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  • Maintaining State in Mud Engine

    - by Johnathon Sullinger
    I am currently working on a Mud Engine and have started implementing my state engine. One of the things that has me troubled is maintaining different states at once. For instance, lets say that the user has started a tutorial, which requires specific input. If the user types "help" I want to switch in to a help state, so they can get the help they need, then return them to the original state once exiting the help. my state system uses a State Manager to manage the state per user: public class StateManager { /// <summary> /// Gets the current state. /// </summary> public IState CurrentState { get; private set; } /// <summary> /// Gets the states available for use. /// </summary> /// <value> public List<IState> States { get; private set; } /// <summary> /// Gets the commands available. /// </summary> public List<ICommand> Commands { get; private set; } /// <summary> /// Gets the mob that this manager controls the state of. /// </summary> public IMob Mob { get; private set; } public void Initialize(IMob mob, IState initialState = null) { this.Mob = mob; if (initialState != null) { this.SwitchState(initialState); } } /// <summary> /// Performs the command. /// </summary> /// <param name="message">The message.</param> public void PerformCommand(IMessage message) { if (this.CurrentState != null) { ICommand command = this.CurrentState.GetCommand(message); if (command is NoOpCommand) { // NoOperation commands indicate that the current state is not finished yet. this.CurrentState.Render(this.Mob); } else if (command != null) { command.Execute(this.Mob); } else if (command == null) { new InvalidCommand().Execute(this.Mob); } } } /// <summary> /// Switches the state. /// </summary> /// <param name="state">The state.</param> public void SwitchState(IState state) { if (this.CurrentState != null) { this.CurrentState.Cleanup(); } this.CurrentState = state; if (state != null) { this.CurrentState.Render(this.Mob); } } } Each of the different states that the user can be in, is a Type implementing IState. public interface IState { /// <summary> /// Renders the current state to the players terminal. /// </summary> /// <param name="player">The player to render to</param> void Render(IMob mob); /// <summary> /// Gets the Command that the player entered and preps it for execution. /// </summary> /// <returns></returns> ICommand GetCommand(IMessage command); /// <summary> /// Cleanups this instance during a state change. /// </summary> void Cleanup(); } Example state: public class ConnectState : IState { /// <summary> /// The connected player /// </summary> private IMob connectedPlayer; public void Render(IMob mob) { if (!(mob is IPlayer)) { throw new NullReferenceException("ConnectState can only be used with a player object implementing IPlayer"); } //Store a reference for the GetCommand() method to use. this.connectedPlayer = mob as IPlayer; var server = mob.Game as IServer; var game = mob.Game as IGame; // It is not guaranteed that mob.Game will implement IServer. We are only guaranteed that it will implement IGame. if (server == null) { throw new NullReferenceException("LoginState can only be set to a player object that is part of a server."); } //Output the game information mob.Send(new InformationalMessage(game.Name)); mob.Send(new InformationalMessage(game.Description)); mob.Send(new InformationalMessage(string.Empty)); //blank line //Output the server MOTD information mob.Send(new InformationalMessage(string.Join("\n", server.MessageOfTheDay))); mob.Send(new InformationalMessage(string.Empty)); //blank line mob.StateManager.SwitchState(new LoginState()); } /// <summary> /// Gets the command. /// </summary> /// <param name="message">The message.</param> /// <returns>Returns no operation required.</returns> public Commands.ICommand GetCommand(IMessage message) { return new NoOpCommand(); } /// <summary> /// Cleanups this instance during a state change. /// </summary> public void Cleanup() { // We have nothing to clean up. return; } } With the way that I have my FSM set up at the moment, the user can only ever have one state at a time. I read a few different posts on here about state management but nothing regarding keeping a stack history. I thought about using a Stack collection, and just pushing new states on to the stack then popping them off as the user moves out from one. It seems like it would work, but I'm not sure if it is the best approach to take. I'm looking for recommendations on this. I'm currently swapping state from within the individual states themselves as well which I'm on the fence about if it makes sense to do there or not. The user enters a command, the StateManager passes the command to the current State and lets it determine if it needs it (like passing in a password after entering a user name), if the state doesn't need any further commands, it returns null. If it does need to continue doing work, it returns a No Operation to let the state manager know that the state still requires further input from the user. If null is returned, the state manager will then go find the appropriate state for the command entered by the user. Example state requiring additional input from the user public class LoginState : IState { /// <summary> /// The connected player /// </summary> private IPlayer connectedPlayer; private enum CurrentState { FetchUserName, FetchPassword, InvalidUser, } private CurrentState currentState; /// <summary> /// Renders the current state to the players terminal. /// </summary> /// <param name="mob"></param> /// <exception cref="System.NullReferenceException"> /// ConnectState can only be used with a player object implementing IPlayer /// or /// LoginState can only be set to a player object that is part of a server. /// </exception> public void Render(IMob mob) { if (!(mob is IPlayer)) { throw new NullReferenceException("ConnectState can only be used with a player object implementing IPlayer"); } //Store a reference for the GetCommand() method to use. this.connectedPlayer = mob as IPlayer; var server = mob.Game as IServer; // Register to receive new input from the user. mob.ReceivedMessage += connectedPlayer_ReceivedMessage; if (server == null) { throw new NullReferenceException("LoginState can only be set to a player object that is part of a server."); } this.currentState = CurrentState.FetchUserName; switch (this.currentState) { case CurrentState.FetchUserName: mob.Send(new InputMessage("Please enter your user name")); break; case CurrentState.FetchPassword: mob.Send(new InputMessage("Please enter your password")); break; case CurrentState.InvalidUser: mob.Send(new InformationalMessage("Invalid username/password specified.")); this.currentState = CurrentState.FetchUserName; mob.Send(new InputMessage("Please enter your user name")); break; } } /// <summary> /// Receives the players input. /// </summary> /// <param name="sender">The sender.</param> /// <param name="e">The e.</param> void connectedPlayer_ReceivedMessage(object sender, IMessage e) { // Be good memory citizens and clean ourself up after receiving a message. // Not doing this results in duplicate events being registered and memory leaks. this.connectedPlayer.ReceivedMessage -= connectedPlayer_ReceivedMessage; ICommand command = this.GetCommand(e); } /// <summary> /// Gets the Command that the player entered and preps it for execution. /// </summary> /// <param name="command"></param> /// <returns>Returns the ICommand specified.</returns> public Commands.ICommand GetCommand(IMessage command) { if (this.currentState == CurrentState.FetchUserName) { this.connectedPlayer.Name = command.Message; this.currentState = CurrentState.FetchPassword; } else if (this.currentState == CurrentState.FetchPassword) { // find user } return new NoOpCommand(); } /// <summary> /// Cleanups this instance during a state change. /// </summary> public void Cleanup() { // If we have a player instance, we clean up the registered event. if (this.connectedPlayer != null) { this.connectedPlayer.ReceivedMessage -= this.connectedPlayer_ReceivedMessage; } } Maybe my entire FSM isn't wired up in the best way, but I would appreciate input on what would be the best to maintain a stack of state in a MUD game engine, and if my states should be allowed to receive the input from the user or not to check what command was entered before allowing the state manager to switch states. Thanks in advance.

