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  • Importance of Content Part 2

    It is a simple fact that the more effort you put in your internal working, the better fruits you get from the external world. So if you want your business to give you the rewards that you desire, you will have to do a search engine optimization or a little search engine marketing for yourself.

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  • A Guide to Google PageRank

    Getting to the top of Google for search terms related to your industry is one of the main goals of many modern businesses. There are many crucial factors which can determine how high you appear in SERP (Search Engine Results Page), one of which is Google PageRank.

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  • Basics of SEO

    SEO stands for "search engine optimization." It is the process of promoting a website to such an extent that it starts appearing on the search engine results page (SERPS).

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  • Is SEO a Four-Letter Word? It Doesn't Have to Be!

    Small business website owners have heard that they have to optimize their websites for the search engines otherwise they will languish on page 50 of Google for ever! Well, as with everything there is some truth to the need to make sure the search engines find your website.

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  • What Affects Your PageRank and How Can You Increase It?

    Your PageRank determines how likely it is that viewers will see your SEO website in the search results. The higher your rank, the more visitors will come to your website looking for information on what they put in the search box. This is a very simple way to put it, but it all boils down to the closer to number one you are, the more money you will make.

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  • 5 Don'ts of SEO Copywriting

    Do not include as many keywords as you can in the content. Yes, Google and other search engines should be able to follow what the page is about and yes, they look to match the search query with the content on the web page.

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  • How to Run Low-Cost Minecraft on a Raspberry Pi for Block Building on the Cheap

