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  • determine collision angle on a rotating body

    - by jorb
    update: new diagram and updated description I have a contact listener set up to try and determine the side that a collision happened at relative to the a bodies rotation. One way to solve this is to find the value of the yellow angle between the red and blue vectors drawn above. The angle can be found by taking the arc cosine of the dot product of the two vectors (Evan pointed this out). One of my points of confusion is the difference in domain of the atan2 function html canvas coordinates and the Box2d rotation information. I know I have to account for this somehow... SS below questions: Does Box2D provide these angles more directly in the collision information? Am I even on the right track? If so, any hints? I have the following javascript so far: Ship.prototype.onCollide = function (other_ent,cx,cy) { var pos = this.body.GetPosition(); //collision position relative to body var d_cx = pos.x - cx; var d_cy = pos.y - cy; //length of initial vector var len = Math.sqrt(Math.pow(pos.x -cx,2) + Math.pow(pos.y-cy,2)); //body angle - can over rotate hence mod 2*Pi var ang = this.body.GetAngle() % (Math.PI * 2); //vector representing body's angle - same magnitude as the first var b_vx = len * Math.cos(ang); var b_vy = len * Math.sin(ang); //dot product of the two vectors var dot_prod = d_cx * b_vx + d_cy * b_vy; //new calculation of difference in angle - NOT WORKING! var d_ang = Math.acos(dot_prod); var side; if (Math.abs(d_ang) < Math.PI/2 ) side = "front"; else side = "back"; console.log("length",len); console.log("pos:",pos.x,pos.y); console.log("offs:",d_cx,d_cy); console.log("body vec",b_vx,b_vy); console.log("body angle:",ang); console.log("dot product",dot_prod); console.log("result:",d_ang); console.log("side",side); console.log("------------------------"); }

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  • 2D Collision in Canvas - Balls Overlapping When Velocity is High

    - by kushsolitary
    I am doing a simple experiment in canvas using Javascript in which some balls will be thrown on the screen with some initial velocity and then they will bounce on colliding with each other or with the walls. I managed to do the collision with walls perfectly but now the problem is with the collision with other balls. I am using the following code for it: //Check collision between two bodies function collides(b1, b2) { //Find the distance between their mid-points var dx = b1.x - b2.x, dy = b1.y - b2.y, dist = Math.round(Math.sqrt(dx*dx + dy*dy)); //Check if it is a collision if(dist <= (b1.r + b2.r)) { //Calculate the angles var angle = Math.atan2(dy, dx), sin = Math.sin(angle), cos = Math.cos(angle); //Calculate the old velocity components var v1x = b1.vx * cos, v2x = b2.vx * cos, v1y = b1.vy * sin, v2y = b2.vy * sin; //Calculate the new velocity components var vel1x = ((b1.m - b2.m) / (b1.m + b2.m)) * v1x + (2 * b2.m / (b1.m + b2.m)) * v2x, vel2x = (2 * b1.m / (b1.m + b2.m)) * v1x + ((b2.m - b1.m) / (b2.m + b1.m)) * v2x, vel1y = v1y, vel2y = v2y; //Set the new velocities b1.vx = vel1x; b2.vx = vel2x; b1.vy = vel1y; b2.vy = vel2y; } } You can see the experiment here. The problem is, some balls overlap each other and stick together while some of them rebound perfectly. I don't know what is causing this issue. Here's my balls object if that matters: function Ball() { //Random Positions this.x = 50 + Math.random() * W; this.y = 50 + Math.random() * H; //Random radii this.r = 15 + Math.random() * 30; this.m = this.r; //Random velocity components this.vx = 1 + Math.random() * 4; this.vy = 1 + Math.random() * 4; //Random shade of grey color this.c = Math.round(Math.random() * 200); this.draw = function() { ctx.beginPath(); ctx.fillStyle = "rgb(" + this.c + ", " + this.c + ", " + this.c + ")"; ctx.arc(this.x, this.y, this.r, 0, Math.PI*2, false); ctx.fill(); ctx.closePath(); } }

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  • Top down space game control problem

