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  • Google+ Platform Office Hours for May 16th, 2012: Hangouts API v1.1

    Google+ Platform Office Hours for May 16th, 2012: Hangouts API v1.1 This week we discussed the latest release of the Hangouts API, v1.1. JD Salazar and Richard Dunn from the Hangouts API engineering team joined us to help your answer questions. Discussion this session on Google+: goo.gl You can learn more about our office hours here: goo.gl 0:29 - Introductions 2:50 - Richard gives us an overview of what's new in Hangouts API v1.1 8:57 - What are the default scales for the static overlays? 9:25 - Will the static overlay scale ratio change during the hangout? 10:13 - What is the resolution of the feed? How do I ensure my overlays match the quality? 12:49 - How do I know if an image resource has failed to load? 16:33 - Can we have animated gifs as overlays? 19:44 - Loaded overlays do not clear upon deletion. How many can I load before I encounter issues? 21:48 - Are sound overlays played to all participants or only locally? What about sound cancellation? 23:27 - How do you uninstall a Hangout app? 25:41 - Can I make an app that uses drag and drop onto the film strip? 26:55 - Can we embed participant thumbnails elsewhere on the screen? 28:33 - How can I determine a consistent ordering for hangout participants? 31:35 - Can I access Picasa photos uploaded by another user within a hangout? Gerwin demonstrates his solution. 31:14 - How do I know when my hangout app has been unloaded for the purposes of doing cleanup? 39:28 - Will face tracking ever support multiple faces? 40:41 - Can I use WebGL in a hangouts app? 42:09 - I'm having issues with <b>...</b> From: GoogleDevelopers Views: 2032 18 ratings Time: 53:05 More in Science & Technology

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  • Languages with a clear distinction between subroutines that are purely functional, mutating, state-changing, etc?

    - by CPX
    Lately I've become more and more frustrated that in most modern programming languages I've worked with (C/C++, C#, F#, Ruby, Python, JS and more) there is very little, if any, language support for determining what a subroutine will actually do. Consider the following simple pseudo-code: var x = DoSomethingWith(y); How do I determine what the call to DoSomethingWith(y) will actually do? Will it mutate y, or will it return a copy of y? Does it depend on global or local state, or is it only dependent on y? Will it change the global or local state? How does closure affect the outcome of the call? In all languages I've encountered, almost none of these questions can be answered by merely looking at the signature of the subroutine, and there is almost never any compile-time or run-time support either. Usually, the only way is to put your trust in the author of the API, and hope that the documentation and/or naming conventions reveal what the subroutine will actually do. My question is this: Does there exist any languages today that make symbolic distinctions between these types of scenarios, and places compile-time constraints on what code you can actually write? (There is of course some support for this in most modern languages, such as different levels of scope and closure, the separation between static and instance code, lambda functions, et cetera. But too often these seem to come into conflict with each other. For instance, a lambda function will usually either be purely functional, and simply return a value based on input parameters, or mutate the input parameters in some way. But it is usually possible to access static variables from a lambda function, which in turn can give you access to instance variables, and then it all breaks apart.)

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  • Implementing Foreach Looping Logic in SSIS

    With SSIS, it is possible to implement looping logic into SSIS's control flow in order to define a repeating workflow in a package for each member of a collection of objects. Rob Sheldon explains how to use this valuable feature of SSIS. Get smart with SQL Backup ProGet faster, smaller backups with integrated verification.Quickly and easily DBCC CHECKDB your backups. Learn more.

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  • Why is my arrow texture being drawn in odd places?

