Search Results

Search found 3093 results on 124 pages for 'weng lock mok'.

Page 56/124 | < Previous Page | 52 53 54 55 56 57 58 59 60 61 62 63  | Next Page >

  • domain screensaver control software

    - by Pec
    I'm looking to buy a screensaver control product with granular control. I have about 2000 workstations which require dozens of different timeout values, lock/not locked on resume settings, different screen saver files (that can be frequently updated depending on department), etc. It's looking to be quite an undertaking accomplishing this with domain group policies so I'm hoping you guys have some suggestions of products to use. Hopefully such products would integrate with AD. Thanks

    Read the article

  • Windows 7 recreate my .exe/.dll files

    - by Anonymous
    hi, i have a few programs that check if file exist, and if its old version delete him and paste the new one. However under Windows 7 Professional i can't delete the file some System process is always restoring it (same with the dll files) and as you can imagine a lot of programs are crashing because of that behaviour. So WHAT SERVICE/PROCESS can lock/recreate/restore files? I have disabled System Recovery.

    Read the article

  • Computer wakes up from hibernation at exctly 3:40am every day

    - by vascoFG
    I'm getting tired of waking up to my computer being turned on, and event log shows that it's waking up everyday at 3:40am and most times won't go back to sleep after the determined 30 minutes (maybe from being in the lock screen?). There are no devices armed for wake, activation timers are disabled and all wake options disabled in the BIOS and energy star 4.0c is enabled (was disabled before but no difference).

    Read the article

  • HP ProLiant DL380 G3 Running Windows Server 2000 has crashed between 6-7:30am for the past 5 days

    - by user109717
    I have a HP ProLiant DL380 G3 running Windows Server 2000 that has been crashing everyday between 6-730am. This started when I changed out a failing hard drive 6 days ago. I have looked at the scheduled tasks which does not have anything pertaining to this issue. Below are the only things I see in the system log and some of the dump files. Can this be a hardware issue if this happens at a certain time frame everyday? Any help is greatly appreciated. Thanks The previous system shutdown at 6:07:55 AM on 2/7/2012 was unexpected. System Information Agent: Health: The server is operational again. The server has previously been shutdown by the Automatic Server Recovery (ASR) feature and has just become operational again. [SNMP TRAP: 6025 in CPQHLTH.MIB] BugCheck 7A, {3, c0000005, 3400028, 0} Probably caused by : memory_corruption ( nt!MiMakeSystemAddressValidPfn+42 ) Followup: MachineOwner 0: kd !analyze -v * Bugcheck Analysis * * KERNEL_DATA_INPAGE_ERROR (7a) The requested page of kernel data could not be read in. Typically caused by a bad block in the paging file or disk controller error. Also see KERNEL_STACK_INPAGE_ERROR. If the error status is 0xC000000E, 0xC000009C, 0xC000009D or 0xC0000185, it means the disk subsystem has experienced a failure. If the error status is 0xC000009A, then it means the request failed because a filesystem failed to make forward progress. Arguments: Arg1: 00000003, lock type that was held (value 1,2,3, or PTE address) Arg2: c0000005, error status (normally i/o status code) Arg3: 03400028, current process (virtual address for lock type 3, or PTE) Arg4: 00000000, virtual address that could not be in-paged (or PTE contents if arg1 is a PTE address) MODULE_NAME: nt IMAGE_NAME: memory_corruption BugCheck A, {0, 2, 1, 804137d6} Probably caused by : ntkrnlmp.exe ( nt!CcGetVirtualAddress+ba ) * Bugcheck Analysis * * IRQL_NOT_LESS_OR_EQUAL (a) An attempt was made to access a pageable (or completely invalid) address at an interrupt request level (IRQL) that is too high. This is usually caused by drivers using improper addresses. If a kernel debugger is available get the stack backtrace. Arguments: Arg1: 00000000, memory referenced Arg2: 00000002, IRQL Arg3: 00000001, bitfield : bit 0 : value 0 = read operation, 1 = write operation bit 3 : value 0 = not an execute operation, 1 = execute operation (only on chips which support this level of status) Arg4: 804137d6, address which referenced memory MODULE_NAME: nt IMAGE_NAME: ntkrnlmp.exe

    Read the article

  • Which is Better? The Start Screen in Windows 8 or the Old Start Menu? [Analysis]

