VMSTAT(8)                                              Linux Administrator's Manual                                              VMSTAT(8)



NAME
       vmstat - Report virtual memory statistics

SYNOPSIS
       vmstat [-a] [-n] [delay [ count]]
       vmstat [-f] [-s] [-m]
       vmstat [-S unit]
       vmstat [-d]
       vmstat [-D]
       vmstat [-p disk partition]
       vmstat [-V]

DESCRIPTION
       vmstat reports information about processes, memory, paging, block IO, traps, disks and cpu activity.

       The first report produced gives averages since the last reboot.  Additional reports give information on a sampling period of length
       delay.  The process and memory reports are instantaneous in either case.


   Options
       The -a switch displays active/inactive memory, given a 2.5.41 kernel or better.

       The -f switch displays the number of forks since boot.  This includes the fork, vfork, and clone system calls, and is equivalent to
       the  total number of tasks created. Each process is represented by one or more tasks, depending on thread usage.  This display does
       not repeat.

       The -m displays slabinfo.

       The -n switch causes the header to be displayed only once rather than periodically.

       The -s switch displays a table of various event counters and memory statistics. This display does not repeat.

       delay is the delay between updates in seconds.  If no delay is specified, only one report is printed with the average values  since
       boot.

       count is the number of updates.  If no count is specified and delay is defined, count defaults to infinity.

       The -d reports disk statistics (2.5.70 or above required)

       The -D reports some summary statistics about disk activity.

       The -p followed by some partition name for detailed statistics (2.5.70 or above required)

       The -S followed by k or K or m or M switches outputs between 1000, 1024, 1000000, or 1048576 bytes

       The -V switch results in displaying version information.

FIELD DESCRIPTION FOR VM MODE
   Procs
       r: The number of processes waiting for run time.
       b: The number of processes in uninterruptible sleep.

   Memory
       swpd: the amount of virtual memory used.
       free: the amount of idle memory.
       buff: the amount of memory used as buffers.
       cache: the amount of memory used as cache.
       inact: the amount of inactive memory. (-a option)
       active: the amount of active memory. (-a option)

   Swap
       si: Amount of memory swapped in from disk (/s).
       so: Amount of memory swapped to disk (/s).

   IO
       bi: Blocks received from a block device (blocks/s).
       bo: Blocks sent to a block device (blocks/s).

   System
       in: The number of interrupts per second, including the clock.
       cs: The number of context switches per second.

   CPU
       These are percentages of total CPU time.
       us: Time spent running non-kernel code. (user time, including nice time)
       sy: Time spent running kernel code. (system time)
       id: Time spent idle. Prior to Linux 2.5.41, this includes IO-wait time.
       wa: Time spent waiting for IO. Prior to Linux 2.5.41, included in idle.
       st: Time stolen from a virtual machine. Prior to Linux 2.6.11, unknown.


FIELD DESCRIPTION FOR DISK MODE
   Reads
       total: Total reads completed successfully
       merged: grouped reads (resulting in one I/O)
       sectors: Sectors read successfully
       ms: milliseconds spent reading

   Writes
       total: Total writes completed successfully
       merged: grouped writes (resulting in one I/O)
       sectors: Sectors written successfully
       ms: milliseconds spent writing

   IO
       cur: I/O in progress
       s: seconds spent for I/O


FIELD DESCRIPTION FOR DISK PARTITION MODE
       reads: Total number of reads issued to this partition
       read sectors: Total read sectors for partition
       writes : Total number of writes issued to this partition
       requested writes: Total number of write requests made for partition



FIELD DESCRIPTION FOR SLAB MODE
       cache: Cache name
       num: Number of currently active objects
       total: Total number of available objects
       size: Size of each object
       pages: Number of pages with at least one active object


NOTES
       vmstat does not require special permissions.

       These reports are intended to help identify system bottlenecks.  Linux vmstat does not count itself as a running process.

       All linux blocks are currently 1024 bytes. Old kernels may report blocks as 512 bytes, 2048 bytes, or 4096 bytes.

       Since procps 3.1.9, vmstat lets you choose units (k, K, m, M) default is K (1024 bytes) in the default mode

       vmstat uses slabinfo 1.1    FIXME

FILES
       /proc/meminfo
       /proc/stat
       /proc/*/stat


SEE ALSO
       iostat(1), sar(1), mpstat(1), ps(1), top(1), free(1)

BUGS
       Does not tabulate the block io per device or count the number of system calls.

