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  • Box2d - Attaching a fired arrow to a moving enemy

    - by Satchmo Brown
    I am firing an arrow from the player to moving enemies. When the arrow hits the enemy, I want it to attach exactly where it hit and cause the enemy (a square) to tumble to the ground. Excluding the logistics of the movement and the spin (it already works), I am stuck on the attaching of the two bodies. I tried to weld them together initially but when they fell, they rotated in opposite directions. I have figured that a revolute joint is probably what I am after. The problem is that I can't figure out a way to attach them right where they collide. Using code from iforce2d: b2RevoluteJointDef revoluteJointDef; revoluteJointDef.bodyA = m_body; revoluteJointDef.bodyB = m_e->m_body; revoluteJointDef.collideConnected = true; revoluteJointDef.localAnchorA.Set(0,0);//the top right corner of the box revoluteJointDef.localAnchorB.Set(0,0);//center of the circle b2RevoluteJoint m_joint = *(b2RevoluteJoint*)m_game->m_world->CreateJoint( &revoluteJointDef ); m_body->SetLinearVelocity(m_e->m_body->GetLinearVelocity()); This attaches them but in the center of both of their points. Does anyone know how I would go about getting the exact point of collision so I can link these? Is this even the right method of doing this? Update: I have the exact point of collision. But I still am not sure this is even the method I want to go about this. Really, I just want to attach body A to B and have body B unaffected in any way.

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  • Reclaim Vertical UI Space by Moving Your Tabs to the Side in Firefox

    - by Asian Angel
    Are you looking for a way to move your tabs to the side in Firefox and gain access to more vertical UI space? The Vertical Tabs extension for Firefox lets you accomplish both in a matter of moments. As soon as you install the extension and restart Firefox the Tab Bar will be automatically converted into a shiny new Vertical Tabs Sidebar. All that you have to do is start enjoying the extra vertical UI space. Some things to keep in mind when using the extension are: You can easily adjust the width of the sidebar to suit your needs using the mouse (very nice!) The Firefox Menu Button, Panorama Button, and Tab Control controls move to the bottom of the sidebar (see screenshot above) You can group tabs if needed or desired There is no option available to move the sidebar to the right side of the browser at the moment The use of Personas themes (or other themes) may affect how the text for the tabs will look (i.e. a slightly fuzzy shadow effect when not selected as seen in the screenshot above) Note: Works with Firefox 4.0b7 – 4.0.* Install the Vertical Tabs Extension [Mozilla Add-ons] Latest Features How-To Geek ETC Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) Reclaim Vertical UI Space by Moving Your Tabs to the Side in Firefox Wind and Water: Puzzle Battles – An Awesome Game for Linux and Windows How Star Wars Changed the World [Infographic] Tabs Visual Manager Adds Thumbnailed Tab Switching to Chrome Daisies and Rye Swaying in the Summer Wind Wallpaper Read On Phone Pushes Data from Your Desktop to the Appropriate Android App

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  • Moving my sprite in XNA using classes

    - by Tom
    Hey, im a newbie at this programming lark and its really frustrating me. I'm trying to move a snake in all directions while using classes. Ive created a vector2 for speed and ive attempted creating a method which moves the snake within the snake class. Now I'm confused and not sure what to do next. Appreciate any help. Thanks :D This is what i've done in terms of the method... public Vector2 direction() { Vector2 inputDirection = Vector2.Zero; if (Keyboard.GetState().IsKeyDown(Keys.Left)) inputDirection.X -= -1; if (Keyboard.GetState().IsKeyDown(Keys.Right)) inputDirection.X += 1; if (Keyboard.GetState().IsKeyDown(Keys.Up)) inputDirection.Y -= -1; if (Keyboard.GetState().IsKeyDown(Keys.Down)) inputDirection.Y += 1; return inputDirection * snakeSpeed; } Appreciate any help. Thanks :D EDIT: Well let me make everything clear. Im making a small basic game for an assignment. The game is similar to the old snake game on the old Nokia phones. I've created a snake class (even though I'm not sure whether this is needed because im only going to be having one moving sprite within the game). After I written the code above (in the snake class), the game ran with no errors but I couldn't actually move the image :( EDIT2: Thanks so much for everyones responses!!