    - by Phil
    As the title suggests I'm developing a top down space game. I'm not looking to use newtonian physics with the player controlled ship. I'm trying to achieve a control scheme somewhat similar to that of FlatSpace 2 (awesome game). I can't figure out how to achieve this feeling with keyboard controls as opposed to mouse controls though. Any suggestions? I'm using Unity3d and C# or javaScript (unityScript or whatever is the correct term) works fine if you want to drop some code examples. Edit: Of course I should describe FlatSpace 2's control scheme, sorry. You hold the mouse button down and move the mouse in the direction you want the ship to move in. But it's not the controls I don't know how to do but rather the feeling of a mix of driving a car and flying an aircraft. It's really well made. Youtube link: FlatSpace2 on iPhone I'm not developing an iPhone game but the video shows the principle of the movement style. Edit 2 As there seems to be a slight interest, I'll post the version of the code I've used to continue. It works good enough. Sometimes good enough is sufficient! using UnityEngine; using System.Collections; public class ShipMovement : MonoBehaviour { public float directionModifier; float shipRotationAngle; public float shipRotationSpeed = 0; public double thrustModifier; public double accelerationModifier; public double shipBaseAcceleration = 0; public Vector2 directionVector; public Vector2 accelerationVector = new Vector2(0,0); public Vector2 frictionVector = new Vector2(0,0); public int shipFriction = 0; public Vector2 shipSpeedVector; public Vector2 shipPositionVector; public Vector2 speedCap = new Vector2(0,0); void Update() { directionModifier = -Input.GetAxis("Horizontal"); shipRotationAngle += ( shipRotationSpeed * directionModifier ) * Time.deltaTime; thrustModifier = Input.GetAxis("Vertical"); accelerationModifier = ( ( shipBaseAcceleration * thrustModifier ) ) * Time.deltaTime; directionVector = new Vector2( Mathf.Cos(shipRotationAngle ), Mathf.Sin(shipRotationAngle) ); //accelerationVector = Vector2(directionVector.x * System.Convert.ToDouble(accelerationModifier), directionVector.y * System.Convert.ToDouble(accelerationModifier)); accelerationVector.x = directionVector.x * (float)accelerationModifier; accelerationVector.y = directionVector.y * (float)accelerationModifier; // Set friction based on how "floaty" controls you want shipSpeedVector.x *= 0.9f; //Use a variable here shipSpeedVector.y *= 0.9f; //<-- as well shipSpeedVector += accelerationVector; shipPositionVector += shipSpeedVector; gameObject.transform.position = new Vector3(shipPositionVector.x, 0, shipPositionVector.y); } }

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  • HTML5 game programming style

    - by fnx
    I am currently trying learn javascript in form of HTML5 games. Stuff that I've done so far isn't too fancy since I'm still a beginner. My biggest concern so far has been that I don't really know what is the best way to code since I don't know the pros and cons of different methods, nor I've found any good explanations about them. So far I've been using the worst (and propably easiest) method of all (I think) since I'm just starting out, for example like this: var canvas = document.getElementById("canvas"); var ctx = canvas.getContext("2d"); var width = 640; var height = 480; var player = new Player("pic.png", 100, 100, ...); also some other global vars... function Player(imgSrc, x, y, ...) { this.sprite = new Image(); this.sprite.src = imgSrc; this.x = x; this.y = y; ... } Player.prototype.update = function() { // blah blah... } Player.prototype.draw = function() { // yada yada... } function GameLoop() { player.update(); player.draw(); setTimeout(GameLoop, 1000/60); } However, I've seen a few examples on the internet that look interesting, but I don't know how to properly code in these styles, nor do I know if there are names for them. These might not be the best examples but hopefully you'll get the point: 1: Game = { variables: { width: 640, height: 480, stuff: value }, init: function(args) { // some stuff here }, update: function(args) { // some stuff here }, draw: function(args) { // some stuff here }, }; // from http://codeincomplete.com/posts/2011/5/14/javascript_pong/ 2: function Game() { this.Initialize = function () { } this.LoadContent = function () { this.GameLoop = setInterval(this.RunGameLoop, this.DrawInterval); } this.RunGameLoop = function (game) { this.Update(); this.Draw(); } this.Update = function () { // update } this.Draw = function () { // draw game frame } } // from http://www.felinesoft.com/blog/index.php/2010/09/accelerated-game-programming-with-html5-and-canvas/ 3: var engine = {}; engine.canvas = document.getElementById('canvas'); engine.ctx = engine.canvas.getContext('2d'); engine.map = {}; engine.map.draw = function() { // draw map } engine.player = {}; engine.player.draw = function() { // draw player } // from http://that-guy.net/articles/ So I guess my questions are: Which is most CPU efficient, is there any difference between these styles at runtime? Which one allows for easy expandability? Which one is the most safe, or at least harder to hack? Are there any good websites where stuff like this is explained? or... Does it all come to just personal preferance? :)

