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It is same when client and server are on different machines.
and it run In the same LAN.
I've verified that server is not answer when client call.
Why?
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Perhaps some code would help, especially the part where you call the remote method and receive the AsyncCallback.
The part of your server answering this request could be helpful, too...
Regards,
mav
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Yes, I find that "AsyncCallback" is more and freeze happen is more. but why it happen only on Windows Xp ?
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After SP2 it's important that your windows user has sufficient rights on the remote pc.
You must add the same user you are working with on the local machine also on the remote machine.
This occurs with many applications that use remote technics (e.g. like com)
hope this helps
cu
immes
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Thanks!
But the remoting server and client are running on the same machine 。
What can I do?
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It freezes all the same on Windows 2003 sp1 !
Help me!
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Kobi Zada wrote:
dont know much about programming
Then this is WAY out of your league. You'll essentially be writing your own custom firewall.
There's little chance that your idea will work anyway. Since the other players are essentially flooding your dialup connection with garbage packets, it's not so much a problem of getting a good packet out, but you never receive a good game packet in the first place because it's buried in mountains of bad ones.
Writing a filter/firewall won't solve the problem because you need to receive, then drop thousands of packets to get to a good one. By the time that happens, you've already been dropped from the game.
RageInTheMachine9532
"...a pungent, ghastly, stinky piece of cheese!" -- The Roaming Gnome
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well, i allready have a program that shows the packets during the game
and have list of packets and their meaning (but the writer wont share the source)...
i allready saw how dc happens and i dont need to wait for good packets to come after filtering, i just need to send telepot packet at the moment the filer see such bad packets and get out of the hackers sight.
in game i manage to evoid such dc if i teleport fast enough to enother town (game gets laggy when hackers are near by so can notice them some times).
Dave Kreskowiak wrote:
Then this is WAY out of your league. You'll essentially be writing your own custom firewall.
im not sure it is, and even if so it wont hurt trying with some guidness.
i dont know how to make a program stand between my computer and the server
the software i have does so using proxy..
thx.
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Kobi Zada wrote:
the software i have does so using proxy..
And you said you "know little about programming." Writing a proxy isn't exactly an easy project.
A little guidance? It sounds like your going to be cutting and pasting a bunch of code from other, similar, progs someone else has written.
Sorry, but that's just not supportable. If you don't have a good understanding of the code you're "writing", how can you possibly ask an answerable question in anyone's forum?
RageInTheMachine9532
"...a pungent, ghastly, stinky piece of cheese!" -- The Roaming Gnome
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It also seems like a lot of work for a game where everyone cheats so easily!
RageInTheMachine9532
"...a pungent, ghastly, stinky piece of cheese!" -- The Roaming Gnome
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Look, you said it yourself. You "know little of programming." If you didn't write the program, how on this earth is anyone supposed to help you with code you didn't write??? Reading the code is easy. Understanding the design and how it works is not if you "know little of programming".
If you don't know anything of Sockets (Winsock) programming, threading, and client/server design, how are you going to ask a meaningful question? Better yet, how are we going to answer you without writing an entire article explaining it to you?
RageInTheMachine9532
"...a pungent, ghastly, stinky piece of cheese!" -- The Roaming Gnome
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Hi, community
I have learned you can set a maximum send/receive timeout for a socket provided you are communicating in synchronous mode. s.SetSocketOption is made for that.
But what if you use BeginRead/BeginWrite because you need to play it asynchronously? How can you engineer a similar functionality? I can not let me async clients wait forever... What can I do?
Many thanks.
MA form IRB Modellica
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One version of the BeginReceive etc. Methods takes a TimeSpan Object as a parameter. That is the timeout. You can then use the Result to evaluate what happened and react accordingly. Or check if the socket is connected.
Cheers
Sebs
Cheers,
Sebastian
--
Contra vim mortem non est medicamen in hortem.
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Sebastian,
Sorry for not answering, I have been unable to do it.
Thank you for your suggestion. I did not realise any TimeSpan was a parameter of the Begin... family. I need to look into that.
Regards
MA
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For example : I want to implement such feaures :
User copy some objects from a C# WinForm application and paste into a Word Document. When user double click the object in the Word Document, the application is started to show the object in application and user can manipulate that object.
How to do it in .NET world? Thanks!
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Nothing built-in. You'll have to implement the neccessary interfaces via P/invoke.
mav
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Hi,
One of my friend has problem in dotnet version 2002.
Problems:
1. Load report failed:
When we import Seagate Crystal 8.0 version report first time in the .net
2002 Project, it displayed but as we perform any modification in the
report, the load report failed error generated. The modification of any
type it may be of formatting or changing in the fields or in database.
If the report is generated after updating the database (MS SQL Server
2000 personal edition) with new records, the previous report is generated
whereas updated report is shown in the segate crystal report successflly
but this is not performed in .net.
