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  • Efficient mapping of game entity positions in Java

    - by byte
    In Java (Swing), say I've got a 2D game where I have various types of entities on the screen, such as a player, bad guys, powerups, etc. When the player moves across the screen, in order to do efficient checking of what is in the immediate vicinity of the player, I would think I'd want indexed access to the things that are near the character based on their position. For example, if player 'P' steps onto element 'E' in the following example... | | | | | | | | | |P| | | | |E| | | | | | | | | ... would be to do something like: if(player.getPosition().x == entity.getPosition().x && entity.getPosition.y == thing.getPosition().y) { //do something } And thats fine, but that implies that the entities hold their positions, and therefor if I had MANY entities on the screen I would have to loop through all possible entities available and check each ones position against the player position. This seems really inefficient especially if you start getting tons of entities. So, I would suspect I'd want some sort of map like Map<Point, Entity> map = new HashMap<Point, Entity>(); And store my point information there, so that I could access these entities in constant time. The only problem with that approach is that, if I want to move an entity to a different point on the screen, I'd have to search through the values of the HashMap for the entity I want to move (inefficient since I dont know its Point position ahead of time), and then once I've found it remove it from the HashMap, and re-insert it with the new position information. Any suggestions or advice on what sort of data structure / storage format I ought to be using here in order to have efficient access to Entities based on their position, as well as Position's based on the Entity?

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  • Flash browser game - HTTP + PHP vs Socket + Something else

    - by Maurycy Zarzycki
    I am developing a non-real time browser RPG game (think Kingdom of Loathing) which would be played from within a Flash app. At first I just wanted to make the communication with server using simply URLLoader to tell PHP what I am doing, and using $_SESSION to store data needed in-between request. I wonder if it wouldn't be better to base it on a socket connection, an app residing on a server written in Java or Python. The problem is I have never ever written such an app so I have no idea how much I'd have to "shift" my thoughts from simple responding do request (like PHP) to continuously working application. I won't hide I am also concerned about the memory and CPU usage of such Server app, when for example there would be hundreds of users connected. I've done some research. I have tried to do some research, but thanks to my nil knowledge on the sockets subject I haven't found anything helpful. So, considering the fact I don't need real time data exchange, will it be wise to develop the server side part as socket server, not in plain ol' PHP?

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  • C++ game loop example

    - by David
    Can someone write up a source for a program that just has a "game loop", which just keeps looping until you press Esc, and the program shows a basic image. Heres the source I have right now but I have to use SDL_Delay(2000); to keep the program alive for 2 seconds, during which the program is frozen. #include "SDL.h" int main(int argc, char* args[]) { SDL_Surface* hello = NULL; SDL_Surface* screen = NULL; SDL_Init(SDL_INIT_EVERYTHING); screen = SDL_SetVideoMode(640, 480, 32, SDL_SWSURFACE); hello = SDL_LoadBMP("hello.bmp"); SDL_BlitSurface(hello, NULL, screen, NULL); SDL_Flip(screen); SDL_Delay(2000); SDL_FreeSurface(hello); SDL_Quit(); return 0; } I just want the program to be open until I press Esc. I know how the loop works, I just don't know if I implement inside the main() function, or outside of it. I've tried both, and both times it failed. If you could help me out that would be great :P

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  • mvc design in a card game

    - by Hong
    I'm trying to make a card game. some classes I have are: CardModel, CardView; DeckModel, DeckView. The deck model has a list of card model, According to MVC, if I want to send a card to a deck, I can add the card model to the deck model, and the card view will be added to the deck view by a event handler. So I have a addCard(CardModel m) in the DeckModel class, but if I want to send a event to add the card view of that model to the deck view, I only know let the model has a reference to view. So the question is: If the card model and deck model have to have a reference to their view classes to do it? If not, how to do it better? Update, the code: public class DeckModel { private ArrayList<CardModel> cards; private ArrayList<EventHandler> actionEventHandlerList; public void addCard(CardModel card){ cards.add(card); //processEvent(event x); //must I pass a event that contain card view here? } CardModel getCards(int index){ return cards.get(index); } public synchronized void addEventHandler(EventHandler l){ if(actionEventHandlerList == null) actionEventHandlerList = new ArrayList<EventHandler>(); if(!actionEventHandlerList.contains(l)) actionEventHandlerList.add(l); } public synchronized void removeEventHandler(EventHandler l){ if(actionEventHandlerList!= null && actionEventHandlerList.contains(l)) actionEventHandlerList.remove(l); } private void processEvent(Event e){ ArrayList list; synchronized(this){ if(actionEventHandlerList!= null) list = (ArrayList)actionEventHandlerList.clone(); else return; } for(int i=0; i<actionEventHandlerList.size(); ++i){ actionEventHandlerList.get(i).handle(e); } } }

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  • Friday Fun: Favorite Games to Play in Chrome

    - by Asian Angel
    Online games can provide a perfect break while you are working and being able to choose from a multitude of games makes it even better. If you are a game addict then you will definitely want to have a look at the Game Button extension for Chrome. Game Button in Action Once the extension has finished installing you are ready to enjoy all that gaming goodness. To get started just click on the “Toolbar Button” and choose a game category. For our example we chose “Shooting Games”. Once you select a game category a new window will open. Towards the lower right corner you will be able to access a scrollable drop-down menu and choose the game that you would like to play. Note: Some of these games come with sounds that can not be turned off so you may want to have the volume lowered all the way or your speakers temporarily turned off if you are at work. For our first game we chose “Snowball Throw”. Notice that there is a nice variety such as “DinoKids – Archery” to games like “Secret Agent”. You can see that our game was nicely sized…not too small and not too large. Go go snowballs! This is definitely a fun one to try…the best approach for this one is to use one hand for clicking the mouse and the other hand for moving it at the same time. If desired you can post your score and see other high scores afterwards. For our second game we decided to try “Target Shooter Firing Range”. This one is definitely a little harder because you have to be extremely precise while moving as quickly as possible. Not too bad for the score but that is ok. You will certainly be able to have fun finding the games that will become your favorites while enjoying the nice variety. Conclusion If you love online games and want a good variety to choose from then the Game Button extension will make a nice addition to your browser. Links Download the Game Button extension (Google Chrome Extensions) Similar Articles Productive Geek Tips Play a New Random Game Each Day in ChromeFriday Fun: Get Your Mario OnFriday Fun: Go Retro with PacmanFriday Fun: Play Air Hockey in Google ChromeFriday Fun: Five More Time Wasting Online Games TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Recycle ! Find That Elusive Icon with FindIcons Looking for Good Windows Media Player 12 Plug-ins? Find Out the Celebrity You Resemble With FaceDouble Whoa ! Use Printflush to Solve Printing Problems

