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  • Can't find a wireless access point's IP address after changing router IP/LAN settings

    - by flagg19
    I have a modem/router, Netgear DG834, and a wireless access point (AP), Netgear WG602. The AP is directly connected to the router. My old working configuration was: Router IP address : 192.168.0.1 Access point IP address: 192.168.0.10 My new configuration is: Router IP address : 192.168.1.1 Access point IP address: ???.???.???.??? I changed my router's IP address/LAN settings to set up a VPN with another Netgear router that had the same LAN configuration. The wireless network is still up and perfectly working, but I can't find the AP's IP address. I've tried broadcast ping but the AP won't respond. I looked at the router "attached devices", but it's not there. I've played around with Nmap and arp request but the AP is totally invisible. I can fix it by resetting it to factory settings, but I'm very interested in learning more about this problem. I'm also interested in network security and this fact of having an invisible AP well, it's something I'd like to understand.

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  • 3d Model Scaling With Camera

    - by spasarto
    I have a very simple 3D maze program that uses a first person camera to navigate the maze. I'm trying to scale the blocks that make up the maze walls and floor so the corridors seem more roomy to the camera. Every time I scale the model, the camera seems to scale with it, and the corridors always stay the same width. I've tried apply the scale to the model in the content pipe (setting the scale property of the model in the properties window in VS). I've also tried to apply the scale using Matrix.CreateScale(float) using the Scale-Rotate-Transform order with the same result. If I leave the camera speed the same, the camera moves slower, so I know it's traversing a larger distance, but the world doesn't look larger; the camera just seems slower. I'm not sure what part of the code to include since I don't know if it is an issue with my model, camera, or something else. Any hints at what I'm doing wrong? Camera: Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.PiOver4, _device.Viewport.AspectRatio, 1.0f, 1000.0f ); Matrix camRotMatrix = Matrix.CreateRotationX( _cameraPitch ) * Matrix.CreateRotationY( _cameraYaw ); Vector3 transCamRef = Vector3.Transform( _cameraForward, camRotMatrix ); _cameraTarget = transCamRef + CameraPosition; Vector3 camRotUpVector = Vector3.Transform( _cameraUpVector, camRotMatrix ); View = Matrix.CreateLookAt( CameraPosition, _cameraTarget, camRotUpVector ); Model: World = Matrix.CreateTranslation( Position );

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  • 2d game view camera zoom, rotation & offset using 'Filter' / 'Shader' processing?

    - by Arthur Wulf White
    I wish to add the ability to zoom-in, zoom-out, rotate and move the view in a top-down view over a collection of points and lines in a large 2d map. I split the map into a grid so I only need to render the points that are 'near' the camera. My question is, how do I render a point A(Xp,Yp) assuming the following details: Offset of the camera pov from the origin of the map is: Xc, Yc Meaning the camera center is positioned on top of that point. If there's a point in Xc, Yc it is positioned in the center of the screen. The rotation angle is: alpha The scale is: S Read my answer first. I am thinking there is more optimized solution, thanks. My question is how to include the following improvement: I read in the AS3 Bible book that: In regards to ShaderInput, You can use these methods to coerce Pixel Bender to crunch huge sets of data masquerading as images, without doing too much work on the ActionScript side to make them look like images. Meaning if I am performing the same linear function on a lot of items, I can do it all at once if I use Shaders correctly and save processing time. Does anyone know how that is accomplished? Here is a sample of what I mean: http://wonderfl.net/c/eFp0/

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  • Quaternions, Axis Angles and Rotation Matrices. Which of these should I use for FP Camera?

    - by Afonso Lage
    After 2 weeks of reading many math formulas and such I know what is a Quaternion, an Axis Angles and Matrices. I have made my own math libary (Java) to use on my game (LWJGL). But I'm really confused about all this. I want to have a 3D first person camera. The move (translation) is working fine but the rotation isnt working like I need. I need a camera to rotate arround world Axis and not about its own axis. But even using Quaternions, this doesnt work and no matter how much I read about Euler Angles, everybody says to me dont touch on it! This is a little piece of code that i'm using to make the rotation: Quaternion qPitch = Quaternion.createFromAxis(cameraRotate.x, 1.0f, 0.0f, 0.0f); Quaternion qYaw = Quaternion.createFromAxis(cameraRotate.y, 0.0f, 1.0f, 0.0f); this.multiplicate(qPitch.toMatrix4f().toArray()); this.multiplicate(qYaw.toMatrix4f().toArray()); Where this is a Matrix4f view matrix and cameraRotate is a Vector3f that just handle the angles to rotate obtained from mouse move. So I think I'm doing everything right: Translate the view Matrix Rotate the Move Matrix So, after reading all this, I just want to know: To obtain a correct first person camera rotate, I must need to use Quaternios to make the rotations, but how to rotate around world axis? Thanks for reading it. Best regards, Afonso Lage

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  • Search for partial IP address using Windows Search?

