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  • Simulating smooth movement along a line after calculating a collision containing a restitution of zero in 2D

    - by Casey
    [for tl;dr see after listing] //...Code to determine shapes types involved in collision here... //...Rectangle-Line collision detected. if(_rbTest->GetCollisionShape()->Intersects(*_ground->GetCollisionShape())) { //Convert incoming shape to a line. a2de::Line l(*dynamic_cast<a2de::Line*>(_ground->GetCollisionShape())); //Get line's normal. a2de::Vector2D normal_vector(l.GetSlope().GetY(), -l.GetSlope().GetX()); a2de::Vector2D::Normalize(normal_vector); //Accumulate forces involved. a2de::Vector2D intermediate_forces; a2de::Vector2D normal_force = normal_vector * _rbTest->GetMass() * _world->GetGravityHandler()->GetGravityValue(); intermediate_forces += normal_force; //Calculate final velocity: See [1] double Ma = _rbTest->GetMass(); a2de::Vector2D Ua = _rbTest->GetVelocity(); double Mb = _ground->GetMass(); a2de::Vector2D Ub = _ground->GetVelocity(); double mCr = Mb * _ground->GetRestitution(); a2de::Vector2D collision_velocity( ((Ma * Ua) + (Mb * Ub) + ((mCr * Ub) - (mCr * Ua))) / (Ma + Mb)); //Calculate reflection vector: See [2] a2de::Vector2D reflect_velocity( -collision_velocity + 2 * (a2de::Vector2D::DotProduct(collision_velocity, normal_vector)) * normal_vector ); //Affect velocity to account for restitution of colliding bodies. reflect_velocity *= (_ground->GetRestitution() * _rbTest->GetRestitution()); _rbTest->SetVelocity(reflect_velocity); //THE ULTIMATE ISSUE STEMS FROM THE FOLLOWING LINE: //Move object away from collision one pixel to prevent constant collision. _rbTest->SetPosition(_rbTest->GetPosition() + normal_vector); _rbTest->ApplyImpulse(intermediate_forces); } Sources: (1) Wikipedia: Coefficient of Restitution: Speeds after impact (2) Wikipedia: Specular Reflection: Direction of reflection First, I have a system in place to account for friction (that is, a coefficient of friction) but is not used right now (in addition, it is zero, which should not affect the math anyway). I'll deal with that after I get this working. Anyway, when the restitution of either object involved in the collision is zero the object stops as required, but if movement along the same direction (again, irrespective of the friction value that isn't used) as the line is attempted the object moves as if slogging through knee deep snow. If I remove the line of code in question and the object is not push away one pixel the object barely moves at all. All because the object collides, is stopped, is pushed up, collides, is stopped...etc. OR collides, is stopped, collides, is stopped, etc... TL;DR How do I only account for a collision ONCE for restitution purposes (BONUS: but CONTINUALLY for frictional purposes, to be implemented later)

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  • How to implement an intelligent enemy in a shoot-em-up?

    - by bummzack
    Imagine a very simple shoot-em-up, something we all know: You're the player (green). Your movement is restricted to the X axis. Our enemy (or enemies) is at the top of the screen, his movement is also restricted to the X axis. The player fires bullets (yellow) at the enemy. I'd like to implement an A.I. for the enemy that should be really good at avoiding the players bullets. My first idea was to divide the screen into discrete sections and assign weights to them: There are two weights: The "bullet-weight" (grey) is the danger imposed by a bullet. The closer the bullet is to the enemy, the higher the "bullet-weight" (0..1, where 1 is highest danger). Lanes without a bullet have a weight of 0. The second weight is the "distance-weight" (lime-green). For every lane I add 0.2 movement cost (this value is kinda arbitrary now and could be tweaked). Then I simply add the weights (white) and go to the lane with the lowest weight (red). But this approach has an obvious flaw, because it can easily miss local minima as the optimal place to go would be simply between two incoming bullets (as denoted with the white arrow). So here's what I'm looking for: Should find a way through bullet-storm, even when there's no place that doesn't impose a threat of a bullet. Enemy can reliably dodge bullets by picking an optimal (or almost optimal) solution. Algorithm should be able to factor in bullet movement speed (as they might move with different velocities). Ways to tweak the algorithm so that different levels of difficulty can be applied (dumb to super-intelligent enemies). Algorithm should allow different goals, as the enemy doesn't only want to evade bullets, he should also be able to shoot the player. That means that positions where the enemy can fire at the player should be preferred when dodging bullets. So how would you tackle this? Contrary to other games of this genre, I'd like to have only a few, but very "skilled" enemies instead of masses of dumb enemies.

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  • How to determine the source of a request in a distributed service system?

    - by Kabumbus
    Map/Reduce is a great concept for sorting large quantities of data at once. What to do if you have small parts of data and you need to reduce it all the time? Simple example - choosing a service for request. Imagine we have 10 services. Each provides services host with sets of request headers and post/get arguments. Each service declares it has 30 unique keys - 10 per set. service A: name id ... Now imagine we have a distributed services host. We have 200 machines with 10 services on each. Each service has 30 unique keys in there sets. but now to find to which service to map the incoming request we make our services post unique values that map to that sets. We can have up to or more than 10 000 such values sets on each machine per each service. service A machine 1 name = Sam id = 13245 ... service A machine 1 name = Ben id = 33232 ... ... service A machine 100 name = Ron id = 777888 ... So we get 200 * 10 * 30 * 30 * 10 000 == 18 000 000 000 and we get 500 requests per second on our gateway each containing 45 items 15 of which are just noise. And our task is to find a service for request (at least a machine it is running on). On all machines all over cluster for same services we have same rules. We can first select to which service came our request via rules filter 10 * 30. and we will have 200 * 30 * 10 000 == 60 000 000. So... 60 mil is definitely a problem... I hope to get on idea of mapping 30 * 10 000 onto some artificial neural network alike Perceptron that outputs 1 if 30 words (some hashes from words) from the request are correct or if less than Perceptron should return 0. And I’ll send each such Perceptron for each service from each machine to gateway. So I would have a map Perceptron <-> machine for each service. Can any one tall me if my Perceptron idea is at least “sane”? Or normal people do it some other way? Or if there are better ANNs for such purposes?

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  • Running Built-In Test Simulator with SOA Suite Healthcare 11g in PS4 and PS5

    - by Shub Lahiri, A-Team
    Background SOA Suite for Healthcare Integration pack comes with a pre-installed simulator that can be used as an external endpoint to generate inbound and outbound HL7 traffic on specified MLLP ports. This is a command-line utility that can be very handy when trying to build a complete end-to-end demo within a standalone, closed environment. The ant-based utility accepts the name of a configuration file as the command-line input argument. The format of this configuration file has changed between PS4 and PS5. In PS4, the configuration file was XML based and in PS5, it is name-value property based. The rest of this note highlights these differences and provides samples that can be used to run the first scenario from the product samples set. PS4 - Configuration File The sample configuration file for PS4 is shown below. The configuration file contains information about the following items: Directory for incoming and outgoing files for the host running SOA Suite Healthcare Polling Interval for the directory External Endpoint Logical Names External Endpoint Server Host Name and Ports Message throughput to be simulated for generating outbound messages Documents to be handled by different endpoints A copy of this file can be downloaded from here. PS5 - Configuration File The corresponding sample configuration file for PS5 is shown below. The configuration file contains similar information about the sample scenario but is not in XML format. It has name-value pairs specified in the form of a properties file. This sample file can be downloaded from here. Simulator Configuration Before running the simulator, the environment has to be set by defining the proper ANT_HOME and JAVA_HOME. The following extract is taken from a working sample shell script to set the environment: Also, as a part of setting the environment, template jndi.properties and logging.properties can be generated by using the following ant command: ant -f ant-b2bsimulator-util.xml b2bsimulator-prop Sample jndi.properties and logging.properties are shown below and can be modified, as needed. The jndi.properties contains information about connectivity to the local Weblogic Managed Server instance and the logging.properties file controls the amount of logging that can be generated from the running simulator process. Simulator Usage - Start and Stop The command syntax to launch the simulator via ant is the same in PS4 and PS5. Only the appropriate configuration file has to be supplied as the command-line argument, for example: ant -f ant-b2bsimulator-util.xml b2bsimulatorstart -Dargs="simulator1.hl7-config.xml" This will start the simulator and will keep running to provide an active external endpoint for SOA Healthcare Integration engine. To stop the simulator, a similar ant command can be used, for example: ant -f ant-b2bsimulator-util.xml b2bsimulatorstop

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  • Problems uploading package to launchpad

    - by user74513
    I'm having a lot of problems uploading my showdown project to a PPA. I've setup correctly PGP keys and my public ssh key to launchpad. I've packaged with debuild my C++ project, producing a source package lintian gave me only those two warnings that I think are ok for the showdown rules: W: massren source: native-package-with-dash-version W: massren source: binary-nmu-debian-revision-in-source 1.0-0extras12.04.1~ppa2 Producing a binary package works to and the package installs without problem on my ubuntu 12.04 machine, I only have a few more lintian warnings about the fact I'm installing in /opt/extras.ubuntu.com/ I'm uploading with: dput ppa:gabrielegreco/massren massren_1.0-0extras12.04.1~ppa2_source.changes When I upload with dput I have no errors, signatures seems ok, and public key seems accepted to (since the upload goes on without asking passwords...): dput ppa:gabrielegreco/massren massren_1.0-0extras12.04.1~ppa2_source.changes Checking signature on .changes gpg: Signature made Mon 02 Jul 2012 10:00:38 AM CEST using RSA key ID 49982576 gpg: Good signature from "Gabriele Greco " Good signature on /home/gabry/no-backup/massren_1.0-0extras12.04.1~ppa2_source.changes. Checking signature on .dsc gpg: Signature made Mon 02 Jul 2012 10:00:33 AM CEST using RSA key ID 49982576 gpg: Good signature from "Gabriele Greco " Good signature on /home/gabry/no-backup/massren_1.0-0extras12.04.1~ppa2.dsc. Uploading to ppa (via ftp to ppa.launchpad.net): Uploading massren_1.0-0extras12.04.1~ppa2.dsc: done. Uploading massren_1.0-0extras12.04.1~ppa2.tar.gz: done. Uploading massren_1.0-0extras12.04.1~ppa2_source.changes: done. Successfully uploaded packages. At the moment I'm not receiving responses from launchpad site, but the upload does not show in the ppa page. Previous attempts gave me response e-mails with different kind of errors: File massren_1.0-0extras12.04.1~ppa1.tar.gz mentioned in the changes has a checksum mismatch. 1503fa155226cbc4aba2f8ba9aa11a75 != 294a5e0caf3fe95b0b007a10766e9672 File massren_1.0-0extras12.04.1~ppa1.tar.gz mentioned in the changes has a checksum mismatch. 1503fa155226cbc4aba2f8ba9aa11a75 != 294a5e0caf3fe95b0b007a10766e9672 Or more cryptic: GPG verification of /srv/launchpad.net/ppa-queue/incoming/upload-ftp-20120629-163320-001135/~gabrielegreco/massren/ubuntu/massren_1.0-0extras12.04.1~ppa1.dsc failed: Verification failed 3 times: ["(7, 58, u'No data')", "(7, 58, u'No data')", "(7, 58, u'No data')"] Further error processing not possible because of a critical previous error. Any idea how can I solve this problem? I'm new to ubuntu packaging, so I may miss some step... There is an alternative to dput (aka manual upload)?

