Search Results

Search found 48081 results on 1924 pages for 'public internet'.

Page 95/1924 | < Previous Page | 91 92 93 94 95 96 97 98 99 100 101 102  | Next Page >

  • nginx public webdav server

    - by Gert Cuykens
    Can you check the user group from a $remote_user? location ~ ^/home/(.*)$ { alias /home/$remote_user/$1; auth_pam "Restricted"; auth_pam_service_name "nginx"; dav_methods PUT DELETE MKCOL COPY MOVE; dav_access group:rw all:r; create_full_put_path on; } location ~ ^/get/(.*)$ { alias /home/$1; #check the group of the $remote_user; } curl -T test.txt 'http://gert:[email protected]/home/' curl 'http://friend:[email protected]/get/gert/test.txt'

    Read the article

  • unable to access Internet by wireless but can by cable

    - by Jeff King
    i'M GOING MAD! UNtil last friday I had been successfully using wifi with the supplier as VIRGIN through their Motorola SB 4200 cable Modem and the wireless router being the Linksys WRT 54G router. Supported were three lap tops and an EPSON 510W printer and this had been running with no issue for about 3 years. Back to last friday, we started suffering significant delays and then the network collapsed with no wireless access. I was able to connect a single laptop direct to the cable modem and internet access was restored to just that one device. I thought that the problem was the router so I tried a backup D-Link device with no success. I have subsequently bought another cable modem AND a netgear router plus addidtional ethernet cables but with no success. The best that happens is that the signal appears good but I cannot get access to the internet. A yellow question mark appears on the 'gradient' icon. Each laptop and router works elsewhere so I'm stumped. Mind you I am a real novice so I'm not surprised. Please can anyone tell me what I'm doing wrong?

    Read the article

  • SSH authentification with public key fails

    - by palani
    I have my id_rsa.pub key under my /home/user/.ssh. I carefully copied that key and paste my key to respository Git account. While trying to connect from my local system to my git respository, I got the following error: warning: Authentication failed. Disconnected; no more authentication methods available (No further authentication methods available.) I removed SSH in system and re-enable and did again, but no luck. I have no idea what's happening with my SSH key. Can any one please tell me on this? Note : I noticed in my home /home/user/.ssh && /home/user/.ssh2

    Read the article

  • Software/hardware to build video streaming server?

    - by Sasha Yanovets
    I am looking for a video streaming server solution, something like online TV server, with ability to make live broadcasts in the internet. What software could you recommend for that? What kind of hardware it should run on, should be there anything special? I am looking for a solution that could be scaled up to at least 1000 simultaneous users online with good resolution of video. I think it is good to have general answer on what direction to choose. But here more details on my specific case: I just looking for a solution almost from scratch. We have some video content that we've produced, but it is not delivered over internet yet. We do not tied to any particular vendor for now. We want to make 24 hours of steaming three 8 hour blocks with change of content every day. We want the ability to make regular live broadcasts. I guess we will need to have several options of streaming quality (low ~56 kb/s mid ~273 kb/s). Some terms just foreign to me (like play-truncation rate), if you could point out what parameters we should avare of, it would be great. Uplink to the internet is to be determined. We plan to start from something and scale up on the way. If you are already have some kind of media streaming server, just describe its configuration here (hardware, OS, software), peak number of concurrent users it serves. I think it could help people approaching this task.

    Read the article

  • View Public Key in Domain Key for a Domain

    - by Josh
    Using Jeff's blog post I'm creating domain keys for my account. I wanted to verify the setup using Get or Host command with Bind for Windows but I'm lost one of the commands. I can see view the _domainkey. txt file with this command: host -t txt _domainkey.stackoverflow.com but I'm at a loss at how I'd find the selector record. Jeff points out it can be anything before the before the period in "._domainkey.domain.com" but how would I list all records if I didn't know the exact query name? Is there a wildcard I could use to view all TXT or all records under this section?