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  • Visual studio 2010 sp1 beta javascript formating

    - by anirudha
    currently in visual studio you find that in MVC3 razor based project their is no way to format javascript. well no problem a great sollution is http://jsbeautifier.org/ it’s make javascript code pretty cool and better like Visual studio do. if you have some security issue that watch out that it’s work without posting code to server by postback or ajax request. if you feel more then get the code and use them offline

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  • javascript getMonth() gets me!

    - by Dave Noderer
    I’ve been working a lot with Microsoft CRM over the past few months and much of the screen level customization uses javascript. One thing I discovered today while breaking apart some dates was that the javascript getDate() returns the day of the month 1-31 as you would expect but the getMonth() returns 0-11… definitely not what I expected!!

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  • How to write comments to explain the "why" behind the callback function when the function and parameter names are insufficient for that?

    - by snowmantw
    How should I approach writing comments for callback functions? I want to explain the "why" behind the function when the function and parameter names are insufficient to explain what's going on. I have always wonder why comments like this can be so ordinary in documents of libraries in dynamic languages: /** * cb: callback // where's the arguments & effects? */ func foo( cb ) Maybe the common attitude is "you can look into source code on your own after all" which pushes people into leaving minimalist comments like this. But it seems like there should be a better way to comment callback functions. I've tried to comment callbacks in Haskell way: /** * cb: Int -> Char */ func foo(cb) And to be fair, it's usually neat enough. But it gets into trouble when I need to pass some complex structure. The problem being partly due to the lack of type system: /** * cb: Int -> { err: String -> (), success: () -> Char } // too long... */ func foo(cb) Or I have tried this too: /** * cb: Int -> { err: String -> (), * success: () -> Char } // better ? */ func bar(cb) The problem is that you may put the structure in somewhere else, but you must give it a name to reference it. But then when you name a structure you're about to use immediately looks so redundant: // Somewhere else... // ResultCallback: { err: String -> (), success: () -> Char } /** * cb: Int -> ResultCallback // better ?? */ func foo(cb) And it bothers me if I follow the Java-doc like commenting style since it still seems incomplete. The comments don't tell you anything that you couldn't immediately see from looking at the function. /** * @param cb {Function} yeah, it's a function, but you told me nothing about it... * @param err {Function} where should I put this callback's argument ?? * Not to mention the err's own arguments... */ func foo(cb) These examples are JavaScript like with generic functions and parameter names, but I've encountered similar problems in other dynamic languages which allow complex callbacks.

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  • JavaScript The Good Parts Book Review

    Over the past 18 months or so I have become a heavy jQuery programmer. You can say a lot about using jQuery, one thing I thought I would never say is I love working with JavaScript, er I mean ECMAScript. As you start working with jQuery and JavaScript...(read more)...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Mise à jour de la FAQ JavaScript, actualisation des 174 questions réponses

    La FAQ JavaScript vient d'être mise à jour.Diverses erreurs (typographie, orthographe, ...) ont été corrigées ainsi que certaines imprécisions ou explications jugées trop datées.De même, certaines réponses ont été revues ou actualisées pour tenir compte des évolutions du langage.Cette mise à jour ne porte pas spécialement sur le fond de beaucoup de questions / réponses qui restent en discussion sur le forum Contributions JavaScript / AJAX. Vous êtes donc tous invités à participer aux discussions...

