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  • How to avoid game objects accidentally deleting themselves in C++

    - by Tom Dalling
    Let's say my game has a monster that can kamikaze explode on the player. Let's pick a name for this monster at random: a Creeper. So, the Creeper class has a method that looks something like this: void Creeper::kamikaze() { EventSystem::postEvent(ENTITY_DEATH, this); Explosion* e = new Explosion; e->setLocation(this->location()); this->world->addEntity(e); } The events are not queued, they get dispatched immediately. This causes the Creeper object to get deleted somewhere inside the call to postEvent. Something like this: void World::handleEvent(int type, void* context) { if(type == ENTITY_DEATH){ Entity* ent = dynamic_cast<Entity*>(context); removeEntity(ent); delete ent; } } Because the Creeper object gets deleted while the kamikaze method is still running, it will crash when it tries to access this->location(). One solution is to queue the events into a buffer and dispatch them later. Is that the common solution in C++ games? It feels like a bit of a hack, but that might just be because of my experience with other languages with different memory management practices. In C++, is there a better general solution to this problem where an object accidentally deletes itself from inside one of its methods?

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  • Platform game collisions with Block

    - by Sri Harsha Chilakapati
    I am trying to create a platform game and doing wrong collision detection with the blocks. Here's my code // Variables GTimer jump = new GTimer(1000); boolean onground = true; // The update method public void update(long elapsedTime){ MapView.follow(this); // Add the gravity if (!onground && !jump.active){ setVelocityY(4); } // Jumping if (isPressed(VK_SPACE) && onground){ jump.start(); setVelocityY(-4); onground = false; } if (jump.action(elapsedTime)){ // jump expired jump.stop(); } // Horizontal movement setVelocityX(0); if (isPressed(VK_LEFT)){ setVelocityX(-4); } if (isPressed(VK_RIGHT)){ setVelocityX(4); } } // The collision method public void collision(GObject other){ if (other instanceof Block){ // Determine the horizontal distance between centers float h_dist = Math.abs((other.getX() + other.getWidth()/2) - (getX() + getWidth()/2)); // Now the vertical distance float v_dist = Math.abs((other.getY() + other.getHeight()/2) - (getY() + getHeight()/2)); // If h_dist > v_dist horizontal collision else vertical collision if (h_dist > v_dist){ // Are we moving right? if (getX()<other.getX()){ setX(other.getX()-getWidth()); } // Are we moving left? else if (getX()>other.getX()){ setX(other.getX()+other.getWidth()); } } else { // Are we moving up? if (jump.active){ jump.stop(); } // We are moving down else { setY(other.getY()-getHeight()); setVelocityY(0); onground = true; } } } } The problem is that the object jumps well but does not fall when moved out of platform. Here's an image describing the problem. I know I'm not checking underneath the object but I don't know how. The map is a list of objects and should I have to iterate over all the objects??? Thanks

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  • Algorithm to shoot at a target in a 3d game

    - by Sebastian Bugiu
    For those of you remembering Descent Freespace it had a nice feature to help you aim at the enemy when shooting non-homing missiles or lasers: it showed a crosshair in front of the ship you chased telling you where to shoot in order to hit the moving target. I tried using the answer from http://stackoverflow.com/questions/4107403/ai-algorithm-to-shoot-at-a-target-in-a-2d-game?lq=1 but it's for 2D so I tried adapting it. I first decomposed the calculation to solve the intersection point for XoZ plane and saved the x and z coordinates and then solving the intersection point for XoY plane and adding the y coordinate to a final xyz that I then transformed to clipspace and put a texture at those coordinates. But of course it doesn't work as it should or else I wouldn't have posted the question. From what I notice the after finding x in XoZ plane and the in XoY the x is not the same so something must be wrong. float a = ENG_Math.sqr(targetVelocity.x) + ENG_Math.sqr(targetVelocity.y) - ENG_Math.sqr(projectileSpeed); float b = 2.0f * (targetVelocity.x * targetPos.x + targetVelocity.y * targetPos.y); float c = ENG_Math.sqr(targetPos.x) + ENG_Math.sqr(targetPos.y); ENG_Math.solveQuadraticEquation(a, b, c, collisionTime); First time targetVelocity.y is actually targetVelocity.z (the same for targetPos) and the second time it's actually targetVelocity.y. The final position after XoZ is crossPosition.set(minTime * finalEntityVelocity.x + finalTargetPos4D.x, 0.0f, minTime * finalEntityVelocity.z + finalTargetPos4D.z); and after XoY crossPosition.y = minTime * finalEntityVelocity.y + finalTargetPos4D.y; Is my approach of separating into 2 planes and calculating any good? Or for 3D there is a whole different approach? sqr() is square not sqrt - avoiding a confusion.

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  • 2D Smooth Turning in a Tile-Based Game

    - by ApoorvaJ
    I am working on a 2D top-view grid-based game. A ball that rolls on the grid made up of different tiles. The tiles interact with the ball in a variety of ways. I am having difficulty cleanly implementing the turning tile. The image below represents a single tile in the grid, which turns the ball by a right angle. If the ball rolls in from the bottom, it smoothly changes direction and rolls to the right. If it rolls in from the right, it is turned smoothly to the bottom. If the ball rolls in from top or left, its trajectory remains unchanged by the tile. The tile shouldn't change the magnitude of the velocity of the ball - only change its direction. The ball has Velocity and Position vectors, and the tile has Position and Dimension vectors. I have already implemented this, but the code is messy and buggy. What is an elegant way to achieve this, preferably by modification of the ball's Velocity vector by a formula?

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  • Automating repetitive game development tasks

    - by MrDatabase
    Disclaimer: this is an open-ended and kinda "far out" question Over the last few years I've made a few iPhone games. I use very common programs like Xcode and Illustrator to make the games. Lately I've become tired of repeating certain tasks over and over again. Here are some examples: in Xcode: "clean target, build, run" over and over again in Xcode: delete image resources and then import updated image resources (identical names) I'd like to automate these tasks in Xcode. Any ideas? I've done some automation in Photoshop using the "button mode" thing where you record a macro... that's been very useful. Here's the kinda wacky or "far out" part of the question: how can this automation be done via voice commands? (perhaps using a Nuance product or something) Here's an example of what I'd love to do via a few voice commands: Save artwork from illustrator at a user-specified size (@2x versions as well) Delete "someArt.png" and "[email protected]" from Xcode Add the updated versions of someArt.png to Xcode In Xcode: clean target, build, and run I know this question probably seems bizarre... but something like this could make certain things substantially easier for game developers. Edit: wonder if a combination of AppleScript and Nuance might work?

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  • Help w/ iPad 1 performance for tile-based DOM Javascript game

    - by butr0s
    I've made a 2D tile-based game with DOM/Javascript. For each level, the map data is loaded and parsed, then lots of tiles ( elements) are drawn onto a larger "map" element. The map is inside of a container that hides overflow, so I can move the map element around by positioning it absolutely. Works a treat on desktop browsers, and my iPad 2. My problem is that performance is really bad on iPad 1. The performance hit is directly related to all the tile elements in my map, because when I remove or reduce the number of tiles drawn, performance improves. Optimizing my collision detection loop has no effect. My first thought was to batch groups of tiles into containers, then hide/show them based on proximity to the player, however this still causes a huge hiccup when the player moves and a new group of tiles is displayed (offscreen). Actually removing the out-of-sight elements from the DOM, then re-adding them as necessary is no faster. Anyone know of any tips that might speed up DOM performance here? My map is 1920 x 1920 pixels, so as far as I know should be within the WebKit texture limit on iOS 5/iPad. The map is being moved with CSS3 transforms, and I've picked all the other obvious low-hanging fruit.

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  • How to prioritize related game entity components?

    - by Paul Manta
    I want to make a game where you have to run over a bunch of zombies with your car. When moving around, the zombies have a few things to take into consideration: When there's no player around they might just roam about randomly. And even when some other component dictates a specific direction, they should wobble to the left and right randomly (like drunk people). This implies a small, random, deviation in their movement. They should avoid static obstacles. When they see they are headed towards a wall, they should reorient themselves. They should avoid the car. They should try to predict where the car will be based on its velocity and try to move out of the way. When they can, they should try to get near the player. All these types of decisions they have to do seem like they should be implemented in different components. But how should I manage them? How can I give different components different weights that reflect the importance of each decision (in a given situation)? I would need some other component that acts as a manager, but do you have any tips on how I should implement it? Or maybe there's a better solution?...

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  • Independent HTML5 Physics Game: Any Feedback? [closed]

    - by mndoftea
    I've been independently developing a physics-based HTML5 game. I haven't used any libraries or engines; all the code, including the physics, is my own. It is free for a while on the Chrome Web Store and I was hoping that I could get some feedback on it. You can get it for Chrome here: https://chrome.google.com/webstore/detail/dbnmkpcomailjochphnmfklofkmgenci. I know this is not a normal question, but I'm happy for answers to be abstracted/generalized for broader use. Im asking here because I don't know anyone else personally who does this stuff. Any thoughts, comments or ideas you might have would be greatly appreciated! The physics system is written in JavaScript and works by setting up the differential equations of motion (plus a few conditions) and evaluating them numerically using the Euler method. The graphics are done through the HTML5 canvas and the music is done through the audio element. (Said music is in the public domain by the way). You can see the code by going to VIewView Source in Chrome.

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  • Draw "vision cone" / targetting element onto game world

    - by gkimsey
    I'm wanting to indicate various things using a "pie slice" sort of shape as below. Similar to vision cones in stealth game minimaps, or targetting indicators in RTS type games for frontal area attacks. Something generic enough to be used for both would be ideal. I need to be able to procedurally (and efficiently) change things like the slice width and length, color, transparency, position in the world, etc. For my particular situation, there's no concern with elevation, funky terrain, or really any third axis at all as far as this element is concerned. I have two first inclinations on how to accomplish this: 1) Manually generate the vertices for a main triangle, (possibly two, superimposed to get the border effect), a handful more to approximate the arc at the end, and roll it into a mesh. 2) Use some sort of 2D drawing library to create a circle and mask it off at the right angles, render to texture, and use that. For reference, I have some experience with Ogre3D, but I'm not attached to it as this is a mostly academic pursuit at the moment. Other technologies that might be better at accomplishing this are more than welcome. Finally, I'm kind of curious about how to do a "flashlight" or similar 3D effect that could produce the same result, but on all surfaces in the lit area.

