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  • Android Array Lag?

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

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  • 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.

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  • Practices for domain models in Javascript (with frameworks)

    - by AndyBursh
    This is a question I've to-and-fro'd with for a while, and searched for and found nothing on: what're the accepted practices surrounding duplicating domain models in Javascript for a web application, when using a framework like Backbone or Knockout? Given a web application of a non-trivial size with a set of domain models on the server side, should we duplicate these models in the web application (see the example at the bottom)? Or should we use the dynamic nature to load these models from the server? To my mind, the arguments for duplicating the models are in easing validation of fields, ensuring that fields that expected to be present are in fact present etc. My approach is to treat the client-side code like an almost separate application, doing trivial things itself and only relying on the server for data and complex operations (which require data the client-side doesn't have). I think treating the client-side code like this is akin to separation between entities from an ORM and the models used with the view in the UI layer: they may have the same fields and relate to the same domain concept, but they're distinct things. On the other hand, it seems to me that duplicating these models on the server side is a clear violation of DRY and likely to lead to differing results on the client- and server-side (where one piece gets updated but the other doesn't). To avoid this violation of DRY we can simply use Javascripts dynamism to get the field names and data from the server as and when they're neeed. So: are there any accepted guidelines around when (and when not) to repeat yourself in these situations? Or this a purely subjective thing, based on the project and developer(s)? Example Server-side model class M { int A DateTime B int C int D = (A*C) double SomeComplexCalculation = ServiceLayer.Call(); } Client-side model function M(){ this.A = ko.observable(); this.B = ko.observable(); this.C = ko.observable(); this.D = function() { return A() * C(); } this.SomeComplexCalculation = ko.observalbe(); return this; }l M.GetComplexValue = function(){ this.SomeComplexCalculation(Ajax.CallBackToServer()); }; I realise this question is quite similar to this one, but I think this is more about almost wholly untying the web application from the server, where that question is about doing this only in the case of complex calculation.

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  • Collision rectangle response

    - by dotty
    I'm having difficulties getting a moveable rectangle to collide with more than one rectangle. I'm using SFML and it has a handy function called Intersect() which takes 2 rectangles and returns the intersections. I have a vector full of rectangles which I want my moveable rectangle to collide with. I'm looping through this using the following code (p is the moveble rectangle). IsCollidingWith returns a bool but also uses SFML's Interesect to work out the intersections. while(unsigned i = 0; i!= testRects.size(); i++){ if(p.IsCollidingWith(testRects[i]){ p.Collide(testRects[i]); } } and the actual Collide() code void gameObj::collide( gameObj collidingObject ){ printf("%f %f\n", this->colliderResult.width, this->colliderResult.height); if (this->colliderResult.width < this->colliderResult.height) { // collided on X if (this->getCollider().left < collidingObject.getCollider().left ) { this->move( -this->colliderResult.width , 0); }else { this->move( this->colliderResult.width, 0 ); } } if(this->colliderResult.width > this->colliderResult.height){ if (this->getCollider().top < collidingObject.getCollider().top ) { this->move( 0, -this->colliderResult.height); }else { this->move( 0, this->colliderResult.height ); } } } and the IsCollidingWith() code is bool gameObj::isCollidingWith( gameObj testObject ){ if (this->getCollider().intersects( testObject.getCollider(), this->colliderResult )) { return true; }else { return false; } } This works fine when there's only 1 Rect in the scene. However, when there's move than one Rect it causes issue when working out 2 collisions at once. Any idea how to deal with this correctly? I have uploaded a video to youtube to show my problem. The console on the far-right shows the width and height of the intersections. You can see on the console that it's trying to calculate 2 collisions at once, I think this is where the problem is being caused. The youtube video is at http://www.youtube.com/watch?v=fA2gflOMcAk also , this image also seems to illustrate the problem nicely. Can someone please help, I've been stuck on this all weekend!

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  • LibGDX - Textures rendering at wrong position

    - by ACluelessGuy
    Update 2: Let me further explain my problem since I think that i didn't make it clear enough: The Y-coordinates on the bottom of my screen should be 0. Instead it is the height of my screen. That means the "higher" i touch/click the screen the less my y-coordinate gets. Above that the origin is not inside my screen, atleast not the 0 y-coordinate. Original post: I'm currently developing a tower defence game for fun by using LibGDX. There are places on my map where the player is or is not allowed to put towers on. So I created different ArrayLists holding rectangles representing a tile on my map. (towerPositions) for(int i = 0; i < map.getLayers().getCount(); i++) { curLay = (TiledMapTileLayer) map.getLayers().get(i); //For all Cells of current Layer for(int k = 0; k < curLay.getWidth(); k++) { for(int j = 0; j < curLay.getHeight(); j++) { curCell = curLay.getCell(k, j); //If there is a actual cell if(curCell != null) { tileWidth = curLay.getTileWidth(); tileHeight = curLay.getTileHeight(); xTileKoord = tileWidth*k; yTileKoord = tileHeight*j; switch(curLay.getName()) { //If layer named "TowersAllowed" picked case "TowersAllowed": towerPositions.add(new Rectangle(xTileKoord, yTileKoord, tileWidth, tileHeight)); // ... AND SO ON If the player clicks on a "allowed" field later on he has the opportunity to build a tower of his coice via a menu. Now here is the problem: The towers render, but they render at wrong position. (They appear really random on the map, no certain pattern for me) for(Rectangle curRect : towerPositions) { if(curRect.contains(xCoord, yCoord)) { //Using a certain tower in this example (left the menu out if(gameControl.createTower("towerXY")) { //RenderObject is just a class holding the Texture and x/y coordinates renderList.add(new RenderObject(new Texture(Gdx.files.internal("TowerXY.png")), curRect.x, curRect.y)); } } } Later on i render it: game.batch.begin(); for(int i = 0; i < renderList.size() ; i++) { game.batch.draw(renderList.get(i).myTexture, renderList.get(i).x, renderList.get(i).y); } game.batch.end(); regards

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  • F# and the useful infinite Sequence (I think)

    - by MarkPearl
    So I have seen a few posts done by other F# fans on solving project Euler problems. They looked really interesting and I thought with my limited knowledge of F# I would attempt a few and the first one I had a look at was problem 5. Which said : “2520 is the smallest number that can be divided by each of the numbers from 1 to 10 without any remainder. What is the smallest number that is evenly divisible by all of the numbers from 1 to 20?” So I jumped into coding it and straight away got stuck – the C# programmer in me wants to do a loop, starting at one and dividing every number by 1 to 20 to see if they all divide and once a match is found, there is your solution. Obviously not the most elegant way but a good old brute force approach. However I am pretty sure this would not be the F# way…. So after a bit of research I found the Sequences and how useful they were. Sequences seemed like the beginning of an approach to solve my problem. In my head I thought - create a sequence, and then start at the beginning of it and move through it till you find a value that is divisible by 1 to 20. Sounds reasonable? So the question is begged - how would you create a sequence that you are sure will be large enough to hold the solution to the problem? Well… You can’t know! Some more googling and I found what I would call infinite sequences – something that looks like this… let nums = 1 |> Seq.unfold (fun i -> Some (i, i + 1))   My interpretation of this would be as follows… create a sequence, and whenever it is called add 1 to its size (I would appreciate someone helping me on wording this right functionally). Something that I don’t understand fully yet is the forward pipe operator (|>) which I think plays a key role in this code. With this in hand I was able to code a basic optimized solution to this problem. I’m going to go over it some more before I post the full code just in case!

