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  • What is the correct and most efficient approach of streaming vertex data?

    - by Martijn Courteaux
    Usually, I do this in my current OpenGL ES project (for iOS): Initialization: Create two VBO's and one IndexBuffer (since I will use the same indices), same size. Create two VAO's and configure them, both bound to the same Index Buffer. Each frame: Choose a VBO/VAO couple. (Different from the previous frame, so I'm alternating.) Bind that VBO Upload new data using glBufferSubData(GL_ARRAY_BUFFER, ...). Bind the VAO Render my stuff using glDrawElements(GL_***, ...); Unbind the VAO However, someone told me to avoid uploading data (step 3) and render immediately the new data (step 5). I should avoid this, because the glDrawElements call will stall until the buffer is effectively uploaded to VRAM. So he suggested to draw all my geometry I uploaded the previous frame and upload in the current frame what will be drawn in the next frame. Thus, everything is rendered with the delay of one frame. Is this true or am I using the good approach to work with streaming vertex data? (I do know that the pipeline will stall the other way around. Ie: when you draw and immediately try to change the buffer data. But I'm not doing that, since I implemented double buffering.)

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  • Strange and erratic transformations when using OpenGL VBOs to render scene

    - by janoside
    I have an existing iOS game with fairly simple scenes (all textured quads) and I'm using Apple's "Texture2D" class. I'm trying to convert this class to use VBOs since the vertices of my objects basically never change so I may as well not re-create them for every object every frame. I have the scene rendering using VBOs but the sizes and orientations of all rendered objects are strange and erratic - though locations seem generally correct. I've been toying with this code for a few days now, and I've found something odd: if I re-create all of my VBOs each frame, everything looks correct, even though I'm almost certain my vertices are not changing. Other notes I'm basing my work on this tutorial, and therefore am also using "IBOs" I create my buffers before rendering begins My buffers include vertex and texture data I'm using OpenGL ES 1.1 Fearing some strange effect of the current matrix GL state at the time of buffer creation I've also tried wrapping my buffer-setup code in a "pushMatrix-loadIdentity-popMatrix" block which (as expected) had no effect I'm aware that various articles have been published demonstrating that VBOs may not help performance, but I want to understand this problem and at least have the option to use them. I realize this is a shot in the dark, but has anyone else experienced this type of strange behavior? What might I be doing to result in this behavior? It's rather difficult for me to isolate the problem since I'm working in an existing, moderately complex project, so suggestions about how to approach the problem are also quite welcome.

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  • Is this technique for stat tracking without a database workable?

    - by baptzmoffire
    If I wanted to create a chess game, for iOS, that tracked both player moves (for retracing the progression of a game and for player stats), what would be the simplest route to take? To clarify, I want to track not only the moves a player has made in a particular game, but how often that player has made that move in past games. For example I want to be able to track: How many times a given player has opened by moving the king pawn up two squares (e4) as white, on move number one. What is the percentage of time the player responds to white's e4 opening move, with moving his own king pawn to e5? What percentage of time does he respond by moving his queenside bishop pawn to c5? And so on. If it's not clear, the stat tracking system should also be able to report how many times this player, as black, move his queen to h1, on move number 30. I'm using Parse.com for my back-end as a server (BaaS) service. If I were to create a class that writes strings that identify move number, player color, moved piece, algebraic notation of the square (e.g. "d8") to a file, locally in the file system saves the file to Parse, and deletes the temporary file from file system upon opening the same game in my tableview (a la a "With Friends" game), download this file from Parse, parse through it and retrieve all stats/history, assign all relevant values to variables Is this plan viable, or is there an easier way?

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  • Offset Forward vector of object based on Rotation

    - by Taylor
    I'm using the Bullet 3D physics engine in a iOS application running openGL ES 1.1 Currently I'm accepting info from the gyroscope to allow the user to "look around" a 3d world that follows a bouncing ball (note: it only takes in the yaw to look around 360 degrees). Im also accepting information from the accelerometer based on the tilt to push the ball. As of right now, to move forward, the user tilts the devise forward (using the accelerometer); to move to the right, the user tilts the devise to the right and so on. The forward vector is currently along it's local Z-axis. The problem is that I want to change the ball bounce based on where the user has changed the view. If I change the view, the ball bounces in the fixed direction. I want to change the forward facing direction so that when a user changes the view (say to the look at the right of the world, the user rotates the device), tilting the devise forward will result in a forward force in that direction. Basically, I want the forward vector to take the rotation into consideration. Sorry if I didn't explain the issue well enough, its kind of confusing to write down.

