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  • Update time descriptions every minute using jquery/javascript

    - by Amy Neville
    I have created the following code to update the text contents of all spans like this every minute. There are numerous of these spans on the page which all need to be updated every minute: <span unix="1372263005" class="time_ago">4 minutes ago</span> The code is as follows: window.setInterval(function(){ var unix = $(".time_ago").text(); var now = new Date().getTime(); var amount = 0; var difference = 0; difference = now - parseInt(unix); if (difference < 60) { $(".time_ago").text('<span unix="' + unix + '" class="time_ago">a few seconds ago</span>'); } else if (difference < 120) { $(".time_ago").text('<span unix="' + unix + '" class="time_ago">a minute ago</span>'); } else if (difference < 3600) { amount = floor(difference / 60); $(".time_ago").text('<span unix="' + unix + '" class="time_ago">' + amount + ' minutes ago</span>'); } else if (difference < 7200) { $(".time_ago").text('<span unix="' + unix + '" class="time_ago">an hour ago</span>'); } else if (difference < 86400) { amount = floor(difference / 3600); $(".time_ago").text('<span unix="' + unix + '" class="time_ago">' + amount + ' hours ago</span>'); } else if (difference < 172800) { $(".time_ago").text('<span unix="' + unix + '" class="time_ago">a day ago</span>'); } else if (difference < 2635200) { amount = floor(difference / 86400); $(".time_ago").text('<span unix="' + unix + '" class="time_ago">' + amount + ' days ago</span>'); } else if (difference < 5270400) { $(".time_ago").text('<span unix="' + unix + '" class="time_ago">a month ago</span>'); } else if (difference < 31622400) { amount = floor(difference / 2635200); $(".time_ago").text('<span unix="' + unix + '" class="time_ago">' + amount + ' months ago</span>'); } else if (difference < 63244800) { $(".time_ago").text('<span unix="' + unix + '" class="time_ago">a year ago</span>'); } else (difference >= 63244800) { amount = floor(difference / 31622400); $(".time_ago").text('<span unix="' + unix + '" class="time_ago">' + amount + ' years ago</span>'); } return false; }, 60); EDIT) Ok, now I have made some changes on your advice but it's changing the span texts to 43351 years. Any ideas why it is doing that?

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  • socket connection failed, telnet OK

