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  • How can i recover a zip password using CUDA (GPU) ?

    - by marc
    How can i recover a zip password on linux using CUDA (GPU). For the past two days i tried using "fcrackzip" but it's too slow Few months back i saw some application that can use GPU / CUDA and get large performance boost in comparison to CPU. If brute-force using cuda is not possible, please tell me what's the best application for performing a dictionary attack, and where can i find best (largest) dictionary. Regards

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  • Using gmail as your primary mail server

    - by Saif Bechan
    I have read that there is an option of using Gmail as your primary mail server. In the sense that you can add mx records etc and you do not have to do it on your own server. Do you think this is a recommended setup in terms of security. Will Gmail do the fight against virusses, spam, and brute force attacks for you?

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  • Can I specify PBKDF2 rounds to use with LUKS/dm-crypt?

    - by Naftuli Tzvi Kay
    I have encrypted my root partition with dm-crypt/LUKS/cryptsetup on Ubuntu 12.04. Since it uses PBKDF2: Is it possible, during creation of the encrypted disk, to specify a custom amount of PBKDF2 iterations for key derivation? Is it possible, after the encrypted disk has already been created, to modify the amount of PBKDF2 iterations for key derivation? I'd like to make it a little harder to brute-force :)

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  • set phpmyadmin in ubuntu to listen only on localhost port?

    - by ajsie
    i can access phpmyadmin by typing in the url: h t t p : / / 234.231.123.123/phpmyadmin. i wonder where to configure phpmyadmin to only accept h t t p : / / localhost/phpmyadmin so i could use ssh tunneling to connect to it. cause i dont want other to get to the phpmyadmin page so they could brute force the password.

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  • CPanel: Are there logs for login attempts?

    - by jeff
    Hello, I tried to login into a cpanel account that hasn't been accessed for a few months and discovered that my login details no longer worked. When I reset the password and gained access into my domains control panel, my email password also didn't work. Upon that first attempt I was given a message reading "Brute force attempt..." So, does cpanel keep a list of logins? or login attempts? Thanks for any help!

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  • PuTTY - Server Unexpectedly Closed Network Connection

    - by Austin
    I have two servers that I have been able to connect fine as s1.website.com and s2.website.com I connected to s1.website.com earlier today without any issues, however, when I connected to s2.website.com it gave me the "Server Unexpectedly Closed Network Connection" I have researched this elsewhere and someone concluded it to a "brute force attempt" However, I know this is not the case. If anyone else has had this issue please let me know. Thanks

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  • An device with an unknown MAC address is connected to my router

    - by Yar
    There is a computer that is not mine that is accessible on my network. I can even access its filesystem via AFP. What I want to know is how the computer could get on my network. My network is secured like this: Does that mean that they've used password cracking tools? The pass is not easy to guess but not hard to figure out via brute-force hacking, I guess. If I am being hacked, should I switch to WPA?

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  • An unknown Mac is connected to my router?

    - by Yar
    There is a computer that is not mine that is accessible on my network. I can even access its filesystem via AFP. What I want to know is how the computer could get on my network. My network is secured like this: Does that mean that they've used password cracking tools? The pass is not easy to guess but not hard to figure out via brute-force hacking, I guess. If I am being hacked, should I switch to WPA?

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  • Mac on My Router?

    - by Yar
    There is a computer that is not mine that is accessible on my network. I can even access its filesystem via AFP. What I want to know is how the computer could get on my network. My network is secured like this: Does that mean that they've used password cracking tools? The pass is not easy to guess but not hard to figure out via brute-force hacking, I guess. If I am being hacked, should I switch to WPA?

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  • Repeated Squaring - Matrix Multiplication using NEWMAT

    - by Dinakar Kulkarni
    I'm trying to use the repeated squaring algorithm (using recursion) to perform matrix exponentiation. I've included header files from the NEWMAT library instead of using arrays. The original matrix has elements in the range (-5,5), all numbers being of type float. # include "C:\User\newmat10\newmat.h" # include "C:\User\newmat10\newmatio.h" # include "C:\User\newmat10\newmatap.h" # include <iostream> # include <time.h> # include <ctime> # include <cstdlib> # include <iomanip> using namespace std; Matrix repeated_squaring(Matrix A, int exponent, int n) //Recursive function { A(n,n); IdentityMatrix I(n); if (exponent == 0) //Matrix raised to zero returns an Identity Matrix return I; else { if ( exponent%2 == 1 ) // if exponent is odd return (A * repeated_squaring (A*A, (exponent-1)/2, n)); else //if exponent is even return (A * repeated_squaring( A*A, exponent/2, n)); } } Matrix direct_squaring(Matrix B, int k, int no) //Brute Force Multiplication { B(no,no); Matrix C = B; for (int i = 1; i <= k; i++) C = B*C; return C; } //----Creating a matrix with elements b/w (-5,5)---- float unifRandom() { int a = -5; int b = 5; float temp = (float)((b-a)*( rand()/RAND_MAX) + a); return temp; } Matrix initialize_mat(Matrix H, int ord) { H(ord,ord); for (int y = 1; y <= ord; y++) for(int z = 1; z<= ord; z++) H(y,z) = unifRandom(); return(H); } //--------------------------------------------------- void main() { int exponent, dimension; cout<<"Insert exponent:"<<endl; cin>>exponent; cout<< "Insert dimension:"<<endl; cin>>dimension; cout<<"The number of rows/columns in the square matrix is: "<<dimension<<endl; cout<<"The exponent is: "<<exponent<<endl; Matrix A(dimension,dimension),B(dimension,dimension); Matrix C(dimension,dimension),D(dimension,dimension); B= initialize_mat(A,dimension); cout<<"Initial Matrix: "<<endl; cout<<setw(5)<<setprecision(2)<<B<<endl; //----------------------------------------------------------------------------- cout<<"Repeated Squaring Result: "<<endl; clock_t time_before1 = clock(); C = repeated_squaring (B, exponent , dimension); cout<< setw(5) <<setprecision(2) <<C; clock_t time_after1 = clock(); float diff1 = ((float) time_after1 - (float) time_before1); cout << "It took " << diff1/CLOCKS_PER_SEC << " seconds to complete" << endl<<endl; //--------------------------------------------------------------------------------- cout<<"Direct Squaring Result:"<<endl; clock_t time_before2 = clock(); D = direct_squaring (B, exponent , dimension); cout<<setw(5)<<setprecision(2)<<D; clock_t time_after2 = clock(); float diff2 = ((float) time_after2 - (float) time_before2); cout << "It took " << diff2/CLOCKS_PER_SEC << " seconds to complete" << endl<<endl; } I face the following problems: The random number generator returns only "-5" as each element in the output. The Matrix multiplication yield different results with brute force multiplication and using the repeated squaring algorithm. I'm timing the execution time of my code to compare the times taken by brute force multiplication and by repeated squaring. Could someone please find out what's wrong with the recursion and with the matrix initialization? NOTE: While compiling this program, make sure you've imported the NEWMAT library. Thanks in advance!

