Search Results

Search found 189 results on 8 pages for 'spawning'.

Page 5/8 | < Previous Page | 1 2 3 4 5 6 7 8  | Next Page >

  • Performance characteristics of pthreads vs ucontext

    - by Robert Mason
    I'm trying to port a library that uses ucontext over to a platform which supports pthreads but not ucontext. The code is pretty well written so it should be relatively easy to replace all the calls to the ucontext API with a call to pthread routines. However, does this introduce a significant amount of additional overhead? Or is this a satisfactory replacement. I'm not sure how ucontext maps to operating system threads, and the purpose of this facility is to make coroutine spawning fairly cheap and easy. So, question is: Does replacing ucontext calls with pthread calls significantly change the performance characteristics of a library?

    Read the article

  • Limit Apache to 1 request per process

    - by Gorilla3D
    I have a few long running processes on apache and when the server gets a bit of a load they all seem to couple into 3-4 processes. I've tried setting the MaxRequestsPerChild to 1 and that works, but spawning new processes all the time is expensive. Here is my current configuration: <IfModule prefork.c> StartServers 25 MinSpareServers 50 MaxSpareServers 50 ServerLimit 512 MaxClients 50 MaxRequestsPerChild 10 </IfModule> <IfModule worker.c> StartServers 25 MaxClients 50 MinSpareThreads 50 MaxSpareThreads 125 ThreadsPerChild 50 MaxRequestsPerChild 10 </IfModule>

    Read the article

  • C# : Redirect console application output : How to flush the output?

    - by user93422
    I am spawning external console application and use async output redirect. as shown in this SO post My problem is it seems that the spawned process needs to produce certain amount of output before I get the OutputDataReceived event notification. I want to receive the OutputDataReceived event as soon as possible. I have a bare-bones redirecting application, and here are some observations: 1. When I call a simple 'while(true) print("X");' console application (C#) I receive output event immediately. 2. When I call a 3d party app I am trying to wrap from the command line I see the line-by-line output. 3. When I call that 3d party app from my bare-bone wrapper (see 1) - the output comes in chunks (about one page size). What happens inside that app? FYI: The app in question is a "USBee DX Data Exctarctor (Async bus) v1.0".

    Read the article

  • Environment Variables in C

    - by tpar44
    I know this type of question has been asked a lot but none of the answers seem to help. I set an environment variable through setenv() function call in Ubuntu Linux. However, the program doesn't seem use this environment variables. If I use getenv() it gets the correct value but the output to the program is wrong. However, when I use export BLOCKSIZE=512 in the shell, the output to the program is correct. I am not spawning different processes from the program. Below is only a code snippet of what I am doing, it is not my whole program. Is there any reason for this?

    Read the article

  • Thread Jobs in Java

    - by Bragaadeesh
    Hi, I want to spawn 200 threads simultaneously in Java. What I'm doing right now is running into a loop and creating 200 threads and starting them. After these 200 gets completed, I want to spawn another 200 set of threads and so on. The gist here is that the first 200 threads I spawned need to be FINISHED before spawning the next set. I tried the code below, but its not working for(int i=0;i<200;i++){ Thread myThread = new Thread(runnableInstance); myThread.start(); } for(int i=0;i<200;i++){ Thread myThread = new Thread(runnableInstance); myThread.start(); } Note: I have intentionally put the for loop Twice, but the desired effect I intend is not happening simply because the second for loop is executed before the first set of threads end their execution. Please advise

    Read the article

  • Several ways to call a windows batch file from another one or from prompt. Which one in which case?

    - by dim
    A windows batch file (called.bat or called.cmd) can be called from another batch file (caller.bat or caller.cmd) or interactive cmd.exe prompt in several ways: direct call: called.bat using call command: call called.bat using cmd command: cmd /c called.bat using start command: start called.bat I'm quite in trouble to differentiate their intended usage based on their help text: when to use which one? e.g. why I might use 'call' command instead of direct call. What's different? I'm interested on some summary report that analyze all 4 possibilities (and others if any missing) from various point of views: recommended use cases for which they are designed to fit, process spawning, execution context, environment, return code processing. Note: I'm using Windows XP SP3.