    Read the article

  • Routing public IPs (each a /32) through a VPN to another server

    - by Lee S
    Hopefully the title makes sense; I have a server currently in a colo facility, with many IP addresses routed to it. They are individual IPs and not in a contiguous block. Due to vastly improved connectivity (fibre) at home I am slowly bringing my infrastructure in-house for managability and eventually, cost savings. What I would like to do though is use the IP addresses allocated to my existing server, at home. I have an IP block allocated to me on my new ISP connection, but for a couple of reasons I'd like to make use of the colo ones for now: Ease of transition - lots of domains, dns, hard-coded IPs in programs, etc. Connectivity fallback. If my primary line goes down and switches to fallback 1 (dsl) or fallback 2 (4G), I lose access to the ISP-allocated IP block of IPs that are only presented on the primary WAN interface. What I'd like to achieve is my home virtualisation server (Proxmox/Debian-based) "dials in" to the colo server in the colo facility (also Proxmox/Debian) via VPN or similar, and gets to make use of the IP addresses that currently terminate on the colo box. If the primary connection to my ISP goes down and one of the fallback routes kicks in, the VPN tunnel will just time out and then be re-established on the backup connection instead. I'm sure this is doable, but I have no idea how. I'm not afraid to get my hands dirty, I just don't really know where to start?

    Read the article

  • Exchange 2003 Internet Mail Size Limits

    - by scampbell
    I have unsuccessfully tried to increase per user incoming mail size settings by editing their user account settings on our Exchange server, but large incoming mail from external domains is still blocked using the default global settings. After reading here: http://support.microsoft.com/default.aspx?scid=kb;en-us;322679 I see that All Internet e-mail messages use the global setting for limits on sending and on receiving. The message categorizer evaluates the sender's sending limit and the recipient's receiving limit. In example 2 earlier, a user with a user mailbox limit of 3 MB could receive messages from another user with a 3-MB sending limit. Because Internet users use the global setting, they can send only a 2-MB message. Which to me is madness! Surely if I want to allow a user to receive mail up to a certain size then I should be able to set it as such? Is there a specific way of getting round this? Would setting the global defaults high and setting a lower, say 10MB, limit on the SMTP connector do the trick? Thanks.

    Read the article

  • Without an internet connection my computer loads programs slowly. With an internet connection they load quickly

    - by Peter pete
    Gday. I've a laptop, with 8gb of RAM and a Samsung 830 SSD with about 2/5th of free space out of its 256gb. Win7 64b. Laptop is a Toshiba T130. In the other day I noticed that it took a long time to load a program, for example the python interpreter at the time the computer didn't have access to the home network. In both cases the computer boots quickly. About 40 seconds. Without internet opening the python interpreter, or notepad2.exe, or any program individually takes around 10 seconds. With internet connection (through WiFi) opening the same programs takes about 2 seconds. In both cases, it becomes SSD-instant-quick to open a program from a cold boot. I don't have any network mapped drives. I've tried with AV off (Avast antivirus) and same effect. I've installed all MS updates. I've googled and googled and have found nothing of help. I've run the Samsung SSD magician to "optimise" ssd and that didn't help. What could I do to determine & fix this issue?

    Read the article

  • Gitosis installation of public key not working...

    - by user29600
    I've been following this tutorial to install and setup git on Ubuntu Server 10.04 using Windows 7 as a client. However, after finally figuring out how it works (executed gitosis-init a bunch of times on the wrong key), I copied the id_rsa.pub file over to the server in /tmp folder and ran it again. Unfortunately it still doesn't work and when I execute git clone [email protected]:gitosis-admin.git it asks for gitosis's password rather than the RSA Passphrase. I'm assuming is the same problem this guy is having here... however, after following his instructions: Purge git-core and gitosis and manually remove the /srv/gitosis folder and following the instructions again (with the proper id_rsa.pub file this time), I'm still having the same issue. Anyone know what I'm doing wrong? Is there any way to probe for more information that might help in solving this?

    Read the article

  • How to use 2 or more internet connections on the same network?

    - by Rogue
    Living in a joint family we have 3 internet connections, each floor has one internet connection which is split per floor. Each internet connection is shared between 4-5 computers using a switch per floor. Each of these internet sharing networks are independent of each other. What I want to achieve here is a local network (for local messenger and file sharing) that can combine all the 3 independent networks, problem is that whenever I try to do that the whole network tends to use just one internet connection. I have all the necessary hardware. How do I solve this problem, one approach could be that I could get one PC to act as a server and bridge the internet connections and then the whole network would have to access the internet through this server. Theoretically this could be possible but I have never tried this approach in real life. Also if certain computers need be restricted from internet access how would this be possible on the same network?

