I have a problem and i don't know where to start. My requirement is as follow.
Let's say i have 10 mobile sim cards with 1Gb data traffic available on them. I need a way to insert this 10 sim cards into a device and be able to use the internet from every sim. It's like every sim will act a proxy server. How can i route internet traffic trough this sim cards programatically. The 10 sim cards needs to be available in parallel. so at a given time i may route my internet traffic to 10 sim cards, every sim card with it's own IP. I saw over aliexpress some equipment "sim box". But i asked the sellers and they say i cannot use it like i want to. I need some help identifying a solution for my problem.
Thx.
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I am building a piggy bank skill for my kids (no plans to publish it yet). After completing development, the skill immediately became available in my phone's Alexa app and one of two Alexa devices I own (both Echo Shows). Whenever I ask the non-functioning Echo Show ask piggy bank, it replies with I can't do that but for other ideas you can say, Alexa, open Amazon Kids. What could prevent a skill from being available on one but not being available on another device?
Answering my own question in case someone else runs into the same issue... It took me many hours to figure out the problem, even built a second skill and performed a full factory reset. The clue that ultimately led me down the right track was the Amazon Kids part of Alexa's response. On said device I had Amazon Kids enabled because it is in our family room, and I re-enabled it right away after the full factory reset. After disabling it, the skill under development started working as intended.
Newbie here. Can someone teach me like im 6 years old?
How can I do my own hlr lookup without paying a companies?
I see some people send some company links who offer hlr lookup.Thats not what I'm looking for...
I made some research and couldn't find much about how can I build a hot lookup.
Any help would be great.
Hi sdaassadasdasd asdasdsad,
TL;DR you can't perform your own free HLR lookup against telephone numbers on the public telephone service (formally called the PSTN), which is why you can find online providers who provide it as a paid service. There is always a charge, even to the HLR lookup providers.
It also depends what do you want to achieve. A HLR Lookup will let you know if a mobile phone number is assigned to a subscriber of a mobile network operator (MNO), and which MNO it is assigned to.
HLR lookups don't provide location (aside from some rudimentary country-wide location based on the Mobile Switching Centre that the telephone handset is being controlled from). They also don't usually provide an IMSI if that's what you are looking for, because these days most MNOs will implement home-routing which gives a temporary IMSI matched on their router so that they can conceal the real IMSI (to avoid fraud).
So, if you do want to perform a HLR lookup to check if a mobile phone number is "real" and assigned to a subscriber on a public network then I'm presuming you want to send a HLR request to query an external MNO - i.e. a public telephone number, not a local one running on your own equipment.
To query an external MNO then you will need to send a request, usually over the SS7 network, to the mobile network operator who was originally assigned the telephone number you want to know about. Eventually, if you have done everything correctly and the MNO wants to respond, you receive a response back which gives you the details you need to then ascertain if the telephone number is assigned to a subscriber, and if the subscriber is active on the network or not.
To send the HLR request, without going through an online provider, you will need at least:
equipment that talks the SS7 protocol (specifically to include MAP requests because a HLR is a type of MAP request)
somewhere to host your equipment
an SS7 interconnection from an SS7 backbone provider
point codes allocated from the SS7 backbone provider
someone to setup program the equipment
your own telephone prefix range for the far-end MNO to be able to respond back to your original request. You may be able to lease someone else's telephone number range if you don't have your own.
Once everything is setup then there's an additional per MSU (message signalling unit) cost. You can think of an MSU a bit like an IP packet, you send "one" and you get a response. You are charged by the SS7 backbone provider for every MSU you send that transits their network, regardless of if you get a response back from the MNO you want the message forwarded to.
I'm happy to answer any other questions on it, but I can't think of a way you can perform your own HLR lookup without incurring charges somewhere along the line.
I am using google play game services – real time multiplayer API to add multiplayer feature to my mobile games. The engine I am using is Unity3D, but my question does not have to do with Unity (I believe so) so it is not important.
What I would like to know is the delay of the messages that are received over the internet to make my games smooth and synchronized.
I know that in other APIs like Photon you can easily find the delay of the message that is being received but I don’t seem to find it on google play game services API.
Is there any way to know the delay of the received messages on google play game services API?
Thank you for your time!
Determining the latency of the messages is a bit complex in the case of Google Real Time multiplayer APIs since the connections are peer to peer, so most of the data travels directly from one player to the other. (see for details: https://developers.google.com/games/services/common/concepts/realtimeMultiplayer#messaging)
The short answer is you can estimate it yourself, by adding sequence numbers to the messages, and then exchange the time difference each client experienced between the messages. I recommend measuring several messages, and sizes, and not have too much memory since conditions will change. Something like the average time between each message for 30-100 messages and then plan for the slowest link.
To make a good real-time game, you really should assume the latency is variable (sometimes it is low, others high), and it is always longer than you want :)
You might want to checkout https://gamedev.stackexchange.com/questions/58450/mobile-multiplayer-games-and-coping-with-high-latency which has a good discussion on how to handle this situation.
I have a benchmarking situation that requires some advise.
This is basically a scenario.
I typically use Jmeter to benchmark web page loads.
However in this case, I intend to benchmark an URL that will make some API calls. Basically I'm interested to see the response time of each API call.
The tricky part is that one of the API calls requires a mobile data connection (3G/4G) because the connection will be redirected to carriers to identify which carrier the mobile phone number belongs to. If every carrier does not recognize the mobile phone number, the API call will fail.
I did a manual benchmark(with Jmeter) by connecting my machine to a tethered mobile phone. This worked, however, I find it impractical to have a machine to wirelessly connect to a mobile phone just to run benchmarks. I cannot imagine putting a mobile phone (for every carrier) in a server room.
Does anyone have any idea or any experience in benchmarking an API that requires 3g/4g connection? Are there any tools out there?
I tried googling around, but, did not come out with anything useful.
Any advise is appreciated.
My problem is this...
I have two sites, one acting as an "Admin" site, the other as general "User" site. I need to broadcast live audio from the "Admin" site to all clients of the "User" site. I need to do this with <1 sec of latency.
Some restrictions include:
No install on "User" machines (the idea being the whole thing sits on the web)
If there needs to be a 3rd party plugin then Silverlight is preferred*
Any help much appreciated here
*I have tried IceCast with a flash client, IIS Smooth Streaming, Internet radio, all of which give us a latency of >5 secs.
Have you tried Flash with a server like Red5? You're generally going to get subsecond latency (though not much less than that), as it's designed for realtime communications. There's a learning curve with Flex and ActionScript, but if you're at all familiar with XAML, you can pick it up from the sample apps that come with Red5 pretty quickly.
Failing that, if there aren't too many clients, you can use one of the two real-time peer-to-peer solutions out there, namely Flash over RTMFP or WebRTC over JSEP/ICE/RTP. If you can ensure that all the clients are using Chrome, then WebRTC is probably your best bet. If you can ensure that they're not using Chrome, then Flash is a good choice. The current Flash Pepper client on Chrome is buggy up the wazoo when it comes to audio processing, and no sign of a fix in sight. (It doesn't support echo cancellation, and the volume of the audio goes up and down horribly.) So if you're using Flash, steer clear of recording and broadcasting your audio on Chrome. And I wouldn't recommend either approach if you have more than half a dozen clients - the number of audio streams is gonna overwhelm your "Admin" browser pretty quickly, I think. Better to push that out to something like a Red5 server.
Silverlight is a bad choice for more reasons than I can count. I'm saying this as a guy who spent several years trying to implement a realtime communication solution on Silverlight. Don't do it.