windows – Forces the RD Gateway communication on a specific network card

We configured an RD Gateway server (with Web access on the same computer) with two network adapters. The server works fine, but it takes a long time to "connect" an application. A review of Wireshark revealed that the RD Gateway server was trying to connect to the Active Directory server using the wrong network interface card on port 389.

A static route has been set up to force the connection to the AD server over a specific network card. However, the Remote Desktop Services seem to be using the wrong network interface (0; with default gateway).

The connection works fine when I try Ping and Telnet (on port 389). In addition, I later see a successful communication in the Wireshark trace using the correct network interface (using the same port). This is only after 1 minute, so this seems to explain the login delay.

I expect the communication to start via the RD Gateway. Is a network card directly attached to it, and how can this be changed?

Microcontroller Kit – How to Establish Arduino Serial Communication with Mathematica

Arduino sketch code for the dust sensor pms3003.

enter code here 

Software Serial Serial1 (2,3); // RX, TX pin 2, 3

long pmcf10 = 0;

long pmcf25 = 0;

long pmcf100 = 0;

long pmat10 = 0;

long pmat25 = 0;

long pmat100 = 0;

char buf (50);

void setup () {

Serial.begin (9600); // start serial
Serial1.begin (9600); // RX, TX

}

void loop () {

int count = 0;

unsigned char c;

Sign unsigned high;

while (Serial1.available ()) {

c = Serial1.read (); // save RX, TX c

if ((count == 0 && c! = 0x42) || (count == 1 && c! = 0x4d)) {

Serial.println ("verification failed");

break;

}

if (count> 15) {

Serial.println ("complete");

break;

}

else if (count == 4 || count == 6 || count == 8 || count == 10 || count == 12 || count == 14) {

high = c;

}

otherwise if (count == 5) {//pm1.0

pmcf10 = 256 * high + c;

Serial.print ("CF = 1, PM1.0 =");

Serial.print (pmcf10);

Serial.println ("ug / m3");

}

otherwise if (count == 7) {//pm2.5

pmcf25 = 256 * high + c;

Serial.print ("CF = 1, PM2.5 =");

Serial.print (pmcf25);

Serial.println ("ug / m3");

}

otherwise if (count == 9) {// pm 10

pmcf100 = 256 * high + c;

Serial.print ("CF = 1, PM10 =");

Serial.print (pmcf100);

Serial.println ("ug / m3");

}

otherwise if (count == 11) {

pmat10 = 256 * high + c;

Serial.print ("Atmosphere, PM1.0 =");

Serial.print (pmat10);

Serial.println ("ug / m3");

}

otherwise if (count == 13) {

pmat25 = 256 * high + c;

Serial.print ("Atmosphere, PM2.5 =");

Serial.print (pmat25);

Serial.println ("ug / m3");

}

otherwise if (count == 15) {

pmat100 = 256 * high + c;

Serial.print ("Atmosphere, PM10 =");

Serial.print (pmat100);

Serial.println ("ug / m3");

}

count ++;

}

while (Serial1.available ()) Serial1.read ();

Serial.println ();

Delay (5000);

}

Can I do this with Mathematica commands? I would like to know how to connect the dust sensor pms3003 to Arduino and how to do a serial communication with Mathematica.

tcp – What's the best practice for bidirectional communication between two Python scripts?

For a robotic application, I need to establish communication between a Mac (A) and a Raspberry Pi (B), both of which are connected to the Internet. I use Python on both machines. Both A and B must always be able to send messages to each other. For example, navigation commands from A to B and sensor data from B to A.

I'm currently using a raspberry TCP socket as a server.

What is the best way to achieve this? I tried to run the socket code in a separate thread, but in client / server mode, I can not figure out how to send a message from the server while waiting for data from the client.

Communication – How do native English speakers think that everyone understands their language?

I come from Germany and remember that in my school days when we were abroad, we sometimes used German to make sure nobody around us could understand what we said.

This has made me wonder how people with a native English language feel that in many places on earth they can not do the same with their language, as English is such a common language.
So I think that they can not share "secrets" in public while traveling as easily as others.