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  • Checking validation of entries in a Sudoku game written in Java

    - by Mico0
    I'm building a simple Sudoku game in Java which is based on a matrix (an array[9][9]) and I need to validate my board state according to these rules: all rows have 1-9 digits all columns have 1-9 digits. each 3x3 grid has 1-9 digits. This function should be efficient as possible for example if first case is not valid I believe there's no need to check other cases and so on (correct me if I'm wrong). When I tried doing this I had a conflict. Should I do one large for loop and inside check columns and row (in two other loops) or should I do each test separately and verify every case by it's own? (Please don't suggest too advanced solutions with other class/object helpers.) This is what I thought about: Main validating function (which I want pretty clean): public boolean testBoard() { boolean isBoardValid = false; if (validRows()) { if (validColumns()) { if (validCube()) { isBoardValid = true; } } } return isBoardValid; } Different methods to do the specific test such as: private boolean validRows() { int rowsDigitsCount = 0; for (int num = 1; num <= 9; num++) { boolean foundDigit = false; for (int row = 0; (row < board.length) && (!foundDigit); row++) { for (int col = 0; col < board[row].length; col++) { if (board[row][col] == num) { rowsDigitsCount++; foundDigit = true; break; } } } } return rowsDigitsCount == 9 ? true : false; } I don't know if I should keep doing tests separately because it looks like I'm duplicating my code.

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  • Predictive firing (in a tile-based game)

    - by n00bster
    I have a (turn-based) tile-based game, in which you can shoot at entities. You can move around with mouse and keyboard, it's all tile-based, except that bullets move "freely". I've got it all working just fine except that when I move, and the creatures shoot towards the player, they shoot towards the previous tiles.. resulting in ugly looking "miss hits" or lag. I think I need to implement some kind of predictive firing based on the bullet speed and the distance, but I don't quite know how to implement such a thing... Here's a simplified snip of my firing code. class Weapon { public void fire(int x, int y) { ... ... ... Creature owner = getOwner(); Tile targetTile = Zone.getTileAt(x, y); float dist = Vector.distance(owner.getCenterPosition(), targetTile.getCenterPosition()); Bullet b = new Bullet(); b.setPosition(owner.getCenterPosition()); // Take dist into account in the duration to get constant speed regardless of distance float duration = dist / 600f; // Moves the bullet to the centre of the target tile in the given amount of time (in seconds) b.moveTo(targetTile.getCenterPosition(), duration); // This is what I'm after // Vector v = predict the position // b.moveTo(v, duration); Zone.add(bullet); // Now the bullet gets "ticked" and moveTo will be implemented } } Movement of creatures is as simple as setting the position variable. If you need more information, just ask.

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  • ?11gR2 RAC???ASM DISK Path????

