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  • Using CookieJar in Python to log in to a website from "Google App Engine". What's wrong here?

    - by brilliant
    Hello everybody, I've been trying to find a python code that would log in to my mail box on yahoo.com from "Google App Engine" . Here (click here to see that page) I was given this code: import urllib, urllib2, cookielib url = "https://login.yahoo.com/config/login?" form_data = {'login' : 'my-login-here', 'passwd' : 'my-password-here'} jar = cookielib.CookieJar() opener = urllib2.build_opener(urllib2.HTTPCookieProcessor(jar)) form_data = urllib.urlencode(form_data) # data returned from this pages contains redirection resp = opener.open(url, form_data) # yahoo redirects to http://my.yahoo.com, so lets go there instead resp = opener.open('http://mail.yahoo.com') print resp.read() The author of this script looked into HTML script of yahoo log-in form and came up with this script. That log-in form contains two fields, one for users' Yahoo! ID and another one is for users' password. Here is how HTML code of that page for both of those fields looks like: User ID field: <input type="text" maxlength="96" class="yreg_ipt" size="17" value="" id="username" name="login"> Password field: <input type="password" maxlength="64" class="yreg_ipt" size="17" value="" id="passwd" name="passwd"> However, when I uploaded this code to Google App Engine I discovered that this log-in form keeps coming back to me, which, I assume, means that logging-in process didn't succeed. Why is it so?

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  • Endless terrain in jMonkey using TerrainGrid fails to render

    - by nightcrawler23
    I have started to learn game development using jMonkey engine. I am able to create single tile of terrain using TerrainQuad but as the next step I'm stuck at making it infinite. I have gone through the wiki and want to use the TerrainGrid class but my code does not seem to work. I have looked around on the web and searched other forums but cannot find any other code example to help. I believe in the below code, ImageTileLoader returns an image which is the heightmap for that tile. I have modified it to return the same image every time. But all I see is a black window. The Namer method is not even called. terrain = new TerrainGrid("terrain", patchSize, 513, new ImageTileLoader(assetManager, new Namer() { public String getName(int x, int y) { //return "Scenes/TerrainMountains/terrain_" + x + "_" + y + ".png"; System.out.println("X = " + x + ", Y = " + y); return "Textures/heightmap.png"; } })); These are my sources: jMonkeyEngine 3 Tutorial (10) - Hello Terrain TerrainGridTest.java ImageTileLoader This is the result when i use TerrainQuad: , My full code: // Sample 10 - How to create fast-rendering terrains from heightmaps, and how to // use texture splatting to make the terrain look good. public class HelloTerrain extends SimpleApplication { private TerrainQuad terrain; Material mat_terrain; private float grassScale = 64; private float dirtScale = 32; private float rockScale = 64; public static void main(String[] args) { HelloTerrain app = new HelloTerrain(); app.start(); } private FractalSum base; private PerturbFilter perturb; private OptimizedErode therm; private SmoothFilter smooth; private IterativeFilter iterate; @Override public void simpleInitApp() { flyCam.setMoveSpeed(200); initMaterial(); AbstractHeightMap heightmap = null; Texture heightMapImage = assetManager.loadTexture("Textures/heightmap.png"); heightmap = new ImageBasedHeightMap(heightMapImage.getImage()); heightmap.load(); int patchSize = 65; //terrain = new TerrainQuad("my terrain", patchSize, 513, heightmap.getHeightMap()); // * This Works but below doesnt work* terrain = new TerrainGrid("terrain", patchSize, 513, new ImageTileLoader(assetManager, new Namer() { public String getName(int x, int y) { //return "Scenes/TerrainMountains/terrain_" + x + "_" + y + ".png"; System.out.println("X = " + x + ", Y = " + y); return "Textures/heightmap.png"; // set to return the sme hieghtmap image. } })); terrain.setMaterial(mat_terrain); terrain.setLocalTranslation(0,-100, 0); terrain.setLocalScale(2f, 1f, 2f); rootNode.attachChild(terrain); TerrainLodControl control = new TerrainLodControl(terrain, getCamera()); terrain.addControl(control); } public void initMaterial() { // TERRAIN TEXTURE material this.mat_terrain = new Material(this.assetManager, "Common/MatDefs/Terrain/HeightBasedTerrain.j3md"); // GRASS texture Texture grass = this.assetManager.loadTexture("Textures/white.png"); grass.setWrap(WrapMode.Repeat); this.mat_terrain.setTexture("region1ColorMap", grass); this.mat_terrain.setVector3("region1", new Vector3f(-10, 0, this.grassScale)); // DIRT texture Texture dirt = this.assetManager.loadTexture("Textures/white.png"); dirt.setWrap(WrapMode.Repeat); this.mat_terrain.setTexture("region2ColorMap", dirt); this.mat_terrain.setVector3("region2", new Vector3f(0, 900, this.dirtScale)); Texture building = this.assetManager.loadTexture("Textures/building.png"); building.setWrap(WrapMode.Repeat); this.mat_terrain.setTexture("slopeColorMap", building); this.mat_terrain.setFloat("slopeTileFactor", 32); this.mat_terrain.setFloat("terrainSize", 513); } }

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  • Multiplayer / Networking options for a 2D game with physics