    Read the article

  • Invalid SSH key error in juju when using it with MAAS

    - by Captain T
    This is the output of juju from a clean install with 2 nodes all running 12.04 juju bootstrap - finishes with no errors and allocates the machine to the user but still no joy after juju environment-destroy and rebuild with different users and different nodes. root@cloudcontrol:/storage# juju -v status 2012-06-07 11:19:47,602 DEBUG Initializing juju status runtime 2012-06-07 11:19:47,621 INFO Connecting to environment... 2012-06-07 11:19:47,905 DEBUG Connecting to environment using node-386077143930... 2012-06-07 11:19:47,906 DEBUG Spawning SSH process with remote_user="ubuntu" remote_host="node-386077143930" remote_port="2181" local_port="57004". The authenticity of host 'node-386077143930 (10.5.5.113)' can't be established. ECDSA key fingerprint is 31:94:89:62:69:83:24:23:5f:02:70:53:93:54:b1:c5. Are you sure you want to continue connecting (yes/no)? yes 2012-06-07 11:19:52,102 ERROR Invalid SSH key 2012-06-07 11:19:52,426:18541(0x7feb13b58700):ZOO_INFO@log_env@658: Client environment:zookeeper.version=zookeeper C client 3.3.5 2012-06-07 11:19:52,426:18541(0x7feb13b58700):ZOO_INFO@log_env@662: Client environment:host.name=cloudcontrol 2012-06-07 11:19:52,426:18541(0x7feb13b58700):ZOO_INFO@log_env@669: Client environment:os.name=Linux 2012-06-07 11:19:52,426:18541(0x7feb13b58700):ZOO_INFO@log_env@670: Client environment:os.arch=3.2.0-23-generic 2012-06-07 11:19:52,426:18541(0x7feb13b58700):ZOO_INFO@log_env@671: Client environment:os.version=#36-Ubuntu SMP Tue Apr 10 20:39:51 UTC 2012 2012-06-07 11:19:52,428:18541(0x7feb13b58700):ZOO_INFO@log_env@679: Client environment:user.name=sysadmin 2012-06-07 11:19:52,428:18541(0x7feb13b58700):ZOO_INFO@log_env@687: Client environment:user.home=/root 2012-06-07 11:19:52,428:18541(0x7feb13b58700):ZOO_INFO@log_env@699: Client environment:user.dir=/storage 2012-06-07 11:19:52,428:18541(0x7feb13b58700):ZOO_INFO@zookeeper_init@727: Initiating client connection, host=localhost:57004 sessionTimeout=10000 watcher=0x7feb11afc6b0 sessionId=0 sessionPasswd=<null> context=0x2dc7d20 flags=0 2012-06-07 11:19:52,429:18541(0x7feb0e856700):ZOO_ERROR@handle_socket_error_msg@1579: Socket [127.0.0.1:57004] zk retcode=-4, errno=111(Connection refused): server refused to accept the client 2012-06-07 11:19:55,765:18541(0x7feb0e856700):ZOO_ERROR@handle_socket_error_msg@1579: Socket [127.0.0.1:57004] zk retcode=-4, errno=111(Connection refused): server refused to accept the client I have tried numerous ways of creating the keys with ssh-keygen -t rsa -b 2048, ssh-keygen -t rsa, ssh-keygen, and i have tried adding those to MAAS web config page, but always get the same result. I have added the appropriate public key afterwards to the ~/.ssh/authorized_keys I can also ssh to the node, but as I have not been asked to give it a user name or password or set up any sort of account, I cannot manually ssh into the node. The setup of the node is all handled by maas server. It seems like a simple error of looking at the wrong key or looking in the wrong places, only other suggestions I can find are to destroy the environment and rebuild (but that didn't work umpteen times now) or leave it to build the instance once the node has powered up, but I have left for a few hours, and left overnight to build with no luck.

    Read the article

  • How to impale and stack targets correctly according to the collider and its coordinate?

    - by David Dimalanta
    I'm making another simple game, a catch game, where a spawning target game object must be captured using a skewer to impale it. Here how: At the start, the falling object (in red) will fall in a vertical direction (in blue) When aimed properly, the target will fall down along the line of the skewer. (in blue) Then, another target is spawned and will fall vertically. (in red) When aimed successfully again in a streak, the second target will fall along the skewer and stacked. Same process over and over when another target is spawned. However, when I test run it on the scene tab in Unity, when impaled several targets, instead of a smooth flow and stacking it ended up overlaying it instead of stacking it up like a pancake. Here's what it look like: As I noticed when reaching the half-way of my progress, I tried to figure out how to deal with collider bodies without sticking each other so that it will actually stack like in the example of the image at no. 3. Here's the script code I added in the target game object: using UnityEngine; using System.Collections; public class ImpaleStateTest : MonoBehaviour { public GameObject target; public GameObject skewer; public bool drag = false; private float stack; private float impaleCount; void Start () { stack = 0; impaleCount = 0; } void Update () { if(drag) { target.transform.position = new Vector3 (DragTest.dir.transform.position.x, DragTest.dir.transform.position.y - 0.35f, 0); target.transform.rotation = DragTest.degrees; target.rigidbody2D.fixedAngle = true; target.rigidbody2D.isKinematic = true; target.rigidbody2D.gravityScale = 0; if(Input.GetMouseButton(0)) { Debug.Log ("Skewer: " + DragTest.dir.transform.position.x); Debug.Log ("Target: " + target.transform.position.x); } } } void OnTriggerEnter2D(Collider2D collider) { impaleCount++; Debug.Log ("Impaled " + impaleCount + " time(s)!"); drag = true; audio.Play (); } } Aside from that, I'm not sure if it's right but, the only way to stick the impaled targets while dragging the skewer left or right is to get the X coordinates from the skewer only. Is there something else to recommend it in order to improve this behavior as realistic as possible? Please help.

