Search Results

Search found 1164 results on 47 pages for 'broadcast'.

Page 2/47 | < Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >

  • Android Notification with AlarmManager, Broadcast and Service

    - by user2435829
    this is my code for menage a single notification: myActivity.java public class myActivity extends Activity { protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.mylayout); cal = Calendar.getInstance(); // it is set to 10.30 cal.set(Calendar.HOUR, 10); cal.set(Calendar.MINUTE, 30); cal.set(Calendar.SECOND, 0); long start = cal.getTimeInMillis(); if(cal.before(Calendar.getInstance())) { start += AlarmManager.INTERVAL_FIFTEEN_MINUTES; } Intent mainIntent = new Intent(this, myReceiver.class); pIntent = PendingIntent.getBroadcast(this, 0, mainIntent, PendingIntent.FLAG_UPDATE_CURRENT); AlarmManager myAlarm = (AlarmManager)getSystemService(ALARM_SERVICE); myAlarm.setRepeating(AlarmManager.RTC_WAKEUP, start, AlarmManager.INTERVAL_FIFTEEN_MINUTES, pIntent); } } myReceiver.java public class myReceiver extends BroadcastReceiver { @Override public void onReceive(Context c, Intent i) { Intent myService1 = new Intent(c, myAlarmService.class); c.startService(myService1); } } myAlarmService.java public class myAlarmService extends Service { @Override public IBinder onBind(Intent arg0) { return null; } @Override public void onCreate() { super.onCreate(); } @SuppressWarnings("deprecation") @Override public void onStart(Intent intent, int startId) { super.onStart(intent, startId); displayNotification(); } @Override public void onDestroy() { super.onDestroy(); } public void displayNotification() { Intent mainIntent = new Intent(this, myActivity.class); PendingIntent pIntent = PendingIntent.getActivity(this, 0, mainIntent, PendingIntent.FLAG_UPDATE_CURRENT); NotificationManager nm = (NotificationManager) this.getSystemService(Context.NOTIFICATION_SERVICE); Notification.Builder builder = new Notification.Builder(this); builder.setContentIntent(pIntent) .setAutoCancel(true) .setSmallIcon(R.drawable.ic_noti) .setTicker(getString(R.string.notifmsg)) .setContentTitle(getString(R.string.app_name)) .setContentText(getString(R.string.notifmsg)); nm.notify(0, builder.build()); } } AndroidManifest.xml <uses-permission android:name="android.permission.WAKE_LOCK" /> ... ... ... <service android:name=".myAlarmService" android:enabled="true" /> <receiver android:name=".myReceiver"/> IF the time has NOT past yet everything works perfectly. The notification appears when it must appear. BUT if the time HAS past (let's assume it is 10.31 AM) the notification fires every time... when I close and re-open the app, when I click on the notification... it has a really strange behavior. I can't figure out what's wrong in it. Can you help me please (and explain why, if you find a solution), thanks in advance :)

    Read the article

  • Local Live Quicktime Video Broadcast, latency?

    - by Snowwire
    I'm looking into the feasibility of using a local server to distribute live video of a conference to delegates in the same room. They would still hear the live audio coming from the speaker, so only the video would be streamed. I was considering a Darwin Steaming Server (a lot of iPhone users to support) and encoding with H.264. My main concern is latency across the network. Even with everything running locally, would there be lip sync issues between the live audio and the 'live' video stream? It feels like there will be problems given the encoding, broadcasting, decoding to be completed, but I've never done any like this before so thought I would check. Thanks

    Read the article

  • How can unrealscript halt event handler execution after an arbitrary number of lines with no return or error?