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  • Collision disturbing the jumping mechanic in java 2D game [on hold]

    - by user50931
    So I have been working on a 2D Java game recently and everything was going smoothly, until I reached a problem to do with the players jumping mechanic. So far I've got the player to jump a fixed rate and fall due to gravity. Hers my code for my Player class. public class Player extends GameObject { public Player(int x, int y, int width, int height, ObjectId id) { super(x, y, width, height, id); } @Override public void tick(ArrayList<GameObject> object) { if(go){ x+=vx; y+=vy; } if(vx <0){ facing =-1; }else if(vx >0) facing =1; checkCollision(object); checkStance(); } private void checkStance() { if(falling){ //gravity jumping = false; vy = speed/2; } if(jumping){ // Calculates how high jump should be vy = -speed*2; if(jumpY - y >= maxJumpHeight) falling =true; } } private void checkCollision(ArrayList<GameObject> object) { for(int i=0; i< object.size(); i++ ){ GameObject tempObject = object.get(i); if(tempObject.getId() == ObjectId.Ledge){ if(getBoundsTop().intersects(tempObject.getBoundsAll())){ //Top y = tempObject.getY() + tempObject.getBoundsAll().height; falling =true; } if(getBoundsRight().intersects(tempObject.getBoundsAll())){ // Right x = tempObject.getX() -width ; } if(getBoundsLeft().intersects(tempObject.getBoundsAll())){ //Left x = tempObject.getX() + tempObject.getWidth(); } if(getBoundsBottom().intersects(tempObject.getBoundsAll())){ //Bottom y = tempObject.getY() - height; falling =false; vy=0; }else{ falling =true; } } } } @Override public void render(Graphics g) { g.setColor(Color.BLACK); g.fillRect((int)x, (int)y, width, height); } @Override public Rectangle getBoundsAll() { return new Rectangle((int)x, (int)y,width,height); } public Rectangle getBoundsTop() { return new Rectangle((int) x , (int)y ,width,height/15); } public Rectangle getBoundsBottom() { return new Rectangle( (int)x , (int) y +height -(height /15),width,height/15); } public Rectangle getBoundsLeft() { return new Rectangle( (int) x , (int) y + height /10 ,width/8,height - (height /5)); } public Rectangle getBoundsRight() { return new Rectangle((int) x + width - (width/8) ,(int) y + height /10 ,width/8,height - height/5); } } My problem is when I add: else{ falling =true; } during the loop of the ArrayList to check collision, it stops the player from jumping and keeps him on the ground. I've tried to find a way around this but haven't had any luck. Any suggestions?

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  • Keeping the meshes "thickness" the same when scaling an object

    - by user1806687
    I've been bashing my head for the past couple of weeks trying to find a way to help me accomplish, on first look very easy task. So, I got this one object currently made out of 5 cuboids (2 sides, 1 top, 1 bottom, 1 back), this is just for an example, later on there will be whole range of different set ups. Now, the thing is when the user chooses to scale the whole object this is what should happen: X scale: top and bottom cuboids should get scaled by a scale factor, sides should get moved so they are positioned just like they were before(in this case at both ends of top and bottom cuboids), back should get scaled so it fits like before(if I simply scale it by a scale factor it will leave gaps on each side). Y scale: sides should get scaled by a scale factor, top and bottom cuboid should get moved, and back should also get scaled. Z scale: sides, top and bottom cuboids should get scaled, back should get moved. Hope you can help, EDIT: So, I've decided to explain the situation once more, this time more detailed(hopefully). I've also made some pictures of how the scaling should look like, where is the problem and the wrong way of scaling. I this example I will be using a thick walled box, with one face missing, where each wall is made by a cuboid(but later on there will be diffrent shapes of objects, where a one of the face might be roundish, or triangle or even under some angle), scaling will be 2x on X axis. 1.This is how the default object without any scaling applied looks like: http://img856.imageshack.us/img856/4293/defaulttz.png 2.If I scale the whole object(all of the meshes) by some scale factor, the problem becomes that the "thickness" of the object walls also change(which I do not want): http://img822.imageshack.us/img822/9073/wrongwaytoscale.png 3.This is how the correct scaling should look like. Appropriate faces gets caled in this case where the scale is on X axis(top, bottom, back): http://imageshack.us/photo/my-images/163/rightwayxscale1.png/ 4.But the scale factor might not be the same for all object all of the times. In this case the back has to get scaled a bit more or it leaves gaps: http://imageshack.us/photo/my-images/9/problemwhenscaling.png/ 5.If everything goes well this is how the final object should look like: http://imageshack.us/photo/my-images/856/rightwayxscale2.png/ So, as you have might noticed there are quite a bit of things to look out when scaling. I am asking you, if any of you have any idea on how to accomplish this scaling. I have tried whole bunch of things, from scaling all of the object by the same scale factor, to subtracting and adding sizes to get the right size. But nothing I tried worked, if one mesh got scaled correctly then others didnt. Donwload the example object. English is not my first language, so I am really sorry if its hard to understand what I am saying.

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  • ArrayList of Entites Random Movement

    - by opiop65
    I have an arraylist of entites that I want to move randomly. No matter what I do, they won't move. Here is my female class: import java.awt.Graphics2D; import java.awt.Image; import java.awt.Rectangle; import java.util.Random; import javax.swing.ImageIcon; public class Female extends Entity { static int femaleX = 0; static int femaleY = 0; double walkSpeed = .1f; Random rand = new Random(); int random; int dir; Player player; public Female(int posX, int posY) { super(posX, posY); } public void update() { posX += femaleX; posY += femaleY; } public void draw(Graphics2D g2d) { g2d.drawImage(getFemaleImg(), posX, posY, null); if (Player.showBounds == true) { g2d.draw(getBounds()); } } public Image getFemaleImg() { ImageIcon ic = new ImageIcon("res/female.png"); return ic.getImage(); } public Rectangle getBounds() { return new Rectangle(posX, posY, getFemaleImg().getHeight(null), getFemaleImg().getWidth(null)); } public void moveFemale() { random = rand.nextInt(3); System.out.println(random); if (random == 0) { dir = 0; posX -= (int) walkSpeed; } } } And here is how I update the female class in the main class: public void actionPerformed(ActionEvent ae) { player.update(); for(int i = 0; i < females.size(); i++){ Female tempFemale = females.get(i); tempFemale.update(); } repaint(); } If I do something like this(in the female update method): public void update() { posX += femaleX; posY += femaleY; posX -= walkSpeed; } The characters move with no problem. Why is this?

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  • (Android) How are OpenGL ES 1 framebuffers and textures sized?