    - by Dr. Dre
    I have a folder, c:\projects\, added to Windows Index. I know the indexing is working because I search for stuff in this folder all the time and the results come up very fast, and I've never noticed any accuracy problem until now. (I have had to tweak Indexing options to expand which file types have their contents indexed rather than just the file name, etc, but after that Search has worked pretty well for me). I've encountered a problem while trying to search for references to a particular IP address subnet. I'm trying to find all references to IP's with the pattern "192.168.220.xxx" (AKA, the 192.168.220.0/24, AKA 192.168.220.0/255.255.255.0 IP/netmask). Within Windows Explorer: c:\projects**.* is indexed c:\projects\work\project1\network_list.txt contains several "192.168.220.xxx" IP's Indexing status says all items are indexed (193,000 items). When I try to search for partial IP match, there are no search results. Tried searching for: 192.168.220, 192.168, 192.168.220., 192.168.220., 192.168.220.?, 192.168.220.??, 192.168.220.???, 192.168., 192.168.. Also tried variants of all the above surrounded with double quotes. All the searches returned 0 results. Within MS Outlook 2007: My mailbox, and all my offline .pst's are indexed. I search in Outlook pretty frequently, so I'm pretty sure indexed searches work across inbox and all .pst's. Indexing status in Outlook says all items are indexed. I also have references to these IP's in email, and I'd like to find all of them. Basically same deal as above, can't search for "192.168.220.xxx" IP's. Any way to fix this?

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  • Display maintenance site to requesters based on their IP address

    - by user64294
    Hi all. I would like to set a special configuration in our apache web server. I would like to display sites to the users according to their IP addresses. We plan to upgrade our web sites. During the upgrade we'll put a maintenance site: so all the users which will connect to our web sites will get this site. There are 200 websites affected by the upgrade, so I don't want to change apache settings for each one. In order to test the upgrade i need to set apache to let only my IP address to access to asked site. If my IP address is a.b.c.d and if i ask for test.com i want to see it. but all other users, having a different IP address, should get the maintenane site even if they look for test.com. Our webserver is hosted out of the office (ovh.com france). The testers are the developers at our office and me. We can take some sites and enable them for test in which we implement IP restrictions in each website: the idea is on these websites, if the visitor's IP address is different from our office IP address we redirect this visitor to our maintenance website else we display the website. Is there a way to do this? Thank you.

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  • IP addresses not listed for IIS website bindings

    - by Svinn
    Recently purchased a windows cloud server godaddy. Now i installed iis7 and all other required software. And i have 50.62.1.89 and 2 more public ips. Also i have a private ip 10.1.0.2. Now the problem is am unable to access any website through any public ip. All my public ips are opening default website only. also i cant see pubic ips for IIS website bindings. Only my private ip listed for IIS binding. And in my server also public opening only default website. But am able to open websites using private ip. But my public ip addresses pointed to my server correctly. am able to open my server using remote desktop using public ip. Also as i said already public ip opening default website from IIS without problem. Please help me. Am confused for last 2 days.

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  • How do I calculate the boundary of the game window after transforming the view?

