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  • A lots of Apache processes are using my CPU uses always more than 70%

    - by Barkat Ullah
    I am running a plesk panel in 1and1. I have 120 sites running and all are using pligg cms, each site has 600 visitors per day. Please see the details of my server below: HDD-1000GB RAM-16GB Processor-6 Core I always see a lot of apache processes running in my # top view, so the server seems overloaded. If I can reduce the amount apache processes I think the server will be ok. But I don't know why too many apache processes are running. Please see the link below for the screenshot of my # top view: http://dl.dropbox.com/u/26967109/%23Top-2.jpg Sometimes I saw too many connection error in my plesk control panel, so I added the below line in my [mysqld] section: set-variable=max_connections=416 But I didn't find a solution yet. I have also added maxclients and serverlimit 416 in the config /etc/httpd/conf/httpd.conf But no solution yet. I am researching around more than 7 days but don't get any solution. Please help me to solve the problem. In peak hours my sites are taking too much time to load, but off-peak hour it is ok. Please help me to find out the actual problem.

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  • Extremely Weird Computer Problem

    - by waiwai933
    Well, having worked with computers a long time, I thought I had seen everything that could go wrong with a computer. Today, I learned that I was wrong. My Mac has been behaving extremely weirdly. While the keyboard is fine, the mouse holds extremely weird behavior. It will open apps from the Dock, but not open documents from a Stack. The top menu bar will work, but only after I restart Finder. I am unable to close most windows, except with Cmd+Q. Clicking on a link in Safari, for some reason, opens it in a new tab. I can not select checkboxes, but I know a click is going through because you can see a quick indent in the check box, before it reverts to the unchecked state. I've restarted my computer, as well. I don't see a virus when looking through top, but I guess it could be subverting top. Does anyone have an idea what is going on?

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  • Having trouble keeping a 1GB RAM Centos server running

    - by Josh
    This is my first time configuring a VPS server and I'm having a few issues. We're running Wordpress on a 1GB Centos server configured per the internet (online research). No custom queries or anything crazy but closing in on 8K posts. At arbitrary intervals, the server just goes down. From the client side, it just says "Loading..." and will spin more or less indefinitely. On the server side, the shell will lock completely. We have to do a hard reboot from the control panel and then everything is fine. Watching "top" I see it hovering between 35 - 55% memory usage generally and occasional spikes up to around 80%. When I saw it go down, there were about 30 - 40 Apache processes showing which pushed memory over the edge. "error_log" tells me that maxclients was reached right before each reboot instance. I've tried tinkering with that but to no avail. I think we'll probably need to bump the server up to the next RAM level but with ~120K pageviews per month, it seems like that's a bit overkill since it was running fairly well on a shared server before. Any ideas? httpd.conf and my.cnf values to add? I'll update this with the current ones if that helps. Thanks in advance! This has been a fun and important learning experience but, overall, quite frustrating! Edit: quick top snapshot: top - 15:18:15 up 2 days, 13:04, 1 user, load average: 0.56, 0.44, 0.38 Tasks: 85 total, 2 running, 83 sleeping, 0 stopped, 0 zombie Cpu(s): 6.7%us, 3.5%sy, 0.0%ni, 89.6%id, 0.0%wa, 0.0%hi, 0.1%si, 0.0%st Mem: 2051088k total, 736708k used, 1314380k free, 199576k buffers Swap: 4194300k total, 0k used, 4194300k free, 287688k cached

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  • DRBD stacked resources: recovering from failure

    - by Marcus Downing
    We're running a stacked four-node DRBD setup like this: A --> B | | v v C D This means three DRBD resources running across these four servers. Servers A and B are Xen hosts running VMs, while servers C and D are for backups. A is in the same datacentre as C. From server A to server C, in the first datacentre, using protocol B From server B to server D, in the second datacentre, using protocol B From server A to server B, different datacentres, stacked resource using protocol A First question: booting a stacked resource We haven't got any vital data running on this setup yet - we're still making sure it works first. This means simulating power cuts, network outages etc and seeing what steps we need to recover. When we pull the power out of server A, both resources go down; it attempts to bring them back up at next boot. However, it only succeeds at bringing up the lower-level resource, A-C. The stacked resource A-B doesn't even try to connect, presumably because it can't find the device until it's a connected primary on the lower level. So if anything goes wrong we need to manually log in and bring that resource up, then start the virtual machine on top of it. Second question: setting the primary of a stacked resource Our lower-level resources are configured so that the right one is considered primary: resource test-AC { on A { ... } on C { ... } startup { become-primary-on A; } } But I don't see any way to do the same with a stacked resource, as the following isn't a valid config: resource test-AB { stacked-on-top-of test-AC { ... } stacked-on-top-of test-BD { ... } startup { become-primary-on test-AC; } } This too means that recovering from a failure requires manual intervention. Is there no way to set the automatic primary for a stacked resource?

