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  • NTPD seems to delete all network interfaces

    - by Aurelin
    We have a couple of virtual interfaces configured on eth0 on a CentOS, and every now and then, they went down seemingly out of the blue. Now after going through the log files, I found out that apparently ntpd deletes all eth0 interfaces, and that dhclient automatically brings eth0 back up. The virtual interfaces, however, stay down which causes several of our websites to be inaccessible. Can someone explain to me why ntpd deletes interfaces? Can / should that be turned off, or can / should I configure dhclient to bring the virtual interfaces back up automatically, too? EDIT// The log files that I should've posted : Nov 12 13:10:28 raptor dhclient[20048]: DHCPREQUEST on eth0 to 255.255.255.255 port 67 (xid=0x6a825e97) Nov 12 13:10:42 raptor dhclient[20048]: DHCPDISCOVER on eth0 to 255.255.255.255 port 67 interval 8 (xid=0x24554092) Nov 12 13:10:42 raptor dhclient[20048]: DHCPOFFER from 96.126.108.78 Nov 12 13:10:42 raptor dhclient[20048]: DHCPREQUEST on eth0 to 255.255.255.255 port 67 (xid=0x24554092) Nov 12 13:10:42 raptor dhclient[20048]: DHCPACK from 96.126.108.78 (xid=0x24554092) Nov 12 13:10:42 raptor ntpd[2109]: Deleting interface #31 eth0, 50.116.50.97#123, interface stats: received=3255, sent=3256, dropped=0, active_time=1559394 secs Nov 12 13:10:42 raptor ntpd[2109]: Deleting interface #32 eth0:0, 50.116.53.56#123, interface stats: received=3, sent=0, dropped=0, active_time=1559391 secs Nov 12 13:10:42 raptor ntpd[2109]: Deleting interface #33 eth0:1, 66.175.211.192#123, interface stats: received=2, sent=0, dropped=0, active_time=1559389 secs Nov 12 13:10:42 raptor ntpd[2109]: Deleting interface #34 eth0:2, 50.116.53.95#123, interface stats: received=3, sent=0, dropped=0, active_time=1559387 secs Nov 12 13:10:42 raptor ntpd[2109]: Deleting interface #35 eth0:3, 97.107.132.32#123, interface stats: received=2, sent=0, dropped=0, active_time=1559385 secs Nov 12 13:10:42 raptor ntpd[2109]: Deleting interface #36 eth0:4, 50.116.56.201#123, interface stats: received=2, sent=0, dropped=0, active_time=1559383 secs Nov 12 13:10:42 raptor ntpd[2109]: Deleting interface #37 eth0:5, 66.175.212.121#123, interface stats: received=2, sent=0, dropped=0, active_time=1559381 secs Nov 12 13:10:42 raptor ntpd[2109]: Deleting interface #38 eth0:6, 66.175.215.137#123, interface stats: received=2, sent=0, dropped=0, active_time=1559379 secs Nov 12 13:10:44 raptor NET[1573]: /sbin/dhclient-script : updated /etc/resolv.conf Nov 12 13:10:44 raptor dhclient[20048]: bound to 50.116.50.97 -- renewal in 32692 seconds. Nov 12 13:10:45 raptor ntpd[2109]: Listening on interface #39 eth0, 50.116.50.97#123 Enabled The eth0 config : DEVICE="eth0" ONBOOT="yes" BOOTPROTO="dhcp" IPV6INIT="no" IPADDR=50.116.50.97 NETMASK=255.255.255.0 GATEWAY=50.116.50.1 And the virtual interfaces (I posted the first one only, they look the same for the most part) : # Configuration for eth0:0 DEVICE=eth0:0 BOOTPROTO=none # This line ensures that the interface will be brought up during boot. ONBOOT=yes # eth0:0 IPADDR=50.116.53.56 NETMASK=255.255.255.0

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  • RDF-raptor-parser

    - by naveen
    Hi All, I am trying to parse the rdf file but I am getting error while executing following code in ubuntu RDF::Reader.open("http://datagraph.org/jhacker/foaf.rdf") do |reader| reader.each_statement do |statement| puts statement.inspect end end as LoadError: Could not open library 'libraptor': libraptor: cannot open shared object file: No such file or directory. Could not open library 'libraptor.so': libraptor.so: cannot open shared object file: No such file or directory I installed all the required gems: rdf rdf-raptor ffi rdf-json rdf-trix Please help me how to rectify this problem thanks in advance Naveenkumr.R

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  • Can anybody recommend an application for laying out algorithms on a mac? [closed]

    - by Scotty
    In my intro to software development class I'm using a program called raptor which really helps me when I'm mapping out semi-complex algorithms and programs. The thing that I like about raptor is that when I'm flowcharting an algorithm, I can run it like an actual program and raptor steps through the code block by block. Unfortunately, raptor is only available on windows and when I'm at home I spend most of my time on Mac OS X. Is there any programs available for mac that help flowchart and step through algoritms?

