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原创 VirtualBox下linux lvm扩容

1.关掉虚机,在命令行下对VirtaulBox的虚拟磁盘调整大小:[quote]VBoxManage modifyhd /path/to/your/linux.vdi --resize 20480[/quote]20480是调整后的大小,单位为MB2.打开虚机,使用parted调整分区容量,假设被调整的磁盘是/dev/sda运行parted,进入分区管理模式使用pr...

2017-12-12 13:30:23 340

原创 在CentOS上编译安装llvm-3.8.1

注:CentOS版本是6.8,6.x版本的操作类似安装需求:[list][*]Cmake: 3.4.3[*]Python: 2.7.9[*]GCC 4.8.2[/list]一、安装gcc-4.8.2[code="java"]wget http://people.centos.org/tru/devtools-2/devtools-2.repo -O /e...

2016-09-06 16:10:50 653

Redis集群管理脚本

最近在电信系统大量使用redis集群,之前都是小打小闹,搞个一两台机器,部署五六个redis实例。今天接到一个项目,要部署7台机器,由于每台有512G内存,按单实例24G内存来计算,每台需要部署10个实例,一共70个实例。。好吧,不得不写个脚本来管理一下了。准备工作:1.从7台服务器选择一台作为主控机,用来管理整个群集2.为了方便管理,需要可以从主控机使用公钥无密码ssh到...

2016-08-04 20:14:50 285

原创 Linux 大量的TIME_WAIT解决办法

在服务器上大量使用短连接时,经常会发生大量TIME_WAIT的情况编辑/etc/sysctl.conf,加入以下内容net.ipv4.tcp_syncookies = 1net.ipv4.tcp_tw_reuse = 1net.ipv4.tcp_tw_recycle = 1net.ipv4.tcp_fin_timeout = 30执行sysctl -p使参数生效,大...

2016-08-04 19:33:06 241

mongodb "config servers not in sync"问题的解决方案

我有一个mongodb的sharding,两个mongod,三个config server,一个mongos,本来一切正常但因为mongos所在的服务器没有外网ip,但线下又需要将数据发布到线上去,所在准备在线上的另一台有外网ip的服务器上再启一个mongos,结果启不起来,一看日志说是"config servers not in sync",而且都是说3台config server中的两...

2011-11-03 14:56:35 368

scp 限速

今天在线上服务器之间用scp传输200多G的文件,过程中发现源服务器的mongodb压力上升很多,用mongostat一看,lock值、qr|qw、ar|aw的值都很大,top中的wait值也比较高,把scp停掉后压力就下来了 看来问题是出在带宽上了 于是就想scp能不能限速 man scp 呵呵,还真的有这么一条: -l limit Lim...

