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  • Grep only shows last match

    - by Bannix
    I've got a problem with grep. When I use it as followed, it only shows the last match in every line and what follows after it. For example: If I use tail -F example.log | grep -a -i -e "word1" -e "word2" -e "word3" and example.log contains word1 this word2 is word3 a test only "word3 a test" will be displayed. How can I display the whole line and not only the last matched string in a line + rest of the line? I hope you can understand what I mean and help me :) Greetings, Bannix

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  • Does Your Browser Behave?

    Last June, we launched the Sputnik JavaScript conformance test suite, a comprehensive set of more than 5000 tests. Today we're releasing a test runner for Sputnik, that allows...

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  • April 2012 Patch Tuesday

    - by TATWORTH
    Next Tuesday, Microsoft will issue a number of critical patches. I urge you to apply the patches to your desktop PCs A.S.A.P. , then deploy to your test servers, test, get signoff and deploy to production.More information can be obtained at:http://www.computerworld.com/s/article/9225883/Microsoft_slates_critical_Windows_Office_IE_patches_next_week_including_head_scratcher_?taxonomyId=17http://technet.microsoft.com/en-us/security/bulletin/ms12-aprhttp://www.scmagazine.com/microsoft-to-sew-up-11-security-vulnerabilities-next-week/article/235396/http://www.zdnet.com/blog/security/microsoft-readies-patch-for-gaping-ie-browser-security-holes/11366

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  • OSB unit testing, part 1 by Qualogy

    - by JuergenKress
    First you need to implement the simple bpel process like this : In my current project, I inherited a lot of OSB components that have been developed by (former) team members, but they all lack unit tests. This is a situation I really dislike, since this makes it much harder to refactor or bug-fix the existing code base. So, for all newly created components (and components I have to bug-fix) I strive to add unit tests. Of course, the unit tests will be created using my favourite testing tool: soapUI ! Unit of test The unit test should be created for the service composition, which in OSB terms should be the proxy service combination with its business service. Now, since you do not want to rely on any other services, you should provide mock services for all services invoked from your Component-Under-Test. In a previous article, I wrote about mocking your services in soapUI. While this approach would also be valid here, creating a mock service (and certainly deploying it on a separate WebServer) does violate one of the core principles of unit testing: to make your unit tests as self-contained as possible, i.e. not depending on any external components. In this article, I will show you how to achieve this by simply providing a mock response inside your unit test. Scenario The scenario I implement for testing is a simple currency converter; the external request consists of a from and a to currency, and an amount (in currency from). The service will perform an exchange rate lookup using the WebServiceX CurrencyConverter and return a response to the caller consisting of both the source and target currencies and amounts. For the purpose of unit testing, I will implement a mock response for the exchange rate lookup. Read the complete article here. SOA & BPM Partner Community For regular information on Oracle SOA Suite become a member in the SOA & BPM Partner Community for registration please visit www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Facebook Wiki Technorati Tags: Qualogy,OSB,SOA Community,Oracle SOA,Oracle BPM,Community,OPN,Jürgen Kress

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  • when including a file using php function not work?

    - by John Smiith
    MY PHP FUNCTION IS function functionName() { include($_SERVER['DOCUMENT_ROOT']."/path/file.php"); } Content of File.php is $foo = 'bar'; Calling function (content of file test.php) functionName(); When call function and variable not work echo $foo; <- not works But when adding code below its works (content of file test.php) include($_SERVER['DOCUMENT_ROOT']."/path/file.php"); echo $foo; <- its works

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  • XPath execution utility

    - by TATWORTH
    I have written an XPath test utility at http://commonxpath.codeplex.com/releases/view/96687This is a WPF application that allows you to enter some test XML and and an XPath expression. When writing such expressions it is important to get the XPath expression correct before embedding it into a program.The program is available as source under LGPL so you can run it both on your office and home PCs. There is a link to help on XPATH syntax.

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  • How To Use Conditions In Shell Scripts

    <b>Begin Linux:</b> "Conditions are elements that you will use often. With conditions you will test for an element and then create a response to the results of that test. In most situations, conditions will be a very important part of your scripts."

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  • Mono through FastCGI on nginx