    - by Asian Angel
    There has been quite a bit of controversy surrounding Microsoft’s emphasis on the new Metro UI Start Screen in Windows 8, but when it comes down to it which is really better? The Start Screen in Windows 8 or the old Start Menu? Tech blog 7 Tutorials has done a quick analysis to see which one actually works better (and faster) when launching applications and doing searches. Images courtesy of 7 Tutorials. You can view the results and a comparison table by visiting the blog post linked below. Windows 8 Analysis: Is the Start Screen an Improvement vs. the Start Menu? [7 Tutorials] How to Stress Test the Hard Drives in Your PC or Server How To Customize Your Android Lock Screen with WidgetLocker The Best Free Portable Apps for Your Flash Drive Toolkit

    Read the article

  • This Week in Geek History: Morse Code, Mars Rovers, J.R.R. Tolkien’s Birthday

    - by Jason Fitzpatrick
    Every week we bring you interesting facts from the history of Geekdom. This week in Geek History witnessed the first successful demonstration of the electric telegraph, the safe landing of the Spirit rover on the surface of Mars, and the birth of famed fantasy author J.R.R. Tolkien. Latest Features How-To Geek ETC How To Boot 10 Different Live CDs From 1 USB Flash Drive The 20 Best How-To Geek Linux Articles of 2010 The 50 Best How-To Geek Windows Articles of 2010 The 20 Best How-To Geek Explainer Topics for 2010 How to Disable Caps Lock Key in Windows 7 or Vista How to Use the Avira Rescue CD to Clean Your Infected PC The Deep – Awesome Use of Metal Objects as Deep Sea Creatures [Video] Convert or View Documents Online Easily with Zoho, No Account Required Build a Floor Scrubbing Robot out of Computer Fans and a Frisbee Serene Blue Windows Wallpaper for Your Desktop 2011 International Space Station Calendar Available for Download (Free) Ultimate Elimination – Lego Black Ops [Video]

    Read the article

  • How do you create a cbuffer or global variable that is gpu modifiable?

    - by bobobobo
    I'm implementing tonemapping in a pixel shader, for hdr lighting. The vertex shader outputs vertices with colors. I need to find the max color and save it in a global. However when I try and write the global in my hlsl code, //clamp the max color below by this color clamp( maxColor, output.color, float4( 1e6,1e6,1e6,1e6 ) ) ; I see: error X3025: global variables are implicitly constant, enable compatibility mode to allow modification What is the correct way to declare a shader global in d3d11 that the vertex shader can write to, and the pixel shader can read? I realize this is a bit tough since the vertex shaders are supposed to run in parallel, and introducing a shader global that they all write to means a lock..

    Read the article

  • This Week in Geek History: Birth of Linux Creator, FM Radio Appears, and Q*Bert Released

    - by Jason Fitzpatrick
    Every week we bring you interesting trivia from the annuals of geekdom. This week in Geek History witnessed the birth of Linux creator Linus Torvalds, the patent for FM radio, and the release of wildly popular 80s arcade game Q*Bert. Read on to learn more about each event. Latest Features How-To Geek ETC The 20 Best How-To Geek Explainer Topics for 2010 How to Disable Caps Lock Key in Windows 7 or Vista How to Use the Avira Rescue CD to Clean Your Infected PC The Complete List of iPad Tips, Tricks, and Tutorials Is Your Desktop Printer More Expensive Than Printing Services? 20 OS X Keyboard Shortcuts You Might Not Know Classic Super Mario Brothers Theme for Chrome and Iron Experimental Firefox Builds Put Tabs on the Title Bar (Available for Download) Android Trojan Found in the Wild Chaos, Panic, and Disorder Wallpaper Enjoy Christmas Beyond the Holiday with Christmas Eve Crisis Parrotfish Extends the Number of Services Accessible in Twitter Previews

    Read the article

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

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

    Read the article

  • Evolution of Apple: A Fan Spliced Mega Tribute to the Apple Product Lineup

    - by Jason Fitzpatrick
    Whether you’re an Apple fan or not, this 3.5 minute tribute to the evolution of Apple products is a neat look back at decades of computing history and iconic design. Put together by Apple fan August Brandels, the video splices together Apple commercials and promotional footage from the last 30 years (remixed against the catchy background tune Silhouettes by Avicii) into a mega tribute to the computer giant. If nothing else they should hire the guy to do motivational videos for annual employee meetings. [via Tech Crunch] HTG Explains: How Antivirus Software Works HTG Explains: Why Deleted Files Can Be Recovered and How You Can Prevent It HTG Explains: What Are the Sys Rq, Scroll Lock, and Pause/Break Keys on My Keyboard?

