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  • Smart subdomain routing via reverse proxy

    - by Trevor Hartman
    I have two servers on my home network: OSX Server and an Ubuntu Server. I'd love to have external subdomains osx.mydomain.com point to osx and ubuntu.mydomain.com point to ubuntu. I know the normal way to do this is to have a static external IP address for each, but that's not an option as this is just my home setup. My question is: is there a way to do this with some reverse proxy trickery? OSX is currently the default entry point for all traffic. I was able to setup a reverse proxy on OSX for ubuntu.mydomain.com on port 80, so web traffic was correctly being proxied to my ubuntu. I'd like to ssh and do a bunch of other stuff though!

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  • Dynamic Terrain Texture

    - by lgrevenl
    I've been looking at a 2D physics game called 'Hill Climb Racing' (Android and iOS) and was wondering how they went about texturing the terrain? I've had a think about it and I've come up with nothing and finding a resource on the web has proved impossible. Please help. The game mentioned uses Cocos2d. Would it be just as doable in a different environment? EDIT: I was looking at another question: Drawing large 2D sidescroller level terrain The end result is what I'm looking for, but in my mind I was thinking that there would be some way to add this effect (using small textures) to some terrain specified by vertices rather than making a very large image to match whatever is seen in the level.

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  • Mapping dynamic buffers in Direct3D11 in Windows Store apps

    - by Donnie
    I'm trying to make instanced geometry in Direct3D11, and the ID3D11DeviceContext1->Map() call is failing with the very helpful error of "Invalid Parameter" when I'm attempting to update the instance buffer. The buffer is declared as a member variable: Microsoft::WRL::ComPtr<ID3D11Buffer> m_instanceBuffer; Then I create it (which succeeds): D3D11_BUFFER_DESC instanceDesc; ZeroMemory(&instanceDesc, sizeof(D3D11_BUFFER_DESC)); instanceDesc.Usage = D3D11_USAGE_DYNAMIC; instanceDesc.ByteWidth = sizeof(InstanceData) * MAX_INSTANCE_COUNT; instanceDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; instanceDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; instanceDesc.MiscFlags = 0; instanceDesc.StructureByteStride = 0; DX::ThrowIfFailed(d3dDevice->CreateBuffer(&instanceDesc, NULL, &m_instanceBuffer)); However, when I try to map it: D3D11_MAPPED_SUBRESOURCE inst; DX::ThrowIfFailed(d3dContext->Map(m_instanceBuffer.Get(), 0, D3D11_MAP_WRITE, 0, &inst)); The map call fails with E_INVALIDARG. Nothing is NULL incorrectly, and this being one of my first D3D apps I'm currently stumped on what to do next to track it down. I'm thinking I must be creating the buffer incorrectly, but I can't see how. Any input would be appreciated.

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  • 2D water with dynamic waves

    - by user1103457
    New Super Mario Bros has really cool 2D water that I'd like to learn how to create. Here's a video showing it. When something hits the water, it creates a wave. There are also constant "background" waves. You can get a good look at the constant waves just after 00:50 when the camera isn't moving. I assume the splashes in NSMB work as in the first part of this tutorial. But in NSMB the water also has constant waves on the surface, and the splashes look very different. Another difference is that in the tutorial, if you create a splash, it first creates a deep "hole" in the water at the origin of the splash. In new super mario bros this hole is absent or much smaller. I am referring to the splashes that the player creates when jumping in and out of the water. How do they create the constant waves and the splashes? I am especially interested in the splashes, and how they work together with the constant waves. I am programming in XNA. I've tried this myself, but couldn't really get it all to work well together. Bonus questions: How do they create the light spots just under the surface of the waves and how do they texture the deeper parts of the water? This is the first time I try to create water like this. EDIT: I assume the constant waves are created using a sine function. The splashes are probably created in a way like in the tutorial. (But they are not the same, so I am still interested in how to make this kind of splashes) But I have a lot of trouble combining those things. I know I can use the sine function to set the height of a specific watercolumn but the splashes are using the speed, to determine the new height. I can't figure out how to combine those. Not that I am not asking how the developers of new super mario bros did this exactly. I am just interested in ways to recreate an effect like it. This week I have an examweek so I don't have time to work on the code. After this week I will spend a lot of time on it. But I am constantly thinking about it, so that's why I will be checking comments etc. I just won't be looking at the code since it might be too time-consuming.