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  • Cannot install wine on Ubuntu natty 64bit [broken dependency]

    - by MHK
    I've just installed Ubuntu natty 64bit. Now I'm trying to install wine and no matter how I do it (Software center/synaptic/terminal), it fails. Here's what I tried on terminal: sudo apt-get update sudo apt-get install wine It shows: Reading package lists... Done Building dependency tree Reading state information... Done Some packages could not be installed. This may mean that you have requested an impossible situation or if you are using the unstable distribution that some required packages have not yet been created or been moved out of Incoming. The following information may help to resolve the situation: The following packages have unmet dependencies: wine : Depends: wine1.3 but it is not going to be installed Depends: ia32-libs (>= 1.6) but it is not going to be installed Depends: lib32asound2 (> 1.0.14) but it is not going to be installed Depends: libc6-i386 (>= 2.6-1) but it is not going to be installed Depends: lib32nss-mdns (>= 0.10-3) but it is not going to be installed E: Broken packages Any body faced this? Is this a bug or something is broken on my end? Any hints on how to solve? Edit: I've tried with aptitude, it gives more clear message: sudo aptitude install wine Output: The following NEW packages will be installed: gnome-exe-thumbnailer{a} ia32-libs{a} icoutils{a} imagemagick{a} lib32asound2{ab} lib32bz2-1.0{a} lib32gcc1{ab} lib32ncurses5{a} lib32nss-mdns{a} lib32stdc++6{ab} lib32v4l-0{ab} lib32z1{a} libc6-i386{ab} libcdt4{a} libgraph4{a} libgvc5{a} libilmbase6{a} liblqr-1-0{a} libmagickcore3{a} libmagickcore3-extra{a} libmagickwand3{a} libnetpbm10{a} libopenexr6{a} libpathplan4{a} netpbm{a} ttf-droid{a} ttf-symbol-replacement-wine1.3{a} ttf-umefont{a} winbind{a} wine wine1.3{a} wine1.3-gecko{a} winetricks{a} 0 packages upgraded, 33 newly installed, 0 to remove and 0 not upgraded. Need to get 135 MB of archives. After unpacking 421 MB will be used. The following packages have unmet dependencies: libc6-i386: Depends: libc6 (= 2.12.1-0ubuntu16) but 2.13-0ubuntu13 is installed. lib32gcc1: Depends: gcc-4.5-base (= 4.5.2-2ubuntu3) but 4.5.2-8ubuntu4 is installed. lib32asound2: Depends: libasound2 (= 1.0.23-2.1ubuntu2) but 1.0.24.1-0ubuntu5 is installed. lib32stdc++6: Depends: gcc-4.5-base (= 4.5.2-2ubuntu3) but 4.5.2-8ubuntu4 is installed. lib32v4l-0: Depends: libv4l-0 (= 0.8.1-2) but 0.8.3-1 is installed. The following actions will resolve these dependencies: Keep the following packages at their current version: 1) ia32-libs [Not Installed] 2) lib32asound2 [Not Installed] 3) lib32bz2-1.0 [Not Installed] 4) lib32gcc1 [Not Installed] 5) lib32ncurses5 [Not Installed] 6) lib32nss-mdns [Not Installed] 7) lib32stdc++6 [Not Installed] 8) lib32v4l-0 [Not Installed] 9) lib32z1 [Not Installed] 10) libc6-i386 [Not Installed] 11) wine [Not Installed] 12) wine1.3 [Not Installed] Leave the following dependencies unresolved: 13) wine1.3-gecko recommends wine1.3 14) winetricks recommends wine1.2 | wine1.3 | cxoffice5 | cxgames5 It seems the wine package hasn't been updated in the repo. What should I do now?

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  • Access Control Service v2: Registering Web Identities in your Applications [code]

    - by Your DisplayName here!
    You can download the full solution here. The relevant parts in the sample are: Configuration I use the standard WIF configuration with passive redirect. This kicks automatically in, whenever authorization fails in the application (e.g. when the user tries to get to an area the requires authentication or needs registration). Checking and transforming incoming claims In the claims authentication manager we have to deal with two situations. Users that are authenticated but not registered, and registered (and authenticated) users. Registered users will have claims that come from the application domain, the claims of unregistered users come directly from ACS and get passed through. In both case a claim for the unique user identifier will be generated. The high level logic is as follows: public override IClaimsPrincipal Authenticate( string resourceName, IClaimsPrincipal incomingPrincipal) {     // do nothing if anonymous request     if (!incomingPrincipal.Identity.IsAuthenticated)     {         return base.Authenticate(resourceName, incomingPrincipal);     } string uniqueId = GetUniqueId(incomingPrincipal);     // check if user is registered     RegisterModel data;     if (Repository.TryGetRegisteredUser(uniqueId, out data))     {         return CreateRegisteredUserPrincipal(uniqueId, data);     }     // authenticated by ACS, but not registered     // create unique id claim     incomingPrincipal.Identities[0].Claims.Add( new Claim(Constants.ClaimTypes.Id, uniqueId));     return incomingPrincipal; } User Registration The registration page is handled by a controller with the [Authorize] attribute. That means you need to authenticate before you can register (crazy eh? ;). The controller then fetches some claims from the identity provider (if available) to pre-fill form fields. After successful registration, the user is stored in the local data store and a new session token gets issued. This effectively replaces the ACS claims with application defined claims without requiring the user to re-signin. Authorization All pages that should be only reachable by registered users check for a special application defined claim that only registered users have. You can nicely wrap that in a custom attribute in MVC: [RegisteredUsersOnly] public ActionResult Registered() {     return View(); } HTH

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  • Delay command execution over sockets

    - by David
    I've been trying to fix the game loop in a real time (tick delay) MUD. I realized using Thread.Sleep would seem clunky when the user spammed commands through their choice of client (Zmud, etc) e.g. east;south;southwest would wait three move ticks and then output everything from the past couple rooms. The game loop basically calls a Flush and Fill method for each socket during each tick (50ms) private void DoLoop() { Stopwatch stopWatch = new Stopwatch(); stopWatch.Start(); while (running) { // for each socket, flush and fill ConnectionMonitor.Update(); stopWatch.Stop(); WaitIfNeeded(stopWatch.ElapsedMilliseconds); stopWatch.Reset(); } } The Fill method fires the command events, but as mentioned before, they currently block using Thread.Sleep. I tried adding a "ready" flag to the state object that attempts to execute the command along with a queue of spammed commands, but it ends up executing one command and queuing up the rest i.e. each subsequent command executes something that got queued up that should've been executed before. I must be missing something about the timer. private readonly Queue<SpammedCommand> queuedCommands = new Queue<SpammedCommand>(); private bool ready = true; private void TryExecuteCommand(string input) { var commandContext = CommandContext.Create(input); var player = Server.Current.Database.Get<Player>(Session.Player.Key); var commandInfo = Server.Current.CommandLookup .FindCommand(commandContext.CommandName, player.IsAdmin); if (commandInfo != null) { if (!ready) { // queue command queuedCommands.Enqueue(new SpammedCommand() { Context = commandContext, Info = commandInfo }); return; } if (queuedCommands.Count > 0) { // queue the incoming command queuedCommands.Enqueue(new SpammedCommand() { Context = commandContext, Info = commandInfo, }); // dequeue and execute var command = queuedCommands.Dequeue(); command.Info.Command.Execute(Session, command.Context); setTimeout(command.Info.TickLength); return; } commandInfo.Command.Execute(Session, commandContext); setTimeout(commandInfo.TickLength); } else { Session.WriteLine("Command not recognized"); } } Finally, setTimeout was supposed to set the execution delay (TickLength) for that command, and makeReady just sets the ready flag on the state object to true. private void setTimeout(TickDelay tickDelay) { ready = false; var t = new System.Timers.Timer() { Interval = (long) tickDelay, AutoReset = false, }; t.Elapsed += makeReady; t.Start(); // fire this in tickDelay ms } // MAKE READYYYYY!!!! private void makeReady(object sender, System.Timers.ElapsedEventArgs e) { ready = true; } Am I missing something about the System.Timers.Timer created in setTimeout? How can I execute (and output) spammed commands per TickLength without using Thread.Sleep?

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  • How to get lookahead symbol when constructing LR(1) NFA for parser?

    - by greenoldman
    I am reading an explanation (awesome "Parsing Techniques" by D.Grune and C.J.H.Jacobs; p.292 in the 2nd edition) about how to construct an LR(1) parser, and I am at the stage of building the initial NFA. What I don't understand is how to get/compute a lookahead symbol. Here is the example from the book, the grammar: S -> E E -> E - T E -> T T -> ( E ) T -> n n is terminal. The "weird" transitions for me are is the sequence: 1) S -> . E eof 2) E -> . E - T eof 3) E -> . E - T - 4) E -> E . - T - 5) E -> E - . T - (Note: In the above table, the state numbers are in front and the lookahead symbol is at the end.) What puzzles me is that transition from (4) to (5) means reading - token, right? So how is it that - is still a lookahead symbol and even more important why is it that eof is no longer a lookahead symbol? After all in an input such as n - n eof there is only one - symbol. My naive thinking tells me (5) should be written as: 5) E -> E - . T - eof And another thing -- n is terminal. Why it is not used at all as a lookahead symbol? I mean -- we expect to see - or (, it is ok, but lack of n means we are sure it won't appear in input? Update: after more reading I am only more confused ;-) I.e. what is really a lookahead? Because I see such state as (p.292, 2nd column, 2nd row): E -> E . - T eof Lookahead says eof but the incoming input says -. Isn't it a contradiction? And it is not only in this book.

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  • Multiplayer tile based movement synchronization

    - by Mars
    I have to synchronize the movement of multiple players over the Internet, and I'm trying to figure out the safest way to do that. The game is tile based, you can only move in 4 directions, and every move moves the sprite 32px (over time of course). Now, if I would simply send this move action to the server, which would broadcast it to all players, while the walk key is kept being pressed down, to keep walking, I have to take this next command, send it to the server, and to all clients, in time, or the movement won't be smooth anymore. I saw this in other games, and it can get ugly pretty quick, even without lag. So I'm wondering if this is even a viable option. This seems like a very good method for single player though, since it's easy, straight forward (, just take the next movement action in time and add it to a list), and you can easily add mouse movement (clicking on some tile), to add a path to a queue, that's walked along. The other thing that came to my mind was sending the information that someone started moving in some direction, and again once he stopped or changed the direction, together with the position, so that the sprite will appear at the correct position, or rather so that the position can be fixed if it's wrong. This should (hopefully) only make problems if someone really is lagging, in which case it's to be expected. For this to work out I'd need some kind of queue though, where incoming direction changes and stuff are saved, so the sprite knows where to go, after the current movement to the next tile is finished. This could actually work, but kinda sounds overcomplicated. Although it might be the only way to do this, without risk of stuttering. If a stop or direction change is received on the client side it's saved in a queue and the char keeps moving to the specified coordinates, before stopping or changing direction. If the new command comes in too late there'll be stuttering as well of course... I'm having a hard time deciding for a method, and I couldn't really find any examples for this yet. My main problem is keeping the tile movement smooth, which is why other topics regarding synchronization of pixel based movement aren't helping too much. What is the "standard" way to do this?