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  • Help with Collision Resolution?

    - by Milo
    I'm trying to learn about physics by trying to make a simplified GTA 2 clone. My only problem is collision resolution. Everything else works great. I have a rigid body class and from there cars and a wheel class: class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private OBB2D predictionRect = new OBB2D(new Vector2D(), 1.0f, 1.0f, 0.0f); private float mass; private Vector2D deltaVec = new Vector2D(); private Vector2D v = new Vector2D(); //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; private Matrix mat = new Matrix(); private float[] Vector2Ds = new float[2]; private Vector2D tangent = new Vector2D(); private static Vector2D worldRelVec = new Vector2D(); private static Vector2D relWorldVec = new Vector2D(); private static Vector2D pointVelVec = new Vector2D(); public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; setLayer(LAYER_OBJECTS); } protected void rectChanged() { if(getWorld() != null) { getWorld().updateDynamic(this); } } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); predictionRect.set(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position, getWidth(), getHeight(), angle); rectChanged(); } public void setPredictionLocation(Vector2D position, float angle) { getPredictionRect().set(position, getWidth(), getHeight(), angle); } public void setPredictionCenter(Vector2D center) { getPredictionRect().moveTo(center); } public void setPredictionAngle(float angle) { predictionRect.setAngle(angle); } public Vector2D getPosition() { return getRect().getCenter(); } public OBB2D getPredictionRect() { return predictionRect; } @Override public void update(float timeStep) { doUpdate(false,timeStep); } public void doUpdate(boolean prediction, float timeStep) { //integrate physics //linear Vector2D acceleration = Vector2D.scalarDivide(forces, mass); if(prediction) { Vector2D velocity = Vector2D.add(this.velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); c = Vector2D.add(getRect().getCenter(), Vector2D.scalarMultiply(velocity , timeStep)); setPredictionCenter(c); //forces = new Vector2D(0,0); //clear forces } else { velocity.x += (acceleration.x * timeStep); velocity.y += (acceleration.y * timeStep); //velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); v.x = getRect().getCenter().getX() + (velocity.x * timeStep); v.y = getRect().getCenter().getY() + (velocity.y * timeStep); deltaVec.x = v.x - c.x; deltaVec.y = v.y - c.y; deltaVec.normalize(); setCenter(v.x, v.y); forces.x = 0; //clear forces forces.y = 0; } //angular float angAcc = torque / inertia; if(prediction) { float angularVelocity = this.angularVelocity + angAcc * timeStep; setPredictionAngle(getAngle() + angularVelocity * timeStep); //torque = 0; //clear torque } else { angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } } public void updatePrediction(float timeStep) { doUpdate(true, timeStep); } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { mat.reset(); Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); relWorldVec.x = Vector2Ds[0]; relWorldVec.y = Vector2Ds[1]; return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { mat.reset(); Vector2Ds[0] = world.x; Vector2Ds[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vector2Ds); return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { tangent.x = -worldOffset.y; tangent.y = worldOffset.x; return Vector2D.add( Vector2D.scalarMultiply(tangent, angularVelocity) , velocity); } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces.x += worldForce.x; forces.y += worldForce.y; //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } public Vector2D getVelocity() { return velocity; } public void setVelocity(Vector2D velocity) { this.velocity = velocity; } public Vector2D getDeltaVec() { return deltaVec; } } Vehicle public class Wheel { private Vector2D forwardVec; private Vector2D sideVec; private float wheelTorque; private float wheelSpeed; private float wheelInertia; private float wheelRadius; private Vector2D position = new Vector2D(); public Wheel(Vector2D position, float radius) { this.position = position; setSteeringAngle(0); wheelSpeed = 0; wheelRadius = radius; wheelInertia = (radius * radius) * 1.1f; } public void setSteeringAngle(float newAngle) { Matrix mat = new Matrix(); float []vecArray = new float[4]; //forward Vector vecArray[0] = 0; vecArray[1] = 1; //side Vector vecArray[2] = -1; vecArray[3] = 0; mat.postRotate(newAngle / (float)Math.PI * 180.0f); mat.mapVectors(vecArray); forwardVec = new Vector2D(vecArray[0], vecArray[1]); sideVec = new Vector2D(vecArray[2], vecArray[3]); } public void addTransmissionTorque(float newValue) { wheelTorque += newValue; } public float getWheelSpeed() { return wheelSpeed; } public Vector2D getAnchorPoint() { return position; } public Vector2D calculateForce(Vector2D relativeGroundSpeed, float timeStep, boolean prediction) { //calculate speed of tire patch at ground Vector2D patchSpeed = Vector2D.scalarMultiply(Vector2D.scalarMultiply( Vector2D.negative(forwardVec), wheelSpeed), wheelRadius); //get velocity difference between ground and patch Vector2D velDifference = Vector2D.add(relativeGroundSpeed , patchSpeed); //project ground speed onto side axis Float forwardMag = new Float(0.0f); Vector2D sideVel = velDifference.project(sideVec); Vector2D forwardVel = velDifference.project(forwardVec, forwardMag); //calculate super fake friction forces //calculate response force Vector2D responseForce = Vector2D.scalarMultiply(Vector2D.negative(sideVel), 2.0f); responseForce = Vector2D.subtract(responseForce, forwardVel); float topSpeed = 500.0f; //calculate torque on wheel wheelTorque += forwardMag * wheelRadius; //integrate total torque into wheel wheelSpeed += wheelTorque / wheelInertia * timeStep; //top speed limit (kind of a hack) if(wheelSpeed > topSpeed) { wheelSpeed = topSpeed; } //clear our transmission torque accumulator wheelTorque = 0; //return force acting on body return responseForce; } public void setTransmissionTorque(float newValue) { wheelTorque = newValue; } public float getTransmissionTourque() { return wheelTorque; } public void setWheelSpeed(float speed) { wheelSpeed = speed; } } //our vehicle object public class Vehicle extends RigidBody { private Wheel [] wheels = new