    - by lahmas
    Summary: My 50% finished 2D sidescroller with Box2D as physics engine should have multiplayer support in the final version. However, the current code is just a singleplayer game. What should I do now? And more important, how should I implement multiplayer and combine it with singleplayer? Is it a bad idea to code the singleplayer mode separated from multiplayer mode (like Notch did it with Minecraft)? The performance in singleplayer should be as good as possible (Simulating physics with using a loopback server to implement singleplayer mode would be a problem there) Full background / questions: I'm working on a relatively large 2D game project in C++, with physics as a core element of it. (I use Box2D for that) The finished game should have full multiplayer support, however I made the mistake that I didn't plan the networking part properly and basically worked on a singleplayer game until now. I thought that multiplayer support could be added to the almost finished singleplayer game in a relatively easy and clear way, but apparently, from what I have read this is wrong. I even read that a multiplayer game should be programmed as one from the beginning, with the singleplayer mode actually just consisting of hosting an invisible local server and connecting to it via loopback. (I found out that most FPS game engines do it that way, an example would be Source) So here I am, with my half finished 2D sidescroller game, and I don't really know how to go on. Simply continueing to work on the singleplayer / client seems useless to me now, as I'd have to recode and refactor even more later. First, a general question to anybody who possibly found himself in a situation like this: How should I proceed? Then, the more specific one - I have been trying to find out how I can approach the networking part for my game: (Possible solutions:) Invisible / loopback server for singleplayer This would have the advantage that there basically is no difference between singleplayer and multiplayer mode. Not much additional code would be needed. A big disadvantage: Performance and other limitations in singleplayer. There would be two physics simulations running. One for the client and one for the loopback server. Even if you work around by providing a direct path for the data from the loopback server, through direct communcation by the threads for example, the singleplayer would be limited. This is a problem because people should be allowed to play around with masses of objects at once. Separated singleplayer / Multiplayer mode There would be no server involved in singleplayer mode. I'm not really sure how this would work. But at least I think that there would be a lot of additional work, because all of the singleplayer features would have to be re-implemented or glued to multiplayer mode. Multiplayer mode as a module for singleplayer This is merely a quick thought I had. Multiplayer could consist of a singleplayer game, with an additional networking module loaded and connected to a server, which sends and receives data and updates the singleplayer world. In the retrospective, I regret not having planned the multiplayer mode earlier. I'm really stuck at this point and I hope that somebody here is able to help me!

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  • How to make a stack stable? Need help for an explicit resting contact scheme (2-dimensional)

    - by Register Sole
    Previously, I struggle with the sequential impulse-based method I developed. Thanks to jedediah referring me to this paper, I managed to rebuild the codes and implement the simultaneous impulse based method with Projected-Gauss-Seidel (PGS) iterative solver as described by Erin Catto (mentioned in the reference of the paper as [Catt05]). So here's how it currently is: The simulation handles 2-dimensional rotating convex polygons. Detection is using separating-axis test, with a SKIN, meaning closest points between two polygons is detected and determined if their distance is less than SKIN. To resolve collision, simultaneous impulse-based method is used. It is solved using iterative solver (PGS-solver) as in Erin Catto's paper. Error-correction is implemented using Baumgarte's stabilization (you can refer to either paper for this) using J V = beta/dt*overlap, J is the Jacobian for the constraints, V the matrix containing the velocities of the bodies, beta an error-correction parameter that is better be < 1, dt the time-step taken by the engine, and overlap, the overlap between the bodies (true overlap, so SKIN is ignored). However, it is still less stable than I expected :s I tried to stack hexagons (or squares, doesn't really matter), and even with only 4 to 5 of them, they would swing! Also note that I am not looking for a sleeping scheme. But I would settle if you have any explicit scheme to handle resting contacts. That said, I would be more than happy if you have a way of treating it generally (as continuous collision, instead of explicitly as a special state). Ideas I have tried: Using simultaneous position based error correction as described in the paper in section 5.3.2, turned out to be worse than the current scheme. If you want to know the parameters I used: Hexagons, side 50 (pixels) gravity 2400 (pixels/sec^2) time-step 1/60 (sec) beta 0.1 restitution 0 to 0.2 coeff. of friction 0.2 PGS iteration 10 initial separation 10 (pixels) mass 1 (unit is irrelevant for now, i modified velocity directly<-impulse method) inertia 1/1000 Thanks in advance! I really appreciate any help from you guys!! :) EDIT In response to Cholesky's comment about warm starting the solver and Baumgarte: Oh right, I forgot to mention! I do save the contact history and the impulse determined in this time step to be used as initial guess in the next time step. As for the Baumgarte, here's what actually happens in the code. Collision is detected when the bodies' closest distance is less than SKIN, meaning they are actually still separated. If at this moment, I used the PGS solver without Baumgarte, restitution of 0 alone would be able to stop the bodies, separated by a distance of ~SKIN, in mid-air! So this isn't right, I want to have the bodies touching each other. So I turn on the Baumgarte, where its role is actually to pull the bodies together! Weird I know, a scheme intended to push the body apart becomes useful for the reverse. Also, I found that if I increase the number of iteration to 100, stacks become much more stable, though the program becomes so slow. UPDATE Since the stack swings left and right, could it be something is wrong with my friction model? Current friction constraint: relative_tangential_velocity = 0

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  • Appropriate design / technologies to handle dynamic string formatting?