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  • So I want to separate my Program Files from the hard disk with the other system files. What is the b

    - by grg-n-sox
    So I am running Windows 7 as my only OS. I have two hard drives on my computer. The first one is a 74GB Western Digital 10K RPM Raptor. The second one is a 1TB Seagate Barracuda (couldn't remember if it was a 7200.12 or some other decimal after the 7200). The OS in installed to the Raptor and I am just using the Barracuda for storage. With this setup, in case you couldn't guess already, the Raptor fills up quick and I am constantly having to maintain file locations. And although it is nice to have that quicker boot time and program loading, the time spent maintaining the drive makes me waste more time overall. So I am looking for a way to try to keep it clear while still keeping up system loading speeds. A performance hit on games and such is easily acceptable and as long as I can guarantee a 5GB space on the Raptor, I can always just temporarily move the disc image there. So I am figuring that having games installed like Boarderlands and Mass Effect, as well as having large files such as linux distro DVD disc images in My Documents, I probably should be moving my personal files and Program Files directories to the Barracuda. I currently have folders on the Barracuda for this, but this means routinely copying files over and I can't really do anything with the Program Files folder that already exists. The best I can do is remember to designate the install directory of any program installation to the alternative install directory, which I can't seem to get to ever work right with Steam. With that in mind, is there a way that is not too drastic to let me just change some folders and system settings once and everything works fine afterwards for my setup? I have considered just reinstalling Windows 7 to the Barracuda but that would defeat the purpose of the Raptor except for running disc images off of. I am also heard a bit about being able to use symlinks to fix this, but I have also heard that symlinks in Windows are not necessarily the same and not as well supported on Windows. An example a friend mentioned was something about how if you have a symlink in Windows on a small hard drive to a large hard drive and the contents the symlink points to is larger than the small hard drive's capacity, then Windows will think the smaller hard drive is full. So is there a fix/workaround that will let me use symlinks across hard drives without the issues or is there a better solution I am not being told about, not mentioning, or not thinking of?

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  • HDD RAID0 question

    - by Jim
    If you have 2 raptor 10k rpm drives in Raid0, can you add another sata (7200prm) drive outside of the RAID or would it have to be inside the RAID? What would be the consequences of adding a 7200 RPM drive to the raptor 10k rpm RAID0 besides the I/O speed going to 7200rpm.

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  • Google AdSense scorecard : Text and image ads enabled is marked as Yellow

    - by Shivan Raptor
    Start with definitions: Yellow: Satisfactory. You could make some further improvements to this item. I have few sites using Google AdSense to make cents (yes, cents only). On recent update of Google AdSense, a new module called Scorecard displayed on my dashboard. In item Revenue optimization Text and image ads enabled , it is marked as Yellow. But I have already enabled Text and Image ads in all my sites. Why does it still having Yellow instead of Green? Is it a bug of Google AdSense Scorecard ?

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  • Unity: how to apply programmatical changes to the Terrain SplatPrototype?