    - by Dan Cowell
    I have created a class that extends TcpLink and is instantiated in a custom Kismet Sequence Action. It is being instantiated correctly and is making the GET HTTP request that I need it to (I have checked my access log in apache) and Apache is responding to the request with the appropriate content. The problem I have is that I'm using the event receive mode and it appears that somehow the handler for the Opened event is halted after a specific number of lines of code have executed. Here is my code for the Opened event: event Opened() { // A connection was established WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] event opened"); WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Sending simple HTTP query"); //The HTTP GET request //char(13) and char(10) are carrage returns and new lines requesttext = "userId="$userId$"&apartmentId="$apartmentId; SendText("GET /"$path$"?"$requesttext$" HTTP/1.0"); SendText(chr(13)$chr(10)); SendText("Host: "$TargetHost); SendText(chr(13)$chr(10)); SendText("Connection: Close"); SendText(chr(13)$chr(10)$chr(13)$chr(10)); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Sent request: "$requesttext); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] end HTTP query"); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] LinkState: "$LinkState); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] LinkMode: "$LinkMode); WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] ReceiveMode: "$ReceiveMode); WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Error: "$string(GetLastError())); } As you can see, a number of the Broadcast calls have been commented out. Initially, only the lines up to the Broadcast containing "[DNomad_TcpLinkClient] Sent request: " were being executed and none of the Broadcasts were commented out. After commenting out that line, the next Broadcast was successful and so on and so forth. As a test, I commented out the very first Broadcast to see if the connection closing had any effect: // A connection was established //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] event opened"); WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Sending simple HTTP query"); Upon doing that, an additional Broadcast at the end of the function executed. Thus the inference that there is an upper limit to the number of lines executed. Additionally, my ReceivedText handler is never called, despite Apache returning the correct HTTP 200 response with a body. My working hypothesis is that somehow after the Sequence Action finishes executing the garbage collector cleans up the TcpLinkClient instance. My biggest source of confusion with that is how on earth it does it during the execution of an event handler. Has anyone ever seen anything like this before? My full TcpLinkClient class is below: /* * TcpLinkClient based on an example usage of the TcpLink class by Michiel 'elmuerte' Hendriks for Epic Games, Inc. * */ class DNomad_TcpLinkClient extends TcpLink; var PlayerController PC; var string TargetHost; var int TargetPort; var string path; var string requesttext; var string userId; var string apartmentId; var string statusCode; var string responseData; event PostBeginPlay() { super.PostBeginPlay(); } function DoTcpLinkRequest(string uid, string id) //removes having to send a host { userId = uid; apartmentId = id; Resolve(targethost); } function string GetStatus() { return statusCode; } event Resolved( IpAddr Addr ) { // The hostname was resolved succefully WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] "$TargetHost$" resolved to "$ IpAddrToString(Addr)); // Make sure the correct remote port is set, resolving doesn't set // the port value of the IpAddr structure Addr.Port = TargetPort; //dont comment out this log because it rungs the function bindport WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Bound to port: "$ BindPort() ); if (!Open(Addr)) { WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Open failed"); } } event ResolveFailed() { WorldInfo.Game.Broadcast(self, "[TcpLinkClient] Unable to resolve "$TargetHost); // You could retry resolving here if you have an alternative // remote host. //send failed message to scaleform UI //JunHud(JunPlayerController(PC).myHUD).JunMovie.CallSetHTML("Failed"); } event Opened() { // A connection was established //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] event opened"); WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Sending simple HTTP query"); //The HTTP GET request //char(13) and char(10) are carrage returns and new lines requesttext = "userId="$userId$"&apartmentId="$apartmentId; SendText("GET /"$path$"?"$requesttext$" HTTP/1.0"); SendText(chr(13)$chr(10)); SendText("Host: "$TargetHost); SendText(chr(13)$chr(10)); SendText("Connection: Close"); SendText(chr(13)$chr(10)$chr(13)$chr(10)); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Sent request: "$requesttext); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] end HTTP query"); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] LinkState: "$LinkState); //WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] LinkMode: "$LinkMode); WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] ReceiveMode: "$ReceiveMode); WorldInfo.Game.Broadcast(self, "[DNomad_TcpLinkClient] Error: "$string(GetLastError())); } event Closed() { // In this case the remote client should have automatically closed // the connection, because we requested it in the HTTP request. WorldInfo.Game.Broadcast(self, "Connection closed."); // After the connection was closed we could establish a new // connection using the same TcpLink instance. } event ReceivedText( string Text ) { WorldInfo.Game.Broadcast(self, "Received Text: "$Text); //we dont want the header info, so we split the string after two new lines Text = Split(Text, chr(13)$chr(10)$chr(13)$chr(10), true); WorldInfo.Game.Broadcast(self, "Split Text: "$Text); statusCode = Text; } event ReceivedLine( string Line ) { WorldInfo.Game.Broadcast(self, "Received Line: "$Line); } event ReceivedBinary( int Count, byte B[255] ) { WorldInfo.Game.Broadcast(self, "Received Binary of length: "$Count); } defaultproperties { TargetHost="127.0.0.1" TargetPort=80 //default for HTTP LinkMode=MODE_Text ReceiveMode=RMODE_Event path = "dnomad/datafeed.php" userId = "0"; apartmentId = "0"; statusCode = ""; send = false; }