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  • Grid Game Algorithm

    - by 7Aces
    Problem Link - http://www.iarcs.org.in/inoi/2009/zco2009/zco2009-1a.php You have to find the path with the maximum weight, from the top-left cell to the bottom-right cell. It could've been solved with a simple Dynamic Programming approach, if it were not for the special condition - you are allowed at most one move that can be either to the left or up. How do I now approach the problem with this special case? Also, I'm looking for a time-efficient approach. Thanks!

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  • 2d, Top-down map with different levels

    - by Ktash
    So, I'm creating a 2d, top down, sprite based (tiled) game, and right now I'm working on maps (well, a map editor at the moment, but it will be creating my maps, so basically the same thing). The scenario So, I'm thinking about efficiency and creating a map in pieces. In each piece, I plan on having 'layers'. Basically, I plan on rendering it down to a 'below hero' level, and an 'above hero' level, with the hero rendered in between obviously. There will likely also be a 'on level with hero' layer, but I'm not quite there yet. Not even worrying about events or interaction yet. Just looking to get a hero on the screen. Now for movement, I obviously need to know what tiles can be moved and in what direction. My plan at the moment is each tile getting 8 bits (4 'can enter in direction' bits, 4 'can leave in direction'). This will allow me to limit movement and even allow one way directional movement. The dilemma This works great for a lot of scenarios. It will allow me to store a map in essentially 3 layers, a string, and gives me flexibility going forward. However, I can't create maps that themselves have layers. A good example is a bridge where the user can go under or over the bridge without invalid moves being allowed. I can't create a platform and allow movement underneath. These are things I would like to be able to include in my game. My idea In theory, I could allow multiple hero layers and then allow multiple sets of 'below' and 'above' layers (or sandwich layers). But this complicates my system, and makes movement between maps potentially tricky (If the hero is on the third layer at the edge of a map, but that corresponds to the second layer on the other map, how can I allow or disallow movement). My question Is there a better way to manage multiple maps with multiple levels like this where a users level may be 'connected' on different levels on different maps? Or even... Am I doing this the hard way? Is there a more standard way to handle top-down 2d tiled maps that I am just not aware of? Things to note or that might be helpful This will be done in Javascript (transferred around in JSON) State will need to be transferred quickly, so a map-id and x/y/direction should be enough to get me a boolean 'can move' value Maps will not be standard sized (though they will be in a certain number of tiles) Making an editor tool so that I can have others help, so something that I can create in a tool would be helpful 'Teleportation' locations will likely need to exist to get into building maps and to and from different map sets (which will not necessarily be connected), but have not been created yet (lumping in with events at the moment).

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  • Free ebook: Programming Windows 8 Apps with HTML, CSS, and JavaScript

    - by TATWORTH
    Originally posted on: http://geekswithblogs.net/TATWORTH/archive/2013/11/03/free-ebook-programming-windows-8-apps-with-html-css-and.aspxAt http://blogs.msdn.com/b/microsoft_press/archive/2012/10/29/free-ebook-programming-windows-8-apps-with-html-css-and-javascript.aspx, there is a free E-Book: Programming Windows 8 Apps with HTML, CSS, and JavaScript. "This free E-book provides comprehensive coverage of the platform for Windows Store apps."

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  • How do I keep user input and rendering independent of the implementation environment?