Wheel[4]; private boolean throttled = false; public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //front wheels wheels[0] = new Wheel(new Vector2D(halfSize.x, halfSize.y), 0.45f); wheels[1] = new Wheel(new Vector2D(-halfSize.x, halfSize.y), 0.45f); //rear wheels wheels[2] = new Wheel(new Vector2D(halfSize.x, -halfSize.y), 0.75f); wheels[3] = new Wheel(new Vector2D(-halfSize.x, -halfSize.y), 0.75f); super.initialize(halfSize, mass, bitmap); } public void setSteering(float steering) { float steeringLock = 0.13f; //apply steering angle to front wheels wheels[0].setSteeringAngle(steering * steeringLock); wheels[1].setSteeringAngle(steering * steeringLock); } public void setThrottle(float throttle, boolean allWheel) { float torque = 85.0f; throttled = true; //apply transmission torque to back wheels if (allWheel) { wheels[0].addTransmissionTorque(throttle * torque); wheels[1].addTransmissionTorque(throttle * torque); } wheels[2].addTransmissionTorque(throttle * torque); wheels[3].addTransmissionTorque(throttle * torque); } public void setBrakes(float brakes) { float brakeTorque = 15.0f; //apply brake torque opposing wheel vel for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); wheel.addTransmissionTorque(-wheelVel * brakeTorque * brakes); } } public void doUpdate(float timeStep, boolean prediction) { for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); //apply negative force to naturally slow down car if(!throttled && !prediction) wheel.addTransmissionTorque(-wheelVel * 0.11f); Vector2D worldWheelOffset = relativeToWorld(wheel.getAnchorPoint()); Vector2D worldGroundVel = pointVelocity(worldWheelOffset); Vector2D relativeGroundSpeed = worldToRelative(worldGroundVel); Vector2D relativeResponseForce = wheel.calculateForce(relativeGroundSpeed, timeStep,prediction); Vector2D worldResponseForce = relativeToWorld(relativeResponseForce); applyForce(worldResponseForce, worldWheelOffset); } //no throttling yet this frame throttled = false; if(prediction) { super.updatePrediction(timeStep); } else { super.update(timeStep); } } @Override public void update(float timeStep) { doUpdate(timeStep,false); } public void updatePrediction(float timeStep) { doUpdate(timeStep,true); } public void inverseThrottle() { float scalar = 0.2f; for(Wheel wheel : wheels) { wheel.setTransmissionTorque(-wheel.getTransmissionTourque() * scalar); wheel.setWheelSpeed(-wheel.getWheelSpeed() * 0.1f); } } } And my big hack collision resolution: private void update() { camera.setPosition((vehicle.getPosition().x * camera.getScale()) - ((getWidth() ) / 2.0f), (vehicle.getPosition().y * camera.getScale()) - ((getHeight() ) / 2.0f)); //camera.move(input.getAnalogStick().getStickValueX() * 15.0f, input.getAnalogStick().getStickValueY() * 15.0f); if(input.isPressed(ControlButton.BUTTON_GAS)) { vehicle.setThrottle(1.0f, false); } if(input.isPressed(ControlButton.BUTTON_STEAL_CAR)) { vehicle.setThrottle(-1.0f, false); } if(input.isPressed(ControlButton.BUTTON_BRAKE)) { vehicle.setBrakes(1.0f); } vehicle.setSteering(input.getAnalogStick().getStickValueX()); //vehicle.update(16.6666666f / 1000.0f); boolean colided = false; vehicle.updatePrediction(16.66666f / 1000.0f); List<Entity> buildings = world.queryStaticSolid(vehicle,vehicle.getPredictionRect()); if(buildings.size() > 0) { colided = true; } if(!colided) { vehicle.update(16.66f / 1000.0f); } else { Vector2D delta = vehicle.getDeltaVec(); vehicle.setVelocity(Vector2D.negative(vehicle.getVelocity().multiply(0.2f)). add(delta.multiply(-1.0f))); vehicle.inverseThrottle(); } } Here is OBB public class OBB2D { // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(Vector2D center, float w, float h, float angle) { set(center,w,h,angle); } public OBB2D(float left, float top, float width, float height) { set(new Vector2D(left + (width / 2), top + (height / 2)),width,height,0.0f); } public void set(Vector2D center,float w, float h,float angle) { Vector2D X = new Vector2D( (float)Math.cos(angle), (float)Math.sin(angle)); Vector2D Y = new Vector2D((float)-Math.sin(angle), (float)Math.cos(angle)); X = X.multiply( w / 2); Y = Y.multiply( h / 2); corner[0] = center.subtract(X).subtract(Y); corner[1] = center.add(X).subtract(Y); corner[2] = center.add(X).add(Y); corner[3] = center.subtract(X).add(Y); computeAxes(); extents.x = w / 2; extents.y = h / 2; computeDimensions(center,angle); } private void computeDimensions(Vector2D center,float angle) { this.center.x = center.x; this.center.y = center.y; this.angle = angle; boundingRect.left = Math.min(Math.min(corner[0].x, corner[3].x), Math.min(corner[1].x, corner[2].x)); boundingRect.top = Math.min(Math.min(corner[0].y, corner[1].y),Math.min(corner[2].y, corner[3].y)); boundingRect.right = Math.max(Math.max(corner[1].x, corner[2].x), Math.max(corner[0].x, corner[3].x)); boundingRect.bottom = Math.max(Math.max(corner[2].y, corner[3].y),Math.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(new Vector2D(rect.centerX(),rect.centerY()),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0] = corner[1].subtract(corner[0]); axis[1] = corner[3].subtract(corner[0]); // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { axis[a] = axis[a].divide((axis[a].length() * axis[a].length())); origin[a] = corner[0].dot(axis[a]); } } public void moveTo(Vector2D center) { Vector2D centroid = (corner[0].add(corner[1]).add(corner[2]).add(corner[3])).divide(4.0f); Vector2D translation = center.subtract(centroid); for (int c = 0; c < 4; ++c) { corner[c] = corner[c].add(translation); } computeAxes(); computeDimensions(center,angle); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } }; What I do is when I predict a hit on the car, I force it back. It does not work that well and seems like a bad idea. What could I do to have more proper collision resolution. Such that if I hit a wall I will never get stuck in it and if I hit the side of a wall I can steer my way out of it. Thanks I found this nice ppt. It talks about pulling objects apart and calculating new velocities. How could I calc new velocities in my case? http://www.google.ca/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&ved=0CC8QFjAB&url=http%3A%2F%2Fcoitweb.uncc.edu%2F~tbarnes2%2FGameDesignFall05%2FSlides%2FCh4.2-CollDet.ppt&ei=x4ucULy5M6-N0QGRy4D4Cg&usg=AFQjCNG7FVDXWRdLv8_-T5qnFyYld53cTQ&cad=rja