PS: It was hard for me to find the most suitable SE forum for this question. Please forgive me if I chose the wrong one!

sharepoint online – Is there a way to make the SPO communication page public?

In my understanding, and as you already know, public SharePoint Online sites are currently hired by Microsoft No way to use public sites in SharePoint Online,

Instead, Microsoft suggests Get a public website from a third party,

Why is Microsoft making this change?

As the Office 365 service evolves, we regularly review the functionality of the service to ensure we deliver the most value to our customers. After careful consideration, we came to the conclusion that for public websites, Office 365's customers are better served by third parties whose core competencies are public websites. As a result, we've made the difficult decision to discontinue the SharePoint Online Public Site feature so we can focus our efforts and investments on delivering functionality in Office 365 that benefits our customers.

similar questions:

  1. How do I create a publicly accessible website?

c – use MPI_Isend to implement paraller communication?

In my experiments, I found that the MPI communication time is very long and even exceeds the computation time.
I have found some ways to solve this problem. Overlapping arithmetic and communication operations.
In the meantime I found the MPI_Isend function, this is a non-blocking communication function. I wondered if I could use MPI_Isend for parallel communication.

Specific examples are described below:

Process 1 must transfer different data to the other 4 processes.

In other words, the data sent is different, the accepted processes are different and there is no interference between them.

So I think I can use 4 non-blocking communication functions such as MPI_Isend because the communication function is not blocked and immediately returns after calling the function to call the next function.

I want to use this method to transfer 4 data in parallel.

The code looks like this:

        MPI_Isend(&buffertop_to_bot(1)(1)(1), NX*NZ*nf2, MPI_FLOAT, INDEX(3), TAG5, MPI_COMM_WORLD, &request);
    MPI_Isend(&bufferbot_to_top(1)(1)(1),NX*NZ*nf1,MPI_FLOAT,INDEX(4),TAG6,MPI_COMM_WORLD,&request);
    MPI_Isend(&bufferlef_to_rig(1)(1)(1), NY*NZ*nf2, MPI_FLOAT, INDEX(1), TAG1, MPI_COMM_WORLD, &request);
    MPI_Isend(&bufferrig_to_lef(1)(1)(1), NY*NZ*nf1, MPI_FLOAT, INDEX(2), TAG2, MPI_COMM_WORLD, &re
    MPI_Wait(&request, &status);

Can this approach reach my goals?

Can you give me some advice or a corresponding paper? Or other methods to solve the long communication time.

Thank you for reading.

I'm a freshman and the above description has been translated by Google

Multiplayer – communication between client and separate host Unity Unet

I'll create a real-time multiplayer game like a little quiz game that players can take part in and then the quiz master who manages the host will start the game. I need to know how to do this functionality. This is my server script.

using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.Networking.Types;
using UnityEngine.Networking.Match;
public class Server : MonoBehaviour
{
    #region Variables

    //CONSTANTS
    private const int MAX_CONECTIONS = 40;
    private const string SERVER_IP = "127.0.0.1";
    private const int SERVER_PORT = 8999;
    private const int SERVER_WEB_PORT = 8998;
    private const int BUFFER_SIZE = 1024;
    private const int BYTE_SIZE = 1024;

    //CHANNELS
    private int reliableChannelID;
    private int unReliableChannelID;

    //HOSTS
    private int hostID;
    private int webHostID;


    //LOGIC
    private bool isInit;
    private byte() buffer = new byte(BUFFER_SIZE);

    private byte error;

    //GAME FUNCTION
    public bool gameStarted;
    public bool isStarted;
    private float startTime = 10f;
    private float timer;

    List matchList = new List();
    bool matchCreated;
    NetworkMatch networkMatch;

    #endregion

    //CLASS REFERENCES
    ButtonScript gameStartObject = new ButtonScript();
    CountDown countDown = new CountDown();

    string timerCountDown;

    //HOSTING FUNCTION REFERENCE
    private string monthName;
    private string roomname;

    void Awake()
    {
        networkMatch = gameObject.AddComponent();
    }

    private void Start()
    {
        monthName = (DateTime.Now.Month).ToString("MMM");
        roomname = ("HNB Quiz Mania - " + monthName);
        Debug.Log(roomname);
        GlobalConfig confing = new GlobalConfig();
        NetworkTransport.Init(confing);