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  • I was stuck in implementing Simple Ftp with Winsock [migrated]

    - by user67449
    I want to implement a SimpleFtp with Winsock. But I was stuck in the maybe the file stream reading and writing. This is the Server. #include <WinSock2.h> #include <memory.h> #include <stdio.h> #include <iostream> using namespace std; #pragma comment(lib, "ws2_32.lib") #define MAX_FILE_NAME 100 #define DATA_PACK_SIZE 80*1000 // ??DataPack?????80KB #define SOCKKET_BUFFER_SIZE 80*1000 // socket??? #define FILE_BUFFER_SIZE DATA_PACK_SIZE-MAX_FILE_NAME-4*sizeof(int)-sizeof(u_long) //?????,??,??????content????? #define CONTENT_SIZE FILE_BUFFER_SIZE // DataPack?????content??? // Define a structure to hold the content of a file typedef struct FilePack{ char fName[MAX_FILE_NAME]; // File's name int fLen; // File's length int packNum; // Number of the DataPack int packLen; // DataPack's length int packCount; int contenLen; // the content length the DataPack actually holds u_long index; // ?????????? char content[CONTENT_SIZE]; // DataPack?????? }DataPack, *pDataPack; void WinsockInitial(){ WSADATA wsaData; WORD wVersionRequested; int err; wVersionRequested=MAKEWORD(2,2); err=WSAStartup(wVersionRequested, &wsaData); if(err!=0){ cout<<"Error at WSAStartup()."<<endl; exit(0); } if( LOBYTE(wsaData.wVersion)!=2 || HIBYTE(wsaData.wVersion)!=2 ){ cout<<"Error at version of Winsock. "<<endl; WSACleanup(); exit(0); } } void SockBind(SOCKET sock, int port, sockaddr_in &addrsock){ addrsock.sin_family=AF_INET; addrsock.sin_port=htons(port); addrsock.sin_addr.S_un.S_addr=htonl(INADDR_ANY); if( bind(sock, (sockaddr*)&addrsock, sizeof(addrsock)) == SOCKET_ERROR ){ cout<<"Error at bind(). Error: "<<GetLastError()<<endl; closesocket(sock); WSACleanup(); exit(0); } } void SockListen(SOCKET sock, int bak){ int err=listen(sock, bak); if(err==SOCKET_ERROR){ cout<<"Error at listen()."<<WSAGetLastError()<<endl; closesocket(sock); WSACleanup(); exit(0); } } int SockSend(DataPack &dataPack, SOCKET sock, char *sockBuf){ int bytesLeft=0, bytesSend=0; int idx=0; bytesLeft=sizeof(dataPack); // ?DataPack?????sockBuf??? memcpy(sockBuf, &dataPack, sizeof(dataPack)); while(bytesLeft>0){ bytesSend=send(sock, &sockBuf[idx], bytesLeft, 0); if(bytesSend==SOCKET_ERROR){ cout<<"Error at send()."<<endl; return 1; } bytesLeft-=bytesSend; idx+=bytesSend; } return 0; } int GetFileLen(FILE *fp){ // ?????? if(fp==NULL){ cout<<"Invalid argument. Error at GetFileLen()."<<endl; exit(0); } fseek(fp, 0, SEEK_END); int tempFileLen=ftell(fp); fseek(fp, 0, SEEK_SET); return tempFileLen; } int main(){ int err; sockaddr_in addrServ; int port=8000; // Initialize Winsock WinsockInitial(); // Create a socket SOCKET sockListen=socket(AF_INET, SOCK_STREAM, IPPROTO_TCP); if(sockListen==INVALID_SOCKET){ cout<<"Error at socket()."<<endl; WSACleanup(); return 1; } // Bind the socket. SockBind(sockListen, port, addrServ); // Listen for incoming connection requests cout<<"Waiting for incoming connection requests..."<<endl; SockListen(sockListen, 5); // Accept the connection request. sockaddr_in addrClient; int len=sizeof(addrClient); SOCKET sockConn=accept(sockListen, (sockaddr*)&addrClient, &len); if(sockConn!=INVALID_SOCKET){ cout<<"Connected to client successfully."<<endl; } // Set the buffer size of socket char sockBuf[SOCKKET_BUFFER_SIZE]; int nBuf=SOCKKET_BUFFER_SIZE; int nBufLen=sizeof(nBuf); err=setsockopt(sockConn, SOL_SOCKET, SO_SNDBUF, (char*)&nBuf, nBufLen); if(err!=0){ cout<<"Error at setsockopt(). Failed to set buffer size for socket."<<endl; exit(0); } //??????????? err = getsockopt(sockConn, SOL_SOCKET, SO_SNDBUF, (char*)&nBuf, &nBufLen); if( SOCKKET_BUFFER_SIZE != nBuf){ cout<<"Error at setsockopt(). ?socket????????"<<endl; closesocket(sockListen); closesocket(sockConn); WSACleanup(); exit(0); } //------------------------------------------------------------------------// DataPack dataPackSend; memset(&dataPackSend, 0, sizeof(dataPackSend)); int bytesRead; int bytesLeft; int bytesSend; int packCount; // Counts how many DataPack needed FILE *frp; // Used to read if(strcpy_s(dataPackSend.fName, "music.mp3")!=0){ cout<<"Error at strcpy_s()."<<endl; return 1; } // Open the file in read+binary mode err=fopen_s(&frp, dataPackSend.fName, "rb"); if(err!=0){ cout<<"Error at fopen_s()."<<endl; return 1; } char fileBuf[FILE_BUFFER_SIZE]; // Set the buffer size of File if(setvbuf(frp, fileBuf, _IONBF, FILE_BUFFER_SIZE)!=0){ cout<<"Error at setvbuf().Failed to set buffer size for file."<<endl; closesocket(sockListen); closesocket(sockConn); WSACleanup(); exit(0); } // Get file's length int fileLen=GetFileLen(frp); cout<<"File ???:"<<fileLen<<" bytes."<<endl; // Calculate how many DataPacks needed packCount=ceil( (double)fileLen/CONTENT_SIZE ); cout<<"File Length: "<<fileLen<<" "<<"Content Size: "<<CONTENT_SIZE<<endl; cout<<"???"<<packCount<<" ?DataPack"<<endl; int i=0; for(i=0; i<packCount; i++){ //?????dataPackSend????? memset(&dataPackSend, 0, sizeof(dataPackSend)); // Fill the dataPackSend if(strcpy_s(dataPackSend.fName, "abc.txt")!=0){ cout<<"Error at strcpy_s()."<<endl; return 1; } dataPackSend.packLen=DATA_PACK_SIZE; dataPackSend.fLen=fileLen; dataPackSend.packCount=packCount; if( packCount==1 ){ //??DataPack??? bytesRead=fread(fileBuf, 1, dataPackSend.fLen, frp); dataPackSend.contenLen=dataPackSend.fLen; memcpy(dataPackSend.content, fileBuf, bytesRead); dataPackSend.packNum=0; //???????DataPack // ?????dataPackSend?Client? if( SockSend(dataPackSend, sockConn, sockBuf)==0 ){ cout<<"??? "<<dataPackSend.packNum<<" ?DataPack"<<endl; } }else if( packCount>1 && i<(packCount-1) ){ // ???(???????) bytesRead=fread(fileBuf, 1, CONTENT_SIZE, frp); dataPackSend.contenLen=CONTENT_SIZE; memcpy(dataPackSend.content, fileBuf, bytesRead); dataPackSend.packNum=i; //?dataPackSend??????Client? if( SockSend(dataPackSend, sockConn, sockBuf)==0 ){ cout<<"??? "<<dataPackSend.packNum<<" ?DataPack."<<endl; } }else{ // ????? bytesRead=fread(fileBuf, 1, (dataPackSend.fLen-i*CONTENT_SIZE), frp); dataPackSend.contenLen=dataPackSend.fLen-i*CONTENT_SIZE; memcpy(dataPackSend.content, fileBuf, bytesRead); dataPackSend.packNum=i; //?dataPackSend???Client? if( SockSend(dataPackSend, sockConn, sockBuf)==0 ){ cout<<"??? "<<dataPackSend.packNum<<" ?DataPack."<<endl; } } } fclose(frp); closesocket(sockListen); closesocket(sockConn); WSACleanup(); return 0; } And this is Client. #include <WinSock2.h> #include <memory.h> #include <stdio.h> #include <iostream> using namespace std; #pragma comment(lib, "ws2_32.lib") #define MAX_FILE_NAME 100 #define DATA_PACK_SIZE 80*1000 // ??DataPack?????80KB #define SOCKKET_BUFFER_SIZE 80*1000 // socket??? #define FILE_BUFFER_SIZE DATA_PACK_SIZE-MAX_FILE_NAME-4*sizeof(int)-sizeof(u_long) //?????,??,??????content????? #define CONTENT_SIZE FILE_BUFFER_SIZE // DataPack?????content??? // Define a structure to hold the content of a file typedef struct FilePack{ char fName[MAX_FILE_NAME]; // File's name int fLen; // File's length int packNum; // Number of the DataPack int packLen; // DataPack's length int packCount; //DataPack??? int contenLen; // the content length the DataPack actually holds u_long index; // ?????????? char content[CONTENT_SIZE]; // DataPack?????? }DataPack, *pDataPack; void WinsockInitial(){ WSADATA wsaData; WORD wVersionRequested; int err; wVersionRequested=MAKEWORD(2,2); err=WSAStartup(wVersionRequested, &wsaData); if(err!=0){ cout<<"Error at WSAStartup()."<<endl; exit(0); } if( LOBYTE(wsaData.wVersion)!=2 || HIBYTE(wsaData.wVersion)!=2 ){ cout<<"Error at version of Winsock. "<<endl; WSACleanup(); exit(0); } } int SockRecv(SOCKET sock, char *sockBuf){ int bytesLeft, bytesRecv; int idx=0; bytesLeft=DATA_PACK_SIZE; while(bytesLeft>0){ bytesRecv=recv(sock, &sockBuf[idx], bytesLeft, 0); if(bytesRecv==SOCKET_ERROR){ cout<<"Error at recv()."<<endl; return 1; } bytesLeft-=bytesRecv; idx+=bytesRecv; } return 0; } int main(){ int err; sockaddr_in addrServ; int port=8000; // Initialize Winsock WinsockInitial(); // Create a socket SOCKET sockClient=socket(AF_INET, SOCK_STREAM, IPPROTO_TCP); if(sockClient==INVALID_SOCKET){ cout<<"Error at socket()."<<endl; WSACleanup(); return 1; } // Set the buffer size of socket char sockBuf[SOCKKET_BUFFER_SIZE]; int nBuf=SOCKKET_BUFFER_SIZE; int nBufLen=sizeof(nBuf); err=setsockopt(sockClient, SOL_SOCKET, SO_RCVBUF, (char*)&nBuf, nBufLen); if(err!=0){ cout<<"Error at setsockopt(). Failed to set buffer size for socket."<<endl; exit(0); } //??????????? err = getsockopt(sockClient, SOL_SOCKET, SO_RCVBUF, (char*)&nBuf, &nBufLen); if( SOCKKET_BUFFER_SIZE != nBuf){ cout<<"Error at getsockopt(). ?socket????????"<<endl; closesocket(sockClient); WSACleanup(); exit(0); } // Connect to the Server addrServ.sin_family=AF_INET; addrServ.sin_port=htons(port); addrServ.sin_addr.S_un.S_addr=inet_addr("127.0.0.1"); err=connect(sockClient, (sockaddr*)&addrServ, sizeof(sockaddr)); if(err==SOCKET_ERROR){ cout<<"Error at connect()."<<GetLastError()<<endl; closesocket(sockClient); WSACleanup(); return 1; }else{ cout<<"Connected to the FTP Server successfully."<<endl; } /* int i=0; int bytesRecv, bytesLeft, bytesWrite; int packCount=0, fLen=0; DataPack dataPackRecv; //?????? SockRecv(sockClient, sockBuf); memcpy(&dataPackRecv, sockBuf, sizeof(dataPackRecv)); cout<<"???? "<<dataPackRecv.packNum<<" ?DataPack."<<endl; cout<<"?DataPack??fName????: "<<dataPackRecv.fName<<endl; //??????? packCount=dataPackRecv.packCount; cout<<"?? "<<packCount<<" ?DataPack."<<endl; fLen=dataPackRecv.fLen; // Create a local file to write into FILE *fwp; err=fopen_s(&fwp, dataPackRecv.fName, "wb"); if(err!=0){ cout<<"Error at creat fopen_s(). Failed to create a local file to write into."<<endl; return 1; } // Set the buffer size of File char fileBuf[FILE_BUFFER_SIZE]; if(setvbuf(fwp, fileBuf, _IONBF, FILE_BUFFER_SIZE)!=0){ cout<<"Error at setvbuf().Failed to set buffer size for file."<<endl; memset(fileBuf, 0, sizeof(fileBuf)); closesocket(sockClient); WSACleanup(); exit(0); } //???????content???? memcpy(fileBuf, dataPackRecv.content, sizeof(dataPackRecv.content)); bytesWrite=fwrite(fileBuf, 1, sizeof(fileBuf), fwp); if(bytesWrite<sizeof(fileBuf)){ cout<<"Error at fwrite(). Failed to write the content of dataPackRecv to local file."<<endl; } //?????packCount-1????????????????? for(int i=1; i<packCount; i++){ // ????????? memset(sockBuf, 0, sizeof(sockBuf)); memset(&dataPackRecv, 0, sizeof(dataPackRecv)); memset(fileBuf, 0, sizeof(fileBuf)); SockRecv(sockClient, sockBuf); memcpy(&dataPackRecv, sockBuf, sizeof(dataPackRecv)); cout<<"???? "<<dataPackRecv.packNum<<" ?DataPack."<<endl; //???? memcpy(fileBuf, dataPackRecv.content, dataPackRecv.contenLen); bytesWrite=fwrite(fileBuf, 1, dataPackRecv.contenLen, fwp); if(bytesWrite<dataPackRecv.contenLen){ cout<<"Error at fwrite(). Failed to write the content of dataPackRecv to local file."<<endl; } } if( (i+1)==packCount ){ cout<<"??DataPack????????!"<<endl; } fclose(fwp); closesocket(sockClient); WSACleanup(); return 0;*/ }

