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  • Ping with explicit next-hop selection (aka Monitoring multiple default gateways)

    - by Michuelnik
    I have a linux (debian) router with two internet connections (A) and (B). (A) is preferred, (B) is fallback. I want to monitor the internet connection (and not only the availability of the gateways!) and change the default route appropriately. If (A) is not providing internet, switch to (B) If (A) is providing internet again, switch back to (A). Only problem I have is in case (2). My routing table points towards a working internet so I cannot easily detect whether internet is working over link (A) again. I am search for a ping or traceroute (or other diagnosis-tool) which can select the next-hop explicitly. ping -r looks promising, but can only ping a host on the lan. (It only has to write another destination address in the packet, damnit!) traceroute -g gateway looks even more promising and nearly does what I want - but sets source routing options which my next-hops deny. (Not within my administrative boundary...) I just want a $ping, that can: select a source interface (and address) select a next-hop on that interface ping any arbitrary ip address I could do evil trickery with policy-based routing but that would have production impact for all users. I would like to see a side-effect-free solution....

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  • Switch Before Firewall / Router - Multiple public IPs

    - by rii
    I currently Have a 10Mbit Full duplex circuit connected to a small unmanaged switch which then connects to a Sonicwall Firewall / Router. I have several public IP addresses (/28) that are assigned to several devices in my setup. Now the problem is the small switch I have was lent to me and needs to be returned, I have replaced this switch with several other switches but for some reason any other switch I use causes the network to become extremely slow. I believe this is a problem with the autonegotiation of theses hubs, so I am thinking of purchasing a small managed switch (cisco 300 series) and making the receiving port on the swith Explicitly 10Mbit Full Duplex and see if this works. My question is, being that this is a managed switch and needs an IP, will I still be able to run my public ips through it? Say the circuit has 70.80.4.1 - 7 will I still be able to assign 70.80.4.2 to my firewall and 70.80.4.3 to my router connected to some other port in the switch? Will I have to assign the switch a public IP address in this range as well for it to "route" to those other devices or does the switch does not care what IPs goes through it while operating as a Layer 2 Switch? Any help would be greatly appreciated. Thanks in advanced!

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  • How do I uninstall a ruby version installed via source?

    - by Aaron McIver
    I installed a version (1.9.3-p194) of ruby via source using make install and realized this may have been the wrong route to take. Upon doing this, I realized this was a mistake and I should be using a solution such as rvm to address my ruby versions within the OS. I looked to see if an uninstall existed to be ran in conjunction with make and it didn't. I then proceeded to install rvm and add the aforementioned version in to my list of managed rubies within rvm which is not listed as ext-ruby-1.9.3-p194. rvm rubies ext-ruby-1.9.3-p194 [ x86_64 ] =* ruby-1.9.3-p194 [ x86_64 ] # => - current # =* - current && default # * - default** When I perform an rvm remove, it simply removes it from the rubies list however it still exists within /usr/local/bin. I am not concerned with the system install ruby version residing in /usr/bin as I understand that is tied to the OS and should simply be ignored. How can I safely uninstall/remove the aforementioned version and all the places in which it was installed, short of looking at the install script?

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  • OpenVPN - Cannot browse ipv4 websites

    - by user1494428
    I have set up an openVPN tunnel on my VPS (OpenVZ - Ubuntu 12.04). The problem is I can only browse websites which support ipv6 like google. http://whatismyv6.com/ reports me that I've an ipv6 adress, so I guess this is the problem. Server configuration: dev tun server 10.8.0.0 255.255.255.0 ifconfig-pool-persist ipp.txt ca /etc/openvpn/easy-rsa/keys/ca.crt cert /etc/openvpn/easy-rsa/keys/server.crt key /etc/openvpn/easy-rsa/keys/server.key dh /etc/openvpn/easy-rsa/keys/dh1024.pem push "route 10.8.0.0 255.255.255.0" push "dhcp-option DNS 8.8.8.8" push "dhcp-option DNS 8.8.4.4" push "redirect-gateway def1" comp-lzo persist-tun persist-key status openvpn-status.log log /var/log/openvpn.log verb 3 Client configuration: client remote xx.xx.xx.xx 1194 dev tun comp-lzo ca ca.crt cert client1.crt key client1.key redirect-gateway def1 verb 3 I have configured NAT with this command: iptables -t nat -A POSTROUTING -s 10.8.0.0/24 -j SNAT --to xx.xx.xx.xx Can someone explain me how I can make it works (forcing ipv4?) I had the same problem with another vps and I also tried on another client (All Windows 7).

