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  • PHP Error Form - Leave Contents of Form on Redirect

    - by user1371500
    I have a simple login form in which if an error occurs such as wrong password, I need it to be able to remember the username which was entered. Would I Go about doing this PHP or Javascript as I am not allowed to use JQuery. My current PHP - (Not Including the HTML Form) <?php //MySQl Connection mysql_connect("localhost", "root", "") or die(mysql_error()); mysql_select_db("clubresults") or die(mysql_error()); //Initiates New Session - Cookie session_start(); // Start a new session // Get the data passed from the form $username = $_POST['username']; $password = md5($_POST['pass']); // Do some basic sanitizing $username = mysql_real_escape_string($username); $password = mysql_real_escape_string($password); //Performs SQL Query to retrieve Login Details from DB $sql = "select * from admin_passwords where username = '$username' and password = '$password'"; $result = mysql_query($sql) or die ( mysql_error() ); //Assigns a Variable Count to 0 $count = 0; //Exectues a loop to increment on Successful Login while ($line = mysql_fetch_assoc($result)) { $count++; } //If count is equal to 1 Redirect user to the Members Page and Set Cookie if ($count == 1) { $_SESSION['loggedIn'] = "true"; header("Location: members.php"); // This is wherever you want to redirect the user to } else { //Else Echo that login was a failure. die('Login Failed. <a href=login.php>Click Here to Try Again</a>'); } ?> Any help would be appreciated. Cheers

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  • Sharing class member data between sub components

    - by Tim Gradwell
    I have an aggregate 'main' class which contains some data which I wish to share. The main class also has other class members. I want to share the data with these other class members. What is the correct / neatest way to do this? The specific example I have is as follows. The main class is a .net Form. I have some controls (actually controls within controls) on the main form which need access to the shared data. Main Form - DataX - DataY - Control1 -- Subcontrol1 - Control2 -- SubControl2 SubControls 1 and 2 both wish to access DataX and DataY. The trouble is, I feel like better practice (to reduce coupling), would be that either subcontrols should not know about Main Form, or Main Form should not know about subcontrols - probably the former. For subcontrols not to know about Main Form, would probably mean Main Form passing references to both Controls 1 and 2, which in turn would pass the references on to SubControls 1 and 2. Lots of lines of code which just forward the references. If I later added DataZ and DataW, and Controls 3 and 4 and SubControls 3 and 4, I'd have to add lots more reference forwarding code. It seems simpler to me to give SubControls 1 and 2 member references to Main Form. That way, any sub control could just ask for MainForm.DataX or MainForm.DataY and if I ever added new data, I could just access it directly from the sub controls with no hassle. But it still involves setting the 'MainForm' member references every time I add a new Control or Subcontrol. And it gives me a gut feeling of 'wrong'. As you might be able to tell I'm not happy with either of my solutions. Is there a better way? Thanks

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  • How to correctly pass a float from C# to C++ (dll)

    - by RavelT
    I'm getting huge differences when I pass a float from C# to C++. I'm passing a dynamic float wich changes over time. With a debuger I get this: c++ lonVel -0.036019072 float c# lonVel -0.029392920 float I did set my MSVC++2010 floating point model to /fp:fast wich should be the standard in .NET if I'm not mistaken, but this didnt help. Now I cant give out the code but I can show a fraction of it. From C# side it looks like this: namespace Example { public class Wheel { public bool loging = true; #region Members public IntPtr nativeWheelObject; #endregion Members public Wheel() { this.nativeWheelObject = Sim.Dll_Wheel_Add(); return; } #region Wrapper methods public void SetVelocity(float lonRoadVelocity,float latRoadVelocity){Sim.Dll_Wheel_SetVelocity(this.nativeWheelObject,lonRoadVelocity,latRoadVelocity);} #endregion Wrapper methods } internal class Sim { #region PInvokes [DllImport(pluginName, CallingConvention=CallingConvention.Cdecl)] public static extern void Dll_Wheel_SetVelocity(IntPtr wheel,float lonRoadVelocity,float latRoadVelocity); #endregion PInvokes } } And in C++ side @ exportFunctions.cpp: EXPORT_API void Dll_Wheel_SetVelocity(CarWheel* wheel,float lonRoadVelocity,float latRoadVelocity){ wheel->SetVelocity(lonRoadVelocity,latRoadVelocity);} So any sugestions on what I should do in order to get 1:1 results or atleast 99% correct results.