    - by Jason Fitzpatrick
    We’ve shown you how to run your own blocktastic personal Minecraft server on a Windows/OSX box, but what if you crave something lighter weight, more energy efficient, and always ready for your friends? Read on as we turn a tiny Raspberry Pi machine into a low-cost Minecraft server you can leave on 24/7 for around a penny a day. Why Do I Want to Do This? There’s two aspects to this tutorial, running your own Minecraft server and specifically running that Minecraft server on a Raspberry Pi. Why would you want to run your own Minecraft server? It’s a really great way to extend and build upon the Minecraft play experience. You can leave the server running when you’re not playing so friends and family can join and continue building your world. You can mess around with game variables and introduce mods in a way that isn’t possible when you’re playing the stand-alone game. It also gives you the kind of control over your multiplayer experience that using public servers doesn’t, without incurring the cost of hosting a private server on a remote host. While running a Minecraft server on its own is appealing enough to a dedicated Minecraft fan, running it on the Raspberry Pi is even more appealing. The tiny little Pi uses so little resources that you can leave your Minecraft server running 24/7 for a couple bucks a year. Aside from the initial cost outlay of the Pi, an SD card, and a little bit of time setting it up, you’ll have an always-on Minecraft server at a monthly cost of around one gumball. What Do I Need? For this tutorial you’ll need a mix of hardware and software tools; aside from the actual Raspberry Pi and SD card, everything is free. 1 Raspberry Pi (preferably a 512MB model) 1 4GB+ SD card This tutorial assumes that you have already familiarized yourself with the Raspberry Pi and have installed a copy of the Debian-derivative Raspbian on the device. If you have not got your Pi up and running yet, don’t worry! Check out our guide, The HTG Guide to Getting Started with Raspberry Pi, to get up to speed. Optimizing Raspbian for the Minecraft Server Unlike other builds we’ve shared where you can layer multiple projects over one another (e.g. the Pi is more than powerful enough to serve as a weather/email indicator and a Google Cloud Print server at the same time) running a Minecraft server is a pretty intense operation for the little Pi and we’d strongly recommend dedicating the entire Pi to the process. Minecraft seems like a simple game, with all its blocky-ness and what not, but it’s actually a pretty complex game beneath the simple skin and required a lot of processing power. As such, we’re going to tweak the configuration file and other settings to optimize Rasbian for the job. The first thing you’ll need to do is dig into the Raspi-Config application to make a few minor changes. If you’re installing Raspbian fresh, wait for the last step (which is the Raspi-Config), if you already installed it, head to the terminal and type in “sudo raspi-config” to launch it again. One of the first and most important things we need to attend to is cranking up the overclock setting. We need all the power we can get to make our Minecraft experience enjoyable. In Raspi-Config, select option number 7 “Overclock”. Be prepared for some stern warnings about overclocking, but rest easy knowing that overclocking is directly supported by the Raspberry Pi foundation and has been included in the configuration options since late 2012. Once you’re in the actual selection screen, select “Turbo 1000MhHz”. Again, you’ll be warned that the degree of overclocking you’ve selected carries risks (specifically, potential corruption of the SD card, but no risk of actual hardware damage). Click OK and wait for the device to reset. Next, make sure you’re set to boot to the command prompt, not the desktop. Select number 3 “Enable Boot to Desktop/Scratch”  and make sure “Console Text console” is selected. Back at the Raspi-Config menu, select number 8 “Advanced Options’. There are two critical changes we need to make in here and one option change. First, the critical changes. Select A3 “Memory Split”: Change the amount of memory available to the GPU to 16MB (down from the default 64MB). Our Minecraft server is going to ruin in a GUI-less environment; there’s no reason to allocate any more than the bare minimum to the GPU. After selecting the GPU memory, you’ll be returned to the main menu. Select “Advanced Options” again and then select A4 “SSH”. Within the sub-menu, enable SSH. There is very little reason to keep this Pi connected to a monitor and keyboard, by enabling SSH we can remotely access the machine from anywhere on the network. Finally (and optionally) return again to the “Advanced Options” menu and select A2 “Hostname”. Here you can change your hostname from “raspberrypi” to a more fitting Minecraft name. We opted for the highly creative hostname “minecraft”, but feel free to spice it up a bit with whatever you feel like: creepertown, minecraft4life, or miner-box are all great minecraft server names. That’s it for the Raspbian configuration tab down to the bottom of the main screen and select “Finish” to reboot. After rebooting you can now SSH into your terminal, or continue working from the keyboard hooked up to your Pi (we strongly recommend switching over to SSH as it allows you to easily cut and paste the commands). If you’ve never used SSH before, check out how to use PuTTY with your Pi here. Installing Java on the Pi The Minecraft server runs on Java, so the first thing we need to do on our freshly configured Pi is install it. Log into your Pi via SSH and then, at the command prompt, enter the following command to make a directory for the installation: sudo mkdir /java/ Now we need to download the newest version of Java. At the time of this publication the newest release is the OCT 2013 update and the link/filename we use will reflect that. Please check for a more current version of the Linux ARMv6/7 Java release on the Java download page and update the link/filename accordingly when following our instructions. At the command prompt, enter the following command: sudo wget --no-check-certificate http://www.java.net/download/jdk8/archive/b111/binaries/jdk-8-ea-b111-linux-arm-vfp-hflt-09_oct_2013.tar.gz Once the download has finished successfully, enter the following command: sudo tar zxvf jdk-8-ea-b111-linux-arm-vfp-hflt-09_oct_2013.tar.gz -C /opt/ Fun fact: the /opt/ directory name scheme is a remnant of early Unix design wherein the /opt/ directory was for “optional” software installed after the main operating system; it was the /Program Files/ of the Unix world. After the file has finished extracting, enter: sudo /opt/jdk1.8.0/bin/java -version This command will return the version number of your new Java installation like so: java version "1.8.0-ea" Java(TM) SE Runtime Environment (build 1.8.0-ea-b111) Java HotSpot(TM) Client VM (build 25.0-b53, mixed mode) If you don’t see the above printout (or a variation thereof if you’re using a newer version of Java), try to extract the archive again. If you do see the readout, enter the following command to tidy up after yourself: sudo rm jdk-8-ea-b111-linux-arm-vfp-hflt-09_oct_2013.tar.gz At this point Java is installed and we’re ready to move onto installing our Minecraft server! Installing and Configuring the Minecraft Server Now that we have a foundation for our Minecraft server, it’s time to install the part that matter. We’ll be using SpigotMC a lightweight and stable Minecraft server build that works wonderfully on the Pi. First, grab a copy of the the code with the following command: sudo wget http://ci.md-5.net/job/Spigot/lastSuccessfulBuild/artifact/Spigot-Server/target/spigot.jar This link should remain stable over time, as it points directly to the most current stable release of Spigot, but if you have any issues you can always reference the SpigotMC download page here. After the download finishes successfully, enter the following command: sudo /opt/jdk1.8.0/bin/java -Xms256M -Xmx496M -jar /home/pi/spigot.jar nogui Note: if you’re running the command on a 256MB Pi change the 256 and 496 in the above command to 128 and 256, respectively. Your server will launch and a flurry of on-screen activity will follow. Be prepared to wait around 3-6 minutes or so for the process of setting up the server and generating the map to finish. Future startups will take much less time, around 20-30 seconds. Note: If at any point during the configuration or play process things get really weird (e.g. your new Minecraft server freaks out and starts spawning you in the Nether and killing you instantly), use the “stop” command at the command prompt to gracefully shutdown the server and let you restart and troubleshoot it. After the process has finished, head over to the computer you normally play Minecraft on, fire it up, and click on Multiplayer. You should see your server: If your world doesn’t popup immediately during the network scan, hit the Add button and manually enter the address of your Pi. Once you connect to the server, you’ll see the status change in the server status window: According to the server, we’re in game. According to the actual Minecraft app, we’re also in game but it’s the middle of the night in survival mode: Boo! Spawning in the dead of night, weaponless and without shelter is no way to start things. No worries though, we need to do some more configuration; no time to sit around and get shot at by skeletons. Besides, if you try and play it without some configuration tweaks first, you’ll likely find it quite unstable. We’re just here to confirm the server is up, running, and accepting incoming connections. Once we’ve confirmed the server is running and connectable (albeit not very playable yet), it’s time to shut down the server. Via the server console, enter the command “stop” to shut everything down. When you’re returned to the command prompt, enter the following command: sudo nano server.properties When the configuration file opens up, make the following changes (or just cut and paste our config file minus the first two lines with the name and date stamp): #Minecraft server properties #Thu Oct 17 22:53:51 UTC 2013 generator-settings= #Default is true, toggle to false allow-nether=false level-name=world enable-query=false allow-flight=false server-port=25565 level-type=DEFAULT enable-rcon=false force-gamemode=false level-seed= server-ip= max-build-height=256 spawn-npcs=true white-list=false spawn-animals=true texture-pack= snooper-enabled=true hardcore=false online-mode=true pvp=true difficulty=1 player-idle-timeout=0 gamemode=0 #Default 20; you only need to lower this if you're running #a public server and worried about loads. max-players=20 spawn-monsters=true #Default is 10, 3-5 ideal for Pi view-distance=5 generate-structures=true spawn-protection=16 motd=A Minecraft Server In the server status window, seen through your SSH connection to the pi, enter the following command to give yourself operator status on your Minecraft server (so that you can use more powerful commands in game, without always returning to the server status window). op [your minecraft nickname] At this point things are looking better but we still have a little tweaking to do before the server is really enjoyable. To that end, let’s install some plugins. The first plugin, and the one you should install above all others, is NoSpawnChunks. To install the plugin, first visit the NoSpawnChunks webpage and grab the download link for the most current version. As of this writing the current release is v0.3. Back at the command prompt (the command prompt of your Pi, not the server console–if your server is still active shut it down) enter the following commands: cd /home/pi/plugins sudo wget http://dev.bukkit.org/media/files/586/974/NoSpawnChunks.jar Next, visit the ClearLag plugin page, and grab the latest link (as of this tutorial, it’s v2.6.0). Enter the following at the command prompt: sudo wget http://dev.bukkit.org/media/files/743/213/Clearlag.jar Because the files aren’t compressed in a .ZIP or similar container, that’s all there is to it: the plugins are parked in the plugin directory. (Remember this for future plugin downloads, the file needs to be whateverplugin.jar, so if it’s compressed you need to uncompress it in the plugin directory.) Resart the server: sudo /opt/jdk1.8.0/bin/java -Xms256M -Xmx496M -jar /home/pi/spigot.jar nogui Be prepared for a slightly longer startup time (closer to the 3-6 minutes and much longer than the 30 seconds you just experienced) as the plugins affect the world map and need a minute to massage everything. After the spawn process finishes, type the following at the server console: plugins This lists all the plugins currently active on the server. You should see something like this: If the plugins aren’t loaded, you may need to stop and restart the server. After confirming your plugins are loaded, go ahead and join the game. You should notice significantly snappier play. In addition, you’ll get occasional messages from the plugins indicating they are active, as seen below: At this point Java is installed, the server is installed, and we’ve tweaked our settings for for the Pi.  It’s time to start building with friends!     