    Read the article

  • Help with Collision of spawned object(postion fixed) with objects that there are translating on screen

    - by Amrutha
    Hey guys I am creating a game using Corona SDK and so coding it in Lua. So there are 2 separate functions, To translate the hit objects and change their color when they are tapped The link below is the code I am using to for the first function http://developer.anscamobile.com/sample-code/fishies Spawn objects that will hit the translating objects on collision. Alos on collision the spawned object disappears and the translating object bears a color(indicating the collision). In addition the size of this spawned object is dependent on i/p volume level. The function I have written is as follows: --VOICE INPUT CODE local r = media.newRecording() r:startRecording() r:startTuner() --local function newBar() -- local bar = display.newLine( 0, 0, 1, 0 ) -- bar:setColor( 0, 55, 100, 20 ) -- bar.width = 5 -- bar.y=400 -- bar.x=20 -- return bar --end local c1 = display.newImage("str-minion-small.png") c1.isVisible=false local c2 = display.newImage("str-minion-mid.png") c2.isVisible=false local c3 = display.newImage("str-minion-big.png") c3.isVisible=false --SPAWNING local function spawnDisk( event ) local phase = event.phase local volumeBar = display.newLine( 0, 0, 1, 0 ) volumeBar.y = 400 volumeBar.x = 20 --volumeBar.isVisible=false local v = 20*math.log(r:getTunerVolume()) local MINTHRESH = 30 local LEFTMARGIN = 20 local v2 = MINTHRESH + math.max (v, -MINTHRESH) v2 = (display.contentWidth - 1 * LEFTMARGIN ) * v2 / MINTHRESH volumeBar.xScale = math.max ( 20, v2 ) local l = volumeBar.xScale local cnt1 = 0 local cnt2 = 0 local cnt3 = 0 local ONE =1 local val = event.numTaps --local px=event.x --local py=event.y if "ended" == phase then --audio.play( popSound ) --myLabel.isVisible = false if l > 50 and l <=150 then --c1:setFillColor(10,105,0) --c1.isVisible=false c1.x=math.random( 10, 450 ) c1.y=math.random( 10, 300 ) physics.addBody( c1, { density=1, radius=10.0 } ) c1.isVisible=true cnt1= cnt1+ ONE return c1 elseif l > 100 and l <=250 then --c2:setFillColor(200,10,0) c2.x=math.random( 10, 450 ) c2.y=math.random( 10, 300 ) physics.addBody( c2, { density=2, radius=9000.0 } ) c2.isVisible=true cnt2= cnt2+ ONE return c2 elseif l >=250 then c3.x=math.random( 40, 450 ) c3.y=math.random( 40, 300 ) physics.addBody( c3, { density=2, radius=7000.0 , bounce=0.0 } ) c3.isVisible=true cnt3= cnt3+ ONE return c3 end end end buzzR:addEventListener( "touch", spawnDisk ) -- touch the screen to create disks Now both functions work fine independently but there is no collision happening. Its almost as if the translating object and the spawn object are on different layers. The translating object passes through the spawn object freely. Can anyone please tell me how to resolve this problem. And how can I get them to collide. Its my first attempt at game development, that too for a mobile platform so would appreciate all help. Also if I have not been specific do let me know. I'll try to frame the query better :). Thanks in advance.

    Read the article

  • Help with Collision of spawned object(postion fixed) with objects that there are translating on screen

    - by Amrutha
    Hey guys I am creating a game using Corona SDK and so coding it in Lua. So there are 2 separate functions, To translate the hit objects and change their color when they are tapped The link below is the code I am using to for the first function http://developer.anscamobile.com/sample-code/fishies Spawn objects that will hit the translating objects on collision. Alos on collision the spawned object disappears and the translating object bears a color(indicating the collision). In addition the size of this spawned object is dependent on i/p volume level. The function I have written is as follows, --VOICE INPUT CODE local r = media.newRecording() r:startRecording() r:startTuner() --local function newBar() -- local bar = display.newLine( 0, 0, 1, 0 ) -- bar:setColor( 0, 55, 100, 20 ) -- bar.width = 5 -- bar.y=400 -- bar.x=20 -- return bar --end local c1 = display.newImage("str-minion-small.png") c1.isVisible=false local c2 = display.newImage("str-minion-mid.png") c2.isVisible=false local c3 = display.newImage("str-minion-big.png") c3.isVisible=false --SPAWNING local function spawnDisk( event ) local phase = event.phase local volumeBar = display.newLine( 0, 0, 1, 0 ) volumeBar.y = 400 volumeBar.x = 20 -- volumeBar.isVisible=false local v = 20*math.log(r:getTunerVolume()) local MINTHRESH = 30 local LEFTMARGIN = 20 local v2 = MINTHRESH + math.max (v, -MINTHRESH) v2 = (display.contentWidth - 1 * LEFTMARGIN ) * v2 / MINTHRESH volumeBar.xScale = math.max ( 20, v2 ) local l = volumeBar.xScale local cnt1 = 0 local cnt2 = 0 local cnt3 = 0 local ONE =1 local val = event.numTaps --local px=event.x --local py=event.y if "ended" == phase then --audio.play( popSound ) --myLabel.isVisible = false if l > 50 and l <=150 then -- c1:setFillColor(10,105,0) -- c1.isVisible=false c1.x=math.random( 10, 450 ) c1.y=math.random( 10, 300 ) physics.addBody( c1, { density=1, radius=10.0 } ) c1.isVisible=true cnt1= cnt1+ ONE return c1 elseif l > 100 and l <=250 then --c2:setFillColor(200,10,0) c2.x=math.random( 10, 450 ) c2.y=math.random( 10, 300 ) physics.addBody( c2, { density=2, radius=9000.0 } ) c2.isVisible=true cnt2= cnt2+ ONE return c2 elseif l >=250 then c3.x=math.random( 40, 450 ) c3.y=math.random( 40, 300 ) physics.addBody( c3, { density=2, radius=7000.0 , bounce=0.0 } ) c3.isVisible=true cnt3= cnt3+ ONE return c3 end end end buzzR:addEventListener( "touch", spawnDisk ) -- touch the screen to create disks Now both functions work fine independently but there is no collision happening. Its almost as if the translating object and the spawn object are on different layers. The translating object passes through the spawn object freely. Can anyone please tell me how to resolve this problem. And how can I get them to collide. Its my first attempt at game development, that too for a mobile platform so would appreciate all help. Also if I have not been specific do let me know. I ll try to frame the query better :). Thanks in advance.