    - by Shivan Dragon
    I have a script to which I add a Terrain object (I drag and drop the terrain in the public Terrain field). The Terrain is already setup in Unity to have 2 PaintTextures: 1 is a Square (set up with a tile size so that it forms a checkered pattern) and the 2nd one is a grass image: Also the Target Strength of the first PaintTexture is lowered so that the checkered pattern also reveals some of the grass underneath. Now I want, at run time, to change the Tile Size of the first PaintTexture, i.e. have more or less checkers depending on various run time conditions. I've looked through Unity's documentation and I've seen you have the Terrain.terrainData.SplatPrototype array which allows you to change this. Also there's a RefreshPrototypes() method on the terrainData object and a Flush() method on the Terrain object. So I made a script like this: public class AStarTerrain : MonoBehaviour { public int aStarCellColumns, aStarCellRows; public GameObject aStarCellHighlightPrefab; public GameObject aStarPathMarkerPrefab; public GameObject utilityRobotPrefab; public Terrain aStarTerrain; void Start () { //I've also tried NOT drag and dropping the Terrain on the public field //and instead just using the commented line below, but I get the same results //aStarTerrain = this.GetComponents<Terrain>()[0]; Debug.Log ("Got terrain "+aStarTerrain.name); SplatPrototype[] splatPrototypes = aStarTerrain.terrainData.splatPrototypes; Debug.Log("Terrain has "+splatPrototypes.Length+" splat prototypes"); SplatPrototype aStarCellSplat = splatPrototypes[0]; Debug.Log("Re-tyling splat prototype "+aStarCellSplat.texture.name); aStarCellSplat.tileSize = new Vector2(2000,2000); Debug.Log("Tyling is now "+aStarCellSplat.tileSize.x+"/"+aStarCellSplat.tileSize.y); aStarTerrain.terrainData.RefreshPrototypes(); aStarTerrain.Flush(); } //... Problem is, nothing gets changed, the checker map is not re-tiled. The console outputs correctly tell me that I've got the Terrain object with the right name, that it has the right number of splat prototypes and that I'm modifying the tileSize on the SplatPrototype object corresponding to the right texture. It also tells me the value has changed. But nothing gets updated in the actual graphical view. So please, what am I missing?

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  • Blender mesh mirroring screws up normals when importing in Unity

    - by Shivan Dragon
    My issue is as follows: I've modeled a robot in Blender 2.6. It's a mech-like biped or if you prefer, it kindda looks like a chicken. Since it's symmetrical on the XZ plane, I've decided to mirror some of its parts instead of re-modeling them. Problem is, those mirrored meshes look fine in Blender (faces all show up properly and light falls on them as it should) but in Unity faces and lighting on those very same mirrored meshes is wrong. What also stumps me is the fact that even if I flip normals in Blender, I still get bad results in Unity for those meshes (though now I get different bad results than before). Here's the details: Here's a Blender screen shot of the robot. I've took 2 pictures and slightly rotated the camera around so the geometry in question can be clearly seen: Now, the selected cog-wheel-like piece is the mirrored mesh obtained from mirroring the other cog-wheel on the other (far) side of the robot torso. The back-face culling is turned of here, so it's actually showing the faces as dictated by their normals. As you can see it looks ok, faces are orientated correctly and light falls on it ok (as it does on the original cog-wheel from which it was mirrored). Now if I export this as fbx using the following settings: and then import it into Unity, it looks all screwy: It looks like the normals are in the wrong direction. This is already very strange, because, while in Blender, the original cog-wheel and its mirrored counter part both had normals facing one way, when importing this in Unity, the original cog-wheel still looks ok (like in Blender) but the mirrored one now has normals inverted. First thing I've tried is to go "ok, so I'll flip normals in Blender for the mirrored cog-wheel and then it'll display ok in Unity and that's that". So I went back to Blender, flipped the normals on that mesh, so now it looks bad in Blender: and then re-exported as fbx with the same settings as before, and re-imported into Unity. Sure enough the cog-wheel now looks ok in Unity, in the sense where the faces show up properly, but if you look closely you'll notice that light and shadows are now wrong: Now in Unity, even though the light comes from the back of the robot, the cog-wheel in question acts as if light was coming from some-where else, its faces which should be in shadow are lit up, and those that should be lit up are dark. Here's some things I've tried and which didn't do anything: in Blender I tried mirroring the mesh in 2 ways: first by using the scale to -1 trick, then by using the mirroring tool (select mesh, hit crtl-m, select mirror axis), both ways yield the exact same result in Unity I've tried playing around with the prefab import settings like "normals: import/calculate", "tangents: import/calculate" I've also tired not exporting as fbx manually from Blender, but just dropping the .blend file in the assets folder inside the Unity project So, my question is: is there a way to actually mirror a mesh in Blender and then have it imported in Unity so that it displays properly (as it does in Blender)? If yes, how? Thank you, and please excuse the TL;DR style.

