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  • Email not working on testing site in Plesk before DNS switch

    - by Dilip Rajkumar
    I have to test my website before my DNS is swtiched to the new server. My New server is having Plesk. I changed my hosts file to point to the new server and I tested the site. My Site is working fine. However, When I try to register I have 2 emails sent one to the user and one to the admin. Admin email id is same as the server name for example my site name is test.com the admin email is [email protected]. So email is not sent to the admin. I know the email is not sent because the Plesk his searching its own dns instead of Global public DNS. Do any one know how to make my site see public DNS on sending email in Plesk. If I set Goole Public DNS 8.8.8.8 for MS record will it work.. Please guide me. Thanks in advance..

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  • Adventures in MVVM &ndash; My ViewModel Base

    - by Brian Genisio's House Of Bilz
    More Adventures in MVVM First, I’d like to say: THIS IS NOT A NEW MVVM FRAMEWORK. I tend to believe that MVVM support code should be specific to the system you are building and the developers working on it.  I have yet to find an MVVM framework that does everything I want it to without doing too much.  Don’t get me wrong… there are some good frameworks out there.  I just like to pick and choose things that make sense for me.  I’d also like to add that some of these features only work in WPF.  As of Silveright 4, they don’t support binding to dynamic properties, so some of the capabilities are lost. That being said, I want to share my ViewModel base class with the world.  I have had several conversations with people about the problems I have solved using this ViewModel base.  A while back, I posted an article about some experiments with a “Rails Inspired ViewModel”.  What followed from those ideas was a ViewModel base class that I take with me and use in my projects.  It has a lot of features, all designed to reduce the friction in writing view models. I have put the code out on Codeplex under the project: ViewModelSupport. Finally, this article focuses on the ViewModel and only glosses over the View and the Model.  Without all three, you don’t have MVVM.  But this base class is for the ViewModel, so that is what I am focusing on. Features: Automatic Command Plumbing Property Change Notification Strongly Typed Property Getter/Setters Dynamic Properties Default Property values Derived Properties Automatic Method Execution Command CanExecute Change Notification Design-Time Detection What about Silverlight? Automatic Command Plumbing This feature takes the plumbing out of creating commands.  The common pattern for commands in a ViewModel is to have an Execute method as well as an optional CanExecute method.  To plumb that together, you create an ICommand Property, and set it in the constructor like so: Before public class AutomaticCommandViewModel { public AutomaticCommandViewModel() { MyCommand = new DelegateCommand(Execute_MyCommand, CanExecute_MyCommand); } public void Execute_MyCommand() { // Do something } public bool CanExecute_MyCommand() { // Are we in a state to do something? return true; } public DelegateCommand MyCommand { get; private set; } } With the base class, this plumbing is automatic and the property (MyCommand of type ICommand) is created for you.  The base class uses the convention that methods be prefixed with Execute_ and CanExecute_ in order to be plumbed into commands with the property name after the prefix.  You are left to be expressive with your behavior without the plumbing.  If you are wondering how CanExecuteChanged is raised, see the later section “Command CanExecute Change Notification”. After public class AutomaticCommandViewModel : ViewModelBase { public void Execute_MyCommand() { // Do something } public bool CanExecute_MyCommand() { // Are we in a state to do something? return true; } }   Property Change Notification One thing that always kills me when implementing ViewModels is how to make properties that notify when they change (via the INotifyPropertyChanged interface).  