2. Logon Failed:
When we use inbuilt crystal reports of .Net, with our own Sql database
the logon failed error generated but if we use inbuilt database such as
xtreme sample database, the report generated successfully.
Hoping for your help.
Thanks.
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I ran the following (same) 2 small programs in C#.NET and then in C (Bloodshed Dev C/C++). The latter took more time than the former (4.7s vs 3.8s) - I thought this was counter-intuitive, and that a code written in C should run faster... Any Ideas?
C#:
---
public static void Main()
{
// variables
int i, i1=0;
int[] ar=new int[1000];
long l1, l2;
// first for loop - 1Billion iterations
for (i=0;i<1000000000;i++)
{
ar[i1]=i;
i1++;
if (i1==1000) i1=0;
}
// measure time
l1=DateTime.Now.Ticks;
i1=0;
// second for loop - 1Billion iterations
for (i=0;i<1000000000;i++)
{
ar[i1]=i;
i1++;
if (i1==1000) i1=0;
}
// measure time
l2=DateTime.Now.Ticks;
// print results
Console.WriteLine("Time befre: {0}",l1);
Console.WriteLine("Time after: {0}",l2);
l2-=l1;
Console.WriteLine("Time taken in seconds: {0}",(double)l2/10000000);
Console.ReadLine();
}
C:
--
#include <time.h>
main() {
// variables
int i, i1=0;
int ar[1000];
clock_t c1, c2;
// first for loop - 1Billion iterations
for (i=0;i<1000000000;i++) {
ar[i1]=i;
i1++;
if (i1==1000) i1=0;
}
// measure time
c1=clock();
i1=0;
// second for loop - 1Billion iterations
for (i=0;i<1000000000;i++) {
ar[i1]=i;
i1++;
if (i1==1000) i1=0;
}
// measure time
c2=clock();
// print results
printf("Time befre: %d\n",c1);
printf("Time after: %d\n",c2);
c2-=c1;
printf("Time taken in seconds: %f",(float)c2/1000);
getchar();
}
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This ought to mess with you a little bit - NEITHER is faster than the other. Actually, it depends entirely on the code you write and environment it's running under. C++ will be faster for some things, while C# for others.
RageInTheMachine9532
"...a pungent, ghastly, stinky piece of cheese!" -- The Roaming Gnome
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maybe, but in case you make the same action, C will be faster as it doesn't use the .NET framework, and so, don't need to be reinterpreted from MSIL to assembly...
TOXCCT >>> GEII power [toxcct][VisualCalc]
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toxcct wrote:
C will be faster as it doesn't use the .NET framework
Don't count it! The JIT compiler compiles code method-by-method on the first call only. After that, it doesn't need to be recompiled every time it's called. Plus, the JIT is very fast at it's job and has an advantage that the C++ compiler can never have. It knows at runtime exactly which processor its running on and it capabilities and can generate optimized native code specifically for that processor. This code has the possibility of exceeding the performance of the C++-based native code that is generated for a more general range of processors.
Also, every C/C++ program out there has its own runtime also. It's just built into the app. Depending on what features your using in Windows, it also can have the MFC libraries.
RageInTheMachine9532
"...a pungent, ghastly, stinky piece of cheese!" -- The Roaming Gnome
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Here's my situation:
I have written a routine in .NET which uses repeated interations of integer arrays approximately 1000x1000 elements... The total time taken in .NET is around 2s, which is slightly greater than acceptable (I have explored all avenues for code optimization in .NET)..
I was hoping I'd be able to improve the time using C, and compiling the method into a dll..
Any suggestions?
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Dave Kreskowiak wrote:
Plus, the JIT is very fast at it's job and has an advantage that the C++ compiler can never have. It knows at runtime exactly which processor its running on and it capabilities and can generate optimized native code specifically for that processor. This code has the possibility of exceeding the performance of the C++-based native code that is generated for a more general range of processors.
right...except that i did never realize this in my 'real world' programs.
are you able to proove this? can you give me any example where .NET is faster?
i can give you a lot of code where c++ is faster. exactly the same algorithm, exactly
the same implementation and c++ is at least 2 times faster.
i'm not bothered by c# beeing slower at all, it has its advantages, too. but i just
don't like everybody saying c# is not slower if it IS slower.
plz show me an example. i'll change my mind and shut up as soon as i can see with my
own eyes that c# is faster (or even equal) in general.
daniel.
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I've got nothing to prove to you. All I said was that the JIT has the possibility of exceeding the performace of C++ based code. I, in no way, said that is was faster.
RageInTheMachine9532
"...a pungent, ghastly, stinky piece of cheese!" -- The Roaming Gnome
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I'll add that in this case your use of different development environments could potentially be a larger factor than c vs c#. While the relative performance will depend on what you're trying to do, a more meaningful comparison would be achieved by comparing c#s results with your C code ran using vc.
PS sharing benchmarks apparently violates the .net eula. Don't you feel horrible now. **rolls eyes**
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