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  • How to apply programatical changes to the Terrain SplatPrototype

    - by Shivan Dragon
    I have a script to which I add a Terrain object (I drag and drop the terrain in the public Terrain field). The Terrain is already setup in Unity to have 2 PaintTextures: 1 is a Square (set up with a tile size so that it forms a checkered pattern) and the 2nd one is a grass image: Also the Target Strength of the first PaintTexture is lowered so that the checkered pattern also reveals some of the grass underneath. Now I want, at run time, to change the Tile Size of the first PaintTexture, i.e. have more or less checkers depending on various run time conditions. I've looked through Unity's documentation and I've seen you have the Terrain.terrainData.SplatPrototype array which allows you to change this. Also there's a RefreshPrototypes() method on the terrainData object and a Flush() method on the Terrain object. So I made a script like this: public class AStarTerrain : MonoBehaviour { public int aStarCellColumns, aStarCellRows; public GameObject aStarCellHighlightPrefab; public GameObject aStarPathMarkerPrefab; public GameObject utilityRobotPrefab; public Terrain aStarTerrain; void Start () { //I've also tried NOT drag and dropping the Terrain on the public field //and instead just using the commented line below, but I get the same results //aStarTerrain = this.GetComponents<Terrain>()[0]; Debug.Log ("Got terrain "+aStarTerrain.name); SplatPrototype[] splatPrototypes = aStarTerrain.terrainData.splatPrototypes; Debug.Log("Terrain has "+splatPrototypes.Length+" splat prototypes"); SplatPrototype aStarCellSplat = splatPrototypes[0]; Debug.Log("Re-tyling splat prototype "+aStarCellSplat.texture.name); aStarCellSplat.tileSize = new Vector2(2000,2000); Debug.Log("Tyling is now "+aStarCellSplat.tileSize.x+"/"+aStarCellSplat.tileSize.y); aStarTerrain.terrainData.RefreshPrototypes(); aStarTerrain.Flush(); } //... Problem is, nothing gets changed, the checker map is not re-tiled. The console outputs correctly tell me that I've got the Terrain object with the right name, that it has the right number of splat prototypes and that I'm modifying the tileSize on the SplatPrototype object corresponding to the right texture. It also tells me the value has changed. But nothing gets updated in the actual graphical view. So please, what am I missing?

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  • Should we always prefer OpenGL ES version 2 over version 1.x

    - by Shivan Dragon
    OpengGL ES version 2 goes a long way into changing the development paradigm that was established with OpenGL ES 1.x. You have shaders which you can chain together to apply varios effects/transforms to your elements, the projection and transformation matrices work completly different etc. I've seen a lot of online tutorials and blogs that simply say "ditch version 1.x, use version 2, that's the way to go". Even on Android's documentation it sais to "use version 2 as it may prove faster than 1.x". Now, I've also read a book on OpenGL ES (which was rather good, but I'm not gonna mention here because I don't want to give the impression that I'm trying to make hidden publicity). The guy there treated only OpenGL ES 1.x for 80% of the book, and then at the end only listed the differences in version 2 and said something like "if OpenGL ES 1 does what you need, there's no need to switch to version 2, as it's only gonna over complicate your code. Version 2 was changed a lot to facillitate newer, fancier stuff, but if you don't need it, version 1.x is fine". My question is then, is the last statement right? Should I always use Open GL ES version 1.x if I don't need version 2 only stuff? I'd sure like to do that, because I find coding in version 1.x A LOT simpler than version 2 but I'm afraid that my apps might get obsolete faster for using an older version.

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  • Advantages of using pure JavaScript over JQuery

    - by Shivan Dragon
    What are the advantages of using Javascript-only versus using JQuery-only? I have limited experience with JavaScript and JQuery coding. I've added bits and snippets of each to HTML pages but I've mostly coded server-side stuff in other languages. I've noticed that while you can theoretically do the same things using either of the two approaches (and of course you can even mix 'em up in the same project) there seems to be a tendency to always start using JQuery from the very beginning no-matter what the project demands are. So I'm simply wondering, are there any punctual benefits to not use JQuery-only but instead to just use plain old JavaScript? I know this looks like a non-question because it can be said about it that "there's no definite answer" or "it can be debated for ever", but I'm actually hoping for punctual answers such as "You can do this in one approach and you cannot do it with the other". ==EDIT== As per scrwtp's comment, I'm not referring just to the DOM Handling part. My question is rather: JQuery is a library. For Javascript. What I find strange about this library as opposed to other libraries for other languages is that in JQyery's case it seems to be designed to be able to use it exclusively and not need to touch Javascript directly. This is as opposed to let's say Hibernate and SQL, where even though the library (or rather framework in this case, but I think the analogy still applies) takes the handle on A LOT of aspects, you still get to use SQL when using it, at least for some fringe cases. However in JQuery & Javascript case, you could do anything you do with Javascript using only JQuery (or at least that's how it seems to me).