There have been many attempts to make this more automatic.  My base class includes one option.  There are others, but I feel like this works best for me. The common pattern (without my base class) is to create a private backing store for the variable and specify a getter that returns the private field.  The setter will set the private field and fire an event that notifies the change, only if the value has changed. Before public class PropertyHelpersViewModel : INotifyPropertyChanged { private string text; public string Text { get { return text; } set { if(text != value) { text = value; RaisePropertyChanged("Text"); } } } protected void RaisePropertyChanged(string propertyName) { var handlers = PropertyChanged; if(handlers != null) handlers(this, new PropertyChangedEventArgs(propertyName)); } public event PropertyChangedEventHandler PropertyChanged; } This way of defining properties is error-prone and tedious.  Too much plumbing.  My base class eliminates much of that plumbing with the same functionality: After public class PropertyHelpersViewModel : ViewModelBase { public string Text { get { return Get<string>("Text"); } set { Set("Text", value);} } }   Strongly Typed Property Getters/Setters It turns out that we can do better than that.  We are using a strongly typed language where the use of “Magic Strings” is often frowned upon.  Lets make the names in the getters and setters strongly typed: A refinement public class PropertyHelpersViewModel : ViewModelBase { public string Text { get { return Get(() => Text); } set { Set(() => Text, value); } } }   Dynamic Properties In C# 4.0, we have the ability to program statically OR dynamically.  This base class lets us leverage the powerful dynamic capabilities in our ecosystem. (This is how the automatic commands are implemented, BTW)  By calling Set(“Foo”, 1), you have now created a dynamic property called Foo.  It can be bound against like any static property.  The opportunities are endless.  One great way to exploit this behavior is if you have a customizable view engine with templates that bind to properties defined by the user.  The base class just needs to create the dynamic properties at runtime from information in the model, and the custom template can bind even though the static properties do not exist. All dynamic properties still benefit from the notifiable capabilities that static properties do. For any nay-sayers out there that don’t like using the dynamic features of C#, just remember this: the act of binding the View to a ViewModel is dynamic already.  Why not exploit it?  Get over it :) Just declare the property dynamically public class DynamicPropertyViewModel : ViewModelBase { public DynamicPropertyViewModel() { Set("Foo", "Bar"); } } Then reference it normally <TextBlock Text="{Binding Foo}" />   Default Property Values The Get() method also allows for default properties to be set.  Don’t set them in the constructor.  Set them in the property and keep the related code together: public string Text { get { return Get(() => Text, "This is the default value"); } set { Set(() => Text, value);} }   Derived Properties This is something I blogged about a while back in more detail.  This feature came from the chaining of property notifications when one property affects the results of another, like this: Before public class DependantPropertiesViewModel : ViewModelBase { public double Score { get { return Get(() => Score); } set { Set(() => Score, value); RaisePropertyChanged("Percentage"); RaisePropertyChanged("Output"); } } public int Percentage { get { return (int)(100 * Score); } } public string Output { get { return "You scored " + Percentage + "%."; } } } The problem is: The setter for Score has to be responsible for notifying the world that Percentage and Output have also changed.  This, to me, is backwards.    