Search Results

Search found 10634 results on 426 pages for 'directx 11'.

Page 346/426 | < Previous Page | 342 343 344 345 346 347 348 349 350 351 352 353  | Next Page >

  • CodePlex Daily Summary for Monday, November 29, 2010

    CodePlex Daily Summary for Monday, November 29, 2010Popular Releasesexpression Blend 4.0 Comment Uncomment Xaml Code addin: Blend addin 1.0b: First releaseConfuser: Confuser v1.5: Change logs: +packer system +two confusion +console version *Enhanced encryption algorithm and protection. *Better documentationDotSpatial: DotSpatial 11-28-2001: This release introduces some exciting improvements. Support for big raster, both in display and changing the scheme. Faster raster scheme creation for all rasters. Caching of the "sample" values so once obtained the raster symbolizer dialog loads faster. Reprojection supported for raster and image classes. Affine transform fully supported for images and rasters, so skewed images are now possible. Projection uses better checks when loading unprojected layers. GDAL raster support f...SuperWebSocket: SuperWebSocket(60333): It is the first release of SuperWebSocket. Because it is base on SuperSocket, most features of SuperSocket are supported in SuperWebSocket.MDownloader: MDownloader-0.15.25.7002: Fixed updater Fixed FileServe Fixed LetItBitNotepad.NET: Notepad.NET 0.7 Preview 1: Whats New?* Optimized Code Generation: Which means it will run significantly faster. * Preview of Syntax Highlighting: Only VB.NET highlighting is supported, C# and Ruby will come in Preview 2. * Improved Editing Updates (when the line number, etc updates) to be more graceful. * Recent Documents works! * Images can be inserted but they're extremely large. Known Bugs* The Update Process hangs: This is a bug apparently spawning since 0.5. It will be fixed in Preview 2. Until then, perform a fr...Cropper: 1.9.4: Mostly fixes for issues with a few feature requests. Fixed Issues 2730 & 3638 & 14467 11044 11447 11448 11449 14665 Implemented Features 6123 11581PFC: PFC for PB 11.5: This is just a migration from the 11.0 code. No changes have been made yet (and they are needed) for it to work properly with 11.5.PDF Rider: PDF Rider 0.5: This release does not add any new feature for pdf manipulation, but enables automatic updates checking, so it is reccomended to install it in order to stay updated with next releases. Prerequisites * Microsoft Windows Operating Systems (XP - Vista - 7) * Microsoft .NET Framework 3.5 runtime * A PDF rendering software (i.e. Adobe Reader) that can be opened inside Internet Explorer. Installation instructionsChoose one of the following methods: 1. Download and run the "pdfRider0...Eneta community portal: Eneta Portal 0.1a: This is very first public deployment package of Eneta portal. This is test and development release and it is not suggested to use it on live or more complex development or test environments. You can find installation guides from documentation section of this site. For help and support please leave your message to discussions.XamlQuery/WPF - The Write Less, Do More, WPF Library: XamlQuery-WPF v1.2 (Runtime, Source): This is the first release of popular XamlQuery library for WPF. XamlQuery has already gained recognition among Silverlight developers.Math.NET Numerics: Beta 1: First beta of Math.NET Numerics. Only contains the managed linear algebra provider. Beta 2 will include the native linear algebra providers along with better documentation and examples.Minecraft GPS: Minecraft GPS 1.1: 1.1 Release New Features Compass! New style. Set opacity on main window to allow overlay of Minecraft.Code Sample from Microsoft: Visual Studio 2010 Code Samples 2010-11-25: Code samples for Visual Studio 2010Wii Backup Fusion: Wii Backup Fusion 0.8.5 Beta: - WBFS repair (default) options fixed - Transfer to image fixed - Settings ui widget names fixed - Some little bug fixes You need to reset the settings! Delete WiiBaFu's config file or registry entries on windows: Linux: ~/.config/WiiBaFu/wiibafu.conf Windows: HKEY_CURRENT_USER\Software\WiiBaFu\wiibafu Mac OS X: ~/Library/Preferences/com.wiibafu.wiibafu.plist Caution: This is a BETA version! Errors, crashes and data loss not impossible! Use in test environments only, not on productive syste...Minemapper: Minemapper v0.1.3: Added process count and world size calculation progress to the status bar. Added View->'Status Bar' menu item to show/hide the status bar. Status bar is automatically shown when loading a world. Added a prompt, when loading a world, to use or clear cached images.Sexy Select: sexy select v0.4: Changes in v0.4 Added method : elements. This returns all the option elements that are currently added to the select list Added method : selectOption. This method accepts two values, the element to be modified and the selected state. (true/false)Deep Zoom for WPF: First Release: This first release of the Deep Zoom control has the same source code, binaries and demos as the CodeProject article (http://www.codeproject.com/KB/WPF/DeepZoom.aspx).BlogEngine.NET: BlogEngine.NET 2.0 RC: This is a Release Candidate version for BlogEngine.NET 2.0. The most current, stable version of BlogEngine.NET is version 1.6. Find out more about the BlogEngine.NET 2.0 RC here. If you want to extend or modify BlogEngine.NET, you should download the source code. To get started, be sure to check out our installation documentation and the installation screencast. If you are upgrading from a previous version, please take a look at the Upgrading to BlogEngine.NET 2.0 instructions. As this ...NodeXL: Network Overview, Discovery and Exploration for Excel: NodeXL Excel Template, version 1.0.1.156: The NodeXL Excel template displays a network graph using edge and vertex lists stored in an Excel 2007 or Excel 2010 workbook. What's NewThis release adds a feature for aggregating the overall metrics in a folder full of NodeXL workbooks, adds geographical coordinates to the Twitter import features, and fixes a memory-related bug. See the Complete NodeXL Release History for details. Please Note: There is a new option in the setup program to install for "Just Me" or "Everyone." Most people...New ProjectsAntikCompta: AntikCompta is the easiest way to share comptability beetween an antiquaire and it's account manager.Blend Extensions: This shows you how to extend blend. It provides the basic plumbing for adding custom menu items, panes etc. codinghints: Sample codes of my blog codinghints.blogspot.comConvertitore dec->all: programma conversione da decimale a tutte le altre basi...DHCP Server: Open source managed ipv4 DHCP server implementation, written in C#. With extensive support for DHCP options it is ideally suited for configuring and netbooting local systems such as PLCs and blade racks. The permissive MIT license enables free commercial use and distribution.EducationProject: To be continuedEfficiency: Autumoon Efficiency.FarmerStore: Farmer store is e-commerical website about agricultural products.gStocksGadget: gStocksGadget is a Gadget for Windows Sidebar,display real-time stock prices(China's A-share market).Illumina PRT: Research ProjectImageCrawler: web crawler for downloading imagesInstantWatcher: Allows a user to view their Netflix Instant Watch Queue and launch a video.IRobotOnCLR - Control an "IRobot Create" Like You Are John Connor: This is a C# IRobot Create library w/ an accompanied Silverlight client that allows for remote interaction. To make use of this entire project, mounting a .net capable computer on the IRobot Create is suggested.it0758: it0758jkwcg: jkw cg form submit and managment, use xaf as testModificator of the URLs in the Web.config files: FilesModificatorAdmin utility 1. Purpose. 2. How it works. ================================================= 1. Purpose. In my current project we've got a lot of composite WCF-services. We have several environments: Development,Test1, Test2, Production. We don't have the service repository. That means when we move the services from one environment to another, we have to change addresses (URLs) in the <client> sections of all Web.config files (several dozens). Boring and error prone work, is...NARDAX: A collection of usefull API's and extensions that have been built out of necessity.OpenGLLesson: ?? ??? ???Peachlab ASP.NET Project Starter Kit: this is a personal project.picoCMS: picoCMS is an open-source content management system based on ASP.Net 3.5. It can be used as a learning platform for people who are totally new to ASP.Net and want to get things working around. SogouMusicBox Data: SogouMusicBox Data.Sound It Out - Phonetic Algorithms: Phonetic Algorithm helper Completed: NYSIIS In Progress: Soundex Metaphone Double Metaphone SPMetal Extender: SPMetal Extended helps SharePoint 2010 C# developers to remove some Linq to SharePoint 2010 limitations. You can extend the fields that Linq to SharePoint handles (including SharePoint Server 2010's): taxonaomy, publishing html, publishing image, attachments, created by, modifiedStrategyGame: A Fantasy Strategy Game.Task Scheduler Engine: Embed cron-like scheduling in your .NET application. Want your application to execute a task on the 12th second of the 29th minute of the 9th hour on Tuesdays? Piece of cake--2 lines of code. Coming in at ~250 lines of code, it offers considerable functionality with no bloat.The C# Todoist API: The C# Todoist API is a C# wrapper around the Todoist API documented at http://todoist.com/API/help. This is a work in progress.Tools Project: Tools to ease management.uObject: uObject is an Library That persist sample objectVisual Design: Visual Design is a collaborative diagramming editor written in silverlight to support design of software systems through diagramming, mainly UML, but even other types of diagram not supported in commercial and open source tools.Wusic - Web Music: Wusic.NET is an online video player and management system that highlights silverlight's rich-client functionality and potential. Some of the custom controls that make up Wusic.NET are drag n' drop, modality, sizability, YouTube and FaceBook integration, and Mac'ish menubar.XNADeviceEnumeration Component: A component which helps to enumerate a(all) graphics device/adapter on pc with XNA.XPlatformConvertCPP: Mesh Converter For XPlatformCPPZvP: First project to be tested. It's empty, so don't join us.?????「??」: ????????????????????。

    Read the article

  • How do I draw a scene with 2 nested frames

    - by Guido Granobles
    I have been trying for long time to figure out this: I have loaded a model from a directx file (I am using opengl and Java) the model have a hierarchical system of nested reference frames (there are not bones). There are just 2 frames, one of them is called x3ds_Torso and it has a child frame called x3ds_Arm_01. Each one of them has a mesh. The thing is that I can't draw the arm connected to the body. Sometimes the body is in the center of the screen and the arm is at the top. Sometimes they are both in the center. I know that I have to multiply the matrix transformation of every frame by its parent frame starting from the top to the bottom and after that I have to multiply every vertex of every mesh by its final transformation matrix. So I have this: public void calculeFinalMatrixPosition(Bone boneParent, Bone bone) { System.out.println("-->" + bone.name); if (boneParent != null) { bone.matrixCombined = bone.matrixTransform.multiply(boneParent.matrixCombined); } else { bone.matrixCombined = bone.matrixTransform; } bone.matrixFinal = bone.matrixCombined; for (Bone childBone : bone.boneChilds) { calculeFinalMatrixPosition(bone, childBone); } } Then I have to multiply every vertex of the mesh: public void transformVertex(Bone bone) { for (Iterator<Mesh> iterator = meshes.iterator(); iterator.hasNext();) { Mesh mesh = iterator.next(); if (mesh.boneName.equals(bone.name)) { float[] vertex = new float[4]; double[] newVertex = new double[3]; if (mesh.skinnedVertexBuffer == null) { mesh.skinnedVertexBuffer = new FloatDataBuffer( mesh.numVertices, 3); } mesh.vertexBuffer.buffer.rewind(); while (mesh.vertexBuffer.buffer.hasRemaining()) { vertex[0] = mesh.vertexBuffer.buffer.get(); vertex[1] = mesh.vertexBuffer.buffer.get(); vertex[2] = mesh.vertexBuffer.buffer.get(); vertex[3] = 1; newVertex = bone.matrixFinal.transpose().multiply(vertex); mesh.skinnedVertexBuffer.buffer.put(((float) newVertex[0])); mesh.skinnedVertexBuffer.buffer.put(((float) newVertex[1])); mesh.skinnedVertexBuffer.buffer.put(((float) newVertex[2])); } mesh.vertexBuffer = new FloatDataBuffer( mesh.numVertices, 3); mesh.skinnedVertexBuffer.buffer.rewind(); mesh.vertexBuffer.buffer.put(mesh.skinnedVertexBuffer.buffer); } } for (Bone childBone : bone.boneChilds) { transformVertex(childBone); } } I know this is not the more efficient code but by now I just want to understand exactly how a hierarchical model is organized and how I can draw it on the screen. Thanks in advance for your help.

