HT4759 Help!!! I misplaced/lost my iPhone 5 today morning in Toronto at Delta Chelsea Downtown and I am not able to track it. Please help!!!
Help!
I misplaced / lost my I phone 5 today morning in Toronto at delta Chelsea downtown hotel and I am not able to track it. Please help!
<Personal Information Edited by Host>
Unfortunately, if you didnt' enable Find My iPhone on it before it was lost, there is no way to track it. Also, don't post your personal information on a public forum like this.
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<Serial Number Edited by Host>According to your profile, the phone is an iPhone 4, right? I'd also advise u not to constantly call the phone as you may cause the person who took the phone to be in distress if its not a trustable person, or it has not been handed to the police or any safe place; resulting in your phone getting turned off, drain battery faster etc.
1. Is it iOS 5?
2. Have you turned on Find my iPhone in the initial setup process? It's integrated into iOS 5 I believe due to iCloud. Not iOS4
3. Is data on?
4. Theif hasn't turned it off
If these criterias are satisfied, your phone can possibly be tracked with iCloud at http://www.icloud.com
Click the tiny iCloud icon on the left side of your screen, select find my iPhone.
DO NOT ALERT THE THIEF BY PLAYING A SOUND IF YOU DO NOT WANT TO DECREASE CHANCES OF RECOVERY - It's a no turning back for whoever he/she is.
Possibly, get a trusted buddy or anyone close to you to borrow you an iPhone WITH Find my iphone, you probably can track it real time with the google maps on Find my iPhone. You need to login to your apple id.
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Only possible if you have made an iTune or iCloud backup before the update.
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edited by hostHi Omar_a983,
If you are having an issue with the passcode on your iPhone, you may find the following article helpful:
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http://support.apple.com/kb/ht1212
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I have a ALV webdynpro ABAP report. I have to show only fixed no of rows.
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Message was edited by:
gopalkrishna baligaHi Gopal,
Please try to build the effect you commented out in the settings of the ALV. You can save it as a special layout. If scrolling works then, you should check which part of your coding leads to the problem and possibly correct it.
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Simple Card Game - that works
Now want to give it Multiplayer Functinality
Also I am confused, how do I get the client to get information sent from my server to it, since it is not listening (and store it into a string)
I really just want a bare bones code to
have A Master Server that Can recieve Multiple Connections
That Master Server Needs to be able to get messages from each user connected to it
The Master Server Needs to be able to send Messages to each user connected to it
each user (client) needs to be able to recieve and show messages recieved from the master server!
That really sums it up - I need to stream line the network code. I need to focus on the actual card game itself!
Please Help!!!!
1 - Player will start their game (client)
2 - The client will connect to the server
3 - Master Server Accepts the Connect
4 - The Client will automatically send their login info as a string to the Master Server
5 - Master Server Will check the string and get user info - if the Info is correct then the Master Server will send a message to the Client as a string letting it know it is connected
6 - Master Server Will give that player a UniqueID
7 - Master Server Will put Player in a list as An Available Player
8 -
9 - Now
10 -
11 - Player 2 will start their game (client)
12 - The client will connect to the server
13 - Master Server Accepts the Connect
14 - The Client will automatically send their login info as a string to the Master Server
15 - Master Server Will check the string and get user info - if the Info is correct then the Master Server will send a message to the Client as a string letting it know it is connected
16 - Master Server Will give that player a UniqueID
17 - Master Server Will put Player2 in a list as An Available Player
18 -
19 - Now since there are 2 players
20 -
21 - The 2 players are removed from the Available Player List
22 -
23 - Master Server will randomly pick a player 1 to go first
24 - Master Server Sends Message to Player to take turn (as a string code)
25 - Player 1 plays a card - the card info is sent as a string to the master server
26 - The Master Server then sends the Player 1 info to Player 2
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28 - Player 2 plays their card and the information is sent to the master Server
29 -
30 - Until
31 -
32 - One of the players is considered a winner
33 - At that Time the Server will Record Player 1 as winner or loser and Player 2 as winner or looser
34 - Now The 2 Players are put back onto the available players list
Now this is where I am stuck.
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How do I get my progam to accept more than one person?
So my problem is my TCPControl I guess SO code below
ClientTCPControl.vb (Class)
Imports System.IO
Imports System.Net
Imports System.Net.Sockets
Imports System.Threading
Imports System.Text.RegularExpressions
Public Class ClientTCPControl
Public Client As TcpClient
Public DataStream As StreamWriter
Public Sub New(Host As String, Port As Integer)
'Client
Client = New TcpClient(Host, Port)
DataStream = New StreamWriter(Client.GetStream)
End Sub
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DataStream.Write(Data & vbCrLf)
DataStream.Flush()
End Sub
End Class
MasterSercerTCPControl.vb
Imports System.IO
Imports System.Net
Imports System.Net.Sockets
Imports System.Threading
Imports System.Text.RegularExpressions
Public Class MasterServerTCPControl
Public Event MessageReceived(sender As MasterServerTCPControl, Data As String)
Public PublicServerIP As IPAddress = IPAddress.Parse("10.0.0.6")
Public ServerPort As Integer = 64554
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Private Client As TcpClient
Private ClientData As StreamReader
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Server.Start()
ComThread = New Thread(New ThreadStart(AddressOf Listening))
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Do Until IsListening = False
'Accept Incoming Connections
If Server.Pending = True Then
Client = Server.AcceptTcpClient
ClientData = New StreamReader(Client.GetStream)
End If
'Raise event for incoming messages
Try
RaiseEvent MessageReceived(Me, ClientData.ReadLine)
Catch ex As Exception
End Try
'Reduce CPU Usage
Thread.Sleep(100)
Loop
End Sub
End Class
Client Code This Sub Runs when the Player Clicks the Connect Button
Private Sub cmdConnect_Click(sender As Object, e As EventArgs) Handles cmdConnect.Click
'Make Connection to Master Server
Client = New ClientTCPControl("10.0.0.6", 64555)
If Client.Client.Connected Then cmdConnect.Text = "Connected"
varConnectedToServer = True
'Create Login Credential String
LoginCredentials = "login" & "," & varUserName & "," & varUserEMail & "," & varUserPassword & "," & varUserState & "," & varUserMachineIP
& "," & varUserInternetIP & "," & varPlayerPort & ","
SendLoginCredentialsMessage()
End Sub
Also I am confused, how do I get the client to get information sent from my server to it, since it is not listening (and store it into a string)
I really just want a bare bones code to
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The Master Server Needs to be able to send Messages to each user connected to it
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That really sums it up - I need to stream line the network code. I need to focus on the actual card game itself!
Please Help!!!!I suggest you search the net until you find something that sounds like it may be able to do what you want to do.
Like this link from CodeProject
C# \ VB .NET Multi-user Communication Library (TCP).
Although for the server to work I suppose it will need to be on a machine which has a public internet IP address or perhaps port forwarding would need to be used or dynamic dns. Things which may cost extra or not be available from your ISP.
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