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  • Router vs switch in a LAN [closed]

    - by servernewbie
    If I have a LAN and and connect it with a switch, I understand it uses a CAM table to route packets in layer 2 (by saving mac to port relations). So far all good. However, when using a router for a LAN (ONLY for a LAN, not to connect it to "the outside" WAN/internet/etc) I get a bit confused as to how it internally processes packets. I would first split this into two router scenarios: Router with buit-in switch In this scenario, I would expect that it will act exactly as a switch with a CAM table internally. This would probably benefit a bit in speed (guessing here?) compared to the next option. Router without built-in switch Here is where I get confused. If hostA wants to send a packet to hostB, it will ARP to find hostB's MAC address and send it there. Now, if we had a switch (above scenario) this would be easy. But how does it work now in a router WITHOUT a switch? If I would guess, hostA would send an Ethernet frame with hostB's MAC address to the line. The router would fetch the packet (even though the router has another MAC address, it would still fetch this packet even if it only contains hostB's MAC address). It would strip the Ethernet frame header and check the IP, and then check its own internal ARP table again for the MAC address. Now, this would seem like a waste of resources compared to a router with a built-in switch. But maybe it does not work like that at all. Does it also contain a CAM table? If that would be true, what would then the difference between these two routers really be?

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  • XP box with 3 NICs on Server 2003 Domain

    - by Hannibal
    I have assigned all three NICs IP addresses that are outside the DHCP pool. I have 2 NICs are connected to 1 switch and the 3rd to my second switch. I want to assign one of the two NICs on the 1st switch to "normal" network activity (e.g. internet access, RDP, etc.) The other two NICs I want to reserve for mirroring ports on their respective switches. While this machine is connected to the domain I can access the internet and Remote Desktop. I have no idea which NIC I am using until I start mirroring a port, at which time, if I happen to be connected through one of the NICs I have dedicated to mirroring, I lose my remote desktop. I am aware that I would have more control over the NICs using Linux. I want to explore Windows solutions before I go that route because reinstalling another OS would be inconvenient (but not impossible). I would likely use a version of Backtrack (3 or 4 not sure). I would also have to learn how to access the machine remotely but I've done it before so this would be a minor obstacle. Thank you for your assistance.

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  • Using .add() on the same widget more than once

    - by Dillon Gilmore
    I asked this question on Reddit and was directed here. http://www.reddit.com/r/Ubuntu/comments/vhadl/quickly_dynamic_ui/ Unfortunately I am having the same issue and the problems seems that you can only use .add() on a widget once. So here is my code, self.ui.labels = [] for titles in entries: label = Gtk.Label() self.ui.labels.append(label) self.ui.viewport1.add(self.ui.labels[-1]) self.ui.paned1.show_all() Now, for fun I decided "What would happen if I just manually did..." self.ui.viewport1.add(Gtk.Label()) self.ui.viewport1.add(Gtk.Button()) self.ui.viewport1.add(Gtk.Entry()) For my first code snippet I get this error, Gtk-CRITICAL **: gtk_viewport_add: assertion gtk_bin_get_child (bin) == NULL' failed The error happens an unknown amount of times because the list entries can vary in length, but for my second code snippet it happens exactly twice. This means that when I viewport1.add() it works the first time, but all adds after that receive the error above. So my question, is there a way in python to use .add() on the same widget more than once?

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  • Useful design patterns for working with FragmentManger on Android

    - by antman8969
    When working with fragments, I have been using a class composed of static methods that define actions on fragments. For any given project, I might have a class called FragmentActions, which contains methods similar to the following: public static void showDeviceFragment(FragmentManager man){ String tag = AllDevicesFragment.getFragmentTag(); AllDevicesFragment fragment = (AllDevicesFragment)man.findFragmentByTag(tag); if(fragment == null){ fragment = new AllDevicesFragment(); } FragmentTransaction t = man.beginTransaction(); t.add(R.id.main_frame, fragment, tag); t.commit(); } I'll usually have one method per application screen. I do something like this when I work with small local databases (usually SQLite) so I applied it to fragments, which seem to have a similar workflow; I'm not married to it though. How have you organized your applications to interface with the Fragments API, and what (if any) design patterns do you think apply do this?