    Read the article

  • Setup shared internet connection on virtualbox with fixed IP

    - by Tom
    I am a web developer and until recently I have been using ubuntu as my OS. For many reasons, I have switched back to windows. I still want to keep my server on linux platform, so I setup my local server as a virtual machine. Everything works great, but i have a little struggle with the networking. Since I am working in different places and going around clients, I connect to all sorts of network with different settings. That means the possible IP range is very dynamic which causes issues when I work on my local server. At the moment I have a dynamic IP on my host and static IP on my guest. That way I can access the server from my host (by adding record to hosts file). I also have internet connection on the guest. But once i change networks, it does not work (assuming the network has different configuration). My question is, how to setup host-guest networking, so no matter what network I connect to, I can keep my static IP on guest, which is registered in hosts file on my host so I can access the webserver and also I will have internet connection on the guest? Hope it make sense. Thank you

    Read the article

  • Can I split one ethernet line coming out of my wall into multiple separate lines?

    - by Burteçin 'Turk' Sapta
    Hi all and thanks in advance. I'll start with some background. I live in an apartment which provides internet service included in the rent. They use company called pavlov for the internet http://pavlovmedia.net/ wireless seems to be working fine but wired connection is at least %30 faster. Ethernet, cat5 outlet is built in the wall, and there is only 1 outlet in each room. I would like to take this 1 outlet coming out the wall and multiply it into 4 wires, for desktop, playstation, tv and laptop without loosing any internet bandwidth. i have absolutely no idea weather this line is coming from a switch or a router but i have been researching Ethernet splitter, routers, switches, hubs and haven't found a solid answer. what is the best solution for me? thank you once again! EDIT: ok this picture cleared few things http://www.home-network-help.com/images/home-network-expanded.jpg so seems that an ethernet switch is to ethernet as a USB hub is to USB. what is really 10/100Mbps Network Switch and what is the cap?

    Read the article

  • Can not connect to service with my public IP, only with localhost

    - by Sanoj
    I have installed Linux Mint 8 (based on ubuntu). And I have setup a webserver on port 8098. I can connect to my webserver with http://127.0.0.1:8098, but when I try to connect to http://192.168.1.107:8098 from the same machine or another machine it doesn't work. How can I get this working? Is there any default firewall settings that I have to change?

    Read the article

  • FTP blocked by firewall on windows 8.1 update 1 public network

    - by amik
    I've recently upgraded to Windows 8.1 u1. I connect to VPN to one of my projects, over which I connect to FTP server (using Total Commander 8.51a). Now, when I try to connect, Total Commander hangs on "Download" (in case of passive connection on "PASV" command). I've figured out that the problem is somehow caused by firewall, because it works if I disable firewall or I set the VPN network location to "private" (which I don't want, it is not enough trusted network for me) I tried to add total commander to firewall exception for total commander, both to inbound and outbound rule, but with no success. I have no more ideas how to configure the firewall to make FTP work properly, can you plese help me? thanks in advance.

    Read the article

  • VOIP and internet connection speeds [cable vs. fiber]

    - by microchasm
    Our office is migrating to IP telephony. We have less than 10 employees that will be using the phones. We currently have cable internet, and they just bumped the speeds: There is a data center that was just recently built in our building, and we were considering co-lo'ing there in the near future. As a result, they offered us access to their triple-redundant internet, but it's quite expensive. They are offering 3mbps committed with up to 10mbps burst for $250/month (discounted). We pay ~$120 for our cable (which the plan was to keep--at least for TV). I want the phone system and LAN to be as separate as possible. Was thinking about keeping the cable for LAN, and using the other connection for the phones (until I saw the price). Now I'm thinking it might make sense to add on to our existing cable setup, and change our phone to only have DSL as a backup for the cable. Is there any real benefit to the fiber? Especially for the price? Any other suggestions or ideas? Thanks.

