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  • What are problems and pitfalls with a public facing Active Directory

    - by Ralph Shillington
    The situation that i'm faced with is this: We plan on using a number of server applications hosted on Amazon EC2 machines, mainly Microsoft Team Foundation Server. These services rely heavily on Active Directory. Since our servers are in the Amazon cloud it should go without saying (but I will) that all our users are remote. It seems that we can't setup VPN on our EC2 instance -- so the users will have to join the domain, directly over the internet then they'll be able to authenticate and once authenticated, use that token for accessing resources such as TFS. on the DC instance, I can shut down all ports, except those needed for joining/authenicating to the domain. I can also filter the IP on that machine to just those address that we are expecting our users to be at (it's a small group) On the web based application servers, I imagine all we need to open is port 80 (or 8080 in the case of TFS) One of the problems that I'm faced with is what domain name to use for this Active directory. Should I go with "ourDomainName.com" or "OurDomainName.local" If I choose the latter, does that not mean that I'll have to get all our users to change their DNS address to point to our server, so it can resolve the domain name (I guess I could also distribute a host file) Perhaps there is another alternative that I'm completely missing.

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  • Connecting to same public IP from different locations yields different results

    - by DHall
    Since yesterday I've been unable to access one of my favorite time-wasting sites, boston.com. It starts to load but then it gets redirected to pagesinxt or something like that. After some investigation, I've narrowed it down to an issue with cache.boston.com, but only from my work location. I found the IP (216.38.160.107) , but even that doesn't work correctly from here at work. When I do a telnet 216.38.160.107 80 GET http://cache.boston.com/universal/css/hp_bgcom.css from another location, I get a nice long CSS, as expected. From here, I get an error (trimmed for size): HTTP/1.1 400 Bad Request Your request could not be processed. Request could not be handled This could be caused by a misconfiguration, or possibly a malformed request. For assistance, contact your network support team. Is there any way I can troubleshoot this further on my end? Tracert doesn't tell me anything too useful: Tracing route to vwrpx1.ttn.xpc-mii.net [216.38.160.107] over a maximum of 30 hops: 1 * * * Request timed out. Since it's not really work-related, I don't really want to bring it up to our network team unless I know what's going on, or if there's some risk to the network (ex. malware or something)

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  • How to use public-key ssh authentication

    - by Poma
    I have 2 ubuntu 12.04 (beta) servers (node1 and node2) and want to establish passwordless root access between them. Other users should not have access to other boxes. Also note that ssh default port is changed to 220. Here's what I did: sudo -i cd /root/.ssh ssh-keygen -t rsa # with default name and empty password cat id_rsa.pub > authorized_keys then copied id_rsa & id_rsa.pub to node2 and added id_rsa.pub to authorized_keys. Both hosts have the same /root/.ssh/config file: Host node1 Hostname 1.2.3.4 Port 220 IdentityFile /root/.ssh/id_rsa Host node2 Hostname 5.6.7.8 Port 220 IdentityFile /root/.ssh/id_rsa Now the problem is that when I type ssh node2 it asks me for password. What may be the problem?

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  • Touchpad does not respond when I am holding key on the keyboard

    - by Tadeck
    I am experiencing strange problem with using my touchpad and keyboard simultaneously under Windows 7. I have HP tx2550ew (convertible tablet), and when I hold some key under Windows 7 (eg. space, a, s etc.), the touchpad seems to be blocking. I spotted this while playing Counter Strike. I am not playing much games, and I haven't been playing CS since January, so I am not sure when it started behaving like that. I have tested it also outside the game - when I hold space (eg. when on some web page and entering text into input field) or some letter key, the cursor is not able to move. The problem seems to not be occuring when I hold Shift, Ctrl nor Alt. Did any of you experience similar problem? Do you know what may have caused this? Is there any way I could check what is wrong with my laptop? I have been looking for a solution, but it seems I haven't been looking in right places. This is why I ask question here. Ps. I am unable to test whether this is touchpad-specific, because I have no mouse at my disposal at the moment (got used to touchpad so much I even find it more efficient and haven't been using a mouse with my laptop for months).