It certainly violates the “Single Responsibility Principle.” I have been bitten in the rear more than once by problems created from code like this.  What we really want to do is invert the dependency.  Let the Percentage property declare that it changes when the Score Property changes. After public class DependantPropertiesViewModel : ViewModelBase { public double Score { get { return Get(() => Score); } set { Set(() => Score, value); } } [DependsUpon("Score")] public int Percentage { get { return (int)(100 * Score); } } [DependsUpon("Percentage")] public string Output { get { return "You scored " + Percentage + "%."; } } }   Automatic Method Execution This one is extremely similar to the previous, but it deals with method execution as opposed to property.  When you want to execute a method triggered by property changes, let the method declare the dependency instead of the other way around. Before public class DependantMethodsViewModel : ViewModelBase { public double Score { get { return Get(() => Score); } set { Set(() => Score, value); WhenScoreChanges(); } } public void WhenScoreChanges() { // Handle this case } } After public class DependantMethodsViewModel : ViewModelBase { public double Score { get { return Get(() => Score); } set { Set(() => Score, value); } } [DependsUpon("Score")] public void WhenScoreChanges() { // Handle this case } }   Command CanExecute Change Notification Back to Commands.  One of the responsibilities of commands that implement ICommand – it must fire an event declaring that CanExecute() needs to be re-evaluated.  I wanted to wait until we got past a few concepts before explaining this behavior.  You can use the same mechanism here to fire off the change.  In the CanExecute_ method, declare the property that it depends upon.  When that property changes, the command will fire a CanExecuteChanged event, telling the View to re-evaluate the state of the command.  The View will make appropriate adjustments, like disabling the button. DependsUpon works on CanExecute methods as well public class CanExecuteViewModel : ViewModelBase { public void Execute_MakeLower() { Output = Input.ToLower(); } [DependsUpon("Input")] public bool CanExecute_MakeLower() { return !string.IsNullOrWhiteSpace(Input); } public string Input { get { return Get(() => Input); } set { Set(() => Input, value);} } public string Output { get { return Get(() => Output); } set { Set(() => Output, value); } } }   Design-Time Detection If you want to add design-time data to your ViewModel, the base class has a property that lets you ask if you are in the designer.  You can then set some default values that let your designer see what things might look like in runtime. Use the IsInDesignMode property public DependantPropertiesViewModel() { if(IsInDesignMode) { Score = .5; } }   What About Silverlight? Some of the features in this base class only work in WPF.  As of version 4, Silverlight does not support binding to dynamic properties.  This, in my opinion, is a HUGE limitation.  Not only does it keep you from using many of the features in this ViewModel, it also keeps you from binding to ViewModels designed in IronRuby.  Does this mean that the base class will not work in Silverlight?  No.  Many of the features outlined in this article WILL work.  All of the property abstractions are functional, as long as you refer to them statically in the View.  This, of course, means that the automatic command hook-up doesn’t work in Silverlight.  You need to plumb it to a static property in order for the Silverlight View to bind to it.  Can I has a dynamic property in SL5?     Good to go? So, that concludes the feature explanation of my ViewModel base class.  Feel free to take it, fork it, whatever.  It is hosted on CodePlex.  When I find other useful additions, I will add them to the public repository.  I use this base class every day.  It is mature, and well tested.  If, however, you find any problems with it, please let me know!  Also, feel free to suggest patches to me via the CodePlex site.  :)