    - by tyjkenn
    This is a script I wrote that places an arrow on the screen, pointing to an enemy off-screen, or, if the enemy is on-screen, it places an arrow hovering above the enemy. Everything seems to work, except for some odd reason, I see random arrows floating around, often skewed and resized (which I really don't understand, because I only rotate and place in this script). Even when I only have one enemy in the scene, I still see these random arrows. It should only be drawing one per enemy. Note: when all enemies are removed, no arrows appear. var arrow : Texture; var cam : Camera; var dim : int = 30; function OnGUI() { var objects = GameObject.FindGameObjectsWithTag("Enemy"); for(var ob : GameObject in objects) { var pos = cam.WorldToViewportPoint(ob.transform.position); if(gameObject.GetComponent(FollowCamera).target != null){ var tar = gameObject.GetComponent(FollowCamera).target.parent; } if(pos.z>1 && ob.transform != tar){ var xDiff = (pos.x*cam.pixelWidth)-(cam.pixelWidth/2); var yDiff = (pos.y*cam.pixelHeight)-(cam.pixelHeight/2); var angle = Mathf.Rad2Deg*Mathf.Atan(yDiff/xDiff)+180; if(xDiff>0) angle += 180; var dist = Mathf.Sqrt(xDiff*xDiff + yDiff*yDiff); var slope = yDiff/xDiff; var camSlope = cam.pixelHeight/cam.pixelWidth; var theX = -1000.0; var theY = -1000.0; var mult = 0; var temp; if(Mathf.Abs(xDiff)>(cam.pixelWidth/2)||Mathf.Abs(yDiff)>(cam.pixelHeight/2)){ //touching right if(slope<camSlope && slope>-camSlope) { if(xDiff>(cam.pixelWidth/2)) { theX = cam.pixelWidth - (dim/2); mult = -1; }else if(xDiff<-(cam.pixelWidth/2)) { theX = (dim/2); mult = 1; } temp = ((cam.pixelWidth/2)*yDiff)/xDiff; theY =(cam.pixelHeight/2)+(mult*temp); } else{ if(yDiff>(cam.pixelHeight/2)) { theY = (dim/2); mult = 1; }else if(yDiff<-(cam.pixelHeight/2)) { theY = cam.pixelHeight - (dim/2); mult = -1; } temp = ((cam.pixelHeight/2)*xDiff)/yDiff; theX =(cam.pixelWidth/2)+(mult*temp); } } else { angle = -90; theX = (cam.pixelWidth/2)+xDiff; theY = (cam.pixelHeight/2)-yDiff-dim; } GUIUtility.RotateAroundPivot(-angle, Vector2(theX, theY)); Graphics.DrawTexture(Rect(theX-(dim/2),theY-(dim/2),dim,dim),arrow,null); GUIUtility.RotateAroundPivot(angle, Vector2(theX, theY)); } } }

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  • IIS: Content-Length 0 for CSS, Javascript and Images

    - by Adrian Grigore
    After a clean re-installation of my Windows 7 system, I can't get IIS 7 to properly deliver any static content. Dynmic content (ASPX pages and content served by ASP.NET MVC controllers) works fine, but static files such as CSS, Javascript and Images give me a 200 OK status code and a Content-Length of 0. The problem occurs with all web sites on my server, even a brandnew ASP:NET MVC template project with no changes. It also occurs with both Firefox and IE 8. What could possibly be the problem? Note that I also installed the latest Windows Azure SDK, perhaps that messed up some settings. But I don't know how to proceed with for troubleshooting this.

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  • Depth buffer values reset on change shader?

    - by bobobobo
    I have 2 different shaders, and when I change the shader (glUseProgram), it seems that the depth information is lost, because everything drawn with the 2nd shader appears completely on top of anything drawn by the first shader. If I switch the order of shader use/drawing, then it's the same (the last drawn object always appears on top of the first drawn object if there is a shader change between the 2 objects, even if the last drawn object is further away)

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  • Aspect-oriented Programming and Code Contracts in ASP.NET MVC

    There are some aspects to application programming, such as logging, tracing, profiling, authentication and authorization that cut across the business objects. These are difficult to deal with in an object-oriented paradigm without resorting to code-injection, code-duplication or interdependencies. In ASP.NET MVC, you can use attributes in the form of action filters to provide a neater way of implementing these cross-curring concerns.

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  • How can I plot a radius of all reachable points with pathfinding for a Mob?

    - by PugWrath
    I am designing a tactical turn based game. The maps are 2d, but do have varying level-layers and blocking objects/terrain. I'm looking for an algorithm for pathfinding which will allow me to show an opaque shape representing all of the possible max-distance pixels that a mob can move to, knowing the mob's max pixel distance. Any thoughts on this, or do I just need to write a good pathfinding algorithm and use it to find the cutoff points for any direction in which an obstacle exists?