    - by Stijn
    I'm going through http://www.mono-project.com/FastCGI_Nginx and can't get it to work. The FastCGI server seems to be running. The following is from the error log: upstream sent unexpected FastCGI record: 3 while reading response header from upstream, client: 192.168.1.125, server: arch, request: "GET /Default.aspx HTTP/1.1", upstream: "fastcgi://127.0.0.1:9000", host: "arch" Command used to start the server (I've tried server2 and server4, using a simple .NET 2.0 or .NET 4.0 project): fastcgi-mono-server2 /applications=arch:/:/var/www/test/public/ /socket=tcp:127.0.0.1:9000 /stopable=True nginx config: server { listen 80; server_name arch; access_log /var/www/test/log/access.log; error_log /var/www/test/log/error.log; location / { root /var/www/test/public; index index.html index.htm default.aspx Default.aspx; fastcgi_index Default.aspx; fastcgi_pass 127.0.0.1:9000; fastcgi_param PATH_INFO ""; fastcgi_param SCRIPT_FILENAME $document_root$fastcgi_script_name; } } Using xsp4 works fine, I can browse the site. I've enabled FastCGI logging, this is the output: [2012-04-15 23:51:18Z] Debug Accepting an incoming connection. [2012-04-15 23:51:18Z] Notice Beginning to receive records on connection. [2012-04-15 23:51:18Z] Debug Record received. (Type: BeginRequest, ID: 1, Length: 8) [2012-04-15 23:51:18Z] Debug Record received. (Type: Params, ID: 1, Length: 386) [2012-04-15 23:51:18Z] Debug Record received. (Type: Params, ID: 1, Length: 0) [2012-04-15 23:51:18Z] Debug Read parameter. (PATH_INFO = ) [2012-04-15 23:51:18Z] Debug Read parameter. (SCRIPT_FILENAME = /var/www/test/public/Home) [2012-04-15 23:51:18Z] Debug Read parameter. (HTTP_HOST = arch) [2012-04-15 23:51:18Z] Debug Read parameter. (HTTP_USER_AGENT = Mozilla/5.0 (Windows NT 6.1; WOW64; rv:11.0) Gecko/20100101 Firefox/11.0) [2012-04-15 23:51:18Z] Debug Read parameter. (HTTP_ACCEPT = text/html,application/xhtml+xml,application/xml;q=0.9,*/*;q=0.8) [2012-04-15 23:51:18Z] Debug Read parameter. (HTTP_ACCEPT_LANGUAGE = en-gb,en;q=0.5) [2012-04-15 23:51:18Z] Debug Read parameter. (HTTP_ACCEPT_ENCODING = gzip, deflate) [2012-04-15 23:51:18Z] Debug Read parameter. (HTTP_CONNECTION = keep-alive) [2012-04-15 23:51:18Z] Debug Read parameter. (HTTP_COOKIE = ASP.NET_SessionId=2C3D702C9B0F23F69B80820B) [2012-04-15 23:51:18Z] Error Failed to process connection. Reason: Argument cannot be null. Parameter name: s [2012-04-15 23:51:18Z] Debug Record sent. (Type: EndRequest, ID: 1, Length: 8) [2012-04-15 23:51:18Z] Debug The FastCGI connection has been closed.

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  • Bind9 virtual subdomains

    - by Steffan
    I am trying to setup virtual subdomains using Bind9, following this tutorial.. http://groups.drupal.org/node/16862 which I've completed. Basically setting up the zone and modifying the resolv.conf file and the named.conf.local file. I've gotten everything to work, and I am able to from my server ping mydomain.com , test.mydomain.com and when i do a dig I get the following.. ; <<>> DiG 9.7.0-P1 <<>> test.mydomain.com ;; global options: +cmd ;; Got answer: ;; ->>HEADER<<- opcode: QUERY, status: NOERROR, id: 32606 ;; flags: qr aa rd ra; QUERY: 1, ANSWER: 1, AUTHORITY: 1, ADDITIONAL: 1 ;; QUESTION SECTION: ;test.mydomain.com. IN A ;; ANSWER SECTION: test.mydomain.com. 86400 IN A 174.###.###.# ;; AUTHORITY SECTION: mydomain.com. 86400 IN NS mydomain.com. ;; ADDITIONAL SECTION: mydomain.com. 86400 IN A 174.###.###.# ;; Query time: 0 msec ;; SERVER: 127.0.0.1#53(127.0.0.1) ;; WHEN: Wed Jan 19 21:06:01 2011 ;; MSG SIZE rcvd: 86 So it looks like everything is working. However, when I try and do test.mydomain.com in the browser, expecting it to default for now to mydomain.com it does not work and I get a server not found page in Firefox. I did read elsewhere that in your virutalhosts file you also need to setup a *.mydomain.com alias, but that didn't fix anything. Any other information that I could provide to help troubleshoot, or any troubleshooting suggestions? I am using Ubuntu 10.4, with typical LAMP setup. The only other things installed on the server are Bind9 and ftp client.

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  • Linux buffer cache effect on IO writes?