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  • does class reference itself static anti pattern in prism

    - by Michael Riva
    I have an application and my desing approach look like this: class Manager { public int State; static Manager _instance = null; public static Manager Instance { get { return _instance; } set { if (_instance == value) return; _instance = value; } } public Manager() { State = 0; Instance=this; } } class Module1 { public void GetState() { Console.WriteLine(Manager.Instance.State); } } class Module2 { public void GetState() { Console.WriteLine(Manager.Instance.State); } } class Module3 { public void GetState() { Console.WriteLine(Manager.Instance.State); } } Manager class already registered in Bootstrapper like : protected override void ConfigureContainer() { base.ConfigureContainer(); Container.RegisterType<Manager>(new ContainerControlledLifetimeManager()); } protected override void InitializeModules() { Manager man= Container.Resolve<Manager>(); } Question is do I need to define my manager object as static in its field to be able to reach its state? Or this is anti pattern or bad for performance?

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  • Can I boot up a virtual machine natively?

    - by Anshul
    My question is: Is is possible to run a virtual machine natively on your hardware if you have installed the proper drivers etc? In other words, can I use a VHD as a regular hard drive to boot from? The reason I want to do this is that I do both graphics-intensive and audio-intensive work, but my computer is not powerful enough to handle both at the same time and many times I install a bunch of audio programs that I don't want affecting the stability of my graphics programs. Basically I wanted to have sandboxing between the two sets of applications. So I tried running the graphics-intensive programs in a VirtualBox VM and the audio-intensive work natively (simply because it's a pain to route ASIO audio devices in/out of VirtualBox). This kind-of works - the graphics-intensive stuff is tolerable, but still relatively slow, because it's running inside a VM. So my next idea was to just dual-boot and install the graphics and audio programs in separate partitions but I frequently use them in tandem, so it wouldn't be practical to reboot my machine every time I need to use the other set of programs. But I could live with this scenario: If I need to do more audio-intensive stuff, I'll just boot up to the audio partition and run the graphics programs in a VM, and then when I'm working heavily on the graphics part, I'll just boot the graphics partition as a regular OS directly on the hardware. Is this possible? For example by booting up a VHD as a regular hard drive? Or by setting up dual-boot, and every time the audio partition is shut down, synchronize the graphics VM VHD with the native graphics partition? Is it practical, given the above scenario? And if it's not possible, barring buying another computer, can anyone suggest a best-of-all-worlds setup (the two worlds being performance, sandboxing, and running in parallel) for the above scenario? Thanks in advance.

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  • OpenVPN bridge network from routed clients

    - by gphilip
    I have the following setup: subnet 1 - 10.0.1.0/24 with a machine used as NAT and also running an OpenVPN client subnet 2 - 192.168.1/24 with an OpenVPN server (the server in subnet 1 connect here) subnet 3 - 10.0.2.0/24 that uses the NAT machine (subnet 1) to access the internet, so all non-local traffic is routed there to the eth0 interface The OpenVPN client creates the tun0 interface and appropriate routing so that I can access machines from 192.168.1/24 [root@ip-10-0-1-208 ~]# telnet 192.168.1.186 8081 Trying 192.168.1.186... Connected to 192.168.1.186. Escape character is '^]'. [root@ip-10-0-1-208 ~]# route -n Kernel IP routing table Destination Gateway Genmask Flags Metric Ref Use Iface 0.0.0.0 10.0.1.1 0.0.0.0 UG 0 0 0 eth0 10.0.1.0 0.0.0.0 255.255.255.0 U 0 0 0 eth0 10.8.0.1 10.8.0.5 255.255.255.255 UGH 0 0 0 tun0 10.8.0.5 0.0.0.0 255.255.255.255 UH 0 0 0 tun0 169.254.169.254 0.0.0.0 255.255.255.255 UH 0 0 0 eth0 192.168.0.0 10.8.0.5 255.255.0.0 UG 0 0 0 tun0 However, when I try the same from subnet 3, it can't reach that machine. [root@ip-10-0-2-61 ~]# telnet 192.168.1.186 8081 Trying 192.168.1.186... I suspect that it's because subnet 3 is routed to eth0 on the NAT machine in subnet 1 and it cannot jump to tun0. What's the easiest way to resolve it? I don't want to use iptables. I can't change the routing from machines in subnet 1 because it's done in AWS and so it works only with specific interfaces. Also, the NAT machine gets its IP with DHCP and so bridging is a bit complicated. IP forwarding is set on the NAT machine [root@ip-10-0-1-208 ~]# cat /proc/sys/net/ipv4/ip_forward 1 Thank you!