    - by cf16
    my problem is that I can't connect two comps through socket (windows xp and windows7) although the server created with socket is listening and I can telnet it. It receives then information and does what should be done, but if I run the corresponding socket client I get error 10061. Moreover I am behind firewall - these two comps are running within my LAN, the windows firewalls are turned off, comp1: 192.168.1.2 port 12345 comp1: 192.168.1.6 port 12345 router: 192.168.1.1 Maybe port forwarding could help? But most important for me is to answer why Sockets fail if telnet works fine. client: int main(){ // Initialize Winsock. WSADATA wsaData; int iResult = WSAStartup(MAKEWORD(2,2), &wsaData); if (iResult != NO_ERROR) printf("Client: Error at WSAStartup().\n"); else printf("Client: WSAStartup() is OK.\n"); // Create a socket. SOCKET m_socket; m_socket = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP); if (m_socket == INVALID_SOCKET){ printf("Client: socket() - Error at socket(): %ld\n", WSAGetLastError()); WSACleanup(); return 7; }else printf("Client: socket() is OK.\n"); // Connect to a server. sockaddr_in clientService; clientService.sin_family = AF_INET; //clientService.sin_addr.s_addr = inet_addr("77.64.240.156"); clientService.sin_addr.s_addr = inet_addr("192.168.1.5"); //clientService.sin_addr.s_addr = inet_addr("87.207.222.5"); clientService.sin_port = htons(12345); if (connect(m_socket, (SOCKADDR*)&clientService, sizeof(clientService)) == SOCKET_ERROR){ printf("Client: connect() - Failed to connect.\n"); wprintf(L"connect function failed with error: %ld\n", WSAGetLastError()); iResult = closesocket(m_socket); if (iResult == SOCKET_ERROR) wprintf(L"closesocket function failed with error: %ld\n", WSAGetLastError()); WSACleanup(); return 6; } // Send and receive data int bytesSent; int bytesRecv = SOCKET_ERROR; // Be careful with the array bound, provide some checking mechanism char sendbuf[200] = "Client: Sending some test string to server..."; char recvbuf[200] = ""; bytesSent = send(m_socket, sendbuf, strlen(sendbuf), 0); printf("Client: send() - Bytes Sent: %ld\n", bytesSent); while(bytesRecv == SOCKET_ERROR){ bytesRecv = recv(m_socket, recvbuf, 32, 0); if (bytesRecv == 0 || bytesRecv == WSAECONNRESET){ printf("Client: Connection Closed.\n"); break; }else printf("Client: recv() is OK.\n"); if (bytesRecv < 0) return 0; else printf("Client: Bytes received - %ld.\n", bytesRecv); } system("pause"); return 0; } server: int main(){ WORD wVersionRequested; WSADATA wsaData={0}; int wsaerr; // Using MAKEWORD macro, Winsock version request 2.2 wVersionRequested = MAKEWORD(2, 2); wsaerr = WSAStartup(wVersionRequested, &wsaData); if (wsaerr != 0){ /* Tell the user that we could not find a usable WinSock DLL.*/ printf("Server: The Winsock dll not found!\n"); return 0; }else{ printf("Server: The Winsock dll found!\n"); printf("Server: The status: %s.\n", wsaData.szSystemStatus); } /* Confirm that the WinSock DLL supports 2.2.*/ /* Note that if the DLL supports versions greater */ /* than 2.2 in addition to 2.2, it will still return */ /* 2.2 in wVersion since that is the version we */ /* requested. */ if (LOBYTE(wsaData.wVersion) != 2 || HIBYTE(wsaData.wVersion) != 2 ){ /* Tell the user that we could not find a usable WinSock DLL.*/ printf("Server: The dll do not support the Winsock version %u.%u!\n", LOBYTE(wsaData.wVersion), HIBYTE(wsaData.wVersion)); WSACleanup(); return 0; }else{ printf("Server: The dll supports the Winsock version %u.%u!\n", LOBYTE(wsaData.wVersion), HIBYTE(wsaData.wVersion)); printf("Server: The highest version this dll can support: %u.%u\n", LOBYTE(wsaData.wHighVersion), HIBYTE(wsaData.wHighVersion)); } //////////Create a socket//////////////////////// //Create a SOCKET object called m_socket. SOCKET m_socket; // Call the socket function and return its value to the m_socket variable. // For this application, use the Internet address family, streaming sockets, and the TCP/IP protocol. // using AF_INET family, TCP socket type and protocol of the AF_INET - IPv4 m_socket = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP); // Check for errors to ensure that the socket is a valid socket. if (m_socket == INVALID_SOCKET){ printf("Server: Error at socket(): %ld\n", WSAGetLastError()); WSACleanup(); //return 0; }else{ printf("Server: socket() is OK!\n"); } ////////////////bind////////////////////////////// // Create a sockaddr_in object and set its values. sockaddr_in service; // AF_INET is the Internet address family. service.sin_family = AF_INET; // "127.0.0.1" is the local IP address to which the socket will be bound. service.sin_addr.s_addr = htons(INADDR_ANY);//inet_addr("127.0.0.1");//htons(INADDR_ANY); //inet_addr("192.168.1.2"); // 55555 is the port number to which the socket will be bound. // using the htons for big-endian service.sin_port = htons(12345); // Call the bind function, passing the created socket and the sockaddr_in structure as parameters. // Check for general errors. if (bind(m_socket, (SOCKADDR*)&service, sizeof(service)) == SOCKET_ERROR){ printf("Server: bind() failed: %ld.\n", WSAGetLastError()); closesocket(m_socket); //return 0; }else{ printf("Server: bind() is OK!\n"); } // Call the listen function, passing the created socket and the maximum number of allowed // connections to accept as parameters. Check for general errors. if (listen(m_socket, 1) == SOCKET_ERROR) printf("Server: listen(): Error listening on socket %ld.\n", WSAGetLastError()); else{ printf("Server: listen() is OK, I'm waiting for connections...\n"); } // Create a temporary SOCKET object called AcceptSocket for accepting connections. SOCKET AcceptSocket; // Create a continuous loop that checks for connections requests. If a connection // request occurs, call the accept function to handle the request. printf("Server: Waiting for a client to connect...\n"); printf("***Hint: Server is ready...run your client program...***\n"); // Do some verification... while (1){ AcceptSocket = SOCKET_ERROR; while (AcceptSocket == SOCKET_ERROR){ AcceptSocket = accept(m_socket, NULL, NULL); } // else, accept the connection... note: now it is wrong implementation !!!!!!!! !! !! (only 1 char) // When the client connection has been accepted, transfer control from the // temporary socket to the original socket and stop checking for new connections. printf("Server: Client Connected! Mammamija. \n"); m_socket = AcceptSocket; char recvBuf[200]=""; char * rc=recvBuf; int bytesRecv=recv(m_socket,recvBuf,64,0); if(bytesRecv==0 || bytesRecv==WSAECONNRESET){ cout<<"server: connection closed.\n"; }else{ cout<<"server: recv() is OK.\n"; if(bytesRecv<0){ return 0; }else{ printf("server: bytes received: %ld.\n",recvBuf); } }

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  • Howto enable SMPTS (465) postfix CentOS