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  • Implementing comparision operators via 'tuple' and 'tie', a good idea?

    - by Xeo
    (Note: tuple and tie can be taken from Boost or C++11.) When writing small structs with only two elements, I sometimes tend to choose a std::pair, as all important stuff is already done for that datatype, like operator< for strict-weak-ordering. The downsides though are the pretty much useless variable names. Even if I myself created that typedef, I won't remember 2 days later what first and what second exactly was, especially if they are both of the same type. This gets even worse for more than two members, as nesting pairs pretty much sucks. The other option for that is a tuple, either from Boost or C++11, but that doesn't really look any nicer and clearer. So I go back to writing the structs myself, including any needed comparision operators. Since especially the operator< can be quite cumbersome, I thought of circumventing this whole mess by just relying on the operations defined for tuple: Example of operator<, e.g. for strict-weak-ordering: bool operator<(MyStruct const& lhs, MyStruct const& rhs){ return std::tie(lhs.one_member, lhs.another, lhs.yet_more) < std::tie(rhs.one_member, rhs.another, rhs.yet_more); } (tie makes a tuple of T& references from the passed arguments.) Edit: The suggestion from @DeadMG to privately inherit from tuple isn't a bad one, but it got quite some drawbacks: If the operators are free-standing (possibly friends), I need to inherit publicly With casting, my functions / operators (operator= specifically) can be easily bypassed With the tie solution, I can leave out certain members if they don't matter for the ordering Are there any drawbacks in this implementation that I need to consider?

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  • Need help INSERT record(s) MySQL DB

    - by JM4
    I have an online form which collects member(s) information and stores it into a very long MySQL database. We allow up to 16 members to enroll at a single time and originally structured the DB to allow such. For example: If 1 Member enrolls, his personal information (first name, last name, address, phone, email) are stored on a single row. If 15 Members enroll (all at once), their personal information are stored in the same single row. The row has information housing columns for all 'possible' inputs. I am trying to consolidate this code and having every nth member that enrolls put onto a new record within the database. I have seen sugestions before for inserting multiple records as such: INSERT INTO tablename VALUES (('$f1name', '$f1address', '$f1phone'), ('$f2name', '$f2address', '$f2phone')... The issue with this is two fold: I do not know how many records are being enrolled from person to person so the only way to make the statement above is to use a loop The information collected from the forms is NOT a single array so I can't loop through one array and have it parse out. My information is collected as individual input fields like such: Member1FirstName, Member1LastName, Member1Phone, Member2Firstname, Member2LastName, Member2Phone... and so on Is it possible to store information in separate rows WITHOUT using a loop (and therefore having to go back and completely restructure my form field names and such (which can't happen due to the way the validation rules are built.)

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  • Using Visual Studio to make non aspx code-behind pages

    - by rizzle
    I want to build my own "code behind" like pages so that i can have HTML in a HTML file and code in cs file but be able to have Intellesense for the tokens in the HTML file. (i know that's what the .NET page class does, but i want to have something much lighter) EG: in the .html file: <%@ Directive classname="HTMLSnippet" %> <html> <body> <div>[%message%] </body> </html> and in a .cs file public class MyClass : HTMLSnippet { public class MyClass () { snippet.message = "message goes here" } } So my question is how do make the HTMLSnippet class so that it's members are automatically created, and specifically show up in Intellesense as i add tokens to the .html file? I know that .net currently does it by creating the designer.cs file and basically builds a class with all the elements from the page as it goes, and that would work fine but how can i get visual studio to generate that before compiling so that it shows up in Intellesense. Thanks! Clarification I'm not using this as a handler yet, i want to use this to have HTML snippets with tokens be usable in code as an object with properties. so almost like a custom control. I think what i have to do is create a VS add-in that waits for me to type tokens into an .html file then it automatically creates a .cs file with members for each token.

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  • seriouosly elusive for loop (racking my brains!)