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  • Passing a ManagedObjectContext to a second view

    - by amo
    I'm writing my first iPhone/Cocoa app. It has two table views inside a navigation view. When you touch a row in the first table view, you are taken to the second table view. I would like the second view to display records from the CoreData entities related to the row you touched in the first view. I have the CoreData data showing up fine in the first table view. You can touch a row and go to the second table view. I'm able to pass info from the selected object from the first to the second view. But I cannot get the second view to do its own CoreData fetching. For the life of me I cannot get the managedObjectContext object to pass to the second view controller. I don't want to do the lookups in the first view and pass a dictionary because I want to be able to use a search field to refine results in the second view, as well as insert new entries to the CoreData data from there. Here's the function that transitions from the first to the second view. - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { // Navigation logic may go here -- for example, create and push another view controller. NSManagedObject *selectedObject = [[self fetchedResultsController] objectAtIndexPath:indexPath]; SecondViewController *secondViewController = [[SecondViewController alloc] initWithNibName:@"SecondView" bundle:nil]; secondViewController.tName = [[selectedObject valueForKey:@"name"] description]; secondViewController.managedObjectContext = [self managedObjectContext]; [self.navigationController pushViewController:secondViewController animated:YES]; [secondViewController release]; } And this is the function inside SecondViewController that crashes: - (void)viewDidLoad { [super viewDidLoad]; self.title = tName; NSError *error; if (![[self fetchedResultsController] performFetch:&error]) { // <-- crashes here // Handle the error... } } - (NSFetchedResultsController *)fetchedResultsController { if (fetchedResultsController != nil) { return fetchedResultsController; } /* Set up the fetched results controller. */ // Create the fetch request for the entity. NSFetchRequest *fetchRequest = [[NSFetchRequest alloc] init]; // Edit the entity name as appropriate. // **** crashes on the next line because managedObjectContext == 0x0 NSEntityDescription *entity = [NSEntityDescription entityForName:@"SecondEntity" inManagedObjectContext:managedObjectContext]; [fetchRequest setEntity:entity]; // <snip> ... more code here from Apple template, never gets executed because of the crashing return fetchedResultsController; } Any ideas on what I am doing wrong here? managedObjectContext is a retained property. UPDATE: I inserted a NSLog([[managedObjectContext registeredObjects] description]); in viewDidLoad and it appears managedObjectContext is being passed just fine. Still crashing, though. Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: '+entityForName: could not locate an NSManagedObjectModel for entity name 'SecondEntity''

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  • How to measure a canvas that has auto height and with

    - by Wymmeroo
    Hi Folks, I'm a beginner in silverlight so i hope i can get an answer that brings me some more light in the measure process of silverlight. I found an interessting flap out control from silverlight slide control and now I try to use it in my project. So that the slide out is working proper, I have to place the user control on a canvas. The user control then uses for itself the height of its content. I just wanna change that behavior so that the height is set to the available space from the parent canvas. You see the uxBorder where the height is set. How can I measure the actual height and set it to the border? I tried it with Height={Binding ElementName=notificationCanvas, Path=ActualHeight} but this dependency property has no callback, so the actualHeight is never set. What I want to achieve is a usercontrol like the tweetboard per example on Jesse Liberty's blog Sorry for my English writing, I hope you understand my question. <Canvas x:Name="notificationCanvas" Background="Red"> <SlideEffectEx:SimpleSlideControl GripWidth="20" GripTitle="Task" GripHeight="100"> <Border x:Name="uxBorder" BorderThickness="2" CornerRadius="5" BorderBrush="DarkGray" Background="DarkGray" Padding="5" Width="300" Height="700" > <StackPanel> <TextBlock Text="Tasks"></TextBlock> <Button x:Name="btn1" Margin="5" Content="{Binding ElementName=MainBorder, Path=Height}"></Button> <Button x:Name="btn2" Margin="5" Content="Second Button"></Button> <Button x:Name="btn3" Margin="5" Content="Third Button"></Button> <Button x:Name="btn1_Copy" Margin="5" Content="First Button"/> <Button x:Name="btn1_Copy1" Margin="5" Content="First Button"/> <Button x:Name="btn1_Copy2" Margin="5" Content="First Button"/> <Button x:Name="btn1_Copy3" Margin="5" Content="First Button"/> <Button x:Name="btn1_Copy4" Margin="5" Content="First Button"/> <Button x:Name="btn1_Copy5" Margin="5" Content="First Button"/> <Button x:Name="btn1_Copy6" Margin="5" Content="First Button"/> </StackPanel> </Border> </SlideEffectEx:SimpleSlideControl>

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  • How to play small sound file continuously in Silverlight?