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  • setting up freedns with an existing domain

    - by romeovs
    I've been running a webserver off of a pc at a static IP succesfully for the past 5 months. recently however, I've moved into another appartment and my ISP only provides a dynamic IP (my IP changes from time to time). I'm not an internet genius but I was thinking to fix this by using a Dynamic DNS provider. So I got on the web and found freedns. I'm a bit confused about how to set up everything though. I've managed to succesfully install the IP updater daemon on my web server. Then, in my registrars control panel, I set the NS records to point at ns1 through ns4.afraid.org (removing the old NS records). I'm not certain what I should do with the A records though (for now they are still pointing to the old static IP address). I have A records for www, blog, irc, etc. but I cannot point them at my new IP address, because it isn't Could someone explain this in the clearest possible sense (perhaps elaborating on what happens at each step of the DNS process). I never really knew what the A records are for anyway. (note that I haven't really found any documentation at the freedns website, or on google)

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  • Animation in Silverlight

    In this chapter, you will be learning the fundamental concepts of Animations in Silverlight Application, which includes Animation Types, namespace details, classes, objects used, implementation of different types of animations with XAML and with C# code ...

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  • Animation in Silverlight

    In this chapter you will be learning the basic fundamental concepts of Animations in Silverlight Application, which includes Animation Types, namespace details, classes, objects used, implementation of different types of animations with XAML and with C# code and some more interesting samples for each animation.

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  • Can't seem to get C TCP Server-Client Communications Right