    - by Mark W
    recently I was tasked with implementing a way of adding support for versioning of hardware packet specifications to one of our libraries. First a bit of information about the project. We have a hardware library which has classes for each of the various commands we support sending to our hardware. These hardware modules are essentially just lights with a few buttons, and a 2 or 4 digit display. The packets typically follow the format {SOH}AADD{ETX}, where AA is our sentinel action code, and DD is the device ID. These packet specs are different from one command to the next obviously, and the different firmware versions we have support different specifications. For example, on version 1 an action code of 14 may have a spec of {SOH}AADDTEXT{ETX} which would be AA = 14 literal, DD = device ID, TEXT = literal text to display on the device. Then we come out with a revision with adds an extended byte(s) onto the end of the packet like this {SOH}AADDTEXTE{ETX}. Assume the TEXT field is fixed width for this example. We have now added a new field onto the end which could be used to say specify the color or flash rate of the text/buttons. Currently this java library only supports one version of the commands, the latest. In our hardware library we would have a class for this command, say a DisplayTextArgs.java. That class would have fields for the device ID, the text, and the extended byte. The command class would expose a method which generates the string ("{SOH}AADDTEXTE{ETX}") using the value from the class. In practice we would create the Args class as needed, populate the fields, call the method to get our packet string, then ship that down across the CAN. Some of our other commands specification can vary for the same command, on the same version, depending on some runtime state. For example, another command for version 1 may be {SOH}AA{ETX}, where this action code clears all of the modules behind a specific controller device of their text. We may overload this packet to have option fields with multiple meanings like {SOH}AAOC{ETX} where OC is literal text, which tells the controller to only clear text on a specific module type, and to leave the others alone, or the spec could also have an option format of {SOH}AADD{ETX} to clear the text off a a specific device. Currently, in the method which generates the packet string, we would evaluate fields on the args class to determine which spec we will be using when formatting the packet. For this example, it would be along the lines of: if m_DeviceID != null then use {SOH}AADD{ETX} else if m_ClearOCs == true then use {SOH}AAOC{EXT} else use {SOH}AA{ETX} I had considered using XML, or a database to store String.format format strings, which were linked to firmware version numbers in some table. We would load them up at startup, and pass in the version number of the hardwares firmware we are currently using (I can query the devices for their firmware version, but the version is not included in all packets as part of the spec). This breaks down pretty quickly because of the dynamic nature of how we select which version of the command to use. I then considered using a rule engine to possibly build out expressions which could be interpreted at runtume, to evaluate the args class's state, and from that select the appropriate format string to use, but my brief look at rule engines for java scared me away with its complexity. While it seems like it might be a viable solution, it seems overly complex. So this is why I am here. I wouldn't say design is my strongest skill, and im having trouble figuring out the best way to approach this problem. I probably wont be able to radically change the args classes, but if the trade off was good enough, I may be able to convince my boss that the change is appropriate. What I would like from the community is some feedback on some best practices / design methodologies / API or other resources which I could use to accomplish: Logic to determine which set of commands to use for a given firmware version Of those command, which version of each command to use (based on the args classes state) Keep the rules logic decoupled from the application so as to avoid needing releases for every firmware version Be simple enough so I don't need weeks of study and trial and error to implement effectively.

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  • SQLCMD not recogized despite install of SQL Server Native Client for SQL2008

    - by John Galt
    This little question is part of a much larger issue I am trying to resolve: Does SQLCMD require a separate install or is it included with the Microsoft SQL Server 2008 Native Client (which I just installed on my webserver). Maybe this is just an incorrect path issue. Here is what I tried: C:\>sqlcmd -S tcp:devmojito\mssqlserver2008,1433 'sqlcmd' is not recognized as an internal or external command, operable program or batch file. C:\> This same syntax works when executed from the c drive on my SQL Server machine.

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  • How to get more NFS packet details from Wireshark?

    - by Joe Swanson
    How can I get Wireshark to give me details about NFS packets at this level of granularity? (as exemplified here here) Specifically, I am interesting in looking at the the "Stable" option toward the bottom. When I analyze captured packets (whether by capturing directly via Wireshark, importing from a tshark dump, or importing from a tcpdump dump), I do not see a "Network File System" section in the packet details. I only get general TCP information. It recognizes that a packet is destined for a NFS port, but I am not able to see these details. Any ideas?

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  • Server not sending a SYN/ACK packet in response to a SYN packet

    - by jeff
    Using iptraf, tcpdump and wireshark I can see a SYN packet coming in but only the ACK FLAG is set in reply packet. I'm running Debian 5 with kernel 2.6.36 I've turned off window_scaling and tcp_timestamps, tcp_tw_recycle and tcp_tw_reuse: cat /etc/sysctl.conf net.ipv4.tcp_tw_recycle = 0 net.ipv4.tcp_tw_reuse = 0 net.ipv4.tcp_window_scaling = 0 net.ipv4.tcp_timestamps = 0 I've attached an image of the wireshark output. http://imgur.com/pECG0.png Output to netstat netstat -natu | grep '72.23.130.104' tcp 0 0 97.107.134.212:18000 72.23.130.104:42905 SYN_RECV I've been doing everything possible to find a solution and have yet to figure out the problem, so any help/suggestions are much appreciated. UPDATE 1: I've set tcp_syncookies = 0 and noticed I am now replying with 1 SYN+ACK for every 50 SYN requests. The host trying to connect is sending a SYN request about once every second. PCAP FILE

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  • Is there a network "tee"-alike with one leg returning to /dev/null ?

    - by Steff Davies
    I've just built a new PostgreSQL server for my employers, which is happily replicating using WALs. I'm now left with the problem of verifying its performance. One nice way which came up in conversation is to break replication with the slave caught up and then direct all production traffic to both servers, discarding the responses from the new server and returning those from the current one to the clients. Once we're sure performance is OK, we re-sync the slave and can fail over with confidence. Bliss. This would require a TCP proxy capable of opening two outgoing connections for each incoming one, and discarding the data returned from one of them, which is a tricky thing to google for, it seems. Do the assembled brains know of such a thing, before I dive into libevent and write one?

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  • Forwarding ports with ssh on Linux

    - by Patrick Klingemann
    I have a database server, let's call it: dbserver I have a web server with access to my dbserver, let's call it: webserver I have a development machine that I'd like to use to access a database on dbserver, let's call it: dev dbserver has a firewall rule set to allow TCP requests from webserver to dbserver:1433 I'd like to set up a tunnel from dev:1433 to dbserver:1433, so all requests to 1433 on dev are passed along to dbserver:1433 My sshd_config on webserver has the following rules set: AllowTcpForwarding yes GatewayPorts yes This is what I've tried: ssh -v -L localhost:1433:dbserver:1433 webserver In another terminal: telnet localhost 1433 Results in: Trying ::1... Connected to localhost. Escape character is '^]'. Connection closed by foreign host. Any idea what I'm doing wrong here? Thanks in advance!

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  • Should I limit end-user gigabit ports to avoid saturating uplink/trunk connections?

    - by Joel Coel
    We have a campus with 16 buildings and older 850nm 1Gbps fiber links between the buildings, that all come to a core switch for our servers that also uses 1Gbps ports. We're finally starting to replace our aging 10/100 end-user switches, and much of what we're looking at are 1 Gbps units. My question is, since the trunk/uplink lines are still 1Gbps, if I were to install 1 Gbps switches for end users, should I limit the ports to 100Mbps until I can also upgrade the trunks to avoid allowing a bad-behaving host to saturate a trunk line (since we're a college, we have plenty of mis-behaving hosts) and thereby create a DoS situation for a building, or will TCP congestion control typically take care of that for me? What if we have a lot of UDP traffic (games, video chats, even a small amount of bittorrent)?