    Read the article

  • 100 Yen Is an Intriguing Look at Japan’s Video Arcade Culture

    - by Jason Fitzpatrick
    While the video arcade culture of the 1970s and 80s has largely vanished from the American landscape, it’s alive and well in Japan–100 Yen: A Japanese Arcade Experience is a documentary exploring Japan’s still thriving arcade sub-culture. The documentary explores aspects of Japan’s arcade gaming culture ranging from the current experiences of arcade gamers to the factors that bring them together (like limited residential spaces to game in and urban-centered lifestyles). For more information about the film, hit up the link below. For quotes from the guys behind the documentary, hit up this article at Wired magazine. 100 Yen: The Japanese Arcade Experience [via Wired] How to Stress Test the Hard Drives in Your PC or Server How To Customize Your Android Lock Screen with WidgetLocker The Best Free Portable Apps for Your Flash Drive Toolkit

    Read the article

  • Ask How-To Geek: Backing Up Photos to Flickr, Automating Repetitive Tasks, and Normalizing MP3 Volume

    - by Jason Fitzpatrick
    This week we take a look at how to automate your Flickr backups, knock out repetitive tasks with automation, and normalize your MP3 collection’s wild volume levels. Once a week we dip into our reader mailbag and help readers solve their problems, sharing the useful solutions with you in the process. Read on to see our fixes for this week’s reader dilemmas. Latest Features How-To Geek ETC How To Boot 10 Different Live CDs From 1 USB Flash Drive The 20 Best How-To Geek Linux Articles of 2010 The 50 Best How-To Geek Windows Articles of 2010 The 20 Best How-To Geek Explainer Topics for 2010 How to Disable Caps Lock Key in Windows 7 or Vista How to Use the Avira Rescue CD to Clean Your Infected PC Hide the Twitter “Litter” in Twitter’s Sidebar Area (Chrome and Iron) Public Domain Day: Reflections on Copyright and the Importance of Public Domain Angry Birds Coming to PS3 and PSP This Week I Hate Mondays Wallpaper for That First Day Back at Work Tune Pop Enhances Android Music Notifications Another Busy Night in Gotham City Wallpaper

    Read the article

  • How To Enable “Stereo Mix” in Windows 7 (to Record Audio)

    - by YatriTrivedi
    Ever need to record something on your computer exactly as it comes out of your speakers?  Enabling “Stereo Mix” will let you do exactly that, and here’s how to do it. Nowadays, most sound cards have the ability to record whatever is being output.  The only hang-up is accessing that recording channel, which can be done rather easily Latest Features How-To Geek ETC How To Boot 10 Different Live CDs From 1 USB Flash Drive The 20 Best How-To Geek Linux Articles of 2010 The 50 Best How-To Geek Windows Articles of 2010 The 20 Best How-To Geek Explainer Topics for 2010 How to Disable Caps Lock Key in Windows 7 or Vista How to Use the Avira Rescue CD to Clean Your Infected PC Enjoy Old School Style Video Game Fun with Chicken Invaders Hide the Twitter “Litter” in Twitter’s Sidebar Area (Chrome and Iron) Public Domain Day: Reflections on Copyright and the Importance of Public Domain Angry Birds Coming to PS3 and PSP This Week I Hate Mondays Wallpaper for That First Day Back at Work Tune Pop Enhances Android Music Notifications

    Read the article

  • Wildcard SSL certificate support in Weblogic

    - by user10139630
    Weblogic by default doesnt validate ssl certificates with wildcard entries. i.e. with cn = *.example.com . The impact of this is any ssl handshake which involves these kind of certificates are by default rejected. A clean resolution for this is to use custom hostname verifier and point the same to use the class weblogic.security.utils.SSLWLSWildcardHostnameVerifier To make this change, Launch WLS console Click on Environment -> Servers on your left Select Admin Server Then go to SSL tab Lock & Edit Scroll down and expand advanced section Here change Hostname verification entry to Custom Hostname Verifier Below in Custom Hostname verifier enter "weblogic.security.utils.SSLWLSWildcardHostnameVerifier" Restart weblogic

    Read the article

  • Here’s 6 Great Tricks for Windows 8 that You Probably Don’t Know

    - by Chris Hoffman
    We’ve covered a lot of tips, tricks, and tweaks for Windows 8, but there are still a few more. From bypassing the lock screen to instantly taking and saving screenshots, here are a few more hidden options and keyboard shortcuts. Whether you love Windows 8, hate it, or just wish Metro would go away, these options will help you make Windows 8 work the way you want it to. How to Own Your Own Website (Even If You Can’t Build One) Pt 2 How to Own Your Own Website (Even If You Can’t Build One) Pt 1 What’s the Difference Between Sleep and Hibernate in Windows?