    - by alex
    I'm writing a Tetris clone in JavaScript. I have a fair amount of experience in programming in general, but am rather new to game development. I want to separate the core game code from the code that would tie it to one environment, such as the browser. My quick thoughts led me to having the rendering and input functions external to my main game object. I could pass the current game state to the rendering method, which could render using canvas, elements, text, etc. I could also map input to certain game input events, such as move piece left, rotate piece clockwise, etc. I am having trouble designing how this should be implemented in my object. Should I pass references to functions that the main object will use to render and process user input? For example... var TetrisClone = function(renderer, inputUpdate) { this.renderer = renderer || function() {}; this.inputUpdate = input || function() {}; this.state = {}; }; TetrisClone.prototype = { update: function() { // Get user input via function passed to constructor. var inputEvents = this.inputUpdate(); // Update game state. // Render the current game state via function passed to constructor. this.renderer(this.state); } }; var renderer = function(state) { // Render blocks to browser page. } var inputEvents = {}; var charCodesToEvents = { 37: "move-piece-left" /* ... */ }; document.addEventListener("keypress", function(event) { inputEvents[event.which] = true; }); var inputUpdate = function() { var translatedEvents = [], event, translatedEvent; for (event in inputEvents) { if (inputEvents.hasOwnProperty(event)) { translatedEvent = charCodesToEvents[event]; translatedEvents.push(translatedEvent); } } inputEvents = {}; return translatedEvents; } var game = new TetrisClone(renderer, inputUpdate); Is this a good game design? How would you modify this to suit best practice in regard to making a game as platform/input independent as possible?

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  • Structural and Sampling (JavaScript) Profiling in Google Chrome

    Structural and Sampling (JavaScript) Profiling in Google Chrome Slow JavaScript code on your pages? Chrome provides both a sampling, and a structural profiler to help you track down, isolate, and fix the underlying problem. Tune in to learn how to use both profilers, and how to improve your own workflow to build better, faster browser applications! We'll talk about chrome://tracing, the built-in JS profiler in DevTools, and much more. From: GoogleDevelopers Views: 0 3 ratings Time: 01:00:00 More in Science & Technology

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  • qooxdoo 4.0 : le framework JavaScript adopte les Pointers Events, l'équipe unifie les périphériques

    qooxdoo 4.0 : le framework JavaScript adopte les Pointers Events L'équipe unifie les périphériques (Desktop, Mobile et Site Web)qooxdoo est un framework JavaScript basé sur le système de classes. Il est open source et permet le développement d'applications Web dites « riches » (RIA). La principale nouveauté de la version 4.0 concerne les outils GUI des trois types de plate-formes (site Web, mobile et desktop).Événements indépendants du périphérique d'entréeLes applications qooxdoo peuvent désormais...

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  • Attach my sprite with Box2d

    - by user919496
    I'm coding Javascript(HTML5) with Box2D. And I want to ask how to attach Sprite with Box2D. This is function My sprite: function My_Sprite() { this.m_Image = new Image(); this.m_Position = new Vector2D(0,0); this.m_CurFrame = 0; this.m_ColFrame = 0; this.m_Size = new Vector2D(0,0); this.m_Scale = new Vector2D(0,0); this.m_Rotation = 0; } My_Sprite.prototype.constructor = function (_Image_SRC) { this.m_Image.src = _Image_SRC; } My_Sprite.prototype.constructor = function (_Image_SRC,_Size,_Col) { this.m_Image.src = _Image_SRC; this.m_Size = _Size; this.m_ColFrame = _Col; this.m_Scale = new Vector2D(1, 1); } My_Sprite.prototype.Draw = function (context) { context.drawImage(this.m_Image, this.m_Size.X * (this.m_CurFrame % this.m_ColFrame), this.m_Size.Y * parseInt(this.m_CurFrame / this.m_ColFrame), this.m_Size.X, this.m_Size.Y, this.m_Position.X, this.m_Position.Y, this.m_Size.X * this.m_Scale.X, this.m_Size.Y * this.m_Scale.Y ); } and this is function Object : function Circle(type, angle, size) { // Circle.prototype = new My_Object(); // Circle.prototype.constructor = Circle; // Circle.prototype.parent = My_Object.prototype; this.m_den = 1.0; this.m_fri = 0.5; this.m_res = 0.2; fixDef.density = this.m_den; fixDef.friction = this.m_fri; fixDef.restitution = this.m_res; fixDef.shape = new b2PolygonShape; bodyDef.type = type; bodyDef.angle = angle; bodyDef.userData = m_spriteCircle; fixDef.shape = new b2CircleShape( Radius / SCALE //radius ); this.m_Body = world.CreateBody(bodyDef); this.m_Body.CreateFixture(fixDef); m_spriteCircle = new My_Sprite(); this.Init(); } Circle.prototype.Init = function () { m_spriteCircle.constructor("images/circle.png", new Vector2D(80, 80), 1); m_spriteCircle.m_CurFrame = 0; } Circle.prototype.Draw = function (context) { m_spriteCircle.Draw(context); } and I draw it : var m_Circle = new Circle(); m_Circle.Draw(context);