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  • Ad Service That Lets You Choose Your Ad, and Then Some [on hold]

    - by user3634450
    I'm trying to build an app for both Android and/or iOS where part of the gameplay actually involves ads as a texture. I need to be able to choose which ads I would like to use. I need to be able to be able to identify the ads (which if I can choose which ads show up in the app shouldn't be that hard). I need to be able to swap in and out new ads on what could possibly be a daily basis (and don't want to have to update the app to do it). And as if that wasn't too needy a list, I need to be able to load 50 ads from the pool of ads I deem fit, all to each and every user of the app at least every couple of days. I don't care if the ads pay, I'm not looking for clicks, but I don't want to have to make 50 fake ads every couple of days, from an "artistic" level I don't want the content to feel phony or fake, and I don't really have a way to load content to each user via some internet source (if anyone could name one that would be great). I'm not sure what kind of ad provider would like or even approve of this, in fact just what I've described might be against Google Play's or iTunes' content developer policies, but if anyone could give me any advice to steer me in the right direction it would be greatly appreciated, thank you.

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  • Are there any significant advantages to using a native language for mobile app development?

    - by Karl Daniel
    Forgive me if this question has already been answered but I couldn't quite find the answer I was looking for. What I wanted to know was, is there any significant advantage to using a native language when developing and deploying apps to a mobile environment? The reason I ask is for a long while now I've been using Objective-C, Apple's native language for iOS, to build my apps. However I've been wondering whether or not there is any real benefit to doing this, over using a non-native language like JavaScript and then deploying it through a service like 'Phone Gap'? I do stress 'significant' advantages as native languages are always more likely to have the upper hand when it comes to speed and access to the latest APIs. However in general I don't see using a non-native language or a service like 'Phone Gap' causing and major slow down to my apps or restricting my development. Additionally having the ability to deploy to multiple services is also very handy indeed. This is why I put the question, are there any significant advantages to using a native language for mobile app development?

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  • How to prevent one account from unlocking products on other devices using Apple StoreKit?

    - by reapz
    We are currently wrapping up a free-to-play game on iOS in which you can purchase non-consumable products. We have been discussing this case internally and are not quite sure what the best practices are as this is our first title. For example, if a user downloads our app, and makes some purchases. These can be restored should the app ever be deleted and reinstalled as long as the user uses the same Apple ID. What is to stop him from making a fake Apple account, purchasing items and then posting this account on the web allowing everyone to get the items for free? That is obviously a worst case situation. But a smaller case would be a user unlocking items for his friends. We do not want this to be an always online game but have considered doing a check on startup if there is internet available. If the currently logged in account doesn't own the products do we lock them again? Probably not because people may simply sign into the device with different Game Center logins at which point we don't want to constantly lock and unlock items. At some point we will be adding multiplayer at which point we can definately do a check with the currently logged in account. This is because A, they will be online when attempting multiplayer, and B, they will want to use their own account for multiplayer. Unfortunately we aren't quite ready for this yet. Has anyone tackled this issue. Are we overthinking here?

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  • Weird UIView transforms in Retina iPhone

    - by ggambett
    I'm having a problem I don't understand. I'm developing an OpenGL app for iOS. Because at some points I want to force the orientation of the view programatically, and Apple for whatever reason doesn't make it easy (or even possible), I'm doing it by hand. I return always NO in shouldAutoRotateToInterfaceOrientation, and when I want to change the orientation (to portrait, for example), I do something like this in the UIView: [self setTransform:CGAffineTransformMake(1, 0, 0, 1, 0, 0)]; [self setBounds:CGRectMake(0, 0, 768, 1024)]; This works fine. In order to support Retina devices, I started checking [UIScreen mainScreen].scale, and setting self.contentScaleFactor accordingly. I also modified the code above to account for the new dimensions, like this: [self setTransform:CGAffineTransformMake(1, 0, 0, 1, 0, 0)]; [self setBounds:CGRectMake(0, 0, 2*768, 2*1024)]; Same rotation, different size. The weird result with this is that I get a "screen" with the right size, but offsetted half a screen to the bottom and the left. To correct for this, I need to do the following: [self setTransform:CGAffineTransformMake(1, 0, 0, 1, 0, 0)]; [self setBounds:CGRectMake(-768, -1024, 2*768 - 768, 2*1024 - 1024)]; This works, but it's ugly, I also need to make similar corrections when I get touch coordinates, and worst of all, I don't understand what's going on or why the above "correction" works. Can anyone shed some light on this issue?