    - by Patrick LeBoutillier
    I'm copying large files (3 x 30G) between 2 filesystems on a Linux server (kernel 2.6.37, 16 cores, 32G RAM) and I'm getting poor performance. I suspect that the usage of the buffer cache is killing the I/O performance. To try and narrow down the problem I used fio directly on the SAS disk to monitor the performance. Here is the output of 2 fio runs (the first with direct=1, the second one direct=0): Config: [test] rw=write blocksize=32k size=20G filename=/dev/sda # direct=1 Run 1: test: (g=0): rw=write, bs=32K-32K/32K-32K, ioengine=sync, iodepth=1 Starting 1 process Jobs: 1 (f=1): [W] [100.0% done] [0K/205M /s] [0/6K iops] [eta 00m:00s] test: (groupid=0, jobs=1): err= 0: pid=4667 write: io=20,480MB, bw=199MB/s, iops=6,381, runt=102698msec clat (usec): min=104, max=13,388, avg=152.06, stdev=72.43 bw (KB/s) : min=192448, max=213824, per=100.01%, avg=204232.82, stdev=4084.67 cpu : usr=3.37%, sys=16.55%, ctx=655410, majf=0, minf=29 IO depths : 1=100.0%, 2=0.0%, 4=0.0%, 8=0.0%, 16=0.0%, 32=0.0%, >=64=0.0% submit : 0=0.0%, 4=100.0%, 8=0.0%, 16=0.0%, 32=0.0%, 64=0.0%, >=64=0.0% complete : 0=0.0%, 4=100.0%, 8=0.0%, 16=0.0%, 32=0.0%, 64=0.0%, >=64=0.0% issued r/w: total=0/655360, short=0/0 lat (usec): 250=99.50%, 500=0.45%, 750=0.01%, 1000=0.01% lat (msec): 2=0.01%, 4=0.02%, 10=0.01%, 20=0.01% Run status group 0 (all jobs): WRITE: io=20,480MB, aggrb=199MB/s, minb=204MB/s, maxb=204MB/s, mint=102698msec, maxt=102698msec Disk stats (read/write): sda: ios=0/655238, merge=0/0, ticks=0/79552, in_queue=78640, util=76.55% Run 2: test: (g=0): rw=write, bs=32K-32K/32K-32K, ioengine=sync, iodepth=1 Starting 1 process Jobs: 1 (f=1): [W] [100.0% done] [0K/0K /s] [0/0 iops] [eta 00m:00s] test: (groupid=0, jobs=1): err= 0: pid=4733 write: io=20,480MB, bw=91,265KB/s, iops=2,852, runt=229786msec clat (usec): min=16, max=127K, avg=349.53, stdev=4694.98 bw (KB/s) : min=56013, max=1390016, per=101.47%, avg=92607.31, stdev=167453.17 cpu : usr=0.41%, sys=6.93%, ctx=21128, majf=0, minf=33 IO depths : 1=100.0%, 2=0.0%, 4=0.0%, 8=0.0%, 16=0.0%, 32=0.0%, >=64=0.0% submit : 0=0.0%, 4=100.0%, 8=0.0%, 16=0.0%, 32=0.0%, 64=0.0%, >=64=0.0% complete : 0=0.0%, 4=100.0%, 8=0.0%, 16=0.0%, 32=0.0%, 64=0.0%, >=64=0.0% issued r/w: total=0/655360, short=0/0 lat (usec): 20=5.53%, 50=93.89%, 100=0.02%, 250=0.01%, 500=0.01% lat (msec): 2=0.01%, 4=0.01%, 10=0.01%, 20=0.01%, 50=0.12% lat (msec): 100=0.38%, 250=0.04% Run status group 0 (all jobs): WRITE: io=20,480MB, aggrb=91,265KB/s, minb=93,455KB/s, maxb=93,455KB/s, mint=229786msec, maxt=229786msec Disk stats (read/write): sda: ios=8/79811, merge=7/7721388, ticks=9/32418456, in_queue=32471983, util=98.98% I'm not knowledgeable enough with fio to interpret the results, but I don't expect the overall performance using the buffer cache to be 50% less than with O_DIRECT. Can someone help me interpret the fio output? Are there any kernel tunings that could fix/minimize the problem? Thanks a lot,

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  • Slow Windows Explorer on Windows 7