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  • College network - can I point non-domain student computers to our SUS server?

    - by Joel Coel
    Since I started here 3 months ago, one of the things that's really bothered me about the way this network is setup is something that shows up on the daily bandwidth consumption report. I get a list of top-visited sites by hits and by size, and invariably the top site (to the point that it's bigger than all the other top sites combined) is au.download.windowsupdate.com. We're pulling in ~30GB/day in windows updates. This is every day, not just after a patch Tuesday. After a patch day, it jumps closer to 40GB for a couple days. The key here is that almost none if it is by machines that I'm responsible for. My machines are for the most part fully patched, and when they're not they'll pull from a SUS server, so new updates are downloaded only once. It used to be closer to 50GB/day because most of the machines in our computer labs use DeepFreeze and weren't applying updates correctly, but that's fixed now. So the problem is definitely student-owned machines in the dorms, some of which are re-downloading the same updates in background each day, over and over. I'd love to have these machines start pulling from our SUS server. Then, if they don't ever actually install them at least they're not leeching bandwidth from our public internet connection. Any ideas on how to resolve the situation?

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  • Mercurial confusion - commit / push, backouts

    - by Madmanguruman
    I'm trying to set up a repository on a shared filesystem. I'm using Mercurial 2.1.2 on a Windows-based architecture. I start with an empty folder on the shared filesystem and create a repository in it. After this, I dump in the baseline files, and add them to versioning, then commit the changes. I then clone the repository to my local hard drive. I then make a change in my local repository, commit it, then push back to the shared filesystem repository. The shared repo graph I get in TortoiseHG looks strange (to me). This is the shared repo: This is the local repo: On the shared repo, the working directory always shows up on the top, then the graph goes 'down' to rev. 0 then back 'up' again through various revisions. It looks to me like I have two different branches, even though everything is on the default branch. Also, that 'top' revision always says "* Working Directory * Not a head revision!" I noticed that in my local repository, I don't get that dangling working directory at the top of the list - everything is in one branch. I also noticed that on my local repository, I can back out the tip revision with no problem. On the shared filesystem repository, I cannot, since I get an error ("Cannot backout change on a different branch"). How can this be? Aren't they supposed to be identical to each other? Am I fundamentally doing something wrong?

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  • pdns-recursor allocates resources to non-existing queries

    - by azzid
    I've got a lab-server running pdns-recursor. I set it up to experiment with rate limiting, so it has been resolving requests openly from the whole internet for weeks. My idea was that sooner or later it would get abused, giving me a real user case to experiment with. To keep track of the usage I set up nagios to monitor the number of concurrent-queries to the server. Today I got notice from nagios that my specified limit had been reached. I logged in to start trimming away the malicious questions I was expecting, however, when I started looking at it I couldn't see the expected traffic. What I found is that even though I have over 20 concurrent-queries registered by the server I see no requests in the logs. The following command describes the situation well: $ sudo rec_control get concurrent-queries; sudo rec_control top-remotes 22 Over last 0 queries: How can there be 22 concurrent-queries when the server has 0 queries registered? EDIT: Figured it out! To get top-remotes working I needed to set ################################# # remotes-ringbuffer-entries maximum number of packets to store statistics for # remotes-ringbuffer-entries=100000 It defaults to 0 storing no information to base top-remotes statistics on.