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  • Particle and Physics problem.

    - by Quincy
    This was originally a forum post so I hope you guys don't mind it being 2 questions in one. I am making a game and I got some basic physics implemented. I have 2 problems, 1 with particles being drawn in the wrong place and one with going through walls while jumping in corners. Skip over to about 15 sec video showing the 2 problems : http://youtube.com/watch?v=Tm9nfWsWfiM So the problem with the particles seems to be coming from the removal, as soon as I remove that piece of code it instantly works, but there shouldn't be a problem since they shouldn't even draw when their energy gets to 0 (and then they get removed) So my first question is, how are these particles getting warped all over the screen ? Relevant code : Particle class : class Particle { //Physics public Vector2 position = new Vector2(0,0); public float direction = 180; public float speed = 100; public float energy = 1; protected float startEnergy = 1; //Visual public Sprite sprite; public float rotation = 0; public float scale = 1; public byte alpha = 255; public BlendMode blendMode { get { return sprite.BlendMode; } set { sprite.BlendMode = value; } } public Particle() { } public virtual void Think(float frameTime) { if (energy - frameTime < 0) energy = 0; else energy -= frameTime; position += new Vector2((float)Math.Cos(MathHelper.DegToRad(direction)), (float)Math.Sin(MathHelper.DegToRad(direction))) * speed * frameTime; alpha = (byte)(255 * energy / startEnergy); sprite.Rotation = rotation; sprite.Position = position; sprite.Color = new Color(sprite.Color.R, sprite.Color.G, sprite.Color.B, alpha); } public virtual void Draw(float frameTime) { if (energy > 0) { World.camera.DrawSprite(sprite); } } // Basic particle implementation class BasicSprite : Particle { public BasicSprite(Sprite _sprite) { sprite = _sprite; } } Emitter : class Emitter { protected static Random rand = new Random(); protected List<Particle> particles = new List<Particle>(); public BaseEntity target = null; public Vector2 position = new Vector2(0, 0); public bool Active = true; public float timeAlive = 0; public int particleCount = 0; public int ParticlesPerSeccond { get { return (int)(1 / particleSpawnTime); } set { particleSpawnTime = 1 / (float)value; } } public float dieTime = float.MaxValue; float particleSpawnTime = 0.05f; float spawnTime = 0; public Emitter() { } public virtual void Think(float frametime) { spawnTime += frametime; if (dieTime != float.MaxValue) { timeAlive += frametime; if (timeAlive >= dieTime) Active = false; } if (Active) { if (target != null) position = target.Position; while (spawnTime > particleSpawnTime) { spawnTime -= particleSpawnTime; AddParticle(); particleCount++; } } for (int i = 0; i < particles.Count; i++) { particles[i].Think(frametime); if (particles[i].energy <= 0) { particles.Remove(particles[i]); // As soon as this is removed, it works particleCount--; } } } public virtual void AddParticle() { } public virtual void Draw(float frametime) { foreach (Particle particle in particles) { particle.Draw(frametime); } } } class BloodEmitter : Emitter { Image image; public BloodEmitter() { image = new Image(@"Content/Particles/TinyCircle.png"); image.CreateMaskFromColor(new Color(255, 0, 255, 255)); this.dieTime = 0.5f; this.ParticlesPerSeccond = 100; } public override void AddParticle() { Sprite sprite = new Sprite(image); sprite.Color = new Color((byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255)); BasicSprite particle = new BasicSprite(sprite); particle.direction = (float)rand.NextDouble() * 360; particle.position = position; particle.blendMode = BlendMode.Alpha; particles.Add(particle); } } The seccond problem is the physics problem, for some reason I can get through the right bottom corner while jumping. I think this is coming from me switching animations but I thought I made it compensate for that. Relevant code : PhysicsEntity : class PhysicsEntity : BaseEntity { // Horizontal movement constants protected const float maxHorizontalSpeed = 1000; protected const float horizontalAcceleration = 15; protected const float horizontalDragAir = 0.95f; protected const float horizontalDragGround = 0.95f; // Vertical movement constants protected const float maxVerticalSpeed = 1000; protected const float verticalAcceleration = 20; // Everything needed for movement and correct animations protected float movement = 0; protected bool onGround = false; protected Vector2 Velocity = new Vector2(0, 0); protected float maxSpeed = 0; float lastThink = 