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Doom as a tool for system administration (1999)

cs.unm.edu

21–30 of 64 posts

Re: Doom as a tool for system administration (1999)

#21
post #9
post #7

Brilliant idea. With the Unix file systems, that show about everything of a computer, it should be possible to create a game, where the whole world is generated by that informations :D

Nobody mentioned TRON yet?

TRON had too much anthropomorphisation for me.

Re: Doom as a tool for system administration (1999)

#22

One of the issues with this user interface was that you were going to kill the Doom process itself, eventually :-)

I installed this at work once. Processes were spawned via a popen() calling ps with some flags. It was easy enough to modify it to grep out the more important processes.

Re: Doom as a tool for system administration (1999)

#23

I think any real world environment in which this would be feasible would be served better by other tools. This is because in order to render a process that needs to be killed a system needs to know that it is a bad process. But if you know how to simply identify bad processes you would just write a script to kill it, which is widely done now. What you are doing at best is converting textual information into visual on…

Maybe this concrete implementation of the idea is the problem here, processes aren't your enemies.

If the whole thing was more neutral, it would help.

Re: Doom as a tool for system administration (1999)

#24
post #7

Brilliant idea. With the Unix file systems, that show about everything of a computer, it should be possible to create a game, where the whole world is generated by that informations :D

This is a neat game that portrays that exact concept. It isn't really your system, but the idea is that the in game objects are supposed to visually represent data in a fictional system, and your job is to fix the corrupted bits to progress. http://www.brokendimension.com/

For one that's actually your system, there's Lose/Lose. Each alien is a file on your system, and the file gets deleted when you kill it. When your ship dies, the game erases itself. But it doesn't reflect the system structure beyond using your files as enemies, so it's more on par with the Doom thing in that regard.

http://www.wired.co.uk/news/archive/2009-09/22/the-computer-...

Re: Doom as a tool for system administration (1999)

#25
I remember when this first came out. I was just about to start college. There was a sense at the time that anything related to Linux system administration was black magic, doubly so for anything involving game programming. So this was certainly only talked about in hushed whispers and euphemism.

Re: Doom as a tool for system administration (1999)

#26
post #2

I don't care about the side effects of this. This is going to replace every part of my workflow that it possibly can ;) edit Okay, guys. I'm not serious. It looks fun, but not practical. It's a joke. You can stop downvoting now. Sigh...

Downvoted for not taking doom-top seriously.

Re: Doom as a tool for system administration (1999)

#27

I think any real world environment in which this would be feasible would be served better by other tools. This is because in order to render a process that needs to be killed a system needs to know that it is a bad process. But if you know how to simply identify bad processes you would just write a script to kill it, which is widely done now. What you are doing at best is converting textual information into visual on…

Are you seriously considering this as a potential system administration tool, or am I just bad at detecting sarcasm?
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