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  • Pathfinding Java library

    - by Shivan Dragon
    I'm an amateur game developer and somewhat amateur Java developer as well. I'm trying to find a way to have path finding for my game(s). I've first googled for some existing Java libraries that have various path-finding implementations, but I've failed to find any. It seems to me that the only way to get pathfinding code is to use it via a game engine (like Unity). But I'd just like to have a library that I can use and make the game loop and other stuff on my own. Failing to find such a library I've tried implementing some algorithms myself. I've managed to make a running AStar in Java, but for fancier stuff like DStar I find it hard to do it by hand. So then, my question is, are there any Java libraries that contain at least some basic pathfinding algorithms implementations?

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  • Pathfinding library

    - by Shivan Dragon
    I'm an amateur game developer and somewhat amateur Java developer as well. I'm trying to find a way to have path finding for my game(s). I've first Googled for some existing Java libraries that have various path-finding implementations, but I've failed to find any. It seems to me that the only way to get pathfinding code is to use it via a game engine (like Unity). But I'd just like to have a library that I can use and make the game loop and other stuff on my own. Failing to find such a library I've tried implementing some algorithms myself. I've managed to make a running A* in Java, but for fancier stuff like D* I find it hard to do it by hand. So then, my question is, are there any Java libraries that contain at least some basic pathfinding algorithms implementations?

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  • How to get GameElements (RigidBody) size in Unity

    - by Shivan Dragon
    I've made a prefab consisting of a Cube which I've first scaled to more resemble a brick. There's also a Rigidbody added to the cube (in the prefab). Now I want to use that prefab in a c# script to make a wall out of multiple bricks. My question is, how can I access the dimensions of my brick (width, height, the z dimension size) so that in my script I can make bricks which are placed one next to the other (and then one on top of the other)? I've looked at the documentation for GameObject and Rigidbody but I can't find anything helpful. Just for refference, my script so far is: public GameObject brick; void Start () { Instantiate(this.brick, new Vector3(0.01326297f, -30.07855f, 100f), Quaternion.identity); // int brickWidth = this.brick.????; }

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  • Unity scaling instantiated GameObject at Start() doesn't "keep"

    - by Shivan Dragon
    I have a very simple scenario: A box-like Prefab which is imported from Blender automatically (I have the .blend file in the Assets folder). A script that has two public GameObject fields. In one I place the above prefab, and in the other I place a terrain object (which I've created in Unity's graphical view): public Collider terrain; public GameObject aStarCellHighlightPrefab; This script is attached to the camera. The idea is to have the Blender prefab instantiated, have the terrain set as its parent, and then scale said prefab instance up. I first did it like this, in the Start() method: void Start () { cursorPositionOnTerrain = new RaycastHit(); aStarCellHighlight = (GameObject)Instantiate(aStarCellHighlightPrefab, new Vector3(300,300,300), terrain.transform.rotation); aStarCellHighlight.name = "cellHighlight"; aStarCellHighlight.transform.parent = terrain.transform; aStarCellHighlight.transform.localScale = new Vector3(100,100,100); } and first thought it didn't work. However later I noticed that it did in fact work, in the sense where the scale was applied right at the start, but then right after the prefab instance came back to its initial scale. Putting the scale code in the Update() methods fixes it in the sense where now it stays scaled all the time: void Update () { aStarCellHighlight.transform.localScale = new Vector3(100,100,100); //... } However I've noticed that when I run this code, the object is first displayed without the scale being applied, and it takes about 5-10 seconds for the scale to happen. During this time everything works fine (like input and logging, etc). The scene is very simple, it's not like it has a lot of stuff to load or anything (there's a Ray cast from the camera on to the terrain, but that seems to happen without such delays). My (2 part) question is: Why doesn't it take the scale transform when I do it at the beginning in the Start() method. Why do I have to keep scaling it in the Update() method? Why does it take so long for the scale to "apply/show up".

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  • Does Unity's "Transparent Bumped Specular" translate to "semi-shiny must be semi-transparent"?