    - by user1693359
    I've got a loop issue in Python 2.72 that's really frustrating me. Basically the loop is not iterating fast the first index (j), and I've tried all sorts of ways to fix it with no luck. def learn(dataSet): for i in dataSet.getNext(): recall = raw_input("Enter all members of %s you are able to recall >>> (separated by commas) " % (i.getName())) missed = i.getMembers() missedString = [] for a in missed: missedString.append(a.getName()) Here is the loop I can't get to iterate. The first for loop only goes through the first iteration of 'j' in the split string list, then removes it from 'missedString'. I would like for all members of the split-string 'recall' to be removed from 'missedString'. for j in string.split(recall, ','): if j in missedString: missedString.remove(j) continue for b in missed: if b.getName() not in missedString: missed.remove(b) print 'You missed %d. ' % (len(missed)) if (len(missed)) > 0: print 'Maybe a hint or two will help...' for miss in missed: remind(miss.getSecs(), i.getName(), missed) I really have no clue, help would be appreciated!

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  • PHP & MySQL delete image link problem

    - by IMAGE
    I'm trying to create a delete image link if the image is present and when the user clicks the delete image link it should delete the image. But for some reason this is not working can someone help me fix the delete image link problem? Thanks! Here is the PHP code. if (isset($_POST['delete_image'])) { $img_dir = "../members/" . $user_id . "/images/thumbs/"; $img_thmb = "../members/" . $user_id . "/images/"; $image_name = $row['image']; if(file_exists($img_dir . $image_name)){ if(unlink($img_dir.$image_name) && unlink($img_thmb.$image_name)){ $mysqli = mysqli_connect("localhost", "root", "", "sitename"); $dbc = mysqli_query($mysqli, "DELETE FROM users* WHERE image_id = '.$image_id.' AND user_id = '$user_id'"); }else{ echo '<p class="error">Sorry unable to delete image file!</p>'; } } } if(isset($_POST['image']) || !empty($image)) { echo '<a href="'. $_POST['delete_image'] .'">Delete Image</a>'; }

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  • C++11 decltype requires instantiated object

    - by snipes83
    I was experimenting a little with the C++11 standard and came up with this problem: In C++11 you can use auto and decltype to automatically get return type for a function as, for example the begin() and end() functions below: #include <vector> template <typename T> class Container { private: std::vector<T> v; public: auto begin() -> decltype(v.begin()) { return v.begin(); }; auto end() -> decltype(v.end()) { return v.end(); }; }; My problem here is that I have to declare the private vector<T> v before the public declarations which is against my coding style. I would like to declare all my private members after my public members. You have to declare the vector before the function declaration because the expression in decltype is a call to vector member function begin() and requires an instance of the object. Is there a way around this?

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  • JS best practice for member functions

    - by MickMalone1983
    I'm writing a little mobile games library, and I'm not sure the best practice for declaring member functions of instantiated function objects. For instance, I might create a simple object with one property, and a method to print it: function Foo(id){ this.id = id; this.print = function(){ console.log(this.id); }; }; However, a function which does not need access to 'private' members of the function does not need to be declared in the function at all. I could equally have written: function print(){ console.log(this.id); }; function Foo(id){ this.id = id; this.print = print; }; When the function is invoked through an instance of Foo, the instance becomes the context for this, so the output is the same in either case. I'm not entirely sure how memory is allocated with JS, and I can't find anything that I can understand about something this specific, but it seems to me that with the first example all members of Foo, including the print function, are duplicated each time it is instantiated - but with the second, it just gets a pointer to one, pre-declared function, which would save any more memory having to be allocated as more instances of Foo are created. Am I correct, and if I am, is there any memory/performance benefit to doing this?

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  • How to maintain encapsulation with composition in C++?