    Read the article

  • Can't start Psychonauts game -- segfault

    - by tremby
    This looks similar to Psychonauts Humble Indie Bundle V error but I don't have the ERROR message (missing GL capability) and its solution does not work for me. When trying to run Psychonauts from the Humble Indie Bundle on my x86_64 laptop running Ubuntu 12.04 I get the following output: <bjn@segnus:/usr/local/games/psychonauts>$ ./Psychonauts STUBBED: fix up the rest of the SSE code first at DetectSSESupport (/home/icculus/projects/psychonauts/Source/CommonLibs/DFMath/MathGeneral.cpp:32) STUBBED: write me? at SetPCLanguage (/home/icculus/projects/psychonauts/Source/game/luatest/UnixMain.cpp:120) STUBBED: fix up the rest of the SSE code first at DetectCPUCaps (/home/icculus/projects/psychonauts/Source/game/luatest/Game/PCGameApp.cpp:223) STUBBED: check LANG envr var at _GetDefaultGameLanguage (/home/icculus/projects/psychonauts/Source/game/luatest/Game/GameApp.cpp:171) Console created Save path: /home/bjn/.local/share/Psychonauts Write path: WorkResource STUBBED: inline asm at SSEMul_4x4_4x4_2arg (/home/icculus/projects/psychonauts/Source/CommonLibs/DFMath/Matrix.cpp:710) STUBBED: inline asm at SSEMul_4x4_4x4_3arg (/home/icculus/projects/psychonauts/Source/CommonLibs/DFMath/Matrix.cpp:698) ******** unit test failed ******** STUBBED: VK_* at InitInputNames (/home/icculus/projects/psychonauts/Source/CommonLibs/DirectX/SDLInput.cpp:1220) No joysticks detected Transport started DaveD: NCListenSocket: Listening on port 40001 SDL_SetVideoMode() failed: Failed loading libGL.so.1 Start Up completed in 0.06 seconds [1] 9718 segmentation fault (core dumped) ./Psychonauts <bjn@segnus:/usr/local/games/psychonauts>$ Output of lspci: 00:00.0 Host bridge: Intel Corporation Mobile 4 Series Chipset Memory Controller Hub (rev 07) 00:02.0 VGA compatible controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07) 00:02.1 Display controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07) 00:19.0 Ethernet controller: Intel Corporation 82567LM Gigabit Network Connection (rev 03) 00:1a.0 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #4 (rev 03) 00:1a.1 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #5 (rev 03) 00:1a.2 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #6 (rev 03) 00:1a.7 USB controller: Intel Corporation 82801I (ICH9 Family) USB2 EHCI Controller #2 (rev 03) 00:1b.0 Audio device: Intel Corporation 82801I (ICH9 Family) HD Audio Controller (rev 03) 00:1c.0 PCI bridge: Intel Corporation 82801I (ICH9 Family) PCI Express Port 1 (rev 03) 00:1c.1 PCI bridge: Intel Corporation 82801I (ICH9 Family) PCI Express Port 2 (rev 03) 00:1c.3 PCI bridge: Intel Corporation 82801I (ICH9 Family) PCI Express Port 4 (rev 03) 00:1d.0 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #1 (rev 03) 00:1d.1 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #2 (rev 03) 00:1d.2 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #3 (rev 03) 00:1d.7 USB controller: Intel Corporation 82801I (ICH9 Family) USB2 EHCI Controller #1 (rev 03) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev 93) 00:1f.0 ISA bridge: Intel Corporation ICH9M-E LPC Interface Controller (rev 03) 00:1f.2 RAID bus controller: Intel Corporation 82801 Mobile SATA Controller [RAID mode] (rev 03) 00:1f.3 SMBus: Intel Corporation 82801I (ICH9 Family) SMBus Controller (rev 03) 02:01.0 FireWire (IEEE 1394): Ricoh Co Ltd R5C832 IEEE 1394 Controller (rev 05) 02:01.1 SD Host controller: Ricoh Co Ltd R5C822 SD/SDIO/MMC/MS/MSPro Host Adapter (rev 22) 0c:00.0 Network controller: Intel Corporation WiFi Link 5100 Any ideas?

    Read the article

  • Correcting Grammar for Microsoft Products and Technology

    I see book authors, editors, bloggers, press, team members, and occasionally even a VP misspell our products, technologies, and features that I thought I would build and maintain a list of the correct capitalization and spelling of the most commonly misspelled Microsoft products and technologies. Sources: Internal site (brandtools) and the Microsoft Trademarks Web site. Last updated: April 27, 2010   Incorrect Correct .net or .Net .NET .Net framework 4.0, .NET framework 4.0 .NET Framework AdCenter, Ad Center, Adcenter adCenter Ado.net, ADO.Net ADO.NET Asp.net, ASP.Net ASP.NET Asp.Net ajax, Asp.NET Ajax ASP.NET AJAX Asp.Net Mvc ASP.NET MVC Biz Spark, Bizspark BizSpark Clear Type, Clear type, Cleartype ClearType Directaccess, Direct Access DirectAccess Direct Show, Directshow DirectShow Direct X DirectX Dream Spark, Dreamspark DreamSpark Home Group, Home group HomeGroup HotMail, Hot Mail Hotmail Info Path, Infopath InfoPath Intellisense, Intellisense IntelliSense Iron Ruby IronRuby Kin KIN Linq LINQ MSN Messenger Windows Live Messenger One Note, Onenote OneNote Open type, Opentype OpenType PlayTo, Play to Play To Power Point, Powerpoint PowerPoint Powershell, Power Shell PowerShell Sea Dragon, Seadragon SeaDragon Sharepoint, Share Point SharePoint Silver Light, SilverLight Silverlight Skydrive, Sky Drive SkyDrive Sql Server SQL Server Visual Basic .net (the .net was removed in the 2005 version) Visual Basic  Visual C# Express 2010 or Visual Basic Express 2010 or Visual C++ Express 2010 Visual version 2010 Express as in Visual C# 2010 Express, Visual Basic 2010 Express Visual Studio 2010 Team Foundation Server Visual Studio Team Foundation Server 2010 Visual Studio Ultimate 2010 or Visual Studio Professional 2010 Visual Studio 2010 version, as in Visual Studio 2010 Ultimate, Visual Studio 2010 Professional WebSite Spark, Website spark Website Spark Win 32 Win32 Windows Mobile (except when referring to previous versions like 5.0 or 6), Windows phone 7 Series Windows Phone Xaml XAML XBOX, xbox Xbox Xbox Live, XBOX Live Xbox LIVE   Caveats These guidelines dont apply to URLs (ex: www.asp.net) or to code namespaces, variables, and classes should follow the .NET Framework naming guidelines. This list only covers capitalization/spacing rules, it doesnt cover the correct usage of (tm) or symbols or the correct word usage rules. For those, refer to the trademark Web site. Also note that I have no idea why we are so inconsistent say on keeping features/brands two words versus one word or the order of product/version/year.Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

    Read the article

  • XNA Notes 001

    - by George Clingerman
    Just a quick recap of things I noticed going on in or around the XNA community this past week. I’m sure there’s a lot I missed (it’s a pretty big community with lots of different parts to it) but these where the things I caught that I thought were pretty cool. The XNA Team Michael Klucher gave a list of books every gamer should read. http://twitter.com/#!/mklucher/status/22313041135673344 Shawn Hargreaves posted Nelxon Studio posting about a cheatsheet for converting 3.1 to 4.0 http://blogs.msdn.com/b/shawnhar/archive/2011/01/04/xna-3-1-to-4-0-cheat-sheet.aspx?utm_source=twitterfeed&utm_medium=twitter XNA Game Studio won the Frontline award for Programming Tool by GameDev magazine! Congrats to the XNA team! http://www.gdmag.com/homepage.htm XNA MVPs In January several MVPs were up for re-election, Jim Perry, Andy ‘The ZMan’ Dunn, Glenn Wilson and myself were all re-award a Microsoft MVP award for their contributions to the XNA/DirectX communities. https://mvp.support.microsoft.com/communities/mvp.aspx?product=1&competency=XNA%2fDirectX A movement to get Michael McLaughlin an MVP award has started and you can join in too! http://twitter.com/#!/theBigDaddio/status/22744458621620224 http://www.xnadevelopment.com/MVP/MichaelMcLaughlinMVP.txt Don’t forget you can nominate ANYONE for a MVP award, that’s how they work. https://mvp.support.microsoft.com/gp/mvpbecoming  XNA Developers James Silva of Ska Studios hit 9,200 sales of ZP2KX and recommends you listen to Infected Mushroom. http://twitter.com/#!/Jamezila/status/22538865357094912 http://en.wikipedia.org/wiki/Infected_Mushroom Noogy creator of the upcoming XBLA title Dust an Elysian tail posts some details into his art creation. http://noogy.com/image/statue/statue.html Xbox LIVE Indie Game News Microsoft posts acknowledging there was an issue with the sales data that has been addressed and apologized for not posting about it sooner. http://forums.create.msdn.com/forums/p/71347/436154.aspx#436154 Winter Uprising sales still chugging along and being updated by Xalterax (by those developers willing to actually share sales numbers. Thanks for sharing guys, much appreciated!) http://forums.create.msdn.com/forums/t/70147.aspx Don’t forget about Dream Build Play coming up in February! http://www.dreambuildplay.com/Main/Home.aspx The Best Xbox LIVE Indie Games December Edition comes out on NeoGaf http://www.neogaf.com/forum/showthread.php?t=414485 The Greatest XBox LIVE Indie Games of 2010 on DealSpwn – Congrats to DrMistry and MStarGames for his #1 spot with his massive XBLIG Space Pirates From Tomorrow! http://www.dealspwn.com/xbligoty-2010/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+Dealspwn+%28Dealspwn%29 XNA Game Development The future of XACT and WP7 has finally been confirmed and we finally know what our options are for looping audio seamlessly on WP7. http://forums.create.msdn.com/forums/p/61826/436639.aspx#436639  Super Mario 3 Design Notes is an interesting read for XBLIG developers, giving some insight to the training that natural occurs for players as they start playing the game. Good things for XBLIG developers to think about. http://www.significant-bits.com/super-mario-bros-3-level-design-lessons