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  • Syncing Data with a Server using Silverlight and HTTP Polling Duplex

    - by dwahlin
    Many applications have the need to stay in-sync with data provided by a service. Although web applications typically rely on standard polling techniques to check if data has changed, Silverlight provides several interesting options for keeping an application in-sync that rely on server “push” technologies. A few years back I wrote several blog posts covering different “push” technologies available in Silverlight that rely on sockets or HTTP Polling Duplex. We recently had a project that looked like it could benefit from pushing data from a server to one or more clients so I thought I’d revisit the subject and provide some updates to the original code posted. If you’ve worked with AJAX before in Web applications then you know that until browsers fully support web sockets or other duplex (bi-directional communication) technologies that it’s difficult to keep applications in-sync with a server without relying on polling. The problem with polling is that you have to check for changes on the server on a timed-basis which can often be wasteful and take up unnecessary resources. With server “push” technologies, data can be pushed from the server to the client as it changes. Once the data is received, the client can update the user interface as appropriate. Using “push” technologies allows the client to listen for changes from the data but stay 100% focused on client activities as opposed to worrying about polling and asking the server if anything has changed. Silverlight provides several options for pushing data from a server to a client including sockets, TCP bindings and HTTP Polling Duplex.  Each has its own strengths and weaknesses as far as performance and setup work with HTTP Polling Duplex arguably being the easiest to setup and get going.  In this article I’ll demonstrate how HTTP Polling Duplex can be used in Silverlight 4 applications to push data and show how you can create a WCF server that provides an HTTP Polling Duplex binding that a Silverlight client can consume.   What is HTTP Polling Duplex? Technologies that allow data to be pushed from a server to a client rely on duplex functionality. Duplex (or bi-directional) communication allows data to be passed in both directions.  A client can call a service and the server can call the client. HTTP Polling Duplex (as its name implies) allows a server to communicate with a client without forcing the client to constantly poll the server. It has the benefit of being able to run on port 80 making setup a breeze compared to the other options which require specific ports to be used and cross-domain policy files to be exposed on port 943 (as with sockets and TCP bindings). Having said that, if you’re looking for the best speed possible then sockets and TCP bindings are the way to go. But, they’re not the only game in town when it comes to duplex communication. The first time I heard about HTTP Polling Duplex (initially available in Silverlight 2) I wasn’t exactly sure how it was any better than standard polling used in AJAX applications. I read the Silverlight SDK, looked at various resources and generally found the following definition unhelpful as far as understanding the actual benefits that HTTP Polling Duplex provided: "The Silverlight client periodically polls the service on the network layer, and checks for any new messages that the service wants to send on the callback channel. The service queues all messages sent on the client callback channel and delivers them to the client when the client polls the service." Although the previous definition explained the overall process, it sounded as if standard polling was used. Fortunately, Microsoft’s Scott Guthrie provided me with a more clear definition several years back that explains the benefits provided by HTTP Polling Duplex quite well (used with his permission): "The [HTTP Polling Duplex] duplex support does use polling in the background to implement notifications – although the way it does it is different than manual polling. It initiates a network request, and then the request is effectively “put to sleep” waiting for the server to respond (it doesn’t come back immediately). The server then keeps the connection open but not active until it has something to send back (or the connection times out after 90 seconds – at which point the duplex client will connect again and wait). This way you are avoiding hitting the server repeatedly – but still get an immediate response when there is data to send." After hearing Scott’s definition the light bulb went on and it all made sense. A client makes a request to a server to check for changes, but instead of the request returning immediately, it parks itself on the server and waits for data. It’s kind of like waiting to pick up a pizza at the store. Instead of calling the store over and over to check the status, you sit in the store and wait until the pizza (the request data) is ready. Once it’s ready you take it back home (to the client). This technique provides a lot of efficiency gains over standard polling techniques even though it does use some polling of its own as a request is initially made from a client to a server. So how do you implement HTTP Polling Duplex in your Silverlight applications? Let’s take a look at the process by starting with the server. Creating an HTTP Polling Duplex WCF Service Creating a WCF service that exposes an HTTP Polling Duplex binding is straightforward as far as coding goes. Add some one way operations into an interface, create a client callback interface and you’re ready to go. The most challenging part comes into play when configuring the service to properly support the necessary binding and that’s more of a cut and paste operation once you know the configuration code to use. To create an HTTP Polling Duplex service you’ll need to expose server-side and client-side interfaces and reference the System.ServiceModel.PollingDuplex assembly (located at C:\Program Files (x86)\Microsoft SDKs\Silverlight\v4.0\Libraries\Server on my machine) in the server project. For the demo application I upgraded a basketball simulation service to support the latest polling duplex assemblies. The service simulates a simple basketball game using a Game class and pushes information about the game such as score, fouls, shots and more to the client as the game changes over time. Before jumping too far into the game push service, it’s important to discuss two interfaces used by the service to communicate in a bi-directional manner. The first is called IGameStreamService and defines the methods/operations that the client can call on the server (see Listing 1). The second is IGameStreamClient which defines the callback methods that a server can use to communicate with a client (see Listing 2).   [ServiceContract(Namespace = "Silverlight", CallbackContract = typeof(IGameStreamClient))] public interface IGameStreamService { [OperationContract(IsOneWay = true)] void GetTeamData(); } Listing 1. The IGameStreamService interface defines server operations that can be called on the server.   [ServiceContract] public interface IGameStreamClient { [OperationContract(IsOneWay = true)] void ReceiveTeamData(List<Team> teamData); [OperationContract(IsOneWay = true, AsyncPattern=true)] IAsyncResult BeginReceiveGameData(GameData gameData, AsyncCallback callback, object state); void EndReceiveGameData(IAsyncResult result); } Listing 2. The IGameStreamClient interfaces defines client operations that a server can call.   The IGameStreamService interface is decorated with the standard ServiceContract attribute but also contains a value for the CallbackContract property.  This property is used to define the interface that the client will expose (IGameStreamClient in this example) and use to receive data pushed from the service. Notice that each OperationContract attribute in both interfaces sets the IsOneWay property to true. This means that the operation can be called and passed data as appropriate, however, no data will be passed back. Instead, data will be pushed back to the client as it’s available.  Looking through the IGameStreamService interface you can see that the client can request team data whereas the IGameStreamClient interface allows team and game data to be received by the client. One interesting point about the IGameStreamClient interface is the inclusion of the AsyncPattern property on the BeginReceiveGameData operation. I initially created this operation as a standard one way operation and it worked most of the time. However, as I disconnected clients and reconnected new ones game data wasn’t being passed properly. After researching the problem more I realized that because the service could take up to 7 seconds to return game data, things were getting hung up. By setting the AsyncPattern property to true on the BeginReceivedGameData operation and providing a corresponding EndReceiveGameData operation I was able to get around this problem and get everything running properly. I’ll provide more details on the implementation of these two methods later in this post. Once the interfaces were created I moved on to the game service class. The first order of business was to create a class that implemented the IGameStreamService interface. Since the service can be used by multiple clients wanting game data I added the ServiceBehavior attribute to the class definition so that I could set its InstanceContextMode to InstanceContextMode.Single (in effect creating a Singleton service object). Listing 3 shows the game service class as well as its fields and constructor.   [ServiceBehavior(ConcurrencyMode = ConcurrencyMode.Multiple, InstanceContextMode = InstanceContextMode.Single)] public class GameStreamService : IGameStreamService { object _Key = new object(); Game _Game = null; Timer _Timer = null; Random _Random = null; Dictionary<string, IGameStreamClient> _ClientCallbacks = new Dictionary<string, IGameStreamClient>(); static AsyncCallback _ReceiveGameDataCompleted = new AsyncCallback(ReceiveGameDataCompleted); public GameStreamService() { _Game = new Game(); _Timer = new Timer { Enabled = false, Interval = 2000, AutoReset = true }; _Timer.Elapsed += new ElapsedEventHandler(_Timer_Elapsed); _Timer.Start(); _Random = new Random(); }} Listing 3. The GameStreamService implements the IGameStreamService interface which defines a callback contract that allows the service class to push data back to the client. By implementing the IGameStreamService interface, GameStreamService must supply a GetTeamData() method which is responsible for supplying information about the teams that are playing as well as individual players.  GetTeamData() also acts as a client subscription method that tracks clients wanting to receive game data.  Listing 4 shows the GetTeamData() method. public void GetTeamData() { //Get client callback channel var context = OperationContext.Current; var sessionID = context.SessionId; var currClient = context.GetCallbackChannel<IGameStreamClient>(); context.Channel.Faulted += Disconnect; context.Channel.Closed += Disconnect; IGameStreamClient client; if (!_ClientCallbacks.TryGetValue(sessionID, out client)) { lock (_Key) { _ClientCallbacks[sessionID] = currClient; } } currClient.ReceiveTeamData(_Game.GetTeamData()); //Start timer which when fired sends updated score information to client if (!_Timer.Enabled) { _Timer.Enabled = true; } } Listing 4. The GetTeamData() method subscribes a given client to the game service and returns. The key the line of code in the GetTeamData() method is the call to GetCallbackChannel<IGameStreamClient>().  This method is responsible for accessing the calling client’s callback channel. The callback channel is defined by the IGameStreamClient interface shown earlier in Listing 2 and used by the server to communicate with the client. Before passing team data back to the client, GetTeamData() grabs the client’s session ID and checks if it already exists in the _ClientCallbacks dictionary object used to track clients wanting callbacks from the server. If the client doesn’t exist it adds it into the collection. It then pushes team data from the Game class back to the client by calling ReceiveTeamData().  Since the service simulates a basketball game, a timer is then started if it’s not already enabled which is then used to randomly send data to the client. When the timer fires, game data is pushed down to the client. Listing 5 shows the _Timer_Elapsed() method that is called when the timer fires as well as the SendGameData() method used to send data to the client. void _Timer_Elapsed(object sender, ElapsedEventArgs e) { int interval = _Random.Next(3000, 7000); lock (_Key) { _Timer.Interval = interval; _Timer.Enabled = false; } SendGameData(_Game.GetGameData()); } private void SendGameData(GameData gameData) { var cbs = _ClientCallbacks.Where(cb => ((IContextChannel)cb.Value).State == CommunicationState.Opened); for (int i = 0; i < cbs.Count(); i++) { var cb = cbs.ElementAt(i).Value; try { cb.BeginReceiveGameData(gameData, _ReceiveGameDataCompleted, cb); } catch (TimeoutException texp) { //Log timeout error } catch (CommunicationException cexp) { //Log communication error } } lock (_Key) _Timer.Enabled = true; } private static void ReceiveGameDataCompleted(IAsyncResult result) { try { ((IGameStreamClient)(result.AsyncState)).EndReceiveGameData(result); } catch (CommunicationException) { // empty } catch (TimeoutException) { // empty } } LIsting 5. _Timer_Elapsed is used to simulate time in a basketball game. When _Timer_Elapsed() fires the SendGameData() method is called which iterates through the clients wanting to be notified of changes. As each client is identified, their respective BeginReceiveGameData() method is called which ultimately pushes game data down to the client. Recall that this method was defined in the client callback interface named IGameStreamClient shown earlier in Listing 2. Notice that BeginReceiveGameData() accepts _ReceiveGameDataCompleted as its second parameter (an AsyncCallback delegate defined in the service class) and passes the client callback as the third parameter. The initial version of the sample application had a standard ReceiveGameData() method in the client callback interface. However, sometimes the client callbacks would work properly and sometimes they wouldn’t which was a little baffling at first glance. After some investigation I realized that I needed to implement an asynchronous pattern for client callbacks to work properly since 3 – 7 second delays are occurring as a result of the timer. Once I added the BeginReceiveGameData() and ReceiveGameDataCompleted() methods everything worked properly since each call was handled in an asynchronous manner. The final task that had to be completed to get the server working properly with HTTP Polling Duplex was adding configuration code into web.config. In the interest of brevity I won’t post all of the code here since the sample application includes everything you need. However, Listing 6 shows the key configuration code to handle creating a custom binding named pollingDuplexBinding and associate it with the service’s endpoint.   <bindings> <customBinding> <binding name="pollingDuplexBinding"> <binaryMessageEncoding /> <pollingDuplex maxPendingSessions="2147483647" maxPendingMessagesPerSession="2147483647" inactivityTimeout="02:00:00" serverPollTimeout="00:05:00"/> <httpTransport /> </binding> </customBinding> </bindings> <services> <service name="GameService.GameStreamService" behaviorConfiguration="GameStreamServiceBehavior"> <endpoint address="" binding="customBinding" bindingConfiguration="pollingDuplexBinding" contract="GameService.IGameStreamService"/> <endpoint address="mex" binding="mexHttpBinding" contract="IMetadataExchange" /> </service> </services>   Listing 6. Configuring an HTTP Polling Duplex binding in web.config and associating an endpoint with it. Calling the Service and Receiving “Pushed” Data Calling the service and handling data that is pushed from the server is a simple and straightforward process in Silverlight. Since the service is configured with a MEX endpoint and exposes a WSDL file, you can right-click on the Silverlight project and select the standard Add Service Reference item. After the web service proxy is created you may notice that the ServiceReferences.ClientConfig file only contains an empty configuration element instead of the normal configuration elements created when creating a standard WCF proxy. You can certainly update the file if you want to read from it at runtime but for the sample application I fed the service URI directly to the service proxy as shown next: var address = new EndpointAddress("http://localhost.:5661/GameStreamService.svc"); var binding = new PollingDuplexHttpBinding(); _Proxy = new GameStreamServiceClient(binding, address); _Proxy.ReceiveTeamDataReceived += _Proxy_ReceiveTeamDataReceived; _Proxy.ReceiveGameDataReceived += _Proxy_ReceiveGameDataReceived; _Proxy.GetTeamDataAsync(); This code creates the proxy and passes the endpoint address and binding to use to its constructor. It then wires the different receive events to callback methods and calls GetTeamDataAsync().  Calling GetTeamDataAsync() causes the server to store the client in the server-side dictionary collection mentioned earlier so that it can receive data that is pushed.  As the server-side timer fires and game data is pushed to the client, the user interface is updated as shown in Listing 7. Listing 8 shows the _Proxy_ReceiveGameDataReceived() method responsible for handling the data and calling UpdateGameData() to process it.   Listing 7. The Silverlight interface. Game data is pushed from the server to the client using HTTP Polling Duplex. void _Proxy_ReceiveGameDataReceived(object sender, ReceiveGameDataReceivedEventArgs e) { UpdateGameData(e.gameData); } private void UpdateGameData(GameData gameData) { //Update Score this.tbTeam1Score.Text = gameData.Team1Score.ToString(); this.tbTeam2Score.Text = gameData.Team2Score.ToString(); //Update ball visibility if (gameData.Action != ActionsEnum.Foul) { if (tbTeam1.Text == gameData.TeamOnOffense) { AnimateBall(this.BB1, this.BB2); } else //Team 2 { AnimateBall(this.BB2, this.BB1); } } if (this.lbActions.Items.Count > 9) this.lbActions.Items.Clear(); this.lbActions.Items.Add(gameData.LastAction); if (this.lbActions.Visibility == Visibility.Collapsed) this.lbActions.Visibility = Visibility.Visible; } private void AnimateBall(Image onBall, Image offBall) { this.FadeIn.Stop(); Storyboard.SetTarget(this.FadeInAnimation, onBall); Storyboard.SetTarget(this.FadeOutAnimation, offBall); this.FadeIn.Begin(); } Listing 8. As the server pushes game data, the client’s _Proxy_ReceiveGameDataReceived() method is called to process the data. In a real-life application I’d go with a ViewModel class to handle retrieving team data, setup data bindings and handle data that is pushed from the server. However, for the sample application I wanted to focus on HTTP Polling Duplex and keep things as simple as possible.   Summary Silverlight supports three options when duplex communication is required in an application including TCP bindins, sockets and HTTP Polling Duplex. In this post you’ve seen how HTTP Polling Duplex interfaces can be created and implemented on the server as well as how they can be consumed by a Silverlight client. HTTP Polling Duplex provides a nice way to “push” data from a server while still allowing the data to flow over port 80 or another port of your choice.   Sample Application Download