        //HOST TOPOLOGY
        ConnectionConfig connectionConfig = new ConnectionConfig();
        reliableChannelID = connectionConfig.AddChannel(QosType.Reliable);
        unReliableChannelID = connectionConfig.AddChannel(QosType.Unreliable);
        HostTopology topology = new HostTopology(connectionConfig, MAX_CONECTIONS);

        //ADDING HOSTS
        hostID = NetworkTransport.AddHost(topology, SERVER_PORT); // when adding the connection in actual server, -> hostID/webHostID = NetworkTransport.AddHost(topology, SERVER_PORT/SERVER_WEB_PORT,BINDINGHOSTIP);
        webHostID = NetworkTransport.AddWebsocketHost(topology, SERVER_WEB_PORT);

        isInit = true;
        Debug.Log("Starting the serer");

        //SETTING TIMER TO QUESTION RESERVED TIME
        timerCountDown = countDown.timeLeft.ToString("F2");
        gameStarted = gameStartObject.isStartGameCliked;
    }

    // Update is called once per frame
    private void Update()
    {
        if (!isInit) { return; }

        #region Local Variables
        int outHostId;
        int outConnectionId;
        int outChannelId;

        int receivedSize;
        byte error;
        byte() buffer = new byte(256);
        #endregion

        NetworkEventType evt = NetworkTransport.Receive(out outHostId, out outConnectionId, out outChannelId, buffer, buffer.Length, out receivedSize, out error);

        if (evt == NetworkEventType.Nothing) { return; } //If there is no event, terminate the process

        #region UpdateMessagePump

        switch (evt)
        {
            case NetworkEventType.ConnectEvent:
                {
                    Debug.Log("Conntection from : " + outConnectionId + " through the channel : " + outChannelId);
                    Debug.Log(string.Format("User {0} has connected", outConnectionId));
                    break;
                }//When somebody connected and still dont have a connection ID and all the other information to be connected to a server, hard to have the full context around the user untill they connects. 
            case NetworkEventType.DisconnectEvent:
                {
                    Debug.Log("Disconntection from : " + outConnectionId + " through the channel : " + outChannelId);
                    Debug.Log(string.Format("User {0} has disconnected", outConnectionId));
                    break;
                }   //
            case NetworkEventType.DataEvent:
                {
                    Debug.Log("Data from : " + outConnectionId + " through the channel : " + outChannelId + "::Message::" + buffer);
                    DataEvent(buffer);
                    break;
                }
            case NetworkEventType.BroadcastEvent:
                {
                    Debug.Log("Unexpected Nettwork event type" + evt);
                    break;
                }
            case NetworkEventType.Nothing:
                {
                    return;
                }

            default:

                Debug.Log("Unknown Nettwork message type recieved : " + evt);
                break;
        } 

        #endregion

        if (gameStarted)
        {
            Debug.Log("Calling timer");
            StartGameQuiz(gameStarted);
        }
        else
        {
            Debug.Log("...Game hasn't started yet...");
        }

        Debug.Log("client countdown : " + timerCountDown);
        Debug.Log("client countdown test 2: " + countDown.timeLeft.ToString("F2"));



    }

    public void UpdatemessagePump()
    {
        if (!isStarted) { return; }

        int recHostID;      //Which platform
        int connectionID;   //Which User Sending the message
        int channelID;      //Which Lane used to send the specific message

        byte() recBuffer = new byte(BYTE_SIZE);
        int dataSize;

        NetworkEventType type = NetworkTransport.Receive(out recHostID, out connectionID, out channelID, recBuffer, BYTE_SIZE, out dataSize, out error);

        switch (type)
        {
            case NetworkEventType.Nothing:
                {
                    break;
                }
            case NetworkEventType.ConnectEvent:
                {
                    Debug.Log(string.Format("User {0} has connected",connectionID));
                    break;
                }
            case NetworkEventType.DisconnectEvent:
                {
                    Debug.Log(string.Format("User {0} has disconnected", connectionID));
                    break;
                }   //
            case NetworkEventType.DataEvent:
                {
                    BinaryFormatter formatter = new BinaryFormatter();
                    MemoryStream memoryStream = new MemoryStream(recBuffer);
                    NetMessage message = (NetMessage)formatter.Deserialize(memoryStream);

