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  • Fortigate restrict traffic through one external IP

    - by Tom O'Connor
    I've got a fortigate 400A at a client's site. They've got a /26 from British Telecom, and we're using 4 of those IPs as a NAT Pool. Is there a way to say that traffic from 172.18.4.40-45 can only ever come out of (and hence go back into) x.x.x.140 as the external IP? We're having some problems with SIP which looks like it's coming out of one, and trying to go back into another. I tried enabling asymmetric routing, didn't work. I tried setting a VIP, but even when I did that, it didn't appear to do anything. Any ideas? I can probably post some firewall snippets if need be.. Tell me what you want to see. SIP ALG config system settings set sip-helper disable set sip-nat-trace disable set sip-tcp-port 5061 set sip-udp-port 5061 set multicast-forward enable end Interesting Sidenote VoIP phones, with no special configuration can register fine to proxy.sipgate.co.uk, which has an IP address of 217.10.79.16. Which is cool. Two phones are using a different provider, whose proxy IP address is 178.255.x.x. These phones can register for outbound, but inbound INVITEs never make it to the phone. Is it possible that the Fortigate is having trouble with 178.255.x.x as it's got a 255 in it? Or am I just imagining things?

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  • iptables, blocking large numbers of IP Addresses

    - by Twirrim
    I'm looking to block IP addresses in a relatively automated fashion if they look to be 'screen scraping' content from websites that we host. In the past this was achieved by some ingenious perl scripts and OpenBSD's pf. pf is great in that you can provide it nice tables of IP addresses and it will efficiently handle blocking based on them. However for various reasons (before my time) they made the decision to switch to CentOS. iptables doesn't natively provide the ability to block large numbers of addresses (I'm told it wasn't unusual to be blocking 5000+), and I'm a bit cautious over adding that many rules into an iptable. ipt_recent would be awesome for doing this, plus it provides a lot of flexibility for just severely slowing down access, but there is a bug in the CentOS kernel that is stopping me from using it (reported, but awaiting fix). Using ipset would entail compiling a more up-to-date version of iptables than comes with CentOS which whilst I'm perfectly capable of doing it, I'd rather not do from a patching, security and consistency perspective. Other than those two it looks like nfblock is a reasonable alternative. Is anyone aware of other ways of achieving this? Are my concerns about several thousand IP addresses in iptables as individual rules unfounded?

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  • Samba access works with IP address only

    - by Sebastian Rittau
    I added a Debian etch host (hostname: webserver, IP address: 192.168.101.2) running Samba to a Windows network with a Windows 2003 PDC (IP address 192.168.101.3). The Samba server exports a public guest share, called "Intranet". The server shows up fine in the network, but trying to click on it produces an error dialog, stating I don't have the necessary permissions. So does entering \webserver manually and using \webserver\internet states that the path does not exist. Interestingly, accessing the share by IP address (\192.168.101.2 or \192.168.101.2\intranet) works fine. DNS is configured correctly, and "smbclient //webserver/intranet" on another Linux client works fine. One complicating issue is that the webserver is only a VMware virtual machine running on PDC server. Here is our smb.conf: [global] workgroup = Foobar server string = Webserver wins support = yes ; commenting out these wins server = 192.168.101.3 ; two lines has no effect dns proxy = no guest account = nobody [... snipped some unrelated bits, like logging ...] security = share [... snipped some password-related things ...] domain master = no [intranet] comment = Intranet path = /srv/webserver/contents browseable = yes guest ok = yes guest only = yes read only = yes create mask = 0775 directory mask = 0775

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  • ASP.NET MVC 3 Hosting :: How to Deploy Web Apps Using ASP.NET MVC 3, Razor and EF Code First - Part I

