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  • How do I get the F1-F12 keys to switch screens in gnu screen in cygwin when connecting via SSH?

    - by Mikey
    I'm connecting to a desktop running cygwin via SSH from the terminal app in Mac OS X. I have already started screen on the cygwin side and can connect to it over the SSH session. Furthermore, I have the following in the .screenrc file: bindkey -k k1 select 1 # F1 = screen 1 bindkey -k k2 select 2 # F2 = screen 2 bindkey -k k3 select 3 # F3 = screen 3 bindkey -k k4 select 4 # F4 = screen 4 bindkey -k k5 select 5 # F5 = screen 5 bindkey -k k6 select 6 # F6 = screen 6 bindkey -k k7 select 7 # F7 = screen 7 bindkey -k k8 select 8 # F8 = screen 8 bindkey -k k9 select 9 # F9 = screen 9 bindkey -k F1 prev # F11 = prev bindkey -k F2 next # F12 = next However, when I start multiple windows in screen and attempt to switch between them via the function keys, all I get is a beep. I have tried various settings for $TERM (e.g. ansi, cygwin, xterm-color, vt100) and they don't really seem to affect anything. I have verified that the terminal app is in fact sending the escape sequence for the function key that I'm expecting and that my bash shell (running inside screen) is receiving it. For example, for F1, it sends the following (hexdump is a perl script I wrote that takes STDIN in binmode and outputs it as a hexadecimal/ascii dump): % hexdump [press F1 and then hit ^D to terminate input] 00000000: 1b4f50 .OP If things were working correctly, I don't think bash should receive the escape sequence because screen should have caught it and turned it into a command. How do I get the function keys to work?

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  • Why is SSH finding remote keys for other accounts?

    - by Brian Pontarelli
    This is a strange issue I'm having with SSH from my Macbook Pro to a Linux (Ubuntu 11.10) server. I have a DSA key setup on the remote Linux server under my home directory like this: /home/me/.ssh/authorzied_keys I also have the same DSA key setup for a few other accounts on the machine named "foo" and "bar". I can log into all of the accounts fine without any password. Therefore, the DSA keys are all setup correctly. The strange behavior I'm seeing is when debugging the SSH connection. During the connection, the SSH debug is outputting this: debug2: key: /Users/me/.ssh/id_dsa (0x7f91a1424220) debug2: key: /home/foo/.ssh/id_dsa (0x7f91a1425620) debug2: key: /home/bar/.ssh/id_rsa (0x7f91a1425c60) debug2: key: /Users/me/.ssh/id_rsa (0x0) This is strange for so many reasons, but essentially, why is SSH listing out keys on the server (/home/foo/.ssh/id_dsa and /home/bar/.ssh/id_rsa)? These files don't even exist on the server, so why are they listed? I'm not logging into the "foo" or "bar" accounts, so why is SSH even listing those? On my Macbook Pro, I only have a DSA key, but SSH is listing out an RSA key, what's that all about? Another user on the server doesn't get any of these messages when they log in and they have the exact same setup for their DSA key and the exact same Macbook Pro setup as mine? Does anyone know what these messages are and why SSH is outputting them?

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  • Add Global Hotkeys to Windows Media Player

