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  • Number of iterations to real time

    - by Ivansek
    I have an animation of traffic. I have 20 cars in road network, each car have a starting node and end node. Each car know how much distance does it need to travel in order to reach the end node. I move cars each 20 ms for 10 px. To move all cars from their start node to end node I need 60 iterations. That is 60*20ms = 1200ms. Now I want to convert this time, or use data that I have, to a real time where car move 50km/h. How can I do that? Any idea?

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  • Part-time Programming Job London

    - by Bluechip Solutions
    I am a student at Middlesex Universtity, London studying Information Technology. I really love software development and I have taught myself how to write HTML + CSS, JavaScript (I use jQuery and AngularJS) and Java (I learnt this in school). I have developed few apps (a desktop app in Java and a mobile app with AngularJS and PhoneGap) I am looking at applying for a part-time programming job to develop myself. Are there part time jobs available for someone like me and are my skill set enough to get me a job? I understand this topic may not be ideal here but this is the only place I know can provide me answers. Thank you!

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  • C# .Net 3.5 Asynchronous Socket Server Performance Problem

    - by iBrAaAa
    I'm developing an Asynchronous Game Server using .Net Socket Asynchronous Model( BeginAccept/EndAccept...etc.) The problem I'm facing is described like that: When I have only one client connected, the server response time is very fast but once a second client connects, the server response time increases too much. I've measured the time from a client sends a message to the server until it gets the reply in both cases. I found that the average time in case of one client is about 17ms and in case of 2 clients about 280ms!!! What I really see is that: When 2 clients are connected and only one of them is moving(i.e. requesting service from the server) it is equivalently equal to the case when only one client is connected(i.e. fast response). However, when the 2 clients move at the same time(i.e. requests service from the server at the same time) their motion becomes very slow (as if the server replies each one of them in order i.e. not simultaneously). Basically, what I am doing is that: When a client requests a permission for motion from the server and the server grants him the request, the server then broadcasts the new position of the client to all the players. So if two clients are moving in the same time, the server is eventually trying to broadcast to both clients the new position of each of them at the same time. EX: Client1 asks to go to position (2,2) Client2 asks to go to position (5,5) Server sends to each of Client1 & Client2 the same two messages: message1: "Client1 at (2,2)" message2: "Client2 at (5,5)" I believe that the problem comes from the fact that Socket class is thread safe according MSDN documentation http://msdn.microsoft.com/en-us/library/system.net.sockets.socket.aspx. (NOT SURE THAT IT IS THE PROBLEM) Below is the code for the server: /// /// This class is responsible for handling packet receiving and sending /// public class NetworkManager { /// /// An integer to hold the server port number to be used for the connections. Its default value is 5000. /// private readonly int port = 5000; /// /// hashtable contain all the clients connected to the server. /// key: player Id /// value: socket /// private readonly Hashtable connectedClients = new Hashtable(); /// /// An event to hold the thread to wait for a new client /// private readonly ManualResetEvent resetEvent = new ManualResetEvent(false); /// /// keeps track of the number of the connected clients /// private int clientCount; /// /// The socket of the server at which the clients connect /// private readonly Socket mainSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); /// /// The socket exception that informs that a client is disconnected /// private const int ClientDisconnectedErrorCode = 10054; /// /// The only instance of this class. /// private static readonly NetworkManager networkManagerInstance = new NetworkManager(); /// /// A delegate for the new client connected event. /// /// the sender object /// the event args public delegate void NewClientConnected(Object sender, SystemEventArgs e); /// /// A delegate for the position update message reception. /// /// the sender object /// the event args public delegate void PositionUpdateMessageRecieved(Object sender, PositionUpdateEventArgs e); /// /// The event which fires when a client sends a position message /// public PositionUpdateMessageRecieved PositionUpdateMessageEvent { get; set; } /// /// keeps track of the number of the connected clients /// public int ClientCount { get { return clientCount; } } /// /// A getter for this class instance. /// /// only instance. public static NetworkManager NetworkManagerInstance { get { return networkManagerInstance; } } private NetworkManager() {} /// Starts the game server and holds this thread alive /// public void StartServer() { //Bind the mainSocket to the server IP address and port mainSocket.Bind(new IPEndPoint(IPAddress.Any, port)); //The server starts to listen on the binded socket with max connection queue //1024 mainSocket.Listen(1024); //Start accepting clients asynchronously mainSocket.BeginAccept(OnClientConnected, null); //Wait until there is a client wants to connect resetEvent.WaitOne(); } /// /// Receives connections of new clients and fire the NewClientConnected event /// private void OnClientConnected(IAsyncResult asyncResult) { Interlocked.Increment(ref clientCount); ClientInfo newClient = new ClientInfo { WorkerSocket = mainSocket.EndAccept(asyncResult), PlayerId = clientCount }; //Add the new client to the hashtable and increment the number of clients connectedClients.Add(newClient.PlayerId, newClient); //fire the new client event informing that a new client is connected to the server if (NewClientEvent != null) { NewClientEvent(this, System.EventArgs.Empty); } newClient.WorkerSocket.BeginReceive(newClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), newClient); //Start accepting clients asynchronously again mainSocket.BeginAccept(OnClientConnected, null); } /// Waits for the upcoming messages from different clients and fires the proper event according to the packet type. /// /// private void WaitForData(IAsyncResult asyncResult) { ClientInfo sendingClient = null; try { //Take the client information from the asynchronous result resulting from the BeginReceive sendingClient = asyncResult.AsyncState as ClientInfo; // If client is disconnected, then throw a socket exception // with the correct error code. if (!IsConnected(sendingClient.WorkerSocket)) { throw new SocketException(ClientDisconnectedErrorCode); } //End the pending receive request sendingClient.WorkerSocket.EndReceive(asyncResult); //Fire the appropriate event FireMessageTypeEvent(sendingClient.ConvertBytesToPacket() as BasePacket); // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } catch (SocketException e) { if (e.ErrorCode == ClientDisconnectedErrorCode) { // Close the socket. if (sendingClient.WorkerSocket != null) { sendingClient.WorkerSocket.Close(); sendingClient.WorkerSocket = null; } // Remove it from the hash table. connectedClients.Remove(sendingClient.PlayerId); if (ClientDisconnectedEvent != null) { ClientDisconnectedEvent(this, new ClientDisconnectedEventArgs(sendingClient.PlayerId)); } } } catch (Exception e) { // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } } /// /// Broadcasts the input message to all the connected clients /// /// public void BroadcastMessage(BasePacket message) { byte[] bytes = message.ConvertToBytes(); foreach (ClientInfo client in connectedClients.Values) { client.WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, client); } } /// /// Sends the input message to the client specified by his ID. /// /// /// The message to be sent. /// The id of the client to receive the message. public void SendToClient(BasePacket message, int id) { byte[] bytes = message.ConvertToBytes(); (connectedClients[id] as ClientInfo).WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, connectedClients[id]); } private void SendAsync(IAsyncResult asyncResult) { ClientInfo currentClient = (ClientInfo)asyncResult.AsyncState; currentClient.WorkerSocket.EndSend(asyncResult); } /// Fires the event depending on the type of received packet /// /// The received packet. void FireMessageTypeEvent(BasePacket packet) { switch (packet.MessageType) { case MessageType.PositionUpdateMessage: if (PositionUpdateMessageEvent != null) { PositionUpdateMessageEvent(this, new PositionUpdateEventArgs(packet as PositionUpdatePacket)); } break; } } } The events fired are handled in a different class, here are the event handling code for the PositionUpdateMessage (Other handlers are irrelevant): private readonly Hashtable onlinePlayers = new Hashtable(); /// /// Constructor that creates a new instance of the GameController class. /// private GameController() { //Start the server server = new Thread(networkManager.StartServer); server.Start(); //Create an event handler for the NewClientEvent of networkManager networkManager.PositionUpdateMessageEvent += OnPositionUpdateMessageReceived; } /// /// this event handler is called when a client asks for movement. /// private void OnPositionUpdateMessageReceived(object sender, PositionUpdateEventArgs e) { Point currentLocation = ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position; Point locationRequested = e.PositionUpdatePacket.Position; ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position = locationRequested; // Broadcast the new position networkManager.BroadcastMessage(new PositionUpdatePacket { Position = locationRequested, PlayerId = e.PositionUpdatePacket.PlayerId }); }

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  • .Net 3.5 Asynchronous Socket Server Performance Problem

