65535 or even more #net.inet.tcp.recvspace=8192 # This is useful on Fat-Long-Pipes #net.inet.tcp.recvbuf_max=10485760 #net.inet.tcp.recvbuf_inc=65535 # Small send space is useful for http servers that serve small files # Autotuned since 7.x net.inet.tcp.sendspace=16384 # This is useful on Fat-Long-Pipes #net.inet.tcp.sendbuf_max=10485760 #net.inet.tcp.sendbuf_inc=65535 # Turn off receive autotuning # You can play with it. #net.inet.tcp.recvbuf_auto=0 #net.inet.tcp.sendbuf_auto=0 # This should be enabled if you going to use big spaces (>64k) # Also timestamp field is useful when using syncookies net.inet.tcp.rfc1323=1 # Turn this off on high-speed, lossless connections (LAN 1Gbit+) # If you set it there is no need in TCP_NODELAY sockopt (see man tcp) net.inet.tcp.delayed_ack=0 # This feature is useful if you are serving data over modems, Gigabit Ethernet, # or even high speed WAN links (or any other link with a high bandwidth delay product), # especially if you are also using window scaling or have configured a large send window. # Automatically disables on small RTT ( http://www.freebsd.org/cgi/cvsweb.cgi/src/sys/netinet/tcp_subr.c?#rev1.237 ) # This sysctl was removed in 10-CURRENT: # See: http://www.mail-archive.com/[email protected]/msg06178.html #net.inet.tcp.inflight.enable=0 # TCP slowstart algorithm tunings # We assuming we have very fast clients #net.inet.tcp.slowstart_flightsize=100 #net.inet.tcp.local_slowstart_flightsize=100 # Disable randomizing of ports to avoid false RST # Before usage check SA here www.bsdcan.org/2006/papers/ImprovingTCPIP.pdf # (it's also says that port randomization auto-disables at some conn.rates, but I didn't checked it thou) #net.inet.ip.portrange.randomized=0 # Increase portrange # For outgoing connections only. Good for seed-boxes and ftp servers. net.inet.ip.portrange.first=1024 net.inet.ip.portrange.last=65535 # # stops route cache degregation during a high-bandwidth flood # http://www.freebsd.org/doc/en/books/handbook/securing-freebsd.html #net.inet.ip.rtexpire=2 net.inet.ip.rtminexpire=2 net.inet.ip.rtmaxcache=1024 # Security net.inet.ip.redirect=0 net.inet.ip.sourceroute=0 net.inet.ip.accept_sourceroute=0 net.inet.icmp.maskrepl=0 net.inet.icmp.log_redirect=0 net.inet.icmp.drop_redirect=1 net.inet.tcp.drop_synfin=1 # # There is also good example of sysctl.conf with comments: # http://www.thern.org/projects/sysctl.conf # # icmp may NOT rst, helpful for those pesky spoofed # icmp/udp floods that end up taking up your outgoing # bandwidth/ifqueue due to all that outgoing RST traffic. # #net.inet.tcp.icmp_may_rst=0 # Security net.inet.udp.blackhole=1 net.inet.tcp.blackhole=2 # IPv6 Security # For more info see http://www.fosslc.org/drupal/content/security-implications-ipv6 # Disable Node info replies # To see this vulnerability in action run `ping6 -a sglAac ::1` or `ping6 -w ::1` on unprotected node net.inet6.icmp6.nodeinfo=0 # Turn on IPv6 privacy extensions # For more info see proposal http://unix.derkeiler.com/Mailing-Lists/FreeBSD/net/2008-06/msg00103.html net.inet6.ip6.use_tempaddr=1 net.inet6.ip6.prefer_tempaddr=1 # Disable ICMP redirect net.inet6.icmp6.rediraccept=0 # Disable acceptation of RA and auto linklocal generation if you don't use them #net.inet6.ip6.accept_rtadv=0 #net.inet6.ip6.auto_linklocal=0 # Increases default TTL, sometimes useful # Default is 64 net.inet.ip.ttl=128 # Lessen max segment life to conserve