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  • Bluetooth Dial-Up Networking using Blueman

    - by leemes
    I want to configure a dial up network connection via bluetooth to my phone in order to access the internet. I use Lubuntu 12.04 (Ubuntu with LXDE) which has the Network Manager Applet and Blueman applet installed. I guess these are the same tools than on an Ubuntu installation, hence I ask my question on this site. My phone is a Sony Ericsson W810i, my laptop is a Lenovo S10-2, my mobile phone provider is o2 Germany. I scanned for my mobile phone using the Blueman applet. I connected the dial-up network via the context menu - Serial Ports - Dial-up Networking. A notification bubble says that the connection is available on the interface named ppp0. ipconfig is telling something different: There is no ppp0 or something similar. I only see my eth0 (wired ethernet), eth1 (wifi) and lo interfaces. Of course, I can't ping google.com as the interface really seems to be not present at all. When the dial-up network is being connected, my mobile phone says that it connects to the internet. Afterwards, I see the active connection on the phone's screen. When successfully connecting with the phone using another computer, it behaves exactly the same, so I guess that the phone isn't the problem. I don't know if I configured the Dial-Up correctly. I use the phone number *99# which is very common on most mobile ISPs. I use the APN which my ISP is telling me to use. (I can't find the number on their support page, so I just use the default value *99#.) My mobile ISP is o2 Germany. There are How-Tos out there which use the Network Manager Applet to setup a bluetooth dial-up connection, but I can't see any bluetooth devices in the context menu as on the screenshots in those How-Tos. Do you have any suggestions what might be wrong / what I should try? EDIT: When choosing "Network Access Point" in the device's context menu instead of Serial Ports - Dial-Up Networking, an interface bnep0 appears. However, neither an IPv4 address is assigned for that interface (but IPv6), nor the phone connects to the internet. Am I missing something? Can I connect to the internet after setting up this network connection?

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  • Tile-based 2D collision detection problems

    - by Vee
    I'm trying to follow this tutorial http://www.tonypa.pri.ee/tbw/tut05.html to implement real-time collisions in a tile-based world. I find the center coordinates of my entities thanks to these properties: public float CenterX { get { return X + Width / 2f; } set { X = value - Width / 2f; } } public float CenterY { get { return Y + Height / 2f; } set { Y = value - Height / 2f; } } Then in my update method, in the player class, which is called every frame, I have this code: public override void Update() { base.Update(); int downY = (int)Math.Floor((CenterY + Height / 2f - 1) / 16f); int upY = (int)Math.Floor((CenterY - Height / 2f) / 16f); int leftX = (int)Math.Floor((CenterX + Speed * NextX - Width / 2f) / 16f); int rightX = (int)Math.Floor((CenterX + Speed * NextX + Width / 2f - 1) / 16f); bool upleft = Game.CurrentMap[leftX, upY] != 1; bool downleft = Game.CurrentMap[leftX, downY] != 1; bool upright = Game.CurrentMap[rightX, upY] != 1; bool downright = Game.CurrentMap[rightX, downY] != 1; if(NextX == 1) { if (upright && downright) CenterX += Speed; else CenterX = (Game.GetCellX(CenterX) + 1)*16 - Width / 2f; } } downY, upY, leftX and rightX should respectively find the lowest Y position, the highest Y position, the leftmost X position and the rightmost X position. I add + Speed * NextX because in the tutorial the getMyCorners function is called with these parameters: getMyCorners (ob.x+ob.speed*dirx, ob.y, ob); The GetCellX and GetCellY methods: public int GetCellX(float mX) { return (int)Math.Floor(mX / SGame.Camera.TileSize); } public int GetCellY(float mY) { return (int)Math.Floor(mY / SGame.Camera.TileSize); } The problem is that the player "flickers" while hitting a wall, and the corner detection doesn't even work correctly since it can overlap walls that only hit one of the corners. I do not understand what is wrong. In the tutorial the ob.x and ob.y fields should be the same as my CenterX and CenterY properties, and the ob.width and ob.height should be the same as Width / 2f and Height / 2f. However it still doesn't work. Thanks for your help.

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  • Ball bouncing at a certain angle and efficiency computations