    - by Cypher
    My Camera class handles zoom, rotation, and of course panning. It's invoked through SpriteBatch.Begin, like so many other XNA 2D camera classes. It calculates the view Matrix like so: public Matrix GetViewMatrix() { return Matrix.Identity * Matrix.CreateTranslation(new Vector3(-this.Spatial.Position, 0.0f)) * Matrix.CreateTranslation(-( this.viewport.Width / 2 ), -( this.viewport.Height / 2 ), 0.0f) * Matrix.CreateRotationZ(this.Rotation) * Matrix.CreateScale(this.Scale, this.Scale, 1.0f) * Matrix.CreateTranslation(this.viewport.Width * 0.5f, this.viewport.Height * 0.5f, 0.0f); } I was having a minor issue with performance, which after doing some profiling, led me to apply a culling feature to my rendering system. It used to, before I implemented the camera's zoom feature, simply grab the camera's boundaries and cull any game objects that did not intersect with the camera. However, after giving the camera the ability to zoom, that no longer works. The reason why is visible in the screenshot below. The navy blue rectangle represents the camera's boundaries when zoomed out all the way (Camera.Scale = 0.5f). So, when zoomed out, game objects are culled before they reach the boundaries of the window. The camera's width and height are determined by the Viewport properties of the same name (maybe this is my mistake? I wasn't expecting the camera to "resize" like this). What I'm trying to calculate is a Rectangle that defines the boundaries of the screen, as indicated by my awesome blue arrows, even after the camera is rotated, scaled, or panned. Here is how I've more recently found out how not to do it: public Rectangle CullingRegion { get { Rectangle region = Rectangle.Empty; Vector2 size = this.Spatial.Size; size *= 1 / this.Scale; Vector2 position = this.Spatial.Position; position = Vector2.Transform(position, this.Inverse); region.X = (int)position.X; region.Y = (int)position.Y; region.Width = (int)size.X; region.Height = (int)size.Y; return region; } } It seems to calculate the right size, but when I render this region, it moves around which will obviously cause problems. It needs to be "static", so to speak. It's also obscenely slow, which causes more of a problem than it solves. What am I missing?

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  • Skewed: a rotating camera in a simple CPU-based voxel raycaster/raytracer

    - by voxelizr
    TL;DR -- in my first simple software voxel raycaster, I cannot get camera rotations to work, seemingly correct matrices notwithstanding. The result is skewed: like a flat rendering, correctly rotated, however distorted and without depth. (While axis-aligned ie. unrotated, depth and parallax are as expected.) I'm trying to write a simple voxel raycaster as a learning exercise. This is purely CPU based for now until I figure out how things work exactly -- fow now, OpenGL is just (ab)used to blit the generated bitmap to the screen as often as possible. Now I have gotten to the point where a perspective-projection camera can move through the world and I can render (mostly, minus some artifacts that need investigation) perspective-correct 3-dimensional views of the "world", which is basically empty but contains a voxel cube of the Stanford Bunny. So I have a camera that I can move up and down, strafe left and right and "walk forward/backward" -- all axis-aligned so far, no camera rotations. Herein lies my problem. Screenshot #1: correct depth when the camera is still strictly axis-aligned, ie. un-rotated. Now I have for a few days been trying to get rotation to work. The basic logic and theory behind matrices and 3D rotations, in theory, is very clear to me. Yet I have only ever achieved a "2.5 rendering" when the camera rotates... fish-eyey, bit like in Google Streetview: even though I have a volumetric world representation, it seems --no matter what I try-- like I would first create a rendering from the "front view", then rotate that flat rendering according to camera rotation. Needless to say, I'm by now aware that rotating rays is not particularly necessary and error-prone. Still, in my most recent setup, with the most simplified raycast ray-position-and-direction algorithm possible, my rotation still produces the same fish-eyey flat-render-rotated style looks: Screenshot #2: camera "rotated to the right by 39 degrees" -- note how the blue-shaded left-hand side of the cube from screen #2 is not visible in this rotation, yet by now "it really should"! Now of course I'm aware of this: in a simple axis-aligned-no-rotation-setup like I had in the beginning, the ray simply traverses in small steps the positive z-direction, diverging to the left or right and top or bottom only depending on pixel position and projection matrix. As I "rotate the camera to the right or left" -- ie I rotate it around the Y-axis -- those very steps should be simply transformed by the proper rotation matrix, right? So for forward-traversal the Z-step gets a bit smaller the more the cam rotates, offset by an "increase" in the X-step. Yet for the pixel-position-based horizontal+vertical-divergence, increasing fractions of the x-step need to be "added" to the z-step. Somehow, none of my many matrices that I experimented with, nor my experiments with matrix-less hardcoded verbose sin/cos calculations really get this part right. Here's my basic per-ray pre-traversal algorithm -- syntax in Go, but take it as pseudocode: fx and fy: pixel positions x and y rayPos: vec3 for the ray starting position in world-space (calculated as below) rayDir: vec3 for the xyz-steps to be added to rayPos in each step during ray traversal rayStep: a temporary vec3 camPos: vec3 for the camera position in world space camRad: vec3 for camera rotation in radians pmat: typical perspective projection matrix The algorithm / pseudocode: // 1: rayPos is for now "this pixel, as a vector on the view plane in 3d, at The Origin" rayPos.X, rayPos.Y, rayPos.Z = ((fx / width) - 0.5), ((fy / height) - 0.5), 0 // 2: rotate around Y axis depending on cam rotation. No prob since view plane still at Origin 0,0,0 rayPos.MultMat(num.NewDmat4RotationY(camRad.Y)) // 3: a temp vec3. planeDist is -0.15 or some such -- fov-based dist of view plane from eye and also the non-normalized, "in axis-aligned world" traversal step size "forward into the screen" rayStep.X, rayStep.Y, rayStep.Z = 0, 0, planeDist // 4: rotate this too -- 0,zstep should become some meaningful xzstep,xzstep rayStep.MultMat(num.NewDmat4RotationY(CamRad.Y)) // set up direction vector from still-origin-based-ray-position-off-rotated-view-plane plus rotated-zstep-vector rayDir.X, rayDir.Y, rayDir.Z = -rayPos.X - me.rayStep.X, -rayPos.Y, rayPos.Z + rayStep.Z // perspective projection rayDir.Normalize() rayDir.MultMat(pmat) // before traversal, the ray starting position has to be transformed from origin-relative to campos-relative rayPos.Add(camPos) I'm skipping the traversal and sampling parts -- as per screens #1 through #3, those are "basically mostly correct" (though not pretty) -- when axis-aligned / unrotated.