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  • Dynamic URL of asp.net web service with web reference

    - by Jalpesh P. Vadgama
    It’s been a while I am writing this. But never late.. So I am writing this. Before some time one of friend asked about the URL of web service when we add reference. So I am writing this. Some of you may find this very basic but still many of people does not know this that’s why I am writing this. In today’s world we have so many servers like development, preproduction and production etc. and for all the server location or URL of web service will be different.But with asp.net when you add a web reference to your web application it’s create a web reference settings in web.config where you can change this path. So it’s very easy to just change that path and you don’t have to add web reference again. Read More

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  • Routing subnet over GRE tunnel

    - by eMgz
    Hi, Im trying to configure a GRE over IPSec connection between two subnets. The IPSec tunnel is opened and now I want to add a GRE tunnel over it: ip tunnel add GRE01 mode gre remote 10.244.0.1 local 10.244.245.32 ttl 255 ip link set GRE01 up ip addr add 10.244.248.126 dev GRE01 ip route add 10.244.248.125 dev GRE01 Now I have an interface GRE01 (ifconfig): GRE10 Link encap:UNSPEC HWaddr <h_addr> inet addr:10.244.248.126 P-t-P:10.244.248.126 Mask:255.255.255.255 UP POINTOPOINT RUNNING NOARP MTU:1476 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) And the following routes (ip route list): 10.244.248.125 dev GRE10 scope link <pub_subnet> dev eth0 proto kernel scope link src <pub_ip> default via <pub_gw> dev eth0 metric 100 As a last step, I need now to route my subnet over the tunnel: ip route add 10.245.1.224/28 10.244.248.125 However, I am getting the error Error: either "to" is duplicate, or "10.244.248.125" is a garbage. So, what I didn't understand is why I can't route my subnet over the tunnel, once the only route I have there says that it should route the tunnel IP over the GRE01 interface. Any hint? Thanks.

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  • Two VPN (internet) connections rounting (win2003)

    - by tmp3128
    Here is my setup: - win2003 server (ISA installed) with 3 NICs:   1) internal network   2) ISP 1 (default) network (DHCP enabled)   3) ISP 2 (backup) network (DHCP enabled) - several "normal" PC within internal net - one "special" PC within internal net Both ISP 1 and ISP 2 provide access to internet and their resources thru their VPN connections. The goal is to enable all "normal" PCs to use internet from ISP_1's VPN connection and "special" should use only ISP_2's VPN connection. Futhermore all "normal" and "special" PCs should have access to several servers accesible only thru ISP_2's VPN connection. I have some thoughts how to achieve this but I want to be certain because everything should be configured as quickly as posible, avoiding significant downtime. windows-server-2003 isa routing vpn

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  • multiple vlans routed on one nic? trunk?General? or Access?

    - by Aceth
    ok for the last week I've tried racking my head around this... I have a SRW208P with 802.1q support, and a virtual endian appliance. I would like to be able to have 3 vlans having everything routed through the endian appliance.. i.e. The Virtual server has 2 bridged NIC's to the switch. This is where I'm getting confused .. On the 8 port switch I've got the 3 vlans set up ok (all being untagged as they are not going to be vlan aware), it's the port I'm connecting the endian firewall to the switch I'm having trouble with (second nic goes to the adsl modem and NAT'd) Is it meant to be a trunk, "Genereal" or "Access" then untagged or tagged? the end goal is to have vlan traffic routing through the single NIC and have endian route vlan traffic according to the rules. Any one have any ideas on the cisco small business stuff? Thanks

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  • Dynamic body implementation

    - by ArturoVM
    I am writing a 2D game where one of the characters has some very particular requirements. This character is a body with no particular shape (similar to a fluid, but not so much), it has to be able to grow and shrink (as in actually growing, not just scaling), and it has to have collision detection (even if it's basic). Because of this requirements, it obviously can't be based on a sprite, so direct rendering of the shape should be the logical thing to do. I assume this is no easy task, but I just couldn't find a good physics engine that covers these requirements (or at least no tutorial on how to do it; I particularly searched for Box2D tutorials). Is there a way of doing this with Box2D, SDL, or any other physics or game engine out there? If not, what's a good place to start? I am really clueless as far as soft-body physics are concerned.

