“Internet not available” error while trying to connect to wifi

I have a samsung galaxy chat B5330 device.

Whenever I try to connect it to wifi, I get various errors as follows,

  1. Using DHCP :- Here it shows a “obtaining IP address” message but never connects.

  2. Using Static IP :- It connects to wifi but then shows a “internet not available” error. I’m sure that internet is available as many others use it successfully using other android devices/laptops etc.

EDIT:
I found out that not all are able to use the wifi. Some do not get connected(stuck in “obtaining ip address”), some get the “internet not available” error, some connect and get internet but at very slow speeds(10 KBps download speed) while some lucky dudes get blazing speed(10MBps download speed)

Could this occur due to to many signals at same place? At any given place in campus, we get at least 2 strong and 1/2 weak wifi signals, not to mention some secured portable wifi hotspots from androids.

How do I solve this error.

Note that I don’t own the router/wifi, it’s open(No security, accessible by any student.)

Why does “Windows Games Explorer” attempt to access the internet whenever I launch a game?

I’m running Windows 7 SP1 Ultimate (64-bit) and the OS is making some undesirable and unidentified calls to the internet.

Whenever I launch a game (in this case Unreal Tournament) I notice Windows attempts to make a connection to an IP address of 65.55.162.26 via rundll32.exe.

Using Fiddler (and/or cursory Google search) reveals the IP is related to the following hostnames:

games.metaservices.microsoft.com
music.metadata.windowsmedia.com.akadns.net
info.music.metaservices.microsoft.com

I discovered this is most likely coming from “Windows Games Explorer” (or just “Games” as it’s known in the Start Menu).

However, even when I disable all online-related options within Games Explorer, Windows is still attempting to make a connection.

I want to be clear that this isn’t something which is being triggered by the game itself.

Why is this happening, given that I’ve disabled all the online features of Windows Games Explorer, and what can I do (besides blocking the above hostnames in my hosts file) to stop it?

I’m asking out of the principle that the OS shouldn’t be making calls when I’ve specifically asked it not to.

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Handling FTP exceptions like no internet etc

I’m currently working in a project where the user needs to log in and after that i will check if the directory /cloud/user/Projects exists and if it doesn’t i will create them.

The code works, however i would like to know if there is any better way of handleing exceptions,errors or if the internet is down while doing one of the steps.

I don’t think that using try-catch blocks for each FTPCommand is the best way of doing it but i cannot find information about it.(I’m using FluentFTP library).

Also i’m using await and asynchronous methods because i do not want to freeze the UI (WPF).

  var ftp = StoryManager.MainWindow.FtpClient;

        ContentGrid.Opacity = 0;
        LoadingIndicator.Opacity = 1;

        if (UsernameTextBox.Text.Equals("") || PasswordTextBox.Password.ToString().Equals(""))
        {

            MessageBox.Show("Please, enter your credentials");
            ContentGrid.Opacity = 1;
            LoadingIndicator.Opacity = 0;
            return;
        }


        if ((Properties.Settings.Default.LoggedUser = await Rest.LoginAsync(UsernameTextBox.Text.ToLower(), PasswordTextBox.Password.ToString())) != null)
        {
            Properties.Settings.Default.KeepLogged = (bool)KeepLogged.IsChecked;
            Properties.Settings.Default.Save();
            Properties.Settings.Default.Upgrade();
            Properties.Settings.Default.Reload();
            string userDir = "/cloud/" + Properties.Settings.Default.LoggedUser.UserName;

            try
            {
                bool userDirExist = StoryManager.MainWindow.FtpClient.DirectoryExists(userDir);
                bool projectsDirExist = StoryManager.MainWindow.FtpClient.DirectoryExists(userDir + "/Projects");
                bool fileExist = StoryManager.MainWindow.FtpClient.FileExists("log.txt");

                if (userDirExist)
                {
                    try
                    {
                        await StoryManager.MainWindow.FtpClient.SetWorkingDirectoryAsync(userDir);
                    }
                    catch (Exception ex)
                    {
                        System.Windows.Forms.MessageBox.Show("An error ocurred please try again " + ex.Message);
                    }