    - by Liu Maclean(???)
    ????T.askmaclean.com???????11gR2?ASM DISK?????,??????: aix 6.1,grid 11.2.0.3+asm11.2.0.3+rac ???????????aix????????mpio,??diskgroup ?????veritas dmp???,?????asm?disk_strings=/dev/vx/rdmp/*,crs/asm??????????????/dev/vx/rdmp/?????,?????????diskgroup??? crs???????:2012-07-13 15:07:29.748: [ GPNP][1286]clsgpnp_profileCallUrlInt: [at clsgpnp.c:2108 clsgpnp_profileCallUrlInt] get-profile call to url “ipc://GPNPD_ggtest1? disco “” [f=0 claimed- host: cname: seq: auth:]2012-07-13 15:07:29.762: [ GPNP][1286]clsgpnp_profileCallUrlInt: [at clsgpnp.c:2236 clsgpnp_profileCallUrlInt] Result: (0) CLSGPNP_OK. Successful get-profile CALL to remote “ipc://GPNPD_ggtest1? disco “”2012-07-13 15:07:29.762: [ CSSD][1286]clssnmReadDiscoveryProfile: voting file discovery string(/dev/vx/rdmp/*)2012-07-13 15:07:29.762: [ CSSD][1286]clssnmvDDiscThread: using discovery string /dev/vx/rdmp/* for initial discovery2012-07-13 15:07:29.762: [ SKGFD][1286]Discovery with str:/dev/vx/rdmp/*: 2012-07-13 15:07:29.762: [ SKGFD][1286]UFS discovery with :/dev/vx/rdmp/*: 2012-07-13 15:07:29.769: [ SKGFD][1286]Fetching UFS disk :/dev/vx/rdmp/v_df8000_919: 2012-07-13 15:07:29.770: [ SKGFD][1286]Fetching UFS disk :/dev/vx/rdmp/v_df8000_212: 2012-07-13 15:07:29.770: [ SKGFD][1286]Fetching UFS disk :/dev/vx/rdmp/v_df8000_211: 2012-07-13 15:07:29.770: [ SKGFD][1286]Fetching UFS disk :/dev/vx/rdmp/v_df8000_210: 2012-07-13 15:07:29.770: [ SKGFD][1286]Fetching UFS disk :/dev/vx/rdmp/v_df8000_209: 2012-07-13 15:07:29.771: [ SKGFD][1286]Fetching UFS disk :/dev/vx/rdmp/v_df8000_181: 2012-07-13 15:07:29.771: [ SKGFD][1286]Fetching UFS disk :/dev/vx/rdmp/v_df8000_180: 2012-07-13 15:07:29.771: [ SKGFD][1286]Fetching UFS disk :/dev/vx/rdmp/disk_3: 2012-07-13 15:07:29.771: [ SKGFD][1286]Fetching UFS disk :/dev/vx/rdmp/disk_2: 2012-07-13 15:07:29.771: [ SKGFD][1286]Fetching UFS disk :/dev/vx/rdmp/disk_1: 2012-07-13 15:07:29.771: [ SKGFD][1286]Fetching UFS disk :/dev/vx/rdmp/disk_0: 2012-07-13 15:07:29.771: [ SKGFD][1286]OSS discovery with :/dev/vx/rdmp/*: 2012-07-13 15:07:29.771: [ SKGFD][1286]Handle 1115e7510 from lib :UFS:: for disk :/dev/vx/rdmp/v_df8000_916: 2012-07-13 15:07:29.772: [ SKGFD][1286]Handle 1118758b0 from lib :UFS:: for disk :/dev/vx/rdmp/v_df8000_912: 2012-07-13 15:07:29.773: [ SKGFD][1286]Handle 1118d9cf0 from lib :UFS:: for disk :/dev/vx/rdmp/v_df8000_908: 2012-07-13 15:07:29.773: [ SKGFD][1286]Handle 1118da450 from lib :UFS:: for disk :/dev/vx/rdmp/v_df8000_904: 2012-07-13 15:07:29.773: [ SKGFD][1286]Handle 1118dad70 from lib :UFS:: for disk :/dev/vx/rdmp/v_df8000_903: 2012-07-13 15:07:29.802: [ CLSF][1286]checksum failed for disk:/dev/vx/rdmp/v_df8000_916:2012-07-13 15:07:29.803: [ SKGFD][1286]Lib :UFS:: closing handle 1115e7510 for disk :/dev/vx/rdmp/v_df8000_916: 2012-07-13 15:07:29.803: [ SKGFD][1286]Lib :UFS:: closing handle 1118758b0 for disk :/dev/vx/rdmp/v_df8000_912: 2012-07-13 15:07:29.804: [ SKGFD][1286]Handle 1115e6710 from lib :UFS:: for disk :/dev/vx/rdmp/v_df8000_202: 2012-07-13 15:07:29.808: [ SKGFD][1286]Handle 1115e7030 from lib :UFS:: for disk :/dev/vx/rdmp/v_df8000_201: 2012-07-13 15:07:29.809: [ SKGFD][1286]Handle 1115e7ad0 from lib :UFS:: for disk :/dev/vx/rdmp/v_df8000_200: 2012-07-13 15:07:29.809: [ SKGFD][1286]Handle 1118733f0 from lib :UFS:: for disk :/dev/vx/rdmp/v_df8000_199: 2012-07-13 15:07:29.816: [ CLSF][1286]checksum failed for disk:/dev/vx/rdmp/v_df8000_186:2012-07-13 15:07:29.816: [ SKGFD][1286]Lib :UFS:: closing handle 1118de5d0 for disk :/dev/vx/rdmp/v_df8000_186: 2012-07-13 15:07:29.816: [ CSSD][1286]clssnmvDiskVerify: Successful discovery of 0 disks2012-07-13 15:07:29.816: [ CSSD][1286]clssnmCompleteInitVFDiscovery: Completing initial voting file discovery2012-07-13 15:07:29.816: [ CSSD][1286]clssnmvFindInitialConfigs: No voting files found2012-07-13 15:07:29.816: [ CSSD][1286](:CSSNM00070:)clssnmCompleteInitVFDiscovery: Voting file not found. Retrying discovery in 15 seconds2012-07-13 15:07:30.169: [ CSSD][1029]clssgmExecuteClientRequest(): type(37) size(80) only connect and exit messages are allowed before lease acquisition proc(1115e4870) client(0) ??????ASM DISK PATH???????,????11gR2 RAC+ASM????,??CRS??????,????crsctl start crs -excl -nocrs???????CSS???ASM??, ???????(clssnmCompleteInitVFDiscovery: Voting file not found),????Voteing file????????????????? ?????????,???????11gR2 RAC+ASM??ASM DISK??: 1.?????????ASM DISK?????,??????UDEV????????,???UDEV????ASM DISK?/dev/asm-disk* ??? /dev/rasm-disk*???, ??????udev rule??????: [grid@maclean1 ~]$ export ORACLE_HOME=/g01/grid/app/11.2.0/grid [grid@maclean1 ~]$ /g01/grid/app/11.2.0/grid/bin/sqlplus / as sysasm SQL*Plus: Release 11.2.0.3.0 Production on Sun Jul 15 04:09:28 2012 Copyright (c) 1982, 2011, Oracle. All rights reserved. Connected to: Oracle Database 11g Enterprise Edition Release 11.2.0.3.0 - 64bit Production With the Real Application Clusters and Automatic Storage Management options SQL> show parameter diskstri NAME TYPE VALUE ------------------------------------ ----------- ------------------------------ asm_diskstring string /dev/asm* ??????ASM?????asm_diskstring ?/dev/asm*, ???root????UDEV RULE?? : [root@maclean1 rules.d]# cp 99-oracle-asmdevices.rules 99-oracle-asmdevices.rules.bak [root@maclean1 rules.d]# vi 99-oracle-asmdevices.rules [root@maclean1 rules.d]# cat 99-oracle-asmdevices.rules KERNEL=="sd*", BUS=="scsi", PROGRAM=="/sbin/scsi_id -g -u -s %p", RESULT=="SATA_VBOX_HARDDISK_VB09cadb31-cfbea255_", NAME="rasm-diskb", OWNER="grid", GROUP="asmadmin", MODE="0660" KERNEL=="sd*", BUS=="scsi", PROGRAM=="/sbin/scsi_id -g -u -s %p", RESULT=="SATA_VBOX_HARDDISK_VB5f097069-59efb82f_", NAME="rasm-diskc", OWNER="grid", GROUP="asmadmin", MODE="0660" KERNEL=="sd*", BUS=="scsi", PROGRAM=="/sbin/scsi_id -g -u -s %p", RESULT=="SATA_VBOX_HARDDISK_VB4e1a81c0-20478bc4_", NAME="rasm-diskd", OWNER="grid", GROUP="asmadmin", MODE="0660" KERNEL=="sd*", BUS=="scsi", PROGRAM=="/sbin/scsi_id -g -u -s %p", RESULT=="SATA_VBOX_HARDDISK_VBdcce9285-b13c5a27_", NAME="rasm-diske", OWNER="grid", GROUP="asmadmin", MODE="0660" KERNEL=="sd*", BUS=="scsi", PROGRAM=="/sbin/scsi_id -g -u -s %p", RESULT=="SATA_VBOX_HARDDISK_VB82effe1a-dbca7dff_", NAME="rasm-diskf", OWNER="grid", GROUP="asmadmin", MODE="0660" KERNEL=="sd*", BUS=="scsi", PROGRAM=="/sbin/scsi_id -g -u -s %p", RESULT=="SATA_VBOX_HARDDISK_VB950d279f-c581cb51_", NAME="rasm-diskg", OWNER="grid", GROUP="asmadmin", MODE="0660" KERNEL=="sd*", BUS=="scsi", PROGRAM=="/sbin/scsi_id -g -u -s %p", RESULT=="SATA_VBOX_HARDDISK_VB14400d81-651672d7_", NAME="rasm-diskh", OWNER="grid", GROUP="asmadmin", MODE="0660" KERNEL=="sd*", BUS=="scsi", PROGRAM=="/sbin/scsi_id -g -u -s %p", RESULT=="SATA_VBOX_HARDDISK_VB31b1237b-78aa22bb_", NAME="rasm-diski", OWNER="grid", GROUP="asmadmin", MODE="0660" ???????99-oracle-asmdevices.rules?UDEV RULE????,??????????/dev/rasm-disk*???,??????ASM DISK???, ????????????????RAC CRS??????? ??????votedisk?ocr ????: [root@maclean1 rules.d]# /g01/grid/app/11.2.0/grid/bin/crsctl query css votedisk ## STATE File Universal Id File Name Disk group -- ----- ----------------- --------- --------- 1. ONLINE 6896bfc3d1464f9fbf0ea9df87e023ad (/dev/asm-diskb) [SYSTEMDG] 2. ONLINE 58eb81b656084ff2bfd315d9badd08b7 (/dev/asm-diskc) [SYSTEMDG] 3. ONLINE 6bf7324625c54f3abf2c942b1e7f70d9 (/dev/asm-diskd) [SYSTEMDG] 4. ONLINE 43ad8ae20c354f5ebf7083bc30bf94cc (/dev/asm-diske) [SYSTEMDG] 5. ONLINE 4c225359d51b4f93bfba01080664b3d7 (/dev/asm-diskf) [SYSTEMDG] Located 5 voting disk(s). [root@maclean1 rules.d]# /g01/grid/app/11.2.0/grid/bin/ocrcheck Status of Oracle Cluster Registry is as follows : Version : 3 Total space (kbytes) : 262120 Used space (kbytes) : 2844 Available space (kbytes) : 259276 ID : 879001605 Device/File Name : +SYSTEMDG Device/File integrity check succeeded Device/File not configured Device/File not configured Device/File not configured Device/File not configured Cluster registry integrity check succeeded Logical corruption check succeeded ??votedisk file?????????ASM DISK,?????????crsctl replace votedisk, ??????LINUX OS: [root@maclean1 rules.d]# init 6 rebooting ............ [root@maclean1 dev]# ls -l *asm* brw-rw---- 1 grid asmadmin 8, 16 Jul 15 04:15 rasm-diskb brw-rw---- 1 grid asmadmin 8, 32 Jul 15 04:15 rasm-diskc brw-rw---- 1 grid asmadmin 8, 48 Jul 15 04:15 rasm-diskd brw-rw---- 1 grid asmadmin 8, 64 Jul 15 04:15 rasm-diske brw-rw---- 1 grid asmadmin 8, 80 Jul 15 04:15 rasm-diskf brw-rw---- 1 grid asmadmin 8, 96 Jul 15 04:15 rasm-diskg brw-rw---- 1 grid asmadmin 8, 112 Jul 15 04:15 rasm-diskh brw-rw---- 1 grid asmadmin 8, 128 Jul 15 04:15 rasm-diski ??????????/dev/rasm-disk*?ASM DISK,??ASM??????css?????