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  • Disable alt + tab moving windows by itself

    - by Lie Ryan
    Whenever I press Alt + Tab , Unity moves the window I'm switching to so that the whole window is inside the screen. This behavior is excruciatingly annoying because I often move a window (usually text editors) partially outside the current screen so I can view another window below it (usually a browser). Every time I Alt + Tab back to the text editor, I'm getting an unnecessary virtual screen switch, and Unity is rearranging the windows behind my back. For instance, here is a browser and text editor on Virtual Screen 1 (top left), note that the text editor is partially outside the current screen: Then I Alt-Tab to the browser (or clicked on it): Next, I Alt + Tab again to get back to the text editor, but Alt-Tab switched me to Virtual Screen 4 (bottom right) because a larger percentage of the text editor window is on virtual screen 4 than in virtual screen 1; and the browser is no longer in the screen. Also note that the text editor window moves from being on the bottom-right to the top-left, which is very disorienting as I can no longer keep track of where any of my windows are since they all keep moving around by themselves.. How do I disable this behavior? I don't want to have any virtual screen switch when Alt + Tab , especially since Alt + Tab does not list windows that is completely not in the current virtual screen anyway.

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  • Learn to Take a Punch, Learn to Counter, Keep Moving Forward

    - by D'Arcy Lussier
    Originally posted on: http://geekswithblogs.net/dlussier/archive/2013/10/28/154483.aspxDuring a boxing workout a few months ago our trainer had us do something called “breadbaskets”. That’s where you hold your arms up and a partner punches you in your midsection – your breadbasket. I put my arms up, and braced for impact. The trainer came over, saw I was a bit nervous, and coached me through. I can see the fear in your eyes. Don’t be afraid to take the punch. Tighten your core, breathe through the hit. Don’t panic. Over the summer we’d do counter drills as well. This is where a partner throws a punch, you defend but also throw one back – a counter punch. You never just sit back and take a beating, you deflect the blow and come back with one more powerful. These lessons on fighting can apply to all aspects of our lives and any attempts at success that we have. I saw this image recently and agree with it 100%: Success is never a straight forward line. It’s messy, its wrought with failures, its learning over time and applying those life lessons. It’s learning how to take punches and lose your fear, its seeing a punch coming and countering it, but most of all its not giving up and continually moving forward. We do stairs at boxing, which is running up and down three flights of stairs. I’m not anywhere near incredible shape and after doing multiple stairs in a single workout you can feel gassed, tired, even discouraged after hitting the second floor and seeing everyone else running by you. I read a quote from Martin Luther King Jr. that I cling to throughout my day: You want to be successful? Take the punches, but learn how to take them. Counter them. and no matter what, always move forward.

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  • SFML - Moving a sprite on mouseclick

    - by Mike
    I want to be able to move a sprite from a current location to another based upon where the user clicks in the window. This is the code that I have: #include <SFML/Graphics.hpp> int main() { // Create the main window sf::RenderWindow App(sf::VideoMode(800, 600), "SFML window"); // Load a sprite to display sf::Texture Image; if (!Image.LoadFromFile("cb.bmp")) return EXIT_FAILURE; sf::Sprite Sprite(Image); // Define the spead of the sprite float spriteSpeed = 200.f; // Start the game loop while (App.IsOpened()) { if (sf::Keyboard::IsKeyPressed(sf::Keyboard::Escape)) App.Close(); if (sf::Mouse::IsButtonPressed(sf::Mouse::Right)) { Sprite.SetPosition(sf::Mouse::GetPosition(App).x, sf::Mouse::GetPosition(App).y); } // Clear screen App.Clear(); // Draw the sprite App.Draw(Sprite); // Update the window App.Display(); } return EXIT_SUCCESS; } But instead of just setting the position I want to use Sprite.Move() and gradually move the sprite from one position to another. The question is how? Later I plan on adding a node system into each map so I can use Dijkstra's algorithm, but I'll still need this for moving between nodes.

