AsyncPing | fully asynchronous Ping library for Espressif
kandi X-RAY | AsyncPing Summary
kandi X-RAY | AsyncPing Summary
This is a fully asynchronous Ping library for Espressif's ESP8266 MCUs. have full ping statistic and hardware MAC address. tested on 2.3.0 esp8266/Arduino patched for 2.4.x. to install: git clone ~/Arduino/libraries/AsyncPing.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of AsyncPing
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QUESTION
I found a code to check the connectivity of multiple host that read the addresses from a list and ping them as an asynchronous manner and processes the result.
When I use a predefined list,for example:
...ANSWER
Answered 2021-Oct-17 at 05:05Thanks to all the guys for their suggestions to solve the problem
Finally i found the problem source after 2 day
After i triming the ip address before pass it to asyncPing method the problem resolved.
I saved the ip address as strings in the database but I do not know why I have to trim them after reading
I was able to solve the problem by changing the line below:
QUESTION
I have built apps with Unity 5 and with Unity 2017, and am able to use Fiddler or Charles to capture network traffic successfully. However, When I build a Unity 2018 app using IL2CPP (the other apps were built with .Net), the app works (successfully sending network traffic), but the app seems to somehow bypass the Fiddler (or Charles) proxy. That is, Fiddler and Charles are unable to show the network traffic from the Unity 2018 IL2CPP app, even though it can show traffic from Unity 5 and Unity 2017 apps.
Note that everything works with Unity 5 and Unity 2017, and, that the SSL settings, etc. have been setup previously. Also, I have used the Fiddler "WinConfig" to EnableLoopback for the Unity 2018 app.
My question is: What do I need to do to get a Unity 2018 IL2CPP app to show traffic in Fiddler or Charles?
Update: Here is some sample code that shows that HttpClient requests don't go through the proxy, but other (Unity) webrequests do go through the proxy:
...ANSWER
Answered 2020-Feb-27 at 21:04Unity has acknowledged that this is a problem:
https://fogbugz.unity3d.com/default.asp?1222589_u6qsndet3umnp50u
https://issuetracker.unity3d.com/issues/httpclient-ignores-windows-proxy
It appears that during the "IL2CPP" code generation process, the generated code changes the HttpClient to not use the local proxy.
The code below was copied from here, and seems to overcome the Unity IL2CPP bug:
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