NetworkConnection | network connection along with authentication to a network | Networking library
kandi X-RAY | NetworkConnection Summary
kandi X-RAY | NetworkConnection Summary
Represents a network connection along with authentication to a network share. Based on Daniel Hilgarth's answer from Stack Overflow.
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Trending Discussions on NetworkConnection
QUESTION
I have a data class written in Kotlin which has server error objects.
How can I check which object it is?
I can do it in Kotlin like this
...ANSWER
Answered 2021-Jan-31 at 19:40Generally in java, object references are compared to type using instanceof
binary operator.
In future versions of Java, for some types, if-else conditions with instanceof
equality check is not needed and a switch can be used. The sealed classes feature providing this benefit is being previewed currently in Java 15, and being previewed again in the upcoming Java 16.
QUESTION
I have a data model in which some fields can only be set initially per each instance of the class, and once set, they should never change. The only way that can be allowed to change such an object should be by deleting it and creating a new one.
Pseudo code:
...ANSWER
Answered 2021-Jan-14 at 13:50Turns out this could be done using the ModelAdmin.get_from
function but if anybody has a better answer, please share it
Solution using get_from would be:
admin.py
QUESTION
I'm not sure what I'm doing wrong here but I can't seem to get my message from the server to the client. Here is what I have so far:
...ANSWER
Answered 2020-Dec-19 at 18:21The issue with the above is with these lines:
QUESTION
My AchievementViewController
does not get released from memory unless I comment out the function below
ANSWER
Answered 2020-Nov-12 at 15:32try comment this line
QUESTION
So I got some code handling some simple tcp sockets using the SFML Library. Thereby a socket is created under the usage of SFML capabilities and returned from a function as an rvalue reference. An organizing function then passes this socket on ( to currently only be stored ) and signals its caller whether a socket was processed or not. This however does not work as expected.
...ANSWER
Answered 2020-Sep-28 at 05:59You have undefined behavior here:
QUESTION
I'm using this package https://github.com/react-native-community/react-native-netinfo. My problem is that when I my connectivity change it reach my function but the props are always the same, never got updated (in my state I got different values). Debugging I check that it not pass to again to mapStateToProps so maybe I'm missing something not have much experience with react.
Component
...ANSWER
Answered 2020-Jul-15 at 13:33Finally I follow this way redux-saga: eventChannel and listener which react callback return
QUESTION
I am developing an internal web application in asp.net core 2.2 & angular 9. I am looking to access the company's file server located in the same Windows server domain for the purpose of uploading, downloading or simply to list the contents of the directories. Do you have a way to do it natively or using a library?
Thanks in advance, I'm a little lost.
Update : I found this method but i have error "Access denied" :
...ANSWER
Answered 2020-Jun-30 at 06:58I found solution, in the destination path i need to specify the destination file, the error had nothing to do with permissions
QUESTION
I am making a turn based multiplayer game with Unity 2019.3.2f1 and am using Mirror to connect the players. My goal is to add player objects to the GameMaster script (as you will see in my bottom-most script), so that I can keep track of them and update their progress in the Player script. I have followed DapperDino's youtube tutorial (https://www.youtube.com/watch?v=oBRt9OifJvE&list=PLS6sInD7ThM1aUDj8lZrF4b4lpvejB2uB&index=2) and made a lobby copying everything from the tutorial except the spawner system and I've made adjustments to the names of the scenes, removed the map handler and instead simply have 2 scenes. After 2 players enter lobby, click ready and the host clicks Start, the MainMenu scene changes to GameScene and the actual game starts, but before that the function NetworkServer.ReplacePlayerForConnection(conn, gameplayerInstance.gameObject)
is called, before the change of the scene. And I get this error:
RemoveClientAuthority can only be called on the server for spawned objects. UnityEngine.Logger:Log(LogType, Object) Mirror.ILoggerExtensions:LogError(ILogger, Object) (at Assets/Mirror/Runtime/LogFactory.cs:58) Mirror.NetworkIdentity:RemoveClientAuthority() (at Assets/Mirror/Runtime/NetworkIdentity.cs:1230) Mirror.NetworkServer:InternalReplacePlayerForConnection(NetworkConnection, GameObject, Boolean) (at Assets/Mirror/Runtime/NetworkServer.cs:843) Mirror.NetworkServer:ReplacePlayerForConnection(NetworkConnection, GameObject, Boolean) (at Assets/Mirror/Runtime/NetworkServer.cs:680) DapperDino.Mirror.Tutorials.Lobby.NetworkManagerLobby:ServerChangeScene(String) (at Assets/Lobby/Scripts/NetworkManagerLobby.cs:181) DapperDino.Mirror.Tutorials.Lobby.NetworkManagerLobby:StartGame() (at Assets/Lobby/Scripts/NetworkManagerLobby.cs:163)
Why should RemoveClientAuthority() be called?
Then I get this warning: Trying to send command for object without authority. Player.CmdAddPlayer
Here is my code. As you see, on update I check if(!hasAuthority) and if the client doesn't, I would return the Update function but it was never so I commented it to debug. The warning I get is on the host process, which baffles me. Shouldn't the host have authority as it is also the server?
...ANSWER
Answered 2020-Jun-26 at 14:42I'm following the same tutorial and came across the same error.
Basically apparently its something to do with Mirror's ServerChangeScene.
You can solve this pretty easily. In DapperDino NetworkManagerLobby script, go to ServerChangeScene override, and get reid of the destroy so that it goes from this:
QUESTION
I have made a TypeConverter but I get an error
Unable to create converter for class .models.lastanime.EpisodesEntityfor method EpisodesApi.getEpisodes
I can't finish understanding how to make the TypeConverter, I have done this, I know that the implementation is placed correctly since I have not had problems in the compilation, but the data does not load since I get an error, and it seems that it is not saved in the room database
TYPE CONVERTER
...ANSWER
Answered 2020-May-22 at 23:11You cannot have an entity holding a List
of another entity. You need to define a one-to-many relation between them.
QUESTION
I know that in C# using
with braces is used to ensure that the object is disposed like the following:
ANSWER
Answered 2020-May-07 at 14:49How is the created object of NetworkConnection used in the two codes?
It's just disposed at the end of the block.
I assume that what's happening is that the constructor will fail if the credentials are invalid - so in that case, the properties are never updated. If the constructor succeeds, the properties are updated and then the NetworkConnection
is disposed.
One problem with the code as it stands is that the exception isn't caught - it will propagate up into the event loop, which hopefully has an exception handler attached - but it's really not terribly pleasant.
If this were code in a code-base I was maintaining, I'd try to refactor it to something like:
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