Search Results

Search found 25397 results on 1016 pages for 'network map'.

Page 36/1016 | < Previous Page | 32 33 34 35 36 37 38 39 40 41 42 43  | Next Page >

  • How to get Windows 7 to automatically connect to an ad-hoc network?

    - by George Edison
    I have two machines - one is running Ubuntu 12.04 64-bit and the other is running Windows 7 Starter Edition (32-bit). The Ubuntu machine is connected to the Internet via the eth0 interface. That machine also has a wireless network interface (wlan0) that is currently functioning as an ad-hoc network. I can connect to the ad-hoc network just fine with the Windows machine but each time I wish to do so, I must manually initiate the connection and enter the password. Is there some way to instruct Windows to automatically connect to this network (an option I have for standard wireless networks but not ad-hoc networks)?

    Read the article

  • Unable to map to web folder using WebDAV client on Windows Server 2008 R2

    - by user74989
    I have a client running Windows Server 2008 R2 on several servers. One of the servers is also running SharePoint 3.0 and my client has created a web folder to map to. I can map to the web folder from all Server 2008 R2 boxes that have the WebDAV client (part of Desktop Experience feature) installed, except for the server the folder resides on. When I attempt to map to the web folder on the server which the folder resides, I am repeatedly prompted to enter my credentials. I am using the same account that I used to map the web folder on the other servers. I have also tried mapping from the command line and receive 'Access Denied' What may be causing the problem? I would think that if I can map to the drive from one server, I should be able to map the drive from the rest as long as the WebDAV client is installed, especially on the server where the folder is located. Jesse

    Read the article

  • How can we use Microsoft Groove with peers existing in both secure and unsecured network segments?

    - by MikeHerrera
    We have been instructed to implement a Microsoft Groove workspace. This would normally not be a concern, but the workspace will be utilized by machines which exist in our internal/restricted network as well as from peers from an outside/unknown network. Does there exist a best-practice for such an implementation?... or would this potentially expose the restricted network too broadly?

    Read the article

  • how to create a 802.11n wireless network between laptops and asus n-13 wireless adapter ?

    - by xpugur
    I have a asus usb n-13 wireless adapter and 3 laptops in a home we try to create a network witn 802.11n standards but failed each time laptops have intel 5100 agn. We try to create network with wpa-2 personal encryption that also fails(couldn't connect) but with wep encryption connects but with 802.11g standard... so do you know how to create a 802.11N based network? ... thank you...

    Read the article

  • Why can't I access my own web server from my local network?

    - by frenetic
    I have a web server in my home network and I'm using ZoneEdit for dynamic DNS. It's accessible perfectly to everyone outside of my local network, but since I switched to a Gateway 2Wire DSL modem/router I'm unable to use the domain to access the server from my network. I can access it via a local IP or by putting it in my Windows hosts file but this is annoying to do on every computer and for every subdomain. Any idea how I can fix this? Thanks!

    Read the article

  • Why can't I access my own web server from my local network?

    - by frenetic
    I have a web server in my home network and I'm using ZoneEdit for dynamic DNS. It's accessible perfectly to everyone outside of my local network, but since I switched to a Gateway 2Wire DSL modem/router I'm unable to use the domain to access the server from my network. I can access it via a local IP or by putting it in my Windows hosts file but this is annoying to do on every computer and for every subdomain. Any idea how I can fix this? Thanks!

    Read the article

  • Sharing Windows Folders on a Network... other PCs see but can't access

    - by John
    I'm soooo tired of network setup issues. All I want to do is share a folder and all it's sub-folders so other PCs on my network can view and change this remote location. Why is it that setting a dir to "shared" doesn't actually make it usable in any way? The other PC can see the fodler but is unable to actually open it and look inside. It seems every time I want to do this I go through some semi-random process of right clicking the folder and enabling sharing, then looking in the folder properties to add permissions and other sharing... and then I end up with some folders working but others will randomly block permission on certain files or sub-dirs. I have 5 PCs in my local testing network and I cannot believe it should be this complicated... where is the simple "make this folder work on the network" option?! I have a mixture of XP, Vista & W7 machines, but this seems common to all of them.

