Search Results

Search found 12541 results on 502 pages for 'secure the world'.

Page 33/502 | < Previous Page | 29 30 31 32 33 34 35 36 37 38 39 40  | Next Page >

  • secure data transport between web server and database server

    - by atypicalgeek
    I'm planning on provisioning a web server and database server in a server farm environment. They will be in the same network but not in the same domain, both windows server 2008 and the database server is sql server 2008. My question being, what is the best way to secure data in transport between the servers? I've looked into IPSEC and SSL but not sure how to go about implementing either.

    Read the article

  • How are classes more secure than structures ?

    - by Asad Hanif
    Structure's member are public by default ans class's members are private by default. We can access private data members through a proper channel (using member function). If we have access to member functions we can read/write data in private data member, so how it is secure...we are accessing it and we are changing data too.....

    Read the article

  • Best practice for secure socket connection.

    - by LnDCobra
    What is the best practice for a secure socket connection (without SSL). I will be moving sensitive data (logins/passwords/accounts) across TCP Socket connection, and wondering if there is a good/fast way of Encrypting/Decrypting and avoiding malicious injection.

    Read the article

  • How classes are secure than structures ?

    - by Asad Hanif
    Structure's member are public by default ans class's members are private by default. We can access private data members through a proper channel (using member function). If we have access to member functions we can read/write data in private data member, so how it is secure...we are accessing it and we are changing data too.....

    Read the article

  • Particle and Physics problem.

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

    Read the article

  • WebClient security error when accessing the world of warcraft armoury

    - by user348446
    Hello World, I am trying to piece together a solution to a problem. Basically I am using Silverlight 4 with C# 4.0 to access the world of warcraft armoury. If anyone has done this - please oh please provide the working .net 4.0 code. The code I am attempting to run is (e.Error contains a securtiy error): private void button10_Click(object sender, RoutedEventArgs e) { string url = @"http://eu.wowarmory.com/guild-info.xml?r=Eonar&n=Gifted and Talented"; WebClient wc = new WebClient(); // HOW DO I ADD A USER AGENT STRING (RESPONSE MAY VARY (I.E. HTML VS XML) IF PAGE THINKS CALL IS NOT CAPABABLE OF SUPPORTING XML TRANSFORMATIONS) //wc.ResponseHeaders["User-Agent"] = "Mozilla/4.0 (compatible; MSIE 8.0; Windows NT 6.0)"; wc.DownloadStringCompleted += new DownloadStringCompletedEventHandler(wc_DownloadStringCompleted); wc.DownloadStringAsync(new Uri(url)); } void wc_DownloadStringCompleted(object sender, DownloadStringCompletedEventArgs e) { if (e.Error == null) { string result = e.Result; XDocument ArmouryXML = XDocument.Parse(result); ShowGuildies(ArmouryXML); } else { MessageBox.Show("Something is complaining about security but not sure what!"); } } Notes: C# 4.0 The armoury is an XML file - but i believe it reverts to html should the request not be from a browser that supports XML transformation. But i don't think I am getting this far. The armoury has a cross domain policy file on it - this may be the cause of the error (not sure! I have uploaded to a production server I am testing it locally using IIS website I am going insane! Websites have made the suggestion that this problem can be overcome by creating a WebProxy - but I haven't the first clue how to do this. It would be great if someone could take on this challenge and show us all that it is possible. I'd prefer a non-proxy solution first, then try a proxy. The error details: e.Error = {System.Security.SecurityException --- System.Security.SecurityException: Security error. at System.Net.Browser.BrowserHttpWebRequest.InternalEndGetResponse(IAsyncResult asyncResult) at System.Net.Browser.BrowserHttpWebRequest.<c__DisplayClass5. Any intelligent master coders out there who can solve this in their sleep? Thanks if you can! Pass this on to someone who can if you can't. If you know someone who can't, don't pass it to them, but if you know someone can't then presumedly you know how to solve it and would encourage you to give it a go! Cheers! Dan.

    Read the article

  • MSDOS "Hello World" EXE

    - by divinci
    Hi all, An open question - but I cant find anywhere to start!! I want to compile a "Hello World" MS-DOS exe. Not a program that runs in 16bit mode, or in MSDos mode on top of Windows OSs. A HELOWRLD.EXE that I can run on my MSDOS box. Thanksyou!

    Read the article

  • C# 4: Real-World Example of Dynamic Types

    - by routeNpingme
    I think I have my brain halfway wrapped around the Dynamic Types concept in C# 4, but can't for the life of me figure out a scenario where I'd actually want to use it. I'm sure there are many, but I'm just having trouble making the connection as to how I could engineer a solution that is better solved with dynamics as opposed to interfaces, dependency injection, etc. So, what's a real-world application scenario where dynamic type usage is appropriate?

    Read the article

  • Real World Experience of db4o and/or Eloquera Database

    - by user341127
    I am evaluating two object databases, db4o (http://www.db4o.com) and Eloquera Database (http://eloquera.com) for a coming project. I have to choose one. My basic requirement is scalability, multi user support and easy type evolution for RAD. Please share your real world experience. If you have both, can you compare these two? Which do you prefer?

    Read the article

  • Post "Hello World" to twitter from .NET application

    - by cf_PhillipSenn
    My client would like me to use .NET to post to Twitter, and suggests that I use C#. Q: How do I post "Hello World" to twitter using C#? This post mentions a library called twitterizer. Isn't there a native way to do it without using a 3rd party library? (Maybe not since authentication is one of the requirements).