    - by DigitalGeekery
    Do you use Windows Media Player in the background while working in other applications? The WMP Keys plug-in for Media Player adds global keyboard shortcuts that allow you to control Media Player even when it isn’t in focus. Windows Media Player has a slew of keyboard shortcuts that work only when the media player is active, but these shortcuts stop working once WMP is no longer in focus or minimized. WMP Keys add the following default global hotkeys for Windows Media Player 10, 11, and 12. Ctrl+Alt+Home – Play / Pause Ctrl+Alt+Right – Next track Ctrl+Alt+Left – Previous track Ctrl+Alt+Up Arrow Key – Volume Up Ctrl+Alt+Down Arrow Key – Volume Down Ctrl+Alt+F – Fast Forward Ctrl+Alt+B – Fast Backward Ctrl+Alt+[1-5] – Rate 1-5 stars Note: Tapping Ctrl+Alt+F and Ctrl+Alt+B will skip ahead or back in 5 second intervals. Close out of Windows Media Player and then download and install WMP Keys (link below). After you’ve installed WMP Keys, you’ll need to enable it. Select Organize and then Options… In the Options window, select the Plug-ins tab, click Background in the Category window, then check the box for Wmpkeys Plugin. Click OK to save and exit. You can also enable the plug-in by selecting Tools > Plug-ins and clicking Wmpkeys Plugin. You to view and edit the global hotkeys in the WMPKeys settings window. Select Tools > Plug-in properties and click Wmpkeys Plugin. Below you can see all the default WMP Keys shortcuts.   To change any of the shortcuts, select the text box then press the new keyboard shortcut. Click OK when finished. WMP Keys is very simple little plug-in that makes using WMP while you’re multitasking just a little bit easier and more efficient.  Looking for more plugins for Windows Media Player? Check out our previous articles on adding new features with Media Player Plus, and displaying song lyrics with Lyrics Plugin. Download WMP Keys Similar Articles Productive Geek Tips Built-in Quick Launch Hotkeys in Windows VistaFixing When Windows Media Player Library Won’t Let You Add FilesKantaris is a Unique Media Player Based on VLCInstall and Use the VLC Media Player on Ubuntu LinuxAssign Keyboard Media Keys to Work in Winamp TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips HippoRemote Pro 2.2 Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server XPS file format & XPS Viewer Explained Microsoft Office Web Apps Guide Know if Someone Accessed Your Facebook Account Shop for Music with Windows Media Player 12 Access Free Documentaries at BBC Documentaries Rent Cameras In Bulk At CameraRenter

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  • Car-like Physics - Basic Maths to Simulate Steering

    - by Reanimation
    As my program stands I have a cube which I can control using keyboard input. I can make it move left, right, up, down, back, fourth along the axis only. I can also rotate the cube either left or right; all the translations and rotations are implemented using glm. if (keys[VK_LEFT]) //move cube along xAxis negative { globalPos.x -= moveCube; keys[VK_RIGHT] = false; } if (keys[VK_RIGHT]) //move cube along xAxis positive { globalPos.x += moveCube; keys[VK_LEFT] = false; } if (keys[VK_UP]) //move cube along yAxis positive { globalPos.y += moveCube; keys[VK_DOWN] = false; } if (keys[VK_DOWN]) //move cube along yAxis negative { globalPos.y -= moveCube; keys[VK_UP] = false; } if (FORWARD) //W - move cube along zAxis positive { globalPos.z += moveCube; BACKWARD = false; } if (BACKWARD) //S- move cube along zAxis negative { globalPos.z -= moveCube; FORWARD = false; } if (ROT_LEFT) //rotate cube left { rotX +=0.01f; ROT_LEFT = false; } if (ROT_RIGHT) //rotate cube right { rotX -=0.01f; ROT_RIGHT = false; } I render the cube using this function which handles the shader and position on screen: void renderMovingCube(){ glUseProgram(myShader.handle()); GLuint matrixLoc4MovingCube = glGetUniformLocation(myShader.handle(), "ProjectionMatrix"); glUniformMatrix4fv(matrixLoc4MovingCube, 1, GL_FALSE, &ProjectionMatrix[0][0]); glm::mat4 viewMatrixMovingCube; viewMatrixMovingCube = glm::lookAt(camOrigin,camLookingAt,camNormalXYZ); ModelViewMatrix = glm::translate(viewMatrixMovingCube,globalPos); ModelViewMatrix = glm::rotate(ModelViewMatrix,rotX, glm::vec3(0,1,0)); //manually rotate glUniformMatrix4fv(glGetUniformLocation(myShader.handle(), "ModelViewMatrix"), 1, GL_FALSE, &ModelViewMatrix[0][0]); movingCube.render(); glUseProgram(0); } The glm::lookAt function always points to the screens centre (0,0,0). The globalPos is a glm::vec3 globalPos(0,0,0); so when the program executes, renders the cube in the centre of the screens viewing matrix; the keyboard inputs above adjust the globalPos of the moving cube. The glm::rotate is the function used to rotate manually. My question is, how can I make the cube go forwards depending on what direction the cube is facing.... ie, once I've rotated the cube a few degrees using glm, the forwards direction, relative to the cube, is no longer on the z-Axis... how can I store the forwards direction and then use that to navigate forwards no matter what way it is facing? (either using vectors that can be applied to my code or some handy maths). Thanks.