AUTHORS
       Written by Henry Ware <al172@yfn.ysu.edu>.
       Fabian Frédérick <ffrederick@users.sourceforge.net> (diskstat, slab, partitions...)



Throatwobbler Ginkgo Labs                                       2009 Jan 9                                                       VMSTAT(8)
FirstActivity와 SecondActivity를 만들어 전환하는 과제.


LinearLayout 을 이용하여 계산기 레이아웃만 만들어봄.
윈도우 xp의 계산기와 비슷하게 해보려 했으나..버튼 배열이 이상해져 약간 변경함.

이 포스팅의 이유라면...
윈도우즈 새로 설치한 후에 네이트온 설치하는 중에...주소창 검색 프로그램이 보여서..포스팅..

1. 다운 받은 설치 파일 실행 하면 제일 먼저 나타나는 화면. 네이트 주소창 검색 프로그램을 설치할것이라는 경고(?)를 보여주고 있음..

2.빨간 네모 박스..ㅠㅠ..너무나 잘보이는 ...

3. 전체 설치 VS 사용자 정의 설치 차이는 설치될 디렉토리를 변경할 수 있는것 외에 특별한건 없다.

4. 사용자 정의 설치를 선택하고 진행.

5. 변경하지는 않고 그냥 다음..클릭..

6.기능 선택하고 자시고 할것 없이 그냥 다음 ㄱㄱ

7. 엄청 어려운 설정(?) 이 끝나고 설치 준비가 되었다고 알려줌..

8. 설치중...순간적으로 캡쳐했는데..nateon.exe가 잡혔네요..ㅎㅎ

9. 사용자의 선택에 따라 선택하고 다음..ㄱㄱ...

10. 드디어 길고 긴 설치과정 완료...ㅠㅠ..


완료...채팅이나 하러..ㄱㄱ..


오픈오피스 최신 버전 출시...
다운로드시간이 오래 걸립니다..
ㅠㅠ.










처음 시작하면 나타나는 화면.






지금 등록 선택하고 마침 누르면 홈페이지로 연결됨..






EOF

우분투 버전 : 9.10

우분투를 사용중인데...

avi 파일을 2개로 나눌일이 있어서 기존에 익숙하게 사용하던 virtualdub를 사용하고자 했다.

리눅스 네이티브를 지원하지 않는다고 해서..Wine을 사용해 보기로 했다.

1. 먼저 Synaptic Package Manager 를 이용해서 Wine을 설치함.

2. VirtualDub-1.9.8.zip 파일을 다운 받아  wine이 설치된 디렉토리에 찾기 쉽도록 압축을 해제.

 ~/.wine/drive_c/VirtualDub-1.9.8$

3. 터미널에서 virtualDub 실행

~/.wine/drive_c/VirtualDub-1.9.8$ wine VirtualDub.exe

4. 일단 실해은 되었는데.. Avi 파일 열어보니...xvid 관련 메세지 창이 뜨면서 올바르게 실행되지 않는다.


그래서 XviD Video Codec v1.1.3을 설치.

5. 터미널에서 ~/Downloads$ wine Xvid-1.1.3-27042008.exe 실행

다음과 같이 실행 창을 볼 수 있다. 설치과정에서 수정없이 다음 버튼을 눌러 진행.


6. 이제 avi를 열어서 나눌수 있게 되었다..


EOF

SCRIPT(1)                 BSD General Commands Manual                SCRIPT(1)

NAME
     script - 터미날에서 발생하는 모든 세션을 기록한다.

사용법
     script [-a] [파일]

설명
     Script 명령은 터미날에서 보여지는 모든 내용을 파일에 기록한다.  이것은 쉘에서의 사용
     자와 컴과의 작업 상태를 기록하고, 그것을 다시 살펴 보아야할 경우에 아주 유용하게 쓰인
     다.  또한 파이프 기능을 이용하여 다른 작업을 하고 있으면서이 기록 내용을 인쇄할 수도
     있다.

     파일인자가 있으면, 그 파일에 모든 내용을 기록하고, 없으면, typescript 파일에 기록한
     다.