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  • tcpview cannot kill connection/process

    - by Stig
    I have a program that sometime misses to close a tcp connection. After the program has ended I can see that the port is taken. TCPViewer shows "non-existent" in the "Process" column. If i try to "End process" or "Close connection" nothing happens. If i reboot the server the port is released. But how can I tell Windows to release this port without a reboot? SOLUTION: It was dw20.exe (Microsoft Error Reporting) that was holding it back.

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  • Why do some machines respond with many RST packets instead of RST-ACK to refuse a connection?

    - by Michael J. Gray
    I have recently been trying to track down a problem with one of our systems and have noticed that it is simply not allowed to connect to a remote machine. However, the remote machine (not controlled by us) is responding to our request for a connection with many TCP RST packets on a different port (26469, 26497, 26498) than the one we originated on (53). It simply wouldn't let up at one point and flooded us with about 10 packets/second for an hour or two of only RST on those obscure high ports. Out of the thousands of nodes we're connecting to, this is the only one ever to show this behavior. What could possibly cause this? EDIT Below is a screenshot of Wireshark when it happened. I don't have the actual dump anymore and can't reproduce this specific scenario every time. Basically, we sent a SYN and immediately got RST on an odd port and so we respond with RST and just keep going back and forth.

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  • Best network tuning variables for a Linux proxy

    - by smarthall
    What are the best settings to tune so that Linux can handle a very large amount of TCP connections such as would be seen by a proxy server or a webserver? I'm using Centos6 and squid and am seeing a large amount of TIME_WAIT connections backing up until finally the machine stops responding. The machine isn't loaded at the time, and is having trouble making ingoing and outgoing connections. I've had several suggestions of tuning /proc/sys/net/ipv4/tcp_tw_reuse and /proc/sys/net/ipv4/tcp_tw_reuse but they mention bad interactions with load balancers and NAT both of which are used in my situation.

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  • What happens if a server never receives the RST packet?

    - by Rob
    Someone recently decided to show me a POC of a new Denial of Service method using SYN/TCP he's figured out. I thought it was complete nonsense, but after explaining to him about SYN-SYN/ACK-RST, he left me speechless. He told me "what if the server you're using to trick into sending the SYN/ACK packets can't receive the RST packet?" I have no idea. He claims that the server will continue trying to send SYN/ACK packets, and that the packetrate will continue to build up. Is there any truth to this? Can anyone elaborate? Apparently, the way it works is this: He spoofs the IP of the SYN packet to the target's IP. He then sends the SYN packet to a handful of random servers They all reply with their SYN/ACK packet to the target IP, of course The target responds with RST, as we know BUT somehow he keeps the target from sending the RST or keeps the random servers from processing it With this, apparently the servers will continue trying to send the SYN/ACK packets, thus producing a somewhat of a "snowball" effect.

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  • How to make sure you server NIC performance is at best on Windows?

    - by Bobb
    I realised that I followed some obscure paper on setting NICs on Windows for too long. It might be outdated with new hardware released in past couple of years and with W2008R2. I read a bit about offloading and RSS settings on Windows and I realiased that it is very much circumstantial. Noone can really say - enable that and disable this. etc. So what I really want is for my next server try and setup testing environment and measure how my particular application will behave with different settings. The target is going to be latency of TCP primarily. Please note I am talking about latency inside the box. Are there precision tools for Windows to measure latency (down to microseconds)? P.S. I know this is not easy question. Windows time drift is awful problem for any precision test but still I am sure I am not the fist person to need that... Please share your experience

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  • Can a network interface be configured to have a default gateway for UDP packets?

    - by Vaibhav
    It is quite possible that my question may not make a lot of sense. I apologize, but I am not a networking guy, and that's my excuse. To elaborate, WikiPedia defines "Default Gateway" as a node on a "TCP/IP" network. And the way it works is that if a network interface is sending a packet to an IP address not present on its subnet, it sends it out to the default gateway (which then knows what to do with that packet). Is this true if a UDP packet (datagram) is involved? I mean, if my network interface is sending a UDP packet to an IP address that is not present on its subnet, would it automatically send it to the Default Gateway as well?

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  • How to tune Windows 2008r2 and IIS to maximize single file download speeds?

    - by uSlackr
    We recently put up an IIS site (on WinSvr 2008r2) that is used almost exclusively for downloading files over the internet. The data exists as a large collection of .zip files ranging from 1MB - 35GB in size. We want to allow a lot of downloads during a day (more than 500GB) but have implemented an outbound ASA throttle at 60mbps in order to preserve bandwidth for other uses. The total link speed is 100mbps. Here's the interesting part: While we can serve up multiple downloads to hit the 60mbps cap, we cannot get any single download to exceed 2.5M bytes/sec (20 Mbits/s). Is there any TCP or IIS tuning we can do to push up individual download speeds? Or something else to look at?

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  • How to know which protocol is used in data transfer and inspect that data?

    - by user37880
    I've a .net application for windows. This application transfers a lot of data to and from a particular server on a fix port no 8888. I tried 'Tcpview' but couldn't figure out anything useful. I only figured that it uses 'tcp' connection. Is there a way to know which protocol is used for data transfer (I think port no 8888 is not specific port so not helpful)? How exactly my machine makes connection to this server? Is it telnet/http etc or what? How can I inspect the actual data which is being transferred? If data is encrypted, is it possible to know encryption method on client side (without reverse engineering)? Thanks.