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  • Network topology for both direct and routed traffic between two nodes

    - by IndigoFire
    Despite it's small size, this is the most difficult network design problem I've faced. There are three nodes in this network: PC running Windows XP with an internal WiFi adapter.Base station with both WiFi and a Wireless Modem (WiModem)Mobile device with both WiFi and WiModem The modem is a low-bandwidth but high-reliability connection. We'd like to use WiFi for high-bandwidth stuff like file transfers when the mobile is nearby, and the modem for control information. Here's the tricky part: we'd like the wifi traffic to go directly from the mobile to the PC, as rebroadcasting packets on the same WiFi channel takes up double the bandwidth. We can do that with a manual configuration by giving the both the PC and the base station two IP addresses for their WiFi interfaces: one on a subnet shared with the mobile, and one on their own subnet. The routes on the PC are set up so that any traffic going to the mobile via WiModem goes through the secondary IP address so that return traffic from the mobile also goes through the WiModem. Here's what that looks like: PC WiFi 1: 192.168.2.10/24 WiFi 2: 192.168.3.10/24 Default route: 192.168.2.1 Base Station WiFi 1: 192.168.2.1/24 WiFi 2: 192.168.3.1/24 WiModem: 192.168.4.1/24 Mobile WiFi: 192.168.3.20/24 WiModem: 192.168.4.20/24 We'd like to move to having the base station automatically configure the mobile and PC, as the manual setup is problematic when you start having multiple mobiles and PCs. This means that the PC can only have 1 IP address and needs to be treated as being pretty simple. Is it possible to have a setup driven by DHCP on the base station that is efficient with bandwidth?

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  • Access server using IP on another interface

    - by Markos
    I am using Windows Server 2012 instead of a router for my home network. Currently I am using RRAS and computers from local network can access Internet correctly. Here is a map of the current setup: [PC1] ---| |---- (lan ip)[Server](wan ip)--> internet [PC2] ---| I have applications running on Server, such as IIS and others. All can be accessed from internet using wan ip and from lan using lan ip. I have a domain, lets say its my-domain.com, which is resolved to my wan ip. What I want is to enable my LAN computers to be able to connect to services on my server using the very same address as internet users: eg http://my-domain.com/. However this does not work for my lan computers. What I understand is that I need to set up some kind of loopback route in a way that packets comming to LAN interface get routed to WAN interface. But I haven't found how to achieve this (in fact, I don't know WHAT to search for). Feel free to ask for additional informations and I will try to update the question.

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  • Make huge space savings by using SPARSE columns

    - by simonsabin
    I’ve blogged before about Getting more than 1024 columns on a table , this is done by using sparse columns. Whilst this is potentially useful for people with insane table designs, sparse columns aren’t just for this. My experience over the past few years has shown that sparse columns are useful for almost all databases when you have columns that are largely null i.e. sparse. A recent client was able to reduce the size of the table by 60% by changing columns to sparse. The way this is achieved is...(read more)

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  • Multithreading in lwjgl getting rid of sleep.