    - by user197284
    I need help is enabling SMTPS. I use postfix , dovecot with MySQL(virtual domains). I do not know how to enable SMTPS(465). I already added tls related settings and key and certificate in the "/etc/postfix/main.cf" OS: Centos 6.4 64 bit Please my /etc/postfix/master.cf file here # ========================================================================== # service type private unpriv chroot wakeup maxproc command + args # (yes) (yes) (yes) (never) (100) # ========================================================================== smtp inet n - n - - smtpd -o content_filter=smtp-amavis:127.0.0.1:10024 -o receive_override_options=no_address_mappings pickup fifo n - n 60 1 pickup -o content_filter= -o receive_override_options=no_header_body_checks cleanup unix n - n - 0 cleanup qmgr fifo n - n 300 1 qmgr #qmgr fifo n - n 300 1 oqmgr tlsmgr unix - - n 1000? 1 tlsmgr rewrite unix - - n - - trivial-rewrite bounce unix - - n - 0 bounce defer unix - - n - 0 bounce trace unix - - n - 0 bounce verify unix - - n - 1 verify flush unix n - n 1000? 0 flush proxymap unix - - n - - proxymap smtp unix - - n - - smtp # When relaying mail as backup MX, disable fallback_relay to avoid MX loops relay unix - - n - - smtp -o fallback_relay= # -o smtp_helo_timeout=5 -o smtp_connect_timeout=5 showq unix n - n - - showq error unix - - n - - error discard unix - - n - - discard local unix - n n - - local virtual unix - n n - - virtual lmtp unix - - n - - lmtp anvil unix - - n - 1 anvil scache unix - - n - 1 scache # # ==================================================================== # Interfaces to non-Postfix software. Be sure to examine the manual # pages of the non-Postfix software to find out what options it wants. # ==================================================================== maildrop unix - n n - - pipe flags=DRhu user=vmail argv=/usr/local/bin/maildrop -d ${recipient} uucp unix - n n - - pipe flags=Fqhu user=uucp argv=uux -r -n -z -a$sender - $nexthop!rmail ($recipient) ifmail unix - n n - - pipe flags=F user=ftn argv=/usr/lib/ifmail/ifmail -r $nexthop ($recipient) bsmtp unix - n n - - pipe flags=Fq. user=foo argv=/usr/local/sbin/bsmtp -f $sender $nexthop $recipient # # spam/virus section # smtp-amavis unix - - y - 2 smtp -o smtp_data_done_timeout=1200 -o disable_dns_lookups=yes -o smtp_send_xforward_command=yes 127.0.0.1:10025 inet n - y - - smtpd -o content_filter= -o smtpd_helo_restrictions= -o smtpd_sender_restrictions= -o smtpd_recipient_restrictions=permit_mynetworks,reject -o mynetworks=127.0.0.0/8 -o smtpd_error_sleep_time=0 -o smtpd_soft_error_limit=1001 -o smtpd_hard_error_limit=1000 -o receive_override_options=no_header_body_checks -o smtpd_bind_address=127.0.0.1 -o smtpd_helo_required=no -o smtpd_client_restrictions= -o smtpd_restriction_classes= -o disable_vrfy_command=no -o strict_rfc821_envelopes=yes # # Dovecot LDA dovecot unix - n n - - pipe flags=DRhu user=vmail:mail argv=/usr/libexec/dovecot/deliver -d ${recipient} # # Vacation mail vacation unix - n n - - pipe flags=Rq user=vacation argv=/var/spool/vacation/vacation.pl -f ${sender} -- ${recipient} retry unix - - n - - error proxywrite unix - - n - 1 proxymap Please help to enable SMTPS. I have amavis enabled

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  • Finding Local IP via Socket Creation / getsockname

    - by BSchlinker
    I need to get the IP address of a system within C++. I followed the logic and advice of another comment on here and created a socket and then utilized getsockname to determine the IP address which the socket is bound to. However, this doesn't appear to work (code below). I'm receiving an invalid IP address (58.etc) when I should be receiving a 128.etc Any ideas? string Routes::systemIP(){ // basic setup int sockfd; char str[INET_ADDRSTRLEN]; sockaddr* sa; socklen_t* sl; struct addrinfo hints, *servinfo, *p; int rv; memset(&hints, 0, sizeof hints); hints.ai_family = AF_UNSPEC; hints.ai_socktype = SOCK_DGRAM; if ((rv = getaddrinfo("4.2.2.1", "80", &hints, &servinfo)) != 0) { fprintf(stderr, "getaddrinfo: %s\n", gai_strerror(rv)); return "1"; } // loop through all the results and make a socket for(p = servinfo; p != NULL; p = p->ai_next) { if ((sockfd = socket(p->ai_family, p->ai_socktype, p->ai_protocol)) == -1) { perror("talker: socket"); continue; } break; } if (p == NULL) { fprintf(stderr, "talker: failed to bind socket\n"); return "2"; } // get information on the local IP from the socket we created getsockname(sockfd, sa, sl); // convert the sockaddr to a sockaddr_in via casting struct sockaddr_in *sa_ipv4 = (struct sockaddr_in *)sa; // get the IP from the sockaddr_in and print it inet_ntop(AF_INET, &(sa_ipv4->sin_addr.s_addr), str, INET_ADDRSTRLEN); printf("%s\n", str); // return the IP return str; }

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  • TCP socket communication

    - by raven
    hello, I am creating a Chat in java. I have a method (onMouseRelease) inside an object that creates a tcp server and waits for a socket like this: ServerSocket server = new ServerSocket(port); Socket channel = server.accept(); Now I want to make a thread that will loop and read data from the socket, so that once the user on the other side sends me a string, I will extract the data from the socket (or is it called packet? Sorry, I am new to this) and update a textbox to add the additional string from the socket (or packet?). I have no idea how to READ (extract) the information from the socket(/packet) and then update it into a JTextArea which is called userOutput. And how to send a string to the other client, so that it will also could read the new data and update its JTextArea. From what I know, for a 2 sided TCP communication you need one computer to host a server and the other to connect (as a client) and once the connection is set the client can also receive new information from the socket. Is that true? and please tell me how. Any help is appreciated! I know this is a bit long but I have searched a lot and didn't understand it (I saw something like PrintWriter but failed to understand).

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  • socket.shutdown vs socket.close

    - by Jason Baker
    I recently saw a bit of code that looked like this (with sock being a socket object of course): sock.shutdown(socket.SHUT_RDWR) sock.close() What exactly is the purpose of calling shutdown on the socket and then closing it? If it makes a difference, this socket is being used for non-blocking IO.

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  • Forward local port or socket file to remote socket file

    - by Ninefingers
    Hi All, Quick question - I run two linux boxes, one my own desktop and the other my VPS. For security reasons on the VPS end I opted for socket connections to MySQL (/var/run/mysqld/mysql.sock). I know I can tunnel like this: ssh -L 3307:127.0.0.1:3306 [email protected] if I set up the remote sql server to listen on some port, but what I want to know is can I do something like: ssh -L /path/to/myremotesqlserver.sock:/var/run/mysqld/mysql.sock thereby tunnelling two sockets, as opposed to two ports? A perfectly acceptable solution would also be to forward a local port to the remote socket file, but where possible I'm trying not to have tcp servers running on the remote box. (and yes, I know tcp would be easier). Thanks all, Nf.

