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  • Accessing the Atlassian Crowd SOAP API with Suds (python SOAP library)

    - by SeanOC
    Has anybody had any recent success with accessing the Crowd SOAP API via the Suds Python library? I've found a few people successfully doing it in the past but Atlassian seems to have changed their WSDL since then to make the existing advice not entirely helpful. Below is the simplest example I've been trying: from suds.client import Client url = 'https://crowd.hugeinc.com/services/SecurityServer?wsdl' client = Client(url) Unfortunately that generates the following error: Traceback (most recent call last): File "<input>", line 1, in <module> File "/Users/soconnor/.virtualenvs/hugeface/lib/python2.6/site-packages/suds/client.py", line 116, in __init__ sd = ServiceDefinition(self.wsdl, s) File "/Users/soconnor/.virtualenvs/hugeface/lib/python2.6/site-packages/suds/servicedefinition.py", line 58, in __init__ self.paramtypes() File "/Users/soconnor/.virtualenvs/hugeface/lib/python2.6/site-packages/suds/servicedefinition.py", line 137, in paramtypes item = (pd[1], pd[1].resolve()) File "/Users/soconnor/.virtualenvs/hugeface/lib/python2.6/site-packages/suds/xsd/sxbasic.py", line 63, in resolve raise TypeNotFound(qref) TypeNotFound: Type not found: '(AuthenticatedToken, http://authentication.integration.crowd.atlassian.com, )' I've tried to both binding and doctors to fix this problem to no avail. Neither approach resulted in any change. Any further recommendations or suggestions would be incredibly helpful.

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  • Sending mail using SmtpClient in .net

    - by Manish Gupta
    I am unable to send the mail using smtp client. here is the code: SmtpClient client=new SmtpClient("Host"); client.Credentials=new NetworkCredential("username", "password"); MailMessage mailMessage = new MailMessage(); mailMessage.from="[email protected]"; mailMessage.To.Add("[email protected]"); mailMessage.body="body"; mailMessage.subject="subject"; client.Send(mailMessage); The problem is that when I use this code in ASP.NET application, I do not recieve any mails. When in asp.net I change the from mail address to username given in NetworkCredential, I recieve mails. But in C# windows application, I can get emails, even if sender's email address is not valid. Thanks in advance....

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  • Some help needed with setting up the PERFECT workflow for web development with 2-3 guys using subver

    - by Roeland
    Hey guys! I run a small web development company along side with my brother and friend. After doing extensive research I have decided on using subversion for version control. Here is how I currently plan on running typical development. Keep in mind there are 3 of us each in a separate location. I set up an account with springloops (springloops.com) subversion hosting. Each time I work on a new project, I create a repository for it. So lets say in this case I am working on site1. I want to have 3 versions of the site on the internet: Web Development - This is the server me and the other developers publish to. (site1.dev.bythepixel.com) Client Preview - This is the server that we update every few days with a good revision for the client to see. (site1.bythepixel.com) Live Site - The site I publish to when going live (site1.com) Each web development machine (at each location) will have a local copy of xamp running virtual host to allow multiple websites to be worked on. The root of the local copy is set up to be the same as the local copy of the subversion repository. This is set up so we can make small tweaks and preview them immediately. When some work has been done, a commit is made to the repository for the site. I will have the dev site automatically be pushed (its an option in springloops). Then, whenever I feel ready to push to the client site I will do so. Now, I have a few concerns with those work flow: I am using codeigniter currently, and in the config file I generally set the root of the site. Ex. http://www.site1.com. So, it looks like each time I publish to one of the internet servers, I will have to modify the config file? Is there any way to make it so certain files are set for each server? So when I hit publish to client preview it just uploads the config file for the client preview server. I don't want the live site , the client preview site and the dev site to share the same mysql server for a variety of reasons. So does this once again mean that I have to adjust the db server info each time I push to a different site? Does this workflow make sense? If you have any suggestion please let me know. I plan for this to be the work flow I use for the next few year. I just need to put a system in place that allows for future expansion! Thanks a bunch!!

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  • What does suds mean by "<faultcode/> not mapped to message part" ?

    - by Pratik Patel
    I'm using suds for the first time and trying to communicate with a server hosted by an external company. When I call a method on the server I get this XML back. soap:Server Can't use string ("") as an ARRAY ref while "strict refs" in use at /vindicia/site_perl/Vindicia/Soap/DocLitUtils.pm line 130. The exception thrown is this: File "C:\Python26\lib\site-packages\suds-0.4-py2.6.egg\suds\client.py", line 538, in __call__ return client.invoke(args, kwargs) File "C:\Python26\lib\site-packages\suds-0.4-py2.6.egg\suds\client.py", line 602, in invoke result = self.send(msg) File "C:\Python26\lib\site-packages\suds-0.4-py2.6.egg\suds\client.py", line 634, in send result = self.succeeded(binding, reply.message) File "C:\Python26\lib\site-packages\suds-0.4-py2.6.egg\suds\client.py", line 669, in succeeded r, p = binding.get_reply(self.method, reply) File "C:\Python26\lib\site-packages\suds-0.4-py2.6.egg\suds\bindings\binding.py", line 157, in get_reply result = self.replycomposite(rtypes, nodes) File "C:\Python26\lib\site-packages\suds-0.4-py2.6.egg\suds\bindings\binding.py", line 227, in replycomposite raise Exception(' not mapped to message part' % tag) Exception: not mapped to message part Any idea why suds is throwing the exception? Any thoughts on how it could be fixed?