    Read the article

  • Unable to map to web folder using WebDAV client on Windows Server 2008 R2

    - by user74989
    Hello, I have a client running Windows Server 2008 R2 on several servers. One of the servers is also running SharePoint 3.0 and my client has created a web folder to map to. I can map to the web folder from all Server 2008 R2 boxes that have the WebDAV client (part of Desktop Experience feature) installed, except for the server the folder resides on. When I attempt to map to the web folder on the server which the folder resides, I am repeatedly prompted to enter my credentials. I am using the same account that I used to map the web folder on the other servers. I have also tried mapping from the command line and receive 'Access Denied' What may be causing the problem? I would think that if I can map to the drive from one server, I should be able to map the drive from the rest as long as the WebDAV client is installed, especially on the server where the folder is located. Jesse

    Read the article

  • rewrite map (prg:) never finishes

    - by SooDesuNe
    using Apache and a prg type rewrite map. My map looks like: #!/usr/bin/perl $| = 1; # Turn off buffering while (<STDIN>) { print "someothersite.com"; } the rewrite rule declared in httpd.conf is: RewriteMap app_map prg:/file/path/test.pl RewriteRule (\/[\w]+)(\/[^\#\s]+)?$ http://${app_map:$1}$2 [P,L] And the log files show: init rewrite engine with requested uri /a/testlink.html applying pattern '(\/[\w]+)(\/[^\#\s]+)?$' to uri '/a/testlink.html' It appears like test.pl is never giving control back to apache, when the map is successfully found I expect to see this output in the log file: map lookup OK: map=app_map key=/a -> val=someothersite.com Why is my map not returning control back to apache?

    Read the article

  • Intel Network Connection: This device cannot start. (Code 10)

    - by harryuser
    I have a Intel® Desktop Board DP55KG (see http://www.intel.com/products/desktop/motherboards/DP55KG/DP55KG-overview.htm), which has a Intel 82578DC Gigabit Network Connection on board. Additionally, I have a Intel PRO/1000 PT Dual Port Server Adapter in a PCI express slot and I am running Windows 7 Professional 32-bit. Also I am running with Intels latest network driver, in the 82578DC questions this means 11.6.92.0 with driver date 2010.04.12. The problem I am having is that the Intel 82578DC Gigabit Network Connection will not start on boot with the following message: "This device cannot start. (Code 10)". Disabling and then enabling the device after boot makes the network connection work again without any problems, but as soon as I reboot the problem occurs again. Any suggestion how to fix this? I have seen this problem on another Intel S3420GP board as well in Windows 7 that is.

    Read the article

  • Is there a way to measure wifi traffic on a network from a client?

    - by millimoose
    Is there some way (preferrably one that comes with an existing tool) to measure the traffic going through the whole WiFi network from a computer connected to it? (That is, not from the AP or something between the modem and AP.) My situation is this: a few months back, the internet connection at my parent's place got really sluggish and laggy. (Lag spikes that cause page loads to time out etc, connections plain getting lost and dropping packets forever.) It's impossible to get mom's husband to do anything about this because he brushes this off with something like "just tell your sister to turn off torrents". Unfortunately the WiFi router's firmware doesn't do traffic logging. I'm not going to risk bricking it to put WRT on it; nor am I keen on rewiring the network to add a proxy to analyse the traffic. (I'm one of those people that make computers break just by looking at them, except machines I own.) I'd like to be able to find out roughly how much data is going over the air here while all the LAN wires are out of the router, all the computers accused of torrenting are off, etc. The idea is to either show that: Even if everything but my macbook is turned off, something is congesting the network. The husband is a systems developer and has a whole lot of mysterious hardware that's not to be touched around, one of them might be culprit. There is barely any traffic on the network, but the internet is still sluggish. Meaning this is likely a problem the ISP should solve. (Some hardware of theirs being glitchy, someone on an aggregated line hogging it constantly...) The network is encrypted, but I can temporarily set it to open for the sake of finding this out. So, in conclusion? Can this be done? Or is there some alternative way I could try to diagnose the problem?