    Read the article

  • Receive the Broadcast program with XML [on hold]

    - by bitmez4
    I have a channel publishing sites and I wanna get into the channel CNN broadcast program.. CNN broadcast the program here: (you can see in source - xml File) http://tvprofil.net/xmltv/data/cnn.info/weekly_cnn.info_tvprofil.net.xml How the data according to the time of withdrawal? For example: Now program: "bitmez's table" next program: "stack's table" in 30 minute Is this possible? UPDATE 1 // -I can take the XML data but to all of XML file- <?php if(!$xml=simplexml_load_file('http://tvprofil.net/xmltv/data/cnn.info/weekly_cnn.info_tvprofil.net.xml')){ trigger_error('XML file -- read error',E_USER_ERROR); } echo 'X-'; foreach($xml as $programme){ echo 'Now: '.$programme->title.' <br/>'; } ?>

    Read the article

  • How do I add a broadcast IP to the loopback interface under os/x using ifconfig when my machine has no network?

    - by bandodeotarios
    I'm new to advanced network administration and I would like to do some testing with UDP broadcasting, so I need a broadcast address on my loopback interface. The machine is offline, in other words, there is no network. How can I accomplish that through ifconfig without having to buy a switch as one user in the comments suggested. In Linux all i have to do is use 127.255.255.255 and broadcasts work fine without any network or any switch. If I have a network i can just use 255.255.255.255, obviously.

    Read the article

  • Android design advice - services & broadcast receivers

    - by basudz
    I'm in the process of learning the Android SDK and creating some projects to get a grasp on the system. The current project I'm working with works just fine but I'd like to get some advice about other ways I can go about designing it. Here's what it needs to do. When a text message is received from a specific number, it should fire off a toast message that repeats at a certain interval for a specific duration. To make this work, I created an SMS BroadcastReceiver and checked the incoming messages for the number I'm looking for. If found, an IntentService would be started that would pull out the interval and duration from saved shared prefs. The IntentService would then fire off a broadcast. The BroadcastReceiver for this would catch it and use the AlarmManager to handle the toast message repetitions. This all works just fine, but I'm wondering if there's a cleaner or more efficient way of going about doing this? Any suggestions or advice?

    Read the article

  • Bridged network on OS X only gets UDP broadcast traffic

    - by a paid nerd
    I've created a bridged network Mac OS X 10.8.5 using ifconfig and TUNTAP for OS X to bridge my wireless connection, en0, with a virtual interface, tap0, which I can use for guest VMs: $ sudo sysctl -w net.inet.ip.forwarding=1 $ sudo sysctl -w net.link.ether.inet.proxyall=1 $ sudo sysctl -w net.inet.ip.fw.enable=1 $ sudo ifconfig bridge0 create $ sudo ifconfig bridge0 addm en0 addm tap0 $ sudo ifconfig bridge0 up $ ifconfig en0: flags=8863<UP,BROADCAST,SMART,RUNNING,SIMPLEX,MULTICAST> mtu 1500 ether 28:cf:xx:xx:xx:xx inet6 xxxx::xxxx:xxxx:xxxx:xxxx%en0 prefixlen 64 scopeid 0x4 inet 192.168.100.64 netmask 0xffffff00 broadcast 192.168.100.1 media: autoselect status: active bridge0: flags=8863<UP,BROADCAST,SMART,RUNNING,SIMPLEX,MULTICAST> mtu 1500 ether ac:de:xx:xx:xx:xx Configuration: priority 0 hellotime 0 fwddelay 0 maxage 0 ipfilter disabled flags 0x2 member: en0 flags=3<LEARNING,DISCOVER> port 4 priority 0 path cost 0 member: tap0 flags=3<LEARNING,DISCOVER> port 8 priority 0 path cost 0 tap0: flags=8943<UP,BROADCAST,RUNNING,PROMISC,SIMPLEX,MULTICAST> mtu 1500 ether ca:3d:xx:xx:xx:xx open (pid 88244) However, if I tcpdump -i tap0, I only see broadcast traffic. Shouldn't I see a mirror of everything on en0? (192.168.100.33, the host doing the broadcasting, is another unrelate, noisy server on my LAN.) (I asked a similar question here and will probably close it.)