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  • We are moving an Access based corporate front-end into a Web-based App

    - by Max Vernon
    We have an enterprise application with a front end written in Microsoft Access 2003 that has evolved over the past 6 years. The back end data, and a fair amount of back-end logic is contained within several Microsoft SQL Server databases. This front end app consists of around 180 forms, and over 120,000 lines of code, and interacts with VB.Net DLLs that support various critical functions used by our sales force. The current system makes use of 3 monitors to display various information; the Access app uses COM+ to control Microsoft Outlook and Internet Explorer for various purposes. The Access front end sometimes occupies 2 screens, automatically resizing itself based on Windows API-reported screen dimensions. The app also uses a Google map to present data to our agents, and allows two-way interactivity with the map through COM+ connectivity to JavaScript contained in the Google map. At the urging of senior management, we are looking to completely rewrite this application using some web-based technology, such as ASP.Net or perhaps a LAMP stack (the thinking with the LAMP stack thing is "free" is pretty cheap). We want to move to a web-based app so we can eliminate the dependency on our physical location for hiring new sales force members. Currently, our main office is full to capacity, and we need to continue growing the company. Does anyone have any thoughts on what would be the best technology to use for a web-based app of this magnitude? Keeping in mind the app is dependent on back-end services on our existing infrastructure. The app handles financial data and personal customer data, among other things. [I've looked at Best practices for moving large MS Access application towards .Net? and read the answers, and most of the comments. Interesting reading, and has some valid points, but our C.O.O. and contracted Software Architect are pushing for a full web-based app, not a .Net Windows App]

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  • Cocos2d rotating sprite while moving with CCBezierBy

    - by marcg11
    I've done my moving actions which consists of sequences of CCBezierBy. However I would like the sprite to rotate by following the direction of the movement (like an airplane). How sould I do this with cocos2d? I've done the following to test this out. CCSprite *green = [CCSprite spriteWithFile:@"enemy_green.png"]; [green setPosition:ccp(50, 160)]; [self addChild:green]; ccBezierConfig bezier; bezier.controlPoint_1 = ccp(100, 200); bezier.controlPoint_2 = ccp(400, 200); bezier.endPosition = ccp(300,160); [green runAction:[CCAutoBezier actionWithDuration:4.0 bezier:bezier]]; In my subclass: @interface CCAutoBezier : CCBezierBy @end @implementation CCAutoBezier - (id)init { self = [super init]; if (self) { // Initialization code here. } return self; } -(void) update:(ccTime) t { CGPoint oldpos=[self.target position]; [super update:t]; CGPoint newpos=[self.target position]; float angle = atan2(newpos.y - oldpos.y, newpos.x - oldpos.x); [self.target setRotation: angle]; } @end However it rotating, but not following the path...

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  • Moving while doing loop animation in RPGMaker

    - by AzDesign
    I made a custom class to display character portrait in RPGMaker XP Here is the class : class Poser attr_accessor :images def initialize @images = Sprite.new @images.bitmap = RPG::Cache.picture('Character.png') #100x300 @images.x = 540 #place it on the bottom right corner of the screen @images.y = 180 end end Create an event on the map to create an instance as global variable, tada! image popped out. Ok nice. But Im not satisfied, Now I want it to have bobbing-head animation-like (just like when we breathe, sometimes bob our head up and down) so I added another method : def move(x,y) @images.x += x @images.y += y end def animate(x,y,step,delay) forward = true 2.times { step.times { wait(delay) if forward move(x/step,y/step) else move(-x/step,-y/step) end } wait(delay*3) forward = false } end def wait(time) while time > 0 time -= 1 Graphics.update end end I called the method to run the animation and it works, so far so good, but the problem is, WHILE the portrait goes up and down, I cannot move my character until the animation is finished. So that's it, I'm stuck in the loop block, what I want is to watch the portrait moving up and down while I walk around village, talk to npc, etc. Anyone can solve my problem ? Or better solution ? Thanks in advance

