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  • Guide to Claims-based Identity and Access Control (2nd Edition)

    - by Your DisplayName here!
    This fell through the cracks over the summer holiday time: The 2nd edition of the Patterns & Practices “claims guide” has been released. This is excellent! We added a lot of content around ADFS, Access Control Service, REST and SharePoint. All source code is available as well! Grab it from: http://msdn.microsoft.com/en-us/library/ff423674.aspx Or use my vanity URL: http://tinyurl.com/claimsguide

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  • PC only boots from Linux-based media and won't boot from DOS-based media

    - by xolstice
    I have this problem where the PC only seems to boot from a floppy disk or CD if it was created as a Linux-based bootable media. If it was created as a DOS-based bootable media the system just freezes at the starting point of the boot process. I originally asked this under question 139515 for CD booting only, and based on the given answers, I was under the impression the problem was with the CD-ROM drive; however, I have since installed a newly purchased CD-ROM drive and the same freezing occurs. This then made me try the DOS bootable floppy disk approach and I was quite surprised that it exhibited the same freezing problem. I then tried try a Linux bootable floppy and everything booted from it without any issues. As I mentioned in my original question, the PC was booting just fine from the DOS-based bootable CD, and then it suddenly decides to pull this freezing stunt. I can't remember if I changed anything in the BIOS settings that may I have caused the problem, but I am wondering if that could be the case - it is currently using the Award Module BIOS v4.60PGMA. Can anyone help?

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  • PC only boots from Linux-based media and won't boot from DOS-based media

    - by Xolstice
    I have this problem where the PC only seems to boot from a floppy disk or CD if it was created as a Linux-based bootable media. If it was created as a DOS-based bootable media the system just freezes at the starting point of the boot process. I originally asked this under question 139515 for CD booting only, and based on the given answers, I was under the impression the problem was with the CD-ROM drive; however, I have since installed a newly purchased CD-ROM drive and the same freezing occurs. This then made me try the DOS bootable floppy disk approach and I was quite surprised that it exhibited the same freezing problem. I then tried try a Linux bootable floppy and everything booted from it without any issues. As I mentioned in my original question, the PC was booting just fine from the DOS-based bootable CD, and then it suddenly decides to pull this freezing stunt. I can't remember if I changed anything in the BIOS settings that may I have caused the problem, but I am wondering if that could be the case - it is currently using the Award Module BIOS v4.60PGMA. Can anyone help?

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  • How to wire finite state machine into component-based architecture?

    - by Pup
    State machines seem to cause harmful dependencies in component-based architectures. How, specifically, is communication handled between a state machine and the components that carry out state-related behavior? Where I'm at: I'm new to component-based architectures. I'm making a fighting game, although I don't think that should matter. I envision my state machine being used to toggle states like "crouching", "dashing", "blocking", etc. I've found this state-management technique to be the most natural system for a component-based architecture, but it conflicts with techniques I've read about: Dynamic Game Object Component System for Mutable Behavior Characters It suggests that all components activate/deactivate themselves by continually checking a condition for activation. I think that actions like "running" or "walking" make sense as states, which is in disagreement with the accepted response here: finite state machine used in mario like platform game I've found this useful, but ambiguous: How to implement behavior in a component-based game architecture? It suggests having a separate component that contains nothing but a state machine. But, this necessitates some kind of coupling between the state machine component and nearly all the other components. I don't understand how this coupling should be handled. These are some guesses: A. Components depend on state machine: Components receive reference to state machine component's getState(), which returns an enumeration constant. Components update themselves regularly and check this as needed. B. State machine depends on components: The state machine component receives references to all the components it's monitoring. It queries their getState() methods to see where they're at. C. Some abstraction between them Use an event hub? Command pattern? D. Separate state objects that reference components State Pattern is used. Separate state objects are created, which activate/deactivate a set of components. State machine switches between state objects. I'm looking at components as implementations of aspects. They do everything that's needed internally to make that aspect happen. It seems like components should function on their own, without relying on other components. I know some dependencies are necessary, but state machines seem to want to control all of my components.

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  • AI for a mixed Turn Based + Real Time battle system - Something "Gambit like" the right approach?