    Read the article

  • "merging" multiple internet connections

    - by Spencer R
    I've seen this question asked several times here on SF, but I'm looking for some updated information; specifically concerning Server 2012. I'm in the process of buying a home so I'm trying to get some plans together on how I want to structure my network. Internet speeds aren't the greatest and connections can be unreliable where the house is so I was thinking of having two DSL lines installed. My question is, how could I leverage those two connections to create the best network I can, in terms of speed and reliability. My parents will be moving in with me - they consume a lot of bandwidth as it is, but then add my internet traffic to it, and I'm headed for a lot of frustration. I thought I remember reading somewhere that Server 2012 has some new functionality to utilize multiple connections on multiple NICs in a way that wasn't possible in earlier versions of Server. Not sure if Windows will work but, I'm an application developer and spend the majority of my time in Windows environments. However, I've only recently returned to the Windows world, so I'd like my main server at home to run Win Server 2012 so that I can become more familiar with it.

    Read the article

  • recommendations for public facing file server

    - by Seaweed
    I've been asked to setup a server for exchanging non-critical company data e.g. marketing PDF's etc. Can anyone recommend a Linux-based solution I can use? We're looking for something with a really simple GUI front end here... I've already setup SFTP but they found the process 'too-techy'. Any ideas would be really welcome... Thanks!

    Read the article

  • Incoming traffic while on public network

    - by zvikico
    I'm developing a web app and I need to be able to get incoming traffic from 3rd party services I use. This is a classic webhooks situation: I send a request with a return address and receive the response (via HTTP) some time later to the given address. The simple solution would be to provide my external IP address and forward the incoming traffic from the router to my machine. However, I'm working in a large office and I cannot control the router configuration. I'm looking for a different way to achieve that. I do have servers online. I can have a daemon running on one of those servers, which will handle the incoming traffic. I can run a parallel daemon on my machine, which will keep an open connection with the remote daemon (over ssh preferred) and when an inbound traffic is received by the remote, it will send it to the local, which will send it to the correct port on my machine, as if it was received in the natural way. Is there any ready-made solution for that? PS. I'm on OS X and my server is Ubuntu. Thanks, zvikico

    Read the article

  • How to present a stable data model in a public API that allows internal data structures to be changed without breaking the public view of the data?

    - by Max Palmer
    I am in the process of developing an application that allows users to write C# scripts. These scripts allow users to call selected methods and to access and manipulate data in a document. This works well, however, in the development version, scripts access the document's (internal) data structures directly. This means that if we were to change the internal data model/structure, there is a good chance that someone's script will no longer compile. We obviously want to prevent this breaking change from happening, but still want to allow the user to write sensible C# code (whilst not restricting how we develop our internal data model as a result). We therefore need to decouple our scripting API and its data structures from our internal methods and data structures. We've a few ideas as to how we might allow the user to access a what is effectively a stable public version of the document's internal data*, but I wanted to throw the question out there to someone who might have some real experience of this problem. NB our internal document's data structure is quite complex and it could be quite difficult to wrap. We know we want to expose as little as possible in our public API, especially as once it's out there, it's out there for good. Can anyone help? How do scripting languages / APIs decouple their public API and data structures from their internal data structures? Is there no real alternative to having to write a complex interaction layer? If we need to do this, what's a good approach or pattern for wrapping complex data structures that include nested objects, including collections? I've looked at the API facade pattern, which looks like it's trying to address these kinds of issues, but are there alternatives? *One idea is to build a data facade that is kept stable across versions of our application. The facade exposes a set of facade data objects that are used in the script code. These maintain backwards compatibility and wrap access to our internal document's data model.