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  • Moving away from PHP and running towards server-side JavaScript [on hold]

    - by Sosukodo
    I've decided to start moving away from PHP and server-side JavaScript looks like an attractive replacement. However, I'm having a hard time wrapping my head around how others are using Node.js for web applications. I'm currently using Lighttpd with FastCGI PHP. The one thing I like about PHP is that I can "inline" my scripts in the document like so: <?php echo 'Hello, World!'; ?> My question is: Is there any server-side JavaScript solution that I can use in this manor? For instance, I'd love to be able to do this: <?js print('Hello, World!'); ?> Is there such a thing? I'm not looking for opinions about "which is better". I just want to know what's out there and I'll explore each of them on my own. The important thing is that I'd like to use it like I demonstrated above. Links to the software along with implementation examples will be considered above other answers.

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  • Single-developer GIT workflow (moving from straightforward FTP)

    - by melat0nin
    I'm trying to decide whether moving to VCS is sensible for me. I am a single web developer in a small organisation (5 people). I'm thinking of VCS (Git) for these reasons: version control, offsite backup, centralised code repository (can access from home). At the moment I work on a live server generally. I FTP in, make my edits and save them, then reupload and refresh. The edits are usually to theme/plugin files for CMSes (e.g. concrete5 or Wordpress). This works well but provides no backup and no version control. I'm wondering how best to integrate VCS into this procedure. I would envisage setting up a Git server on the company's web server, but I'm not clear how to push changes out to client accounts (usually VPSes on the same server) - at the moment I simply log into SFTP with their details and make the changes directly. I'm also not sure what would sensibly represent a repository - would each client's website get their own one? Any insights or experience would be really helpful. I don't think I need the full power of Git by any means, but basic version control and de facto cloud access would be really useful.

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  • how to calculate intersection time and place of multiple moving arcs

    - by user20733
    I have rocks orbiting moons, moons orbiting planets, planets orbiting suns, and suns orbiting black holes, and the current system could have many many layers of orbitage. the position of any object is a function of time and relative to the object it orbits. (so far so good). now I want to know for a given 2 objects(A,B), a start time and a speed, how can I work out the when and where to go. I can work out where A and B is given a time. so i just need. 1: direction to travel in from A to B(remember B is moving(not in a straight line)) 2: Time to get to b in a straight line. travel must be in a straight line with the shortest possible distance. as an extension to this question, how will i know if its better to wait, EG is it faster to stay on object A and wait for a hour when the objects may be closer, than to set off from A to B at the start. Cheers, it hurt my brain.

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  • Moving an object using its velocity on a closed curve

    - by Futaro
    I want that an object follows a path, in Peggle game there are some pegs that have movement in a closed path. How can i get the same result? I guess that I can use parametric curve but I need use the velocity and not the position (x, y). I use NAPE and I have this in my gameloop: //circunference angle = angle + 1*(Math.PI / 180); movableBall.position.x = radius * Math.cos(angle)+ h; movableBall.position.y = radius * Math.sin(angle)+ k; it's works but I can not control the velocity, each movableBall must have its own velocity. Besides, from docs of NAPE:"Setting the position of a body is equivalent to simply teleporting the body; for instance moving a kinematic body by position is not the way to go about things.." I want to use: movableBall.velocity.x =?? movableBall.velocity.y = ?? The final idea is to follow others paths like the Lemniscate of Bernoulli. Thanks!

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  • Deal Registration is moving to OPS– Guest Post

    - by Kristin Rose
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman","serif";} We have listened to, contemplated around, and agreed with your feedback when it comes to our current deal registration system, and now we are proud to announce that deal registration is moving to the Oracle Partner Store! If you missed the live announcement at Oracle OpenWorld, watch below as Titina Ott, VP of  Worldwide Alliances & Channels, presents on this upcoming and exciting functionality. Some benefits of this move include: Simplified Registration Form Easier and Faster Product Selection Expanded Browser Support Shared Registration Visibility Between VAD and VAR Downloadable tracking and reporting Shared Customer Selection From Partner Ordering Functions As you may already be aware, the Oracle Partner Store is a very popular, feature rich application for partners like you, that handles software and hardware ordering, including configurations, additional discount requests and product and price information. This big move is set to go live November 19th 2012, but don’t wait until then! If you don’t already have an Oracle Partner Store account, register today  and get ready for the big move! Best Regards, Simon Davis Senior Director Ww A&C Quote To Order