    - by Zeesponge
    Ok i need some serious help here. I have to make a TCP Server Client. When the Client connects to server using a three stage handshake. AFterwards... while the Client is running in the terminal, the user enters linux shell commands like xinput list, ls -1, ect... something that uses standard output. The server accepts the commands and uses system() (in a fork() in an infinite loop) to run the commands and the standard output is redirected to the client, where the client prints out each line. Afterward the server sends a completion signal of "\377\n". In which the client goes back to the command prompt asking for a new command and closes its connection and exit()'s when inputting "quit". I know that you have to dup2() both the STDOUT_FILENO and STDERR_FILENO to the clients file descriptor {dup2(client_FD, STDOUT_FILENO). Everything works accept when it comes for the client to retrieve system()'s stdout and printing it out... all i get is a blank line with a blinking cursor (client waiting on stdin). I tried all kinds of different routes with no avail... If anyone can help out i would greatly appreciate it TCP SERVER CODE include #include <sys/socket.h> #include <stdio.h> #include <string.h> #include <netinet/in.h> #include <signal.h> #include <unistd.h> #include <stdlib.h> #include <errno.h> //Prototype void handle_client(int connect_fd); int main() { int server_sockfd, client_sockfd; socklen_t server_len, client_len; struct sockaddr_in server_address; struct sockaddr_in client_address; server_sockfd = socket(AF_INET, SOCK_STREAM, 0); server_address.sin_family = AF_INET; server_address.sin_addr.s_addr = htonl(INADDR_ANY); server_address.sin_port = htons(9734); server_len = sizeof(server_address); bind(server_sockfd, (struct sockaddr *)&server_address, server_len); /* Create a connection queue, ignore child exit details and wait for clients. */ listen(server_sockfd, 10); signal(SIGCHLD, SIG_IGN); while(1) { printf("server waiting\n"); client_len = sizeof(client_address); client_sockfd = accept(server_sockfd, (struct sockaddr *)&client_address, &client_len); if(fork() == 0) handle_client(client_sockfd); else close(client_sockfd); } } void handle_client(int connect_fd) { const char* remsh = "<remsh>\n"; const char* ready = "<ready>\n"; const char* ok = "<ok>\n"; const char* command = "<command>\n"; const char* complete = "<\377\n"; const char* shared_secret = "<shapoopi>\n"; static char server_msg[201]; static char client_msg[201]; static char commands[201]; int sys_return; //memset client_msg, server_msg, commands memset(&client_msg, 0, sizeof(client_msg)); memset(&server_msg, 0, sizeof(client_msg)); memset(&commands, 0, sizeof(commands)); //read remsh from client read(connect_fd, &client_msg, 200); //check remsh validity from client if(strcmp(client_msg, remsh) != 0) { errno++; perror("Error Establishing Handshake"); close(connect_fd); exit(1); } //memset client_msg memset(&client_msg, 0, sizeof(client_msg)); //write remsh to client write(connect_fd, remsh, strlen(remsh)); //read shared_secret from client read(connect_fd, &client_msg, 200); //check shared_secret validity from client if(strcmp(client_msg, shared_secret) != 0) { errno++; perror("Invalid Security Passphrase"); write(connect_fd, "no", 2); close(connect_fd); exit(1); } //memset client_msg memset(&client_msg, 0, sizeof(client_msg)); //write ok to client write(connect_fd, ok, strlen(ok)); // dup2 STDOUT_FILENO <= client fd, STDERR_FILENO <= client fd dup2(connect_fd, STDOUT_FILENO); dup2(connect_fd, STDERR_FILENO); //begin while... while read (client_msg) from server and >0 while(read(connect_fd, &client_msg, 200) > 0) { //check command validity from client if(strcmp(client_msg, command) != 0) { errno++; perror("Error, unable to retrieve data"); close(connect_fd); exit(1); } //memset client_msg memset(&client_msg, 0, sizeof(client_msg)); //write ready to client write(connect_fd, ready, strlen(ready)); //read commands from client read(connect_fd, &commands, 200); //run commands using system( ) sys_return = system(commands); //check success of system( ) if(sys_return < 0) { perror("Invalid Commands"); errno++; } //memset commands memset(commands, 0, sizeof(commands)); //write complete to client write(connect_fd, complete, sizeof(complete)); } } TCP CLIENT CODE #include <sys/types.h> #include <sys/socket.h> #include <stdio.h> #include <string.h> #include <netinet/in.h> #include <arpa/inet.h> #include <unistd.h> #include <stdlib.h> #include <errno.h> #include "readline.c" int main(int argc, char *argv[]) { int sockfd; int len; struct sockaddr_in address; int result; const char* remsh = "<remsh>\n"; const char* ready = "<ready>\n"; const char* ok = "<ok>\n"; const char* command = "<command>\n"; const char* complete = "<\377\n"; const char* shared_secret = "<shapoopi>\n"; static char server_msg[201]; static char client_msg[201]; memset(&client_msg, 0, sizeof(client_msg)); memset(&server_msg, 0, sizeof(server_msg)); /* Create a socket for the client. */ sockfd = socket(AF_INET, SOCK_STREAM, 0); /* Name the socket, as agreed with the server. */ memset(&address, 0, sizeof(address)); address.sin_family = AF_INET; address.sin_addr.s_addr = inet_addr(argv[1]); address.sin_port = htons(9734); len = sizeof(address); /* Now connect our socket to the server's socket. */ result = connect(sockfd, (struct sockaddr *)&address, len); if(result == -1) { perror("ACCESS DENIED"); exit(1); } //write remsh to server write(sockfd, remsh, strlen(remsh)); //read remsh from server read(sockfd, &server_msg, 200); //check remsh validity from server if(strcmp(server_msg, remsh) != 0) { errno++; perror("Error Establishing Initial Handshake"); close(sockfd); exit(1); } //memset server_msg memset(&server_msg, 0, sizeof(server_msg)); //write shared secret text to server write(sockfd, shared_secret, strlen(shared_secret)); //read ok from server read(sockfd, &server_msg, 200); //check ok velidity from server if(strcmp(server_msg, ok) != 0 ) { errno++; perror("Incorrect security phrase"); close(sockfd); exit(1); } //? dup2 STDIN_FILENO = server socket fd? //dup2(sockfd, STDIN_FILENO); //begin while(1)/////////////////////////////////////// while(1){ //memset both msg arrays memset(&client_msg, 0, sizeof(client_msg)); memset(&server_msg, 0, sizeof(server_msg)); //print Enter Command, scan input, fflush to stdout printf("<<Enter Command>> "); scanf("%s", client_msg); fflush(stdout); //check quit input, if true close and exit successfully if(strcmp(client_msg, "quit") == 0) { printf("Exiting\n"); close(sockfd); exit(EXIT_SUCCESS); } //write command to server write(sockfd, command, strlen(command)); //read ready from server read(sockfd, &server_msg, 200); //check ready validity from server if(strcmp(server_msg, ready) != 0) { errno++; perror("Failed Server Communications"); close(sockfd); exit(1); } //memset server_msg memset(&server_msg, 0, sizeof(server_msg)); //begin looping and retrieving from stdin, //break loop at EOF or complete while((read(sockfd, server_msg, 200) != 0) && (strcmp(server_msg, complete) != 0)) { //while((fgets(server_msg, 4096, stdin) != EOF) || (strcmp(server_msg, complete) == 0)) { printf("%s", server_msg); memset(&server_msg, 0, sizeof(server_msg)); } } }

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  • Animation in Silverlight

    In this chapter you will be learning the basic fundamental concepts of Animations in Silverlight Application, which includes Animation Types, namespace details, classes, objects used, implementation of different types of animations with XAML and with C# code and some more interesting samples for each animation.