                    OnData(connectionID, channelID, recHostID, message);
                    break;
                }

            default:
            case NetworkEventType.BroadcastEvent:
                Debug.Log("Unexpected Nettwork event type" + type);
                break;
        }
    }

    void DataEvent(byte() dataBuffer)
    {
        BinaryFormatter formatter = new BinaryFormatter();
        MemoryStream memoryStream = new MemoryStream(dataBuffer);
        NetMessage message = (NetMessage)formatter.Deserialize(memoryStream);
    }


    #region OnData
    private void OnData(int connectionID, int channelID, int recHostID, NetMessage message)
    {
        switch (message.OperationCode)
        {
            case NetOperationCode.none:
                Debug.Log("Unexpected Network Operation");
                break;

            case NetOperationCode.createAccount:
                CreateAccount(connectionID, channelID, recHostID, (Net_CreateAccount)message);
                break;
        }
    }

    private void CreateAccount(int connectionID, int channelID, int recHostID, Net_CreateAccount createAccountMessage)
    {
        Debug.Log("create account message");
        Debug.Log(string.Format("{0},{1},{2}", createAccountMessage.username, createAccountMessage.password, createAccountMessage.sessionID));
    }

    #endregion

    public void StartGameQuiz(bool gameStared)
    {
            Debug.Log("Quiz begun");

    }

    #region SendingData
    public void SendClient(int recHostID, int connectionID, NetMessage message)
    {
        //data hodler
        byte() dataBuffer = new byte(BYTE_SIZE);

        //crushing data to byte array
        BinaryFormatter formatter = new BinaryFormatter();
        MemoryStream memoryStream = new MemoryStream(dataBuffer);
        formatter.Serialize(memoryStream, message);

        if(recHostID == 0)
        {
            NetworkTransport.Send(hostID, connectionID, reliableChannelID, dataBuffer, BYTE_SIZE, out error);
        }

        else
        {
            NetworkTransport.Send(webHostID, connectionID, reliableChannelID, dataBuffer, BYTE_SIZE, out error);
        }

    }


    #endregion

}

And that's my client script

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
using System.Runtime.Serialization.Formatters.Binary;
using System.IO;

public class Client : MonoBehaviour
{
    #region Variables

    //CONSTANTS
    private const int MAX_CONECTIONS = 40;
    private const string SERVER_IP = "127.0.0.1";
    private const int SERVER_PORT = 8999;
    private const int SERVER_WEB_PORT = 8998;
    private const int BUFFER_SIZE = 1024;

    private const int BYTE_SIZE = 1024;

    //CHANNELS
    private int reliableChannelID;
    private int unReliableChannelID;

    //HOSTS
    private int hostID;
    private int connectionID;


    //LOGIC
    private bool isConnected;
    private byte() buffer = new byte(BUFFER_SIZE);

    private byte error;
    #endregion
    private bool isStarted;
    // Start is called before the first frame update
    private void Start()
    {
        //getting the msg that server is started or not
        ButtonScript gameObject = new ButtonScript();

        GlobalConfig confing = new GlobalConfig();
        NetworkTransport.Init(confing);

        //HOST TOPOLOGY
        ConnectionConfig connectionConfig = new ConnectionConfig();
        reliableChannelID = connectionConfig.AddChannel(QosType.Reliable);
        unReliableChannelID = connectionConfig.AddChannel(QosType.Unreliable);
        HostTopology topology = new HostTopology(connectionConfig, MAX_CONECTIONS);

        //CONNECTING TO HOSTS
        hostID = NetworkTransport.AddHost(topology, 0); //DEFINE WHAT CONNECTION TO BE SYNC WITH AND TO CARRY TOPOLOGY IN SAME NETWORK MAP