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  • Google chrome is always searching in local google domain instead of Google.com

    - by Pablo
    I have changed in the searched preferences to google.com but still when I do search from the address bar (instant or non-instant) it will go to google.co.kr. Even though I change "Google.com in English", still same... The only way is to open google.com website first, then do search in it. So the question - is there any way to force Chrome to search in Google.com instead of google.co.kr? I understand there is some geolocational checking/redirecting, but there must be some way to force...

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  • localhost/phpmyadmin pulls blank page

    - by Atul Modi
    When I tried configuring local machine as a Internet Gateway with website development capabilities over it and I installed all required software into it. I also had disable the selinux into it. But PROBLEM is when I do http://localhost/phpMyAdmin or all lower case than the page shows it as a blank page. I am pasting code from httpd.conf file into this as well as from phpMyAdmin.conf file I am using Fedora 16 for this. httpd.conf ServerTokens OS ServerRoot "/etc/httpd" PidFile run/httpd.pid Timeout 60 KeepAlive Off MaxKeepAliveRequests 100 KeepAliveTimeout 5 StartServers 8 MinSpareServers 5 MaxSpareServers 20 ServerLimit 256 MaxClients 256 MaxRequestsPerChild 4000 StartServers 4 MaxClients 300 MinSpareThreads 25 MaxSpareThreads 75 ThreadsPerChild 25 MaxRequestsPerChild 0 Listen 80 LoadModule auth_basic_module modules/mod_auth_basic.so LoadModule auth_digest_module modules/mod_auth_digest.so LoadModule authn_file_module modules/mod_authn_file.so LoadModule authn_alias_module modules/mod_authn_alias.so LoadModule authn_anon_module modules/mod_authn_anon.so LoadModule authn_dbm_module modules/mod_authn_dbm.so LoadModule authn_default_module modules/mod_authn_default.so LoadModule authz_host_module modules/mod_authz_host.so LoadModule authz_user_module modules/mod_authz_user.so LoadModule authz_owner_module modules/mod_authz_owner.so LoadModule authz_groupfile_module modules/mod_authz_groupfile.so LoadModule authz_dbm_module modules/mod_authz_dbm.so LoadModule authz_default_module modules/mod_authz_default.so LoadModule authn_dbd_module modules/mod_authn_dbd.so LoadModule dbd_module modules/mod_dbd.so LoadModule ldap_module modules/mod_ldap.so LoadModule authnz_ldap_module modules/mod_authnz_ldap.so LoadModule include_module modules/mod_include.so LoadModule log_config_module modules/mod_log_config.so LoadModule logio_module modules/mod_logio.so LoadModule env_module modules/mod_env.so LoadModule ext_filter_module modules/mod_ext_filter.so LoadModule mime_magic_module modules/mod_mime_magic.so LoadModule expires_module modules/mod_expires.so LoadModule deflate_module modules/mod_deflate.so LoadModule headers_module modules/mod_headers.so LoadModule usertrack_module modules/mod_usertrack.so LoadModule setenvif_module modules/mod_setenvif.so LoadModule mime_module modules/mod_mime.so LoadModule dav_module modules/mod_dav.so LoadModule status_module modules/mod_status.so LoadModule autoindex_module modules/mod_autoindex.so LoadModule info_module modules/mod_info.so LoadModule dav_fs_module modules/mod_dav_fs.so LoadModule vhost_alias_module modules/mod_vhost_alias.so LoadModule negotiation_module modules/mod_negotiation.so LoadModule dir_module modules/mod_dir.so LoadModule actions_module modules/mod_actions.so LoadModule speling_module modules/mod_speling.so LoadModule userdir_module modules/mod_userdir.so LoadModule alias_module modules/mod_alias.so LoadModule substitute_module modules/mod_substitute.so LoadModule rewrite_module modules/mod_rewrite.so LoadModule proxy_module modules/mod_proxy.so LoadModule proxy_balancer_module modules/mod_proxy_balancer.so LoadModule proxy_ftp_module modules/mod_proxy_ftp.so LoadModule proxy_http_module modules/mod_proxy_http.so LoadModule proxy_ajp_module modules/mod_proxy_ajp.so LoadModule proxy_connect_module modules/mod_proxy_connect.so LoadModule cache_module modules/mod_cache.so LoadModule suexec_module modules/mod_suexec.so LoadModule disk_cache_module modules/mod_disk_cache.so LoadModule cgi_module modules/mod_cgi.so LoadModule version_module modules/mod_version.so Include conf.d/*.conf User apache Group apache ServerAdmin root@localhost UseCanonicalName Off DocumentRoot "/var/www/html" Options FollowSymLinks AllowOverride None Options Indexes FollowSymLinks AllowOverride None Order allow,deny Allow from all UserDir disabled DirectoryIndex index.html index.htm index.php AccessFileName .htaccess Order allow,deny Deny from all Satisfy All TypesConfig /etc/mime.types DefaultType text/plain MIMEMagicFile conf/magic HostnameLookups Off ErrorLog logs/error_log LogLevel warn LogFormat "%h %l %u %t \"%r\" %s %b \"%{Referer}i\" \"%{User-Agent}i\"" combined LogFormat "%h %l %u %t \"%r\" %s %b" common LogFormat "%{Referer}i - %U" referer LogFormat "%{User-agent}i" agent CustomLog logs/access_log combined ServerSignature On Alias /icons/ "/var/www/icons/" Options Indexes MultiViews FollowSymLinks AllowOverride None Order allow,deny Allow from all # Location of the WebDAV lock database. DAVLockDB /var/lib/dav/lockdb ScriptAlias /cgi-bin/ "/var/www/cgi-bin/" AllowOverride None Options None Order allow,deny Allow from all IndexOptions FancyIndexing VersionSort NameWidth=* HTMLTable Charset=UTF-8 AddIconByEncoding (CMP,/icons/compressed.gif) x-compress x-gzip AddIconByType (TXT,/icons/text.gif) text/* AddIconByType (IMG,/icons/image2.gif) image/* AddIconByType (SND,/icons/sound2.gif) audio/* AddIconByType (VID,/icons/movie.gif) video/* AddIcon /icons/binary.gif .bin .exe AddIcon /icons/binhex.gif .hqx AddIcon /icons/tar.gif .tar AddIcon /icons/world2.gif .wrl .wrl.gz .vrml .vrm .iv AddIcon /icons/compressed.gif .Z .z .tgz .gz .zip AddIcon /icons/a.gif .ps .ai .eps AddIcon /icons/layout.gif .html .shtml .htm .pdf AddIcon /icons/text.gif .txt AddIcon /icons/c.gif .c AddIcon /icons/p.gif .pl .py AddIcon /icons/f.gif .for AddIcon /icons/dvi.gif .dvi AddIcon /icons/uuencoded.gif .uu AddIcon /icons/script.gif .conf .sh .shar .csh .ksh .tcl AddIcon /icons/tex.gif .tex AddIcon /icons/bomb.gif core AddIcon /icons/back.gif .. AddIcon /icons/hand.right.gif README AddIcon /icons/folder.gif ^^DIRECTORY^^ AddIcon /icons/blank.gif ^^BLANKICON^^ DefaultIcon /icons/unknown.gif ReadmeName README.html HeaderName HEADER.html IndexIgnore .??* *~ # HEADER README* RCS CVS *,v *,t AddLanguage ca .ca AddLanguage cs .cz .cs AddLanguage da .dk AddLanguage de .de AddLanguage el .el AddLanguage en .en AddLanguage eo .eo AddLanguage es .es AddLanguage et .et AddLanguage fr .fr AddLanguage he .he AddLanguage hr .hr AddLanguage it .it AddLanguage ja .ja AddLanguage ko .ko AddLanguage ltz .ltz AddLanguage nl .nl AddLanguage nn .nn AddLanguage no .no AddLanguage pl .po AddLanguage pt .pt AddLanguage pt-BR .pt-br AddLanguage ru .ru AddLanguage sv .sv AddLanguage zh-CN .zh-cn AddLanguage zh-TW .zh-tw LanguagePriority en ca cs da de el eo es et fr he hr it ja ko ltz nl nn no pl pt pt-BR ru sv zh-CN zh-TW ForceLanguagePriority Prefer Fallback AddDefaultCharset UTF-8 AddType application/x-tar .tgz AddType application/x-httpd-php .php AddType application/x-httpd-php .xml AddHandler application/x-httpd-php .xml AddType application/x-compress .Z AddType application/x-gzip .gz .tgz AddType application/x-x509-ca-cert .crt AddType application/x-pkcs7-crl .crl AddHandler type-map var AddType text/html .shtml AddOutputFilter INCLUDES .shtml Alias /error/ "/var/www/error/" AllowOverride None Options IncludesNoExec AddOutputFilter Includes html AddHandler type-map var Order allow,deny Allow from all LanguagePriority en ForceLanguagePriority Prefer Fallback ErrorDocument 400 /error/HTTP_BAD_REQUEST.html.var ErrorDocument 401 /error/HTTP_UNAUTHORIZED.html.var ErrorDocument 403 /error/HTTP_FORBIDDEN.html.var ErrorDocument 404 /error/HTTP_NOT_FOUND.html.var ErrorDocument 405 /error/HTTP_METHOD_NOT_ALLOWED.html.var ErrorDocument 408 /error/HTTP_REQUEST_TIME_OUT.html.var ErrorDocument 500 /error/HTTP_INTERNAL_SERVER_ERROR.html.var ErrorDocument 503 /error/HTTP_SERVICE_UNAVAILABLE.html.var BrowserMatch "Mozilla/2" nokeepalive BrowserMatch "MSIE 4.0b2;" nokeepalive downgrade-1.0 force-response-1.0 BrowserMatch "RealPlayer 4.0" force-response-1.0 BrowserMatch "Java/1.0" force-response-1.0 BrowserMatch "JDK/1.0" force-response-1.0 BrowserMatch "Microsoft Data Access Internet Publishing Provider" redirect-carefully BrowserMatch "MS FrontPage" redirect-carefully BrowserMatch "^WebDrive" redirect-carefully BrowserMatch "^WebDAVFS/1.[0123]" redirect-carefully BrowserMatch "^gnome-vfs/1.0" redirect-carefully BrowserMatch "^XML Spy" redirect-carefully BrowserMatch "^Dreamweaver-WebDAV-SCM1" redirect-carefully Order allow,deny Allow from all # phpMyAdmin.conf Alias /phpMyAdmin /usr/share/phpMyAdmin Alias /phpmyadmin /usr/share/phpMyAdmin Order Allow,Deny Allow from All Allow from 127.0.0.1 Allow from ::1 Order Allow,Deny Allow from All Allow from 127.0.0.1 Allow from ::1 Order Deny,Allow Deny from All Allow from None Order Deny,Allow Deny from All Allow from None Order Deny,Allow Deny from All Allow from None Can anyone help into this area please. Urgent reply will be appreciatable because i am struggling since one and half month for this matter. thank you, Atul