    Read the article

  • Dependency Inversion Principle

    - by Chris Paine
    I have been studying also S.O.L.I.D. and watched this video: https://www.youtube.com/watch?v=huEEkx5P5Hs 01:45:30 into the video he talks about the Dependency Inversion Principle and I am scratching my head??? I had to simplify it(if possible) to get it through this thick scull of mine and here is what I came up with. Code on the marked My_modified_code my version, code marked Original DIP video version. Can I accomplish the same with the latter code? Thanks in advance. Original: namespace simple.main { class main { static void Main() { FirstClass FirstClass = new FirstClass(new OtherClass()); FirstClass.Method(); Console.ReadKey(); //tempClass temp = new OtherClass(); //temp.Method(); } } public class FirstClass { private tempClass _LastClass; public FirstClass(tempClass tempClass)//ctor { _LastClass = tempClass; } public void Method() { _LastClass.Method(); } } public abstract class tempClass{public abstract void Method();} public class LASTCLASS : tempClass { public override void Method() { Console.WriteLine("\nHello World!"); } } public class OtherClass : tempClass { public override void Method() { Console.WriteLine("\nOther World!"); } } } My_modified_code: namespace simple.main { class main { static void Main() { //FirstClass FirstClass = new FirstClass(new OtherClass()); //FirstClass.Method(); //Console.ReadKey(); tempClass temp = new OtherClass(); temp.Method(); } } //public class FirstClass //{ // private tempClass _LastClass; // public FirstClass(tempClass tempClass)//ctor // { // _LastClass = tempClass; // } // public void Method() // { // _LastClass.Method(); // } //} public abstract class tempClass{public abstract void Method();} public class LASTCLASS : tempClass { public override void Method() { Console.WriteLine("\nHello World!"); } } public class OtherClass : tempClass { public override void Method() { Console.WriteLine("\nOther World!"); } }

    Read the article

  • Public-facing SharePoint 2007 portal - authentication question

    - by jdcorr
    I am involved in developing a portal with a public-facing side. For this i created a web application with windows authentication for intranet zone and after that, I created an extension for an internet zone with fba. In the internet extension we have the following requirement: - able to acess to sharepoint backoffice using fba. - have a authentication mecanism for portal visitors, where they can authenticate and acess to a page where they can subscribe the newsletter and define some site appearance (this users can't acess to sharepoint backoffice). My idea is use the aspnet membership provider to authenticate both users and create diferente roles for them. Anyone suggests another approach? Is there any way to ensure that visitors (2 case) do not enter the backoffice portal? Thanks

    Read the article

  • What does it means? [c#]

    - by masoud ramezani
    If we define a property as public property and in this property we have a protected getter. what does it means? if property is public, what does defining a protected getter for that, means? please see below code: public ISessionFactory SessionFactory { protected get { return sessionFactory; } set { sessionFactory = value; } }