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  • Physics System ignores collision in some rare cases

    - by Gajoo
    I've been developing a simple physics engine for my game. since the game physics is very simple I've decided to increase accuracy a little bit. Instead of formal integration methods like fourier or RK4, I'm directly computing the results after delta time "dt". based on the very first laws of physics : dx = 0.5 * a * dt^2 + v0 * dt dv = a * dt where a is acceleration and v0 is object's previous velocity. Also to handle collisions I've used a method which is somehow different from those I've seen so far. I'm detecting all the collision in the given time frame, stepping the world forward to the nearest collision, resolving it and again check for possible collisions. As I said the world consist of very simple objects, so I'm not loosing any performance due to multiple collision checking. First I'm checking if the ball collides with any walls around it (which is working perfectly) and then I'm checking if it collides with the edges of the walls (yellow points in the picture). the algorithm seems to work without any problem except some rare cases, in which the collision with points are ignored. I've tested everything and all the variables seem to be what they should but after leaving the system work for a minute or two the system the ball passes through one of those points. Here is collision portion of my code, hopefully one of you guys can give me a hint where to look for a potential bug! void PhysicalWorld::checkForPointCollision(Vec2 acceleration, PhysicsComponent& ball, Vec2& collisionNormal, float& collisionTime, Vec2 target) { // this function checks if there will be any collision between a circle and a point // ball contains informations about the circle (it's current velocity, position and radius) // collisionNormal is an output variable // collisionTime is also an output varialbe // target is the point I want to check for collisions Vec2 V = ball.mVelocity; Vec2 A = acceleration; Vec2 P = ball.mPosition - target; float wallWidth = mMap->getWallWidth() / (mMap->getWallWidth() + mMap->getHallWidth()) / 2; float r = ball.mRadius / (mMap->getWallWidth() + mMap->getHallWidth()); // r is ball radius scaled to match actual rendered object. if (A.any()) // todo : I need to first correctly solve the collisions in case there is no acceleration return; if (V.any()) // if object is not moving there will be no collisions! { float D = P.x * V.y - P.y * V.x; float Delta = r*r*V.length2() - D*D; if(Delta < eps) return; Delta = sqrt(Delta); float sgnvy = V.y > 0 ? 1: (V.y < 0?-1:0); Vec2 c1(( D*V.y+sgnvy*V.x*Delta) / V.length2(), (-D*V.x+fabs(V.y)*Delta) / V.length2()); Vec2 c2(( D*V.y-sgnvy*V.x*Delta) / V.length2(), (-D*V.x-fabs(V.y)*Delta) / V.length2()); float t1 = (c1.x - P.x) / V.x; float t2 = (c2.x - P.x) / V.x; if(t1 > eps && t1 <= collisionTime) { collisionTime = t1; collisionNormal = c1; } if(t2 > eps && t2 <= collisionTime) { collisionTime = t2; collisionNormal = c2; } } } // this function should step the world forward by dt. it doesn't check for collision of any two balls (components) // it just checks if there is a collision between the current component and 4 points forming a rectangle around it. void PhysicalWorld::step(float dt) { for (unsigned i=0;i<mObjects.size();i++) { PhysicsComponent &current = *mObjects[i]; Vec2 acceleration = current.mForces * current.mInvMass; float rt=dt; // stores how much more the world should advance while(rt > eps) { float collisionTime = rt; Vec2 collisionNormal = Vec2(0,0); float halfWallWidth = mMap->getWallWidth() / (mMap->getWallWidth() + mMap->getHallWidth()) / 2; // we check if there is any collision with any of those 4 points around the ball // if there is a collision both collisionNormal and collisionTime variables will change // after these functions collisionTime will be exactly the value of nearest collision (if any) // and if there was, collisionNormal will report in which direction the ball should return. checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2(floor(current.mPosition.x) + halfWallWidth,floor(current.mPosition.y) + halfWallWidth)); checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2(floor(current.mPosition.x) + halfWallWidth, ceil(current.mPosition.y) - halfWallWidth)); checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2( ceil(current.mPosition.x) - halfWallWidth,floor(current.mPosition.y) + halfWallWidth)); checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2( ceil(current.mPosition.x) - halfWallWidth, ceil(current.mPosition.y) - halfWallWidth)); // either if there is a collision or if there is not we step the forward since we are sure there will be no collision before collisionTime current.mPosition += collisionTime * (collisionTime * acceleration * 0.5 + current.mVelocity); current.mVelocity += collisionTime * acceleration; // if the ball collided with anything collisionNormal should be at least none zero in one of it's axis if (collisionNormal.any()) { collisionNormal *= Dot(collisionNormal, current.mVelocity) / collisionNormal.length2(); current.mVelocity -= 2 * collisionNormal; // simply reverse velocity along collision normal direction } rt -= collisionTime; } // reset all forces for current object so it'll be ready for later game event current.mForces.zero(); } }

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  • How do I open port 51413 for Transmission?

    - by user94159
    Just moved to ubuntu on my macbook and spend whole day trying to open transmission port 51413. Already done: I have ufw but i opened ports there and tried without it - probably not the problem 51413/tcp ALLOW Anywhere 51413/tcp ALLOW Anywhere (v6) 21/tcp ALLOW OUT Anywhere 80 ALLOW OUT Anywhere 143 ALLOW OUT Anywhere 2049 ALLOW OUT Anywhere 110 ALLOW OUT Anywhere 135,139,445/tcp ALLOW OUT Anywhere 137,138/udp ALLOW OUT Anywhere 25/tcp ALLOW OUT Anywhere 631 ALLOW OUT Anywhere 443/tcp ALLOW OUT Anywhere 53/udp ALLOW OUT Anywhere 123/udp ALLOW OUT Anywhere 993/tcp ALLOW OUT Anywhere 465/tcp ALLOW OUT Anywhere 51413/tcp ALLOW OUT Anywhere router Pirelli DRG A125G; tried disabling firewall, forwarding ports according portforward.com but I have no experience with such thing so I dont know if i succeeded On transmission still shows port blocked and nothing is downloading... CanYouSeeMe.org tried tu use to see if ports are open but it shows that port is blocked Also tried qbitorrent it also doesnt work

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  • SSL / HTTP / No Response to Curl