    Read the article

  • CodePlex Daily Summary for Thursday, December 02, 2010

    CodePlex Daily Summary for Thursday, December 02, 2010Popular ReleasesChronos WPF: Chronos v2.0 Beta 3: Release notes: Updated introduction document. Updated Visual Studio 2010 Extension (vsix) package. Added horizontal scrolling to the main window TaskBar. Added new styles for ListView, ListViewItem, GridViewColumnHeader, ... Added a new WindowViewModel class (allowing to fetch data). Added a new Navigate method (with several overloads) to the NavigationViewModel class (protected). Reimplemented Task usage for the WorkspaceViewModel.OnDelete method. Removed the reflection effect...MDownloader: MDownloader-0.15.26.7024: Fixed updater; Fixed MegauploadDJ - jQuery WebControls for ASP.NET: DJ 1.2: What is new? Update to support jQuery 1.4.2 Update to support jQuery ui 1.8.6 Update to Visual Studio 2010 New WebControls with samples added Autocomplete WebControl Button WebControl ToggleButt WebControl The example web site is including in source code project.LateBindingApi.Excel: LateBindingApi.Excel Release 0.7g: Unterschiede zur Vorgängerversion: - Zusätzliche Interior Properties - Group / Ungroup Methoden für Range - Bugfix COM Reference Handling für Application Objekt in einigen Klassen Release+Samples V0.7g: - Enthält Laufzeit DLL und Beispielprojekte Beispielprojekte: COMAddinExample - Demonstriert ein versionslos angebundenes COMAddin Example01 - Background Colors und Borders für Cells Example02 - Font Attributes undAlignment für Cells Example03 - Numberformats Example04 - Shapes, WordArts, P...ESRI ArcGIS Silverlight Toolkit: November 2010 - v2.1: ESRI ArcGIS Silverlight Toolkit v2.1 Added Windows Phone 7 build. New controls added: InfoWindow ChildPage (Windows Phone 7 only) See what's new here full details for : http://help.arcgis.com/en/webapi/silverlight/help/#/What_s_new_in_2_1/016600000025000000/ Note: Requires Visual Studio 2010, .NET 4.0 and Silverlight 4.0.ASP .NET MVC CMS (Content Management System): Atomic CMS 2.1.1: Atomic CMS 2.1.1 release notes Atomic CMS installation guide Winware: Winware 3.0 (.Net 4.0): Winware 3.0 is base on .Net 4.0 with C#. Please open it with Visual Studio 2010. This release contains a lab web application.EnhSim: EnhSim 2.1.1: 2.1.1This release adds in the changes for 4.03a. To use this release, you must have the Microsoft Visual C++ 2010 Redistributable Package installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84 To use the GUI you must have the .NET 4.0 Framework installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=9cfb2d51-5ff4-4491-b0e5-b386f32c0992 - Switched Searing Flames bac...AI: Initial 0.0.1: It’s simply just one code file; it simulates AI and machine in a simulated world. The AI has a little understanding of its body machine and parts, and able to use its feet to do actions just start and stop walking. The world is all of white with nothing but just the machine on a white planet. Colors, odors and position information make no sense. I’m previous C# programmer and I’m learning F# during this project, although I’m still not a good F# programmer, in this project I learning to prog...NKinect: NKinect Preview: Build features: Accelerometer reading Motor serial number property Realtime image update Realtime depth calculation Export to PLY (On demand) Control motor LED Control Kinect tiltMicrosoft - Domain Oriented N-Layered .NET 4.0 App Sample (Microsoft Spain): V1.0 - N-Layer DDD Sample App .NET 4.0: Required Software (Microsoft Base Software needed for Development environment) Visual Studio 2010 RTM & .NET 4.0 RTM (Final Versions) Expression Blend 4 SQL Server 2008 R2 Express/Standard/Enterprise Unity Application Block 2.0 - Published May 5th 2010 http://www.microsoft.com/downloads/en/details.aspx?FamilyID=2D24F179-E0A6-49D7-89C4-5B67D939F91B&displaylang=en http://unity.codeplex.com/releases/view/31277 PEX & MOLES 0.94.51023.0, 29/Oct/2010 - Visual Studio 2010 Power Tools http://re...Sense/Net Enterprise Portal & ECMS: SenseNet 6.0.1 Community Edition: Sense/Net 6.0.1 Community Edition This half year we have been working quite fiercely to bring you the long-awaited release of Sense/Net 6.0. Download this Community Edition to see what we have been up to. These months we have worked on getting the WebCMS capabilities of Sense/Net 6.0 up to par. New features include: New, powerful page and portlet editing experience. HTML and CSS cleanup, new, powerful site skinning system. Upgraded, lightning-fast indexing and query via Lucene. Limita...Minecraft GPS: Minecraft GPS 1.1.1: New Features Compass! New style. Set opacity on main window to allow overlay of Minecraft. Open World in any folder. Fixes Fixed style so listbox won't grow the window size. Fixed open file dialog issue on non-vista kernel machines.DotSpatial: DotSpatial 11-28-2001: This release introduces some exciting improvements. Support for big raster, both in display and changing the scheme. Faster raster scheme creation for all rasters. Caching of the "sample" values so once obtained the raster symbolizer dialog loads faster. Reprojection supported for raster and image classes. Affine transform fully supported for images and rasters, so skewed images are now possible. Projection uses better checks when loading unprojected layers. GDAL raster support f...Virtu: Virtu 0.9.0: Source Requirements.NET Framework 4 Visual Studio 2010 or Visual Studio 2010 Express Silverlight 4 Tools for Visual Studio 2010 Windows Phone 7 Developer Tools (which includes XNA Game Studio 4) Binaries RequirementsSilverlight 4 .NET Framework 4 XNA Framework 4Cropper: 1.9.4: Mostly fixes for issues with a few feature requests. Fixed Issues 2730 & 3638 & 14467 11044 11447 11448 11449 14665 Implemented Features 6123 11581PFC: PFC for PB 11.5: This is just a migration from the 11.0 code. No changes have been made yet (and they are needed) for it to work properly with 11.5.PDF Rider: PDF Rider 0.5: This release does not add any new feature for pdf manipulation, but enables automatic updates checking, so it is reccomended to install it in order to stay updated with next releases. Prerequisites * Microsoft Windows Operating Systems (XP - Vista - 7) * Microsoft .NET Framework 3.5 runtime * A PDF rendering software (i.e. Adobe Reader) that can be opened inside Internet Explorer. Installation instructionsChoose one of the following methods: 1. Download and run the "pdfRider0...BCLExtensions: BCL Extensions v1.0: The files associated with v1.0 of the BCL Extensions library.Microsoft All-In-One Code Framework: Visual Studio 2010 Code Samples 2010-11-25: Code samples for Visual Studio 2010New Projects<geomap/> - Mapping UI Extensions to HTML / XHTML: A extension to HTML that adds support for declaratively adding maps to web applications. Initially there will only be support for Bing Maps, but a plugin API will be available to add other providers.ActiveRecord Provider: AR Provider is a .NET Membership provider implemented in C#, using Castle ActiveRecord for data persistence.AS PhoneBook: PhoneBook is very simple program which helps you to easily save your contacts names, numbers and e-mails. Designed look, easy dashboard, simple codes developed in c#, perfect perfomance...BAFactory Framework: A multipurpose frameworkBaqUP: Log syncronization system.C++ Bitmap Library: The C++ Bitmap Library consists of simple, robust, optimized and portable 24-bit bitmap image processing algorithms for the C++ language. Drag & Drop for SharePoint: Organize your SharePoint document libraries by moving documents using jQuery Multi-Select Drag&Drop (MSDD) functionality. Estoque: Estoque is a Todo-App that comes with TFS integration an sync.FBA Configuration Manager for SharePoint 2010: Setting up Forms Based Authentication in SharePoint 2010 requires updating the web.config file of three web applications. This utility allows you to update all 3 configs in a single click. The updater can also be invoked from PowerShell.Hackathon - DotNetNuke Razor Contact List: This is a simple set of Razor scripts for displaying a contact list in DotNetNuke using profile data.Joselyn Web Toolkit: A JS LibraryKind Of Magic MSBuild Task: MSBuild task to simplify implementation of INotifyPropertyChanged interface. Injects supporting code in property setters: raising PropertyChanged event when value changed. LocalizationLibrary: The Localization Library is a collection of reusable software component that provide support for localization. This library enables you to localize WPF (Windows Presentation Foundation), Silverlight and WP7 (Windows Phone 7) applications.M1Library: Simple home library managernerdcms: nerdcms.PkrClck: I don't have a summary yet.Poplar: Poplar populates trees.Pyxis 2: NETMF based Operating EnvironmentSchifra Reed Solomon Error Correcting Code Library: Schifra is a very robust, highly optimized and extremely configurable Reed-Solomon error correcting code library for both software and IP core based applications with implementations in C++ and VHDL. Sharepoint (WSS 3.0, MOSS 2007) Reference Samples: A project that contains Sharepoint (WSS 3.0, MOSS 2007) Reference Samples including Custom Site Definition Feature, Custom List View Web Part Feature, List Event Receiver Feature with Feature Receiver, and Custom Theme Feature.Sharepoint 2010 Reset Version Number: Two workflows for SharePoint 2010 which will renumber the versions of an item depending on your needs.Silverlight Control Templates: Replace the default look of Silverlight controls with animated templates.TeamBuy???: ASP.NET????The C++ String Toolkit Library: The C++ String Toolkit Library (StrTk) consists of robust, optimized and portable string processing algorithms for the C++ language. StrTk is designed to be easy to use and integrate within existing code bases. The E2 Compiler and Simulator: The E2 compiler and simulator.tinymceaspdotnet: TinyMceEditor with image uploaderTwinkle Tasks: Twinkle Tasks (TT) is a file based work item tracking (WIT) system designed to work on the command prompt in conjunction with Distributed Version Control Systems (DVCS), such as Mercurial and GIT. UserVoice Helper for WebMatrix: The UserVoice Helper for WebMatrix and ASP.NET Web Pages allows you to easily add UserVoice feedback functionality to your site. Helper also wraps several public API calls. web pejsci: Jedna se o jednoduchy web o psech, s jednoduchym administracnim rozhranim v ASP.NETWykobi Computational Geometry Library: Wykobi is an efficient, robust and simple to use multi-platform 2D/3D computational geometry library. Wykobi provides a concise, predictable, and deterministic interface for geometric primitives and complex geometric routines using and conforming to the ISO/IEC 14882:2003 C++ lanXL5 Module Sheet Converter: This is for workbooks that contain Excel5/95 Module sheets that require the VBA Converter Pack HotFix download to open (see Microsoft KB 926430). It exports the XL5 Module Sheets, removes them and then imports them back in as a Visual Basic Editor modules.????: ?????????????????,??????????????????,?????????????????,?????,?????????????????????????,??????????????????????????????。 ?????OAuth, ?????.Net Framework4.0, ?????C# ???????????,????????????,???????????。

    Read the article

  • C++ Accelerated Massive Parallelism

    - by Daniel Moth
    At AMD's Fusion conference Herb Sutter announced in his keynote session a technology that our team has been working on that we call C++ Accelerated Massive Parallelism (C++ AMP) and during the keynote I showed a brief demo of an app built with our technology. After the keynote, I go deeper into the technology in my breakout session. If you read both those abstracts, you'll get some information about what C++ AMP is, without being too explicit since we published the abstracts before the technology was announced. You can find the official online announcement at Soma's blog post. Here, I just wanted to capture the key points about C++ AMP that can serve as an introduction and an FAQ. So, in no particular order… C++ AMP lowers the barrier to entry for heterogeneous hardware programmability and brings performance to the mainstream, without sacrificing developer productivity or solution portability. is designed not only to help you address today's massively parallel hardware (i.e. GPUs and APUs), but it also future proofs your code investments with a forward looking design. is part of Visual C++. You don't need to use a different compiler or learn different syntax. is modern C++. Not C or some other derivative. is integrated and supported fully in Visual Studio vNext. Editing, building, debugging, profiling and all the other goodness of Visual Studio work well with C++ AMP. provides an STL-like library as part of the existing concurrency namespace and delivered in the new amp.h header file. makes it extremely easy to work with large multi-dimensional data on heterogeneous hardware; in a manner that exposes parallelization. introduces only one core C++ language extension. builds on DirectX (and DirectCompute in particular) which offers a great hardware abstraction layer that is ubiquitous and reliable. The architecture is such, that this point can be thought of as an implementation detail that does not surface to the API layer. Stay tuned on my blog for more over the coming months where I will switch from just talking about C++ AMP to showing you how to use the API with code examples… Comments about this post welcome at the original blog.

    Read the article

  • Is there a pedagogical game engine?

    - by K.G.
    I'm looking for a book, website, or other resource that gives modern 3D game engines the same treatment as Operating Systems: Design and Implementation gave operating systems. I have read Jason Gregory's Game Engine Architecture, which I enjoyed. However, by intent the author treated components of the architecture as atomic units, whereas what I'm interested in is the plumbing between those units that makes a coherent whole out of ideally loosely coupled parts. In books such as these, one usually reads that "that's academic," but that's the point! I have also read Julian Gold's Object-oriented Game Development, which likewise was good, but I feel is beginning to show its age. Since even mobile platforms these days are multicore and have fast video memory, those kinds of things (concurrency, display item buffering) would ideally be covered. There are other resources, such as the Doom 3 source code, which is highly instructive for its being a shipped product. The problem with those is as follows: float Q_rsqrt( float number ) { long i; float x2, y; const float threehalfs = 1.5F; x2 = number * 0.5F; y = number; i = * ( long * ) &y; // evil floating point bit level hacking i = 0x5f3759df - ( i >> 1 ); // what the f***? y = * ( float * ) &i; y = y * ( threehalfs - ( x2 * y * y ) ); // 1st iteration // y = y * ( threehalfs - ( x2 * y * y ) ); // 2nd iteration, this can be removed return y; } To wit, while brilliant, this kind of source requires more enlightenment than I can usually muster upon first read. In summary, here's my white whale: For an adult reader with experience in programming. I wish I could save all the trees killed by every. Single. Game Programming book ever devoting the first two chapters to "Now just what is a variable anyway?" In C or C++, very preferably C++. Languages that are more concise are fantastic for teaching, except for when what you want to learn is how to cope with a verbose language. There is also the benefit of the guardrails that C++ doesn't provide, such as garbage collection. Platform agnostic. I'm sincerely afraid that this book is out there and it's Visual C++/DirectX oriented. I'm a Linux guy, and I'd do what it takes, but I would very much like to be able to use OpenGL. Thanks for everything! Before anyone gets on my case about it, Fast inverse square root was from Quake III Arena, not Doom 3!

