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  • release management system - architectural question

    - by Sonic Soul
    Every place i've worked created their own release process, and all of them worked pretty well, however it took pretty good effort (and often a dedicated team) to manage releases. I am currently at a new place, and about to design such a system, however this time the team is very lean and we won't have dedicated resources to releasing. It will be up to development manager until the system is proofed enough for other developers to use. we're using Subversion as code repository, Team City as the build server, Jira issue tracker, Oracle db. I was thinking about writing a basic workflow app, that will let developers create a new manifest which will specify the following items. release details (who, jira issues etc) workflow step (dev, test, uat, prod approved, prod released) source files that last item is where it can get hairy. especially with database scripts. Figured I'd ask if there is a good pattern, or off the shelf product that could help with the database part, or perhaps the whole process. I briefly tested Red Gate Oracle deployment tool, but it didn't work out as well as I had hoped (from 1 day of testing at least) Questions: I think I could get around releasing of our code with something like Octopus Deploy straight from Team City. I am not clear however, how I could create a simple database deployment part, that will track which version of which script (from subversion) has been deployed where. Is there already some utility I could utilize for navigating subversion to choose which scripts should be released, instead of writing one from scratch. I'd just need it to produce some manifest of paths + versions.

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  • Project Management - Asana / activeCollab / basecamp / alternative / none

    - by rickyduck
    I don't know whether this should be on programmers - I've been looking at the above three apps over the past few weeks just for myself and I'm in two minds. All three look good, are easy to use, and I came to this conclusion; Asana is the easiest to use ActiveCollab is the feature rich and easiest flow BaseCamp is the best UX / design But I didn't really find my workflow was any more quicker / efficient, in fact it was a bit slower and organized. Is there a realistic place for them in workflow - should programmers use them for themselves, or only when a project manager can take control of it?

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  • Oracle R12 Inventory Management New Features Wrap-Up

    - by [email protected]
    Webcast: Oracle R12 Inventory Management New FeaturesHeld March 31st, 2010 Oracle Inventory management is an integrated part of Oracle SCM (Supply Chain Management). In this session you will see a comprehensive look of changed feature in Oracle R12 Inventory Management. This session will highlight about the new features added and also explore there functionalities. This webinar recording will introduce you to the built-in features of Oracle R12 Inventory Management such as: OPM Inventory Convergence Multi-mode Inventory Management Material Traceability Fulfillment Optimization Extended Best Practices View Oracle R12 Inventory Management New Features Webinar Online, Click Here: http://www.iwarelogic.com/oracle-r12-inventory-management-new-features.htm

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  • OOW2012 Session: Identity Management and the Cloud

    - by Darin Pendergraft
    Cloud architecture and the agility and cost savings it provides are compelling reasons for companies to consider this alternative deployment option.  However, concerns about security keep customers from making the investment. If you are at Oracle Openworld 2012, please join us for a discussion about IDM and the Cloud - Wednesday,  October 3 @ 1:15 pm - 2:15 pm in Moscone West 3008. Mike Neuenschwander and Melody Liu from Oracle will host special guests John Houston from UPMC, Tim Patterson from CONAGRA Foods Inc., and John Hill from SaskTel as they discuss how customers are addressing security and identity issues in the cloud. Click the link for a full session description: session description

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  • Strict Pomodoro and other time management Chrome extensions

    - by kerry
    I have recently begun using the Pomodoro Technique to increase my productivity. However, I still find myself getting sucked in to the vortex of useless information that is the internet. With that in mind I began searching for a useful chrome extension to replace the Android Pomodoro app I have been using to manage my ‘doros. I even considered writing it myself. Luckily, I stumbled on one that had a similar featureset to what I was looking for. Strict Pomodoro is an excellent Chrome extension for practicing Pomodoro. Though lacking a few key features, such as the ability to set the duration of your pomodoros and breaks, it still has a key feature that helps me stay on task. It blocks time sucking websites. You can set filter lists and it will keep you from accessing them during a Pomodoro. Effectively reminding you to stay on task. Also, the author readily admits that it was quickly put together and new features may be added down the road. For now, it is still an excellent option. For those of you who do not practice Pomodoro but are trying to stay on task. The StayFocusd extension will effectively manage the amount of time you spend on useless (non-productive) sites. It also has a rich feature set that may be better for your work habits. OK, breaks over. Time to get back to work. 25 minutes at a time.