    - by Alex McHale
    I am trying to send commands to a SOAP service, and getting nothing in reply. The SOAP service is at a completely separate site from either server I am testing with. I have written a dummy script with the SOAP XML embedded. When I run it at my local site, on any of three machines -- OSX, Ubuntu, or CentOS 5.3 -- it completes successfully with a good response. I then sent the script to our public host at Slicehost, where I fail to get the response back from the SOAP service. It accepts the TCP socket and proceeds with the SSL handshake. I do not however receive any valid HTTP response. This is the case whether I use my script or curl on the command line. I have rewritten the script using SOAP4R, Net::HTTP and Curb. All of which work at my local site, none of which work at the Slicehost site. I have tried to assemble the CentOS box as closely to match my Slicehost server as possible. I rebuilt the Slice to be a stock CentOS 5.3 and stock CentOS 5.4 with the same results. When I look at a tcpdump of the bad sessions on Slicehost, I see my script or curl send the XML to the remote server, and nothing comes back. When I look at the tcpdump at my local site, I see the response just fine. I have entirely disabled iptables on the Slice. Does anyone have any ideas what could be causing these results? Please let me know what additional information I can furnish. Thank you! Below is a wire trace of a sample session. The IP that starts with 173 is my server while the IP that starts with 12 is the SOAP server's. No. Time Source Destination Protocol Info 1 0.000000 173.45.x.x 12.36.x.x TCP 36872 > https [SYN] Seq=0 Win=5840 Len=0 MSS=1460 TSV=137633469 TSER=0 WS=6 Frame 1 (74 bytes on wire, 74 bytes captured) Ethernet II, Src: 40:40:17:3a:f4:e6 (40:40:17:3a:f4:e6), Dst: Dell_fb:49:a1 (00:21:9b:fb:49:a1) Internet Protocol, Src: 173.45.x.x (173.45.x.x), Dst: 12.36.x.x (12.36.x.x) Transmission Control Protocol, Src Port: 36872 (36872), Dst Port: https (443), Seq: 0, Len: 0 No. Time Source Destination Protocol Info 2 0.040000 12.36.x.x 173.45.x.x TCP https > 36872 [SYN, ACK] Seq=0 Ack=1 Win=8760 Len=0 MSS=1460 Frame 2 (62 bytes on wire, 62 bytes captured) Ethernet II, Src: Dell_fb:49:a1 (00:21:9b:fb:49:a1), Dst: 40:40:17:3a:f4:e6 (40:40:17:3a:f4:e6) Internet Protocol, Src: 12.36.x.x (12.36.x.x), Dst: 173.45.x.x (173.45.x.x) Transmission Control Protocol, Src Port: https (443), Dst Port: 36872 (36872), Seq: 0, Ack: 1, Len: 0 No. Time Source Destination Protocol Info 3 0.040000 173.45.x.x 12.36.x.x TCP 36872 > https [ACK] Seq=1 Ack=1 Win=5840 Len=0 Frame 3 (54 bytes on wire, 54 bytes captured) Ethernet II, Src: 40:40:17:3a:f4:e6 (40:40:17:3a:f4:e6), Dst: Dell_fb:49:a1 (00:21:9b:fb:49:a1) Internet Protocol, Src: 173.45.x.x (173.45.x.x), Dst: 12.36.x.x (12.36.x.x) Transmission Control Protocol, Src Port: 36872 (36872), Dst Port: https (443), Seq: 1, Ack: 1, Len: 0 No. Time Source Destination Protocol Info 4 0.050000 173.45.x.x 12.36.x.x SSLv2 Client Hello Frame 4 (156 bytes on wire, 156 bytes captured) Ethernet II, Src: 40:40:17:3a:f4:e6 (40:40:17:3a:f4:e6), Dst: Dell_fb:49:a1 (00:21:9b:fb:49:a1) Internet Protocol, Src: 173.45.x.x (173.45.x.x), Dst: 12.36.x.x (12.36.x.x) Transmission Control Protocol, Src Port: 36872 (36872), Dst Port: https (443), Seq: 1, Ack: 1, Len: 102 Secure Socket Layer No. Time Source Destination Protocol Info 5 0.130000 12.36.x.x 173.45.x.x TCP [TCP segment of a reassembled PDU] Frame 5 (1434 bytes on wire, 1434 bytes captured) Ethernet II, Src: Dell_fb:49:a1 (00:21:9b:fb:49:a1), Dst: 40:40:17:3a:f4:e6 (40:40:17:3a:f4:e6) Internet Protocol, Src: 12.36.x.x (12.36.x.x), Dst: 173.45.x.x (173.45.x.x) Transmission Control Protocol, Src Port: https (443), Dst Port: 36872 (36872), Seq: 1, Ack: 103, Len: 1380 Secure Socket Layer No. Time Source Destination Protocol Info 6 0.130000 173.45.x.x 12.36.x.x TCP 36872 > https [ACK] Seq=103 Ack=1381 Win=8280 Len=0 Frame 6 (54 bytes on wire, 54 bytes captured) Ethernet II, Src: 40:40:17:3a:f4:e6 (40:40:17:3a:f4:e6), Dst: Dell_fb:49:a1 (00:21:9b:fb:49:a1) Internet Protocol, Src: 173.45.x.x (173.45.x.x), Dst: 12.36.x.x (12.36.x.x) Transmission Control Protocol, Src Port: 36872 (36872), Dst Port: https (443), Seq: 103, Ack: 1381, Len: 0 No. Time Source Destination Protocol Info 7 0.130000 12.36.x.x 173.45.x.x TLSv1 Server Hello, Certificate, Server Hello Done Frame 7 (1280 bytes on wire, 1280 bytes captured) Ethernet II, Src: Dell_fb:49:a1 (00:21:9b:fb:49:a1), Dst: 40:40:17:3a:f4:e6 (40:40:17:3a:f4:e6) Internet Protocol, Src: 12.36.x.x (12.36.x.x), Dst: 173.45.x.x (173.45.x.x) Transmission Control Protocol, Src Port: https (443), Dst Port: 36872 (36872), Seq: 1381, Ack: 103, Len: 1226 [Reassembled TCP Segments (2606 bytes): #5(1380), #7(1226)] Secure Socket Layer No. Time Source Destination Protocol Info 8 0.130000 173.45.x.x 12.36.x.x TCP 36872 > https [ACK] Seq=103 Ack=2607 Win=11040 Len=0 Frame 8 (54 bytes on wire, 54 bytes captured) Ethernet II, Src: 40:40:17:3a:f4:e6 (40:40:17:3a:f4:e6), Dst: Dell_fb:49:a1 (00:21:9b:fb:49:a1) Internet Protocol, Src: 173.45.x.x (173.45.x.x), Dst: 12.36.x.x (12.36.x.x) Transmission Control Protocol, Src Port: 36872 (36872), Dst Port: https (443), Seq: 