    - by Jason L.
    This is maybe a question that's been asked 100 times 1,000 different ways. I apologize for that :) I'm in the process of building the AI for a game I'm working on. The game is a turn based one, in the vein of Final Fantasy but also has a set of things that happen in real time (reactions). I've experimented with FSM, HFSMs, and Behavior Trees. None of them felt "right" to me and all felt either too limiting or too generic / big. The idea I'm toying with now is something like a "Rules engine" that could be likened to the Gambit system from Final Fantasy 12. I would have a set of predefined personalities. Each of these personalities would have a set of conditions it would check on each event (Turn start, time to react, etc). These conditions would be priority ordered, and the first one that returns true would be the action I take. These conditions can also point to a "choice" action, which is just an action that will make a choice based on some Utility function. Sort of a mix of FSM/HFSM and a Utility Function approach. So, a "gambit" with the personality of "Healer" may look something like this: (ON) Ally HP = 0% - Choose "Relife" spell (ON) Ally HP < 50% - Choose Heal spell (ON) Self HP < 65% - Choose Heal spell (ON) Ally Debuff - Choose Debuff Removal spell (ON) Ally Lost Buff - Choose Buff spell Likewise, a "gambit" with the personality of "Agressor" may look like this: (ON) Foe HP < 10% - Choose Attack skill (ON) Foe any - Choose target - Choose Attack skill (ON) Self Lost Buff - Choose Buff spell (ON) Foe HP = 0% - Taunt the player What I like about this approach is it makes sense in my head. It also would be extremely easy to build an "AI Editor" with an approach like this. What I'm worried about is.. would it be too limiting? Would it maybe get too complicated? Does anyone have any experience with AIs in Turn Based games that could maybe provide me some insight into this approach.. or suggest a different approach? Many thanks in advance!!!

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  • Role of an entity state in a component based system?

    - by Paul
    Component-based entity systems are all the rage these days; everyone seems to agree they are the way to go, but no one really has a definitive implementation of such a system. I was wondering, what role do entity states (walking-left, standing, jumping, etc) have in a CBS? Do they act like controllers (i.e. they handle events and change the entity's attributes based on those events)? What about cases where a state would, for example, require that the entity enters no-clip mode? Should, that state, when it enters, maybe set the CollisionComponent of the entity to a null pointer or something? (Then, on exit, the state should restore the entity's CollisionComponent to its previous state.) Also, I guess it's the current state's job to change the entity's state to something else, right?

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  • Asp.net web forms, Asp Identity - how to store claims from Facebook, Twitter, etc

    - by user2959352
    This request is based upon the new Visual Studio 2013 integration of Asp.net Identity stuff. I have seen some of the posts regarding this question for MVC, but for the life of me cannot get it to work for standard Web Forms. What I'm trying to do is populate the AspNetUserClaims table from the claims that I get back from Facebook (or other service). I actually can see the values coming back in the OnAuthenticated below, but cannot for the life of me figure out how to add these claims to the context of the currently logged in user? There are literally hundreds of MVC examples surrounding this, but alas no Web Forms examples. This should be completely straightforward, but for some reason I cannot match up the context of the currently logged in user to the claims and credentials coming back from Facebook. Currently after the OnAuthenticated fires, it obviously returns me to the page (RegisterExternalLogin.aspx) as the built-in example provides. However, the claims are gone, the context of the login to Facebook is gone, and I can't do anything else at this point. So the ultimate question is, HOW does one populate the claims FROM Facebook into the AspNetUserClaims table based upon the context of the currently logged in user WITHOUT using MVC? var fboptions = new FacebookAuthenticationOptions(); fboptions.AppId = "xxxxxxxxxxxxxxxxxxx"; fboptions.AppSecret = "yyyyyyyyyyyyyyyyyyyyyy"; fboptions.Scope.Add("email"); fboptions.Scope.Add("friends_about_me"); fboptions.Scope.Add("friends_photos"); fboptions.Provider = new FacebookAuthenticationProvider() { OnAuthenticated = (context) => { foreach (var v in context.User) { context.Identity.AddClaim(new System.Security.Claims.Claim(v.Key, v.Value.ToString())); } context.Identity.AddClaim(new System.Security.Claims.Claim("FacebookAccessToken", context.AccessToken)); return Task.FromResult(0); }, }; app.UseFacebookAuthentication(fboptions);

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  • Cloud based backup solutions based on open standards?

    - by Rick
    I am looking for a solution to backup and consolidate important media from a couple Windows laptops and Mac laptop. I would like a solutions that based on open standards, so my data isn't trapped by proprietary formats and proprietary protocols. I would like the ability to switch clients or change providers in the future. For example, something like Jungle Disk plus S3 sounds like a great option. However, I am having trouble confirming how or if this can be setup meeting this criteria. Are there any real or de-facto standards for treating S3 as a filesystem? If so, what Windows and Mac clients support these standards?