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  • What is the best way to store meshes or 3d models in a class

    - by Robse
    I am wondering, how I should store my mesh into memory after loading it from whatever file. I have Questions floating in my head: Should a mesh could have sub meshes or does the 3d model just store a list of meshes all on the same level Is there one material assigned to one mesh 1:1? What do I have to consider, if I want to store skeletal animations? Btw it's a OpenGL|ES2 iOS game using GLKit. I came up with some basic struct types: (But I think they are way to simple and I need to add padding or change the vector3 to vector4.) typedef union _N3DShortVector2 { struct { short x, y; }; struct { short s, t; }; short v[2]; } N3DShortVector2; typedef union _N3DShortVector3 { struct { short x, y, z; }; struct { short r, g, b; }; struct { short s, t, p; }; short v[3]; } N3DShortVector3; typedef GLKVector3 N3DFloatVector3; typedef struct _N3DMeshRecordSV3 { N3DShortVector3 v1, v2, v3; } N3DMeshRecordSV3; typedef struct _N3DMeshRecordSV3FN3ST2 { N3DShortVector3 v1, v2, v3; N3DFloatVector3 n1, n2, n3; N3DShortVector2 t1, t2, t3; } N3DMeshRecordSV3FN3ST2;

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  • Need ideas on how to give my levels structure

    - by akuritsu
    I am making an iOS game for a project at school. It is going to be a tiny bit like Fruit Ninja, as in it will have different things on the screen, and when you hit them, they die, and you get points. The trouble is that unlike Fruit Ninja, my game will have different types of sprites, all doing different things (moving different places, doing different things, etc). The one thing that is bad about having all of these sprites that do different things is that it is hard for them to look neat on the screen all together. I was planning on having a couple of different gamemodes: Time Trial You have 120 seconds to kill as many sprites as possible. Survival You have three lives, every time you try to hit a sprite and miss, you lose a life. ???? Whatever I think of. I am a rookie to game design in general, and I don't know the best way to make my game look good, and play well. I could have all of these sprites on the screen at the same time, or I could have them come in waves, for example 10 of sprite_a come on, and once they are killed, 10 of sprite_b come on, etc... Please give me your opinion about which one I should code. If you have any other suggestions for either a third gamemode, or a completely different way to make the levels, feel free to tell me.

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  • MVC design patterns

    - by insane-36
    I have an application and it does not use a very good structure. However it seems to me that I have tried to stick to mvc design pattern but a senior engineer claims that I have no design patterns and code are mesh. How I have structured the code : I have couple of nsmanagedobject model classes which represents model in my case and a reskit library which encapsulates the nsurlconnection and url request. I fetch the request from the view controller itself and then when the request get completed I create predicate and then populate it in tableview. Wherever I need custom view either I create it in nib or create in a custom subclass of UIView. I have use delegation pattern and notification to communication to view controller, views and block callback with restkit. But, the senior engineer is very new to ios. He has been doing it for 2 months now but he is a good java programmer. So, what is mvc pattern ? Is core data model not working as a model objects, view controller as controller and views. I dont seem to find any other places or any other cases to create my own model object since the most of the models are used as NSManagedObject subclass.

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  • colliding btRigidBody objects behave strangely when moving slowly

    - by Piku
    I'm trying to use Bullet Physics in my iOS game. The engine appears to be correctly compiled in that the demos work fine. In my game I have the player's ship and some enemy ships. They're defined as btRigidBody objects and btCollisionObjects and I'm using btSphereShapes for collision. At 'fast' speeds, collisions appear to happen sensibly - things collide and nothing goes 'weird'. If the speeds are very slow though and the player's ship touches a non-moving object the collision happens, but then the player's ship moves at incredible speed over the next few frames and appears a long distance from where it collided - completely out of proportion to the speed it was moving before impact. To move the things around I'm using setLinearVelocity() each frame, ticking the physics engine, then using getMotionState() to update the rendering code I have. Part of the issue might be I don't quite understand how to set the correct mass or what the best speeds are to use for anything. I'm mostly sticking numbers in and seeing what happens. Should I be using Bullet in this way, and are there any guidelines for deciding on the mass of objects? (am I right in assuming that in collisions heavier objects will force lighter objects to move more)