    - by mbridge
    First, you can download the source code from http://efmvc.codeplex.com. The following frameworks will be used for this step by step tutorial. public class Category {     public int CategoryId { get; set; }     [Required(ErrorMessage = "Name Required")]     [StringLength(25, ErrorMessage = "Must be less than 25 characters")]     public string Name { get; set;}     public string Description { get; set; }     public virtual ICollection<Expense> Expenses { get; set; } } Expense Class public class Expense {             public int ExpenseId { get; set; }            public string  Transaction { get; set; }     public DateTime Date { get; set; }     public double Amount { get; set; }     public int CategoryId { get; set; }     public virtual Category Category { get; set; } }    Define Domain Model Let’s create domain model for our simple web application Category Class We have two domain entities - Category and Expense. A single category contains a list of expense transactions and every expense transaction should have a Category. In this post, we will be focusing on CRUD operations for the entity Category and will be working on the Expense entity with a View Model object in the later post. And the source code for this application will be refactored over time. The above entities are very simple POCO (Plain Old CLR Object) classes and the entity Category is decorated with validation attributes in the System.ComponentModel.DataAnnotations namespace. Now we want to use these entities for defining model objects for the Entity Framework 4. Using the Code First approach of Entity Framework, we can first define the entities by simply writing POCO classes without any coupling with any API or database library. This approach lets you focus on domain model which will enable Domain-Driven Development for applications. EF code first support is currently enabled with a separate API that is runs on top of the Entity Framework 4. EF Code First is reached CTP 5 when I am writing this article. Creating Context Class for Entity Framework We have created our domain model and let’s create a class in order to working with Entity Framework Code First. For this, you have to download EF Code First CTP 5 and add reference to the assembly EntitFramework.dll. You can also use NuGet to download add reference to EEF Code First. public class MyFinanceContext : DbContext {     public MyFinanceContext() : base("MyFinance") { }     public DbSet<Category> Categories { get; set; }     public DbSet<Expense> Expenses { get; set; }         }   The above class MyFinanceContext is derived from DbContext that can connect your model classes to a database. The MyFinanceContext class is mapping our Category and Expense class into database tables Categories and Expenses using DbSet<TEntity> where TEntity is any POCO class. When we are running the application at first time, it will automatically create the database. EF code-first look for a connection string in web.config or app.config that has the same name as the dbcontext class. If it is not find any connection string with the convention, it will automatically create database in local SQL Express database by default and the name of the database will be same name as the dbcontext class. You can also define the name of database in constructor of the the dbcontext class. Unlike NHibernate, we don’t have to use any XML based mapping files or Fluent interface for mapping between our model and database. The model classes of Code First are working on the basis of conventions and we can also use a fluent API to refine our model. The convention for primary key is ‘Id’ or ‘<class name>Id’.  If primary key properties are detected with type ‘int’, ‘long’ or ‘short’, they will automatically registered as identity columns in the database by default. Primary key detection is not case sensitive. We can define our model classes with validation attributes in the System.ComponentModel.DataAnnotations namespace and it automatically enforces validation rules when a model object is updated or saved. Generic Repository for EF Code First We have created model classes and dbcontext class. Now we have to create generic repository pattern for data persistence with EF code first. If you don’t know about the repository pattern, checkout Martin Fowler’s article on Repository Let’s create a generic repository to working with DbContext and DbSet generics. public interface IRepository<T> where T : class     {         void Add(T entity);         void Delete(T entity);         T GetById(long Id);         IEnumerable<T> All();     } RepositoryBasse – Generic Repository class protected MyFinanceContext Database {     get { return database ?? (database = DatabaseFactory.Get()); } } public virtual void Add(T entity) {     dbset.Add(entity);            }        public virtual void Delete(T entity) {     dbset.Remove(entity); }   public virtual T GetById(long id) {     return dbset.Find(id); }   public virtual IEnumerable<T> All() {     return dbset.ToList(); } } DatabaseFactory class public class DatabaseFactory : Disposable, IDatabaseFactory {     private MyFinanceContext database;     public MyFinanceContext Get()     {         return database ?? (database = new MyFinanceContext());     }     protected override void DisposeCore()     {         