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  • Identify valid server in XML-RPC request using PHP

    - by Ian
    I'm working on a client-server system, where the client makes XMLRPC requests to the server. The client part of the system is handed to a third-party, meaning that he could eventually modify the code or re-route the xmlrpc requests. Now, hoping the third-party won't modify the code, I need a way to make sure that the server the client script is contacting is actually MY server (cause, the person could somehow reroute the requests to his own server where he could make up some xml responses, not what I want). Is there a way to identify a server using PHP? Some sort of SSL connection? Hope you guys understand me. Cheers.

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  • ASP.NET MVC async call a WCF service.

    - by mmcteam
    Hi all. After complete of asynchronous call to WCF service I want set success message into session and show user the notification . I tried use two ways for complete this operation. 1) Event Based Model. client.GetDataCompleted += new EventHandler<GetDataCompletedEventArgs>(GetDataCompleted); client.GetDataAsync(id, client); private void GetDataCompleted(object obj, GetDataCompletedEventArgs e) { this.SetNotification(new Notification() { Message = e.Result, Type = NotificationType.Success }); } In MyOperationCompleted event i can set notification to HttpContext.Current.Session, but I must waiting before this operation will completed and can't navigate to others pages. 2) IAsyncResult Model. client.BeginGetData(id, GetDataCallback, client); private void GetDataCallback(IAsyncResult ar) { string name = ((ServiceReference1.Service1Client)ar.AsyncState).EndGetData(ar); this.SetNotification(new Notification() { Message = name, Type = NotificationType.Success }); } "Generate asynchronous operations" in service reference enabled. Please help me with this trouble. I novice in ASP.NET MVC. Thanks.

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  • ClickOnce deployment to production

    - by gilbertc
    Our smart-client application is deployed using the ClickOnce. Our production site is hosted on 2 separate web servers, and they are pointed from the same domain-name (for load-balancing). Here is what we do when we push updates to the production. In VS, publish the smart-client application into a localhost directory Copy/Paste the directory to the webservers The deployment address from VS is localhost while it is being used in some other production website. Is that a proper way to deploy smart-client applications?

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  • how to handle exceptions in ejb 3 based soap webservice

    - by Alexandre GUIDET
    Hi, I am currently developing an EJB3 based SOAP webservice and I wonder what are the best practices to handles uncatched exceptions and return a well formated SOAP response to the client. example: @WebMethod public SomeResponse processSomeService( @WebParam(name = "someParameters") SomeParameters someParameters) { // the EJB do something with the parameters // and retrieve a response fot the client SomeResponse theResponse = this.doSomething(someParameters); return theResponse; } Do I have to catch generic exception like: @WebMethod public SomeResponse processSomeService( @WebParam(name = "someParameters") SomeParameters someParameters) { // the EJB do something with the parameters // and retrieve a response to return to the client try { SomeResponse theResponse = this.doSomething(someParameters); } catch (Exception ex) { // log the exception logger.log(Level.SEVERE, "something is going wrong {0}", ex.getMessage()); // get a generic error response not to let the // technical reason going to the client SomeResponse theResponse = SomeResponse.createError(); } return theResponse; } Is there some kind of "best practice" in order to achieve this ? Thank you

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  • XNA Screen Manager problem with transitions

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

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  • WCF NetTcpBinding Security - how does it work?

    - by RemotecUk
    Hi, encountered the following problems trying to work through the quagmire of settings in WCF... I created a WCF client server service using a NetTcp binding. I didn't make any changes to the security settings and when running on one machine it works very nicely. However, when I ran my client from another machine it complained that the server didnt like the security credentials that were sent. I understand now that NetTCP is "secured" by default and that my client would have been passing the wrong security details - namely the windows user name and password (or some form of domain authentication) to my server which as they are not running on the same domain it would not have liked. However, what I don't understand is as follows: I haven't specified any security in my binding - does the standard settings expect a windows user name or password to be sent? I don't have any certificate installed on my server - I understand that NetTCP bindings need some form of public private key to protect the credentials - yet this seemed to work when both client and server were on the same machine - how was the data getting encrypted? Or wants it as WCF knew it was on the same machine and encryption isn't needed? I have had to set my security mode on my client and server to "none" now and they connect nicely. However is there any way to encrypt my data without a certificate? Finally... what is the difference between Transport and Message security? To check my understanding (excuse the scenario!) message security is like if I sent a letter from person A to person B and I encode my hand writing to ensure that if anyone intercepts it they cannot read it? Transport Security is if I decide to have my letter sent by armed transport so that no one can get at it along the way? Is it possible to have any form of encryption in WCF without a certificate? My project is a private project and I dont want to purchase a certificate and the data isnt that sensitive anyway so its just for my own knowledge. Thanks in advance.