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  • ubuntu's average load never below "0.00 0.01 0.05"

    - by Karma Fusebox
    I have several ubuntu 12.04 VMs running on a ubuntu 12.04 KVM host. Those of the virtual machines that are totally idle with no services (except syslog and the other "small" standard stuff of a fresh installation) show a constant load of "0.00 0.01 0.05" in top/htop as average 1/5/15. When there are "real" applications running, the load averages behave perfectly normal but they never fall below the mentioned values. While this doesn't affect performance at all and could easily be ignored, it screws up the monitoring graphs in a very annoying way: (Notice how load15 behaves nicely if 0.05 for a short time in the right half of the pic) Unfortunately I don't know what diagnostic outputs might be helpful for you, so here's some default stuff: # top top - 16:31:01 up 1:05, 1 user, load average: 0.00, 0.01, 0.05 Tasks: 62 total, 1 running, 61 sleeping, 0 stopped, 0 zombie Cpu(s): 0.2%us, 0.2%sy, 0.0%ni, 99.2%id, 0.5%wa, 0.0%hi, 0.0%si, 0.0%st Mem: 1019464k total, 73452k used, 946012k free, 6140k buffers Swap: 0k total, 0k used, 0k free, 22504k cached . # free -m total used free shared buffers cached Mem: 995 72 923 0 6 21 -/+ buffers/cache: 43 951 Swap: 0 0 0 . # iostat -x /dev/vda Linux 3.2.0-32-virtual (vm3) 11/15/2012 _x86_64_ (2 CPU) avg-cpu: %user %nice %system %iowait %steal %idle 0.25 0.00 0.65 0.20 0.24 98.66 Device: rrqm/s wrqm/s r/s w/s rkB/s wkB/s avgrq-sz avgqu-sz await r_await w_await svctm %util vda 0.14 0.12 0.51 0.22 6.74 1.46 22.50 0.02 23.26 20.64 29.30 7.63 0.56 Need something else? Has anyone ever seen this behavior? Might this be a bug in kvm/ubuntu/kernel 3.x in the end? Thanks a lot!

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  • Problem with Strange VMWare behaviour when shutting down guest.

    - by adza77
    Hi, I've been having a problem for a while now with VMWare Workstaion. (Originally with 6.5, but now with 7.0 and 7.0.1 too). The problem occurs when I choose to shut down a guest. VMWare itself seems to hang. If I choose to shut down a guest that's opened full screen, and during the process I minimise the screen to work on other applications in the host, often (not all the time) when I return to the guest I have a 'greyed out' screen and the system becomes unresponsive. The host O/S still seems to be working, but I am unable to switch to other applications. (I can bring up the taskbar on the host and 'see' other applications and even switch to them, but VMWare still stays 'on top' being unresponsive). I can not terminate VMWare even when windows says that the application has become unresponsive and gives me the option to terminate. VMWare stays on top, and I'm forced to either shutdown, or log off and log back on in order to regain control of my computer. This happens with both Windows 7 and Windows Vista guest operating systems (32 bit), and I have had it happen on multiple host machines, and multiple guest machines too. Current Host: Windows 7 64 bit, 8GB Ram, 500GB HDD, i7 Processor. I have been searching for more than 6 months for a solution but have found none, so finally decided to post here. Does anyone know what might be causing the problem (+or even how to minimize the VM so I can at least access any other applications and save work before forcing a logoff / reboot+) would be extrememly handly. If I know the correct keystrokes to save and close in an application on the host I can do this by task-switching to the desired app to save and close successfully, but I can't see what I'm doing because VMWare Workstation is still on-top 'greyed' out. Cheers Adam.

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  • Problem with Strange VMWare behaviour when shutting down guest.

    - by adza77
    Hi, I've been having a problem for a while now with VMWare Workstaion. (Originally with 6.5, but now with 7.0 and 7.0.1 too). The problem occurs when I choose to shut down a guest. VMWare itself seems to hang. If I choose to shut down a guest that's opened full screen, and during the process I minimise the screen to work on other applications in the host, often (not all the time) when I return to the guest I have a 'greyed out' screen and the system becomes unresponsive. The host O/S still seems to be working, but I am unable to switch to other applications. (I can bring up the taskbar on the host and 'see' other applications and even switch to them, but VMWare still stays 'on top' being unresponsive). I can not terminate VMWare even when windows says that the application has become unresponsive and gives me the option to terminate. VMWare stays on top, and I'm forced to either shutdown, or log off and log back on in order to regain control of my computer. This happens with both Windows 7 and Windows Vista guest operating systems (32 bit), and I have had it happen on multiple host machines, and multiple guest machines too. Current Host: Windows 7 64 bit, 8GB Ram, 500GB HDD, i7 Processor. I have been searching for more than 6 months for a solution but have found none, so finally decided to post here. Does anyone know what might be causing the problem (+or even how to minimize the VM so I can at least access any other applications and save work before forcing a logoff / reboot+) would be extrememly handly. If I know the correct keystrokes to save and close in an application on the host I can do this by task-switching to the desired app to save and close successfully, but I can't see what I'm doing because VMWare Workstation is still on-top 'greyed' out. Cheers Adam.