if (database != null)             database.Dispose();     } } Unit of Work If you are new to Unit of Work pattern, checkout Fowler’s article on Unit of Work . According to Martin Fowler, the Unit of Work pattern "maintains a list of objects affected by a business transaction and coordinates the writing out of changes and the resolution of concurrency problems." Let’s create a class for handling Unit of Work public interface IUnitOfWork {     void Commit(); } UniOfWork class public class UnitOfWork : IUnitOfWork {     private readonly IDatabaseFactory databaseFactory;     private MyFinanceContext dataContext;       public UnitOfWork(IDatabaseFactory databaseFactory)     {         this.databaseFactory = databaseFactory;     }       protected MyFinanceContext DataContext     {         get { return dataContext ?? (dataContext = databaseFactory.Get()); }     }       public void Commit()     {         DataContext.Commit();     } } The Commit method of the UnitOfWork will call the commit method of MyFinanceContext class and it will execute the SaveChanges method of DbContext class.   Repository class for Category In this post, we will be focusing on the persistence against Category entity and will working on other entities in later post. Let’s create a repository for handling CRUD operations for Category using derive from a generic Repository RepositoryBase<T>. public class CategoryRepository: RepositoryBase<Category>, ICategoryRepository     {     public CategoryRepository(IDatabaseFactory databaseFactory)         : base(databaseFactory)         {         }                } public interface ICategoryRepository : IRepository<Category> { } If we need additional methods than generic repository for the Category, we can define in the CategoryRepository. Dependency Injection using Unity 2.0 If you are new to Inversion of Control/ Dependency Injection or Unity, please have a look on my articles at http://weblogs.asp.net/shijuvarghese/archive/tags/IoC/default.aspx. I want to create a custom lifetime manager for Unity to store container in the current HttpContext. public class HttpContextLifetimeManager<T> : LifetimeManager, IDisposable {     public override object GetValue()     {         return HttpContext.Current.Items[typeof(T).AssemblyQualifiedName];     }     public override void RemoveValue()     {         HttpContext.Current.Items.Remove(typeof(T).AssemblyQualifiedName);     }     public override void SetValue(object newValue)     {         HttpContext.Current.Items[typeof(T).AssemblyQualifiedName] = newValue;     }     public void Dispose()     {         RemoveValue();     } } Let’s create controller factory for Unity in the ASP.NET MVC 3 application.                 404, String.Format(                     "The controller for path '{0}' could not be found" +     "or it does not implement IController.",                 reqContext.HttpContext.Request.Path));       if (!typeof(IController).IsAssignableFrom(controllerType))         throw new ArgumentException(                 string.Format(                     "Type requested is not a controller: {0}",                     controllerType.Name),                     "controllerType");     try     {         controller= container.Resolve(controllerType) as IController;     }     catch (Exception ex)     {         throw new InvalidOperationException(String.Format(                                 "Error resolving controller {0}",                                 controllerType.Name), ex);     }     return controller; }   } Configure contract and concrete types in Unity Let’s configure our contract and concrete types in Unity for resolving our dependencies. private void ConfigureUnity() {     //Create UnityContainer               IUnityContainer container = new UnityContainer()                 .RegisterType<IDatabaseFactory, DatabaseFactory>(new HttpContextLifetimeManager<IDatabaseFactory>())     .RegisterType<IUnitOfWork, UnitOfWork>(new HttpContextLifetimeManager<IUnitOfWork>())     .RegisterType<ICategoryRepository, CategoryRepository>(new HttpContextLifetimeManager<ICategoryRepository>());                 //Set container for Controller Factory                ControllerBuilder.Current.SetControllerFactory(             new UnityControllerFactory(container)); } In the above ConfigureUnity method, we are registering our types onto Unity container with custom lifetime manager HttpContextLifetimeManager. Let’s call ConfigureUnity method in the Global.asax.cs for set controller factory for Unity and configuring the types with Unity. protected void Application_Start() {     AreaRegistration.RegisterAllAreas();     RegisterGlobalFilters(GlobalFilters.Filters);     RegisterRoutes(RouteTable.Routes);     ConfigureUnity(); } Developing web application using ASP.NET MVC 3 We have created our domain model for our web application and also have created repositories and configured dependencies with Unity container. Now we have to create controller classes and views for doing CRUD operations against the Category entity. Let’s create controller class for Category Category Controller public class CategoryController : Controller {     private readonly ICategoryRepository categoryRepository;     private readonly IUnitOfWork unitOfWork;           public CategoryController(ICategoryRepository categoryRepository, IUnitOfWork