    - by iBrAaAa
    I'm developing an Asynchronous Game Server using .Net Socket Asynchronous Model( BeginAccept/EndAccept...etc.) The problem I'm facing is described like that: When I have only one client connected, the server response time is very fast but once a second client connects, the server response time increases too much. I've measured the time from a client sends a message to the server until it gets the reply in both cases. I found that the average time in case of one client is about 17ms and in case of 2 clients about 280ms!!! What I really see is that: When 2 clients are connected and only one of them is moving(i.e. requesting service from the server) it is equivalently equal to the case when only one client is connected(i.e. fast response). However, when the 2 clients move at the same time(i.e. requests service from the server at the same time) their motion becomes very slow (as if the server replies each one of them in order i.e. not simultaneously). Basically, what I am doing is that: When a client requests a permission for motion from the server and the server grants him the request, the server then broadcasts the new position of the client to all the players. So if two clients are moving in the same time, the server is eventually trying to broadcast to both clients the new position of each of them at the same time. EX: Client1 asks to go to position (2,2) Client2 asks to go to position (5,5) Server sends to each of Client1 & Client2 the same two messages: message1: "Client1 at (2,2)" message2: "Client2 at (5,5)" I believe that the problem comes from the fact that Socket class is thread safe according MSDN documentation http://msdn.microsoft.com/en-us/library/system.net.sockets.socket.aspx. (NOT SURE THAT IT IS THE PROBLEM) Below is the code for the server: /// /// This class is responsible for handling packet receiving and sending /// public class NetworkManager { /// /// An integer to hold the server port number to be used for the connections. Its default value is 5000. /// private readonly int port = 5000; /// /// hashtable contain all the clients connected to the server. /// key: player Id /// value: socket /// private readonly Hashtable connectedClients = new Hashtable(); /// /// An event to hold the thread to wait for a new client /// private readonly ManualResetEvent resetEvent = new ManualResetEvent(false); /// /// keeps track of the number of the connected clients /// private int clientCount; /// /// The socket of the server at which the clients connect /// private readonly Socket mainSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); /// /// The socket exception that informs that a client is disconnected /// private const int ClientDisconnectedErrorCode = 10054; /// /// The only instance of this class. /// private static readonly NetworkManager networkManagerInstance = new NetworkManager(); /// /// A delegate for the new client connected event. /// /// the sender object /// the event args public delegate void NewClientConnected(Object sender, SystemEventArgs e); /// /// A delegate for the position update message reception. /// /// the sender object /// the event args public delegate void PositionUpdateMessageRecieved(Object sender, PositionUpdateEventArgs e); /// /// The event which fires when a client sends a position message /// public PositionUpdateMessageRecieved PositionUpdateMessageEvent { get; set; } /// /// keeps track of the number of the connected clients /// public int ClientCount { get { return clientCount; } } /// /// A getter for this class instance. /// /// only instance. public static NetworkManager NetworkManagerInstance { get { return networkManagerInstance; } } private NetworkManager() {} /// Starts the game server and holds this thread alive /// public void StartServer() { //Bind the mainSocket to the server IP address and port mainSocket.Bind(new IPEndPoint(IPAddress.Any, port)); //The server starts to listen on the binded socket with max connection queue //1024 mainSocket.Listen(1024); //Start accepting clients asynchronously mainSocket.BeginAccept(OnClientConnected, null); //Wait until there is a client wants to connect resetEvent.WaitOne(); } /// /// Receives connections of new clients and fire the NewClientConnected event /// private void OnClientConnected(IAsyncResult asyncResult) { Interlocked.Increment(ref clientCount); ClientInfo newClient = new ClientInfo { WorkerSocket = mainSocket.EndAccept(asyncResult), PlayerId = clientCount }; //Add the new client to the hashtable and increment the number of clients connectedClients.Add(newClient.PlayerId, newClient); //fire the new client event informing that a new client is connected to the server if (NewClientEvent != null) { NewClientEvent(this, System.EventArgs.Empty); } newClient.WorkerSocket.BeginReceive(newClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), newClient); //Start accepting clients asynchronously again mainSocket.BeginAccept(OnClientConnected, null); } /// Waits for the upcoming messages from different clients and fires the proper event according to the packet type. /// /// private void WaitForData(IAsyncResult asyncResult) { ClientInfo sendingClient = null; try { //Take the client information from the asynchronous result resulting from the BeginReceive sendingClient = asyncResult.AsyncState as ClientInfo; // If client is disconnected, then throw a socket exception // with the correct error code. if (!IsConnected(sendingClient.WorkerSocket)) { throw new SocketException(ClientDisconnectedErrorCode); } //End the pending receive request sendingClient.WorkerSocket.EndReceive(asyncResult); //Fire the appropriate event FireMessageTypeEvent(sendingClient.ConvertBytesToPacket() as BasePacket); // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } catch (SocketException e) { if (e.ErrorCode == ClientDisconnectedErrorCode) { // Close the socket. if (sendingClient.WorkerSocket != null) { sendingClient.WorkerSocket.Close(); sendingClient.WorkerSocket = null; } // Remove it from the hash table. connectedClients.Remove(sendingClient.PlayerId); if (ClientDisconnectedEvent != null) { ClientDisconnectedEvent(this, new ClientDisconnectedEventArgs(sendingClient.PlayerId)); } } } catch (Exception e) { // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } } /// /// Broadcasts the input message to all the connected clients /// /// public void BroadcastMessage(BasePacket message) { byte[] bytes = message.ConvertToBytes(); foreach (ClientInfo client in connectedClients.Values) { client.WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, client); } } /// /// Sends the input message to the client specified by his ID. /// /// /// The message to be sent. /// The id of the client to receive the message. public void SendToClient(BasePacket message, int id) { byte[] bytes = message.ConvertToBytes(); (connectedClients[id] as ClientInfo).WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, connectedClients[id]); } private void SendAsync(IAsyncResult asyncResult) { ClientInfo currentClient = (ClientInfo)asyncResult.AsyncState; currentClient.WorkerSocket.EndSend(asyncResult); } /// Fires the event depending on the type of received packet /// /// The received packet. void FireMessageTypeEvent(BasePacket packet) { switch (packet.MessageType) { case MessageType.PositionUpdateMessage: if (PositionUpdateMessageEvent != null) { PositionUpdateMessageEvent(this, new PositionUpdateEventArgs(packet as PositionUpdatePacket)); } break; } } } The events fired are handled in a different class, here are the event handling code for the PositionUpdateMessage (Other handlers are irrelevant): private readonly Hashtable onlinePlayers = new Hashtable(); /// /// Constructor that creates a new instance of the GameController class. /// private GameController() { //Start the server server = new Thread(networkManager.StartServer); server.Start(); //Create an event handler for the NewClientEvent of networkManager networkManager.PositionUpdateMessageEvent += OnPositionUpdateMessageReceived; } /// /// this event handler is called when a client asks for movement. /// private void OnPositionUpdateMessageReceived(object sender, PositionUpdateEventArgs e) { Point currentLocation = ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position; Point locationRequested = e.PositionUpdatePacket.Position; ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position = locationRequested; // Broadcast the new position networkManager.BroadcastMessage(new PositionUpdatePacket { Position = locationRequested, PlayerId = e.PositionUpdatePacket.PlayerId }); }