    Read the article

  • Node.js MMO - process and/or map division

    - by Gipsy King
    I am in the phase of designing a mmo browser based game (certainly not massive, but all connected players are in the same universe), and I am struggling with finding a good solution to the problem of distributing players across processes. I'm using node.js with socket.io. I have read this helpful article, but I would like some advice since I am also concerned with different processes. Solution 1: Tie a process to a map location (like a map-cell), connect players to the process corresponding to their location. When a player performs an action, transmit it to all other players in this process. When a player moves away, he will eventually have to connect to another process (automatically). Pros: Easier to implement Cons: Must divide map into zones Player reconnection when moving into a different zone is probably annoying If one zone/process is always busy (has players in it), it doesn't really load-balance, unless I split the zone which may not be always viable There shouldn't be any visible borders Solution 1b: Same as 1, but connect processes of bordering cells, so that players on the other side of the border are visible and such. Maybe even let them interact. Solution 2: Spawn processes on demand, unrelated to a location. Have one special process to keep track of all connected player handles, their location, and the process they're connected to. Then when a player performs an action, the process finds all other nearby players (from the special player-process-location tracking node), and instructs their matching processes to relay the action. Pros: Easy load balancing: spawn more processes Avoids player reconnecting / borders between zones Cons: Harder to implement and test Additional steps of finding players, and relaying event/action to another process If the player-location-process tracking process fails, all other fail too I would like to hear if I'm missing something, or completely off track.

    Read the article

  • 2D non-tile based map editor

    - by Jonesy
    I am currently developing a relatively simple 2D, topdown oriented adventure game for the iPhone and was wondering what would be the easiest way to create the maps for my game. I figured I would need some kind of visual editor that would give me immediate feedback and would allow me to place all objects in the world exactly where I want them. I could then load the saved representation of the world I create in the editor in my game. So, I am looking for a simple map editor that allows me to do this. All the objects in my game are simply textured rectangles build up from two triangles. All I need to be able to do is position different rectangles/objects in the map, and give them a texture. I am using texture atlases, so it would be useful to be able to assign portions of textures to the objects. I then need to be able to extract all the objects from the saved representation of my maps, together with the name/identifier of the texture(atlas) they use, and the area of the texture atlas. I have looked at some tile-based map editors like Tiled and Ogmo, but they don't seem to be able to do what I want. Any suggestions? EDIT: a more concrete example: something like the GameMaker level editor, but then with added export functionality in a handy format.

    Read the article

  • 2D non-tile based map editor

    - by user5468
    I am currently developing a relatively simple 2D, topdown oriented adventure game for the iPhone and was wondering what would be the easiest way to create the maps for my game. I figured I would need some kind of visual editor that would give me immediate feedback and would allow me to place all objects in the world exactly where I want them. I could then load the saved representation of the world I create in the editor in my game. So, I am looking for a simple map editor that allows me to do this. All the objects in my game are simply textured rectangles build up from two triangles. All I need to be able to do is position different rectangles/objects in the map, and give them a texture. I am using texture atlases, so it would be useful to be able to assign portions of textures to the objects. I then need to be able to extract all the objects from the saved representation of my maps, together with the name/identifier of the texture(atlas) they use, and the area of the texture atlas. I have looked at some tile-based map editors like Tiled and Ogmo, but they don't seem to be able to do what I want. Any suggestions? EDIT: a more concrete example: something like the GameMaker level editor, but then with added export functionality in a handy format.

    Read the article

  • 2D map/plane with nodes overlayed that supports panning, scaling and clicking on nodes

    - by garlicman
    I'm trying my hand at Android development and seem to be running into an invisible ceiling in trying to get what I want accomplished. Basically I'm trying to create an app that renders a 2D surface map that I can (pinch) zoom and pan. I'll have to place nodes on the surface of the map that will scale/zoom and pan in relation to the surface. I started out with a 2D ImageView approach and got as far as pinch zoom, pan and laying nodes as relative ImageViews, but all the methods I tried to get X,Y,W,H for the 2D surface were always off for some reason. Additionally, I was never able to scale the node ImageViews correctly, and as a result never got far enough to try and work out their X,Y scaled offset. So I decided to get back to 3D rendering. Conceptually pan/zoom is camera manipulation, so I don't have to mess with how to scale the 2D map or the nodes. But I need a starting point or sample to get me going that's close to what I'm trying to achieve. A sample on a translucent spinning cube isn't helping as much as I need it to. Any tips? Links, insults and sympathy are all welcome!