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  • Game of Thrones : l'arme secrète de George R. R. Martin contre les virus, un PC sous DOS avec Wordstar 4.0 et sans internet

    Game of Thrones : L'arme secrète de George R. R. Martin contre les virus George R. R. MARTIN, auteur de la saga Game of Thrones et co-producteur de la série du même nom a révélé à un Talk-show américain avoir une arme secrète contre les virus qui pourraient attaquer son ordinateur et détruire ses documents. Pour écrire ses livres, il se sert d'un ordinateur non relié à internet et qui fonctionne sous DOS et comme traitement de texte Wordstar 4,0 ! À la question « pourquoi rester avec ce vieux...

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  • How should I buy a laptop with a solid state hard drive?

    - by Kragen
    I'm looking into buying myself a new laptop, and I'd like to get a solid state hard drive. I've been looking around for laptops and I can see a few are solid with solid state hard drives, however the choice generaly tends to be very limited compared with standard drives. What is the best way to go about buying a laptop with a solid state hard drive? Should I look at laptops that come with SSD's included, or am I better off looking at "normal" laptops, and buying the SSD separately and fitting it myself?

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  • Using Xbox 360 controller with Mac OS X (specifically turning it off)

    - by Bob King
    So I've been using this driver for a few months with the Xbox 360 Wireless Controller For Windows with my Mac Mini. Here's an article about the driver on Gizmodo. The driver works really well for actually using the controller, but there doesn't seem to be a way to power off the controller without pulling the batteries. Does anyone know of a replacement driver that includes power-off capabilities, or know of some other undocumented way to turn the controller off? Note: I've been having problems getting to the site, but it could be our corporate filtering.

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  • Ports do not open after rules appended in iptables

    - by user2699451
    I have a server that I am trying to setup for OpenVPN. I have followed all the steps, but I see that when I try to connect to it in Windows, it doesn't allow me, it just hangs on connecting, so I did a nmap scan and I see that port 1194 is not open so naturally I append the rule to open 1194 with: iptables -A INPUT -i eth0 -p tcp --dport 1194 -j ACCEPT followed by service iptables save and service iptables restart which all executed successfully. Then I try again, but it doesn't work and another nmap scan says that port 1194 is closed. Here is the iptables configuration: # Generated by iptables-save v1.4.7 on Thu Oct 31 09:47:38 2013 *nat :PREROUTING ACCEPT [27410:3091993] :POSTROUTING ACCEPT [0:0] :OUTPUT ACCEPT [5042:376160] -A POSTROUTING -s 10.8.0.0/24 -o eth0 -j MASQUERADE -A POSTROUTING -s 10.8.0.0/24 -o eth0 -j MASQUERADE -A POSTROUTING -o eth0 -j MASQUERADE -A POSTROUTING -s 10.8.0.0/24 -o eth0 -j MASQUERADE -A POSTROUTING -s 10.8.0.0/24 -o eth0 -j MASQUERADE -A POSTROUTING -j SNAT --to-source 41.185.26.238 -A POSTROUTING -s 10.8.0.0/24 -o eth0 -j MASQUERADE -A POSTROUTING -s 10.8.0.0/24 -o eth0 -j MASQUERADE -A POSTROUTING -s 10.8.0.0/24 -o eth0 -j MASQUERADE COMMIT # Completed on Thu Oct 31 09:47:38 2013 # Generated by iptables-save v1.4.7 on Thu Oct 31 09:47:38 2013 *filter :INPUT ACCEPT [23571:2869068] :FORWARD ACCEPT [0:0] :OUTPUT ACCEPT [27558:3656524] :vl - [0:0] -A INPUT -p tcp -m tcp --dport 5252 -m comment --comment "SSH Secure" -j ACCEPT -A INPUT -p icmp -m icmp --icmp-type 8 -m state --state NEW,RELATED,ESTABLISHED -$ -A INPUT -i lo -j ACCEPT -A INPUT -m state --state RELATED,ESTABLISHED -j ACCEPT -A INPUT -p tcp -m tcp --dport 22 -m comment --comment "SSH" -j ACCEPT -A INPUT -p tcp -m tcp --dport 80 -m comment --comment "HTTP" -j ACCEPT -A INPUT -p tcp -m tcp --dport 8080 -m comment --comment "HTTPS" -j ACCEPT -A INPUT -p tcp -m tcp --dport 443 -m comment --comment "HTTP Encrypted" -j ACCEP$ -A INPUT -i eth0 -p tcp -m tcp --dport 1723 -j ACCEPT -A INPUT -i eth0 -p gre -j ACCEPT -A INPUT -p udp -m udp --dport 1194 -j ACCEPT -A FORWARD -i ppp+ -o eth0 -j ACCEPT -A FORWARD -i eth0 -o ppp+ -j ACCEPT -A FORWARD -m state --state RELATED,ESTABLISHED -j ACCEPT -A FORWARD -s 10.8.0.0/24 -j ACCEPT -A FORWARD -j REJECT --reject-with