    Read the article

  • Creating smooth lighting transitions using tiles in HTML5/JavaScript game

    - by user12098
    I am trying to implement a lighting effect in an HTML5/JavaScript game using tile replacement. What I have now is kind of working, but the transitions do not look smooth/natural enough as the light source moves around. Here's where I am now: Right now I have a background map that has a light/shadow spectrum PNG tilesheet applied to it - going from darkest tile to completely transparent. By default the darkest tile is drawn across the entire level on launch, covering all other layers etc. I am using my predetermined tile sizes (40 x 40px) to calculate the position of each tile and store its x and y coordinates in an array. I am then spawning a transparent 40 x 40px "grid block" entity at each position in the array The engine I'm using (ImpactJS) then allows me to calculate the distance from my light source entity to every instance of this grid block entity. I can then replace the tile underneath each of those grid block tiles with a tile of the appropriate transparency. Currently I'm doing the calculation like this in each instance of the grid block entity that is spawned on the map: var dist = this.distanceTo( ig.game.player ); var percentage = 100 * dist / 960; if (percentage < 2) { // Spawns tile 64 of the shadow spectrum tilesheet at the specified position ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 64 ); } else if (percentage < 4) { ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 63 ); } else if (percentage < 6) { ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 62 ); } // etc... (sorry about the weird spacing, I still haven't gotten the hang of pasting code in here properly) The problem is that like I said, this type of calculation does not make the light source look very natural. Tile switching looks too sharp whereas ideally they would fade in and out smoothly using the spectrum tilesheet (I copied the tilesheet from another game that manages to do this, so I know it's not a problem with the tile shades. I'm just not sure how the other game is doing it). I'm thinking that perhaps my method of using percentages to switch out tiles could be replaced with a better/more dynamic proximity forumla of some sort that would allow for smoother transitions? Might anyone have any ideas for what I can do to improve the visuals here, or a better way of calculating proximity with the information I'm collecting about each tile? (PS: I'm reposting this from Stack Overflow at someone's suggestion, sorry about the duplicate!)

    Read the article

  • Crash when using datablocks

    - by scorcher24
    I have really throughly searched the net and could not find any solution for this so I ask for help here. Anyway, I have this datablock in datablocks.cs: datablock t2dSceneObjectDatablock(EnemyShipConfig) { canSaveDynamicFields = "1"; Layer = "3"; size = "64 64"; CollisionActiveSend = "1"; CollisionActiveReceive = "1"; CollisionCallback = true; CollisionLayers = "3"; CollisionDetectionMode = "POLYGON"; CollisionPolyList = "0.00 -0.791 0.756 0.751 -0.746 0.732"; UsesPhysics = "0"; Rotation = "-90"; WorldLimitMode = "KILL"; WorldLimitMax = "880 360"; WorldLimitMin = "-765 -436"; minFireRate = "2000"; maxFireRate = "1200"; laserSpeed = "800"; minSpeed = "100"; maxSpeed = "150"; }; This is an exact reproduction of an object that I have manually edited in the editor. So far, I just used clone() to get as many enemies as I need, while it was out of sight. It is a r-type style shooter, so I need a variable amount of enemies. Since clone() spams my log, I decided to use datablocks, since it is also more flexible. That's what I get when I use clone(): Con::execute - 0 has no namespace: onRemoveFromScene However, once spawning begins, my game freezes and crashes: function SpawnEnemy() { //%spawnedEnemy = EnemyShipMaster.clone(true); %spawnedEnemy = new t2dStaticSprite() { class = "EnemyShip"; sceneGraph = $global_sceneGraph; datablock = "EnemyShipConfig"; imageMap = "starshipImageMap"; layer = 3; }; %speed = getRandom(%spawnedEnemy.minSpeed, %spawnedEnemy.maxSpeed); %y = getRandom(-320, 320); // Set Properties %spawnedEnemy.setPositionX(700); %spawnedEnemy.setPositionY(%y); %spawnedEnemy.setVisible(true); %spawnedEnemy.setLinearVelocityX( -%speed ); %spawnedEnemy.setTimerOn( getRandom( %spawnedEnemy.maxFireRate, %spawnedEnemy.minFireRate ) ); } // Definition of $global_sceneGraph from game.cs: $global_sceneGraph = sceneWindow2D.loadLevel(%level); As I said, it works fine when I use clone() (which is commented out here), but my log gets spammed. I really hope someone can shed some light for me, this is driving me crazy.