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  • Ubuntu: Memory Leak

    - by Keener
    I'm having trouble finding from where this memory leak is occurring. I'm running Ubuntu 8.04 LTS on a Dell XPS M1530. I have 3GB of ram and I'm finding after about an hour or so of use top shows me 2GBs+ used. The strange thing is when I add up the memory percentages by PID either from top or ps aux I find that I should only be using about 20-25% of my available ram. What brought this to my attention was I've begun running vmware server again. Now, obviously the ram usage spikes when I load a virtual machine, but the memory VMware is using does not account for the memory usage I'm seeing via top or free. Stopping vmware server releases the memory which was allocated to it, but I'm still unable to find where this RAM is being used. After a complete reboot, of course, the memory is fine, but very quickly it climbs to 60-80% usage with the processes only appearing to account for a third of that. Any ideas where I should look for more information on what this could be?

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  • java memory allocation under linux

    - by pstanton
    I'm running 4 java processes with the following command: java -Xmx256m -jar ... and the system has 8Gb memory under fedora 12. however it is apparently going into swap. how can that be if 4 x 256m = 1Gb ? EDIT: also, how can all 8Gb of memory be used with so little memory allocated to basically the only thing running? is it java not garbage collecting because the OS tells it it doesn't need to or what? TOP: top - 20:13:57 up 3:55, 6 users, load average: 1.99, 2.54, 2.67 Tasks: 251 total, 6 running, 245 sleeping, 0 stopped, 0 zombie Cpu(s): 50.1%us, 2.9%sy, 0.0%ni, 45.1%id, 1.1%wa, 0.0%hi, 0.8%si, 0.0%st Mem: 8252304k total, 8195552k used, 56752k free, 34356k buffers Swap: 10354680k total, 74044k used, 10280636k free, 6624148k cached PID USER PR NI VIRT RES SHR S %CPU %MEM TIME+ COMMAND 1948 xxxxxxxx 20 0 1624m 240m 4020 S 96.8 3.0 164:33.75 java 1927 xxxxxxxx 20 0 139m 31m 27m R 91.8 0.4 38:34.55 postgres 1929 xxxxxxxx 20 0 1624m 200m 3984 S 86.2 2.5 183:24.88 java 1969 xxxxxxxx 20 0 1624m 292m 3984 S 65.6 3.6 154:06.76 java 1987 xxxxxxxx 20 0 137m 29m 27m R 28.5 0.4 75:49.82 postgres 1581 root 20 0 159m 18m 4712 S 22.5 0.2 52:42.54 Xorg 2411 xxxxxxxx 20 0 309m 9748 4544 S 20.9 0.1 45:05.08 gnome-system-mo 1947 xxxxxxxx 20 0 137m 28m 27m S 13.3 0.4 44:46.04 postgres 1772 xxxxxxxx 20 0 135m 25m 25m S 4.0 0.3 1:09.14 postgres 1966 xxxxxxxx 20 0 137m 29m 27m S 3.0 0.4 64:27.09 postgres 1773 xxxxxxxx 20 0 135m 732 624 S 1.0 0.0 0:24.86 postgres 2464 xxxxxxxx 20 0 15028 1156 744 R 0.7 0.0 0:49.14 top 344 root 15 -5 0 0 0 S 0.3 0.0 0:02.26 kdmflush 1 root 20 0 4124 620 524 S 0.0 0.0 0:00.88 init 2 root 15 -5 0 0 0 S 0.0 0.0 0:00.00 kthreadd 3 root RT -5 0 0 0 S 0.0 0.0 0:00.00 migration/0 4 root 15 -5 0 0 0 S 0.0 0.0 0:00.04 ksoftirqd/0

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  • Laptop + External Monitor: Possible to Scale Mouse-crossover Position?