resources # ACK waiting time in miliseconds # (default: 30000. RFC from 1979 recommends 120000) net.inet.tcp.msl=5000 # Max bumber of timewait sockets net.inet.tcp.maxtcptw=200000 # Don't use tw on local connections # As of 15 Apr 2009. Igor Sysoev says that nolocaltimewait has some buggy realization. # So disable it or now till get fixed #net.inet.tcp.nolocaltimewait=1 # FIN_WAIT_2 state fast recycle net.inet.tcp.fast_finwait2_recycle=1 # Time before tcp keepalive probe is sent # default is 2 hours (7200000) #net.inet.tcp.keepidle=60000 # Should be increased until net.inet.ip.intr_queue_drops is zero net.inet.ip.intr_queue_maxlen=4096 # Interrupt handling via multiple CPU, but with context switch. # You can play with it. Default is 1; #net.isr.direct=0 # This is for routers only #net.inet.ip.forwarding=1 #net.inet.ip.fastforwarding=1 # This speed ups dummynet when channel isn't saturated net.inet.ip.dummynet.io_fast=1 # Increase dummynet(4) hash #net.inet.ip.dummynet.hash_size=2048 #net.inet.ip.dummynet.max_chain_len # Should be increased when you have A LOT of files on server # (Increase until vfs.ufs.dirhash_mem becomes lower) vfs.ufs.dirhash_maxmem=67108864 # Note from commit http://svn.freebsd.org/base/head@211031 : # For systems with RAID volumes and/or virtualization envirnments, where # read performance is very important, increasing this sysctl tunable to 32 # or even more will demonstratively yield additional performance benefits. vfs.read_max=32 # Explicit Congestion Notification (see http://en.wikipedia.org/wiki/Explicit_Congestion_Notification) net.inet.tcp.ecn.enable=1 # Flowtable - flow caching mechanism # Useful for routers #net.inet.flowtable.enable=1 #net.inet.flowtable.nmbflows=65535 # Extreme polling tuning #kern.polling.burst_max=1000 #kern.polling.each_burst=1000 #kern.polling.reg_frac=100 #kern.polling.user_frac=1 #kern.polling.idle_poll=0 # IPFW dynamic rules and timeouts tuning # Increase dyn_buckets till net.inet.ip.fw.curr_dyn_buckets is lower net.inet.ip.fw.dyn_buckets=65536 net.inet.ip.fw.dyn_max=65536 net.inet.ip.fw.dyn_ack_lifetime=120 net.inet.ip.fw.dyn_syn_lifetime=10 net.inet.ip.fw.dyn_fin_lifetime=2 net.inet.ip.fw.dyn_short_lifetime=10 # Make packets pass firewall only once when using dummynet # i.e. packets going thru pipe are passing out from firewall with accept #net.inet.ip.fw.one_pass=1 # shm_use_phys Wires all shared pages, making them unswappable # Use this to lessen Virtual Memory Manager's work when using Shared Mem. # Useful for databases #kern.ipc.shm_use_phys=1 # ZFS # Enable prefetch. Useful for sequential load type i.e fileserver. # FreeBSD sets vfs.zfs.prefetch_disable to 1 on any i386 systems and # on any amd64 systems with less than 4GB of avaiable memory # For additional info check this nabble thread http://old.nabble.com/Samba-read-speed-performance-tuning-td27964534.html #vfs.zfs.prefetch_disable=0 # On highload servers you may notice following message in dmesg: # "Approaching the limit on PV entries, consider increasing either the # vm.pmap.shpgperproc or the vm.pmap.pv_entry_max tunable" vm.pmap.shpgperproc=2048 loader.conf: # Accept filters for data, http and DNS requests # Useful when your software uses select() instead of kevent/kqueue or when you under DDoS # DNS accf available on 8.0+ accf_data_load="YES" accf_http_load="YES" accf_dns_load="YES" # Async IO system calls aio_load="YES" # Linux specific devices in /dev # As for 8.1 it only /dev/full #lindev_load="YES" # Adds NCQ support in FreeBSD # WARNING! all ad[0-9]+ devices will be renamed to ada[0-9]+ # 8.0+ only #ahci_load="YES" #siis_load="YES" # FreeBSD 8.2+ # New Congestion Control for FreeBSD # http://caia.swin.edu.au/urp/newtcp/tools/cc_chd-readme-0.1.txt # http://www.ietf.org/proceedings/78/slides/iccrg-5.pdf # Initial merge commit message http://www.mail-archive.com/[email protected]/msg31410.html #cc_chd_load="YES" # Increase kernel memory size to 3G. # # Use ONLY if you have KVA_PAGES in kernel configuration, and you have more than 3G RAM # Otherwise panic will happen on next reboot! # # It's required for high buffer sizes: kern.ipc.nmbjumbop, kern.ipc.nmbclusters, etc # Useful on highload stateful firewalls, proxies or ZFS fileservers # (FreeBSD 7.2+ amd64 users: Check that current value is lower!) #vm.kmem_size="3G" # If your server has lots of swap (>4Gb) you should increase following value # according to http://lists.freebsd.org/pipermail/freebsd-hackers/2009-October/029616.html # Otherwise you'll be getting errors # "kernel: swap zone exhausted, increase kern.maxswzone" # kern.maxswzone="256M" # Older versions of FreeBSD can't tune maxfiles on the fly #kern.maxfiles="200000" # Useful for databases # Sets maximum data size to 1G # (FreeBSD 7.2+ amd64 users: Check that current value is lower!) #kern.maxdsiz="1G" # Maximum buffer size(vfs.maxbufspace) # You can check current one via vfs.bufspace # Should be lowered/upped depending on server's load-type # Usually decreased to preserve kmem # (default is 10% of mem) #kern.maxbcache="512M" # Sendfile buffers # For i386 only #kern.ipc.nsfbufs=10240 # FreeBSD 9+ # HPET "legacy route" support. It should allow HPET to work per-CPU # See http://www.mail-archive.com/[email protected]/msg03603.html #hint.atrtc.0.clock=0 #hint.attimer.0.clock=0 #hint.hpet.0.legacy_route=1 # syncache Hash table tuning net.inet.tcp.syncache.hashsize=1024 net.inet.tcp.syncache.bucketlimit=512 net.inet.tcp.syncache.cachelimit=65536 # Increased hostcache # Later host cache can be viewed via net.inet.tcp.hostcache.list hidden sysctl # Very useful for it's RTT RTTVAR # Must be power of two net.inet.tcp.hostcache.hashsize=65536 # hashsize * bucketlimit (which is 30 by default) # It allocates 255Mb (1966080*136) of RAM net.inet.tcp.hostcache.cachelimit=1966080 # TCP control-block Hash table tuning net.inet.tcp.tcbhashsize=4096 # Disable ipfw deny all # Should be uncommented when there is a chance that # kernel and ipfw binary may be out-of sync on next reboot #net.inet.ip.fw.default_to_accept=1 # # SIFTR (Statistical Information For TCP Research) is a kernel module that # logs a range of statistics on active TCP connections to a log file. # See prerelease notes http://groups.google.com/group/mailing.freebsd.current/browse_thread/thread/b4c18be6cdce76e4 # and man 4 sitfr #siftr_load="YES" # Enable superpages, for 7.2+ only # Also read http://lists.freebsd.org/pipermail/freebsd-hackers/2009-November/030094.html vm.pmap.pg_ps_enabled=1 # Usefull if you are using Intel-Gigabit NIC #hw.em.rxd=4096 #hw.em.txd=4096 #hw.em.rx_process_limit="-1" # Also if you have ALOT interrupts on NIC - play with following parameters # NOTE: You should set them for every NIC #dev.em.0.rx_int_delay: 250 #dev.em.0.tx_int_delay: 250 #dev.em.0.rx_abs_int_delay: 250 #dev.em.0.tx_abs_int_delay: 250 # There is also multithreaded