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  • Game with changing logic

    - by rsprat
    I'm planing to develop a puzzle like mobile game (android/ios) with a different logic for each puzzle. Say, for example one puzzle could be a Rubik's cube and another one a ball maze. Many more new puzzles will appear during the life of the game, and I want the users to be able to play those new puzzles. The standard way for managing this would be through application updates. Each time a new puzzle or bunch of puzzles appear, create a new update for the app that the user can download. However, I would like to do it in a more transparent way. When a new puzzle appears, the basic info of the puzzle would be displayed in the app menu, and the user would be able to play it by just clicking it. What comes to my mind is that the app would automatically download a .dll or .jar and inject it in the application at runtime. Is that even possible? Are there any restrictions from the OS? Is there a better way for solving it? Thanks alot

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  • The model to sell apps on App Store is better with a paid only version?

    - by ????
    Rob Napier, the author of iOS 5 Programming Pushing the Limits, mentioned there are several models of selling apps on the App Store: Write an app and sell it Publish a free and a full version Ad supported by third party or by iAd In App purchase Surprisingly, the author said that the most workable model is (1) in terms of sales. I would think that (2) with fairly limiting ability for the free version can bring more sales, as people without trying, might not plunge down $0.99 or $1.99 for something they haven't tried? I for one, might not have purchased Angry Birds if I didn't try their free version first. Also, I think it also depends on the situation: if the app is about alarm clock, and there are already 5 alarm clocks in App Store that are free, then your app that is $0.99 might not be that eagerly purchased. If yours is also free, and users really like it out of all the other ones, then they may think, $0.99 is nothing to get a good alarm clock, and gladly pay you the $0.99 in exchange for a full version of the alarm clock, something that they can't get with the free version. (such as the full version can let you choose a song from your Music Library for the alarm). Could (1) work only if the user definitely want it and have no substitute? How might it work the best?

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  • Real-Time Multi-User Gaming Platform

    - by Victor Engel
    I asked this question at Stack Overflow but was told it's more appropriate here, so I'm posting it again here. I'm considering developing a real-time multi-user game, and I want to gather some information about possibilities before I do some real development. I've thought about how best to ask the question, and for simplicity, the best way that occurred to me was to make an analogy to the field (or playground) game darebase. In the field game of darebase, there are two or more bases. To start, there is one team on each base. The game is a fancy game of tag. When two people meet out in the field, the person who left his base most recently timewise captures the other person. They then return to that person's base. Play continues until everyone is part of the same team. So, analogizing this to an online computer game, let's suppose there are an indefinite number of bases. When a person starts up the game, he has a team that is located at, for example, his current GPS coordinates. It could be a virtual world, but for sake of argument, let's suppose the virtual world corresponds to the player's actual GPS coordinates. The game software then consults the database to see where the closest other base is that is online, and the two teams play their game of virtual tag. Note that the user of the other base could have a different base than the one run by the current user as the closest base to him, in which case, he would be in two simultaneous battles, one with each base. When they go offline, the state of their players is saved on a server somewhere. Game logic calls for the players to have some automaton-logic of some sort, so they can fend for themselves in a limited way using basic rules, until their user goes online again. The user doesn't control the players' movements directly, but issues general directives that influence the players' movement logic. I think this analogy is good enough to frame my question. What sort of platforms are available to develop this sort of game? I've been looking at smartfoxserver, but I'm not convinced yet that it is the best option or even that it will work at all. One possibility, of course, would be to roll out my own web server, but I'd rather not do that if there is an existing service out there already that I could tap into. I will be developing for iOS devices at first. So any suggestions would be greatly appreciated. I think I need to establish the architecture first before proceeding with this project. Note that darbase is not the game I intend to implement, but, upon reflection, that might not be a bad idea either.