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  • Routing public IPs (each a /32) through a VPN to another server

    - by Lee S
    Hopefully the title makes sense; I have a server currently in a colo facility, with many IP addresses routed to it. They are individual IPs and not in a contiguous block. Due to vastly improved connectivity (fibre) at home I am slowly bringing my infrastructure in-house for managability and eventually, cost savings. What I would like to do though is use the IP addresses allocated to my existing server, at home. I have an IP block allocated to me on my new ISP connection, but for a couple of reasons I'd like to make use of the colo ones for now: Ease of transition - lots of domains, dns, hard-coded IPs in programs, etc. Connectivity fallback. If my primary line goes down and switches to fallback 1 (dsl) or fallback 2 (4G), I lose access to the ISP-allocated IP block of IPs that are only presented on the primary WAN interface. What I'd like to achieve is my home virtualisation server (Proxmox/Debian-based) "dials in" to the colo server in the colo facility (also Proxmox/Debian) via VPN or similar, and gets to make use of the IP addresses that currently terminate on the colo box. If the primary connection to my ISP goes down and one of the fallback routes kicks in, the VPN tunnel will just time out and then be re-established on the backup connection instead. I'm sure this is doable, but I have no idea how. I'm not afraid to get my hands dirty, I just don't really know where to start?

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  • nginx public webdav server

    - by Gert Cuykens
    Can you check the user group from a $remote_user? location ~ ^/home/(.*)$ { alias /home/$remote_user/$1; auth_pam "Restricted"; auth_pam_service_name "nginx"; dav_methods PUT DELETE MKCOL COPY MOVE; dav_access group:rw all:r; create_full_put_path on; } location ~ ^/get/(.*)$ { alias /home/$1; #check the group of the $remote_user; } curl -T test.txt 'http://gert:[email protected]/home/' curl 'http://friend:[email protected]/get/gert/test.txt'

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  • Accessing locally hosted webpage via public IP

    - by Mk12
    Sorry if this is in the wrong place.I don't really know anything about server-related things, but I'm really curious about this. On my mac I figured out how to make a simple web page viewable via the local ip address or computer name on the LAN, and also how to hook it up with a free hostname from dyndns.com. So the dyndns hostname points to something, how can I access it directly? Typing in the global ip address (of the router) doesn't work, but if it did, how would it know which computer to point to? There must be some way of directly accessing what dyndns hostname points to by typing in some number, right? Sorry I don't really understand how it works.

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  • Is this a legitimate registry key? (windows 7)

    - by Keyes
    In hkey_local_machine/software/classes I found some registry keys named msime.taiwan, msime.japan and a couple others with similar names, except with a number at the end of, so there was 4 keys altogether. From what I know itmcoulc be associated with a thing in windows that lets you write japanese characters or whatever. I also found a macaffee page, , which seemed dated but it said the key is created by a virus named w32 virut. Just wondering is this a legit key? I found it on another pc and both pcs show when exported to a .txt show it was last written to in 2009. Here is the reg query for the 4 keys. (added lines to differentiate them.) HKEY_LOCAL_MACHINE\Software\Classes\MSIME.Japan (Default) REG_SZ Microsoft IME (Japanese) HKEY_LOCAL_MACHINE\Software\Classes\MSIME.Japan\CLSID (Default) REG_SZ {6A91029E-AA49-471B-AEE7-7D332785660D} HKEY_LOCAL_MACHINE\Software\Classes\MSIME.Japan\CurVer (Default) REG_SZ MSIME.Japan.11 HKEY_LOCAL_MACHINE\Software\Classes\MSIME.Japan.11 (Default) REG_SZ Microsoft IME (Japanese) HKEY_LOCAL_MACHINE\Software\Classes\MSIME.Japan.11\CLSID (Default) REG_SZ {6A91029E-AA49-471B-AEE7-7D332785660D} HKEY_LOCAL_MACHINE\Software\Classes\MSIME.Taiwan\CLSID (Default) REG_SZ {F407D01A-0BCB-4591-9BD6-EA4A71DF0799} HKEY_LOCAL_MACHINE\Software\Classes\MSIME.Taiwan\CurVer (Default) REG_SZ MSIME.Taiwan.8 HKEY_LOCAL_MACHINE\Software\Classes\MSIME.Taiwan.8 (Default) REG_SZ IMTCCORE HKEY_LOCAL_MACHINE\Software\Classes\MSIME.Taiwan.8\CLSID (Default) REG_SZ {F407D01A-0BCB-4591-9BD6-EA4A71DF0799}

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  • Can not connect to service with my public IP, only with localhost

    - by Sanoj
    I have installed Linux Mint 8 (based on ubuntu). And I have setup a webserver on port 8098. I can connect to my webserver with http://127.0.0.1:8098, but when I try to connect to http://192.168.1.107:8098 from the same machine or another machine it doesn't work. How can I get this working? Is there any default firewall settings that I have to change?

