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  • *Client* scalability for large numbers of remote web service calls

    - by Yuriy
    Hey Guys, I was wondering if you could share best practices and common mistakes when it comes to making large numbers of time-sensitive web service calls. In my case, I have a SOAP and an XML-RPC based web service to which I'm constantly making calls. I predict that this will soon become an issue as the number of calls per second will grow. On a higher level, I was thinking of batching those calls and submitting those to the web services every 100 ms. Could you share what else works? On a lower level side of the things, I use Apache Xml-Rpc client and standard javax.xml.soap.* packages for my client implementations. Are you aware of any client scalability related tricks/tips/warnings with these packages? Thanks in advance Yuriy

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  • Web Service Client Java

    - by zeckk
    I generated java web service client from here -- http://api.search.live.net/search.wsdl.. I want to make search and listing the return values. How i can show result ? my code is : import java.rmi.RemoteException; import com.microsoft.schemas.LiveSearch._2008._03.Search.*; public class searchtry { public static void main(String[] args) throws RemoteException { LiveSearchPortTypeProxy client=new LiveSearchPortTypeProxy(); SearchRequest request=new SearchRequest(); SearchRequestType1 type1=new SearchRequestType1(); sorgu.setAppId("*****************"); //Windows Live gave this id for using that service sorgu.setSources(new SourceType[]{SourceType.Web}); sorgu.setQuery("Java"); aratip.setParameters(request); SearchResponseType0 answer= client.search(type1); System.out.println(answer.toString()); }

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  • Fat ASP.NET MVC Controllers

    - by Mosh
    Hello, I have been reading about "Fat Controllers" but most of the articles out there focus on pulling the service/repository layer logic out of the controller. However, I have run into a different situation and am wondering if anyone has any ideas for improvement. I have a controller with too many actions and am wondering how I can break this down into many controllers with fewer actions. All these actions are responsible for inserting/updating/removing objects that all belong to the same aggregate. So I'm not quiet keen in having a seperate controller for each class that belongs to this aggregate... To give you more details, this controller is used in a tabbed page. Each tab represents a portion of the data for editing and all the domain model objects used here belong to the same aggregate. Any advice? Cheers, Mosh

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  • Sequence for authentication on a decoupled client?

    - by A T
    Using a sequence diagram and example code could you explain to me how authentication works when the client is completely separated from the server? I.e.: you haven't generated any of the client using a server-side template engine, rather you are communicating using REST (SOAP xor HTTP) xor RPC (XML xor JSON) with javascript on the client-side. Specifically I would like to know the sequence of: Authenticating using basic auth (user+pass) with "my" server Authenticating using OAuth2, e.g.: with Facebook, with facebook's server then whatever extra steps are needed for "my" server And how it could be implemented. (feel free to use psuedo-code [like below] or [preferably] prototyped simply using BackboneJS, AngularJS, EmberJS, BatmanJS, AgilityJS, SammyJS xor ActiveJS. if cookie.status in [Expired, Tampered, Wrong IP, Invalid, Not Found]: try auth(user,pass): if user is in my db: try authenticate(user,pass) if successful: login user # give session-cookie here? else: present user with "auth failed" msg else if user not in db: redirect to "edit-profile" page PS: I have written an example (editable) auth sequence diagram; based on facebooks' documentation.

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  • PHP - "Fat Free Framework" Find Methods and Showing Results in Template