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  • Set up internal domain to use external SMTP in Exchange 2007

    - by Geoffrey
    I'm moving to Google Apps and have setup dual-delivery. Everything is fine, but for mail sent internally (from [email protected] to [email protected]), Exchange is not using the send connectors I have pointing to Google's servers. I believe my question is similar to this question: How to force internal email through an smtp connector in exchange 2007 Again, if a user is connected to the Exchange server and tries to send to [email protected] it works just fine, but I cannot seem to force *@mydomain.com to route correctly. This should be a fairly simple, but according to this: google.com/support/forum/p/Google+Apps/thread?tid=30b6ad03baa57289&hl=en (can't post two links due to spam prevention) It does not seem possible. Any ideas?

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  • Using the option port on my Watchguard Firebox as a 2nd gateway exit point?

    - by Donovan
    I'm working on a network project in witch I have to design our network to provide two different exit points. The points are differentiated by the path through the corporate network. One of them travels through some monitoring hardware the other does not. We have a Watchguard Firebox in use as our gateway. Currently the network side provides the unmonitored exit point. I was wondering if i hooked the option port to our lan at a point that would force traffic through the monitored path, would it cause any problems? Access to the unmonitored gateway port would be restricted by ip. That would force all others not authorized to point to the monitored gateway port. I thought with the above design i might be able to get away with not having to buy another firebox to achieve the design I want. Thanks, D

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  • How to disable Mac OS X from using swap when there still is "Inactive" memory?