    Read the article

  • Restrict Tile Map to its boundaries

    - by Farooq Arshed
    I have loaded a tmx file in cocos2dx and now I am trying to implement panning. I have successfully implemented the panning first part where the map moves. Now I want to restrict the map so it does not display the map beyond its boundary where it shows black screen. I am confused as to how to implement it. Below is my code any help would be appreciated. bool HelloWorld::init() { if ( !CCLayer::init() ) { return false; } const char* tmx= "isometric_grass_and_water.tmx"; _tileMap = new CCTMXTiledMap(); _tileMap->initWithTMXFile(tmx); this->addChild(_tileMap); this->setTouchEnabled(true); return true; } void HelloWorld::ccTouchesBegan(CCSet *touches, CCEvent *event){ CCSetIterator it; for (it=touches->begin(); it!=touches->end(); ++it){ CCTouch* touch = (CCTouch*)it.operator*(); CCLog("touches id: %d", touch->getID()); oldLoc = touch->getLocationInView(); oldLoc = CCDirector::sharedDirector()->convertToGL(oldLoc); } } void HelloWorld::ccTouchesMoved(CCSet *touches, CCEvent *event) { if (touches->count() == 1) { CCTouch* touch = (CCTouch*)( touches->anyObject() ); this->moveScreen(touch); } else if (touches->count() == 2) { this->scaleScreen(touches); } } void HelloWorld::moveScreen(CCTouch* touch) { CCPoint currentLoc = touch->getLocationInView(); currentLoc = CCDirector::sharedDirector()->convertToGL(currentLoc); CCPoint moveTo = ccpSub(oldLoc, currentLoc); moveTo = ccpMult(moveTo, -1); oldLoc = currentLoc; this->setPosition(ccpAdd(this->getPosition(), ccp(moveTo.x, moveTo.y))); }

    Read the article

  • Character movement on a 2D tile map

    - by Chris Morris
    I'm working at making a HTML5 game. Top down, closest thing I can equate it to is the gameboy zeldas, but open world and no rooms. What I have so far is a procedurally generated map in a multi dimensional array. And a starting position on the map. Along with this I have an array of movable and non movable tile ID's. I also have a class for my player and have him being rendered out in the center of the starting tile. My problem however is getting the movement sorted out for the player. I want to be able to have the character free move around the map (pixel by pixel essentially) ontop of this 2D generated world. Ideally this would allow the user to move around the walk able area of the canvas. this is simple enough for me to do, but I am having problems now moving the world. If the user is 20% from the edge of the screen i want the world to start panning in the direction the player is heading. But I'm rather lacking in ideas of how to do this. I've looked around for some tutorials, but am coming up blank on ideas of how to generate the playable area (zoomed in) and to then move this generated area under the player when they reach near the end of the screen. My current idea was to generate a certain amount of tiles full size to fill the screen and place the player i the middle. Then when the user approaches the edge of the screen start generating the tiles offset by the distance moved and the direction. I can kind of see this working but I really have no idea if this is the best or easiest to code of methods for generating the world. sorry for the lack of code but I'm still just in the theory stages of working this all out.

    Read the article

  • Collision checking problem on a Tiled map

    - by nosferat
    I'm working on a pacman styled dungeon crawler, using the free oryx sprites. I've created the map using Tiled, separating the floor, walls and treasure in three different layers. After importing the map in libGDX, it renders fine. I also added the player character, for now it just moves into one direction, the player cannot control it yet. I wanted to add collision and I was planning to do this by checking if the player's new position is on a wall tile. Therefore as you can see in the following code snippet, I get the tile type of the appropriate tile and if it is not zero (since on that layer there is nothing except the wall tile) it is a collision and the player cannot move further: final Vector2 newPos = charController.move(warrior.getX(), warrior.getY()); if(!collided(newPos)) { warrior.setPosition(newPos.x, newPos.y); warrior.flip(charController.flipX(), charController.flipY()); } [..] private boolean collided(Vector2 newPos) { int row = (int) Math.floor((newPos.x / 32)); int col = (int) Math.floor((newPos.y / 32)); int tileType = tiledMap.layers.get(1).tiles[row][col]; if (tileType == 0) { return false; } return true; } The character only moves one tile with this code: If I reduce the col value by two it two more tiles. I think the problem will be around indexing, but I'm totally confused because the zero in the coordinate system of libGDX is in the bottom left corner of the screen, and I don't know the tiles array's indexing is similair or not. The size of the map is 19x21 tiles and looks like the following (the starting position of the player is marked with blue:

    Read the article

  • LibGDX drawing map using tiles without space

    - by Enayat Muradi
    I am making a board game. To draw the map on the board I use different tiles. On some screen the map looks good but on some other screens there is a space between the tiles. How can I do so there won't be any space between the tiles? I am designing my game with the size 480x800. To fit other screens I stretch it. My tiles looks like this: I draw the map using a for loop to draw the tile in different (x,y) position on screen. Here is what I mean with space between tiles: Screen with 240x400 Screen with 360x600, here there is no spacing between tiles. I use camera and the screen to draw I don't use stage. I have also tried to use Viewport but I get the same results. cam = new OrthographicCamera();cam.setToOrtho(true, gameWidth, gameHeight); batcher = new SpriteBatch(); batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); How can I do to solve the problem?