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  • Help writing server script to ban IP's from a list

    - by Chev_603
    I have a VPS that I use as an openvpn and web server. For some reason, my apache log files are filled with thousands of these hack attempts: "POST /xmlrpc.php HTTP/1.0" 404 395 These attack attempts fill up 90% of my logs. I think it's a WordPress vulnerability they're looking for. Obviously they are not successful (I don't even have Wordpress on my server), but it's annoying and probably resource consuming as well. I am trying to write a bash script that will do the following: Search the apache logs and grab the offending IP's (even if they try it once), Sort them into a list with each unique IP on a seperate line, And then block them using the IP table rules. I am a bash newb, and so far my script does everything except Step 3. I can manually block the IP's, but that's tedious and besides, this is Linux and it's perfectly capable of doing it for me. I also want the script to be customizable so that I (or anyone else who wants to use it) can change the variables to suit whatever situation I/they may deal with in the future. Here is the script so far: #!/bin/bash ##IP LIST GENERATOR ##Author Chev Young ##Script to search Apache logs and list IP's based on custom filters ## ##Define our variables: DIRECT=~/Script ##Location of script&where to put results/temp files LOGFILE=/var/log/apache2/access.log ## Logfile to search for offenders TEMPLIST=xml_temp ## Temporary file name IP_LIST=ipstoban ## Name of results file FILTER1=xmlrpc ## What are we looking for? (Requests we want to ban) cd $DIRECT if [ ! -f $TEMPLIST ];then touch $TEMPLIST ##Create temp file fi cat $LOGFILE | grep $FILTER1 >> $DIRECT/$TEMPLIST ## Only interested in the IP's, so: sed -e 's/\([0-9]\+\.[0-9]\+\.[0-9]\+\.[0-9]\+\).*$/\1/' -e t -e d $DIRECT/$TEMPLIST | sort | uniq > $DIRECT/$IP_LIST rm $TEMPLIST ## Clean temp file echo "Done. Results located at $DIRECT/$IP_LIST" So I need help with the next part of the script, which should ban the IP's (incoming and perhaps outgoing too) from the resulting $IP_LIST file. I don't care if it utilizes UFW or IPTables directly, as long as it bans the IP's. I'd probably run it as a cron task. What I'm having trouble with is understanding how to use line of the result file as a seperate variable to do something like: ufw deny $IP1 $IP2 $IP3, ect Any ideas? Thanks.

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  • What is the recommended way to output values to FBO targets? (OpenGL 3.3 + GLSL 330)

    - by datSilencer
    I'll begin by apologizing for any dumb assumptions you might find in the code below since I'm still pretty much green when it comes to OpenGL programming. I'm currently trying to implement deferred shading by using FBO's and their associated targets (textures in my case). I have a simple (I think :P) geometry+fragment shader program and I'd like to write its Fragment Shader stage output to three different render targets (previously bound by a call to glDrawBuffers()), like so: #version 330 in vec3 WorldPos0; in vec2 TexCoord0; in vec3 Normal0; in vec3 Tangent0; layout(location = 0) out vec3 WorldPos; layout(location = 1) out vec3 Diffuse; layout(location = 2) out vec3 Normal; uniform sampler2D gColorMap; uniform sampler2D gNormalMap; vec3 CalcBumpedNormal() { vec3 Normal = normalize(Normal0); vec3 Tangent = normalize(Tangent0); Tangent = normalize(Tangent - dot(Tangent, Normal) * Normal); vec3 Bitangent = cross(Tangent, Normal); vec3 BumpMapNormal = texture(gNormalMap, TexCoord0).xyz; BumpMapNormal = 2 * BumpMapNormal - vec3(1.0, 1.0, -1.0); vec3 NewNormal; mat3 TBN = mat3(Tangent, Bitangent, Normal); NewNormal = TBN * BumpMapNormal; NewNormal = normalize(NewNormal); return NewNormal; } void main() { WorldPos = WorldPos0; Diffuse = texture(gColorMap, TexCoord0).xyz; Normal = CalcBumpedNormal(); } If my render target textures are configured as: RT1:(GL_RGB32F, GL_RGB, GL_FLOAT, GL_TEXTURE0, GL_COLOR_ATTACHMENT0) RT2:(GL_RGB32F, GL_RGB, GL_FLOAT, GL_TEXTURE1, GL_COLOR_ATTACHMENT1) RT3:(GL_RGB32F, GL_RGB, GL_FLOAT, GL_TEXTURE2, GL_COLOR_ATTACHMENT2) And assuming that each texture has an internal format capable of contaning the incoming data, will the fragment shader write the corresponding values to the expected texture targets? On a related note, do the textures need to be bound to the OpenGL context when they are Multiple Render Targets? From some Googling, I think there are two other ways to output to MRTs: 1: Output each component to gl_FragData[n]. Some forum posts say this method is deprecated. However, looking at the latest OpenGL 3.3 and 4.0 specifications at opengl.org, the core profiles still mention this approach. 2: Use a typed output array variable for the expected type. In this case, I think it would be something like this: out vec3 [3] output; void main() { output[0] = WorldPos0; output[1] = texture(gColorMap, TexCoord0).xyz; output[2] = CalcBumpedNormal(); } So which is then the recommended approach? Is there a recommended approach at all if I plan to code on top of OpenGL 3.3? Thanks for your time and help!

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  • socket operation on nonsocket or bad file descriptor