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  • The Basics of Project Management / Software Development

    - by Sam
    It suddenly struck me today that I have never developed any large application or worked with a team of programmers, and so am missing out a lot - both in terms of technical knowledge and the social-fun part of it. And I would like to rectify that - an idea is to start an open source group by training college students (for no charge) and developing some open source application with them. Please give me some basic advice on the whole process of how to (1) plan and (2) manage projects in a team. What new skill sets would you recommend? (I have read joel on software and 37 Signals, and got many insightful tips from them. But I'd like a little more technical knowledge ...) Background (freelancer, past 4+ years) - Computer engineer graphic / web designer online marketing moved on to programming in PHP, Perl, Python did Oracle DBA OCP training to understand DB's current self-assigned title - web application developer.

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  • Resource management question. Resource containing resource

    - by bobenko
    I have resource manager handling as usual resource loading, unloading etc. With resources such an images, mesh no problem. But what to do when I have resource containing other resource (for example spriteFont contains reference to sprite and letters description). Should that sprite be added to resource manager? Or my spriteFont must be the only owner of that resource? Any thoughts on this. Have you faced with such problem? Thanks in advance.

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  • Power & Sleep Management

    - by Espressofa
    I'm running 12.10 with xmonad. Trying to ensure that the right things happen when I close laptop lid, etc. I see Internet search results for similar issues that mostly point towards gnome-power-manager. I have the package installed, but gnome-power-manager is not in my path anywhere. The behavior I'm looking for is as following: Sleep on lid close Awaken on lid open Turn off screen after 10 idle minutes Most importantly, have better battery life. I'm supposed to be getting 9 hours and I haven't seen the battery life estimate above 2.5 hours yet. Any tips on where to look or how to configure this would be much appreciated.

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  • How do I stop my ethernet network connection from dropping?

    - by Sean Hill
    My ethernet-based network connection doesn't stay up consistently. I'm running a ping against the gateway and it will: Work for a minute Freeze, time out, or give multi-second response times Repeat If it's stuck and I disable/enable networking through the network manager applet everything will work fine again for a minute. After 280 packets transmitted I'm getting 41% packet loss. I've tried a different cable and connection to the gateway but this had no effect. The distance to the gateway is just about 3 feet. Seems to work fine if I switch over to Windows, but Ubuntu is my main OS and I can't even use it right now as I depend on the network. My setup... OS: Ubuntu 11.04, dual-booting Windows 7 Mobo: Gigabyte Z68X-UD4-B3 CPU: Intel Core i7 2600K Edit A little clarification... Network Manager is still showing me as connected, but I am unable to reach to gateway or anything beyond. At no point does NM suggest the connection is lost and calling ifconfig shows that I still have an IP address. I tried connecting to a different gateway with a different cable and the same problem arises. As requested: lspci | grep -i eth 07:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 06) dmesg | tail -f [ 14.024709] EXT4-fs (sda5): re-mounted. Opts: errors=remount-ro,commit=0 [ 14.026443] EXT4-fs (sda7): re-mounted. Opts: commit=0 [ 14.176101] hda-intel: IRQ timing workaround is activated for card #2. Suggest a bigger bdl_pos_adj. [ 23.917731] eth0: no IPv6 routers present [ 726.109697] r8169 0000:07:00.0: eth0: link up [ 733.169494] r8169 0000:07:00.0: eth0: link up [ 753.930119] r8169 0000:07:00.0: eth0: link up [ 880.787332] r8169 0000:07:00.0: eth0: link up [ 1159.161283] r8169 0000:07:00.0: eth0: link up [ 1406.623550] r8169 0000:07:00.0: eth0: link up Edit @roland-taylor: Network is always available under Windows. Pings do not timeout, applications do not complain of no network availability, large downloads are not interrupted or slowed.