/dev/asm*?????ASM DISK,??????????????ASM DISK: more /g01/grid/app/11.2.0/grid/log/maclean1/cssd/ocssd.log 2012-07-15 04:17:45.208: [ SKGFD][1099548992]Discovery with str:/dev/asm*: 2012-07-15 04:17:45.208: [ SKGFD][1099548992]UFS discovery with :/dev/asm*: 2012-07-15 04:17:45.208: [ SKGFD][1099548992]OSS discovery with :/dev/asm*: 2012-07-15 04:17:45.208: [ CSSD][1099548992]clssnmvDiskVerify: Successful discovery of 0 disks 2012-07-15 04:17:45.208: [ CSSD][1099548992]clssnmCompleteInitVFDiscovery: Completing initial voting file discovery 2012-07-15 04:17:45.208: [ CSSD][1099548992]clssnmvFindInitialConfigs: No voting files found 2012-07-15 04:17:45.208: [ CSSD][1099548992](:CSSNM00070:)clssnmCompleteInitVFDiscovery: Voting file not found. Retrying discovery in 15 seconds 2012-07-15 04:17:45.251: [ CSSD][1096661312]clssgmExecuteClientRequest(): type(37) size(80) only connect and exit messages are allowed before lease acquisition proc(0x26a8ba0) client((nil)) 2012-07-15 04:17:45.251: [ CSSD][1096661312]clssgmDeadProc: proc 0x26a8ba0 2012-07-15 04:17:45.251: [ CSSD][1096661312]clssgmDestroyProc: cleaning up proc(0x26a8ba0) con(0xfe6) skgpid ospid 3751 with 0 clients, refcount 0 2012-07-15 04:17:45.252: [ CSSD][1096661312]clssgmDiscEndpcl: gipcDestroy 0xfe6 2012-07-15 04:17:45.829: [ CSSD][1096661312]clssscSelect: cookie accept request 0x2318ea0 2012-07-15 04:17:45.829: [ CSSD][1096661312]clssgmAllocProc: (0x2659480) allocated 2012-07-15 04:17:45.830: [ CSSD][1096661312]clssgmClientConnectMsg: properties of cmProc 0x2659480 - 1,2,3,4,5 2012-07-15 04:17:45.830: [ CSSD][1096661312]clssgmClientConnectMsg: Connect from con(0x114e) proc(0x2659480) pid(3751) version 11:2:1:4, properties: 1,2,3,4,5 2012-07-15 04:17:45.830: [ CSSD][1096661312]clssgmClientConnectMsg: msg flags 0x0000 2012-07-15 04:17:45.939: [ CSSD][1096661312]clssscSelect: cookie accept request 0x253ddd0 2012-07-15 04:17:45.939: [ CSSD][1096661312]clssscevtypSHRCON: getting client with cmproc 0x253ddd0 2012-07-15 04:17:45.939: [ CSSD][1096661312]clssgmRegisterClient: proc(3/0x253ddd0), client(61/0x26877b0) 2012-07-15 04:17:45.939: [ CSSD][1096661312]clssgmExecuteClientRequest(): type(6) size(684) only connect and exit messages are  allowed before lease acquisition proc(0x253ddd0) client(0x26877b0) 2012-07-15 04:17:45.939: [ CSSD][1096661312]clssgmDiscEndpcl: gipcDestroy 0x1174 2012-07-15 04:17:46.070: [ CSSD][1096661312]clssscSelect: cookie accept request 0x26368a0 2012-07-15 04:17:46.070: [ CSSD][1096661312]clssscevtypSHRCON: getting client with cmproc 0x26368a0 2012-07-15 04:17:46.070: [ CSSD][1096661312]clssgmRegisterClient: proc(5/0x26368a0), client(50/0x26877b0) ??11gR2?CRS?????ASM,??ocr???ASM?,??ASM???????,???CRS?????????: [root@maclean1 ~]# crsctl check has CRS-4638: Oracle High Availability Services is online [root@maclean1 ~]# crsctl check crs CRS-4638: Oracle High Availability Services is online CRS-4535: Cannot communicate with Cluster Ready Services CRS-4530: Communications failure contacting Cluster Synchronization Services daemon CRS-4534: Cannot communicate with Event Manager 2. ?????ASM DISK PATH???????,?????????????CRS: ??????OHASD??: [root@maclean1 ~]# crsctl stop has -f CRS-2791: Starting shutdown of Oracle High Availability Services-managed resources on 'maclean1' CRS-2673: Attempting to stop 'ora.mdnsd' on 'maclean1' CRS-2673: Attempting to stop 'ora.crf' on 'maclean1' CRS-2677: Stop of 'ora.mdnsd' on 'maclean1' succeeded CRS-2677: Stop of 'ora.crf' on 'maclean1' succeeded CRS-2673: Attempting to stop 'ora.gipcd' on 'maclean1' CRS-2677: Stop of 'ora.gipcd' on 'maclean1' succeeded CRS-2673: Attempting to stop 'ora.gpnpd' on 'maclean1' CRS-2677: Stop of 'ora.gpnpd' on 'maclean1' succeeded CRS-2793: Shutdown of Oracle High Availability Services-managed resources on 'maclean1' has completed CRS-4133: Oracle High Availability Services has been stopped. 3. ?-excl -nocrs????CRS,?????ASM ???????CRS??: [root@maclean1 ~]# crsctl start crs -excl -nocrs  CRS-4123: Oracle High Availability Services has been started. CRS-2672: Attempting to start 'ora.mdnsd' on 'maclean1' CRS-2676: Start of 'ora.mdnsd' on 'maclean1' succeeded CRS-2672: Attempting to start 'ora.gpnpd' on 'maclean1' CRS-2676: Start of 'ora.gpnpd' on 'maclean1' succeeded CRS-2672: Attempting to start 'ora.cssdmonitor' on 'maclean1' CRS-2672: Attempting to start 'ora.gipcd' on 'maclean1' CRS-2676: Start of 'ora.cssdmonitor' on 'maclean1' succeeded CRS-2676: Start of 'ora.gipcd' on 'maclean1' succeeded CRS-2672: Attempting to start 'ora.cssd' on 'maclean1' CRS-2672: Attempting to start 'ora.diskmon' on 'maclean1' CRS-2676: Start of 'ora.diskmon' on 'maclean1' succeeded CRS-2676: Start of 'ora.cssd' on 'maclean1' succeeded CRS-2679: Attempting to clean 'ora.cluster_interconnect.haip' on 'maclean1' CRS-2672: Attempting to start 'ora.ctssd' on 'maclean1' CRS-2681: Clean of 'ora.cluster_interconnect.haip' on 'maclean1' succeeded CRS-2672: Attempting to start 'ora.cluster_interconnect.haip' on 'maclean1' CRS-2676: Start of 'ora.ctssd' on 'maclean1' succeeded CRS-2676: Start of 'ora.cluster_interconnect.haip' on 'maclean1' succeeded CRS-2672: Attempting to start 'ora.asm' on 'maclean1' CRS-2676: Start of 'ora.asm' on 'maclean1' succeeded #??????CRS_HOME???ORACLE_BASE?777??,??????? [root@maclean1 ~]# chmod 777 /g01 4.??ASM???disk_strings????ASM DISK PATH??: [root@maclean1 ~]# su - grid [grid@maclean1 ~]$ sqlplus / as sysasm SQL*Plus: Release 11.2.0.3.0 Production on Sun Jul 15 04:40:40 2012 Copyright (c) 1982, 2011, Oracle. All rights reserved. Connected to: Oracle Database 11g Enterprise Edition Release 11.2.0.3.0 - 64bit Production With the Real Application Clusters and Automatic Storage Management options SQL> alter system set asm_diskstring='/dev/rasm*'; System altered. SQL> alter diskgroup systemdg mount; Diskgroup altered. SQL> create spfile from memory; File created. SQL> startup force mount; ORA-32004: obsolete or deprecated parameter(s) specified for ASM instance ASM instance started Total System Global Area 283930624 bytes Fixed Size 2227664 bytes Variable Size 256537136 bytes ASM Cache 25165824 bytes ASM diskgroups mounted SQL> show parameter spfile NAME TYPE VALUE ------------------------------------ ----------- ------------------------------ spfile string /g01/grid/app/11.2.0/grid/dbs/ spfile+ASM1.ora SQL> show parameter disk NAME TYPE VALUE ------------------------------------ ----------- ------------------------------ asm_diskgroups string SYSTEMDG asm_diskstring string /dev/rasm* SQL> create pfile from spfile; File created. SQL> create spfile='+SYSTEMDG' from pfile; File created. SQL> startup force; ORA-32004: obsolete or deprecated parameter(s) specified for ASM instance ASM instance started Total System Global Area 283930624 bytes Fixed Size 2227664 bytes Variable Size 256537136 bytes ASM Cache 25165824 bytes ASM diskgroups mounted SQL> show parameter spfile NAME TYPE VALUE ------------------------------------ ----------- ------------------------------ spfile string +SYSTEMDG/maclean-cluster/asmp arameterfile/registry.253.7886 82933 ???????asm_diskstring ,????ASM DISKGROUP??SPFILE , ??ASM?????SPFILE?????????????????? 5. crsctl replace votedisk ???votedisk????: [root@maclean1 ~]# crsctl replace votedisk +systemdg Successful addition of voting disk 864a00efcfbe4f42bfd0f4f6b60472a0. Successful addition of voting disk ab14d6e727614f29bf53b9870052a5c8. Successful addition of voting disk 754c03c168854f46bf2daee7287bf260. Successful addition of voting disk 9ed58f37f3e84f28bfcd9b101f2af9f3. Successful addition of voting disk 4ce7b7c682364f12bf4df5ce1fb7814e. Successfully replaced voting disk group with +systemdg. CRS-4266: Voting file(s) successfully replaced [root@maclean1 ~]# crsctl query css votedisk ## STATE File Universal Id File Name Disk group -- ----- ----------------- --------- --------- 1. ONLINE 864a00efcfbe4f42bfd0f4f6b60472a0 (/dev/rasm-diskb) [SYSTEMDG] 2. ONLINE ab14d6e727614f29bf53b9870052a5c8 (/dev/rasm-diskc) [SYSTEMDG] 3. ONLINE 754c03c168854f46bf2daee7287bf260 (/dev/rasm-diskd) [SYSTEMDG] 4. ONLINE 9ed58f37f3e84f28bfcd9b101f2af9f3 (/dev/rasm-diske) [SYSTEMDG] 5. ONLINE 4ce7b7c682364f12bf4df5ce1fb7814e (/dev/rasm-diskf) [SYSTEMDG] Located 5 voting disk(s). [root@maclean1 ~]# ocrcheck Status of Oracle Cluster Registry is as follows : Version : 3 Total space (kbytes) : 262120 Used space (kbytes) : 2844 Available space (kbytes) : 259276 ID : 879001605 Device/File Name : +SYSTEMDG Device/File integrity check succeeded Device/File not configured Device/File not configured Device/File not configured Device/File not configured Cluster registry integrity check succeeded Logical corruption check succeeded ??replace?votedisk??? ASM DISK?,???votedisk?OCR??????? 6.??CRS??: [root@maclean1 ~]# crsctl stop crs CRS-2791: Starting shutdown of Oracle High Availability Services-managed resources on 'maclean1' CRS-2673: Attempting to stop 'ora.mdnsd' on 'maclean1' CRS-2673: Attempting to stop 'ora.ctssd' on 'maclean1' CRS-2673: Attempting to stop 'ora.asm' on 'maclean1' CRS-2677: Stop of 'ora.mdnsd' on 'maclean1' succeeded CRS-2677: Stop of 'ora.asm' on 'maclean1' succeeded CRS-2673: Attempting to stop 'ora.cluster_interconnect.haip' on 'maclean1' CRS-2677: Stop of 'ora.ctssd' on 'maclean1' succeeded CRS-2677: Stop of 'ora.cluster_interconnect.haip' on 'maclean1' succeeded CRS-2673: Attempting to stop 'ora.cssd' on 'maclean1' CRS-2677: Stop of 'ora.cssd' on 'maclean1' succeeded CRS-2673: Attempting to stop 'ora.gipcd' on 'maclean1' CRS-2677: Stop of 'ora.gipcd' on 'maclean1' succeeded CRS-2673: Attempting to stop 'ora.gpnpd' on 'maclean1' CRS-2677: Stop of 'ora.gpnpd' on 'maclean1' succeeded CRS-2793: Shutdown of Oracle High Availability Services-managed resources on 'maclean1' has completed CRS-4133: Oracle High Availability Services has been stopped. [root@maclean1 ~]# crsctl stat res -t -------------------------------------------------------------------------------- NAME TARGET STATE SERVER STATE_DETAILS -------------------------------------------------------------------------------- Local Resources -------------------------------------------------------------------------------- ora.BACKUPDG.dg ONLINE ONLINE maclean1 ora.DATA.dg ONLINE ONLINE maclean1 ora.LISTENER.lsnr ONLINE ONLINE maclean1 ora.SYSTEMDG.dg ONLINE ONLINE maclean1 ora.asm ONLINE ONLINE maclean1 Started ora.gsd OFFLINE OFFLINE maclean1 ora.net1.network ONLINE ONLINE maclean1 ora.ons ONLINE ONLINE maclean1 -------------------------------------------------------------------------------- Cluster Resources -------------------------------------------------------------------------------- ora.LISTENER_SCAN1.lsnr 1 ONLINE ONLINE maclean1 ora.cvu 1 ONLINE ONLINE maclean1 ora.maclean1.vip 1 ONLINE ONLINE maclean1 ora.maclean2.vip 1 ONLINE INTERMEDIATE maclean1 FAILED OVER ora.oc4j 1 ONLINE OFFLINE STARTING ora.prod.db 1 ONLINE OFFLINE Instance Shutdown,S TARTING 2 ONLINE OFFLINE ora.scan1.vip 1 ONLINE ONLINE maclean1 ???????ASM?????SPFILE,???????????????,?????CRS??????? ??11gR2 RAC+ASM?????????,????????????????ASM DISK PATH??????????