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  • Rendering Texture Quad to Screen or FBO (OpenGL ES)

    - by Usman.3D
    I need to render the texture on the iOS device's screen or a render-to-texture frame buffer object. But it does not show any texture. It's all black. (I am loading texture with image myself for testing purpose) //Load texture data UIImage *image=[UIImage imageNamed:@"textureImage.png"]; GLuint width = FRAME_WIDTH; GLuint height = FRAME_HEIGHT; //Create context void *imageData = malloc(height * width * 4); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGContextRef context = CGBitmapContextCreate(imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGColorSpaceRelease(colorSpace); //Prepare image CGContextClearRect(context, CGRectMake(0, 0, width, height)); CGContextDrawImage(context, CGRectMake(0, 0, width, height), image.CGImage); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); Simple Texture Quad drawing code mentioned here //Bind Texture, Bind render-to-texture FBO and then draw the quad const float quadPositions[] = { 1.0, 1.0, 0.0, -1.0, 1.0, 0.0, -1.0, -1.0, 0.0, -1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0 }; const float quadTexcoords[] = { 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0 }; // stop using VBO glBindBuffer(GL_ARRAY_BUFFER, 0); // setup buffer offsets glVertexAttribPointer(ATTRIB_VERTEX, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), quadPositions); glVertexAttribPointer(ATTRIB_TEXCOORD0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), quadTexcoords); // ensure the proper arrays are enabled glEnableVertexAttribArray(ATTRIB_VERTEX); glEnableVertexAttribArray(ATTRIB_TEXCOORD0); //Bind Texture and render-to-texture FBO. glBindTexture(GL_TEXTURE_2D, GLid); //Actually wanted to render it to render-to-texture FBO, but now testing directly on default FBO. //glBindFramebuffer(GL_FRAMEBUFFER, textureFBO[pixelBuffernum]); // draw glDrawArrays(GL_TRIANGLES, 0, 2*3); What am I doing wrong in this code? P.S. I'm not familiar with shaders yet, so it is difficult for me to make use of them right now.

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  • Strategy for avoiding duplicate object ids for data shared across devices using iCloud

    - by rmaddy
    I have a data intensive iOS app that is not using CoreData nor does it support iCloud synching (yet). All of my objects are created with unique keys. I use a simple long long initialized with the current time. Then as I need a new key I increment the value by 1. This has all worked well for a few years with the app running isolated on a single device. Now I want to add support for automatic data sync across devices using iCloud. As my app is written, there is the possibility that two objects created on two different devices could end up with the same key. I need to avoid this possibility. I'm looking for ideas for solving this issue. I have a few requirements that the solution must meet: 1) The key needs to remain a single integral data type. Converting all existing keys to a compound key or to a string or other type would affect the entire code base and likely result in more bugs than it's worth. 2) The solution can't depend on an Internet connection. A user must be able to run the app and add data even with no Internet connection. The data should still resolve properly later when the data syncs through iCloud once a connection is available. I'll accept one exception to this rule. If no other option is available, I may be open to requiring an Internet connection the first time the app's data is initialized. One idea I have been toying around with in my head is logically splitting the integer key into two parts. The high 4 or 5 bits could be used as some sort of device id while the rest represents the actual key. The fuzzy part is figuring out how to come up with non-conflicting device ids that fit in a few bits. This should be viable since I don't need to deal will millions of devices. I just need to deal with the few devices that would be shared by a given iCloud account. I'm open to suggestions. Thanks.

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  • Instanced drawing with OpenGL ES 2.0

    - by Mårten Wikström
    In short: Is it possible to use the gl_InstanceID built-in variable in OpenGL ES 2.0? And, if so, how? Some more info: I want to draw multiple instances of an object using glDrawArraysInstanced and gl_InstanceID, and I want my application to run on multiple platforms, including iOS. The specification clearly says that these features require ES 3.0. According to the iOS Device Compatibility Reference ES 3.0 is only available on a few devices (those based on the A7 GPU; so iPhone 5s, but not on iPhone 5 or earlier). So my first assumption was that I needed to avoid using instanced drawing on older iOS devices. However, further down in the compatibility reference document it says that the EXT_draw_instanced extension is supported for all SGX Series 5 processors (that includes iPhone 5 and 4s). This makes me think that I could indeed use instanced drawing on older iOS devices too, by looking up and using the appropriate extension function (EXT or ARB) for glDrawArraysInstanced. I'm currently just running some test code using SDL and GLEW on Windows so I haven't tested anything on iOS yet. However, in my current setup I'm having trouble using the gl_InstanceID built-in variable in a vertex shader. I'm getting the following error message: 'gl_InstanceID' : variable is not available in current GLSL version Enabling the "draw_instanced" extension in GLSL has no effect: #extension GL_ARB_draw_instanced : enable #extension GL_EXT_draw_instanced : enable The error goes away when I specifically declare that I need ES 3.0 (GLSL 300 ES): #version 300 es Although that seem to work fine on my Windows desktop machine in an ES 2.0 context I doubt that this would work on an iPhone 5. So, shall I abandon the idea of being able to use instanced drawing on older iOS devices?