    - by X Y
    I would like to make a pong game with a small twist (for now). Every time the ball bounces off one of the paddles i want it to be under a certain angle (between a min and a max). I simply can't wrap my head around how to actually do it (i have some thoughts and such but i simply cannot implement them properly - i feel i'm overcomplicating things). Here's an image with a small explanation . One other problem would be that the conditions for bouncing have to be different for every edge. For example, in the picture, on the two small horizontal edges i do not want a perfectly vertical bounce when in the middle of the edge but rather a constant angle (pi/4 maybe) in either direction depending on the collision point (before the middle of the edge, or after). All of my collisions are done with the Separating Axes Theorem (and seem to work fine). I'm looking for something efficient because i want to add a lot of things later on (maybe polygons with many edges and such). So i need to keep to a minimum the amount of checking done every frame. The collision algorithm begins testing whenever the bounding boxes of the paddle and the ball intersect. Is there something better to test for possible collisions every frame? (more efficient in the long run,with many more objects etc, not necessarily easy to code). I'm going to post the code for my game: Paddle Class public class Paddle : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private bool keybEnabled; private bool isLeftPaddle; private Texture2D paddleSprite; private Vector2 paddlePosition; private float paddleSpeedY; private Vector2 paddleScale = new Vector2(1f, 1f); private const float DEFAULT_Y_SPEED = 150; private Vector2[] Normals2Edges; private Vector2[] Vertices = new Vector2[4]; private List<Vector2> lst = new List<Vector2>(); private Vector2 Edge; #endregion #region Properties public float Speed { get {return paddleSpeedY; } set { paddleSpeedY = value; } } public Vector2[] Normal2EdgesVector { get { NormalsToEdges(this.isLeftPaddle); return Normals2Edges; } } public Vector2[] VertexVector { get { return Vertices; } } public Vector2 Scale { get { return paddleScale; } set { paddleScale = value; NormalsToEdges(this.isLeftPaddle); } } public float X { get { return paddlePosition.X; } set { paddlePosition.X = value; } } public float Y { get { return paddlePosition.Y; } set { paddlePosition.Y = value; } } public float Width { get { return (Scale.X == 1f ? (float)paddleSprite.Width : paddleSprite.Width * Scale.X); } } public float Height { get { return ( Scale.Y==1f ? (float)paddleSprite.Height : paddleSprite.Height*Scale.Y ); } } public Texture2D GetSprite { get { return paddleSprite; } } public Rectangle Boundary { get { return new Rectangle((int)paddlePosition.X, (int)paddlePosition.Y, (int)this.Width, (int)this.Height); } } public bool KeyboardEnabled { get { return keybEnabled; } } #endregion private void NormalsToEdges(bool isLeftPaddle) { Normals2Edges = null; Edge = Vector2.Zero; lst.Clear(); for (int i = 0; i < Vertices.Length; i++) { Edge = Vertices[i + 1 == Vertices.Length ? 0 : i + 1] - Vertices[i]; if (Edge != Vector2.Zero) { Edge.Normalize(); //outer normal to edge !! (origin in top-left) lst.Add(new Vector2(Edge.Y, -Edge.X)); } } Normals2Edges = lst.ToArray(); } public float[] ProjectPaddle(Vector2 axis) { if (Vertices.Length == 0 || axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, Vertices[0]); max = min; for (int i = 1; i < Vertices.Length; i++) { float p = Vector2.Dot(axis, Vertices[i]); if (p < min) min = p; else if (p > max) max = p; } return (new float[2] { min, max }); } public Paddle(Game game, bool isLeftPaddle, bool enableKeyboard = true) : base(game) { contentManager = new ContentManager(game.Services); keybEnabled = enableKeyboard; this.isLeftPaddle = isLeftPaddle; } public void setPosition(Vector2 newPos) { X = newPos.X; Y = newPos.Y; } public override void Initialize() { base.Initialize(); this.Speed = DEFAULT_Y_SPEED; X = 0; Y = 0; NormalsToEdges(this.isLeftPaddle); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleSprite = contentManager.Load<Texture2D>(@"Content\pongBar"); } public override void Update(GameTime gameTime) { //vertices array Vertices[0] = this.paddlePosition; Vertices[1] = this.paddlePosition + new Vector2(this.Width, 0); Vertices[2] = this.paddlePosition + new Vector2(this.Width, this.Height); Vertices[3] = this.paddlePosition + new Vector2(0, this.Height); // Move paddle, but don't allow movement off the screen if (KeyboardEnabled) { float moveDistance = Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState newKeyState = Keyboard.GetState(); if (newKeyState.IsKeyDown(Keys.Down) && Y + paddleSprite.Height + moveDistance <= Game.GraphicsDevice.Viewport.Height) { Y += moveDistance; } else if (newKeyState.IsKeyDown(Keys.Up) && Y - moveDistance >= 0) { Y -= moveDistance; } } else { if (this.Y + this.Height > this.GraphicsDevice.Viewport.Height) { this.Y = this.Game.GraphicsDevice.Viewport.Height - this.Height - 1; } } base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Texture,null); spriteBatch.Draw(paddleSprite, paddlePosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Ball Class public class Ball : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private const float DEFAULT_SPEED = 50; private float speedIncrement = 0; private Vector2 ballScale = new Vector2(1f, 1f); private const float INCREASE_SPEED = 50; private Texture2D ballSprite; //initial texture private Vector2 ballPosition; //position private Vector2 centerOfBall; //center coords private Vector2 ballSpeed = new Vector2(DEFAULT_SPEED, DEFAULT_SPEED); //speed #endregion #region Properties public float DEFAULTSPEED { get { return DEFAULT_SPEED; } } public Vector2 ballCenter { get { return centerOfBall; } } public Vector2 Scale { get { return ballScale; } set { ballScale = value; } } public float SpeedX { get { return ballSpeed.X; } set { ballSpeed.X = value; } } public float SpeedY { get { return ballSpeed.Y; } set { ballSpeed.Y = value; } } public float X { get { return ballPosition.X; } set { ballPosition.X = value; } } public float Y { get { return ballPosition.Y; } set { ballPosition.Y = value; } } public Texture2D GetSprite { get { return ballSprite; } } public float Width { get { return (Scale.X == 1f ? (float)ballSprite.Width : ballSprite.Width * Scale.X); } } public float Height { get { return (Scale.Y == 1f ? (float)ballSprite.Height : ballSprite.Height * Scale.Y); } } public float SpeedIncreaseIncrement { get { return speedIncrement; } set { speedIncrement = value; } } public Rectangle Boundary { get { return new Rectangle((int)ballPosition.X, (int)ballPosition.Y, (int)this.Width, (int)this.Height); } } #endregion public Ball(Game game) : base(game) { contentManager = new ContentManager(game.Services); } public void Reset() { ballSpeed.X = DEFAULT_SPEED; ballSpeed.Y = DEFAULT_SPEED; ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } public void SpeedUp() { if (ballSpeed.Y < 0) ballSpeed.Y -= (INCREASE_SPEED + speedIncrement); else ballSpeed.Y += (INCREASE_SPEED + speedIncrement); if (ballSpeed.X < 0) ballSpeed.X -= (INCREASE_SPEED + speedIncrement); else ballSpeed.X += (INCREASE_SPEED + speedIncrement); } public float[] ProjectBall(Vector2 axis) { if (axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, this.ballCenter) - this.Width/2; //center - radius max = min + this.Width; //center + radius return (new float[2] { min, max }); } public void ChangeHorzDirection() { ballSpeed.X *= -1; } public void ChangeVertDirection() { ballSpeed.Y *= -1; } public override void Initialize() { base.Initialize(); ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); ballSprite = contentManager.Load<Texture2D>(@"Content\ball"); } public override void Update(GameTime gameTime) { if (this.Y < 1 || this.Y > GraphicsDevice.Viewport.Height - this.Height - 1) this.ChangeVertDirection(); centerOfBall = new Vector2(ballPosition.X + this.Width / 2, ballPosition.Y + this.Height / 2); base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(ballSprite, ballPosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Main game class public class gameStart : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public gameStart() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.Window.Title = "Pong game"; } protected override void Initialize() { ball = new Ball(this); paddleLeft = new Paddle(this,true,false); paddleRight = new Paddle(this,false,true); Components.Add(ball); Components.Add(paddleLeft); Components.Add(paddleRight); this.Window.AllowUserResizing = false; this.IsMouseVisible = true; this.IsFixedTimeStep = false; this.isColliding = false; base.Initialize(); } #region MyPrivateStuff private Ball ball; private Paddle paddleLeft, paddleRight; private int[] bit = { -1, 1 }; private Random rnd = new Random(); private int updates = 0; enum nrPaddle { None, Left, Right }; private nrPaddle PongBar = nrPaddle.None; private ArrayList Axes = new ArrayList(); private Vector2 MTV; //minimum translation vector private bool isColliding; private float overlap; //smallest distance after projections private Vector2 overlapAxis; //axis of overlap #endregion protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleLeft.setPosition(new Vector2(0, this.GraphicsDevice.Viewport.Height / 2 - paddleLeft.Height / 2)); paddleRight.setPosition(new Vector2(this.GraphicsDevice.Viewport.Width - paddleRight.Width, this.GraphicsDevice.Viewport.Height / 2 - paddleRight.Height / 2)); paddleLeft.Scale = new Vector2(1f, 2f); //scale left paddle } private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] <= circle[0] || circle[1] <= pad[0]) { return false; } if (pad[1] - circle[0] < circle[1] - pad[0]) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax; } } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * overlap; } return true; } protected override void Update(GameTime gameTime) { updates += 1; float ftime = 5 * (float)gameTime.ElapsedGameTime.TotalSeconds; if (updates == 1) { isColliding = false; int Xrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; int Yrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; ball.SpeedX = Xrnd * ball.SpeedX; ball.SpeedY = Yrnd * ball.SpeedY; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } else { updates = 100; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } //autorun :) paddleLeft.Y = ball.Y; //collision detection PongBar = nrPaddle.None; if (ball.Boundary.Intersects(paddleLeft.Boundary)) { PongBar = nrPaddle.Left; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleLeft.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleLeft.VertexVector, ball.ballCenter)); } } else if (ball.Boundary.Intersects(paddleRight.Boundary)) { PongBar = nrPaddle.Right; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleRight.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleRight.VertexVector, ball.ballCenter)); } } if (PongBar != nrPaddle.None && !isColliding) switch (PongBar) { case nrPaddle.Left: if (ShapesIntersect(paddleLeft, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; case nrPaddle.Right: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; default: break; } if (!ShapesIntersect(paddleRight, ball) && !ShapesIntersect(paddleLeft, ball)) isColliding = false; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; //check ball movement if (ball.X > paddleRight.X + paddleRight.Width + 2) { //IncreaseScore(Left); ball.Reset(); updates = 0; return; } else if (ball.X < paddleLeft.X - 2) { //IncreaseScore(Right); ball.Reset(); updates = 0; return; } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Aquamarine); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.End(); base.Draw(gameTime); } } And one method i've used: public static Vector2 NormAxisFromCircle2ClosestVertex(Vector2[] vertices, Vector2 circle) { Vector2 temp = Vector2.Zero; if (vertices.Length > 0) { float dist = (circle.X - vertices[0].X) * (circle.X - vertices[0].X) + (circle.Y - vertices[0].Y) * (circle.Y - vertices[0].Y); for (int i = 1; i < vertices.Length;i++) { if (dist > (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y)) { temp = vertices[i]; //memorize the closest vertex dist = (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y); } } temp = circle - temp; temp.Normalize(); } return temp; } Thanks in advance for any tips on the 4 issues. EDIT1: Something isn't working properly. The collision axis doesn't come out right and the interpolation also seems to have no effect. I've changed the code a bit: private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] < circle[0] || circle[1] < pad[0]) { return false; } if (Math.Abs(pad[1] - circle[0]) < Math.Abs(circle[1] - pad[0])) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax * (-1); } //to get the proper axis } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * Math.Abs(overlap); } return true; } And part of the Update method: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) { ball.X += MTV.X; ball.Y += MTV.Y; } //test if (overlapAxis.X == 0) //collision with horizontal edge { } else if (overlapAxis.Y == 0) //collision with vertical edge { float factor = Math.Abs(ball.ballCenter.Y - paddleRight.Y) / paddleRight.Height; if (factor > 1) factor = 1f; if (overlapAxis.X < 0) //left edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(-1, -3), new Vector2(-1, 3), factor)))); else //right edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(1, -3), new Vector2(1, 3), factor)))); } else //vertex collision??? { ball.Speed = -ball.Speed; } } What seems to happen is that "overlapAxis" doesn't always return the right one. So instead of (-1,0) i get the (1,0) (this happened even before i multiplied with -1 there). Sometimes there isn't even a collision registered even though the ball passes through the paddle... The interpolation also seems to have no effect as the angles barely change (or the overlapAxis is almost never (-1,0) or (1,0) but something like (0.9783473, 0.02743843)... ). What am i missing here? :(