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  • When to use Constants vs. Config Files to maintain Configuration

    - by CoffeeAddict
    I often fight with myself on whether to put certain keys in my web.config or in a Constants.cs class or something like this. For example if I wanted to store application specific keys for whatever the case may be..I could store it and grab it from my web config via custom keys or consume it by referencing a constant in my constants class. When would you want to use Constants over config keys? This question really applies to any language I think.

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  • 2-column table with two foreign keys. Performance/design question.

    - by Emanuel
    Hello everyone! I recently ran into a quite complex problem and after looking around a lot I couldn't find a solution to it. I've found answers to my questions many times before on stackoverflow.com, so I decided to post here. So I'm making a user/group managment system for a web-based project, and I'm storing all related data into a postgreSQL database. This system relies on three tables: USERS GROUPS GROUP_USERS The two first tables simply define all the users and all the groups on the site, and the last table, GROUP_USERS, stores the groups every user is part of. It only has two columns: USER_ID GROUP_ID Since every user can be a member of several groups, I decided to make a separate table for this purpose, rather than storing a comma separated column in the USERS-table. Now, both columns are foreign keys, and I want to make them both primary keys as well, this since each combination of USER_ID and GROUP_ID has to be unique, and if I give them the constraint UNIQUE pgAdmin tells me that each table should have at least one Primary key. But now I am stuck with what seems to be a lot of indexes and relations to a very small table only containing numbers. In the end, I want this table to be as fast as possible, even if containing tens of thousands of rows. Size on disk shouldn't be a problem since its just all numbers anyway, but it feels quite stupid to have a full-sized index refering to a smaller table. Should I stick with my current solution, store comma-separated values in a column in the USERS-table or is there any other solution I should be aware of. PS. I don't want to use an array-column, even if they are supported by postgreSQL. I want to be as generic as possible so I can switch database later on, if necessary. EDIT: I other words, will using a compound primary key and two foreign keys in one table with only two columns have a negative impact on performance rather than the opposite due to the size of the generated index? Thank you!

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  • Program that can count the most frequently used keys pressed on keyboard?

    - by sunpech
    Any recommendations on a program that I can manually start/stop to run in the background that will measure (count) how many times a key is pressed on the keyboard? As a software developer, I'd like to know which keys are used the most when I develop from project to project and/or from language to language. I'd like to be able to manually start and stop the program. This is for a Windows PC (xp, vista, 7)

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  • How to change shortcut keys in Thunderbird 3 for Linux?

    - by Josh
    I use Thunderbird on Ubuntu Linux and have just upgraded to Ubuntu 10 / Thunderbird 3. One of my gripes however is that Thunderbird uses a number of shortcut keys that have no secondary key requirements, for example, "Mark as Read" is M. Not ControlM. Just M. Worse, "Mark as Junk" is J. Which means I sometimes inadvertently mark messages as Junk. How can I customize Thunderbird's shortcuts so, for example, "Mark as Junk" is ControlJ?

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  • How to configure SHIFT+LEFT, SHIFT+RIGHT, SHIFT+HOME and SHIFT+END keys in terminal on Mac?

    - by Misha Moroshko
    To configure the Home and End keys in terminal on MacBook Air (OS X 10.7.2) I defined in Terminal -> Preferences -> Keyboard: Key Action ---- ------ Home \033OH End \033OF What are the codes to configure the following combinations so that they will work like in Windows? Shift+Left (should select the character on the left) Shift+Right (should select the character on the right) Shift+Home (should select all the characters on the left) Shift+End (should select all the characters on the right)

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  • How do I remap the keys on my keyboard?