    Read the article

  • Inside The Kindle Paperwhite’s Display [Video]

    - by Jason Fitzpatrick
    By far the most praised feature of the new Amazon Kindle Paperwhite ebook reader is the new display; this video takes you behind the scenes with the design team and highlights what exactly makes the evenly lit display work so well. Accounting for the promotional nature of the video, it’s still fascinating to take a look at how they crafted the front plate of the display to yield such an even front-lit effect. You can read more about the Kindle Paperwhite here. [via ExtremeTech] HTG Explains: How Antivirus Software Works HTG Explains: Why Deleted Files Can Be Recovered and How You Can Prevent It HTG Explains: What Are the Sys Rq, Scroll Lock, and Pause/Break Keys on My Keyboard?

    Read the article

  • The 20 Best How-To Geek Linux Articles of 2010

    - by The Geek
    We might be known for our Windows articles, but in 2010 we sure posted a lot of really in-depth articles covering Linux. Here’s the 20 best articles that we covered this year, covering everything from how to tweak your setup to how to use Linux to fix Windows. Want even more? You should make sure to check out the top 20 How-To Geek Explains topics of 2010, the 50 Windows Registry hacks that make Windows better, or the best 50 Windows articles for 2010 Latest Features How-To Geek ETC The 20 Best How-To Geek Explainer Topics for 2010 How to Disable Caps Lock Key in Windows 7 or Vista How to Use the Avira Rescue CD to Clean Your Infected PC The Complete List of iPad Tips, Tricks, and Tutorials Is Your Desktop Printer More Expensive Than Printing Services? 20 OS X Keyboard Shortcuts You Might Not Know Enjoy Christmas Beyond the Holiday with Christmas Eve Crisis Parrotfish Extends the Number of Services Accessible in Twitter Previews Winter Sunset by a Mountain Stream Wallpaper Add Sleek Style to Your Desktop with the Aston Martin Theme for Windows 7 Awesome WebGL Demo – Flight of the Navigator from Mozilla Sunrise on the Alien Desert Planet Wallpaper

    Read the article

  • What If Nintendo Made Children’s Books?

    - by Jason Fitzpatrick
    What if the great minds at Nintendo had directed their energy towards children’s literature? These humorous cover mock-ups show us what the titles may have looked like. Hit up the link below for more books from the Nintendo universe; if you have a clever idea for a game-based children’s book that should exist, sound off in the comments. Videogame Children’s Books [via Neatorama] How to Stress Test the Hard Drives in Your PC or Server How To Customize Your Android Lock Screen with WidgetLocker The Best Free Portable Apps for Your Flash Drive Toolkit

    Read the article

  • Cheatsheet: 2010 04.01 ~ 04.07

    - by gOODiDEA
    Web Web Performance Best Practices: How masters.com re-designed their site to boost performance – and what that re-design missed What’s wrong with extending the DOM John Resig on Advanced Javascript to Improve your Web App .NET Hammock for REST - a REST library for .NET Programming Windows Phone 7 Series by Charlez Petzold – Free EBook Testing the Lock-Free Queue Some Last-Minute New C# 4.0 Features - while (x --> 0) { Console.WriteLine("x = {0}", x); } Better Coding with Visual Studio 2010 Revisiting Asynchronous ASP.NET Pages Database Understanding RAID for SQL Server – Part 2 Cassandra Jump Start For The Windows Developer Cassandra Internals – Writing - Cassandra Write Operation Performance Explained Cassandra Internals – Reading - Cassandra Reads Performance Explained MongoDB Growing Up: Release 1.4 and Commercial Support by 10gen Why NoSQL Will Not Die How Many Hard Drives Do I Need to Support SQL Server? Other Presentation: CouchDB and Lucene MongoDB Cacti Graphs HBase vs Cassandra: why we moved How to use the DedicatedDumpFile registry value to overcome space limitations on the system drive when capturing a system memory dump