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  • How to implement a simple bullet trajectory

    - by AirieFenix
    I searched and searched and although it's a fair simple question, I don't find the proper answer but general ideas (which I already have). I have a top-down game and I want to implement a gun which shoots bullets that follow a simple path (no physics nor change of trajectory, just go from A to B thing). a: vector of the position of the gun/player. b: vector of the mouse position (cross-hair). w: the vector of the bullet's trajectory. So, w=b-a. And the position of the bullet = [x=x0+speed*time*normalized w.x , y=y0+speed*time * normalized w.y]. I have the constructor: public Shot(int shipX, int shipY, int mouseX, int mouseY) { //I get mouse with Gdx.input.getX()/getY() ... this.shotTime = TimeUtils.millis(); this.posX = shipX; this.posY = shipY; //I used aVector = aVector.nor() here before but for some reason didn't work float tmp = (float) (Math.pow(mouseX-shipX, 2) + Math.pow(mouseY-shipY, 2)); tmp = (float) Math.sqrt(Math.abs(tmp)); this.vecX = (mouseX-shipX)/tmp; this.vecY = (mouseY-shipY)/tmp; } And here I update the position and draw the shot: public void drawShot(SpriteBatch batch) { this.lifeTime = TimeUtils.millis() - this.shotTime; //position = positionBefore + v*t this.posX = this.posX + this.vecX*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); this.posY = this.posY + this.vecY*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); ... } Now, the behavior of the bullet seems very awkward, not going exactly where my mouse is (it's like the mouse is 30px off) and with a random speed. I know I probably need to open the old algebra book from college but I'd like somebody says if I'm in the right direction (or points me to it); if it's a calculation problem, a code problem or both. Also, is it possible that Gdx.input.getX() gives me non-precise position? Because when I draw the cross-hair it also draws off the cursor position. Sorry for the long post and sorry if it's a very basic question. Thanks!

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  • How to Make Objects Fall Faster in a Physics Simulation

    - by David Dimalanta
    I used the collision physics (i.e. Box2d, Physics Body Editor) and implemented onto the java code. I'm trying to make the fall speed higher according to the examples: It falls slower if light object (i.e. feather). It falls faster depending on the object (i.e. pebble, rock, car). I decided to double its falling speed for more excitement. I tried adding the mass but the speed of falling is constant instead of gaining more speed. check my code that something I put under input processor's touchUp() return method under same roof of the class that implements InputProcessor and Screen: @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { // TODO Touch Up Event if(is_Next_Fruit_Touched) { BodyEditorLoader Fruit_Loader = new BodyEditorLoader(Gdx.files.internal("Shape_Physics/Fruity Physics.json")); Fruit_BD.type = BodyType.DynamicBody; Fruit_BD.position.set(x, y); FixtureDef Fruit_FD = new FixtureDef(); // --> Allows you to make the object's physics. Fruit_FD.density = 1.0f; Fruit_FD.friction = 0.7f; Fruit_FD.restitution = 0.2f; MassData mass = new MassData(); mass.mass = 5f; Fruit_Body[n] = world.createBody(Fruit_BD); Fruit_Body[n].setActive(true); // --> Let your dragon fall. Fruit_Body[n].setMassData(mass); Fruit_Body[n].setGravityScale(1.0f); System.out.println("Eggs... " + n); Fruit_Loader.attachFixture(Fruit_Body[n], Body, Fruit_FD, Fruit_IMG.getWidth()); Fruit_Origin = Fruit_Loader.getOrigin(Body, Fruit_IMG.getWidth()).cpy(); is_Next_Fruit_Touched = false; up = y; Gdx.app.log("Initial Y-coordinate", "Y at " + up); //Once it's touched, the next fruit will set to drag. if(n < 50) { n++; }else{ System.exit(0); } } return true; } And take note, at show() method , the view size from the camera is at 720x1280: camera_1 = new OrthographicCamera(); camera_1.viewportHeight = 1280; camera_1.viewportWidth = 720; camera_1.position.set(camera_1.viewportWidth * 0.5f, camera_1.viewportHeight * 0.5f, 0f); camera_1.update(); I know it's a good idea to add weight to make the falling object falls faster once I released the finger from the touchUp() after I picked the object from the upper right of the screen but the speed remains either constant or slow. How can I solve this? Can you help?

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  • Need help identifing what resources (eg. In MIT OpenCourseWare) can help me prepare for a test [closed]

    - by jiewmeng
    I am entering uni soon. I can sit for a placement test to see if I elegible for exemptions. The details are http://www.comp.nus.edu.sg/undergraduates/TestScope11_12.html Or CS2100 Computer Organisation (please click title) The objective of this module is to familiarise students with the fundamentals of computing devices. Through this module students will understand the basics of data representation, and how the various parts of a computer work, separately and with each other. This allows students to understand the issues in computing devices, and how these issues affect the implementation of solutions. Topics covered include data representation systems, combinational and sequential circuit design techniques, assembly language, processor execution cycles, pipelining, memory hierarchy and input/output systems. Recommended Textbooks Digital Design: Principles and Practices [DDPP] by John F. Wakerly, Prentice-Hall. ISBN 0-13-324500-4. Computer Organizations and Design (The hardware/software interface) by David A. Patterson and John L. Hennessy. CS2105 Introduction to Computer Networks (please click title) This course aims to provide a broad introduction to computer networks and some appreciations of network application programming. It covers a range of topics including basic data communication and computer network concepts, protocols, networked computing concepts and principles, network applications development and network security. The emphasis of teaching is on the working principles and application of computer networks. As an integral part of the course, tutorials and practical assignments enforcing learning will also be given. These assignments provide an early exposure in network application programming and they should be able to complete by using personal computers and school's network facilities. Topics included: An overview of computer networks and the Internet Basic data communications Application layer Transport layer Network layer and routing Link layer and local area networks Recommended Textbook James F. Kurose & Keith W. Ross, Computer networking: A top-down approach featuring internet, Addison Wesley, 2001 I am wondering what resources eg. MIT OpenCourseWare or other universities resources are available to help he perpare for these particular modubles. I am thinking does the Networking one look like CCNA? The computer oragization. Its like electronics, assembly etc? I learnt some electronics in Poly but looking at the sample papers, uni looks very different... I have about 1 month to prepare if I want any chance of exempting from these modules :) any help?