0; float thinkTime = 1f/60f; public PhysicsEntity(Vector2 position, Sprite sprite) : base(position, sprite) { } public override void Draw(float frameTime) { base.Draw(frameTime); } public override void Think(float frameTime) { CalculateMovement(frameTime); base.Think(frameTime); } protected void CalculateMovement(float frameTime) { lastThink += frameTime; while (lastThink > thinkTime) { onGround = false; Velocity.X = MathHelper.Clamp(Velocity.X + horizontalAcceleration * movement, -maxHorizontalSpeed, maxHorizontalSpeed); if (onGround) Velocity.X *= horizontalDragGround; else Velocity.X *= horizontalDragAir; if (maxSpeed < Velocity.X) maxSpeed = Velocity.X; Velocity.Y = MathHelper.Clamp(Velocity.Y + verticalAcceleration, -maxVerticalSpeed, maxVerticalSpeed); lastThink -= thinkTime; DoCollisions(thinkTime); DoAnimations(thinkTime); } } public virtual void DoAnimations(float frameTime) { } public void DoCollisions(float frameTime) { Position.Y += Velocity.Y * frameTime; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } Position.X += Velocity.X * frameTime; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } public void DoCollisions(Vector2 difference) { CollisionRectangle.Y = Position.Y - difference.Y; CollisionRectangle.Height += difference.Y; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } CollisionRectangle.X = Position.X - difference.X; CollisionRectangle.Width += difference.X; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } Vector2 GetTileCollision() { int topLeftTileX = (int)(CollisionRectangle.TopLeft.X / World.tileEngine.TileWidth); int topLeftTileY = (int)(CollisionRectangle.TopLeft.Y / World.tileEngine.TileHeight); int BottomRightTileX = (int)(CollisionRectangle.DownRight.X / World.tileEngine.TileWidth); int BottomRightTileY = (int)(CollisionRectangle.DownRight.Y / World.tileEngine.TileHeight); if (CollisionRectangle.DownRight.Y % World.tileEngine.TileHeight == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileY -= 1; if (CollisionRectangle.DownRight.X % World.tileEngine.TileWidth == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileX -= 1; for (int i = topLeftTileX; i <= BottomRightTileX; i++) { for (int j = topLeftTileY; j <= BottomRightTileY; j++) { if (World.tileEngine.TileIsSolid(i, j)) { return new Vector2(i, j); } } } return new Vector2(-1, -1); } } Player : enum State { Standing, Running, Jumping, Falling, Sliding, WallSlide } class Player : PhysicsEntity { private State state { get { return currentState; } set { if (currentState != value) { currentState = value; animationChanged = true; } } } private State currentState = State.Standing; private BasicEmitter basicEmitter = new BasicEmitter(); public bool flipped; public bool animationChanged = false; protected const float jumpPower = 600; AnimationManager animationManager; Rectangle DrawRectangle; public override Rectangle CollisionRectangle { get { return new Rectangle( Position.X - DrawRectangle.Width / 2f, Position.Y - DrawRectangle.Height / 2f, DrawRectangle.Width, DrawRectangle.Height ); } } public Player(Vector2 position, Sprite sprite) : base(position, sprite) { // Only posted the relevant bit DrawRectangle = animationManager.currentAnimation.drawingRectangle; } public override void Draw(float frameTime) { World.camera.DrawSprite( Sprite, Position + new Vector2(DrawRectangle.X, DrawRectangle.Y), animationManager.currentAnimation.drawingRectangle ); } public override void Think(float frameTime) { //I only posted the relevant stuff if (animationChanged) { // if the animation has changed make sure we compensate for the change in with and height animationChanged = false; DoCollisions(animationManager.getSizeDifference()); } DoCustomMovement(); base.Think(frameTime); if (!onGround && Velocity.Y > 0) { state = State.Falling; } } void DoCustomMovement() { if (onGround) { if (World.renderWindow.Input.IsKeyDown(KeyCode.W)) { Velocity.Y = -jumpPower; state = State.Jumping; } } } public override void DoAnimations(float frameTime) { string stateName = Enum.GetName(typeof(State), state); if (!animationManager.currentAnimationIs(stateName)) { animationManager.PlayAnimation(stateName); } animationManager.Think(frameTime); DrawRectangle = animationManager.currentAnimation.drawingRectangle; Sprite.Center = new Vector2( DrawRectangle.X + DrawRectangle.Width / 2, DrawRectangle.Y + DrawRectangle.Height / 2 ); Sprite.FlipX(flipped); } So why am I warping through walls ? I have given this some thought but I just can't seem to find out why this is happening. Full source if needed : source : http://www.mediafire.com/?rc7ddo09gnr68zd (download link)