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  • Sync Framework - In order to evaluate an indexed property, the property must be qualified and the ar

    - by Khor
    I trying to do a snapshot between SQLCE 3.5 SP1 and SQL Server 2008 by using the sync framework. I received a inner exception stated that "{"Unable to enumerate changes at the DbServerSyncProvider for table 'ArInvoice' in synchronization group 'ArInvoiceSyncTableSyncGroup'."}". The inner text for the inner exception stated that "Timeout expired. The timeout period elapsed prior to completion of the operation or the server is not responding.". And the item for the inner exception indicated that "In order to evaluate an indexed property, the property must be qualified and the arguments must be explicitly supplied by the user.". What is going wrong? Any setting i miss out?

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  • Logging strategy vs. performance

    - by vtortola
    Hi, I'm developing a web application that has to support lots of simultaneous requests, and I'd like to keep it fast enough. I have now to implement a logging strategy, I'm gonna use log4net, but ... what and how should I log? I mean: How logging impacts in performance? is it possible/recomendable logging using async calls? Is better use a text file or a database? Is it possible to do it conditional? for example, default log to the database, and if it fails, the switch to a text file. What about multithreading? should I care about synchronization when I use log4net? or it's thread safe out of the box? In the requirements appear that the application should cache a couple of things per request, and I'm afraid of the performance impact of that. Cheers.