    - by Brian Lacy
    I have a laptop with a 16" screen @ 1366x768 resolution, and a 24" external monitor at 1920x1200 resolution. I'm extending the Windows 7 desktop onto the other screen. The 24" is the secondary monitor, and is positioned so the bottom of that screen lines up with the bottom of the 16" screen. Currently, if I move the mouse to the top portion of the 24" screen, then move left, the mouse will stop at the edge of the 24" screen until I move it down far enough to get into the range of the 16" screen. So that's all pretty standard; but I'm wondering if there's any software out there that will allow me to "scale" the mouse-crossover position, such that if I'm at the TOP of the 24" screen and move left, the mouse will cross to the TOP of the 16" screen, whereas if I'm at the BOTTOM of the 24" screen, crossing over will position the mouse at the BOTTOM of the 16" screen. So then, if the mouse cursor is on the 24" screen at (x,y) position (10,600), and I move 20 pixels left, the mouse is now on the 16" screen at position (1356,384). Anyone know of such a solution?? Note: I also use Ubuntu, so if there's a solution to this for X, but not Windows, I'd be interested in that also.

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  • Linux 2.6.24-gentoo-r3-comtrance on x86_64 high Useage for unknown reasons

    - by Dorjan
    Hello everyone, I'm a complete rookie when it comes to all things Linux related so please treat me as such and assume I know nothing. That being said my Top says this: top - 12:08:03 up 11 days, 15:36, 0 users, load average: 5.47, 5.53, 5.46 Tasks: 296 total, 2 running, 294 sleeping, 0 stopped, 0 zombie Cpu(s): 6.3%us, 1.4%sy, 0.0%ni, 71.3%id, 20.6%wa, 0.0%hi, 0.3%si, 0.0%st Mem: 8176880k total, 8118236k used, 58644k free, 89312k buffers Swap: 1004052k total, 0k used, 1004052k free, 7235652k cached PID USER PR NI VIRT RES SHR S %CPU %MEM TIME+ COMMAND 1229 root 15 -5 0 0 0 D 1 0.0 199:28.63 kjournald 2946 root 20 0 1716 676 552 D 1 0.0 145:02.94 syslogd 14553 root 20 0 2644 1268 876 R 1 0.0 0:00.34 top 14609 postfix 20 0 7896 1884 1460 D 1 0.0 0:00.02 bounce 14630 postfix 20 0 7896 1876 1452 R 0 0.0 0:00.00 bounce And my hard drives says: > df -k Filesystem 1K-blocks Used Available Use% Mounted on /dev/sda3 4925556 4474836 200508 96% / /dev/sda5 489992 36090 428602 8% /tmp /dev/sda6 377951852 236171160 122581816 66% /var none 4088440 0 4088440 0% /dev/shm It has been like it for a few days now... I know not what is causing the high server load (Normally around 1.3) can anyone give any tips on how to track down the culprit? Many thanks,

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  • Add game mechanics through equipment?

    - by Sidar
    In a game with different weapons and armor that actually affect more than just player stats, how would you achieve such effect? (These are just examples not concrete ideas ) For example we could have a handgun, uzi and then you have the graviton-gun. The first two would just shoot bullets, the third one does more than just shoot a simple projectile. It could allow the player to hold an enemy and drag it to use it as a meat shield. The player could also wear generic armor but at some point wears armor that can absorb projectiles. After absorbing enough projectiles you can shoot a giant blast. All these weapons/armor have different "behaviors" that either just raise stats or actually add new mechanics. In a simple case most guns would have similar properties and changing a few settings would create a new weapon (handgun shoots at an interval of x amount of seconds, lower this number and you have a machinegun). This obviously does not work if you intend to do more than just shoot projectiles. I'm pretty much stuck on writing the interface structure. While weapons and armor have different purposes they should both be able to process certain effects that change or add mechanics in the game world.