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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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  • Zyxel P-320W: How to connect to my web server using public IP

    - by hvtuananh
    My company's router is Zyxel P-320W and I have a public static IP. I registered a few domains name and point to this IP address. I already setup Virtual Hosts and configured port-forwarding to my internal server and it works well. I can connect to all domains from outside The problem is I cannot connect to my domains from inside One workaround way is modify hosts file to add internal IP for those domains, but my company have many computers and I don't want to setup all PC manually

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  • Zyxel P-320W: How to connect to my web server using public IP

    - by hvtuananh
    My company's router is Zyxel P-320W and I have a public static IP. I registered a few domains name and point to this IP address. I already setup Virtual Hosts and configured port-forwarding to my internal server and it works well. I can connect to all domains from outside The problem is I cannot connect to my domains from inside One workaround way is modify hosts file to add internal IP for those domains, but my company have many computers and I don't want to setup all PC manually

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  • KVM network bridge and public static IP for both host and guests

    - by Javier Martinez
    I have a Debian Server with 4 public static addresses. There is a KVM guest (also Debian) installed and running. What I want is to give the guest an IP of the host, so that both machines have public IPs. IP 1: 188.165.A.B IP 2: 178.33.CCC.D IP 3: 178.33.CCC.E IP 4: 178.33.CCC.F What should I do to have connection for host and guest ? This is network conf: # ifconfig br0 Link encap:Ethernet HWaddr e8:40:f2:0a:cc:28 inet addr:188.165.A.B Bcast:188.165.255.255 Mask:255.255.255.0 inet6 addr: fe80::ea40:f2ff:fe0a:cc28/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:3618 errors:0 dropped:4 overruns:0 frame:0 TX packets:4853 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:599562 (585.5 KiB) TX bytes:1693443 (1.6 MiB) eth0 Link encap:Ethernet HWaddr e8:40:f2:0a:cc:28 inet6 addr: fe80::ea40:f2ff:fe0a:cc28/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:4274 errors:0 dropped:0 overruns:0 frame:0 TX packets:4879 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:720045 (703.1 KiB) TX bytes:1715641 (1.6 MiB) Interrupt:20 Memory:fe500000-fe520000 eth0:0 Link encap:Ethernet HWaddr e8:40:f2:0a:cc:28 inet addr:178.33.CCC.D Bcast:178.33.255.255 Mask:255.255.255.255 UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 Interrupt:20 Memory:fe500000-fe520000 eth0:1 Link encap:Ethernet HWaddr e8:40:f2:0a:cc:28 inet addr:178.33.CCC.E Bcast:178.33.255.255 Mask:255.255.255.255 UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 Interrupt:20 Memory:fe500000-fe520000 eth0:2 Link encap:Ethernet HWaddr e8:40:f2:0a:cc:28 inet addr:178.33.CCC.F Bcast:178.33.255.255 Mask:255.255.255.255 UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 Interrupt:20 Memory:fe500000-fe520000 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:27932 errors:0 dropped:0 overruns:0 frame:0 TX packets:27932 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:1820862 (1.7 MiB) TX bytes:1820862 (1.7 MiB) vnet0 Link encap:Ethernet HWaddr fe:54:00:87:40:ec inet6 addr: fe80::fc54:ff:fe87:40ec/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:18 errors:0 dropped:0 overruns:0 frame:0 TX packets:204 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:500 RX bytes:1452 (1.4 KiB) TX bytes:16958 (16.5 KiB) #route Kernel IP routing table Destination Gateway Genmask Flags Metric Ref Use Iface default aa.bb.cc.eu 0.0.0.0 UG 0 0 0 br0 188.165.255.0 * 255.255.255.0 U 0 0 0 br0 # brctl show bridge name bridge id STP enabled interfaces br0 8000.e840f20acc28 no eth0 vnet0 There is no firewall enabled and DNS is configured properly. What I want to achieve: | | | +----+-------------------------+-+------+ | | Host | | | | | | | | | | +------------+------+ | | eth0 | eth0:0-1 | | | 188.165.A.B | | | | | | | | | br0 vnet0 | | | +------------+------+ | | | | | | | | +------------+------+ | | | | | | | | eth0:2-+ | | | | 178.33.CCC.F | | | | | | | | Guest | | | +-------------------+ | +---------------------------------------+ Thanks you

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  • KVM network bridge and public static IP for both host and guests