    Read the article

  • 3D terrain map with Hexagon Grids (XNA)

    - by Rob
    I'm working on a hobby project (I'm a web/backend developer by day) and I want to create a 3D Tile (terrain) engine. I'm using XNA, but I can use MonoGame, OpenGL, or straight DirectX, so the answer does not have to be XNA specific. I'm more looking for some high level advice on how to approach this problem. I know about creating height maps and such, there are thousands of references out there on the net for that, this is a bit more specific. I'm more concerned with is the approach to get a 3D hexagon tile grid out of my terrain (since the terrain, and all 3d objects, are basically triangles). The first approach I thought about is to basically draw the triangles on the screen in the following order (blue numbers) to give me the triangles for terrain (black triangles) and then make hexes out of the triangles (red hex). http://screencast.com/t/ebrH2g5V This approach seems complicated to me since i'm basically having to draw 4 different types of triangles. The next approach I thought of was to use the existing triangles like I did for a square grid and get my hexes from 6 triangles as follows http://screencast.com/t/w9b7qKzVJtb8 This seems like the easier approach to me since there are only 2 types of triangles (i would have to play with the heights and widths to get a "perfect" hexagon, but the idea is the same. So I'm looking for: 1) Any suggestions on which approach I should take, and why. 2) How would I translate mouse position to a hexagon grid position (especially when moving the camera around), for example in the second image if the mouse pointer were the green circle, how would I determine to highlight that hexagon and then translating that into grid coordinates (assuming it is 0,0)? 3) Any references, articles, books, etc - to get me going in the right direction. Note: I've done hex grid's and mouse-grid coordinate conversion before in 2d. looking for some pointers on how to do the same in 3d. The result I would like to achieve is something similar to the following: http :// www. youtube .com / watch?v=Ri92YkyC3fw (sorry about the youtube link, but it will only let me post 2 links in this post... same rep problem i mention below...) Thanks for any help! P.S. Sorry for not posting the images inline, I apparently don't have enough rep on this stack exchange site.

    Read the article

  • Create a kind of Interface c++ [migrated]

    - by Liuka
    I'm writing a little 2d rendering framework with managers for input and resources like textures and meshes (for 2d geometry models, like quads) and they are all contained in a class "engine" that interacts with them and with a directX class. So each class have some public methods like init or update. They are called by the engine class to render the resources, create them, but a lot of them should not be called by the user: //in pseudo c++ //the textures manager class class TManager { private: vector textures; .... public: init(); update(); renderTexture(); //called by the "engine class" loadtexture(); gettexture(); //called by the user } class Engine { private: Tmanager texManager; public: Init() { //initialize all the managers } Render(){...} Update(){...} Tmanager* GetTManager(){return &texManager;} //to get a pointer to the manager //if i want to create or get textures } In this way the user, calling Engine::GetTmanager will have access to all the public methods of Tmanager, including init update and rendertexture, that must be called only by Engine inside its init, render and update functions. So, is it a good idea to implement a user interface in the following way? //in pseudo c++ //the textures manager class class TManager { private: vector textures; .... public: init(); update(); renderTexture(); //called by the "engine class" friend class Tmanager_UserInterface; operator Tmanager_UserInterface*(){return reinterpret_cast<Tmanager_UserInterface*>(this)} } class Tmanager_UserInterface : private Tmanager { //delete constructor //in this class there will be only methods like: loadtexture(); gettexture(); } class Engine { private: Tmanager texManager; public: Init() Render() Update() Tmanager_UserInterface* GetTManager(){return texManager;} } //in main function //i need to load a texture //i always have access to Engine class engine-GetTmanger()-LoadTexture(...) //i can just access load and get texture; In this way i can implement several interface for each object, keeping visible only the functions i (and the user) will need. There are better ways to do the same?? Or is it just useless(i dont hide the "framework private functions" and the user will learn to dont call them)? Before i have used this method: class manager { public: //engine functions userfunction(); } class engine { private: manager m; public: init(){//call manager init function} manageruserfunciton() { //call manager::userfunction() } } in this way i have no access to the manager class but it's a bad way because if i add a new feature to the manager i need to add a new method in the engine class and it takes a lot of time. sorry for the bad english.

    Read the article

  • Where does a "Technical Programmer" fit in, and what does the title mean? [closed]

    - by Mike E
    Was: "What is a 'Technical Programmer'"? I've noticed in job posting boards a few postings, all from European companies in the games industry, for a "Technical Programmer". The job description was similar, having to do with tools development, 3d graphics programming, etc. It seems to be somewhere between a Technical Artist who's more technical than artist or who can code, and a Technical Director but perhaps without the seniority/experience. Information elsewhere on the position is sparse. The title seems redundant and I haven't seen any American companies post jobs by that name, exactly. One example is this job posting on gamedev.net which isn't exactly thorough. In case the link dies: Subject: Technical Programmer Frictional Games, the creators of Amnesia: The Dark Descent and the Penumbra series, are looking for a talented programmer to join the company! You will be working for a small team with a big focus on finding new and innovating solutions. We want you who are not afraid to explore uncharted territory and constantly learn new things. Self-discipline and independence are also important traits as all work will be done from home. Some the things you will work with include: 3D math, rendering, shaders and everything else related. Console development (most likely Xbox 360). Hardware implementations (support for motion controls, etc). All coding is in C++, so great skills in that is imperative. Revised Summarised Question: So, where does a programmer of this nature fit in to software development team? If I had these on my team, what tasks am I expecting them to complete? Can I ask one to build a new level editor, or optimize the rendering engine? It doesn't seem to be a "tools programmer" which focuses on producing artist tools, often in high-level languages like C#, Python, or Java. Nor does it seem to be working directly on the engine, nor a graphics programmer, as such. Yet, a strong C++ requirement, which was mirrored in other postings besides this one I quoted. Edited To Add As far as it being a low-level programmer, I had considered that but lacking from the posting was a requirement of Assembly. Instead, they tend to require familiarity with higher-level hardware APIs such as DirectX, or DirectInput. I wasn't fully clear in my original post. I think, however, that Mathew Foscarini has it right in his answer, so barring someone who definitely works with or as a "Technical Programmer" stepping in to provide a clearer explanation, I'll go with that. A generalist, which also fits the description of a more-technical-than-artist TA.

    Read the article

  • How do I render from one render target to another?

    - by Chaotikmind
    I have two render targets: a fake backbuffer; a special render target where I do all my rendering. a light render target; where I render my light fx. I'm sure I'm rendering correctly on both. The problem arises when I overlay the light render target onto the fake backbuffer by drawing a quad covering it: DxEngine.DrawSprite(0.0f, 0.0f, 0.0f, (float)DxEngine.GetWidth(), (float)DxEngine.GetHeight(), 0xFFFFFFFF, LightSurface->GetTexture()); Regardless of what's in the light target, nothing is rendered onto the other target. I tried clearing the light target with full-white or full-black, but still get nothing. Fake backbuffer created with Direct3dDev->CreateTexture(Width, Height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &Texture, nullptr); Light render target created with Direct3dDev->CreateTexture(Width, Height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &Texture, nullptr); I also tried to create both with D3DFMT_A8R8G8B8, again without difference. Both targets have the same width and height. Only the fixed pipeline is used DirectX setup for rendering : Direct3dDev->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR ); Direct3dDev->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ); Direct3dDev->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_NONE ); Direct3dDev->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP ); Direct3dDev->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP ); Direct3dDev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); Direct3dDev->SetRenderState(D3DRS_LIGHTING, false); Direct3dDev->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE); Direct3dDev->SetRenderState(D3DRS_ZWRITEENABLE,D3DZB_TRUE); Direct3dDev->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL); Direct3dDev->SetRenderState(D3DRS_ALPHABLENDENABLE, true ); Direct3dDev->SetRenderState(D3DRS_ALPHAREF, 0x00000000ul); Direct3dDev->SetRenderState(D3DRS_ALPHATESTENABLE, true); Direct3dDev->SetRenderState(D3DRS_ALPHAFUNC,D3DCMP_GREATER); Direct3dDev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA ); Direct3dDev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); Direct3dDev->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); Direct3dDev->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); Direct3dDev->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); Direct3dDev->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); Direct3dDev->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); Direct3dDev->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); Direct3dDev->SetTextureStageState(0, D3DTSS_RESULTARG, D3DTA_CURRENT); Direct3dDev->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU); //ensure the first stage is not used for now Direct3dDev->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); How can I do this right?

    Read the article

  • SCVMM 2012 R2 - Installing Virtual Switch Fails with Error 2916

    - by Brian M.
    So I've been attempting to teach myself SCVMM 2012 and Hyper-V Server 2012 R2, and I seem to have hit a snag. I've connected my Hyper-V Host to SCVMM 2012 successfully, and created a logical network, logical switch, and uplink port profile (which I essentially blew through with the default settings). However when I attempt to create a virtual switch on my Hyper-V host, I run into an issue. The job will use my logical network settings I created to configure the virtual switch, but when it tries to apply it to the host, it stalls and eventually fails with the following error: Error (2916) VMM is unable to complete the request. The connection to the agent vmhost1.test.loc was lost. WinRM: URL: [h**p://vmhost1.test.loc:5985], Verb: [GET], Resource: [h**p://schemas.microsoft.com/wbem/wsman/1/wmi/root/virtualization/v2/Msvm_ConcreteJob?InstanceID=2F401A71-14A2-4636-9B3E-10C0EE942D33] Unknown error (0x80338126) Recommended Action Ensure that the Windows Remote Management (WinRM) service and the VMM agent are installed and running and that a firewall is not blocking HTTP/HTTPS traffic. Ensure that VMM server is able to communicate with econ-hyperv2.econ.loc over WinRM by successfully running the following command: winrm id –r:vmhost1.test.loc This problem can also be caused by a Windows Management Instrumentation (WMI) service crash. If the server is running Windows Server 2008 R2, ensure that KB 982293 (h**p://support.microsoft.com/kb/982293) is installed on it. If the error persists, restart vmhost1.test.loc and then try the operation again. Refer to h**p://support.microsoft.com/kb/2742275 for more details. I restarted the server, and upon booting am greeted with a message stating "No active network adapters found." I load up powershell and run "Get-NetAdapter -IncludeHidden" to see what's going on, and get the following: Name InterfaceDescription ifIndex Status ---- -------------------- ------- ----- Local Area Connection* 5 WAN Miniport (PPPOE) 6 Di... Ethernet Microsoft Hyper-V Network Switch Def... 10 Local Area Connection* 1 WAN Miniport (L2TP) 2 Di... Local Area Connection* 8 WAN Miniport (Network Monitor) 9 Up Local Area Connection* 4 WAN Miniport (PPTP) 5 Di... Ethernet 2 Broadcom NetXtreme Gigabit Ethernet 13 Up Local Area Connection* 7 WAN Miniport (IPv6) 8 Up Local Area Connection* 9 Microsoft Kernel Debug Network Adapter 11 No... Local Area Connection* 3 WAN Miniport (IKEv2) 4 Di... Local Area Connection* 2 WAN Miniport (SSTP) 3 Di... vSwitch (TEST Test Swi... Hyper-V Virtual Switch Extension Ada... 17 Up Local Area Connection* 6 WAN Miniport (IP) 7 Up Now the machine is no longer visible on the network, and I don't have the slightest idea what went wrong, and more importantly how to undo the damage I caused in order to get back to where I was (save for re-installing Hyper-V Server, but I really would rather know what's going on and how to fix it)! Does anybody have any ideas? Much appreciated!