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  • SSL Slow in IE 8.0.7600.16385IC

    - by discovery.jerrya
    I'm having a performance problem on my company's web site using a specific version of IE 8 to load a page using https. Here's what I know. Server: Virtual machine running on VMWare ESX Windows Server 2003 Enterprise Edition SP 2 Tomcat 6.0.16 Client: Windows XP and Window 7 Internet Explorer 8.0.7600.16385IC Page loads/refreshes in under 1 second using HTTP. Page loads/refreshes in 15-16 seconds in HTTPS using this version of IE. Problem reproduced on multiple client machines with same IE version. Problem reproduced on multiple client machines with different Windows versions (XP and 7). No performance problem using Chrome, Firefox, Opera, or Safari from same machine. No performance problem using other versions of IE 8 on other machines. Slow load causes virtually no CPU, memory, or I/O spike on server or client machine. No performance problem on other sites using HTTPS on same client machine. The pages in question use JavaScript and innerHTML to replace the contents of div elements to create a collapsible menu, and an iframe to display some content. A couple of the div elements contain images. If I remove the iframe and the JavaScript, the performance issues go away. However, rewriting the entire site to make these changes would be very time consuming. We're in the process of replacing the whole site, but it may be 2-3 months before we do so and we really cannot live with this slowdown that long. I've already looked at several IE tuning options, such as disabling add ons, running IE-rereg, and resetting IE, with no luck. Does anyone have any suggestions?

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  • WPF: Modifying CollectionView from Dispatcher still throws errors

    - by Dusda
    I have the following bit of code that modifies an observable collection of 'screens' whenever a user leaves. void OnUserLeft(int roomId, int userId, string username) { client.ClientDispatcher.Invoke( (Action<int>)((id) => { Console.WriteLine("Hello before the storm!"); var screensToCheck = client.Screens.Where(s => s.CpuId == id).ToList(); screensToCheck.Each(s => client.Screens.Remove(s)); Console.WriteLine("Hello there!"); }), userId); } This is wrapped in a call to the client's Dispatcher, supposedly to get past the threading issues related to CollectionViews. However, I still get the following exception: This type of CollectionView does not support changes to its SourceCollection from a thread different from the Dispatcher thread. The Dispatcher you see above is set in the WPF application's MainViewModel (we're using MVVM), like so: public Dispatcher ClientDispatcher { get { return Dispatcher.CurrentDispatcher; } }

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  • WCF how to pass token for authentication?

    - by Kevin
    I have a WCF service which would like to support basicHttpBinding and webHttpBinding. When the client successfully login, server will generate a token for client to pass to server on all the request make later. Question is how the client can pass the token to server? I don't want to add an extra parameter on every web method to hold the token.

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  • GWTAI applet integration in GWT problem

    - by andy
    Hi everybody. I'm working with gwtai to integrate a java applet into my gwt - project. Basic communication from my main application to the applet (such as invoking simple methods that return int or boolean values) works. But the main reason why I need to integrate this applet is, that I need it to connect to another server and receive a answer and pass it to my gwt-application. So there's one basic method in the applet: public String SendAndReceive(String host, int sendPort, int receivePort, String query) that connects to the server, receives an answer and returns this answer as a string. When I now try to invoke this method like this: applet.SendAndReceive("0.0.0.0", 9099, 2000, "show streams;"); I constantly run into following error (full error message at the end): com.google.gwt.core.client.JavaScriptException: (String): Error calling method on NPObject! [plugin exception: java.security.AccessControlException: access denied (java.util.PropertyPermission * read,write)] I couldn't find a solution (for gwtai is a quite uncommon topic), what I found out (and what the Exception let's one assume) is, that there's a security problem - maybe because I'm connecting to another server. I also read something about browser's Single Origin Policy, what would point in the same direction...up to now I have never worked with java applets. So if someone has a solution or a hint I would be very thankful. If more code is helpful I can give. Thanks, Andy the full error message: 21:03:49.864 [ERROR] [follovizergwt] Unable to load module entry point class follovizer.gwt.client.FolloVizerGWT (see associated exception for details) com.google.gwt.core.client.JavaScriptException: (String): Error calling method on NPObject! [plugin exception: java.security.AccessControlException: access denied (java.util.PropertyPermission * read,write)]. at com.google.gwt.dev.shell.BrowserChannelServer.invokeJavascript(BrowserChannelServer.java:195) at com.google.gwt.dev.shell.ModuleSpaceOOPHM.doInvoke(ModuleSpaceOOPHM.java:120) at com.google.gwt.dev.shell.ModuleSpace.invokeNative(ModuleSpace.java:507) at com.google.gwt.dev.shell.ModuleSpace.invokeNativeObject(ModuleSpace.java:264) at com.google.gwt.dev.shell.JavaScriptHost.invokeNativeObject(JavaScriptHost.java:91) at follovizer.gwt.client.AnduINAppletImpl.SendAndReceive(AnduINAppletImpl.java) at follovizer.gwt.client.FolloVizerGWT.createLayout(FolloVizerGWT.java:92) at follovizer.gwt.client.FolloVizerGWT.onModuleLoad(FolloVizerGWT.java:40) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at com.google.gwt.dev.shell.ModuleSpace.onLoad(ModuleSpace.java:369) at com.google.gwt.dev.shell.OophmSessionHandler.loadModule(OophmSessionHandler.java:185) at com.google.gwt.dev.shell.BrowserChannelServer.processConnection(BrowserChannelServer.java:380) at com.google.gwt.dev.shell.BrowserChannelServer.run(BrowserChannelServer.java:222) at java.lang.Thread.run(Thread.java:619)

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  • php fopen => 500 Internal Server Error

    - by Ahmed B
    I have a website hosted on a dedicated server, I noticed that Google and other search engines can't access to the most URLs on my website!! On my localhost I have made a small test : var_dump(fopen('http://www.aswat.ma', 'r')); And I got this error : Warning: fopen(http://www.aswat.ma) [function.fopen]: failed to open stream: HTTP request failed! HTTP/1.1 500 Internal Server Error in C:\xampp\htdocs\pnowate\public\index.php on line 4 bool(false) If I change the URL "http://www.aswat.ma" by "www.google.co.ma" I got this : resource(3) of type (stream) Any one have any idea about this issue ??