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  • Cloud based backup solutions based on open standards?

    - by Rick
    I am looking for a solution to backup and consolidate important media from a couple Windows laptops and Mac laptop. I would like a solutions that based on open standards, so my data isn't trapped by proprietary formats and proprietary protocols. I would like the ability to switch clients or change providers in the future. For example, something like Jungle Disk plus S3 sounds like a great option. However, I am having trouble confirming how or if this can be setup meeting this criteria. Are there any real or de-facto standards for treating S3 as a filesystem? If so, what Windows and Mac clients support these standards?

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  • Should components have sub-components in a component-based system like Artemis?

    - by Daniel Ingraham
    I am designing a game using Artemis, although this is more of philosophical question about component-based design in general. Let's say I have non-primitive data which applies to a given component (a Component "animal" may have qualities such as "teeth" or "diet"). There are three ways to approach this in data-driven design, as I see it: 1) Generate classes for these qualities using "traditional" OOP. I imagine this has negative implications for performance, as systems then must be made aware of these qualities in order to process them. It also seems counter to the overall philosophy of data-driven design. 2) Include these qualities as sub-components. This seems off, in that we are now confusing the role of components with that of entities. Moreover out of the box Artemis isn't capable of mapping these subcomponents onto their parent components. 3) Add "teeth", "diet", etc. as components to the overall entity alongside "animal". While this feels odd hierarchically, it may simply be a peculiarity of component-based systems. I suspect 3 is the correct way to think about things, but I was curious about other ideas.

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  • iphone app with role based login?

    - by chaitanya
    Can iPhone apps have role based login? In my application I have to display the content according to the role of the user (employee, visitor). Till now I havent seen any app with role based login for iphone. Can I develop role based login? is there any restriction from apple side for these kind of logins to approve the app?

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  • Should I refer to browser-based games as HTML5 games or Javascript games?

    - by Bane
    First of all, I know that there are alternatives to both HTML5 and Javascript, but I worded the question so generally ("browser-based") because if I had said "HTML5" or "Javascript" games that would already imply an answer to the question. When writing wiki posts or discussing, I usually call these games "HTML5/Javascript" games. They are written in Javascript, using the new HTML5 technology. What is the proper way to call them: HTML5 or Javascript games? I see that most people opt for HTML5, why?

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  • Register Game Object Components in Game Subsystems? (Component-based Game Object design)

    - by topright
    I'm creating a component-based game object system. Some tips: GameObject is simply a list of Components. There are GameSubsystems. For example, rendering, physics etc. Each GameSubsystem contains pointers to some of Components. GameSubsystem is a very powerful and flexible abstraction: it represents any slice (or aspect) of the game world. There is a need in a mechanism of registering Components in GameSubsystems (when GameObject is created and composed). There are 4 approaches: 1: Chain of responsibility pattern. Every Component is offered to every GameSubsystem. GameSubsystem makes a decision which Components to register (and how to organize them). For example, GameSubsystemRender can register Renderable Components. pro. Components know nothing about how they are used. Low coupling. A. We can add new GameSubsystem. For example, let's add GameSubsystemTitles that registers all ComponentTitle and guarantees that every title is unique and provides interface to quering objects by title. Of course, ComponentTitle should not be rewrited or inherited in this case. B. We can reorganize existing GameSubsystems. For example, GameSubsystemAudio, GameSubsystemRender, GameSubsystemParticleEmmiter can be merged into GameSubsystemSpatial (to place all audio, emmiter, render Components in the same hierarchy and use parent-relative transforms). con. Every-to-every check. Very innefficient. con. Subsystems know about Components. 2: Each Subsystem searches for Components of specific types. pro. Better performance than in Approach 1. con. Subsystems still know about Components. 3: Component registers itself in GameSubsystem(s). We know at compile-time that there is a GameSubsystemRenderer, so let's ComponentImageRender will call something like GameSubsystemRenderer::register(ComponentRenderBase*). pro. Performance. No unnecessary checks as in Approach 1. con. Components are badly coupled with GameSubsystems. 4: Mediator pattern. GameState (that contains GameSubsystems) can implement registerComponent(Component*). pro. Components and GameSubystems know nothing about each other. con. In C++ it would look like ugly and slow typeid-switch. Questions: Which approach is better and mostly used in component-based design? What Practice says? Any suggestions about implementation of Approach 4? Thank you.