    - by jens
    I am trying to draw to a texture using a framebuffer using OpenGL ES 1.1 on Android, Java. Afterwords I want to overlay this texture full-screen over my game. In theory, this works like a charm, but somehow the coordinates are off. For testing I drew something at (0,0) with width and height 200, and it partly is off-screen. This is how I create the framebuffer: fb = new int[1]; depthRb = new int[1]; renderTex = new int[1]; gl11ep.glGenFramebuffersOES(1, fb, 0); gl11ep.glGenRenderbuffersOES(1, depthRb, 0); // the depth buffer gl.glGenTextures(1, renderTex, 0);// generate texture gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); texBuffer = ByteBuffer.allocateDirect(buf.length*4).order(ByteOrder.nativeOrder()).asIntBuffer(); gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_LUMINANCE, texW, texH, 0, GL10.GL_LUMINANCE, GL10.GL_UNSIGNED_BYTE, texBuffer); gl11ep.glBindRenderbufferOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); gl11ep.glRenderbufferStorageOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, GL11ExtensionPack.GL_DEPTH_COMPONENT16, texW, texH); Before I draw, I do this: gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, fb[0]); gl.glClearColor(0f, 0f, 0f, 0f); // specify texture as color attachment gl11ep.glFramebufferTexture2DOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_COLOR_ATTACHMENT0_OES, GL10.GL_TEXTURE_2D, renderTex[0], 0); // attach render buffer as depth buffer gl11ep.glFramebufferRenderbufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_DEPTH_ATTACHMENT_OES, GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); I set texW = 1024 and texH = 512. When rendering this texture fullscreen, with a lightmask (size 200x200) placed at (0, 0) and (texW/2, texH/2). You can see that it seems like the coordinate system doesnt start at (0,0) as that light overlaps the screen and the images are not drawn as squares (my lightcone-texture is a circle, not an ellipse). So, how is the coordinate system of this offscreen-drawn texture defined? Thanks

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  • Using extension methods to decrease the surface area of a C# interface

    - by brian_ritchie
    An interface defines a contract to be implemented by one or more classes.  One of the keys to a well-designed interface is defining a very specific range of functionality. The profile of the interface should be limited to a single purpose & should have the minimum methods required to implement this functionality.  Keeping the interface tight will keep those implementing the interface from getting lazy & not implementing it properly.  I've seen too many overly broad interfaces that aren't fully implemented by developers.  Instead, they just throw a NotImplementedException for the method they didn't implement. One way to help with this issue, is by using extension methods to move overloaded method definitions outside of the interface. Consider the following example: .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: Consolas, "Courier New", Courier, Monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } 1: public interface IFileTransfer 2: { 3: void SendFile(Stream stream, Uri destination); 4: } 5:   6: public static class IFileTransferExtension 7: { 8: public static void SendFile(this IFileTransfer transfer, 9: string Filename, Uri destination) 10: { 11: using (var fs = File.OpenRead(Filename)) 12: { 13: transfer.SendFile(fs, destination); 14: } 15: } 16: } 17:   18: public static class TestIFileTransfer 19: { 20: static void Main() 21: { 22: IFileTransfer transfer = new FTPFileTransfer("user", "pass"); 23: transfer.SendFile(filename, new Uri("ftp://ftp.test.com")); 24: } 25: } In this example, you may have a number of overloads that uses different mechanisms for specifying the source file. The great part is, you don't need to implement these methods on each of your derived classes.  This gives you a better interface and better code reuse.

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  • Sql Table Refactoring Challenge

    Ive been working a bit on cleaning up a large table to make it more efficient.  I pretty much know what I need to do at this point, but I figured Id offer up a challenge for my readers, to see if they can catch everything I have as well as to see if Ive missed anything.  So to that end, I give you my table: CREATE TABLE [dbo].[lq_ActivityLog]( [ID] [bigint] IDENTITY(1,1) NOT NULL, [PlacementID] [int] NOT NULL, [CreativeID] [int] NOT NULL, [PublisherID] [int] NOT NULL, [CountryCode] [nvarchar](10) NOT NULL, [RequestedZoneID] [int] NOT NULL, [AboveFold] [int] NOT NULL, [Period] [datetime] NOT NULL, [Clicks] [int] NOT NULL, [Impressions] [int] NOT NULL, CONSTRAINT [PK_lq_ActivityLog2] PRIMARY KEY CLUSTERED ( [Period] ASC, [PlacementID] ASC, [CreativeID] ASC, [PublisherID] ASC, [RequestedZoneID] ASC, [AboveFold] ASC, [CountryCode] ASC)WITH (PAD_INDEX = OFF, STATISTICS_NORECOMPUTE = OFF, IGNORE_DUP_KEY = OFF, ALLOW_ROW_LOCKS = ON, ALLOW_PAGE_LOCKS = ON) ON [PRIMARY]) ON [PRIMARY] And now some assumptions and additional information: The table has 200,000,000 rows currently PlacementID ranges from 1 to 5000 and should support at least 50,000 CreativeID ranges from 1 to 5000 and should support at least 50,000 PublisherID ranges from 1 to 500 and should support at least 50,000 CountryCode is a 2-character ISO standard (e.g. US) and there is a country table with an integer ID already.  There are < 300 rows. RequestedZoneID ranges from 1 to 100 and should support at least 50,000 AboveFold has values of 1, 0, or 1 only. Period is a date (no time). Clicks range from 0 to 5000. Impressions range from 0 to 5000000. The table is currently write-mostly.  Its primary purpose is to log advertising activity as quickly as possible.  Nothing in the rest of the system reads from it except for batch jobs that pull the data into summary tables. Heres the current information on the database tables size: Design Goals This table has been in use for about 5 years and has performed very well during that time.  The only complaints we have are that it is quite large and also there are occasionally timeouts for queries that reference it, particularly when batch jobs are pulling data from it.  Any changes should be made with an eye toward keeping write performance optimal  while trying to reduce space and improve read performance / eliminate timeouts during read operations. Refactor There are, I suggest to you, some glaringly obvious optimizations that can be made to this table.  And Im sure there are some ninja tweaks known to SQL gurus that would be a big help as well.  Ill post my own suggested changes in a follow-up post for now feel free to comment with your suggestions. Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • The term "interface" in C++

    - by Flexo
    Java makes a clear distinction between class and interface. (I believe C# does also, but I have no experience with it). When writing C++ however there is no language enforced distinction between class and interface. Consequently I've always viewed interface as a workaround for the lack of multiple inheritance in Java. Making such a distinction feels arbitrary and meaningless in C++. I've always tended to go with the "write things in the most obvious way" approach, so if in C++ I've got what might be called an interface in Java, e.g.: class Foo { public: virtual void doStuff() = 0; ~Foo() = 0; }; and I then decided that most implementers of Foo wanted to share some common functionality I would probably write: class Foo { public: virtual void doStuff() = 0; ~Foo() {} protected: // If it needs this to do its thing: int internalHelperThing(int); // Or if it doesn't need the this pointer: static int someOtherHelper(int); }; Which then makes this not an interface in the Java sense anymore. Instead C++ has two important concepts, related to the same underlying inheritance problem: virtual inhertiance Classes with no member variables can occupy no extra space when used as a base "Base class subobjects may have zero size" Reference Of those I try to avoid #1 wherever possible - it's rare to encounter a scenario where that genuinely is the "cleanest" design. #2 is however a subtle, but important difference between my understanding of the term "interface" and the C++ language features. As a result of this I currently (almost) never refer to things as "interfaces" in C++ and talk in terms of base classes and their sizes. I would say that in the context of C++ "interface" is a misnomer. It has come to my attention though that not many people make such a distinction. Do I stand to lose anything by allowing (e.g. protected) non-virtual functions to exist within an "interface" in C++? (My feeling is the exactly the opposite - a more natural location for shared code) Is the term "interface" meaningful in C++ - does it imply only pure virtual or would it be fair to call C++ classes with no member variables an interface still?

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  • Is it unusual for a small company (15 developers) not to use managed source/version control?