    Read the article

  • How to configure fastcgi to work with ligttpd in ubuntu

    - by michael
    I am able to run lighttpd on ubuntu 9.10. But when i tried to setup fastcgi with lighttpd by putting this in the ligttpd.conf file: #### fastcgi module fastcgi.server = ( "/fastcgi_scripts/" => (( "host" => "127.0.0.1", "port" => "9098", "check-local" => "disable", "bin-path" => "/usr/local/bin/cgi-fcgi", "docroot" => "/" # remote server may use # it's own docroot )) ) This is what I get in the error.log in ligttpd: 2010-03-07 21:00:11: (log.c.166) server started 2010-03-07 21:00:11: (mod_fastcgi.c.1104) the fastcgi-backend /usr/local/bin/cgi-fcgi failed to start: 2010-03-07 21:00:11: (mod_fastcgi.c.1108) child exited with status 1 /usr/local/bin/cgi-fcgi 2010-03-07 21:00:11: (mod_fastcgi.c.1111) If you're trying to run your app as a FastCGI backend, make sure you're using the FastCGI-enabled version. If this is PHP on Gentoo, add 'fastcgi' to the USE flags. 2010-03-07 21:00:11: (mod_fastcgi.c.1399) [ERROR]: spawning fcgi failed. 2010-03-07 21:00:11: (server.c.931) Configuration of plugins failed. Going down. I do have cgi-fcgi in /usr/local/bin: $ which cgi-fcgi /usr/local/bin/cgi-fcgi Thank you for your help.

    Read the article

  • flask, lighttpd with fastcgi can't get it to work

    - by kurojishi
    i'm tring to deploy a simple flask script to a lighttpd server with fastcgi. this is the configuration file for lighttpd builded using the flask documentation http://flask.pocoo.org/docs/deploying/fastcgi/#configuring-lighttpd server.modules = ( "mod_access", "mod_alias", "mod_compress", "mod_redirect", "mod_rewrite", "mod_fastcgi", ) server.document-root = "/var/www" server.upload-dirs = ( "/var/cache/lighttpd/uploads" ) server.errorlog = "/var/log/lighttpd/error.log" server.pid-file = "/var/run/lighttpd.pid" server.username = "www-data" server.groupname = "www-data" index-file.names = ( "index.php", "index.html", "index.htm", "default.htm", " index.lighttpd.html" ) url.access-deny = ( "~", ".inc" ) static-file.exclude-extensions = ( ".php", ".pl", ".fcgi" ) var.home_dir = "/var/lib/lighttpd" var.socket_dir = home_dir + "sockets/" ## Use ipv6 if available #include_shell "/usr/share/lighttpd/use-ipv6.pl" dir-listing.encoding = "utf-8" server.dir-listing = "enable" compress.cache-dir = "/var/cache/lighttpd/compress/" compress.filetype = ( "application/x-javascript", "text/css", "text/html", "text/plain" ) include_shell "/usr/share/lighttpd/create-mime.assign.pl" include_shell "/usr/share/lighttpd/include-conf-enabled.pl" fastcgi.server = ("weibo/callback.fcgi" => (( "socket" => "/tmp/weibocrawler-fcgi.sock", "bin-path" => "/var/www/weibo/callback.fcgi", "check-local" => "disable", "max-procs" => 1 )) ) url.rewrite-once = ( "^(/weibo($|/.*))$" => "$1", "^(/.*)$" => "weibo/callback.fcgi$1" and this is the script i'm tring to run: #!/home/nrl/kuro/weiboenv/bin/python from flup.server.fcgi import WSGIServer from callback import app if __name__ == '__main__': WSGIServer(application, bindAddress='/tmp/weibocrawler-fcgi.sock').run() but i have this error testing the configuration file i get this error: 2013-07-02 17:15:42: (configfile.c.912) source: lighttpd.conf.new line: 52 pos: 1 parser failed somehow near here: weibo/callback.fcgi$1 when i remove the urlrewrite i get these errors in the log even if the daemon start: 2013-07-02 16:25:53: (log.c.166) server started 2013-07-02 16:25:53: (mod_fastcgi.c.1104) the fastcgi-backend fcgi.py failed to start: 2013-07-02 16:25:53: (mod_fastcgi.c.1108) child exited with status 2 fcgi.py 2013-07-02 16:25:53: (mod_fastcgi.c.1111) If you're trying to run your app as a FastCGI backend, make sure you're using the FastCGI-enabled version. If this is PHP on Gentoo, add 'fastcgi' to the USE flags. 2013-07-02 16:25:53: (mod_fastcgi.c.1399) [ERROR]: spawning fcgi failed. 2013-07-02 16:25:53: (server.c.938) Configuration of plugins failed. Going down.

    Read the article

  • Domino nchronos.exe multiple instances causing server to die, and Sametime problems

    - by Kevin
    I've had this problem for a few months now. I thought it started when I installed the Traveller software on the server to add ActiveSync support, but I removed that and the problem still persists. Basically new instances of "nchronos.exe" keeps spawning (and not ending), so over a period of a few days the server eventually gets drowned in nchronos.exe processes, stops responding and I need to kill Domino. My process count the last time was up at about 330, and when I killed it and restarted the Domino my process count went to 160. I'm running Domino 8.5.1 with Fix Pack 2. I don't know if it's relevant, but my Domino server was also acting as a Sametime server. At around the same time that nchronos started playing up sametime also stopped working. None of my users can connect to sametime and in the domino log it keeps telling me "stpolicy.exe" has terminated. I've googled for that and tried a few things, but nothing seems to make sametime work again. Any thoughts?? Cheers, Kevin