    Read the article

  • Syncing Data with a Server using Silverlight and HTTP Polling Duplex

    - by dwahlin
    Many applications have the need to stay in-sync with data provided by a service. Although web applications typically rely on standard polling techniques to check if data has changed, Silverlight provides several interesting options for keeping an application in-sync that rely on server “push” technologies. A few years back I wrote several blog posts covering different “push” technologies available in Silverlight that rely on sockets or HTTP Polling Duplex. We recently had a project that looked like it could benefit from pushing data from a server to one or more clients so I thought I’d revisit the subject and provide some updates to the original code posted. If you’ve worked with AJAX before in Web applications then you know that until browsers fully support web sockets or other duplex (bi-directional communication) technologies that it’s difficult to keep applications in-sync with a server without relying on polling. The problem with polling is that you have to check for changes on the server on a timed-basis which can often be wasteful and take up unnecessary resources. With server “push” technologies, data can be pushed from the server to the client as it changes. Once the data is received, the client can update the user interface as appropriate. Using “push” technologies allows the client to listen for changes from the data but stay 100% focused on client activities as opposed to worrying about polling and asking the server if anything has changed. Silverlight provides several options for pushing data from a server to a client including sockets, TCP bindings and HTTP Polling Duplex.  Each has its own strengths and weaknesses as far as performance and setup work with HTTP Polling Duplex arguably being the easiest to setup and get going.  In this article I’ll demonstrate how HTTP Polling Duplex can be used in Silverlight 4 applications to push data and show how you can create a WCF server that provides an HTTP Polling Duplex binding that a Silverlight client can consume.   What is HTTP Polling Duplex? Technologies that allow data to be pushed from a server to a client rely on duplex functionality. Duplex (or bi-directional) communication allows data to be passed in both directions.  A client can call a service and the server can call the client. HTTP Polling Duplex (as its name implies) allows a server to communicate with a client without forcing the client to constantly poll the server. It has the benefit of being able to run on port 80 making setup a breeze compared to the other options which require specific ports to be used and cross-domain policy files to be exposed on port 943 (as with sockets and TCP bindings). Having said that, if you’re looking for the best speed possible then sockets and TCP bindings are the way to go. But, they’re not the only game in town when it comes to duplex communication. The first time I heard about HTTP Polling Duplex (initially available in Silverlight 2) I wasn’t exactly sure how it was any better than standard polling used in AJAX applications. I read the Silverlight SDK, looked at various resources and generally found the following definition unhelpful as far as understanding the actual benefits that HTTP Polling Duplex provided: "The Silverlight client periodically polls the service on the network layer, and checks for any new messages that the service wants to send on the callback channel. The service queues all messages sent on the client callback channel and delivers them to the client when the client polls the service." Although the previous definition explained the overall process, it sounded as if standard polling was used. Fortunately, Microsoft’s Scott Guthrie provided me with a more clear definition several years back that explains the benefits provided by HTTP Polling Duplex quite well (used with his permission): "The [HTTP Polling Duplex] duplex support does use polling in the background to implement notifications – although the way it does it is different than manual polling. It initiates a network request, and then the request is effectively “put to sleep” waiting for the server to respond (it doesn’t come back immediately). The server then keeps the connection open but not active until it has something to send back (or the connection times out after 90 seconds – at which point the duplex client will connect again and wait). This way you are avoiding hitting the server repeatedly – but still get an immediate response when there is data to send." After hearing Scott’s definition the light bulb went on and it all made sense. A client makes a request to a server to check for changes, but instead of the request returning immediately, it parks itself on the server and waits for data. It’s kind of like waiting to pick up a pizza at the store. Instead of calling the store over and over to check the status, you sit in the store and wait until the pizza (the request data) is ready. Once it’s ready you take it back home (to the client). This technique provides a lot of efficiency gains over standard polling techniques even though it does use some polling of its own as a request is initially made from a client to a server. So how do you implement HTTP Polling Duplex in your Silverlight applications? Let’s take a look at the process by starting with the server. Creating an HTTP Polling Duplex WCF Service Creating a WCF service that exposes an HTTP Polling Duplex binding is straightforward as far as coding goes. Add some one way operations into an interface, create a client callback interface and you’re ready to go. The most challenging part comes into play when configuring the service to properly support the necessary binding and that’s more of a cut and paste operation once you know the configuration code to use. To create an HTTP Polling Duplex service you’ll need to expose server-side and client-side interfaces and reference the System.ServiceModel.PollingDuplex assembly (located at C:\Program Files (x86)\Microsoft SDKs\Silverlight\v4.0\Libraries\Server on my machine) in the server project. For the demo application I upgraded a basketball simulation service to support the latest polling duplex assemblies. The service simulates a simple basketball game using a Game class and pushes information about the game such as score, fouls, shots and more to the client as the game changes over time. Before jumping too far into the game push service, it’s important to discuss two interfaces used by the service to communicate in a bi-directional manner. The first is called IGameStreamService and defines the methods/operations that the client can call on the server (see Listing 1). The second is IGameStreamClient which defines the callback methods that a server can use to communicate with a client (see Listing 2).   [ServiceContract(Namespace = "Silverlight", CallbackContract = typeof(IGameStreamClient))] public interface IGameStreamService { [OperationContract(IsOneWay = true)] void GetTeamData(); } Listing 1. The IGameStreamService interface defines server operations that can be called on the server.   [ServiceContract] public interface IGameStreamClient { [OperationContract(IsOneWay = true)] void ReceiveTeamData(List<Team> teamData); [OperationContract(IsOneWay = true, AsyncPattern=true)] IAsyncResult BeginReceiveGameData(GameData gameData, AsyncCallback callback, object state); void EndReceiveGameData(IAsyncResult result); } Listing 2. The IGameStreamClient interfaces defines client operations that a server can call.   The IGameStreamService interface is decorated with the standard ServiceContract attribute but also contains a value for the CallbackContract property.  This property is used to define the interface that the client will expose (IGameStreamClient in this example) and use to receive data pushed from the service. Notice that each OperationContract attribute in both interfaces sets the IsOneWay property to true. This means that the operation can be called and passed data as appropriate, however, no data will be passed back. Instead, data will be pushed back to the client as it’s available.  Looking through the IGameStreamService interface you can see that the client can request team data whereas the IGameStreamClient interface allows team and game data to be received by the client. One interesting point about the IGameStreamClient interface is the inclusion of the AsyncPattern property on the BeginReceiveGameData operation. I initially created this operation as a standard one way operation and it worked most of the time. However, as I disconnected clients and reconnected new ones game data wasn’t being passed properly. After researching the problem more I realized that because the service could take up to 7 seconds to return game data, things were getting hung up. By setting the AsyncPattern property to true on the BeginReceivedGameData operation and providing a corresponding EndReceiveGameData operation I was able to get around this problem and get everything running properly. I’ll provide more details on the implementation of these two methods later in this post. Once the interfaces were created I moved on to the game service class. The first order of business was to create a class that implemented the IGameStreamService interface. Since the service can be used by multiple clients wanting game data I added the ServiceBehavior attribute to the class definition so that I could set its InstanceContextMode to InstanceContextMode.Single (in effect creating a Singleton service object). Listing 3 shows the game service class as well as its fields and constructor.   [ServiceBehavior(ConcurrencyMode = ConcurrencyMode.Multiple, InstanceContextMode = InstanceContextMode.Single)] public class GameStreamService : IGameStreamService { object _Key = new object(); Game _Game = null; Timer _Timer = null; Random _Random = null; Dictionary<string, IGameStreamClient> _ClientCallbacks = new Dictionary<string, IGameStreamClient>(); static AsyncCallback _ReceiveGameDataCompleted = new AsyncCallback(ReceiveGameDataCompleted); public GameStreamService() { _Game = new Game(); _Timer = new Timer { Enabled = false, Interval = 2000, AutoReset = true }; _Timer.Elapsed += new ElapsedEventHandler(_Timer_Elapsed); _Timer.Start(); _Random = new Random(); }} Listing 3. The GameStreamService implements the IGameStreamService interface which defines a callback contract that allows the service class to push data back to the client. By implementing the IGameStreamService interface, GameStreamService must supply a GetTeamData() method which is responsible for supplying information about the teams that are playing as well as individual players.  GetTeamData() also acts as a client subscription method that tracks clients wanting to receive game data.  Listing 4 shows the GetTeamData() method. public void GetTeamData() { //Get client callback channel var context = OperationContext.Current; var sessionID = context.SessionId; var currClient = context.GetCallbackChannel<IGameStreamClient>(); context.Channel.Faulted += Disconnect; context.Channel.Closed += Disconnect; IGameStreamClient client; if (!_ClientCallbacks.TryGetValue(sessionID, out client)) { lock (_Key) { _ClientCallbacks[sessionID] = currClient; } } currClient.ReceiveTeamData(_Game.GetTeamData()); //Start timer which when fired sends updated score information to client if (!_Timer.Enabled) { _Timer.Enabled = true; } } Listing 4. The GetTeamData() method subscribes a given client to the game service and returns. The key the line of code in the GetTeamData() method is the call to GetCallbackChannel<IGameStreamClient>().  This method is responsible for accessing the calling client’s callback channel. The callback channel is defined by the IGameStreamClient interface shown earlier in Listing 2 and used by the server to communicate with the client. Before passing team data back to the client, GetTeamData() grabs the client’s session ID and checks if it already exists in the _ClientCallbacks dictionary object used to track clients wanting callbacks from the server. If the client doesn’t exist it adds it into the collection. It then pushes team data from the Game class back to the client by calling ReceiveTeamData().  