icmp-port-unreachable -A OUTPUT -p icmp -m icmp --icmp-type 0 -m state --state RELATED,ESTABLISHED -j A$ COMMIT # Completed on Thu Oct 31 09:47:38 2013 and my nmap scan from: localhost: nmap localhost Starting Nmap 5.51 ( http://nmap.org ) at 2013-10-31 09:53 SAST Nmap scan report for localhost (127.0.0.1) Host is up (0.000011s latency). Other addresses for localhost (not scanned): 127.0.0.1 Not shown: 996 closed ports PORT STATE SERVICE 22/tcp open ssh 25/tcp open smtp 443/tcp open https 1723/tcp open pptp Nmap done: 1 IP address (1 host up) scanned in 0.06 seconds remote pc: nmap [server ip] Starting Nmap 6.00 ( http://nmap.org ) at 2013-10-31 09:53 SAST Nmap scan report for rla04-nix1.wadns.net (41.185.26.238) Host is up (0.025s latency). Not shown: 858 filtered ports, 139 closed ports PORT STATE SERVICE 22/tcp open ssh 443/tcp open https 8008/tcp open http Nmap done: 1 IP address (1 host up) scanned in 15.70 seconds So, I do not know what is causing this, any assistance will be appreciated! UPDATE AFTER FIRST ANSWER::: [root@RLA04-NIX1 ~]# iptables -A FORWARD -m state --state RELATED,ESTABLISHED -j ACCEPT [root@RLA04-NIX1 ~]# iptables -A FORWARD -s 10.8.0.0/24 -j ACCEPT [root@RLA04-NIX1 ~]# iptables -A FORWARD -j REJECT [root@RLA04-NIX1 ~]# iptables -t nat -A POSTROUTING -s 10.8.0.0/24 -o eth0 -j MASQUERADE [root@RLA04-NIX1 ~]# service iptables save iptables: Saving firewall rules to /etc/sysconfig/iptables:[ OK ] [root@RLA04-NIX1 ~]# service iptables restart iptables: Flushing firewall rules: [ OK ] iptables: Setting chains to policy ACCEPT: filter nat [ OK ] iptables: Unloading modules: [ OK ] iptables: Applying firewall rules: [ OK ] [root@RLA04-NIX1 ~]# lsof -i :1194 -bash: lsof: command not found iptables -L -n Chain INPUT (policy ACCEPT) target prot opt source destination ACCEPT tcp -- 0.0.0.0/0 0.0.0.0/0 tcp dpt:5252 /* SSH Secure */ ACCEPT icmp -- 0.0.0.0/0 0.0.0.0/0 icmp type 8 state NEW,RELATED,ESTABLISHED ACCEPT all -- 0.0.0.0/0 0.0.0.0/0 ACCEPT all -- 0.0.0.0/0 0.0.0.0/0 state RELATED,ESTABLISHED ACCEPT tcp -- 0.0.0.0/0 0.0.0.0/0 tcp dpt:22 /* SSH */ ACCEPT tcp -- 0.0.0.0/0 0.0.0.0/0 tcp dpt:80 /* HTTP */ ACCEPT tcp -- 0.0.0.0/0 0.0.0.0/0 tcp dpt:8080 /* HTTPS */ ACCEPT tcp -- 0.0.0.0/0 0.0.0.0/0 tcp dpt:443 /* HTTP Encrypted */ ACCEPT tcp -- 0.0.0.0/0 0.0.0.0/0 tcp dpt:1723 ACCEPT 47 -- 0.0.0.0/0 0.0.0.0/0 ACCEPT udp -- 0.0.0.0/0 0.0.0.0/0 udp dpt:1194 Chain FORWARD (policy ACCEPT) target prot opt source destination ACCEPT all -- 0.0.0.0/0 0.0.0.0/0 ACCEPT all -- 0.0.0.0/0 0.0.0.0/0 ACCEPT all -- 0.0.0.0/0 0.0.0.0/0 state RELATED,ESTABLISHED ACCEPT all -- 10.8.0.0/24 0.0.0.0/0 REJECT all -- 0.0.0.0/0 0.0.0.0/0 reject-with icmp-port-unreachable ACCEPT all -- 0.0.0.0/0 0.0.0.0/0 state RELATED,ESTABLISHED ACCEPT all -- 10.8.0.0/24 0.0.0.0/0 REJECT all -- 0.0.0.0/0 0.0.0.0/0 reject-with icmp-port-unreachable Chain OUTPUT (policy ACCEPT) target prot opt source destination ACCEPT icmp -- 0.0.0.0/0 0.0.0.0/0 icmp type 0 state RELATED,ESTABLISHED Chain vl (0 references) target prot opt source destination [root@RLA04-NIX1 ~]# nmap localhostt Starting Nmap 5.51 ( http://nmap.org ) at 2013-10-31 11:13 SAST remote pc nmap [server ip] Starting Nmap 6.00 ( http://nmap.org ) at 2013-10-31 11:11 SAST Nmap scan report for rla04-nix1.wadns.net (41.185.26.238) Host is up (0.020s latency). Not shown: 858 filtered ports, 139 closed ports PORT STATE SERVICE 22/tcp open ssh 443/tcp open https 8008/tcp open http Nmap done: 1 IP address (1 host up) scanned in 4.18 seconds localhost nmap localhost Starting Nmap 5.51 ( http://nmap.org ) at 2013-10-31 11:13 SAST Nmap scan report for localhost (127.0.0.1) Host is up (0.000011s latency). Other addresses for localhost (not scanned): 127.0.0.1 Not shown: 996 closed ports PORT STATE SERVICE 22/tcp open ssh 25/tcp open smtp 443/tcp open https 1723/tcp open pptp Nmap done: 1 IP address (1 host up) scanned in 0.06 seconds UPDATE AFTER SCANNING UDP PORTS Sorry, I am noob, I am still learning, but here is the output for: nmap -sU [server ip] Starting Nmap 6.00 ( http://nmap.org ) at 2013-10-31 11:33 SAST Nmap scan report for [server address] ([server ip]) Host is up (0.021s latency). Not shown: 997 open|filtered ports PORT STATE SERVICE 53/udp closed domain 123/udp closed ntp 33459/udp closed unknown Nmap done: 1 IP address (1 host up) scanned in 8.57 seconds btw, no changes have been made since post started (except for iptables changes)