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  • Slight stuttering when moving windows in fresh 12.04 install

    - by Konsolkongen
    Installed Ubuntu 12.04 today and my problem is that when I'm moving the windows around my screen it doesn't feel smooth at all. Usually I can fix this by changing the refresh rate to 60Hz, but this time it doesn't help. My graphics card is a Nvidia GTX 560Ti and I've tried both the 295.40, 295.45 and 304.43 (which I'm currently using) but neither has resolved my problem. I searched around a bit and tried changing the refresh-rate using compizconfig-settings-manager and xrandr. No change using CCSM, but when I tried xrandr I got this reply: konsolkongen@konsolkongen-desktop:~$ xrandr -r 60Rate 60.0 Hz not available for this size - which is nonsense of course. This is what my xorg.conf file looks like: # nvidia-settings: X configuration file generated by nvidia-settings # nvidia-settings: version 295.33 (buildd@allspice) Fri Mar 30 15:25:24 UTC 2012 Section "ServerLayout" Identifier "Layout0" Screen 0 "Screen0" 0 0 InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" Option "Xinerama" "0" EndSection Section "Files" EndSection Section "InputDevice" # generated from default Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/psaux" Option "Emulate3Buttons" "no" Option "ZAxisMapping" "4 5" EndSection Section "InputDevice" # generated from default Identifier "Keyboard0" Driver "kbd" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor0" VendorName "Unknown" ModelName "Samsung SyncMaster" HorizSync 30.0 - 81.0 VertRefresh 56.0 - 75.0 Option "DPMS" EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GTX 560 Ti" EndSection Section "Screen" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "TwinView" "0" Option "TwinViewXineramaInfoOrder" "DFP-0" Option "metamodes" "DFP-0: 1680x1050_60 +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Any help would be greatly appreciated, my obsession with video quality can't stand stuttering like this. For what it's worth though, I don't have any screen tearing, so at least V-sync is on. Thanks.

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  • moving in the wrong direction

    - by Will
    Solution: To move a unit forward: forward = Quaternion(0,0,0,1) rotation.normalize() # ocassionally ... pos += ((rotation * forward) * rotation.conjugated()).xyz().normalized() * speed I think the trouble stemmed from how the Euclid math library was doing Quaternion*Vector3 multiplication, although I can't see it. I have a vec3 position, a quaternion for rotation and a speed. I compute the player position like this: rot *= Quaternion().rotate_euler(0.,roll_speed,pitch_speed) rot.normalize() pos += rot.conjugated() * Vector3(0.,0.,-speed) However, printing the pos to console, I can see that I only ever seem to travel on the x-axis. When I draw the scene using the rot quaternion to rotate my camera, it shows a proper orientation. What am I doing wrong? Here's an example: You start off with rotation being an identity quaternion: w=1,x=0,y=0,z=0 You move forward; the code correctly decrements the Z You then pitch right over to face the other way; if you spin only 175deg it'll go in right direction; you have to spin past 180deg. It doesn't matter which direction you spin in, up or down, though Your quaternion can then be something like: w=0.1,x=0.1,y=0,z=0 And moving forward, you actually move backward?! (I am using the euclid Python module, but its the same as every other conjulate) The code can be tried online at http://williame.github.com/ludum_dare_24_evolution/ The only key that adjusts the speed is W and S. The arrow keys only adjust the pitch/roll. At first you can fly ok, but after a bit of weaving around you end up getting sucked towards one of the sides. The code is https://github.com/williame/ludum_dare_24_evolution/blob/cbacf61a7159d2c83a2187af5f2015b2dde28687/tiny1web.py#L102

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  • Apache jamming at low load average