    - by LordScree
    It's not really a technical question, but there are several other questions here about source control and best practice. The company I work for (which will remain anonymous) uses a network share to host its source code and released code. It's the responsibility of the developer or manager to manually move source code to the correct folder depending on whether it's been released and what version it is and stuff. We have various spreadsheets dotted around where we record file names and versions and what's changed, and some teams also put details of different versions at the top of each file. Each team (2-3 teams) seems to do this differently within the company. As you can imagine, it's an organised mess - organised, because the "right people" know where their stuff is, but a mess because it's all different and it relies on people remembering what to do at any one time. One good thing is that everything is backed up on a nightly basis and kept indefinitely, so if mistakes are made, snapshots can be recovered. I've been trying to push for some kind of managed source control for a while, but I can't seem to get enough support for it within the company. My main arguments are: We're currently vulnerable; at any point someone could forget to do one of the many release actions we have to do, which could mean whole versions are not stored correctly. It could take hours or even days to piece a version back together if necessary We're developing new features along with bug fixes, and often have to delay the release of one or the other because some work has not been completed yet. We also have to force customers to take versions that include new features even if they just want a bug fix, because there's only really one version we're all working on We're experiencing problems with Visual Studio because multiple developers are using the same projects at the same time (not the same files, but it's still causing problems) There are only 15 developers, but we all do stuff differently; wouldn't it be better to have a standard company-wide approach we all have to follow? My questions are: Is it normal for a group of this size not to have source control? I have so far been given only vague reasons for not having source control - what reasons would you suggest could be valid for not implementing source control, given the information above? Are there any more reasons for source control that I could add to my arsenal? I'm asking mainly to get a feel for why I have had so much resistance, so please answer honestly. I'll give the answer to the person I believe has taken the most balanced approach and has answered all three questions. Thanks in advance

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  • Application stuck in TCP retransmit

    - by SandeepJ
    I am running Linux kernel 3.13 (Ubuntu 14.04) on two Virtual Machines each of which operates inside two different servers running ESXi 5.1. There is a zeromq client-server application running between the two VMs. After running for about 10-30 minutes, this application consistently hangs due to inability to retransmit a lost packet. When I run the same setup over Ubuntu 12.04 (Linux 3.11), the application never fails If you notice below, "ss" (socket statistics) shows 1 packet lost, sk_wmem_queued of 14110 (i.e. w14110) and a high rto (120000). State Recv-Q Send-Q Local Address:Port Peer Address:Port ESTAB 0 12350 192.168.2.122:41808 192.168.2.172:55550 timer:(on,16sec,10) uid:1000 ino:35042 sk:ffff880035bcb100 <- skmem:(r0,rb648720,t0,tb1164800,f2274,w14110,o0,bl0) ts sack cubic wscale:7,7 rto:120000 rtt:7.5/3 ato:40 mss:8948 cwnd:1 ssthresh:21 send 9.5Mbps unacked:1 retrans:1/10 lost:1 rcv_rtt:1476 rcv_space:37621 Since this has happened so consistently, I was able to capture the TCP log in wireshark. I found that the packet which is lost does get retransmitted and even acknowledged by the TCP in the other OS (the sequence number is seen in the ACK), but the sender doesn't seem to understand this ACK and continues retransmitting. MTU is 9000 on both virtual machines and througout the route. The packets being sent are large in size. As I said earlier, this does not happen on Ubuntu 12.04 (kernel 3.11). So I did a diff on the TCP config options (seen via "sysctl -a |grep tcp ") between 14.04 and 12.04 and found the following differences. I also noticed that net.ipv4.tcp_mtu_probing=0 in both configurations. Left side is 3.11, right side is 3.13 <<net.ipv4.tcp_abc = 0 <<net.ipv4.tcp_cookie_size = 0 <<net.ipv4.tcp_dma_copybreak = 4096 14c11 << net.ipv4.tcp_early_retrans = 2 --- >> net.ipv4.tcp_early_retrans = 3 17c14 << net.ipv4.tcp_fastopen = 0 >> net.ipv4.tcp_fastopen = 1 20d16 << net.ipv4.tcp_frto_response = 0 26,27c22 << net.ipv4.tcp_max_orphans = 16384 << net.ipv4.tcp_max_ssthresh = 0 >> net.ipv4.tcp_max_orphans = 4096 29,30c24,25 << net.ipv4.tcp_max_tw_buckets = 16384 << net.ipv4.tcp_mem = 94377 125837 188754 >> net.ipv4.tcp_max_tw_buckets = 4096 >> net.ipv4.tcp_mem = 23352 31138 46704 34a30 >> net.ipv4.tcp_notsent_lowat = -1 My question to the networking experts on this forum : Are there any other debugging tools or options I can install/enable to dig further into why this TCP retransmit failure is occurring so consistently ? Are there any configuration changes which might account for this weird behaviour.

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  • Attach my sprite with Box2d

    - by user919496
    I'm coding Javascript(HTML5) with Box2D. And I want to ask how to attach Sprite with Box2D. This is function My sprite: function My_Sprite() { this.m_Image = new Image(); this.m_Position = new Vector2D(0,0); this.m_CurFrame = 0; this.m_ColFrame = 0; this.m_Size = new Vector2D(0,0); this.m_Scale = new Vector2D(0,0); this.m_Rotation = 0; } My_Sprite.prototype.constructor = function (_Image_SRC) { this.m_Image.src = _Image_SRC; } My_Sprite.prototype.constructor = function (_Image_SRC,_Size,_Col) { this.m_Image.src = _Image_SRC; this.m_Size = _Size; this.m_ColFrame = _Col; this.m_Scale = new Vector2D(1, 1); } My_Sprite.prototype.Draw = function (context) { context.drawImage(this.m_Image, this.m_Size.X * (this.m_CurFrame % this.m_ColFrame), this.m_Size.Y * parseInt(this.m_CurFrame / this.m_ColFrame), this.m_Size.X, this.m_Size.Y, this.m_Position.X, this.m_Position.Y, this.m_Size.X * this.m_Scale.X, this.m_Size.Y * this.m_Scale.Y ); } and this is function Object : function Circle(type, angle, size) { // Circle.prototype = new My_Object(); // Circle.prototype.constructor = Circle; // Circle.prototype.parent = My_Object.prototype; this.m_den = 1.0; this.m_fri = 0.5; this.m_res = 0.2; fixDef.density = this.m_den; fixDef.friction = this.m_fri; fixDef.restitution = this.m_res; fixDef.shape = new b2PolygonShape; bodyDef.type = type; bodyDef.angle = angle; bodyDef.userData = m_spriteCircle; fixDef.shape = new b2CircleShape( Radius / SCALE //radius ); this.m_Body = world.CreateBody(bodyDef); this.m_Body.CreateFixture(fixDef); m_spriteCircle = new My_Sprite(); this.Init(); } Circle.prototype.Init = function () { m_spriteCircle.constructor("images/circle.png", new Vector2D(80, 80), 1); m_spriteCircle.m_CurFrame = 0; } Circle.prototype.Draw = function (context) { m_spriteCircle.Draw(context); } and I draw it : var m_Circle = new Circle(); m_Circle.Draw(context);

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  • Zelda-style top-down RPG. How to store tile and collision data?

    - by Delerat
    I'm looking to build a Zelda: LTTP style top-down RPG. I've read a lot on the subject and am currently going back and forth on a few solutions. I'm using C#, MonoGame, and Tiled. For my tile maps, these are the choices I can see in front of me: Store each tile as its own array. Each one having 3-4 layers, texture/animation, depth, flags, and maybe collision(depending on how I do it). I've read warning about memory issues going this route, and my biggest map will probably be 160x120 tiles. My average map however will be about 40x30. The number of tiles might cut in half if I decide to double my tile size, which is currently 16x16. This is the most appealing approach for me, as I feel like I would know how to save maps, make changes, and separate it into chunks for collision checks. Store the static parts of my tile map in multiple arrays acting as the different layers. Then I would just use entities for anything that wasn't static. All of the other tile data such as collisions, depth, etc., would be stored in their own layers as well I guess? This way just seems messy to me though. Regardless of which one I choose, I'm also unsure how to plan all of that other tile data. I could write a bunch of code that would know which integer represents what tile and it's data, but if I changed a tileset in Tiled and exported it again, all of those integers could potentially change and I'd have to adjust a whole bunch of code. My other issue is about how I could do collision. I want to at least support angled collision that slides you around the corners of objects like LTTP does, if not more oddball shapes as well. So do I: Store collision as a flag for binary collision. Could I get this to support angles? Would it be fine to store collision as an integer and have each number represent a certain angle of collision? Store a list of rectangles or other shapes and do collision that way? Sorry for the large two-part(three-part?) question. I felt like these needed to be asked together as I believe each choice influences the other.