    Read the article

  • pfsense peer-to-peer OpenVPN not connecting

    - by John P
    I'm trying to setup a peer-to-peer OpenVPN between two pfsense servers running 2.0.1-RELEASE, but the client keeps getting the connection dropped, with a status of "reconnecting; ping-restart" and nothing appears to be routing between them. Both these firewalls are also doing PPTP VPNs that are working correctly. FW01 ("server") ======================= LAN: 10.1.1.2/24 WAN: xx.xx.126.34/27 ServerMode: Peer to Peer (Shared Key) Protocol: UDP DeviceMode: tun Interface: WAN Port 1194 Tunnel: 10.0.8.1/30 Local Network: 10.1.1.0/24 Remote Network: 192.168.1.0/24 Firewall Rule in OpenVPN tab: UDP * * * * * none FW03 (client) LAN: 192.168.1.2/24 WAN: xx.xx.9.66/27 ServerMode: Peer to Peer (Shared Key) Protocol: UDP DeviceMode: tun Interface: WAN Server Host: xx.xx.126.34 Tunnel: -- also tried 10.1.8.0/24 Remote Network: 10.1.1.0/24 Client Logs: System Log Apr 6 18:00:08 kernel: ... Restarting packages. Apr 6 18:00:13 check_reload_status: Starting packages Apr 6 18:00:19 php: : Restarting/Starting all packages. Apr 6 18:00:56 kernel: ovpnc1: link state changed to DOWN Apr 6 18:00:56 check_reload_status: Reloading filter Apr 6 18:00:57 check_reload_status: Reloading filter Apr 6 18:00:57 kernel: ovpnc1: link state changed to UP Apr 6 18:00:57 check_reload_status: rc.newwanip starting ovpnc1 Apr 6 18:00:57 check_reload_status: Syncing firewall Apr 6 18:01:02 php: : rc.newwanip: Informational is starting ovpnc1. Apr 6 18:01:02 php: : rc.newwanip: on (IP address: ) (interface: ) (real interface: ovpnc1). Apr 6 18:01:02 php: : rc.newwanip: Failed to update IP, restarting... Apr 6 18:01:02 php: : send_event: sent interface reconfigure got ERROR: incomplete command. all reload reconfigure restart newip linkup sync Client OpenVPN log Apr 6 18:39:14 openvpn[12177]: Inactivity timeout (--ping-restart), restarting Apr 6 18:39:14 openvpn[12177]: SIGUSR1[soft,ping-restart] received, process restarting Apr 6 18:39:16 openvpn[12177]: NOTE: the current --script-security setting may allow this configuration to call user-defined scripts Apr 6 18:39:16 openvpn[12177]: Re-using pre-shared static key Apr 6 18:39:16 openvpn[12177]: Preserving previous TUN/TAP instance: ovpnc1 Apr 6 18:39:16 openvpn[12177]: UDPv4 link local (bound): [AF_INET]64.94.9.66 Apr 6 18:39:16 openvpn[12177]: UDPv4 link remote: [AF_INET]64.74.126.34:1194 Server OpenVPN log Apr 6 14:40:36 openvpn[22117]: UDPv4 link remote: [undef] Apr 6 14:40:36 openvpn[22117]: UDPv4 link local (bound): [AF_INET]xx.xx.126.34:1194 Apr 6 14:40:36 openvpn[21006]: /usr/local/sbin/ovpn-linkup ovpns1 1500 1557 10.1.8.1 10.1.8.2 init Apr 6 14:40:36 openvpn[21006]: /sbin/ifconfig ovpns1 10.1.8.1 10.1.8.2 mtu 1500 netmask 255.255.255.255 up Apr 6 14:40:36 openvpn[21006]: do_ifconfig, tt-ipv6=0, tt-did_ifconfig_ipv6_setup=0 Apr 6 14:40:36 openvpn[21006]: TUN/TAP device /dev/tun1 opened Apr 6 14:40:36 openvpn[21006]: Control Channel Authentication: using '/var/etc/openvpn/server1.tls-auth' as a OpenVPN static key file Apr 6 14:40:36 openvpn[21006]: NOTE: the current --script-security setting may allow this configuration to call user-defined scripts Apr 6 14:40:36 openvpn[21006]: OpenVPN 2.2.0 amd64-portbld-freebsd8.1 [SSL] [LZO2] [eurephia] [MH] [PF_INET6] [IPv6 payload 20110424-2 (2.2RC2)] built on Aug 11 2011 Apr 6 14:40:36 openvpn[17171]: SIGTERM[hard,] received, process exiting Apr 6 14:40:36 openvpn[17171]: /usr/local/sbin/ovpn-linkdown ovpns1 1500 1557 10.1.8.1 10.1.8.2 init Apr 6 14:40:36 openvpn[17171]: ERROR: FreeBSD route delete command failed: external program exited with error status: 1 Apr 6 14:40:36 openvpn[17171]: event_wait : Interrupted system call (code=4) Apr 6 14:06:32 openvpn[17171]: Initialization Sequence Completed Apr 6 14:06:32 openvpn[17171]: UDPv4 link remote: [undef] Apr 6 14:06:32 openvpn[17171]: UDPv4 link local (bound): [AF_INET]xx.xx.126.34:1194

    Read the article

  • Why does Mass Effect 1 run so slow on my machine if I have an XFX NVidia 9400GT video card? [closed]

    - by Papuccino1
    I so sick and tired of having my components pass the minimum requirements of a game and then I get 15 FPS on the game on everything low. Should't PC developers say 'use at least this video card for a smooth 30 FPS'? Here are my specs: Windows 7 2GB DDR2 RAM XFX Nvidia 9400gt Intel Pentium D Dual Core 2.8ghz I should be at LEAST getting 30 FPS on everything low right? Please tell me what I can do to make games run as they should, or is my video card not good for these games? Here are the recommended requirements from the official site: Recommended System Requirements for Mass Effect on the PC Operating System: Windows XP or Vista Processor: 2.6+GHZ Intel or 2.4+GHZ AMD Memory: 2 Gigabyte Ram Video Card: NVIDIA GeForce 7900 GTX or higher. ATI X1800 XL series or higher Hard Drive Space: 12 Gigabytes Sound Card: DirectX 9.0c compatible sound card and drivers – 5.1 sound card recommended My videocard is 9400GT, how is that worse than a 7900GTX? :S Edit 2: I should note, that I get poor frames when running the game in absolute BOTTOM specs. lowest resolution, no particles, etc. etc. Absolute ZERO and getting poor framerates.

    Read the article

  • [Wireless LAN]hostapd is giving error whwn running in target board

    - by Renjith G
    hi, I got the following error when i tried to run the hostapd command in my target board. Any idea about this? /etc # hostapd -dd hostapd.conf Configuration file: hostapd.conf madwifi_set_iface_flags: dev_up=0 madwifi_set_privacy: enabled=0 BSS count 1, BSSID mask ff:ff:ff:ff:ff:ff (0 bits) Flushing old station entries madwifi_sta_deauth: addr=ff:ff:ff:ff:ff:ff reason_code=3 ioctl[IEEE80211_IOCTL_SETMLME]: Invalid argument madwifi_sta_deauth: Failed to deauth STA (addr ff:ff:ff:ff:ff:ff reason 3) Could not connect to kernel driver. Deauthenticate all stations madwifi_sta_deauth: addr=ff:ff:ff:ff:ff:ff reason_code=2 ioctl[IEEE80211_IOCTL_SETMLME]: Invalid argument madwifi_sta_deauth: Failed to deauth STA (addr ff:ff:ff:ff:ff:ff reason 2) madwifi_set_privacy: enabled=0 madwifi_del_key: addr=00:00:00:00:00:00 key_idx=0 madwifi_del_key: addr=00:00:00:00:00:00 key_idx=1 madwifi_del_key: addr=00:00:00:00:00:00 key_idx=2 madwifi_del_key: addr=00:00:00:00:00:00 key_idx=3 Using interface ath0 with hwaddr 00:0b:6b:33:8c:30 and ssid '"RG_WLAN Testing Renjith G"' SSID - hexdump_ascii(len=27): 22 52 47 5f 57 4c 41 4e 20 54 65 73 74 69 6e 67 "RG_WLAN Testing 20 52 65 6e 6a 69 74 68 20 47 22 Renjith G" PSK (ASCII passphrase) - hexdump_ascii(len=12): 6d 79 70 61 73 73 70 68 72 61 73 65 mypassphrase PSK (from passphrase) - hexdump(len=32): 70 6f a6 92 da 9c a8 3b ff 36 85 76 f3 11 9c 5e 5d 4a 4b 79 f4 4e 18 f6 b1 b8 09 af 6c 9c 6c 21 madwifi_set_ieee8021x: enabled=1 madwifi_configure_wpa: group key cipher=1 madwifi_configure_wpa: pairwise key ciphers=0xa madwifi_configure_wpa: key management algorithms=0x2 madwifi_configure_wpa: rsn capabilities=0x0 madwifi_configure_wpa: enable WPA=0x1 WPA: group state machine entering state GTK_INIT (VLAN-ID 0) GMK - hexdump(len=32): [REMOVED] GTK - hexdump(len=32): [REMOVED] WPA: group state machine entering state SETKEYSDONE (VLAN-ID 0) madwifi_set_key: alg=TKIP addr=00:00:00:00:00:00 key_idx=1 madwifi_set_privacy: enabled=1 madwifi_set_iface_flags: dev_up=1 ath0: Setup of interface done. l2_packet_receive - recvfrom: Network is down Wireless event: cmd=0x8b1a len=40 Register Fail Register Fail WPA: group state machine entering state SETKEYS (VLAN-ID 0) GMK - hexdump(len=32): [REMOVED] GTK - hexdump(len=32): [REMOVED] wpa_group_setkeys: GKeyDoneStations=0 WPA: group state machine entering state SETKEYSDONE (VLAN-ID 0) madwifi_set_key: alg=TKIP addr=00:00:00:00:00:00 key_idx=2 Signal 2 received - terminating Flushing old station entries madwifi_sta_deauth: addr=ff:ff:ff:ff:ff:ff reason_code=3 ioctl[IEEE80211_IOCTL_SETMLME]: Invalid argument madwifi_sta_deauth: Failed to deauth STA (addr ff:ff:ff:ff:ff:ff reason 3) Could not connect to kernel driver. Deauthenticate all stations madwifi_sta_deauth: addr=ff:ff:ff:ff:ff:ff reason_code=2 ioctl[IEEE80211_IOCTL_SETMLME]: Invalid argument madwifi_sta_deauth: Failed to deauth STA (addr ff:ff:ff:ff:ff:ff reason 2) madwifi_set_privacy: enabled=0 madwifi_set_ieee8021x: enabled=0 madwifi_set_iface_flags: dev_up=0

    Read the article

  • dhcp-snooping option 82 drops valid dhcp requests on 2610 series Procurve switches

    - by kce
    We are slowly starting to implement dhcp-snooping on our HP ProCurve 2610 series switches, all running the R.11.72 firmware. I'm seeing some strange behavior where dhcp-request or dhcp-renew packets are dropped when originating from "downstream" switches due "untrusted relay information from client". The full error: Received untrusted relay information from client <mac-address> on port <port-number> In more detail we have a 48 port HP2610 (Switch A) and a 24 port HP2610 (Switch B). Switch B is "downstream" of Switch A by virtue of a DSL connection to one of Switch A ports. The dhcp server is connected to Switch A. The relevant bits are as follows: Switch A dhcp-snooping dhcp-snooping authorized-server 192.168.0.254 dhcp-snooping vlan 1 168 interface 25 name "Server" dhcp-snooping trust exit Switch B dhcp-snooping dhcp-snooping authorized-server 192.168.0.254 dhcp-snooping vlan 1 interface Trk1 dhcp-snooping trust exit The switches are set to trust BOTH the port the authorized dhcp server is attached to and its IP address. This is all well and good for the clients attached to Switch A, but the clients attached to Switch B get denied due to the "untrusted relay information" error. This is odd for a few reasons 1) dhcp-relay is not configured on either switch, 2) the Layer-3 network here is flat, same subnet. DHCP packets should not have a modified option 82 attribute. dhcp-relay does appear to be enabled by default however: SWITCH A# show dhcp-relay DHCP Relay Agent : Enabled Option 82 : Disabled Response validation : Disabled Option 82 handle policy : append Remote ID : mac Client Requests Server Responses Valid Dropped Valid Dropped ---------- ---------- ---------- ---------- 0 0 0 0 SWITCH B# show dhcp-relay DHCP Relay Agent : Enabled Option 82 : Disabled Response validation : Disabled Option 82 handle policy : append Remote ID : mac Client Requests Server Responses Valid Dropped Valid Dropped ---------- ---------- ---------- ---------- 40156 0 0 0 And interestingly enough the dhcp-relay agent seems very busy on Switch B, but why? As far as I can tell there is no reason why dhcp requests need a relay with this topology. And furthermore I can't tell why the upstream switch is dropping legitimate dhcp requests for untrusted relay information when the relay agent in question (on Switch B) isn't modifying the option 82 attributes anyway. Adding the no dhcp-snooping option 82 on Switch A allows the dhcp traffic from Switch B to be approved by Switch A, by virtue of just turning off that feature. What are the repercussions of not validating option 82 modified dhcp traffic? If I disable option 82 on all my "upstream" switches - will they pass dhcp traffic from any downstream switch regardless of that traffic's legitimacy? This behavior is client operating system agnostic. I see it with both Windows and Linux clients. Our DHCP servers are either Windows Server 2003 or Windows Server 2008 R2 machines. I see this behavior regardless of the DHCP servers' operating system. Can anyone shed some light on what's happening here and give me some recommendations on how I should proceed with configuring the option 82 setting? I feel like i just haven't completely grokked dhcp-relaying and option 82 attributes.