    Read the article

  • How to tell your boss that he's a bad programmer? [closed]

    - by Doe
    Possible Duplicate: How to tell your boss that his programming style is really bad? There was a question about the boss having a bad programming style (weird booleans, empty loops, etc.) Having a bad/weird style does not imply being a bad programmer, but my situation is different. My boss outputs some really nasty code for the project, on which we are working together (just two of us). Examples: functions that span over several screens (big screens - 1900 x 1200) Deeply nested Conditional and Loop statements (up to 10 levels!!) Too much static variables, singletons, and both (singleton class with all the methods and members also static) Sometimes the code committed to the version control system does not even compile! Copy-Paste code instead of separating it into an independent function. Fail all the deadlines. "This's [C#|Java|Python] it shouldn't be efficient, that's why we loop all over the haystack to find the needle." "This's C/C++, it's fast enough to loop all over the haystack to find the needle." There is much more to mention... But the worst is that I have to redo much of the stuff he does, my code, which I try to keep clean is often polluted with above-mentioned atrocities. He's reaching 30 soon, so all his skills are established, and I don't even know if it's possible to change something. I like the project, but sometimes I just want to quit...

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  • RTS Game Style Application [closed]

    - by Daniel Wynand van Wyk
    My question may seem somewhat odd, but I hope that my specifications will clarify EXACTLY what it is that I am after. I need some help choosing the right tooling for a particular endeavour. My background is in desktop application development and large back-end systems. I have worked primarily on the Microsoft stack using C# and the .Net framework. My goal is to develop a 2D, RTS style, interactive office simulation. The simulation will model various office spaces, office equipment, employees and their interactions with one another. The idea is to abstract the concept of an office completely. Under the hood the application will do many things that are nothing like a game. This includes P2P networking, VPN tunnelling, streaming video, instant messaging, document collaboration, remote screen sharing, file-sharing, virus scanning, VOIP, document scanning, faxing, emailing, distributed computing, content management and much more! A somewhat similar thing has been attempted by IBM, where they created a virtual office in second life. If their attempt was a game, the game-play would be notably horrible, to say the least! The users/players will drive and control my application through the various objects modelled in the simulation. A single application capable of performing all of these various tasks would be a nightmare to navigate for even the most expert user. Using the concept of a game, I can easily separate functionality by assigning them to objects that relate 1-1 with their real world counter-parts. This can greatly simplify computing for novice users, with many added benefits in terms of visibility, transparency of process and centralized configuration. My hope is to make complex computing tasks accessible to all kinds of users and to greatly reduce the cognitive load associated with using the many different utilities and applications inside office settings. The complexity is therefore limited to the complexity of the space in which you find yourself. I want the application to target as many platforms as possible and run on computers that have no accelerated graphics capabilities. The simulation won't contain any of the fancy eye-candy you find in modern games, to the contrary, my "game" will purposefully be clean and simple. The closest thing I could imagine would be an old game like "Theme Hospital" or the first instalment of "The Sims". All the content will be pre-created and not user-generated like Second Life. New functionality will be added via a plugin system. Given my background and nature of my "game", I would like to spend most of my time writing code that does not have to do with the simulated office, as the "game" is really just a glorified application menu. I have done much reading about existing engines, frameworks and tools. I need the help of an experienced game developer who has tried and tested various products over the years who can guide me in the right direction given my very particular needs. I would appreciate any help I can get!

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  • Stairway to SQL PowerShell Level 7: SQL Server PowerShell and the Basics of SMO

    In this level we begin our journey into the SQL Server SMO space. SMO stands for Shared Management Objects and is a library written in .NET for use with SQL Server. The SMO library is available when you install SQL Server Management Tools or you install it separately. FREE eBook – "45 Database Performance Tips for Developers"Improve your database performance with 45 tips from SQL Server MVPs and industry experts. Get the eBook here.