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  • DHCP Relay V DHCP Local Cisoc v 3com

    - by DefSol
    Howdy, I have a client who has a WAN with 7 sites. At one site in particular, randomly about 4-5 clients do not get an IP address. The local gateway is a cisco 871 and relay's to a windows server in a Data Center running a valid scope for the subnet. If I put in a cisco 1800 and configure a dhcp scope (disabling the scope on the server) all clients get an ip address and everything is right with the world. The Wan providing keeps saying it's a local issue although we can work around with the 1800. The provider says a 3Com switch is at fault and the 1800 does not have a local switch, and because the 871 does, means the internal switching will receive a different uplink policy. The 3Com is the only managed switch in the subnet. Any ideas greatly appreciated. Reuben

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  • "dig +trace fqdn" and "dig fqdn" do not give the same result on a LAN with windows DNS server, why?

    - by Sulliwane
    in my company LAN I have a Ubuntu 14.04 server running in Virtualbox (as guest) on a Windows 7 (the host) with network interface bridged (so the Ubuntu server belongs to the LAN, with its ip: 192.168.1.85). I have a website on this server: mywebsite.com The gateway for the LAN to the internet is 192.168.1.1 (Cisco 1841)--188.188.188.254 as public IP. There is a Windows 2008 server that acts as DNS server and DHCP server on the LAN. I added a Forward zone "mywebsite.com" with A record - 192.168.1.85. Outside the LAN, mywebsite.com has public Dns records that point on the Cisco 1841 public IP (188.188.188.254) Now when I ping mywebsite.com from the lan, I quickly get 192.168.1.85. But when I'm connecting through the browser on the clients, it's not always fast. So I'm wondering: Are my requests really/directly resolved and forwarded to 192.168.1.85, OR are they sent out of the LAN, and then forwarded back to the CISCO public 188.188.188.254:80 and NAT to the Ubuntu server before being served ??? To try to answer this question, I looked for tracking the DNS request from my linux client on the LAN: v@v-ss9:~$ dig mywebsite.com ; <<>> DiG 9.9.5-3-Ubuntu <<>> mywebsite.com ;; global options: +cmd ;; Got answer: ;; ->>HEADER<<- opcode: QUERY, status: NOERROR, id: 24850 ;; flags: qr aa rd ra; QUERY: 1, ANSWER: 1, AUTHORITY: 0, ADDITIONAL: 1 ;; OPT PSEUDOSECTION: ; EDNS: version: 0, flags:; udp: 4000 ;; QUESTION SECTION: ;mywebsite.com. IN A ;; ANSWER SECTION: mywebsite.com. 3600 IN A 192.168.1.85 ;; Query time: 1 msec ;; SERVER: 127.0.1.1#53(127.0.1.1) ;; WHEN: Fri Aug 22 09:50:16 CST 2014 ;; MSG SIZE rcvd: 66 This answer looks right: 192.168.1.85. But then look at this: v@v-ss9:~$ dig +trace mywebsite.com ; <<>> DiG 9.9.5-3-Ubuntu <<>> +trace mywebsite.com ;; global options: +cmd . 12955 IN NS h.gtld-servers.net. . 12955 IN NS g.gtld-servers.net. . 12955 IN NS m.gtld-servers.net. . 12955 IN NS i.gtld-servers.net. . 12955 IN NS l.gtld-servers.net. . 12955 IN NS k.gtld-servers.net. . 12955 IN NS j.gtld-servers.net. . 12955 IN NS d.gtld-servers.net. . 12955 IN NS b.gtld-servers.net. . 12955 IN NS c.gtld-servers.net. . 12955 IN NS a.gtld-servers.net. . 12955 IN NS e.gtld-servers.net. . 12955 IN NS f.gtld-servers.net. ;; Received 516 bytes from 127.0.1.1#53(127.0.1.1) in 18 ms mywebsite.com. 172800 IN NS ns3.rmi.fr. mywebsite.com. 172800 IN NS ns4.rmi.fr. CK0POJMG874LJREF7EFN8430QVIT8BSM.com. 86400 IN NSEC3 1 1 0 - CK0QFMDQRCSRU0651QLVA1JQB21IF7UR NS SOA RRSIG DNSKEY NSEC3PARAM CK0POJMG874LJREF7EFN8430QVIT8BSM.com. 86400 IN RRSIG NSEC3 8 2 86400 20140825045016 20140818034016 6122 com. Imq8K9xlvFXlB4IjUkdxOc5YHoTEhqSQUlRSJ9QCIhd9wzGpWJ54AfVf WJ0SUKThalpzqS0cXdLGtNmuYgqLfwUMjpUlT4c+zJyx7I4QMPLImQZh Ov0xy3mUr7dLlymAJYGs9dLI2IaheLvpKTBwaV1gAvo8QEkU8VRiJ7gW 9dk= U0PIA23FHMVPTKSDHC9PJ1BEA9SIB65R.com. 86400 IN NSEC3 1 1 0 - U0PL33R61V6TCCPBS1171PROP57ASRD9 NS DS RRSIG U0PIA23FHMVPTKSDHC9PJ1BEA9SIB65R.com. 86400 IN RRSIG NSEC3 8 2 86400 20140825043502 20140818032502 6122 com. qsC5sJbwklao+OedCHpcYo56aQaY0N+7peKmPu8szvjAQoJFRWyuDfAh Nw/gvHXEMzG7tYLriQGVfsiK8GZdPXyG4Ghe1MNN4jOZnSahkT5LjlqL 5QyGC0QiClRMPDAYjUOFGQDkjOJcJYvTNkEyXC2BEpfLI5SwCbYqwqg3 RkE= ;; Received 585 bytes from 192.41.162.30#53(l.gtld-servers.net) in 297 ms mywebsite.com. 86400 IN A 188.188.188.254 mywebsite.com. 86400 IN NS ns3.rmi.fr. mywebsite.com. 86400 IN NS ns4.rmi.fr. ;; Received 204 bytes from 212.51.161.18#53(ns3.rmi.fr) in 310 ms Here I get my CISCO public IP 188.188.188.254!!! Is it normal? How to know if my browser (from the LAN) is really directly communicating with 192.168.1.85 when using mywebsite.com? Thank you for your help.