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  • XCOPY-deploying Microsoft Sync Framework in a no admin rights scenario (i.e. ClickOnce install)

    - by Mike Bouck
    I'm currently designing a smart client app (WPF) which needs to operate in an "occasionally disconnected" mode. For the offline scenario, I'm looking at using: Disconnected Service Agent Application Block (from the Smart Client Software Factory) Microsoft Sync Framework I should mention that I want my smart client app to be XCOPY-deployable, auto-updating, and installable without administrative privledges -- basically a ClickOnce-deployed app. From what I can tell this means the Microsoft Sync Framework is out because it has some COM in it's implementation that needs to get registered on the client which requires admin rights. Is it possible to XCOPY deploy and run MSF from a ClickOnce app? Any other ideas for data synchronization?

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  • How do I get the java.concurrency.CyclicBarrier to work as expected

    - by Ritesh M Nayak
    I am writing code that will spawn two thread and then wait for them to sync up using the CyclicBarrier class. Problem is that the cyclic barrier isn't working as expected and the main thread doesnt wait for the individual threads to finish. Here's how my code looks: class mythread extends Thread{ CyclicBarrier barrier; public mythread(CyclicBarrier barrier) { this.barrier = barrier; } public void run(){ barrier.await(); } } class MainClass{ public void spawnAndWait(){ CyclicBarrier barrier = new CyclicBarrier(2); mythread thread1 = new mythread(barrier).start(); mythread thread2 = new mythread(barrier).start(); System.out.println("Should wait till both threads finish executing before printing this"); } } Any idea what I am doing wrong? Or is there a better way to write these barrier synchronization methods? Please help.

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  • synchronizing audio over a network

    - by sharkin
    I'm in startup of designing a client/server audio system which can stream audio arbitrarily over a network. One central server pumps out an audio stream and x number of clients receives the audio data and plays it. So far no magic needed and I have even got this scenario to work with VLC media player out of the box. However, the tricky part seems to be synchronizing the audio playback so that all clients are in audible synch (actual latency can be allowed as long as it is perceived to be in sync by a human listener). My question is if there's any known method or algorithm to use for these types of synchronization problems (video is probably solved the same way). My own initial thoughts centers around synchronizing clocks between physical machines and thereby creating a virtual "main timer" and somehow aligning audio data packets against it. Some products already solving the problem: http://www.sonos.com http://netchorus.com/ Any pointers are most welcome. Thanks. PS: This related question seem to have died long ago.

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  • Any suggestions on data syncronization from a server to a desktop?

    - by Jamey McElveen
    I have a web based CRM system that stores all the client data from all the clients into one database (MS Sql Server). We need to build a system that maintains a local copy of the data for each client. So basically the client database will have all tables and columns except for the ClientId that is in ever server table. I am aware that I will need to add fields to the server to support synchronization. Are there any good solutions or components already out there to help me accomplish this? We are using MS Sql Server and .NET C#

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  • How to sync with eclipse target management?

    - by SpliFF
    I've been using the Jcraft SFTP plugin for Team Synchronisation up till now but I ran across a rumour it's being deprecated by "Target Management". Still, despite my best efforts I haven't found any information on HOW you are supposed to setup a sync with RSE/Target Management. Can anybody provide a step-by-step guide or at least clarification on whether this is actually possible right now or just a planned feature. I do my testing locally then sync to the remote - which may have changes made by other users. I want to be able to see differences and deal with conflicts etc just like with the current Team Synchronization framework.

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  • Simple way to embed an MP3 audio file in a (static) HTML file, starting to play at a specifc time?

    - by Marcel
    Hi all, I want to produce a simple, static HTML file, that has one or more embedded MP3 files in it. The idea is to have a simple mean of listening to specific parts of an mp3 file. On a single click on a visual element, the sound should start to play; However, not from the beginning of the file, but from a specified starting point in that file (and play to the end of the file). This should work all locally from the client's local filesystem, the HTML file and the MP3 files do not reside on a webserver. So, how to play the MP3 audio from a specific starting point? The solution I am looking for should be as simple as possible, while working on most browsers, including IE, Firefox and Safari. Note: I know the <embed> tag as described here, but this seems not to work with my target browsers. Also I have read about jPlayer and other Java-Script-based players, but since I have never coded some JavaScript, I would prefer a HTML-only solution, if possible.

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  • Keeping iPhone application in sync with GWT application.