    Read the article

  • Reverse WiFi to Broadcast connection coming from a USB device

    - by Daniel Clem
    I am using the app called Clockworkmod Tether. It connects using a script ( command line " gksu ./run.sh " ) on the computer. All my programs connect to the internet perfectly, minitube, midori, transmission torrents. But the network manager does not show any connection, wired or wireless. So this may cause issues? What I want to do is take this connection, and be able to share it some way, any way, by wireless. This Acer Timeline "Aspire 5810TZ" does have an Ethernet, so wired out to a router might be an option. But I would prefer to simply reverse the Wireless card to broadcast out to about 2 or 3 devices. Is this possible? Yes I have taken a look at the other questions already posted here, but the answers are 1 year old or older, and not clear at all. I am moderately comfortable (4.5 out of 10 ) on the command line. But pretty much need line by line directions for what commands are needed and what order, ect. Edit I have already tried the method of "Left click network manager, Create New Wireless Network" It is created fine, and I am able to connect to it with a tablet, but am un-able to get an outside connection with it. Using the "Shared to other computers" option because DHCP doesn't seem to work, and WEP Passphrase Security. I get an IP address on the connected device. But as I said, won't bring up any outside webpages or the like. So perhaps this is the wrong approach?

    Read the article

  • Multiple Broadcast Messages with Less Data or Less Broadcast Messages with More Data?

    - by niko
    Hi, I am developing an application which is communicating with the server. Tha application can perform log-in and get different parameters from server. The application consists of a RESTful client (custom class for making requests), Communication Service (the service which runs in the background) and the main activity. For now I created multiple broadcast messages and multiple broadcast receivers in the main activity so when the application performs login operation a receiver (loginBroadcastReceiver) in the main activity receives a message and when another parameter is received from the server different message is broadcasted and another receiver handles the message. This way however the application performance is poor but I am not sure whether it is due to multiple broadcast receivers. Does anyone know what is the best way to exchange data between service and main activity - is it better to create a single broadcast receiver and retrieve all parameters from message or is it better to initialize multiple broadcast receivers for multiple parameters? I would appreciate if you could provide any useful resource about the topic because I'm writing the thesis and it would be good if the solution could be explained.

    Read the article

  • Watch the Live Broadcast of the Silverlight 4 Launch Event

     Want to be at DevConnections for the Silverlight 4 Launch but can;t make it? No worries, you can watch as Scott Guthrie launches Silverlight 4. Following the keynote you can watch Scott in special one hour edition of "Ask the Gu" along with other Silverlight folk like me to answer your questions on Channel 9 Live. To watch the keynotes and Channel 9 Live coverage head to http://live.ch9.ms on April 12th and 13th. Silverlight required, of course :)  To be a part of the conversation...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

    Read the article

  • how to broadcast a PXE server like Trinity Rescue Kit

    - by Larry G. Wapnitsky
    I would like to set up a portable PXE server for diagnostic purposes. The issue is that I won't always have access to the DHCP server, or the router itself (sometimes a home router) doesn't have an easily accessible place to set the servername/file for broadcast. I know that Trinity Rescue Kit is able to broadcast its PXE server without its own DHCP server. Can anyone point me in the direction to set this up on my own (without Trinity)? Thanks.

    Read the article

  • Possible to capture and re-broadcast as RTMP?

    - by Jeremy White
    I may have a need coming up soon to capture a live video broadcast stream and re-broadcast it as an RTMP stream for playback in Flash Player. Is this possible? I'm seeing posts online from 2005 to 2009 claiming that RTMP either isn't or is poorly supported in VLC. I do not currently know what format the incoming video stream will be -- will update when I get that information.

    Read the article

  • How can I know the IP address of a remote host by using UDP broadcast message?