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  • gdata and Silverlight (crossdomain.xml)

    - by Larsi
    Hi! I'd like to access the the google calendar api from a Silverlight client. Problem is that there's no crossdomain or clientaccesspolicy that allows calls from my client at www.google.com/crossdomain.xml Question is: Will a call from a SL running out of browser, and in full trust still be classified as a crossdomain call? Are there any other ways to access the gdata from my SL client? (other than using the server as a proxy) Regards Larsi

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  • Cannot install .NET Framework 4.0 on Windows XP SP3

    - by Bob
    I'm using Windows XP SP3 logged in as the administrator. I had RAID Mirroring running. The motherboard broke earlier in the year. When I got a new battery I did not resync. I just use the disks as two separate disks. I searched Google for the errors but I didn't find anything detailed enough. The following Microsoft components are in Add/Remove programs: .NET Framework 1.1 .NET Framework 2.0 Service Pack 2 .NET Framework 3.0 Service Pack 2 .NET Framework 3.5 SP1 Microsoft Compression Client Pack 1.0 for Windows XP Microsoft Office Enterprise 2007 Microsoft Silverlight Microsoft USB Flash Driver Manager Micrsoft User-mode Driver Framework Feature Pack 1.0 Microsoft Visual C++ 2005 ATL Update KB 973923 x86 8.050727.4053 Microsoft Visual C++ 2005 Redistributable This is the installation log: Exists: evaluating... [10/21/2011, 22:17:14]MsiGetProductInfo with product code {3C3901C5-3455-3E0A-A214-0B093A5070A6} found no matches [10/21/2011, 22:17:14] Exists evaluated to false [10/21/2011, 22:15:50]calling PerformAction on an installing performer [10/21/2011, 22:15:50] Action: Performing actions on all Items... [10/21/2011, 22:15:50]Wait for Item (clr_optimization_v2.0.50727_32) to be available [10/21/2011, 22:15:50]clr_optimization_v2.0.50727_32 is now available to install [10/21/2011, 22:15:50]Creating new Performer for ServiceControl item [10/21/2011, 22:15:50] Action: ServiceControl - Stop clr_optimization_v2.0.50727_32... [10/21/2011, 22:15:50]ServiceControl operation succeeded! [10/21/2011, 22:15:50] Action complete [10/21/2011, 22:15:50]Error 0 is mapped to Custom Error: [10/21/2011, 22:15:50]Wait for Item (Windows6.0-KB956250-v6001-x86.msu) to be available [10/21/2011, 22:15:51]Windows6.0-KB956250-v6001-x86.msu is now available to install [10/21/2011, 22:15:51]Created new DoNothingPerformer for File item [10/21/2011, 22:15:51]No CustomError defined for this item. [10/21/2011, 22:15:51]Wait for Item (Windows6.1-KB958488-v6001-x86.msu) to be available [10/21/2011, 22:15:51]Windows6.1-KB958488-v6001-x86.msu is now available to install [10/21/2011, 22:15:51]Created new DoNothingPerformer for File item [10/21/2011, 22:15:51]No CustomError defined for this item. [10/21/2011, 22:15:51]Wait for Item (netfx_Core.mzz) to be available [10/21/2011, 22:15:52]netfx_Core.mzz is now available to install [10/21/2011, 22:15:52]Created new DoNothingPerformer for File item [10/21/2011, 22:15:52]No CustomError defined for this item. [10/21/2011, 22:15:52]Wait for Item (netfx_Core_x86.msi) to be available [10/21/2011, 22:15:52]netfx_Core_x86.msi is now available to install [10/21/2011, 22:15:52]Creating new Performer for MSI item [10/21/2011, 22:15:52] Action: Performing Action on MSI at F:\DOCUME~1\Owner\LOCALS~1\Temp\Microsoft .NET Framework 4 Client Profile Setup_4.0.30319\netfx_Core_x86.msi... [10/21/2011, 22:15:52]Log File F:\DOCUME~1\Owner\LOCALS~1\Temp\Microsoft .NET Framework 4 Client Profile Setup_20111021_221545515-MSI_netfx_Core_x86.msi.txt does not yet exist but may do at Watson upload time [10/21/2011, 22:15:52]Calling MsiInstallProduct(F:\DOCUME~1\Owner\LOCALS~1\Temp\Microsoft .NET Framework 4 Client Profile Setup_4.0.30319\netfx_Core_x86.msi, EXTUI=1 [10/21/2011, 22:17:14]MSI (F:\DOCUME~1\Owner\LOCALS~1\Temp\Microsoft .NET Framework 4 Client Profile Setup_4.0.30319\netfx_Core_x86.msi) Installation failed. Msi Log: Microsoft .NET Framework 4 Client Profile Setup_20111021_221545515-MSI_netfx_Core_x86.msi.txt [10/21/2011, 22:17:14]PerformOperation returned 1603 (translates to HRESULT = 0x80070643) [10/21/2011, 22:17:14] Action complete [10/21/2011, 22:17:14]OnFailureBehavior for this item is to Rollback. [10/21/2011, 22:17:14] Action: Performing actions on all Items... [10/21/2011, 22:17:14] Action complete [10/21/2011, 22:17:14] Action complete [10/21/2011, 22:17:14]Final Result: Installation failed with error code: (0x80070643), "Fatal error during installation. " (Elapsed time: 0 00:01:29). [10/21/2011, 22:17:41]WM_ACTIVATEAPP: Focus stealer's windows WAS visible, NOT taking back focus SECOND LOG REQUESTED BELOW: MSI (s) (6C:EC) [22:17:13:828]: Invoking remote custom action. DLL: F:\WINDOWS\Installer\MSIBB4.tmp, Entrypoint: NgenUpdateHighestVersionRollback MSI (s) (6C:64) [22:17:13:984]: Executing op: ActionStart(Name=CA_NgenRemoveNicPFROs_I_DEF_x86.3643236F_FC70_11D3_A536_0090278A1BB8,,) MSI (s) (6C:64) [22:17:13:984]: Executing op: ActionStart(Name=CA_NgenRemoveNicPFROs_I_RB_x86.3643236F_FC70_11D3_A536_0090278A1BB8,,) MSI (s) (6C:64) [22:17:13:984]: Executing op: CustomActionRollback(Action=CA_NgenRemoveNicPFROs_I_RB_x86.3643236F_FC70_11D3_A536_0090278A1BB8,ActionType=17729,Source=BinaryData,Target=NgenRemoveNicPFROs,) MSI (s) (6C:AC) [22:17:13:984]: Invoking remote custom action. DLL: F:\WINDOWS\Installer\MSIBB5.tmp, Entrypoint: NgenRemoveNicPFROs MSI (s) (6C:64) [22:17:14:000]: Executing op: End(Checksum=0,ProgressTotalHDWord=0,ProgressTotalLDWord=0) MSI (s) (6C:64) [22:17:14:000]: Error in rollback skipped. Return: 5 MSI (s) (6C:64) [22:17:14:015]: No System Restore sequence number for this installation. MSI (s) (6C:64) [22:17:14:015]: Unlocking Server MSI (s) (6C:64) [22:17:14:015]: PROPERTY CHANGE: Deleting UpdateStarted property. Its current value is '1'. MSI (s) (6C:64) [22:17:14:031]: Note: 1: 1708 MSI (s) (6C:64) [22:17:14:031]: Product: Microsoft .NET Framework 4 Client Profile -- Installation failed. MSI (s) (6C:64) [22:17:14:078]: Cleaning up uninstalled install packages, if any exist MSI (s) (6C:64) [22:17:14:078]: MainEngineThread is returning 1603 MSI (s) (6C:EC) [22:17:14:171]: Destroying RemoteAPI object. MSI (s) (6C:9C) [22:17:14:171]: Custom Action Manager thread ending. MSI (c) (F4:C4) [22:17:14:203]: Decrementing counter to disable shutdown. If counter >= 0, shutdown will be denied. Counter after decrement: -1 MSI (c) (F4:C4) [22:17:14:203]: MainEngineThread is returning 1603 === Verbose logging stopped: 10/21/2011 22:17:14 ===

