10-27-2009
HACMP terminology changed now and then. Some terms were used with older HACMP versions 3 and 4, some came into existence with the current HACMP Version 5 while others ceased to exist. The same is true with certain functions/possibilities. IBM Speak itself can be a bit challenging but when you mix up words from different times you end up in a mess.
An active-active cluster has (at least) two nodes and two Resource Groups RG. So there is one RG per node and only during takeover/failover two RG are on one node. This is a very good setup because during normal operation the RG (its application) has its dedicated CPU/RAM/IO. Furthermore not everybody can afford running (i.e. paying for) two servers but using only one. It does not at all mean that there is no takeover / failover possible.
A concurrent HACMP RG means Oracle RAC. I am not aware of another application that is able to run as a concurrent HACMP cluster. While there are two or more nodes active at a time this is not usually called an active-active configuration as no takeover is involved. In a concurrent cluster a node may die but the other(s) keep on working regardless.
Cascading / rotating is related to RG behaviour. If there is a fixed order of how the RG is taken over from node to node (usually in a Cluster with 3+ nodes that are different so that using certain nodes is perferable) this is a cascading behaviour. If the RG does not care on what node it is active, i.e. it can be active on any node a rotation of the RG might be OK.
Concurrent volume group are rarely used these days. Today you are likely to use Enhanced Concurrent Mode VG. And Oracle RAC can use an ECM VG in a Concurrent Cluster.
As you might have guessed by now already: some reading might be required. If you are an absolute beginner with HACMP you might start by reading the HACMP cookbook from December 2005 followed by the PowerHA cookbook (yes, the name changed with 5.5 ....) from September 09.
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LEARN ABOUT SUSE
glutgamemodeget
glutGameModeGet(3GLUT) GLUT glutGameModeGet(3GLUT)
NAME
glutGameModeGet - retrieves GLUT device information represented by integers.
SYNTAX
int glutGameModeGet(GLenum info);
ARGUMENTS
info Name of game mode information to retrieve.
GLUT_GAME_MODE_ACTIVE
Non-zero if GLUT's game mode is active; zero if not active. Game mode is not active initially. Game mode becomes active when glu-
tEnterGameMode is called. Game mode becomes inactive when glutLeaveGameMode is called.
GLUT_GAME_MODE_POSSIBLE
Non-zero if the game mode string last specified to glutGameModeString is a possible game mode configuration; zero otherwise. Being
"possible" does not guarantee that if game mode is entered with glutEnterGameMode that the display settings will actually changed.
GLUT_GAME_MODE_DISPLAY_CHANGED should be called once game mode is entered to determine if the display mode is actually changed.
GLUT_GAME_MODE_WIDTH
Width in pixels of the screen when game mode is activated.
GLUT_GAME_MODE_HEIGHT
Height in pixels of the screen when game mode is activated.
GLUT_GAME_MODE_PIXEL_DEPTH
Pixel depth of the screen when game mode is activiated.
GLUT_GAME_MODE_REFRESH_RATE
Screen refresh rate in cyles per second (hertz) when game mode is activated. Zero is returned if the refresh rate is unknown or
cannot be queried.
GLUT_GAME_MODE_DISPLAY_CHANGED
Non-zero if entering game mode actually changed the display settings. If the game mode string is not possible or the display mode
could not be changed for any other reason, zero is returned.
DESCRIPTION
glutGameModeGet retrieves GLUT game mode information represented by integers. The info parameter determines what type of game mode informa-
tion to return. Requesting game mode information for an invalid GLUT game mode information name returns negative one.
SEE ALSO
glutGet, glutDeviceGet, glutLayerGet, glutGameModeString, glutEnterGameMode, glutLeaveGameMode
AUTHOR
Mark J. Kilgard (mjk@nvidia.com)
GLUT
3.7 glutGameModeGet(3GLUT)