unitOfWork)     {         this.categoryRepository = categoryRepository;         this.unitOfWork = unitOfWork;     }       public ActionResult Index()     {         var categories = categoryRepository.All();         return View(categories);     }     [HttpGet]     public ActionResult Edit(int id)     {         var category = categoryRepository.GetById(id);         return View(category);     }       [HttpPost]     public ActionResult Edit(int id, FormCollection collection)     {         var category = categoryRepository.GetById(id);         if (TryUpdateModel(category))         {             unitOfWork.Commit();             return RedirectToAction("Index");         }         else return View(category);                 }       [HttpGet]     public ActionResult Create()     {         var category = new Category();         return View(category);     }           [HttpPost]     public ActionResult Create(Category category)     {         if (!ModelState.IsValid)         {             return View("Create", category);         }                     categoryRepository.Add(category);         unitOfWork.Commit();         return RedirectToAction("Index");     }       [HttpPost]     public ActionResult Delete(int  id)     {         var category = categoryRepository.GetById(id);         categoryRepository.Delete(category);         unitOfWork.Commit();         var categories = categoryRepository.All();         return PartialView("CategoryList", categories);       }        } Creating Views in Razor Now we are going to create views in Razor for our ASP.NET MVC 3 application.  Let’s create a partial view CategoryList.cshtml for listing category information and providing link for Edit and Delete operations. CategoryList.cshtml @using MyFinance.Helpers; @using MyFinance.Domain; @model IEnumerable<Category>      <table>         <tr>         <th>Actions</th>         <th>Name</th>          <th>Description</th>         </tr>     @foreach (var item in Model) {             <tr>             <td>                 @Html.ActionLink("Edit", "Edit",new { id = item.CategoryId })                 @Ajax.ActionLink("Delete", "Delete", new { id = item.CategoryId }, new AjaxOptions { Confirm = "Delete Expense?", HttpMethod = "Post", UpdateTargetId = "divCategoryList" })                           </td>             <td>                 @item.Name             </td>             <td>                 @item.Description             </td>         </tr>         }       </table>     <p>         @Html.ActionLink("Create New", "Create")     </p> The delete link is providing Ajax functionality using the Ajax.ActionLink. This will call an Ajax request for Delete action method in the CategoryCotroller class. In the Delete action method, it will return Partial View CategoryList after deleting the record. We are using CategoryList view for the Ajax functionality and also for Index view using for displaying list of category information. Let’s create Index view using partial view CategoryList  Index.chtml @model IEnumerable<MyFinance.Domain.Category> @{     ViewBag.Title = "Index"; }    <h2>Category List</h2>    <script src="@Url.Content("~/Scripts/jquery.unobtrusive-ajax.min.js")" type="text/javascript"></script>    <div id="divCategoryList">               @Html.Partial("CategoryList", Model) </div> We can call the partial views using Html.Partial helper method. Now we are going to create View pages for insert and update functionality for the Category. Both view pages are sharing common user interface for entering the category information. So I want to create an EditorTemplate for the Category information. We have to create the EditorTemplate with the same name of entity object so that we can refer it on view pages using @Html.EditorFor(model => model) . So let’s create template with name Category. Category.cshtml @model MyFinance.Domain.Category <div class="editor-label"> @Html.LabelFor(model => model.Name) </div> <div class="editor-field"> @Html.EditorFor(model => model.Name) @Html.ValidationMessageFor(model => model.Name) </div> <div class="editor-label"> @Html.LabelFor(model => model.Description) </div> <div class="editor-field"> @Html.EditorFor(model => model.Description) @Html.ValidationMessageFor(model => model.Description) </div> Let’s create view page for insert Category information @model MyFinance.Domain.Category   @{     ViewBag.Title = "Save"; }   <h2>Create</h2>   <script src="@Url.Content("~/Scripts/jquery.validate.min.js")" type="text/javascript"></script> <script src="@Url.Content("~/Scripts/jquery.validate.unobtrusive.min.js")" type="text/javascript"></script>   @using (Html.BeginForm()) {     @Html.ValidationSummary(true)     <fieldset>         <legend>Category</legend>                @Html.EditorFor(model => model)               <p>             <input type="submit" value="Create" />         </p>     </fieldset> }   <div>     @Html.ActionLink("Back to List", "Index") </div> ViewStart file In Razor views, we can add a file named _viewstart.cshtml in the views directory  and this will be shared among the all views with in the Views directory. The below code in the _viewstart.cshtml, sets the Layout page for every Views in the Views folder.     @{     Layout = "~/Views/Shared/_Layout.cshtml"; } Tomorrow, we will cotinue the second part of this article. :)