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  • laptop will not boot after attempting upgrade to 13.10

    - by naerwenya
    I wanted to update my OS to the new 14.04 LTS. I was running 12.04 LTS before and followed the advice that upgrades should be done in steps. I first upgraded to 12.10, which seemed to work fine, and later to 13.10. This was all done through the Software Manager. After the last upgrade, I am no longer able to boot up my computer. The GNU GRUB menu opens up, but after selecting Ubuntu, it just stalls with a blank purple screen. If I select one of the other kernels, it also stalls after "Loading initial ramdisk...". I can't get into the Recovery Menu, either. I'm still rather new to Linux and may have possibly made the situation worse. Unfortunately, nothing has worked yet. I tried reinstalling from a flash drive and on my first attempt, the wizard recognised a previous installation. Unfortunately, the wizard also didn't like how my partitions were set up (I didn't change anything) and gave an error before closing. Unfortunately, I didn't write the error down, but it was about the boot partition. On the next attempt and ever since, the installation wizard has stated that "This computer currently has no detected operating systems." This is strange, because I could see the disk and even access my files when booting up from the USB. At this point, I decided to back up my important files using dropbox. Before losing all my files, I wanted to try the Boot-Repair tool, which also produced no results, and the files are no longer visible when booting from USB. The link to the Boot-Repair log is at http://paste.ubuntu.com/7457249/. If I then proceed through to the "Something else" installation option, I can see that the partitions still exist. This is what they look like: /dev/sda free space (size indicated 1MB) /dev/sda1 efi (33MB of 98 MB used) /dev/sda2 efi (352634MB of 746330MB used) /dev/sda3 swap (3725MB, none used) free space (0MB) Is there any way I might be able to get my computer to work and preserve my files as well?

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  • Generate GUID from any string using C#

    - by Haitham Khedre
    Some times you need to generate GUID from a string which is not valid for GUID constructor . so what we will do is to get a valid input from string that the GUID constructor will accept it. It is recommended to be sure that the string that you will generate a GUID from it some how unique. The Idea is simple is to convert the string to 16 byte Array which the GUID constructor will accept it. The code will talk : using System; using System.Text; namespace StringToGUID { class Program { static void Main(string[] args) { int tokenLength = 32; int guidByteSize = 16; string token = "BSNAItOawkSl07t77RKnMjYwYyG4bCt0g8DVDBv5m0"; byte[] b = new UTF8Encoding().GetBytes(token.Substring(token.Length - tokenLength, tokenLength).ToCharArray(), 0, guidByteSize); Guid g = new Guid(b); Console.WriteLine(g.ToString()); token = "BSNePf57YwhzeE9QfOyepPfIPao4UD5UohG_fI-#eda7d"; b = new UTF8Encoding().GetBytes(token.Substring(token.Length - tokenLength, tokenLength).ToCharArray(), 0, guidByteSize); g = new Guid(b); Console.WriteLine(g.ToString()); Console.Read(); } } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   And The output: 37306c53-3774-5237-4b6e-4d6a59775979 66513945-794f-7065-5066-4950616f3455

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  • Differences between a retail and wholesale website, and how difficult would it be to integrate them? [closed]

    - by kmy
    I was told to come here for some guidance, I know that my questions can be quite broad, but I just really want some kind of direction to go towards (links, articles, etc). So here it goes: For the past month I have been planning and started implementing a wholesale website, but plans got changed on me and I need to allow both retail and wholesale orders which will also depend on whether the account is a regular customer or also has a seller account. There are various types of products and it has been decided that I would use subcategories as tables to organize them and allow various specific item fields. So here are some of my specific questions: How different is the database structure for each item to be available for both wholesale and retail? Will it just be adding a quantity column and have two different pricing, or much more complicated? I am unaware if there's any price tables but would that be more difficult? They use Quickbooks POS software, how difficult/inefficient will it be to update inventory quantities if they have like 2000-4000 products? And what would be the best ways to extract the information and update the system? I know it export an excel spreadsheet so maybe a suggested php plugin for it? How difficult is this project in your professional opinion, and how big should a team usually be? (At the moment it is just me.) Projected time for planning, implementation, and quality assurance in accordance to team size? I am an entry level developer and I know that I do not have enough knowledge to direct myself on this website...What kind of web developer skills will I need to find to help me? (My company is willing to hire people to get this website done as fast as possible.) Also, what would be some great questionnaires to ask the product stakeholder about what he wants from the website? (He has made it clear he is neither computer or internet savvy...) Sorry for the amount of questions, I'm an entry level web developer and do not have a senior to look up to for guidance. I have knowledge in HTML, CSS, Javascript, jQuery, PHP, MySQL, phpMyAdmin. I have never used any frameworks like Zend, Magento, etc, and is doing this all from scratch. So far the website is built in an object oriented way, MVC architecture to the best of my abilities, but I have many doubts because I would really want to have this done right. If I have been unclear on some parts please tell me and I'll add more detail. I'm sure I'll have more additional questions later on, if anyone is open to that please tell me. Thanks in advance!

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  • ?RAC??????(Rolling)??/????????