    - by Apikot
    Apache seems to stop responding sometimes even though apache processes are still running. After restarting apache, the load average usually shoots up from 1 - 2 to 13 - 15 in a matter of seconds. What would the cause of this be, or how could I find out why apache stops serving? My httpd.conf is: <IfModule mpm_prefork_module> StartServers 8 MinSpareServers 5 MaxSpareServers 20 MaxClients 50 ServerLimit 50 MaxRequestsPerChild 4000 </IfModule> It's running on an EC2 c1.medium (1.7 GB of memory) Thanks

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  • Server load spikes several times a day, load average for the past month is 5 times the load average all year

    - by AMF
    My Munin notifications set up for our (Debian) LAMP cluster have been notifying me continuously that our load on our production machine has been at dangerous levels. While the average load all year typically runs between 2 and 8, the load in the past month and only the past month -- has been skyrocketing to 10, 18, and occasionally even 50-60. The spikes last only 5-10 minutes at a time and occur about every 2-3 hours. The spikes do not effect performance only because I have a script that sends traffic off our server to a mirror CDN when the load goes above 10. I've looked for cron jobs that correlate with this timeframe but there is nothing I can see that would cause this. Site traffic is also normal (we receive about 200K visits per day). I'm also trying to think of anything I've changed around the time this problem began, and I really cannot think of anything. This is probably not much to go on. Maybe there is a clue in the top print-out (below) that I'm not seeing. How do I proceed to find the cause? -- Typical top when the load is NOT spiking: top - 11:13:09 up 472 days, 25 min, 1 user, load average: 6.08, 4.29, 3.80 Tasks: 105 total, 1 running, 104 sleeping, 0 stopped, 0 zombie Cpu(s): 41.2%us, 5.8%sy, 0.0%ni, 49.5%id, 2.7%wa, 0.1%hi, 0.7%si, 0.0%st Mem: 3369592k total, 2166980k used, 1202612k free, 559504k buffers Swap: 2650684k total, 1892k used, 2648792k free, 1129116k cached PID USER PR NI VIRT RES SHR S %CPU %MEM TIME+ COMMAND 32046 apache 15 0 36300 12m 9828 S 20 0.4 0:01.97 apache2 32679 apache 15 0 36568 13m 10m S 19 0.4 0:01.69 apache2 31441 apache 15 0 36616 13m 10m S 19 0.4 0:04.13 apache2 31477 apache 15 0 36596 13m 9.8m S 15 0.4 0:01.99 apache2 31993 apache 15 0 36876 16m 12m S 12 0.5 0:02.01 apache2 31782 apache 15 0 36836 14m 10m S 8 0.4 0:02.17 apache2 32198 apache 15 0 36536 13m 10m S 7 0.4 0:01.59 apache2 880 apache 15 0 36508 9708 6236 S 7 0.3 0:00.42 apache2 31945 apache 17 0 36876 16m 13m S 5 0.5 0:03.17 apache2 32197 apache 16 0 36636 10m 7504 S 5 0.3 0:02.70 apache2 32326 apache 15 0 37024 11m 7632 S 5 0.3 0:02.15 apache2 32565 apache 15 0 37280 13m 9.8m S 5 0.4 0:03.75 apache2 32676 apache 15 0 36896 16m 12m S 4 0.5 0:00.95 apache2 32678 apache 15 0 36536 12m 9692 S 4 0.4 0:02.27 apache2 974 apache 16 0 37064 9888 6016 D 4 0.3 0:00.13 apache2 32150 apache 16 0 36832 13m 10m S 3 0.4 0:01.74 apache2 31780 apache 16 0 36848 11m 7660 S 3 0.3 0:02.87 apache2

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  • CPU/Mem/Disk utilization (average) after process has completed

    - by BassKozz
    Ubuntu Server 9.10 So there is the time command which will show you the time it took for a specific process/command to run after the command has completed. For example: :~$ time ls real 0m0.020s user 0m0.000s sys 0m0.000s I'd like to also collect the average CPU usage, Memory, and Disk (i/o) utilization after the process has completed using time (or another command if necessary). How can I accomplish this? Mainly I am using this to benchmark MySQL import performance using different innodb_buffer_pool_size settings.

