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  • Computer Networks UNISA - Chap 10 &ndash; In Depth TCP/IP Networking

    - by MarkPearl
    After reading this section you should be able to Understand methods of network design unique to TCP/IP networks, including subnetting, CIDR, and address translation Explain the differences between public and private TCP/IP networks Describe protocols used between mail clients and mail servers, including SMTP, POP3, and IMAP4 Employ multiple TCP/IP utilities for network discovery and troubleshooting Designing TCP/IP-Based Networks The following sections explain how network and host information in an IPv4 address can be manipulated to subdivide networks into smaller segments. Subnetting Subnetting separates a network into multiple logically defined segments, or subnets. Networks are commonly subnetted according to geographic locations, departmental boundaries, or technology types. A network administrator might separate traffic to accomplish the following… Enhance security Improve performance Simplify troubleshooting The challenges of Classful Addressing in IPv4 (No subnetting) The simplest type of IPv4 is known as classful addressing (which was the Class A, Class B & Class C network addresses). Classful addressing has the following limitations. Restriction in the number of usable IPv4 addresses (class C would be limited to 254 addresses) Difficult to separate traffic from various parts of a network Because of the above reasons, subnetting was introduced. IPv4 Subnet Masks Subnetting depends on the use of subnet masks to identify how a network is subdivided. A subnet mask indicates where network information is located in an IPv4 address. The 1 in a subnet mask indicates that corresponding bits in the IPv4 address contain network information (likewise 0 indicates the opposite) Each network class is associated with a default subnet mask… Class A = 255.0.0.0 Class B = 255.255.0.0 Class C = 255.255.255.0 An example of calculating  the network ID for a particular device with a subnet mask is shown below.. IP Address = 199.34.89.127 Subnet Mask = 255.255.255.0 Resultant Network ID = 199.34.89.0 IPv4 Subnetting Techniques Subnetting breaks the rules of classful IPv4 addressing. Read page 490 for a detailed explanation Calculating IPv4 Subnets Read page 491 – 494 for an explanation Important… Subnetting only applies to the devices internal to your network. Everything external looks at the class of the IP address instead of the subnet network ID. This way, traffic directed to your network externally still knows where to go, and once it has entered your internal network it can then be prioritized and segmented. CIDR (classless Interdomain Routing) CIDR is also known as classless routing or supernetting. In CIDR conventional network class distinctions do not exist, a subnet boundary can move to the left, therefore generating more usable IP addresses on your network. A subnet created by moving the subnet boundary to the left is known as a supernet. With CIDR also came new shorthand for denoting the position of subnet boundaries known as CIDR notation or slash notation. CIDR notation takes the form of the network ID followed by a forward slash (/) followed by the number of bits that are used for the extended network prefix. To take advantage of classless routing, your networks routers must be able to interpret IP addresses that don;t adhere to conventional network class parameters. Routers that rely on older routing protocols (i.e. RIP) are not capable of interpreting classless IP addresses. Internet Gateways Gateways are a combination of software and hardware that enable two different network segments to exchange data. A gateway facilitates communication between different networks or subnets. Because on device cannot send data directly to a device on another subnet, a gateway must intercede and hand off the information. Every device on a TCP/IP based network has a default gateway (a gateway that first interprets its outbound requests to other subnets, and then interprets its inbound requests from other subnets). The internet contains a vast number of routers and gateways. If each gateway had to track addressing information for every other gateway on the Internet, it would be overtaxed. Instead, each handles only a relatively small amount of addressing information, which it uses to forward data to another gateway that knows more about the data’s destination. The gateways that make up the internet backbone are called core gateways. Address Translation An organizations default gateway can also be used to “hide” the organizations internal IP addresses and keep them from being recognized on a public network. A public network is one that any user may access with little or no restrictions. On private networks, hiding IP addresses allows network managers more flexibility in assigning addresses. Clients behind a gateway may use any IP addressing scheme, regardless of whether it is recognized as legitimate by the Internet authorities but as soon as those devices need to go on the internet, they must have legitimate IP addresses to exchange data. When a clients transmission reaches the default gateway, the gateway opens the IP datagram and replaces the client’s private IP address with an Internet recognized IP address. This process is known as NAT (Network Address Translation). TCP/IP Mail Services All Internet mail services rely on the same principles of mail delivery, storage, and pickup, though they may use different types of software to accomplish these functions. Email servers and clients communicate through special TCP/IP application layer protocols. These protocols, all of which operate on a variety of operating systems are discussed below… SMTP (Simple Mail transfer Protocol) The protocol responsible for moving messages from one mail server to another over TCP/IP based networks. SMTP belongs to the application layer of the ODI model and relies on TCP as its transport protocol. Operates from port 25 on the SMTP server Simple sub-protocol, incapable of doing anything more than transporting mail or holding it in a queue MIME (Multipurpose Internet Mail Extensions) The standard message format specified by SMTP allows for lines that contain no more than 1000 ascii characters meaning if you relied solely on SMTP you would have very short messages and nothing like pictures included in an email. MIME us a standard for encoding and interpreting binary files, images, video, and non-ascii character sets within an email message. MIME identifies each element of a mail message according to content type. MIME does not replace SMTP but works in conjunction with it. Most modern email clients and servers support MIME POP (Post Office Protocol) POP is an application layer protocol used to retrieve messages from a mail server POP3 relies on TCP and operates over port 110 With POP3 mail is delivered and stored on a mail server until it is downloaded by a user Disadvantage of POP3 is that it typically does not allow users to save their messages on the server because of this IMAP is sometimes used IMAP (Internet Message Access Protocol) IMAP is a retrieval protocol that was developed as a more sophisticated alternative to POP3 The single biggest advantage IMAP4 has over POP3 is that users can store messages on the mail server, rather than having to continually download them Users can retrieve all or only a portion of any mail message Users can review their messages and delete them while the messages remain on the server Users can create sophisticated methods of organizing messages on the server Users can share a mailbox in a central location Disadvantages of IMAP are typically related to the fact that it requires more storage space on the server. Additional TCP/IP Utilities Nearly all TCP/IP utilities can be accessed from the command prompt on any type of server or client running TCP/IP. The syntaxt may differ depending on the OS of the client. Below is a list of additional TCP/IP utilities – research their use on your own! Ipconfig (Windows) & Ifconfig (Linux) Netstat Nbtstat Hostname, Host & Nslookup Dig (Linux) Whois (Linux) Traceroute (Tracert) Mtr (my traceroute) Route