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  • Using the Items collection for state management

    - by nikolaosk
    I have explained some of the state mechanisms that we have in our disposal for preserving state in ASP.Net applications in various posts in this blog. You can have a look at this post , this post , this post and this one .My last post was on Application state management and you can read it here . In this post I will show you how to preserve state using the Items collection. Many developers do not know that we have this option as well for state management. With Items state we can pass data between...(read more)

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  • Windows Shared Hosting with Web Deploy Windows Shared Hosting with Web Deploy [closed]

    - by Tom
    Possible Duplicate: How to find web hosting that meets my requirements? I'm looking for not too expensive quality shared hosting with "good" support (responsive, I don't ask for in the minute replies hehe). Here are the features that I need/I'd like to have: Plesk Panel (optional and would be awesome) 10+ MSSQL Databases 10+ Domain names 10+ Emails account (with forwarding/catch-all) 1000MB+ Disk size 50GB+ Bandwidth ASP.NET MVC 3 support Web Deploy support (important) PHP/MySQL support (optional) I tried some good web hosts but never stumble on a very good one. I liked Arvixe and Softsys but I'd like to know some others companies too just to explore. Thank you very much!

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  • Memento with optional state?

    - by Korey Hinton
    EDIT: As pointed out by Steve Evers and pdr, I am not correctly implementing the Memento pattern, my design is actually State pattern. Menu Program I built a console-based menu program with multiple levels that selects a particular test to run. Each level more precisely describes the operation. At any level you can type back to go back one level (memento). Level 1: Server Type? [1] Server A [2] Server B Level 2: Server environment? [1] test [2] production Level 3: Test type? [1] load [2] unit Level 4: Data Collection? [1] Legal docs [2] Corporate docs Level 4.5 (optional): Load Test Type [2] Multi TIF [2] Single PDF Level 5: Command Type? [1] Move [2] Copy [3] Remove [4] Custom Level 6: Enter a keyword [setup, cleanup, run] Design States PROBLEM: Right now the STATES enum is the determining factor as to what state is BACK and what state is NEXT yet it knows nothing about what the current memento state is. Has anyone experienced a similar issue and found an effective way to handle mementos with optional state? static enum STATES { SERVER, ENVIRONMENT, TEST_TYPE, COLLECTION, COMMAND_TYPE, KEYWORD, FINISHED } Possible Solution (Not-flexible) In reference to my code below, every case statement in the Menu class could check the state of currentMemo and then set the STATE (enum) accordingly to pass to the Builder. However, this doesn't seem flexible very flexible to change and I'm struggling to see an effective way refactor the design. class Menu extends StateConscious { private State state; private Scanner reader; private ServerUtils utility; Menu() { state = new State(); reader = new Scanner(System.in); utility = new ServerUtils(); } // Recurring menu logic public void startPromptingLoop() { List<State> states = new ArrayList<>(); states.add(new State()); boolean redoInput = false; boolean userIsDone = false; while (true) { // get Memento from last loop Memento currentMemento = states.get(states.size() - 1) .saveMemento(); if (currentMemento == null) currentMemento = new Memento.Builder(0).build(); if (!redoInput) System.out.println(currentMemento.prompt); redoInput = false; // prepare Memento for next loop Memento nextMemento = null; STATES state = STATES.values()[states.size() - 1]; // get user input String selection = reader.nextLine(); switch (selection) { case "exit": reader.close(); return; // only escape case "quit": nextMemento = new Memento.Builder(first(), currentMemento, selection).build(); states.clear(); break; case "back": nextMemento = new Memento.Builder(previous(state), currentMemento, selection).build(); if (states.size() <= 1) { states.remove(0); } else { states.remove(states.size() - 1); states.remove(states.size() - 1); } break; case "1": nextMemento = new Memento.Builder(next(state), currentMemento, selection).build(); break; case "2": nextMemento = new Memento.Builder(next(state), currentMemento, selection).build(); break; case "3": nextMemento = new Memento.Builder(next(state), currentMemento, selection).build(); break; case "4": nextMemento = new Memento.Builder(next(state), currentMemento, selection).build(); break; default: if (state.equals(STATES.CATEGORY)) { String command = selection; System.out.println("Executing " + command + " command on: " + currentMemento.type + " " + currentMemento.environment); utility.executeCommand(currentMemento.nickname, command); userIsDone = true; states.clear(); nextMemento = new Memento.Builder(first(), currentMemento, selection).build(); } else if (state.equals(STATES.KEYWORD)) { nextMemento = new Memento.Builder(next(state), currentMemento, selection).build(); states.clear(); nextMemento = new Memento.Builder(first(), currentMemento, selection).build(); } else { redoInput = true; System.out.println("give it another try"); continue; } break; } if (userIsDone) { // start the recurring menu over from the beginning for (int i = 0; i < states.size(); i++) { if (i != 0) { states.remove(i); // remove all except first } } reader = new Scanner(System.in); this.state = new State(); userIsDone = false; } if (!redoInput) { this.state.restoreMemento(nextMemento); states.add(this.state); } } } }

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  • Queued Loadtest to remove Concurrency issues using Shared Data Service in OpenScript