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  • Physics-based dynamic audio generation in games

    - by alexc
    I wonder if it is possible to generate audio dynamically without any (!) audio assets, using pure mathematics/physics and some input values like material properties and spatial distribution of content in scene space. What I have in mind is something like a scene, with concrete floor, wooden table and glass on it. Now let's assume force pushes the glass towards the edge of table and then the glass falls onto the floor and shatters. The near-realistic glass destruction itself would be possible using voxels and good physics engine, but what about the sound the glass makes while shattering? I believe there is a way to generate that sound, because physics of sound is fairly known these days, but how computationaly costy that would be? Consumer hardware or supercomputers? Do any of you know some good resources/videos of such an experiment?

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  • How much the distance and ms can affect on the download speed ?

    - by Prix
    Let's consider A (client) and B (server) where A makes download from B. How much can a bad routing from A to B affect the download speed ? For example A does a tracert to B and get a response of 10 steps where the avg ms is around 300 with 10% packet loss at the 4 step and when the connection is normal the avg from A to B is 10 ~ 30 ms. Could this sort of impact reduce A download speed drasticaly or as long as both side and routes have enough link for the full speed of A from B and vice-versa it should maintain the same speed ? Besides tracert and the ping analyse of A to B what else is used to identify the problem ? If you need extra information please let me know.

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  • dynamic 2d texture creation in unity from script

    - by gman
    I'm coming from HTML5 and I'm used to having the 2D Canvas API I can use to generate textures. Is there anything similar in Unity3D? For example, let's say at runtime I want to render a circle, put 3 initials in the middle and then take the result and put that in a texture. In HTML5 I'd do this var initials = "GAT"; var textureWidth = 256; var textureHeight = 256; // create a canvas var c = document.createElement("canvas"); c.width = textureWidth; c.height = textureHeight; var ctx = c.getContext("2d"); // Set the origin to the center of the canvas ctx.translate(textureWidth / 2, textureHeight / 2); // Draw a yellow circle ctx.fillStyle = "rgb(255,255,0)"; // yellow ctx.beginPath(); var radius = (Math.min(textureWidth, textureHeight) - 2) / 2; ctx.arc(0, 0, radius, 0, Math.PI * 2, true); ctx.fill(); // Draw some black initials in the middle. ctx.fillStyle = "rgb(0,0,0)"; ctx.font = "60pt Arial"; ctx.textAlign = "center"; ctx.fillText(initials, 0, 30); // now I can make a texture from that var tex = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, tex); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, c); gl.generateMipmap(gl.TEXTURE_2D); I know I can edit individual pixels in a Unity texture but is there any higher level API for drawing to texture in unity?

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  • How to crawl a webPage with dynamic content added by javascript

    - by blunderboy
    I guess there is a news that Google bots have the capability to understand our javascript code. It means this is possible to fully crawl a webpage which has lazy loading feature enabled. I am using Apache Nutch to crawl websites but I don't think it has the capability to fetch the URLs being injected in HTML page by javascript when the page is scrolled down. I see a lot of websites doing lazy loading for performance issue. So Can somebody please explain me how can i crawl the data which comes in HTML page on lazy load. (On scrolling the page down).

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  • Dynamic model interactions

    - by Richard
    I am just curious as to how in many games (namely games like arkham asylum/city, manhunt, hitman) do they make it so that your character can "grab" a character in front of you and do stuff to them. I know this may sound very confusing but for an example go to youtube and search "hitman executions", and the first video is an example of what i'm asking. Basically I'm wondering how they make your model dynamically interact with whatever other model you come across, so in hitman when you come up behind some one with the fibre wire you strangle the other character or if you have the anesthetic you come up behind some person and put your hand over there mouth while they struggle and slowly go to the floor where you lay them down. I am confused as to whether it was animated to use two models using specific bone/skeletal identifiers, if it is just two completely separate animations that are played at the correct time to make it look like they are actually interacting or something else all together. I am not an animator so i assume most of what i just said is not right but i hope that some one can understand what i mean and provide an answer. PS) I am a programmer and I am in the process of building a hitmanesque game, just because i love that style of game and I want to increase my skills on something fun, so if you do know what i'm talking about have some examples with involving both models and programming (i use c++ and mainly Ogre3D at the moment but i am getting into unity and XNA) i would greatly appreciate it. Thanks.

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  • how to design network for connectivity between private and corporate LANs?