     옵션:

     -a      새로 기록하는 것이 아니라, 이미 있는 file 에나, typescript 파일에 내용을 덧붙
             힌다.

     script를 마치기 위해서는쉘 종료를 호출하면 된다. (대게 exit, logout, ^D)

     vi(1) 와 같은 터미날의 출력을 사용하는 풀그림의 사용도그대로 기록된다. 이때는 조금 지
     저분하게 보일 것이다.  script 명령은 현재 창, 화면에 대한 내용만 기록한다.  즉, 한 터
     미날의 모든 출력을 그대로 기록한다.

환경변수
     다음은 script에서 사용되는 환경변수들이다:

     SHELL  이 값이 지정되어 있으면, script에서 사용할 쉘로이것을 사용하고, 지정되어 있지
            않으면, /bin/sh로 가정한다.

관련 항목
     csh(1) (사용내역(history) 처리 부분을 참조)

발자취
     script 명령은 3.0BSD 시스템에서 처음 나타났다.

벌레
     script 명령은 앞에서 말했듯이 터미날로 출력되는 모든 것을기록하기 때문에, 각종 특수문
     자(줄바꿈문자, 백스페이스, 안시..)들을그대로 기록한다.

4th Berkeley Distribution        July 27, 1991       4th Berkeley Distribution
(END)

#./xconfigure 엔터~
bash: ./xconfigure: /usr/bin/wish: bad interpreter: No such file or directory

-_-;;덴장...wish...이게 뭐야...

흠...바로 구글링~

제대로 알려주는 곳은 없고....아니면 내가 못 찾은건가..
어쨌든 중국에 있는(?) 사이트에서  提tcl/tk?????뭐라고 되어 있길래...

아..tcl/tk 가 있어야 하는구나...싶어서..

yum search tck/tk...했더니..자르르륵.ㄱㄱㄱㄱㄱ.. ㅠㅠ

암튼 ..

tcl-8.5.2 와 tk-8.5.2 를 설치...하고..

다시

#./xconfigure 엔터...

짠~ ㅎㅎㅎ

이제 부터 시작인가...흠...

EOF

==========================================================================
The Irrlicht Engine SDK version 1.5
==========================================================================

  Irrlicht Engine SDK의 사용을 환영합니다.

  이 파일의 내용:

  1. Directory Structure Overview
  2. How To Start
  3. Requirements
  4. Release Notes
  5. License
  6. Contact



==========================================================================
1. Directory Structure Overview
==========================================================================

  SDK의 압축을 해제 후 몇몇의 디렉토리들을 볼 것이다. 이들은  :

  \bin         컴파일된 Irrlicht.DLL 라이브러리와 몇개의 컴파일된 데모 와 예제 어플리케이션들,
               그것들을 보기 위해선 시작하면 Irrlicht 엔진이 동작 중에 시작한 하면 된다. 윈도우즈만.
  \doc         Irricht 문서들.
  \examples    Examples and tutorials showing how to use the engine with
               C++.
  \example.net Examples and tutorials showing how to use the engine with
               .NET languages.
  \exporters   Exporters and tools for various 3D modelling packages. There
               is a readme file with more details in the directory.
  \include     Header files to include when programming with the engine.
  \lib         Libs to link with your programs when using the engine.
  \media       Graphics and sound resources for the demo applications and
               examples.
  \source      The source code of the Irrlicht Engine. This code is
               not needed to develop applications with the engine,
               but it is included to enable recompilation and
               debugging, if necessary.
  \tools       Useful tools (with sourcecode) for the engine.



==========================================================================
2. How to start
==========================================================================

  To see the engine in action in Windows, just go to the \bin\Win32-VisualStudio
  directory, and start some applications. There should also be an
  application named Demo.exe which should show the most
  interesting features of Irrlicht.

  To start developing own applications and games with the engine take
  a look at the 01.HelloWorld example in the \examples directory.
  There is also a .html file with a tutorial which should be
  easily comprehensible.

  The Irrlicht Engine is a static lib under linux. A precompiled version can be
  generated from the sources using the Makefile in source/Irrlicht. Unzip the
  file source.zip in the /source directory. Run 'make' in the newly created
  subfolder source/Irrlicht. After this you should be able to 'make' all
  example applications in /examples. You can run the examples directly from the
  directory they are created in.

  It is also possible to use Irrlicht as shared object
  (libIrrlicht.so.versionNumber). Use the proper makefile target for this by
  running 'make sharedlib' in the source folder. See the Makefile for details.

  For OSX you can find an XCode project file in source/Irrlicht/MacOSX. This will
  build the libIrrlicht.a library necessary to create the apps.