    Read the article

  • Installing gnome on Linode with Ubuntu 9.10 x64 - remote VNC/RDP

    - by Kieran Benton
    Hi, I'm a self confessed Linux newbie, having lived and worked mostly within the Windows world for most of my life. I'm making the effort to try moving my virtual host from a Windows box to a Linode instance to try and better learn Linux, and one of the uses I occasionally have with my current Windows VPS is to RDP into it and browse the internet. I'm aware that this is probably not best practice (from either performance or security), and most of the time I will be learning from the shell, but I do occasionally need to boot into a GUI. Because of this, I'd like the ability within my Ubuntu installation on Linode to start/stop Windows X and Gnome at will after SSHing in (startx? gdm?), so I've tried: apt-get install ubuntu-desktop Reboot startx But I've got an error that no amount of googling has helped me with so far, which I'm assuming is something to do with the fact the box is headless and X needs some more configuration that is beyond me at the moment: root@local:~# startx hostname: Unknown host xauth: creating new authority file /root/.Xauthority xauth: creating new authority file /root/.Xauthority xauth: (argv):1: bad display name "local.kieranbenton.com:0" in "list" command xauth: (stdin):1: bad display name "local.kieranbenton.com:0" in "add" command X.Org X Server 1.6.4 Release Date: 2009-9-27 X Protocol Version 11, Revision 0 Build Operating System: Linux 2.6.24-23-server x86_64 Ubuntu Current Operating System: Linux local.kieranbenton.com 2.6.31.5-x86_64-linode9 #1 SMP Mon Oct 26 19:35:25 UTC 2009 x86_64 Kernel command line: root=/dev/xvda xencons=tty console=tty1 console=hvc0 nosep nodevfs ramdisk_size=32768 ro Build Date: 26 October 2009 05:19:56PM xorg-server 2:1.6.4-2ubuntu4 (buildd@) Before reporting problems, check http://wiki.x.org to make sure that you have the latest version. Markers: (--) probed, (**) from config file, (==) default setting, (++) from command line, (!!) notice, (II) informational, (WW) warning, (EE) error, (NI) not implemented, (??) unknown. (==) Log file: "/var/log/Xorg.0.log", Time: Wed Dec 2 15:50:23 2009 Primary device is not PCI (==) Using default built-in configuration (21 lines) (EE) open /dev/fb0: No such file or directory (EE) No devices detected. Fatal server error: no screens found Please consult the The X.Org Foundation support at http://wiki.x.org for help. Please also check the log file at "/var/log/Xorg.0.log" for additional information. ddxSigGiveUp: Closing log Can anyone give me any pointers as to how to go from here and get VNC/RDP setup? (RDP would be preferred?). Thanks.

    Read the article

  • Installing gnome on Linode with Ubuntu 9.10 x64 - remote VNC/RDP

    - by Kieran Benton
    Hi, I'm a self confessed Linux newbie, having lived and worked mostly within the Windows world for most of my life. I'm making the effort to try moving my virtual host from a Windows box to a Linode instance to try and better learn Linux, and one of the uses I occasionally have with my current Windows VPS is to RDP into it and browse the internet. I'm aware that this is probably not best practice (from either performance or security), and most of the time I will be learning from the shell, but I do occasionally need to boot into a GUI. Because of this, I'd like the ability within my Ubuntu installation on Linode to start/stop Windows X and Gnome at will after SSHing in (startx? gdm?), so I've tried: apt-get install ubuntu-desktop Reboot startx But I've got an error that no amount of googling has helped me with so far, which I'm assuming is something to do with the fact the box is headless and X needs some more configuration that is beyond me at the moment: root@local:~# startx hostname: Unknown host xauth: creating new authority file /root/.Xauthority xauth: creating new authority file /root/.Xauthority xauth: (argv):1: bad display name "local.kieranbenton.com:0" in "list" command xauth: (stdin):1: bad display name "local.kieranbenton.com:0" in "add" command X.Org X Server 1.6.4 Release Date: 2009-9-27 X Protocol Version 11, Revision 0 Build Operating System: Linux 2.6.24-23-server x86_64 Ubuntu Current Operating System: Linux local.kieranbenton.com 2.6.31.5-x86_64-linode9 #1 SMP Mon Oct 26 19:35:25 UTC 2009 x86_64 Kernel command line: root=/dev/xvda xencons=tty console=tty1 console=hvc0 nosep nodevfs ramdisk_size=32768 ro Build Date: 26 October 2009 05:19:56PM xorg-server 2:1.6.4-2ubuntu4 (buildd@) Before reporting problems, check http://wiki.x.org to make sure that you have the latest version. Markers: (--) probed, (**) from config file, (==) default setting, (++) from command line, (!!) notice, (II) informational, (WW) warning, (EE) error, (NI) not implemented, (??) unknown. (==) Log file: "/var/log/Xorg.0.log", Time: Wed Dec 2 15:50:23 2009 Primary device is not PCI (==) Using default built-in configuration (21 lines) (EE) open /dev/fb0: No such file or directory (EE) No devices detected. Fatal server error: no screens found Please consult the The X.Org Foundation support at http://wiki.x.org for help. Please also check the log file at "/var/log/Xorg.0.log" for additional information. ddxSigGiveUp: Closing log Can anyone give me any pointers as to how to go from here and get VNC/RDP setup? (RDP would be preferred?). Thanks.

    Read the article

  • /server-status shows over 240 requests like "OPTIONS * HTTP/1.0" 200 - "-" "Apache (internal dummy c

    - by Stefan Lasiewski
    Some details: Webserver: Apache/2.2.13 (FreeBSD) mod_ssl/2.2.13 OpenSSL/0.9.8e OS: FreeBSD 7.2-RELEASE This is a FreeBSD Jail. I believe I use the Apache 'prefork' MPM (I run the default for FreeBSD). I use the default values for MaxClients (256) I have enabled mod_status, with "ExtendedStatus On". When I view /server-status , I see a handful of regular requests. I also see over 240 requests from the 'localhost', like these. 37-0 - 0/0/1 . 0.00 1510 0 0.0 0.00 0.00 127.0.0.2 www.example.gov OPTIONS * HTTP/1.0 38-0 - 0/0/1 . 0.00 1509 0 0.0 0.00 0.00 127.0.0.2 www.example.gov OPTIONS * HTTP/1.0 39-0 - 0/0/3 . 0.00 1482 0 0.0 0.00 0.00 127.0.0.2 www.example.gov OPTIONS * HTTP/1.0 40-0 - 0/0/6 . 0.00 1445 0 0.0 0.00 0.00 127.0.0.2 www.example.gov OPTIONS * HTTP/1.0 I also see about 2417 requests yesterday from the localhost, like these: Apr 14 11:16:40 192.168.16.127 httpd[431]: www.example.gov 127.0.0.2 - - [15/Apr/2010:11:16:40 -0700] "OPTIONS * HTTP/1.0" 200 - "-" "Apache (internal dummy connection)" The page at http://wiki.apache.org/httpd/InternalDummyConnection says "These requests are perfectly normal and you do not, in general, need to worry about them", but I'm not so sure. Why are there over 230 of these? Are these active connections? If I have "MaxClients 256", and over 230 of these connections, it seems that my webserver is dangerously close to running out of available connections. It also seems like Apache should only need a handful of these "internal dummy connections" We actually had two unexplained outages last night, and I am wondering if these "internal dummy connection" caused us to run out of available connections. UPDATE 2010/04/16 It is 8 hours later. The /server-status page still shows that there are 243 lines which say "www.example.gov OPTION *". I believe these connections are not active. The server is mostly idle (1 requests currently being processed, 9 idle workers). There are only 18 active httpd processes on the Unix host. If these connections are not active, why do they show up under /server-status? I would have expected them to expire a few minutes after they were initialized.

    Read the article

  • Why can blocked IPs get through my iptables? What's wrong with this configuration?