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  • Day 1 - Finding Like Minds

    - by dapostolov
    So, is being a Game Developer any different from being an IT Developer? I picture a poorly lit environment where I get to purchase my own desk lamp; I'm thinking one of those huge lava lamps that pump out so much heat you could fry an egg on it. To my right: a "great wall" of empty coke cans dwarf me. Eating my last slice of pizza I look across my desk to see a fellow developer with a smug look on his face;  he's just coded his latest module for the game and it looks like he's in nirvana. My duty, of course, is to remind him to keep focused on the job at hand. So, picking up my trusty elastic and aerodynamically crafted paper bullet I begin a 10 minute war of welts and laughter which is promptly abrupted by our Project Manager demanding more details from our morning Scrum meeting. After providing about 5 minutes of geek speak and several words of comfort to make his eyes glaze over...it hits me, the idea for the module...beckoning my developer friend over, we quickly shoo the Project Manager away and begin our brainstorming frenzy ... now, where'd I put that full can of coke? OK. OK. This isn't probably the most ideal game developer environment, but it definitely sounds fun to me...and from what I gather is nothing like most game development companies. But I'm not doing this blog series to "go pro"; like I stated in my first post I want to make a 2D game from an idea my best friend and I drummed up long, long ago. I'm in this for the passion AND I want to see how easy it is for us .Net Developers to create a game. So where do I start? Where can I find like minded individuals? What technologies are there? What do I need to make a video game? The questions are endless....AND...since I already have an idea ... lets start with ... Technology (yes, I'm a geek, live with it...) Technology OK. Predominantly, games are still made in C++ or even C. I'm not sure how much assembly code is floating around lately, however, that is not my concern. I do know C / C++ from my past, enough to even get me by, but I'm mainly interested in a recent, not-so-new, technology called XNA. What is XNA? XNA allows us .Net Developers to make 2D / 3D games for windows, Xbox*, and Windows Mobile 7*. * = for a nominal fee *cough* The following link is your one stop shop to XNA game development: http://creators.xna.com/en-US/education/gettingstarted The above site hosts information such as: - getting started - a sample/instructional shooter game in 2D / 3D with code (if I'm taking too long for you in this blog series) - downloads - starter kits... http://creators.xna.com/en-US/education/starterkits/ And of course...forums. You can also subscribe and pay for their premium membership which gets you some pretty awesome tutorials, resources, downloads, and premium community support. Some general Wiki information about XNA: http://en.wikipedia.org/wiki/XNA_%28Microsoft%29 Community Support OK. Let's move on to industry and community support. Apart from XNA, there are some really cool sites out there, I just haven't found all of them yet. However, I found a really cool Game Development website called Gamastura. You can click on the following link to get you there: http://www.gamasutra.com/ The site is 100% dedicated to "The Art & Business of Making Games". Armed with blogs, twitter, jobs/resumes and most importantly industry news; one could subscribe to the feed and got lost in the wealth of information it provides. On a side note: I remember Gamasutra being around when my best friend and I wanted to make a video game...meaning, they've been around for a while now. I think the most beneficial aspect of this site is to understand the industry you want to get into. Otherwise, it's just a cool site to keep up to date with the industry in general. Another Community Support option is LinkedIn. Amongst the land of extremely bloated achievements and responsibilities lay 3 groups (that I have found) that deal with game development.: http://www.linkedin.com/groups?gid=59205 - Game Developers http://www.linkedin.com/groups?gid=824817 - DirectX Game Developer Network http://www.linkedin.com/groups?gid=756587 - DirectX Developers The Game Developers group in LinkedIn is by far the most active of the three and could possibly provide a wealth of support. What I've done thus far: - I lightly researched the XNA technology - I looked around for some community sites to assist me - I downloaded the XNA Game Studio 3.1 on my PC and installed it on my IDE - I even tried both tutorials! http://creators.xna.com/en-US/education/gettingstarted/bgintro/chapter1   Best Regards D.