103, Ack: 2607, Len: 0 No. Time Source Destination Protocol Info 9 0.130000 173.45.x.x 12.36.x.x TLSv1 Client Key Exchange, Change Cipher Spec, Encrypted Handshake Message Frame 9 (236 bytes on wire, 236 bytes captured) Ethernet II, Src: 40:40:17:3a:f4:e6 (40:40:17:3a:f4:e6), Dst: Dell_fb:49:a1 (00:21:9b:fb:49:a1) Internet Protocol, Src: 173.45.x.x (173.45.x.x), Dst: 12.36.x.x (12.36.x.x) Transmission Control Protocol, Src Port: 36872 (36872), Dst Port: https (443), Seq: 103, Ack: 2607, Len: 182 Secure Socket Layer No. Time Source Destination Protocol Info 10 0.190000 12.36.x.x 173.45.x.x TLSv1 Change Cipher Spec, Encrypted Handshake Message Frame 10 (97 bytes on wire, 97 bytes captured) Ethernet II, Src: Dell_fb:49:a1 (00:21:9b:fb:49:a1), Dst: 40:40:17:3a:f4:e6 (40:40:17:3a:f4:e6) Internet Protocol, Src: 12.36.x.x (12.36.x.x), Dst: 173.45.x.x (173.45.x.x) Transmission Control Protocol, Src Port: https (443), Dst Port: 36872 (36872), Seq: 2607, Ack: 285, Len: 43 Secure Socket Layer No. Time Source Destination Protocol Info 11 0.190000 173.45.x.x 12.36.x.x TLSv1 Application Data Frame 11 (347 bytes on wire, 347 bytes captured) Ethernet II, Src: 40:40:17:3a:f4:e6 (40:40:17:3a:f4:e6), Dst: Dell_fb:49:a1 (00:21:9b:fb:49:a1) Internet Protocol, Src: 173.45.x.x (173.45.x.x), Dst: 12.36.x.x (12.36.x.x) Transmission Control Protocol, Src Port: 36872 (36872), Dst Port: https (443), Seq: 285, Ack: 2650, Len: 293 Secure Socket Layer No. Time Source Destination Protocol Info 12 0.190000 173.45.x.x 12.36.x.x TCP [TCP segment of a reassembled PDU] Frame 12 (1514 bytes on wire, 1514 bytes captured) Ethernet II, Src: 40:40:17:3a:f4:e6 (40:40:17:3a:f4:e6), Dst: Dell_fb:49:a1 (00:21:9b:fb:49:a1) Internet Protocol, Src: 173.45.x.x (173.45.x.x), Dst: 12.36.x.x (12.36.x.x) Transmission Control Protocol, Src Port: 36872 (36872), Dst Port: https (443), Seq: 578, Ack: 2650, Len: 1460 Secure Socket Layer No. Time Source Destination Protocol Info 13 0.450000 12.36.x.x 173.45.x.x TCP https > 36872 [ACK] Seq=2650 Ack=578 Win=64958 Len=0 Frame 13 (54 bytes on wire, 54 bytes captured) Ethernet II, Src: Dell_fb:49:a1 (00:21:9b:fb:49:a1), Dst: 40:40:17:3a:f4:e6 (40:40:17:3a:f4:e6) Internet Protocol, Src: 12.36.x.x (12.36.x.x), Dst: 173.45.x.x (173.45.x.x) Transmission Control Protocol, Src Port: https (443), Dst Port: 36872 (36872), Seq: 2650, Ack: 578, Len: 0 No. Time Source Destination Protocol Info 14 0.450000 173.45.x.x 12.36.x.x TCP [TCP segment of a reassembled PDU] Frame 14 (206 bytes on wire, 206 bytes captured) Ethernet II, Src: 40:40:17:3a:f4:e6 (40:40:17:3a:f4:e6), Dst: Dell_fb:49:a1 (00:21:9b:fb:49:a1) Internet Protocol, Src: 173.45.x.x (173.45.x.x), Dst: 12.36.x.x (12.36.x.x) Transmission Control Protocol, Src Port: 36872 (36872), Dst Port: https (443), Seq: 2038, Ack: 2650, Len: 152 No. Time Source Destination Protocol Info 15 0.510000 12.36.x.x 173.45.x.x TCP [TCP Dup ACK 13#1] https > 36872 [ACK] Seq=2650 Ack=578 Win=64958 Len=0 Frame 15 (54 bytes on wire, 54 bytes captured) Ethernet II, Src: Dell_fb:49:a1 (00:21:9b:fb:49:a1), Dst: 40:40:17:3a:f4:e6 (40:40:17:3a:f4:e6) Internet Protocol, Src: 12.36.x.x (12.36.x.x), Dst: 173.45.x.x (173.45.x.x) Transmission Control Protocol, Src Port: https (443), Dst Port: 36872 (36872), Seq: 2650, Ack: 578, Len: 0 No. Time Source Destination Protocol Info 16 0.850000 173.45.x.x 12.36.x.x TCP [TCP Retransmission] [TCP segment of a reassembled PDU] Frame 16 (1514 bytes on wire, 1514 bytes captured) Ethernet II, Src: 40:40:17:3a:f4:e6 (40:40:17:3a:f4:e6), Dst: Dell_fb:49:a1 (00:21:9b:fb:49:a1) Internet Protocol, Src: 173.45.x.x (173.45.x.x), Dst: 12.36.x.x (12.36.x.x) Transmission Control Protocol, Src Port: 36872 (36872), Dst Port: https (443), Seq: 578, Ack: 2650, Len: 1460 Secure Socket Layer No. Time Source Destination Protocol Info 17 1.650000 173.45.x.x 12.36.x.x TCP [TCP Retransmission] [TCP segment of a reassembled PDU] Frame 17 (1514 bytes on wire, 1514 bytes captured) Ethernet II, Src: 40:40:17:3a:f4:e6 (40:40:17:3a:f4:e6), Dst: Dell_fb:49:a1 (00:21:9b:fb:49:a1) Internet Protocol, Src: 173.45.x.x (173.45.x.x), Dst: 12.36.x.x (12.36.x.x) Transmission Control Protocol, Src Port: 36872 (36872), Dst Port: https (443), Seq: 578, Ack: 2650, Len: 1460 Secure Socket Layer No. Time Source Destination Protocol Info 18 3.250000 173.45.x.x 12.36.x.x TCP [TCP Retransmission] [TCP segment of a reassembled PDU] Frame 18 (1514 bytes on wire, 1514 bytes captured) Ethernet II, Src: 40:40:17:3a:f4:e6 (40:40:17:3a:f4:e6), Dst: Dell_fb:49:a1 (00:21:9b:fb:49:a1) Internet Protocol, Src: 173.45.x.x (173.45.x.x), Dst: 12.36.x.x (12.36.x.x) Transmission Control Protocol, Src Port: 36872 (36872), Dst Port: https (443), Seq: 578, Ack: 2650, Len: 1460 Secure Socket Layer No. Time Source Destination Protocol Info 19 6.450000 173.45.x.x 12.36.x.x TCP [TCP Retransmission] [TCP segment of a reassembled PDU] Frame 19 (1514 bytes on wire, 1514 bytes captured) Ethernet II, Src: 40:40:17:3a:f4:e6 (40:40:17:3a:f4:e6), Dst: Dell_fb:49:a1 (00:21:9b:fb:49:a1) Internet Protocol, Src: 173.45.x.x (173.45.x.x), Dst: 12.36.x.x (12.36.x.x) Transmission Control Protocol, Src Port: 36872 (36872), Dst Port: https (443), Seq: 578, Ack: 2650, Len: 1460 Secure Socket Layer

