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The client includes a sequence number in every input sent to the server, and keeps a local copy. When the server sends an authoritative update to a client, it includes the sequence number of the last processed input for that client. The client accepts the new state, and reapplies the inputs not yet processed by the server, completely ...
Fail-secure, also called fail-closed, means that access or data will not fall into the wrong hands in a security failure. Sometimes the approaches suggest opposite solutions. For example, if a building catches fire, fail-safe systems would unlock doors to ensure quick escape and allow firefighters inside, while fail-secure would lock doors to ...
Impersonation has four possible levels: anonymous, giving the server the access of an anonymous/unidentified user, identification, letting the server inspect the client's identity but not use that identity to access objects, impersonation, letting the server act on behalf of the client, and delegation, same as impersonation but extended to ...
Client-side encryption is the cryptographic technique of encrypting data on the sender's side, before it is transmitted to a server such as a cloud storage service. [1] Client-side encryption features an encryption key that is not available to the service provider, making it difficult or impossible for service providers to decrypt hosted data.
Authentication required: In some cases, the server requires authentication to access certain resources. If the user does not provide valid credentials or if the authentication fails, a 403 status code is returned. IP restrictions: The server may also restrict access to specific IP addresses or IP ranges.
In that sense, a fail-fast system will make sure that all the 10 redundant servers fail as soon as possible to make the DevOps react fast. Fail-fast components are often used in situations where failure in one component might not be visible until it leads to failure in another component as a consequence of lazy initialization. e.g.
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A game client receives input from an individual user. In an FPS game, for example, a player does many different actions such as move, shoot and communicate. Each of them will require the player to control the input devices. After receiving those inputs, the game client will send it back to the server. [4]