Since the service simulates a basketball game, a timer is then started if it’s not already enabled which is then used to randomly send data to the client. When the timer fires, game data is pushed down to the client. Listing 5 shows the _Timer_Elapsed() method that is called when the timer fires as well as the SendGameData() method used to send data to the client. void _Timer_Elapsed(object sender, ElapsedEventArgs e) { int interval = _Random.Next(3000, 7000); lock (_Key) { _Timer.Interval = interval; _Timer.Enabled = false; } SendGameData(_Game.GetGameData()); } private void SendGameData(GameData gameData) { var cbs = _ClientCallbacks.Where(cb => ((IContextChannel)cb.Value).State == CommunicationState.Opened); for (int i = 0; i < cbs.Count(); i++) { var cb = cbs.ElementAt(i).Value; try { cb.BeginReceiveGameData(gameData, _ReceiveGameDataCompleted, cb); } catch (TimeoutException texp) { //Log timeout error } catch (CommunicationException cexp) { //Log communication error } } lock (_Key) _Timer.Enabled = true; } private static void ReceiveGameDataCompleted(IAsyncResult result) { try { ((IGameStreamClient)(result.AsyncState)).EndReceiveGameData(result); } catch (CommunicationException) { // empty } catch (TimeoutException) { // empty } } LIsting 5. _Timer_Elapsed is used to simulate time in a basketball game. When _Timer_Elapsed() fires the SendGameData() method is called which iterates through the clients wanting to be notified of changes. As each client is identified, their respective BeginReceiveGameData() method is called which ultimately pushes game data down to the client. Recall that this method was defined in the client callback interface named IGameStreamClient shown earlier in Listing 2. Notice that BeginReceiveGameData() accepts _ReceiveGameDataCompleted as its second parameter (an AsyncCallback delegate defined in the service class) and passes the client callback as the third parameter. The initial version of the sample application had a standard ReceiveGameData() method in the client callback interface. However, sometimes the client callbacks would work properly and sometimes they wouldn’t which was a little baffling at first glance. After some investigation I realized that I needed to implement an asynchronous pattern for client callbacks to work properly since 3 – 7 second delays are occurring as a result of the timer. Once I added the BeginReceiveGameData() and ReceiveGameDataCompleted() methods everything worked properly since each call was handled in an asynchronous manner. The final task that had to be completed to get the server working properly with HTTP Polling Duplex was adding configuration code into web.config. In the interest of brevity I won’t post all of the code here since the sample application includes everything you need. However, Listing 6 shows the key configuration code to handle creating a custom binding named pollingDuplexBinding and associate it with the service’s endpoint.   <bindings> <customBinding> <binding name="pollingDuplexBinding"> <binaryMessageEncoding /> <pollingDuplex maxPendingSessions="2147483647" maxPendingMessagesPerSession="2147483647" inactivityTimeout="02:00:00" serverPollTimeout="00:05:00"/> <httpTransport /> </binding> </customBinding> </bindings> <services> <service name="GameService.GameStreamService" behaviorConfiguration="GameStreamServiceBehavior"> <endpoint address="" binding="customBinding" bindingConfiguration="pollingDuplexBinding" contract="GameService.IGameStreamService"/> <endpoint address="mex" binding="mexHttpBinding" contract="IMetadataExchange" /> </service> </services>   Listing 6. Configuring an HTTP Polling Duplex binding in web.config and associating an endpoint with it. Calling the Service and Receiving “Pushed” Data Calling the service and handling data that is pushed from the server is a simple and straightforward process in Silverlight. Since the service is configured with a MEX endpoint and exposes a WSDL file, you can right-click on the Silverlight project and select the standard Add Service Reference item. After the web service proxy is created you may notice that the ServiceReferences.ClientConfig file only contains an empty configuration element instead of the normal configuration elements created when creating a standard WCF proxy. You can certainly update the file if you want to read from it at runtime but for the sample application I fed the service URI directly to the service proxy as shown next: var address = new EndpointAddress("http://localhost.:5661/GameStreamService.svc"); var binding = new PollingDuplexHttpBinding(); _Proxy = new GameStreamServiceClient(binding, address); _Proxy.ReceiveTeamDataReceived += _Proxy_ReceiveTeamDataReceived; _Proxy.ReceiveGameDataReceived += _Proxy_ReceiveGameDataReceived; _Proxy.GetTeamDataAsync(); This code creates the proxy and passes the endpoint address and binding to use to its constructor. It then wires the different receive events to callback methods and calls GetTeamDataAsync().  Calling GetTeamDataAsync() causes the server to store the client in the server-side dictionary collection mentioned earlier so that it can receive data that is pushed.  As the server-side timer fires and game data is pushed to the client, the user interface is updated as shown in Listing 7. Listing 8 shows the _Proxy_ReceiveGameDataReceived() method responsible for handling the data and calling UpdateGameData() to process it.   Listing 7. The Silverlight interface. Game data is pushed from the server to the client using HTTP Polling Duplex. void _Proxy_ReceiveGameDataReceived(object sender, ReceiveGameDataReceivedEventArgs e) { UpdateGameData(e.gameData); } private void UpdateGameData(GameData gameData) { //Update Score this.tbTeam1Score.Text = gameData.Team1Score.ToString(); this.tbTeam2Score.Text = gameData.Team2Score.ToString(); //Update ball visibility if (gameData.Action != ActionsEnum.Foul) { if (tbTeam1.Text == gameData.TeamOnOffense) { AnimateBall(this.BB1, this.BB2); } else //Team 2 { AnimateBall(this.BB2, this.BB1); } } if (this.lbActions.Items.Count > 9) this.lbActions.Items.Clear(); this.lbActions.Items.Add(gameData.LastAction); if (this.lbActions.Visibility == Visibility.Collapsed) this.lbActions.Visibility = Visibility.Visible; } private void AnimateBall(Image onBall, Image offBall) { this.FadeIn.Stop(); Storyboard.SetTarget(this.FadeInAnimation, onBall); Storyboard.SetTarget(this.FadeOutAnimation, offBall); this.FadeIn.Begin(); } Listing 8. As the server pushes game data, the client’s _Proxy_ReceiveGameDataReceived() method is called to process the data. In a real-life application I’d go with a ViewModel class to handle retrieving team data, setup data bindings and handle data that is pushed from the server. However, for the sample application I wanted to focus on HTTP Polling Duplex and keep things as simple as possible.   Summary Silverlight supports three options when duplex communication is required in an application including TCP bindins, sockets and HTTP Polling Duplex. In this post you’ve seen how HTTP Polling Duplex interfaces can be created and implemented on the server as well as how they can be consumed by a Silverlight client. HTTP Polling Duplex provides a nice way to “push” data from a server while still allowing the data to flow over port 80 or another port of your choice.   Sample Application Download