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  • Five Holiday Gaming Tips for an Active Game Table

    - by Jason Fitzpatrick
    Getting together for the holidays represents a great oppurtunity to introduce new players to the fun of tabletop gaming. Make sure to introduce them right with these five handy tips. Courtesy of GeekDad, we find five tips for introducing new players to the fun of tabletop games old and new over the holidays. Tip number one: 1. Start short. Not everyone is ready for a multi-hour game session right after a big holiday dinner. Post-prandial drowsiness doesn’t go well with a game that takes twenty minutes to set up and another fifteen to explain, so don’t lose your audience before you get to the good stuff. Pick something speedy that gets people into the game with little downtime. If possible, get them laughing — I hear it causes the release of endorphins, which makes them feel better, which will lead to more gaming. (We’ll work on the dopamine receptors later, when you get them hooked on learning new games.) Games like Zombie Dice and Spot It! are easy to teach and can handle a pile of players. FlowerFall and Ca$h ‘n’ Gun$ are guaranteed to make people gravitate to the game table to see what’s going on. How To Delete, Move, or Rename Locked Files in Windows HTG Explains: Why Screen Savers Are No Longer Necessary 6 Ways Windows 8 Is More Secure Than Windows 7

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  • XNA C# Platformer - physics engine or tile based?

    - by Hugh
    I would like to get some opinions on whether i should develop my game using a physics engine (farseer physics seems to be the best option) or follow the traditional tile-based method. Quick background: - its a college project, my first game, but have 4 years academic programming experience - Just want a basic platformer with a few levels, nothing fancy - want a shooting mechanic, run and gun, just like contra or metal slug for example - possibly some simple puzzles I have made a basic prototype with farseer, the level is hardcoded with collisions and not really tiled, more like big full-screen sized tiles, with collision bodies drawn manually along the ground and walls etc. My main problem is i want a simple retro feel to the jumping and physics but because its a physics simulation engine its going to be realistic, whereas typical in air controllable physics for platformers arent realistic. I have to make a box with wheel body fixture under it to have this effect and its glitchy and doesnt feel right. I chose to use a physics engine because i tried the tile method initially and found it very hard to understand, the engine took care of alot things to save me time, mainly being able to do slopes easily was nice and the freedom to draw collision bounds wherever i liked, rather then restricted to a grid, which gave me more freedom for art design also. In conclusion i don't know which method to pick, i want to use a method which will be the most straight forward way to implement and wont give me a headache later on, preferably a method which has an abundance of tutorials and resources so i dont get "stuck" doing something which has been done a million times before! Let me know i haven't provided enough information for you to help me! Thanks in advance, Hugh.

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  • DIY Carbonator Creates Pop Rocks Like Fizzy Fruit [Science]

    - by Jason Fitzpatrick
    If you’ve ever sat around wishing that scientists would stop wasting time trying to solve pressing global problems and instead genetically engineer a bizarre but delicious hybrid of Pop Rocks candy and wholesome fruit, this mad scientist experiment is for you. Over at Evil Mad Scientist Laboratories they share a really fun weekend project. Contributor Rich Faulhaber was looking for a way to make eating fruit extra fun and science-infused for his kids. His solution? Build a homemade carbon dioxide injector that infuses fruit with carbonation. Having trouble imagining that? Envision a bowl of strawberries where every strawberry burst into a crazy flurry of strawberry flavor and champagne bubbles every time you bit into it. Fizzy fruit! Hit up the link below to see how he took pretty common parts: a C02 tank from a paint ball gun, a water filter canister from the hardware store, and other cheap and readily available parts (with the exception of the gas regulator which he suggests you shop garage sales and surplus stores to find a deal on), and combined them together to create a C02 fruit infuser. Hit up the link below to read more about his setup and the procedure he uses to infuse fruit with carbonation. The C02inator [Evil Mad Scientist Laboratories via Hack a Day] HTG Explains: What Are Character Encodings and How Do They Differ?How To Make Disposable Sleeves for Your In-Ear MonitorsMacs Don’t Make You Creative! So Why Do Artists Really Love Apple?

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  • Shooter in iOS and a visible Aim line before shooting