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  • serverside controls vs html controls from AJAX point of view

    - by devmania
    hi, i know this question have been mentioned alot here but mine is a little more updated, now with ASP.net 4 and new Ajax client templating plus JASON services. so if i got all these new capabilities will i really need server side controls as long as i can bind on client side, create data-views on client side heck i can even use data-context and apply CRUD operations on clients side. so i actually i wont need button_click server side event or what so ever... i am asking this because i own some commercial Controls like Telerik and Component art and they both offer client side operations ow but still i am confused as to my knowledge creating these controls will still have to go through Page Life cycle please advise me.

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  • OpenVPN on ec2 bridged mode connects but no Ping, DNS or forwarding

    - by michael
    I am trying to use OpenVPN to access the internet over a secure connection. I have openVPN configured and running on Amazon EC2 in bridge mode with client certs. I can successfully connect from the client, but I cannot get access to the internet or ping anything from the client I checked the following and everything seems to shows a successful connection between the vpn client/server and UDP traffic on 1194 [server] sudo tcpdump -i eth0 udp port 1194 (shows UDP traffic after establishing connection) [server] sudo iptables -L Chain INPUT (policy ACCEPT) target prot opt source destination ACCEPT all -- anywhere anywhere ACCEPT all -- anywhere anywhere Chain FORWARD (policy ACCEPT) target prot opt source destination ACCEPT all -- anywhere anywhere Chain OUTPUT (policy ACCEPT) target prot opt source destination [server] sudo iptables -L -t nat Chain PREROUTING (policy ACCEPT) target prot opt source destination Chain POSTROUTING (policy ACCEPT) target prot opt source destination MASQUERADE all -- ip-W-X-Y-0.us-west-1.compute.internal/24 anywhere Chain OUTPUT (policy ACCEPT) target prot opt source destination [server] openvpn.log Wed Oct 19 03:11:26 2011 localhost/a.b.c.d:61905 [localhost] Inactivity timeout (--ping-restart), restarting Wed Oct 19 03:11:26 2011 localhost/a.b.c.d:61905 SIGUSR1[soft,ping-restart] received, client-instance restarting Wed Oct 19 03:41:31 2011 MULTI: multi_create_instance called Wed Oct 19 03:41:31 2011 a.b.c.d:57889 Re-using SSL/TLS context Wed Oct 19 03:41:31 2011 a.b.c.d:57889 LZO compression initialized Wed Oct 19 03:41:31 2011 a.b.c.d:57889 Control Channel MTU parms [ L:1574 D:166 EF:66 EB:0 ET:0 EL:0 ] Wed Oct 19 03:41:31 2011 a.b.c.d:57889 Data Channel MTU parms [ L:1574 D:1450 EF:42 EB:135 ET:32 EL:0 AF:3/1 ] Wed Oct 19 03:41:31 2011 a.b.c.d:57889 Local Options hash (VER=V4): '360696c5' Wed Oct 19 03:41:31 2011 a.b.c.d:57889 Expected Remote Options hash (VER=V4): '13a273ba' Wed Oct 19 03:41:31 2011 a.b.c.d:57889 TLS: Initial packet from [AF_INET]a.b.c.d:57889, sid=dd886604 ab6ebb38 Wed Oct 19 03:41:35 2011 a.b.c.d:57889 VERIFY OK: depth=1, /C=US/ST=CA/L=SanFrancisco/O=EXAMPLE/CN=EXAMPLE_CA/[email protected] Wed Oct 19 03:41:35 2011 a.b.c.d:57889 VERIFY OK: depth=0, /C=US/ST=CA/L=SanFrancisco/O=EXAMPLE/CN=localhost/[email protected] Wed Oct 19 03:41:37 2011 a.b.c.d:57889 Data Channel Encrypt: Cipher 'BF-CBC' initialized with 128 bit key Wed Oct 19 03:41:37 2011 a.b.c.d:57889 Data Channel Encrypt: Using 160 bit message hash 'SHA1' for HMAC authentication Wed Oct 19 03:41:37 2011 a.b.c.d:57889 Data Channel Decrypt: Cipher 'BF-CBC' initialized with 128 bit key Wed Oct 19 03:41:37 2011 a.b.c.d:57889 Data Channel Decrypt: Using 160 bit message hash 'SHA1' for HMAC authentication Wed Oct 19 03:41:37 2011 a.b.c.d:57889 Control Channel: TLSv1, cipher TLSv1/SSLv3 DHE-RSA-AES256-SHA, 1024 bit RSA Wed Oct 19 