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  • Is Cygwin the best unix environment for Windows?

    - by nik
    Which unix like environment do you prefer on Windows? I have found Cygwin to be very comfortable for a windows platform (usually XP). I am wondering if there is a better alternative (not because I want to move away from Cygwin). What are the features of Cygwin that you like OR, What are features you find in alternatives that you miss in Cygwin? I am often miss binary compatibility of applications built on Cygwin. These cannot be run directly on another Windows platform. But, usually fetching a copy of cygwin1.dll suffices. A collection of other tools many of which work directly on the Windows subsystem rather than emulating unix, like Cygwin does. Have been referred PowerShell a lot of times for scripting on Windows Earlier, UnixUtils was suggested more often Microsoft Windows Services for Unix

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  • forward mails from sendmail + mimedefang on two unix boxes

    - by SWKK
    I am not a unix expert, more like a novice. I have one user account replicated on two unix boxes receiving same mails on both boxes for fail over. Sendmail has mimedefang utility running to process these mails. After all the processing is complete, more like weeding the spam, viruses etc. I need to forward these mails coming to the same account on both boxes to goto a central mailbox on MS Exchange for this account. Problem is I am using .forward file hence both unix boxes forward the mail after processing. I just want to be able to ignore one of the two mails. Has anyone tried something similar? any directions? Please?

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  • Using mod_wsgi with mpm_itk: socket permission issue

    - by djechelon
    I'm using mod_itk as MPM for increased security in shared environment. I also have a Firefox Sync Server within one of the VHosts I host. That vhost is restricted to a certain user via AssignUserId user group. The problem is that the socket /var/run/wsgi...whatever.sock is chmodded srwx------ and owned by Apache's wwwrun. While I configured the vhost with WSGIProcessGroup sync WSGIDaemonProcess sync user=djechelon group=djechelon processes=1 threads=5 I still get the error that Apache wants to access a socket that is not accessible and because of this gets an error. Is it possible to configure mod_wsgi in order to create different sockets with different owners for different applications or to chmod its socket in a different way (less secure)? Currently, I'm running Firefox Sync as the only WSGI application. Moving it to a vhost that doesn't AssignUserId could solve this problem but will force me to change URL (and buy an additional SSL certificate), so I wouldn't consider this

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  • C#.NET Socket Programming: Connecting to remote computers.

    - by Gio Borje
    I have a typical server in my end and a friend using a client to connect to my IP/Port and he consistently receives the exception: "A connection attempt failed because the connected party did not properly respond after a period of time, or established connection failed because connected host has failed to respond {MY_IP}:{MY_PORT}"—You don't need to know my IP. The client and server, however, work fine on the loopback address (127.0.0.1). I also do not have any firewall nor is windows firewall active. Server: static void Main(string[] args) { Console.Title = "Socket Server"; Console.WriteLine("Listening for messages..."); Socket serverSock = new Socket( AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); IPAddress serverIP = IPAddress.Any; IPEndPoint serverEP = new IPEndPoint(serverIP, 33367); SocketPermission perm = new SocketPermission(NetworkAccess.Accept, TransportType.Tcp, "98.112.235.18", 33367); serverSock.Bind(serverEP); serverSock.Listen(10); while (true) { Socket connection = serverSock.Accept(); Byte[] serverBuffer = new Byte[8]; String message = String.Empty; while (connection.Available > 0) { int bytes = connection.Receive( serverBuffer, serverBuffer.Length, 0); message += Encoding.UTF8.GetString( serverBuffer, 0, bytes); } Console.WriteLine(message); connection.Close(); } } Client: static void Main(string[] args) { // Design the client a bit Console.Title = "Socket Client"; Console.Write("Enter the IP of the server: "); IPAddress clientIP = IPAddress.Parse(Console.ReadLine()); String message = String.Empty; while (true) { Console.Write("Enter the message to send: "); // The messsage to send message = Console.ReadLine(); IPEndPoint clientEP = new IPEndPoint(clientIP, 33367); // Setup the socket Socket clientSock = new Socket( AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); // Attempt to establish a connection to the server Console.Write("Establishing connection to the server... "); try { clientSock.Connect(clientEP); // Send the message clientSock.Send(Encoding.UTF8.GetBytes(message)); clientSock.Shutdown(SocketShutdown.Both); clientSock.Close(); Console.Write("Message sent successfully.\n\n"); } catch (Exception ex) { Console.WriteLine(ex.Message); } } }

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  • python socket problem

    - by uytg
    I write this python code: import socks import socket socks.setdefaultproxy(socks.PROXY_TYPE_SOCKS5, "64.83.219.7", 58279) socket.socket = socks.socksocket socket.setdefaulttimeout(19) import urllib2 print urllib2.urlopen('http://www.google.com').read() but when I execute it, I get this error: urllib2.URLError: <urlopen error timed out> What am I doing wrong?

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  • boost::asio and socket ownership

    - by vedro so snegom
    Hello I've two classes (Negotiator, Client), both has their own boost::asio::ip::tcp::socket. Is there a way to transfer socket object to Client after negotiation is finished. I'm looking forward to do something like that: boost::asio::ip::tcp::socket sock1(io); //... boost::asio::ip::tcp::socket sock2; sock2.assign(sock1); This operation must guarantee that the connection won't be closed when sock1 is destroyed.

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  • Is there a way to close a Unix socket for only reading or writing?

    - by Sii
    Is there a way to only close "one end" of a TCP socket to cleanly indicate one side of a connection is done writing to the connection? (Just like you do with a pipe in every Unix pipe tutorial ever.) Or should I use some in-band solution like a sentinel value or some such? I only found shutdown() in the libc documentation and that doesn't seem like it does what I want.