2011-10-25 13:43:53 390

jQuery1.3API.chm

jQuery 1.3 api的chm格式 中文版 不包括jQueryUI

2009-09-04

Developing.Games.In.Java.chm

java游戏开发教程 英文版 Copyright Preface About the Author About the Contributing Authors About the Technical Reviewers Acknowledgments Introduction Why Java? What You Need What Is in This Book What's Not in This Book About the Code in This Book Using Ant Summary Part I. Java Game Fundamentals Chapter 1. Java Threads What Is a Thread? Creating and Running Threads in Java Synchronization Using wait() and notify() The Java Event Model When to Use Threads When Not to Use Threads Sum It Up: Thread Pools Summary Chapter 2. 2D Graphics and Animation Full-Screen Graphics Images Getting Rid of Flicker and Tearing Simple Effects Summary Chapter 3. Interactivity and User Interfaces The AWT Event Model Keyboard Input Mouse Input Mouselook-Style Mouse Movement Creating an Input Manager Using the Input Manager Designing Intuitive User Interfaces Using Swing Components Creating a Simple Menu Letting the Player Configure the Keyboard Summary Chapter 4. Sound Effects and Music Sound Basics The Java Sound API Playing a Sound Creating a Real-Time Sound Filter Architecture Creating a Real-Time Echo Filter Emulating 3D Sound Creating a Sound Manager Playing Music Summary Chapter 5. Creating a 2D Platform Game Creating a Tile-Based Map Collision Detection Finishing Things Up and Making It Fast Creating an Executable .jar File Ideas to Expand the Game Summary Chapter 6. Multi-Player Games The Revolution in Java's I/O Libraries ChatterBox, A Basic Multi-Player Application Multi-Player Game Server Framework A Sample Game: RPS (Rock, Paper, Scissors) Complete the Look: Building on the Framework Server Administration Advanced Topics Summary Part II. 3D Graphics and Advanced Techniques Chapter 7. 3D Graphics Types of 3D Rendering Don't Forget Your Math 3D Basics 3D Math Polygons 3D Transforms A Simple 3D Pipeline Camera Movement Solid Objects and Back-Face Removal Scan-Converting Polygons 3D Clipping Final Rendering Pipeline Summary Chapter 8. Texture Mapping and Lighting Perspective-Correct Texture Mapping Basics A Simple Texture-Mapper Optimizing Texture Mapping Simple Lighting Implementing Texture Lighting Advanced Lighting Using a Shade Map Additional Concepts Summary Chapter 9. 3D Objects Hidden Surface Removal 3D Animation Polygon Groups Loading Polygon Groups from an OBJ File Game Objects Managing Game Objects Putting It All Together Future Enhancements Summary Chapter 10. 3D Scene Management Using BSP Trees BSP Tree Intro Binary Tree Basics The One-Dimensional BSP Tree The Two-Dimensional BSP Tree Implementing a 2D BSP Tree Drawing Polygons Front to Back First BSP Example Drawing Objects in the Scene Loading Maps from a File Putting It All Together Enhancements Summary Chapter 11. Collision Detection Collision Basics Object-to-Object Collisions Object-to-World Collisions Basic Collision-Detection Demo Collision Handling with Sliding Collision Detection with Sliding Demo Enhancements Summary Chapter 12. Path Finding Path-Finding Basics Some Initial Path-Finding Attempts Basics of the A* Algorithm Applying the A* Algorithm Using the A* Algorithm with a BSP Tree Generic Path Finding Making a PathBot Enhancing the A* Search Summary Chapter 13. Artificial Intelligence AI Basics Take Away Those Godlike Powers! State Machines and Reacting Probability Machines Making Decisions Patterns Object Spawning Putting It All Together Evolution Other Game AI Ideas Summary Chapter 14. Game Scripting Scripting Cookbook: What You Need Implementing Touch and Release Notifications Game Object Listeners Scripting Delayed Events Putting It All Together Enhancements Summary Chapter 15. Persistence—Saving the Game Game-Saving Basics Using Java's Serialization API for Game State Persistence Creating Game Screen Snapshots Saving Games to the Right Destination Summary Part III. Tuning and Finishing Your Game Chapter 16. Optimization Techniques Optimization Rules Profiling HotSpot Optimization Tricks Memory Usage and the Garbage Collector Perceived Performance Summary Chapter 17. Creating Game Art and Sounds Choosing a Look and Feel Getting Royalty-Free Game Media Working with Artists and Sound Effect Engineers Tools Creating Sounds Creating Textures and Sprites Creating Splash Screens and HUD Graphics Creating UI Graphics Creating Your Own Fonts Summary Chapter 18. Game Design and the Last 10% The Last 10% Elements of Game Design Creating a Map Editor Debugging Protecting Code Game Deployment Game Deployment with Java Web Start Game Deployment with Native Compilation Updates and Patches Bandwidth Issues Getting Feedback and Beta Testing Making Money Putting It All Together Summary Chapter 19. The Future How Java Evolves The Future: Java 1.5 "Tiger" What the Java Platform Needs New Devices and the Java Games Profile (JSR 134) Summary

2009-07-02

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