    - by iFreilicht
    I am designing a class Master that is composed from multiple other classes, A, Base, C and D. These four classes have absolutely no use outside of Master and are meant to split up its functionality into manageable and logically divided packages. They also provide extensible functionality as in the case of Base, which can be inherited from by clients. But, how do I maintain encapsulation of Master with this design? So far, I've got two approaches, which are both far from perfect: 1. Replicate all accessors: Just write accessor-methods for all accessor-methods of all classes that Master is composed of. This leads to perfect encapsulation, because no implementation detail of Master is visible, but is extremely tedious and makes the class definition monstrous, which is exactly what the composition should prevent. Also, adding functionality to one of the composees (is that even a word?) would require to re-write all those methods in Master. An additional problem is that inheritors of Base could only alter, but not add functionality. 2. Use non-assignable, non-copyable member-accessors: Having a class accessor<T> that can not be copied, moved or assigned to, but overrides the operator-> to access an underlying shared_ptr, so that calls like Master->A()->niceFunction(); are made possible. My problem with this is that it kind of breaks encapsulation as I would now be unable to change my implementation of Master to use a different class for the functionality of niceFunction(). Still, it is the closest I've gotten without using the ugly first approach. It also fixes the inheritance issue quite nicely. A small side question would be if such a class already existed in std or boost. EDIT: Wall of code I will now post the code of the header files of the classes discussed. It may be a bit hard to understand, but I'll give my best in explaining all of it. 1. GameTree.h The foundation of it all. This basically is a doubly-linked tree, holding GameObject-instances, which we'll later get to. It also has it's own custom iterator GTIterator, but I left that out for brevity. WResult is an enum with the values SUCCESS and FAILED, but it's not really important. class GameTree { public: //Static methods for the root. Only one root is allowed to exist at a time! static void ConstructRoot(seed_type seed, unsigned int depth); inline static bool rootExists(){ return static_cast<bool>(rootObject_); } inline static weak_ptr<GameTree> root(){ return rootObject_; } //delta is in ms, this is used for velocity, collision and such void tick(unsigned int delta); //Interaction with the tree inline weak_ptr<GameTree> parent() const { return parent_; } inline unsigned int numChildren() const{ return static_cast<unsigned int>(children_.size()); } weak_ptr<GameTree> getChild(unsigned int index) const; template<typename GOType> weak_ptr<GameTree> addChild(seed_type seed, unsigned int depth = 9001){ GOType object{ new GOType(seed) }; return addChildObject(unique_ptr<GameTree>(new GameTree(std::move(object), depth))); } WResult moveTo(weak_ptr<GameTree> newParent); WResult erase(); //Iterators for for( : ) loop GTIterator& begin(){ return *(beginIter_ = std::move(make_unique<GTIterator>(children_.begin()))); } GTIterator& end(){ return *(endIter_ = std::move(make_unique<GTIterator>(children_.end()))); } //unloading should be used when objects are far away WResult unloadChildren(unsigned int newDepth = 0); WResult loadChildren(unsigned int newDepth = 1); inline const RenderObject& renderObject() const{ return gameObject_->renderObject(); } //Getter for the underlying GameObject (I have not tested the template version) weak_ptr<GameObject> gameObject(){ return gameObject_; } template<typename GOType> weak_ptr<GOType> gameObject(){ return dynamic_cast<weak_ptr<GOType>>(gameObject_); } weak_ptr<PhysicsObject> physicsObject() { return gameObject_->physicsObject(); } private: GameTree(const GameTree&); //copying is only allowed internally GameTree(shared_ptr<GameObject> object, unsigned int depth = 9001); //pointer to root static shared_ptr<GameTree> rootObject_; //internal management of a child weak_ptr<GameTree> addChildObject(shared_ptr<GameTree>); WResult removeChild(unsigned int index); //private members shared_ptr<GameObject> gameObject_; shared_ptr<GTIterator> beginIter_; shared_ptr<GTIterator> endIter_; //tree stuff vector<shared_ptr<GameTree>> children_; weak_ptr<GameTree> parent_; unsigned int selfIndex_; //used for deletion, this isn't necessary void initChildren(unsigned int depth); //constructs children }; 2. GameObject.h This is a bit hard to grasp, but GameObject basically works like this: When constructing a GameObject, you construct its basic attributes and a CResult-instance, which contains a vector<unique_ptr<Construction>>. The Construction-struct contains all information that is needed to construct a GameObject, which is a seed and a function-object that is applied at construction by a factory. This enables dynamic loading and unloading of GameObjects as done by GameTree. It also means that you have to define that factory if you inherit GameObject. This inheritance is also the reason why GameTree has a template-function gameObject<GOType>. GameObject can contain a RenderObject and a PhysicsObject, which we'll later get to. Anyway, here's the code. class GameObject; typedef unsigned long seed_type; //this declaration magic means that all GameObjectFactorys inherit from GameObjectFactory<GameObject> template<typename GOType> struct GameObjectFactory; template<> struct GameObjectFactory<GameObject>{ virtual unique_ptr<GameObject> construct(seed_type seed) const = 0; }; template<typename GOType> struct GameObjectFactory : GameObjectFactory<GameObject>{ GameObjectFactory() : GameObjectFactory<GameObject>(){} unique_ptr<GameObject> construct(seed_type seed) const{ return unique_ptr<GOType>(new GOType(seed)); } }; //same as with the factories. this is important for storing them in vectors template<typename