    - by JaneZhang(???)
       ?RAC??????????,???????,???????????(Rolling),????,???????,??????????,???????????,????????,???????????????,?????????????????,???????   ?????????????????Rolling???,???????????Rolling?,?????????? ????,???Rolling???????:1. ?????2. ?????,????????????3. ????????????????????4. ??????,????????????????5. ?????????Readme????????????:1). ?oracle???????????????????.2). ??????:3). ??1????ORACLE_HOME?????????+ASM??(???);4). ?1?????:$cd $ORACLE_HOME/OPatch/10082277$opatch apply5). ??opatch????????????,??????????:6). ??1????ORACLE_HOME?????????+ASM??(???);7). ??2????ORACLE_HOME?????????+ASM??(???);8). ?????????????,??????????;9). ??2????ORACLE_HOME?????????+ASM??(???);10).???????,????? ????10.2.0.4 RAC???(Rolling)????8575528???:1).?oracle???????????????????,??:$ORACLE_HOME/OPatch??.$ pwd/u01/app/oracle/OPatch$ lsdocs  emdpatch.pl  jlib  opatch  opatch.ini  opatch.pl  opatchprereqs  p8575528_10204_Linux-x86.zip2).??????:su - oracle$ unzip p8575528_10204_Linux-x86.zipArchive:  p8575528_10204_Linux-x86.zip  creating: 8575528/  creating: 8575528/files/  creating: 8575528/files/lib/  creating: 8575528/files/lib/libserver10.a/ inflating: 8575528/files/lib/libserver10.a/kks1.o inflating: 8575528/files/lib/libserver10.a/kksc.o inflating: 8575528/files/lib/libserver10.a/kksh.o inflating: 8575528/files/lib/libserver10.a/ksmp.o  creating: 8575528/etc/  creating: 8575528/etc/config/ inflating: 8575528/etc/config/inventory inflating: 8575528/etc/config/actions  creating: 8575528/etc/xml/ inflating: 8575528/etc/xml/GenericActions.xml inflating: 8575528/etc/xml/ShiphomeDirectoryStructure.xml inflating: 8575528/README.txt    $ ls8575528  docs  emdpatch.pl  jlib  opatch  opatch.ini  opatch.pl  opatchprereqs  p8575528_10204_Linux-x86.zip3).????????????RAC?????(rolling)?$ $ORACLE_HOME/OPatch/opatch query -all /u01/app/oracle/OPatch/8575528|grep rollingPatch is a rolling patch: true <=====??????4).??1??????ORACLE_HOME?????????(???ASM,????):$srvctl stop instance -d <dbname> -i <instance_name>$srvctl stop asm -n <nodename>??:$srvctl stop instance -d ONEPIECE -i ONEPIECE1$srvctl stop asm -n nascds14$ crs_stat -tName           Type           Target    State     Host      ------------------------------------------------------------ora....E1.inst application    OFFLINE   OFFLINE            ora....SM1.asm application    OFFLINE   OFFLINE5). ?1?????:??:$su - oracle$cd /u01/app/oracle/OPatch/8575528$opatch applyInvoking OPatch 10.2.0.4.2Oracle Interim Patch Installer version 10.2.0.4.2Copyright (c) 2007, Oracle Corporation.  All rights reserved.Oracle Home       : /u01/app/oracleCentral Inventory : /home/oracle/oraInventory  from           : /etc/oraInst.locOPatch version    : 10.2.0.4.2OUI version       : 10.2.0.4.0OUI location      : /u01/app/oracle/ouiLog file location : /u01/app/oracle/cfgtoollogs/opatch/opatch2012-06-13_01-27-38AM.logApplySession applying interim patch '8575528' to OH '/u01/app/oracle'Running prerequisite checks...OPatch detected the node list and the local node from the inventory.  OPatch will patch the local system thenpropagate the patch to the remote nodes.This node is part of an Oracle Real Application Cluster.Remote nodes: 'nascds15'Local node: 'nascds14'Please shutdown Oracle instances running out of this ORACLE_HOME on the local system.(Oracle Home = '/u01/app/oracle')Is the local system ready for patching? [y|n]y <======??yUser Responded with: YBacking up files and inventory (not for auto-rollback) for the Oracle HomeBacking up files affected by the patch '8575528' for restore. This might take a while...Backing up files affected by the patch '8575528' for rollback. This might take a while...Patching component oracle.rdbms, 10.2.0.4.0...Updating archive file "/u01/app/oracle/lib/libserver10.a"  with "lib/libserver10.a/kks1.o"Updating archive file "/u01/app/oracle/lib/libserver10.a"  with "lib/libserver10.a/kksc.o"Updating archive file "/u01/app/oracle/lib/libserver10.a"  with "lib/libserver10.a/kksh.o"Updating archive file "/u01/app/oracle/lib/libserver10.a"  with "lib/libserver10.a/ksmp.o"Running make for target ioracleApplySession adding interim patch '8575528' to inventoryVerifying the update...Inventory check OK: Patch ID 8575528 is registered in Oracle Home inventory with proper meta-data.Files check OK: Files from Patch ID 8575528 are present in Oracle Home.The local system has been patched.  You can restart Oracle instances on it.Patching in rolling mode.The node 'nascds15' will be patched next.Please shutdown Oracle instances running out of this ORACLE_HOME on 'nascds15'.(Oracle Home = '/u01/app/oracle')Is the node ready for patching? [y|n]6). ??opatch????????????????????????7). ??1???ASM ????????:$srvctl start asm -n <nodename>$srvctl start instance -d <dbname> -i <instance_name>??:$srvctl start asm -n nascds14$srvctl start instance -d ONEPIECE -i ONEPIECE1$crs_stat -tora....E1.inst application    ONLINE    ONLINE    nascds14  ora....SM1.asm application    ONLINE    ONLINE    nascds148).??2???ASM????????:$srvctl stop instance -d <dbname> -i <instance_name>$srvctl stop asm -n <nodename>$srvctl stop instance -d ONEPIECE -i ONEPIECE2$srvctl stop asm -n nascds15$crs_statora....E2.inst application    OFFLINE   OFFLINE            ora....SM2.asm application    OFFLINE   OFFLINE9). ?????????????,???????????Is the node ready for patching? [y|n] y <====??yUser Responded with: YUpdating nodes 'nascds15'  Apply-related files are:    FP = "/u01/app/oracle/.patch_storage/8575528_Aug_17_2010_07_56_36/rac/copy_files.txt"    DP = "/u01/app/oracle/.patch_storage/8575528_Aug_17_2010_07_56_36/rac/copy_dirs.txt"    MP = "/u01/app/oracle/.patch_storage/8575528_Aug_17_2010_07_56_36/rac/make_cmds.txt"    RC = "/u01/app/oracle/.patch_storage/8575528_Aug_17_2010_07_56_36/rac/remote_cmds.txt"Instantiating the file "/u01/app/oracle/.patch_storage/8575528_Aug_17_2010_07_56_36/rac/copy_files.txt.instantiated"by replacing $ORACLE_HOME in "/u01/app/oracle/.patch_storage/8575528_Aug_17_2010_07_56_36/rac/copy_files.txt" withactual path.Propagating files to remote nodes...Instantiating the file "/u01/app/oracle/.patch_storage/8575528_Aug_17_2010_07_56_36/rac/copy_dirs.txt.instantiated"by replacing $ORACLE_HOME in "/u01/app/oracle/.patch_storage/8575528_Aug_17_2010_07_56_36/rac/copy_dirs.txt" withactual path.Propagating directories to remote nodes...Instantiating the file "/u01/app/oracle/.patch_storage/8575528_Aug_17_2010_07_56_36/rac/make_cmds.txt.instantiated"by replacing $ORACLE_HOME in "/u01/app/oracle/.patch_storage/8575528_Aug_17_2010_07_56_36/rac/make_cmds.txt" withactual path.Running command on remote node 'nascds15':cd /u01/app/oracle/rdbms/lib; /usr/bin/make -f ins_rdbms.mk ioracle ORACLE_HOME=/u01/app/oracle || echoREMOTE_MAKE_FAILED::>&2The node 'nascds15' has been patched.  You can restart Oracle instances on it.There were relinks on remote nodes.  Remember to check the binary size and timestamp on the nodes 'nascds15' .The following make commands were invoked on remote nodes:'cd /u01/app/oracle/rdbms/lib; /usr/bin/make -f ins_rdbms.mk ioracle ORACLE_HOME=/u01/app/oracle'OPatch succeeded.10). ??2???ASM????????:$srvctl start asm -n <nodename>$srvctl start instance -d <dbname> -i <instance_name>??:$srvctl start asm -n nascds15$srvctl start instance -d ONEPIECE -i ONEPIECE211).??????????????????????????$ORACLE_HOME/OPatch/opatch lsinventory[oracle@nascds14 8575528]$ $ORACLE_HOME/OPatch/opatch lsinventoryInvoking OPatch 10.2.0.4.2Oracle Interim Patch Installer version 10.2.0.4.2Copyright (c) 2007, Oracle Corporation.  