==========================================================================
3. Requirements
==========================================================================

  You can use one of the following compilers/IDEs to develop applications
  with Irrlicht or recompile the engine. However, other compilers/IDEs may
  work as well, we simply didn't test them.

  * gcc 3.3
  * gcc 3.4
  * gcc 4.x
  * Visual Studio.NET 2003 (7.1)
  * Visual Studio 2005 (8.0)
  * Visual Studio 2008 (9.0)
  * Code::Blocks 1.0 (& gcc or visual studio toolkit)
  * DevC++ 5.0 & gcc (project files included)

  If you ever want to (re)compile the engine yourself (which means you don't
  want to use the precompiled version) you need the following:

  * Windows:
    * Needed: PlatformSDK (which usually comes with all IDEs, download
            it separately for MSVC Express 2005)
    * Optional: DirectX SDK, for D3D9 support
    * Optional: DirectX SDK prior to May 2006, for D3D8 support

  * Linux:
    * Needed: XServer with include files
    * Optional: OpenGL headers and libraries (libGL.so), for OpenGL support
    *       GLX + XF86VidMode or XRandr extension (X11 support libraries,
        the latter two for fullscreen mode)

  * OSX:
    * Needed: XCode and Cocoa framework
    * Needed: OpenGL headers and libraries

==========================================================================
4. Release Notes
==========================================================================

  Informations about changes in this new version of the engine can be
  found in changes.txt.

  Please note that the textures, 3D models and levels are copyright
  by their authors and not covered by the Irrlicht engine license.

==========================================================================
5. License
==========================================================================

  The license of the Irrlicht Engine is based on the zlib/libpng license.
  Even though this license does not require you to mention that you are
  using the Irrlicht Engine in your product, an acknowledgement
  would be highly appreciated.

  Please note that the Irrlicht Engine is based in part on the work of
  the Independent JPEG Group, the zlib, and libpng. This means that if you use
  the Irrlicht Engine in your product, you must acknowledge somewhere
  in your documentation that you've used the IJG code and libpng. It would
  also be nice to mention that you use the Irrlicht Engine and the zlib.
  See the README files in the jpeglib and the zlib for
  further informations.


  The Irrlicht Engine License
  ===========================

  Copyright (C) 2002-2008 Nikolaus Gebhardt

  This software is provided 'as-is', without any express or implied
  warranty.  In no event will the authors be held liable for any damages
  arising from the use of this software.

  Permission is granted to anyone to use this software for any purpose,
  including commercial applications, and to alter it and redistribute it
  freely, subject to the following restrictions:

  1. The origin of this software must not be misrepresented; you must not
     claim that you wrote the original software. If you use this software
     in a product, an acknowledgement in the product documentation would be
     appreciated but is not required.
  2. Altered source versions must be clearly marked as such, and must not be
     misrepresented as being the original software.
  3. This notice may not be removed or altered from any source distribution.


==========================================================================
6. Contact
==========================================================================

  If you have problems, questions or suggestions, please visit the
  official homepage of the Irrlicht Engine:

  http://irrlicht.sourceforge.net

  You will find forums, bugtrackers, patches, tutorials, and other stuff
  which will help you out.

  If want to contact the team of the engine, please send an email to
  Nikolaus Gebhardt:

  irrlicht@users.sourceforge.net

  Please also not that parts of the engine have been written or contributed
  by other people. Especially: (There are probably more people, sorry if I forgot one.
  See http://irrlicht.sourceforge.net/author.html for more informations)

  Christian Stehno (hybrid)   Contribution Coordinator/Developer
  Gareth Davidson (bitplane)  Developer/ Forum admin
  Thomas Alten (burningwater) Wrote the burningsvideo software rasterizer
  Luke P. Hoschke (luke)      Wrote the b3d loader, the new animation system, VBOs and other things
  Colin MacDonald (rogerborg)
  Dean Wadsworth (varmint)    OSX port maintainer and game developer
  Alvaro F. Celis (afecelis)  Lots of work in the community, for example video tutorials about Irrlicht, forum admin
  John Goewert (Saigumi)      Wrote some tutorials for the Irrlicht Engine and doing admin stuff
  Jam                         Takes care of moderating the forums and keeps them clean from those evil spammers.