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  • NoSQL MongoDb overview

    In the current software industry that works around design patterns and OOPs there is a constant battle in converting the data from the database into the objects in the object graph and vice versa. MongoDb is a NoSQL database.  read moreBy prim sDid 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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  • NoSQL MongoDb Overview

    In the current software industry that works around design patterns and OOPs there is a constant battle in converting the data from the database into the objects in the object graph and vice versa. MongoDb is a NoSQL database.  read moreBy prim sDid 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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  • Is there a name for the Builder Pattern where the Builder is implemented via interfaces so certain parameters are required?

    - by Zipper
    So we implemented the builder pattern for most of our domain to help in understandability of what actually being passed to a constructor, and for the normal advantages that a builder gives. The one twist was that we exposed the builder through interfaces so we could chain required functions and unrequired functions to make sure that the correct parameters were passed. I was curious if there was an existing pattern like this. Example below: public class Foo { private int someThing; private int someThing2; private DateTime someThing3; private Foo(Builder builder) { this.someThing = builder.someThing; this.someThing2 = builder.someThing2; this.someThing3 = builder.someThing3; } public static RequiredSomething getBuilder() { return new Builder(); } public interface RequiredSomething { public RequiredDateTime withSomething (int value); } public interface RequiredDateTime { public OptionalParamters withDateTime (DateTime value); } public interface OptionalParamters { public OptionalParamters withSeomthing2 (int value); public Foo Build ();} public static class Builder implements RequiredSomething, RequiredDateTime, OptionalParamters { private int someThing; private int someThing2; private DateTime someThing3; public RequiredDateTime withSomething (int value) {someThing = value; return this;} public OptionalParamters withDateTime (int value) {someThing = value; return this;} public OptionalParamters withSeomthing2 (int value) {someThing = value; return this;} public Foo build(){return new Foo(this);} } } Example of how it's called: Foo foo = Foo.getBuilder().withSomething(1).withDateTime(DateTime.now()).build(); Foo foo2 = Foo.getBuilder().withSomething(1).withDateTime(DateTime.now()).withSomething2(3).build();

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  • How to detect collisions between sprite and a user generated shape of some sort?

    - by Huwell
    How to detect a collision between a sprite and a user generated shape of some sort. For example. There are some objects on the screen. The user takes their finger and draws an circle shape around a object (The selection rule is painting circle around the sprite, but the painting shapes may be various). I need to detect which object selected, which just like: (demo images) http://i52.tinypic.com/28h0t1g.png

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  • Configuring Oracle as a Data Source for SQL Server

    Discover what happens within SQL Server during and after configuring Oracle as a data source. Quite a few objects are created, including a system-level database, numerous jobs running under the SQL Server agent, and flat files created on the file system. Read on to learn more.

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  • Configuring Linux Network

    - by Reiler
    Hi I'm working on some software, that runs on a Centos 5.xx installation. I'ts not allowed for our customers to log in to Linux, everything is done from Windows applications, developed by us. So we have build a frontend for the user to configure network setup: Static/DHCP, ip-address, gateway, DNS, Hostname. Right now I let the user enter the information in the Windows app, and then write it on the Linux server like this: Write to /etc/resolv.conf: Nameserver Write to /etc/sysconfig/network: Gateway and Hostname Write to /etc/sysconfig/network-scripts/ifcfg-eth0: Ipaddress, Netmask, Bootproto(DHCP or Static) I also (after some time) found out that I was unable to send mail, unless I wrote in /etc/hosts: 127.0.0.1 Hostname All this seems to work, but is there a better/easier way to do this? Also, I read the network configuration nearly the same way, but if I use DHCP, I miss som information, for instance the Ip-address. I know that I can get some information from the commandline (ifconfig), but I dont get for instance Hostname, Gateway and DNS. Is there a commandline tool that will display this?

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  • How to have 2 windows machines on the same network with the same IP address

    - by Stu
    I have a custom made ADC device that is spitting out data by addressed UDP packets. I have that device plugged into a 4 port switch. I have one windows embedded standard 7 machine which is the normal recipient of that data. To be able to receive the data (Using LabVIEW) the windows network adapter IPv4 settings must have a static IP address that corresponds to the UDP packet destination. I would like to add a second windows machine (This one is just regular Win 7 Pro) to simultaneously catch the data, however with all devices connected to the switch, the Win 7 Pro machine recognizes an IP address conflict and will not take the setting for the required static IP address. (The network adaptor settings show that the correct value has been entered but ipconfig shows that it is not actually set.) Neither windows machine needs to transmit network data, they only need to be able to receive the UDP data from the ADC device. Is there any way to disable this IP address conflict detection 'feature' of windows networking?