    Read the article

  • Ball bouncing at a certain angle and efficiency computations

    - by X Y
    I would like to make a pong game with a small twist (for now). Every time the ball bounces off one of the paddles i want it to be under a certain angle (between a min and a max). I simply can't wrap my head around how to actually do it (i have some thoughts and such but i simply cannot implement them properly - i feel i'm overcomplicating things). Here's an image with a small explanation . One other problem would be that the conditions for bouncing have to be different for every edge. For example, in the picture, on the two small horizontal edges i do not want a perfectly vertical bounce when in the middle of the edge but rather a constant angle (pi/4 maybe) in either direction depending on the collision point (before the middle of the edge, or after). All of my collisions are done with the Separating Axes Theorem (and seem to work fine). I'm looking for something efficient because i want to add a lot of things later on (maybe polygons with many edges and such). So i need to keep to a minimum the amount of checking done every frame. The collision algorithm begins testing whenever the bounding boxes of the paddle and the ball intersect. Is there something better to test for possible collisions every frame? (more efficient in the long run,with many more objects etc, not necessarily easy to code). I'm going to post the code for my game: Paddle Class public class Paddle : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private bool keybEnabled; private bool isLeftPaddle; private Texture2D paddleSprite; private Vector2 paddlePosition; private float paddleSpeedY; private Vector2 paddleScale = new Vector2(1f, 1f); private const float DEFAULT_Y_SPEED = 150; private Vector2[] Normals2Edges; private Vector2[] Vertices = new Vector2[4]; private List<Vector2> lst = new List<Vector2>(); private Vector2 Edge; #endregion #region Properties public float Speed { get {return paddleSpeedY; } set { paddleSpeedY = value; } } public Vector2[] Normal2EdgesVector { get { NormalsToEdges(this.isLeftPaddle); return Normals2Edges; } } public Vector2[] VertexVector { get { return Vertices; } } public Vector2 Scale { get { return paddleScale; } set { paddleScale = value; NormalsToEdges(this.isLeftPaddle); } } public float X { get { return paddlePosition.X; } set { paddlePosition.X = value; } } public float Y { get { return paddlePosition.Y; } set { paddlePosition.Y = value; } } public float Width { get { return (Scale.X == 1f ? (float)paddleSprite.Width : paddleSprite.Width * Scale.X); } } public float Height { get { return ( Scale.Y==1f ? (float)paddleSprite.Height : paddleSprite.Height*Scale.Y ); } } public Texture2D GetSprite { get { return paddleSprite; } } public Rectangle Boundary { get { return new Rectangle((int)paddlePosition.X, (int)paddlePosition.Y, (int)this.Width, (int)this.Height); } } public bool KeyboardEnabled { get { return keybEnabled; } } #endregion private void NormalsToEdges(bool isLeftPaddle) { Normals2Edges = null; Edge = Vector2.Zero; lst.Clear(); for (int i = 0; i < Vertices.Length; i++) { Edge = Vertices[i + 1 == Vertices.Length ? 0 : i + 1] - Vertices[i]; if (Edge != Vector2.Zero) { Edge.Normalize(); //outer normal to edge !! (origin in top-left) lst.Add(new Vector2(Edge.Y, -Edge.X)); } } Normals2Edges = lst.ToArray(); } public float[] ProjectPaddle(Vector2 axis) { if (Vertices.Length == 0 || axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, Vertices[0]); max = min; for (int i = 1; i < Vertices.Length; i++) { float p = Vector2.Dot(axis, Vertices[i]); if (p < min) min = p; else if (p > max) max = p; } return (new float[2] { min, max }); } public Paddle(Game game, bool isLeftPaddle, bool enableKeyboard = true) : base(game) { contentManager = new ContentManager(game.Services); keybEnabled = enableKeyboard; this.isLeftPaddle = isLeftPaddle; } public void setPosition(Vector2 newPos) { X = newPos.X; Y = newPos.Y; } public override void Initialize() { base.Initialize(); this.Speed = DEFAULT_Y_SPEED; X = 0; Y = 0; NormalsToEdges(this.isLeftPaddle); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleSprite = contentManager.Load<Texture2D>(@"Content\pongBar"); } public override void Update(GameTime gameTime) { //vertices array Vertices[0] = this.paddlePosition; Vertices[1] = this.paddlePosition + new Vector2(this.Width, 0); Vertices[2] = this.paddlePosition + new Vector2(this.Width, this.Height); Vertices[3] = this.paddlePosition + new Vector2(0, this.Height); // Move paddle, but don't allow movement off the screen if (KeyboardEnabled) { float moveDistance = Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState newKeyState = Keyboard.GetState(); if (newKeyState.IsKeyDown(Keys.Down) && Y + paddleSprite.Height + moveDistance <= Game.GraphicsDevice.Viewport.Height) { Y += moveDistance; } else if (newKeyState.IsKeyDown(Keys.Up) && Y - moveDistance >= 0) { Y -= moveDistance; } } else { if (this.Y + this.Height > this.GraphicsDevice.Viewport.Height) { this.Y = this.Game.GraphicsDevice.Viewport.Height - this.Height - 1; } } base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Texture,null); spriteBatch.Draw(paddleSprite, paddlePosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Ball Class public class Ball : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private const float DEFAULT_SPEED = 50; private float speedIncrement = 0; private Vector2 ballScale = new Vector2(1f, 1f); private const float INCREASE_SPEED = 50; private Texture2D ballSprite; //initial texture private Vector2 ballPosition; //position private Vector2 centerOfBall; //center coords private Vector2 ballSpeed = new Vector2(DEFAULT_SPEED, DEFAULT_SPEED); //speed #endregion #region Properties public float DEFAULTSPEED { get { return DEFAULT_SPEED; } } public Vector2 ballCenter { get { return centerOfBall; } } public Vector2 Scale { get { return ballScale; } set { ballScale = value; } } public float SpeedX { get { return ballSpeed.X; } set { ballSpeed.X = value; } } public float SpeedY { get { return ballSpeed.Y; } set { ballSpeed.Y = value; } } public float X { get { return ballPosition.X; } set { ballPosition.X = value; } } public float Y { get { return ballPosition.Y; } set { ballPosition.Y = value; } } public Texture2D GetSprite { get { return ballSprite; } } public float Width { get { return (Scale.X == 1f ? (float)ballSprite.Width : ballSprite.Width * Scale.X); } } public float Height { get { return (Scale.Y == 1f ? (float)ballSprite.Height : ballSprite.Height * Scale.Y); } } public float SpeedIncreaseIncrement { get { return speedIncrement; } set { speedIncrement = value; } } public Rectangle Boundary { get { return new Rectangle((int)ballPosition.X, (int)ballPosition.Y, (int)this.Width, (int)this.Height); } } #endregion public Ball(Game game) : base(game) { contentManager = new ContentManager(game.Services); } public void Reset() { ballSpeed.X = DEFAULT_SPEED; ballSpeed.Y = DEFAULT_SPEED; ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } public void SpeedUp() { if (ballSpeed.Y < 0) ballSpeed.Y -= (INCREASE_SPEED + speedIncrement); else ballSpeed.Y += (INCREASE_SPEED + speedIncrement); if (ballSpeed.X < 0) ballSpeed.X -= (INCREASE_SPEED + speedIncrement); else ballSpeed.X += (INCREASE_SPEED + speedIncrement); } public float[] ProjectBall(Vector2 axis) { if (axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, this.ballCenter) - this.Width/2; //center - radius max = min + this.Width; //center + radius return (new float[2] { min, max }); } public void ChangeHorzDirection() { ballSpeed.X *= -1; } public void ChangeVertDirection() { ballSpeed.Y *= -1; } public override void Initialize() { base.Initialize(); ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); ballSprite = contentManager.Load<Texture2D>(@"Content\ball"); } public override void Update(GameTime gameTime) { if (this.Y < 1 || this.Y > GraphicsDevice.Viewport.Height - this.Height - 1) this.ChangeVertDirection(); centerOfBall = new Vector2(ballPosition.X + this.Width / 2, ballPosition.Y + this.Height / 2); base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(ballSprite, ballPosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Main game class public class gameStart : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public gameStart() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.Window.Title = "Pong game"; } protected override void Initialize() { ball = new Ball(this); paddleLeft = new Paddle(this,true,false); paddleRight = new Paddle(this,false,true); Components.Add(ball); Components.Add(paddleLeft); Components.Add(paddleRight); this.Window.AllowUserResizing = false; this.IsMouseVisible = true; this.IsFixedTimeStep = false; this.isColliding = false; base.Initialize(); } #region MyPrivateStuff private Ball ball; private Paddle paddleLeft, paddleRight; private int[] bit = { -1, 1 }; private Random rnd = new Random(); private int updates = 0; enum nrPaddle { None, Left, Right }; private nrPaddle PongBar = nrPaddle.None; private ArrayList Axes = new ArrayList(); private Vector2 MTV; //minimum translation vector private bool isColliding; private float overlap; //smallest distance after projections private Vector2 overlapAxis; //axis of overlap #endregion protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleLeft.setPosition(new Vector2(0, this.GraphicsDevice.Viewport.Height / 2 - paddleLeft.Height / 2)); paddleRight.setPosition(new Vector2(this.GraphicsDevice.Viewport.Width - paddleRight.Width, this.GraphicsDevice.Viewport.Height / 2 - paddleRight.Height / 2)); paddleLeft.Scale = new Vector2(1f, 2f); //scale left paddle } private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] <= circle[0] || circle[1] <= pad[0]) { return false; } if (pad[1] - circle[0] < circle[1] - pad[0]) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax; } } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * overlap; } return true; } protected override void Update(GameTime gameTime) { updates += 1; float ftime = 5 * (float)gameTime.ElapsedGameTime.TotalSeconds; if (updates == 1) { isColliding = false; int Xrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; int Yrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; ball.SpeedX = Xrnd * ball.SpeedX; ball.SpeedY = Yrnd * ball.SpeedY; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } else { updates = 100; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } //autorun :) paddleLeft.Y = ball.Y; //collision detection PongBar = nrPaddle.None; if (ball.Boundary.Intersects(paddleLeft.Boundary)) { PongBar = nrPaddle.Left; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleLeft.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleLeft.VertexVector, ball.ballCenter)); } } else if (ball.Boundary.Intersects(paddleRight.Boundary)) { PongBar = nrPaddle.Right; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleRight.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleRight.VertexVector, ball.ballCenter)); } } if (PongBar != nrPaddle.None && !isColliding) switch (PongBar) { case nrPaddle.Left: if (ShapesIntersect(paddleLeft, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; case nrPaddle.Right: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; default: break; } if (!ShapesIntersect(paddleRight, ball) && !ShapesIntersect(paddleLeft, ball)) isColliding = false; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; //check ball movement if (ball.X > paddleRight.X + paddleRight.Width + 2) { //IncreaseScore(Left); ball.Reset(); updates = 0; return; } else if (ball.X < paddleLeft.X - 2) { //IncreaseScore(Right); ball.Reset(); updates = 0; return; } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Aquamarine); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.End(); base.Draw(gameTime); } } And one method i've used: public static Vector2 NormAxisFromCircle2ClosestVertex(Vector2[] vertices, Vector2 circle) { Vector2 temp = Vector2.Zero; if (vertices.Length > 0) { float dist = (circle.X - vertices[0].X) * (circle.X - vertices[0].X) + (circle.Y - vertices[0].Y) * (circle.Y - vertices[0].Y); for (int i = 1; i < vertices.Length;i++) { if (dist > (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y)) { temp = vertices[i]; //memorize the closest vertex dist = (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y); } } temp = circle - temp; temp.Normalize(); } return temp; } Thanks in advance for any tips on the 4 issues. EDIT1: Something isn't working properly. The collision axis doesn't come out right and the interpolation also seems to have no effect. I've changed the code a bit: private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] < circle[0] || circle[1] < pad[0]) { return false; } if (Math.Abs(pad[1] - circle[0]) < Math.Abs(circle[1] - pad[0])) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax * (-1); } //to get the proper axis } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * Math.Abs(overlap); } return true; } And part of the Update method: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) { ball.X += MTV.X; ball.Y += MTV.Y; } //test if (overlapAxis.X == 0) //collision with horizontal edge { } else if (overlapAxis.Y == 0) //collision with vertical edge { float factor = Math.Abs(ball.ballCenter.Y - paddleRight.Y) / paddleRight.Height; if (factor > 1) factor = 1f; if (overlapAxis.X < 0) //left edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(-1, -3), new Vector2(-1, 3), factor)))); else //right edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(1, -3), new Vector2(1, 3), factor)))); } else //vertex collision??? { ball.Speed = -ball.Speed; } } What seems to happen is that "overlapAxis" doesn't always return the right one. So instead of (-1,0) i get the (1,0) (this happened even before i multiplied with -1 there). Sometimes there isn't even a collision registered even though the ball passes through the paddle... The interpolation also seems to have no effect as the angles barely change (or the overlapAxis is almost never (-1,0) or (1,0) but something like (0.9783473, 0.02743843)... ). What am i missing here? :(