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  • Inventory Management concepts in XNA game

    - by user1332755
    I am trying to code the inventory system in my first real game so I have very little experience in both c# and game engine development. Basically, I need some general guidance and tips with how to structure and organize these sorts of systems. Please tell me if I am on the right track or not before I get too deep into making some badly structured system. It's fine if you don't feel like looking through my code, suggestions about general structure would also be appreciated. What I am aiming to end up with is some sort of system like Minecraft or Terraria. It must include: main inventory GUI (items can be dragged and placed in whatever slot desired Itembar outside of the main inventory which can be assigned to certain items the ability to use items from either location So far, I have 4 main classes: Inventory holds the general info and methods, inventoryslot holds info for individual slots, Itembar holds all info and methods for itself, and finally, ItemManager to manage interactions between the two and hold a master list of items. So far, my itembar works perfectly and interacts well with mousedragging items into and out of it as well as activating the item effect. Here is the code I have so far: (there is a lot but I will try to keep it relevant) This is the code for the itembar on the main screen: class Itembar { public Texture2D itembarfull, iSelected; public static Rectangle itembar = new Rectangle(5, 218, 40, 391); public Rectangle box1 = new Rectangle(itembar.X, 218, 40, 40); //up to 10 Rectangles for each slot public int Selected = 0; private ItemManager manager; public Itembar(Texture2D texture, Texture2D texture3, ItemManager mann) { itembarfull = texture; iSelected = texture3; manager = mann; } public void Update(GameTime gametime) { } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw( itembarfull, new Vector2 (itembar.X, itembar.Y), null, Color.White, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 1.0f); if (Selected == 1) spriteBatch.Draw(iSelected, new Rectangle(box1.X-3, box1.Y-3, box1.Width+6, box1.Height+6), Color.White); //goes up to 10 slots } public int Box1Query() { foreach (Item item in manager.items) { if(box1.Contains(item.BoundingBox)) return manager.items.IndexOf(item); } return 999; } //10 different box queries It is working fine right now. I just put an Item in there and the box will query things like the item's effects, stack number, consumable or not etc...This one is basically almost complete. Here is the main inventory class: class Inventory { public bool isActive; public List<Rectangle> mainSlots = new List<Rectangle>(24); public List<InventorySlot> mainSlotscheck = new List<InventorySlot>(24); public static Rectangle inv = new Rectangle(841, 469, 156, 231); public Rectangle invfull = new Rectangle(inv.X, inv.Y, inv.Width, inv.Height); public Rectangle inv1 = new Rectangle(inv.X + 4, inv.Y +3, 32, 32); //goes up to inv24 resulting in a 6x4 grid of Rectangles public Inventory() { mainSlots.Add(inv1); mainSlots.Add(inv2); mainSlots.Add(inv3); mainSlots.Add(inv4); //goes up to 24 foreach (Rectangle slot in mainSlots) mainSlotscheck.Add(new InventorySlot(slot)); } //update and draw methods are empty because im not too sure what to put there public int LookforfreeSlot() { int slotnumber = 999; for (int x = 0; x < mainSlots.Count; x++) { if (mainSlotscheck[x].isFree) { slotnumber = x; break; } } return slotnumber; } } } LookforFreeSlot() method is meant to be called when I do AddtoInventory(). I'm kinda stumped about what other things I need to put in this class. Here is the inventorySlot class: (its main purpose is to check the bool "isFree" to see whether or not something already occupies the slot. But i guess it can also do other stuff like get item info.) class InventorySlot { public int X, Y; public int Width = 32, Height = 32; public Vector2 Position; public int slotnumber; public bool free = true; public int? content = null; public bool isFree { get { return free; } set { free = value; } } public InventorySlot(Rectangle slot) { slot = new Rectangle(X, Y, Width, Height); } } } Finally, here is the ItemManager (I am omitting the master list because it is too long) class ItemManager { public List<Item> items = new List<Item>(20); public List<Item> inventory1 = new List<Item>(24); public List<Item> inventory2 = new List<Item>(24); public List<Item> inventory3 = new List<Item>(24); public List<Item> inventory4 = new List<Item>(24); public Texture2D icon, filta; private Rectangle msRect; MouseState mouseState; public int ISelectedIndex; Inventory inventory; SpriteFont font; public void GenerateItems() { items.Add(new Item(new Rectangle(0, 0, 32, 32), icon, font)); items[0].name = "Grass Chip"; items[0].itemID = 0; items[0].consumable = true; items[0].stackable = true; items[0].maxStack = 99; items.Add(new Item(new Rectangle(32, 0, 32, 32), icon, font)); //master list continues. it will generate all items in the game; } public ItemManager(Inventory inv, Texture2D itemsheet, Rectangle mouseRectt, MouseState ms, Texture2D fil, SpriteFont f) { icon = itemsheet; msRect = mouseRectt; filta = fil; mouseState = ms; inventory = inv; font = f; } //once again, no update or draw public void mousedrag() { items[0].DestinationRect = new Rectangle (msRect.X, msRect.Y, 32, 32); items[0].dragging = true; } public void AddtoInventory(Item item) { int index = inventory.LookforfreeSlot(); if (index == 999) return; item.DestinationRect = inventory.mainSlots[index]; inventory.mainSlotscheck[index].content = item.itemID; inventory.mainSlotscheck[index].isFree = false; item.IsActive = true; } } } The mousedrag works pretty well. AddtoInventory doesn't work because LookforfreeSlot doesn't work. Relevant code from the main program: When I want to add something to the main inventory, I do something like this: foreach (Particle ether in ether1.ethers) { if (ether.isCollected) itemmanager.AddtoInventory(itemmanager.items[14]); } This turned out to be much longer than I had expected :( But I hope someone is interested enough to comment.