    - by stefan.thieme(at)oracle.com
    Queued Processing to remove Concurrency issues in Loadtest ScriptsSome scripts act on information returned by the server, e.g. act on first item in the returned list of pending tasks/actions. This may lead to concurrency issues if the virtual users simulated in a load test scenario are not synchronized in some way.As the load test cases should be carried out in a comparable and straight forward manner simply cancel a transaction in case a collision occurs is clearly not an option. In case you increase the number of virtual users this approach would lead to a high number of requests for the early steps in your transaction (e.g. login, retrieve list of action points, assign an action point to the virtual user) but later steps would be rarely visited successfully or at all, depending on the application logic.A way to tackle this problem is to enqueue the virtual users in a Shared Data Service queue. Only the first virtual user in this queue will be allowed to carry out the critical steps (retrieve list of action points, assign an action point to the virtual user) in your transaction at any one time.Once a virtual user has passed the critical path it will dequeue himself from the head of the queue and continue with his actions. This does theoretically allow virtual users to run in parallel all steps of the transaction which are not part of the critical path.In practice it has been seen this is rarely the case, though it does not allow adding more than N users to perform a transaction without causing delays due to virtual users waiting in the queue. N being the time of the total transaction divided by the sum of the time of all critical steps in this transaction.While this problem can be circumvented by allowing multiple queues to act on individual segments of the list of actions, e.g. per country filter, ends with 0..9 filter, etc.This would require additional handling of these additional queues of slots for the virtual users at the head of the queue in order to maintain the mutually exclusive access to the first element in the list returned by the server at any one time of the load test. Such an improved handling of multiple queues and/or multiple slots is above the subject of this paper.Shared Data Services Pre-RequisitesStart WebLogic Server to host Shared Data ServicesYou will have to make sure that your WebLogic server is installed and started. Shared Data Services may not work if you installed only the minimal installation package for OpenScript. If however you installed the default package including OLT and OTM, you may follow the instructions below to start and verify WebLogic installation.To start the WebLogic Server deployed underneath of Oracle Load Testing and/or Oracle Test Manager you can go to your Start menu, Oracle Application Testing Suite and select the Restart Oracle Application Testing Suite Application Service entry from the Tools submenu.To verify the service has been started you can run the Microsoft Management Console for Services by Selecting Run from the Start Menu and entering services.msc. Look for the entry that reads Oracle Application Testing Suite Application Service, once it has changed it status from Starting to Started you can proceed to verify the login. Please note that this may take several minutes, I would say up to 10 minutes depending on the strength of your CPU horse-power.Verify WebLogic Server user credentialsYou will have to make sure that your WebLogic Server is installed and started. Next open the Oracle WebLogic Server Adminstration Console on http://localhost:8088/console.It may take a while until the application is deployed and started. It may display the following until the Administration Console has been deployed on the fly.Afterwards you can login using the username oats and the password that you selected during install time for your Application Testing Suite administrative purposes.This will bring up the Home page of you WebLogic Server. You have actually verified that you are able to login with these credentials already. However if you want to check the details, navigate to Security Realms, myrealm, Users and Groups tab.Here you could add users to your WebLogic Server which could be used in the later steps. Details on the Groups required for such a custom user to work are exceeding this quick overview and have to be selected with the WebLogic Server Adminstration Guide in mind.Shared Data Services pre-requisites for Load testingOpenScript Preferences have to be set to enable Encryption and provide a default Shared Data Service Connection for Playback.These are pre-requisites you want to use for load testing with Shared Data Services.Please note that the usage of the Connection Parameters (individual directive in the script) for Shared Data Services did not playback reliably in the current version 9.20.0370 of Oracle Load Testing (OLT) and encryption of credentials still seemed to be mandatory as well.General Encryption settingsSelect OpenScript Preferences from the View menu and navigate to the General, Encryption entry in the tree on the left. Select the Encrypt script data option from the list and enter the same password that you used for securing your WebLogic Server Administration Console.Enable global shared data access credentialsSelect OpenScript Preferences from the View menu and navigate to the Playback, Shared Data entry in the tree on the left. Enable the global shared data access credentials and enter the Address, User name and Password determined for your WebLogic Server to host Shared Data Services.Please note, that you may want to replace the localhost in Address with the hosts realname in case you plan to run load tests with Loadtest Agents running on remote systems.Queued Processing of TransactionsEnable Shared Data Services Module in Script PropertiesThe Shared Data Services Module has to be enabled for each Script that wants to employ the Shared Data Service Queue functionality in OpenScript. It can be enabled under the Script menu selecting Script Properties. On the Script Properties Dialog select the Modules section and check Shared Data to enable Shared Data Service Module for your script. Checking the Shared Data Services option will effectively add a line to your script code that adds the sharedData ScriptService to your script class of IteratingVUserScript.@ScriptService oracle.oats.scripting.modules.sharedData.api.SharedDataService sharedData;Record your scriptRecord your script as usual and then add the following things for Queue handling in the Initialize code block, before the first step and after the last step of your critical path and in the Finalize code block.The java code to be added at individual locations is explained in the following sections in full detail.Create a Shared Data Queue in InitializeTo create a Shared Data Queue go to the Java view of your script and enter the following statements to the initialize() code block.info("Create queueA with life time of 120 minutes");sharedData.createQueue("queueA", 120);This will create an instantiation of the Shared Data Queue object named queueA which is maintained for upto 120 minutes.If you want to use the code for multiple scripts, make sure to use a different queue name for each one here and in the subsequent steps. You may even consider to use a dynamic queueName based on filters of your result list being concurrently accessed.Prepare a unique id for each IterationIn order to keep track of individual virtual users in our queue we need to create a unique identifier from the virtual user id and the used username right after retrieving the next record from our databank file.getDatabank("Usernames").getNextDatabankRecord();getVariables().set("usernameValue1","VU_{{@vuid}}_{{@iterationnum}}_{{db.Usernames.Username}}_{{@timestamp}}_{{@random(10000)}}");String usernameValue = getVariables().get("usernameValue1");info("Now running virtual user " + usernameValue);As you can see from the above code block, we have set the OpenScript variable usernameValue1 to VU_{{@vuid}}_{{@iterationnum}}_{{db.Usernames.Username}}_{{@timestamp}}_{{@random(10000)}} which is a concatenation of the virtual user id and the iterationnumber for general uniqueness; as well as the username from our databank, the timestamp and a random number for making it further unique and ease spotting of errors.Not all of these fields are actually required to make it really unique, but adding the queue name may also be considered to help troubleshoot multiple queues.The value is then retrieved with the getVariables.get() method call and assigned to the usernameValue String used throughout the script.Please note that moving the getDatabank("Usernames").getNextDatabankRecord(); call to the initialize block was later considered to remove concurrency of multiple virtual users running with the same userid and therefor accessing the same "My Inbox" in step 6. This will effectively give each virtual user a userid from the databank file. Make sure you have enough userids to remove this second hurdle.Enqueue and attend Queue before Critical PathTo maintain the right order of virtual users being allowed into the critical path of the transaction the following pseudo step has to be added in front of the first critical step. In the case of this example this is right in front of the step where we retrieve the list of actions from which we select the first to be assigned to us.beginStep("[0] Waiting in the Queue", 0);{info("Enqueued virtual user " + usernameValue + " at the end of queueA");sharedData.offerLast("queueA", usernameValue);info("Wait until the user is the first in queueA");String queueValue1 = null;do {// we wait for at least 0.7 seconds before we check the head of the// queue. This is the time it takes one user to move through the// critical path, i.e. pass steps [5] Enter country and [6] Assign// to meThread.sleep(700);queueValue1 = (String) sharedData.peekFirst("queueA");info("The first user in queueA is currently: '" + queueValue1 + "' " + queueValue1.getClass() + " length " + queueValue1.length() );info("The current user is '"+ usernameValue + "' " + usernameValue.getClass() + " length " + usernameValue.length() + ": indexOf " + usernameValue.indexOf(queueValue1) + " equals " + usernameValue.equals(queueValue1) );} while ( queueValue1.indexOf(usernameValue) < 0 );info("Now the user is the first in queueA");}endStep();This will enqueue the username to the tail of our Queue. It will will wait for at least 700 milliseconds, the time it takes for one user to exit the critical path and then compare the head of our queue with it's username. This last step will be repeated while the two are not equal (indexOf less than zero). If they are equal the indexOf will yield a value of zero or larger and we will perform the critical steps.Dequeue after Critical PathAfter the virtual user has left the critical path and complete its last step the following code block needs to dequeue the virtual user. In the case of our example this is right after the action has been actually assigned to the virtual user. This will allow the next virtual user to retrieve the list of actions still available and in turn let him make his selection/assignment.info("Get and remove the current user from the head of queueA");String pollValue1 = (String) sharedData.pollFirst("queueA");The current user is removed from the head of the queue. The next one will now be able to match his username against the head of the queue.Clear and Destroy Queue for FinishWhen the script has completed, it should clear and destroy the queue. This code block can be put in the finish block of your script and/or in a separate script in order to clear and remove the queue in case you have spotted an error or want to reset the queue for some reason.info("Clear queueA");sharedData.clearQueue("queueA");info("Destroy queueA");sharedData.destroyQueue("queueA");The users waiting in queueA are cleared and the queue is destroyed. If you have scripts still executing they will be caught in a loop.I found it better to maintain a separate Reset Queue script which contained only the following code in the initialize() block. I use to call this script to make sure the queue is cleared in between multiple Loadtest runs. This script could also even be added as the first in a larger scenario, which would execute it only once at very start of the Loadtest and make sure the queues do not contain any stale entries.info("Create queueA with life time of 120 minutes");sharedData.createQueue("queueA", 120);info("Clear queueA");sharedData.clearQueue("queueA");This will create a Shared Data Queue instance of queueA and clear all entries from this queue.Monitoring QueueWhile creating the scripts it was useful to monitor the contents, i.e. the current first user in the Queue. The following code block will make sure the Shared Data Queue is accessible in the initialize() block.info("Create queueA with life time of 120 minutes");sharedData.createQueue("queueA", 120);In the run() block the following code will continuously monitor the first element of the Queue and write an informational message with the current username Value to the Result window.info("Monitor the first users in queueA");String queueValue1 = null;do {queueValue1 = (String) sharedData.peekFirst("queueA");if (queueValue1 != null)info("The first user in queueA is currently: '" + queueValue1 + "' " + queueValue1.getClass() + " length " + queueValue1.length() );} while ( true );This script can be run from OpenScript parallel to a loadtest performed by the Oracle Load Test.However it is not recommend to run this in a production loadtest as the performance impact is unknown. Accessing the Queue's head with the peekFirst() method has been reported with about 2 seconds response time by both OpenScript and OTL. It is advised to log a Service Request to see if this could be lowered in future releases of Application Testing Suite, as the pollFirst() and even offerLast() writing to the tail of the Queue usually returned after an average 0.1 seconds.Debugging QueueWhile debugging the scripts the following was useful to remove single entries from its head, i.e. the current first user in the Queue. The following code block will make sure the Shared Data Queue is accessible in the initialize() block.info("Create queueA with life time of 120 minutes");sharedData.createQueue("queueA", 120);In the run() block the following code will remove the first element of the Queue and write an informational message with the current username Value to the Result window.info("Get and remove the current user from the head of queueA");String pollValue1 = (String) sharedData.pollFirst("queueA");info("The first user in queueA was currently: '" + pollValue1 + "' " + pollValue1.getClass() + " length " + pollValue1.length() );ReferencesOracle Functional Testing OpenScript User's Guide Version 9.20 [E15488-05]Chapter 17 Using the Shared Data Modulehttp://download.oracle.com/otn/nt/apptesting/oats-docs-9.21.0030.zipOracle Fusion Middleware Oracle WebLogic Server Administration Console Online Help 11g Release 1 (10.3.4) [E13952-04]Administration Console Online Help - Manage users and groupshttp://download.oracle.com/docs/cd/E17904_01/apirefs.1111/e13952/taskhelp/security/ManageUsersAndGroups.htm