    - by NeedSomeHelp
    (Why can/How are) blocked IPs (get/getting) through my iptables? Hello and thanks for your consideration... I have configured iptables and included (below) output from the command "iptables --line-numbers -n -L" yet IP addresses (like 31.41.219.180) from IP blocks I have already blocked are getting through. Please take a look and share any input you may have. Thank you. P.S. The initial ACCEPT IP addresses are for CloudFlare. . Chain INPUT (policy DROP 0 packets, 0 bytes) num pkts bytes target prot opt in out source destination 1 32267 14M ACCEPT all -- * * 0.0.0.0/0 0.0.0.0/0 state RELATED,ESTABLISHED 2 0 0 REJECT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp flags:!0x17/0x02 state NEW reject-with tcp-reset 3 149 8570 DROP all -- * * 0.0.0.0/0 0.0.0.0/0 state INVALID 4 434 25606 ACCEPT all -- lo * 0.0.0.0/0 0.0.0.0/0 5 0 0 ACCEPT udp -- * * 103.21.244.0/22 0.0.0.0/0 6 0 0 ACCEPT udp -- * * 103.22.200.0/22 0.0.0.0/0 7 0 0 ACCEPT udp -- * * 103.31.4.0/22 0.0.0.0/0 8 0 0 ACCEPT udp -- * * 104.16.0.0/12 0.0.0.0/0 9 0 0 ACCEPT udp -- * * 108.162.192.0/18 0.0.0.0/0 10 0 0 ACCEPT udp -- * * 141.101.64.0/18 0.0.0.0/0 11 0 0 ACCEPT udp -- * * 162.158.0.0/15 0.0.0.0/0 12 0 0 ACCEPT udp -- * * 173.245.48.0/20 0.0.0.0/0 13 0 0 ACCEPT udp -- * * 188.114.96.0/20 0.0.0.0/0 14 0 0 ACCEPT udp -- * * 190.93.240.0/20 0.0.0.0/0 15 0 0 ACCEPT udp -- * * 197.234.240.0/22 0.0.0.0/0 16 0 0 ACCEPT udp -- * * 198.41.128.0/17 0.0.0.0/0 17 0 0 ACCEPT udp -- * * 199.27.128.0/21 0.0.0.0/0 18 0 0 ACCEPT tcp -- * * 103.21.244.0/22 0.0.0.0/0 19 9 468 ACCEPT tcp -- * * 103.22.200.0/22 0.0.0.0/0 20 0 0 ACCEPT tcp -- * * 103.31.4.0/22 0.0.0.0/0 21 0 0 ACCEPT tcp -- * * 104.16.0.0/12 0.0.0.0/0 22 858 44616 ACCEPT tcp -- * * 108.162.192.0/18 0.0.0.0/0 23 376 19552 ACCEPT tcp -- * * 141.101.64.0/18 0.0.0.0/0 24 0 0 ACCEPT tcp -- * * 162.158.0.0/15 0.0.0.0/0 25 257 13364 ACCEPT tcp -- * * 173.245.48.0/20 0.0.0.0/0 26 0 0 ACCEPT tcp -- * * 188.114.96.0/20 0.0.0.0/0 27 0 0 ACCEPT tcp -- * * 190.93.240.0/20 0.0.0.0/0 28 0 0 ACCEPT tcp -- * * 197.234.240.0/22 0.0.0.0/0 29 0 0 ACCEPT tcp -- * * 198.41.128.0/17 0.0.0.0/0 30 92 4784 ACCEPT tcp -- * * 199.27.128.0/21 0.0.0.0/0 31 0 0 DROP tcp -- * * 1.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 32 0 0 DROP tcp -- * * 101.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 33 0 0 DROP tcp -- * * 102.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 34 0 0 DROP tcp -- * * 103.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 35 18 1080 DROP tcp -- * * 109.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 36 0 0 DROP tcp -- * * 112.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 37 12 656 DROP tcp -- * * 113.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 38 0 0 DROP tcp -- * * 114.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 39 0 0 DROP tcp -- * * 115.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 40 8 352 DROP tcp -- * * 116.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 41 0 0 DROP tcp -- * * 117.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 42 0 0 DROP tcp -- * * 118.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 43 2 120 DROP tcp -- * * 119.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 44 0 0 DROP tcp -- * * 120.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 45 0 0 DROP tcp -- * * 121.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 46 4 160 DROP tcp -- * * 122.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 47 4 240 DROP tcp -- * * 123.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 48 0 0 DROP tcp -- * * 125.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 49 0 0 DROP tcp -- * * 134.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 50 0 0 DROP tcp -- * * 146.185.0.0/16 0.0.0.0/0 tcp dpts:1:50000 51 6 360 DROP tcp -- * * 148.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 52 0 0 DROP tcp -- * * 151.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 53 0 0 DROP tcp -- * * 175.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 54 0 0 DROP tcp -- * * 176.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 55 0 0 DROP tcp -- * * 177.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 56 46 2696 DROP tcp -- * * 178.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 57 0 0 DROP tcp -- * * 179.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 58 4 224 DROP tcp -- * * 180.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 59 0 0 DROP tcp -- * * 181.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 60 0 0 DROP tcp -- * * 182.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 61 34 2040 DROP tcp -- * * 183.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 62 0 0 DROP tcp -- * * 185.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 63 0 0 DROP tcp -- * * 186.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 64 0 0 DROP tcp -- * * 187.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 65 18 912 DROP tcp -- * * 188.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 66 0 0 DROP tcp -- * * 189.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 67 0 0 DROP tcp -- * * 190.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 68 2 120 DROP tcp -- * * 192.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 69 0 0 DROP tcp -- * * 196.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 70 0 0 DROP tcp -- * * 197.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 71 5 300 DROP tcp -- * * 198.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 72 0 0 DROP tcp -- * * 2.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 73 0 0 DROP tcp -- * * 200.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 74 0 0 DROP tcp -- * * 201.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 75 6 360 DROP tcp -- * * 202.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 76 0 0 DROP tcp -- * * 203.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 77 4 160 DROP tcp -- * * 210.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 78 0 0 DROP tcp -- * * 211.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 79 2 96 DROP tcp -- * * 212.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 80 4 240 DROP tcp -- * * 213.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 81 0 0 DROP tcp -- * * 214.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 82 0 0 DROP tcp -- * * 215.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 83 0 0 DROP tcp -- * * 216.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 84 0 0 DROP tcp -- * * 217.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 85 4 172 DROP tcp -- * * 218.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 86 12 576 DROP tcp -- * * 219.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 87 7 372 DROP tcp -- * * 220.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 88 0 0 DROP tcp -- * * 222.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 89 0 0 DROP tcp -- * * 27.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 90 12 608 DROP tcp -- * * 31.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 91 11 528 DROP tcp -- * * 37.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 92 0 0 DROP tcp -- * * 41.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 93 0 0 DROP tcp -- * * 42.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 94 0 0 DROP tcp -- * * 43.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 95 8 480 DROP tcp -- * * 46.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 96 0 0 DROP tcp -- * * 49.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 97 6 360 DROP tcp -- * * 5.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 98 0 0 DROP tcp -- * * 58.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 99 0 0 DROP tcp -- * * 60.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 100 4 160 DROP tcp -- * * 61.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 101 32 1848 DROP tcp -- * * 62.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 102 0 0 DROP tcp -- * * 63.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 103 20 1200 DROP tcp -- * * 64.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 104 0 0 DROP tcp -- * * 65.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 105 266 15960 DROP tcp -- * * 66.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 106 3 180 DROP tcp -- * * 69.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 107 5 272 DROP tcp -- * * 72.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 108 0 0 DROP tcp -- * * 78.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 109 0 0 DROP tcp -- * * 81.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 110 3 180 DROP tcp -- * * 82.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 111 0 0 DROP tcp -- * * 83.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 112 8 384 DROP tcp -- * * 84.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 113 0 0 DROP tcp -- * * 85.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 114 0 0 DROP tcp -- * * 86.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 115 6 360 DROP tcp -- * * 87.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 116 7 408 DROP tcp -- * * 88.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 117 0 0 DROP tcp -- * * 89.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 118 0 0 DROP tcp -- * * 90.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 119 0 0 DROP tcp -- * * 91.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 120 3 152 DROP tcp -- * * 92.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 121 20 992 DROP tcp -- * * 93.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 122 9 512 DROP tcp -- * * 94.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 123 5 272 DROP tcp -- * * 95.0.0.0/8 0.0.0.0/0 tcp dpts:1:50000 124 0 0 DROP udp -- * * 1.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 125 0 0 DROP udp -- * * 101.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 126 0 0 DROP udp -- * * 102.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 127 0 0 DROP udp -- * * 103.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 128 0 0 DROP udp -- * * 109.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 129 0 0 DROP udp -- * * 112.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 130 0 0 DROP udp -- * * 113.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 131 0 0 DROP udp -- * * 114.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 132 1 112 DROP udp -- * * 115.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 133 0 0 DROP udp -- * * 116.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 134 0 0 DROP udp -- * * 117.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 135 0 0 DROP udp -- * * 118.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 136 0 0 DROP udp -- * * 119.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 137 0 0 DROP udp -- * * 120.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 138 0 0 DROP udp -- * * 121.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 139 0 0 DROP udp -- * * 122.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 140 0 0 DROP udp -- * * 123.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 141 0 0 DROP udp -- * * 125.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 142 0 0 DROP udp -- * * 134.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 143 0 0 DROP udp -- * * 146.185.0.0/16 0.0.0.0/0 udp dpts:1:50000 144 0 0 DROP udp -- * * 148.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 145 0 0 DROP udp -- * * 151.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 146 0 0 DROP udp -- * * 175.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 147 0 0 DROP udp -- * * 176.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 148 1 70 DROP udp -- * * 177.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 149 0 0 DROP udp -- * * 178.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 150 0 0 DROP udp -- * * 179.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 151 0 0 DROP udp -- * * 180.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 152 0 0 DROP udp -- * * 181.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 153 0 0 DROP udp -- * * 182.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 154 0 0 DROP udp -- * * 183.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 155 0 0 DROP udp -- * * 185.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 156 1 74 DROP udp -- * * 186.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 157 0 0 DROP udp -- * * 187.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 158 0 0 DROP udp -- * * 188.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 159 0 0 DROP udp -- * * 189.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 160 0 0 DROP udp -- * * 190.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 161 0 0 DROP udp -- * * 192.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 162 0 0 DROP udp -- * * 196.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 163 0 0 DROP udp -- * * 197.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 164 0 0 DROP udp -- * * 198.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 165 0 0 DROP udp -- * * 2.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 166 0 0 DROP udp -- * * 200.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 167 0 0 DROP udp -- * * 201.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 168 0 0 DROP udp -- * * 202.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 169 0 0 DROP udp -- * * 203.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 170 0 0 DROP udp -- * * 210.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 171 0 0 DROP udp -- * * 211.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 172 0 0 DROP udp -- * * 212.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 173 0 0 DROP udp -- * * 213.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 174 0 0 DROP udp -- * * 214.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 175 0 0 DROP udp -- * * 215.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 176 0 0 DROP udp -- * * 216.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 177 0 0 DROP udp -- * * 217.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 178 1 80 DROP udp -- * * 218.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 179 0 0 DROP udp -- * * 219.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 180 0 0 DROP udp -- * * 220.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 181 0 0 DROP udp -- * * 222.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 182 0 0 DROP udp -- * * 27.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 183 0 0 DROP udp -- * * 31.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 184 0 0 DROP udp -- * * 37.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 185 0 0 DROP udp -- * * 41.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 186 0 0 DROP udp -- * * 42.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 187 0 0 DROP udp -- * * 43.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 188 0 0 DROP udp -- * * 46.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 189 0 0 DROP udp -- * * 49.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 190 0 0 DROP udp -- * * 5.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 191 0 0 DROP udp -- * * 58.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 192 0 0 DROP udp -- * * 60.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 193 0 0 DROP udp -- * * 61.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 194 0 0 DROP udp -- * * 62.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 195 0 0 DROP udp -- * * 63.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 196 0 0 DROP udp -- * * 64.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 197 0 0 DROP udp -- * * 65.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 198 0 0 DROP udp -- * * 66.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 199 0 0 DROP udp -- * * 69.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 200 0 0 DROP udp -- * * 72.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 201 0 0 DROP udp -- * * 78.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 202 0 0 DROP udp -- * * 81.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 203 0 0 DROP udp -- * * 82.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 204 0 0 DROP udp -- * * 83.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 205 0 0 DROP udp -- * * 84.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 206 0 0 DROP udp -- * * 85.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 207 0 0 DROP udp -- * * 86.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 208 0 0 DROP udp -- * * 87.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 209 0 0 DROP udp -- * * 88.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 210 0 0 DROP udp -- * * 89.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 211 0 0 DROP udp -- * * 90.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 212 0 0 DROP udp -- * * 91.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 213 0 0 DROP udp -- * * 92.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 214 2 72 DROP udp -- * * 93.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 215 0 0 DROP udp -- * * 94.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 216 0 0 DROP udp -- * * 95.0.0.0/8 0.0.0.0/0 udp dpts:1:50000 217 0 0 DROP tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:12443 218 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:11443 219 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:11444 220 23 1104 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:8447 221 24 1152 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:8443 222 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:8880 223 207 11096 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:80 224 19 996 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:443 225 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:21 226 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:22 227 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:587 228 4 216 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:25 229 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:465 230 14 840 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:110 231 2 120 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:995 232 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:143 233 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:993 234 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:106 235 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:3306 236 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:5432 237 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:9008 238 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:9080 239 0 0 ACCEPT udp -- * * 0.0.0.0/0 0.0.0.0/0 udp dpt:137 240 0 0 ACCEPT udp -- * * 0.0.0.0/0 0.0.0.0/0 udp dpt:138 241 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:139 242 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:445 243 0 0 ACCEPT udp -- * * 0.0.0.0/0 0.0.0.0/0 udp dpt:1194 244 0 0 ACCEPT udp -- * * 0.0.0.0/0 0.0.0.0/0 udp dpt:53 245 0 0 ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp dpt:53 246 73 4488 ACCEPT icmp -- * * 0.0.0.0/0 0.0.0.0/0 icmp type 8 code 0 247 77 23598 DROP all -- * * 0.0.0.0/0 0.0.0.0/0 Chain FORWARD (policy DROP 0 packets, 0 bytes) num pkts bytes target prot opt in out source destination 1 0 0 ACCEPT all -- * * 0.0.0.0/0 0.0.0.0/0 state RELATED,ESTABLISHED 2 0 0 REJECT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp flags:!0x17/0x02 state NEW reject-with tcp-reset 3 0 0 DROP all -- * * 0.0.0.0/0 0.0.0.0/0 state INVALID 4 0 0 ACCEPT all -- lo lo 0.0.0.0/0 0.0.0.0/0 5 0 0 DROP all -- * * 0.0.0.0/0 0.0.0.0/0 Chain OUTPUT (policy DROP 0 packets, 0 bytes) num pkts bytes target prot opt in out source destination 1 31004 25M ACCEPT all -- * * 0.0.0.0/0 0.0.0.0/0 state RELATED,ESTABLISHED 2 1 333 REJECT tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp flags:!0x17/0x02 state NEW reject-with tcp-reset 3 0 0 DROP all -- * * 0.0.0.0/0 0.0.0.0/0 state INVALID 4 434 25606 ACCEPT all -- * lo 0.0.0.0/0 0.0.0.0/0 5 328 21324 ACCEPT all -- * * 0.0.0.0/0 0.0.0.0/0

    Read the article

  • Cisco Pix 501 - reaching local host limit, showing odd IP addresses

    - by cdonner
    I am running out of licenses on my Pix 501, and the show local-host command lists a number of odd IP addresses that do not belong to my 10.10.1.* subnet. Any idea what they are? The only thing I could find was a potential ISP: DINSA is Defence Interoperable Network Services Authority, an agency of the Ministry of Defence of the United Kingdom. Does not sound right. I don't see any active connections, though. I can't ping or traceroute these IPs, but they reappear after I clear the list, with various other addresses in that general range, up until the connection limit is reached. Based on the number denied, I suppose I would have a lot more of them had I not the connection limit. Very dubious. Is anybody else seeing this? pixfirewall# show local-host Interface inside: 10 active, 10 maximum active, **118 denied** local host: <10.10.1.110>, TCP connection count/limit = 0/unlimited TCP embryonic count = 0 TCP intercept watermark = unlimited UDP connection count/limit = 0/unlimited AAA: Xlate(s): Conn(s): local host: <10.10.1.176>, TCP connection count/limit = 0/unlimited TCP embryonic count = 0 TCP intercept watermark = unlimited UDP connection count/limit = 0/unlimited AAA: Xlate(s): Conn(s): local host: <10.10.1.170>, TCP connection count/limit = 0/unlimited TCP embryonic count = 0 TCP intercept watermark = unlimited UDP connection count/limit = 1/unlimited AAA: Xlate(s): Conn(s): local host: <10.10.1.175>, TCP connection count/limit = 11/unlimited TCP embryonic count = 0 TCP intercept watermark = unlimited UDP connection count/limit = 1/unlimited AAA: Xlate(s): Conn(s): local host: <10.10.1.108>, TCP connection count/limit = 0/unlimited TCP embryonic count = 0 TCP intercept watermark = unlimited UDP connection count/limit = 0/unlimited AAA: Xlate(s): Conn(s): local host: <25.33.41.115>, // ???????????????? what is this? TCP connection count/limit = 0/unlimited TCP embryonic count = 0 TCP intercept watermark = unlimited UDP connection count/limit = 0/unlimited AAA: Xlate(s): Conn(s): local host: <25.33.226.124>, // ???????????????? what is this? TCP connection count/limit = 0/unlimited TCP embryonic count = 0 TCP intercept watermark = unlimited UDP connection count/limit = 0/unlimited AAA: Xlate(s): Conn(s): local host: <10.10.1.172>, TCP connection count/limit = 0/unlimited TCP embryonic count = 0 TCP intercept watermark = unlimited UDP connection count/limit = 0/unlimited AAA: Xlate(s): Conn(s): local host: <25.36.114.91>, // ???????????????? what is this? TCP connection count/limit = 0/unlimited TCP embryonic count = 0 TCP intercept watermark = unlimited UDP connection count/limit = 0/unlimited AAA: Xlate(s): Conn(s): local host: <10.10.1.109>, TCP connection count/limit = 0/unlimited TCP embryonic count = 0 TCP intercept watermark = unlimited UDP connection count/limit = 0/unlimited AAA: Xlate(s): Conn(s): pixfirewall#