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  • C# TCP Hole Punch (NAT Traversal) Library or something?

    - by user293531
    I want to do TCP Hole Punching (NAT Traversal) in C#. It can be done with a rendevouzs server if needed. I found http://sharpstunt.codeplex.com/ but can not get this to work. Ideally i need some method which i give a PortNumber (int) as parameter that after a call to this method is available ("Port Forwarded") at the NAT. It would be also ok if the methode just returns some port number which is then available at the NAT. Has anybody done this in C# ? Can you give me working examples for sharpstunt or something else? Thank you

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  • How can I connect to Android with ADB over TCP?

    - by martinjd
    I am attempting to debug an application on a Motorola Droid but I am having some difficulty connecting to the device via USB. My development server is a Windows 7 64bit VM running in HyperV and so I cannot connect directly via USB in the guest or from the host. I installed a couple of different USB over TCP solutions but the connection appears to have issues since the adb monitor reports "devicemonitor failed to start monitoring" repeatedly. I was wondering if there is a way to connect directly from the client on the development machine to the daemon on the device using the network instead of the usb connection or possibly other viable options?

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  • When binding a client TCP socket to a specific local port with Winsock, SO_REUSEADDR does not have a

    - by Checkers
    I'm binding a client TCP socket to a specific local port. To handle the situation where the socket remains in TIME_WAIT state for some time, I use setsockopt() with SO_REUSEADDR on a socket. It works on Linux, but does not work on Windows, I get WSAEADDRINUSE on connect() call when the previous connection is still in TIME_WAIT. MSDN is not exactly clear what should happen with client sockets: [...] For server applications that need to bind multiple sockets to the same port number, consider using setsockopt (SO_REUSEADDR). Client applications usually need not call bind at all—connect chooses an unused port automatically. [...] How do I avoid this?

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  • What happens with TCP packets between two Socket.BeginReceive calls?

    - by Rodrigo
    I have a doubt about socket programming. I am developing a TCP packet sniffer. I am using Socket.BeginAccept, Socket.BeginReceive to capture every packet, but when a packet is received I have to process something. It is a fast operation, but would take some milliseconds, and then call BeginReceive again. My question is, what would happen if some packets are sent while I am processing, and haven't called BeginReceive? Are packets lost, or are they buffered internally? Is there a limit?

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  • What alternative is there to writing a TCP/IP data relay?

    - by LoudNPossiblyRight
    I am about to write a tcp/ip data relay - application that passes a one way stream of data from one host/port to another host/port. Initially it will be generic, but later on i will customize it to the need of a specific business request. I am guessing that something generic already exists out there so my question is: Has anyone used a third party (preferably open source) data relay in a production environment, if so what is, and do you recommend it? Any platform is fine. Thanks.

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  • What structure of data use to communicate via tcp/ip in java?

    - by rmaster
    Let's assume I want to send many messages between 2 programs made in java that use TCP sockets. I think the most convienient way is to send objects like: PrintStream ps = new PrintStream(s.getOutputStream()); ObjectOutputStream oos = new ObjectOutputStream(ps); some_kind_of_object_here; oos.writeObject(some_kind_of_object_here); ps.print(oos); I want to send, strings, numbers, HashMaps, boolean values How can I do this using fx 1 object that can store all that properties? I though about ArrayList that is serializable and we can put there everything but is not elegant way. I want to send different types of data because user can choose from a variety of options that server can do for it. Any advices?

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  • Why is UDP + a software reliable ordering system faster than TCP?

    - by Ricket
    Some games today use a network system that transmits messages over UDP, and ensures that the messages are reliable and ordered. For example, RakNet is a popular game network engine. It uses only UDP for its connections, and has a whole system to ensure that packets can be reliable and ordered if you so choose. My basic question is, what's up with that? Isn't TCP the same thing as ordered, reliable UDP? What makes it so much slower that people have to basically reinvent the wheel?