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  • Configure BL-C111A IP Camera

    - by csmba
    I am an ATT DSL customer. I want the camera to send an email when motion detection is triggered. Can anyone tell me how he managed to do that using: GMail (I cannot because I don't think it supports SSL) other alternatives if GMail is not supported

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  • Google Earth - zoom like with a scope, rotate the camera

    - by Suma
    I know it is possible to change a viewing altitude in Google Earth, but is it possible to zoom in/out as well, like with a telescope? I would like to preview what could be viewed from a particular lookout point, but without zoom in it seems very hard. Another feature which would be handy for the purpose: is it possible to turn the viewing direction around the camera, and not around the target?

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  • Asus Laptop camera PID code

    - by Littlet-ENG
    I just installed windows 7 on my daughters laptop. I want to make sure the on board web camera has the correct installed driver. Asus asks for a pid code? How do I find out what the pid code is? Asus f3ka laptop Any suggestions?

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  • Quaternion Camera Orbiting around a Sphere

    - by jessejuicer
    Background: I'm trying to create a game where the camera is always rotating around a single sphere. I'm using the DirectX D3DX math functions in C++ on Windows. The Problem: I cannot get both the camera position and orientation both working properly at the same time. Either one works but not both together. Here's the code for my quaternion camera that revolves around a sphere, always looking at the centerpoint of the sphere, ... as far as I understand it (but which isn't working properly): (I'm only going to present rotation around the X axis here, to simplify this post) Whenever the UP key is pressed or held down, the camera should rotate around the X axis, while looking at the centerpoint of the sphere (which is at 0,0,0 in the world). So, I build a quaternion that represents a small angle of rotation around the x axis like this (where 'deltaAngle' is a small enough number for a slow rotation): D3DXVECTOR3 rotAxis; D3DXQUATERNION tempQuat; tempQuat.x = 0.0f; tempQuat.y = 0.0f; tempQuat.z = 0.0f; tempQuat.w = 1.0f; rotAxis.x = 1.0f; rotAxis.y = 0.0f; rotAxis.z = 0.0f; D3DXQuaternionRotationAxis(&tempQuat, &rotAxis, deltaAngle); ...and I accumulate the result into the camera's current orientation quat, like this: D3DXQuaternionMultiply(&cameraOrientationQuat, &cameraOrientationQuat, &tempQuat); ...which all works fine. Now I need to build a view matrix to pass to DirectX SetTransform function. So I build a rotation matrix from the camera orientation quat as follows: D3DXMATRIXA16 rotationMatrix; D3DXMatrixIdentity(&rotationMatrix); D3DXMatrixRotationQuaternion(&rotationMatrix, &cameraOrientationQuat); ...Now (as seen below) if I just transpose that rotationMatrix and plug it into the 3x3 section of the view matrix, then negate the camera's position and plug it into the translation section of the view matrix, the rotation magically works. Perfectly. (even when I add in rotations for all three axes). There's no gimbal lock, just a smooth rotation all around in any direction. BUT- this works even though I never change the camera's position. At all. Which sorta blows my mind. I even display the camera position and can watch it stay constant at it's starting point (0.0, 0.0, -4000.0). It never moves, but the rotation around the sphere is perfect. I don't understand that. For proper view rotation, the camera position should be revolving around the sphere. Here's the rest of building the view matrix (I'll talk about the commented code below). Note that the camera starts out at (0.0, 0.0, -4000.0) and m_camDistToTarget is 4000.0: /* D3DXVECTOR3 vec1; D3DXVECTOR4 vec2; vec1.x = 0.0f; vec1.y = 0.0f; vec1.z = -1.0f; D3DXVec3Transform(&vec2, &vec1, &rotationMatrix); g_cameraActor->pos.x = vec2.x * g_cameraActor->m_camDistToTarget; g_cameraActor->pos.y = vec2.y * g_cameraActor->m_camDistToTarget; g_cameraActor->pos.z = vec2.z * g_cameraActor->m_camDistToTarget; */ D3DXMatrixTranspose(&g_viewMatrix, &rotationMatrix); g_viewMatrix._41 = -g_cameraActor->pos.x; g_viewMatrix._42 = -g_cameraActor->pos.y; g_viewMatrix._43 = -g_cameraActor->pos.z; g_viewMatrix._44 = 1.0f; g_direct3DDevice9->SetTransform( D3DTS_VIEW, &g_viewMatrix ); ...(The world matrix is always an identity, and the perspective projection works fine). ...So, without the commented code being compiled, the rotation works fine. But to be proper, for obvious reasons, the camera position should be rotating around the sphere, which it currently is not. That's what the commented code is supposed to do. And when I add in that chunk of code to do that, and look at all the data as I hold the keys down (using UP, DOWN, LEFT, RIGHT to rotate different directions) all the values look correct! The camera position is rotating around the sphere just fine, and I can watch that happen visually too. The problem is that the camera orientation does not lookat the center of the sphere. It always looks straight forward down the z axis (toward positive z) as it revolves around the sphere. Yet the values of both the rotation matrix and the view matrix seem to be behaving correctly. (The view matrix orientation is the same as the rotation matrix, just transposed). For instance if I just hold down the key to spin around the x axis, I can watch the values of the three axes represented in the view matrix (x, y, and z axes)... view x-axis stays at (1.0, 0.0, 0.0), and view y-axis and z-axis both spin around the x axis just fine. All the numbers are changing as they should be... well, almost. As far as I can tell, the position of the view matrix is spinning around the sphere one direction (like clockwise), and the orientation (the axes in the view matrix) are spinning the opposite direction (like counter-clockwise). Which I guess explains why the orientation appears to stay straight ahead. I know the position is correct. It revolves properly. It's the orientation that's wrong. Can anyone see what am I doing wrong? Am I using these functions incorrectly? Or is my algorithm flawed? As usual I've been combing my code for simple mistakes for many hours. I'm willing to post the actual code, and a video of the behavior, but that will take much more effort. Thought I'd ask this way first.

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  • Server IP Release Time

    - by DanSpd
    Hello, With router IP Address does not change at all as long as you do not touch modem. If computer is connected to modem directly IP changes every hour or so. Whats causing it and how to fix. P.S. I am talking about WAN IP and not LAN IP

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  • Server IP Release Time

    - by DanSpd
    Hello, With router IP Address does not change at all as long as you do not touch modem. If computer is connected to modem directly IP changes every hour or so. Whats causing it and how to fix. P.S. I am talking about WAN IP and not LAN IP

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  • OpenDNS IP Conflict

    - by Paddy
    I have downloaded the OpenDNS client and it was working great till today. Shows me this error: dynamic IP update failed with message !yours or "Your IP address is taken by another user." I am pretty sure i'll get away with the problem by just restarting my connection as i'll be assigned a new dynamic ip. But I wonder how this is happening in the first place. Shouldn't Dynamic IP be unique for everyone?