    - by ash
    Hello, I have two questions regarding Silverlight's SoundPlay action and properties. My scenario is like: I have two story board: The first story board has an image and a sound file; when the silverlight application gets loaded, the sound starts to play automatically, but if someone clicks the image, the sound file will stop and the second storyboard will start with a new sound file. 1) My first question is how to stop the first sound file of first story board when the second story board starts with the second sound file. 2) My second question is how to play a sound file continuously; for example, in Silverlight we can play a story board continuously with RepeatBehavior="Forever"; but I cannot find a way to play my 10 second sound file forever or continuously. Note: I have attached a small XAML file to show what I am talking about; I am also stating that if instead of an image file, if there were a button, then I can stop the first music file after I click the button and start my second story board with a new sound file, but I would like to use image file instead of a button. Is it possible? If it is, how to do it? Therefore, please answer my following two questions or give big hint or website tutorial links on 1) How to stop the first sound file of first story board when the second story board starts with the second sound file ( When the clickable element is an image instead of a button) 2) How to play a 10 second sound file continuously? ............Code Snippet...................... XAML ............ <Grid x:Name="LayoutRoot" Background="Red"> <Button HorizontalAlignment="Left" Margin="212,0,0,111" VerticalAlignment="Bottom" Width="75" Content="Button" Click="onClick"/> <MediaElement x:Name="sound2_mp3" Height="0" HorizontalAlignment="Left" Margin="105,230,0,0" VerticalAlignment="Top" Width="0" Source="/sound2.mp3" Stretch="Fill"/> <MediaElement x:Name="sound1_mp1" Height="0" HorizontalAlignment="Left" Margin="190,164,0,0" VerticalAlignment="Top" Width="0" Source="/sound1.mp3" Stretch="Fill" AutoPlay="False"/> </Grid> ..................................................................................................................................................................................................................... using System; using System.Windows; using System.Windows.Controls; using System.Windows.Documents; using System.Windows.Ink; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Animation; using System.Windows.Shapes; namespace testPrj { public partial class MainPage : UserControl { public MainPage() { // Required to initialize variables InitializeComponent(); } private void onClick(object sender, System.Windows.RoutedEventArgs e) { Storyboard1.Stop(); sound2_mp3.Stop(); sound1_mp1.Play(); } } } ...................................................................................................

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  • Using a Button to navigate to another Page in a NavigationWindow

    - by Will
    I'm trying to use the navigation command framework in WPF to navigate between Pages within a WPF application (desktop; not XBAP or Silverlight). I believe I have everything configured correctly, yet its not working. I build and run without errors, I'm not getting any binding errors in the Output window, but my navigation button is disabled. Here's the app.xaml for a sample app: <Application x:Class="Navigation.App" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" StartupUri="First.xaml"> </Application> Note the StartupUri points to First.xaml. First.xaml is a Page. WPF automatically hosts my page in a NavigationWindow. Here's First.xaml: <Page x:Class="Navigation.First" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="First"> <Grid> <Button CommandParameter="/Second.xaml" CommandTarget="{Binding RelativeSource= {RelativeSource FindAncestor, AncestorType={x:Type NavigationWindow}}}" Command="NavigationCommands.GoToPage" Content="Go!"/> </Grid> </Page> The button's CommandTarget is set to the NavigationWindow. The command is GoToPage, and the page is /Second.xaml. I've tried setting the CommandTarget to the containing Page, the CommandParameter to "Second.xaml" (First.xaml and Second.xaml are both in the root of the solution), and I've tried leaving the CommandTarget empty. I've also tried setting the Path to the Binding to various navigational-related public properties on the NavigationWindow. Nothing has worked so far. What am I missing here? I really don't want to do my navigation in code. Clarification. If, instead of using a button, I use a Hyperlink: <Grid> <TextBlock> <Hyperlink NavigateUri="Second.xaml">Go! </Hyperlink> </TextBlock> </Grid> everything works as expected. However, my UI requirements means that using a Hyperlink is right out. I need a big fatty button for people to press. That's why I want to use the button to navigate. I just want to know how I can get the Button to provide the same ability that the Hyperlink does in this case.

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  • How to measure a canvas that has auto height and width

    - by Wymmeroo
    Hi Folks, I'm a beginner in silverlight so i hope i can get an answer that brings me some more light in the measure process of silverlight. I found an interessting flap out control from silverlight slide control and now I try to use it in my project. So that the slide out is working proper, I have to place the user control on a canvas. The user control then uses for itself the height of its content. I just wanna change that behavior so that the height is set to the available space from the parent canvas. You see the uxBorder where the height is set. How can I measure the actual height and set it to the border? I tried it with Height={Binding ElementName=notificationCanvas, Path=ActualHeight} but this dependency property has no callback, so the actualHeight is never set. What I want to achieve is a usercontrol like the tweetboard per example on Jesse Liberty's blog Sorry for my English writing, I hope you understand my question. <Canvas x:Name="notificationCanvas" Background="Red"> <SlideEffectEx:SimpleSlideControl GripWidth="20" GripTitle="Task" GripHeight="100"> <Border x:Name="uxBorder" BorderThickness="2" CornerRadius="5" BorderBrush="DarkGray" Background="DarkGray" Padding="5" Width="300" Height="700" > <StackPanel> <TextBlock Text="Tasks"></TextBlock> <Button x:Name="btn1" Margin="5" Content="{Binding ElementName=MainBorder, Path=Height}"></Button> <Button x:Name="btn2" Margin="5" Content="Second Button"></Button> <Button x:Name="btn3" Margin="5" Content="Third Button"></Button> <Button x:Name="btn1_Copy" Margin="5" Content="First Button"/> <Button x:Name="btn1_Copy1" Margin="5" Content="First Button"/> <Button x:Name="btn1_Copy2" Margin="5" Content="First Button"/> <Button x:Name="btn1_Copy3" Margin="5" Content="First Button"/> <Button x:Name="btn1_Copy4" Margin="5" Content="First Button"/> <Button x:Name="btn1_Copy5" Margin="5" Content="First Button"/> <Button x:Name="btn1_Copy6" Margin="5" Content="First Button"/> </StackPanel> </Border> </SlideEffectEx:SimpleSlideControl>