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  • Best way to implement a simple bullet trajectory

    - by AirieFenix
    I searched and searched and although it's a fair simple question, I don't find the proper answer but general ideas (which I already have). I have a top-down game and I want to implement a gun which shoots bullets that follow a simple path (no physics nor change of trajectory, just go from A to B thing). a: vector of the position of the gun/player. b: vector of the mouse position (cross-hair). w: the vector of the bullet's trajectory. So, w=b-a. And the position of the bullet = [x=x0+speed*time*normalized w.x , y=y0+speed*time * normalized w.y]. I have the constructor: public Shot(int shipX, int shipY, int mouseX, int mouseY) { //I get mouse with Gdx.input.getX()/getY() ... this.shotTime = TimeUtils.millis(); this.posX = shipX; this.posY = shipY; //I used aVector = aVector.nor() here before but for some reason didn't work float tmp = (float) (Math.pow(mouseX-shipX, 2) + Math.pow(mouseY-shipY, 2)); tmp = (float) Math.sqrt(Math.abs(tmp)); this.vecX = (mouseX-shipX)/tmp; this.vecY = (mouseY-shipY)/tmp; } And here I update the position and draw the shot: public void drawShot(SpriteBatch batch) { this.lifeTime = TimeUtils.millis() - this.shotTime; //position = positionBefore + v*t this.posX = this.posX + this.vecX*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); this.posY = this.posY + this.vecY*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); ... } Now, the behavior of the bullet seems very awkward, not going exactly where my mouse is (it's like the mouse is 30px off) and with a random speed. I know I probably need to open the old algebra book from college but I'd like somebody says if I'm in the right direction (or points me to it); if it's a calculation problem, a code problem or both. Also, is it possible that Gdx.input.getX() gives me non-precise position? Because when I draw the cross-hair it also draws off the cursor position. Sorry for the long post and sorry if it's a very basic question. Thanks!

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  • Why does my goblin only choose a walk direction once?

    - by Eogcloud
    I'm working on a simpe 2d canvas game that has a small goblin sprite who I want to get pathing around the screen. What I originally tried was a random roll that would choose a direction, the goblin would walk that direction. It didnt work effectively, he sort of wobbled in one spot. Here's my current apporach but he only runs in a rundom direction and doesnt change. What am I doing wrong? Here's all the relevant code to the goblin object and movement. var goblin = { speed: 100, pos: [0, 0], dir: 1, changeDir: true, stepCount: 0, stepTotal: 0, sprite: new Sprite( goblinImage, [0,0], [30,45], 6, [0,1,2,3,2,1], true) }; function getNewDir(){ goblin.dir = Math.floor(Math.random()*4)+1; }; function checkGoblinMovement(){ if(goblin.changeDir){ goblin.changeDir = false; goblin.stepCount = 0; goblin.stepTotal = Math.floor(Math.random*650)+1; getNewDir(); } else { if(goblin.stepCount === goblin.stepTotal){ goblin.changeDir = true; } } }; function update(delta){ healthCheck(); if(isGameOver){ gameOver(); } if(!isGameOver){ updateCharLevel(); keyboardInput(delta); moveGoblin(delta); checkGoblinMovement(); goblin.sprite.update(delta); //update sprites if(mainChar.kills!=0 && bloodReady){ for(var i=0; i<bloodArray.length; i++){ bloodArray[i].sprite.update(delta); } } //collision detection if(collision(mainChar, goblin)) { combatOutcome(combatEvent()); combatCleanup(); } } }; function main(){ var now = Date.now(); var delta = (now - then)/1000; if(!isGameOver){ update(delta); } draw(); then = now; }; function moveGoblin(delta){ goblin.stepCount++; if(goblin.dir === 1){ goblin.pos[1] -= goblin.speed * delta* 2; if(goblin.pos[1] <= 85){ goblin.pos[1] = 86; } } if(goblin.dir === 2){ goblin.pos[1] += goblin.speed * delta; if(goblin.pos[1] > 530){ goblin.pos[1] = 531; } } if(goblin.dir === 3){ goblin.pos[0] -= goblin.speed * delta; if(goblin.pos[0] < 0){ goblin.pos[0] = 1; } } if(goblin.dir === 4){ goblin.pos[0] += goblin.speed * delta* 2; if(goblin.pos[0] > 570){ goblin.pos[0] = 571; } } };

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  • Collision detection problem in XNA