03:41:37 2011 a.b.c.d:57889 [localhost] Peer Connection Initiated with [AF_INET]a.b.c.d:57889 Wed Oct 19 03:41:39 2011 localhost/a.b.c.d:57889 PUSH: Received control message: 'PUSH_REQUEST' Wed Oct 19 03:41:39 2011 localhost/a.b.c.d:57889 SENT CONTROL [localhost]: 'PUSH_REPLY,redirect-gateway def1 bypass-dhcp,route-gateway W.X.Y.Z,ping 10,ping-restart 120,ifconfig W.X.Y.Z 255.255.255.0' (status=1) Wed Oct 19 03:41:40 2011 localhost/a.b.c.d:57889 MULTI: Learn: (IPV6) -> localhost/a.b.c.d:57889 [client] tracert google.com Tracing route to google.com [74.125.71.104] over a maximum of 30 hops: 1 347 ms 349 ms 348 ms PC [w.X.Y.Z] 2 * * * Request timed out. I can also successfully ping the server IP address from the client, and ping google.com from an SSH shell on the server. What am I doing wrong? Here is my config (Note: W.X.Y.Z == amazon EC2 private ipaddress) bridge config on br0 ifconfig eth0 0.0.0.0 promisc up brctl addbr br0 brctl addif br0 eth0 ifconfig br0 W.X.Y.X netmask 255.255.255.0 broadcast W.X.Y.255 up route add default gw W.X.Y.1 br0 /etc/openvpn/server.conf (from https://help.ubuntu.com/10.04/serverguide/C/openvpn.html) local W.X.Y.Z dev tap0 up "/etc/openvpn/up.sh br0" down "/etc/openvpn/down.sh br0" ;server W.X.Y.0 255.255.255.0 server-bridge W.X.Y.Z 255.255.255.0 W.X.Y.105 W.X.Y.200 ;push "route W.X.Y.0 255.255.255.0" push "redirect-gateway def1 bypass-dhcp" push "dhcp-option DNS 208.67.222.222" push "dhcp-option DNS 208.67.220.220" tls-auth ta.key 0 # This file is secret user nobody group nogroup log-append openvpn.log iptables config sudo iptables -A INPUT -i tap0 -j ACCEPT sudo iptables -A INPUT -i br0 -j ACCEPT sudo iptables -A FORWARD -i br0 -j ACCEPT sudo iptables -t nat -A POSTROUTING -s W.X.Y.0/24 -o eth0 -j MASQUERADE echo 1 > /proc/sys/net/ipv4/ip_forward Routing Tables added route -n Kernel IP routing table Destination Gateway Genmask Flags Metric Ref Use Iface W.X.Y.0 0.0.0.0 255.255.255.0 U 0 0 0 br0 0.0.0.0 W.X.Y.1 0.0.0.0 UG 0 0 0 br0 C:>route print =========================================================================== Interface List 32...00 ff ac d6 f7 04 ......TAP-Win32 Adapter V9 15...00 14 d1 e9 57 49 ......Microsoft Virtual WiFi Miniport Adapter #2 14...00 14 d1 e9 57 49 ......Realtek RTL8191SU Wireless LAN 802.11n USB 2.0 Net work Adapter 10...00 1f d0 50 1b ca ......Realtek PCIe GBE Family Controller 1...........................Software Loopback Interface 1 11...00 00 00 00 00 00 00 e0 Teredo Tunneling Pseudo-Interface 16...00 00 00 00 00 00 00 e0 Microsoft ISATAP Adapter 17...00 00 00 00 00 00 00 e0 Microsoft ISATAP Adapter #2 18...00 00 00 00 00 00 00 e0 Microsoft ISATAP Adapter #3 36...00 00 00 00 00 00 00 e0 Microsoft ISATAP Adapter #5 =========================================================================== IPv4 Route Table =========================================================================== Active Routes: Network Destination Netmask Gateway Interface Metric 0.0.0.0 0.0.0.0 10.1.2.1 10.1.2.201 25 10.1.2.0 255.255.255.0 On-link 10.1.2.201 281 10.1.2.201 255.255.255.255 On-link 10.1.2.201 281 10.1.2.255 255.255.255.255 On-link 10.1.2.201 281 127.0.0.0 255.0.0.0 On-link 127.0.0.1 306 127.0.0.1 255.255.255.255 On-link 127.0.0.1 306 127.255.255.255 255.255.255.255 On-link 127.0.0.1 306 224.0.0.0 240.0.0.0 On-link 127.0.0.1 306 224.0.0.0 240.0.0.0 On-link 10.1.2.201 281 255.255.255.255 255.255.255.255 On-link 127.0.0.1 306 255.255.255.255 255.255.255.255 On-link 10.1.2.201 281 =========================================================================== Persistent Routes: Network Address Netmask Gateway Address Metric 0.0.0.0 0.0.0.0 10.1.2.1 Default =========================================================================== C:>tracert google.com Tracing route to google.com [74.125.71.147] over a maximum of 30 hops: 1 344 ms 345 ms 343 ms PC [W.X.Y.221] 2 * * * Request timed out.