    - by maruti
    there is a bunch of servers connected to shared storage in a private LAN (10.x.x.x). this privateLAN is managed by a windows server (DHCP, DNS and directory services) these hosts need to be from outside of the datacenter Eg. Remote desktop. can the NIC2 on each of the hosts be connected to the other public LAN (compromising speed or security? what are improtant considerations: additional hardware? like switches? routing&DNS software? currently available hardware : Dell Powerconnect 6224 switch .... planning this for storage network. software: windows 2003 server for DHCP, DNS, A/D ? would it be more flexible to use Linux distributions like IPCOP, Untangle etc? all that I am looking for is good isolation between private and other networks, avoid DHCP, DNS, AD clashes.

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  • Batching dynamic sprites in OpenGL

    - by Aaron
    I'm trying to wrap my head around how batching is done in a 2D sprite-based game. My understanding is I'd get the vertices that represent each sprite I want to draw and stuff them all into a single mesh. That way I'd only need a single draw call to render everything. Does this apply when the sprites I render are different between frames, or when some sprites are moving? Because it sounds like I'd then have to recreate my batch mesh each frame, using either glDrawArrays/glDrawElements or a streaming VBO I assume. Does this sound correct?

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  • Why can't my networks reach each other?

    - by HOLOGRAPHICpizza
    We have two Buffalo WZR-HP-G300NH2 routers, with the default firmware, DD-WRT v24SP2-MULTI (10/31/11) std - build 17798. Each has a separate cable internet connection with a public static IP address. They are both in the 24.123.68.0/24 space. Both of them can contact pretty much the whole internet, and they can both be accessed out on the internet with no problem, but for some reason they can't talk to each other! When I try to ping one from the other I always get "Destination Host Unreachable". There are no strange routing or firewall rules in place. And they are both set to respond to pings, I can ping them from outside. Our main IT guy is going to call our ISP on Monday, but I'm impatient, so does anyone have any ideas?

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  • routing through multiple subinterfaces in debian

    - by Kstro21
    my question is as simple as the title, i have a debian 6 , 2 NICs, 3 different subnets in a single interface, just like this: auto eth0 iface eth0 inet static address 192.168.106.254 netmask 255.255.255.0 auto eth0:0 iface eth0:0 inet static address 172.19.221.81 netmask 255.255.255.248 auto eth0:1 iface eth0:1 inet static address 192.168.254.1 netmask 255.255.255.248 auto eth1 iface eth1 inet static address 172.19.216.3 netmask 255.255.255.0 gateway 172.19.216.13 eth0 is conected to a swith with 3 differents vlans, eth1 is conected to a router. No iptables DROP, so, all traffic is allowed. Now, passing the traffic through eth0 is OK, passing the traffic through eth0:0 is OK, but, passing the traffic through eth0:1 is not working, i can ping the ip address of that sub interface from a pc where this ip is the default gateway, but can't get to servers in the subnet of the eth1 interface, the traffic is not passing, even when i set the iptables to log all the traffic in the FORWARD chain and i can see the traffic there, but, the traffic is not really passing. And the funny is i can do any the other way around, i mean, passing from eth1 to eth0:1, RDP, telnet, ping, etc, doing some work with the iptable, i manage to pass some traffic from eth0:1 to eth1, the iptables look like this: iptables -t nat PREROUTING -d 192.168.254.1/32 -p tcp -m multiport --dports 25,110,5269 -j DNAT --to-destination 172.19.216.1 iptables -t nat PREROUTING -d 192.168.254.1/32 -p udp -m udp --dport 53 -j DNAT --to-destination 172.19.216.9 iptables -t nat PREROUTING -d 192.168.254.1/32 -p tcp -m tcp --dport 21 -j DNAT --to-destination 172.19.216.11 iptables -t nat POSTROUTING -s 172.19.216.0/24 -d 172.19.221.80/29 -j SNAT --to-source 172.19.221.81 iptables -t nat POSTROUTING -s 172.19.216.0/24 -d 192.168.254.0/29 -j SNAT --to-source 192.168.254.1 iptables -t nat POSTROUTING -s 172.19.216.0/24 -o eth0 -j SNAT --to-source 192.168.106.254 dong this is working, but,it is really a headache have to map each port with the server, imagine if i move the service from server, so, now i have doubts: can debian route through multiple subinterfaces?? exist a limit for this?? if not, what i'm doing wrong when i have the same setup with other subnets and it is working ok?? without the iptables rules in the nat, it doesn't work thanks and i hope good comments/answers

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  • Routing and Remote Access Service won't start after full disk