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  • How to get a static ip address on adsl

    - by user23950
    I tried it before by setting the ip address manually. And I used this IP Address: 192.168.1.33 I reboot and tried if I can connect to the internet, but no luck. It must be set to obtain your ip address automatically. Is there any way on getting a static ip address on an adsl/dsl

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  • New IP address with TSOCKS

    - by Matthew Downey
    I am using tsocks on my Ubuntu machine and I have it all set up so that if I run wget -q -O - checkip.dyndns.org|sed -e 's/.*Current IP Address: //' -e 's/<.*$//' in my normal shell I get my real IP address, and if I run tsocks wget -q -O - checkip.dyndns.org|sed -e 's/.*Current IP Address: //' -e 's/<.*$//' I get another IP address like I should. My question is how do I make the tsocks command return with a different 'different address'; in other words establish a new identity.

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  • Multiple IP stacks

    - by Aditya Sehgal
    I have a linux box with two ethernet interfaces (eth0 & eth1) with two corresponding IPs. As per my understanding, currently they are served by 1 IP stack. Is it possible to install another IP stack with IP Stack 1 handling ethernet interface eth0 and the other IP stack handling eth1.

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  • Assign a secondary IP address to a Windows machine using DHCP

    - by IndigoFire
    Is it possible to configure dhcpd (on a Linux box) to assign a Windows PC 2 separate IP configurations? Right now I've configured the two IP addresses manually and it does exactly what's needed, but I can't figure out how to achieve the same thing with DHCP. For example, is it possible to set up a virtual interface that piggy-backs onto the first interface and gets its own configuration? Alternatively, is it possible to run a script upon getting IP values from DHCP that would then be able to configure the secondary IP?

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  • Redirect all outgoing traffic on port 80 to a different IP on the same server

    - by Spacedust
    I have multiple IP addresses on the same server and I would like to redirect all outgoing traffic on port 80 to a different IP on the same server just no to use always main IP. Currently I'm using this: /sbin/iptables -t nat -A POSTROUTING -o eth0 -j SNAT --to-source IP; and it works well, but it redirects everything and when I make backups over SSH backup it's failing. System: CentOS 5.8 64-bit

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  • question about IP address

    - by baddogai
    i know how IP basically works, and knows that an IP address composed of a network ID portion and a host ID portion, but when I type a IP address ,say "8.8.8.8" into the web browser, i DIDN'T supply any subnet mask information, so how does the browser know where the dividing line is between the network ID and host ID? since 8.8.8.8 may mean 8.8.8.8/8, 8.8.8.8/24 etc. In a nutshell, the IP address I supplied is ambiguous.

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  • How to change IP Location information?

    - by jimm
    How to change IP Location information? Hello, When viewing website whois through whois.domaintools.com, under the Server Stats tab, there is the IP Location information and looks like this: IP Location: - Netherlands - Dedicated/collocated/various Hosting Customers What to do to change the IP Location information after the word Netherlands? Thanks in advance

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  • How to find the real IP to which IPVS is routing a virtual IP

    - by Wayne Conrad
    I'm trying to find a problem server hiding behind a virtual IP (using LVS/ipvs). I've got a test program that sends requests to the virtual IP until it gets the bad response, but how can I tell to which real IP a request to the virtual IP got routed? On the box doing the virtual IP magic, here's the virtual IP configuration (for the service I care about): IP Virtual Server version 1.2.1 (size=4096) Prot LocalAddress:Port Scheduler Flags -> RemoteAddress:Port Forward Weight ActiveConn InActConn ... TCP 10.1.0.254:5025 nq -> 10.1.0.5:5025 Route 1 0 1 -> 10.1.0.6:5025 Route 1 0 5 -> 10.1.0.7:5025 Route 1 0 2 -> 10.1.0.9:5025 Local 1 0 3 -> 10.1.0.11:5025 Route 1 0 3 ... My client program is sending TCP requests to 10.1.0.254:5025, usually getting a good response but sometimes a bad response. With this few servers, I could send my request to each server in turn until I discover the culprit, but I wonder if that technique will scale as we add servers. What means exist for me to find out where requests got routed? Kernel: Linux 2.6.32 OS: Debian testing (whatever that's called these days). ipvsadm is version 1.25, compiled with ipvs v1.2.1

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