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  • IIS load balancing and site deployment

    - by KLC
    Hi, currently I have a site sits on one IIS7 server. When we deploy a new version of the site, we bring the site down and display an offline page. What I really want is have two same exact copies of the site sits in one IIS 7 server and load balance users among both sites. when we deploy a new version of the site, we will bring site1 down (users in site1 automatically routes to site2 on next postback), when site1 deployment is complete, bring site2 down (users in site2 being routes to site1 on next postback). is this even possible?

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  • IIS load balancing and site deployment

    - by KLC
    Hi, currently I have a site sits on one IIS7 server. When we deploy a new version of the site, we bring the site down and display an offline page. What I really want is have two same exact copies of the site sits in one IIS 7 server and load balance users among both servers. when we deploy a new version of the site, we will bring site1 down (users in site1 automatically routes to site2 on next postback), when site1 deployment is complete, bring site2 down (users in site2 being routes to site1 on next postback). is this even possible?

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  • My 3D object (opengl es) is disappearing behind the iPhone camera view

    - by KLC
    I have an augmented reality iPhone app that I am converting from Core Animation to OpenGL ES 1.1. I have added code that has been modified from the Apple OpenGL template. My problem is that my 3D object , when translating along the negative Z-axis (away from the user), appears to disappear into the camera view, until its completely gone. I have experimented with several solutions, but to no avail. What I have determined: Using the 3D icosahedron from Jeff Lamarche's blog here, the object starts it at 0,0,0 and then translates with decreasing z coordinates. By the time the z value reaches -2.0f, the object is gone. It appears as if it is disappearing behind the camera view. This is how I set my frustrum & viewport (unchanged from Apple's code) glMatrixMode(GL_PROJECTION); size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0); //Grab the size of the screen CGRect rect = self.bounds; glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size / (rect.size.width / rect.size.height), zNear, zFar); glViewport(0, 0, rect.size.width, rect.size.height); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); What I have tried: The camera view is the main view and several other views are added to it as subviews, including the openGLView. I have commented those views out for test purposes. I have applied CATransforms to move the openGLView in the z direction -500 and +500, and done the same to the camera view. I have also changed the zFar in the above code to 1.0f, and it still disappears at z position of -2.0, which doesn't make sense (shouldn't it disappear at z=1.0?) My experimentation has got me more confused than when I started ( which usually means I am missing a key piece, but I can't figure out what). Thanks for your help.

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