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  • List of IP addresses/hostnames from local network in Python

    - by joshhunt
    How can I get a list of the IP addresses or host names from a local network easily in Python? It would be best if it was multi-platform, but it needs to work on Mac OS X first, then others follow. Edit: By local I mean all active addresses within a local network, such as 192.168.xxx.xxx. So, if the IP address of my computer (within the local network) is 192.168.1.1, and I have three other connected computers, I would want it to return the IP addresses 192.168.1.2, 192.168.1.3, 192.168.1.4, and possibly their hostnames.

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  • Obtaining the server IP address in WCF?

    - by chris
    How can I obtain the server IP address that was used to connect to a service? The server has multiple IP addresses and I need to know which one the client is connected to. So far I only found that OperationContext.Current.EndpointDispatcher.EndpointAddress and OperationContext.Current.Channel.LocalAddress contain the address from .config (e.g. localhost) OperationContext.Current.IncomingMessageProperties.Via contains the Url that the client used to connect to the server (but this might just be a name from the clients hosts file). EDIT - Sorry, I wasn't being clear enough: The server needs to know which of its IP addresses were used by the client. E.g. the server has the addresses 10.0.0.1 and 10.0.0.2. when processing the request the server service needs to know if 10.0.0.1 or 10.0.0.2 was used by the client to connect to it.

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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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  • precise geolocalization via IP

    - by meo
    I tied the iPad the other day, and was amazed about the precision of the geolocalization by ip. Actually there is this action against hunger in the world that shows you very precisely where the persons are located that have took part to this petition: http://www.1billionhungry.org/meodai/impact/ I would like to integrate that in one of my projects. I took a look at the source but i could not figure out how they did it. Can someone help me out? is there a web service for that? Is the google map api doing this or are they using an other service? PS: Its not just the country/region of your IP/ISP IP that the service gives back, its a pretty precise positioning.

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  • TCP/IP and UDP Questions and very small application for interview

    - by Shantanu Gupta
    I am going for an interview day after tomorrow where i will be asked vaious questions related to TCP/IP and UDP. As of now i have prepared theoritical knowledge about it. But now I am looking up for gaining some practicle knowledge related to how it works in a network. What all is going in vaious .NET classes. I want to create a very small application like a chat or something that can make me all these concepts very much clear. Could you please suggest some questions related to TCP/IP that you generally ask or that you might have faced. How communication is going from server to client. Right now I am studying TcpClient, TcpListener and UdpClient Class but I want to implement all of them so as to get aware about its working. Is Chat application a Tcp/IP application ? I would appreciate your help.

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  • converting ip to long string in mysql command !

    - by Mac Taylor
    hey guys I'm trying to use ip2country technique to show my users'flags simple thing to do is to write a sql statement and show users from session table and then query to see if their ip is in what range and show their flags it simple but dengerous becuase when showing 300 users online and fetching from session table and then query once again ip2country table to get the flags there will be surelly memory overusage problem now i wrote a query to make it in one query : SELECT s.session_ip,ipc.* FROM session s left join ip2country ipc ON ipc.ip_lo<=s.session_ip AND ipc.ip_hi>=s.session_ip WHERE s.session_time > '".( time() - 60) )."' now its clear above query is wrong cause ips saved in ip2country table is long string 1000013824 and ips saved in session table are real ip e.g. 193.169.0.0 now i know how to convert from ip to long in php ip2long() but is there any command in mysql to do it with out building another query !?

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  • Capture IP packets on Dialup connection - Windows 7

    - by Assaf Levy
    Our product utilizes (the wonderful) Winpcap to capture ip packets from all devices with an IP address and analyze them in real time. Unfortunately, we discovered that it does NOT capture any packets on dialup (e.g. PPP) connections on Windows 7, and that there are no near-term plans for enabling this (1). So we need something else. Microsoft Network Monitor and Windows Packet Filter are two options that surfaced during a bit of googling, but before delving into research I wanted to ask the experienced: what are out options, given the following requirements: Capture all in/outbound IP packets on the machine. Complete background processing - no UI should be involved. Support Windows Vista / 7. Performance (user should not feel the difference). Thanks in advance.