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  • Layer 3 switch routing

    - by Yoshiwaan
    I need help moving over to using our layer 3 switch as the inter vlan routing device rather than our cisco router. I've mostly got it working but I've got stuck near the end and need some advice (I think I just need a bit of education on the subject really). Cur I have a Dell PowerConnect 7048 connecting to a Cisco 1841 router. I've got a few key excerpts from the configs to provide the key information. On the powerconnect I have the following: ip routing ip default-gateway 172.31.14.1 ip route 0.0.0.0 0.0.0.0 172.31.14.1 253 ! interface vlan 1 ip address 172.31.14.254 255.255.255.0 exit interface vlan 2 ip address 172.31.19.254 255.255.255.0 exit interface vlan 4 ip address 172.31.16.254 255.255.255.0 ! interface Gi1/0/1 description 'Link to L7Router01' switchport mode trunk switchport trunk allowed vlan except 3,7-4093 exit ! and on the Cisco the following: interface FastEthernet0/0 ip address 172.31.14.1 255.255.255.0 ip nat inside ip virtual-reassembly ! interface FastEthernet0/0.2 description Accounts VLAN encapsulation dot1Q 2 ip address 172.31.19.1 255.255.255.0 ip nat inside ip virtual-reassembly ! interface FastEthernet0/0.4 description Voice VLAN encapsulation dot1Q 4 ip address 172.31.16.1 255.255.255.0 ip nat inside ip virtual-reassembly ! So what I'm doing is moving clients over so that their default gateway is a 172.31.x.254 address rather than a 172.31.x.1 address. This works great for inter-vlan routing, I have no issues with this. The switch can also access the router no worries, and users on the 172.31.14.0/24 network can access all interfaces and sub-interfaces on the router, including 172.31.14.1. They can also access all of the interfaces that the router connects off to, no worries there. The problem I have is that users on the 172.31.16.0/24 and 172.31.19.0/24 subnets cannot access either 172.31.14.1 or any of the subnets the router connects to. They can, however, connect to BOTH of the sub interfaces on the router from either subnet. What am I missing here? Why can't the vlans connect to the non-sub interface on the router? Are tagged packets being sent to this interface?

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  • Why is port 444 open on this router?

    - by TJ Thind
    I have a Cisco RV110W. I ran nmap at it from the outside and nmap reports that the router has tcp port 444 open. Yet there are no port forwarding rules specifying this port. It should as far as I can tell, be closed. There's even a service listening to that port which I can connect to through telnet. I threw some SNPP commands at it but the service doesn't respond to any of them so I don't believe it's SNPP. Does anyone have any idea why this particular router has tcp port 444 open? I haven't been able to find anything in the manual or on Cisco's website.