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  • IIS7 Compression CSS files only compressed when dynamic compression is enabled

    - by Paul
    If anyone can help it would be appreciated. I would like to enable compression for static files within IIS7 (for the sake of simplicity I'll just refer to static css files for the time being). The problem I'm getting is that css files are only compressed when both dynamic and static compression is enabled in IIS for the website. What I really want to achieve is css compression (static file) whilst leaving the dynamic (aspx) pages as uncompressed for the time being (to avoid unnecessary CPU load). I am puzzled as to why just leaving 'static compression' enabled causes css files to be returned uncompressed. My applicationHost.config file has not be altered and looks like this: <httpCompression directory="%SystemDrive%\inetpub\temp\IIS Temporary Compressed Files"> <scheme name="gzip" dll="%Windir%\system32\inetsrv\gzip.dll" /> <staticTypes> <add mimeType="text/*" enabled="true" /> <add mimeType="message/*" enabled="true" /> <add mimeType="application/javascript" enabled="true" /> <add mimeType="*/*" enabled="false" /> </staticTypes> <dynamicTypes> <add mimeType="text/*" enabled="true" /> <add mimeType="message/*" enabled="true" /> <add mimeType="application/x-javascript" enabled="true" /> <add mimeType="*/*" enabled="false" /> </dynamicTypes> </httpCompression> The server-wide compression setting within IIS is set to 'Dynamic Disabled' and 'Static Enabled' from the Server Features Compression page. The web-site compression setting (Server Sites MyWebsite Features Compression) is where I am enabling and disabling dynamic compression as detailed above. Any help would be really help me get unstuck on this. Thanks

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  • access an IP restricted service from a dynamic IP (Broadband modem) on a windows machine

    - by Joel Alenchery
    Hi, I dont know if this is the correct place to ask this question but here goes .. (please note that I am pretty much a newbie in terms of networking and I work primarily on the windows platform) I have been working on accessing and consuming some web services in C#/ASP.Net, these web services that I consume are IP restricted. Currently they allow access only from my work network (we have a static ip set up through which all our internet requests are routed). Every now and then we have people who go out and about and are stuck with using a usb dongle based internet connection and hence are not able to now access these web services that they are working on. What I would like to do is to provide some way for these remote workers to access the IP restricted web services using the static ip at our office. For example when the remote worker tries to access a service say http://exampleService.com .. the request gets routed to some box at our office and then out to the actual service. That way the service always sees the static ip of the office and not the dynamic ip that the remote user is actually using. I have done a fair bit of googling and its difficult to search for it as most of the results come back for dynamic DNS which is not really what I am looking for. I have also looked at a couple of posts on here namely Accessing IP restricted server from dynamic IP which does provide some insight but the fellow seems to have access to the source that does the ip restriction and is able to change the restrictions. In my case i dont have that access. another one that looked interesting was Static IP for dynamic IP the first answer seems exactly what I need but I dont know how I would go about doing the same on a windows machine. any help would be really appreciated. (am sorry about being soo noob-ish) PS: Right now everyone is using RDC/LogMeIn to access an internet connected machine in the office to manually check the webservice and getting work done. Which is a very tedious process.