    - by bonomo
    I broke my laptop and had to buy a new one with a new keyboard that I am struggling to get familiar with, especially with the keys like home, page-up, page-down and end, which aren't standardized at all. I found myself doing this for like the 5th time in the last several years, and I think it is really annoying. Is there an app that can reliably map one key to another? By reliably I mean that key mapping works with Shift, Alt, and other modifiers. UPDATE Windows 7, Samsung Chronos 7

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  • Help me get my 3D camera to look like the ones in RTS

    - by rFactor
    I am a newbie in 3D game development and I am trying to make a real-time strategy game. I am struggling with the camera currently as I am unable to make it look like they do in RTS games. Here is my Camera.cs class using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; namespace BB { public class Camera : Microsoft.Xna.Framework.GameComponent { public Matrix view; public Matrix projection; protected Game game; KeyboardState currentKeyboardState; Vector3 cameraPosition = new Vector3(600.0f, 0.0f, 600.0f); Vector3 cameraForward = new Vector3(0, -0.4472136f, -0.8944272f); BoundingFrustum cameraFrustum = new BoundingFrustum(Matrix.Identity); // Light direction Vector3 lightDir = new Vector3(-0.3333333f, 0.6666667f, 0.6666667f); public Camera(Game game) : base(game) { this.game = game; } public override void Initialize() { this.view = Matrix.CreateLookAt(this.cameraPosition, this.cameraPosition + this.cameraForward, Vector3.Up); this.projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, this.game.renderer.aspectRatio, 1, 10000); base.Initialize(); } /* Handles the user input * @ param GameTime gameTime */ private void HandleInput(GameTime gameTime) { float time = (float)gameTime.ElapsedGameTime.TotalMilliseconds; currentKeyboardState = Keyboard.GetState(); } void UpdateCamera(GameTime gameTime) { float time = (float)gameTime.ElapsedGameTime.TotalMilliseconds; // Check for input to rotate the camera. float pitch = 0.0f; float turn = 0.0f; if (currentKeyboardState.IsKeyDown(Keys.Up)) pitch += time * 0.001f; if (currentKeyboardState.IsKeyDown(Keys.Down)) pitch -= time * 0.001f; if (currentKeyboardState.IsKeyDown(Keys.Left)) turn += time * 0.001f; if (currentKeyboardState.IsKeyDown(Keys.Right)) turn -= time * 0.001f; Vector3 cameraRight = Vector3.Cross(Vector3.Up, cameraForward); Vector3 flatFront = Vector3.Cross(cameraRight, Vector3.Up); Matrix pitchMatrix = Matrix.CreateFromAxisAngle(cameraRight, pitch); Matrix turnMatrix = Matrix.CreateFromAxisAngle(Vector3.Up, turn); Vector3 tiltedFront = Vector3.TransformNormal(cameraForward, pitchMatrix * turnMatrix); // Check angle so we cant flip over if (Vector3.Dot(tiltedFront, flatFront) > 0.001f) { cameraForward = Vector3.Normalize(tiltedFront); } // Check for input to move the camera around. if (currentKeyboardState.IsKeyDown(Keys.W)) cameraPosition += cameraForward * time * 0.4f; if (currentKeyboardState.IsKeyDown(Keys.S)) cameraPosition -= cameraForward * time * 0.4f; if (currentKeyboardState.IsKeyDown(Keys.A)) cameraPosition += cameraRight * time * 0.4f; if (currentKeyboardState.IsKeyDown(Keys.D)) cameraPosition -= cameraRight * time * 0.4f; if (currentKeyboardState.IsKeyDown(Keys.R)) { cameraPosition = new Vector3(0, 50, 50); cameraForward = new Vector3(0, 0, -1); } cameraForward.Normalize(); // Create the new view matrix view = Matrix.CreateLookAt(cameraPosition, cameraPosition + cameraForward, Vector3.Up); // Set the new frustum value cameraFrustum.Matrix = view * projection; } public override void Update(Microsoft.Xna.Framework.GameTime gameTime) { HandleInput(gameTime); UpdateCamera(gameTime); } } } The problem is that the initial view is looking in a horizontal direction. I would like to have an RTS like top down view (but with a slight pitch). Can you help me out?