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  • User for Public Network

    - by user71604
    my computer can catch the signal for many Access Points for the same network, while the network has problem with internet connection in some APs and it's working in others "all APs have the same SSID" Please advice if as i user i can force my computer to connect with specific AP neither than to go with the one with higher power (through MAC adress or IP)?. I am sure that my computer catch more than 10 signals for APs"All with same SSID". I am using windows 7 home primume 64 bit. as a user i dont have access to the AP config.

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  • FTP blocked by firewall on windows 8.1 update 1 public network

    - by amik
    I've recently upgraded to Windows 8.1 u1. I connect to VPN to one of my projects, over which I connect to FTP server (using Total Commander 8.51a). Now, when I try to connect, Total Commander hangs on "Download" (in case of passive connection on "PASV" command). I've figured out that the problem is somehow caused by firewall, because it works if I disable firewall or I set the VPN network location to "private" (which I don't want, it is not enough trusted network for me) I tried to add total commander to firewall exception for total commander, both to inbound and outbound rule, but with no success. I have no more ideas how to configure the firewall to make FTP work properly, can you plese help me? thanks in advance.

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  • recommendations for public facing file server

    - by Seaweed
    I've been asked to setup a server for exchanging non-critical company data e.g. marketing PDF's etc. Can anyone recommend a Linux-based solution I can use? We're looking for something with a really simple GUI front end here... I've already setup SFTP but they found the process 'too-techy'. Any ideas would be really welcome... Thanks!

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  • Incoming traffic while on public network

    - by zvikico
    I'm developing a web app and I need to be able to get incoming traffic from 3rd party services I use. This is a classic webhooks situation: I send a request with a return address and receive the response (via HTTP) some time later to the given address. The simple solution would be to provide my external IP address and forward the incoming traffic from the router to my machine. However, I'm working in a large office and I cannot control the router configuration. I'm looking for a different way to achieve that. I do have servers online. I can have a daemon running on one of those servers, which will handle the incoming traffic. I can run a parallel daemon on my machine, which will keep an open connection with the remote daemon (over ssh preferred) and when an inbound traffic is received by the remote, it will send it to the local, which will send it to the correct port on my machine, as if it was received in the natural way. Is there any ready-made solution for that? PS. I'm on OS X and my server is Ubuntu. Thanks, zvikico

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  • NHibernate Legacy Database Mappings Impossible?

    - by Corey Coogan
    I'm hoping someone can help me with mapping a legacy database. The problem I'm describing here has plagued others, yet I was unable to find a real good solution around the web. DISCLAIMER: this is a legacy DB. I have no control over the composite keys. They suck and can't be changed no matter much you tell me they suck. I have 2 tables, both with composite keys. One of the keys from one table is used as part of the key to get a collection from the other table. In short, the keys don't fully match between the table. ClassB is used everywhere I would like to avoid adding properties for the sake of this mapping if possible. public class ClassA { //[PK] public string SsoUid; //[PK] public string PolicyNumber; public IList<ClassB> Others; //more properties.... } public class ClassB { //[PK] public string PolicyNumber; //[PK] public string PolicyDateTime; //more properties } I want to get an instance of ClassA and get all ClassB rows that match PolicyNumber. I am trying to get something going with a one-to-many, but I realize that this may technically be a many-to-many that I am just treating as one-to-many. I've tried using an association class but didn't get far enough to see if it works. I'm new to these more complex mappings and am looking for advice. I'm open to pretty much any ideas. Thanks, Corey

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  • Stopping the animation after you let go of a key