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  • Google App Engine says "Must authenticate first." while trying to deploy any app

    - by Oleksandr Bolotov
    Google App Engine says "Must authenticate first." while trying to deploy any app: me@myhost /opt/google_appengine $ python appcfg.py update ~/sda2/workspace/lyapapam/ Application: lyapapam; version: 1. Server: appengine.google.com. Scanning files on local disk. Scanned 500 files. Scanned 1000 files. Initiating update. Email: <my_email_was_here>@gmail.com Password for <my_email_was_here>@gmail.com: Error 401: --- begin server output --- Must authenticate first. --- end server output --- We are getting this message with any appliation and under any developer account avialable to us That's what we have installed: App Engine SDK - 1.3.2 PIL - 1.1.7 Python - 2.5.5 pip - 0.6.3 ssl - 1.15 wsgiref - 0.1.2 So, what can it be? Is it well known problem?

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  • How to connect to Google App Engine server in internal network iMac?

    - by Will Merydith
    I have 3 iMacs and a Windows machine on my home network, all connected via an Airport Extreme router. I'm developing Google App Engine applications locally on one of the iMacs, and can view applications using http://localhost:8080 (or whatever port I choose). How do I connect to those applications from other iMacs and Windows machines in my network? I've located the IP for the iMac hosting Google App Engine: 10.0.1.7. But when I try http://10.0.1.7:8080 from another machine it will not load the page.

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  • HTML5 or Javascript game engine to develop a browser game

    - by Jack Duluoz
    I would like to start developing a MMO browser game, like Travian or Ogame, probably involving also a bit of more sophisticated graphical features such as players interacting in real time with a 2d map or something like that. My main doubt is what kind of development tools I should use: I've a good experience with PHP and MySQL for the server side and Javascript (and jQuery) regarding the client side. Coding everything from scratch would be of course really painful so I was wondering if I should use a javascript game engine or not. Are there (possibly free) game engine you would recommend? Are they good enough to develop a big game? Also, I saw a lot of HTML5 games popping up lately but I'm now sure if using HTML5 is a good idea or not. Would you recommend it? What are the pro and cons about using HTML5? If you'd recommend it, do you have any good links regarding game development with HTML5? (PS: I know that HTML5 and a Javascript engine are not mutually exclusive, I just didn't know how to formulate a proper title since English is not my main language. So, please, answer addressing HTML5 and a game engine pro and cons separately)

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  • Scene Graph for Deferred Rendering Engine

    - by Roy T.
    As a learning exercise I've written a deferred rendering engine. Now I'd like to add a scene graph to this engine but I'm a bit puzzled how to do this. On a normal (forward rendering engine) I would just add all items (All implementing IDrawable and IUpdateAble) to my scene graph, than travel the scene-graph breadth first and call Draw() everywhere. However in a deferred rendering engine I have to separate draw calls. First I have to draw the geometry, then the shadow casters and then the lights (all to different render targets), before I combine them all. So in this case I can't just travel over the scene graph and just call draw. The way I see it I either have to travel over the entire scene graph 3 times, checking what kind of object it is that has to be drawn, or I have to create 3 separate scene graphs that are somehow connected to each other. Both of these seem poor solutions, I'd like to handle scene objects more transparent. One other solution I've thought of was traveling trough the scene graph as normal and adding items to 3 separate lists, separating geometry, shadow casters and lights, and then iterating these lists to draw the correct stuff, is this better, and is it wise to repopulate 3 lists every frame?

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  • Library like ENet, but for TCP?