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  • How should I structure my turn based engine to allow flexibility for players/AI and observation?

    - by Reefpirate
    I've just started making a Turn Based Strategy engine in GameMaker's GML language... And I was cruising along nicely until it came time to handle the turn cycle, and determining who is controlling what player, and also how to handle the camera and what is displayed on screen. Here's an outline of the main switch happening in my main game loop at the moment: switch (GameState) { case BEGIN_TURN: // Start of turn operations/routines break; case MID_TURN: switch (PControlledBy[Turn]) { case HUMAN: switch (MidTurnState) { case MT_SELECT: // No units selected, 'idle' UI state break; case MT_MOVE: // Unit selected and attempting to move break; case MT_ATTACK: break; } break; case COMPUTER: // AI ROUTINES GO HERE break; case OBSERVER: // OBSERVER ROUTINES GO HERE break; } break; case END_TURN: // End of turn routines/operations, and move Turn to next player break; } Now, I can see a couple of problems with this set-up already... But I don't have any idea how to go about making it 'right'. Turn is a global variable that stores which player's turn it is, and the BEGIN_TURN and END_TURN states make perfect sense to me... But the MID_TURN state is baffling me because of the things I want to happen here: If there are players controlled by humans, I want the AI to do it's thing on its turn here, but I want to be able to have the camera follow the AI as it makes moves in the human player's vision. If there are no human controlled player's, I'd like to be able to watch two or more AI's battle it out on the map with god-like 'observer' vision. So basically I'm wondering if there are any resources for how to structure a Turn Based Strategy engine? I've found lots of writing about pathfinding and AI, and those are all great... But when it comes to handling the turn structure and the game states I am having trouble finding any resources at all. How should the states be divided to allow flexibility between the players and the controllers (HUMAN, COMPUTER, OBSERVER)? Also, maybe if I'm on the right track I just need some reassurance before I lay down another few hundred lines of code...

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  • Enable Claims based Auth on a SP2010 website, after it has been provisioned

    Ad:: SharePoint 2007 Training in .NET 3.5 technologies (more information). This feed URL has been discontinued. Please update your reader's URL to : http://feeds.feedburner.com/winsmarts Read full article .... ...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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  • Improving WIF&rsquo;s Claims-based Authorization - Part 3 (Usage)

    - by Your DisplayName here!
    In the previous posts I showed off some of the additions I made to WIF’s authorization infrastructure. I now want to show some samples how I actually use these extensions. The following code snippets are from Thinktecture.IdentityServer on Codeplex. The following shows the MVC attribute on the WS-Federation controller: [ClaimsAuthorize(Constants.Actions.Issue, Constants.Resources.WSFederation)] public class WSFederationController : Controller or… [ClaimsAuthorize(Constants.Actions.Administration, Constants.Resources.RelyingParty)] public class RelyingPartiesAdminController : Controller In other places I used the imperative approach (e.g. the WRAP endpoint): if (!ClaimsAuthorize.CheckAccess(principal, Constants.Actions.Issue, Constants.Resources.WRAP)) {     Tracing.Error("User not authorized");     return new UnauthorizedResult("WRAP", true); } For the WCF WS-Trust endpoints I decided to use the per-request approach since the SOAP actions are well defined here. The corresponding authorization manager roughly looks like this: public class AuthorizationManager : ClaimsAuthorizationManager {     public override bool CheckAccess(AuthorizationContext context)     {         var action = context.Action.First();         var id = context.Principal.Identities.First();         // if application authorization request         if (action.ClaimType.Equals(ClaimsAuthorize.ActionType))         {             return AuthorizeCore(action, context.Resource, context.Principal.Identity as IClaimsIdentity);         }         // if ws-trust issue request         if (action.Value.Equals(WSTrust13Constants.Actions.Issue))         {             return AuthorizeTokenIssuance(new Collection<Claim> { new Claim(ClaimsAuthorize.ResourceType, Constants.Resources.WSTrust) }, id);         }         return base.CheckAccess(context);     } } You see that it is really easy now to distinguish between per-request and application authorization which makes the overall design much easier. HTH

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  • Improving WIF&rsquo;s Claims-based Authorization - Part 1