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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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  • Send a public broadcast from an AppWidget in Android

    - by greve
    I have a widget for a music player and want to be able to send broadcasts when pushing the different buttons. What I want to do is when a button is pushed, the widget sends a public broadcast to another BroadcastReceiver so it can handle the different actions. In my activity class with the BroadcastReceiver: private BroadcastReceiver broadcastReceiver = new BroadcastReceiver() { @Override public void onReceive(Context context, Intent intent) { String action = intent.getAction(); if (action.equals(Constants.ACTION_NEXT)) { Log.d("RECEIVER", "ACTION_NEXT"); } } }; @Override protected void onStart() { super.onStart(); IntentFilter filter = new IntentFilter(); //Widget actions filter.addAction(Constants.ACTION_NEXT); registerReceiver(broadcastReceiver, new IntentFilter(filter)); } In my Widget: public void onUpdate(Context context, AppWidgetManager appWidgetManager, int[] appWidgetIds) { RemoteViews views = new RemoteViews(context.getPackageName(), R.layout.widget); PendingIntent pendingIntent = PendingIntent.getBroadcast(context, 0, new Intent(Constants.ACTION_NEXT), 0); views.setOnClickPendingIntent(R.id.WidgetNextButton, pendingIntent); appWidgetManager.updateAppWidget(appWidgetId, views); } Any help or other solutions are very much appreciated!

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  • need primitive public key signature with out of band key distribution

    - by Mike D
    I pretty much a complete neophyte at this signature business so I don't know if what I'm asking is nonsense or not. Anyway, here goes... I want to send an out of band message (don't worry about how it gets there) to a program I've written on a distant machine. I want the program to have some confidence the message is legit by attaching a digital signature to the message. The message will be small less than 200 characters. It seems a public key based signature is what I want to use. I could embed the public key in the program. I understand that the program would be vulnerable to attack by anyone who modifies it BUT I'm not too worried about that. The consequences are not dire. I've looked through the MSDN and around the web but the prospect of diving in is daunting. I'm writing in straight c++, no NET framework or other fancy stuff. I've had no experience including NET framework stuff and little luck during previous attempts. Can anyone point me at some very basic resources to get me started? I need to know 1)how to generate the public and private keys 2)how to sign the message 3)how to verify the signature Any help much appreciated. TIA, Mike

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  • Python access an object byref / Need tagging

    - by Aaron C. de Bruyn
    I need to suck data from stdin and create a object. The incoming data is between 5 and 10 lines long. Each line has a process number and either an IP address or a hash. For example: pid=123 ip=192.168.0.1 - some data pid=123 hash=ABCDEF0123 - more data hash=ABCDEF123 - More data ip=192.168.0.1 - even more data I need to put this data into a class like: class MyData(): pid = None hash = None ip = None lines = [] I need to be able to look up the object by IP, HASH, or PID. The tough part is that there are multiple streams of data intermixed coming from stdin. (There could be hundreds or thousands of processes writing data at the same time.) I have regular expressions pulling out the PID, IP, and HASH that I need, but how can I access the object by any of those values? My thought was to do something like this: myarray = {} for each line in sys.stdin.readlines(): if pid and ip: #If we can get a PID out of the line myarray[pid] = MyData().pid = pid #Create a new MyData object, assign the PID, and stick it in myarray accessible by PID. myarray[pid].ip = ip #Add the IP address to the new object myarray[pid].lines.append(data) #Append the data myarray[ip] = myarray[pid] #Take the object by PID and create a key from the IP. <snip>do something similar for pid and hash, hash and ip, etc...</snip> This gives my an array with two keys (a PID and an IP) and they both point to the same object. But on the next iteration of the loop, if I find (for example) an IP and HASH and do: myarray[hash] = myarray[ip] The following is False: myarray[hash] == myarray[ip] Hopefully that was clear. I hate to admit that waaay back in the VB days, I remember being able handle objects byref instead of byval. Is there something similar in Python? Or am I just approaching this wrong?

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  • In Java it seems Public constructors are always a bad coding practice

    - by Adam Gent
    This maybe a controversial question and may not be suited for this forum (so I will not be insulted if you choose to close this question). It seems given the current capabilities of Java there is no reason to make constructors public ... ever. Friendly, private, protected are OK but public no. It seems that its almost always a better idea to provide a public static method for creating objects. Every Java Bean serialization technology (JAXB, Jackson, Spring etc...) can call a protected or private no-arg constructor. My questions are: I have never seen this practice decreed or written down anywhere? Maybe Bloch mentions it but I don't own is book. Is there a use case other than perhaps not being super DRY that I missed? EDIT: I explain why static methods are better. .1. For one you get better type inference. For example See Guava's http://code.google.com/p/guava-libraries/wiki/CollectionUtilitiesExplained .2. As a designer of the class you can later change what is returned with a static method. .3. Dealing with constructor inheritance is painful especially if you have to pre-calculate something.

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  • Inheritance inside a template - public members become invisible?