    - by Milo
    I'm not looking to use boost::asio, it is overly complex for my needs. I'm building a game that is cross platform, for desktop, iPhone and Android. I found a library called ENet which is pretty much what I need, but it uses UDP which does not seem to support encryption and a few other things. Given that the game is an event driven card game, TCP seems like the right fit. However, all I have found is WINSOCK / berkley sockets and bost::asio. Here is a sample client server application with ENet: #include <enet/enet.h> #include <stdlib.h> #include <string> #include <iostream> class Host { ENetAddress address; ENetHost * server; ENetHost* client; ENetEvent event; public: Host() :server(NULL) { enet_initialize(); setupServer(); } void setupServer() { if(server) { enet_host_destroy(server); server = NULL; } address.host = ENET_HOST_ANY; /* Bind the server to port 1234. */ address.port = 1721; server = enet_host_create (& address /* the address to bind the server host to */, 32 /* allow up to 32 clients and/or outgoing connections */, 2 /* allow up to 2 channels to be used, 0 and 1 */, 0 /* assume any amount of incoming bandwidth */, 0 /* assume any amount of outgoing bandwidth */); } void daLoop() { while(true) { /* Wait up to 1000 milliseconds for an event. */ while (enet_host_service (server, & event, 5000) > 0) { ENetPacket * packet; switch (event.type) { case ENET_EVENT_TYPE_CONNECT: printf ("A new client connected from %x:%u.\n", event.peer -> address.host, event.peer -> address.port); /* Store any relevant client information here. */ event.peer -> data = "Client information"; /* Create a reliable packet of size 7 containing "packet\0" */ packet = enet_packet_create ("packet", strlen ("packet") + 1, ENET_PACKET_FLAG_RELIABLE); /* Extend the packet so and append the string "foo", so it now */ /* contains "packetfoo\0" */ enet_packet_resize (packet, strlen ("packetfoo") + 1); strcpy ((char*)& packet -> data [strlen ("packet")], "foo"); /* Send the packet to the peer over channel id 0. */ /* One could also broadcast the packet by */ /* enet_host_broadcast (host, 0, packet); */ enet_peer_send (event.peer, 0, packet); /* One could just use enet_host_service() instead. */ enet_host_flush (server); break; case ENET_EVENT_TYPE_RECEIVE: printf ("A packet of length %u containing %s was received from %s on channel %u.\n", event.packet -> dataLength, event.packet -> data, event.peer -> data, event.channelID); /* Clean up the packet now that we're done using it. */ enet_packet_destroy (event.packet); break; case ENET_EVENT_TYPE_DISCONNECT: printf ("%s disconected.\n", event.peer -> data); /* Reset the peer's client information. */ event.peer -> data = NULL; } } } } ~Host() { if(server) { enet_host_destroy(server); server = NULL; } atexit (enet_deinitialize); } }; class Client { ENetAddress address; ENetEvent event; ENetPeer *peer; ENetHost* client; public: Client() :peer(NULL) { enet_initialize(); setupPeer(); } void setupPeer() { client = enet_host_create (NULL /* create a client host */, 1 /* only allow 1 outgoing connection */, 2 /* allow up 2 channels to be used, 0 and 1 */, 57600 / 8 /* 56K modem with 56 Kbps downstream bandwidth */, 14400 / 8 /* 56K modem with 14 Kbps upstream bandwidth */); if (client == NULL) { fprintf (stderr, "An error occurred while trying to create an ENet client host.\n"); exit (EXIT_FAILURE); } /* Connect to some.server.net:1234. */ enet_address_set_host (& address, "192.168.2.13"); address.port = 1721; /* Initiate the connection, allocating the two channels 0 and 1. */ peer = enet_host_connect (client, & address, 2, 0); if (peer == NULL) { fprintf (stderr, "No available peers for initiating an ENet connection.\n"); exit (EXIT_FAILURE); } /* Wait up to 5 seconds for the connection attempt to succeed. */ if (enet_host_service (client, & event, 20000) > 0 && event.type == ENET_EVENT_TYPE_CONNECT) { std::cout << "Connection to some.server.net:1234 succeeded." << std::endl; } else { /* Either the 5 seconds are up or a disconnect event was */ /* received. Reset the peer in the event the 5 seconds */ /* had run out without any significant event. */ enet_peer_reset (peer); puts ("Connection to some.server.net:1234 failed."); } } void daLoop() { ENetPacket* packet; /* Create a reliable packet of size 7 containing "packet\0" */ packet = enet_packet_create ("backet", strlen ("backet") + 1, ENET_PACKET_FLAG_RELIABLE); /* Extend the packet so and append the string "foo", so it now */ /* contains "packetfoo\0" */ enet_packet_resize (packet, strlen ("backetfoo") + 1); strcpy ((char*)& packet -> data [strlen ("backet")], "foo"); /* Send the packet to the peer over channel id 0. */ /* One could also broadcast the packet by */ /* enet_host_broadcast (host, 0, packet); */ enet_peer_send (event.peer, 0, packet); /* One could just use enet_host_service() instead. */ enet_host_flush (client); while(true) { /* Wait up to 1000 milliseconds for an event. */ while (enet_host_service (client, & event, 1000) > 0) { ENetPacket * packet; switch (event.type) { case ENET_EVENT_TYPE_RECEIVE: printf ("A packet of length %u containing %s was received from %s on channel %u.\n", event.packet -> dataLength, event.packet -> data, event.peer -> data, event.channelID); /* Clean up the packet now that we're done using it. */ enet_packet_destroy (event.packet); break; } } } } ~Client() { atexit (enet_deinitialize); } }; int main() { std::string a; std::cin >> a; if(a == "host") { Host host; host.daLoop(); } else { Client c; c.daLoop(); } return 0; } I looked at some socket tutorials and they seemed a bit too low level. I just need something that abstracts away the platform (eg, no WINSOCKS) and that has basic ability to keep track of connected clients and send them messages. Thanks

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  • Tuning B2B Server Engine Threads in SOA Suite 11g

    - by Shub Lahiri, A-Team
    Background B2B 11g has a number of parameters that can be tweaked to tune the engine for handling high volumes of messages. These parameters are also known as B2B server properties and managed via the EM console.  This note highlights one aspect of the tuning exercise and describes the different threads, that can be configured to tune the performance of a B2B server. Symptoms The most common indicator of a B2B engine in need of a tuning is reflected in the constant build-up of messages in an internal JMS queue within the B2B server. It is called B2B_EVENT_QUEUE and can be monitored via the Weblogic server console. Whenever such a behaviour is seen, it usually results in general degradation of performance. Remedy There could be many contributing factors behind a B2B server's degradation of performance. However, one of the first places to tune the server from the out-of-the-box, default configuration is to change the number of internal engine threads allocated within the B2B server. Usually the default configuration for the B2B server engine threads is not suitable for high-volume of messaging loads. So, it is necessary to increase the counts for 3 types of such threads, by specifying the appropriate B2B server properties via the EM console, namely, Inbound - b2b.inboundThreadCount Outbound - b2b.outboundThreadCount Default - b2b.defaultThreadCount The function of these threads are fairly self-explanatory. In other words, the inbound threads process the inbound messages that are coming into the B2B server from an external endpoint. Similarly, the outbound threads processes the messages that are sent out from the B2B server. The default threads are responsible for certain B2B server-specific special tasks. In case the inbound and outbound thread counts are not specified, the default thread count also dictates the total number of inbound and outbound threads. As found in any tuning exercise, the optimisation of these threads is usually reached via an iterative process. The best working combination of the thread counts are directly related to the system infrastructure, traffic load and several other environmental factors.