    - by user1672808
    Just started trying the "Fat Free Framework" I'm building a site using a MySQL DB with 265 fields, and 5000+ rows in the DB; I can load() a specific record easily, no problems. When using find(), afind(), and even "select()", template will show blank lines or lines with "filler" text, with the correct number of rows for the query results, but no text/data from the DB itself; Same problem whether using objects or simply arrays from result (afind() and find()). I've copied/pasted the code verbatim from examples and from documentation, with only the DB specific items changed. Still, no luck. CODE IN PHP FILE (function from CLASS): static function home() { $featured=new Axon('boats'); $F3::set('boatlist',$featured->afind('D_CustomerID=173')); F3::set('content',TEMPLATE_DIR .'/home.html'); echo Template::serve(TEMPLATE_DIR .'/layout.html'); } TEMPLATE home.html: <div class="span8"> <h3> Featured Boats </h3> <F3:repeat group="{{@boatlist}}" value="{{@boat}}"> <div style="margin-left: 2em" class="thumbnails"> <p> <a href="boat/{{@boat['D_BoatNum']}}">{{trim(@boat['D_Description'])}}</a> by {{@boat['D_CustomerID']}} </p> <p> {{@boat['D_Price']}} </p> </div> </F3:repeat> </div> The number of rows this produces coincides with the correct number of rows in the DB. However, the actual data from each field does not show. Any ideas?

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  • Best Platform/Engine for turn based Client/Server Android game

    - by Paradine
    I'm currently designing a turn based game for tablets. Initially for Android with porting to iOS later considered in design. I'm having trouble narrowing down the available technologies to even know where to spend my research time. I am hoping that if I explain what I am trying to achieve someone may be able to suggest a platform and/or engine. I've looked into some of the open source Engines ( http://www.cuteandroid.com/ten-open-source-android-2d-or-3d-game-engine-for-android-developers ) and some appear to handle much of what I might require - although with a higher focus on graphics than i need. Mages looks interesting although development appears to have ceased. If I could somehow leverage GoogleApps that would be excellent. Here is what I am trying to achieve: PvP turn based strategy game over internet - minimal animation and bandwidth required Players match up online using MetaGame system MatchID created on Resolution Server and Game starts Clients have 30 second countdown to select MoveString Clients sends small secure timestamped and MatchIDed MoveString to Resolution server Resolution server looks up Move String for each player, Resolves and Updates Players status in MatchID on Server Resolution server updates Client Views Repeat until victory conditions met - MatchID Closed, Rewards earned in MetaGame There will also need to be a full social and account system and metagame backend - but this could be running on separate system(s) Tablet in Offline mode would be catalog browsing and perhaps single player AI - bum I'm focusing on the Resolution Server at this point I'm not even certain if I would be looking at an Android App or a WebApp at this stage! I want a custom GUI so I guess an app - but maybe as I have little animation a WebApp might also work. Probably some combination of both. There will be very small overhead in data between client server - essentially a small text string every 30 seconds sent to the Resolution server which looks up the Effect and applies it to the Opponents string and determines some results to apply to the match. The client view is updated minimally with the results (only 5 in game Integers tracked) - perhaps triggering small animations/popups on the client to show the end result. e.g Explosion. If you have suggestions for a good technology or platform to best achieving the Resolution Server I'd love to hear. Also if you have experience with open source Engines - and could narrow down which (if any ) might be most suitable that would be a big help. Thanks in advance

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  • Best Platform/Engine for turn based Client/Server Android game

    - by Paradine
    I'm currently designing a turn based game for tablets. Initially for Android with porting to iOS later considered in design. I'm having trouble narrowing down the available technologies to even know where to spend my research time. I am hoping that if I explain what I am trying to achieve someone may be able to suggest a platform and/or engine. I've looked into some of the open source Engines ( http://www.cuteandroid.com/ten-open-source-android-2d-or-3d-game-engine-for-android-developers ) and some appear to handle much of what I might require - although with a higher focus on graphics than i need. Mages looks interesting although development appears to have ceased. If I could somehow leverage GoogleApps that would be excellent. Here is what I am trying to achieve: PvP turn based strategy game over internet - minimal animation and bandwidth required Players match up online using MetaGame system MatchID created on Resolution Server and Game starts Clients have 30 second countdown to select MoveString Clients sends small secure timestamped and MatchIDed MoveString to Resolution server Resolution server looks up Move String for each player, Resolves and Updates Players status in MatchID on Server Resolution server updates Client Views Repeat until victory conditions met - MatchID Closed, Rewards earned in MetaGame There will also need to be a full social and account system and metagame backend - but this could be running on separate system(s) Tablet in Offline mode would be catalog browsing and perhaps single player AI - bum I'm focusing on the Resolution Server at this point I'm not even certain if I would be looking at an Android App or a WebApp at this stage! I want a custom GUI so I guess an app - but maybe as I have little animation a WebApp might also work. Probably some combination of both. There will be very small overhead in data between client server - essentially a small text string every 30 seconds sent to the Resolution server which looks up the Effect and applies it to the Opponents string and determines some results to apply to the match. The client view is updated minimally with the results (only 5 in game Integers tracked) - perhaps triggering small animations/popups on the client to show the end result. e.g Explosion. If you have suggestions for a good technology or platform to best achieving the Resolution Server I'd love to hear. Also if you have experience with open source Engines - and could narrow down which (if any ) might be most suitable that would be a big help. Thanks in advance