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  • IPv6 routing to another interface

    - by Robert
    I'm trying to get an IPv6 enabled router to forward data from one interface to the other and I'm having issues. When following this example (http://www.cisco.com/en/US/tech/tk872/technologies_configuration_example09186a0080ba6106.shtml) I am able to get full connectivity between all 3 routers in my simulator. However when I try to use only 1 router; I can't get connectivity to the other interfacs on the same router. My PC is directly attached to FA 0/1 and it can ping the router's interface. However it can not ping any other interface on the router(which unless I'm missing something it should be able to do). The router on the other hand can ping everything. I thought static routes might help; but the router already has routes for everything. I'm thinking the packet should come in; router looks up the destination in it's ipv6 routing table and then realizes it's for itself, and should respond. I thought maybe it couldn't respond directly; so I tried pinging a device like 2001:0000:0000:1000::2, but i don't get a response. I'm running on IOS 12.4. I'm missing something(hopefully simple), but I just can't see what it is. With only 1 router; how do I enable my PC to talk to the other subnets? Thank you in advance, Robert Topology: R1 FA 0/0: 2001:0000:0000:0000::1/52 FA 0/1: 2001:0000:0000:1000::1/52 FA 1/0: 2001:0000:0000:2000::1/52 Loopback 0: 2001:0000:0000:3000::1/52 PC: 2001:0000:0000:2000::2/52 PC plugs directly into FA 1/0 on the router. --- Configuration --- ipv6 cef ipv6 unicast routing interface Loopback0 no ip address ipv6 address 2001:0000:0000:3000::1/52 ipv6 enable ! interface FastEthernet0/0 no ip address duplex auto speed auto ipv6 address 2001:0000:0000::1/52 ipv6 enable ! interface FastEthernet0/1 no ip address duplex auto speed auto ipv6 address 2001:0000:0000:1000::1/52 ipv6 enable ! interface FastEthernet1/0 no ip address duplex auto speed auto ipv6 address 2001:0000:0000:2000::1/52 ipv6 enable --- end of config --- --- routing table --- IPV6Lab#show ipv6 route IPv6 Routing Table - 10 entries Codes: C - Connected, L - Local, S - Static, R - RIP, B - BGP U - Per-user Static route I1 - ISIS L1, I2 - ISIS L2, IA - ISIS interarea, IS - ISIS summary O - OSPF intra, OI - OSPF inter, OE1 - OSPF ext 1, OE2 - OSPF ext 2 ON1 - OSPF NSSA ext 1, ON2 - OSPF NSSA ext 2 C 2001:0000:0000::/52 [0/0] via ::, FastEthernet0/0 L 2001:0000:0000::1/128 [0/0] via ::, FastEthernet0/0 C 2001:0000:0000:1000::/52 [0/0] via ::, FastEthernet0/1 L 2001:0000:0000:1000::1/128 [0/0] via ::, FastEthernet0/1 C 2001:0000:0000:2000::/52 [0/0] via ::, FastEthernet1/0 L 2001:0000:0000:2000::1/128 [0/0] via ::, FastEthernet1/0 C 2001:0000:0000:3000::/52 [0/0] via ::, Loopback0 L 2001:0000:0000:3000::1/128 [0/0] via ::, Loopback0 L FE80::/10 [0/0] via ::, Null0 L FF00::/8 [0/0] via ::, Null0 --- end of routing table ---

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  • Recursion in F#

    - by MarkPearl
    Things are slowly coming together – I was able to look at a bit of F# code and intuitively know what it was going to do (yay)… So today I saw a blog post by Bob Palmer on Fibonacci numbers in F# which inspired me to look at bit into recursion. First the C# example… class Program { public static void CountDown(int n) { switch (n) { case 0: Console.WriteLine("End of Count"); break; default: Console.WriteLine(n); CountDown(n-1); break; } } static void Main(string[] args) { CountDown(10); Console.ReadLine(); } }   In F#, the equivalent would look something like this… open System let rec CountDown n = match n with | 0 -> Console.WriteLine("End of Count"); | n -> Console.WriteLine(n); CountDown (n-1); CountDown 10 Console.ReadLine()   Pretty simple stuff. With F# you when making recursive calls you need to explicitly declare that the function is recursive with the “rec” keyword. Otherwise the code is pretty easy to read and self explanatory.

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