    - by pangaea
    I'm trying to use multithreading in my game. However, I can't seem to get rid of the sleep. If I don't it's a blank screen, as there is no time for the computer to actually render the triangleMob as it can't access getArrayList(), in my main class I have a TriangleMob arraylist. If I delay it, then it can access the previousMob and it renders. If I don't, then it's blank screen. Can I get rid of the delay? Also, is this a bad way to multithread? Surely, this should be fast. I need multithreading so can you please not suggest not using it. public class TriangleMob extends Thread implements Runnable { private static int count=0; private int objectDisplayList; private static ArrayList<TriangleMob> previousMob = new ArrayList<TriangleMob>(); private static ArrayList<TriangleMob> currentMob = new ArrayList<TriangleMob>(); private static ArrayList<TriangleMob> laterMob = new ArrayList<TriangleMob>(); private Vector3f position = new Vector3f(0f,0f,0f); private Vector3f movement = new Vector3f(0f,0f,0f); public TriangleMob() { // Create the display list CreateDisplayList(); count++; } public TriangleMob(Vector3f position) { // Create the display list CreateDisplayList(); this.position = position; count++; } private void CreateDisplayList() { objectDisplayList = glGenLists(1); glNewList(objectDisplayList, GL_COMPILE); { double topPoint = 0.75; glBegin(GL_TRIANGLES); glColor4f(1, 1, 0, 1f); glVertex3d(0, topPoint, -5); glColor4f(0, 0, 1, 1f); glVertex3d(-1, -0.75, -4); glColor4f(0, 0, 1, 1f); glVertex3d(1, -.75, -4); glColor4f(1, 1, 0, 1f); glVertex3d(0, topPoint, -5); glColor4f(0, 0, 1, 1f); glVertex3d(1, -0.75, -4); glColor4f(0, 0, 1, 1f); glVertex3d(1, -0.75, -6); glColor4f(1, 1, 0, 1f); glVertex3d(0, topPoint, -5); glColor4f(0, 0, 1, 1f); glVertex3d(1, -0.75, -6); glColor4f(0, 0, 1, 1f); glVertex3d(-1, -.75, -6); glColor4f(1, 1, 0, 1f); glVertex3d(0, topPoint, -5); glColor4f(0, 0, 1, 1f); glVertex3d(-1, -0.75, -6); glColor4f(0, 0, 1, 1f); glVertex3d(-1, -.75, -4); glEnd(); glColor4f(1, 1, 1, 1); } glEndList(); } public static int getCount() { return count; } public Vector3f getMovement() { return movement; } public Vector3f getPosition() { return position; } public synchronized int getObjectList() { return objectDisplayList; } public synchronized static ArrayList<TriangleMob> getArrayList(){ if(previousMob != null) { return previousMob; } previousMob.add(new TriangleMob()); return previousMob; } public synchronized void move(Vector3f movement) { // If you want to move in all 3 axis position.x += movement.x; position.y += movement.y; position.z += movement.z; } public synchronized void render() { glPushMatrix(); glTranslatef(-position.x, -position.y, -position.z); glCallList(objectDisplayList); glPopMatrix(); } public synchronized static void setTriangleMob(ArrayList<TriangleMob> triangleMobSet) { laterMob = triangleMobSet; } private synchronized void setPreTriangleMob(ArrayList<TriangleMob> currentMob2) { previousMob = currentMob2; } public void run(){ while(true) { if(laterMob == null) { currentMob = laterMob; System.out.println("Copying"); } for(int i=0; i<currentMob.size(); i++) { currentMob.get(i).move(new Vector3f(0.1f,0.01f,0.01f)); } setPreTriangleMob(currentMob); try { sleep(1L); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } } } }

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  • Efficient Way to Draw Grids in XNA