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  • Which Apache modules are safe to disable?

    - by Gaia
    Each Apache process is using about 70MB of private/rss memory, so I would like to lean them up a bit. The server runs Magento and Wordpress only. PHP is run as fcgid. Which modules would you consider safe to disable? Loaded Modules: core_module (static) mpm_prefork_module (static) http_module (static) so_module (static) auth_basic_module (shared) auth_digest_module (shared) authn_file_module (shared) authn_alias_module (shared) authn_anon_module (shared) authn_dbm_module (shared) authn_default_module (shared) authz_host_module (shared) authz_user_module (shared) authz_owner_module (shared) authz_groupfile_module (shared) authz_dbm_module (shared) authz_default_module (shared) ldap_module (shared) authnz_ldap_module (shared) include_module (shared) log_config_module (shared) logio_module (shared) env_module (shared) ext_filter_module (shared) mime_magic_module (shared) expires_module (shared) deflate_module (shared) headers_module (shared) usertrack_module (shared) setenvif_module (shared) mime_module (shared) dav_module (shared) status_module (shared) autoindex_module (shared) info_module (shared) dav_fs_module (shared) vhost_alias_module (shared) negotiation_module (shared) dir_module (shared) actions_module (shared) speling_module (shared) userdir_module (shared) alias_module (shared) substitute_module (shared) rewrite_module (shared) proxy_module (shared) proxy_balancer_module (shared) proxy_ftp_module (shared) proxy_http_module (shared) proxy_ajp_module (shared) proxy_connect_module (shared) cache_module (shared) suexec_module (shared) disk_cache_module (shared) cgi_module (shared) version_module (shared) sed_module (shared) security2_module (shared) unique_id_module (shared) fcgid_module (shared) evasive20_module (shared) perl_module (shared) php5_module (shared) ssl_module (shared) dav_svn_module (shared) authz_svn_module (shared)

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  • Apache is sending php files to my browser instead of parsing