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  • Need for explanation: NetBIOS over TCP/IP on VMware network adapter disturbs access to network share

    - by gyrolf
    (Moved here from StackOverflow) Some time ago nearly all workstations in our team (Windows XP SP2) exhibited intermittend but frequent delays when accessing shares on the network. Typically the first access to a share which hadn't been accessed for some time resulted in a nearly frozen workstation for up to 30 seconds. Then everything started working fine again. Using TCPView from Sysinternals I saw that during this delays there was a connection to the netbios-ssn port on the file server which was in state SYN_SENT. First try: Disable NetBIOS over TCP/IP for the intranet network adapter. Problem solved, but I didn't like to manipulate our centrally managed network configuration for the intranet. Second try: Disable NetBIOS over TCP/IP only for the VMWare network adapter (VMNet1 used for host only communications). Problem solved again! My questions: Why does NetBIOS over TCP/IP on one network adapter disturb NetBIOS over TCP/IP on another network adapter? Is this problem specific to VMWare network adapters? Has anybody else seen this phenomen? Additional information: VMWare Workstation version 6.0.3 At the time I started seriously analysing the problem it was no more possible to find out what had been changed to our systems at the time the problems started.

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  • Complex Release Vehicle Management

    - by Sharon
    I'm looking into improving our build and release system. We are a .Net/Windows shop, and I don't see any really good tools for Windows for generating the files that are to be dropped in patch or hotfix. We are currently using TFSBuild 2010 with Windows Workflows for our continuous integration builds as well as our daily full build which includes an Installshield package for deployment. What is a good way of generating the list of files to be included in a "patch" style release, where one does not redistribute all the files, but only those necessary to accomplish the necessary changes? Are there any open source tools that work well for this, or do teams usually roll their own? I have considered using Beyond Compare but I would prefer something open source. The file "patch" creation must be 100% automatable. Which release vehicles really ought to be patch style? And which releases should replace all system files related to our application? Assume we have a very large amount of resources necessary to maintain. Is there any established material that is trusted within the industry for strategies about this? I realize it is different for "enterprise" rather than with typical websites. I am looking more for "enterprise" strategies due to our product distribution style. tl;dr Looking for info on how to ship more reliable packages?

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  • State / Screen management in Entity Component Systems