    - by sm81095
    So I am working on a game right now, using Monogame as my framework, and it has come time to render my world. My world is made up of a grid (think Terraria but top-down instead of from the side), and it has multiple layers of grids in a single world. Knowing how inefficient it is to call SpriteBatch.Draw() a lot of times, I tried to implement a system where the tile would only be drawn if it wasn't hidden by the layers above it. The problem is, I'm getting worse performance by checking if it's hidden than when I just let everything draw even if it's not visible. So my question is: how to I efficiently check if a tile is hidden to cut down on the draw() calls? Here is my draw code for a single layer, drawing floors, and then the tiles (which act like walls): public void Draw(GameTime gameTime) { int drawAmt = 0; int width = Tile.TILE_DIM; int startX = (int)_parent.XOffset; int startY = (int)_parent.YOffset; //Gets the starting tiles and the dimensions to draw tiles, so only onscreen tiles are drawn, allowing for the drawing of large worlds int tileDrawWidth = ((CIGame.Instance.Graphics.PreferredBackBufferWidth / width) + 4); int tileDrawHeight = ((CIGame.Instance.Graphics.PreferredBackBufferHeight / width) + 4); int tileStartX = (int)MathHelper.Clamp((-startX / width) - 2, 0, this.Width); int tileStartY = (int)MathHelper.Clamp((-startY / width) - 2, 0, this.Height); #region Draw Floors and Tiles CIGame.Instance.GraphicsDevice.SetRenderTarget(_worldTarget); CIGame.Instance.GraphicsDevice.Clear(Color.Black); CIGame.Instance.SpriteBatch.Begin(); //Draw floors for (int x = tileStartX; x < (int)MathHelper.Clamp(tileStartX + tileDrawWidth, 0, this.Width); x++) { for (int y = tileStartY; y < (int)MathHelper.Clamp(tileStartY + tileDrawHeight, 0, this.Height); y++) { //Check if this tile is hidden by layer above it bool visible = true; for (int i = this.LayerNumber; i <= _parent.ActiveLayer; i++) { if (this.LayerNumber != (_parent.Layers - 1) && (_parent.GetTileAt(x, y, i + 1).Opacity >= 1.0f || _parent.GetFloorAt(x, y, i + 1).Opacity >= 1.0f)) { visible = false; break; } } //Only draw if visible under the tile above it if (visible && this.GetTileAt(x, y).Opacity < 1.0f) { Texture2D tex = WorldTextureManager.GetFloorTexture((Floor)_floors[x, y]); Rectangle source = WorldTextureManager.GetSourceForIndex(((Floor)_floors[x, y]).GetTextureIndexFromSurroundings(x, y, this), tex); Rectangle draw = new Rectangle(startX + x * width, startY + y * width, width, width); CIGame.Instance.SpriteBatch.Draw(tex, draw, source, Color.White * ((Floor)_floors[x, y]).Opacity); drawAmt++; } } } //Draw tiles for (int x = tileStartX; x < (int)MathHelper.Clamp(tileStartX + tileDrawWidth, 0, this.Width); x++) { for (int y = tileStartY; y < (int)MathHelper.Clamp(tileStartY + tileDrawHeight, 0, this.Height); y++) { //Check if this tile is hidden by layers above it bool visible = true; for (int i = this.LayerNumber; i <= _parent.ActiveLayer; i++) { if (this.LayerNumber != (_parent.Layers - 1) && (_parent.GetTileAt(x, y, i + 1).Opacity >= 1.0f || _parent.GetFloorAt(x, y, i + 1).Opacity >= 1.0f)) { visible = false; break; } } if (visible) { Texture2D tex = WorldTextureManager.GetTileTexture((Tile)_tiles[x, y]); Rectangle source = WorldTextureManager.GetSourceForIndex(((Tile)_tiles[x, y]).GetTextureIndexFromSurroundings(x, y, this), tex); Rectangle draw = new Rectangle(startX + x * width, startY + y * width, width, width); CIGame.Instance.SpriteBatch.Draw(tex, draw, source, Color.White * ((Tile)_tiles[x, y]).Opacity); drawAmt++; } } } CIGame.Instance.SpriteBatch.End(); Console.WriteLine(drawAmt); CIGame.Instance.GraphicsDevice.SetRenderTarget(null); //TODO: Change to new rendertarget instead of null #endregion } So I was wondering if this is an efficient way, but I'm going about it wrongly, or if there is a different, more efficient way to check if the tiles are hidden. EDIT: For example of how much it affects performance: using a world with three layers, allowing everything to draw no matter what gives me 60FPS, but checking if its visible with all of the layers above it gives me only 20FPS, while checking only the layer immediately above it gives me a fluctuating FPS between 30 and 40FPS.

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  • Accessing a webpage folder with .htaccess in it via apache webdav?

    - by pingo
    I have setup webdav access in order to enable an external user to upload the content of his web page to his folder on my server that is served by apache to the web. This way he could update his web page via webdav. Now the problem is that the user requires a .htaccess file and of course .htaccess breaks webdav probably because it overrides settings. (new files cannot be uploaded anymore via webdav if below specified .htaccess exists) I am running Apache2.2.17 and this is my webdav config: Alias /folderDAV "d:/wamp/www/somewebsite/" <Location /folderDAV> Order Allow,Deny Allow from all Dav On AuthType Digest AuthName DAV-upload AuthUserFile "D:/wamp/passtore/user.passwd" AuthDigestProvider file require valid-user </Location> This config is part of my naive solution to fixing this problem. The idea was to specify an alias to the web page folder where webdav would be enabled and then set AllowOverride to none so that the .htaccess would have no effect. Of course I then found out that in <Location /> AllowOverride directive is not valid. The .htaccess file looks like this: #opencart settings Options +FollowSymlinks Options -Indexes <FilesMatch "\.(tpl|ini)"> Order deny,allow Deny from all </FilesMatch> RewriteEngine On RewriteBase / RewriteCond %{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_FILENAME} !-d RewriteRule ^(.*)\?*$ index.php?_route_=$1 [L,QSA] ErrorDocument 403 /403.html deny from 1.1.1.1/19 allow from 2.2.2.2 What would be the solution here? I would like to have the web page accessible from the web but at the same time be able to access and modify it via apache's webdav (with digest auth). How would I do that? Also if possible I would like a solution that permits the existence of the .htaccess so that the user still has the power to setup access rules for his web page.