    - by justen doherty
    I have to set up PHP on an existing web host. I have made a virtual host entry, but for some reason Apache is sending the PHP to the browser instead of parsing.. from googling around it looks like it's a problem with the mimetypes, but I'm not an Apache expert by any means, so if anyone could help it would be appreciated... I have the following in my httpd.conf: AddHandler php5-script php DirectoryIndex index.html index.phtml index.php index.phps AddType application/x-httpd-php .phtml AddType application/x-httpd-php .php AddType application/x-httpd-php-source .phps The PHP module is loaded into Apache: /usr/sbin/apachectl -M Loaded Modules: core_module (static) mpm_prefork_module (static) http_module (static) so_module (static) auth_basic_module (shared) auth_digest_module (shared) authn_file_module (shared) authn_alias_module (shared) authn_anon_module (shared) authn_dbm_module (shared) authn_default_module (shared) authz_host_module (shared) authz_user_module (shared) authz_owner_module (shared) authz_groupfile_module (shared) authz_dbm_module (shared) authz_default_module (shared) ldap_module (shared) authnz_ldap_module (shared) include_module (shared) log_config_module (shared) logio_module (shared) env_module (shared) ext_filter_module (shared) mime_magic_module (shared) expires_module (shared) deflate_module (shared) headers_module (shared) usertrack_module (shared) setenvif_module (shared) mime_module (shared) dav_module (shared) status_module (shared) autoindex_module (shared) info_module (shared) dav_fs_module (shared) vhost_alias_module (shared) negotiation_module (shared) dir_module (shared) actions_module (shared) speling_module (shared) userdir_module (shared) alias_module (shared) rewrite_module (shared) proxy_module (shared) proxy_balancer_module (shared) proxy_ftp_module (shared) proxy_http_module (shared) proxy_connect_module (shared) cache_module (shared) suexec_module (shared) disk_cache_module (shared) file_cache_module (shared) mem_cache_module (shared) cgi_module (shared) version_module (shared) fcgid_module (shared) perl_module (shared) php5_module (shared) proxy_ajp_module (shared) ssl_module (shared) And this is my virtual host entry: <VirtualHost 10.16.140.113:80> ServerName viridor-cms.co.uk ServerAlias www.viridor-cms.co.uk UseCanonicalName Off DocumentRoot /var/www/vhosts/viridor-cms.co.uk/httpdocs CustomLog /var/www/vhosts/viridor-cms.co.uk/cms-access_log common ErrorLog /var/www/vhosts/viridor-cms.co.uk/cms-error_log DirectoryIndex index.php index.html <IfModule sapi_apache2.c> php_admin_flag engine on php_admin_flag safe_mode on </IfModule> <IfModule mod_php5.c> php_admin_flag engine on php_admin_flag safe_mode on </IfModule> AddType application/x-httpd-php .php AddType application/x-httpd-php-source .phps </VirtualHost> Please help, my head is so sore from banging it against the table and the wall!

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  • Alternative to Game State System?

    - by Ricket
    As far as I can tell, most games have some sort of "game state system" which switches between the different game states; these might be things like "Intro", "MainMenu", "CharacterSelect", "Loading", and "Game". On the one hand, it totally makes sense to separate these into a state system. After all, they are disparate and would otherwise need to be in a large switch statement, which is obviously messy; and they certainly are well represented by a state system. But at the same time, I look at the "Game" state and wonder if there's something wrong about this state system approach. Because it's like the elephant in the room; it's HUGE and obvious but nobody questions the game state system approach. It seems silly to me that "Game" is put on the same level as "Main Menu". Yet there isn't a way to break up the "Game" state. Is a game state system the best way to go? Is there some different, better technique to managing, well, the "game state"? Is it okay to have an intro state which draws a movie and listens for enter, and then a loading state which loops on the resource manager, and then the game state which does practically everything? Doesn't this seem sort of unbalanced to you, too? Am I missing something?

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  • Apache Config: RSA server certificate CommonName (CN) ... NOT match server name!?

    - by mmattax
    I'm getting this in error_log when I start Apache: [Tue Mar 09 14:57:02 2010] [notice] mod_python: Creating 4 session mutexes based on 300 max processes and 0 max threads. [Tue Mar 09 14:57:02 2010] [warn] RSA server certificate CommonName (CN) `*.foo.com' does NOT match server name!? [Tue Mar 09 14:57:02 2010] [warn] RSA server certificate CommonName (CN) `www.bar.com' does NOT match server name!? [Tue Mar 09 14:57:02 2010] [notice] Apache configured -- resuming normal operations Child processes then seem to seg fault: [Tue Mar 09 14:57:32 2010] [notice] child pid 3425 exit signal Segmentation fault (11) [Tue Mar 09 14:57:35 2010] [notice] child pid 3433 exit signal Segmentation fault (11) [Tue Mar 09 14:57:36 2010] [notice] child pid 3437 exit signal Segmentation fault (11) Server is RHEL, what's going on and what do I need to do to fix this? EDIT As requested, the dump from httpd -M: Loaded Modules: core_module (static) mpm_prefork_module (static) http_module (static) so_module (static) auth_basic_module (shared) auth_digest_module (shared) authn_file_module (shared) authn_alias_module (shared) authn_anon_module (shared) authn_default_module (shared) authz_host_module (shared) authz_user_module (shared) authz_owner_module (shared) authz_groupfile_module (shared) authz_default_module (shared) include_module (shared) log_config_module (shared) logio_module (shared) env_module (shared) ext_filter_module (shared) mime_magic_module (shared) expires_module (shared) deflate_module (shared) headers_module (shared) usertrack_module (shared) setenvif_module (shared) mime_module (shared) status_module (shared) autoindex_module (shared) info_module (shared) vhost_alias_module (shared) negotiation_module (shared) dir_module (shared) actions_module (shared) speling_module (shared) userdir_module (shared) alias_module (shared) rewrite_module (shared) cache_module (shared) disk_cache_module (shared) file_cache_module (shared) mem_cache_module (shared) cgi_module (shared) perl_module (shared) php5_module (shared) python_module (shared) ssl_module (shared) Syntax OK

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  • Apache Config: RSA server certificate CommonName (CN) ... NOT match server name?