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  • StringIndexOutOfBoundsException: String index out of range 0

    - by Evan F
    I'm trying to write a program to take the first letter of the user input to generate a username. I'm trying to write it so that if the user leaves the input blank, then the letter that would otherwise be taken to generate the username defaults to the letter 'z'. Here is my full code: import java.util.Scanner; /** UsernameGenerator.java Generates a username based on the users inputs. @author: Evan Fravert */ public class UsernameGenerator { /** * Generates a username based on the users inputs. *@param args command line argument */ public static void main(String[] args) { // abcde String first; String middle; String last; String password1; String password2; int randomNum; randomNum = (int) (Math.random() * 1000) + 100; Scanner userInput = new Scanner(System.in); System.out.println("Please enter your first name:"); first = userInput.nextLine(); String firstLower = first.toLowerCase(); System.out.println("Please enter your middle name:"); middle = userInput.nextLine(); String middleLower = middle.toLowerCase(); System.out.println("Please enter your last name:"); last = userInput.nextLine(); int lastEnd = last.length()-1; String lastLower = last.toLowerCase(); System.out.println("Please enter your password:"); password1 = userInput.nextLine(); System.out.println("Please enter your password again:"); password2 = userInput.nextLine(); char firstLetter = firstLower.charAt(0); char middleLetter = middleLower.charAt(0); char lastLetter = lastLower.charAt(0); char lastLast = lastLower.charAt(lastEnd); if first.length() == 0) { firstLetter = 'z'; } else { firstLetter = firstLower.charAt(0); } System.out.println("Your username is " + firstLetter + "" + middleLetter + "" + lastLetter + "" + "" + lastLast + "" + randomNum); System.out.println("Your password is " + password1); System.out.println("Welcome " + first + " " + middle + " " + last + "!"); } }

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  • SCCM 2012 - Windows 8 WSUS

    - by Owen
    We're using SCCM 2012 to deploy Windows Updates on our domain, and our Windows 8 clients have started failing with error 80240438 when they try to update. Windows 7 clients update fine, but Windows 8 clients refuse to do anything. I've done a search online and it seems to only reference Windows InTune. Has anyone seen any similar behavior on Windows 8 machines? If we don't get that error, we're getting 80244021 which seems to indicate that the server can't be found.... but they can resolve it just fine and our exceptions are defined on the proxy too. A bit stuck here! 2012-11-22 14:45:28:935 476 998 Agent ********* 2012-11-22 14:45:28:935 476 998 Agent ** END ** Agent: Finding updates [CallerId = AutomaticUpdates] 2012-11-22 14:45:28:935 476 998 Agent ************* 2012-11-22 14:45:28:935 476 998 Agent WARNING: WU client failed Searching for update with error 0x80240438 2012-11-22 14:45:28:935 476 c74 AU >>## RESUMED ## AU: Search for updates [CallId = {EAECB947-48AC-43BE-8F98-C44727E4A131} ServiceId = {3DA21691-E39D-4DA6-8A4B-B43877BCB1B7}] 2012-11-22 14:45:28:935 476 c74 AU # WARNING: Search callback failed, result = 0x80240438 2012-11-22 14:45:28:935 476 c74 AU ######### 2012-11-22 14:45:28:935 476 c74 AU ## END ## AU: Search for updates [CallId = {EAECB947-48AC-43BE-8F98-C44727E4A131} ServiceId = {3DA21691-E39D-4DA6-8A4B-B43877BCB1B7}] 2012-11-22 14:45:28:935 476 c74 AU ############# 2012-11-22 14:45:28:935 476 c74 AU All AU searches complete. 2012-11-22 14:45:28:935 476 c74 AU # WARNING: Failed to find updates with error code 80240438 2012-11-22 14:45:28:935 476 c74 AU AU setting next detection timeout to 2012-11-22 04:12:23 2012-11-22 14:45:33:936 476 c9c Report REPORT EVENT: {EE35CD79-FD2A-472D-BFC9-0420F5D60C04} 2012-11-22 14:45:28:935+1300 1 148 [AGENT_DETECTION_FAILED] 101 {00000000-0000-0000-0000-000000000000} 0 80240438 AutomaticUpdates Failure Software Synchronization Windows Update Client failed to detect with error 0x80240438. 2012-11-22 14:45:33:938 476 c9c Report CWERReporter::HandleEvents - WER report upload completed with status 0x8 2012-11-22 14:45:33:938 476 c9c Report WER Report sent: 7.8.9200.16420 0x80240438 00000000-0000-0000-0000-000000000000 Scan 101 Managed 2012-11-22 14:45:33:938 476 c9c Report CWERReporter finishing event handling. (00000000) Thanks in advance

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  • Globe SSL with NGINX SSL certificate problem, please help