    Read the article

  • Apache2 random 403 error & info server busy logs on Ubuntu

    - by risyasin
    Hello, I have a strange situation with apache2. Meanless, random 403 errors. Any page (html, php etc.) normally working. but if i request repeatedly by pressing refresh button of browser. it interrupts & sends a 403 randomly. after a few seconds it works again. in the error log, i see client denied by server configuration. main error log of apache says [info] server seems busy, (you may need to increase StartServers, or Min/MaxSpareServers), spawning 8 children, there are 99 idle, and 137 total children my current values IfModule mpm_prefork_module StartServers 120 MinSpareServers 100 MaxSpareServers 200 MaxClients 256 MaxRequestsPerChild 500 /IfModule i've increased 10 by 10. from 20. but nothing solved. i've disabled KeepAlive. What may cause this problem ? thank you in advance. a fresh install Ubuntu server x86 8.04.4 Virtualmin from it's website (not from debian repositories). Linux 2.6.24-27-server #1 SMP i686 - Apache 2.2.8 Mpm prefork Virtualmin version 3.78.gpl GPL PHP Version 5.2.4-2ubuntu5.10 Loaded modules: core_module (static) log_config_module (static) logio_module (static) mpm_prefork_module (static) http_module (static) so_module (static) actions_module shared) alias_module (shared) auth_basic_module (shared) auth_digest_module (shared) uthn_file_module (shared) authz_default_module (shared) authz_groupfile_module (shared) uthz_host_module (shared) authz_user_module (shared) autoindex_module (shared) ache_module shared) cgi_module (shared) deflate_module (shared) dir_module (shared) env_module (shared) expires_module (shared) fcgid_module (shared) file_cache_module (shared) eaders_module (shared) mime_module (shared) mime_magic_module (shared) evasive20_module shared) negotiation_module (shared) php5_module (shared) rewrite_module (shared) etenvif_module (shared) ssl_module (shared) status_module (shared) Syntax OK

    Read the article

  • Apache2/mod_fcgid/PHP Process Limits Not Respected

    - by Daniel
    I've recently moved to Apache2 / mod_fcgid / PHP from nginx / php_fpm. This is the second server on which I've made this migration, but it's used much less frequently than the first, which is working like a charm. The problem is in the PHP processes that it's spawning. In looking at the mod_fcgid documentation, it appears that the default for killing idle processes is 300 seconds; I've changed that to 20. At this point, I'd be fine if 300 would work - but it's not happening. It's been running for nearly a day now, and server-status shows 12 active processes: Process name: php5 Pid Active Idle Accesses State 19243 84879 14420 11 Ready Process name: php5 Pid Active Idle Accesses State 20954 82143 149 22 Ready 20947 82149 149 22 Ready 20953 82143 149 13 Ready Process name: php5 Pid Active Idle Accesses State 20589 82765 23644 72 Ready Process name: php5 Pid Active Idle Accesses State 17663 86103 2034 117 Ready Process name: php5 Pid Active Idle Accesses State 19862 83961 1976 91 Ready Process name: php5 Pid Active Idle Accesses State 18495 85825 5164 18 Ready Process name: php5 Pid Active Idle Accesses State 25463 75109 23948 24 Ready Process name: php5 Pid Active Idle Accesses State 2466 60019 60016 2 Ready Process name: php5 Pid Active Idle Accesses State 20729 82541 12592 23 Ready Process name: php5 Pid Active Idle Accesses State 22135 80616 46361 6 Ready PHP applications are not being served at this point - Apache is returning a 503. However, it is still serving the server-status module, and mod_mono/Mono 2.10 applications are still being served. The problem is with the PHP. /etc/apache2/mods-available/fcgid.conf... <IfModule mod_fcgid.c> AddHandler fcgid-script .fcgi FcgidConnectTimeout 10 FcgidMaxRequestsPerProcess 500 FcgidIdleTimeout 20 FcgidFixPathinfo 1 FcgidMaxProcesses 10 </IfModule> (heh - Max Processes isn't being respected either...) Of course, fcgid.conf is smylinked in mods-enabled.

    Read the article

  • Domino nchronos.exe multiple instances causing server to die, and Sametime problems

    - by Kevin
    I've had this problem for a few months now. I thought it started when I installed the Traveller software on the server to add ActiveSync support, but I removed that and the problem still persists. Basically new instances of "nchronos.exe" keeps spawning (and not ending), so over a period of a few days the server eventually gets drowned in nchronos.exe processes, stops responding and I need to kill Domino. My process count the last time was up at about 330, and when I killed it and restarted the Domino my process count went to 160. I'm running Domino 8.5.1 with Fix Pack 2. I don't know if it's relevant, but my Domino server was also acting as a Sametime server. At around the same time that nchronos started playing up sametime also stopped working. None of my users can connect to sametime and in the domino log it keeps telling me "stpolicy.exe" has terminated. I've googled for that and tried a few things, but nothing seems to make sametime work again. Any thoughts?? Cheers, Kevin

    Read the article

  • Why would Windows Task Scheduler spawn multiple instances of the same task that run into each other?

    - by swagner88
    Overview: I use Windows Task Scheduler to run automated tasks. Occasionally I will see that randomly a task has failed to perform its duties. When I check Task Scheduler to see what has occurred in the history log, I see that for some reason, when the tasks are triggered at their schedules, they are spawning several instances of themselves simultaneously which turns into a train wreck for the task and it either kills the other instances and tries to run the "first" one, or it just does not run at all as it believes another instance of itself is already running. Sometimes this occurs in the same tasks and then occasionally it happens with others. The fix is just to end all instances and start the task manually. Question: Why would one single task with one single schedule decide to spawn multiple instance of itself simultaneously? Note: I've got a separate user account set to run the tasks instead of myself. That user is indeed an admin on the machine that runs the tasks and the tasks are set to tun whether or not the user is logged on. Also, the machine is windows server 08 R2.