    - by Motin
    A common phenomena in my day to day usage (and several other's according to various posts throughout the internet) of OS X, the system seems to become slow whenever there is no more "Free" memory available. Supposedly, this is due to swapping, since heavy disk activity is apparent and that vm_stat reports many pageouts. (Correct me from wrong) However, the amount of "Inactive" ram is typically around 12.5%-25% of all available memory (^1.) when swapping starts/occurs/ends. According to http://support.apple.com/kb/ht1342 : Inactive memory This information in memory is not actively being used, but was recently used. For example, if you've been using Mail and then quit it, the RAM that Mail was using is marked as Inactive memory. This Inactive memory is available for use by another application, just like Free memory. However, if you open Mail before its Inactive memory is used by a different application, Mail will open quicker because its Inactive memory is converted to Active memory, instead of loading Mail from the slower hard disk. And according to http://developer.apple.com/library/mac/#documentation/Performance/Conceptual/ManagingMemory/Articles/AboutMemory.html : The inactive list contains pages that are currently resident in physical memory but have not been accessed recently. These pages contain valid data but may be released from memory at any time. So, basically: When a program has quit, it's memory becomes marked as Inactive and should be claimable at any time. Still, OS X will prefer to start swapping out memory to the Swap file instead of just claiming this memory, whenever the "Free" memory gets to low. Why? What is the advantage of this behavior over, say, instantly releasing Inactive memory and not even touch the swap file? Some sources (^2.) indicate that OS X would page out the "Inactive" memory to swap before releasing it, but that doesn't make sense now does it if the memory may be released from memory at any time? Swapping is expensive, releasing is cheap, right? Can this behavior be changed using some preference or known hack? (Preferably one that doesn't include disabling swap/dynamic_pager altogether and restarting...) I do appreciate the purge command, as well as the concept of Repairing disk permissions to force some Free memory, but those are ways to painfully force more Free memory than to actually fixing the swap/release decision logic... Btw a similar question was asked here: http://forums.macnn.com/90/mac-os-x/434650/why-does-os-x-swap-when/ and here: http://hintsforums.macworld.com/showthread.php?t=87688 but even though the OPs re-asked the core question, none of the replies addresses an answer to it... ^1. UPDATE 17-mar-2012 Since I first posted this question, I have gone from 4gb to 8gb of installed ram, and the problem remains. The amount of "Inactive" ram was 0.5gb-1.0gb before and is now typically around 1.0-2.0GB when swapping starts/occurs/ends, ie it seems that around 12.5%-25% of the ram is preserved as Inactive by osx kernel logic. ^2. For instance http://apple.stackexchange.com/questions/4288/what-does-it-mean-if-i-have-lots-of-inactive-memory-at-the-end-of-a-work-day : Once all your memory is used (free memory is 0), the OS will write out inactive memory to the swapfile to make more room in active memory. UPDATE 17-mar-2012 Here is a round-up of the methods that have been suggested to help so far: The purge command "Used to approximate initial boot conditions with a cold disk buffer cache for performance analysis. It does not affect anonymous memory that has been allocated through malloc, vm_allocate, etc". This is useful to prevent osx to swap-out the disk cache (which is ridiculous that osx actually does so in the first place), but with the downside that the disk cache is released, meaning that if the disk cache was not about to be swapped out, one would simply end up with a cold disk buffer cache, probably affecting performance negatively. The FreeMemory app and/or Repairing disk permissions to force some Free memory Doesn't help releasing any memory, only moving some gigabytes of memory contents from ram to the hd. In the end, this causes lots of swap-ins when I attempt to use the applications that were open while freeing memory, as a lot of its vm is now on swap. Speeding up swap-allocation using dynamicpagerwrapper Seems a good thing to do in order to speed up swap-usage, but does not address the problem of osx swapping in the first place while there is still inactive memory. Disabling swap by disabling dynamicpager and restarting This will force osx not to use swap to the price of the system hanging when all memory is used. Not a viable alternative... Disabling swap using a hacked dynamicpager Similar to disabling dynamicpager above, some excerpts from the comments to the blog post indicate that this is not a viable solution: "The Inactive Memory is high as usual". "when your system is running out of memory, the whole os hangs...", "if you consume the whole amount of memory of the mac, the machine will likely hang" To sum up, I am still unaware of a way of disabling Mac OS X from using swap when there still is "Inactive" memory. If it isn't possible, maybe at least there is an explanation somewhere of why osx prefers to swap out memory that may be released from memory at any time?

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  • Benchmark MySQL Cluster using flexAsynch: No free node id found for mysqld(API)?