version of em/igb drivers can be found here: # http://people.yandex-team.ru/~wawa/ # # for additional em monitoring and statistics use # sysctl dev.em.0.stats=1 ; dmesg # sysctl dev.em.0.debug=1 ; dmesg # Also after r209242 (-CURRENT) there is a separate sysctl for each stat variable; # Same tunings for igb #hw.igb.rxd=4096 #hw.igb.txd=4096 #hw.igb.rx_process_limit=100 # Some useful netisr tunables. See sysctl net.isr #net.isr.maxthreads=4 #net.isr.defaultqlimit=4096 #net.isr.maxqlimit: 10240 # Bind netisr threads to CPUs #net.isr.bindthreads=1 # # FreeBSD 9.x+ # Increase interface send queue length # See commit message http://svn.freebsd.org/viewvc/base?view=revision&revision=207554 #net.link.ifqmaxlen=1024 # Nicer boot logo =) loader_logo="beastie" And finally here is KERNCONF: # Just some of them, see also # cat /sys/{i386,amd64,}/conf/NOTES # This one useful only on i386 #options KVA_PAGES=512 # You can play with HZ in environments with high interrupt rate (default is 1000) # 100 is for my notebook to prolong it's battery life #options HZ=100 # Polling is goot on network loads with high packet rates and low-end NICs # NB! Do not enable it if you want more than one netisr thread #options DEVICE_POLLING # Eliminate datacopy on socket read-write # To take advantage with zero copy sockets you should have an MTU >= 4k # This req. is only for receiving data. # Read more in man zero_copy_sockets # Also this epic thread on kernel trap: # http://kerneltrap.org/node/6506 # Here Linus says that "anybody that does it that way (FreeBSD) is totally incompetent" #options ZERO_COPY_SOCKETS # Support TCP sign. Used for IPSec options TCP_SIGNATURE # There was stackoverflow found in KAME IPSec stack: # See http://secunia.com/advisories/43995/ # For quick workaround you can use `ipfw add deny proto ipcomp` options IPSEC # This ones can be loaded as modules. They described in loader.conf section #options ACCEPT_FILTER_DATA #options ACCEPT_FILTER_HTTP # Adding ipfw, also can be loaded as modules options IPFIREWALL # On 8.1+ you can disable verbose to see blocked packets on ipfw0 interface. # Also there is no point in compiling verbose into the kernel, because # now there is net.inet.ip.fw.verbose tunable. #options IPFIREWALL_VERBOSE #options IPFIREWALL_VERBOSE_LIMIT=10 options IPFIREWALL_FORWARD # Adding kernel NAT options IPFIREWALL_NAT options LIBALIAS # Traffic shaping options DUMMYNET # Divert, i.e. for userspace NAT options IPDIVERT # This is for OpenBSD's pf firewall device pf device pflog # pf's QoS - ALTQ options ALTQ options ALTQ_CBQ # Class Bases Queuing (CBQ) options ALTQ_RED # Random Early Detection (RED) options ALTQ_RIO # RED In/Out options ALTQ_HFSC # Hierarchical Packet Scheduler (HFSC) options ALTQ_PRIQ # Priority Queuing (PRIQ) options ALTQ_NOPCC # Required for SMP build # Pretty console # Manual can be found here http://forums.freebsd.org/showthread.php?t=6134 #options VESA #options SC_PIXEL_MODE # Disable reboot on Ctrl Alt Del #options SC_DISABLE_REBOOT # Change normal|kernel messages color options SC_NORM_ATTR=(FG_GREEN|BG_BLACK) options SC_KERNEL_CONS_ATTR=(FG_YELLOW|BG_BLACK) # More scroll space options SC_HISTORY_SIZE=8192 # Adding hardware crypto device device crypto device cryptodev # Useful network interfaces device vlan device tap #Virtual Ethernet driver device gre #IP over IP tunneling device if_bridge #Bridge interface device pfsync #synchronization interface