    - by Reflog
    Hi, I'm working on an iPhone application that should work in offline and online modes. In it's online mode it's supposed to feed all the information the user enters to a webservice backed by GWT/GAE. In it's offline mode it's supposed to store the information locally, and when connection is available sync it up to the web service. Currently my plan is as follows: Provide a connection between an app and a webservice using Protobuffers for efficient over-the-wire communication Work with local DB using Core Data Poll the network status, and when available sync the database and keep some sort of local-db-to-remote-db key synchronization. The question is - am I in the right direction? Are the standard patterns for implementing this? Maybe someone can point me to an open-source application that works in a similar fashion? I am really new to iPhone coding, and would be very glad to hear any suggestions. Thanks

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  • How do you use Java 1.6 Annotation Processing to perform compile time weaving?

    - by Steve
    I have created an annotation, applied it to a DTO and written a Java 1.6 style annotationProcessor. I can see how to have the annotationProcessor write a new source file, which isn't what I want to do, I cannot see or find out how to have it modify the existing class (ideally just modify the byte code). The modification is actually fairly trivial, all I want the processor to do is to insert a new getter and setter where the name comes from the value of the annotation being processed. My annotation processor looks like this; @SupportedSourceVersion(SourceVersion.RELEASE_6) @SupportedAnnotationTypes({ "com.kn.salog.annotation.AggregateField" }) public class SalogDTOAnnotationProcessor extends AbstractProcessor { @Override public boolean process(final Set<? extends TypeElement> annotations, final RoundEnvironment roundEnv) { //do some stuff } }

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  • Daylight Savings Time and Microsoft Exchange woes

    - by Scott
    Ever since the switch from Standard Time to Daylight Time, the time on our e-mail messages has been ahead by one hour. This symptom has me wondering if the cause is improper configuration of daylight savings settings. Since we're in a client/server environment, the clients synchronize with the server, and the server synchronizes with Boulder, Colorado. If I set both the server and the clients to automatically switch to daylight savings, the clients seem to regard the server as being set to Standard Time and set themselves an hour ahead of it, which is really two hours ahead. Should the server switch to daylight savings and the clients follow along on their next synchronization, or should the server stay on Standard Time and the clients switch over? The system clock on the Exchange Server is currently displaying the correct time. How do I get the e-mail messages to display the correct time in Outlook?

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  • Message Date/Time tag in Lotus Notes

    - by TeeKay
    I've noticed that within Notes (8.5.2, basic client, fat client and iNotes) the date/time displayed on the eMail envelope AND the date/time on the message header is the same and appearently that time that Domino received the message. When using BES, the message forwarded to the BlackBerry by Domino/BES has the RECEIVED date/time on the envelope and the SENT date/time displayed in the message. In the basic/fat client with properties the sent time is viewable in one of the "Received" tags. Having the sent time easily viewable is helpful, especially if your trying to trouble-shoot a problem. Is this a configuration feature? Is it selectable in the client or in Domino? Thx

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  • Is it worth investing time in learning low level Java?

    - by Kevin Rave
    Low level Java, I mean, bits, bytes, bit masking, GC internals, JVM stuff, etc in the following contexts: - When you are building an enterprise app using frameworks like Spring, Hybernate, etc. - Interviews for a Sr Java Developer position where you are expected work on a existing Enterprise App that was built using some frameworks (Spring, EJB, Hybernate,etc) - Architects (Java) I understand knowing the very low level is "good". But how often do you think / use of these in the real-world, unless you are developing something from the ground-up keeping performance in mind?

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  • Hooking a synchronous event handler on a form submit button in JS

    - by Xzhsh
    Hi, I'm working on a security project in javascript (something I honestly have not used), and I'm having some trouble with EventListeners. My code looks something like this: function prevclick(evt) { evt.preventDefault(); document.loginform.submitbtn.removeEventListener('click',prevclick,false); var req = new XMLHttpRequest(); req.open("GET","testlog.php?submission=complete",false); req.send(); document.loginform.submitbtn.click(); //tried this and loginform.submit() } document.loginform.submitbtn.addEventListener('click',prevclick,false); But the problem is, the submit button doesn't submit the form on the first click (it does, however, send the http request on the first click), and on the second click of the submit button, it works as normal. I think there is a problem with the synchronization, but I do need to have the request processed before forwarding the user to the next page. Any ideas on this would be great. Thanks in advance.

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