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  • Having trouble coming up with a good architecture for a client/server application

    - by rmw1985
    I am writing a remote backup service meant to support 1000+ users. It is going to use librsync to store reverse diffs (like rdiff-backup) and make data transfer efficient. My trouble is that I do not know the "best" way to implement the client/server model. I have thought of doing it like rsync/rdiff-backup do it by having the client open an SSH connection and running a server executable and communicating across pipes. Another alternative would be to write a server which would handle authentication and communicate with the client via SSL. The reason I have thought of this is that there is "state" information like how many backup jobs are setup, etc. that must be maintained. Another alternative that I have thought about is running a "web service" using Pylons or Django to handle the authentication, but I do not know how to bridge that the the "storage" side. Since I am using librsync, I cannot use "dumb" storage. Is there a way to pipe data through Pylons or Django to a server side handler that would do the rsync calculation? This seems to me like maybe a dumb question but I am sort of lost. Any tips or suggestions from more experienced developers would be extremely helpful.

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  • Client Side Prediction for a Look Vector

    - by Mike Sawayda
    So I am making a first person networked shooter. I am working on client-side prediction where I am predicting player position and look vectors client-side based on input messages received from the server. Right now I am only worried about the look vectors though. I am receiving the correct look vector from the server about 20 times per second and I am checking that against the look vector that I have client side. I want to interpolate the clients look vector towards the correct one that is server side over a period of time. Therefore no matter how far you are away from the servers look vector you will interpolate to it over the same amount of time. Ex. if you were 10 degrees off it would take the same amount of time as if you were 2 degrees off to be correctly lined up with the server copy. My code looks something like this but the problem is that the amount that you are changing the clients copy gets infinitesimally small so you will actually never reach the servers copy. This is because I am always calculating the difference and only moving by a percentage of that every frame. Does anyone have any suggestions on how to interpolate towards the servers copy correctly? if(rotationDiffY > ClientSideAttributes::minRotation) { if(serverRotY > clientRotY) { playerObjects[i]->collisionObject->rotation.y += (rotationDiffY * deltaTime); } else { playerObjects[i]->collisionObject->rotation.y -= (rotationDiffY deltaTime); } }

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  • Insert an event on Google Resource Calendar using the latest google-php-client-api