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  • Many sources of movement in an entity system

    - by Sticky
    I'm fairly new to the idea of entity systems, having read a bunch of stuff (most usefully, this great blog and this answer). Though I'm having a little trouble understanding how something as simple as being able to manipualate the position of an object by an undefined number of sources. That is, I have my entity, which has a position component. I then have some event in the game which tells this entity to move a given distance, in a given time. These events can happen at any time, and will have different values for position and time. The result is that they'd be compounded together. In a traditional OO solution, I'd have some sort of MoveBy class, that contains the distance/time, and an array of those inside my game object class. Each frame, I'd iterate through all the MoveBy, and apply it to the position. If a MoveBy has reached its finish time, remove it from the array. With the entity system, I'm a little confused as how I should replicate this sort of behavior. If there were just one of these at a time, instead of being able to compound them together, it'd be fairly straightforward (I believe) and look something like this: PositionComponent containing x, y MoveByComponent containing x, y, time Entity which has both a PositionComponent and a MoveByComponent MoveBySystem that looks for an entity with both these components, and adds the value of MoveByComponent to the PositionComponent. When the time is reached, it removes the component from that entity. I'm a bit confused as to how I'd do the same thing with many move by's. My initial thoughts are that I would have: PositionComponent, MoveByComponent the same as above MoveByCollectionComponent which contains an array of MoveByComponents MoveByCollectionSystem that looks for an entity with a PositionComponent and a MoveByCollectionComponent, iterating through the MoveByComponents inside it, applying/removing as necessary. I guess this is a more general problem, of having many of the same component, and wanting a corresponding system to act on each one. My entities contain their components inside a hash of component type - component, so strictly have only 1 component of a particular type per entity. Is this the right way to be looking at this? Should an entity only ever have one component of a given type at all times?

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  • Should I use multiple column primary keys or add a new colum?

    - by Covar
    My current database design makes use of a multiple column primary key to use existing data (that would be unique anyway) instead of creating an additional column assigning each entry an arbitrary key. I know that this is allowed, but was wondering if this is a practice that I might want to use cautiously and possibly avoid (much like goto in C). So what are some of the disadvantages I might see in this approach or reasons I might want a single column key?

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  • Should I use multiple column primary keys or add a new column?

    - by Covar
    My current database design makes use of a multiple column primary key to use existing data (that would be unique anyway) instead of creating an additional column assigning each entry an arbitrary key. I know that this is allowed, but was wondering if this is a practice that I might want to use cautiously and possibly avoid (much like goto in C). So what are some of the disadvantages I might see in this approach or reasons I might want a single column key?

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  • How to avoid movement speed stacking when multiple keys are pressed?

    - by eren_tetik
    I've started a new game which requires no mouse, thus leaving the movement up to the keyboard. I have tried to incorporate 8 directions; up, left, right, up-right and so on. However when I press more than one arrow key, the movement speed stacks (http://gfycat.com/CircularBewitchedBarebirdbat). How could I counteract this? Here is relevant part of my code: var speed : int = 5; function Update () { if(Input.GetKey(KeyCode.UpArrow)){ transform.Translate(Vector3.forward * speed * Time.deltaTime); } else if(Input.GetKey(KeyCode.UpArrow) && Input.GetKey(KeyCode.RightArrow)){ transform.Translate(Vector3.forward * speed * Time.deltaTime); } else if(Input.GetKey(KeyCode.UpArrow) && Input.GetKey(KeyCode.LeftArrow)){ transform.rotation = Quaternion.AngleAxis(315, Vector3.up); } if(Input.GetKey(KeyCode.DownArrow)){ transform.Translate(Vector3.forward * speed * Time.deltaTime); } }

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  • How can I remap my keys to act like the Macintosh keyboard (like hold alt l + l click = r click)?

    - by jaorizabal
    I want my keyboard layout to act like a Macintosh keyboard. It's hard to use my computer after years on a mac. I want to disable my right mouse click, and replace it with alt + right mouse click. The alt key will also act like ctrl. I want my left ctrl to be the HUD key. I still want my super key to be the same. Can someone please make a script, or point me in the direction of a program to do all this with ease. If you were to make a script/whatever, can you please make one what will reverse all keyboard changes in-case I feel that it is not the same. I will add to the post if I miss anything. Thank you.