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  • Flex socket crossdomain

    - by Yonatan Betzer
    I am trying to connect to a socket server from flex. I read, on adobe's documentation, the client automatically sends a "request-policy-file" xml element to the socket before allowing it to be opened, and should receive a policy file. The client sends the xml element as expected, My server receives it (on the port I want to use, port 6104) and replies on the same port with: <?xml version="1.0"?> <!DOCTYPE cross-domain-policy SYSTEM "http://www.adobe.com/xml/dtds/cross-domain-policy.dtd"> <cross-domain-policy> <site-control permitted-cross-domain-policies="all"/> <allow-access-from domain="*" to-ports="*"/> </cross-domain-policy> To the best of my knowledge, this should be the most permissive policy available on a socket. The flash player logs indicate a timeout looking for the socket policy file, although I know my socket returned the response immediately. What should I do ?

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  • Is there a user-comfortable Unix-like OS?

    - by Rob Kam
    Apparently BSD is like this but only for the OS not for the third party applications: Is there a Unix or Unix-like operating system (but not OS X), where all the installed applications and drivers either all work smoothly/properly or are not included in the distribution? But not something that's been dumbed down.

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  • edit files in unix

    - by Niklas
    Hi, I started to work in unix for couple of weeks ago and can very little about unix. Everytime I edit a file, a temp file~ appears in the filesystem. What does this mean? Can I just remove all these files? What can I do for removing these files automaticaly everytime I close the original file? /Niklas

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  • the effect of large number of files on disk space in unix filesystems

    - by user46976
    If I have a text file in Unix that contains N-many independent entries (e.g. records about employees, where each employee has a separate record), is it expected that this file will take up less space than if I split the file into N files, each containing the entry for one employee? in other words, can one save significant space on unix file systems by concatenating many files together, or is the difference negligible? thanks.

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  • Query related to Connection type BIS-B Socket in Blackberry application

    - by mobile_dev
    Hi all, I am trying to establish BIS Socket connection. I am able to establish BIS Http connection from my service provider. I have downloaded one chat application that checks network types supported by my device/service plan which has following list: 1)BIS-Http : OK 2)BIS-SOCKET :OK 3)BES-HTTP : NA 4)BES-SOCKET : NA 5)TCP-HTTP : BAD DNS 6)TCP-SOCKET : TIMED OUT As I know direct TCP is not supported by my service provider. So I would like to use BIS-Socket connection. Can anypne please help me in achieving this type of connectivity? Please help. Thanks in advance.

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  • share git rep access on unix machine with ssh

    - by Daniel
    at my school we have a student unix server with our accounts. i have installed git on my account, created a repository, and created the acl permissions on the folder repository so other users can access the repository # file: tp1 # owner: my_account # group: groupxxx user::rwx user:friend_account:rwx group::--- mask::rwx other::--- default:user::rwx default:user:friend_account:rwx default:group::--- default:mask::rwx default:other::--- but friend_account cant even cd to my tp1 directory (permission denied), so i think the problem should be in unix acl permissions..

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  • Trying to setup virtual hosts on unix PHP on nginx

    - by user1634653
    I have tried to install php5-fpm and Nginx on Ubuntu machine, but I got a problem. When I have only one virtual host on a unix port it is all fine but when I try to add another virtual host Nginx goes to default web page "Welcome to Nginx!" but when I run it on a tcp port example port 9000 it work fine with multisites. It is a fresh install of ubuntu 11.10, Nginx 1.2.3 with php5-fpm installed. It also has extra php installs such as php-apc. I can only give the links to the virtual hosts because I am doing it from a mobile phone. Here are the links for the two virtual hosts I am using: http://ic0nic.co.uk/ic0nic.txt, http://ic0nic.co.uk/sourproxy.txt also I want to use unix port because I find it a whole lot faster. Edit: Here are the nginx configs server { server_name ic0nic.co.uk www.ic0nic.co.uk; root /var/www/ic0nic.co.uk; listen 8080; index index.html index.htm index.php; include conf.d/drop; location / { try_files $uri $uri/ /index.php?q=$uri&$args; } location ~ \.php$ { fastcgi_buffers 8 256k; fastcgi_buffer_size 128k; fastcgi_intercept_errors on; include fastcgi_params; fastcgi_param SCRIPT_FILENAME $document_root$fastcgi_script_name; fastcgi_pass unix:/dev/shm/php-fpm-www.sock; root /var/www/ic0nic.co.uk; } } server { server_name sourproxy.co.uk www.sourproxy.co.uk; root /var/www/sourproxy.co.uk/; listen 8080; index index.html index.htm index.php; include conf.d/drop; location / { try_files $uri $uri/ /index.php?q=$uri&$args; } location ~ \.php$ { fastcgi_buffers 8 256k; fastcgi_buffer_size 128k; fastcgi_intercept_errors on; include fastcgi_params; fastcgi_param SCRIPT_FILENAME /var/www/sourproxy.co.uk$fastcgi_script_name; fastcgi_pass unix:/dev/shm/php-fpm-www.sock; } }

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  • C# .Net 3.5 Asynchronous Socket Server Performance Problem