GOType> struct Construction; template<> struct Construction<GameObject>{ virtual unique_ptr<GameObject> construct() const = 0; }; template<typename GOType> struct Construction : Construction<GameObject>{ Construction(seed_type seed, function<void(GOType*)> func = [](GOType* null){}) : Construction<GameObject>(), seed_(seed), func_(func) {} unique_ptr<GameObject> construct() const{ unique_ptr<GameObject> gameObject{ GOType::factory.construct(seed_) }; func_(dynamic_cast<GOType*>(gameObject.get())); return std::move(gameObject); } seed_type seed_; function<void(GOType*)> func_; }; typedef struct CResult { CResult() : constructions{} {} CResult(CResult && o) : constructions(std::move(o.constructions)) {} CResult& operator= (CResult& other){ if (this != &other){ for (unique_ptr<Construction<GameObject>>& child : other.constructions){ constructions.push_back(std::move(child)); } } return *this; } template<typename GOType> void push_back(seed_type seed, function<void(GOType*)> func = [](GOType* null){}){ constructions.push_back(make_unique<Construction<GOType>>(seed, func)); } vector<unique_ptr<Construction<GameObject>>> constructions; } CResult; //finally, the GameObject class GameObject { public: GameObject(seed_type seed); GameObject(const GameObject&); virtual void tick(unsigned int delta); inline Matrix4f trafoMatrix(){ return physicsObject_->transformationMatrix(); } //getter inline seed_type seed() const{ return seed_; } inline CResult& properties(){ return properties_; } inline const RenderObject& renderObject() const{ return *renderObject_; } inline weak_ptr<PhysicsObject> physicsObject() { return physicsObject_; } protected: virtual CResult construct_(seed_type seed) = 0; CResult properties_; shared_ptr<RenderObject> renderObject_; shared_ptr<PhysicsObject> physicsObject_; seed_type seed_; }; 3. PhysicsObject That's a bit easier. It is responsible for position, velocity and acceleration. It will also handle collisions in the future. It contains three Transformation objects, two of which are optional. I'm not going to include the accessors on the PhysicsObject class because I tried my first approach on it and it's just pure madness (way over 30 functions). Also missing: the named constructors that construct PhysicsObjects with different behaviour. class Transformation{ Vector3f translation_; Vector3f rotation_; Vector3f scaling_; public: Transformation() : translation_{ 0, 0, 0 }, rotation_{ 0, 0, 0 }, scaling_{ 1, 1, 1 } {}; Transformation(Vector3f translation, Vector3f rotation, Vector3f scaling); inline Vector3f translation(){ return translation_; } inline void translation(float x, float y, float z){ translation(Vector3f(x, y, z)); } inline void translation(Vector3f newTranslation){ translation_ = newTranslation; } inline void translate(float x, float y, float z){ translate(Vector3f(x, y, z)); } inline void translate(Vector3f summand){ translation_ += summand; } inline Vector3f rotation(){ return rotation_; } inline void rotation(float pitch, float yaw, float roll){ rotation(Vector3f(pitch, yaw, roll)); } inline void rotation(Vector3f newRotation){ rotation_ = newRotation; } inline void rotate(float pitch, float yaw, float roll){ rotate(Vector3f(pitch, yaw, roll)); } inline void rotate(Vector3f summand){ rotation_ += summand; } inline Vector3f scaling(){ return scaling_; } inline void scaling(float x, float y, float z){ scaling(Vector3f(x, y, z)); } inline void scaling(Vector3f newScaling){ scaling_ = newScaling; } inline void scale(float x, float y, float z){ scale(Vector3f(x, y, z)); } void scale(Vector3f factor){ scaling_(0) *= factor(0); scaling_(1) *= factor(1); scaling_(2) *= factor(2); } Matrix4f matrix(){ return WMatrix::Translation(translation_) * WMatrix::Rotation(rotation_) * WMatrix::Scale(scaling_); } }; class PhysicsObject; typedef void tickFunction(PhysicsObject& self, unsigned int delta); class PhysicsObject{ PhysicsObject(const Transformation& trafo) : transformation_(trafo), transformationVelocity_(nullptr), transformationAcceleration_(nullptr), tick_(nullptr) {} PhysicsObject(PhysicsObject&& other) : transformation_(other.transformation_), transformationVelocity_(std::move(other.transformationVelocity_)), transformationAcceleration_(std::move(other.transformationAcceleration_)), tick_(other.tick_) {} Transformation transformation_; unique_ptr<Transformation> transformationVelocity_; unique_ptr<Transformation> transformationAcceleration_; tickFunction* tick_; public: void tick(unsigned int delta){ tick_ ? tick_(*this, delta) : 0; } inline Matrix4f transformationMatrix(){ return transformation_.matrix(); } } 4. RenderObject RenderObject is a base class for different types of things that could be rendered, i.e. Meshes, Light Sources or Sprites. DISCLAIMER: I did not write this code, I'm working on this project with someone else. class RenderObject { public: RenderObject(float renderDistance); virtual ~RenderObject(); float renderDistance() const { return renderDistance_; } void setRenderDistance(float rD) { renderDistance_ = rD; } protected: float renderDistance_; }; struct NullRenderObject : public RenderObject{ NullRenderObject() : RenderObject(0.f){}; }; class Light : public RenderObject{ public: Light() : RenderObject(30.f){}; }; class Mesh : public RenderObject{ public: Mesh(unsigned int seed) : RenderObject(20.f) { meshID_ = 0; textureID_ = 0; if (seed == 1) meshID_ = Model::getMeshID("EM-208_heavy"); else meshID_ = Model::getMeshID("cube"); }; unsigned int getMeshID() const { return meshID_; } unsigned int getTextureID() const { return textureID_; } private: unsigned int meshID_; unsigned int textureID_; }; I guess this shows my issue quite nicely: You see a few accessors in GameObject which return weak_ptrs to access members of members, but that is not really what I want. Also please keep in mind that this is NOT, by any means, finished or production code! It is merely a prototype and there may be inconsistencies, unnecessary public parts of classes and such.