    - by MadBoy
    I have Laptop with i7 (4 cores), 8GB ram and SSD OCZ Vertex 3 MaxIOPS which in testing that I did just now does 400mb/s+ read/write. However the responsiveness of Windows Explorer is far from being perfect. Opening up Computer, Documents, going into folders is very slow (1-5seconds). I don't have any viruses or spyware and I have tried changing properties to optimize view for General Items. I tried disabling Search Indexer but it made search in Outlook 2010 crawl and didn't bring any other effect. Even double clicking on file takes some time to open things up (like clicking a Word document). I don't have any drives mapped, my computer is not joined to domain. I have multiple VPN connections that I connect to but they all have disabled default gateways. I tried using CC Cleaner or some Windows 7 Tweaks app to disable some things. I am power user using Visual Studio, Tortoise SVN and other developer/administration apps. Any non obvious ideas? Edit: So I've been trying to pinpoint where the issue comes from and it seems that straight after reboot Windows Explorer opens very fast, when I load 3-4 programs (Royal TS, Visual Studio, Outlook) it's noticeably slower and the more programs I have it gets worse. After I start closing programs it starts working better and if I leave 2 open it's fast again. I tried doing some research with DiskMon and other programs from sysinternals but couldn't find anything suspicious. Below are stats during normal usage with a lots of programs open: - Ram usage with a lot of programs open and no swap file (i disabled it for testing): 6.95GB - CPU usage: 15%, none of the cores takes more then 50% (I have VS 2010 open x 4) HD Tune Pro: OCZ-VERTEX3 MI Benchmark Test capacity: full Read transfer rate Transfer Rate Minimum : 363.9 MB/s Transfer Rate Maximum : 505.5 MB/s Transfer Rate Average : Access Time : Burst Rate : CPU Usage : HD Tune Pro: OCZ-VERTEX3 MI File Benchmark Drive C: Transfer rate test File Size: 500 MB Sequential read 484102 KB/s Sequential write 444714 KB/s Random read 7779 IOPS Random write 16888 IOPS Random read (queue depth = 32) 73007 IOPS Random write (queue depth = 32) 69790 IOPS HD Tune Pro: OCZ-VERTEX3 MI Random Access Test capacity: full Read test Transfer size operations / sec avg. access time max. access time avg. speed 512 bytes 3260 IOPS 0.306 ms 2.106 ms 1.592 MB/s 4 KB 4161 IOPS 0.240 ms 2.006 ms 16.256 MB/s 64 KB 2382 IOPS 0.419 ms 2.367 ms 148.934 MB/s 1 MB 449 IOPS 2.225 ms 4.197 ms 449.407 MB/s Random 809 IOPS 1.235 ms 6.551 ms 410.527 MB/s HD Tune Pro: OCZ-VERTEX3 MI Extra Tests Test capacity: full Random seek 3975 IOPS 0.252 ms 1.941 MB/s Random seek 4 KB 4245 IOPS 0.236 ms 16.583 MB/s Butterfly seek 4086 IOPS 0.245 ms 1.995 MB/s Random seek / size 64 KB 3812 IOPS 0.262 ms 58.606 MB/s Random seek / size 8 MB 120 IOPS 8.348 ms 485.737 MB/s Sequential outer 4524 IOPS 0.221 ms 282.721 MB/s Sequential middle 4429 IOPS 0.226 ms 276.818 MB/s Sequential inner 5504 IOPS 0.182 ms 344.000 MB/s Burst rate 4472 IOPS 0.224 ms 279.475 MB/s

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  • How to configure nginx so it works with Express?

    - by Michal Stefanow
    I'm trying to configure nginx so it proxy_pass requests to my node apps. Question on StackOverflow got many upvotes: http://stackoverflow.com/questions/5009324/node-js-nginx-and-now and I'm using config from there. (but since question is about server configuration it is supposed to be on ServerFault) Here is the nginx configuration: server { listen 80; listen [::]:80; root /var/www/services.stefanow.net/public_html; index index.html index.htm; server_name services.stefanow.net; location / { try_files $uri $uri/ =404; } location /test-express { proxy_pass http://127.0.0.1:3002; } location /test-http { proxy_pass http://127.0.0.1:3003; } } Using plain node: var http = require('http'); http.createServer(function (req, res) { res.writeHead(200, {'Content-Type': 'text/plain'}); res.end('Hello World\n'); }).listen(3003, '127.0.0.1'); console.log('Server running at http://127.0.0.1:3003/'); It works! Check: http://services.stefanow.net/test-http Using express: var express = require('express'); var app = express(); // app.get('/', function(req, res) { res.redirect('/index.html'); }); app.get('/index.html', function(req, res) { res.send("blah blah index.html"); }); app.listen(3002, "127.0.0.1"); console.log('Server running at http://127.0.0.1:3002/'); It doesn't work :( See: http://services.stefanow.net/test-express I know that something is going on. a) test-express is NOT running b) text-express is running (and I can confirm it is running via command line while ssh on the server) root@stefanow:~# service nginx restart * Restarting nginx nginx [ OK ] root@stefanow:~# curl localhost:3002 Moved Temporarily. Redirecting to /index.html root@stefanow:~# curl localhost:3002/index.html blah blah index.html I tried setting headers as described here: http://www.nginxtips.com/how-to-setup-nginx-as-proxy-for-nodejs/ (still doesn't work) proxy_set_header X-Real-IP $remote_addr; proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for; proxy_set_header Host $http_host; proxy_set_header X-NginX-Proxy true; I also tried replacing '127.0.0.1' with 'localhost' and vice versa Please advise. I'm pretty sure I miss some obvious detail and I would like to learn more. Thank you.

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  • Linux buffer cache effect on IO writes?