    - by Juliano
    I'm trying to use inheritance among classes defined inside a class template (inner classes). However, the compiler (GCC) is refusing to give me access to public members in the base class. Example code: template <int D> struct Space { struct Plane { Plane(Space& b); virtual int& at(int y, int z) = 0; Space& space; /* <= this member is public */ }; struct PlaneX: public Plane { /* using Plane::space; */ PlaneX(Space& b, int x); int& at(int y, int z); const int cx; }; int& at(int x, int y, int z); }; template <int D> int& Space<D>::PlaneX::at(int y, int z) { return space.at(cx, y, z); /* <= but it fails here */ }; Space<4> sp4; The compiler says: file.cpp: In member function ‘int& Space::PlaneX::at(int, int)’: file.cpp:21: error: ‘space’ was not declared in this scope If using Plane::space; is added to the definition of class PlaneX, or if the base class member is accessed through the this pointer, or if class Space is changed to a non-template class, then the compiler is fine with it. I don't know if this is either some obscure restriction of C++, or a bug in GCC (GCC versions 4.4.1 and 4.4.3 tested). Does anyone have an idea?

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  • Toolbox/framework to construct lightweight public-facing web site

    - by aSteve
    I am aware of full-blown content management systems (CMS) such as SugarCRM and TikiWiki... where content is typically stored in a database... and edited through the same interface as it is published. While I like many of the features, the product is clearly aimed at enterprise-wide use rather than to be public-facing. What I'd like to establish are potential alternatives that fill the space between full-blown CMS and hand-coded bespoke site. I like the way that I can add modules to my CMS... allowing me to quickly introduce new functionality, and I'd like an analogous feature in a system for public web-content. Modules I know I'd like include moderated comments; web-form-to-email gateway; menus/tabs... in future, perhaps mapping or diaries or RSS integration - etc. Where my requirements differ from a CMS, I don't need (or want) most content to be editable through the main site... and, somehow, I do want to be able to preview how updates will be presented to the public rather than to make live changes. For these purposes, in contrast to those where a typical CMS would be ideal, presentation is of paramount importance - and trumps any desire to immediately disseminate information. I realise that this is a very high-level question... (suggestions of additional tags welcome) - I mentioned PHP only as - ideally - I'm looking for an open source solution and a PHP deployment is an easy option. What are my options?

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  • Implementing a non-public assignment operator with a public named method?

    - by Casey
    It is supposed to copy an AnimatedSprite. I'm having second thoughts that it has the unfortunate side effect of changing the *this object. How would I implement this feature without the side effect? EDIT: Based on new answers, the question should really be: How do I implement a non-public assignment operator with a public named method without side effects? (Changed title as such). public: AnimatedSprite& AnimatedSprite::Clone(const AnimatedSprite& animatedSprite) { return (*this = animatedSprite); } protected: AnimatedSprite& AnimatedSprite::operator=(const AnimatedSprite& rhs) { if(this == &rhs) return *this; destroy_bitmap(this->_frameImage); this->_frameImage = create_bitmap(rhs._frameImage->w, rhs._frameImage->h); clear_bitmap(this->_frameImage); this->_frameDimensions = rhs._frameDimensions; this->CalcCenterFrame(); this->_frameRate = rhs._frameRate; if(rhs._animation != nullptr) { delete this->_animation; this->_animation = new a2de::AnimationHandler(*rhs._animation); } else { delete this->_animation; this->_animation = nullptr; } return *this; }

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  • check if a domain is blacklisted / blocked

    - by Henry
    Some clients report to us that our site is not accessible through their internet connection. We suspect our site is wrongfully blocked by some security software/firewall/public blacklist. How can we verify that, other than trying them one by one? There are so many security software out there that it is not practical... Thx

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  • eth0 and eth1 both assigned same IP on boot