    - by London2423
    I have to questions. I am trying to develop a game that is iOS but I did it first in my computer so I can tested there. I was able to must of it for PC but I am having a very hard time with iOS port The problem I do have is that I don't know how to shout in iOS. To be more specific how to line render in iOS This is the script I use in my computer using UnityEngine; using System.Collections; public class NewBehaviourScript : MonoBehaviour { LineRenderer line; void Start () { line = gameObject.GetComponent<LineRenderer>(); line.enabled = false; } void Update () { if (Input.GetButtonDown ("Fire1")) { StopCoroutine ("FireLaser"); StartCoroutine ("FireLaser"); } } IEnumerator FireLaser () { line.enabled = true; while (Input.GetButton("Fire1")) { Ray ray = new Ray(transform.position, transform.forward); RaycastHit hit; line.SetPosition (0, ray.origin); if (Physics.Raycast (ray, out hit,100)) { line.SetPosition(1,hit.point); if (hit.rigidbody) { hit.rigidbody.AddForceAtPosition(transform.forward * 5, hit.point); } } else line.SetPosition (1, ray.GetPoint (100)); yield return null; } line.enabled = false; { } } } Which part I have to change for iOS? I already did in the iOS the touch giu event so my player move around in the xcode/Iphone but I need some help with the shouting part. The second part of the question is where I do have to insert or change the script in order to first aim and I DO see the line of aim and then shout. Now the player can only shout. It can not aim at the gameobject, see the the line coming out of the gun aiming at the object and then shout? How I can do that. Everyone tell me Line render but that's what i did Thank you

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  • Scaling Sound Effects and Physics with Framerate

    - by Thomas Bradsworth
    (I'm using XNA and C#) Currently, my game (a shooter) runs flawlessly with 60 FPS (which I developed around). However, if the framerate is changed, there are two major problems: Gunshot sound effects are slower Jumping gets messed up Here's how I play gunshot sounds: update(gametime) { if(leftMouseButton.down) { enqueueBulletForSend(); playGunShot(); } } Now, obviously, the frequency of playGunShot depends on the framerate. I can easily fix the issue if the FPS is higher than 60 FPS by capping the shooting rate of the gun, but what if the FPS is less than 60? At first I thought to just loop and play more gunshots per frame, but I found that this can cause audio clipping or make the bullets fire in "clumps." Now for the second issue: Here's how jumping works in my game: if(jumpKey.Down && canJump) { velocity.Y += 0.224f; } // ... (other code) ... if(!onGround) velocity.Y += GRAVITY_ACCELERATION * elapsedSeconds; position += velocity; The issue here is that at < 60 FPS, the "intermediate" velocity is lost and therefore the character jumps lower. At 60 FPS, the game adds more "intermediate" velocities, and therefore the character jumps higher. For example, at 60 FPS, the following occurs: Velocity increased to 0.224 Not on ground, so velocity decreased by X Position increased by (0.224 - X) <-- this is the "intermediate" velocity At 30 FPS, the following occurs: Velocity increased to 0.224 Not on ground, so velocity decreased by 2X Position increased by (0.224 - 2X) <-- the "intermediate" velocity was lost All help is appreciated!

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  • What data should be cached in a multiplayer server, relative to AI and players?

    - by DevilWithin
    In a virtual place, fully network driven, with an arbitrary number of players and an arbitrary number of enemies, what data should be cached in the server memory, in order to optimize smooth AI simulation? Trying to explain, lets say player A sees player B to E, and enemy A to G. Each of those players, see player A, but not necessarily each other. Same applies to enemies. Think of this question from a topdown perspective please. In many cases, for example, when a player shoots his gun, the server handles the sound as a radial "signal" that every other entity within reach "hear" and react upon. Doing these searches all the time for a whole area, containing possibly a lot of unrelated players and enemies, seems to be an issue, when the budget for each AI agent is so small. Should every entity cache whatever enters and exits from its radius of awareness? Is there a great way to trace the entities close by without flooding the memory with such caches? What about other AI related problems that may arise, after assuming the previous one works well? We're talking about environments with possibly hundreds of enemies, a swarm.

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  • Weekend Project: Build a Fireball Launcher

    - by Jason Fitzpatrick
    What’s more fun than playing with fire? Shooting it from your hands. Put on your robe and wizard hat, make a stop at the hardware store, and spend the weekend trying to convince your friends you’ve acquired supernatural powers. Over at MAKE Magazine, Joel Johnson explains the impetus for his project: A stalwart of close-quarter magicians for years, the electronic flash gun is a simple device: a battery-powered, hand-held ignitor that uses a “glo-plug” to light a bit of flash paper and cotton, shooting a fireball a few feet into the air. You can buy one from most magic shops for around $50, but if you build one on your own, you’ll not only save a few bucks, you’ll also learn how easy it is to add fire effects to almost any electronics project. (And what gadget couldn’t stand a little more spurting flame?) The parts list is minimal but the end effect is pretty fantastic. Hit up the link below for the full build guide, plenty of warnings, and a weekend project that’s sure to impress. How to Own Your Own Website (Even If You Can’t Build One) Pt 3 How to Sync Your Media Across Your Entire House with XBMC How to Own Your Own Website (Even If You Can’t Build One) Pt 2