    - by iBrAaAa
    I'm developing an Asynchronous Game Server using .Net Socket Asynchronous Model( BeginAccept/EndAccept...etc.) The problem I'm facing is described like that: When I have only one client connected, the server response time is very fast but once a second client connects, the server response time increases too much. I've measured the time from a client sends a message to the server until it gets the reply in both cases. I found that the average time in case of one client is about 17ms and in case of 2 clients about 280ms!!! What I really see is that: When 2 clients are connected and only one of them is moving(i.e. requesting service from the server) it is equivalently equal to the case when only one client is connected(i.e. fast response). However, when the 2 clients move at the same time(i.e. requests service from the server at the same time) their motion becomes very slow (as if the server replies each one of them in order i.e. not simultaneously). Basically, what I am doing is that: When a client requests a permission for motion from the server and the server grants him the request, the server then broadcasts the new position of the client to all the players. So if two clients are moving in the same time, the server is eventually trying to broadcast to both clients the new position of each of them at the same time. EX: Client1 asks to go to position (2,2) Client2 asks to go to position (5,5) Server sends to each of Client1 & Client2 the same two messages: message1: "Client1 at (2,2)" message2: "Client2 at (5,5)" I believe that the problem comes from the fact that Socket class is thread safe according MSDN documentation http://msdn.microsoft.com/en-us/library/system.net.sockets.socket.aspx. (NOT SURE THAT IT IS THE PROBLEM) Below is the code for the server: /// /// This class is responsible for handling packet receiving and sending /// public class NetworkManager { /// /// An integer to hold the server port number to be used for the connections. Its default value is 5000. /// private readonly int port = 5000; /// /// hashtable contain all the clients connected to the server. /// key: player Id /// value: socket /// private readonly Hashtable connectedClients = new Hashtable(); /// /// An event to hold the thread to wait for a new client /// private readonly ManualResetEvent resetEvent = new ManualResetEvent(false); /// /// keeps track of the number of the connected clients /// private int clientCount; /// /// The socket of the server at which the clients connect /// private readonly Socket mainSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); /// /// The socket exception that informs that a client is disconnected /// private const int ClientDisconnectedErrorCode = 10054; /// /// The only instance of this class. /// private static readonly NetworkManager networkManagerInstance = new NetworkManager(); /// /// A delegate for the new client connected event. /// /// the sender object /// the event args public delegate void NewClientConnected(Object sender, SystemEventArgs e); /// /// A delegate for the position update message reception. /// /// the sender object /// the event args public delegate void PositionUpdateMessageRecieved(Object sender, PositionUpdateEventArgs e); /// /// The event which fires when a client sends a position message /// public PositionUpdateMessageRecieved PositionUpdateMessageEvent { get; set; } /// /// keeps track of the number of the connected clients /// public int ClientCount { get { return clientCount; } } /// /// A getter for this class instance. /// /// only instance. public static NetworkManager NetworkManagerInstance { get { return networkManagerInstance; } } private NetworkManager() {} /// Starts the game server and holds this thread alive /// public void StartServer() { //Bind the mainSocket to the server IP address and port mainSocket.Bind(new IPEndPoint(IPAddress.Any, port)); //The server starts to listen on the binded socket with max connection queue //1024 mainSocket.Listen(1024); //Start accepting clients asynchronously mainSocket.BeginAccept(OnClientConnected, null); //Wait until there is a client wants to connect resetEvent.WaitOne(); } /// /// Receives connections of new clients and fire the NewClientConnected event /// private void OnClientConnected(IAsyncResult asyncResult) { Interlocked.Increment(ref clientCount); ClientInfo newClient = new ClientInfo { WorkerSocket = mainSocket.EndAccept(asyncResult), PlayerId = clientCount }; //Add the new client to the hashtable and increment the number of clients connectedClients.Add(newClient.PlayerId, newClient); //fire the new client event informing that a new client is connected to the server if (NewClientEvent != null) { NewClientEvent(this, System.EventArgs.Empty); } newClient.WorkerSocket.BeginReceive(newClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), newClient); //Start accepting clients asynchronously again mainSocket.BeginAccept(OnClientConnected, null); } /// Waits for the upcoming messages from different clients and fires the proper event according to the packet type. /// /// private void WaitForData(IAsyncResult asyncResult) { ClientInfo sendingClient = null; try { //Take the client information from the asynchronous result resulting from the BeginReceive sendingClient = asyncResult.AsyncState as ClientInfo; // If client is disconnected, then throw a socket exception // with the correct error code. if (!IsConnected(sendingClient.WorkerSocket)) { throw new SocketException(ClientDisconnectedErrorCode); } //End the pending receive request sendingClient.WorkerSocket.EndReceive(asyncResult); //Fire the appropriate event FireMessageTypeEvent(sendingClient.ConvertBytesToPacket() as BasePacket); // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } catch (SocketException e) { if (e.ErrorCode == ClientDisconnectedErrorCode) { // Close the socket. if (sendingClient.WorkerSocket != null) { sendingClient.WorkerSocket.Close(); sendingClient.WorkerSocket = null; } // Remove it from the hash table. connectedClients.Remove(sendingClient.PlayerId); if (ClientDisconnectedEvent != null) { ClientDisconnectedEvent(this, new ClientDisconnectedEventArgs(sendingClient.PlayerId)); } } } catch (Exception e) { // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } } /// /// Broadcasts the input message to all the connected clients /// /// public void BroadcastMessage(BasePacket message) { byte[] bytes = message.ConvertToBytes(); foreach (ClientInfo client in connectedClients.Values) { client.WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, client); } } /// /// Sends the input message to the client specified by his ID. /// /// /// The message to be sent. /// The id of the client to receive the message. public void SendToClient(BasePacket message, int id) { byte[] bytes = message.ConvertToBytes(); (connectedClients[id] as ClientInfo).WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, connectedClients[id]); } private void SendAsync(IAsyncResult asyncResult) { ClientInfo currentClient = (ClientInfo)asyncResult.AsyncState; currentClient.WorkerSocket.EndSend(asyncResult); } /// Fires the event depending on the type of received packet /// /// The received packet. void FireMessageTypeEvent(BasePacket packet) { switch (packet.MessageType) { case MessageType.PositionUpdateMessage: if (PositionUpdateMessageEvent != null) { PositionUpdateMessageEvent(this, new PositionUpdateEventArgs(packet as PositionUpdatePacket)); } break; } } } The events fired are handled in a different class, here are the event handling code for the PositionUpdateMessage (Other handlers are irrelevant): private readonly Hashtable onlinePlayers = new Hashtable(); /// /// Constructor that creates a new instance of the GameController class. /// private GameController() { //Start the server server = new Thread(networkManager.StartServer); server.Start(); //Create an event handler for the NewClientEvent of networkManager networkManager.PositionUpdateMessageEvent += OnPositionUpdateMessageReceived; } /// /// this event handler is called when a client asks for movement. /// private void OnPositionUpdateMessageReceived(object sender, PositionUpdateEventArgs e) { Point currentLocation = ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position; Point locationRequested = e.PositionUpdatePacket.Position; ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position = locationRequested; // Broadcast the new position networkManager.BroadcastMessage(new PositionUpdatePacket { Position = locationRequested, PlayerId = e.PositionUpdatePacket.PlayerId }); }