    - by Michael Zeuner
    What I have right now is an animation that starts when I press space: if(input.isKeyDown(Input.KEY_SPACE)) player = movingRightSwingingSword; However when I stop clicking space my animation continues. until I move my player, how do I make it so it stops the animation right when you let go of space? A few lines Animation player, movingUp, movingDown, movingLeft, movingRight, movingRightSwingingSword; int[] duration = {200,200}; public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { Image[] attackRight = {new Image("res/buckysRightSword1.png"), new Image("res/buckysRightSword2.png")}; movingRightSwingingSword = new Animation(attackRight, duration, true); } public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { if(input.isKeyDown(Input.KEY_SPACE)) player = movingRightSwingingSword; } Full Code package javagame; import org.newdawn.slick.*; import org.newdawn.slick.state.*; public class Play extends BasicGameState { Animation player, movingUp, movingDown, movingLeft, movingRight, movingRightSwingingSword; Image worldMap; boolean quit = false; int[] duration = {200,200}; float playerPositionX = 0; float playerPositionY = 0; float shiftX = playerPositionX + 320; float shiftY = playerPositionY + 160; public Play(int state) { } public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { worldMap = new Image("res/world.png"); Image[] walkUp = {new Image("res/buckysBack.png"), new Image("res/buckysBack.png")}; Image[] walkDown = {new Image("res/buckysFront.png"), new Image("res/buckysFront.png")}; Image[] walkLeft = {new Image("res/buckysLeft.png"), new Image("res/buckysLeft.png")}; Image[] walkRight = {new Image("res/buckysRight.png"), new Image("res/buckysRight.png")}; Image[] attackRight = {new Image("res/buckysRightSword1.png"), new Image("res/buckysRightSword2.png")}; movingUp = new Animation(walkUp, duration, false); movingDown = new Animation(walkDown, duration, false); movingLeft = new Animation(walkLeft, duration, false); movingRight = new Animation(walkRight, duration, false); //doesnt work! vvv movingRightSwingingSword = new Animation(attackRight, duration, true); player = movingDown; } public void render(GameContainer gc, StateBasedGame sbg, Graphics g) throws SlickException { worldMap.draw(playerPositionX, playerPositionY); player.draw(shiftX, shiftY); g.drawString("Player X: " + playerPositionX + "\nPlayer Y: " + playerPositionY, 400, 20); if (quit == true) { g.drawString("Resume (R)", 250, 100); g.drawString("MainMenu (M)", 250, 150); g.drawString("Quit Game (Q)", 250, 200); if (quit==false) { g.clear(); } } } public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { Input input = gc.getInput(); if(input.isKeyDown(Input.KEY_UP)) { player = movingUp; playerPositionY += delta * .1f; if(playerPositionY>162) playerPositionY -= delta * .1f; } if(input.isKeyDown(Input.KEY_DOWN)) { player = movingDown; playerPositionY -= delta * .1f; if(playerPositionY<-600) playerPositionY += delta * .1f; } if(input.isKeyDown(Input.KEY_RIGHT)) { player = movingRight; playerPositionX -= delta * .1f; if(playerPositionX<-840) playerPositionX += delta * .1f; } if(input.isKeyDown(Input.KEY_LEFT)) { player = movingLeft; playerPositionX += delta * .1f; if(playerPositionX>318) playerPositionX -= delta * .1f; } if(input.isKeyDown(Input.KEY_SPACE)) player = movingRightSwingingSword; if(input.isKeyDown(Input.KEY_ESCAPE)) quit = true; if(input.isKeyDown(Input.KEY_R)) if (quit == true) quit = false; if(input.isKeyDown(Input.KEY_M)) if (quit == true) {sbg.enterState(0); quit = false;} if(input.isKeyDown(Input.KEY_Q)) if (quit == true) System.exit(0); } public int getID() { return 1; } }

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  • How to present a stable data model in a public API that allows internal data structures to be changed without breaking the public view of the data?

    - by Max Palmer
    I am in the process of developing an application that allows users to write C# scripts. These scripts allow users to call selected methods and to access and manipulate data in a document. This works well, however, in the development version, scripts access the document's (internal) data structures directly. This means that if we were to change the internal data model/structure, there is a good chance that someone's script will no longer compile. We obviously want to prevent this breaking change from happening, but still want to allow the user to write sensible C# code (whilst not restricting how we develop our internal data model as a result). We therefore need to decouple our scripting API and its data structures from our internal methods and data structures. We've a few ideas as to how we might allow the user to access a what is effectively a stable public version of the document's internal data*, but I wanted to throw the question out there to someone who might have some real experience of this problem. NB our internal document's data structure is quite complex and it could be quite difficult to wrap. We know we want to expose as little as possible in our public API, especially as once it's out there, it's out there for good. Can anyone help? How do scripting languages / APIs decouple their public API and data structures from their internal data structures? Is there no real alternative to having to write a complex interaction layer? If we need to do this, what's a good approach or pattern for wrapping complex data structures that include nested objects, including collections? I've looked at the API facade pattern, which looks like it's trying to address these kinds of issues, but are there alternatives? *One idea is to build a data facade that is kept stable across versions of our application. The facade exposes a set of facade data objects that are used in the script code. These maintain backwards compatibility and wrap access to our internal document's data model.