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  • Millions of SYN_RECV connections, no DDoS

    - by ThomK
    We have such server structure: reverse proxy (nginx) - worker (uwsgi) - postgresql / memcached. All servers are in local network behind router, with NATed external ip:ports (http/s 80/443 to proxy, and ssh 22 to all servers). Problem is, that sometimes proxy server netstat reports MILLIONS of SYN_RECV connections. From same IP / same ports. Like that: nginx ~ # netstat -n | grep 83.238.153.195 tcp 0 0 192.168.1.1:80 83.238.153.195:3107 SYN_RECV tcp 0 0 192.168.1.1:80 83.238.153.195:3107 SYN_RECV tcp 0 0 192.168.1.1:80 83.238.153.195:3107 SYN_RECV tcp 0 0 192.168.1.1:80 83.238.153.195:3107 SYN_RECV tcp 0 0 192.168.1.1:80 83.238.153.195:3107 SYN_RECV tcp 0 0 192.168.1.1:80 83.238.153.195:3107 SYN_RECV tcp 0 0 192.168.1.1:80 83.238.153.195:3107 SYN_RECV tcp 0 0 192.168.1.1:80 83.238.153.195:3107 SYN_RECV tcp 0 0 192.168.1.1:80 83.238.153.195:3107 SYN_RECV tcp 0 0 192.168.1.1:80 83.238.153.195:3107 SYN_RECV [...] And this is not DDoS, because all IPs affected belongs to our website users. On side note, users says that it's not affecting them. Website is online and working, but... that particular one (from example above) told me that website is down and Firefox can't connect. I've done tcpdump. 19:42:14.826011 IP 83.238.153.195.zephyr-srv > 192.168.1.1.http: Flags [S], seq 1845850583, win 65535, options [mss 1412,nop,wscale 0,nop,nop,sackOK], length 0 19:42:14.826042 IP 192.168.1.1.http > 83.238.153.195.zephyr-srv: Flags [S.], seq 2835837547, ack 1845850584, win 5840, options [mss 1460,nop,nop,sackOK,nop,wscale 7], length 0 19:42:17.887331 IP 83.238.153.195.zephyr-srv > 192.168.1.1.http: Flags [S], seq 1845850583, win 65535, options [mss 1412,nop,wscale 0,nop,nop,sackOK], length 0 19:42:17.887343 IP 192.168.1.1.http > 83.238.153.195.zephyr-srv: Flags [S.], seq 2835837547, ack 1845850584, win 5840, options [mss 1460,nop,nop,sackOK,nop,wscale 7], length 0 19:42:19.065497 IP 192.168.1.1.http > 83.238.153.195.zephyr-srv: Flags [S.], seq 2835837547, ack 1845850584, win 5840, options [mss 1460,nop,nop,sackOK,nop,wscale 7], length 0 19:42:23.918064 IP 83.238.153.195.zephyr-srv > 192.168.1.1.http: Flags [S], seq 1845850583, win 65535, options [mss 1412,nop,wscale 0,nop,nop,sackOK], length 0 19:42:23.918076 IP 192.168.1.1.http > 83.238.153.195.zephyr-srv: Flags [S.], seq 2835837547, ack 1845850584, win 5840, options [mss 1460,nop,nop,sackOK,nop,wscale 7], length 0 19:42:25.265499 IP 192.168.1.1.http > 83.238.153.195.zephyr-srv: Flags [S.], seq 2835837547, ack 1845850584, win 5840, options [mss 1460,nop,nop,sackOK,nop,wscale 7], length 0 19:42:37.265501 IP 192.168.1.1.http > 83.238.153.195.zephyr-srv: Flags [S.], seq 2835837547, ack 1845850584, win 5840, options [mss 1460,nop,nop,sackOK,nop,wscale 7], length 0 19:42:37.758051 IP 83.238.153.195.2107 > 192.168.1.1.http: Flags [S], seq 564208067, win 65535, options [mss 1412,nop,wscale 0,nop,nop,sackOK], length 0 19:42:37.758069 IP 192.168.1.1.http > 83.238.153.195.2107: Flags [S.], seq 3188568660, ack 564208068, win 5840, options [mss 1460,nop,nop,sackOK,nop,wscale 7], length 0 19:42:40.714360 IP 83.238.153.195.2107 > 192.168.1.1.http: Flags [S], seq 564208067, win 65535, options [mss 1412,nop,wscale 0,nop,nop,sackOK], length 0 19:42:40.714374 IP 192.168.1.1.http > 83.238.153.195.2107: Flags [S.], seq 3188568660, ack 564208068, win 5840, options [mss 1460,nop,nop,sackOK,nop,wscale 7], length 0 19:42:41.665503 IP 192.168.1.1.http > 83.238.153.195.2107: Flags [S.], seq 3188568660, ack 564208068, win 5840, options [mss 1460,nop,nop,sackOK,nop,wscale 7], length 0 19:42:46.751073 IP 83.238.153.195.2107 > 192.168.1.1.http: Flags [S], seq 564208067, win 65535, options [mss 1412,nop,wscale 0,nop,nop,sackOK], length 0 19:42:46.751087 