    - by Patrick LeBoutillier
    Hi, I'm copying large files (3 x 30G) between 2 filesystems on a Linux server (kernel 2.6.37, 16 cores, 32G RAM) and I'm getting poor performance. I suspect that the usage of the buffer cache is killing the I/O performance. To try and narrow down the problem I used fio directly on the SAS disk to monitor the performance. Here is the output of 2 fio runs (the first with direct=1, the second one direct=0): Config: [test] rw=write blocksize=32k size=20G filename=/dev/sda # direct=1 Run 1: test: (g=0): rw=write, bs=32K-32K/32K-32K, ioengine=sync, iodepth=1 Starting 1 process Jobs: 1 (f=1): [W] [100.0% done] [0K/205M /s] [0/6K iops] [eta 00m:00s] test: (groupid=0, jobs=1): err= 0: pid=4667 write: io=20,480MB, bw=199MB/s, iops=6,381, runt=102698msec clat (usec): min=104, max=13,388, avg=152.06, stdev=72.43 bw (KB/s) : min=192448, max=213824, per=100.01%, avg=204232.82, stdev=4084.67 cpu : usr=3.37%, sys=16.55%, ctx=655410, majf=0, minf=29 IO depths : 1=100.0%, 2=0.0%, 4=0.0%, 8=0.0%, 16=0.0%, 32=0.0%, >=64=0.0% submit : 0=0.0%, 4=100.0%, 8=0.0%, 16=0.0%, 32=0.0%, 64=0.0%, >=64=0.0% complete : 0=0.0%, 4=100.0%, 8=0.0%, 16=0.0%, 32=0.0%, 64=0.0%, >=64=0.0% issued r/w: total=0/655360, short=0/0 lat (usec): 250=99.50%, 500=0.45%, 750=0.01%, 1000=0.01% lat (msec): 2=0.01%, 4=0.02%, 10=0.01%, 20=0.01% Run status group 0 (all jobs): WRITE: io=20,480MB, aggrb=199MB/s, minb=204MB/s, maxb=204MB/s, mint=102698msec, maxt=102698msec Disk stats (read/write): sda: ios=0/655238, merge=0/0, ticks=0/79552, in_queue=78640, util=76.55% Run 2: test: (g=0): rw=write, bs=32K-32K/32K-32K, ioengine=sync, iodepth=1 Starting 1 process Jobs: 1 (f=1): [W] [100.0% done] [0K/0K /s] [0/0 iops] [eta 00m:00s] test: (groupid=0, jobs=1): err= 0: pid=4733 write: io=20,480MB, bw=91,265KB/s, iops=2,852, runt=229786msec clat (usec): min=16, max=127K, avg=349.53, stdev=4694.98 bw (KB/s) : min=56013, max=1390016, per=101.47%, avg=92607.31, stdev=167453.17 cpu : usr=0.41%, sys=6.93%, ctx=21128, majf=0, minf=33 IO depths : 1=100.0%, 2=0.0%, 4=0.0%, 8=0.0%, 16=0.0%, 32=0.0%, >=64=0.0% submit : 0=0.0%, 4=100.0%, 8=0.0%, 16=0.0%, 32=0.0%, 64=0.0%, >=64=0.0% complete : 0=0.0%, 4=100.0%, 8=0.0%, 16=0.0%, 32=0.0%, 64=0.0%, >=64=0.0% issued r/w: total=0/655360, short=0/0 lat (usec): 20=5.53%, 50=93.89%, 100=0.02%, 250=0.01%, 500=0.01% lat (msec): 2=0.01%, 4=0.01%, 10=0.01%, 20=0.01%, 50=0.12% lat (msec): 100=0.38%, 250=0.04% Run status group 0 (all jobs): WRITE: io=20,480MB, aggrb=91,265KB/s, minb=93,455KB/s, maxb=93,455KB/s, mint=229786msec, maxt=229786msec Disk stats (read/write): sda: ios=8/79811, merge=7/7721388, ticks=9/32418456, in_queue=32471983, util=98.98% I'm not knowledgeable enough with fio to interpret the results, but I don't expect the overall performance using the buffer cache to be 50% less than with O_DIRECT. Can someone help me interpret the fio output? Are there any kernel tunings that could fix/minimize the problem? Thanks a lot,

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  • SMTP for multiple domains on virtual interfaces

    - by Pawel Goscicki
    The setup is like this (Ubuntu 9.10): eth0: 1.1.1.1 name.isp.com eth0:0 2.2.2.2 example2.com eth0:1 3.3.3.3 example3.com example2.com and example3.com are web apps which need to send emails to their users. 2.2.2.2 points to example2.com and vice-versa (A/PTR). MX - Google. Google handles all incoming mail. 3.3.3.3 points to example3.com and vice-versa (A/PTR). MX - Google. Google handles all incoming mail. Requirements: Local delivery must be disabled (must deliver to MX specified server), so that the following works (note that there is no local user bob on the machine, but there is an existing bob email user): echo "Test" | mail -s "Test 6" [email protected] I need to be able to specify from which IP/domain name the email is delivered when sending an email. I fought with sendmail. With not much luck. Here's some debug info: sendmail -d0.12 -bt < /dev/null Canonical name: name.isp.com UUCP nodename: host a.k.a.: example2.com a.k.a.: example3.com ... Sendmail always uses canonical name (taken from eth0). I've found no way for it to select one of the UUCP codenames. It uses it for sending email: echo -e "To: [email protected]\nSubject: Test\nTest\n" | sendmail -bm -t -v [email protected]... Connecting to [127.0.0.1] via relay... 220 name.isp.com ESMTP Sendmail 8.14.3/8.14.3/Debian-9ubuntu1; Wed, 31 Mar 2010 16:33:55 +0200; (No UCE/UBE) logging access from: localhost(OK)-localhost [127.0.0.1] >>> EHLO name.isp.com I'm ok with other SMTP solutions. I've looked briefly at nbsmtp, msmtp and nullmailer but I'm not sure thay can deal with disabling local delivery and selecting different domains when sending emails. I also know about spoofing sender field by using mail -a "From: <[email protected]>" but it seems to be a half-solution (mails are still sent from isp.com domain instead of proper example2.com, so PTR records are unused and there's more risk of being flagged as spam/spammer).