    - by Javier Martinez
    I have a Debian Server with 4 public static addresses. There is a KVM guest (also Debian) installed and running. What I want is to give the guest an IP of the host, so that both machines have public IPs. IP 1: 188.165.A.B IP 2: 178.33.CCC.D IP 3: 178.33.CCC.E IP 4: 178.33.CCC.F What should I do to have connection for host and guest ? This is network conf: # ifconfig br0 Link encap:Ethernet HWaddr e8:40:f2:0a:cc:28 inet addr:188.165.A.B Bcast:188.165.255.255 Mask:255.255.255.0 inet6 addr: fe80::ea40:f2ff:fe0a:cc28/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:3618 errors:0 dropped:4 overruns:0 frame:0 TX packets:4853 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:599562 (585.5 KiB) TX bytes:1693443 (1.6 MiB) eth0 Link encap:Ethernet HWaddr e8:40:f2:0a:cc:28 inet6 addr: fe80::ea40:f2ff:fe0a:cc28/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:4274 errors:0 dropped:0 overruns:0 frame:0 TX packets:4879 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:720045 (703.1 KiB) TX bytes:1715641 (1.6 MiB) Interrupt:20 Memory:fe500000-fe520000 eth0:0 Link encap:Ethernet HWaddr e8:40:f2:0a:cc:28 inet addr:178.33.CCC.D Bcast:178.33.255.255 Mask:255.255.255.255 UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 Interrupt:20 Memory:fe500000-fe520000 eth0:1 Link encap:Ethernet HWaddr e8:40:f2:0a:cc:28 inet addr:178.33.CCC.E Bcast:178.33.255.255 Mask:255.255.255.255 UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 Interrupt:20 Memory:fe500000-fe520000 eth0:2 Link encap:Ethernet HWaddr e8:40:f2:0a:cc:28 inet addr:178.33.CCC.F Bcast:178.33.255.255 Mask:255.255.255.255 UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 Interrupt:20 Memory:fe500000-fe520000 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:27932 errors:0 dropped:0 overruns:0 frame:0 TX packets:27932 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:1820862 (1.7 MiB) TX bytes:1820862 (1.7 MiB) vnet0 Link encap:Ethernet HWaddr fe:54:00:87:40:ec inet6 addr: fe80::fc54:ff:fe87:40ec/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:18 errors:0 dropped:0 overruns:0 frame:0 TX packets:204 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:500 RX bytes:1452 (1.4 KiB) TX bytes:16958 (16.5 KiB) #route Kernel IP routing table Destination Gateway Genmask Flags Metric Ref Use Iface default aa.bb.cc.eu 0.0.0.0 UG 0 0 0 br0 188.165.255.0 * 255.255.255.0 U 0 0 0 br0 # brctl show bridge name bridge id STP enabled interfaces br0 8000.e840f20acc28 no eth0 vnet0 There is no firewall enabled and DNS is configured properly. What I want to achieve: | | | +----+-------------------------+-+------+ | | Host | | | | | | | | | | +------------+------+ | | eth0 | eth0:0-1 | | | 188.165.A.B | | | | | | | | | br0 vnet0 | | | +------------+------+ | | | | | | | | +------------+------+ | | | | | | | | eth0:2-+ | | | | 178.33.CCC.F | | | | | | | | Guest | | | +-------------------+ | +---------------------------------------+ Thanks you

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  • Windows Authentication with IIS7 with public facing website

    - by user38553
    By default in IIS7, Windows Authentication was turned off and I had to make a configuration change to activate it. When I did that there was a description for Windows Authentication that explained this should only be used for intranet sites, not public facing websites. When you consider NTLM/Kerberos does not use plain text I am not sure why Microsoft have decided this, all of a sudden. Can anybody explain?

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  • MSTSC RDP over the public internet

    - by stuart Brand
    My first question so please be gentle :) I have a client who is insisting that they have to let their third party vendor support access to there server directly from the internet via RDP. Our policy does not allow direct access to the infrastructure from outside of the data centre for administration except from an approved VPN connection and then virtual desktop there on to the servers. I am now in the situation where I must give good reasons why it is dangerous to use RDP over the public internet. any help would be appreciated Thanks in advance Stuart

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  • public family tree

    - by Remus Rigo
    Hi all Does anyone know a ancestry site that allows you to create a public profile or tree, so that other visitors can see your family tree. In all sites that I have found (dynastree.com, familylink.com, ancestry.com, genebase.com), if someone wants to see your family tree, they must be members or register. thanks

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  • Move the Public folders on Windows 7

    - by Omar Shahine
    This question is not about user folders, but rather the Public user folder on Windows 7. How do you map folders such as Music, Pictures, Video to a different location. If you right click, go to properties, and look at the location tab it's not editable on Windows 7.

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  • Assigning public IP to Vmware guest

    - by jainaman
    Hi I want to assign public IP to a virtual machine on Vmware server, so that the virtual machine's IP is visible to external machines. I tried Bridging option with vmnet0, but DHCP is not working on it. Also, ipconfig /all only shows vmnet1 and vmnet8, but vmnet0 is not being shown. Any help is highly appreciated. Thanks

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  • DNS Records: Forwarding a port on my public domain

    - by marienbad
    I've set up an MX record for a local mailserver before, but I've never done this... I want to set up my public domain (registered by Dreamhost) to accept IPP (Internet Printing Protocol) jobs and send them to the IPP LaserJet printer on my home LAN. IPP uses port 631. What do I put in my DNS records?