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  • Simulate analogue steering wheel input from third party software like xPadder

    - by David Jensen
    So. I currently have a steering wheel connected to my htpc. Since it wont work / get recognized by all games i play. I use xpadder to play for example Grid 3. As far as i have understood, it simply presses the associated arrow key when i turn the wheel. What i would like, is a software to simulate more and more frequent key presses of the arrow keys the more i turn the wheel. Example: Tilting a little - 100 presses / second Tilting more - 200 presses / second Tilting max - Hold down key Because what i currently do with the wheel is constantly shaking it a bit right, when i just want to turn a little bit right and so on. Os : W8

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  • PS3 controller -> PC -> emulators -> TV

    - by abrereton
    I'm researching a media PC for the living room. Playing videos, audio and streaming Internet is straightforward enough. I would also like to run a gaming console system. I was wondering if anyone has any thoughts on this. So far I've discovered that a PS3 controller (thankfully it uses USB and Bluetooth) can be connected to a PC. I've also found that MAME, MESS and PCSX2 are all the emulators I need (I can even emulate a TI-83 calculator with MESS). These emulators can re-map keys, so for example I can make the Nintendo's A button to the PS3 X button, or the SNES key pad could be the PS3 keypad or the analog stick. There are also front-ends to these emulators which can do fancy things like image scaling, anti-aliasing and double-buffering to improve the image quality of an 8-bit Mario on a 50 inch plasma. My set up would be this: PS3 controller connecting over Bluetooth to the PC, PC with Windows, PS3 controller drivers, all my emulators, Network drive with all my ROMs, PC connected to TV via HDMI TV playing Super Mario Kart Does this sound feasible? Does anyone have experience of doing anything like this? Is this a good idea or should I grow up and stop living in the past?

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  • Iptables Issue can't SSH Remote Machines

    - by Lonston
    I want to SSH to 192.168.1.15 Server from my machine, my ip was 192.168.1.99 Source Destination was UP, with IP 192.168.1.15. This is LAN Network there are 30 Machine's Connected to the network and working fine, I'm Playing around the local machine's cos i need to apply the same rules in Production VPS I have applied the below iptables in my machine 192.168.1.99, Now i can't receive any packets from Outside and i can't send any packets Outside, While applying the Below Chain iptables -P INPUT DROP iptables -P OUTPUT DROP iptables -P FORWARD DROP After the above CHAIN i have added the Below rules and it want to allow ssh from machine to 192.168.1.15 to access the 192.164.1.15 but still i can't access 192.168.1.15 iptables -A INPUT -p tcp -i eth0 --dport 22 -m state --state NEW,ESTABLISHED -j ACCEPT iptables -A OUTPUT -p tcp -o eth0 --sport 22 -m state --state ESTABLISHED -j ACCEPT iptables -A OUTPUT -o eth0 -p tcp --dport 22 -m state --state NEW,ESTABLISHED -j ACCEPT iptables -A INPUT -i eth0 -p tcp --sport 22 -m state --state ESTABLISHED -j ACCEPT Any one Please Check Weather my Rules are Wrigt. Still i can't access the machine 15

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  • Does Wake-on-LAN from power state S5 require any OS configuration?

    - by TARehman
    I am configuring a HTPC which I would like to be able to power on using Wake-on-LAN, from the S5 state (full shutdown, still plugged in). The system is running Linux Mint 14 Cinnamon. I'm getting some conflicting information in my searching on the Net. I am not concerned with using WoL to change the state from standby or hibernate to on. Because of the current interface to our TV, the system must be either turned on or turned off. So, basically, this system will cycle from S0 to S5, and from S5 back to S0, and so on. Some tutorials suggest that I need to use ethtool to configure things after enabling WoL in my BIOS, but my understanding is that doing an S5 - S0 power on only requires the BIOS to be configured (since when the computer is in state S5, the OS hasn't even been loaded anyway). Can I use WoL with only the BIOS configured to go from state S5 to S0, or will I need to configure the OS as well?

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  • PC does not recognize XBox 360 controller connected through Play & Charge Kit

    - by Mike Cole
    I wanted to hook up my wireless XBox 360 controller to my PC running windows 7. I'm trying to use the Play & Charge kit since I already had that laying around. I plugged it in and Windows recognize it and installed it. It registers in Device Manager as "Xbox 360 Wireless Controller via Play & Charge Kit". The controller also has the 1st quadrant lit. However, I can't seem to make this work with any games. I installed the "Microsoft Xbox 360 Accessories" kit from MS website, and I run the Accessories Status app and it doesn't recognize that the controller is connected. Does anybody know what I'm doing wrong out there?