        //Standalone client
#if UNITY_WEBGL
    //WEBGL client
    connectionID = NetworkTransport.Connect(hostID, SERVER_IP, SERVER_WEB_PORT, 0, out error);
#else
        //Standalone client

        connectionID = NetworkTransport.Connect(hostID, SERVER_IP, SERVER_PORT, 0, out error);
#endif

        isStarted = gameObject.isStartGameCliked;

        if (isStarted)
        {
            Debug.Log("Server is online and Game is now starting");
        }
    }

    private void Update()
    {
        UpdatemessagePump();
    }

    public void UpdatemessagePump()
    {
        if (!isStarted) { return; }

        int recHostID;      //Which platform
        int connectionID;   //Which User Sending the message
        int channelID;      //Which Lane used to send the specific message

        byte() recBuffer = new byte(BYTE_SIZE);
        int dataSize;

        NetworkEventType type = NetworkTransport.Receive(out recHostID, out connectionID, out channelID, recBuffer, BYTE_SIZE, out dataSize, out error);

        switch (type)
        {
            case NetworkEventType.Nothing:
                {
                    break;
                }
            case NetworkEventType.ConnectEvent:
                {
                    Debug.Log(string.Format(" connected to the server", connectionID));
                    break;
                }
            case NetworkEventType.DisconnectEvent:
                {
                    Debug.Log(string.Format("disconnected from the server", connectionID));
                    break;
                }   //
            case NetworkEventType.DataEvent:
                {
                    BinaryFormatter formatter = new BinaryFormatter();
                    MemoryStream memoryStream = new MemoryStream(recBuffer);
                    NetMessage message = (NetMessage)formatter.Deserialize(memoryStream);

                    OnData(connectionID, channelID, recHostID, message);

                    break;
                }

            default:
            case NetworkEventType.BroadcastEvent:
                Debug.Log("Unexpected Nettwork event type" + type);
                break;
        }
    }

    #region OnData
    private void OnData(int connectionID, int channelID, int recHostID, NetMessage message)
    {
        switch (message.OperationCode)
        {
            case NetOperationCode.none:
                Debug.Log("Unexpected Network Operation");
                break;

        }

    }

    #endregion

    #region SendingData
    public void SendServer(NetMessage message)
    {
        //data hodler
        byte() dataBuffer = new byte(BYTE_SIZE);

        //crushing data to byte array
        BinaryFormatter formatter = new BinaryFormatter();
        MemoryStream memoryStream = new MemoryStream(dataBuffer);
        formatter.Serialize(memoryStream, message);

        NetworkTransport.Send(hostID, connectionID, reliableChannelID, dataBuffer, BYTE_SIZE, out error);
    } 
    #endregion

    public void TESTFUNCTIONCREATEACCOUNT()
    {
        Net_CreateAccount createAccount = new Net_CreateAccount();
        createAccount.username = "Sakuna";
        createAccount.password = "test1234";
        createAccount.sessionID = "quiz+week+1+0";

        SendServer(createAccount);

    }
}

This script displays the message that a connection to the server has been established. What I need to know is that when the host starts the game, each client can start at the same time.

Would someone please help …? All the advice will be very helpful.
My unit version is 2019.2

.Net Core Microservices, Controllers and Models – Best Practice for REST Communication

We have 20 services in our company that implement a micro service architecture with .Net Core.

Now services communicate with each other via REST. Let's call Service A – PaymentsService and Service B – CustomerService.

There is no common data between them.

Currently, the current implementation is to create specific models and controllers for both services that communicate over the same models (POCOs).

Example: PaymentService has a request from the customer to deliver a report. PaymentService needs information from CustomerService and calls a custom controller (in CustomerService) with the same request-response-poco. This is the implementation for every new request implementation and communication.

What would be a workable implementation of communication between the services with REST?

Google home / Alexa aws communication

I've been working on AWS services and trying to figure out how they're all connected, and I came across a question that I can not find online. I understand that you can use AWS Lambda and an API Gateway to communicate with your device and process and execute commands. My question is whether it is possible to execute a command (eg press a button) and trigger google or alexa and respond accordingly rather than vice versa. All resources on this topic would be equally helpful. Thank you very much.