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  • Sendmail SMART_HOST not working

    - by daniel
    Hello, I've defined SMART_HOST to be a specific server, lets call it foo.bar.com. However, when I send a test mail using 'sendmail -t', sendmail tries to use mx.bar.com, which subsequently rejects my mail. I've verified that foo.bar.com works and that mx.bar.com does not work (yay telnet). I've recompiled sendmail.mc vi make, make -C and m4. I've verified the DS entry in sendmail.cf. I've restarted sendmail correctly. I'm not sure how to proceed at this point. Any ideas? Here is my SMART_HOST line: define(SMART_HOST',foo.bar.com')dnl ...and here is the result of a test mail. It never tries to use foo.bar.com, instead it uses mx.bar.com. $ echo subject: test; echo | sendmail -Am -v -flocaluser -- [email protected] subject: test [email protected]... Connecting to mx.bar.com via relay... 220 mx.bar.com ESMTP >>> EHLO myhost.bar.com 250-mx.bar.com 250-8BITMIME 250 SIZE 52428800 >>> MAIL From:<[email protected]> SIZE=1 250 sender <[email protected]> ok >>> RCPT To:<[email protected]> 550 #5.1.0 Address rejected. >>> RSET 250 reset localuser... Connecting to local... localuser... Sent Closing connection to mx.bar.com. >>> QUIT 221 mx.bar.com And last, here is a test mail sent using foo.bar.com: $ hostname myhost.bar.com $ telnet foo.bar.com 25 Trying ***.***.***.***... Connected to foo.bar.com (***.***.***.***). Escape character is '^]'. 220 foo.bar.com ESMTP Sendmail 8.14.1/8.14.1/ITS-7.0/ldap2-1+tls; Tue, 21 Dec 2010 13:27:44 -0700 (MST) helo foo 250 foo.bar.com Hello myhost.bar.com [***.***.***.***], pleased to meet you mail from: [email protected] 250 2.1.0 [email protected]... Sender ok rcpt to: [email protected] 250 2.1.5 [email protected]... Recipient ok data 354 Enter mail, end with "." on a line by itself testing . 250 2.0.0 oBLKRikZ003758 Message accepted for delivery quit 221 2.0.0 foo.bar.com closing connection Connection closed by foreign host. Any ideas? Thanks

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  • multiple puppet masters set up using inventory

    - by Oli
    I have managed to set up multiple puppet masters with one puppet master acting as a CA and clients are able to get a certificate from this CA server but use their designated puppet master to get their manifests. See this question for more info.. multiple puppet masters. However, there are a couple of things I have had to do to get this working correctly and have an error which I'll get to. First of all, to get inventory working for a puppet-client (PC) connecting to its designated puppet-master (PM), I had to copy the CA certs on PM1 to the PM2 ca directory. I ran this command: scp root@puppet-master1.test.net:/var/lib/puppet/ssl/ca/* root@puppet-master2.test.net:/var/lib/puppet/ssl/ca/. Once i have done that, I was able to uncomment the SSLCertificateChainFile, SSLCACertificateFile & SSLCARevocationFile section of my rack.conf VH file on the PM2. Once I had done this, inventory started to work. Does this sound an acceptable way to do things? Secondly, in the puppet.conf file, I am setting the designated PM server for that client. Unless there is a better way, this is how it'll work in my production setup. So PC1 will talk to PM1 and PC2 will talk to PM2. This is where I have an error. When PC2 first requests a cert from the CA on PM1, the cert appears and then I sign the cert on the CA on PM1. When I then do a puppet agent --test on PC2 (which has server = PM2 in puppet.conf), I get this error: Warning: Unable to fetch my node definition, but the agent run will continue: Warning: Error 403 on SERVER: Forbidden request: puppet-master2.test.net(10.1.1.161) access to /certificate_revocation_list/ca [find] at :112 However, if I change the PC2 puppet.conf file and specify server = PM1 and the rerun puppet agent --test, i do not get any errors. I can then revert the change in the puppet.conf file back to server = PM2 and everything seems to run normally. Do I have to set up some kind of ProxyPassMatch on PM2 for requests made from clients to /certificate_revocation_list/* and redirect them to PM1? Or how can I fix this error? Cheers, Oli

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  • hyperv machine guest loads slow