  Etienne Petitjean wrote the MacPort of the engine
  Mark Jeacocke    Wrote lots of helpful comments and ideas in the forums and per email.
  Julio Gorg?Created the 'Unofficial DirectX 9.0 Driver for the Irrlicht Engine'
  Andy Spurgeon    Wrote the Dev-Cpp tutorial.
  Andr?Simon    Wrote the Codewarrior tutorial.
  KnightToFlight    Created the unoffical terrain renderer addon for the Irrlicht Engine.
  Jon Pry    Wrote the code to load compressed TGA files.
  Matthew Couch    Wrote the tokamak integration tutorial.
  Max Winkel    Wrote the splitscreen tutorial.
  Gorgon Zola    Wrote the ODE integration tutorial.
  Dean P. Macri    Sent in code for curved surfaces and PCX Loading.
  Sirshane    Made several bug fixes, sent in code for making the mouse cursor invisible in Linux.
  Matthias Gall    Sent in code for a spline scene node animator and reported lots of bugs.
  Mario Gruber    Suggested triangle fan drawing and sent in code for this.
  Ariaci    Spotted out a bug in the ATI driver.
  Dr Andros C Bragianos    Improved texture mapping in cube scene node.
  Philipp Dortmann    Sent in code for stencil buffer support for OpenGL.
  Jerome Nichols    Created the Irrlicht/Ruby interface located at irr.rubyforge.org
  Vash TheStampede    Sent code for missing Draw2DLine() implementations
  MattyBoy    XBOX support suggestions
  Oliver Klems    createImageFromData() method suggestion/implementation
  Jox    really, really a lot of bug fixes, and the LMTS file loader
  Zola    Quaternion method additions
  Tomasz Nowakowski    various bug fixes
  Nicholas Bray    stencil shadow bug fixes with OpenGL
  REAPER    mouswheel events for scrollbar
  Calimero    various bug fixes like vector2d operators
  Haddock    bugfix in the linked list
  G.o.D    XML parser fix
  Erik Zilli    Translated some of the tutorials from my stuttering english into real english. :)
  Martin Piskernig    Linux bugfixing and testing
  Soconne    Wrote the original terrain renderer were Irrlichts terrain renderer of Irrlicht is based on it.
  Spintz    GeoMipMap scene node, terrain renderer of Irrlicht is based on it.
  Murphy McCauley    OCT file loader, MIM tools
  Saurav Mohapatra    IrrCSM, and lots of addons, suggestions and bug reports
  Zhuck Dimitry    My3D Tools
  Terry Welsh    Allowed me to use the textures of his 'Parallax Mapping with Offset Limiting' paper for the parallax demo of Irrlicht
  rt    Wrote the original .png loader for Irrlicht
  Salvatore Russo    Wrote the original .dmf loader for Irrlicht
  Vox    Various bug reports and fixes
  atomice    Contributed code for a ms3d loader enhancement
  William Finlayson    OpenGL RTT, GLSL support and the reflection 2 layer material for OpenGL.
  Delight    Various code contributions for Irrlicht.NET (particle system, basic shader support and more)
  Michael Zoech    Improved GLSL support
  Greg Roelofs    Created the zlib and libpng
  Guy Eric Schalnat, Andreas Dilger, Glenn Randers-Pehrson and others    Created libpng
  The Independent JPEG Group    Created JPEG lib


Did you know...
당신은 알고 있나요?


Welcome to Visual Assist X! 

VAX 사용(?)을 환영합니다

Visual Assist X parses all of your header and source files the first time you open a project. 

VAX는 당신이 프로젝트를 처음 열 때 모든 헤더와 소스 파일을 분석합니다.

This means you get meaningful assistance as you edit.

이것은 당신이 편집할때 중요한 보조를 가지는 것을 의미합니다.

If parsing has already started, we recommend you browse these tips until it completes. 

분석이 이미 시작되었다면,  우리는 분석이 완료될 때까지 당신이 이 팁들을 찾아보기를 추천합니다.

Otherwise, parsing begins after you close these tips and open a project.

그렇지 않으면, 당신이 이 팁들을 닫고 프로젝트를 연 후에 파싱은 시작될 것입니다.

Visual Assist X comes alive when the parsing completes, and it stores parsed information so future startups occur at normal speed.

VAX는 파싱이 완료되었을때 활기를 띨 것입니다, 그리고 분석된 정보를 저장하고 그래서 다음 시작은 정상 속도가 될 것입니다.

Enjoy your trial.

즐기세요 당신의 시도를...

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