IP 192.168.1.1.http > 83.238.153.195.2107: Flags [S.], seq 3188568660, ack 564208068, win 5840, options [mss 1460,nop,nop,sackOK,nop,wscale 7], length 0 19:42:47.665498 IP 192.168.1.1.http > 83.238.153.195.2107: Flags [S.], seq 3188568660, ack 564208068, win 5840, options [mss 1460,nop,nop,sackOK,nop,wscale 7], length 0 19:42:59.865499 IP 192.168.1.1.http > 83.238.153.195.2107: Flags [S.], seq 3188568660, ack 564208068, win 5840, options [mss 1460,nop,nop,sackOK,nop,wscale 7], length 0 19:43:01.265500 IP 192.168.1.1.http > 83.238.153.195.zephyr-srv: Flags [S.], seq 2835837547, ack 1845850584, win 5840, options [mss 1460,nop,nop,sackOK,nop,wscale 7], length 0 19:43:13.320382 IP 83.238.153.195.2114 > 192.168.1.1.http: Flags [S], seq 2136055006, win 65535, options [mss 1412,nop,wscale 0,nop,nop,sackOK], length 0 19:43:13.320399 IP 192.168.1.1.http > 83.238.153.195.2114: Flags [S.], seq 3754336171, ack 2136055007, win 5840, options [mss 1460,nop,nop,sackOK,nop,wscale 7], length 0 19:43:16.320556 IP 83.238.153.195.2114 > 192.168.1.1.http: Flags [S], seq 2136055006, win 65535, options [mss 1412,nop,wscale 0,nop,nop,sackOK], length 0 19:43:16.320569 IP 192.168.1.1.http > 83.238.153.195.2114: Flags [S.], seq 3754336171, ack 2136055007, win 5840, options [mss 1460,nop,nop,sackOK,nop,wscale 7], length 0 19:43:17.665498 IP 192.168.1.1.http > 83.238.153.195.2114: Flags [S.], seq 3754336171, ack 2136055007, win 5840, options [mss 1460,nop,nop,sackOK,nop,wscale 7], length 0 19:43:22.250069 IP 83.238.153.195.2114 > 192.168.1.1.http: Flags [S], seq 2136055006, win 65535, options [mss 1412,nop,wscale 0,nop,nop,sackOK], length 0 19:43:22.250080 IP 192.168.1.1.http > 83.238.153.195.2114: Flags [S.], seq 3754336171, ack 2136055007, win 5840, options [mss 1460,nop,nop,sackOK,nop,wscale 7], length 0 19:43:23.665500 IP 192.168.1.1.http > 83.238.153.195.2114: Flags [S.], seq 3754336171, ack 2136055007, win 5840, options [mss 1460,nop,nop,sackOK,nop,wscale 7], length 0 19:43:23.865501 IP 192.168.1.1.http > 83.238.153.195.2107: Flags [S.], seq 3188568660, ack 564208068, win 5840, options [mss 1460,nop,nop,sackOK,nop,wscale 7], length 0 19:43:35.665498 IP 192.168.1.1.http > 83.238.153.195.2114: Flags [S.], seq 3754336171, ack 2136055007, win 5840, options [mss 1460,nop,nop,sackOK,nop,wscale 7], length 0 19:43:37.903038 IP 83.238.153.195.2213 > 192.168.1.1.http: Flags [S], seq 2918118729, win 65535, options [mss 1412,nop,wscale 0,nop,nop,sackOK], length 0 19:43:37.903054 IP 192.168.1.1.http > 83.238.153.195.2213: Flags [S.], seq 4145523337, ack 2918118730, win 5840, options [mss 1460,nop,nop,sackOK,nop,wscale 7], length 0 19:43:40.772899 IP 83.238.153.195.2213 > 192.168.1.1.http: Flags [S], seq 2918118729, win 65535, options [mss 1412,nop,wscale 0,nop,nop,sackOK], length 0 19:43:40.772912 IP 192.168.1.1.http > 83.238.153.195.2213: Flags [S.], seq 4145523337, ack 2918118730, win 5840, options [mss 1460,nop,nop,sackOK,nop,wscale 7], length 0 19:43:41.865500 IP 192.168.1.1.http > 83.238.153.195.2213: Flags [S.], seq 4145523337, ack 2918118730, win 5840, options [mss 1460,nop,nop,sackOK,nop,wscale 7], length 0 19:43:46.793057 IP 83.238.153.195.2213 > 192.168.1.1.http: Flags [S], seq 2918118729, win 65535, options [mss 1412,nop,wscale 0,nop,nop,sackOK], length 0 19:43:46.793069 IP 192.168.1.1.http > 83.238.153.195.2213: Flags [S.], seq 4145523337, ack 2918118730, win 5840, options [mss 1460,nop,nop,sackOK,nop,wscale 7], length 0 19:43:47.865500 IP 192.168.1.1.http > 83.238.153.195.2213: Flags [S.], seq 4145523337, ack 2918118730, win 5840, options [mss 1460,nop,nop,sackOK,nop,wscale 7], length 0 19:43:49.465503 IP 192.168.1.1.http > 83.238.153.195.zephyr-srv: Flags [S.], seq 2835837547, ack 1845850584, win 5840, options [mss 1460,nop,nop,sackOK,nop,wscale 7], length 0 Anyone have some thoughts on that?

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  • Why is a non-blocking TCP connect() occasionally so slow on Linux?

    - by pts
    I was trying to measure the speed of a TCP server I'm writing, and I've noticed that there might be a fundamental problem of measuring the speed of the connect() calls: if I connect in a non-blocking way, connect() operations become very slow after a few seconds. Here is the example code in Python: #! /usr/bin/python2.4 import errno import os import select import socket import sys def NonBlockingConnect(sock, addr): while True: try: return sock.connect(addr) except socket.error, e: if e.args[0] not in (errno.EINPROGRESS, errno.EALREADY): raise os.write(2, '^') if not select.select((), (sock,), (), 0.5)[1]: os.write(2, 'P') def InfiniteClient(addr): while True: sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM, 0) sock.setblocking(0) sock.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1) # sock.connect(addr) NonBlockingConnect(sock, addr) sock.close() os.write(2, '.') def InfiniteServer(server_socket): while True: sock, addr = server_socket.accept() sock.close() server_socket = socket.socket(socket.AF_INET, socket.SOCK_STREAM, 0) server_socket.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1) server_socket.bind(('127.0.0.1', 45454)) server_socket.listen(128) if os.fork(): # Parent. InfiniteServer(server_socket) else: addr = server_socket.getsockname() server_socket.close() InfiniteClient(addr) With NonBlockingConnect, most connect() operations are fast, but in every few seconds there happens to be one connect() operation which takes at least 2 seconds (as indicated by 5 consecutive P letters on the output). By using sock.connect instead of NonBlockingConnect all connect operations seem to be fast. How is it possible to get rid of these slow connect()s? I'm running Ubuntu Karmic desktop with the standard PAE kernel: Linux narancs 2.6.31-20-generic-pae #57-Ubuntu SMP Mon Feb 8 10:23:59 UTC 2010 i686 GNU/Linux

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  • TCP/IP RST being sent differently in different browsers.

    - by Brian
    On Mac OS X (10.6), if I start a YouTube video download and pull the Ethernet cable for 5 or so seconds, then plug it back in, I get varying results depending on the browser. With Opera and Chrome, after I plug the cable back in the video continues to load. But with Safari and Firefox, it never does. Using Wireshark to look at the traffic, I found that Opera and Chrome simply ACK the first packet from YouTube after the cable has been plugged back in, but Safari and Firefox set the RST flag (0x4) in the TCP header and no more traffic follows. I can put a HUB in between the machine and the internet connection, the problem goes away and all four browsers continue loading the video when the cable is plugged back into the HUB. Again, looking at the Wireshark logs, it's evident that the machine doesn't see the Mulitcast connection close and there is simply a delay in the packets flowing through. So it seems that if Safari and Firefox sees a Multicast connection close, and then later see data on that same connection, they will send a RST. My question is why? What is the correct course of action, and why are 2/4 browsers doing it one way, while the other 2/4 are doing it another way? Is there somewhere in the code that I can see where this is happening in Firefox, for instance? Thank you very much.

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  • How to get Acknowlegement in TCP communication in Java

    - by Sunil Kumar Sahoo
    I have written a socket program in Java. Both server and client can sent/receive data to each other. But I found that if client sends data to server using TCP then internally TCP sends acknowledgement to the client once the data is received by the server. I want to detect or handle that acknowledgement. How can I read or write data in TCP so that I can handle TCP acknowledgement. Thanks Sunil Kumar Sahoo

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  • Hekaton – SQL Server’s in-memory database engine

    - by Christian
    Microsoft have just gone public at the PASS Summit in Seattle about a new SQL Server engine that they’re working on which is optimized for high-memory servers – an in-memory OLTP database engine which is built-in to SQL Server rather than a separate entity.  This means that you can move just the performance critical parts of your database to Hekaton. The new engine really pushes the performance boundaries by eliminating as many instructions as possible: Main memory optimized tables which are decoupled from on-disk structures; Everything is lock and latch free; More work is pushed to compile time so your T-SQL code is compiled natively into low-level code. We’re already working with a customer on an early adoption program so expect to hear from us on what we learn about implementing it!   Christian Bolton - MCA, MCM, MVP Technical Director http://coeo.com - SQL Server Consulting & Managed Services

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  • Running a Silverlight application in the Google App Engine platform

    - by rajbk
    This post shows you how to host a Silverlight application in the Google App Engine (GAE) platform. You deploy and host your Silverlight application on Google’s infrastructure by creating a configuration file and uploading it along with your application files. I tested this by uploading an old demo of mine - the four stroke engine silverlight demo. It is currently being served by the GAE over here: http://fourstrokeengine.appspot.com/ The steps to run your Silverlight application in GAE are as follows: Account Creation Create an account at http://appengine.google.com/. You are allocated a free quota at signup. Select “Create an Application”   Verify your account by SMS   Create your application by clicking on “Create an Application”   Pick an application identifier on the next screen. The identifier has to be unique. You will use this identifier when uploading your application. The application you create will by default be accessible at [applicationidentifier].appspot.com. You can also use custom domains if needed (refer to the docs).   Save your application. Download SDK  We will use the  Windows Launcher for Google App Engine tool to upload our apps (it is possible to do the same through command line). This is a GUI for creating, running and deploying applications. The launcher lets you test the app locally before deploying it to the GAE. This tool is available in the Google App Engine SDK. The GUI is written in Python and therefore needs an installation of Python to run. Download and install the Python Binaries from here: http://www.python.org/download/ Download and install the Google App Engine SDK from here: http://code.google.com/appengine/downloads.html Run the GAE Launcher. Select Create New Application.   On the next dialog, give your application a name (this must match the identifier we created earlier) For Parent Directory, point to the directory containing your Silverlight files. Change the port if you want to. The port is used by the GAE local web server. The server is started if you choose to run the application locally for testing purposes. Hit Save. Configure, Test and Upload As shown below, the files I am interested in uploading for my Silverlight demo app are The html page used to host the Silverlight control The xap file containing the compiled Silverlight application A favicon.ico file.   We now create a configuration file for our application called app.yaml. The app.yaml file specifies how URL paths correspond to request handlers and static files.  We edit the file by selecting our app in the GUI and clicking “Edit” The contents of file after editing is shown below (note that the contents of the file should be in plain text): application: fourstrokeengine version: 1 runtime: python api_version: 1 handlers: - url: /   static_files: Default.html   upload: Default.html - url: /favicon.ico   static_files: favicon.ico   upload: favicon.ico - url: /FourStrokeEngine.xap   static_files: FourStrokeEngine.xap   upload: FourStrokeEngine.xap   mime_type: application/x-silverlight-app - url: /.*   static_files: Default.html   upload: Default.html We have listed URL patterns for our files, specified them as static files and specified a mime type for our xap file. The wild card URL at the end will match all URLs that are not found to our default page (you would normally include a html file that displays a 404 message).  To understand more about app.yaml, refer to this page. Save the file. Run the application locally by selecting “Browse” in the GUI. A web server listening on the port you specified is started (8080 in my case). The app is loaded in your default web browser pointing to http://localhost:8080/. Make sure the application works as expected. We are now ready to deploy. Click the “Deploy” icon. You will be prompted for your username and password. Hit OK. The files will get uploaded and you should get a dialog telling you to “close the window”. We are done uploading our Silverlight application. Go to http://appengine.google.com/ and launch the application by clicking on the link in the “Current Version” column.   You should be taken to a URL which points to your application running in Google’s infrastructure : http://fourstrokeengine.appspot.com/. We are done deploying our application! Clicking on the link in the Application column will take you to the Admin console where you can see stats related to system usage.  To learn more about the Google Application Engine, go here: http://code.google.com/appengine/docs/whatisgoogleappengine.html

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  • design of 'game engine' for small javascript games?

    - by Matt Ball
    I'm making a group of two or three simple javascript games for fun. After someone finishes one game, they'll be presented with a harder or easier version of another game depending on whether the original game was won or lost. I have a high-level question about the design of things: So far I've created a class for one game type that manages the interaction with the UI and the state of the game itself. But for tracking how many of the subgames have been won, or for understanding whether the next game presented should be more or less difficult, are there arguments to be made for making a 'game engine' class? How does the engine communicate to the games? For instance, when a game is won, how is that information relayed to the engine? Is there a better or more common design? (If you want to see what I have so far, the games are slowly taking shape here: https://github.com/yosemitebandit/candela and can be viewed at http://yosemitebandit.com/candela)

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  • Which paradigm to use for writing chess engine?

    - by poke
    If you were going to write a chess game engine, what programming paradigm would you use (OOP, procedural, etc) and why whould you choose it ? By chess engine, I mean the portion of a program that evaluates the current board and decides the computer's next move. I'm asking because I thought it might be fun to write a chess engine. Then it occured to me that I could use it as a project for learning functional programming. Then it occured to me that some problems aren't well suited to the functional paradigm. Then it occured to me that this might be good discussion fodder.

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  • Shader inputs in a general purpose engine

    - by dreta
    I'm not familiar with SDKs like Unity or UDK that much, so i can't check this offhand. Do general purpose engines allow users to create custom uniform variables? The way i see it, and the way i have implemented it in an engine i'm writing to learn 3D, is that there is a "set" of uniforms provided by the engine and if you want to write a custom shader then you utilize uniforms you need to create a wanted effect. Now, the thing is, first of all i'm not an artist, second of all, i didn't have a chance to create complex scenes yet. So my question is, is it common practice to define variables that the engine provides and only allow the user to work with what they're given? Allowing users to add custom programs and use them where they want is not hard, but i have issues imagining how you'd go about doing the same for uniforms.

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  • How to break terrain (in blender) into Chunks for a game engine

    - by Red
    I've created an island in blender. 2048x2048 blender units. The engine developer wants me to split the terrain into 128x128 "chunks" so that would be 16x16 "chunks" from a top down view. The engine isn't using height maps, in order to allow caves, 3d overhangs, etc. I'm not in charge of the engine, so suggestions about that aren't needed here :/ I just need a good, seamless way to split a terrain mesh into 16x16 pieces without leaving holes. I'm very new to blender, so baby steps are very much welcomed :) Here's a quick render of what i've got so far. I added a plane to show sea level but i've since removed it. http://i.imgur.com/qTsoC.png

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  • Homemaking a 2d soft body physics engine

    - by Griffin
    hey so I've decided to Code my own 2D soft-body physics engine in C++ since apparently none exist and I'm starting only with a general idea/understanding on how physics work and could be simulated: by giving points and connections between points properties such as elasticity, density, mass, shape retention, friction, stickiness, etc. What I want is a starting point: resources and helpful examples/sites that could give me the specifics needed to actually make this such as equations and required physics knowledge. It would be great if anyone out there also would give me their attempts or ideas. finally I was wondering if it was possible to... use the source code of an existing 3D engine such as Bullet and transform it to be 2D based? use the source code of a 2D Rigid body physics engine such as box2d as a starting point?

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