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  • Useful design patterns for working with FragmentManager on Android

    - by antman8969
    When working with fragments, I have been using a class composed of static methods that define actions on fragments. For any given project, I might have a class called FragmentActions, which contains methods similar to the following: public static void showDeviceFragment(FragmentManager man){ String tag = AllDevicesFragment.getFragmentTag(); AllDevicesFragment fragment = (AllDevicesFragment)man.findFragmentByTag(tag); if(fragment == null){ fragment = new AllDevicesFragment(); } FragmentTransaction t = man.beginTransaction(); t.add(R.id.main_frame, fragment, tag); t.commit(); } I'll usually have one method per application screen. I do something like this when I work with small local databases (usually SQLite) so I applied it to fragments, which seem to have a similar workflow; I'm not married to it though. How have you organized your applications to interface with the Fragments API, and what (if any) design patterns do you think apply do this?

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  • Not able to connect to port different than 22 - OpenVPN

    - by t8h7gu
    I have OpenVPN network with 5 clients. Computer with Arch Linux which hosts OpenVPN server, It also hosts virtual machine with Computer with CentOS which is also connnected to OpenVPN subnet. Windows 8 which hosts virtual machine with CentOS. Both of them are connected to OpenVPN. Last one machine is virtual machine with CentOS which is hosted by computer with Ubuntu 14( which is not connected to OpenVPN. All machines in OpenVPN subnet are bolded. All phisical computers are in different networks. The problem is that when I use nmap to scan Windows and it's guest virtual machine it's saids that host seems down. When I force namp to scan specific port it shows filtered state: nmap -Pn -p 50010 n3 Starting Nmap 6.46 ( http://nmap.org ) at 2014-06-07 19:49 CEST Nmap scan report for n3 (10.8.0.3) Host is up (0.11s latency). rDNS record for 10.8.0.3: node3.com PORT STATE SERVICE 50010/tcp filtered unknown Telnet also cannot connect to this port telnet n3 50010 Trying 10.8.0.3... telnet: Unable to connect to remote host: No route to host But ss on this host show's proper state of this port ss -anp | grep 50010 LISTEN 0 50 10.8.0.3:50010 *:* users:(("java",12310,271)) What might be possible reason of that and how to fix it? EDIT I've found that I am able to connect via telnet to ssh port: telnet n3 22 Trying 10.8.0.3... Connected to n3. Escape character is '^]'. SSH-2.0-OpenSSH_5.3 So it seems that it's not problem with Windows firewall. But I have no idea what it might be. Also nmap result for first thousand ports: nmap -Pn -p 1-1000 n3 Starting Nmap 6.46 ( http://nmap.org ) at 2014-06-07 20:08 CEST Nmap scan report for n3 (10.8.0.3) Host is up (0.49s latency). rDNS record for 10.8.0.3: node3.com Not shown: 999 filtered ports PORT STATE SERVICE 22/tcp open ssh Nmap done: 1 IP address (1 host up) scanned in 77.87 seconds

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  • Vyatta masquerade out bridge interface

    - by miquella
    We have set up a Vyatta Core 6.1 gateway on our network with three interfaces: eth0 - 1.1.1.1 - public gateway/router IP (to public upstream router) eth1 - 2.2.2.1/24 - public subnet (connected to a second firewall 2.2.2.2) eth2 - 10.10.0.1/24 - private subnet Our ISP provided the 1.1.1.1 address for us to use as our gateway. The 2.2.2.1 address is so the other firewall (2.2.2.2) can communicate to this gateway which then routes the traffic out through the eth0 interface. Here is our current configuration: interfaces { bridge br100 { address 2.2.2.1/24 } ethernet eth0 { address 1.1.1.1/30 vif 100 { bridge-group { bridge br100 } } } ethernet eth1 { bridge-group { bridge br100 } } ethernet eth2 { address 10.10.0.1/24 } loopback lo { } } service { nat { rule 100 { outbound-interface eth0 source { address 10.10.0.1/24 } type masquerade } } } With this configuration, it routes everything, but the source address after masquerading is 1.1.1.1, which is correct, because that's the interface it's bound to. But because of some of our requirements here, we need it to source from the 2.2.2.1 address instead (what's the point of paying for a class C public subnet if the only address we can send from is our gateway!?). I've tried binding to br100 instead of eth0, but it doesn't seem to route anything if I do that. I imagine I'm just missing something simple. Any thoughts?