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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  • Free Dynamic DNS Nameservers

    - by Maxim Zaslavsky
    I recently set up a home server that I want to use as my primary hosting platform. So far, I've mapped some domains to it by setting up A records for them that point to my home IP. As my home IP can change randomly and without notice, however, I'm afraid of such downtime. Thus, I'm looking for a dynamic DNS solution. So far, I've set up DynDNS, but I haven't found a way to use dynamic DNS with an existing domain. Are there any free dynamic DNS nameserver services available?

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  • STUN-server using AWS

    - by Yrlec
    We are about to hire some consultants to help us set up an AWS-based server environment that will enable us to handle NAT Traversal for our P2P application. One important part of the NAT Traversal infrastructure is the STUN-server (http://en.wikipedia.org/wiki/STUN). They just told us that in order for the STUN-server to work you must have two public static IP-addresses pointing to the same server. To more specific they said this: It appears that you need 2 static IPs for each server for the STUN to work. Please note, these IPs have to be put into the configuration file, therefore, each time you restart the instance you have to make sure you either use the same IPs or you have to update configuration. As you plan to use AWS for your installation, please confirm that you can have 2 static IP for each server. Our question is if this is possible using AWS and if so, how? If not, do you know any other way to set up a STUN-server using AWS?

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  • Custom/personal dyndns solution?

    - by Eddie Parker
    Hey: I can't think of how to make this work, but it seems like something that should be doable.. I currently own my own domain, and have been using dyndns.com's "custom DNS" to allow me to redirect 'example.com' to my website at home, which is on a dynamic IP. I've now switched over to a VPS solution which hosts my website and allows me root access to a box (me likey), which will now host "example.com" on a static IP. My question is, is it possible for me to somehow make "home.example.com" route to my box at home? Is there any software available that could automate updates to the DNS for this? Ideally I'd like not to pay a service if possible, but if that's the only way then I suppose I'll have to go that way. Thanks!

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  • What are the implications of expanding an internal subnet mask?

    - by Philip
    Our network is currently working on a 192.168.0.x subnet, all controlled through DHCP, except for the few main servers who have hard-configured IP address settings. What would I kill if I changed the DHCP-published subnet mask from 255.255.255.0 to 255.255.0.0? The reason for doing this is not because we have a huge sudden influx of machines, but because I'd like to start partitioning specific devices into specific IP ranges (to be neat and tidy). For what its worth, I don' plan on changing the allocated DHCP address range, but rather want to move some of the reserved and excluded DHCP addresses out of the address pool. e.g. printers will be 192.168.2.x I will obviously need to change the subnet mask manually on my manually configured devices.

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  • Can not connect to tomcat server externally,

    - by KItis
    My Tomcat server is running on virtual server, this server is running on fedora machine. I have setted up everything on this machine to run tomcat, tomcat working well on local host. but i can not access the wsdl of the webservice running on this tomcat server remotely using IP address of this server, as follows. http://xxx.xxx.xxx.xxx:8080/axis2/services/listServices one of my friend said that i need to configure DNS to access remotely using IP address, i didn't understand what he said also. iptables on this server is also stooped. Also , i can access mysql running on this server remotly, my problem is why doesn't it work for tomcat. could someone can help me to find a solution for this problem. Thanks in advance for any help

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  • How can I connect via SSH (Putty) to my VMWare machine (Ubuntu)?

    - by orokusaki
    I'm trying to connect to my VMWare (Workstation 7.1.3) machine (Ubuntu Lucid) via SSH. I've read through some other posts, but I can't figure this out. I ran ifconfig, and got a inet addr: and Bcast and Mask: which appear to be IP addresses. If I try to connect via Putty SSH to any of those addresses, it doesn't work. I also tried connecting to my IP address (from whatismyip.com). Note: This is all taking place on the same desktop computer.

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  • How can I connect via SSH (Putty) to my VMWare machine (Ubuntu)?

    - by orokusaki
    I'm trying to connect to my VMWare (Workstation 7.1.3) machine (Ubuntu Lucid) via SSH. I've read through some other posts, but I can't figure this out. I ran ifconfig, and got a inet addr: and Bcast and Mask: which appear to be IP addresses. If I try to connect via Putty SSH to any of those addresses, it doesn't work. I also tried connecting to my IP address (from whatismyip.com). Note: This is all taking place on the same desktop computer.