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  • 4.5 Load average on single CPU

    - by Webnet
    I'm currently looking at... top - 16:27:37 up 27 min, 1 user, load average: 4.96, 3.75, 2.87 Tasks: 141 total, 6 running, 135 sleeping, 0 stopped, 0 zombie Cpu(s): 91.4%us, 6.9%sy, 0.0%ni, 0.0%id, 0.0%wa, 0.3%hi, 1.3%si, 0.0%st Mem: 514952k total, 507500k used, 7452k free, 5652k buffers Swap: 1044184k total, 281400k used, 762784k free, 89164k cached This is a single 2.0 Ghz CPU with 2 GB RAM Is it time for an upgrade? I'm watching and it seems to stick around 50% CPU "us" which I assume means usage.

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  • mysql: Average over multiple columns in one row, ignoring nulls

    - by Sai Emrys
    I have a large table (of sites) with several numeric columns - say a through f. (These are site rankings from different organizations, like alexa, google, quantcast, etc. Each has a different range and format; they're straight dumps from the outside DBs.) For many of the records, one or more of these columns is null, because the outside DB doesn't have data for it. They all cover different subsets of my DB. I want column t to be their weighted average (each of a..f have static weights which I assign), ignoring null values (which can occur in any of them), except being null if they're all null. I would prefer to do this with a simple SQL calculation, rather than doing it in app code or using some huge ugly nested if block to handle every permutation of nulls. (Given that I have an increasing number of columns to average over as I add in more outside DB sources, this would be exponentially more ugly and bug-prone.) I'd use AVG but that's only for group by, and this is w/in one record. The data is semantically nullable, and I don't want to average in some "average" value in place of the nulls; I want to only be counting the columns for which data is there. Is there a good way to do this? Ideally, what I want is something like UPDATE sites SET t = AVG(a*a_weight,b*b_weight,...) where any null values are just ignored and no grouping is happening.

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  • PASS 13 Dispatches: moving to the cloud

    - by Tony Davis
    PASS Summit 13, Day 1 keynote by Quentin Clarke and we're hearing about “redefiniing mission critical in the cloud”. With a move to the Windows Azure cloud comes the promise of capacity on demand, automatic HA, backups, patching and so on, as well as passing responsibility to MS for managing hardware, upgrades and so on. However, for many databases and applications the best route to the cloud is not necessarily obvious. For most, the path of least resistance is IaaS – SQL Server in a Azure VM. It removes the hardware burden but you still have to manage your databases and implementing HA for SQL Server is your responsibility. Also, scaling up comes at quite a cost – the biggest VM (8 CPU cores, 56 GB RAM, 16 1TB drives with 500 IOPS each) weighs in at over over $4500 per month. With PaaS, in the form of Windows SQL Database, you get a “3-copies replica set” so HA comes out-of the box, and removes the majority of the administration burden, but you are moving your database into a very different environment. For a start, it's a shared environment, with other customers using the same compute nodes in the cluster, and potentially even sharing the same database (multi-tenancy). Unless you pay for SQL DB Premium edition, the resources available for your workload will depends on how nicely others “play” in the shared environment. You'll potentially need to do a lot of tuning, and application rewriting to avoid throttling issues, optimising application-database communication to deal with increased latency between the two, and so on. You'll need aggressive application caching. You'll also need retry logic and to deal with (expected) node failure and the need to reconnect. In Tuesday's PASS Summit pre-con from the SQLCAT team, they spent a lot of time covering some of the telemetric techniques (collect into Azure storage the necessary monitoring data) to perform capacity planning, work out the hotspots and bottlenecks in your cloud applications. Tools like WAD (Windows Azure Diagnostics), performance counters SQL Database DMVs, and others, will be essential. Of course, to truly exploit the vast horizontal scaling that is available from the existence of thousands of compute nodes, you'll also need to need to consider how to “shard” your data so Azure can move it between nodes at will. Finding the right path to the Cloud isn't easy, but it's coming. I spoke to people one year ago who saw no real benefit in trying to move their infrastructure and databases to the cloud, but now at their company, it's the conversation that won't go away. Tony.  