    - by PartySoft
    I have a big problem with installing a certificat for nginx (same happends with apache though) I have 3 files __domain_com.crt __domain_com.ca-bundle and ssl.key. I tried to append cat __domain_com.crt __leechpack_com.ca-bundle bundle.crt but if I do it like this i get an error: [emerg]: SSL_CTX_use_certificate_chain_file("/etc/nginx/__leechpack_com.crt") failed (SSL: error:0906D066:PEM routines:PEM_read_bio:bad end line error:140DC009:SSL routines:SSL_CTX_use_certificate_chain_file:PEM lib) And that's because the delimiters of the certificates arren't separated. ZqTjb+WBJQ== -----END CERTIFICATE----------BEGIN CERTIFICATE----- MIIE6DCCA9CgAwIBAgIQdIYhlpUQySkmKUvMi/gpLDANBgkqhkiG9w0BAQUFADBv If i separate them with an enter between certificated it will at least start but i will get the same warning from Firefox: This Connection is Untrusted You have asked Firefox to connect securely to domain.com, but we can't confirm that your connection is secure. The concatenate solution it is given by Globe SSL and the NGINX site but it doesn't work. I think the bundle is ignored though. http://customer.globessl.com/knowledgebase/55/Certificate-Installation--Nginx.html http://nginx.org/en/docs/http/configuring_https_servers.html#chains%20http://wiki.nginx.org/NginxHttpSslModule if i do openssl s_client -connect down.leechpack.com:443 CONNECTED(00000003) depth=0 /OU=Domain Control Validated/OU=Provided by Globe Hosting, Inc./OU=Globe Standard Wildcard SSL/CN=*.domain.com verify error:num=20:unable to get local issuer certificate verify return:1 depth=0 /OU=Domain Control Validated/OU=Provided by Globe Hosting, Inc./OU=Globe Standard Wildcard SSL/CN=*.domain.com verify error:num=27:certificate not trusted verify return:1 depth=0 /OU=Domain Control Validated/OU=Provided by Globe Hosting, Inc./OU=Globe Standard Wildcard SSL/CN=*.domain.com verify error:num=21:unable to verify the first certificate verify return:1 --- Certificate chain 0 s:/OU=Domain Control Validated/OU=Provided by Globe Hosting, Inc./OU=Globe Standard Wildcard SSL/CN=*.domain.com i:/C=RO/O=GLOBE HOSTING CERTIFICATION AUTHORITY/CN=GLOBE SSL Domain Validated CA 1 s:/C=US/O=Globe Hosting, Inc./OU=GlobeSSL DV Certification Authority/CN=GlobeSSL CA i:/C=SE/O=AddTrust AB/OU=AddTrust External TTP Network/CN=AddTrust External CA Root --- Server certificate -----BEGIN CERTIFICATE----- MIIFQzCCBCugAwIBAgIQRnpCmtwX7z7GTla0QktE6DANBgkqhkiG9w0BAQUFADBl MQswCQYDVQQGEwJSTzEuMCwGA1UEChMlR0xPQkUgSE9TVElORyBDRVJUSUZJQ0FU SU9OIEFVVEhPUklUWTEmMCQGA1UEAxMdR0xPQkUgU1NMIERvbWFpbiBWYWxpZGF0 ZWQgQ0EwHhcNMTAwMjExMDAwMDAwWhcNMTEwMjExMjM1OTU5WjCBjTEhMB8GA1UE CxMYRG9tYWluIENvbnRyb2wgVmFsaWRhdGVkMSgwJgYDVQQLEx9Qcm92aWRlZCBi eSBHbG9iZSBIb3N0aW5nLCBJbmMuMSQwIgYDVQQLExtHbG9iZSBTdGFuZGFyZCBX aWxkY2FyZCBTU0wxGDAWBgNVBAMUDyoubGVlY2hwYWNrLmNvbTCCASIwDQYJKoZI hvcNAQEBBQADggEPADCCAQoCggEBAKX7jECMlYEtcvqVWQVUpXNxO/VaHELghqy/ Ml8dOfOXG29ZMZsKUMqS0jXEwd+Bdpm31lBxOALkj8o79hX0tspLMjgtCnreaker 49y62BcjfguXRFAaiseXTNbMer5lDWiHlf1E7uCoTTiczGqBNfl6qSJlpe4rYBtq XxBAiygaNba6Owghuh19+Uj8EICb2pxbJNFfNzU1D9InFdZSVqKHYBem4Cdrtxua W4+YONsfLnnfkRQ6LOLeYExHziTQhSavSv9XaCl9Zqzm5/eWbQqLGRpSJoEPY/0T GqnmeMIq5M35SWZgOVV10j3pOCS8o0zpp7hMJd2R/HwVaPCLjukCAwEAAaOCAcQw ggHAMB8GA1UdIwQYMBaAFB9UlnKtPUDnlln3STFTCWb5DWtyMB0GA1UdDgQWBBT0 8rPIMr7JDa2Xs5he5VXAvMWArjAOBgNVHQ8BAf8EBAMCBaAwDAYDVR0TAQH/BAIw ADAdBgNVHSUEFjAUBggrBgEFBQcDAQYIKwYBBQUHAwIwVQYDVR0gBE4wTDBKBgsr BgEEAbIxAQICGzA7MDkGCCsGAQUFBwIBFi1odHRwOi8vd3d3Lmdsb2Jlc3NsLmNv bS9kb2NzL0dsb2JlU1NMX0NQUy5wZGYwRgYDVR0fBD8wPTA7oDmgN4Y1aHR0cDov L2NybC5nbG9iZXNzbC5jb20vR0xPQkVTU0xEb21haW5WYWxpZGF0ZWRDQS5jcmww dwYIKwYBBQUHAQEEazBpMEEGCCsGAQUFBzAChjVodHRwOi8vY3J0Lmdsb2Jlc3Ns LmNvbS9HTE9CRVNTTERvbWFpblZhbGlkYXRlZENBLmNydDAkBggrBgEFBQcwAYYY aHR0cDovL29jc3AuZ2xvYmVzc2wuY29tMCkGA1UdEQQiMCCCDyoubGVlY2hwYWNr LmNvbYINbGVlY2hwYWNrLmNvbTANBgkqhkiG9w0BAQUFAAOCAQEAB2Y7vQsq065K s+/n6nJ8ZjOKbRSPEiSuFO+P7ovlfq9OLaWRHUtJX0sLntnWY1T9hVPvS5xz/Ffl w9B8g/EVvvfMyOw/5vIyvHq722fAAC1lWU1rV3ww0ng5bgvD20AgOlIaYBvRq8EI 5Dxo2og2T1UjDN44GOSWsw5jetvVQ+SPeNPQLWZJS9pNCzFQ/3QDWNPOvHqEeRcz WkOTCqbOSZYvoSPvZ3APh+1W6nqiyoku/FCv9otSCtXPKtyVa23hBQ+iuxqIM4/R gncnUKASi6KQrWMQiAI5UDCtq1c09uzjw+JaEzAznxEgqftTOmXAJSQGqZGd6HpD ZqTjb+WBJQ== -----END CERTIFICATE----- subject=/OU=Domain Control Validated/OU=Provided by Globe Hosting, Inc./OU=Globe Standard Wildcard SSL/CN=*.domain.com issuer=/C=RO/O=GLOBE HOSTING CERTIFICATION AUTHORITY/CN=GLOBE SSL Domain Validated CA --- No client certificate CA names sent --- SSL handshake has read 3313 bytes and written 343 bytes --- New, TLSv1/SSLv3, Cipher is DHE-RSA-AES256-SHA Server public key is 2048 bit Secure Renegotiation IS supported Compression: NONE Expansion: NONE SSL-Session: Protocol : TLSv1 Cipher : DHE-RSA-AES256-SHA Session-ID: 5F9C8DC277A372E28A4684BAE5B311533AD30E251369D144A13DECA3078E067F Session-ID-ctx: Master-Key: 9B531A75347E6E7D19D95365C1208F2ED37E4004AA8F71FC614A18937BEE2ED9F82D58925E0B3931492AD3D2AA6EFD3B Key-Arg : None Start Time: 1288618211 Timeout : 300 (sec) Verify return code: 21 (unable to verify the first certificate) ---