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  • Zyxel P-320W: How to connect to my web server using public IP

    - by hvtuananh
    My company's router is Zyxel P-320W and I have a public static IP. I registered a few domains name and point to this IP address. I already setup Virtual Hosts and configured port-forwarding to my internal server and it works well. I can connect to all domains from outside The problem is I cannot connect to my domains from inside One workaround way is modify hosts file to add internal IP for those domains, but my company have many computers and I don't want to setup all PC manually

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  • Allow users to ssh to specific user through ldap and stored public keys

    - by iElectric
    I recently setup gitolite, where users access git repository with "gitolite" user through ssh. Now I would like to integrate that into LDAP. Each user has pubkey in LDAP and if he has "git" objectClass, he would be able to access "gitolite" user through ssh. I know it's possible to store public keys in LDAP, I'm not sure if it possible to allow authentication in "gitosis" account based on objectClass. EDIT: To clarify, with objectClass git, user "foobar" would be able to login as "gitolite" through ssh

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  • Sharing public key with ssh

    - by jtnire
    Hi Everyone, Is it possible to somehow setup an ssh server that doesn't require a username,password or cert to login? If that's not possible, if I were to give all customers the same public key, would each connection be encrypted individually? (i.e. user A coudn't decrypt the payload of user B's connection) I wish to provide access to a single program, which will prompt for a username and password. Encryption is essential though, and users must not be able to snoop in on each other Thanks

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  • Prevent abuse of public HTTP directory meant for images

    - by sutre
    The situation: Each user has their own public HTTP directory, meant for images only. This could easily be abused by users using it to serve large files, wasting bandwidth. The question: Is there any fairly simple way to prevent this abuse? Either by allowing the webserver to only images to be served, restricting size, or some other method.

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  • Using the public ssh key from local machine to access two remote users [closed]

    - by Nick
    I have an new Ubuntu (Hardy 8.04) server; it has two users, Alice and Bob. Alice is listed in sudoers. I appended my public ssh key (my local machine's public key local/Users/nick/.ssh/id_rsa.pub) to authorized_keys in remote_server/home/Alice/.ssh/authorized_keys, changed the permissions on Alice/.ssh/ to 700 and Alice/.ssh/authorized_keys to 600, and both the file and folder are owned my Alice. Then added I Alice to sshd_config (AllowUsers Alice). This works and I can login into Alice: ssh -v [email protected] ... debug1: Offering public key: /Users/nick/.ssh/id_rsa debug1: Server accepts key: pkalg ssh-rsa blen 277 debug1: Authentication succeeded (publickey). debug1: channel 0: new [client-session] debug1: Entering interactive session. Last login: Mon Mar 15 09:51:01 2010 from 123.456.789.00 I then copied the authorized_keys file remote_server/home/Alice/.ssh/authorized_keys to remote_server/home/Bob/.shh/authorized_keys and changed the permissions and ownership and added Bob to AllowUsers in sshd_config (AllowUsers Alice Bob). Now when I try to login to Bob it will not authenticate the same public key. ssh -v [email protected] ... debug1: Offering public key: /Users/nick/.ssh/id_rsa debug1: Authentications that can continue: publickey debug1: Trying private key: /Users/nick/.ssh/identity debug1: Trying private key: /Users/nick/.ssh/id_dsa debug1: No more authentication methods to try. Permission denied (publickey). Am I missing something fundamental about the way ssh works?

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  • how does public key cryptography work

    - by rap-uvic
    Hello, What I understand about RSA is that Alice can create a public and a private key combination, and then send the public key over to Bob. And then afterward Bob can encrypt something using the public key and Alice will use the public and private key combo to decrypt it. However, how can Alice encrypt something to be sent over to Bob? How would Bob decrypt it? I ask because I'm curious how when I log onto my banking site, my bank sends me data such as my online statements. How does my browser decrypt that information? I don't have the private key.

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