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  • default gateway of a host

    - by varun
    if my understanding is correct, the following is what happens when a host A wants to communicate with a machine X outside its network. 1) The host ,checks it routing table to find out if there is any direct routes to the machine. 2) It finds out that the machine is outside its network and has to sent the packets to the default gateway(router) R. 3) The host sents an ARP broadcast to get the mac of the router R. 4) After getting the MAC, the host creates a packet with src IP and MAC as that of the host A, dest IP of the remote machine X and dest MAC of the router R. 5)The router R receives the packet, either drops its or sents its to its next hope, which can be another router or the remote machine X itself. Can anyone explain, how the steps would be, if i set the default gateway of the host A as host A itself...?

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  • LVS Configuration issue (Using piranha Tool)

    - by PravinG
    I have configured LVS on cent os using piranha tool .I am using vip of internal n/w as gateway for real server we have two NIC one having exteranl Ip and other for internal n/w which is on 192.168.3.0/24 network. But I am not able to connect from client it shows connection refused error . Please suggest iptables rules for private n public n/w to communicate. May be I am missing this . Iptables rules that we have added are : iptables -t nat -A POSTROUTING -p tcp -s 192.168.3.0/24 --sport 5000 -j MASQUERADE this is my ipconfig: eth0 Link encap:Ethernet HWaddr 00:00:E8:F6:74:DA inet addr:122.166.233.133 Bcast:122.166.233.255 Mask:255.255.255.0 inet6 addr: fe80::200:e8ff:fef6:74da/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:94433 errors:0 dropped:0 overruns:0 frame:0 TX packets:130966 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:9469972 (9.0 MiB) TX bytes:19929308 (19.0 MiB) Interrupt:16 Base address:0x2000 eth0:1 Link encap:Ethernet HWaddr 00:00:E8:F6:74:DA inet addr:122.166.233.136 Bcast:122.166.233.255 Mask:255.255.255.0 UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 Interrupt:16 Base address:0x2000 eth1 Link encap:Ethernet HWaddr 00:E0:20:14:F9:2D inet addr:192.168.3.1 Bcast:192.168.3.255 Mask:255.255.255.0 inet6 addr: fe80::2e0:20ff:fe14:f92d/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:123718 errors:0 dropped:0 overruns:0 frame:0 TX packets:148856 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:18738556 (17.8 MiB) TX bytes:11697153 (11.1 MiB) Interrupt:17 Memory:60000400-600004ff eth1:1 Link encap:Ethernet HWaddr 00:E0:20:14:F9:2D inet addr:192.168.3.10 Bcast:192.168.3.255 Mask:255.255.255.0 UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 Interrupt:17 Memory:60000400-600004ff eth2 Link encap:Ethernet HWaddr 00:16:76:6E:D1:D2 UP BROADCAST MULTICAST MTU:1500 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:1000 RX bytes:0 (0.0 b) TX bytes:0 (0.0 b) Interrupt:21 Base address:0xa500 and ipvsadm -ln command [root@abts-kk-static-133 ~]# ipvsadm -ln IP Virtual Server version 1.2.1 (size=4096) Prot LocalAddress:Port Scheduler Flags -> RemoteAddress:Port Forward Weight ActiveConn InActConn TCP 122.166.233.136:5000 wlc TCP 122.166.233.136:5004 wlc lvs server routing table Kernel IP routing table Destination Gateway Genmask Flags Metric Ref Use Iface 192.168.3.0 0.0.0.0 255.255.255.0 U 0 0 0 eth1 122.166.233.0 0.0.0.0 255.255.255.0 U 0 0 0 eth0 192.168.122.0 0.0.0.0 255.255.255.0 U 0 0 0 virbr0 169.254.0.0 0.0.0.0 255.255.0.0 U 1003 0 0 eth0 169.254.0.0 0.0.0.0 255.255.0.0 U 1004 0 0 eth1 0.0.0.0 122.166.233.1 0.0.0.0 UG 0 0 0 eth0 real 1 real 2 we have configured various ports from 5000:5008 . Do we need to this iptables for all ports? Suggest me how should I solve this issue.

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  • All nework interfaces hang for seconds while one interface goes up/down

    - by user3698377
    I am building a client/server application that uses several network interfaces in parallel for redundancy, and I have noticed that while one network interface goes down or goes up, the communication on other interfaces hangs for several seconds. I could reproduce this behavior without my application in a simple way: there are 2 interfaces available on computer 1 ( Ethernet and WiFi ) ping from computer 2 the IP address of the Ethernet connection of computer 1 disconnect the WiFi of computer 1 ping hangs for seconds, and then the packets are traveling again between the 2 computers. The hanging happens as well if I turn back on the WiFi connection on computer 1. It happens as well if I ping the WiFi IP, and turn off/on the Ethernet connection ( or unplug/plug the cable). I am using Linux Ubuntu 12.04 on both computers. Any ideas why is this happening, and if / how can it be avoided?