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  • Android Studio Could not call IncrementalTask.taskAction() on task ':project:dexDebug'

    - by akenawell85x
    I recently decided to switch from Eclipse to Android Studio. I imported a project I was working on and am now getting this error when I try to run the project. Gradle: Execution failed for task ':project:dexDebug'. > Could not call IncrementalTask.taskAction() on task ':project:dexDebug' I've been cruising this site for 2 days now and trying different suggestions to no avail. I did run gradlew compileDebug --stacktrace and this is what I got: C:\Users\adam\AndroidStudioProjects\projectProject>gradlew compileDebug --stacktrace Relying on packaging to define the extension of the main artifact has been deprecated and is scheduled to be removed in Gradle 2.0 :project:preBuild UP-TO-DATE :project:preDebugBuild UP-TO-DATE :project:preReleaseBuild UP-TO-DATE :project:prepareComAndroidSupportAppcompatV71800Library UP-TO-DATE :project:prepareComGoogleAndroidGmsPlayServices3225Library UP-TO-DATE :project:prepareDebugDependencies :project:compileDebugAidl UP-TO-DATE :project:compileDebugRenderscript UP-TO-DATE :project:generateDebugBuildConfig UP-TO-DATE :project:mergeDebugAssets UP-TO-DATE :project:mergeDebugResources UP-TO-DATE :project:processDebugManifest UP-TO-DATE :project:processDebugResources UP-TO-DATE :project:generateDebugSources UP-TO-DATE :project:compileDebug UP-TO-DATE BUILD SUCCESSFUL Total time: 10.459 secs However I am still getting that error when I try to actually run the project. Here is my build.gradle (i do have a 'libs' folder in my project with all the jars for a google maps/places app): buildscript { repositories { mavenCentral() } dependencies { classpath 'com.android.tools.build:gradle:0.6.+' } } apply plugin: 'android' repositories { mavenCentral() } android { compileSdkVersion 18 buildToolsVersion "18.1.1" defaultConfig { minSdkVersion 8 targetSdkVersion 18 } } dependencies { compile fileTree(dir: 'libs') compile 'com.google.android.gms:play-services:3.2.25' compile 'com.android.support:support-v4:18.0.0' compile 'com.android.support:appcompat-v7:+' } and my settings.gradle: include ':project', ':project:libs:android-support-v4', ':project:libs:google-api-client-1.10.3-beta', ':project:libs:google-api-client-android2-1.10.3-beta', ':project:libs:google-http-client-1.10.3-beta', ':project:libs:google-http-client-android2-1.10.3-beta', ':project:libs:google-oauth-client-1.10.1-beta', ':project:libs:gson-2.1', ':project:libs:guava-11.0.1', ':project:libs:jackson-core-asl-1.9.4', ':project:libs:jsr305-1.3.9', ':project:libs:protobuf-java-2.2.0', ':project:libs:GoogleAdMobAdsSdk-6.4.1' As I said, I've tried pretty much everything I have read on here about this error and am having no luck. Any help would be greatly appreciated.