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  • How to enable telnet with port 3306 during Master to master replication on MySQL Server

    - by Mainio
    I am trying to do Master to Master Replication in Windows Server 2008. I am successfully able to replicate all the database of Master 1 to Master 2. But I am unable to replicate the changes made on Master 2 to Master 1. Later on I found that, I can telnet to Master 1 from Master 2 with port 3306 but I am not able on telnet from Master 1 to Master 2. When I check netstat on both Master. I found the following result. I couldn't publish my public IP so I put name as Master 1 and Master 2 for their respective IP Master 1 C:\Users\XXXXX>netstat Active Connections Proto Local Address Foreign Address State TCP Master 1:3306 Master 2:61566 ESTABLISHED TCP Master 1:3389 My remote:56053 ESTABLISHED TCP 127.0.0.1:3306 Master 1:60675 ESTABLISHED TCP 127.0.0.1:3306 Master 1:60712 ESTABLISHED TCP 127.0.0.1:60675 Master 1:3306 ESTABLISHED TCP 127.0.0.1:60712 Master 1:3306 ESTABLISHED Master 2 C:\Users\XXXX>netstat Active Connections Proto Local Address Foreign Address State TCP Master 2:3389 My remote:56124 ESTABLISHED TCP Master 2:61566 Master 1:3306 ESTABLISHED TCP Master 2:61574 bil-sc-cm02:http ESTABLISHED TCP 127.0.0.1:3306 Master 2:61562 ESTABLISHED TCP 127.0.0.1:3306 Master 2:61563 ESTABLISHED TCP 127.0.0.1:61562 Master 2:3306 ESTABLISHED TCP 127.0.0.1:61563 Master 2:3306 ESTABLISHED TCP 127.0.0.1:61573 Master 2:3306 TIME_WAIT All shows that In my master 2, port 3306 is not activate. Now I need solution over here. How can I figure it. Your small suggestion would be million for me. Thank you Regards, Udhyan

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  • Issue with InnoDB engine while enabling and [ skip-innodb ] - [ERROR] Plugin 'InnoDB' init function returned error

    - by Ahn
    How to enable InnoDB, which was previously disabled with skip-innodb option. Case 1: Disabled the innodb with skip-innodb option and show engines givens as below. Engine | Support ... | InnoDB | NO ...... Case 2: As I want to enable the innodb, I commanded the #skip-innodb option and restarted. But now the show engines even not showing the InnoDB engine in the list. ? Mysql Version : 5.1.57-community-log OS : CentOS release 5.7 (Final) Log: 120622 13:06:36 InnoDB: Initializing buffer pool, size = 8.0M 120622 13:06:36 InnoDB: Completed initialization of buffer pool InnoDB: No valid checkpoint found. InnoDB: If this error appears when you are creating an InnoDB database, InnoDB: the problem may be that during an earlier attempt you managed InnoDB: to create the InnoDB data files, but log file creation failed. InnoDB: If that is the case, please refer to InnoDB: http://dev.mysql.com/doc/refman/5.1/en/error-creating-innodb.html 120622 13:06:36 [ERROR] Plugin 'InnoDB' init function returned error. 120622 13:06:36 [ERROR] Plugin 'InnoDB' registration as a STORAGE ENGINE failed. 120622 13:06:36 [Note] Event Scheduler: Loaded 0 events 120622 13:06:36 [Note] /usr/sbin/mysqld: ready for connections. Version: '5.1.57-community-log' socket: '/data/mysqlsnd/mysql.sock1' port: 3307 MySQL Community Server (GPL)

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