    - by Dani Avni
    this is by far one of the strangest things I have seen. I have a win 2008R2 cluster with a CSV. the CSV itself is on an iSCSI storage (hitachi HUS 110) basic config of the two hosts in the cluster is Dell R610 Win 2008 R2 with all patches 64GB 1 NIC for host access 2 NICs for guest access 2 NICs for iSCSI these machine work great and I can load a 2008R2 test guest machine on them in less than 90 seconds after the above config is running for over a year, I now need to add a new host. now the host is Dell R620 (Still intel but different CPU) Win 2008 R2 with all patches 64GB 1 NIC for host access 2 NICs for guest access 2 NICs for iSCSI I added this new host to the domain and to the cluster, I gave it access to the CSV and I tried loading the same guest machine that loads in 90 seconds in the other hosts. the machine loads in about 6 minutes. no matter how many times I try this the old hosts load the machine in about 90 seconds and this new host in around 6 minutes to eliminate any problems with the iSCSI connection, I added a new LUN and directly accessed it from the new host and I was working at around 300MB/s so no problem there. I also tested the connection between the other hosts and the new one and network is working fine there too. to eliminate problems in HyperV, I copied the machine to the local disk of the new host and it loaded in less than 20 seconds. now is the point were things get a lot stranger: in my tests I tried installing a fresh windows guest machine to the CSV from the new host. I noticed that while the fresh windows was installing, my test guest was loading in less than 90 seconds even on the new host (I repeated this a few times). If I paused the fresh install guest and tried loading the test guest again it loaded in 6 minutes. and again after I resumed the guest installation the test guest loaded fast. after the fresh windows was also loaded, I ran tests loading the fresh window and my test machine. each one of them loaded in about 5 minutes when I tried loading them separately. however when I started both of them in the same time they both loaded in around 2.5 minutes it seems that the iSCSI disk access is only working if it is under some load (although I never got to above 10% utilization according to the task manager) does anyone have any idea what could be the problem?

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  • Why do I sometimes get 'sh: $'\302\211 ... ': command not found' in xterm/sh?

    - by amn
    Sometimes when I simply type a valid command like 'find ...', or anything really, I get back the following, which is completely unexpected and confusing (... is command name I type): sh: $'\302\211...': command not found There is some corruption going on I think. I don't use color in my prompt, I am using the Bash shell in POSIX mode as sh (chsh to /bin/sh and so on - $SHELL is sh). What is going on and why does this keep happening? Anything I can debug? I think this is more of an xterm issue than sh, or at least a combination of the two. Files, for context: My /etc/profile, as distributed with Arch Linux x86-64: # /etc/profile #Set our umask umask 022 # Set our default path PATH="/usr/local/sbin:/usr/local/bin:/usr/bin" export PATH # Load profiles from /etc/profile.d if test -d /etc/profile.d/; then for profile in /etc/profile.d/*.sh; do test -r "$profile" && . "$profile" done unset profile fi # Source global bash config if test "$PS1" && test "$BASH" && test -r /etc/bash.bashrc; then . /etc/bash.bashrc fi # Termcap is outdated, old, and crusty, kill it. unset TERMCAP # Man is much better than us at figuring this out unset MANPATH My /etc/shrc, which I created as a way to have sh parse some file on startup, when non-login shell. This is achieved using ENV variable set in /etc/environment with the line ENV=/etc/shrc: PS1='\u@\H \w \$ ' alias ls='ls -F --color' alias grep='grep -i --color' [ -f ~/.shrc ] && . ~/.shrc My ~/.profile, I am launching X when logging in through first virtual tty: [[ -z $DISPLAY && $XDG_VTNR -eq 1 ]] && exec xinit -- -dpi 111 My ~/.xinitc, as you can see I am using the system as a Virtual Box guest: xrdb -merge ~/.Xresources VBoxClient-all awesome & exec xterm And finally, my ~/.Xresources, no fancy stuff here I guess: *faceName: Inconsolata *faceSize: 10 xterm*VT100*translations: #override <Btn1Up>: select-end(PRIMARY, CLIPBOARD, CUT_BUFFER0) xterm*colorBDMode: true xterm*colorBD: #ff8000 xterm*cursorColor: S_red Since ~/.profile references among other things /etc/bash.bashrc, here is its content: # # /etc/bash.bashrc # # If not running interactively, don't do anything [[ $- != *i* ]] && return PS1='[\u@\h \W]\$ ' PS2='> ' PS3='> ' PS4='+ ' case ${TERM} in xterm*|rxvt*|Eterm|aterm|kterm|gnome*) PROMPT_COMMAND=${PROMPT_COMMAND:+$PROMPT_COMMAND; }'printf "\033]0;%s@%s:%s\007" "${USER}" "${HOSTNAME%%.*}" "${PWD/#$HOME/~}"' ;; screen) PROMPT_COMMAND=${PROMPT_COMMAND:+$PROMPT_COMMAND; }'printf "\033_%s@%s:%s\033\\" "${USER}" "${HOSTNAME%%.*}" "${PWD/#$HOME/~}"' ;; esac [ -r /usr/share/bash-completion/bash_completion ] && . /usr/share/bash-completion/bash_completion I have no idea what that case statement does, by the way, it does look a bit suspicious though, but then again, who am I to know.

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  • How to make Nginx fire 504 immediately is server is not available?