    - by user3781583
    Created a Project Enabled Calendar API Created an OAuth2.0 Service Account Downloaded the keyfile .p12 and saved it locally (not using a server with a public IP address) Shared my Resource Calendar with the Email address created in the Service Account (with Manage Sharing rights) Entered Client ID for the service account and authorized http://www.googleapis.com/auth/calendar Environment lamp setup on localhost. <?php require_once 'google-api-php-client/src/Google/Client.php'; require_once 'google-api-php-client/src/Google/Service/Calendar.php'; session_start(); const CLIENT_ID = 'XXXXXX.apps.googleusercontent.com'; //Service CLIENT ID const SERVICE_ACCOUNT_NAME = '[email protected]'; const KEY_FILE = 'google-api-php-client/src/Google/Reservation Service-XXXXXXX.p12'; $client = new Google_Client(); $client->setApplicationName("Appointment"); if (isset($_SESSION['token'])) { $client->setAccessToken($_SESSION['token']); } $key = file_get_contents(KEY_FILE); $client->setClientId(CLIENT_ID); $client->setAssertionCredentials(new Google_Auth_AssertionCredentials( SERVICE_ACCOUNT_NAME, array('https://www.googleapis.com/auth/calendar'), $key)); //Save token in session if ($client->getAccessToken()) { $_SESSION['token'] = $client->getAccessToken(); } $cal = new Google_Service_Calendar($client); $event = new Google_Service_Calendar_Event(); $event->setSummary('This is a Test event'); $event->setLocation('Test Location'); $start = new Google_Service_Calendar_EventDateTime(); $start->setDateTime('2014-08-20T10:30:00.000-05:00'); $event->setStart($start); $end = new Google_Service_Calendar_EventDateTime(); $end->setDateTime('2014-08-20T12:30:00.000-05:00'); $event->setEnd($end); $cal->events->insert('[email protected]', $event); ?> getting the following error: Fatal error: Uncaught exception 'Google_Service_Exception' with message 'Error calling POST https://www.googleapis.com/calendar/v3/calendars/XXXXXXX%40resource.calendar.google.com/events: (403) Forbidden' in /google-api-php-client/src/Google/Http/REST.php:79 Stack trace: #0 /google-api-php-client/src/Google/Http/REST.php(44): Google_Http_REST::decodeHttpResponse(Object(Google_Http_Request)) #1 /google-api-php-client/src/Google/Client.php(503): Google_Http_REST::execute(Object(Google_Client), Object(Google_Http_Request)) #2 /google-api-php-client/src/Google/Servic/Resource.php(195): Google_Client-execute(Object(Google_Http_Request)) #3 /google-api-php-client/src/Google/Service/Calendar.php(1459): Google_Service_Resource-call('insert', Array, 'Google_Service_...') #4 /calendar.php(53): Google_S in /google-api-php-client/src/Google/Http/REST.php on line 79 A few people had the same issue, I am sharing the calendar with the service account. Any help will be appreciated.

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  • How to get paid and figure out if I want to keep this client [migrated]

    - by Heiner Fawkes
    I have a client who is not paying on time, but it looks like the specifics don't match similar questions on this SE site. I got a call from a client I did website work for years ago. I had not done this kind of work for many years and frankly I'm not sure I want to now, but nevertheless about a month ago I agreed to bring his website, SEO, social media, and overall marketing for his small business up to speed. Why? He has told me many times how I'm the most honest, most well-informed contractor he's had experience with. And I personally kind of like him too. So I started working on an hourly basis. I sent one very small invoice and got paid. Then we talked a whole lot about all sorts of feature he would like me to implement. I started that work, and sent a second invoice on the first of the month (one of my two stated billing days). I didn't get paid. On every invoice it states that I charge a whopping ten percent per week late. I sent many voicemails and emails asking to please let me know what's going on with payment, and didn't get replies. Then the 15th of the month rolled around (which I stated initially as one of my invoicing dates). Since I hadn't been paid for the last invoice, I simply didn't send him an invoice at that time but emailed him and said that I will combine it with the next scheduled invoice for this reason (probably a bad idea I realize). Eventually he sent a portion of the invoice payment. I emailed back to let him know that he's three weeks late and what the remaining balance is. Finally we got in touch via phone. He basically told me that he thought I hadn't done all of the work I said I did. He looked at the page source code and it didn't look complete to him. I explained why his perception would be different and what work I had done as specified. He accepted this and said that part of the reason he didn't pay in full is that he's been swamped with personal family stuff, and part of the reason is that he didn't think I did all the work. That struck me as pretty weird. He also expressed concern that he has no idea now how much all the changes he has asked for are going to cost. And once again, he told me how honest and high-quality my services are compared to others he has dealt with. He also said he would pay me more (but not all) of the now three weeks overdue invoice that day. I didn't receive any payment. Basically this is how the client relationship strikes me: He's not good at communication. He's very busy and English isn't his first language. He almost never replies to emails but phone calls are fine. He's asked me to avoid emails for communication and I've asked him to please use email. He might not have enough money to afford all the things he has asked for. But so far I have been working for an hourly fee (which is quite high). He also has started paying monthly for hosting and social media services from me. What seems very abnormal is for a client to be so overdue on payments and to actually withhold payment of an invoice without any communication because he didn't think the work was done. I told him that I will send dollar estimates of each module of remaining work so that we can decide which ones are the highest priority if he cannot afford them all. I also reiterated that in the future if he has doubts about the work or an inability to pay, he must contact me immediately to say so. I basically plan to state the following to him: I would like to work for him and help his business. I also have sympathy for his recent family difficulties. I am happy to figure out payment plans that would work better for him, but first I need to be paid in full for all outstanding invoices, especially given that I skipped one of them just to be nice. The most crucial thing I need is communication about any problems with my work or his ability to pay. Once again, he heeds to pay in full immediately before we negotiate anything else. Does the above seem like an appropriate communication? Is anything missing from it? Is anything I'm doing here really abnormal?