    Read the article

  • Linux HA cluster w/Xen, Heartbeat, Pacemaker. domU does not failover to secondary node

    - by Kendall
    I am having the followig problem with an OenSuSE + Heartbeat + Pacemaker + Xen HA cluster: when the node a Xen domU is running on is "dead" the Xen domU running on it is not restarted on the second node. The cluster is setup with two nodes, each running OpenSuSE-11.3, Heartbeat 3.0, and Pacemaker 1.0 in CRM mode. For storage I am using a LUN on an iSCSI SAN device; the LUN is formatted with OCFS2 and managed with LVM. The Xen domU has two logical volumes; one for root and the other for swap. I am using IPMI cards for STONITH devices, and a dedicated ethernet link for heartbeat communications. The ha.cf file is as follows: keepalive 1 deadtime 10 warntime 5 udpport 694 ucast eth1 auto_failback off node dhcp-166 node stage use_logd yes crm yes My resources look as follows: shocrm(live)configure# show node $id="5c1aa924-bba4-4f95-a367-6c9a58ac4a38" dhcp-166 node $id="cebc92eb-af24-4833-aaf0-672adf80b58e" stage primitive Xen-Util ocf:heartbeat:Xen \ meta target-role="Started" \ operations $id="Xen-Util-operations" \ op start interval="0" timeout="60" start-delay="0" \ op stop interval="0" timeout="120" \ params xmfile="/etc/xen/vm/xen-util" primitive my-stonith stonith:external/ipmi \ params hostname="dhcp-166" ipaddr="192.168.3.106" userid="ADMIN" passwd="xxx" \ op monitor interval="2m" timeout="60s" primitive my-stonith2 stonith:external/ipmi \ params hostname="stage" ipaddr="192.168.3.105" userid="ADMIN" passwd="xxx" \ op monitor interval="2m" timeout="60s" property $id="cib-bootstrap-options" \ dc-version="1.0.9-89bd754939df5150de7cd76835f98fe90851b677" \ cluster-infrastructure="Heartbeat" The Xen domU config file is as follows: name = "xen-util" bootloader = "/usr/lib/xen/boot/domUloader.py" #bootargs = "xvda1:/vmlinuz-xen,/initrd-xen" bootargs = "--entry=xvda1:/boot/vmlinuz-xen,/boot/initrd-xen" memory = 4096 disk = [ 'phy:vg_xen/xen-util-root,xvda1,w', 'phy:vg_xen/xen-util-swap,xvda2,w', ] root = "/dev/xvda1" vif = [ 'mac=00:16:3e:42:42:06' ] #vfb = [ 'type=vnc,vncunused=0,vnclisten=192.168.3.172' ] extra = "" Say domU "Xen-Util" is running on node "stage"; if "stage" goes down, "Xen-Util" does not restart on node "dhcp-166". It seems to want to try as an "xm list" will show it for a few seconds and if you "xm console xen-util" it will give a message like "copying /boot/kernel.gz from xvda1 to /var/lib/xen/tmp/kernel.a53gs for booting". However, it never gets past that, eventually gives up, and no longer appears in "xm list". Now, when node "stage" comes back online after being power cycled, it detects that "Xen-Util" isn't running, and starts it (on stage). I've tried starting "Xen-Util" on node "dhcp-166" without the cluster running, and it works fine. No problems. So, I know it works in that respect. Any ideas? Thanks!

    Read the article

  • Apache2 benchmarks - very poor performance

    - by andrzejp
    I have two servers on which I test the configuration of apache2. The first server: 4GB of RAM, AMD Athlon (tm) 64 X2 Dual Core Processor 5600 + Apache 2.2.3, mod_php, mpm prefork: Settings: Timeout 100 KeepAlive On MaxKeepAliveRequests 150 KeepAliveTimeout 4 <IfModule Mpm_prefork_module> StartServers 7 MinSpareServers 15 MaxSpareServers 30 MaxClients 250 MaxRequestsPerChild 2000 </ IfModule> Compiled in modules: core.c mod_log_config.c mod_logio.c prefork.c http_core.c mod_so.c Second server: 8GB of RAM, Intel (R) Core (TM) i7 CPU [email protected] Apache 2.2.9, **fcgid, mpm worker, suexec** PHP scripts are running via fcgi-wrapper Settings: Timeout 100 KeepAlive On MaxKeepAliveRequests 100 KeepAliveTimeout 4 <IfModule Mpm_worker_module> StartServers 10 MaxClients 200 MinSpareThreads 25 MaxSpareThreads 75 ThreadsPerChild 25 MaxRequestsPerChild 1000 </ IfModule> Compiled in modules: core.c mod_log_config.c mod_logio.c worker.c http_core.c mod_so.c The following test results, which are very strange! New server (dynamic content - php via fcgid+suexec): Server Software: Apache/2.2.9 Server Hostname: XXXXXXXX Server Port: 80 Document Path: XXXXXXX Document Length: 179512 bytes Concurrency Level: 10 Time taken for tests: 0.26276 seconds Complete requests: 1000 Failed requests: 0 Total transferred: 179935000 bytes HTML transferred: 179512000 bytes Requests per second: 38.06 Transfer rate: 6847.88 kb/s received Connnection Times (ms) min avg max Connect: 2 4 54 Processing: 161 257 449 Total: 163 261 503 Old server (dynamic content - mod_php): Server Software: Apache/2.2.3 Server Hostname: XXXXXX Server Port: 80 Document Path: XXXXXX Document Length: 187537 bytes Concurrency Level: 10 Time taken for tests: 173.073 seconds Complete requests: 1000 Failed requests: 22 (Connect: 0, Length: 22, Exceptions: 0) Total transferred: 188003372 bytes HTML transferred: 187546372 bytes Requests per second: 5777.91 Transfer rate: 1086267.40 kb/s received Connnection Times (ms) min avg max Connect: 3 3 28 Processing: 298 1724 26615 Total: 301 1727 26643 Old server: Static content (jpg file) Server Software: Apache/2.2.3 Server Hostname: xxxxxxxxx Server Port: 80 Document Path: /images/top2.gif Document Length: 40486 bytes Concurrency Level: 100 Time taken for tests: 3.558 seconds Complete requests: 1000 Failed requests: 0 Write errors: 0 Total transferred: 40864400 bytes HTML transferred: 40557482 bytes Requests per second: 281.09 [#/sec] (mean) Time per request: 355.753 [ms] (mean) Time per request: 3.558 [ms] (mean, across all concurrent requests) Transfer rate: 11217.51 [Kbytes/sec] received Connection Times (ms) min mean[+/-sd] median max Connect: 3 11 4.5 12 23 Processing: 40 329 61.4 339 1009 Waiting: 6 282 55.2 293 737 Total: 43 340 63.0 351 1020 New server - static content (jpg file) Server Software: Apache/2.2.9 Server Hostname: XXXXX Server Port: 80 Document Path: /images/top2.gif Document Length: 40486 bytes Concurrency Level: 100 Time taken for tests: 3.571531 seconds Complete requests: 1000 Failed requests: 0 Write errors: 0 Total transferred: 41282792 bytes HTML transferred: 41030080 bytes Requests per second: 279.99 [#/sec] (mean) Time per request: 357.153 [ms] (mean) Time per request: 3.572 [ms] (mean, across all concurrent requests) Transfer rate: 11287.88 [Kbytes/sec] received Connection Times (ms) min mean[+/-sd] median max Connect: 2 63 24.8 66 119 Processing: 124 278 31.8 282 391 Waiting: 3 70 28.5 66 164 Total: 126 341 35.9 350 443 I noticed that in the apache error.log is a lot of entries: [notice] mod_fcgid: call /www/XXXXX/public_html/forum/index.php with wrapper /www/php-fcgi-scripts/XXXXXX/php-fcgi-starter What I have omitted, or do not understand? Such a difference in requests per second? Is it possible? What could be the cause?

    Read the article

  • Secure ldap problem

    - by neverland
    I have tried to config my openldap to have secure connection by using openssl on Debian5. By the way, I got trouble during the below command. ldap:/etc/ldap# slapd -h 'ldap:// ldaps://' -d1 >>> slap_listener(ldaps://) connection_get(15): got connid=7 connection_read(15): checking for input on id=7 connection_get(15): got connid=7 connection_read(15): checking for input on id=7 connection_get(15): got connid=7 connection_read(15): checking for input on id=7 connection_get(15): got connid=7 connection_read(15): checking for input on id=7 connection_read(15): unable to get TLS client DN, error=49 id=7 connection_get(15): got connid=7 connection_read(15): checking for input on id=7 ber_get_next ber_get_next on fd 15 failed errno=0 (Success) connection_closing: readying conn=7 sd=15 for close connection_close: conn=7 sd=15 Then I have search for "unable to get TLS client DN, error=49 id=7" but it seems no where has a good solution to this yet. Please help. Thanks # Well, I try to fix something to get it work but now I got this ldap:~# slapd -d 256 -f /etc/openldap/slapd.conf @(#) $OpenLDAP: slapd 2.4.11 (Nov 26 2009 09:17:06) $ root@SD6-Casa:/tmp/buildd/openldap-2.4.11/debian/build/servers/slapd could not stat config file "/etc/openldap/slapd.conf": No such file or directory (2) slapd stopped. connections_destroy: nothing to destroy. What should I do now? log : ldap:~# /etc/init.d/slapd start Starting OpenLDAP: slapd - failed. The operation failed but no output was produced. For hints on what went wrong please refer to the system's logfiles (e.g. /var/log/syslog) or try running the daemon in Debug mode like via "slapd -d 16383" (warning: this will create copious output). Below, you can find the command line options used by this script to run slapd. Do not forget to specify those options if you want to look to debugging output: slapd -h 'ldaps:///' -g openldap -u openldap -f /etc/ldap/slapd.conf ldap:~# tail /var/log/messages Feb 8 16:53:27 ldap kernel: [ 123.582757] intel8x0_measure_ac97_clock: measured 57614 usecs Feb 8 16:53:27 ldap kernel: [ 123.582801] intel8x0: measured clock 172041 rejected Feb 8 16:53:27 ldap kernel: [ 123.582825] intel8x0: clocking to 48000 Feb 8 16:53:27 ldap kernel: [ 131.469687] Adding 240932k swap on /dev/hda5. Priority:-1 extents:1 across:240932k Feb 8 16:53:27 ldap kernel: [ 133.432131] EXT3 FS on hda1, internal journal Feb 8 16:53:27 ldap kernel: [ 135.478218] loop: module loaded Feb 8 16:53:27 ldap kernel: [ 141.348104] eth0: link up, 100Mbps, full-duplex Feb 8 16:53:27 ldap rsyslogd: [origin software="rsyslogd" swVersion="3.18.6" x-pid="1705" x-info="http://www.rsyslog.com"] restart Feb 8 16:53:34 ldap kernel: [ 159.217171] NET: Registered protocol family 10 Feb 8 16:53:34 ldap kernel: [ 159.220083] lo: Disabled Privacy Extensions

    Read the article

< Previous Page | 342 343 344 345 346 347 348 349 350 351 352 353  | Next Page >