    - by Shivan Dragon
    Unity's documentation for the "Transparent Bumped Specular" shader/material-type is simply a concatenation of each of the descriptions for its Transparent and Specular Shaders (and also Bumped, but that doesn't apply to the question): Transparent Properties This shader can make mesh geometry partially or fully transparent by reading the alpha channel of the main texture. In the alpha, 0 (black) is completely transparent while 255 (white) is completely opaque. If your main texture does not have an alpha channel, the object will appear completely opaque. (...) Specular Properties (...) Additionally, the alpha channel of the main texture acts as a Specular Map (sometimes called "gloss map"), defining which areas of the object are more reflective than others. Black areas of the alpha will be zero specular reflection, while white areas will be full specular reflection. To me this translates to: I have a mesh representig a car tire The texture need to be very shiny on the rims parts, and almost not shiny at all for the rubber parts Also since the rim is really complex, (with like cut-out decoretions and such), I will not build that into the mesh, but fake it with transparency in the texture I can't do all this using Unity's "Transparent Bumped Specular" shader, because the "rubber" part of the texture will become semi transparent due to me painting the alpha channel dark-grey (because I want it to also be less shiny). Is this correct? If not, how can I make this work?

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  • Tweaking AStar to find closest location to unreachable destination

    - by Shivan Dragon
    I've implemented AStar in Java and it works ok for an area with obstacles where the chosen destination is reachable. However, when the destination is unreachable, the calculated "path" is in no way to the closest location (to the unreachable location) but is instead some random path. Is there a feasible way to tweak AStar into finding the path to the closest location to an unreachable destination?

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  • How can I prevent seams from showing up on objects using lower mipmap levels?

    - by Shivan Dragon
    Disclaimer: kindly right click on the images and open them separately so that they're at full size, as there are fine details which don't show up otherwise. Thank you. I made a simple Blender model, it's a cylinder with the top cap removed: I've exported the UVs: Then imported them into Photoshop, and painted the inner area in yellow and the outer area in red. I made sure I cover well the UV lines: I then save the image and load it as texture on the model in Blender. Actually, I just reload it as the image where the UVs are exported, and change the viewport view mode to textured. When I look at the mesh up-close, there's yellow everywhere, everything seems fine: However, if I start zooming out, I start seeing red (literally and metaphorically) where the texture edges are: And the more I zoom, the more I see it: Same thing happends in Unity, though the effect seems less pronounced. Up close is fine and yellow: Zoom out and you see red at the seams: Now, obviously, for this simple example a workaround is to spread the yellow well outside the UV margins, and its fine from all distances. However this is an issue when you try making a complex texture that should tile seamlessly at the edges. In this situation I either make a few lines of pixels overlap (in which case it looks bad from upclose and ok from far away), or I leave them seamless and then I have those seams when seeing it from far away. So my question is, is there something I'm missing, or some extra thing I must do to have my texture look seamless from all distances?

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  • Blender 2.64, what are the actual hot-keys for certain actions

    - by Shivan Dragon
    I know this sounds mega lame but I've looked for hotkeys for certain actions, first in the appliation's User Settings (where I didn't find them) then in the official documentation (where I did find some of them but they're not the right ones): http://wiki.blender.org/index.php/Doc:2.4/Manual/3D_interaction/Transform_Control/Manipulators (Ctrl - Alt - S is recommended for Scale, but instead it opens the Save As... window - I think these changed in the latest versions, but they forgot to update the docs) So then, what are the hot keys for: selecting translate manipulator selecting rotate manipulator selecting scale manipulator In Edit mode: select vertex (editing) select edges (editing) select faces (editing) thanks.

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  • Dual Exchange 2010 on different VM + single public IP + multiple domains

    - by Shivan Raptor
    Here is the scenario: I have 2 Exchange Server 2010 on 2 different Virtual Machines, created by and based on Hyper-V. They have IP and domain: 192.168.5.11, domainA.com ; and 192.168.5.12, domainB.com respectively. The problem is, I only have 1 public IP, say 123.123.1.1 . How do I configure the settings so that I can successfully receive emails using both Exchange servers? Given that I cannot use single Exchange server for multiple domains. -- UPDATE -- To clarify, the domainA.com and domainB.com mentioned above are website domains, instead of multiple Active Directory forests. Users of the two Exchange Server shares the same Active Directory. I know that ONE Exchange Server can handle multiple domains, but I would like to separate them into different Virtual Machines, for load balancing and data separation.

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  • Dual HDMI input - HD Video Capture Card

    - by Shivan Raptor
    Any suggestion for HD video capture card? Here is my requirements: I need 2 HDMI input for 2 HD Camera the signal captured will be encoded with Adobe Live Encoder (does it support dual input sources? I do not require mixing of 2 sources) the encoding format will be H.264 (720p), then will be sent to Adobe Flash Media Interactive Server for LIVE broadcasting. http://www.blackmagic-design.com/products/intensity/ I found the one above online, but I am not sure about its performance, and it has only 1 HDMI input. If I plug 2 of them into my workstation, will it conflict with each other?

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