    Read the article

  • Send a public broadcast from an AppWidget in Android

    - by greve
    I have a widget for a music player and want to be able to send broadcasts when pushing the different buttons. What I want to do is when a button is pushed, the widget sends a public broadcast to another BroadcastReceiver so it can handle the different actions. In my activity class with the BroadcastReceiver: private BroadcastReceiver broadcastReceiver = new BroadcastReceiver() { @Override public void onReceive(Context context, Intent intent) { String action = intent.getAction(); if (action.equals(Constants.ACTION_NEXT)) { Log.d("RECEIVER", "ACTION_NEXT"); } } }; @Override protected void onStart() { super.onStart(); IntentFilter filter = new IntentFilter(); //Widget actions filter.addAction(Constants.ACTION_NEXT); registerReceiver(broadcastReceiver, new IntentFilter(filter)); } In my Widget: public void onUpdate(Context context, AppWidgetManager appWidgetManager, int[] appWidgetIds) { RemoteViews views = new RemoteViews(context.getPackageName(), R.layout.widget); PendingIntent pendingIntent = PendingIntent.getBroadcast(context, 0, new Intent(Constants.ACTION_NEXT), 0); views.setOnClickPendingIntent(R.id.WidgetNextButton, pendingIntent); appWidgetManager.updateAppWidget(appWidgetId, views); } Any help or other solutions are very much appreciated!

    Read the article

< Previous Page | 91 92 93 94 95 96 97 98 99 100 101 102  | Next Page >