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  • Need help making site available externally

    - by White Island
    I'm trying to open a hole in the firewall (ASA 5505, v8.2) to allow external access to a Web application. Via ASDM (6.3?), I've added the server as a Public Server, which creates a static NAT entry [I'm using the public IP that is assigned to 'dynamic NAT--outgoing' for the LAN, after confirming on the Cisco forums that it wouldn't bring everyone's access crashing down] and an incoming rule "any... public_ip... https... allow" but traffic is still not getting through. When I look at the log viewer, it says it's denied by access-group outside_access_in, implicit rule, which is "any any ip deny" I haven't had much experience with Cisco management. I can't see what I'm missing to allow this connection through, and I'm wondering if there's anything else special I have to add. I tried adding a rule (several variations) within that access-group to allow https to the server, but it never made a difference. Maybe I haven't found the right combination? :P I also made sure the Windows firewall is open on port 443, although I'm pretty sure the current problem is Cisco, because of the logs. :) Any ideas? If you need more information, please let me know. Thanks Edit: First of all, I had this backward. (Sorry) Traffic is being blocked by access-group "inside_access_out" which is what confused me in the first place. I guess I confused myself again in the midst of typing the question. Here, I believe, is the pertinent information. Please let me know what you see wrong. access-list acl_in extended permit tcp any host PUBLIC_IP eq https access-list acl_in extended permit icmp CS_WAN_IPs 255.255.255.240 any access-list acl_in remark Allow Vendor connections to LAN access-list acl_in extended permit tcp host Vendor any object-group RemoteDesktop access-list acl_in remark NetworkScanner scan-to-email incoming (from smtp.mail.microsoftonline.com to PCs) access-list acl_in extended permit object-group TCPUDP any object-group Scan-to-email host NetworkScanner object-group Scan-to-email access-list acl_out extended permit icmp any any access-list acl_out extended permit tcp any any access-list acl_out extended permit udp any any access-list SSLVPNSplitTunnel standard permit LAN_Subnet 255.255.255.0 access-list nonat extended permit ip VPN_Subnet 255.255.255.0 LAN_Subnet 255.255.255.0 access-list nonat extended permit ip LAN_Subnet 255.255.255.0 VPN_Subnet 255.255.255.0 access-list inside_access_out remark NetworkScanner Scan-to-email outgoing (from scanner to Internet) access-list inside_access_out extended permit object-group TCPUDP host NetworkScanner object-group Scan-to-email any object-group Scan-to-email access-list inside_access_out extended permit tcp any interface outside eq https static (inside,outside) PUBLIC_IP LOCAL_IP[server object] netmask 255.255.255.255 I wasn't sure if I needed to reverse that "static" entry, since I got my question mixed up... and also with that last access-list entry, I tried interface inside and outside - neither proved successful... and I wasn't sure about whether it should be www, since the site is running on https. I assumed it should only be https.

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  • Force10 S60 remote management

    - by StaringSkyward
    We've got a Force10 S60 switch to replace an older Cisco. I can't find a way to give the switch itself an IP address on the local VLAN so I can ssh to it. The config guide talks about using either a management interface on a separate management network or dedicating e.g. a gigabit port as a management port with a dedicated IP address. Ideally I would like to do what we do currently with the Cisco switches, which is in effect give the entire switch an IP so it can be reached from any host on the same VLAN without having to use up a physical port on the switch or physically connect the management port to another device. Is this possible with the S60 and if so, how would you give it, say the address 10.0.1.1 in vlan 10 (10.0.1.1/24)? Thanks!!!

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  • Virtualization deployment for datacenter

    - by bogha
    Hi, my company is going to deploy an IT Infrastructure on a virtual platform, can you please help me with the following: 1- which one do you recommend, Cisco Unified computing system ( cisco + emc + vmware )or HP Blades( virtualization solution + HP Storage )? 2- i Need to install a DNS Server, Web server, cpanel for managing hosting packages and Microsoft layer of product for usingg in the corporate infrastructur ( active directory, Local DNS, Exchange server, DHCP, Global catalog ) what is the minimum requirments for these servers ( in terms of CPU and Memory ) . 3- what is the best way to implement a redundant solution in a virtual environment. thank you

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