    - by Magn3s1um
    I'm writing a pthread server which takes requests from clients and sends them back a bunch of .ppm files. Everything seems to go well, but sometimes when I have just 1 client connected, when trying to read from the file descriptor (for the file), it says Bad file Descriptor. This doesn't make sense, since my int fd isn't -1, and the file most certainly exists. Other times, I get this "Socket operation on nonsocket" error. This is weird because other times, it doesn't give me this error and everything works fine. When trying to connect multiple clients, for some reason, it will only send correctly to one, and then the other client gets the bad file descriptor or "nonsocket" error, even though both threads are processing the same messages and do the same routines. Anyone have an idea why? Here's the code that is giving me that error: while(mqueue.head != mqueue.tail && count < dis_m){ printf("Sending to client %s: %s\n", pointer->id, pointer->message); int fd; fd = open(pointer->message, O_RDONLY); char buf[58368]; int bytesRead; printf("This is fd %d\n", fd); bytesRead=read(fd,buf,58368); send(pointer->socket,buf,bytesRead,0); perror("Error:\n"); fflush(stdout); close(fd); mqueue.mcount--; mqueue.head = mqueue.head->next; free(pointer->message); free(pointer); pointer = mqueue.head; count++; } printf("Sending %s\n", pointer->message); int fd; fd = open(pointer->message, O_RDONLY); printf("This is fd %d\n", fd); printf("I am hhere2\n"); char buf[58368]; int bytesRead; bytesRead=read(fd,buf,58368); send(pointer->socket,buf,bytesRead,0); perror("Error:\n"); close(fd); mqueue.mcount--; if(mqueue.head != mqueue.tail){ mqueue.head = mqueue.head->next; } else{ mqueue.head->next = malloc(sizeof(struct message)); mqueue.head = mqueue.head->next; mqueue.head->next = malloc(sizeof(struct message)); mqueue.tail = mqueue.head->next; mqueue.head->message = NULL; } free(pointer->message); free(pointer); pthread_mutex_unlock(&numm); pthread_mutex_unlock(&circ); pthread_mutex_unlock(&slots); The messages for both threads are the same, being of the form ./path/imageXX.ppm where XX is the number that should go to the client. The file size of each image is 58368 bytes. Sometimes, this code hangs on the read, and stops execution. I don't know this would be either, because the file descriptor comes back as valid. Thanks in advanced. Edit: Here's some sample output: Sending to client a: ./support/images/sw90.ppm This is fd 4 Error: : Socket operation on non-socket Sending to client a: ./support/images/sw91.ppm This is fd 4 Error: : Socket operation on non-socket Sending ./support/images/sw92.ppm This is fd 4 I am hhere2 Error: : Socket operation on non-socket My dispatcher has defeated evil Sample with 2 clients (client b was serviced first) Sending to client b: ./support/images/sw87.ppm This is fd 6 Error: : Success Sending to client b: ./support/images/sw88.ppm This is fd 6 Error: : Success Sending to client b: ./support/images/sw89.ppm This is fd 6 Error: : Success This is fd 6 Error: : Bad file descriptor Sending to client a: ./support/images/sw85.ppm This is fd 6 Error: As you can see, who ever is serviced first in this instance can open the files, but not the 2nd person. Edit2: Full code. Sorry, its pretty long and terribly formatted. #include <netinet/in.h> #include <netinet/in.h> #include <netdb.h> #include <arpa/inet.h> #include <sys/types.h> #include <sys/socket.h> #include <errno.h> #include <stdio.h> #include <unistd.h> #include <pthread.h> #include <stdlib.h> #include <string.h> #include <sys/types.h> #include <sys/stat.h> #include <fcntl.h> #include "ring.h" /* Version 1 Here is what is implemented so far: The threads are created from the arguments specified (number of threads that is) The server will lock and update variables based on how many clients are in the system and such. The socket that is opened when a new client connects, must be passed to the threads. To do this, we need some sort of global array. I did this by specifying an int client and main_pool_busy, and two pointers poolsockets and nonpoolsockets. My thinking on this was that when a new client enters the system, the server thread increments the variable client. When a thread is finished with this client (after it sends it the data), the thread will decrement client and close the socket. HTTP servers act this way sometimes (they terminate the socket as soon as one transmission is sent). *Note down at bottom After the server portion increments the client counter, we must open up a new socket (denoted by new_sd) and get this value to the appropriate thread. To do this, I created global array poolsockets, which will hold all the socket descriptors for our pooled threads. The server portion gets the new socket descriptor, and places the value in the first spot of the array that has a 0. We only place a value in this array IF: 1. The variable main_pool_busy < worknum (If we have more clients in the system than in our pool, it doesn't mean we should always create a new thread. At the end of this, the server signals on the condition variable clientin that a new client has arrived. In our pooled thread, we then must walk this array and check the array until we hit our first non-zero value. This is the socket we will give to that thread. The thread then changes the array to have a zero here. What if our all threads in our pool our busy? If this is the case, then we will know it because our threads in this pool will increment main_pool_busy by one when they are working on a request and decrement it when they are done. If main_pool_busy >= worknum, then we must dynamically create a new thread. Then, we must realloc the size of our nonpoolsockets array by 1 int. We then add the new socket descriptor to our pool. Here's what we need to figure out: NOTE* Each worker should generate 100 messages which specify the worker thread ID, client socket descriptor and a copy of the client message. Additionally, each message should include a message number, starting from 0 and incrementing for each subsequent message sent to the same client. I don't know how to keep track of how many messages were to the same client. Maybe we shouldn't close the socket descriptor, but rather keep an array of structs for each socket that includes how many messages they have been sent. Then, the server adds the struct, the threads remove it, then the threads add it back once they've serviced one request (unless the count is 100). ------------------------------------------------------------- CHANGES Version 1 ---------- NONE: this is the first version. */ #define MAXSLOTS 30 #define dis_m 15 //problems with dis_m ==1 //Function prototypes void inc_clients(); void init_mutex_stuff(pthread_t*, pthread_t*); void *threadpool(void *); void server(int); void add_to_socket_pool(int); void inc_busy(); void dec_busy(); void *dispatcher(); void create_message(long, int, int, char *, char *); void init_ring(); void add_to_ring(char *, char *, int, int, int); int socket_from_string(char *); void add_to_head(char *); void add_to_tail(char *); struct message * reorder(struct message *, struct message *, int); int get_threadid(char *); void delete_socket_messages(int); struct message * merge(struct message *, struct message *, int); int get_request(char *, char *, char*); ///////////////////// //Global mutexes and condition variables pthread_mutex_t startservice; pthread_mutex_t numclients; pthread_mutex_t pool_sockets; pthread_mutex_t nonpool_sockets; pthread_mutex_t m_pool_busy; pthread_mutex_t slots; pthread_mutex_t numm; pthread_mutex_t circ; pthread_cond_t clientin; pthread_cond_t m; /////////////////////////////////////// //Global variables int clients; int main_pool_busy; int * poolsockets, nonpoolsockets; int worknum; struct ring mqueue; /////////////////////////////////////// int main(int argc, char ** argv){ //error handling if not enough arguments to program if(argc != 3){ printf("Not enough arguments to server: ./server portnum NumThreadsinPool\n"); _exit(-1); } //Convert arguments from strings to integer values int port = atoi(argv[1]); worknum = atoi(argv[2]); //Start server portion server(port); } /////////////////////////////////////////////////////////////////////////////////////////////// //The listen server thread///////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////// void server(int port){ int sd, new_sd; struct sockaddr_in name, cli_name; int sock_opt_val = 1; int cli_len; pthread_t threads[worknum]; //create our pthread id array pthread_t dis[1]; //create our dispatcher array (necessary to create thread) init_mutex_stuff(threads, dis); //initialize mutexes and stuff //Server setup /////////////////////////////////////////////////////// if ((sd = socket (AF_INET, SOCK_STREAM, 0)) < 0) { perror("(servConn): socket() error"); _exit (-1); } if (setsockopt (sd, SOL_SOCKET, SO_REUSEADDR, (char *) &sock_opt_val, sizeof(sock_opt_val)) < 0) { perror ("(servConn): Failed to set SO_REUSEADDR on INET socket"); _exit (-1); } name.sin_family = AF_INET; name.sin_port = htons (port); name.sin_addr.s_addr = htonl(INADDR_ANY); if (bind (sd, (struct sockaddr *)&name, sizeof(name)) < 0) { perror ("(servConn): bind() error"); _exit (-1); } listen (sd, 5); //End of server Setup ////////////////////////////////////////////////// for (;;) { cli_len = sizeof (cli_name); new_sd = accept (sd, (struct sockaddr *) &cli_name, &cli_len); printf ("Assigning new socket descriptor: %d\n", new_sd); inc_clients(); //New client has come in, increment clients add_to_socket_pool(new_sd); //Add client to the pool of sockets if (new_sd < 0) { perror ("(servConn): accept() error"); _exit (-1); } } pthread_exit(NULL); //Quit } //Adds the new socket to the array designated for pthreads in the pool void add_to_socket_pool(int socket){ pthread_mutex_lock(&m_pool_busy); //Lock so that we can check main_pool_busy int i; //If not all our main pool is busy, then allocate to one of them if(main_pool_busy < worknum){ pthread_mutex_unlock(&m_pool_busy); //unlock busy, we no longer need to hold it pthread_mutex_lock(&pool_sockets); //Lock the socket pool array so that we can edit it without worry for(i = 0; i < worknum; i++){ //Find a poolsocket that is -1; then we should put the real socket there. This value will be changed back to -1 when the thread grabs the sockfd if(poolsockets[i] == -1){ poolsockets[i] = socket; pthread_mutex_unlock(&pool_sockets); //unlock our pool array, we don't need it anymore inc_busy(); //Incrememnt busy (locks the mutex itself) pthread_cond_signal(&clientin); //Signal first thread waiting on a client that a client needs to be serviced break; } } } else{ //Dynamic thread creation goes here pthread_mutex_unlock(&m_pool_busy); } } //Increments the client number. If client number goes over worknum, we must dynamically create new pthreads void inc_clients(){ pthread_mutex_lock(&numclients); clients++; pthread_mutex_unlock(&numclients); } //Increments busy void inc_busy(){ pthread_mutex_lock(&m_pool_busy); main_pool_busy++; pthread_mutex_unlock(&m_pool_busy); } //Initialize all of our mutexes at the beginning and create our pthreads void init_mutex_stuff(pthread_t * threads, pthread_t * dis){ pthread_mutex_init(&startservice, NULL); pthread_mutex_init(&numclients, NULL); pthread_mutex_init(&pool_sockets, NULL); pthread_mutex_init(&nonpool_sockets, NULL); pthread_mutex_init(&m_pool_busy, NULL); pthread_mutex_init(&circ, NULL); pthread_cond_init (&clientin, NULL); main_pool_busy = 0; poolsockets = malloc(sizeof(int)*worknum); int threadreturn; //error checking variables long i = 0; //Loop and create pthreads for(i; i < worknum; i++){ threadreturn = pthread_create(&threads[i], NULL, threadpool, (void *) i); poolsockets[i] = -1; if(threadreturn){ perror("Thread pool created unsuccessfully"); _exit(-1); } } pthread_create(&dis[0], NULL, dispatcher, NULL); } ////////////////////////////////////////////////////////////////////////////////////////// /////////Main pool routines ///////////////////////////////////////////////////////////////////////////////////////// void dec_busy(){ pthread_mutex_lock(&m_pool_busy); main_pool_busy--; pthread_mutex_unlock(&m_pool_busy); } void dec_clients(){ pthread_mutex_lock(&numclients); clients--; pthread_mutex_unlock(&numclients); } //This is what our threadpool pthreads will be running. void *threadpool(void * threadid){ long id = (long) threadid; //Id of this thread int i; int socket; int counter = 0; //Try and gain access to the next client that comes in and wait until server signals that a client as arrived while(1){ pthread_mutex_lock(&startservice); //lock start service (required for cond wait) pthread_cond_wait(&clientin, &startservice); //wait for signal from server that client exists pthread_mutex_unlock(&startservice); //unlock mutex. pthread_mutex_lock(&pool_sockets); //Lock the pool socket so we can get the socket fd unhindered/interrupted for(i = 0; i < worknum; i++){ if(poolsockets[i] != -1){ socket = poolsockets[i]; poolsockets[i] = -1; pthread_mutex_unlock(&pool_sockets); } } printf("Thread #%d is past getting the socket\n", id); int incoming = 1; while(counter < 100 && incoming != 0){ char buffer[512]; bzero(buffer,512); int startcounter = 0; incoming = read(socket, buffer, 512); if(buffer[0] != 0){ //client ID:priority:request:arguments char id[100]; long prior; char request[100]; char arg1[100]; char message[100]; char arg2[100]; char * point; point = strtok(buffer, ":"); strcpy(id, point); point = strtok(NULL, ":"); prior = atoi(point); point = strtok(NULL, ":"); strcpy(request, point); point = strtok(NULL, ":"); strcpy(arg1, point); point = strtok(NULL, ":"); if(point != NULL){ strcpy(arg2, point); } int fd; if(strcmp(request, "start_movie") == 0){ int count = 1; while(count <= 100){ char temp[10]; snprintf(temp, 50, "%d\0", count); strcpy(message, "./support/images/"); strcat(message, arg1); strcat(message, temp); strcat(message, ".ppm"); printf("This is message %s to %s\n", message, id); count++; add_to_ring(message, id, prior, counter, socket); //Adds our created message to the ring counter++; } printf("I'm out of the loop\n"); } else if(strcmp(request, "seek_movie") == 0){ int count = atoi(arg2); while(count <= 100){ char temp[10]; snprintf(temp, 10, "%d\0", count); strcpy(message, "./support/images/"); strcat(message, arg1); strcat(message, temp); strcat(message, ".ppm"); printf("This is message %s\n", message); count++; } } //create_message(id, socket, counter, buffer, message); //Creates our message from the input from the client. Stores it in buffer } else{ delete_socket_messages(socket); break; } } counter = 0; close(socket);//Zero out counter again } dec_clients(); //client serviced, decrement clients dec_busy(); //thread finished, decrement busy } //Creates a message void create_message(long threadid, int socket, int counter, char * buffer, char * message){ snprintf(message, strlen(buffer)+15, "%d:%d:%d:%s", threadid, socket, counter, buffer); } //Gets the socket from the message string (maybe I should just pass in the socket to another method) int socket_from_string(char * message){ char * substr1 = strstr(message, ":"); char * substr2 = substr1; substr2++; int occurance = strcspn(substr2, ":"); char sock[10]; strncpy(sock, substr2, occurance); return atoi(sock); } //Adds message to our ring buffer's head void add_to_head(char * message){ printf("Adding to head of ring\n"); mqueue.head->message = malloc(strlen(message)+1); //Allocate space for message strcpy(mqueue.head->message, message); //copy bytes into allocated space } //Adds our message to our ring buffer's tail void add_to_tail(char * message){ printf("Adding to tail of ring\n"); mqueue.tail->message = malloc(strlen(message)+1); //allocate space for message strcpy(mqueue.tail->message, message); //copy bytes into allocated space mqueue.tail->next = malloc(sizeof(struct message)); //allocate space for the next message struct } //Adds a message to our ring void add_to_ring(char * message, char * id, int prior, int mnum, int socket){ //printf("This is message %s:" , message); pthread_mutex_lock(&circ); //Lock the ring buffer pthread_mutex_lock(&numm); //Lock the message count (will need this to make sure we can't fill the buffer over the max slots) if(mqueue.head->message == NULL){ add_to_head(message); //Adds it to head mqueue.head->socket = socket; //Set message socket mqueue.head->priority = prior; //Set its priority (thread id) mqueue.head->mnum = mnum; //Set its message number (used for sorting) mqueue.head->id = malloc(sizeof(id)); strcpy(mqueue.head->id, id); } else if(mqueue.tail->message == NULL){ //This is the problem for dis_m 1 I'm pretty sure add_to_tail(message); mqueue.tail->socket = socket; mqueue.tail->priority = prior; mqueue.tail->mnum = mnum; mqueue.tail->id = malloc(sizeof(id)); strcpy(mqueue.tail->id, id); } else{ mqueue.tail->next = malloc(sizeof(struct message)); mqueue.tail = mqueue.tail->next; add_to_tail(message); mqueue.tail->socket = socket; mqueue.tail->priority = prior; mqueue.tail->mnum = mnum; mqueue.tail->id = malloc(sizeof(id)); strcpy(mqueue.tail->id, id); } mqueue.mcount++; pthread_mutex_unlock(&circ); if(mqueue.mcount >= dis_m){ pthread_mutex_unlock(&numm); pthread_cond_signal(&m); } else{ pthread_mutex_unlock(&numm); } printf("out of add to ring\n"); fflush(stdout); } ////////////////////////////////// //Dispatcher routines ///////////////////////////////// void *dispatcher(){ init_ring(); while(1){ pthread_mutex_lock(&slots); pthread_cond_wait(&m, &slots); pthread_mutex_lock(&numm); pthread_mutex_lock(&circ); printf("Dispatcher to the rescue!\n"); mqueue.head = reorder(mqueue.head, mqueue.tail, mqueue.mcount); //printf("This is the head %s\n", mqueue.head->message); //printf("This is the tail %s\n", mqueue.head->message); fflush(stdout); struct message * pointer = mqueue.head; int count = 0; while(mqueue.head != mqueue.tail && count < dis_m){ printf("Sending to client %s: %s\n", pointer->id, pointer->message); int fd; fd = open(pointer->message, O_RDONLY); char buf[58368]; int bytesRead; printf("This is fd %d\n", fd); bytesRead=read(fd,buf,58368); send(pointer->socket,buf,bytesRead,0); perror("Error:\n"); fflush(stdout); close(fd); mqueue.mcount--; mqueue.head = mqueue.head->next; free(pointer->message); free(pointer); pointer = mqueue.head; count++; } printf("Sending %s\n", pointer->message); int fd; fd = open(pointer->message, O_RDONLY); printf("This is fd %d\n", fd); printf("I am hhere2\n"); char buf[58368]; int bytesRead; bytesRead=read(fd,buf,58368); send(pointer->socket,buf,bytesRead,0); perror("Error:\n"); close(fd); mqueue.mcount--; if(mqueue.head != mqueue.tail){ mqueue.head = mqueue.head->next; } else{ mqueue.head->next = malloc(sizeof(struct message)); mqueue.head = mqueue.head->next; mqueue.head->next = malloc(sizeof(struct message)); mqueue.tail = mqueue.head->next; mqueue.head->message = NULL; } free(pointer->message); free(pointer); pthread_mutex_unlock(&numm); pthread_mutex_unlock(&circ); pthread_mutex_unlock(&slots); printf("My dispatcher has defeated evil\n"); } } void init_ring(){ mqueue.head = malloc(sizeof(struct message)); mqueue.head->next = malloc(sizeof(struct message)); mqueue.tail = mqueue.head->next; mqueue.mcount = 0; } struct message * reorder(struct message * begin, struct message * end, int num){ //printf("I am reordering for size %d\n", num); fflush(stdout); int i; if(num == 1){ //printf("Begin: %s\n", begin->message); begin->next = NULL; return begin; } else{ struct message * left = begin; struct message * right; int middle = num/2; for(i = 1; i < middle; i++){ left = left->next; } right = left -> next; left -> next = NULL; //printf("Begin: %s\nLeft: %s\nright: %s\nend:%s\n", begin->message, left->message, right->message, end->message); left = reorder(begin, left, middle); if(num%2 != 0){ right = reorder(right, end, middle+1); } else{ right = reorder(right, end, middle); } return merge(left, right, num); } } struct message * merge(struct message * left, struct message * right, int num){ //printf("I am merginging! left: %s %d, right: %s %dnum: %d\n", left->message,left->priority, right->message, right->priority, num); struct message * start, * point; int lenL= 0; int lenR = 0; int flagL = 0; int flagR = 0; int count = 0; int middle1 = num/2; int middle2; if(num%2 != 0){ middle2 = middle1+1; } else{ middle2 = middle1; } while(lenL < middle1 && lenR < middle2){ count++; //printf("In here for count %d\n", count); if(lenL == 0 && lenR == 0){ if(left->priority < right->priority){ start = left; //Set the start point point = left; //set our enum; left = left->next; //move the left pointer point->next = NULL; //Set the next node to NULL lenL++; } else if(left->priority > right->priority){ start = right; point = right; right = right->next; point->next = NULL; lenR++; } else{ if(left->mnum < right->mnum){ ////printf("This is where we are\n"); start = left; //Set the start point point = left; //set our enum; left = left->next; //move the left pointer point->next = NULL; //Set the next node to NULL lenL++; } else{ start = right; point = right; right = right->next; point->next = NULL; lenR++; } } } else{ if(left->priority < right->priority){ point->next = left; left = left->next; //move the left pointer point = point->next; point->next = NULL; //Set the next node to NULL lenL++; } else if(left->priority > right->priority){ point->next = right; right = right->next; point = point->next; point->next = NULL; lenR++; } else{ if(left->mnum < right->mnum){ point->next = left; //set our enum; left = left->next; point = point->next;//move the left pointer point->next = NULL; //Set the next node to NULL lenL++; } else{ point->next = right; right = right->next; point = point->next; point->next = NULL; lenR++; } } } if(lenL == middle1){ flagL = 1; break; } if(lenR == middle2){ flagR = 1; break; } } if(flagL == 1){ point->next = right; point = point->next; for(lenR; lenR< middle2-1; lenR++){ point = point->next; } point->next = NULL; mqueue.tail = point; } else{ point->next = left; point = point->next; for(lenL; lenL< middle1-1; lenL++){ point = point->next; } point->next = NULL; mqueue.tail = point; } //printf("This is the start %s\n", start->message); //printf("This is mqueue.tail %s\n", mqueue.tail->message); return start; } void delete_socket_messages(int a){ }