                    if (!projectsDirExist)
                    {
                        try
                        {
                            await StoryManager.MainWindow.FtpClient.CreateDirectoryAsync(userDir + "/Projects");
                        }
                        catch (Exception ex)
                        {
                            System.Windows.Forms.MessageBox.Show("An error ocurred please try again " + ex.Message);
                        }
                    }
                }

                else
                {
                    try
                    {
                        await StoryManager.MainWindow.FtpClient.CreateDirectoryAsync(userDir);
                        await StoryManager.MainWindow.FtpClient.SetWorkingDirectoryAsync(userDir);
                        await StoryManager.MainWindow.FtpClient.CreateDirectoryAsync(userDir + "/Projects");
                    }
                    catch (Exception ex)
                    {
                        System.Windows.Forms.MessageBox.Show("An error ocurred please try again " + ex.Message);
                    }
                }

                if (!fileExist)
                {
                    var tempPath = Path.GetTempPath();
                    var textFile = "##### Log File #####";
                    textFile.AddLine(DateTime.Now.ToString());
                    File.WriteAllText(tempPath + "log.txt", textFile);
                    await StoryManager.MainWindow.FtpClient.UploadFileAsync(tempPath + "log.txt", "log.txt");
                    File.Delete(tempPath + "log.txt");
                }

                StoryManager.Add(new WelcomeScreen());
            }


            catch (Exception ex)
            {
                System.Windows.Forms.MessageBox.Show("An error ocurred please try again " + ex.Message);
            }
        }

        else
        {
            ContentGrid.Opacity = 1;
            LoadingIndicator.Opacity = 0;
        }
    }

Any tips/recommendations for better security, performance and error handleing for this method or for FTP management in general?

Edit 1

The Rest.LoginAsync method implementation is

  public static async Task LoginAsync(string usernameValue, string passwordValue)
    {

        try
        {
            var result = await "https://foo.com/bar"
                .PostUrlEncodedAsync(new
                {
                    username = usernameValue,
                    password = passwordValue
                }).ReceiveString();

            var fields = result.Split(';');

            switch (result)
            {
                case "-1":
                    MessageBox.Show("User/Password error");
                    break;
                case "-2":
                    MessageBox.Show("User/Password error");
                    break;
                case "-3":
                    MessageBox.Show("No License");
                    break;
                case "-4":
                    MessageBox.Show("Connection error");
                    break;
                default:
                    break;
            }

            User loggedUser = new User
            {
                IdUser = int.Parse(fields[0]),
                UserName = fields[1],
                MembershipStatus = fields[2],
                Name = fields[3]
            };

            return loggedUser;

        }
        catch (Exception ex)

        {
            Console.WriteLine(ex.ToString());
        }

        return null;

    }

The rest of the operations are from C#, WPF or FluentFTP (CreateDirectory, UploadFile…)

Use mobile internet with connected wifi

I want to connect my phone to wifi without internet (I have some server in the local network) and use mobile internet.
But when I connect the phone to wifi, phone stops to use mobile internet.
I’ve unlocked a developer mode and switched to on a flag named “Do not turn off mobile data transfer”, but nothing changed.
How I can use mobile internet with connected wifi?
Phone: BQru-4072
Android: 7.0

Virtualbox Ubuntu 17.04 cannot connect to the internet

I upgraded Ubuntu 16.04 LTS to 17.04 last two days ago. Ever since, I’ve been trying to connect to the internet, tried to change the ‘bridged adapter’ under setting > network. left at “NAT” ( as default option ); still didn’t work. I tried a few things that I saw on Youtube, but still is not connecting to internet.

At some point, I noticed under “VirtualBox Host-Only Network #2” IPv4 was set to some random IP address within my subnet mask (at least looked that way to me). I changed to DHCP hoping it would fix the issue. No luck.

At this point, I have feeling that if for some one who is familiar with VM than I am, it might be just a few clicks and fix the issue. I seemed to cannot figure that out.

Can someone shed some light on what should I do next please?