    - by Fantasy
    I'm having two problems with my collision detection in XNA. There are two boxes, the red box represents a player and the blue box represents a wall. The first problem is when the player moves to the upper side or bottom side of the wall and collides with it, and then try to go to the left or right, the player will just jump in the opposite direction as seen in the video. However if I go to the right side or the left side of the wall and try to go up or down the player will smoothly go up or down without jumping. The second problem is that when I collide with the box and my key is still pressed down the blue box goes half way through red box and and goes back out and it keeps doing that until I stop pressing the keyboard. its not very clear on the video but the keeps going in and out really fast until I stop pressing the key. Here is a video example:- http://www.youtube.com/watch?v=mKLJsrPviYo and Here is my code Vector2 Position; Rectangle PlayerRectangle, BoxRectangle; float Speed = 0.25f; enum Direction { Up, Right, Down, Left }; Direction direction; protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); KeyboardState keyboardState = Keyboard.GetState(); if (keyboardState.IsKeyDown(Keys.Up)) { Position.Y -= (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Up; } if (keyboardState.IsKeyDown(Keys.Down)) { Position.Y += (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Down; } if (keyboardState.IsKeyDown(Keys.Right)) { Position.X += (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Right; } if (keyboardState.IsKeyDown(Keys.Left)) { Position.X -= (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Left; } if (PlayerRectangle.Intersects(BoxRectangle)) { if (direction == Direction.Right) Position.X = BoxRectangle.Left - PlayerRectangle.Width; else if (direction == Direction.Left) Position.X = BoxRectangle.Right; if (direction == Direction.Down) Position.Y = BoxRectangle.Top - PlayerRectangle.Height; else if (direction == Direction.Up) Position.Y = BoxRectangle.Bottom; } PlayerRectangle = new Rectangle((int)Position.X, (int)Position.Y, (int)32, (int)32); base.Update(gameTime); }

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  • Is there a jdbc driver for SQL Server that can search for database instances on network?

    - by djangofan
    Is there a jdbc driver for SQL Server that can search for database instances on network? Just wanting to emulate "OSQL -L" from the JDBC driver. Dont want to have to call OSQL from JNI or something. I also don't want to have to write my own code for scanning a UDP port. I want my Java application to be able to search for live SQL Servers and prompt me with a list of available servers. Isn't this a reasonable expectation for a JDBC driver? OSQL.exe can do it and so why not the JDBC driver?

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  • How to send Sound Stream of a file from disk over network using FMOD?

    - by chris
    Hey everyone, i'm currently working on a project in college. my application should do some things with audio files from my computer. i'm using FMOD as sound library. the problem i have is, that i dont know how to access the data of a soundfile (wich was opened and startet using the FMOD methods) to stream it over network for playback on another pc in the net. does anyone has a similar problem?! any help is apreciated. thanks in advance. chris

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  • Enable GPS and network location programmatically on rooted phone?

    - by Steve H
    I'd like to write a simple widget that toggles GPS and network location on and off. I've read that it's not possible to do that normally, but presumably on a rooted phone it must be doable. Does anyone know what the code would be? (I only need the code to toggle the location providers, I know how to make the widget.) It doesn't matter that this isn't a 'good' solution, I don't plan to distribute the widget. If it matters, this would be on an HTC Hero, still running v1.5.

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  • How to utilize network for p2p file sharing on Android Platform?

    - by CSharperWithJava
    I'm working on some apps for the android platform and I have two problems that I'm not quite sure how to approach, and both are closely related. How can I send a relatively small data file from one android device to another (preferably over the internet or directly through wireless network)? Is it possible to create a temporary p2p live data stream from one android device to another? An example application would be to stream low-res video from phone A's camera to phone B, or audio. I would much appreciate being pointed in the right direction on either issue (File transfer or real time data transfer).

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  • Why would an ASP.NET site become veeeeeery slow after the network connection dropped?

    - by Joon
    I have an ASP.NET 3.5 site published in IIS 7.5 on Windows Server 2008 R2 64 bit. The pages are accessed over SSL One of our testers has determined that if, during a postback, he blocks network access on his PC, and then after a few seconds reconnects, our site becomes excruciatingly slow. Like 30 seconds per page load. If he hits the refresh button in his browser it stays slow. If he closes the tab, then re-opens it, it becomes fast again. This behavior happens with both IE 8 and the latest firefox. There are no event log entries on the server when this happens My question: - Has anyone seen this same behavior? - Does anyone have a theory as to what causes it?

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  • How does one capture H.323 voice traffic on a VOIP network?

    - by Chris Holmes
    What I am trying to do is capture the WAV data of a phone conversation on a VOIP network using SharpPCap/PCap.Net. We are using the H.323 recommendation and my understanding is that voice data is located in the RTP packets. However, there is no way to heuristically determine if a UDP packet is a RTP packet, so we have to do more work before we can capture the data. The H.323 recommendation apparently uses a lot of traffic on specific TCP ports to negotiate the call before the WAV data is sent via RTP. However, I am having very little luck determining what data is actually sent on those TCP ports, when it is sent, what the packets look like, how to handle it, etc. If anyone has any information on how to go about this I'd really appreciate it. My Google-Fu seems to be failing me on this one.

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  • The Best solution to sending emails to group members in a social network.

    - by praveen
    I'm developing a social network in php. There is a feature to create custom groups by members and i want to enable the owner of the group to send emails in bulk to all group members. And most importantly i want to make sure that most mails are not going to end up in users' SPAM list. I'm using PHPMailer in my website What should be the best and affordable approach? These are the solutions i came up with. Pls include your own if possible. Using my servers' (hostgator.com) given SMTP server to send emails in bulk Using google apps SMTP (i have even setup SPF for this) Using a third-party to handle my outgoing messages (i.e: mailChimp, iContact ? do they provide APIs ? this is just my idea) Thanks in advance

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  • Network Load Balancing (NLB): is it suitable for "stateful" ASP.NET applications?

    - by micha12
    Hi everybody, I have posted the following question concerning ASP.NET web farms. http://stackoverflow.com/questions/1816756/how-to-create-an-asp-net-web-farm/ Guys recommended using Network Load Balancing (NLB) as a primary way of creating a web farm. However, Wikipedia says that "NLBS is intended for ... stateless applications". Our web application, however, is absolutely "stateful": it is a closed site to which users will have access by login and password, and information for every user will be different: people will see their own trades and operations. Should we still use NLB in this scenario? Thank you.

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  • Android playing Video data from a custom network stream?