    - by Banjer
    I have a physical SLES 11 SP2 server on a Sun Fire x4140 that is giving me problems with networking upon reboot. The NICs are onboard. The networking appears successful during boot, but network services such as nfs fail hard. This is because eth0 and eth1 are both receiving the same configuration and are both ifup-ed. Once everything times out and I'm at the console, ifconfig shows that eth0 and eth1 are UP and running with the same IP. Attempting to ping anything in that subnet fails. Restarting the network service fixes the issue. eth0 is the correct NIC that should be configured as primary, per the MAC address. Question: Whats causing eth1 to be brought up with the same config as eth0?? I do not have a config script set up for eth1: banjer@harp:~> ls -la /etc/sysconfig/network/ total 104 drwxr-xr-x 6 root root 4096 Jun 11 12:21 . drwxr-xr-x 6 root root 4096 Apr 10 09:46 .. -rw-r--r-- 1 root root 13916 Apr 10 09:32 config -rw-r--r-- 1 root root 9952 Apr 10 09:36 dhcp -rw------- 1 root root 180 Jun 11 12:21 ifcfg-eth0 -rw------- 1 root root 180 Jun 11 12:21 ifcfg-eth3 -rw------- 1 root root 172 Feb 1 08:32 ifcfg-lo -rw-r--r-- 1 root root 29333 Feb 1 08:32 ifcfg.template drwxr-xr-x 2 root root 4096 Apr 10 09:32 if-down.d -rw-r--r-- 1 root root 239 Feb 1 08:32 ifroute-lo drwxr-xr-x 2 root root 4096 Apr 10 09:33 if-up.d drwx------ 2 root root 4096 May 5 2010 providers -rw-r--r-- 1 root root 25 Nov 16 2010 routes drwxr-xr-x 2 root root 4096 Apr 10 09:36 scripts On a side note, eth3 is also configured with an IP in a different subnet, but this has not posed any problems. FYI the kernel module being used is forcedeth. banjer@harp:~> sudo cat /etc/sysconfig/network/ifcfg-eth0 BOOTPROTO='static' BROADCAST='' ETHTOOL_OPTIONS='' IPADDR='172.21.64.25/20' MTU='' NAME='MCP55 Ethernet' NETWORK='' REMOTE_IPADDR='' STARTMODE='auto' USERCONTROL='no' ONBOOT="yes" Here's eth3 in case you need to see it: banjer@harp:~> sudo cat /etc/sysconfig/network/ifcfg-eth3 BOOTPROTO='static' BROADCAST='' ETHTOOL_OPTIONS='' IPADDR='172.11.200.4/24' MTU='' NAME='MCP55 Ethernet' NETWORK='' REMOTE_IPADDR='' STARTMODE='auto' USERCONTROL='no' ONBOOT="yes" Perhaps is something related to udev? 70-persistent-net-rules looks OK to me, but I may not understand it completely. banjer@harp:~> cat /etc/udev/rules.d/70-persistent-net.rules # This file was automatically generated by the /lib/udev/write_net_rules # program, run by the persistent-net-generator.rules rules file. # # You can modify it, as long as you keep each rule on a single # line, and change only the value of the NAME= key. # PCI device 0x10de:0x0373 (forcedeth) SUBSYSTEM=="net", ACTION=="add", DRIVERS=="?*", ATTR{address}=="00:18:4f:8d:85:4c", ATTR{dev_id}=="0x0", ATTR{type}=="1", KERNEL=="eth*", NAME="eth2" # PCI device 0x10de:0x0373 (forcedeth) SUBSYSTEM=="net", ACTION=="add", DRIVERS=="?*", ATTR{address}=="00:18:4f:8d:85:4a", ATTR{dev_id}=="0x0", ATTR{type}=="1", KERNEL=="eth*", NAME="eth0" # PCI device 0x10de:0x0373 (forcedeth) SUBSYSTEM=="net", ACTION=="add", DRIVERS=="?*", ATTR{address}=="00:18:4f:8d:85:4b", ATTR{dev_id}=="0x0", ATTR{type}=="1", KERNEL=="eth*", NAME="eth1" # PCI device 0x10de:0x0373 (forcedeth) SUBSYSTEM=="net", ACTION=="add", DRIVERS=="?*", ATTR{address}=="00:18:4f:8d:85:4d", ATTR{dev_id}=="0x0", ATTR{type}=="1", KERNEL=="eth*", NAME="eth3" # PCI device 0x1077:0x3032 (qla3xxx) SUBSYSTEM=="net", ACTION=="add", DRIVERS=="?*", ATTR{address}=="00:c1:dd:0e:34:6c", ATTR{dev_id}=="0x0", ATTR{type}=="1", KERNEL=="eth*", NAME="eth4" Any other thoughts on what would cause this?

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  • BGP Multihomed/Multi-location best practice

    - by Tom O'Connor
    We're in the process of designing a new iteration of our network where we improve resilliency by adding a second datacentre. We'll be adding a second datacentre, with an identical configuration of servers as our primary location. To achieve network connectivity, we're looking into a couple of possible methods. See earlier questions http://serverfault.com/questions/86736/best-way-to-improve-resilience and http://serverfault.com/questions/101582/dns-round-robin-failover-and-load-balancing I'm pretty convinced that BGP is the right way to go about this, and this question is not about RRDNS. 1) If we have 2 locations, do we announce the same IP address block from both locations? 2) If we did this, but had a management ssh interface on x.x.x.50 from datacentre A, but it was on x.x.x.150 in datacentre B. What is the best practice mechanism for achieving this? Because if I were nearest to A, then all my traffic would go to x.50, but if i attempted to connect to x.150, I'd not be able to connect, because this address wouldn't be valid at A, but only at B. Is the best solution to announce 2 different netblocks, one at each location, facilitating the need for RRDNS, or to announce a single block, and run some form of VPN between the two sites for managment traffic?