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  • I want to set the AutoCompleteMode property in ApplyCellStyleToEditingControl subroutine

    - by Ranjan Gupta
    Hi, I am creating a DataGridView Column. and it is working well. now I want to customise this column with AutoCompleteMode, and AutoCompleteSource properties to show the customised data. I made the properties for this columns, and these are also working well. but these properties are not working in the "ApplyCellStyleToEditingControl" subroutine. Please help me to use these column properties in the "ApplyCellStyleToEditingControl" subroutine. Public Class DataGridViewDataValueColumn Inherits DataGridViewColumn Dim m_AutoCompleteMode As AutoCompleteMode, _ m_AutoCompleteSource As AutoCompleteSource, _ m_AutoCompleteStringCollection As AutoCompleteStringCollection Public Sub New() MyBase.New(New DataValueCell()) End Sub Public Overrides Property CellTemplate() As DataGridViewCell Get Return MyBase.CellTemplate End Get Set(ByVal value As DataGridViewCell) ' Ensure that the cell used for the template is a DataValueCell. If (value IsNot Nothing) AndAlso _ Not value.GetType().IsAssignableFrom(GetType(DataValueCell)) _ Then Throw New InvalidCastException("Must be a DataValueCell") End If MyBase.CellTemplate = value End Set End Property Region "User Defined Properties" '&*--------------------------------------*&' <Description("Indicates the text completion behaviour of the combo box."), DefaultValue(AutoCompleteMode.None)> _ Public Property AutoCompleteMode() As AutoCompleteMode Get Return m_AutoCompleteMode End Get Set(ByVal value As AutoCompleteMode) m_AutoCompleteMode = value End Set End Property <Description("The source of complete strings used to automatic completion."), DefaultValue(AutoCompleteSource.None)> _ Public Property AutoCompleteSource() As AutoCompleteSource Get Return m_AutoCompleteSource End Get Set(ByVal value As AutoCompleteSource) m_AutoCompleteSource = value End Set End Property <Description("The autocomplete custom source.")> _ Public Property AutoCompleteCustomSource() As AutoCompleteStringCollection Get Return m_AutoCompleteStringCollection End Get Set(ByVal value As AutoCompleteStringCollection) m_AutoCompleteStringCollection = value End Set End Property End Region End Class '&*--------------------------------------*&' Class DataValueCell Inherits DataGridViewTextBoxCell Public Sub New() ' End Sub Public Overrides ReadOnly Property EditType As Type Get Return GetType(PCLDataGridViewTextBoxEditingControl) End Get End Property End Class '&*--------------------------------------*&' '&* Edit DataGridView Columns *&' '&*--------------------------------------*&' Class PCLDataGridViewTextBoxEditingControl Inherits DataGridViewTextBoxEditingControl Public Overrides Function EditingControlWantsInputKey(ByVal keyData As Keys, ByVal dataGridViewWantsInputKey As Boolean) As Boolean Select Case ((keyData And Keys.KeyCode)) Case Keys.Prior, Keys.Next, Keys.End, Keys.Home, Keys.Left, Keys.Up, Keys.Right, Keys.Down, Keys.Delete Return True End Select Return MyBase.EditingControlWantsInputKey(keyData, dataGridViewWantsInputKey) End Function Public Overrides Sub ApplyCellStyleToEditingControl(ByVal dataGridViewCellStyle As DataGridViewCellStyle) With DirectCast(Me, TextBox) '.AutoCompleteMode = DataGridViewDataValueColumn.AutoCompleteMode_Value '.AutoCompleteSource = DataGridViewDataValueColumn.AutoCompleteSource_Value '.AutoCompleteCustomSource = MyBase.AutoCompleteCustomSource End With End Sub End Class

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  • Basic OpenVPN setup

    - by WalterJ89
    I am attempting to connect 2 win7 (x64+ x32) computers (there will be 4 in total) using OpenVPN. Right now they are on the same network but the intention is to be able to access the client remotely regardless of its location. The Problem I am having is I am unable to ping or tracert between the two computers. They seem to be on different subnets even though I have the mask set to 255.255.255.0. The server ends up as 10.8.0.1 255.255.255.252 and the client 10.8.0.6 255.255.255.252. And a third ends up as 10.8.0.10. I don't know if this a Windows 7 problem or something I have wrong in my config. Its a very simple set up, I'm not connecting two LANs. this is the server config (removed all the extra lines because it was too ugly) port 1194 proto udp dev tun ca keys/ca.crt cert keys/server.crt key keys/server.key # This file should be kept secret dh keys/dh1024.pem server 10.8.0.0 255.255.255.0 ifconfig-pool-persist ipp.txt client-to-client duplicate-cn keepalive 10 120 comp-lzo persist-key persist-tun status openvpn-status.log verb 6 this is the client config client dev tun proto udp remote thisdomainis.random.com 1194 resolv-retry infinite nobind persist-key persist-tun ca keys/ca.crt cert keys/client.crt key keys/client.key ns-cert-type server comp-lzo verb 6 Is there anything I missed in this? keys are all correct and the vpn's connect fine, its just the subnet or route issue. Thank You

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  • I would like to edit the layout of my keyboard just a bit - what's the best way?