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  • Membership numbers

    - by Ron Bruce
    I currently use phpMyAdmin 3.2.4 to monitor and manage the membership numbers for my organization members website. Not to long ago the member numbers jumped from 750 to 1,000,000 just over night? I am not sure how to fix this. I am new at this and I am not that famaliar of how this all works. This working with MySQL database. Also where so I fined on line manuals for phpMyAdmin and MySql? Respectfully Ron

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  • Is there an easy way to copy an audio CD in Mac OS X?

    - by Bob D
    (not a commercial CD). I did some recordings of a band years ago and ran into one of the band members who asked me if I could make copies. I assumed that this would be easy. I know that I can rip the CD into iTunes and then burn a new CD, but I have two optical drives available, is there a way to simply copy the CD from one drive to the other in one step?

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  • basic http authentication

    - by user881480
    I am using apache's basic http authentication to control access, however, I only want to control one level of directory access, meaning, I only want directory a to be authenticated, but not a's children(eg. a/b), is this possible? <Location /a/> Options -Indexes Order Deny,Allow Allow from all AuthType Basic AuthName "Members Only" AuthUserFile /home/xxxx/.htpasswd require valid-user </Location>

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  • one svn account for each programmer?

    - by ajsie
    i should have one svn user for each programmer in the ubuntu server? is this accomplished by using "htpasswd" 4 times for 4 programmers? how do i couple all these users to same group so that i could modify file access specific for the svn group and all its members?

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  • one svn account for each programmer?

    - by ajsie
    i should have one svn user for each programmer in the ubuntu server? is this accomplished by using "htpasswd" 4 times for 4 programmers? im using svn with webdav and apache. how do i couple all these users to same group so that i could modify file access specific for the svn group and all its members?

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  • Accessing a Windows 7 print share without a password

    - by user101141
    In our network we have a Windows 7 print server. Users connect to this machine by typing \\server_name on their own workstations. The print server and the users` computers are members of Active Directory. In AD, only computers have accounts, users are using local accounts. Is it possible to configure Windows 7 so that it doesn't ask for login and password when a user tries to access it from computer which is member of domain?

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  • Federated access to desktop and network resources in MS AD domains

    - by Glenn Stauffer
    We are looking for a way to provide members of three loosely connected organizations with access to authenticated resources such as file shares, printers, and lab computers. I've seen federation facilities for web resources; is ther something similar for domain logins? Our Active directory domains are not connected so we would have to use email addresses for the username to insure uniqueness. Is there any openid like mechanism that works for AD logins?