    Read the article

  • Xbox Live Traffic Light Tells You When It’s Game Time

    - by Jason Fitzpatrick
    Why log on to see if your friends are available for a game of Halo 3 when you can glance at this traffic-light-indicator to see if it’s go time? Courtesy of tinker and gamer AndrewF, this fun little hack combines a small traffic light, an Arduino board, and the Xbox live API to provide a real-time indicator of how many of your friends are online and gaming. When the light is red, nobody is available to play. Yellow and green indicate one and several of your friends are available. Hit up the link below to check out the parts list and project code. Xbox Live Traffic Lights [via Hack A Day] HTG Explains: How Antivirus Software Works HTG Explains: Why Deleted Files Can Be Recovered and How You Can Prevent It HTG Explains: What Are the Sys Rq, Scroll Lock, and Pause/Break Keys on My Keyboard?

    Read the article

  • Buffer cache spillover: only buffers

    - by Liu Maclean(???)
    ?????? (?database open)????recovery?redo??,??????????????????: > Buffer cache spillover: only 32768 of 117227 buffers available$ ????crash recovery?redo apply??????buffer cache,??buffer cache???recovery buffer? ?????recovery buffer,????????age out????????redo change??????????? ????????????recovery(???crash recovery??instance recovery),?????buffer cache ??????????????(recovery)???? ??????(lock claim phase),?????????buffer cache ??spillover??????(???swap)??????????????????,oracle???????redo change???????????buffer cache????????recovery buffer????????,???????????????????? ?????????????(spillover recovery)??????????????(?????????,?????????redo apply),???????????? ??????,??crash recovery???? buffer cache??????????; ?????????, ?????????????buffer cache????????,?????????????????????????,?????????????????db_cache_size???????,??alter database open??????(Buffer cache spillover: only 32768 of 117227 buffers available$),?????????????????? ????????buffer cache spillover,?????????10???????????????,????????alert.log 30??????????,?????spillover???hang,?????????OTN Ask Maclean

    Read the article

< Previous Page | 52 53 54 55 56 57 58 59 60 61 62 63  | Next Page >