    - by David Lively
    My entity/component system is happily humming along and, despite some performance concerns I initially had, everything is working fine. However, I've realized that I missed a crucial point when starting this thing: how do you handle different screens? At the moment, I have a GameManager class which owns a component manager and entity manager. When I create an entity, the entity manager assigns it an ID and makes sure it's tracked. When I modify the components that are assigned to an entity. an UpdateEntity method is called, which alerts each of the systems that they may need to add or remove the entity from their respective entity lists. A problem with this is that the collection of entities operated on by each system is determined solely by the individual Systems, typically based on a "required component" filter. (An entity has to have a Renderable component to be rendered, for instance.) In this situation, I can't just keep collections of entities per screen and only Update/Draw those collections. They'd have to either be added and removed depending on their applicability to the current screen, which would cause their associated components to be removed, or enable/disable entities in a group per screen to hide what's not supposed to be visible. These approaches seem like really, really crappy kludges. What's a good way to handle this? A pretty straightforward way that comes to mind is to create a separate GameManager (which in my implementation owns all of the systems, entities, etc.) per screen, which means that everything outside of the device context would be duplicated. That's bothersome because some things are always visible, or I might want to continue to display the game under a translucent menu window. Another option would be to add a "layer" key to the GameManager class, which could be checked against a displayable layer stack held by the game manager. *System.Draw() would be called for each active layer, in the required order as determined by the stack. When the systems request an iterator for their respective entity collections, it would be pre-filtered to a (cached) set of those entities that participate in the active layer. Those collections could be updated from the same UpdateEntity event that's already used to maintain each system's entity collections. Still, kinda feels like a hack. If I've coded myself into a corner, feel free to throw tomatoes as long as they're labeled with a helpful suggestion. Hooray for learning curves.

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  • New study shows supply chain cost management increased from 6.0% to 6.9%

    - by John Murphy
    A global survey of supply chain managers indicates that aggressively managing costs and creating a flexible supply chain are major factors for businesses in successfully growing market share as the economy rebounds. Results also show supply chain managers are investing in systems and developing partnerships that enable greater visibility with their supply chain partners. http://www.mhia.org/news/industry/11429/flexible-supply-chains-drive-growth-in-revenue-and-profit

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  • Looking for a host based network monitor solution

    - by Ole Martin Handeland
    Hi all! Problem So, my hosting company has a network usage graph for my dedicated server. It seems that one day earlier this month, my network usage suddenly spiked with several hundred megabytes transferred (usually it's in the tens, not hundreds). It was probably me, but i just can't be sure who or what it was. Question So my question is; does anyone know of any host based solution for monitoring network usage that would tell me the client's IP-address, the port/service he/she used? What I don't want I'm just guessing that someone will suggest i use nagios, munin, zabbix, cacti, mrtg - I've also looked at those, but a graph over network usage will not give me the answers I'm looking for. :-) Almost there I've already looked at a lot of monitoring solutions, and I've tried [ntop][http://www.ntop.org/], [darkstat][http://unix4lyfe.org/darkstat/] and others. Darkstat just didn't give me the answers. Although it listed a lot of statistics, and i could list the clients - it doesn't show me the network usage for a particular period. Ntop is by far the best I've seen so far - but i think it mostly shows current network usage, not the historical part. I could run apt-get upgrade and download a whole bunch of software, but not see it in the log afterwards.

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  • C++ and SDL resource management for 2D game

    - by KuruptedMagi
    My first question is about stateManagers. I do not use the singleton pattern (read many random posts with various reasons not to use it), I have gameStateManager which runs the pointer cCurrentGameState-render(), etc. I want to make a transitioning game, this engine should ideally cover both a platformer and a bird's eye RPG (with some recoding, I just mean the base engine), both of which will load different levels and events, such as world map, dungeon, shops, etc. So I then thought, rather then having to store all this data within all the states, I would break the engine into gameStates, and playStates... when gameState reaches gameStatePlay(), gameStatePlay simply runs the usual handleInput, logic, and render for the playStates, just as the low level gameStateManager does. This lets me store all the player data within the base playstate class without storing useless data in the gameStates. Now I have added a seperate mapEditor, which uses editorStates from gameStateEditor. Is this too much usage of the gameState concept? It seems to work pretty well for me, so I was wondering if I am too far off a common implementation of this. My second question is on image resources. I have my sprite class with nothing but static members, mainly loadImage, applySurface, and my screen pointer. I also have a map pairing imageName enums with actual SDL_Surface pointers, and one pairing clipNumber enums with a wrapper class for a vector of clips, so that each reference in the map can have different amounts of clips with different sizes. I thought it would be better to store all these images, and screen within one static body, since 20 different goblins all use the same sprite sheet, and all need to print to the same screen, and of course, this way I do not need to pass my screen reference to every little entity. The imageMap seems to work very well, I can even add the ability to search through the map at creation of entity type to see if a particular image at creation, creating if it doesnt exist, and destroying the image if the last entity that needs it was just destroyed. The vectored clip map however, seems to take too long to initialize, so if i run past the state that initializes them to fast, the game crashes <. Plus, the clip map call is half of this line =P SPRITE::applySurface( cEditorMap.cTiles[x][y].iX, cEditorMap.cTiles[x][y].iY, SPRITE::mImages[ IMAGE_TILEMAP ], SPRITE::screen, SPRITE::mImageClips[IMAGE_TILEMAP]->clips.at( cEditorMap.cTiles[x][y].iTileType ) ); Again, do I have the right idea? I like the imageMap, but am I better off with each entity storing its own clips? My last question is about collision detection. I only grasp the basics, will look at per-pixel and circular soon, but how can I determine which side the collision comes from with just the basic square collision detection, I tried breaking each entity into 4 collision zones, but that just gave me problems with walking through walls and the like <. Also, is per-pixel color collision a good way to decide what collision just occured, or is checking multiple colors for multiple entities too taxing each cycle?