    Read the article

  • IIS login / logout interferes with media player

    - by Mark Sowul
    So I'm listening to music with Windows Media Player, going insane because the music randomly stops playback every so often. I finally notice that it correlates with instances of csrss, winlogon, and logonui repeatedly starting and quitting. I finally tracked that down to IIS repeatedly logging on and off due to WebDAV requests going through my user account (my laptop syncing up with OneNote over WebDAV). I see tons of spam in my security event log for the logins. I am surprised that IIS needs to log in this much. This has only been happening for a couple of months. I'm not sure where the actual problem lies - with IIS, or Media Player, or what, so I figured I'd try and find out if the IIS login behavior is actually abnormal. Is it normal for IIS to log in this much? And is it normal for that to keep spawning winlogon, csrss, and logonui every second or so? I see a constant stream of logon events in the event log every few seconds presumably while OneNote is syncing. Logon (id = 1, source = laptop), Special Logon (id = 1, sets up privileges), Special Logon (id = 1, seems to set up the same privileges), Logon (id = 2, same laptop), Logoff (id = 2), Logoff (id = 1) The DefaultAppPool (only one apparently in use) has its idle timeout set to 20 minutes, and load user profile set to false. Not sure what other settings (if any) might be relevant.

    Read the article

  • Randomly placing items script not working - sometimes items spawn in walls, sometimes items spawn in weird locations

    - by Timothy Williams
    I'm trying to figure out a way to randomly spawn items throughout my level, however I need to make sure they won't spawn inside another object (walls, etc.) Here's the code I'm currently using, it's based on the Physics.CheckSphere(); function. This runs OnLevelWasLoaded(); It spawns the items perfectly fine, but sometimes items spawn partway in walls. And sometimes items will spawn outside of the SpawnBox range (no clue why it does that.) //This is what randomly generates all the items. void SpawnItems () { if (Application.loadedLevelName == "Menu" || Application.loadedLevelName == "End Demo") return; //The bottom corner of the box we want to spawn items in. Vector3 spawnBoxBot = Vector3.zero; //Top corner. Vector3 spawnBoxTop = Vector3.zero; //If we're in the dungeon, set the box to the dungeon box and tell the items we want to spawn. if (Application.loadedLevelName == "dungeonScene") { spawnBoxBot = new Vector3 (8.857f, 0, 9.06f); spawnBoxTop = new Vector3 (-27.98f, 2.4f, -15); itemSpawn = dungeonSpawn; } //Spawn all the items. for (i = 0; i != itemSpawn.Length; i ++) { spawnedItem = null; //Zeroes out our random location Vector3 randomLocation = Vector3.zero; //Gets the meshfilter of the item we'll be spawning MeshFilter mf = itemSpawn[i].GetComponent<MeshFilter>(); //Gets it's bounds (see how big it is) Bounds bounds = mf.sharedMesh.bounds; //Get it's radius float maxRadius = new Vector3 (bounds.extents.x + 10f, bounds.extents.y + 10f, bounds.extents.z + 10f).magnitude * 5f; //Set which layer is the no walls layer var NoWallsLayer = 1 << LayerMask.NameToLayer("NoWallsLayer"); //Use that layer as your layermask. LayerMask layerMask = ~(1 << NoWallsLayer); //If we're in the dungeon, certain items need to spawn on certain halves. if (Application.loadedLevelName == "dungeonScene") { if (itemSpawn[i].name == "key2" || itemSpawn[i].name == "teddyBearLW" || itemSpawn[i].name == "teddyBearLW_Admiration" || itemSpawn[i].name == "radio") randomLocation = new Vector3(Random.Range(spawnBoxBot.x, -26.96f), Random.Range(spawnBoxBot.y, spawnBoxTop.y), Random.Range(spawnBoxBot.z, -2.141f)); else randomLocation = new Vector3(Random.Range(spawnBoxBot.x, spawnBoxTop.x), Random.Range(spawnBoxBot.y, spawnBoxTop.y), Random.Range(-2.374f, spawnBoxTop.z)); } //Otherwise just spawn them in the box. else randomLocation = new Vector3(Random.Range(spawnBoxBot.x, spawnBoxTop.x), Random.Range(spawnBoxBot.y, spawnBoxTop.y), Random.Range(spawnBoxBot.z, spawnBoxTop.z)); //This is what actually spawns the item. It checks to see if the spot where we want to instantiate it is clear, and if so it instatiates it. Otherwise we have to repeat the whole process again. if (Physics.CheckSphere(randomLocation, maxRadius, layerMask)) spawnedItem = Instantiate(itemSpawn[i], randomLocation, Random.rotation); else i --; //If we spawned something, set it's name to what it's supposed to be. Removes the (clone) addon. if (spawnedItem != null) spawnedItem.name = itemSpawn[i].name; } } What I'm asking for is if you know what's going wrong with this code that it would spawn stuff in walls. Or, if you could provide me with links/code/ideas of a better way to check if an item will spawn in a wall (some other function than Physics.CheckSphere). I've been working on this for a long time, and nothing I try seems to work. Any help is appreciated.