    - by mmattax
    I'm getting this in error_log when I start Apache: [Tue Mar 09 14:57:02 2010] [notice] mod_python: Creating 4 session mutexes based on 300 max processes and 0 max threads. [Tue Mar 09 14:57:02 2010] [warn] RSA server certificate CommonName (CN) `*.foo.com' does NOT match server name!? [Tue Mar 09 14:57:02 2010] [warn] RSA server certificate CommonName (CN) `www.bar.com' does NOT match server name!? [Tue Mar 09 14:57:02 2010] [notice] Apache configured -- resuming normal operations Child processes then seem to seg fault: [Tue Mar 09 14:57:32 2010] [notice] child pid 3425 exit signal Segmentation fault (11) [Tue Mar 09 14:57:35 2010] [notice] child pid 3433 exit signal Segmentation fault (11) [Tue Mar 09 14:57:36 2010] [notice] child pid 3437 exit signal Segmentation fault (11) Server is RHEL, what's going on and what do I need to do to fix this? EDIT As requested, the dump from httpd -M: Loaded Modules: core_module (static) mpm_prefork_module (static) http_module (static) so_module (static) auth_basic_module (shared) auth_digest_module (shared) authn_file_module (shared) authn_alias_module (shared) authn_anon_module (shared) authn_default_module (shared) authz_host_module (shared) authz_user_module (shared) authz_owner_module (shared) authz_groupfile_module (shared) authz_default_module (shared) include_module (shared) log_config_module (shared) logio_module (shared) env_module (shared) ext_filter_module (shared) mime_magic_module (shared) expires_module (shared) deflate_module (shared) headers_module (shared) usertrack_module (shared) setenvif_module (shared) mime_module (shared) status_module (shared) autoindex_module (shared) info_module (shared) vhost_alias_module (shared) negotiation_module (shared) dir_module (shared) actions_module (shared) speling_module (shared) userdir_module (shared) alias_module (shared) rewrite_module (shared) cache_module (shared) disk_cache_module (shared) file_cache_module (shared) mem_cache_module (shared) cgi_module (shared) perl_module (shared) php5_module (shared) python_module (shared) ssl_module (shared) Syntax OK

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  • How does a "Variables introduce state"?

    - by kunj2aan
    I was reading the "C++ Coding Standards" and this line was there: Variables introduce state, and you should have to deal with as little state as possible, with lifetimes as short as possible. Doesn't anything that mutates eventually manipulate state? What does "you should have to deal with little state as possible" mean? In an impure language such as C++, isn't state management really what you are doing? And what are other ways to "deal with as little state as possible" other than limiting variable lifetime?

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  • IIS 7 and ASP.NET State Service Configuration

    - by Shawn
    We have 2 web servers load balanced and we wanted to get away from sticky sessions for obvious reasons. Our attempted approach is to use the ASP.NET State service on one of the boxes to store the session state for both. I realize that it's best to have a server dedicated to storing sessions but we don't have the resources for that. I've followed these instructions to no avail. The session still isn't being shared between the two servers. I'm not receiving any errors. I have the same machine key for both servers, and I've set the application ID to a unique value that matches between the two servers. Any suggestions on how I can troubleshoot this issue? Update: I turned on the session state service on my local machine and pointed both servers to the ip address on my local machine and it worked as expected. The session was shared between both servers. This leads me to believe that the problem might be that I'm not using a standalone server as my state service. Perhaps the problem is because I am using the ip address 127.0.0.1 on one server and then using a different ip address on the other server. Unfortunately when I try to use the network ip address as opposed to localhost the connection doesn't seem to work from the host server. Any insight on whether my suspicions are correct would be appreciated.

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  • State management using the Application class in ASP.Net applications

    - by nikolaosk
    I have explained some of the state mechanisms that we have in our disposal for preserving state in ASP.Net applications in various posts in this blog. You can have a look at this post , this post , this post and this one . I have not presented yet an example in using the Application class/object for preserving state within our application. Application state is available globally in an application.The way we access Application State is through the HttpApplication object's Application property. Let...(read more)

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  • State pattern: Why doesn't the context class implement or inherit the State abstract interface/class

    - by Ricket
    I'm reading about the State pattern. I have only just begun, so of course I begin by reading the entire Wikipedia article on it. I noticed that both of the examples in the article have some base abstract class or Java interface for a generic State's methods/functions. Then there are some states which inherit from the base and implement those methods/functions in different ways. Then there's a Context class which has a private member of type State and which, at any time, can be equal to an instance of one of the implementations. That context class also implements the same methods, and passes them onto the current state instance, and then has an additional method to change the state (or depending on design I understand the change of state could be a reaction to one of the implemented methods). Why doesn't this context class specifically "extend" or "implement" the generic State base class/interface?

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  • Using both IIS6 and IIS7 with the same SQL State Server

    - by Josef
    We are trying to use new IIS7 (32bit, Classic Mode) webs in addition to our IIS6 webs with one SQL State Server for ASP.NET Session Handling. Unfortunately the number of transactions per seconds in the State Servers spikes (10 times+) as soon as we add the new IIS7 web to the farm. Are there any known issues with the described setup?

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  • Apache is sending php files to my browser instead of parsing

    - by justen doherty
    i have to setup php on an existing web host, i have made a virtual host entry but for some reason apache is sending the php to the browser instead of parsing.. from googling around it looks like its a problem with the mimetypes, but im not an apache expert by any means - so if anyone can help it would be appreciated... i have the following in my httpd.conf AddHandler php5-script php DirectoryIndex index.html index.phtml index.php index.phps AddType application/x-httpd-php .phtml AddType application/x-httpd-php .php AddType application/x-httpd-php-source .phps the php module is loaded into apache: /usr/sbin/apachectl -M Loaded Modules: core_module (static) mpm_prefork_module (static) http_module (static) so_module (static) auth_basic_module (shared) auth_digest_module (shared) authn_file_module (shared) authn_alias_module (shared) authn_anon_module (shared) authn_dbm_module (shared) authn_default_module (shared) authz_host_module (shared) authz_user_module (shared) authz_owner_module (shared) authz_groupfile_module (shared) authz_dbm_module (shared) authz_default_module (shared) ldap_module (shared) authnz_ldap_module (shared) include_module (shared) log_config_module (shared) logio_module (shared) env_module (shared) ext_filter_module (shared) mime_magic_module (shared) expires_module (shared) deflate_module (shared) headers_module (shared) usertrack_module (shared) setenvif_module (shared) mime_module (shared) dav_module (shared) status_module (shared) autoindex_module (shared) info_module (shared) dav_fs_module (shared) vhost_alias_module (shared) negotiation_module (shared) dir_module (shared) actions_module (shared) speling_module (shared) userdir_module (shared) alias_module (shared) rewrite_module (shared) proxy_module (shared) proxy_balancer_module (shared) proxy_ftp_module (shared) proxy_http_module (shared) proxy_connect_module (shared) cache_module (shared) suexec_module (shared) disk_cache_module (shared) file_cache_module (shared) mem_cache_module (shared) cgi_module (shared) version_module (shared) fcgid_module (shared) perl_module (shared) php5_module (shared) proxy_ajp_module (shared) ssl_module (shared) and this is my virtual host entry: ServerName viridor-cms.co.uk ServerAlias www.viridor-cms.co.uk UseCanonicalName Off DocumentRoot /var/www/vhosts/viridor-cms.co.uk/httpdocs CustomLog /var/www/vhosts/viridor-cms.co.uk/cms-access_log common ErrorLog /var/www/vhosts/viridor-cms.co.uk/cms-error_log DirectoryIndex index.php index.html php_admin_flag engine on php_admin_flag safe_mode on php_admin_flag engine on php_admin_flag safe_mode on AddType application/x-httpd-php .php AddType application/x-httpd-php-source .phps please help, my head is so sore from banging it againest the table and the wall !