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  • Photoshop CS5 performance over network drive (cifs)

    - by grub
    Hello Everyone I did install a QNAP NAS TS410 for a customer (professional photographer) with 3 Hitachi Deskstar 7200rpm 2TB disk configured as RAID5. The NAS and the workstations are connected over a Gigabit network. He and his co-worker are accessing the photos (about 1TB of photos) over a mapped network drive from their windows machines (Windows XP - 32bit and Windows 7 Ultimate - 32bit). Both are using Photoshop CS5 to edit the photos. The problem is that to save a edited photo takes a really long time, it takes about 3 times as long to save a photo as to open it. After some tests I can exclude the network, the NAS and the windows machines as source of the issue. I think the problem is the Photoshop software and its handling of the network drives. Officially network drives are not supported by Adobe. I do not have any experience with the Adobe products, especially with Adobe Photoshop CS5. What are your recommendation to solve the performance issue? Should my customer copy the photos to the local drive, edit them and upload them again to the network drive or is Adobe Drive or Adobe Version Cue the answer? One requirement is that the photos need to be accessible / editable from both computers even when one of them is offline. Adobe Version Cue needs a dedicated service running to be usable, so this solution is not possible as far as I understand the Cue software. Thank you for your input to this issue and have a nice day :-) Greetings grub

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  • Project Management Techniques (high level)

    - by Sam J
    Our software dev team is currently using kanban for our development lifecycles, and, from the reasonably short experience of a few months, I think it's going quite well (certainly compared to a few months ago when we didn't really have a methodology). Our team, however, is directed to do work defined by project managers (not software project managers, just general business), and they're using the PMBOK methodology. Question is, how does a traditional methodology like PMBOK, Prince2 etc fit with a lean software development methodology like kanban or scrum? Is it just wasting everyone's time as all the requirements are effectively drawn up to start with (although inevitably changed along the way)?

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  • Master Data Management

    - by Logicalj
    I am looking for a very flexible, easy to integrate and dynamic application with as many features as possible for Master Data Management. As Master Data Management is used to Manage Operational Data, Analytical Data and Master Data so, I want guidance about "What is exactly expected from Master Data Management and What are the Basic and Challenging Scenarios to be covered or resolved in Master Data Management". Please guide me with all the possible aspects of Master Data Management like Data Cleansing, Data Management and Start Data Analyzing, etc.

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  • PayPal - Account management

    - by Tom
    I'm running an app that gets small donations (Micro payments up to ~11 USD) and also I'm doing some freelancing where I get some higher payments over PayPal too. (~900 USD a month) Is it possible to have 2 accounts on PayPal? (I'm asking because if someone send me money for my freelancing, they get the contact information from the app - Like [email protected] instead of [email protected] ) Thanks.