    Read the article

  • Map Ctrl and Alt to mouse thumb buttons

    - by murphyslaw
    I'm running Ubuntu 12.04 and have a multi-button Microsoft mouse. I would like to map the CTRL and ALT modifier keys to the left and right thumb buttons of my mouse, respectively, so I can ctrl-click and alt-click without touching the keyboard. My thumb buttons are buttons 8 and 9. I tried the solution in this question: How do I configure a mouse thumb button? which explained how to map a double click to a thumb button - this worked for the double-click but I couldn't figure out how to modify the solution for CTRL and ALT I also tried this: How to map Ctrl/Shift to thumb buttons of Mouse? which used xdotools and xbindkeys. I modified the script to this: ~/.xbindkeysrc: "xdotool keydown alt" b:9 "xdotool keyup alt" release + alt + b:9 "xdotool keydown ctrl" b:8 "xdotool keyup ctrl" release + control + b:8 Which ALMOST works. It simulates a CTRL-key press when I click the left thumb button, but I can't actually hold the button and click at the same time - holding the thumb button seems to prevent it from listening to other input until it is released. Does anyone know how I can make my mouse thumb button actually work as a modifier key, so I can use thumb_button+click instead of CTRL-click?

    Read the article

  • Software architecture map to aid cross team communication?

    - by locster
    I work in a company where multiple teams each work on different parts of a software product in a vaguely agile/scrum manner. Mostly the organisation works well but there have been instances where a team may make a change without realising its impact on other teams. Where dependence is known communication has been good, and where dependence is suspected then 'broadcast' emails and informal conversations have also worked well. But there exists a sub-set of tasks that fall between the cracks. Broadcast emails are likely not the solution as they would become too numerous such that the email signal/noise ratio would fall. I'm contemplating a solution that involves a sort of map of the software, which details all of the various parts of the system and loosely tries to place interacting and dependent parts near to each other. Each developer then updates their position on the map (today I'm working on X and Y), and therefore if two or more developers happen to be co-located (or proximate) on the map then we can see this each day and this could form the trigger for further discussion on possible overlap and conflict. Is such a method out there and in use? If so what is it and does it work? Otherwise, do you think such a scheme has merit?

    Read the article

  • Provide A Scrolling "Camera" View Over A 2D Game Map

    - by BitCrash
    I'm in the process of attempting to create a 2D MMO type game with Kryonet and some basic sprites, mostly for my own learning. I have the back end set up great (By my standards) and I'm moving on to actually getting some things drawn onto the map. I cannot for the life of me figure out a solid way to have a "Camera" follow a player around a large area. The view pane for the game is 640 x 480 pixels, and each tile is 32x32 pixels (Thats 20 tiles wide and 15 high for the viewpane) I have tried a couple things to do this, but they did not seem to work out so well. I had a JScrollPane with 9 "Viewpane"-sized canvases in it, and tried to have the JScrollPane move in accordance with the player. The issue came when I reached the end of the JScrollPane. I tried to "Flip" canvases, sending the canvas currrently drawing the player to the middle of the 9 and load the corresponding maps onto the other ones. It was slow and worked poorly. I'm looking for any advice or previous experience with this; any ideas? Thank you! Edit and Clarification: I did not mean to mention Kryonet, I was merely providing peripheral information in case there was something that would help which I could not foresee. Instead of having an array of 9 canvases, why not just have one large canvas loading a large map every once in a while? I'm willing to have "load times" where as with the canvas array I would have none (in theory) to give the user a smooth experience. I could just change the size and location of the map with a modified setBounds() call on the canvas in a layered pane (layered because I have hidden swing items, like inventories and stuff) I'll try it out and post here how it goes for people asking the same question.

    Read the article

< Previous Page | 32 33 34 35 36 37 38 39 40 41 42 43  | Next Page >