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  • Is there a name for this use of the State design pattern?

    - by Chris C
    I'm looking to see if there is a particular name for this style of programming a certain kind of behavior into a program. Said program runs in real time, in an update loop, and the program uses the State design pattern to do some work, but it's the specific way it does the work that I want to know about. Here's how it's used. - Object Foo constructed, with concrete StateA object in it - First loop runs --- Foo.Run function calls StateA.Bar --- in StateA.Bar replace Foo's state to StateB - Second loop runs --- Foo.Run calls StateB.Bar - Third loop runs --- Foo.Run calls StateB.Bar - Fourth loop --- etc. So in short, Foo doesn't have an explicit Initialize function. It will just have Run, but Run will do something unique in the first frame to initialize something for Foo and then replace it with a different action that will repeat in all the frames following it- thus not needing to check if Foo's already initialized. It's just a "press start and go" action. What would you call implementing this type of behavior?

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  • What is a useful pattern to maintaining an object state in a one to many relationship?

    - by ahenderson
    I am looking for a design for my application, here are the players(classes) involved. struct Transform { // Uses a matrix to transform the position. // Also acts acts as the state of a Dialog. Position transform(Position p); //other methods. }; struct Dialog { // There are multiple dialog for the user to transform the output. Transform& t; void ChangeTranformation(){t.rotate(360);} } struct Algorithm { //gives us a position based on an implementation. For example this can return points on a circle or line. Transform& t; Position m_p; Dialog& d; Position GetCurrentPosition(){ return t.transform(m_p);} //other methods. } Properties I need: Each algorithms has one dialog and each dialog can have many algorithms associated with it. When the user selects an algorithm a dialog associated with that algorithm is displayed. If the user selects a different algorithm then re-selects back the state is restored in the dialog. Basically I want a good design pattern to maintain the state of the dialog given that many algorithms use it and they can be switched back and forth. Does anyone have any suggestions? Here is a use case: Dialog1 has a single edit box to control the radius. Algorithm1 generates points on a unit circle. Algorithm2 is the same as Algorithm1. The user has selected Algorithm1 and entered 2 into the edit box. This will generate points on a circle of radius 2. The user then selects Algorithm2 and enters 10 into the edit box of Dialog1. This will generate points on a circle of radius 10. Finally Algorithm1 is selected again. The edit box of Dialog1 should show 2 and points on a circle of radius 2 should be generated.

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  • Gamagora présente 3 nouveaux jeux pour les 5 ans de l'école, plus de 300 visiteurs ont assisté au Gamagora Game Show

    Gamagora présente 3 nouveaux jeux pour les 5 ans de l'école Une explosion de pixels durant le Gamagora Game Show Au sein de l'université lumière Lyon 2 se trouve une section spécialisée dans la création de jeux vidéo, appelée Gamagora. Cette section regroupe des étudiants en programmation, infographie et game design. Au cours du cursus, les élèves doivent créer une démonstration de jeu en trois mois. Les élèves sont ainsi confrontés aux différentes problématiques que l'on peut rencontrer durant le processus de la création, allant des problèmes d'organisati...

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  • How to back up initial state of external backup drive?

    - by intuited
    I've picked up an HP Simplesave external drive. It comes with some fancy software that is of no use to me because I don't use Windows. Like many current consumer-targeted backup drives, the backup software is actually contained on the drive itself. I'd like to save the drive's initial state so that I can restore it if I decide to sell it. The backup box itself is somewhat customized: in addition to the hard drive device, it presents a CDROM-like device on /dev/sr0. I gather that the purpose of this cdrom device is to bootstrap via Windows autoplay the backup application which lives on the disk itself. I wouldn't suppose any guarantees about how it does this, so it seems important to preserve the exact state of the disk. The drive is formatted with a single 500GB NTFS partition. My initial thought was to use dd to dump the disk (/dev/sdb) itself, but this proved impractical, as the resulting file was not sparse. This seemed to be because the NTFS empty space is not filled with zeroes, but with a repeating series of 16 bytes. I tried gzipping the output of dd. This reduced to the file to a manageable size — the first 18GB was compressed to 81MB, versus 47MB to tarball the contents of the mounted filesystem — but it was very slow on my admittedly somewhat derelict Pentium M processor. The time to do that first 18GB was about 30 minutes. So I've resorted to dumping the disk state and partition data separately. I've dumped the partition state with sfdisk -d /dev/sdb > sfdisk.-d.out I've also created a compressed image of the NTFS partition (the only one on the disk) with ntfsclone --save-image --output - /dev/sdb1 | gzip -c > ntfsclone.img.gz Is there anything else I should do to ensure that I can restore the precise original state of the drive?

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  • Can my PC run Need for Speed Shift

    - by John
    Here are my PC's specs: Operating System MS Windows 7 32-bit CPU Intel Mobile Core 2 Duo T8100 @ 2.10GHz Penryn 45nm Technology RAM 3.0GB Dual-Channel DDR2 @ 332MHz 5-5-5-15 Motherboard Sony Corporation VAIO (N/A) Graphics Nvidia Defaul @ 1280x800 256MB GeForce 8400M GT (Sony) Hard Drives 250GB Hitachi Hitachi HTS542525K9SA00 ATA Device (IDE) Optical Drives Optiarc DVD RW AD-7560A ATA Device Audio High Definition Audio Device

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  • How to save your Linux state (suspend to disk) periodically to recover from crashes?

    - by WoLpH
    One in a while my laptop crashes/dies because of a bad/empty battery, crappy wifi driver or whatever other reason. For a while I've wondered if it's possible to force Linux to periodically save the state (like vmware snapshots) to disk so you can restore from that with possibly slightly outdated work but at least with all of your apps open in the same state you've left them. I don't really see the point in having to boot everything from cratch constantly, although KDE saves your state on logout, that doesn't happen periodically (by default) either. It would make it much nicer to recover from your crashes if your ram was written to disk periodically. Anyone know if there's a system call to do this without also shutting down the machine? Even a manual button to save the entire state would be nice.

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