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  • In a state machine, is it a good idea to separate states and transitions?

    - by codablank1
    I have implemented a small state machine in this way (in pseudo code): class Input {} class KeyInput inherits Input { public : enum { Key_A, Key_B, ..., } } class GUIInput inherits Input { public : enum { Button_A, Button_B, ..., } } enum Event { NewGame, Quit, OpenOptions, OpenMenu } class BaseState { String name; Event get_event (Input input); void handle (Event e); //event handling function } class Menu inherits BaseState{...} class InGame inherits BaseState{...} class Options inherits BaseState{...} class StateMachine { public : BaseState get_current_state () { return current_state; } void add_state (String name, BaseState state) { statesMap.insert(name, state);} //raise an exception if state not found BaseState get_state (String name) { return statesMap.find(name); } //raise an exception if state or next_state not found void add_transition (Event event, String state_name, String next_state_name) { BaseState state = get_state(state_name); BaseState next_state = get_state(next_state_name); transitionsMap.insert(pair<event, state>, next_state); } //raise exception if couple not found BaseState get_next_state(Event event, BaseState state) { return transitionsMap.find(pair<event, state>); } void handle(Input input) { Event event = current_state.get_event(input) current_state.handle(event); current_state = get_next_state(event, current_state); } private : BaseState current_state; map<String, BaseState> statesMap; //map of all states in the machine //for each couple event/state, this map stores the next state map<pair<Event, BaseState>, BaseState> transitionsMap; } So, before getting the transition, I need to convert the key input or GUI input to the proper event, given the current state; thus the same key 'W' can launch a new game in the 'Menu' state or moving forward a character in the 'InGame' state; Then I get the next state from the transitionsMap and I update the current state Does this configuration seem valid to you ? Is it a good idea to separate states and transitions ? And I have some kind of trouble to represent a 'null state' or a 'null event'; What initial value can I give to the current state and which one should be returned by get_state if it fails ?

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  • iptables rules keep showing up

    - by Omriko
    I just installed an ubuntu precise server, after a few weird communications issues I checked the iptables list and found: Chain INPUT (policy DROP) target prot opt source destination ACCEPT all -- anywhere anywhere ACCEPT all -- anywhere anywhere state RELATED,ESTABLISHED ACCEPT tcp -- 10.0.0.0/24 anywhere tcp spts:1024:65535 dpt:ssh state NEW ACCEPT icmp -- anywhere anywhere state NEW ACCEPT icmp -- anywhere anywhere state NEW ACCEPT icmp -- anywhere anywhere state NEW ACCEPT icmp -- anywhere anywhere state NEW DROP tcp -- anywhere anywhere tcp dpt:10520 state NEW DROP udp -- anywhere anywhere udp spts:1:65535 dpt:31337 state NEW DROP udp -- anywhere anywhere udp spts:1:65535 dpt:31338 state NEW DROP udp -- anywhere anywhere udp spts:1:65535 dpt:54320 state NEW DROP udp -- anywhere anywhere udp spts:1:65535 dpt:54321 state NEW DROP tcp -- anywhere anywhere tcp dpt:12345 state NEW DROP tcp -- anywhere anywhere tcp dpt:12346 state NEW DROP tcp -- anywhere anywhere tcp dpt:20034 state NEW DROP tcp -- anywhere anywhere tcp dpt:16600 state NEW DROP tcp -- anywhere anywhere tcp dpt:16660 state NEW DROP tcp -- anywhere anywhere tcp dpt:65000 state NEW DROP udp -- anywhere anywhere udp dpt:34555 state NEW DROP udp -- anywhere anywhere udp dpt:35555 state NEW DROP udp -- anywhere anywhere udp spts:netbios-ns:netbios-dgm dpts:netbios-ns:netbios-dgm state NEW DROP tcp -- anywhere anywhere tcp spts:1024:65535 dpt:netbios-ssn state NEW DROP tcp -- anywhere anywhere tcp spts:1024:65535 dpt:microsoft-ds state NEW DROP udp -- anywhere anywhere udp spt:microsoft-ds dpt:microsoft-ds state NEW DROP udp -- anywhere anywhere udp spts:1024:65535 dpt:microsoft-ds state NEW DROP tcp -- anywhere anywhere tcp spts:1024:65535 dpt:loc-srv state NEW DROP tcp -- anywhere anywhere tcp spts:1024:65535 dpt:5000 state NEW DROP tcp -- anywhere anywhere tcp spts:1024:65535 dpts:1025:1029 state NEW DROP udp -- anywhere anywhere udp spts:1:65535 dpt:loc-srv state NEW ACCEPT tcp -- anywhere anywhere tcp spts:1024:65535 dpt:28082 state NEW DROP all -- anywhere anywhere state NEW Chain FORWARD (policy DROP) target prot opt source destination Chain OUTPUT (policy DROP) target prot opt source destination ACCEPT all -- anywhere anywhere ACCEPT all -- anywhere anywhere state RELATED,ESTABLISHED ACCEPT tcp -- anywhere anywhere tcp spts:tcpmux:65535 dpts:tcpmux:65535 state NEW ACCEPT udp -- anywhere anywhere udp dpts:1:65535 state NEW ACCEPT icmp -- anywhere anywhere state NEW ACCEPT tcp -- anywhere anywhere tcp spts:1024:65535 dpt:28082 state NEW DROP all -- anywhere anywhere state NEW I tried to wipe the rules, I disabled UFW, Ive rewritten and saved iptables rules according to this guide, but every minute or so the old rules return.... I checked crontab for scheduled tasks, there is nothing in there but still these rules appear every minute... please help!

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  • Designing a state machine in C++

    - by skyeagle
    I have a little problem that involves modelling a state machine. I have managed to do a little bit of knowledge engineering and 'reverse engineer' a set of primitive deterministic rules that determine state as well as state transitions. I would like to know what the best practises are regarding: How to rigorously test my states and state transitions to make sure that the system cannot end up in an undeetermined state. How to enforce state transition requirements (for example, it should be impossible to go directly from stateFoo to StateFooBar, i.e. to embue each state with 'knowlege' about the states it can transition to. Ideally, I would like to use clean, pattern based design, with templates wherever possible. I do need somewhere to start though and I would be grateful for any pointers (no pun intended), that are sent my way.