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  • git problems installing stuff [closed]

    - by dale
    root@Frenzen:~# cd root@Frenzen:~# git clone --depth 1 git://source.ffmpeg.org/ffmpeg Initialized empty Git repository in /root/ffmpeg/.git/ root@Frenzen:~# cd root@Frenzen:~# git clone --depth 1 git://source.ffmpeg.org/ffmpeg Initialized empty Git repository in /root/ffmpeg/.git/ root@Frenzen:~# git clone git://source.ffmpeg.org/ffmpeg.git ffmpeg Initialized empty Git repository in /root/ffmpeg/.git/ cd root@Frenzen:~# wget "http://git.videolan.org/?p=ffmpeg.git;a=snapshot;h=HEAD;sf=tgz" -O ffmpeg-snapshot.tar.gz --2012-10-05 05:43:55-- http://git.videolan.org/?p=ffmpeg.git;a=snapshot;h=HEAD;sf=tgz Resolving git.videolan.org... 2a01:e0d:1:3:58bf:fa76:0:1, 88.191.250.118 Connecting to git.videolan.org|2a01:e0d:1:3:58bf:fa76:0:1|:80... root@Frenzen:~# cd root@Frenzen:~# wget "http://git.videolan.org/?p=ffmpeg.git;a=snapshot;h=HEAD;sf=tgz" -O ffmpeg-snapshot.tar.gz --2012-10-05 05:44:17-- http://git.videolan.org/?p=ffmpeg.git;a=snapshot;h=HEAD;sf=tgz Resolving git.videolan.org... 2a01:e0d:1:3:58bf:fa76:0:1, 88.191.250.118 Connecting to git.videolan.org|2a01:e0d:1:3:58bf:fa76:0:1|:80...

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  • dovecot imap ssl certificate issues

    - by mulllhausen
    i have been trying to configure my dovecot imap server (version 1.0.10 - upgrading is not an option at this stage) with a new ssl certificate on ubuntu like so: $ grep ^ssl /etc/dovecot/dovecot.conf ssl_disable = no ssl_cert_file = /etc/ssl/certs/mydomain.com.crt.20120904 ssl_key_file = /etc/ssl/private/mydomain.com.key.20120904 $ /etc/init.t/dovecot stop $ sudo dovecot -p $ [i enter the ssl password here] it doesn't show any errors and when i run ps aux | grep dovecot i get root 21368 0.0 0.0 12452 688 ? Ss 15:19 0:00 dovecot -p root 21369 0.0 0.0 71772 2940 ? S 15:19 0:00 dovecot-auth dovecot 21370 0.0 0.0 14140 1904 ? S 15:19 0:00 pop3-login dovecot 21371 0.0 0.0 14140 1900 ? S 15:19 0:00 pop3-login dovecot 21372 0.0 0.0 14140 1904 ? S 15:19 0:00 pop3-login dovecot 21381 0.0 0.0 14280 2140 ? S 15:19 0:00 imap-login dovecot 21497 0.0 0.0 14280 2116 ? S 15:29 0:00 imap-login dovecot 21791 0.0 0.0 14148 1908 ? S 15:48 0:00 imap-login dovecot 21835 0.0 0.0 14148 1908 ? S 15:53 0:00 imap-login dovecot 21931 0.0 0.0 14148 1904 ? S 16:00 0:00 imap-login me 21953 0.0 0.0 5168 944 pts/0 S+ 16:02 0:00 grep --color=auto dovecot which looks like it is all running fine. so then i test to see if i can telnet to the dovecot server, and this works fine: $ telnet localhost 143 Trying 127.0.0.1... Connected to localhost. Escape character is '^]'. * OK Dovecot ready. but when i test whether dovecot has configured the ssl certificates properly, it appears to fail: $ sudo openssl s_client -connect localhost:143 -starttls imap CONNECTED(00000003) depth=0 /description=xxxxxxxxxxxxxxxxx/C=AU/ST=xxxxxxxx/L=xxxx/O=xxxxxx/CN=*.mydomain.com/[email protected] verify error:num=20:unable to get local issuer certificate verify return:1 depth=0 /description=xxxxxxxxxxx/C=AU/ST=xxxxxx/L=xxxx/O=xxxx/CN=*.mydomain.com/[email protected] verify error:num=27:certificate not trusted verify return:1 depth=0 /description=xxxxxxxx/C=AU/ST=xxxxxxxxxx/L=xxxx/O=xxxxx/CN=*.mydomain.com/[email protected] verify error:num=21:unable to verify the first certificate verify return:1 --- Certificate chain 0 s:/description=xxxxxxxxxxxx/C=AU/ST=xxxxxxxxxx/L=xxxxxxxx/O=xxxxxxx/CN=*.mydomain.com/[email protected] i:/C=IL/O=StartCom Ltd./OU=Secure Digital Certificate Signing/CN=StartCom Class 2 Primary Intermediate Server CA --- Server certificate -----BEGIN CERTIFICATE----- xxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxx . . . xxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxx== -----END CERTIFICATE----- subject=/description=xxxxxxxxxx/C=AU/ST=xxxxxxxxx/L=xxxxxxx/O=xxxxxx/CN=*.mydomain.com/[email protected] issuer=/C=IL/O=StartCom Ltd./OU=Secure Digital Certificate Signing/CN=StartCom Class 2 Primary Intermediate Server CA --- No client certificate CA names sent --- SSL handshake has read 2831 bytes and written 342 bytes --- New, TLSv1/SSLv3, Cipher is DHE-RSA-AES256-SHA Server public key is 2048 bit Compression: NONE Expansion: NONE SSL-Session: Protocol : TLSv1 Cipher : DHE-RSA-AES256-SHA Session-ID: xxxxxxxxxxxxxxxxxxxx Session-ID-ctx: Master-Key: xxxxxxxxxxxxxxxxxx Key-Arg : None Start Time: 1351661960 Timeout : 300 (sec) Verify return code: 21 (unable to verify the first certificate) --- . OK Capability completed. at least, i'm assuming this is a failure???