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  • Dependency Inversion Principle

    - by Chris Paine
    I have been studying also S.O.L.I.D. and watched this video: https://www.youtube.com/watch?v=huEEkx5P5Hs 01:45:30 into the video he talks about the Dependency Inversion Principle and I am scratching my head??? I had to simplify it(if possible) to get it through this thick scull of mine and here is what I came up with. Code on the marked My_modified_code my version, code marked Original DIP video version. Can I accomplish the same with the latter code? Thanks in advance. Original: namespace simple.main { class main { static void Main() { FirstClass FirstClass = new FirstClass(new OtherClass()); FirstClass.Method(); Console.ReadKey(); //tempClass temp = new OtherClass(); //temp.Method(); } } public class FirstClass { private tempClass _LastClass; public FirstClass(tempClass tempClass)//ctor { _LastClass = tempClass; } public void Method() { _LastClass.Method(); } } public abstract class tempClass{public abstract void Method();} public class LASTCLASS : tempClass { public override void Method() { Console.WriteLine("\nHello World!"); } } public class OtherClass : tempClass { public override void Method() { Console.WriteLine("\nOther World!"); } } } My_modified_code: namespace simple.main { class main { static void Main() { //FirstClass FirstClass = new FirstClass(new OtherClass()); //FirstClass.Method(); //Console.ReadKey(); tempClass temp = new OtherClass(); temp.Method(); } } //public class FirstClass //{ // private tempClass _LastClass; // public FirstClass(tempClass tempClass)//ctor // { // _LastClass = tempClass; // } // public void Method() // { // _LastClass.Method(); // } //} public abstract class tempClass{public abstract void Method();} public class LASTCLASS : tempClass { public override void Method() { Console.WriteLine("\nHello World!"); } } public class OtherClass : tempClass { public override void Method() { Console.WriteLine("\nOther World!"); } }

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  • public key email encryption

    - by anatak
    Who has their email fully encrypted ? I would like to encrypt my email but I am not sure how to start. If I use encrypted email and I send an email to someone who does not encrypt his email how can the receiver read the email ? What email client would you recommend to run on a windows systems for encrypted email ? I am using Thunderbird at the moment. As I understand you have to generate 2 keys (one public and one private) but how do you generate this key? I also think that you have to put your key somewhere to download but I don't understand how you can trust the downloaded keys. Any links to a good (not too complicated) guide about the working an implementing of email encryption would be very much appreciated. kind regards wim hendrix anatak

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  • Encrypting Files with AES, Encrypting Key with RSA - Am I on the right track?

    - by Shawn Steward
    Overview: I'm trying to design an application that will encrypt files to safely send through the mail. I'm planning on using AES/RijndaelManaged encryption from .Net to encrypt the files initially, using a randomly generated key using RNGCryptoServiceProvider. I'm then encrypting this random AES key with a RSA Public key. The receiver of the data is the only one with the RSA Private key to decrypt it. My question: Is this the proper way to do something like this? If so, is it safe to send this RSA-Encrypted key with the data since it requires the private key to decrypt? Also - when having the end user generate their Public/Private key pair, what is the best way to save the Private key? I do not want it to be only accessible from one machine, so I am trying to avoid using the user's key store. But MSDN says it is not safe to save the key to a file, so how else can you accomplish this?

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  • free public databases with non-trivial table structures?

    - by Caffeine Coma
    I'm looking for some sample database data that I can use for testing and demonstrating a DB tool I am working on. I need a DB that has (preferably) many tables, and many foreign key relationships between the tables. Ideally the data would be in SQL dump format, or at least in something that maintains the foreign key references, and could be easily import into an RDBMS (MySQL or H2). The dataset itself doesn't have to be huge (in fact, best if it's not). I thought about using the Stackoverflow Data Dump, but it's only about 5 tables.