    - by Cinar
    Does Android MediaPlayer can only work with file sources? I would like play media (video) from a network stream, but the stream comes in a non-standard protocol, so I have to somehow feed Android MediaPlayer with the data only. Is there anyway to do that? I found a few web pages suggesting using a temporary file for the buffered media data etc. but I would like to minimize the I/O usage as much as I can, so I'm looking for a API only solution if there is any? how about JNI? but looks like the permissions going to be an issue with that also.

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  • How to network a Mac running System 7.6 with Mac OS X 10.6 or Windows Vista over Ethernet?

    - by Brian Teeter
    The title pretty much says it all. I have a Powerbook 540c that is connected to my network via Ethernet. It has no Internet tools on it at all, and its running System 7.6. I am trying to figure out a way to get it to mount a drive on either my Windows Vista workstation or my Snow Leopard Macbook. Once I do that I can get an old browser on there and get what I need off the Internet. Thus far I have not been able to get it connected. Microsoft dropped Appletalk support in XP and despite enabling Appletalk on my Macbook, the powerbook cannot see it in the Chooser. Any ideas?

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  • How to open connection to local network path protected by password in smart way? (Whith C#)

    - by lfx
    Hi, I developing program witch have to write some data in file whom are stored in network computer witch are protected by password. Now I'm doing this way - open connection with cmd then write data. static bool ConnectToSrv() { String myUser = "domain.local\\user"; String myPass = "pwd"; String cmdString = "net use \\\\otherPC\\folder\\ /user:" + myUser + " " + myPass; try { ManagementClass processClass = new ManagementClass("Win32_Process"); object[] methodArgs = { cmdString, null, null, 0 }; object result = processClass.InvokeMethod("Create", methodArgs); return true; } catch (System.Exception error) { return false; } } public void writeDate(string data){ } I believe there must by better way. I mean the .NET way. Does anybody know how to do it? :) Thanks

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  • Managed HttpListener vs C++ Network Lib - Requires admin rights?

    - by Max
    So, I have noticed that starting an HttpListener is considered impolite according to Win 7. I cannot do so without administrative rights without adding myself to some URL reservation list. In theory, this is alright, but I'd like to make my program as little invasive as possible. My main other alternative is something like the c++ Network Library, which utilizes boost. This is probably not as simple as a HttpListener though. Will this circumvent the admin rights requirement for listening to some HTTP url? How does windows handle http listening? Right now I'm just listening to http://+:xxxx/url, I guess it's fully possible to just create a Socket listening at port xxxx and provide my own/third party http implementation?

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  • How do I fix my VM's network connection if it seems to be running ok from the host?

    - by AndreiC
    I have a virtual machine (made with vmware) with a linux ubuntu os installed on it (i have a series of them), with NAT network connection - i am running vmware on Windows XP (my host system); the virtual machine can't connect to the internet. All the vmware services seem to be working fine from windows point of view, but inside the machine i can't connect to the internet. What is strange is that the virtual machine was able to use the internet some time ago, but all of a sudden, i just can't use my internet on the virtual machine - i have made no changes to the settings, nor in windows, nor in the virtual machine - so i don't understand.

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  • iPhone doesn't save password for Cisco IPsec VPN using racoon daemon

    - by dsx
    On my Debian server I had set up racoon daemon (1:0.8.0-14) for Cisco IPSec VPN using certificates for authentication. My racoon.conf is like following: log info; path certificate "/etc/racoon/certs"; listen { isakmp $SERVER_IP_HERE [500]; isakmp_natt $SERVER_IP_HERE [4500]; } timer { natt_keepalive 10 sec; } remote anonymous { lifetime time 24 hours; proposal_check obey; passive on; exchange_mode aggressive,main; my_identifier asn1dn; peers_identifier asn1dn; verify_identifier on; certificate_type x509 "cert_name.crt" "key_name.key"; ca_type x509 "ca.crt"; mode_cfg on; verify_cert on; ike_frag on; generate_policy on; nat_traversal on; dpd_delay 20; proposal { encryption_algorithm aes; hash_algorithm sha1; authentication_method xauth_rsa_server; dh_group modp1024; } } mode_cfg { conf_source local; auth_source system; auth_throttle 3; save_passwd on; dns4 8.8.8.8; network4 $SOME_LAN_SUBNET; netmask4 255.255.255.0; pool_size 128; } sainfo anonymous { pfs_group 2; lifetime time 24 hour; encryption_algorithm aes; authentication_algorithm hmac_sha1; compression_algorithm deflate; } I'm not using PSK authentication here. Using iPhone configuration utility I had uploaded all required certificates to iPhone and set up VPN on demand. Everything works just fine except one thing: iPhone refuses to save VPN password regardless of save_passwd on; in racoon configuration file. As opposed to iPhone behaviour, Mac OS X 10.8.2 have no problems saving password. I had examined iPhone log file and found following: racoon[151] <Notice>: >>>>> phase change status = phase 1 established configd[50] <Notice>: IPSec Network Configuration started. configd[50] <Notice>: IPSec Network Configuration: INTERNAL-IP4-ADDRESS = $SUBNET_IP_HERE. configd[50] <Notice>: IPSec Network Configuration: INTERNAL-IP4-MASK = 255.255.255.0. configd[50] <Notice>: IPSec Network Configuration: SAVE-PASSWORD = 0. configd[50] <Notice>: IPSec Network Configuration: INTERNAL-IP4-DNS = 8.8.8.8. configd[50] <Notice>: IPSec Network Configuration: BANNER = . configd[50] <Notice>: IPSec Network Configuration: DEF-DOMAIN = . configd[50] <Notice>: IPSec Network Configuration: DEFAULT-ROUTE = local-address $SUBNET_IP_HERE/32. configd[50] <Notice>: IPSec Phase2 starting. configd[50] <Notice>: IPSec Network Configuration established. configd[50] <Notice>: IPSec Phase1 established. Please note IPSec Network Configuration message containing SAVE-PASSWORD = 0.. Is it a bug in racoon daemon on server, or iPhone (iOS version is 6.0.1 (10A523)) or it is me missing something? How to make iPhone remember IPSec VPN password?