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  • Problem calling Request using RequestBuilder

    - by Tushar Ahirrao
    Hi My Code is String url = "http: gd.geobytes.com/gd?after=-1&variables=GeobytesCountry,GeobytesCity"; RequestBuilder builder = new RequestBuilder(RequestBuilder.GET, URL .encode(url)); try { Request request = builder.sendRequest(null, new RequestCallback() { public void onError(Request request, Throwable exception) { Couldn't connect to server (could be timeout, SOP violation, etc.) } public void onResponseReceived(Request request, Response response) { System.out.println(response.getText() + "Response"); if (200 == response.getStatusCode()) { Window.alert(response.getText()); } else { Window.alert(response.getText()); } } }); } catch (RequestException e) { e.printStackTrace(); } i receive following error com.google.gwt.http.client.RequestPermissionException: The URL http://gd.geobytes.com/gd?after=-1&variables=GeobytesCountry,GeobytesCity is invalid or violates the same-origin security restriction at com.google.gwt.http.client.RequestBuilder.doSend(RequestBuilder.java:378) at com.google.gwt.http.client.RequestBuilder.sendRequest(RequestBuilder.java:254) at com.ip.client.IpAddressTest.onModuleLoad(IpAddressTest.java:46) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at com.google.gwt.dev.shell.ModuleSpace.onLoad(ModuleSpace.java:369) at com.google.gwt.dev.shell.OophmSessionHandler.loadModule(OophmSessionHandler.java:185) at com.google.gwt.dev.shell.BrowserChannelServer.processConnection(BrowserChannelServer.java:380) at com.google.gwt.dev.shell.BrowserChannelServer.run(BrowserChannelServer.java:222) at java.lang.Thread.run(Thread.java:619) Caused by: com.google.gwt.http.client.RequestException: (NS_ERROR_DOM_BAD_URI): Access to restricted URI denied

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  • Changes to JBoss web.xml have no effect

    - by sixtyfootersdude
    I just added this to my web.xml on my JBOSS server. But it had no effect. I am still allowed to connect to ports that do not use bi-directional certificate exchange. Anyone have an ideas? <!-- Force SSL for entire site as described here: http://wiki.metawerx.net/wiki/ForcingSSLForSectionsOfYourWebsite --> <security-constraint> <!-- defines resources to be protected (in this case everything)--> <web-resource-collection> <!-- name for the resource, can be anything you like --> <!-- Question: is this referenced anywhere else? --> <web-resource-name> Entire Application </web-resource-name> <!-- protect the entire application --> <url-pattern> /* </url-pattern> </web-resource-collection> <!-- defines protection level for protected resource --> <user-data-constraint> <!-- data cannot be observed or changed --> <!-- how it works in tomcat: --> <!-- if (set to integral or confidential && not using ssl) --> <!-- redirect sent to client, redirecting them to same url --> <!-- but using the port defined in the redirect port --> <!-- attribute in the <Connector> element of server.xml --> <!-- default is 443, so in other words user is redirected --> <!-- to same page using ssl. --> <!-- BUT it is differnt for JBOSS!! See this link: http://wiki.metawerx.net/wiki/ForcingSSLForSectionsOfYourWebsite --> <transport-guarantee> CONFIDENTIAL </transport-guarantee> </user-data-constraint> </security-constraint> <login-config> <!-- Client-side SSL certificate based authentication. The cert is passed to the server to authenticate --> <!-- I am pretty sure that CLIENT-CERT should have a dash NOT an underscore see: http://www.mail-archive.com/[email protected]/msg139845.html --> <!-- CLIENT-CERT uses a client's AND server's certificates. See: http://monduke.com/2006/01/19/the-mysterious-client-cert/ --> <auth-method> CLIENT-CERT </auth-method> </login-config> Update Actually it appears that I have made an error in my original posting. The web.xml does block users from connecting to the webservice using http (port C below). However users are still allowed to connect to ports that do not force users to authenticate themselves (port B). I think that users should be able to connect to port A (it has clientAuth="true") but I dont think that people should be able to connect to port B (it has clientAuth="false"). Excerpt from server.xml <Connector port="<A>" ... SSLEnabled="true" ... scheme="https" secure="true" clientAuth="true" keystoreFile="... .keystore" keystorePass="pword" truststoreFile="... .keystore" truststorePass="pword" sslProtocol="TLS"/> <Connector port="<B>" ... SSLEnabled="true" ... scheme="https" secure="true" clientAuth="false" keystoreFile="... .keystore" keystorePass="pword" sslProtocol = "TLS" /> <Connector port="<C>" ... />

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  • Best approach for authorisation rules

    - by Maciej
    I'm wonder about best approach of implementation auth. rules in Client-Server app using Business Objects. I've noticed common tactic is: - on DB side: implement one role for application, used for all app's users - definition users right and roles and assign users to proper group - Client side: add to Business Object's getters/setters rights checker allowing write / display data for particular user My concern is if this is really good approach from security perspective. It looks DB sends all information to Client, and then client's logic decide what to display or not. So, potentially advanced user can make query from their box and see/change anything. Isn't it?

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