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  • Open Source Client-Based Project Management?

    - by Chuck
    For quite some time I've been searching for a web-based, open-source project management program that I can run on my rented space at Dreamhost to track client projects. dotProject seems nice, but I've never figured out how to create projects that only certain people can access. I'm usually working on two or three projects at a time for different clients, and would like to be able to allow access for each client to their project but not others. So, first of all, can anyone point me to how to do this in dotProject, and baring that, can anyone recommend an open-source solution to this problem?

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  • Turn-based Client-Server Card Game - Unicast (TCP) or Multicast (UDP)

    - by LDM91
    I am currently planning to make a card game project where the clients will communicate with the server in a turn-based and synchronous manner using messages sent over sockets. The problem I have is how to handle the following scenario: (Client takes it turn and sends its action to server) Client sends a message telling the server its move for the turn (e.g. plays the card 5 from its hand which needs to placed onto the table) Server receives messages and updates game state (server will hold all game state). Server iterates through a list of connected clients and sends a message to tell of them change in state Clients all refresh to display the state This is all based on using TCP, and looking at it now it seems a bit like the Observer pattern. The reason this seems to be an issue to me is this message doesn't seem to be point-to-point like the others as I want to send it to all the clients, and doesn't seem very efficient sending the same message in that way. I was thinking about using multicasting with UDP as then I could send the message to all the clients, however wouldn't this mean that the clients would in theory be able to message each other? There is of course the synchronous aspect as well, though this could be put on top of the UDP I guess. Basically, I would like to know what would be good practice as this project is really all about learning, and even though it won't be big enough to encounter performance issues from this I would like to consider them anyway. However, please note I am not interested in using message oriented middleware as a solution (I have experience with using MOM and I'm interested in considering other options excluding MOM if TCP sockets is a bad idea!).

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  • A simple example of movement prediction

    - by Daniel
    I've seen lots of examples of theory about the reason for client-side prediction, but I'm having a hard time converting it into code. I was wondering if someone knows of some specific examples that share some of the code, or can share their knowledge to shed some light into my situation. I'm trying to run some tests to get a the movement going (smoothly) between multiple clients. I'm using mouse input to initiate movement. I'm using AS3 and C# on a local Player.IO server. Right now I'm trying to get the Client side working, as I'm only forwarding position info with the client. I have 2 timers, one is an onEnterFrame and the other is a 100ms Timer, and one on mouseClick listener. When I click anywhere with a mouse, I update my player class to give it a destination point On every enterFrame Event for the player, it moves towards the destination point At every 100ms it sends a message to the server with the position of where it should be in a 100ms. The distance traveled is calculated by taking the distance (in Pixels) that the player can travel in one second, and dividing it by the framerate for the onEnterFrame handler, and by the update frequency (1/0.100s) for the server update. For the other Players, the location is interpolated and animated on every frame based on the new location. Is this the right way of doing it?