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  • Ubuntu ATI second display as main display

    - by Josh
    how can i make my external second display as main display for ubuntu? Im using the ATI Control Center (amdcccle) Seems there is no way to make this switch under the GUI Section "ServerLayout" Identifier "amdcccle Layout" Screen 0 "amdcccle-Screen[1]-0" 0 0 EndSection Section "Files" EndSection Section "Module" Load "glx" EndSection Section "ServerFlags" Option "Xinerama" "off" EndSection Section "Monitor" Identifier "0-LCD" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "PreferredMode" "1366x768" Option "TargetRefresh" "60" Option "Position" "1680 0" Option "Rotate" "normal" Option "Disable" "false" EndSection Section "Monitor" Identifier "0-CRT1" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "PreferredMode" "1680x1050" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" EndSection Section "Device" Identifier "Default Device" Driver "fglrx" EndSection Section "Device" Identifier "amdcccle-Device[1]-0" Driver "fglrx" Option "Monitor-LCD" "0-LCD" Option "Monitor-CRT1" "0-CRT1" BusID "PCI:1:5:0" EndSection Section "Device" Identifier "amdcccle-Device[1]-1" Driver "fglrx" Option "Monitor-LCD" "0-LCD" BusID "PCI:1:5:0" Screen 1 EndSection Section "Screen" Identifier "Default Screen" DefaultDepth 24 EndSection Section "Screen" Identifier "amdcccle-Screen[1]-0" Device "amdcccle-Device[1]-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Virtual 3046 3046 Depth 24 EndSubSection EndSection Section "Screen" Identifier "amdcccle-Screen[1]-1" Device "amdcccle-Device[1]-1" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection

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  • ADSL Modem Goes Slower Than Dialup

    - by peter
    Hi All, I have two ADSL modems, the first one does not have wireless, but is configured and working fine at around 6 - 7 mbps (ADSL) on Orcon in New Zealand. I bought a Belkin N150 wireless router to replace the first one. I configured it exactly the same as the first one, but a speed test confirms that it is running slower than dial up. One difference I noticed is that the first modem (a linksys) came from Orcon, and didn't have an ADSL username and password set up. The Belkin modem on the other hand wouldn't let me leave the username and password field blank. Any ideas? I am a techy guy, so it doesn't appear to be anything obvious with the settings I have missed. Thanks.

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  • Is bonding mode=5 a solution against MAC flapping?

    - by Yuri
    There is two are interconnected Cisco WS-2950T. By the one GBIC port on first switch connected a first NIC of bonding interface, and by the one GBIC port on second switch connected a second NIC of bonding interface. Of course the both switches sees the bonding MAC-address only on one interface (eg it is GBIC on first switch) and all incoming traffic for bonding interface passes through this GBIC. But in "mode=5" all outgoing traffic are distributed between the all interfaces that make bond. In this case, the packets will be dropped from the second switch and anyway will going through the first switch? Or the division will be working?

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  • Suggest me a good php-fpm configuartion

    - by Werulz
    I am configuring a server for a friend.The server has the following specs 8GB RAM Quad Core processor 1 TB HDD 100 mbps port However all php files are loadking very slowly.I did a speedtest and server takes 16 secs to Load FIRST byte.I strongly believe its my php-fpm configuration.Server uses nginx and php only , no mysql etc... My current php-fpm configuration pm.max_children = 50 pm.start_servers = 10 pm.min_spare_servers = 5 pm.max_spare_servers = 35 Server load and ram usage are perfectly fine Please suggest me a good configuration for this server UPDATE: This configuration works fine pm.max_children = 20 pm.start_servers = 7 pm.min_spare_servers = 5 pm.max_spare_servers = 10 pm.max_requests = 100 The problem with first byte load time is solved.However after like 15-20 hours First byte load time increase gradually. I have to reload php-fpm to get small load time Based on my conf above what i modify to it so that first byte load time remain small and i don't have to restart it:P

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