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  • ?11gR2 RAC???ASM DISK Path????

    - by Liu Maclean(???)
    ????T.askmaclean.com???????11gR2?ASM DISK?????,??????: aix 6.1,grid 11.2.0.3+asm11.2.0.3+rac ???????????aix????????mpio,??diskgroup ?????veritas dmp???,?????asm?disk_strings=/dev/vx/rdmp/*,crs/asm??????????????/dev/vx/rdmp/?????,?????????diskgroup??? crs???????:2012-07-13 15:07:29.748: [ GPNP][1286]clsgpnp_profileCallUrlInt: [at clsgpnp.c:2108 clsgpnp_profileCallUrlInt] get-profile call to url “ipc://GPNPD_ggtest1? disco “” [f=0 claimed- host: cname: seq: auth:]2012-07-13 15:07:29.762: [ GPNP][1286]clsgpnp_profileCallUrlInt: [at clsgpnp.c:2236 clsgpnp_profileCallUrlInt] Result: (0) CLSGPNP_OK. Successful get-profile CALL to remote “ipc://GPNPD_ggtest1? disco “”2012-07-13 15:07:29.762: [ CSSD][1286]clssnmReadDiscoveryProfile: voting file discovery string(/dev/vx/rdmp/*)2012-07-13 15:07:29.762: [ CSSD][1286]clssnmvDDiscThread: using discovery string /dev/vx/rdmp/* for initial discovery2012-07-13 15:07:29.762: [ SKGFD][1286]Discovery with str:/dev/vx/rdmp/*: 2012-07-13 15:07:29.762: [ SKGFD][1286]UFS discovery with :/dev/vx/rdmp/*: 2012-07-13 15:07:29.769: [ SKGFD][1286]Fetching UFS disk :/dev/vx/rdmp/v_df8000_919: 2012-07-13 15:07:29.770: [ SKGFD][1286]Fetching UFS disk :/dev/vx/rdmp/v_df8000_212: 2012-07-13 15:07:29.770: [ SKGFD][1286]Fetching UFS disk :/dev/vx/rdmp/v_df8000_211: 2012-07-13 15:07:29.770: [ SKGFD][1286]Fetching UFS disk :/dev/vx/rdmp/v_df8000_210: 2012-07-13 15:07:29.770: [ SKGFD][1286]Fetching UFS disk :/dev/vx/rdmp/v_df8000_209: 2012-07-13 15:07:29.771: [ SKGFD][1286]Fetching UFS disk :/dev/vx/rdmp/v_df8000_181: 2012-07-13 15:07:29.771: [ SKGFD][1286]Fetching UFS disk :/dev/vx/rdmp/v_df8000_180: 2012-07-13 15:07:29.771: [ SKGFD][1286]Fetching UFS disk :/dev/vx/rdmp/disk_3: 2012-07-13 15:07:29.771: [ SKGFD][1286]Fetching UFS disk :/dev/vx/rdmp/disk_2: 2012-07-13 15:07:29.771: [ SKGFD][1286]Fetching UFS disk :/dev/vx/rdmp/disk_1: 2012-07-13 15:07:29.771: [ SKGFD][1286]Fetching UFS disk :/dev/vx/rdmp/disk_0: 2012-07-13 15:07:29.771: [ SKGFD][1286]OSS discovery with :/dev/vx/rdmp/*: 2012-07-13 15:07:29.771: [ SKGFD][1286]Handle 1115e7510 from lib :UFS:: for disk :/dev/vx/rdmp/v_df8000_916: 2012-07-13 15:07:29.772: [ SKGFD][1286]Handle 1118758b0 from lib :UFS:: for disk :/dev/vx/rdmp/v_df8000_912: 2012-07-13 15:07:29.773: [ SKGFD][1286]Handle 1118d9cf0 from lib :UFS:: for disk :/dev/vx/rdmp/v_df8000_908: 2012-07-13 15:07:29.773: [ SKGFD][1286]Handle 1118da450 from lib :UFS:: for disk :/dev/vx/rdmp/v_df8000_904: 2012-07-13 15:07:29.773: [ SKGFD][1286]Handle 1118dad70 from lib :UFS:: for disk :/dev/vx/rdmp/v_df8000_903: 2012-07-13 15:07:29.802: [ CLSF][1286]checksum failed for disk:/dev/vx/rdmp/v_df8000_916:2012-07-13 15:07:29.803: [ SKGFD][1286]Lib :UFS:: closing handle 1115e7510 for disk :/dev/vx/rdmp/v_df8000_916: 2012-07-13 15:07:29.803: [ SKGFD][1286]Lib :UFS:: closing handle 1118758b0 for disk :/dev/vx/rdmp/v_df8000_912: 2012-07-13 15:07:29.804: [ SKGFD][1286]Handle 1115e6710 from lib :UFS:: for disk :/dev/vx/rdmp/v_df8000_202: 2012-07-13 15:07:29.808: [ SKGFD][1286]Handle 1115e7030 from lib :UFS:: for disk :/dev/vx/rdmp/v_df8000_201: 2012-07-13 15:07:29.809: [ SKGFD][1286]Handle 1115e7ad0 from lib :UFS:: for disk :/dev/vx/rdmp/v_df8000_200: 2012-07-13 15:07:29.809: [ SKGFD][1286]Handle 1118733f0 from lib :UFS:: for disk :/dev/vx/rdmp/v_df8000_199: 2012-07-13 15:07:29.816: [ CLSF][1286]checksum failed for disk:/dev/vx/rdmp/v_df8000_186:2012-07-13 15:07:29.816: [ SKGFD][1286]Lib :UFS:: closing handle 1118de5d0 for disk :/dev/vx/rdmp/v_df8000_186: 2012-07-13 15:07:29.816: [ CSSD][1286]clssnmvDiskVerify: Successful discovery of 0 disks2012-07-13 15:07:29.816: [ CSSD][1286]clssnmCompleteInitVFDiscovery: Completing initial voting file discovery2012-07-13 15:07:29.816: [ CSSD][1286]clssnmvFindInitialConfigs: No voting files found2012-07-13 15:07:29.816: [ CSSD][1286](:CSSNM00070:)clssnmCompleteInitVFDiscovery: Voting file not found. Retrying discovery in 15 seconds2012-07-13 15:07:30.169: [ CSSD][1029]clssgmExecuteClientRequest(): type(37) size(80) only connect and exit messages are allowed before lease acquisition proc(1115e4870) client(0) ??????ASM DISK PATH???????,????11gR2 RAC+ASM????,??CRS??????,????crsctl start crs -excl -nocrs???????CSS???ASM??, ???????(clssnmCompleteInitVFDiscovery: Voting file not found),????Voteing file????????????????? ?????????,???????11gR2 RAC+ASM??ASM DISK??: 1.?????????ASM DISK?????,??????UDEV????????,???UDEV????ASM DISK?/dev/asm-disk* ??? /dev/rasm-disk*???, ??????udev rule??????: [grid@maclean1 ~]$ export ORACLE_HOME=/g01/grid/app/11.2.0/grid [grid@maclean1 ~]$ /g01/grid/app/11.2.0/grid/bin/sqlplus / as sysasm SQL*Plus: Release 11.2.0.3.0 Production on Sun Jul 15 04:09:28 2012 Copyright (c) 1982, 2011, Oracle. All rights reserved. Connected to: Oracle Database 11g Enterprise Edition Release 11.2.0.3.0 - 64bit Production With the Real Application Clusters and Automatic Storage Management options SQL> show parameter diskstri NAME TYPE VALUE ------------------------------------ ----------- ------------------------------ asm_diskstring string /dev/asm* ??????ASM?????asm_diskstring ?/dev/asm*, ???root????UDEV RULE?? : [root@maclean1 rules.d]# cp 99-oracle-asmdevices.rules 99-oracle-asmdevices.rules.bak [root@maclean1 rules.d]# vi 99-oracle-asmdevices.rules [root@maclean1 rules.d]# cat 99-oracle-asmdevices.rules KERNEL=="sd*", BUS=="scsi", PROGRAM=="/sbin/scsi_id -g -u -s %p", RESULT=="SATA_VBOX_HARDDISK_VB09cadb31-cfbea255_", NAME="rasm-diskb", OWNER="grid", GROUP="asmadmin", MODE="0660" KERNEL=="sd*", BUS=="scsi", PROGRAM=="/sbin/scsi_id -g -u -s %p", RESULT=="SATA_VBOX_HARDDISK_VB5f097069-59efb82f_", NAME="rasm-diskc", OWNER="grid", GROUP="asmadmin", MODE="0660" KERNEL=="sd*", BUS=="scsi", PROGRAM=="/sbin/scsi_id -g -u -s %p", RESULT=="SATA_VBOX_HARDDISK_VB4e1a81c0-20478bc4_", NAME="rasm-diskd", OWNER="grid", GROUP="asmadmin", MODE="0660" KERNEL=="sd*", BUS=="scsi", PROGRAM=="/sbin/scsi_id -g -u -s %p", RESULT=="SATA_VBOX_HARDDISK_VBdcce9285-b13c5a27_", NAME="rasm-diske", OWNER="grid", GROUP="asmadmin", MODE="0660" KERNEL=="sd*", BUS=="scsi", PROGRAM=="/sbin/scsi_id -g -u -s %p", RESULT=="SATA_VBOX_HARDDISK_VB82effe1a-dbca7dff_", NAME="rasm-diskf", OWNER="grid", GROUP="asmadmin", MODE="0660" KERNEL=="sd*", BUS=="scsi", PROGRAM=="/sbin/scsi_id -g -u -s %p", RESULT=="SATA_VBOX_HARDDISK_VB950d279f-c581cb51_", NAME="rasm-diskg", OWNER="grid", GROUP="asmadmin", MODE="0660" KERNEL=="sd*", BUS=="scsi", PROGRAM=="/sbin/scsi_id -g -u -s %p", RESULT=="SATA_VBOX_HARDDISK_VB14400d81-651672d7_", NAME="rasm-diskh", OWNER="grid", GROUP="asmadmin", MODE="0660" KERNEL=="sd*", BUS=="scsi", PROGRAM=="/sbin/scsi_id -g -u -s %p", RESULT=="SATA_VBOX_HARDDISK_VB31b1237b-78aa22bb_", NAME="rasm-diski", OWNER="grid", GROUP="asmadmin", MODE="0660" ???????99-oracle-asmdevices.rules?UDEV RULE????,??????????/dev/rasm-disk*???,??????ASM DISK???, ????????????????RAC CRS??????? ??????votedisk?ocr ????: [root@maclean1 rules.d]# /g01/grid/app/11.2.0/grid/bin/crsctl query css votedisk ## STATE File Universal Id File Name Disk group -- ----- ----------------- --------- --------- 1. ONLINE 6896bfc3d1464f9fbf0ea9df87e023ad (/dev/asm-diskb) [SYSTEMDG] 2. ONLINE 58eb81b656084ff2bfd315d9badd08b7 (/dev/asm-diskc) [SYSTEMDG] 3. ONLINE 6bf7324625c54f3abf2c942b1e7f70d9 (/dev/asm-diskd) [SYSTEMDG] 4. ONLINE 43ad8ae20c354f5ebf7083bc30bf94cc (/dev/asm-diske) [SYSTEMDG] 5. ONLINE 4c225359d51b4f93bfba01080664b3d7 (/dev/asm-diskf) [SYSTEMDG] Located 5 voting disk(s). [root@maclean1 rules.d]# /g01/grid/app/11.2.0/grid/bin/ocrcheck Status of Oracle Cluster Registry is as follows : Version : 3 Total space (kbytes) : 262120 Used space (kbytes) : 2844 Available space (kbytes) : 259276 ID : 879001605 Device/File Name : +SYSTEMDG Device/File integrity check succeeded Device/File not configured Device/File not configured Device/File not configured Device/File not configured Cluster registry integrity check succeeded Logical corruption check succeeded ??votedisk file?????????ASM DISK,?????????crsctl replace votedisk, ??????LINUX OS: [root@maclean1 rules.d]# init 6 rebooting ............ [root@maclean1 dev]# ls -l *asm* brw-rw---- 1 grid asmadmin 8, 16 Jul 15 04:15 rasm-diskb brw-rw---- 1 grid asmadmin 8, 32 Jul 15 04:15 rasm-diskc brw-rw---- 1 grid asmadmin 8, 48 Jul 15 04:15 rasm-diskd brw-rw---- 1 grid asmadmin 8, 64 Jul 15 04:15 rasm-diske brw-rw---- 1 grid asmadmin 8, 80 Jul 15 04:15 rasm-diskf brw-rw---- 1 grid asmadmin 8, 96 Jul 15 04:15 rasm-diskg brw-rw---- 1 grid asmadmin 8, 112 Jul 15 04:15 rasm-diskh brw-rw---- 1 grid asmadmin 8, 128 Jul 15 04:15 rasm-diski ??????????/dev/rasm-disk*?ASM DISK,??ASM??????css?????