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  • Storage of leftover values in a situation of having to round down

    - by jt0dd
    I'm writing an app (client and server side) where the number of sales required by each employee must be kept track of in round-number form. Each month, the employees are required to sell a certain number, and this app needs to keep track of how many sales must be made for each 12 hour interval during the work week. Because I have to round the values down to a whole number, I must keep track of leftovers in the rounding process and ensure that they are always carried over. My method must ensure the storage of the leftover value even when client and server side crash, restart, close, etc. Right now, I'm working on doing this by storing the leftovers in a field in the user's account row in the database each time a value is rounded, reading the stored value, removing any portion that is used (when a whole number is reached, most of the leftover is used up), and storing the new value. This practice seems weird because while the leftovers are calculated on the client side, it's the same number for each employee, and every employee using the app is storing a copy of the same leftover data. Alternatively, I could have all clients store the data at once into the same data field on a general table, but this is just as weird. Is there a better way that this can be handled or is my method correct?

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  • Client-server application design issue

    - by user2547823
    I have a collection of clients on server's side. And there are some objects that need to work with that collection - adding and removing clients, sending message to them, updating connection settings and so on. They should perform these actions simultaneously, so mutex or another synchronization primitive is required. I want to share one instance of collection between these objects, but all of them require access to private fields of collection. I hope that code sample makes it more clear[C++]: class Collection { std::vector< Client* > clients; Mutex mLock; ... } class ClientNotifier { void sendMessage() { mLock.lock(); // loop over clients and send message to each of them } } class ConnectionSettingsUpdater { void changeSettings( const std::string& name ) { mLock.lock(); // if client with this name is inside collection, change its settings } } As you can see, all these classes require direct access to Collection's private fields. Can you give me an advice about how to implement such behaviour correctly, i.e. keeping Collection's interface simple without it knowing about its users?

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  • File sizing issue in DOS/FAT

    - by Heather
    I've been tasked with writing a data collection program for a Unitech HT630, which runs a proprietary DOS operating system that can run executables compiled for 16-bit MS DOS with some restrictions. I'm using the Digital Mars C/C++ compiler, which is working well thus far. One of the application requirements is that the data file must be human-readable plain text, meaning the file can be imported into Excel or opened by Notepad. I'm using a variable length record format much like CSV that I've successfully implemented using the C standard library file I/O functions. When saving a record, I have to calculate whether the updated record is larger or smaller than the version of the record currently in the data file. If larger, I first shift all records immediately after the current record forward by the size difference calculated before saving the updated record. EOF is extended automatically by the OS to accommodate the extra data. If smaller, I shift all records backwards by my calculated offset. This is working well, however I have found no way to modify the EOF marker or file size to ignore the data after the end of the last record. Most of the time records will grow in size because the data collection program will be filling some of the empty fields with data when saving a record. Records will only shrink in size when a correction is made on an existing entry, or on a normal record save if the descriptive data in the record is longer than what the program reads in memory. In the situation of a shrinking record, after the last record in the file I'm left with whatever data was sitting there before the shift. I have been writing an EOF delimiter into the file after a "shrinking record save" to signal where the end of my records are and space-filling the remaining data, but then I no longer have a clean file until a "growing record save" extends the size of the file over the space-filled area. The truncate() function in unistd.h does not work (I'm now thinking this is for *nix flavors only?). One proposed solution I've seen involves creating a second file and writing all the data you wish to save into that file, and then deleting the original. Since I only have 4MB worth of disk space to use, this works if the file size is less than 2MB minus the size of my program executable and configuration files, but would fail otherwise. It is very likely that when this goes into production, users would end up with a file exceeding 2MB in size. I've looked at Ralph Brown's Interrupt List and the interrupt reference in IBM PC Assembly Language and Programming and I can't seem to find anything to update the file size or similar. Is reducing a file's size without creating a second file even possible in DOS?