All rights reserved.Oracle Home       : /u01/app/oracleCentral Inventory : /home/oracle/oraInventory  from           : /etc/oraInst.locOPatch version    : 10.2.0.4.2OUI version       : 10.2.0.4.0OUI location      : /u01/app/oracle/ouiLog file location : /u01/app/oracle/cfgtoollogs/opatch/opatch2012-06-13_01-44-11AM.logLsinventory Output file location : /u01/app/oracle/cfgtoollogs/opatch/lsinv/lsinventory2012-06-13_01-44-11AM.txt--------------------------------------------------------------------------------Installed Top-level Products (2):Oracle Database 10g                                                  10.2.0.1.0Oracle Database 10g Release 2 Patch Set 3                            10.2.0.4.0There are 2 products installed in this Oracle Home.Interim patches (1) :Patch  8575528      : applied on Wed Jun 13 01:28:24 CST 2012<<<<<<<<<<<<<<<<<<<  Created on 17 Aug 2010, 07:56:36 hrs PST8PDT  Bugs fixed:    8575528Rac system comprising of multiple nodes Local node = nascds14 Remote node = nascds15--------------------------------------------------------------------------------OPatch succeeded.Rac system comprising of multiple nodes Local node = nascds14 Remote node = nascds15--------------------------------------------------------------------------------OPatch succeeded. ????10.2.0.4 RAC???(Rolling)????8575528???: 1).??1?????ORACLE_HOME?????????(???ASM,????):$srvctl stop instance -d <dbname> -i <instance_name>$srvctl stop asm -n <nodename>??:$srvctl stop instance -d ONEPIECE -i ONEPIECE1$srvctl stop asm -n nascds14$crs_stat -tName           Type           Target    State     Host        ------------------------------------------------------------ora....E1.inst application    OFFLINE   OFFLINE              ora....SM1.asm application    OFFLINE   OFFLINE  2). ?1??????:??:$su - oracle$cd $ORACLE_HOME/OPatch/8575528$opatch rollback -id 8575528Invoking OPatch 10.2.0.4.2Oracle Interim Patch Installer version 10.2.0.4.2Copyright (c) 2007, Oracle Corporation.  All rights reserved.Oracle Home       : /u01/app/oracleCentral Inventory : /home/oracle/oraInventory  from           : /etc/oraInst.locOPatch version    : 10.2.0.4.2OUI version       : 10.2.0.4.0OUI location      : /u01/app/oracle/ouiLog file location : /u01/app/oracle/cfgtoollogs/opatch/opatch2012-06-13_18-22-10PM.logRollbackSession rolling back interim patch '8575528' from OH '/u01/app/oracle'Running prerequisite checks...OPatch detected the node list and the local node from the inventory.  OPatch will patch the local system thenpropagate the patch to the remote nodes.This node is part of an Oracle Real Application Cluster.Remote nodes: 'nascds15'Local node: 'nascds14'Please shut down Oracle instances running out of this ORACLE_HOME on all the nodes.(Oracle Home = '/u01/app/oracle')Are all the nodes ready for patching? [y|n]y <=========??yUser Responded with: YBacking up files affected by the patch '8575528' for restore. This might take a while...Patching component oracle.rdbms, 10.2.0.4.0...Updating archive file "/u01/app/oracle/lib/libserver10.a"  with "lib/libserver10.a/kks1.o"Updating archive file "/u01/app/oracle/lib/libserver10.a"  with "lib/libserver10.a/kksc.o"Updating archive file "/u01/app/oracle/lib/libserver10.a"  with "lib/libserver10.a/kksh.o"Updating archive file "/u01/app/oracle/lib/libserver10.a"  with "lib/libserver10.a/ksmp.o"Running make for target ioracleRollbackSession removing interim patch '8575528' from inventoryPatching in rolling mode.The node 'nascds15' will be patched next.Please shutdown Oracle instances running out of this ORACLE_HOME on 'nascds15'.(Oracle Home = '/u01/app/oracle')Is the node ready for patching? [y|n]3). ??opatch????????????????????????????4). ??1??ASM ????????:$srvctl start asm -n <nodename>$srvctl start instance -d <dbname> -i <instance_name>??:$srvctl start asm -n nascds14$srvctl start instance -d ONEPIECE -i ONEPIECE1$crs_stat -tora....E1.inst application    ONLINE    ONLINE    nascds14    ora....SM1.asm application    ONLINE    ONLINE    nascds145).??2???ASM????????:$srvctl stop instance -d <dbname> -i <instance_name>$srvctl stop asm -n <nodename>$srvctl stop instance -d ONEPIECE -i ONEPIECE2$srvctl stop asm -n nascds15$crs_stat -tora....E2.inst application    OFFLINE   OFFLINE              ora....SM2.asm application    OFFLINE   OFFLINE  6). ??????????????,??????????The node 'nascds15' will be patched next.Please shutdown Oracle instances running out of this ORACLE_HOME on 'nascds15'.(Oracle Home = '/u01/app/oracle')Is the node ready for patching? [y|n]y <=========??yUser Responded with: YUpdating nodes 'nascds15'  Rollback-related files are:    FR = "/u01/app/oracle/.patch_storage/8575528_Aug_17_2010_07_56_36/rac/remove_files.txt"    DR = "/u01/app/oracle/.patch_storage/8575528_Aug_17_2010_07_56_36/rac/remove_dirs.txt"    FP = "/u01/app/oracle/.patch_storage/8575528_Aug_17_2010_07_56_36/rac/copy_files.txt"    MP = "/u01/app/oracle/.patch_storage/8575528_Aug_17_2010_07_56_36/rac/make_cmds.txt"    RC = "/u01/app/oracle/.patch_storage/8575528_Aug_17_2010_07_56_36/rac/remote_cmds.txt"Instantiating the file "/u01/app/oracle/.patch_storage/8575528_Aug_17_2010_07_56_36/rac/remove_dirs.txt.instantiated"by replacing $ORACLE_HOME in "/u01/app/oracle/.patch_storage/8575528_Aug_17_2010_07_56_36/rac/remove_dirs.txt" withactual path.Removing directories on remote nodes...Instantiating the file "/u01/app/oracle/.patch_storage/8575528_Aug_17_2010_07_56_36/rac/copy_files.txt.instantiated"by replacing $ORACLE_HOME in "/u01/app/oracle/.patch_storage/8575528_Aug_17_2010_07_56_36/rac/copy_files.txt" withactual path.Propagating files to remote nodes...Instantiating the file "/u01/app/oracle/.patch_storage/8575528_Aug_17_2010_07_56_36/rac/copy_dirs.txt.instantiated"by replacing $ORACLE_HOME in "/u01/app/oracle/.patch_storage/8575528_Aug_17_2010_07_56_36/rac/copy_dirs.txt" withactual path.Propagating directories to remote nodes...Instantiating the file "/u01/app/oracle/.patch_storage/8575528_Aug_17_2010_07_56_36/rac/make_cmds.txt.instantiated"by replacing $ORACLE_HOME in "/u01/app/oracle/.patch_storage/8575528_Aug_17_2010_07_56_36/rac/make_cmds.txt" withactual path.Running command on remote node 'nascds15':cd /u01/app/oracle/rdbms/lib; /usr/bin/make -f ins_rdbms.mk ioracle ORACLE_HOME=/u01/app/oracle || echoREMOTE_MAKE_FAILED::>&2The node 'nascds15' has been patched.  You can restart Oracle instances on it.There were relinks on remote nodes.  Remember to check the binary size and timestamp on the nodes 'nascds15' .The following make commands were invoked on remote nodes:'cd /u01/app/oracle/rdbms/lib; /usr/bin/make -f ins_rdbms.mk ioracle ORACLE_HOME=/u01/app/oracle'OPatch succeeded.7). ??2???ASM????????:$srvctl start asm -n <nodename>$srvctl start instance -d <dbname> -i <instance_name>??:$srvctl start asm -n nascds15$srvctl start instance -d ONEPIECE -i ONEPIECE28).??????????????????????????$ $ORACLE_HOME/OPatch/opatch lsinventoryInvoking OPatch 10.2.0.4.2Oracle Interim Patch Installer version 10.2.0.4.2Copyright (c) 2007, Oracle Corporation.  All rights reserved.Oracle Home       : /u01/app/oracleCentral Inventory : /home/oracle/oraInventory  from           : /etc/oraInst.locOPatch version    : 10.2.0.4.2OUI version       : 10.2.0.4.0OUI location      : /u01/app/oracle/ouiLog file location : /u01/app/oracle/cfgtoollogs/opatch/opatch2012-06-13_19-40-41PM.logLsinventory Output file location : /u01/app/oracle/cfgtoollogs/opatch/lsinv/lsinventory2012-06-13_19-40-41PM.txt--------------------------------------------------------------------------------Installed Top-level Products (2):Oracle Database 10g                                                  10.2.0.1.0Oracle Database 10g Release 2 Patch Set 3                            10.2.0.4.0There are 2 products installed in this Oracle Home.There are no Interim patches installed in this Oracle Home.Rac system comprising of multiple nodes Local node = nascds14 Remote node = nascds15--------------------------------------------------------------------------------OPatch succeeded.