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  • Space partitioning when everything is moving

    - by Roy T.
    Background Together with a friend I'm working on a 2D game that is set in space. To make it as immersive and interactive as possible we want there to be thousands of objects freely floating around, some clustered together, others adrift in empty space. Challenge To unburden the rendering and physics engine we need to implement some sort of spatial partitioning. There are two challenges we have to overcome. The first challenge is that everything is moving so reconstructing/updating the data structure has to be extremely cheap since it will have to be done every frame. The second challenge is the distribution of objects, as said before there might be clusters of objects together and vast bits of empty space and to make it even worse there is no boundary to space. Existing technologies I've looked at existing techniques like BSP-Trees, QuadTrees, kd-Trees and even R-Trees but as far as I can tell these data structures aren't a perfect fit since updating a lot of objects that have moved to other cells is relatively expensive. What I've tried I made the decision that I need a data structure that is more geared toward rapid insertion/update than on giving back the least amount of possible hits given a query. For that purpose I made the cells implicit so each object, given it's position, can calculate in which cell(s) it should be. Then I use a HashMap that maps cell-coordinates to an ArrayList (the contents of the cell). This works fairly well since there is no memory lost on 'empty' cells and its easy to calculate which cells to inspect. However creating all those ArrayLists (worst case N) is expensive and so is growing the HashMap a lot of times (although that is slightly mitigated by giving it a large initial capacity). Problem OK so this works but still isn't very fast. Now I can try to micro-optimize the JAVA code. However I'm not expecting too much of that since the profiler tells me that most time is spent in creating all those objects that I use to store the cells. I'm hoping that there are some other tricks/algorithms out there that make this a lot faster so here is what my ideal data structure looks like: The number one priority is fast updating/reconstructing of the entire data structure Its less important to finely divide the objects into equally sized bins, we can draw a few extra objects and do a few extra collision checks if that means that updating is a little bit faster Memory is not really important (PC game)

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  • XNA - Moving Background Calculations

    - by Jesse Emond
    Hi, My question is relatively hard to explain(for me, at least), so I'll go one step at a time and just tell me in the comments if it's not clear enough. So I'm making a "Defend Your Castle" type 2D game, where two players own a castle and create units that will move horizontally to try to destroy the opponent's base. Here's a screenshot of the game: The distance between both castles is much bigger in a real game though, bigger than the screen's width actually. Because the distance is bigger than the screen's width, I had to implement a simple 2D camera: Camera2D, which only holds a Location Vector2 (and I always make sure this camera is within the field area). Then, I just move all the game elements(castles, units, health bars) by that location, so that if a unit is at (5, 0), and the camera's location is (5, 0), then the unit's position will be moved by 5 units to the left, making it (0, 0) on the screen. At first, I simply used a static background with mountains and clouds(yeah, those are supposed to be mountains and clouds). Obviously, this looked awful: when you moved the camera, the background would stay immobile. Instead, I'd like to make a moving background, kind of a "scrolling" one. But rather than making a background with the same width as the distance between the castles, I'd like to make one that is a little bit smaller(but still bigger than the screen's width). I thought this would create an effect of "distance" with the background(but it might just look awful, too). Here's the background I'm testing with: I tried different ways, but none of them seems to work. I tried this: float backgroundFieldRatio = BackgroundTexture.Width / fieldWidth;//find the ratio between the background and the field. float backgroundPositionX = -cam.Location.X * backgroundFieldRatio;//move the background to the left When I run this with fieldWith = 1600, BackgroundTexture.Width = 1500 and while looking at the rightmost area, the background is offset to the left by a too big amount, and we can see the black clear color in the back, as you can see here: I hope I explained properly what I'm trying to achieve. Thank you for your time. Note: I didn't know what to look for on Google, so I thought I'd ask here.

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