    - by Codemonkey
    I'm using an Apple keyboard which has some annoyances compared to other keyboards. Namely, the Alt_L and Super_L keys are swapped, and the bar and less keys are swapped ("|" and "<"). I've written an Xmodmap file to swap the keys back: keycode 49 = less greater less greater onehalf threequarters keycode 64 = Super_L NoSymbol Super_L keycode 94 = bar section bar section brokenbar paragraph keycode 108 = Super_R NoSymbol Super_R keycode 133 = Alt_L Meta_L Alt_L Meta_L keycode 134 = Alt_R Meta_R Alt_R Meta_R I did this by identifying the keys using xev and the default modmap xmodmap -pke and swapping the keycodes. xev now identifies all my keys as correct, which is awesome! I can also use the correct keys to type the bar and less than symbols. (I followed this answer on askubuntu: http://askubuntu.com/q/24916/52719) But it seems the change isn't very deep. For instance, the Super key is now broken in the Compiz Settings Manager. No shortcuts involving the Super key works (but the Alt key does). Also the settings dialog for Gnome Do doesn't heed the changes in xmodmap, and I can't open the Gnome Do window anymore if I use any of the remapped keys. So to summarize, everything broke. I would like a deeper way of telling Ubuntu (or any other Linux distro for that matter) which keys are which on the keyboard. Is there a way to edit the Keyboard Layout directly? I'm using the Norwegian Bokmål keyboard layout. Does it reside in a file somewhere I could edit? Any comments, previous experiences or relevant stray thoughts would be greatly appreciated - Thanks

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  • BN_hex2bn magicaly segfaults in openSSL

    - by xunil154
    Greetings, this is my first post on stackoverflow, and i'm sorry if its a bit long. I'm trying to build a handshake protocol for my own project and am having issues with the server converting the clients RSA's public key to a Bignum. It works in my clent code, but the server segfaults when attempting to convert the hex value of the clients public RSA to a bignum. I have already checked that there is no garbidge before or after the RSA data, and have looked online, but i'm stuck. header segment: typedef struct KEYS { RSA *serv; char* serv_pub; int pub_size; RSA *clnt; } KEYS; KEYS keys; Initializing function: // Generates and validates the servers key /* code for generating server RSA left out, it's working */ //Set client exponent keys.clnt = 0; keys.clnt = RSA_new(); BN_dec2bn(&keys.clnt->e, RSA_E_S); // RSA_E_S contains the public exponent Problem code (in Network::server_handshake): // *Recieved an encrypted message from the network and decrypt into 'buffer' (1024 byte long)* cout << "Assigning clients RSA" << endl; // I have verified that 'buffer' contains the proper key if (BN_hex2bn(&keys.clnt->n, buffer) < 0) { Error("ERROR reading server RSA"); } cout << "clients RSA has been assigned" << endl; The program segfaults at BN_hex2bn(&keys.clnt->n, buffer) with the error (valgrind output) Invalid read of size 8 at 0x50DBF9F: BN_hex2bn (in /usr/lib/libcrypto.so.0.9.8) by 0x40F23E: Network::server_handshake() (Network.cpp:177) by 0x40EF42: Network::startNet() (Network.cpp:126) by 0x403C38: main (server.cpp:51) Address 0x20 is not stack'd, malloc'd or (recently) free'd Process terminating with default action of signal 11 (SIGSEGV) Access not within mapped region at address 0x20 at 0x50DBF9F: BN_hex2bn (in /usr/lib/libcrypto.so.0.9.8) And I don't know why it is, Im using the exact same code in the client program, and it works just fine. Any input is greatly appriciated!

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