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  • What does it means? [c#]

    - by masoud ramezani
    If we define a property as public property and in this property we have a protected getter. what does it means? if property is public, what does defining a protected getter for that, means? please see below code: public ISessionFactory SessionFactory { protected get { return sessionFactory; } set { sessionFactory = value; } }

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  • Ball bouncing at a certain angle and efficiency computations

    - by X Y
    I would like to make a pong game with a small twist (for now). Every time the ball bounces off one of the paddles i want it to be under a certain angle (between a min and a max). I simply can't wrap my head around how to actually do it (i have some thoughts and such but i simply cannot implement them properly - i feel i'm overcomplicating things). Here's an image with a small explanation . One other problem would be that the conditions for bouncing have to be different for every edge. For example, in the picture, on the two small horizontal edges i do not want a perfectly vertical bounce when in the middle of the edge but rather a constant angle (pi/4 maybe) in either direction depending on the collision point (before the middle of the edge, or after). All of my collisions are done with the Separating Axes Theorem (and seem to work fine). I'm looking for something efficient because i want to add a lot of things later on (maybe polygons with many edges and such). So i need to keep to a minimum the amount of checking done every frame. The collision algorithm begins testing whenever the bounding boxes of the paddle and the ball intersect. Is there something better to test for possible collisions every frame? (more efficient in the long run,with many more objects etc, not necessarily easy to code). I'm going to post the code for my game: Paddle Class public class Paddle : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private bool keybEnabled; private bool isLeftPaddle; private Texture2D paddleSprite; private Vector2 paddlePosition; private float paddleSpeedY; private Vector2 paddleScale = new Vector2(1f, 1f); private const float DEFAULT_Y_SPEED = 150; private Vector2[] Normals2Edges; private Vector2[] Vertices = new Vector2[4]; private List<Vector2> lst = new List<Vector2>(); private Vector2 Edge; #endregion #region Properties public float Speed { get {return paddleSpeedY; } set { paddleSpeedY = value; } } public Vector2[] Normal2EdgesVector { get { NormalsToEdges(this.isLeftPaddle); return Normals2Edges; } } public Vector2[] VertexVector { get { return Vertices; } } public Vector2 Scale { get { return paddleScale; } set { paddleScale = value; NormalsToEdges(this.isLeftPaddle); } } public float X { get { return paddlePosition.X; } set { paddlePosition.X = value; } } public float Y { get { return paddlePosition.Y; } set { paddlePosition.Y = value; } } public float Width { get { return (Scale.X == 1f ? (float)paddleSprite.Width : paddleSprite.Width * Scale.X); } } public float Height { get { return ( Scale.Y==1f ? (float)paddleSprite.Height : paddleSprite.Height*Scale.Y ); } } public Texture2D GetSprite { get { return paddleSprite; } } public Rectangle Boundary { get { return new Rectangle((int)paddlePosition.X, (int)paddlePosition.Y, (int)this.Width, (int)this.Height); } } public bool KeyboardEnabled { get { return keybEnabled; } } #endregion private void NormalsToEdges(bool isLeftPaddle) { Normals2Edges = null; Edge = Vector2.Zero; lst.Clear(); for (int i = 0; i < Vertices.Length; i++) { Edge = Vertices[i + 1 == Vertices.Length ? 0 : i + 1] - Vertices[i]; if (Edge != Vector2.Zero) { Edge.Normalize(); //outer normal to edge !! (origin in top-left) lst.Add(new Vector2(Edge.Y, -Edge.X)); } } Normals2Edges = lst.ToArray(); } public float[] ProjectPaddle(Vector2 axis) { if (Vertices.Length == 0 || axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, Vertices[0]); max = min; for (int i = 1; i < Vertices.Length; i++) { float p = Vector2.Dot(axis, Vertices[i]); if (p < min) min = p; else if (p > max) max = p; } return (new float[2] { min, max }); } public Paddle(Game game, bool isLeftPaddle, bool enableKeyboard = true) : base(game) { contentManager = new ContentManager(game.Services); keybEnabled = enableKeyboard; this.isLeftPaddle = isLeftPaddle; } public void setPosition(Vector2 newPos) { X = newPos.X; Y = newPos.Y; } public override void Initialize() { base.Initialize(); this.Speed = DEFAULT_Y_SPEED; X = 0; Y = 0; NormalsToEdges(this.isLeftPaddle); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleSprite = contentManager.Load<Texture2D>(@"Content\pongBar"); } public override void Update(GameTime gameTime) { //vertices array Vertices[0] = this.paddlePosition; Vertices[1] = this.paddlePosition + new Vector2(this.Width, 