    Read the article

  • WebLogic stuck thread protection

    - by doublep
    By default WebLogic kills stuck threads after 15 min (600 s), this is controlled by StuckThreadMaxTime parameter. However, I cannot find more details on how exactly "stuckness" is defined. Specifically: What is the point at which 15 min countdown begins. Request processing start? Last wait()-like method? Something else? Does this apply only to request-processing threads or to all threads? I.e. can a request-processing thread "escape" this protection by spawning a worker thread for a long task? Especially, can it delegate response writing to such a worker without 15 min countdown? My usecase is download of huge files through a permission system. Since a user needs to be authenticated and have permissions to view a file, I cannot (or at least don't know how) leave this to a simple HTTP server, e.g. Apache. And because files can be huge, download could (at least in theory) take more than 15 minutes.

    Read the article

  • "Win32 exception occurred releasing IUnknown at..." error using Pylons and WMI

    - by Anders
    Hi all, Im using Pylons in combination with WMI module to do some basic system monitoring of a couple of machines, for POSIX based systems everything is simple - for Windows - not so much. Doing a request to the Pylons server to get current CPU, however it's not working well, or atleast with the WMI module. First i simply did (something) this: c = wmi.WMI() for cpu in c.Win32_Processor(): value = cpu.LoadPercentage However, that gave me an error when accessing this module via Pylons (GET http://ip:port/cpu): raise x_wmi_uninitialised_thread ("WMI returned a syntax error: you're probably running inside a thread without first calling pythoncom.CoInitialize[Ex]") x_wmi_uninitialised_thread: <x_wmi: WMI returned a syntax error: you're probably running inside a thread without first calling pythoncom.CoInitialize[Ex] (no underlying exception)> Looking at http://timgolden.me.uk/python/wmi/tutorial.html, i wrapped the code accordingly to the example under the topic "CoInitialize & CoUninitialize", which makes the code work, but it keeps throwing "Win32 exception occurred releasing IUnknown at..." And then looking at http://mail.python.org/pipermail/python-win32/2007-August/006237.html and the follow up post, trying to follow that - however pythoncom._GetInterfaceCount() is always 20. Im guessing this is someway related to Pylons spawning worker threads and crap like that, however im kinda lost here, advice would be nice. Thanks in advance, Anders

    Read the article

  • Best ways to teach a beginner to program?

    - by Justin Standard
    Original Question I am currently engaged in teaching my brother to program. He is a total beginner, but very smart. (And he actually wants to learn). I've noticed that some of our sessions have gotten bogged down in minor details, and I don't feel I've been very organized. (But the answers to this post have helped a lot.) What can I do better to teach him effectively? Is there a logical order that I can use to run through concept by concept? Are there complexities I should avoid till later? The language we are working with is Python, but advice in any language is welcome. How to Help If you have good ones please add the following in your answer: Beginner Exercises and Project Ideas Resources for teaching beginners Screencasts / blog posts / free e-books Print books that are good for beginners Please describe the resource with a link to it so I can take a look. I want everyone to know that I have definitely been using some of these ideas. Your submissions will be aggregated in this post. Online Resources for teaching beginners: A Gentle Introduction to Programming Using Python How to Think Like a Computer Scientist Alice: a 3d program for beginners Scratch (A system to develop programming skills) How To Design Programs Structure and Interpretation of Computer Programs Learn To Program Robert Read's How To Be a Programmer Microsoft XNA Spawning the Next Generation of Hackers COMP1917 Higher Computing lectures by Richard Buckland (requires iTunes) Dive into Python Python Wikibook Project Euler - sample problems (mostly mathematical) pygame - an easy python library for creating games Create Your Own Games With Python ebook Foundations of Programming for a next step beyond basics. Squeak by Example Recommended Print Books for teaching beginners Accelerated C++ Python Programming for the Absolute Beginner Code by Charles Petzold

    Read the article

  • Lucene.net create+lock errors in ASP.NET

    - by acidzombie24
    I have an issue with Lucene.net. It throws a lock exception. After poking around i notice these things. My code below works in an app bit when calling in Application_Start i get a NoSuchDirectoryException. Not closing the writer (as my code doesnt do below) i WILL get a LockObtainFailedException with the message Lock obtain timed out: SimpleFSLock@<FULL_PATH> from either app or asp.net These thread hinted when spawning threads they get less permissions then i do (but! my main thread has problems as well...) and one solution is to impersonate IIS. I am using visual studios 2010. I am not sure how full blown it is but my attempt to impersonate it failed. So my question is how do i have lucene create the directory and not throw an exception if dont close the writer for some reason (such as power going out)? http://stackoverflow.com/questions/2341163/why-is-my-lucene-index-getting-locked/2499285#2499285 http://stackoverflow.com/questions/1123517/lucene-net-and-i-o-threading-issue/1123981#1123981 static IndexWriter writer = null; static void lucene_init() { bool create = false; string dirname = "LuceneIndex_z"; if (System.IO.Directory.Exists(dirname) == false) create = true; var directory = FSDirectory.GetDirectory(dirname); var analyzer = new StandardAnalyzer(); writer = new IndexWriter(directory, analyzer, create); }

    Read the article

< Previous Page | 1 2 3 4 5 6 7 8  | Next Page >