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  • Why is the server performance so poor? What can be done to improve the speed of the server?

    - by fslsyed
    Very slow processing using Windows Server2008 R2 Standard with Service Pack One. Situation: Read a text file using the text data to populate a series of MS Sql tables. The converted data is used to generate monthly PDF invoice files; the PDF files are saved directly to the hard drive. The application is multi-threading with one thread used for the text conversion and three threads for PDF invoice generation. The text conversion is occurring concurrently with the invoice generation. Application Software: C# using Microsoft Visual Studio 2010 Ultimate. Crystal Report Writer 2011 with runtime 13_0_3 64 bit version. Targeted platform is x64; also tested as x86, and Any CPU with similar results. Microsoft .NET Framework 4.0. Microsoft Sql 2008 Issue: The software is running very slowly. The conversion of the text file is approximately six hundred fifty records per second and generation of the PDF files is approximately twelve invoices per minute. The text file to be converted is six hundred Meg with seven thousand invoices to be generated. The software was installed on three different machines from the same distribution files. The same text file was converted on each machine. The user executing the application was an administrator on each machine. The only variances were the machine and operating system. The configurations are as follows: Server: Operating System: Windows Server2008 R2 Standard 64-bit (6.1, Build7601) SP1 Service Pack: System Manufacturer: IBM System Model: System x3550 M3-[7944AC1]- BIOS: Default System BIOS Processor: Intel® Xeon® CPU E5620@ 2.4GHz (16 CPUs) Memory: 16384MB Notebook: Operating System: Windows 7 Home Premium Standard 64-bit (6.1, Build7601) System Manufacturer: Hewlett-Packard System Model: HP Pavilion dv7 Notebook PC BIOS: Default System BIOS Processor: AMD Phenom II N640 Dual-Core Processor 2.9GHz (2 CPUs) Memory: 6144MB Desktop: Operating System: Windows 7 Professional 64-bit (6.1, Build7601) SP1 System Manufacturer: Dell Inc. System Model: OptiPlex 960 BIOS: Phoenix ROM BIOS PLUS Version 1.10 A11 Processor: Intel Core™2 Quad CPU Q9650 @3.00GHZ (4 CPUs) Memory: 16384MB Processing results per machine: The applications were executed seven times with the averages being displayed below. Machine Text Records Invoices Generated Converted Per Minute Per Minute Server (1) 650 12 Notebook 980 17 Desktop 2,100 45 (1) The server is dedicated to execution of this application; no additional applications are being executed. Question: Why is the server performance so poor? What can be done to improve the speed of the server?

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  • IPv6: Should I have private addresses?

    - by AlReece45
    Right now, we have a rack of servers. Every server right now has at least 2 IP addresses, one for the public interface, another for the private. The servers that have SSL websites on them have more IP addresses. We also have virtual servers, that are configured similarly. Private Network The private range is currently just used for backups and monitoring. Its a gigabit port, the interface usage does not usually get very high. There are other technologies we're considering using that would use this port: iSCSI (implementations usually recommends dedicating an interface to it, which would be yet another IP network), VPN to get access to the private range (something I'd rather avoid) dedicated database servers LDAP centralized configuration (like puppet) centralized logging We don't have any private addresses in our DNS records (only public addresses). For our servers to utilize the correct IP address for the right interface (and not hard code the IP address) probably requires setting up a private DNS server (So now we add 2 different dns entries to 2 different systems). Public Network Our public range has a variety of services include web, email, and ftp. There is a hardware firewall between our network and the "public" network. We have (relatively secure) method to instruct the firewall to open and close administrative access (web interfaces, ssh, etc) for our current IP address. With either solution discussed, the host-based firewalls will be configured as well. The public network currently runs at a dedicated 20Mbps link. There are a couple of legacy servers with fast-ethernet ports, but they are scheduled for decommissioning. All of the other production boxes have at least 2 Gigabit Ethernet ports. The more traffic-heavy servers have 4-6 available (none is using more than the 2 Gigabit ports right now). IPv6 I want to get an IPv6 prefix from our ISP. So at least every "server" has at least one IPv6 interface. We'll still need to keep the IPv4 addressees up and available for legacy clients (web servers and email at the very least). We have two IP networks right now. Adding the public IPv6 address would make it three. Just use IPv6? I'm thinking about just dumping the private IPv4 range and using the IPv6 range as the primary means of all communications. If an interface starts reaching its capacity, utilize the newly free interfaces to create a trunk. It has the advantage that if either the public or private traffic needs to exceed 1Gbps. The traffic for each interface is already analyzed on a regular basis to predict future bandwidth use. In the rare instances where bandwidth unexpected peaks: utilize QoS to ensure traffic (like our limited SSH access) is prioritized correctly so the problem can be corrected (if possible, our WAN is the bottleneck right now). It also has the advantage of not needing to make an entry for every private address. We may have private DNS (or just LDAP), but it'll be much more limited in scope with less entries to duplicate. Summary I'm trying to make this network as "simple" as possible. At the same time, I want to make sure its reliable, upgradeable, scalable, and (eventually) redundant. Having one IPv6 network, and a legacy IPv4 network seems to be the best solution to me. Regarding using assigned IPv6 addresses for both networks, sharing the available bandwidth on one (more trunked if needed): Are there any technical disadvantages (limitations, buffers, scalability)? Are there any other security considerations (asides from firewalls mentioned above) to consider? Are there regulations or other security requirements (like PCI-DSS) that this doesn't meet? Is there typical software for setting up a Linux network that doesn't have IPv6 support yet? (logging, ldap, puppet) Some other thing I didn't consider?

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