    - by NKCSS
    The HDD of the server was out of disk space, and after a reboot, RRAS won't start anymore on my 2008 R2 server. Error Details: Log Name: System Source: RemoteAccess Date: 2/5/2012 9:39:52 PM Event ID: 20153 Task Category: None Level: Error Keywords: Classic User: N/A Computer: Windows14111.<snip> Description: The currently configured accounting provider failed to load and initialize successfully. The connection was prevented because of a policy configured on your RAS/VPN server. Specifically, the authentication method used by the server to verify your username and password may not match the authentication method configured in your connection profile. Please contact the Administrator of the RAS server and notify them of this error. Event Xml: <Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event"> <System> <Provider Name="RemoteAccess" /> <EventID Qualifiers="0">20153</EventID> <Level>2</Level> <Task>0</Task> <Keywords>0x80000000000000</Keywords> <TimeCreated SystemTime="2012-02-05T20:39:52.000Z" /> <EventRecordID>12148869</EventRecordID> <Channel>System</Channel> <Computer>Windows14111.<snip></Computer> <Security /> </System> <EventData> <Data>The connection was prevented because of a policy configured on your RAS/VPN server. Specifically, the authentication method used by the server to verify your username and password may not match the authentication method configured in your connection profile. Please contact the Administrator of the RAS server and notify them of this error.</Data> <Binary>2C030000</Binary> </EventData> </Event> I think it has something to do with a corrupt config file, but I am unsure of what to do. I Removed the RRAS role, rebooted, and re-added, but it keeps failing with the same error. Thanks in advance. [UPDATE] If i set the accounting provider from 'Windows' to '' the service starts but VPN won't work. Any ideas how this can be repaired?

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  • andEngine dynamic sprites

    - by Blucreation
    Ive just started with andEngine the past week and i only started learning java/android 3 weeks. I can use a for loop to add multiple sprites to the screen but when i try to check collisions on them it only does it to one and not the rest. I want to be able to add a specific number for sprites made from the same texture to the scene, add collision detection to them and also make them slide across the screen (im making a game where you avoid the obstacles). My simple code: private void createobstacle(float pX, float pY) { obstacle = new AnimatedSprite(pX, pY, this.mObjTextureRegion.deepCopy(), getVertexBufferObjectManager()); obstacle.setScale(MathUtils.random(0.5f, 3f)); scene.attachChild(obstacle); } private void createobstacle(int num) { for(int i=0; i<=num; i++ ) { final float xPos = MathUtils.random(30.0f, (CAMERA_WIDTH - 30.0f)); final float yPos = MathUtils.random(30.0f, (CAMERA_HEIGHT - 30.0f)); createobstacle(xPos, yPos); } } Ive read about arrays but i cannot find any tutorials about anything im stuck with. Any help would be great!

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  • Creating sitemap for google bot - how to mark dynamic content / dynamic subpages?

    - by ojek
    I have a website that is internet forum. This forum has many categories, and single category page contains alot of subpages with listed threads. This internet forum is brand new, and about a week ago I filled it with few hundred thousands threads. I then looked at google webmasters page to see any changes in indexing, but the index went up from 300 to about 1200, so that means it did not index my added threads (although it added something). This is what my sitemap.xml contains which I uploaded on their website (of course there is a lot more of the code, this is just a snipped for a single category, in my real sitemap file I have all the categories listed as below): <url> <loc>http://mysite.com/Forums/Physics</loc> <changefreq>hourly</changefreq> </url> Now, I would expect google bot to go into http://mysite.com/Forums/Physics, and move through all the subpages with thread links, and then get inside of each thread and index it's content. How can I do this? Also if this will be unclear, I will add a real link to my website.

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  • Network interface selection

    - by Antonino
    Hello. Suppose I have more than a network interfaces and I want to selectively use them per application. eth0 is the standard interface with the standard gateway in the main routing table eth1 is another interface with a different gateway. Suppose I launch an application as a user "user_eth1". I used the following set of rules for iptables / ip rules. IPTABLES: iptables -t mangle -A OUTPUT -m user --uid-owner user_eth1 -j MARK --set-mark 100 iptables -t nat -A POSTROUTING -m user -uid-owner -o eth1 user_eth1 -j SNAT --to-source <eth_ipaddress> IPRULE: ip rule add fwmark 100 lookup table100 and i build "table100" as follows (no doubts on that) ip route show table main | grep -Ev ^default | while read ROUTE; do ip route add table table100 $ROUTE; done ip route add default via <default_gateway> table table100 It doesn't work at all. What's wrong with this? Thank you in advance!

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