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  • Communication between state machines with hidden transitions

    - by slartibartfast
    The question emerged for me in embedded programming but I think it can be applied to quite a number of general networking situations e.g. when a communication partner fails. Assume we have an application logic (a program) running on a computer and a gadget connected to that computer via e.g. a serial interface like RS232. The gadget has a red/green/blue LED and a button which disables the LED. The LEDs color can be driven by software commands over the serial interface and the state (red/green/blue/off) is read back and causes a reaction in the application logic. Asynchronous behaviour of the application logic with regard to the LED color down to a certain delay (depending on the execution cycle of the application) is tolerated. What we essentially have is a resource (the LED) which can not be reserved and handled atomically by software because the (organic) user can at any time press the button to interfere/break the software attempt to switch the LED color. Stripping this example from its physical outfit I dare to say that we have two communicating state machines A (application logic) and G (gadget) where G executes state changes unbeknownst to A (and also the other way round, but this is not significant in our example) and only A can be modified at a reasonable price. A needs to see the reaction and state of G in one piece of information which may be (slightly) outdated but not inconsistent with respect to the short time window when this information was generated on the side of G. What I am looking for is a concise method to handle such a situation in embedded software (i.e. no layer/framework like CORBA etc. available). A programming technique which is able to map the complete behaviour of both participants on classical interfaces of a classical programming language (C in this case). To complicate matters (or rather, to generalize), a simple high frequency communication cycle of A to G and back (IOW: A is rapidly polling G) is out of focus because of technical restrictions (delay of serial com, A not always active, etc.). What I currently see as a general solution is: the application logic A as one thread of execution an adapter object (proxy) PG (presenting G inside the computer), together with the serial driver as another thread a communication object between the two (A and PG) which is transactionally safe to exchange The two execution contexts (threads) on the computer may be multi-core or just interrupt driven or tasks in an RTOS. The com object contains the following data: suspected state (written by A): effectively a member of the power set of states in G (in our case: red, green, blue, off, red_or_green, red_or_blue, red_or_off...etc.) command data (written by A): test_if_off, switch_to_red, switch_to_green, switch_to_blue operation status (written by PG): operation_pending, success, wrong_state, link_broken new state (written by PG): red, green, blue, off The idea of the com object is that A writes whichever (set of) state it thinks G is in, together with a command. (Example: suspected state="red_or_green", command: "switch_to_blue") Notice that the commands issued by A will not work if the user has switched off the LED and A needs to know this. PG will pick up such a com object and try to send the command to G, receive its answer (or a timeout) and set the operation status and new state accordingly. A will take back the oject once it is no longer at operation_pending and can react to the outcome. The com object could be separated of course (into two objects, one for each direction) but I think it is convenient in nearly all instances to have the command close to the result. I would like to have major flaws pointed out or hear an entirely different view on such a situation.

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  • Sending state diffs (deltas) and unreliable connections

    - by spaceOwl
    We're building a realtime multiplayer game, in which each player is responsible for reporting its state on every iteration of the game loop. The state updates are broadcasted using unreliable UDP. To minimize state data sending, we've come up with a system that will send only deltas (whatever state data that was changed). This method however is flawed, since a lost packet will mean that other players will not receive the delta, making the game behave in an unexpected way. For example: Assume that state is comprised of: { positionX, positionY, health } Frame 1 - positionX changed --> send a packet with positionX only. Frame 2 - health changed // lost ! Frame 3 - positionY changed --> send a packet with positionY only. // Other players don't know about health change. How can one overcome this issue then? sending the entire data is not always feasible.

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  • Constructs for wrapping a hardware state machine

    - by Henry Gomersall
    I am using a piece of hardware with a well defined C API. The hardware is stateful, with the relevant API calls needing to be in the correct order for the hardware to work properly. The API calls themselves will always return, passing back a flag that advises whether the call was successful, or if not, why not. The hardware will not be left in some ill defined state. In effect, the API calls advise indirectly of the current state of the hardware if the state is not correct to perform a given operation. It seems to be a pretty common hardware API style. My question is this: Is there a well established design pattern for wrapping such a hardware state machine in a high level language, such that consistency is maintained? My development is in Python. I ideally wish the hardware state machine to be abstracted to a much simpler state machine and wrapped in an object that represents the hardware. I'm not sure what should happen if an attempt is made to create multiple objects representing the same piece of hardware. I apologies for the slight vagueness, I'm not very knowledgeable in this area and so am fishing for assistance of the description as well!

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  • Shared hosting with dedicated IP

    - by JP19
    Hi, Can you please mention here if you know any shared hosting providers who give option to get a dedicated IP? So far I know of one - Netfirms. Please list others if you know. Notes: 1) If mods feel enough people might be interested in this, we can make it community wiki. 2) The reason why someone would want shared hosting with dedicated IP is: i) In most shared hosting plans, you end up getting better CPU/burst RAM than a VPS provided you don't abuse. ii) Dedicated IP is good for SEO. For example, many times, you may get up getting an IP where some p*** sites are also hosted in shared hosting.

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  • Non-public site for testing on shared-hosting site

    - by ptpaterson
    Is it possible to as a developer using a shared hosting site such as bluehost, hostgator, and the like, to view your site without making it public. Or do the files you upload always go live immediately? Is the best way to test a site (if using shared hosting) to just set up some apache/mysql/php service on my machine? I am considering putting together a site with shared hosting, and trying to see what all my options are. Thanks.

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  • Point an external domain to a shared hosting website

    - by dailgez004
    I bought a domain from a seller (GoDaddy), and wish to point it at a shared hosting website (ASmallOrange). Googling tells me it's fairly straightforward: Step 1: On the external domain's DNS, configure two NS records for the two nameservers of the hosting service. Step 2: Wait 2-48 hours. I'm puzzled because it can't be that simple. I've told the DNS where to look, but since it's shared hosting, the hosting service needs to know what site to point the domain to. And indeed, after I've performed the above steps, visiting the domain leads me to a generic message from the shared hosting service. Okay, so I have to configure the DNS on the hosting service, right? The service I use (ASmallOrange) uses cPanel. What I tried is to set up a Parked Domain for the externally bought domain; when I go into the Advanced DNS Zone Editor, sure enough, the DNS for the external domain shows up as something I can configure. Yet, visiting the externally registered domain still points me to the generic shared server page. I'm convinced I'm doing something wrong. Could someone debug my thought process? Or perhaps offer alternate solutions? Right now, I'm considering trying to set up a CNAME record on the external domain to point to the domain I registered through the shared host -- but I have a vague impression that this is bad practice.

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