0); Vertices[2] = this.paddlePosition + new Vector2(this.Width, this.Height); Vertices[3] = this.paddlePosition + new Vector2(0, this.Height); // Move paddle, but don't allow movement off the screen if (KeyboardEnabled) { float moveDistance = Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState newKeyState = Keyboard.GetState(); if (newKeyState.IsKeyDown(Keys.Down) && Y + paddleSprite.Height + moveDistance <= Game.GraphicsDevice.Viewport.Height) { Y += moveDistance; } else if (newKeyState.IsKeyDown(Keys.Up) && Y - moveDistance >= 0) { Y -= moveDistance; } } else { if (this.Y + this.Height > this.GraphicsDevice.Viewport.Height) { this.Y = this.Game.GraphicsDevice.Viewport.Height - this.Height - 1; } } base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Texture,null); spriteBatch.Draw(paddleSprite, paddlePosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Ball Class public class Ball : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private const float DEFAULT_SPEED = 50; private float speedIncrement = 0; private Vector2 ballScale = new Vector2(1f, 1f); private const float INCREASE_SPEED = 50; private Texture2D ballSprite; //initial texture private Vector2 ballPosition; //position private Vector2 centerOfBall; //center coords private Vector2 ballSpeed = new Vector2(DEFAULT_SPEED, DEFAULT_SPEED); //speed #endregion #region Properties public float DEFAULTSPEED { get { return DEFAULT_SPEED; } } public Vector2 ballCenter { get { return centerOfBall; } } public Vector2 Scale { get { return ballScale; } set { ballScale = value; } } public float SpeedX { get { return ballSpeed.X; } set { ballSpeed.X = value; } } public float SpeedY { get { return ballSpeed.Y; } set { ballSpeed.Y = value; } } public float X { get { return ballPosition.X; } set { ballPosition.X = value; } } public float Y { get { return ballPosition.Y; } set { ballPosition.Y = value; } } public Texture2D GetSprite { get { return ballSprite; } } public float Width { get { return (Scale.X == 1f ? (float)ballSprite.Width : ballSprite.Width * Scale.X); } } public float Height { get { return (Scale.Y == 1f ? (float)ballSprite.Height : ballSprite.Height * Scale.Y); } } public float SpeedIncreaseIncrement { get { return speedIncrement; } set { speedIncrement = value; } } public Rectangle Boundary { get { return new Rectangle((int)ballPosition.X, (int)ballPosition.Y, (int)this.Width, (int)this.Height); } } #endregion public Ball(Game game) : base(game) { contentManager = new ContentManager(game.Services); } public void Reset() { ballSpeed.X = DEFAULT_SPEED; ballSpeed.Y = DEFAULT_SPEED; ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } public void SpeedUp() { if (ballSpeed.Y < 0) ballSpeed.Y -= (INCREASE_SPEED + speedIncrement); else ballSpeed.Y += (INCREASE_SPEED + speedIncrement); if (ballSpeed.X < 0) ballSpeed.X -= (INCREASE_SPEED + speedIncrement); else ballSpeed.X += (INCREASE_SPEED + speedIncrement); } public float[] ProjectBall(Vector2 axis) { if (axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, this.ballCenter) - this.Width/2; //center - radius max = min + this.Width; //center + radius return (new float[2] { min, max }); } public void ChangeHorzDirection() { ballSpeed.X *= -1; } public void ChangeVertDirection() { ballSpeed.Y *= -1; } public override void Initialize() { base.Initialize(); ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); ballSprite = contentManager.Load<Texture2D>(@"Content\ball"); } public override void Update(GameTime gameTime) { if (this.Y < 1 || this.Y > GraphicsDevice.Viewport.Height - this.Height - 1) this.ChangeVertDirection(); centerOfBall = new Vector2(ballPosition.X + this.Width / 2, ballPosition.Y + this.Height / 2); base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(ballSprite, ballPosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Main game class public class gameStart : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public gameStart() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.Window.Title = "Pong game"; } protected override void Initialize() { ball = new Ball(this); paddleLeft = new Paddle(this,true,false); paddleRight = new Paddle(this,false,true); Components.Add(ball); Components.Add(paddleLeft); Components.Add(paddleRight); this.Window.AllowUserResizing = false; this.IsMouseVisible = true; this.IsFixedTimeStep = false; this.isColliding = false; base.Initialize(); } #region MyPrivateStuff private Ball ball; private Paddle paddleLeft, paddleRight; private int[] bit = { -1, 1 }; private Random rnd = new Random(); private int updates = 0; enum nrPaddle { None, Left, Right }; private nrPaddle PongBar = nrPaddle.None; private ArrayList Axes = new ArrayList(); private Vector2 MTV; //minimum translation vector private bool isColliding; private float overlap; //smallest distance after projections private Vector2 overlapAxis; //axis of overlap #endregion protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleLeft.setPosition(new Vector2(0, this.GraphicsDevice.Viewport.Height / 2 - paddleLeft.Height / 2)); paddleRight.setPosition(new Vector2(this.GraphicsDevice.Viewport.Width - paddleRight.Width, this.GraphicsDevice.Viewport.Height / 2 - paddleRight.Height / 2)); paddleLeft.Scale = new Vector2(1f, 2f); //scale left paddle } private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] <= circle[0] || circle[1] <= pad[0]) { return false; } if (pad[1] - circle[0] < circle[1] - pad[0]) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax; } } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * overlap; } return true; } protected override void Update(GameTime gameTime) { updates += 1; float ftime = 5 * (float)gameTime.ElapsedGameTime.TotalSeconds; if (updates == 1) { isColliding = false; int Xrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; int Yrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; ball.SpeedX = Xrnd * ball.SpeedX; ball.SpeedY = Yrnd * ball.SpeedY; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } else { updates = 100; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } //autorun :) paddleLeft.Y = ball.Y; //collision detection PongBar = nrPaddle.None; if (ball.Boundary.Intersects(paddleLeft.Boundary)) { PongBar = nrPaddle.Left; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleLeft.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleLeft.VertexVector, ball.ballCenter)); } } else if (ball.Boundary.Intersects(paddleRight.Boundary)) { PongBar = nrPaddle.Right; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleRight.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleRight.VertexVector, ball.ballCenter)); } } if (PongBar != nrPaddle.None && !isColliding) switch (PongBar) { case nrPaddle.Left: if (ShapesIntersect(paddleLeft, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; case nrPaddle.Right: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; default: break; } if (!ShapesIntersect(paddleRight, ball) && !ShapesIntersect(paddleLeft, ball)) isColliding = false; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; //check ball movement if (ball.X > paddleRight.X + paddleRight.Width + 2) { //IncreaseScore(Left); ball.Reset(); updates = 0; return; } else if (ball.X < paddleLeft.X - 2) { //IncreaseScore(Right); ball.Reset(); updates = 0; return; } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Aquamarine); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.End(); base.Draw(gameTime); } } And one method i've used: public static Vector2 NormAxisFromCircle2ClosestVertex(Vector2[] vertices, Vector2 circle) { Vector2 temp = Vector2.Zero; if (vertices.Length > 0) { float dist = (circle.X - vertices[0].X) * (circle.X - vertices[0].X) + (circle.Y - vertices[0].Y) * (circle.Y - vertices[0].Y); for (int i = 1; i < vertices.Length;i++) { if (dist > (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y)) { temp = vertices[i]; //memorize the closest vertex dist = (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y); } } temp = circle - temp; temp.Normalize(); } return temp; } Thanks in advance for any tips on the 4 issues. EDIT1: Something isn't working properly. The collision axis doesn't come out right and the interpolation also seems to have no effect. I've changed the code a bit: private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] < circle[0] || circle[1] < pad[0]) { return false; } if (Math.Abs(pad[1] - circle[0]) < Math.Abs(circle[1] - pad[0])) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax * (-1); } //to get the proper axis } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * Math.Abs(overlap); } return true; } And part of the Update method: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) { ball.X += MTV.X; ball.Y += MTV.Y; } //test if (overlapAxis.X == 0) //collision with horizontal edge { } else if (overlapAxis.Y == 0) //collision with vertical edge { float factor = Math.Abs(ball.ballCenter.Y - paddleRight.Y) / paddleRight.Height; if (factor > 1) factor = 1f; if (overlapAxis.X < 0) //left edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(-1, -3), new Vector2(-1, 3), factor)))); else //right edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(1, -3), new Vector2(1, 3), factor)))); } else //vertex collision??? { ball.Speed = -ball.Speed; } } What seems to happen is that "overlapAxis" doesn't always return the right one. So instead of (-1,0) i get the (1,0) (this happened even before i multiplied with -1 there). Sometimes there isn't even a collision registered even though the ball passes through the paddle... The interpolation also seems to have no effect as the angles barely change (or the overlapAxis is almost never (-1,0) or (1,0) but something like (0.9783473, 0.02743843)... ). What am i missing here? :(

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