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  • Nvidia Fullscreen Metanode "Sliding" Issue

    - by user68202
    i have 2 monitors, the left one is my "main" monitor with 1920x1080_120, the right one my second with 1680x1050_60. (i have a nvidia card setup with twinview) when i play a game or something in fullscreen mode, the full resolution is used in fullscreen (monitor 1 + monitor 2). i read something about the metanodes i can use to shut down the one monitor that i dont need durning a "fullscreen session". i used the following: Option "metamodes" "DFP-0: 1920x1080_120 +0+0, DFP-2: 1680x1050_60 +1920+0; DFP: 1920x1080_120 +0+0, NULL" Its working great, the second (right) monitor is shutting down when i press "CTRL ALT +" and is starting agin when i press the same keystroke. But in the second mode when the second monitor is "down", i got the full "monitor 1 + monitor 2" resolution on my first (left) monitor, i can move my mouse to the right to see the contents of the second monitor and move it again to the left to the what is normally seen on the first monitor. Its something sliding between the 2 monitors on one display. How can i avoid this?

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  • Apache: Isn't chmod 755 enough to set up symlink or alias on Apache httpd on Mac OS 10.5?

    - by eed3si9n
    On my Mac OS 10.5 machine, I would like to set up a subfolder of ~/Documents like ~/Documents/foo/html to be http://localhost/foo. The first thing I thought of doing is using Alias as follows: Alias /foo /Users/someone/Documents/foo/html <Directory "/Users/someone/Documents/foo/html"> Options Indexes FollowSymLinks MultiViews Order allow,deny Allow from all </Directory> This got me 403 Forbidden. In the error_log I got: [error] [client ::1] (13)Permission denied: access to /foo denied The subfolder in question has chmod 755 access. I've tried specifying likes like http://localhost/foo/test.php, but that didn't work either. Next, I tried the symlink route. Went into /Library/WebServer/Documents and made a symlink to ~/Documents/foo/html. The document root has Options Indexes FollowSymLinks MultiViews This still got me 403 Forbidden: Symbolic link not allowed or link target not accessible: /Library/WebServer/Documents/foo What else do I need to set this up? Solution: $ chmod 755 ~/Documents In general, the folder to be shared and all of its ancestor folder needs to be viewable by the www service user.

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  • Component based design, but components rely on eatchother

    - by MintyAnt
    I've begun stabbing at a "Component Based" game system. Basically, each entity holds a list of components to update (and render) I inherit the "Component" class and break each game system into it. Examples: RenderComponent - Draws the entity MovementComponent - Moves the entity, deals with velocity and speed checks DamageComponent - Deals with how/if the entity gets damaged... So. My system has this: MovementComponent InputComponent Now maybe my design is off, but the InputComponent should say things like if (w key is down) add y speed to movement if (x key is down) Trigger primary attack This means that the InputComponent sort of relies on these other components. I have to do something alone the lines of: if (w key is down) { MovementComponent* entityMovement = mEntity->GetMovement(); if (entityMovement != NULL) add y speed to movement } which seems kinda crappy every update. Other options? Better design? Is this the best way? Thanks!

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  • Securing NTP: which method to use?

    - by Harry
    Can someone good at NTP configuration please share which method is the best/easiest to implement a secure, tamper-proof version of NTP? Here are some difficulties... I don't have the luxury of having my own stratum 0 time source, so must rely on external time servers. Should I read up on the AutoKey method or should I try to go the MD5 route? Based on what I know about symmetric cryptography, it seems that the MD5 method relies on a pre-agreed set of keys (symmetric cryptography) between the client and the server, and, so, is prone to man-in-the-middle attack. AutoKey, on the other hand, does not appear to work behind a NAT or a masquerading host. Is this still true, by the way? (This reference link is dated 2004, so I'm not sure what is the state of art today.) 4.1 Are public AutoKey-talking time servers available? I browsed through the NTP book by David Mills. The book looks excellent in a way (coming from the NTP creator after all), but the information therein is also overwhelming. I just need to first configure a secure version of NTP and then may be later worry about its architectural and engineering underpinnings. Can someone please wade me through these drowning NTP waters? Don't necessarily need a working config from you, just info on which NTP mode/config to try and may be also a public time server that supports that mode/config. Many thanks, /HS

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  • Viewport.Unproject - Checking if a model intersects a large sprite

    - by Fibericon
    Let's say I have a sprite, drawn like this: spriteBatch.Draw(levelCannons[i].texture, levelCannons[i].position, null, alpha, levelCannons[i].rotation, Vector2.Zero, scale, SpriteEffects.None, 0); Picture levelCannon as being a laser beam that goes across the entire screen. I need to see if my 3d model intersects with the screen space inhabited by the sprite. I managed to dig up Viewport.Unproject, but that seems to only be useful when dealing with a single point in 2d space, rather than an area. What can I do in my case?

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