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  • .Net 3.5 Asynchronous Socket Server Performance Problem

    - by iBrAaAa
    I'm developing an Asynchronous Game Server using .Net Socket Asynchronous Model( BeginAccept/EndAccept...etc.) The problem I'm facing is described like that: When I have only one client connected, the server response time is very fast but once a second client connects, the server response time increases too much. I've measured the time from a client sends a message to the server until it gets the reply in both cases. I found that the average time in case of one client is about 17ms and in case of 2 clients about 280ms!!! What I really see is that: When 2 clients are connected and only one of them is moving(i.e. requesting service from the server) it is equivalently equal to the case when only one client is connected(i.e. fast response). However, when the 2 clients move at the same time(i.e. requests service from the server at the same time) their motion becomes very slow (as if the server replies each one of them in order i.e. not simultaneously). Basically, what I am doing is that: When a client requests a permission for motion from the server and the server grants him the request, the server then broadcasts the new position of the client to all the players. So if two clients are moving in the same time, the server is eventually trying to broadcast to both clients the new position of each of them at the same time. EX: Client1 asks to go to position (2,2) Client2 asks to go to position (5,5) Server sends to each of Client1 & Client2 the same two messages: message1: "Client1 at (2,2)" message2: "Client2 at (5,5)" I believe that the problem comes from the fact that Socket class is thread safe according MSDN documentation http://msdn.microsoft.com/en-us/library/system.net.sockets.socket.aspx. (NOT SURE THAT IT IS THE PROBLEM) Below is the code for the server: /// /// This class is responsible for handling packet receiving and sending /// public class NetworkManager { /// /// An integer to hold the server port number to be used for the connections. Its default value is 5000. /// private readonly int port = 5000; /// /// hashtable contain all the clients connected to the server. /// key: player Id /// value: socket /// private readonly Hashtable connectedClients = new Hashtable(); /// /// An event to hold the thread to wait for a new client /// private readonly ManualResetEvent resetEvent = new ManualResetEvent(false); /// /// keeps track of the number of the connected clients /// private int clientCount; /// /// The socket of the server at which the clients connect /// private readonly Socket mainSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); /// /// The socket exception that informs that a client is disconnected /// private const int ClientDisconnectedErrorCode = 10054; /// /// The only instance of this class. /// private static readonly NetworkManager networkManagerInstance = new NetworkManager(); /// /// A delegate for the new client connected event. /// /// the sender object /// the event args public delegate void NewClientConnected(Object sender, SystemEventArgs e); /// /// A delegate for the position update message reception. /// /// the sender object /// the event args public delegate void PositionUpdateMessageRecieved(Object sender, PositionUpdateEventArgs e); /// /// The event which fires when a client sends a position message /// public PositionUpdateMessageRecieved PositionUpdateMessageEvent { get; set; } /// /// keeps track of the number of the connected clients /// public int ClientCount { get { return clientCount; } } /// /// A getter for this class instance. /// /// only instance. public static NetworkManager NetworkManagerInstance { get { return networkManagerInstance; } } private NetworkManager() {} /// Starts the game server and holds this thread alive /// public void StartServer() { //Bind the mainSocket to the server IP address and port mainSocket.Bind(new IPEndPoint(IPAddress.Any, port)); //The server starts to listen on the binded socket with max connection queue //1024 mainSocket.Listen(1024); //Start accepting clients asynchronously mainSocket.BeginAccept(OnClientConnected, null); //Wait until there is a client wants to connect resetEvent.WaitOne(); } /// /// Receives connections of new clients and fire the NewClientConnected event /// private void OnClientConnected(IAsyncResult asyncResult) { Interlocked.Increment(ref clientCount); ClientInfo newClient = new ClientInfo { WorkerSocket = mainSocket.EndAccept(asyncResult), PlayerId = clientCount }; //Add the new client to the hashtable and increment the number of clients connectedClients.Add(newClient.PlayerId, newClient); //fire the new client event informing that a new client is connected to the server if (NewClientEvent != null) { NewClientEvent(this, System.EventArgs.Empty); } newClient.WorkerSocket.BeginReceive(newClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), newClient); //Start accepting clients asynchronously again mainSocket.BeginAccept(OnClientConnected, null); } /// Waits for the upcoming messages from different clients and fires the proper event according to the packet type. /// /// private void WaitForData(IAsyncResult asyncResult) { ClientInfo sendingClient = null; try { //Take the client information from the asynchronous result resulting from the BeginReceive sendingClient = asyncResult.AsyncState as ClientInfo; // If client is disconnected, then throw a socket exception // with the correct error code. if (!IsConnected(sendingClient.WorkerSocket)) { throw new SocketException(ClientDisconnectedErrorCode); } //End the pending receive request sendingClient.WorkerSocket.EndReceive(asyncResult); //Fire the appropriate event FireMessageTypeEvent(sendingClient.ConvertBytesToPacket() as BasePacket); // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } catch (SocketException e) { if (e.ErrorCode == ClientDisconnectedErrorCode) { // Close the socket. if (sendingClient.WorkerSocket != null) { sendingClient.WorkerSocket.Close(); sendingClient.WorkerSocket = null; } // Remove it from the hash table. connectedClients.Remove(sendingClient.PlayerId); if (ClientDisconnectedEvent != null) { ClientDisconnectedEvent(this, new ClientDisconnectedEventArgs(sendingClient.PlayerId)); } } } catch (Exception e) { // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } } /// /// Broadcasts the input message to all the connected clients /// /// public void BroadcastMessage(BasePacket message) { byte[] bytes = message.ConvertToBytes(); foreach (ClientInfo client in connectedClients.Values) { client.WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, client); } } /// /// Sends the input message to the client specified by his ID. /// /// /// The message to be sent. /// The id of the client to receive the message. public void SendToClient(BasePacket message, int id) { byte[] bytes = message.ConvertToBytes(); (connectedClients[id] as ClientInfo).WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, connectedClients[id]); } private void SendAsync(IAsyncResult asyncResult) { ClientInfo currentClient = (ClientInfo)asyncResult.AsyncState; currentClient.WorkerSocket.EndSend(asyncResult); } /// Fires the event depending on the type of received packet /// /// The received packet. void FireMessageTypeEvent(BasePacket packet) { switch (packet.MessageType) { case MessageType.PositionUpdateMessage: if (PositionUpdateMessageEvent != null) { PositionUpdateMessageEvent(this, new PositionUpdateEventArgs(packet as PositionUpdatePacket)); } break; } } } The events fired are handled in a different class, here are the event handling code for the PositionUpdateMessage (Other handlers are irrelevant): private readonly Hashtable onlinePlayers = new Hashtable(); /// /// Constructor that creates a new instance of the GameController class. /// private GameController() { //Start the server server = new Thread(networkManager.StartServer); server.Start(); //Create an event handler for the NewClientEvent of networkManager networkManager.PositionUpdateMessageEvent += OnPositionUpdateMessageReceived; } /// /// this event handler is called when a client asks for movement. /// private void OnPositionUpdateMessageReceived(object sender, PositionUpdateEventArgs e) { Point currentLocation = ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position; Point locationRequested = e.PositionUpdatePacket.Position; ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position = locationRequested; // Broadcast the new position networkManager.BroadcastMessage(new PositionUpdatePacket { Position = locationRequested, PlayerId = e.PositionUpdatePacket.PlayerId }); }