    - by Georgiy Ivankin
    I have Nginx set up as a load balancer with cookie-based stickiness. The logic is: If the cookie is NOT there, use round-robbing to choose a server from cluster. If the cookie is there, go to the server that is associated with the cookie value. Server is then responsible for setting the cookie. What I want to add is this: If the cookie is there, but server is down, fallback to round-robbing step to choose next available server. So actually I have load balancing and want to add failover support on top of it. I have managed to do that with the help of error_page directive, but it doesn't work as I expected it to. The problem: 504 (and the fallback associated with it) fires only after 30s timeout even if the server is not physically available. So what I want Nginx to do is fire a 504 (or any other error, doesn't matter) immediately (I suppose this means: when TCP connection fails). This is the behavior we can see in browsers: if we go directly to server when it is down, browser immediately tells us that it can't connect. Moreover, Nginx seems to be doing this for 502 error: if I intentionally misconfigure my servers, Nginx fires 502 immediately. Configuration (stripped down to basics): http { upstream my_cluster { server 192.168.73.210:1337; server 192.168.73.210:1338; } map $cookie_myCookie $http_sticky_backend { default 0; value1 192.168.73.210:1337; value2 192.168.73.210:1338; } server { listen 8080; location @fallback { proxy_pass http://my_cluster; } location / { error_page 504 = @fallback; # Create a map of choices # see https://gist.github.com/jrom/1760790 set $test HTTP; if ($http_sticky_backend) { set $test "${test}-STICKY"; } if ($test = HTTP-STICKY) { proxy_pass http://$http_sticky_backend$uri?$args; break; } if ($test = HTTP) { proxy_pass http://my_cluster; break; } return 500 "Misconfiguration"; } } } Disclaimer: I am pretty far from systems administration of any kind, so there may be some basics that I miss here. EDIT: I'm interested in solution with standard free version of Nginx, not Nginx Plus. Thanks.

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  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

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  • How do I configure AT&T's Uverse 2Wire 2701HGV-B Gateway into DMZPlus Mode?

    - by MasD
    I subscribed for AT&T's Uverse service and they shipped me a Wire 2701HGV-B Router/Gateway/Firewall/WiFi. I would like to configure AT&T's hardware to have less control and use my trusted Linksys WRT54-G router between my computers and the 2Wire Gateway. This seems to be a common configuration for Uverse users with this hardware in other forums, but requires a "DMZPlus" mode that I'm unfamiliar with.

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  • How to setup a static multicast ARP entry with Cisco SG300?

    - by Fredrik Hedberg
    We're running a Microsoft NLB cluster in multicast mode as a loadbalancer. Using our old Cisco IOS switches we propagate access to the cluster to our branches using a static ARP entry in the core router: arp 10.20.1.226 03bf.0a14.01e2 ARPA But how does one solve this using non-IOS based Cisco hardware such as the SG300 series? Adding a static ARP entry results in an error message telling the user that the hardware address needs to be a valid unicast MAC address.

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  • Two-way Trust relationship between Samba 3 and AD 2008 R2

    - by Romain
    Did somebody already make a two-way trust relationship between Samba 3 and AD ? I've got Samba 3.5 domain (ES02) controller and AD 2008 R2 domain (ES01) controller. Trust domain seems to be ok: Trusted domains list: ES01 S-1-5-21-1816646249-803782145-3669927669 Trusting domains list: ES01 S-1-5-21-1816646249-803782145-3669927669 I can login AD domain workstation with a Samba user account and access to AD domain workstation shares from Samba workstation with Samba user account. BUT, when I try to access to Samba domain workstation shares from AD domain workstation with AD account (test), I've got this: [2012/12/16 23:00:26.146090, 5] auth/auth.c:268(check_ntlm_password) check_ntlm_password: winbind authentication for user [test] FAILED with error NT_STATUS_NO_SUCH_USER [2012/12/16 23:00:26.146123, 2] auth/auth.c:314(check_ntlm_password) check_ntlm_password: Authentication for user [test] - [test] FAILED with error NT_STATUS_NO_SUCH_USER When I try to access samba share with the Administrator account that I create on both side with same password, I've got this: [2012/12/16 22:57:22.701841, 1] rpc_server/srv_pipe_hnd.c:1602(serverinfo_to_SamInfo_base) _netr_LogonSamLogon: user ES01\Administrator has user sid S-1-5-21-1816646249-803782145-3669927669-500 but group sid S-1-5-21-3405883886-2425668597-4100599511-513. The conflicting domain portions are not supported for NETLOGON calls I don't know if winbind is working because of this: wbinfo -u root nobody smb3user administrator "wbinfo -u" should list all local and trusted users, no ? Any fresh idea would be appreciated, I've been reading all the Internet for 1 week... Regards,

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  • Computer components which have unique ID

    - by user23950
    What are the computer parts that has a unique ID? Be it software or hardware. For example, IP Address. And the MAC ID in the NIC. Unique ID's that could be used by bad sites to distinguish you from the rest of the crowd. Edit: Or anything that cannot be changed. Anything that is embedded in the hardware that cannot be changed.

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