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  • Email not working on testing site in Plesk before DNS switch

    - by Dilip Rajkumar
    I have to test my website before my DNS is swtiched to the new server. My New server is having Plesk. I changed my hosts file to point to the new server and I tested the site. My Site is working fine. However, When I try to register I have 2 emails sent one to the user and one to the admin. Admin email id is same as the server name for example my site name is test.com the admin email is [email protected]. So email is not sent to the admin. I know the email is not sent because the Plesk his searching its own dns instead of Global public DNS. Do any one know how to make my site see public DNS on sending email in Plesk. If I set Goole Public DNS 8.8.8.8 for MS record will it work.. Please guide me. Thanks in advance..

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  • How to access web server of any machine of my network from the outside

    - by Luc
    Hello, I have an ip like username.dyndns.org, this is the external IP of my router. On my lan, I have several machine (m1, m2, ...) , each running a dedicated web server. Is it possible to reach each machine from the outside with something like: http://m1.username.dyndns.org http://m2.username.dyndns.org ? Do you know what needs to be configured in my router for NAT ? Also, is there a special directive in Apache to do so ? Thanks a lot, Regards, Luc

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  • Best way to script checking whether a machine is on the corporate network

    - by Ben
    I am writing a Powershell script to determine if a machine is on the corporate network. The machine may or may not be on the domain, so I want to check at "IP" level. Have written something to check by pinging a couple of servers on a couple of different subnets (to get around the risk of someone being on another (external) subnet with a host on the same IP.) Works, but it's a bit slow, and not especially "future-proof" - e.g. in 2 years time when I decomission the server it'll break. Is there a way I can use the dns suffix being given by the local dhcp server? Just direct me what I need to check - I can figure out the script. Ta, Ben

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  • http server connectivity puzzle

    - by jpmartins
    I have been seeing some strange connection issue in the production environment. The setup has two IBM Http Server's (IHS) and a network IP load-balancer in front of them (round-robin). One instance the system is working fine, the next requests stop arriving at the IHS. Telnet directly to port 80 of the IHS is established sucessfully, but connection to the port 80 through the IP of the load-balancer fails! The puzzle comes next, the network admins say the load-balancer is working fine. When we finally reboot the IHS servers and request start flowing... The situation happened three times the last month and no obvious pattern was found. Any debug ideas?

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  • Git and Amazon EC2 public key denied

    - by MrNart
    I had git working before on /var/html/projectfolder and realized it was a security risk so I made a new folder /projects from the root folder and tried to replicate what I did and now it doesnt work. Here is the backlog of what I did for my local machine and EC2 - server Server-EC2 1.I added my public key to the authorized_user file in ~/.ssh folder 2.Create a bare repository git init --bare 3.Change folder permissions to sudo chgrp -R ec2-user * sudo chmod -R g+ws * Local Machine create a local repository with git init touch, add, commit readme file pointed origin master to ec2 via git remote add origin ssh://ec2-user@remote-ip/path/to/folder This is my output: Permission Denied (publickey) fatal: The remote end hung up unexpectedly

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  • DNS Problem in my notebook [closed]

    - by user20989
    i have windows 2003 server domain environment in my office. my server ip is: 192.168.1.2 if i put this IP in DNS of my laptop network card my folder SYNC works fine & also internet work fine in office. but internet did't work in my home for that i need to change DNS again to Auto & internet start working again. its too difficult to change cause some time i don't have administrative password. is there any solution to that? Thanks

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  • How can I setup a Firewall without NAT?

    - by SRobertJames
    We have 16 IP addresses from our ISP, and are setting up a SonicWall Firewall. I'd like to have the SonicWall do NAT for the LAN, but act as a firewall only (no NAT) for the servers which are using some of the 16 addresses. How do I set this up? If I set the WAN's subnet to include the 16 IPs, the SonicWall won't route the traffic to the LAN interface. Should I set the WAN subnet to only include the ones we are dedicating for NAT, and then keep the others on the LAN? Related point: How can I set multiple IP addresses for a SonicWall LAN interface?

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