    - by khera-satinder
    Hi All, I am developing an embedded system and very new to this TCP\IP. My problem is that once I installed my board in a local network and this board will acquire its IP address dynamically, it has to communicate with a client application running on one of the PC(other than DHCP server) in the network. To communicate with this new board the client application is required to know the IP address of the board. What is the way to know the IP address of the board? Will UDP broadcast work for this purpose? If yes please, explain in detail as I am unable to understand it. Please provide me some sample code in C if possible. Regards, Satinder

    Read the article

  • VLAN with trunk to avoid broadcast storm in a network with redundant paths

    - by liv2hak
    I have 6 Juniper switches (EX - 2200) connected to each other as shown in the network topology. I have two PC's that I am using PC1 - (used for configuring the 6 switches via minicom) PC2 - to monitor the traffic between the switches via the Ports that are marked with arrows in the diagram. STEP 1: I create a new vlan On Switch 3 (SW3) that includes Port 12 and Port 22. I also assign l3-interface to the vlan (vlan_2) with ip address - 192.168.1.7. Now I plug-in Port 0 of Switch 3 on PC2. Now I try pinging 192.168.1.7 from PC2 (192.168.1.10) I want to know what will happen? My postulation is that I will not be able to ping SW3 from PC2.This is because SW3 (Port 12 and Port 22) is a part of a vlan_2 and vlan_2 logically breaks up broadcast domains and so 192.168.1.7 will not be reachable from 192.168.1.10. Now I have an l3-interface on SW1 with IP 192.168.1.1 using default vlan( vlan-id 0). Similarly I have enabled IP on SW2 - 192.168.1.2 SW3 - 192.168.1.3 SW4 - 192.168.1.4 SW5 - 192.168.1.5 SW6 - 192.168.1.6 all using default vlan. I create VLAN2 with the following configuration SW3 - Port 12,Port 22. SW6 - Port 14 I create VLAN3 with the following configuration SW3 - Port 0 SW6 - Port 0 I also configure a VLAN trunk between SW3 and SW6 using the following commands. edit interfaces ge-0/0/12 set unit 0 family ethernet-switching port-mode trunk edit interfaces ge-0/0/12 set unit 0 family ethernet-switching vlan members all There is a redundant path in the network as the loop between SW3 and SW6 is closed.There is no broadcast storm in the network? What is the reason for this? I have not enabled STP or RSTP.still there is no broadcast storm.what is the reason for this. (Please ignore the CISCO symbol on the switches in the diagram.All swithes are Junper EX 22-00.)

    Read the article

  • Potential impact of large broadcast domains

    - by john
    I recently switched jobs. By the time I left my last job our network was three years old and had been planned very well (in my opinion). Our address range was split down into a bunch of VLANs with the largest subnet a /22 range. It was textbook. The company I now work for has built up their network over about 20 years. It's quite large, reaches multiple sites, and has an eclectic mix of devices. This organisation only uses VLANs for very specific things. I only know of one usage of VLANs so far and that is the SAN which also crosses a site boundary. I'm not a network engineer, I'm a support technician. But occasionally I have to do some network traces for debugging problems and I'm astounded by the quantity of broadcast traffic I see. The largest network is a straight Class B network, so it uses a /16 mask. Of course if that were filled with devices the network would likely grind to a halt. I think there are probably 2000+ physical and virtual devices currently using that subnet, but it (mostly) seems to work. This practise seems to go against everything I've been taught. My question is: In your opinion and  From my perspective - What measurement of which metric would tell me that there is too much broadcast traffic bouncing about the network? And what are the tell-tale signs that you are perhaps treading on thin ice? The way I see it, there are more and more devices being added and that can only mean more broadcast traffic, so there must be a threshold. Would things just get slower and slower, or would the effects be more subtle than that?