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  • C# Socket.BeginSend AsyncCallback behavior (timeout?)

    - by mdarsigny
    Hi guys, Here is a scenario with asynchronous sockets that I dont't quite understand... I have 2 Tcp sockets, a client socket & a server socket. My server socket is bound & listening on a port. My client sockets connect to the server socket (using BeginConnect / EndConnect). I then send a message to the server using BeginSend(). On the server side, I don't do a Receive() or BeginReceive(). What happens is that my AsyncCallback specified for my BeginSend call gets invoked & its IAsyncResult tells me that it completed & the call to Socket.EndSend() does not raise any exception... Is there something that I don't get or shouldn't my AsyncCallback be called only if the BeginSend call actually sends something to the server (ie.: callback called after the server has received all bytes)? If there was no receive done on the server, shouldn't my callback be called after the sendtimeout expires and my call to Socket.EndSend then would raise an exception? Thanks

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  • realtime visitors with nodejs & redis & socket.io & php

    - by orhan bengisu
    I am new to these tecnologies. I want to get realtime visitor for each products for my site. I mean a notify like "X users seeing this product". Whenever an user connects to a product counter will be increased for this product and when disconnects counter will be decreased just for this product. I tried to search a lots of documents but i got confused. I am using Predis Library for PHP. What i have done may totaly be wrong. I am not sure Where to put createClient , When to subscribe & When to unsubscribe. What I have done yet: On product detail page: $key = "product_views_".$product_id; $counter = $redis->incr($key); $redis->publish("productCounter", json_encode(array("product_id"=> "1000", "counter"=> $counter ))); In app.js var app = require('express')() , server = require('http').createServer(app) , socket = require('socket.io').listen(server,{ log: false }) , url = require('url') , http= require('http') , qs = require('querystring') ,redis = require("redis"); var connected_socket = 0; server.listen(8080); var productCounter = redis.createClient(); productCounter.subscribe("productCounter"); productCounter.on("message", function(channel, message){ console.log("%s, the message : %s", channel, message); io.sockets.emit(channel,message); } productCounter.on("unsubscribe", function(){ //I think to decrease counter here, Shold I? and How? } io.sockets.on('connection', function (socket) { connected_socket++; socket_id = socket.id; console.log("["+socket_id+"] connected"); socket.on('disconnect', function (socket) { connected_socket--; console.log("Client disconnected"); productCounter.unsubscribe("productCounter"); }); }) Thanks a lot for your answers!

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