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Full Discussion: /etc/system to projects
Operating Systems Solaris /etc/system to projects Post 302554484 by beta17 on Monday 12th of September 2011 08:09:05 AM
Old 09-12-2011
/etc/system to projects

Hi guys, me again! Smilie

I recently migrated a physical server to a zone, everything works perfectly except the /etc/system parameters.
I was expecting that the migration process would consider the entries in the /etc/system file and create automatically the corresponding project. I know, the projects are "user" related, so it's not that easy to integrated this step in a "phyisical to virtual" processes.

My question is now, how do i know which /etc/system value corrispond to wich projects value.

Does someboady have a nice page or document where i pickup this infos?? /etc/system value "A" = projects "A"

Here is my /etc/system file:
set shmsys:shminfo_shmmax=715827883
set shmsys:shminfo_shmmin=1
set shmsys:shminfo_shmmni=512
set shmsys:shminfo_shmseg=512
set semsys:seminfo_semmni=128
set semsys:seminfo_semmap=128
set semsys:seminfo_semmsl=128
set semsys:seminfo_semmnu=128
set semsys:seminfo_semmns=16384
set semsys:seminfo_semume=128
set semsys:seminfo_semopm=128
set msgsys:msginfo_msgmap=4096
set msgsys:msginfo_msgmax=65536
set msgsys:msginfo_msgmnb=81920
set msgsys:msginfo_msgmni=2048
set msgsys:msginfo_msgtql=256
set msgsys:msginfo_msgseg=4096
set maxusers=1024
set max_nprocs=16394
set maxuprc=16389


thx and regards
beta17
 

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draw_trans_rle_sprite(3alleg4)					  Allegro manual				    draw_trans_rle_sprite(3alleg4)

NAME
draw_trans_rle_sprite - Draws a translucent RLE sprite. Allegro game programming library. SYNOPSIS
#include <allegro.h> void draw_trans_rle_sprite(BITMAP *bmp, const RLE_SPRITE *sprite, int x, int y); DESCRIPTION
Translucent version of draw_rle_sprite(). See the description of draw_trans_sprite(). This must only be used after you have set up the color mapping table (for 256-color modes) or blender functions (for truecolor modes). The bitmap and sprite must normally be in the same color depth, but as a special case you can draw 32-bit RGBA format sprites onto any hicolor or truecolor bitmap, as long as you call set_alpha_blender() first. Example: /* Some one time initialisation code. */ COLOR_MAP global_trans_table; create_trans_table(&global_trans_table, my_palette, 128, 128, 128, NULL); ... if (get_color_depth() == 8) color_map = &global_trans_table; else set_trans_blender(128, 128, 128, 128); draw_trans_rle_sprite(buffer, rle_ghost_sprite, x, y); SEE ALSO
draw_rle_sprite(3alleg4), draw_lit_rle_sprite(3alleg4), draw_trans_sprite(3alleg4), color_map(3alleg4), set_trans_blender(3alleg4), set_alpha_blender(3alleg4), bitmap_mask_color(3alleg4) Allegro version 4.4.2 draw_trans_rle_sprite(3alleg4)
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