    Read the article

  • warning: Insecure world writable dir when I run a ruby or gem command

    - by Trip
    Not sure why I'm getting this, but I just installed RVM, the new Ruby 1.9, and reinstalled a bunch of gems, and I get this /Users/johnsmith/.rvm/rubies/ruby-1.9.1-p378/bin/gem:4: warning: Insecure world writable dir /opt/local/bin in PATH, mode 040777 Everything still runs otherwise, but I was wondering if there was a way I could get rid of it.

    Read the article

  • Decentralized synchronized secure data storage

    - by Alberich
    Introduction Hi, I am going to ask a question which seems utopic for me, but I need to know if there is a way to achieve what I need. And if not, I need to know why not. The idea Suppose I have a database structure, in MySql. I want to create some solution to allow anyone (no matter who, no matter where) to have a synchronized copy (updated clone) of this database (with its content) Well, and it is not going to be just one synchronized copy, it could (and should) be a multiple replication (supposing the basic, this means, for example, ten copies all over the world) And, the most important thing: It must be secure. By secure I mean only real-accepted transactions will be synchronized with all the others (no matter how many) database copies/clones. Note: Since it would be quite difficult to make the synchronization in real-time, I will design everything to make this feature dispensable. So it is not required. My auto-suggestion This is how I am thinking to manage it: Time identifiers and Updates checking: Every action (insert, update, delete...) will be stored as the action instruction itself, associated to the time identifier. [I think better than a DATETIME field, it'll be an INT one, with the number of miliseconds passed from 1st january 2013 on, for example]. So each copy is going to ask to the "neighbour copy" for new actions done since last update, and execute them after checking they are allowed. Problem 1: the "neighbour copy" could be outdated too. Solution 1: do not ask just one neighbour, create a random list with some of the copies/clones and ask them for news (I could avoid the list and ask ALL the clones for updates, but this will be inefficient if clones number ascends too much). Problem 2: Real-time global synchronization is not active. What if... Someone at CLONE_ENTERPRISING inserts a row into TABLE. ... this row goes to every clone ... Someone at CLONE_FIXEMALL deletes this row. ... and at the same time, somewhere in an outdated clone ... Someone at CLONE_DROPOUT edits this row (now inexistent at the other clones) Solution 2: easy stuff, force a GLOBAL synchronization before doing any new "depending-on-third-data action" (edit, for example). This global synch. will be unnecessary when making an INSERT, for instance. Note: Well, someone could have some fun, and make the same insert in two clones... since they're not getting updated in real-time, this row will exist twice. But, it's the same as when we have one single database, in some needed cases we check if there is an existing same-row before doing the final action. Not a problem. Problem 3: It is possible to edit the code and do not filter actions, so someone could spread instructions to delete everything, or just make some trolling activity. This is not a problem, since good clones will always be somewhere. Those who got bad won't interest anymore. I really appreciate if you read. I know this is not the perfect solution, it has possibly hundred of holes, but it is my basic start. I will now appreciate anything you can teach me now. Thanks a lot. PS.: It could be that all this I am trying already exists and has its own name. Sorry for asking then (I'd anyway thank this name, if it exists)

    Read the article

  • MonoTouch Hello World for iPad

    - by Bryan
    I have tried following the sample Hello World for MonoTouch by creating an iPad solution. For some reason I cannot get the MainWindow to load. I followed the instructions exactly and the app just closes before even loading a view. Is there something missing? Do I need to tell the solution how to load the MainWindow.XIB or something? Please help, this seems very basic and I am about to throw MonoTouch in the garbage.

    Read the article

  • Mercator projection world map with Geoserver and Openlayers

    - by bjax-bjax
    I'm trying to render a world map shapefile on my Geoserver with a Mercator projection. I've tried declaring the SRS on Geoserver and defining EPSG projections of 3785 or 900913 in Openlayers with no success. I've also tried to reproject the shapefile using ogr2ogr but the result is slightly off. Original: Converted: Here's the command used: ogr2ogr -t_srs EPSG:3785 target.shp source.shp I'm new to this technology & mapping concepts. Any pointers would be greatly appreciated!

    Read the article

  • Real world goods in iPhone app?

    - by Moshe
    I've seen questions asked here before, but they do not address the issue. That said: "In App Purchases" specifically may not be real world goods or services, according to Apple. What services allow integration with iPhone apps so that I can use ObjectiveC to sell things in an iPhone app?

    Read the article

  • How many developers are there in the world?

    - by Nick Hodges
    What is the total number of software developers in the world? And to respond to the inevitable "How do you define a software developer?" -- I'll answer two ways: Define it as "Anyone who writes code to make a computer do something he wants done". Define it however you like and then answer the question References to studies or more authoritative sources of information would be greatly appreciated.

    Read the article

  • PHP codinh in real world

    - by user261002
    I know how to write program in PHP and implementation of MVC model. but I really want to practice coding like the coding in real world??? I was wondering is there any specific example or book which can show me the tricks or logic and the way professional programmers consider about coding???

    Read the article

  • Covariance and contravariance real world example

    - by Sir Psycho
    I'm having a little trouble understaing how I would use covariance and contravariance in the real world. So far, the only example's I've seen have been the same old array example. object[] objectArray = new string[] { "string 1", "string 2" }; It would be nice to see an example that would allow me to use it during my development if I could see it being used elsewhere. Can anyone point me to some useful resources?

    Read the article

< Previous Page | 29 30 31 32 33 34 35 36 37 38 39 40  | Next Page >