    - by Your DisplayName here!
    As mentioned in my last post, I made several additions to WIF’s built-in authorization infrastructure to make it more flexible and easy to use. The foundation for all this work is that you have to be able to directly call the registered ClaimsAuthorizationManager. The following snippet is the universal way to get to the WIF configuration that is currently in effect: public static ServiceConfiguration ServiceConfiguration {     get     {         if (OperationContext.Current == null)         {             // no WCF             return FederatedAuthentication.ServiceConfiguration;         }         // search message property         if (OperationContext.Current.IncomingMessageProperties. ContainsKey("ServiceConfiguration"))         {             var configuration = OperationContext.Current. IncomingMessageProperties["ServiceConfiguration"] as ServiceConfiguration;             if (configuration != null)             {                 return configuration;             }         }         // return configuration from configuration file         return new ServiceConfiguration();     } }   From here you can grab ServiceConfiguration.ClaimsAuthoriationManager which give you direct access to the CheckAccess method (and thus control over claim types and values). I then created the following wrapper methods: public static bool CheckAccess(string resource, string action) {     return CheckAccess(resource, action, Thread.CurrentPrincipal as IClaimsPrincipal); } public static bool CheckAccess(string resource, string action, IClaimsPrincipal principal) {     var context = new AuthorizationContext(principal, resource, action);     return AuthorizationManager.CheckAccess(context); } public static bool CheckAccess(Collection<Claim> actions, Collection<Claim> resources) {     return CheckAccess(new AuthorizationContext(         Thread.CurrentPrincipal.AsClaimsPrincipal(), resources, actions)); } public static bool CheckAccess(AuthorizationContext context) {     return AuthorizationManager.CheckAccess(context); } I also created the same set of methods but called DemandAccess. They internally use CheckAccess and will throw a SecurityException when false is returned. All the code is part of Thinktecture.IdentityModel on Codeplex – or via NuGet (Install-Package Thinktecture.IdentityModel).

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  • Useful Extensions for SecurityToken Handling - Convert a SecurityToken to Claims

    - by Your DisplayName here!
    That’s a very common one: public static IClaimsPrincipal ToClaimsPrincipal( this SecurityToken token, X509Certificate2 signingCertificate) {     var configuration = CreateStandardConfiguration(signingCertificate);     return token.ToClaimsPrincipal(configuration.CreateDefaultHandlerCollection()); }   public static IClaimsPrincipal ToClaimsPrincipal(this SecurityToken token, X509Certificate2 signingCertificate, string audienceUri) {     var configuration = CreateStandardConfiguration(signingCertificate);     configuration.AudienceRestriction.AudienceMode = AudienceUriMode.Always;     configuration.AudienceRestriction.AllowedAudienceUris.Add(new Uri(audienceUri));     return token.ToClaimsPrincipal(configuration.CreateDefaultHandlerCollection()); }   public static IClaimsPrincipal ToClaimsPrincipal( this SecurityToken token, SecurityTokenHandlerCollection handler) {     var ids = handler.ValidateToken(token);     return ClaimsPrincipal.CreateFromIdentities(ids); }   private static SecurityTokenHandlerConfiguration CreateStandardConfiguration( X509Certificate2 signingCertificate) {     var configuration = new SecurityTokenHandlerConfiguration();     configuration.AudienceRestriction.AudienceMode = AudienceUriMode.Never;     configuration.IssuerNameRegistry = signingCertificate.CreateIssuerNameRegistry();     configuration.IssuerTokenResolver = signingCertificate.CreateSecurityTokenResolver();     configuration.SaveBootstrapTokens = true;     return configuration; }  private static IssuerNameRegistry CreateIssuerNameRegistry(this X509Certificate2 certificate) {     var registry = new ConfigurationBasedIssuerNameRegistry();     registry.AddTrustedIssuer(certificate.Thumbprint, certificate.Subject);     return registry; }   private static SecurityTokenResolver CreateSecurityTokenResolver( this X509Certificate2 certificate) {     var tokens = new List<SecurityToken>     {         new X509SecurityToken(certificate)     };     return SecurityTokenResolver.CreateDefaultSecurityTokenResolver(tokens.AsReadOnly(), true); }   private static SecurityTokenHandlerCollection CreateDefaultHandlerCollection( this SecurityTokenHandlerConfiguration configuration) {     return  SecurityTokenHandlerCollection.CreateDefaultSecurityTokenHandlerCollection(configuration); }  

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