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  • access an IP restricted service from a dynamic IP (Broadband modem) on a windows machine

    - by Joel Alenchery
    Hi, I dont know if this is the correct place to ask this question but here goes .. (please note that I am pretty much a newbie in terms of networking and I work primarily on the windows platform) I have been working on accessing and consuming some web services in C#/ASP.Net, these web services that I consume are IP restricted. Currently they allow access only from my work network (we have a static ip set up through which all our internet requests are routed). Every now and then we have people who go out and about and are stuck with using a usb dongle based internet connection and hence are not able to now access these web services that they are working on. What I would like to do is to provide some way for these remote workers to access the IP restricted web services using the static ip at our office. For example when the remote worker tries to access a service say http://exampleService.com .. the request gets routed to some box at our office and then out to the actual service. That way the service always sees the static ip of the office and not the dynamic ip that the remote user is actually using. I have done a fair bit of googling and its difficult to search for it as most of the results come back for dynamic DNS which is not really what I am looking for. I have also looked at a couple of posts on here namely http://serverfault.com/questions/187231/accessing-ip-restricted-server-from-dynamic-ip which does provide some insight but the fellow seems to have access to the source that does the ip restriction and is able to change the restrictions. In my case i dont have that access. another one that looked interesting was http://serverfault.com/questions/136806/static-ip-for-dynamic-ip the first answer seems exactly what I need but I dont know how I would go about on a windows machine. any help would be really appreciated. (am sorry about being soo noob-ish) PS: Right now everyone is using RDC/LogMeIn to access an internet connected machine in the office to manually check the webservice and getting work done. Which is a very tedious process.

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  • Will small random dynamic snippets break caching

    - by Saif Bechan
    I am busy writing a WordPress plugin. Now most users have cache plugins installed, they cache the pages. I know also some webservers as nginx have php caching and whatnot. There are also things like memcached. Now I have to admit I do not know exactly how they work, if anyone have some good links on how they work I would be glad. Some links where it's explained simple, not to technical. Now the question. My plugin displays different statistics on posts, they are always different, will this break the caching of the page. To take is a step further, sometimes the statistics of the post needs updating, and there is a small javascript snippet added to the page. Now will these two action result in the page not caching, or am I ok.

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  • Cisco RV042 VPN with Dynamic IPs - Remote Gateway Not Resolving

    - by Rister
    I have an existing network setup that I inherited from my predecessor. Currently there are two sites, each with a Linksys RV042 VPN router running the 1.3.12.19-tm firmware. They are currently set up with a Gateway to Gateway VPN. One site has a static IP, the other has a Dynamic IP with a hostname set up on no-ip.com. My company is looking to set up another site so I purchased another RV042 only this one was Cisco branded and it is running the latest firmware. I had assumed that I would be able to configure a vpn from our main office (the dynamic ip) to the new site with this router quite easily. However when I set up a new VPN tunnel on either device, it stays on Waiting for Connection and the Remote Gateway shows an ip address of 0.0.0.0 rather than the remote ip address. The other VPN tunnel is still working and I don't see any obvious misconfiguration on the new router. It seems that the router is not resolving the Dynamic DNS address and therefore not giving me the option to connect the VPN. Does a Gateway to Gateway VPN work with Dynamic IP addresses on each end? Are the firmware versions not compatible? Is there something I've missed?

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  • Advanced Web Browsing: hitting next with keyboard (single keystroke)

    - by Dan
    I have a website for class that is literally 1000's of pages long, with a next button at the bottom like this: Prev 1 2 3 4 Next With the following code, if that helps: <a href="javascript:gotoModuleObjective(1,1,34,17, 1, 0);">Prev</a> </td> <td align="center" width="10"> <font color="CC0000">1</font> </td> <td align="center" width="10"> <a href="javascript:gotoModuleObjective(1,24,33,2,1,0);">2</a> </td> <td align="center" width="10"> <a href="javascript:gotoModuleObjective(1,24,33,3,1,0);">3</a> </td> <td align="center" width="10"> <a href="javascript:gotoModuleObjective(1,24,33,4,1,0);">4</a> </td> <td align="right" style="white-space:nowrap;" width="30"> <a href="javascript:gotoModuleObjective(1, 24,33,2, 1, 0);">Next</a> </td> The numbers change depending on where you are. I would like to be able to, from the keyboard, hit the next button. I am using windows, but can switch to any browser, if this is only possible is a given browser. If this can be done with just one keystroke that would be wonderful. Like just hitting the forward arrow would automatically bring click the button called next and bring me to the next page. Is this possible? Thanks, Dan

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