    Read the article

  • Receiving broadcast messages

    - by Prasad
    Hi, I'm trying to receive broadcast messages using C# code in an ISDN network with BRI interface at my end. I see the packets sent to the broadcast ip address (239.255.255.255) on some ports using Comm View tool. But when I try to listen to this IP address, it says the address is not in a valid context. But when I send broadcast messages to 255.255.255.255 on a port, I can receive those messages with the below code.. What could be the problem with this ip address - 239.255.255.255 ? The code I use to listen to broadcast messages is.. UdpClient udp = new UdpClient(); IPEndPoint receiveEndPoint = new IPEndPoint(IPAddress.Any, 8013); // If I use IPAddress.Parse("239.255.255.255") to listen to, // it says "the address is not in a valid // context." udp.Client.Bind(receiveEndPoint); udp.BeginReceive(_Callback, udp); static private void _Callback(IAsyncResult iar) { try { UdpClient client = (UdpClient)iar.AsyncState; client.BeginReceive(_Callback, client); IPEndPoint ipRemote = new IPEndPoint(IPAddress.Any, 8013); byte[] rgb = client.EndReceive(iar, ref ipRemote); Console.WriteLine("Received {0} bytes: \"{1}\"", rgb.Length.ToString(), Encoding.UTF8.GetString(rgb)); } catch (ObjectDisposedException) { Console.WriteLine("closing listening socket"); } catch (Exception exc) { Console.WriteLine("Listening socket error: \"" + exc.Message + "\""); } } There are packets sent to the broadcast ipaddress (239.255.255.255) which I can see in Commview tool, but can't receive them from the code... Can anybody help me out please? Thanking you in advance, Prasad Kancharla.

    Read the article

  • Logging broadcast Intents and manually trigger them (Android)

    - by poeschlorn
    Hey guys, during my development in android I've missed a function that can log every broadcast intent that occur. Sometimes it had been very useful to have a function like that... I'm also wondering how to trigger those broadcast intents manually on the emulator. Is there an entire overview of available broadcast intents? Would be great if someone would have some answers, greets, poeschlorn

    Read the article

  • python Socket.IO client for sending broadcast messages to TornadIO2 server

    - by Alp
    I am building a realtime web application. I want to be able to send broadcast messages from the server-side implementation of my python application. Here is the setup: socketio.js on the client-side TornadIO2 server as Socket.IO server python on the server-side (Django framework) I can succesfully send socket.io messages from the client to the server. The server handles these and can send a response. In the following i will describe how i did that. Current Setup and Code First, we need to define a Connection which handles socket.io events: class BaseConnection(tornadio2.SocketConnection): def on_message(self, message): pass # will be run if client uses socket.emit('connect', username) @event def connect(self, username): # send answer to client which will be handled by socket.on('log', function) self.emit('log', 'hello ' + username) Starting the server is done by a Django management custom method: class Command(BaseCommand): args = '' help = 'Starts the TornadIO2 server for handling socket.io connections' def handle(self, *args, **kwargs): autoreload.main(self.run, args, kwargs) def run(self, *args, **kwargs): port = settings.SOCKETIO_PORT router = tornadio2.TornadioRouter(BaseConnection) application = tornado.web.Application( router.urls, socket_io_port = port ) print 'Starting socket.io server on port %s' % port server = SocketServer(application) Very well, the server runs now. Let's add the client code: <script type="text/javascript"> var sio = io.connect('localhost:9000'); sio.on('connect', function(data) { console.log('connected'); sio.emit('connect', '{{ user.username }}'); }); sio.on('log', function(data) { console.log("log: " + data); }); </script> Obviously, {{ user.username }} will be replaced by the username of the currently logged in user, in this example the username is "alp". Now, every time the page gets refreshed, the console output is: connected log: hello alp Therefore, invoking messages and sending responses works. But now comes the tricky part. Problems The response "hello alp" is sent only to the invoker of the socket.io message. I want to broadcast a message to all connected clients, so that they can be informed in realtime if a new user joins the party (for example in a chat application). So, here are my questions: How can i send a broadcast message to all connected clients? How can i send a broadcast message to multiple connected clients that are subscribed on a specific channel? How can i send a broadcast message anywhere in my python code (outside of the BaseConnection class)? Would this require some sort of Socket.IO client for python or is this builtin with TornadIO2? All these broadcasts should be done in a reliable way, so i guess websockets are the best choice. But i am open to all good solutions.

    Read the article

  • Broadcast-style Bluetooth using Sockets on the iPhone?

    - by Kyle
    Is there any way to open a broadcast bluetooth socket, take a listen and send replies? I want a proper peer to peer system where I broadcast and listen for broadcasts in an area. That way, variable clients can mingle. Is this possible? My theory is this: If GameKit can sit around wasting 25 seconds of the users time whilst having access to a broadcast socket, can't I? Or, must I be in kernel mode for such access? I'm not really sure where the proper bluetooth headers are as well. Thanks for reading!

    Read the article

< Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >