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  • One dns server in different subnets

    - by hofmeister
    I have installed a small Linux server; the server is in a different subnet as the internet hosts. I added a route to my nat router to create a connection between both subnets. In both subnets I use an extra dhcp Server. Subnet A: 192.168.0.0/26 Subnet B: 192.168.1.0/26 Router: 192.168.0.1, Server in A: 192.168.0.62, Server in B: 192.168.1.62 internet ____ nat router ___ (Sub A)___ internet hosts | |____(Sub B)___ other hosts I could ping every host. Also the hosts which are connected to the subnet b, has internet connection. But sadly I have a problem with the dns server. I use the dnsServer from my nat router, I set the dns Server for subnet b to the ip 192.168.0.1, but every dns entries are equal with the hostname from my linux server. Example if the hostname from the server is test Test 192.168.0.62 //Server subnet a Test-2 192.168.1.62 //Server subnet b Test-2-2 192.168.1.1 //host a Test-2-2-2 192.168.1.2 //host b Any idea what went wrong? The internet dns resolution works fine.

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  • Which are the most frequent exceptions thrown in Java applications? [on hold]

    - by Chris
    1. Do you know of any statistics about the frequency of exceptions (checked and unchecked) thrown at runtime in typical Java applications? for example: NullPointerException: 25% of all exceptions ClassCastException: 15% of all exceptions etc. 2. Which are the most frequent exceptions according to your own experiences? 3. Would you agree that the NullPointerException is generally the most often thrown exception? I am asking this question in the context of the compiler development of the PPL programming language (www.practical-programming.org). The goal is to auto-detect a maximum of frequent exceptions at compile-time. For example, detecting all potential NullPointerExceptions at compile-time leads to null-safe software which is more reliable.

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  • Can I boot up a virtual machine natively?

    - by Anshul
    My question is: Is is possible to run a virtual machine natively on your hardware if you have installed the proper drivers etc? In other words, can I use a VHD as a regular hard drive to boot from? The reason I want to do this is that I do both graphics-intensive and audio-intensive work, but my computer is not powerful enough to handle both at the same time and many times I install a bunch of audio programs that I don't want affecting the stability of my graphics programs. Basically I wanted to have sandboxing between the two sets of applications. So I tried running the graphics-intensive programs in a VirtualBox VM and the audio-intensive work natively (simply because it's a pain to route ASIO audio devices in/out of VirtualBox). This kind-of works - the graphics-intensive stuff is tolerable, but still relatively slow, because it's running inside a VM. So my next idea was to just dual-boot and install the graphics and audio programs in separate partitions but I frequently use them in tandem, so it wouldn't be practical to reboot my machine every time I need to use the other set of programs. But I could live with this scenario: If I need to do more audio-intensive stuff, I'll just boot up to the audio partition and run the graphics programs in a VM, and then when I'm working heavily on the graphics part, I'll just boot the graphics partition as a regular OS directly on the hardware. Is this possible? For example by booting up a VHD as a regular hard drive? Or by setting up dual-boot, and every time the audio partition is shut down, synchronize the graphics VM VHD with the native graphics partition? Is it practical, given the above scenario? And if it's not possible, barring buying another computer, can anyone suggest a best-of-all-worlds setup (the two worlds being performance, sandboxing, and running in parallel) for the above scenario? Thanks in advance.

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  • Cisco IOS ACL: Don't permit incoming connections just because they are from port 80

    - by cjavapro
    I am going much based on my memory and I may not be correct on all of this. On a Cisco 851 (IOS) that uses a BVI or a bridge-route (the servers on the inside are configured with static and public IP addresses). I would apply two access lists (both end with deny ip any any log) on FastEthernet4 (the WAN port). There would be one for FA4 in and another for FA4 out. FA4 out would have a line like access-list 110 permit 98.76.54.0 0.0.0.255 gt 1023 any eq http I think this means from 98.76.54.* with a from port of at least 1024 can connect to any other machine with a destination port 80. So, then I have to allow the response to the HTTP connection. FA4 in would have a line like access-list 120 permit any eq http 98.76.54.0 0.0.0.255 gt 1023 Now the problem with that is that anybody on the outside can set their from port to port 80 and then connect to any inside port that is at least 1024. How do we prevent this and require the incoming data to be a response to the outgoing data.

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  • Efficient way to render tile-based map in Java

    - by Lucius
    Some time ago I posted here because I was having some memory issues with a game I'm working on. That has been pretty much solved thanks to some suggestions here, so I decided to come back with another problem I'm having. Basically, I feel that too much of the CPU is being used when rendering the map. I have a Core i5-2500 processor and when running the game, the CPU usage is about 35% - and I can't accept that that's just how it has to be. This is how I'm going about rendering the map: I have the X and Y coordinates of the player, so I'm not drawing the whole map, just the visible portion of it; The number of visible tiles on screen varies according to the resolution chosen by the player (the CPU usage is 35% here when playing at a resolution of 1440x900); If the tile is "empty", I just skip drawing it (this didn't visibly lower the CPU usage, but reduced the drawing time in about 20ms); The map is composed of 5 layers - for more details; The tiles are 32x32 pixels; And just to be on the safe side, I'll post the code for drawing the game here, although it's as messy and unreadable as it can be T_T (I'll try to make it a little readable) private void drawGame(Graphics2D g2d){ //Width and Height of the visible portion of the map (not of the screen) int visionWidht = visibleCols * TILE_SIZE; int visionHeight = visibleRows * TILE_SIZE; //Since the map can be smaller than the screen, I center it just to be sure int xAdjust = (getWidth() - visionWidht) / 2; int yAdjust = (getHeight() - visionHeight) / 2; //This "deducedX" thing is to move the map a few pixels horizontally, since the player moves by pixels and not full tiles int playerDrawX = listOfCharacters.get(0).getX(); int deducedX = 0; if (listOfCharacters.get(0).currentCol() - visibleCols / 2 >= 0) { playerDrawX = visibleCols / 2 * TILE_SIZE; map_draw_col = listOfCharacters.get(0).currentCol() - visibleCols / 2; deducedX = listOfCharacters.get(0).getXCol(); } //"deducedY" is the same deal as "deducedX", but vertically int playerDrawY = listOfCharacters.get(0).getY(); int deducedY = 0; if (listOfCharacters.get(0).currentRow() - visibleRows / 2 >= 0) { playerDrawY = visibleRows / 2 * TILE_SIZE; map_draw_row = listOfCharacters.get(0).currentRow() - visibleRows / 2; deducedY = listOfCharacters.get(0).getYRow(); } int max_cols = visibleCols + map_draw_col; if (max_cols >= map.getCols()) { max_cols = map.getCols() - 1; deducedX = 0; map_draw_col = max_cols - visibleCols + 1; playerDrawX = listOfCharacters.get(0).getX() - map_draw_col * TILE_SIZE; } int max_rows = visibleRows + map_draw_row; if (max_rows >= map.getRows()) { max_rows = map.getRows() - 1; deducedY = 0; map_draw_row = max_rows - visibleRows + 1; playerDrawY = listOfCharacters.get(0).getY() - map_draw_row * TILE_SIZE; } //map_draw_row and map_draw_col representes the coordinate of the upper left tile on the screen //iterate through all the tiles on screen and draw them - this is what consumes most of the CPU for (int col = map_draw_col; col <= max_cols; col++) { for (int row = map_draw_row; row <= max_rows; row++) { Tile[] tiles = map.getTiles(col, row); for(int layer = 0; layer < tiles.length; layer++){ Tile currentTile = tiles[layer]; boolean shouldDraw = true; //I only draw the tile if it exists and is not empty (id=-1) if(currentTile != null && currentTile.getId() >= 0){ //The layers above 1 can be draw behing or infront of the player according to where it's standing if(layer > 1 && currentTile.getId() >= 0){ if(playerBehind(col, row, layer, listOfCharacters.get(0))){ behinds.get(0).add(new int[]{col, row}); //the tiles that are infront of the player wont be draw right now shouldDraw = false; } } if(shouldDraw){ g2d.drawImage( tiles[layer].getImage(), (col-map_draw_col)*TILE_SIZE - deducedX + xAdjust, (row-map_draw_row)*TILE_SIZE - deducedY + yAdjust, null); } } } } } } There's some more code in this method but nothing relevant to this question. Basically, the biggest problem is that I iterate over around 5000 tiles (in this specific resolution) 60 times each second. I thought about rendering the visible portion of the map once and storing it into a BufferedImage and when the player moved move the whole image the same amount but to the opposite side and then drawn the tiles that appeared on the screen, but if I do it like that, I wont be able to have animated tiles (at least I think). That being said, any suggestions?

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  • Multithreading in lwjgl getting rid of sleep.

    - by pangaea
    I'm trying to use multithreading in my game. However, I can't seem to get rid of the sleep. If I don't it's a blank screen, as there is no time for the computer to actually render the triangleMob as it can't access getArrayList(), in my main class I have a TriangleMob arraylist. If I delay it, then it can access the previousMob and it renders. If I don't, then it's blank screen. Can I get rid of the delay? Also, is this a bad way to multithread? Surely, this should be fast. I need multithreading so can you please not suggest not using it. public class TriangleMob extends Thread implements Runnable { private static int count=0; private int objectDisplayList; private static ArrayList<TriangleMob> previousMob = new ArrayList<TriangleMob>(); private static ArrayList<TriangleMob> currentMob = new ArrayList<TriangleMob>(); private static ArrayList<TriangleMob> laterMob = new ArrayList<TriangleMob>(); private Vector3f position = new Vector3f(0f,0f,0f); private Vector3f movement = new Vector3f(0f,0f,0f); public TriangleMob() { // Create the display list CreateDisplayList(); count++; } public TriangleMob(Vector3f position) { // Create the display list CreateDisplayList(); this.position = position; count++; } private void CreateDisplayList() { objectDisplayList = glGenLists(1); glNewList(objectDisplayList, GL_COMPILE); { double topPoint = 0.75; glBegin(GL_TRIANGLES); glColor4f(1, 1, 0, 1f); glVertex3d(0, topPoint, -5); glColor4f(0, 0, 1, 1f); glVertex3d(-1, -0.75, -4); glColor4f(0, 0, 1, 1f); glVertex3d(1, -.75, -4); glColor4f(1, 1, 0, 1f); glVertex3d(0, topPoint, -5); glColor4f(0, 0, 1, 1f); glVertex3d(1, -0.75, -4); glColor4f(0, 0, 1, 1f); glVertex3d(1, -0.75, -6); glColor4f(1, 1, 0, 1f); glVertex3d(0, topPoint, -5); glColor4f(0, 0, 1, 1f); glVertex3d(1, -0.75, -6); glColor4f(0, 0, 1, 1f); glVertex3d(-1, -.75, -6); glColor4f(1, 1, 0, 1f); glVertex3d(0, topPoint, -5); glColor4f(0, 0, 1, 1f); glVertex3d(-1, -0.75, -6); glColor4f(0, 0, 1, 1f); glVertex3d(-1, -.75, -4); glEnd(); glColor4f(1, 1, 1, 1); } glEndList(); } public static int getCount() { return count; } public Vector3f getMovement() { return movement; } public Vector3f getPosition() { return position; } public synchronized int getObjectList() { return objectDisplayList; } public synchronized static ArrayList<TriangleMob> getArrayList(){ if(previousMob != null) { return previousMob; } previousMob.add(new TriangleMob()); return previousMob; } public synchronized void move(Vector3f movement) { // If you want to move in all 3 axis position.x += movement.x; position.y += movement.y; position.z += movement.z; } public synchronized void render() { glPushMatrix(); glTranslatef(-position.x, -position.y, -position.z); glCallList(objectDisplayList); glPopMatrix(); } public synchronized static void setTriangleMob(ArrayList<TriangleMob> triangleMobSet) { laterMob = triangleMobSet; } private synchronized void setPreTriangleMob(ArrayList<TriangleMob> currentMob2) { previousMob = currentMob2; } public void run(){ while(true) { if(laterMob == null) { currentMob = laterMob; System.out.println("Copying"); } for(int i=0; i<currentMob.size(); i++) { currentMob.get(i).move(new Vector3f(0.1f,0.01f,0.01f)); } setPreTriangleMob(currentMob); try { sleep(1L); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } } } }

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  • Switch Before Firewall / Router - Multiple public IPs

    - by rii
    I currently Have a 10Mbit Full duplex circuit connected to a small unmanaged switch which then connects to a Sonicwall Firewall / Router. I have several public IP addresses (/28) that are assigned to several devices in my setup. Now the problem is the small switch I have was lent to me and needs to be returned, I have replaced this switch with several other switches but for some reason any other switch I use causes the network to become extremely slow. I believe this is a problem with the autonegotiation of theses hubs, so I am thinking of purchasing a small managed switch (cisco 300 series) and making the receiving port on the swith Explicitly 10Mbit Full Duplex and see if this works. My question is, being that this is a managed switch and needs an IP, will I still be able to run my public ips through it? Say the circuit has 70.80.4.1 - 7 will I still be able to assign 70.80.4.2 to my firewall and 70.80.4.3 to my router connected to some other port in the switch? Will I have to assign the switch a public IP address in this range as well for it to "route" to those other devices or does the switch does not care what IPs goes through it while operating as a Layer 2 Switch? Any help would be greatly appreciated. Thanks in advanced!

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  • Efficient Way to Draw Grids in XNA

    - by sm81095
    So I am working on a game right now, using Monogame as my framework, and it has come time to render my world. My world is made up of a grid (think Terraria but top-down instead of from the side), and it has multiple layers of grids in a single world. Knowing how inefficient it is to call SpriteBatch.Draw() a lot of times, I tried to implement a system where the tile would only be drawn if it wasn't hidden by the layers above it. The problem is, I'm getting worse performance by checking if it's hidden than when I just let everything draw even if it's not visible. So my question is: how to I efficiently check if a tile is hidden to cut down on the draw() calls? Here is my draw code for a single layer, drawing floors, and then the tiles (which act like walls): public void Draw(GameTime gameTime) { int drawAmt = 0; int width = Tile.TILE_DIM; int startX = (int)_parent.XOffset; int startY = (int)_parent.YOffset; //Gets the starting tiles and the dimensions to draw tiles, so only onscreen tiles are drawn, allowing for the drawing of large worlds int tileDrawWidth = ((CIGame.Instance.Graphics.PreferredBackBufferWidth / width) + 4); int tileDrawHeight = ((CIGame.Instance.Graphics.PreferredBackBufferHeight / width) + 4); int tileStartX = (int)MathHelper.Clamp((-startX / width) - 2, 0, this.Width); int tileStartY = (int)MathHelper.Clamp((-startY / width) - 2, 0, this.Height); #region Draw Floors and Tiles CIGame.Instance.GraphicsDevice.SetRenderTarget(_worldTarget); CIGame.Instance.GraphicsDevice.Clear(Color.Black); CIGame.Instance.SpriteBatch.Begin(); //Draw floors for (int x = tileStartX; x < (int)MathHelper.Clamp(tileStartX + tileDrawWidth, 0, this.Width); x++) { for (int y = tileStartY; y < (int)MathHelper.Clamp(tileStartY + tileDrawHeight, 0, this.Height); y++) { //Check if this tile is hidden by layer above it bool visible = true; for (int i = this.LayerNumber; i <= _parent.ActiveLayer; i++) { if (this.LayerNumber != (_parent.Layers - 1) && (_parent.GetTileAt(x, y, i + 1).Opacity >= 1.0f || _parent.GetFloorAt(x, y, i + 1).Opacity >= 1.0f)) { visible = false; break; } } //Only draw if visible under the tile above it if (visible && this.GetTileAt(x, y).Opacity < 1.0f) { Texture2D tex = WorldTextureManager.GetFloorTexture((Floor)_floors[x, y]); Rectangle source = WorldTextureManager.GetSourceForIndex(((Floor)_floors[x, y]).GetTextureIndexFromSurroundings(x, y, this), tex); Rectangle draw = new Rectangle(startX + x * width, startY + y * width, width, width); CIGame.Instance.SpriteBatch.Draw(tex, draw, source, Color.White * ((Floor)_floors[x, y]).Opacity); drawAmt++; } } } //Draw tiles for (int x = tileStartX; x < (int)MathHelper.Clamp(tileStartX + tileDrawWidth, 0, this.Width); x++) { for (int y = tileStartY; y < (int)MathHelper.Clamp(tileStartY + tileDrawHeight, 0, this.Height); y++) { //Check if this tile is hidden by layers above it bool visible = true; for (int i = this.LayerNumber; i <= _parent.ActiveLayer; i++) { if (this.LayerNumber != (_parent.Layers - 1) && (_parent.GetTileAt(x, y, i + 1).Opacity >= 1.0f || _parent.GetFloorAt(x, y, i + 1).Opacity >= 1.0f)) { visible = false; break; } } if (visible) { Texture2D tex = WorldTextureManager.GetTileTexture((Tile)_tiles[x, y]); Rectangle source = WorldTextureManager.GetSourceForIndex(((Tile)_tiles[x, y]).GetTextureIndexFromSurroundings(x, y, this), tex); Rectangle draw = new Rectangle(startX + x * width, startY + y * width, width, width); CIGame.Instance.SpriteBatch.Draw(tex, draw, source, Color.White * ((Tile)_tiles[x, y]).Opacity); drawAmt++; } } } CIGame.Instance.SpriteBatch.End(); Console.WriteLine(drawAmt); CIGame.Instance.GraphicsDevice.SetRenderTarget(null); //TODO: Change to new rendertarget instead of null #endregion } So I was wondering if this is an efficient way, but I'm going about it wrongly, or if there is a different, more efficient way to check if the tiles are hidden. EDIT: For example of how much it affects performance: using a world with three layers, allowing everything to draw no matter what gives me 60FPS, but checking if its visible with all of the layers above it gives me only 20FPS, while checking only the layer immediately above it gives me a fluctuating FPS between 30 and 40FPS.

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  • Vyatta masquerade out bridge interface

    - by miquella
    We have set up a Vyatta Core 6.1 gateway on our network with three interfaces: eth0 - 1.1.1.1 - public gateway/router IP (to public upstream router) eth1 - 2.2.2.1/24 - public subnet (connected to a second firewall 2.2.2.2) eth2 - 10.10.0.1/24 - private subnet Our ISP provided the 1.1.1.1 address for us to use as our gateway. The 2.2.2.1 address is so the other firewall (2.2.2.2) can communicate to this gateway which then routes the traffic out through the eth0 interface. Here is our current configuration: interfaces { bridge br100 { address 2.2.2.1/24 } ethernet eth0 { address 1.1.1.1/30 vif 100 { bridge-group { bridge br100 } } } ethernet eth1 { bridge-group { bridge br100 } } ethernet eth2 { address 10.10.0.1/24 } loopback lo { } } service { nat { rule 100 { outbound-interface eth0 source { address 10.10.0.1/24 } type masquerade } } } With this configuration, it routes everything, but the source address after masquerading is 1.1.1.1, which is correct, because that's the interface it's bound to. But because of some of our requirements here, we need it to source from the 2.2.2.1 address instead (what's the point of paying for a class C public subnet if the only address we can send from is our gateway!?). I've tried binding to br100 instead of eth0, but it doesn't seem to route anything if I do that. I imagine I'm just missing something simple. Any thoughts?

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  • What's the best way to telnet from a remote Windows PC without using RDP?

    - by Rob D.
    Three Networks: 10.1.1.0 - Mine 172.1.1.0 - My Branch Office 172.2.2.0 - My Branch Office's VOIP VLAN. My PC is on 10.1.1.0. I need to telnet into a Cisco router on 172.2.2.0. The 10.1.1.0 network has no routes to 172.2.2.0, but a VPN connects 10.1.1.0 to 172.1.1.0. Traffic on 172.1.1.0 can route to 172.2.2.0. All PCs on 172.1.1.0 are running Windows XP. Without disrupting anyone using those PCs, I want to open a telnet session from one of those PCs to the router on 172.2.2.0. I've tried the following: psexec.exe \\branchpc telnet 172.2.2.1 psexec.exe \\branchpc cmd.exe telnet 172.2.2.1 psexec.exe \\branchpc -c plink -telnet 172.2.2.1 Methods 1 and 2 both failed because telnet.exe is not usable over psexec. Method 3 actually succeeded in creating the connection, but I cannot login because the session registers my carriage return twice. My password is always blank because at the "Username:" prompt I'm effectively typing: Routeruser[ENTER][ENTER] It's probably time to deploy WinRM... Does anyone know of any other alternatives? Does anyone know how I can fix plink.exe so it only receives one carriage return when I use it over psexec?

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  • Access server using IP on another interface

    - by Markos
    I am using Windows Server 2012 instead of a router for my home network. Currently I am using RRAS and computers from local network can access Internet correctly. Here is a map of the current setup: [PC1] ---| |---- (lan ip)[Server](wan ip)--> internet [PC2] ---| I have applications running on Server, such as IIS and others. All can be accessed from internet using wan ip and from lan using lan ip. I have a domain, lets say its my-domain.com, which is resolved to my wan ip. What I want is to enable my LAN computers to be able to connect to services on my server using the very same address as internet users: eg http://my-domain.com/. However this does not work for my lan computers. What I understand is that I need to set up some kind of loopback route in a way that packets comming to LAN interface get routed to WAN interface. But I haven't found how to achieve this (in fact, I don't know WHAT to search for). Feel free to ask for additional informations and I will try to update the question.

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  • How do I uninstall a ruby version installed via source?

    - by Aaron McIver
    I installed a version (1.9.3-p194) of ruby via source using make install and realized this may have been the wrong route to take. Upon doing this, I realized this was a mistake and I should be using a solution such as rvm to address my ruby versions within the OS. I looked to see if an uninstall existed to be ran in conjunction with make and it didn't. I then proceeded to install rvm and add the aforementioned version in to my list of managed rubies within rvm which is not listed as ext-ruby-1.9.3-p194. rvm rubies ext-ruby-1.9.3-p194 [ x86_64 ] =* ruby-1.9.3-p194 [ x86_64 ] # => - current # =* - current && default # * - default** When I perform an rvm remove, it simply removes it from the rubies list however it still exists within /usr/local/bin. I am not concerned with the system install ruby version residing in /usr/bin as I understand that is tied to the OS and should simply be ignored. How can I safely uninstall/remove the aforementioned version and all the places in which it was installed, short of looking at the install script?

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  • Ping with explicit next-hop selection (aka Monitoring multiple default gateways)

    - by Michuelnik
    I have a linux (debian) router with two internet connections (A) and (B). (A) is preferred, (B) is fallback. I want to monitor the internet connection (and not only the availability of the gateways!) and change the default route appropriately. If (A) is not providing internet, switch to (B) If (A) is providing internet again, switch back to (A). Only problem I have is in case (2). My routing table points towards a working internet so I cannot easily detect whether internet is working over link (A) again. I am search for a ping or traceroute (or other diagnosis-tool) which can select the next-hop explicitly. ping -r looks promising, but can only ping a host on the lan. (It only has to write another destination address in the packet, damnit!) traceroute -g gateway looks even more promising and nearly does what I want - but sets source routing options which my next-hops deny. (Not within my administrative boundary...) I just want a $ping, that can: select a source interface (and address) select a next-hop on that interface ping any arbitrary ip address I could do evil trickery with policy-based routing but that would have production impact for all users. I would like to see a side-effect-free solution....

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  • Rotation, further I go from 0:0, the further the object positions around the origin while rotating

    - by Serguei Fedorov
    For some reason I am having the issue where the following code: global.spriteBatch.Draw(obj.sprite, obj.getPosition(), null, Color.White, obj.rotation, obj.center, 2f, SpriteEffects.None, 1); causes the object to rotate around the origin in such a way, as though there is an offset to the position relative to its location. The calculation for the center it correct and this happens even if I set the pivot to be the location of the object. The further I get from 0:0 the larger the radius or rotation. I am not sure what is going on here because given the following tutorial http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series2D/Rotation.php I have done the code setup correctly. Any ideas? Any help is greatly appreciated!!!

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  • Nvidia Fullscreen Metanode "Sliding" Issue

    - by user68202
    i have 2 monitors, the left one is my "main" monitor with 1920x1080_120, the right one my second with 1680x1050_60. (i have a nvidia card setup with twinview) when i play a game or something in fullscreen mode, the full resolution is used in fullscreen (monitor 1 + monitor 2). i read something about the metanodes i can use to shut down the one monitor that i dont need durning a "fullscreen session". i used the following: Option "metamodes" "DFP-0: 1920x1080_120 +0+0, DFP-2: 1680x1050_60 +1920+0; DFP: 1920x1080_120 +0+0, NULL" Its working great, the second (right) monitor is shutting down when i press "CTRL ALT +" and is starting agin when i press the same keystroke. But in the second mode when the second monitor is "down", i got the full "monitor 1 + monitor 2" resolution on my first (left) monitor, i can move my mouse to the right to see the contents of the second monitor and move it again to the left to the what is normally seen on the first monitor. Its something sliding between the 2 monitors on one display. How can i avoid this?

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  • Useful design patterns for working with FragmentManager on Android

    - by antman8969
    When working with fragments, I have been using a class composed of static methods that define actions on fragments. For any given project, I might have a class called FragmentActions, which contains methods similar to the following: public static void showDeviceFragment(FragmentManager man){ String tag = AllDevicesFragment.getFragmentTag(); AllDevicesFragment fragment = (AllDevicesFragment)man.findFragmentByTag(tag); if(fragment == null){ fragment = new AllDevicesFragment(); } FragmentTransaction t = man.beginTransaction(); t.add(R.id.main_frame, fragment, tag); t.commit(); } I'll usually have one method per application screen. I do something like this when I work with small local databases (usually SQLite) so I applied it to fragments, which seem to have a similar workflow; I'm not married to it though. How have you organized your applications to interface with the Fragments API, and what (if any) design patterns do you think apply do this?

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  • Une banque est la risée des hackers et du web, suite à sa manière particulière de se prémunir des in

    Une banque est la risée des hackers et du web, suite à sa manière particulière de se prémunir des injections SQL Une banque californienne a une manière bien particulière de se protéger des attaques par injection SQL. Dans la FAQ de son site, l'établissement demande à ses clients de ne pas utiliser les mots suivants (comme réponse à leur question secrète) : insert, delete, drop, update, null et select. Cette information a été découverte le 14 mai et depuis, elle a fait le tour du web, suscitant de grands fous rires dans la communautés des amateurs et professionnels de la sécurité informatique. Depuis hier, la FAQ n'est plus en ligne mais, fort heureusement, nous disposons d'une capture d'écran de ce qui avait été publié :

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  • does class reference itself static anti pattern in prism

    - by Michael Riva
    I have an application and my desing approach look like this: class Manager { public int State; static Manager _instance = null; public static Manager Instance { get { return _instance; } set { if (_instance == value) return; _instance = value; } } public Manager() { State = 0; Instance=this; } } class Module1 { public void GetState() { Console.WriteLine(Manager.Instance.State); } } class Module2 { public void GetState() { Console.WriteLine(Manager.Instance.State); } } class Module3 { public void GetState() { Console.WriteLine(Manager.Instance.State); } } Manager class already registered in Bootstrapper like : protected override void ConfigureContainer() { base.ConfigureContainer(); Container.RegisterType<Manager>(new ContainerControlledLifetimeManager()); } protected override void InitializeModules() { Manager man= Container.Resolve<Manager>(); } Question is do I need to define my manager object as static in its field to be able to reach its state? Or this is anti pattern or bad for performance?

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  • Presenting game center leaderboard

    - by Coder404
    I have the following code: -(void)showLeaderboard { GKLeaderboardViewController *leaderboardController = [[GKLeaderboardViewController alloc] init]; if (leaderboardController != NULL) { leaderboardController.timeScope = GKLeaderboardTimeScopeAllTime; leaderboardController.leaderboardDelegate = self; [self presentModalViewController: leaderboardController animated: YES]; } [leaderboardController release]; } Which I am trying to use to make my leader-board pop up. The issue is cocos2d will not allow me to use the line: [self presentModalViewController: leaderboardController animated: YES]; How do I fix this? Thanks PS I am using cocos2d

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  • Does this factory method pattern example violate open-close?

    - by William
    In Head-First Design Patterns, they use a pizza shop example to demonstrate the factory method pattern. public abstract class PizzaStore { public Pizza orderPizza(String type) { Pizza pizza; pizza = createPizza(type); pizza.prepare(); pizza.bake(); pizza.cut(); pizza.box(); return pizza; } abstract Pizza createPizza(String type) } public class NYPizzaStore extends PizzaStore { Pizza createPizza(String item) { if (item.equals("cheese") { return new NYStyleCheesePizza(); } else if (item.equals("veggie")) { return new NYStyleVeggiePizza(); } else if (item.equals("clam")) { return new NYStyleClamPizza(); } else if (item.equals("pepperoni")) { return new NYStylePepperioniPizza(); } else return null; } } I don't understand how this pattern is not violating open-close. What if we require a beef Pizza, then we must edit the if statement in the NYPizzaStore class.

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  • Permission denied (publickey,gssapi-with-mic,password) ssh error

    - by zentenk
    Heads up I'm a noob with linux and networking. I set up a ubuntu server and I have a static ip for my network. When I try to connect to the server at home (external), it prompts me to log in. I supply the correct password (or incorrect pw), I get the error Permission denied, please try again. and after 3 times I get Permission denied (publickey,gssapi-with-mic,password) I am however able to connect with SSH from another computer in the same network with ssh < internal ip of server > I'm connecting with mac os x and my config file is vanilla. Note: During installation of ubuntu it says I don't have a default route or something while doing auto network configuration, but I ignored it and continued the installation, could this be the problem? EDIT: I have tried the below, I have nothing in hosts.allow and also iptables shows the ports that I have allowed, which is 22. I checked the auth.log, and there is nothing when I connect to it remotely (even when it says permission denied). I have tried connecting to it internally and the correct authentication logs show. Any idea whats wrong?

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  • OpenVPN server will not redirect traffic

    - by skerit
    I set up an OpenVPN server on my VPS, using this guide: http://vpsnoc.com/blog/how-to-install-openvpn-on-a-debianubuntu-vps-instantly/ And I can connect to it without problems. Connect, that is, because no traffic is being redirected. When I try to load a webpage when connected to the vpn I just get an error. This is the config file it generated: dev tun server 10.8.0.0 255.255.255.0 ifconfig-pool-persist ipp.txt ca ca.crt cert server.crt key server.key dh dh1024.pem push "route 10.8.0.0 255.255.255.0" push "redirect-gateway" comp-lzo keepalive 10 60 ping-timer-rem persist-tun persist-key group daemon daemon This is my iptables.conf # Generated by iptables-save v1.4.4 on Sat May 7 13:09:44 2011 *raw :PREROUTING ACCEPT [37938267:10998335127] :OUTPUT ACCEPT [35616847:14165347907] COMMIT # Completed on Sat May 7 13:09:44 2011 # Generated by iptables-save v1.4.4 on Sat May 7 13:09:44 2011 *nat :PREROUTING ACCEPT [794948:91051460] :POSTROUTING ACCEPT [1603974:108147033] :OUTPUT ACCEPT [1603974:108147033] -A POSTROUTING -s 10.8.0.0/24 -o eth0 -j MASQUERADE -A POSTROUTING -s 10.8.0.0/24 -o eth1 -j MASQUERADE -A POSTROUTING -s 10.8.0.0/24 -o venet0 -j MASQUERADE COMMIT # Completed on Sat May 7 13:09:44 2011 # Generated by iptables-save v1.4.4 on Sat May 7 13:09:44 2011 *mangle :PREROUTING ACCEPT [37938267:10998335127] :INPUT ACCEPT [37677226:10960834925] :FORWARD ACCEPT [0:0] :OUTPUT ACCEPT [35616847:14165347907] :POSTROUTING ACCEPT [35680187:14169930490] COMMIT # Completed on Sat May 7 13:09:44 2011 # Generated by iptables-save v1.4.4 on Sat May 7 13:09:44 2011 *filter :INPUT ACCEPT [37677226:10960834925] :FORWARD ACCEPT [0:0] :OUTPUT ACCEPT [35616848:14165347947] -A INPUT -i eth0 -j LOG --log-prefix "BANDWIDTH_IN:" --log-level 7 -A FORWARD -o eth0 -j LOG --log-prefix "BANDWIDTH_OUT:" --log-level 7 -A FORWARD -i eth0 -j LOG --log-prefix "BANDWIDTH_IN:" --log-level 7 -A OUTPUT -o eth0 -j LOG --log-prefix "BANDWIDTH_OUT:" --log-level 7 COMMIT # Completed on Sat May 7 13:09:44 2011

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  • Accessing a webpage folder with .htaccess in it via apache webdav?

    - by pingo
    I have setup webdav access in order to enable an external user to upload the content of his web page to his folder on my server that is served by apache to the web. This way he could update his web page via webdav. Now the problem is that the user requires a .htaccess file and of course .htaccess breaks webdav probably because it overrides settings. (new files cannot be uploaded anymore via webdav if below specified .htaccess exists) I am running Apache2.2.17 and this is my webdav config: Alias /folderDAV "d:/wamp/www/somewebsite/" <Location /folderDAV> Order Allow,Deny Allow from all Dav On AuthType Digest AuthName DAV-upload AuthUserFile "D:/wamp/passtore/user.passwd" AuthDigestProvider file require valid-user </Location> This config is part of my naive solution to fixing this problem. The idea was to specify an alias to the web page folder where webdav would be enabled and then set AllowOverride to none so that the .htaccess would have no effect. Of course I then found out that in <Location /> AllowOverride directive is not valid. The .htaccess file looks like this: #opencart settings Options +FollowSymlinks Options -Indexes <FilesMatch "\.(tpl|ini)"> Order deny,allow Deny from all </FilesMatch> RewriteEngine On RewriteBase / RewriteCond %{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_FILENAME} !-d RewriteRule ^(.*)\?*$ index.php?_route_=$1 [L,QSA] ErrorDocument 403 /403.html deny from 1.1.1.1/19 allow from 2.2.2.2 What would be the solution here? I would like to have the web page accessible from the web but at the same time be able to access and modify it via apache's webdav (with digest auth). How would I do that? Also if possible I would like a solution that permits the existence of the .htaccess so that the user still has the power to setup access rules for his web page.

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  • What may the reason of slowness be (see details in message body)?

    - by Ivan
    I've got a really weird situation I'm beating to solve. A performance problem which looks really like an empty waiting sequence set in code (while it probably isn't so). I've got a pretty powerful dedicated server (10 GB RAM, eight Xeon cores, etc) running Ubuntu 10.04 with all the functionality services (except OpenVPN server used to provide secure access to clients) deployed in separate VirtualBox (vboxheadless) machines (one for the company e-mail server, one for web server and one for accounting/crm server (Firebird + proprietary app server working with Delphi-made clients)). CPU load (as "top" says) is almost always near zero. Host system RAM is close to 100% usage but not overloaded (as very little swapping gets used, and freed (by stopping one of VMs) memory doesn't get reused any quickly). Approximately 50% of guests RAM is used. iostat usually shows near zero %util. Network bandwidth seems to be underused. But the accounting/crm client (a Win32 Delphi application run on WinXP machines) software works hell-slow with this server (and works much better using an inside-LAN Windows server). I just can't imagine what can make it be slow if there are so plenty of CPU, RAM, HDD and bandwidth resources available on clients and on the server even in their hardest moments. Saying bandwidth is underused I not only know that clients and the server are connected to the Internet with a bigger channels than really used (which leaves the a chance they may have a bottleneck of a sort on the route between them), I've tested bandwidth between clients and the server by copying files among them.

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  • OpenVPN bridge network from routed clients

    - by gphilip
    I have the following setup: subnet 1 - 10.0.1.0/24 with a machine used as NAT and also running an OpenVPN client subnet 2 - 192.168.1/24 with an OpenVPN server (the server in subnet 1 connect here) subnet 3 - 10.0.2.0/24 that uses the NAT machine (subnet 1) to access the internet, so all non-local traffic is routed there to the eth0 interface The OpenVPN client creates the tun0 interface and appropriate routing so that I can access machines from 192.168.1/24 [root@ip-10-0-1-208 ~]# telnet 192.168.1.186 8081 Trying 192.168.1.186... Connected to 192.168.1.186. Escape character is '^]'. [root@ip-10-0-1-208 ~]# route -n Kernel IP routing table Destination Gateway Genmask Flags Metric Ref Use Iface 0.0.0.0 10.0.1.1 0.0.0.0 UG 0 0 0 eth0 10.0.1.0 0.0.0.0 255.255.255.0 U 0 0 0 eth0 10.8.0.1 10.8.0.5 255.255.255.255 UGH 0 0 0 tun0 10.8.0.5 0.0.0.0 255.255.255.255 UH 0 0 0 tun0 169.254.169.254 0.0.0.0 255.255.255.255 UH 0 0 0 eth0 192.168.0.0 10.8.0.5 255.255.0.0 UG 0 0 0 tun0 However, when I try the same from subnet 3, it can't reach that machine. [root@ip-10-0-2-61 ~]# telnet 192.168.1.186 8081 Trying 192.168.1.186... I suspect that it's because subnet 3 is routed to eth0 on the NAT machine in subnet 1 and it cannot jump to tun0. What's the easiest way to resolve it? I don't want to use iptables. I can't change the routing from machines in subnet 1 because it's done in AWS and so it works only with specific interfaces. Also, the NAT machine gets its IP with DHCP and so bridging is a bit complicated. IP forwarding is set on the NAT machine [root@ip-10-0-1-208 ~]# cat /proc/sys/net/ipv4/ip_forward 1 Thank you!

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