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  • Exchange 2010 DAG Automatic Failover Testing/Issue. Not always automatically failing over to health

    - by Richard
    Ok I've got 2 exchange 2010 servers that run client access/hub transport/mailbox roles and one exchange 2010 server running just client access/hub transport roles and acts as my bridgehead. The two mailbox servers are running one database setup in a DAG. Server A shows the DB Mounted and Server B shows Healthy. If I reboot Server A via windows GUI Server B switches from healthy to mounted and I see hardly any interruption in service using Outlook 2007. Server A shows "Service down", then "Failed" then "Healthy" and leaves the DB mounted on Server B. This is how it should work, so far so good. Now if I test Server A being shut down cold, or unplugging both nics from network to simulate failure, Server B switches from Healthy to Mounted and server A switches to "Service Down" but my outlook client never connects to the DB mounted on server B! I can connect to server C (client access/hub transport) and get to my email and even send new email out, but incoming email doesn't deliver until Server A is brought back online and it's DB goes back to Healthy status. So I don't understand why it auto fail-overs when I reboot the server with the mounted DB copy, causing very little outlook 2007 hiccup if any. But when I shutdown or DC the mounted DB server it DOES mount the healthy copy but outlook 2007 clients can't connect.. I hope the picture I'm trying to paint makes some sense, it's driving me a little batty. Any help would be appreciated!

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  • powershell v2 remoting - How do you enable unecrypted traffic

    - by Peter Walke
    I'm writing a powershell v2 script that I'd like to run against a remote server. When I run it, I get the error : Connecting to remote server failed with the following error message : The WinRM client cannot process the request. Unencrypted traffic is currently disabled in the client configuration. Change the client configurati on and try the request again. For more information, see the about_ Remote_Troubleshooting Help topic. I looked at the online help for about _ Remote_Troubleshooting, but it didn't point me towards how to enable unecrypted traffic. Below is the script that I'm using that is causing me problems. Note: I have already run Enable-PSRemoting on the remote machine to allow it to accept incoming requests. I have tried to use a session option variable, but it doesn't seem to make any difference. $key = "HKLM:\SOFTWARE\Microsoft\PowerShell\1\ShellIds" Set-ItemProperty $key ConsolePrompting True $tvar = "password" $password = ConvertTo-SecureString -string $tvar -asPlainText –force $username="domain\username" $mySessionOption = New-PSSessionOption -NoEncryption $credential = New-Object System.Management.Automation.PSCredential($username,$password) invoke-command -filepath C:\scripts\RemoteScript.ps1 -sessionoption $mySessionOption -authentication digest -credential $credential -computername RemoteServer How do I enable unencrypted traffic?