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  • How to setup Mac server to use two gateways

    - by Brady
    I recently asked this question: How to set Mac server to use different Gateway for internet bound traffic The answer given works but has presented me with another issue that I didnt make clear in that question. Here is my network layout as it stands: At the moment outside staff members use some services on the existing internet 1 link. Those services are hosted by the Mac server. If I change the gateway of the Mac server to the second modem those outside staff lose visabilty on those services. Now I dont know how to go about solving this issue. I want the second link to be used when the Mac server goes to rsync data offsite but everything else use link one. How do I do this? Thanks Scott EDIT: This has been resolved by setting the default gateway on the Mac server to 192.168.1.254 Thus leaving everything on the network as it was before. but to get the Mac server to use the other link for rsync I've added a route to the Mac server to route traffic to the rsync server through the second gateway. sudo route add -net {server IP's}/{Netmask} 192.168.1.1 I've awarded the answer to gravyface for pointing me to a post on how to make this route persistant in Mac

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  • IIS SSL is taking all IPs although it is told not to

    - by Martin Sall
    I have a testing system where IIS Express on Windows 7 SSL website has to live together with Cerberus FTP server SSL website (Cerberus FTP has a built-in web server for HTTP uploads). I have set up Windows to use two IPs from my router 192.168.1.128 (for IIS SSL Web Site, using a self-generated SSL certificate for now) 192.168.1.129 (for Cerberus FTP built-in SSL Web Site) In IIS I have set web site binding to use only the IP 192.168.1.128. But still when I launch Cerberus, it says - cannot bind 192.168.1.129:443. I tested in Firefox - indeed, when I go to 192.168.1.129 (or even localhost), I do not get “Unable to connect“ page as expected, but “The connection was reset” instead. IIS is still occupying those IPs, although it is not serving the website on those IPs. When I stop the IIS website, Cerberus FTP Website launches without problems. But then I cannot launch IIS web site, it tells - "The process cannot access the file because it is being used by another process". Why is IIS SSL web site still occupying all IPs?

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  • need advice on data center move, communication with both facilities during transition

    - by Brian Roden
    We are beginning the process of moving to a new facility. Office and warehouse operations will both be moving, and we must get shipping operations up and running at the new location while continuing to ship from the old location. Our contract with some third-party warehouse tenants requires two business day turnaround (only weekends and holidays excluded), so we can't have major downtime during the move. We would like to keep our 172.16.60/61.xxx internal address space in use throughout the move. Is it possible to keep using this same internal range, and have our existing WatchGuard Firebox 520 and whatever router we get for the other location (preferably the same model) just treat both locations as one network, leaving our host IPs the same throughout the move? Renumbering the servers when they move isn't a big deal, but our wireless terminals for order picking in the warehouse have fixed IPs (and a fixed IP, non-DNS reference to the host they speak with) and would be a massive undertaking to reconfigure when the servers move (each device would have to be reconfigured at least 2 times -- some when we start using them in the new building and the host is still here, all of them in both locations when the host moves to the new building, and the rest when they finally make the move to the new building). We're trying to avoid that if possible.

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  • NTLM, Kerberos and F5 switch issues

    - by G33kKahuna
    I'm supporting an IIS based application that is scaled out into web and application servers. Both web and applications run behind IIS. The application is NTLM capable when IIS is configured to authenticate via Kerberos. It's been working so far without a glitch. Now, I'm trying to bring in 2 F5 switches, 1 in front of the web and another in front of the application servers. 2 F5 instances (say ips 185 & 186) are sitting on a LINUX host. F5 to F5 looks for a NAT IP (say ips 194, 195 and 196). Created a DNS entry for all IPs including NAT and ran a SETSPN command to register the IIS service account to be trusted at HTTP, HOST and domain level. With the Web F5 turned on and with eachweb server connecting to a cardinal app server, when the user connects to the Web F5 domain name, trust works and user authenticates without a problem. However, when app load balancer is turned on and web servers are pointed to the new F5 app domain name, user gets 401. IIS log shows no authenticated username and shows a 401 status. Wireshark does show negotiate ticket header passed into the system. Any ideas or suggestions are much appreciated. Please advice.

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