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  • Adding Client-Side events to DevExpress ASP.Net controls

    - by nikolaosk
    I have been involved in a ASP.Net project recently and I have implemented it using the awesome DevExpress ASP.Net controls. In this post I would like to show you how to use the client-side events that can make the user experience of your web application for the end user much better.We do avoid unnecessary page flickering and postbacks.All this functionality is possible through the magic of Ajax and Javascript.I am not going to cover Ajax and Javascript on this post. With the DevExpress ASP.net controls...(read more)

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  • Start Developing a Multiplayer Online Client to host existing video game

    - by Rami.Shareef
    GameRanger Garena ... etc I'm planning to start developing a small online client like these mentioned above (for friends usage), where the player that hosts the game is the server him self. was looking through the web for something to start with, but couldnt find any resources for this request!. Planning to do it with .NET technology, I have a good decent development experience. Any good resources to start with? the game I'm aiming to support is WarCraft III The frozen throne as start

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  • How to convince a client that you will not steal his idea

    - by gladysbixly
    Hey all, I came across a thread entitled How To Stop A Developer From Stealing Your Business Idea and i can't help but raise a brow. The issue talks about a developer being able to pass on the idea to another and benefit from it. As a developer, what is the best way to assure your client that you will not steal his ideas? Are there any practices, laws or anything that takes care of the interests of both sides? edit: linked to thread, and i didnt understand everything that was said

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  • UDP Code client server architecture

    - by GameBuilder
    Hi I have developed a game on android.Now I want to play it on wifi or 3G. I have game packets which i want to send it form client(mobile) to server then to another client2(mobile). I don't know how to write code in Java to send the playPackets continuously to server and receive the playPacket continuously from the server to the clients. I guess i have to use two thread one for sending and one for receiving. Can someone help me with the code, or the procedure to write code for it. Thanks in advance.

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  • AJAX Requests & Client-Side JavaScript

    - by Sarah24
    I am new to AJAX and trying to understand a question I've been given: A HTTP request is generated by a form which contains some drop-down list. When the form is submitted, a new web page is displayed with some relevant text information (which is dependent on the list item selected). Now, the same parameters are sent to the server via an AJAX request, and the same text information is returned. Q. What tasks would the client-side JavaScript have to do to ensure a valid request was constructed and sent? Any useful links or quick explanations greatly appreciated.

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  • UDP Code client server architecture

    - by GameBuilder
    Hi I have developed a game on android.Now I want to play it on wifi or 3G. I have game packets which i want to send it form client(mobile) to server then to another client2(mobile). I don't know how to write code in Java to send the playPackets continuously to server and receive the playPacket continuously from the server to the clients. I guess i have to use two thread one for sending and one for receiving. Can someone help me with the code, or the procedure to write code for it. Thanks in advance.

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  • Delivering estimates and client expectations?

    - by FishOrDie
    When a client asks for an estimate on how long it would take to develop different sections of an app, is it best to give them a total amount or what it would take for each section? Is it better/more common to give a range of hours/days or just a single number? Do you think most clients feel that if a programmer says it should take 50 hours that they should be billed for 50 hours? If I say it would take 50 and it actually takes 60, do I tell them in advance that I'm going over on my estimate or just charge what was originally quoted?

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  • Desktop GUI Client - Remote RDBMS communication

    - by magom001
    Sorry if I am asking a trivial question but I have been searching for a while without any luck. I need to design a system and I am looking for advice on the technology that should be used. The layout is very simple: it is a sales application with a centralized database and multiple clients. Each salesperson has GUI app installed on his/her laptop that should be able to connect to the database to retrieve data and upload data (i.e. register new orders). My question is the following: how should the communication between the client and the server be implemented? I doubt that connecting directly to the RDBMS is a good idea... Should I use web-services? XML-RPC? How to implement authentication and encode the data? Thanks for your advice!

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