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  • Hamachi network problem in virtual machine

    - by Ngu Soon Hui
    Hello, I have two virtual instances of Windows XP, and they are members of my Hamachi network. The problem is that the virtual machines seem to have a connectivity problem. The connection is intermittent, at best. Is there any known issues of hamachi, with Virtual Machine running on Windows XP?

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  • Spell check doesn't work in protected forms in Word 2011 for Mac

    - by Erin
    We have a form template many staff members use. We created it in Word 2004 for Mac, and I was told a shortcoming was there was no way to turn on the spell checker (a real hassle!). I hoped this would be fixed in 2011, but when I open the form and save it as a .docx, the spell check still doesn't work. Many menu choices, including Language and Spelling and Grammar are grayed. Is there any way to get spell check in a protected, fillable form?

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  • git clone is blank from a Gitosis Served Repository

    - by mykeus
    Everything is working fine with my public keys and repository activity but when one of my team members tries to clone a repository, the clone is blank, example output: bry4n@~/tests$ git clone [email protected]:tg/base.git bry4n@~/tests$ At first, It was giving the typical no read access error. Then i stripped out alot of the junk out of the configuration then he started only getting the output above.

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  • how does a web application cope with thousands of requests?

    - by netrox
    I went to a few websites and noticed that they all use AJAX technology for many tasks such as chat, messages, and so forth. They use a lot of httprequests obviously. My question is if you build a simple website using AJAX and you expected only few people per hour and then you start to have like 1,000 members logged per hour - can a single web application handle more requests per hour if you just upgrade to faster bigger servers or do you have to rewrite the code? Exactly how do you "scale" the web application?

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  • Can I use netgroup at an NIS Client (Redhat) to restrict access to it?

    - by sdmythos_gr
    Our company has a central NIS configuration that we are using to access our teams servers (Redhat)... The current configuration allows all valid NIS authenticated users to connect to our servers. We cannot update or change something on the NIS Master Server... so... Is there a way to use netgroups or some other configuration to allow our team members to authenticate using the NIS server but still restrict access to all other users? Thanks!

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  • public family tree

    - by Remus Rigo
    Hi all Does anyone know a ancestry site that allows you to create a public profile or tree, so that other visitors can see your family tree. In all sites that I have found (dynastree.com, familylink.com, ancestry.com, genebase.com), if someone wants to see your family tree, they must be members or register. thanks

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  • unable to join domain using virtualbox

    - by FreshPrinceOfSO
    I'm in the process of setting up a VM environment for a MS certification exam (70-462). Following the training kit's instructions, I've set up a domain controller (DC) and two members (SQL-A, SQL-B) thus far. I can't figure out why I can't join the domain. DC IPv4 Address . . . : 10.10.10.10(Preferred) Subnet Mask. . . . : 255.0.0.0 DNS Servers. . . . : ::1 127.0.0.1 SQL-A IPv4 Address . . . : 10.10.10.20(Preferred) Subnet Mask. . . . : 255.0.0.0 DNS Servers. . . . : 10.10.10.10 SQL-B IPv4 Address . . . : 10.10.10.30(Preferred) Subnet Mask. . . . : 255.0.0.0 DNS Servers. . . . : 10.10.10.10 I've read how to do networking between virtual machines in virtualbox and the documentation. After trying various network adapter configurations, I can't get them to communicate in order to have the two members join the domain. When I ping from .30 to .10, I get: ping 10.10.10.10 Pinging 10.10.10.10 with 32 bytes of data: Reply from 10.10.10.20: Destination host unreachable. Reply from 10.10.10.20: Destination host unreachable. Reply from 10.10.10.20: Destination host unreachable. Reply from 10.10.10.20: Destination host unreachable. Trying to join the domain: netdom join SQL-A /domain:contso.com The specified domain either does not exist or could not be contacted. The command failed to complete successfully. Within VirtualBox, I've tried the following combinations for network adapter: Attached to - Promiscuous Mode ------------------------------- NAT Bridged Adapter - Deny Bridged Adapter - Allow VMs Bridged Adapter - Allow All Internal Network - Deny Internal Network - Allow VMs Internal Network - Allow All Host-only Adapter - Deny Host-only Adapter - Allow VMs Host-only Adapter - Allow All Edit ipconfig /all of DC ipconfig /all of SQL-A

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