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  • Need efficient way to keep enemy from getting hit multiple times by same source

    - by TenFour04
    My game's a simple 2D one, but this probably applies to many types of scenarios. Suppose my player has a sword, or a gun that shoots a projectile that can pass through and hit multiple enemies. While the sword is swinging, there is a duration where I am checking for the sword making contact with any enemy on every frame. But once an enemy is hit by that sword, I don't want him to continue getting hit over and over as the sword follows through. (I do want the sword to continue checking whether it is hitting other enemies.) I've thought of a couple different approaches (below), but they don't seem like good ones to me. I'm looking for a way that doesn't force cross-referencing (I don't want the enemy to have to send a message back to the sword/projectile). And I'd like to avoid generating/resetting multiple array lists with every attack. Each time the sword swings it generates a unique id (maybe by just incrementing a global static long). Every enemy keeps a list of id's of swipes or projectiles that have already hit them, so the enemy knows not to get hurt by something multiple times. Downside is that every enemy may have a big list to compare to. So projectiles and sword swipes would have to broadcast their end-of-life to all enemies and cause a search and remove on every enemy's array list. Seems kind of slow. Each sword swipe or projectile keeps its own list of enemies that it has already hit so it knows not to apply damage. Downsides: Have to generate a new list (probably pull from a pool and clear one) every time a sword is swung or a projectile shot. Also, this breaks down modularity, because now the sword has to send a message to the enemy, and the enemy has to send a message back to the sword. Seems to me that two-way streets like this are a great way to create very difficult-to-find bugs.

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  • How far do I take Composition?

    - by whiterook6
    (Although I'm sure this is a common problem I really don't know what to search for. Composition is the only thing I could come up with.) I've read over and over that multiple inheritance and subclassing is really, really bad, especially for game entities. If I have three types of motions, five types of guns, and three types of armoring, I don't want to have to make 45 different classes to get all the possible combinations; I'm going to add a motion behavior, gun behavior, and armor behavior to a single generic object. That makes sense. But how far do I take this? I can have as many different types of behaviors as I can imagine: DamageBehavior, MotionBehavior, TargetableBehavior, etc. If I add a new class of behaviors then I need to update all the other classes that use them. But what happens when I have functionality that doesn't really fit into one class of behaviors? For example, my armor needs to be damageable but also updateable. And should I be able to have use more than one type of behavior on an entity at a time, such as two motion behaviors? Can anyone offer any wisdom or point me in the direction of some useful articles? Thanks!

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  • How can I use an object pool for optimization in AndEngine?

    - by coder_For_Life22
    I have read up on a tutorial that allows you to reuse sprites that are re-added to the scene such as bullets from a gun or any other objects using an ObjectPool. In my game i have a variation of sprites about 6 all together with different textures. This is how the object pool is set up with its own class extending Java's GenericPool class public class BulletPool extends GenericPool<BulletSprite> { private TextureRegion mTextureRegion; public BulletPool(TextureRegion pTextureRegion) { if (pTextureRegion == null) { // Need to be able to create a Sprite so the Pool needs to have a TextureRegion throw new IllegalArgumentException("The texture region must not be NULL"); } mTextureRegion = pTextureRegion; } /** * Called when a Bullet is required but there isn't one in the pool */ @Override protected BulletSprite onAllocatePoolItem() { return new BulletSprite(mTextureRegion); } /** * Called when a Bullet is sent to the pool */ @Override protected void onHandleRecycleItem(final BulletSprite pBullet) { pBullet.setIgnoreUpdate(true); pBullet.setVisible(false); } /** * Called just before a Bullet is returned to the caller, this is where you write your initialize code * i.e. set location, rotation, etc. */ @Override protected void onHandleObtainItem(final BulletSprite pBullet) { pBullet.reset(); } } As you see here it takes a TextureRegion parameter. The only problem i am facing with this is that i need to have 6 different sprites recycled and reused in the ObjectPool. This ObjectPool is set up to only use one TextureRegion. Any idea's or suggestions on how to do this?

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