/dev/asm*?????ASM DISK,??????????????ASM DISK: more /g01/grid/app/11.2.0/grid/log/maclean1/cssd/ocssd.log 2012-07-15 04:17:45.208: [ SKGFD][1099548992]Discovery with str:/dev/asm*: 2012-07-15 04:17:45.208: [ SKGFD][1099548992]UFS discovery with :/dev/asm*: 2012-07-15 04:17:45.208: [ SKGFD][1099548992]OSS discovery with :/dev/asm*: 2012-07-15 04:17:45.208: [ CSSD][1099548992]clssnmvDiskVerify: Successful discovery of 0 disks 2012-07-15 04:17:45.208: [ CSSD][1099548992]clssnmCompleteInitVFDiscovery: Completing initial voting file discovery 2012-07-15 04:17:45.208: [ CSSD][1099548992]clssnmvFindInitialConfigs: No voting files found 2012-07-15 04:17:45.208: [ CSSD][1099548992](:CSSNM00070:)clssnmCompleteInitVFDiscovery: Voting file not found. Retrying discovery in 15 seconds 2012-07-15 04:17:45.251: [ CSSD][1096661312]clssgmExecuteClientRequest(): type(37) size(80) only connect and exit messages are allowed before lease acquisition proc(0x26a8ba0) client((nil)) 2012-07-15 04:17:45.251: [ CSSD][1096661312]clssgmDeadProc: proc 0x26a8ba0 2012-07-15 04:17:45.251: [ CSSD][1096661312]clssgmDestroyProc: cleaning up proc(0x26a8ba0) con(0xfe6) skgpid ospid 3751 with 0 clients, refcount 0 2012-07-15 04:17:45.252: [ CSSD][1096661312]clssgmDiscEndpcl: gipcDestroy 0xfe6 2012-07-15 04:17:45.829: [ CSSD][1096661312]clssscSelect: cookie accept request 0x2318ea0 2012-07-15 04:17:45.829: [ CSSD][1096661312]clssgmAllocProc: (0x2659480) allocated 2012-07-15 04:17:45.830: [ CSSD][1096661312]clssgmClientConnectMsg: properties of cmProc 0x2659480 - 1,2,3,4,5 2012-07-15 04:17:45.830: [ CSSD][1096661312]clssgmClientConnectMsg: Connect from con(0x114e) proc(0x2659480) pid(3751) version 11:2:1:4, properties: 1,2,3,4,5 2012-07-15 04:17:45.830: [ CSSD][1096661312]clssgmClientConnectMsg: msg flags 0x0000 2012-07-15 04:17:45.939: [ CSSD][1096661312]clssscSelect: cookie accept request 0x253ddd0 2012-07-15 04:17:45.939: [ CSSD][1096661312]clssscevtypSHRCON: getting client with cmproc 0x253ddd0 2012-07-15 04:17:45.939: [ CSSD][1096661312]clssgmRegisterClient: proc(3/0x253ddd0), client(61/0x26877b0) 2012-07-15 04:17:45.939: [ CSSD][1096661312]clssgmExecuteClientRequest(): type(6) size(684) only connect and exit messages are  allowed before lease acquisition proc(0x253ddd0) client(0x26877b0) 2012-07-15 04:17:45.939: [ CSSD][1096661312]clssgmDiscEndpcl: gipcDestroy 0x1174 2012-07-15 04:17:46.070: [ CSSD][1096661312]clssscSelect: cookie accept request 0x26368a0 2012-07-15 04:17:46.070: [ CSSD][1096661312]clssscevtypSHRCON: getting client with cmproc 0x26368a0 2012-07-15 04:17:46.070: [ CSSD][1096661312]clssgmRegisterClient: proc(5/0x26368a0), client(50/0x26877b0) ??11gR2?CRS?????ASM,??ocr???ASM?,??ASM???????,???CRS?????????: [root@maclean1 ~]# crsctl check has CRS-4638: Oracle High Availability Services is online [root@maclean1 ~]# crsctl check crs CRS-4638: Oracle High Availability Services is online CRS-4535: Cannot communicate with Cluster Ready Services CRS-4530: Communications failure contacting Cluster Synchronization Services daemon CRS-4534: Cannot communicate with Event Manager 2. ?????ASM DISK PATH???????,?????????????CRS: ??????OHASD??: [root@maclean1 ~]# crsctl stop has -f CRS-2791: Starting shutdown of Oracle High Availability Services-managed resources on 'maclean1' CRS-2673: Attempting to stop 'ora.mdnsd' on 'maclean1' CRS-2673: Attempting to stop 'ora.crf' on 'maclean1' CRS-2677: Stop of 'ora.mdnsd' on 'maclean1' succeeded CRS-2677: Stop of 'ora.crf' on 'maclean1' succeeded CRS-2673: Attempting to stop 'ora.gipcd' on 'maclean1' CRS-2677: Stop of 'ora.gipcd' on 'maclean1' succeeded CRS-2673: Attempting to stop 'ora.gpnpd' on 'maclean1' CRS-2677: Stop of 'ora.gpnpd' on 'maclean1' succeeded CRS-2793: Shutdown of Oracle High Availability Services-managed resources on 'maclean1' has completed CRS-4133: Oracle High Availability Services has been stopped. 3. ?-excl -nocrs????CRS,?????ASM ???????CRS??: [root@maclean1 ~]# crsctl start crs -excl -nocrs  CRS-4123: Oracle High Availability Services has been started. CRS-2672: Attempting to start 'ora.mdnsd' on 'maclean1' CRS-2676: Start of 'ora.mdnsd' on 'maclean1' succeeded CRS-2672: Attempting to start 'ora.gpnpd' on 'maclean1' CRS-2676: Start of 'ora.gpnpd' on 'maclean1' succeeded CRS-2672: Attempting to start 'ora.cssdmonitor' on 'maclean1' CRS-2672: Attempting to start 'ora.gipcd' on 'maclean1' CRS-2676: Start of 'ora.cssdmonitor' on 'maclean1' succeeded CRS-2676: Start of 'ora.gipcd' on 'maclean1' succeeded CRS-2672: Attempting to start 'ora.cssd' on 'maclean1' CRS-2672: Attempting to start 'ora.diskmon' on 'maclean1' CRS-2676: Start of 'ora.diskmon' on 'maclean1' succeeded CRS-2676: Start of 'ora.cssd' on 'maclean1' succeeded CRS-2679: Attempting to clean 'ora.cluster_interconnect.haip' on 'maclean1' CRS-2672: Attempting to start 'ora.ctssd' on 'maclean1' CRS-2681: Clean of 'ora.cluster_interconnect.haip' on 'maclean1' succeeded CRS-2672: Attempting to start 'ora.cluster_interconnect.haip' on 'maclean1' CRS-2676: Start of 'ora.ctssd' on 'maclean1' succeeded CRS-2676: Start of 'ora.cluster_interconnect.haip' on 'maclean1' succeeded CRS-2672: Attempting to start 'ora.asm' on 'maclean1' CRS-2676: Start of 'ora.asm' on 'maclean1' succeeded #??????CRS_HOME???ORACLE_BASE?777??,??????? [root@maclean1 ~]# chmod 777 /g01 4.??ASM???disk_strings????ASM DISK PATH??: [root@maclean1 ~]# su - grid [grid@maclean1 ~]$ sqlplus / as sysasm SQL*Plus: Release 11.2.0.3.0 Production on Sun Jul 15 04:40:40 2012 Copyright (c) 1982, 2011, Oracle. All rights reserved. Connected to: Oracle Database 11g Enterprise Edition Release 11.2.0.3.0 - 64bit Production With the Real Application Clusters and Automatic Storage Management options SQL> alter system set asm_diskstring='/dev/rasm*'; System altered. SQL> alter diskgroup systemdg mount; Diskgroup altered. SQL> create spfile from memory; File created. SQL> startup force mount; ORA-32004: obsolete or deprecated parameter(s) specified for ASM instance ASM instance started Total System Global Area 283930624 bytes Fixed Size 2227664 bytes Variable Size 256537136 bytes ASM Cache 25165824 bytes ASM diskgroups mounted SQL> show parameter spfile NAME TYPE VALUE ------------------------------------ ----------- ------------------------------ spfile string /g01/grid/app/11.2.0/grid/dbs/ spfile+ASM1.ora SQL> show parameter disk NAME TYPE VALUE ------------------------------------ ----------- ------------------------------ asm_diskgroups string SYSTEMDG asm_diskstring string /dev/rasm* SQL> create pfile from spfile; File created. SQL> create spfile='+SYSTEMDG' from pfile; File created. SQL> startup force; ORA-32004: obsolete or deprecated parameter(s) specified for ASM instance ASM instance started Total System Global Area 283930624 bytes Fixed Size 2227664 bytes Variable Size 256537136 bytes ASM Cache 25165824 bytes ASM diskgroups mounted SQL> show parameter spfile NAME TYPE VALUE ------------------------------------ ----------- ------------------------------ spfile string +SYSTEMDG/maclean-cluster/asmp arameterfile/registry.253.7886 82933 ???????asm_diskstring ,????ASM DISKGROUP??SPFILE , ??ASM?????SPFILE?????????????????? 5. crsctl replace votedisk ???votedisk????: [root@maclean1 ~]# crsctl replace votedisk +systemdg Successful addition of voting disk 864a00efcfbe4f42bfd0f4f6b60472a0. Successful addition of voting disk ab14d6e727614f29bf53b9870052a5c8. Successful addition of voting disk 754c03c168854f46bf2daee7287bf260. Successful addition of voting disk 9ed58f37f3e84f28bfcd9b101f2af9f3. Successful addition of voting disk 4ce7b7c682364f12bf4df5ce1fb7814e. Successfully replaced voting disk group with +systemdg. CRS-4266: Voting file(s) successfully replaced [root@maclean1 ~]# crsctl query css votedisk ## STATE File Universal Id File Name Disk group -- ----- ----------------- --------- --------- 1. ONLINE 864a00efcfbe4f42bfd0f4f6b60472a0 (/dev/rasm-diskb) [SYSTEMDG] 2. ONLINE ab14d6e727614f29bf53b9870052a5c8 (/dev/rasm-diskc) [SYSTEMDG] 3. ONLINE 754c03c168854f46bf2daee7287bf260 (/dev/rasm-diskd) [SYSTEMDG] 4. ONLINE 9ed58f37f3e84f28bfcd9b101f2af9f3 (/dev/rasm-diske) [SYSTEMDG] 5. ONLINE 4ce7b7c682364f12bf4df5ce1fb7814e (/dev/rasm-diskf) [SYSTEMDG] Located 5 voting disk(s). [root@maclean1 ~]# ocrcheck Status of Oracle Cluster Registry is as follows : Version : 3 Total space (kbytes) : 262120 Used space (kbytes) : 2844 Available space (kbytes) : 259276 ID : 879001605 Device/File Name : +SYSTEMDG Device/File integrity check succeeded Device/File not configured Device/File not configured Device/File not configured Device/File not configured Cluster registry integrity check succeeded Logical corruption check succeeded ??replace?votedisk??? ASM DISK?,???votedisk?OCR??????? 6.??CRS??: [root@maclean1 ~]# crsctl stop crs CRS-2791: Starting shutdown of Oracle High Availability Services-managed resources on 'maclean1' CRS-2673: Attempting to stop 'ora.mdnsd' on 'maclean1' CRS-2673: Attempting to stop 'ora.ctssd' on 'maclean1' CRS-2673: Attempting to stop 'ora.asm' on 'maclean1' CRS-2677: Stop of 'ora.mdnsd' on 'maclean1' succeeded CRS-2677: Stop of 'ora.asm' on 'maclean1' succeeded CRS-2673: Attempting to stop 'ora.cluster_interconnect.haip' on 'maclean1' CRS-2677: Stop of 'ora.ctssd' on 'maclean1' succeeded CRS-2677: Stop of 'ora.cluster_interconnect.haip' on 'maclean1' succeeded CRS-2673: Attempting to stop 'ora.cssd' on 'maclean1' CRS-2677: Stop of 'ora.cssd' on 'maclean1' succeeded CRS-2673: Attempting to stop 'ora.gipcd' on 'maclean1' CRS-2677: Stop of 'ora.gipcd' on 'maclean1' succeeded CRS-2673: Attempting to stop 'ora.gpnpd' on 'maclean1' CRS-2677: Stop of 'ora.gpnpd' on 'maclean1' succeeded CRS-2793: Shutdown of Oracle High Availability Services-managed resources on 'maclean1' has completed CRS-4133: Oracle High Availability Services has been stopped. [root@maclean1 ~]# crsctl stat res -t -------------------------------------------------------------------------------- NAME TARGET STATE SERVER STATE_DETAILS -------------------------------------------------------------------------------- Local Resources -------------------------------------------------------------------------------- ora.BACKUPDG.dg ONLINE ONLINE maclean1 ora.DATA.dg ONLINE ONLINE maclean1 ora.LISTENER.lsnr ONLINE ONLINE maclean1 ora.SYSTEMDG.dg ONLINE ONLINE maclean1 ora.asm ONLINE ONLINE maclean1 Started ora.gsd OFFLINE OFFLINE maclean1 ora.net1.network ONLINE ONLINE maclean1 ora.ons ONLINE ONLINE maclean1 -------------------------------------------------------------------------------- Cluster Resources -------------------------------------------------------------------------------- ora.LISTENER_SCAN1.lsnr 1 ONLINE ONLINE maclean1 ora.cvu 1 ONLINE ONLINE maclean1 ora.maclean1.vip 1 ONLINE ONLINE maclean1 ora.maclean2.vip 1 ONLINE INTERMEDIATE maclean1 FAILED OVER ora.oc4j 1 ONLINE OFFLINE STARTING ora.prod.db 1 ONLINE OFFLINE Instance Shutdown,S TARTING 2 ONLINE OFFLINE ora.scan1.vip 1 ONLINE ONLINE maclean1 ???????ASM?????SPFILE,???????????????,?????CRS??????? ??11gR2 RAC+ASM?????????,????????????????ASM DISK PATH?????????, ???????????????,????!