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  • Active FTP client blocked by Windows Firewall on Windows 7

    - by Eli
    I have an application that runs as a service and contains an FTP client. It needs to connect to an FTP server that only supports Active FTP. When I attempt to get a list of files or download a file, Windows Firewall is dropping the incoming connection from the FTP server. (I don't believe we had this problem in Windows XP or Windows Vista.) Active FTP is the protocol that requires the the server to open a connection to the client on a port that the client specified. (http://slacksite.com/other/ftp.html) I know I could open up a large port range in Windows Firewall and force my FTP client to only use those ports, but I would have guessed that Windows Firewall would support Active FTP natively. Is there some setting that needs to be made in order to have Windows Firewall automatically detect Active FTP and open up the necessary ports as needed? Can I change that setting programmatically? Thanks. PS- I asked this question on StackOverflow, but was told I should probably ask here as well.

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  • CodePlex Daily Summary for Thursday, February 24, 2011

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MD2, MD4, MD5, SHA1, SHA256, SHA384, SHA512Imail Spammer Killer: Bots seem to love picking off the weak passwords of IpSwitch IMail v10 users and using SMTP auth to spam the world with their new found account access. This project is a windows service to isolate and stop this activity by disabling the violated user account as it occurs.JVS2USB: Montage permettant de relier une IO ( capcom / Sega ) sur un PC via l'USB !!Library Reminder: Library ReminderMAVI: mobile application for the visually impaired: bill recognition & tag and recognize objects based on a specific stickerMessage splliting without envelope in Biztalk 2009: Message splitting without envelope in Biztalk 2009. The project contains: - Source Code - Examples Article describing how to make it:Microsoft translator: Language translator designed to test Microsoft Translator web service API In Windows Phone 7 developed using Visual Studio 2010 in C#mrmuffin: Mr Muffin WP7 game for childrenNetwork Monitor: Simple application with a vu-meter style display of recent incoming network traffic. - Requires .NET 4, - Requires WinPCap (http://www.winpcap.org/) - Only tested to run under Windows 7NPhysics: NPhysics - Physical Data Types for .NETOpen SimRacing Results: Open SimRacing Results aims to provide an open standard for race results of PC SimRacing games (like iRacing, rFactor, NR2003, ...), allowing developers of league management systems to use a unique interface to get the results from, regardless of the simulation used.Orchard Image Gallery: Orchard Image Gallery project is intented to provide a Image Gallery content part and/or widget for the Orchard Project.Planning Poker for Windows Phone 7: Play planning poker on your Windows Phone 7.Publishing and consuming WCF in Biztalk 2009 and Visual Studio 2008: The file contains: Biztalk 2009 Project, C# Console Project, Example. Push Notification for Windows Phone 7 in php: WindowsPhonePushNotification enables you to use Microsoft Push Notification Service in phpQuksace Agjke: For more information, please visit <http://students.cs.tamu.edu/abe/IS_and_R/HW3/quksace%20agjke.html>. http://students.cs.tamu.edu/abe/IS_and_R/HW3/quksace%20agjke.html Read: a "GNU Make"-like utility for viewing Readme files: Read is a simple program to easily load and read README files on a UNIX-compliant system. It works in a similar way to GNU Make by searching a directory for a compatible file, in this case a Readme file, and loading it for reading using a text editor or viewer.SQL CE 3.5 persistence mapper for ECO IV: May need some adjustments for ECO V/VI, definitely needs some rewrite to support SQL CE 4.0 fullySQL Server Job Failure Notification System: A simple means of ensuring you know when SQLAgent jobs fail.SuperQuery: SuperQuery makes it easy to run the same batch of SQL across several databases on different SQL servers. SuperQuery supports all editions and versions of SQL Server from 2000 onwards. It is developed in C# using .NET 4 Client Profile.System.Net.Mail Extended: An Extension to the System.Net.Mail Namespace, adding a POP3 Client, Enhanced SMTP Client, IMAP Client, POP3 Server, SMTP Server, and IMAP Serve, all written in Visual C#.wow-combatlogs: A PowerShell module for working with combat logs generated by World of Warcraft.WPF UndoManager: WPF UndoManager provides a simple Undomanager on the base of WPF's CommandPattern. It use an implementation of the ICommand-interface to manage a history of actions.XO / TicTacToe game: Dynamic sized XO / TicTacToe game for Windows Phone 7 Build using Visual Studio 2010 and C#

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  • Apache ProxyPass with SSL

    - by BBonifield
    I have a QA setup that consists of multiple internal development servers and one world-accessible provisioning machine that is setup to proxy pass the web traffic. Everything works fine for non-SSL requests, but I'm having a hard time getting the SSL logic working as well. Here's a few example vhost blocks. <VirtualHost 192.168.168.101:443> ProxyPreserveHost On SSLProxyEngine On ProxyPass / https://192.168.168.111/ ServerName dev1.site.com </VirtualHost> <VirtualHost 192.168.168.101:80> ProxyPreserveHost On ProxyPass / http://192.168.168.111/ ServerName dev1.site.com </VirtualHost> <VirtualHost 192.168.168.101:443> ProxyPreserveHost On SSLProxyEngine On ProxyPass / https://192.168.168.111/ ServerName dev2.site.com </VirtualHost> <VirtualHost 192.168.168.101:80> ProxyPreserveHost On ProxyPass / http://192.168.168.111/ ServerName dev2.site.com </VirtualHost> I end up seeing the following error in the provisioner's error log. [Fri Jan 28 12:50:59 2011] [warn] [client 1.2.3.4] proxy: no HTTP 0.9 request (with no host line) on incoming request and preserve host set forcing hostname to be dev1.site.com for uri / As well as the following entry in the destination QA machine's access log. 192.168.168.101 - - [22/Feb/2011:08:34:56 -0600] "\x16\x03\x01 / HTTP/1.1" 301 326 "-" "-"

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  • Wire VMWare Player NIC to a VLAN in Ubuntu 8.04.3

    - by Sophie Charlesworth
    Hi, I've got VMWare Player 2.5.x installed on a Ubuntu 8.04.3 host running CentOS 5.3 running Cobbler. VMWare Player has two NICs (I actually took this image from an ESXi image, converted it to Player 2.x image via VMWare Standalone Converter). I've also setup a vlan (vlan5) on the host with 10.0.0.x and I'd like Cobbler to use that VLAN to serve any incoming requests. How do I wire up my VMWare to use the VLAN I've setup? Just one of the NICs. What I'm trying to do is to offer a laptop with a VM that our sysadmins can go, plug it into a box (which does not connect to the interwebs) and install RHEL images via cobbler. So essentially, its a cross over cable from the network port on the lappy to the Dell server box. PXE boot in the dell box and install RHEL. I have the cobbler working fine under VMWare ESXi but not so on the VMWare Player because of the VLAN issue - I think. Any ideas?

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  • Wire VMWare Player NIC to a VLAN in Ubuntu 8.04.3

    - by Sophie Charlesworth
    I've got VMWare Player 2.5.x installed on a Ubuntu 8.04.3 host running CentOS 5.3 running Cobbler. VMWare Player has two NICs (I actually took this image from an ESXi image, converted it to Player 2.x image via VMWare Standalone Converter). I've also setup a vlan (vlan5) on the host with 10.0.0.x and I'd like Cobbler to use that VLAN to serve any incoming requests. How do I wire up my VMWare to use the VLAN I've setup? Just one of the NICs. What I'm trying to do is to offer a laptop with a VM that our sysadmins can go, plug it into a box (which does not connect to the interwebs) and install RHEL images via cobbler. So essentially, its a cross over cable from the network port on the lappy to the Dell server box. PXE boot in the dell box and install RHEL. I have the cobbler working fine under VMWare ESXi but not so on the VMWare Player because of the VLAN issue - I think. Any ideas?

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  • The Windows Store... why did I sign up with this mess again?