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  • Request Entity Too Large error while uploading files of more than 128KB over SSL

    - by tushar
    We have a web portal setup on Java spring framework. It running on tomcat app server. Portal is served through apache web server connected to tomcat through JK connector. Entire portal is HTTPS enabled using 443 port of apache. Apache version is : Apache/2.4.2 (Unix). it is the latest stable version of apache web server. Whenever we try to upload files more than 128 KB into the portal, We are facing 413 error: Request Entity Too Large The requested resource /teamleadchoachingtracking/doFileUpload does not allow request data with POST requests, or the amount of data provided in the request exceeds the capacity limit. In the apache error log we get the following errors: AH02018: request body exceeds maximum size (131072) for SSL buffer AH02257: could not buffer message body to allow SSL renegotiation to proceed We did search over google and there were suggestions to put SSLRenegBufferSize as some high value like 10MB. Based on these suggestions, we had put the following entry in virtualhost section of httpd config file: SSLRenegBufferSize 10486000 But still the error persists. Also we have specified SSLVerifyClient none, but still renegotiation is happening. This is a very inconsistent and frustrating error. Any help will be highly appreciated. Many thanks in advance.

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  • Mounting an Azure blob container in a Linux VM Role

    - by djechelon
    I previously asked a question about this topic but now I prefer to rewrite it from scratch because I was very confused back then. I currently have a Linux XS VM Role in Azure. I basically want to create a self-managed and evoluted hosting service using VMs rather than Azure's more-expensive Web Roles. I also want to take advantage of load balancing (between VM Roles) and geo-replication (of Storage Roles), making sure that the "web files" of customers are located in a defined and manageable place. One way I found to "mount" a drive in Linux VM is described here and involves mounting a VHD onto the virtual machine. From what I could learn, the VHD is reliably-stored in a storage role, and is exclusively locked by the VM that uses it. Once the VM Role has its drive I can format the partition to any size I want. I don't want that!! I would like each hosted site to have its own blob directory, then each replicated/load-balanced VM Role to rw mount like in NFS that blob directory to read HTML and script files. The database is obviously courtesy of Microsoft :) My question is Is it possible to actually mount a blob storage into a directory in the Linux FS? Is it possible in Windows Server 2008?

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  • Pain removing a perl rootkit

    - by paul.ago
    So, we host a geoservice webserver thing at the office. Someone apparently broke into this box (probably via ftp or ssh), and put some kind of irc-managed rootkit thing. Now I'm trying to clean the whole thing up, I found the process pid who tries to connect via irc, but i can't figure out who's the invoking process (already looked with ps, pstree, lsof) The process is a perl script owned by www user, but ps aux |grep displays a fake file path on the last column. Is there another way to trace that pid and catch the invoker? Forgot to mention: the kernel is 2.6.23, which is exploitable to become root, but I can't touch this machine too much, so I can't upgrade the kernel EDIT: lsof might help: lsof -p 9481 COMMAND PID USER FD TYPE DEVICE SIZE NODE NAMEss perl 9481 www cwd DIR 8,2 608 2 /ss perl 9481 www rtd DIR 8,2 608 2 /ss perl 9481 www txt REG 8,2 1168928 38385 /usr/bin/perl5.8.8ss perl 9481 www mem REG 8,2 135348 23286 /lib64/ld-2.5.soss perl 9481 www mem REG 8,2 103711 23295 /lib64/libnsl-2.5.soss perl 9481 www mem REG 8,2 19112 23292 /lib64/libdl-2.5.soss perl 9481 www mem REG 8,2 586243 23293 /lib64/libm-2.5.soss perl 9481 www mem REG 8,2 27041 23291 /lib64/libcrypt-2.5.soss perl 9481 www mem REG 8,2 14262 23307 /lib64/libutil-2.5.soss perl 9481 www mem REG 8,2 128642 23303 /lib64/libpthread-2.5.soss perl 9481 www mem REG 8,2 1602809 23289 /lib64/libc-2.5.soss perl 9481 www mem REG 8,2 19256 38662 /usr/lib64/perl5/5.8.8/x86_64-linux-threa d-multi/auto/IO/IO.soss perl 9481 www mem REG 8,2 21328 38877 /usr/lib64/perl5/5.8.8/x86_64-linux-threa d-multi/auto/Socket/Socket.soss perl 9481 www mem REG 8,2 52512 23298 /lib64/libnss_files-2.5.soss perl 9481 www 0r FIFO 0,5 1068892 pipess perl 9481 www 1w FIFO 0,5 1071920 pipess perl 9481 www 2w FIFO 0,5 1068894 pipess perl 9481 www 3u IPv4 130646198 TCP 192.168.90.7:60321-www.**.net:ircd (SYN_SENT)

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  • Are VMWare ESXi 5 patches cumulative?

    - by ewwhite
    It seems basic, but there's confusion about the patching strategy needed to manually update standalone VMWare ESXi hosts. The VMWare vSphere blog attempts to explain this, but it's still not clear. From the blog: Say Patch01 includes updates for the following VIBs: "esxi-base", "driver10" and "driver 44". And then later Patch02 comes out with updates to "esxi-base", "driver20" and "driver 44". P2 is cumulative in that the "esxi-base" and "driver44" VIBs will include the updates in Patch01. However, it's important to note that Patch02 not include the "driver 10" VIB as that module was not updated. Many of my ESXi installations are standalone and do not make use of Update Manager. It is possible to update an individual host using the patches make available through the VMWare patch download portal. The process is quite simple, and that part makes sense. The bigger issue is determining what to actually download and install. In my case, I have a good number of HP-specific ESXi builds that incorporate sensors and management for HP ProLiant hardware. Let's say that those servers start at ESXi build #474610 from 9/2011. Looking at the patch portal screenshot below, there is a patch for ESXi update01, build #623860. There are also patches for builds #653509 and #702118. Coming from the old version of ESXi, what is the proper approach to bring the system fully up-to-date? Which patches are cumulative and which need to be applied sequentially? Perhaps the download size is the confusing factor, but is installing the newest build the right approach, or do I need to step back and patch incrementally?

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