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  • Find More Streaming TV Online with Clicker.tv

    - by DigitalGeekery
    Looking for a way to access more of your favorite TV Shows and other online entertainment? Today we’ll take a look at Clicker.tv which offers an awesome way to find tons of TV programs and movies. Clicker.tv Clicker.tv is an HTML5 web application that indexes both free and premium content from sources like Hulu, Netflix, Amazon, iTunes, and more. Some movies or episodes, such as those from Netflix and Amazon.com’s Video on Demand, will require viewers to have a membership, or pay a fee to access content. There is also a Clicker.tv app for Boxee.   Navigation Navigating in Clicker.tv is rather easy with your keyboard. Directional Keys: navigate up, down, left, and right. Enter: make a selection Backspace: return to previous screen Escape: return to the Clicker.tv home screen. Note: You can also navigate through Clicker.tv with your PC remote. Recommended Browsers Firefox 3.6 + Safari 4.0 + Internet Explorer 8 + Google Chrome Note: You’ll need the latest version of Flash installed to play the majority of content. Earlier versions of the above browsers may work, but for full keyboard functionality, stick with the recommendations. Using Clicker.tv The first time you go to Clicker.tv, (link below) you’ll be met with a welcome screen and some helpful hints. Click Enter when finished.   The Home screen feature Headliners, Trending Shows, and Trending Episodes. You can scroll through the different options and category links along the left side.   The Search link pulls up an onscreen keyboard so you can enter search terms with a remote as well as a keyboard. Type in your search terms and matching items are displayed on the screen.   You can also browse by a wide variety of categories. Select TV to browse only available TV programs. Or, browse only Movies in the movie category. There are also links for Web content and Music.   Creating an Account You can access all Clicker.tv content without an account, but a Clicker account allows users to create playlists and subscribe to shows and have them automatically added to their playlist. You’ll need to go to Clicker.com and create an account. You’ll find the link at the upper right of the page. Enter a username, password and email address. There also an option to link with Facebook, or you can simply Skip this step.   Go to Clicker.tv and sign in. You can manually type in your credentials or use the onscreen keyboard with your remote.   Settings If you’d prefer not to display content from premium sites or Netflix, you can remove them through the Settings. Toggle Amazon, iTunes and Netflix on or off.   Watching Episodes To watch an episode, select the image to begin playing from the default source, or select one of the other options. You can see in the example below that you can choose to watch the episode from Fox, Hulu, or Amazon Video on Demand.   Your episode will then launch and begin playing from your chosen source. If you choose a premium content source such as iTunes or Amazon’s VOD, you’ll be taken to the Amazon’s website or iTunes and prompted to purchase the content.   Playlists Once you’ve created an account and signed in, you can begin adding Shows to your playlist. Choose a series and select Add to Playlist.   You’ll see in the example below that Family Guy has been Added and the number 142 is shown next to the playlist icon to indicate that 142 episodes has been added to your playlist. Underneath the listings for each episode in your playlist you can mark as Watched, or Remove individual episodes.   You can also view the playlist or make any changes from the Clicker.com website. Click on “Playlist” on the top right of the Clicker.com site to access your playlists. You can select individual episodes from your playlists, remove them, or mark them as watched or unwatched. Clicker.TV and Boxee Boxee offers a Clicker.TV app that features a limited amount of the Clicker.TV content. You’ll find Clicker.TV located in the Boxee Apps Library. Select the Clicker App and then choose Start. From the Clicker App interface you can search or browse for available content. Select an episode you’d like to view… Then select play in the pop up window. You can also add it to your Boxee queue, share it, or add a shortcut, just as you can from other Boxee apps. When you click play your episode will launch and begin playing in Boxee. Conclusion Clicker.TV is currently still in Beta and has some limitations. Typical remotes won’t work completely in all external websites. So, you’ll still need a keyboard to be able to perform some operations such as switching to full screen mode. The Boxee app offers a more fully remote friendly environment, but unfortunately lacks a good portion of the Clicker.tv content. As with many content sites, availability of certain programming may be limited by your geographic location. Want to add Clicker.TV functionality to Windows Media Center? You can do so through the Boxee Integration for Windows 7 Media Center plug-in. Clicker.tv Clicker.com Similar Articles Productive Geek Tips Share Digital Media With Other Computers on a Home Network with Windows 7Stream Music and Video Over the Internet with Windows Media Player 12Listen to Online Radio with AntennaEnable Media Streaming in Windows Home Server to Windows Media PlayerNorton Internet Security 2010 [Review] TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips HippoRemote Pro 2.2 Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Nice Websites To Watch TV Shows Online 24 Million Sites Windows Media Player Glass Icons (icons we like) How to Forecast Weather, without Gadgets Outlook Tools, one stop tweaking for any Outlook version Zoofs, find the most popular tweeted YouTube videos