    - by FransBouma
    Yesterday, Microsoft revealed that the Windows Store is now open to all developers in a wide range of countries and locations. For the people who think "wtf is the 'Windows Store'?", it's the central place where Windows 8 users will be able to find, download and purchase applications (or as we now have to say to not look like a computer illiterate: <accent style="Kentucky">aaaaappss</accent>) for Windows 8. As this is the store which is integrated into Windows 8, it's an interesting place for ISVs, as potential customers might very well look there first. This of course isn't true for all kinds of software, and developer tools in general aren't the kind of applications most users will download from the Windows store, but a presence there can't hurt. Now, this Windows Store hosts two kinds of applications: 'Metro-style' applications and 'Desktop' applications. The 'Metro-style' applications are applications created for the new 'Metro' UI which is present on Windows 8 desktop and Windows RT (the single color/big font fingerpaint-oriented UI). 'Desktop' applications are the applications we all run and use on Windows today. Our software are desktop applications. The Windows Store hosts all Metro-style applications locally in the store and handles the payment for these applications. This means you upload your application (sorry, 'app') to the store, jump through a lot of hoops, Microsoft verifies that your application is not violating a tremendous long list of rules and after everything is OK, it's published and hopefully you get customers and thus earn money. Money which Microsoft will pay you on a regular basis after customers buy your application. Desktop applications are not following this path however. Desktop applications aren't hosted by the Windows Store. Instead, the Windows Store more or less hosts a page with the application's information and where to get the goods. I.o.w.: it's nothing more than a product's Facebook page. Microsoft will simply redirect a visitor of the Windows Store to your website and the visitor will then use your site's system to purchase and download the application. This last bit of information is very important. So, this morning I started with fresh energy to register our company 'Solutions Design bv' at the Windows Store and our two applications, LLBLGen Pro and ORM Profiler. First I went to the Windows Store dashboard page. If you don't have an account, you have to log in or sign up if you don't have a live account. I signed in with my live account. After that, it greeted me with a page where I had to fill in a code which was mailed to me. My local mail server polls every several minutes for email so I had to kick it to get it immediately. I grabbed the code from the email and I was presented with a multi-step process to register myself as a company or as an individual. In red I was warned that this choice was permanent and not changeable. I chuckled: Microsoft apparently stores its data on paper, not in digital form. I chose 'company' and was presented with a lengthy form to fill out. On the form there were two strange remarks: Per company there can just be 1 (one, uno, not zero, not two or more) registered developer, and only that developer is able to upload stuff to the store. I have no idea how this works with large companies, oh the overhead nightmares... "Sorry, but John, our registered developer with the Windows Store is on holiday for 3 months, backpacking through Australia, no, he's not reachable at this point. M'yeah, sorry bud. Hey, did you fill in those TPS reports yesterday?" A separate Approver has to be specified, which has to be a different person than the registered developer. Apparently to Microsoft a company with just 1 person is not a company. Luckily we're with two people! *pfew*, dodged that one, otherwise I would be stuck forever: the choice I already made was not reversible! After I had filled out the form and it was all well and good and accepted by the Microsoft lackey who had to write it all down in some paper notebook ("Hey, be warned! It's a permanent choice! Written down in ink, can't be changed!"), I was presented with the question how I wanted to pay for all this. "Pay for what?" I wondered. Must be the paper they were scribbling the information on, I concluded. After all, there's a financial crisis going on! How could I forget! Silly me. "Ok fair enough". The price was 75 Euros, not the end of the world. I could only pay by credit card, so it was accepted quickly. Or so I thought. You see, Microsoft has a different idea about CC payments. In the normal world, you type in your CC number, some date, a name and a security code and that's it. But Microsoft wants to verify this even more. They want to make a verification purchase of a very small amount and are doing that with a special code in the description. You then have to type in that code in a special form in the Windows Store dashboard and after that you're verified. Of course they'll refund the small amount they pull from your card. Sounds simple, right? Well... no. The problem starts with the fact that I can't see the CC activity on some website: I have a bank issued CC card. I get the CC activity once a month on a piece of paper sent to me. The bank's online website doesn't show them. So it's possible I have to wait for this code till October 12th. One month. "So what, I'm not going to use it anyway, Desktop applications don't use the payment system", I thought. "Haha, you're so naive, dear developer!" Microsoft won't allow you to publish any applications till this verification is done. So no application publishing for a month. Wouldn't it be nice if things were, you know, digital, so things got done instantly? But of course, that lackey who scribbled everything in the Big Windows Store Registration Book isn't that quick. Can't blame him though. He's just doing his job. Now, after the payment was done, I was presented with a page which tells me Microsoft is going to use a third party company called 'Symantec', which will verify my identity again. The page explains to me that this could be done through email or phone and that they'll contact the Approver to verify my identity. "Phone?", I thought... that's a little drastic for a developer account to publish a single page of information about an external hosted software product, isn't it? On Facebook I just added a page, done. And paying you, Microsoft, took less information: you were happy to take my money before my identity was even 'verified' by this 3rd party's minions! "Double standards!", I roared. No-one cared. But it's the thought of getting it off your chest, you know. Luckily for me, everyone at Symantec was asleep when I was registering so they went for the fallback option in case phone calls were not possible: my Approver received an email. Imagine you have to explain the idiot web of security theater I was caught in to someone else who then has to reply a random person over the internet that I indeed was who I said I was. As she's a true sweetheart, she gave me the benefit of the doubt and assured that for now, I was who I said I was. Remember, this is for a desktop application, which is only a link to a website, some pictures and a piece of text. No file hosting, no payment processing, nothing, just a single page. Yeah, I also thought I was crazy. But we're not at the end of this quest yet. I clicked around in the confusing menus of the Windows Store dashboard and found the 'Desktop' section. I get a helpful screen with a warning in red that it can't find any certified 'apps'. True, I'm just getting started, buddy. I see a link: "Check the Windows apps you submitted for certification". Well, I haven't submitted anything, but let's see where it brings me. Oh the thrill of adventure! I click the link and I end up on this site: the hardware/desktop dashboard account registration. "Erm... but I just registered...", I mumbled to no-one in particular. Apparently for desktop registration / verification I have to register again, it tells me. But not only that, the desktop application has to be signed with a certificate. And not just some random el-cheapo certificate you can get at any mall's discount store. No, this certificate is special. It's precious. This certificate, the 'Microsoft Authenticode' Digital Certificate, is the only certificate that's acceptable, and jolly, it can be purchased from VeriSign for the price of only ... $99.-, but be quick, because this is a limited time offer! After that it's, I kid you not, $499.-. 500 dollars for a certificate to sign an executable. But, I do feel special, I got a special price. Only for me! I'm glowing. Not for long though. Here I started to wonder, what the benefit of it all was. I now again had to pay money for a shiny certificate which will add 'Solutions Design bv' to our installer as the publisher instead of 'unknown', while our customers download the file from our website. Not only that, but this was all about a Desktop application, which wasn't hosted by Microsoft. They only link to it. And make no mistake. These prices aren't single payments. Every year these have to be renewed. Like a membership of an exclusive club: you're special and privileged, but only if you cough up the dough. To give you an example how silly this all is: I added LLBLGen Pro and ORM Profiler to the Visual Studio Gallery some time ago. It's the same thing: it's a central place where one can find software which adds to / extends / works with Visual Studio. I could simply create the pages, add the information and they show up inside Visual Studio. No files are hosted at Microsoft, they're downloaded from our website. Exactly the same system. As I have to wait for the CC transcripts to arrive anyway, I can't proceed with publishing in this new shiny store. After the verification is complete I have to wait for verification of my software by Microsoft. Even Desktop applications need to be verified using a long list of rules which are mainly focused on Metro-style applications. Even while they're not hosted by Microsoft. I wonder what they'll find. "Your application wasn't approved. It violates rule 14 X sub D: it provides more value than our own competing framework". While I was writing this post, I tried to check something in the Windows Store Dashboard, to see whether I remembered it correctly. I was presented again with the question, after logging in with my live account, to enter the code that was just mailed to me. Not the previous code, a brand new one. Again I had to kick my mail server to pull the email to proceed. This was it. This 'experience' is so beyond miserable, I'm afraid I have to say goodbye for now to the 'Windows Store'. It's simply not worth my time. Now, about live accounts. You might know this: live accounts are tied to everything you do with Microsoft. So if you have an MSDN subscription, e.g. the one which costs over $5000.-, it's tied to this same live account. But the fun thing is, you can login with your live account to the MSDN subscriptions with just the account id and password. No additional code is mailed to you. While it gives you access to all Microsoft software available, including your licenses. Why the draconian security theater with this Windows Store, while all I want is to publish some desktop applications while on other Microsoft sites it's OK to simply sign in with your live account: no codes needed, no verification and no certificates? Microsoft, one thing you need with this store and that's: apps. Apps, apps, apps, apps, aaaaaaaaapps. Sorry, my bad, got carried away. I just can't stand the word 'app'. This store's shelves have to be filled to the brim with goods. But instead of being welcomed into the store with open arms, I have to fight an uphill battle with an endless list of rules and bullshit to earn the privilege to publish in this shiny store. As if I have to be thrilled to be one of the exclusive club called 'Windows Store Publishers'. As if Microsoft doesn't want it to succeed. Craig Stuntz sent me a link to an old blog post of his regarding code signing and uploading to Microsoft's old mobile store from back in the WinMo5 days: http://blogs.teamb.com/craigstuntz/2006/10/11/28357/. Good read and good background info about how little things changed over the years. I hope this helps Microsoft make things more clearer and smoother and also helps ISVs with their decision whether to go with the Windows Store scheme or ignore it. For now, I don't see the advantage of publishing there, especially not with the nonsense rules Microsoft cooked up. Perhaps it changes in the future, who knows.

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  • Reverse ssh tunneling with Tomato

    - by Deivuh
    Since my ISP restricts some incoming connections, I can't access remotely to my home pc. What I'm trying to do is make a reverse ssh connection from my home's router with Tomato firmware to the office computer, so I can access remotely from the office with that open connection. What I'm doing is running the following from the router: ssh -R 12345:localhost:22 oUser@office Then I leave run top open to keep the connection alive. And from my office what I do is run the following: ssh hUser@localhost -p 12345 but I get the following message with verbose on: OpenSSH_5.5p1 Debian-6, OpenSSL 0.9.8o 01 Jun 2010 debug1: Reading configuration data /etc/ssh/ssh_config debug1: Applying options for * debug1: Connecting to localhost [::1] port 19999. debug1: Connection established. debug1: identity file /home/oUser/.ssh/id_rsa type -1 debug1: identity file /home/oUer/.ssh/id_rsa-cert type -1 debug1: identity file /home/oUser/.ssh/id_dsa type 2 debug1: Checking blacklist file /usr/share/ssh/blacklist.DSA-1024 debug1: Checking blacklist file /etc/ssh/blacklist.DSA-1024 debug1: identity file /home/oUser/.ssh/id_dsa-cert type -1 ssh_exchange_identification: Connection closed by remote host I've password remote access enabled in Tomato's configuration, so I should be able to access without having the public key on *authorized_keys*, but I've even tried adding it and still the same. I've done the same with my home's computer, and it does work perfectly, but it doesn't with the router. Am I doing something wrong? Thanks in advance.

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  • Cisco ASA intermittently fails to see traffic

    - by DrStalker
    users | Mikrotik -- Internet | ASA | ServerA and ServerB I'm trying to troubleshoot a problem with a new Cisco ASA 5505. The network design is as above - the Microtik is the existing router, ServerA and ServerB used to plug directly into it. ServerA has IP 10.30.1.10, ServerB has IP 10.30.1.11 The ASA is configured with no NAT, a "allow anything" firewall, and uses the microtik as its default gateway. In effect, it is currently a simple IP router; the firewall and VPN stuff will all come later once the basics are working. Th problem is access to ServerA and ServerB is erratic - sometimes it will work, sometimes it will fail. It can fail for either one of the servers only, or both. When it is working: The Mikrotik logs show ping packets being sent out over the proper interface The ASA logs show the incoming connections. When it is failing: The Mikrotik logs show ping packets being sent out over the proper interface The ASA logs show nothing reaching the ASA. This can fail for one server only (e.g.: the Mikrotik is putting out packets to 10.30.1.10 and 10.30.1.11, but the ASA is only seeing packets arrive destined for 10.30.1.11) It can fail for one source only (e.g.: ClientA on the users network can ping 10.30.1.11, but clientB cannot) The problem can also be seen from the mikrotik router itself; sometimes it can ping ServerA and ServerB, sometimes it can only ping one of them What could be causing this? I can't think of any possible cause that is intermittent and could explain why the problem may occur for one destination server and not others. edit: Link to ASA config

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  • Ionic Isapi Rewrite error on IIS6, Windows 2003 Server

    - by EsiX
    First of all my setup is a VPS running Windows 2003 Server with multiple domains on it IIS 6, Plesk IsapiRewrite4.ini RewriteLogLevel 3 RewriteCond %{HTTP_HOST} ^mydomain.com$ RewriteRule ^/(.*)$ http://www.mydomain.com/$1 [R] This is one of their basic examples. Ionic is installed and setup proper because if I use another rule (a simpler one ... like the one following) it works instant # IsapiRewrite4.ini # RewriteLogLevel 3 # # This ini file illustrates the use of a redirect rule. # Any incoming URL that starts with an uppercase W # will be redirected to the specified server. RewriteRule ^/(W.*)$ http://server.dyndns.org:7070/$1 [R] This one works in the TestDriver tool and none of them gives any error or warnings in TestParse tool, but it doesn't do a thing on the webserver... The fact that one rule works means that the isapi module works. I am using the last version. RedirectRule http://mydomain.com/someplace/somefile.html http://www.mydomain.com/howto/someplace/anotherfile.html [I,L] Both examples were taken from http://iirf.codeplex.com/Wiki/View.aspx?title=Redirection&referringTitle=Home So my IsapiRewrite4.ini needs to do this two tasks: auto transform and redirection for a number of urls. Can you help out.. I really don't know what I'm doing wrong.

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