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  • Setting up /etc/network/interface file for KVM ubuntu 10.10

    - by Charles Thornton
    I am trying to setup KVM on Unbuntu 10.10 IFCONFIG DUMP: hydra(~}$ifconfig eth0 Link encap:Ethernet HWaddr 00:1b:fc:cb:77:eb inet addr:172.20.20.3 Bcast:172.20.20.255 Mask:255.255.255.0 inet6 addr: fe80::21b:fcff:fecb:77eb/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:1345 errors:0 dropped:0 overruns:0 frame:0 TX packets:1541 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:820414 (820.4 KB) TX bytes:317708 (317.7 KB) Interrupt:23 Base address:0xc000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:8 errors:0 dropped:0 overruns:0 frame:0 TX packets:8 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:480 (480.0 B) TX bytes:480 (480.0 B) virbr0 Link encap:Ethernet HWaddr 0a:1e:fb:b4:77:84 inet addr:192.168.122.1 Bcast:192.168.122.255 Mask:255.255.255.0 inet6 addr: fe80::81e:fbff:feb4:7784/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:56 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:0 (0.0 B) TX bytes:8934 (8.9 KB) hydra(~}$ QUESTION:: How should /etc/network/interfaces be setup?? The following attempt just kills my internet connection! --------- /etc/network/interfaces ------------- # This file describes the network interfaces available on your system # and how to activate them. For more information, see interfaces(5). # The loopback network interface auto lo iface lo inet loopback # The primary network interface auto eth0 iface eth0 inet manual auto br0 iface br0 inet static address 172.20.20.3 netmask 255.255.255.0 network 172.20.20.0 broadcast 172.20.20.255 gateway 172.20.20.1 bridge_ports eth0 bridge_fd 9 bridge_hello 2 bridge_maxage 12 bridge_stp off What am I doing wrong????

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  • Power Management - Sleep / Wake up Server when accessed

    - by KP65
    I have a headless HP Proliant Microserver with ubuntu installed. This machine has samba shares on it serving media and I usually rdp or ssh into it. Now my issue is I want the machine to go into sleep mode(so the state is saved from ram to the harddrive) and it will seem like it is turned off after an hour of idling. If there is any attempt to access the samba share through LAN I would like it to wake up. Now my motherboard supports this function, can anyone point me in the right direction for achieving this easily? Thanks

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  • Game Asset Management

    - by user964123
    I am making my first small mobile game in C# XNA. Lets say I have 3 screens, the main menu, options and game screen. A single game session usually lasts for 1 min, so the user will alternate frequently between the main menu and game screen. Therefore, once I load the textures for either screen, I want to keep them in memory to avoid frequent reloading. Both screens share some assets like their background textures, but differ in others. The first solution I came up with is making 2 texture factory classes, MainScreenAssetFactory and GameScreenAssetFactory, each with their own content manager, and ill store them in a globally accessible point so that they persist after either screen is destroyed. There is also a OptionsScreenAssetFactory, but that I dont want to cache it since the options screen is rarely visited. A typical Factory would look something like this public class MainScreenAssetFactory { private readonly ContentManager contentManager; public MainScreenAssetFactory(IServiceProvider serviceProvider, string rootDirectory) { contentManager = new ContentManager(serviceProvider) { RootDirectory = rootDirectory }; } public Texture2D ListElementBackground { get { return return contentManager.Load<Texture2D>("UserTab"); } } public Texture2D ListElementBulletPoint { get { return return contentManager.Load<Texture2D>("TabIcon"); } } public Texture2D LoggedOutUser { get { return return contentManager.Load<Texture2D>("LoggedOutUser"); } } } Since both Main, Options and Game Screen share some common resources, instead of loading them more than once, I created another class CommonAssetTexFactory which holds the common stuff and stays in-memory during the app lifetime. For example, this class gets passed to the options screen when it is created. However, given my small game with its few assets, I am already finding this solution cumbersome and inflexible. Changing anything would require looking to see if its already in the common factory, and if not, modifying existing factories and so on. And this is just considering textures currently, i didnt add sound files yet. I cant imagine bigger games with thousands of resources using this approach. A better idea must exist. Would someone please enlighten me?

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  • Vmware Player Network adaptors have no network or internet access in windows 7 enterprise

    - by daffers
    As per the title. My VMWare player installation has setup the two network adaptor VMnet1 and VMnet8 and they are picked up as unidentified networks with no network access (i need this to activate my windows server installation on it). The option to change the network location is not available (this might be because of network policy on the domain despite having set this as configurable in the local security policy section). Is there anyway i can change how these networks are detected or alter the configuration of vmware to get around this?

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