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  • ATG Live Webcast June 14: Technical Preview of EBS 12.2 Online Patching

    - by BillSawyer
    Online Patching is is one of the cornerstone new features in our upcoming Oracle E-Business Suite 12.2 release. This ground-breaking feature is based upon Edition-Based Redefinition, a new 11gR2 Database feature that was built to Oracle Applications division specifications to allow the E-Business Suite's database tier to be patched while the environment is running.  Online Patching combines the use of Edition-Based Redefinition and new E-Business Suite technologies to allow patching to the E-Business Suite's database and application tier servers while the environment is being actively used by its end-users. This webcast provides a detailed technical preview of: How this new feature works How it affects E-Business Suite end-users How it affects E-Business Suite database administrators and patching lifecycles How it affects developers and third-party software vendors responsible for E-Business Suite customizations and extensions The presenter for this event is Kevin Hudson, Senior Director and one of the Online Patching architects. There will be a special extended Q&A Session at the end of this presentation, given the nature of the materials and the questions that we expect from you. ATG Development staff supporting the Q&A session will include Elke Phelps, Santiago Bastidas, Max Arderius, and other ATG architects. Date:               Thursday, June 14, 2012Time:              8:00 AM - 10:00 AM Pacific Standard Time (Special 2-hour Time)Presenter:    Kevin Hudson, Senior Director, Applications Technology IntegrationWebcast Registration Link (Preregistration is optional but encouraged) To hear the audio feed:   Domestic Participant Dial-In Number:           877-697-8128   International Participant Dial-In Number:      706-634-9568   Dial-In Passcode:                                              100815To see the presentation:    The Direct Access Web Conference details are:    Website URL: https://ouweb.webex.com    Meeting Number:  597470987If you miss the webcast, or you have missed any webcast, don't worry -- we'll post links to the recording as soon as it's available from Oracle University.  You can monitor this blog for pointers to the replay. And, you can find our archive of our past webcasts and training here. When will Oracle E-Business Suite 12.2 be released? Oracle's Revenue Recognition rules prohibit us from discussing certification and release dates, but you're welcome to monitor or subscribe to this blog. We'll post updates here as soon as soon as they're available.    

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  • Handling player logoff and logon in a persistent world without breaking immersion

    - by Boreal
    One problem I've never seen fixed in any persistent online game is how to handle player logon and logoff without the characters just popping in and out of the world. My first thought is to simply make a player's offline state as their character being asleep, but that doesn't make sense in the event of a disconnect and not an intentional logoff. How would you fix this, if you would even bother fixing it at all?

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  • Accept keyboard input when game is not in focus?

    - by Corey Ogburn
    I want to be able to control the game via keyboard while the game does not have focus... How can I do this in XNA? EDIT: I bought a tablet. I want to write a separate app to overly the screen with controls that will send keyboard input to the game. Although, it's not sending the input DIRECT to the game, it's using the method discussed in this SO question: http://stackoverflow.com/questions/6446085/emulate-held-down-key-on-keyboard To my understanding, my test app is working the way it should be but the game is not responding to this input. I originally thought that Keyboard.GetState() would get the state regardless that the game is not in focus, but that doesn't appear to be the case.

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  • Why is permadeath essential to a roguelike design?

    - by Gregory Weir
    Roguelikes and roguelike-likes (Spelunky, The Binding of Isaac) tend to share a number of game design elements: Procedurally generated worlds Character growth by way of new abilities and powers Permanent death I can understand why starting with permadeath as a premise would lead you to the other ideas: if you're going to be starting over a lot, you'll want variety in your experiences. But why do the first two elements imply a permadeath approach?

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  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

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  • Objective C - Aggro with Images

    - by Will
    I have three UIImageViews. enemy1, enemy1AggroBox and mainSprite. What I want to do is when mainSprite and enemy1AggroBox interect, I want enemy1 to start moving towards mainSprite. Basically creating aggro for a game. if(CGRectIntersectsRect(mainSprite.frame, enemy1AggroBox.frame)){ //Code here// } My plan would be to call this method in viewDidLoad. I'm not using any sort of framework like cocos2d or OpenGLES. If you need to see any more code just ask.

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  • Game-a-Week One Completed

    - by Matt Christian
    Last night I finished my Game-a-Week One and felt and extreme sense of accomplishment with what I finished in a single week. I removed all traces of the JigLibX code since it wasn't working properly due to my implementation and got my collision working thanks to some BoundingSpheres and Riemer's tutorials.  However, since the characters are Corndogs a rectangle bounding box would have made more sense although the bullets are only able to move forward currently. While developing it in a week was a challenge, developing it in a week while maintaining proper coding standards and clean, reusable code was damn near impossible.  It's possible my next step will be to either refactor it or move onto Game-a-Week Two. I will post a link to the game ZIP in the future.

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  • What is the best way to generate income from mobile games?

    - by Thomas
    As the title states, what is the best way to get income from mobile games? (taking into consideration that creating the games only costs a lot of time and the games are relatively simple) As I see it, there are multiple ways of getting money from mobile games, Selling them for a fixed price (seems like a high threshold for potential buyers) In-game purchases (I can imagine this only works for several types of games, I don't see this working well for monopoly unless you like really fancy hotels ;) Ingame advertisements / sponsorships Which way will most likely bring the most profit?

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  • Grab sound of a SDL game with ffmpeg/avconv

    - by Peregring-lk
    I'm trying to make a screencast of a SDL game which I developed some years ago, with the following command: sleep 5 && avconv -f x11grab -s 1366x768 -r 25 -i :0.0 -same_quant screen_cast.mkv (in this 5 seconds of sleep, I open the game). But the generated video (screen_cast.mkv) doesn't capture audio. I use for my game the SDL_Mixer library, with default configuration (22050 for frequency, AUDIO_S16SYS for format, and 2 channels). What's the problem? (with options -f alsa -i pulse it doesn't work either).

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  • efficient collision detection - tile based html5/javascript game

    - by Tom Burman
    Im building a basic rpg game and onto collisions/pickups etc now. Its tile based and im using html5 and javascript. i use a 2d array to create my tilemap. Im currently using a switch statement for whatever key has been pressed to move the player, inside the switch statement. I have if statements to stop the player going off the edge of the map and viewport and also if they player is about to land on a tile with tileID 3 then the player stops. Here is the statement: canvas.addEventListener('keydown', function(e) { console.log(e); var key = null; switch (e.which) { case 37: // Left if (playerX > 0) { playerX--; } if(board[playerX][playerY] == 3){ playerX++; } break; case 38: // Up if (playerY > 0) playerY--; if(board[playerX][playerY] == 3){ playerY++; } break; case 39: // Right if (playerX < worldWidth) { playerX++; } if(board[playerX][playerY] == 3){ playerX--; } break; case 40: // Down if (playerY < worldHeight) playerY++; if(board[playerX][playerY] == 3){ playerY--; } break; } viewX = playerX - Math.floor(0.5 * viewWidth); if (viewX < 0) viewX = 0; if (viewX+viewWidth > worldWidth) viewX = worldWidth - viewWidth; viewY = playerY - Math.floor(0.5 * viewHeight); if (viewY < 0) viewY = 0; if (viewY+viewHeight > worldHeight) viewY = worldHeight - viewHeight; }, false); My question is, is there a more efficient way of handling collisions, then loads of if statements for each key? The reason i ask is because i plan on having many items that the player will need to be able to pickup or not walk through like walls cliffs etc. Thanks for your time and help Tom

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  • How much server bandwidth does an average RTS game require per month?

    - by Nat Weiss
    My friend and I are going to write a multiplayer, multiplatform RTS game and are currently analyzing the costs of going with a client-server architecture. The game will have a small map with mostly characters, not buildings (think of DotA or League of Legends). The authoritative game logic will run on the server and message packet sizes will be highly optimized. We'd like to know approximately how much server bandwidth our proposed RTS game would use on a monthly basis, considering these theoretical constants: 100 concurrent users maximum 8 players maximum per game 10 ticks per second Bonus: If you can tell us approximately how much server RAM this kind of game would use that would also help a great deal. Thanks in advance.

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