for PF device carp #Common Address Redundancy Protocol device enc #IPsec interface device lagg #Link aggregation interface device stf #IPv4-IPv6 port # Also for my notebook, but may be used with Opteron device amdtemp # Same for Intel processors device coretemp # man 4 cpuctl device cpuctl # CPU control pseudo-device # Support for ECMP. More than one route for destination # Works even with default route so one can use it as LB for two ISP # For now code is unstable and panics (panic: rtfree 2) on route deletions. #options RADIX_MPATH # Multicast routing #options MROUTING #options PIM # Debug & DTrace options KDB # Kernel debugger related code options KDB_TRACE # Print a stack trace for a panic options KDTRACE_FRAME # amd64-only(?) options KDTRACE_HOOKS # all architectures - enable general DTrace hooks #options DDB #options DDB_CTF # all architectures - kernel ELF linker loads CTF data # Adaptive spining in lockmgr (8.x+) # See http://www.mail-archive.com/[email protected]/msg10782.html options ADAPTIVE_LOCKMGRS # UTF-8 in console (8.x+) #options TEKEN_UTF8 # FreeBSD 8.1+ # Deadlock resolver thread # For additional information see http://www.mail-archive.com/[email protected]/msg18124.html # (FYI: "resolution" is panic so use with caution) #options DEADLKRES # Increase maximum size of Raw I/O and sendfile(2) readahead #options MAXPHYS=(1024*1024) #options MAXBSIZE=(1024*1024) # For scheduler debug enable following option. # Debug will be available via `kern.sched.stats` sysctl # For more information see http://svnweb.freebsd.org/base/head/sys/conf/NOTES?view=markup #options SCHED_STATS If you are tuning network for maximum performance you may wish to play with ifconfig options like: # You can list all capabilities via `ifconfig -m` ifconfig [-]rxcsum [-]txcsum [-]tso [-]lro mtu In case you've enabled DDB in kernel config, you should edit your /etc/ddb.conf and add something like this to enable automatic reboot (and textdump as bonus): script kdb.enter.panic=textdump set; capture on; show pcpu; bt; ps; alltrace; capture off; call doadump; reset script kdb.enter.default=textdump set; capture on; bt; ps; capture off; call doadump; reset And do not forget to add ddb_enable="YES" to /etc/rc.conf Since FreeBSD 9 you can select to enable/disable flowcontrol on your NIC: # See http://en.wikipedia.org/wiki/Ethernet_flow_control and # http://www.mail-archive.com/[email protected]/msg07927.html for additional info ifconfig bge0 media auto mediaopt flowcontrol PS. Also most of FreeBSD's limits can be monitored by # vmstat -z and # limits PPS. variety of network counters can be monitored via # netstat -s In FreeBSD-9 netstat's -Q option appeared, try following command to display netisr stats # netstat -Q PPPS. also see # man 7 tuning PPPPS. I wanted to thank FreeBSD community, especially author of nginx - Igor Sysoev, nginx-ru@ and FreeBSD-performance@ mailing lists for providing useful information about FreeBSD tuning. FreeBSD WIP * Whats cooking for FreeBSD 7? * Whats cooking for FreeBSD 8? * Whats cooking for FreeBSD 9? So here is the question: What tunings are you using on yours FreeBSD servers? You can also post your /etc/sysctl.conf, /boot/loader.conf, kernel options, etc with description of its' meaning (do not copy-paste from sysctl -d). Don't forget to specify server type (web, smb, gateway, etc) Let's share experience!

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