    - by quanta
    I am going to benchmark MySQL Cluster using flexAsynch follow this guide, details as below: mkdir /usr/local/mysqlc732/ cd /usr/local/src/mysql-cluster-gpl-7.3.2 cmake . -DCMAKE_INSTALL_PREFIX=/usr/local/mysqlc732/ -DWITH_NDB_TEST=ON make make install Everything works fine until this step: # /usr/local/mysqlc732/bin/flexAsynch -t 1 -p 80 -l 2 -o 100 -c 100 -n FLEXASYNCH - Starting normal mode Perform benchmark of insert, update and delete transactions 1 number of concurrent threads 80 number of parallel operation per thread 100 transaction(s) per round 2 iterations Load Factor is 80% 25 attributes per table 1 is the number of 32 bit words per attribute Tables are with logging Transactions are executed with hint provided No force send is used, adaptive algorithm used Key Errors are disallowed Temporary Resource Errors are allowed Insufficient Space Errors are disallowed Node Recovery Errors are allowed Overload Errors are allowed Timeout Errors are allowed Internal NDB Errors are allowed User logic reported Errors are allowed Application Errors are disallowed Using table name TAB0 NDBT_ProgramExit: 1 - Failed ndb_cluster.log: WARNING -- Failed to allocate nodeid for API at 127.0.0.1. Returned eror: 'No free node id found for mysqld(API).' I also have recompiled with -DWITH_DEBUG=1 -DWITH_NDB_DEBUG=1. How can I run flexAsynch in the debug mode? # /usr/local/mysqlc732/bin/flexAsynch -h FLEXASYNCH Perform benchmark of insert, update and delete transactions Arguments: -t Number of threads to start, default 1 -p Number of parallel transactions per thread, default 32 -o Number of transactions per loop, default 500 -l Number of loops to run, default 1, 0=infinite -load_factor Number Load factor in index in percent (40 -> 99) -a Number of attributes, default 25 -c Number of operations per transaction -s Size of each attribute, default 1 (PK is always of size 1, independent of this value) -simple Use simple read to read from database -dirty Use dirty read to read from database -write Use writeTuple in insert and update -n Use standard table names -no_table_create Don't create tables in db -temp Create table(s) without logging -no_hint Don't give hint on where to execute transaction coordinator -adaptive Use adaptive send algorithm (default) -force Force send when communicating -non_adaptive Send at a 10 millisecond interval -local 1 = each thread its own node, 2 = round robin on node per parallel trans 3 = random node per parallel trans -ndbrecord Use NDB Record -r Number of extra loops -insert Only run inserts on standard table -read Only run reads on standard table -update Only run updates on standard table -delete Only run deletes on standard table -create_table Only run Create Table of standard table -drop_table Only run Drop Table on standard table -warmup_time Warmup Time before measurement starts -execution_time Execution Time where measurement is done -cooldown_time Cooldown time after measurement completed -table Number of standard table, default 0

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  • Ubuntu Deluge shows errors when downloading large bit torrent files and keeps erroring out after try

    - by MikeN
    Ubuntu Deluge shows errors when downloading large bit torrent files and keeps erroring out after trying to resume. The error on details shows: "Invalid argument". This happens for many large torrents that are running for several days (trying to download.) I try to "resume" and "force rechceck" but it never works. Smaller torrents seem to work ok. What is causing these torrents to never complete? Is there a way to force Deluge to keep auto-resuming every few minutes after a failure instead of just giving up?

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  • Is it possible to interrupt or cancel the trash-delete process?

    - by pete
    I am connected to the company server, onsite not remote, which is Windows based. When, in the OS finder, I go to delete a file or directory that resides on the window-based server, the trash progress panel appears as usual. Not infrequently it will just hang there appearing to be active but no progress occurs on the progress bar. So the X is chosen to stop or cancel the process. A new panel appears, and while appearing to be active, again, just hangs there indefinitely. My lack of reputation prevents posting a screen shot - sorry. The question then is this: Is there a way via the Activity Monitor, Terminal, etc. to interrupt this deleting process in the Mac OS? Currently, I have to force shutdown and reboot to eradicate the ever-deleting panel. Finder relaunch does not solve and only eliminates the finder until I force reboot. Any assistance is appreciated. Thanks, Pete iMac, Mac OS X (10.6.8), i7-2.8ghz, 8gb ram

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  • Cloudify: bootstrap-localcloud: operation failed?

    - by quanta
    OS: Gentoo, CentOS Version: 2.1.0 Follow the quick start guide, I got the below error when running bootstrap-localcloud: cloudify@default> bootstrap-localcloud STARTING CLOUDIFY MANAGEMENT 2012-05-30 14:55:50,396 WARNING [org.cloudifysource.shell.commands.AbstractGSCommand] - ; \ Caused by: org.cloudifysource.shell.commands.CLIException: \ Error while starting agent. \ Please make sure that another agent is not already running. Operation failed. What port Cloudify is using to check that agent is running? PS: it's working fine when running on Windows. UPDATE: Wed May 30 22:37:30 ICT 2012 Reply to @tamirkorem and @Itai Frenkel: I'm pretty sure because this is the first time I run that command on 2 servers. More clearly, here're the output: cloudify@default> teardown-localcloud Teardown will uninstall all of the deployed services. Do you want to continue [y/n]? 2012-05-30 22:43:33,145 WARNING [org.cloudifysource.shell.commands.AbstractGSCommand] - Teardown failed. Failed to fetch the currently deployed applications list. For force teardown use the -force flag. Operation failed. cloudify@default> teardown-localcloud -force Teardown will uninstall all of the deployed services. Do you want to continue [y/n]? Failed to fetch the currently deployed applications list. Continuing teardown-localcloud. .2012-05-30 22:46:39,040 WARNING [org.cloudifysource.shell.commands.AbstractGSCommand] - Teardown aborted, an agent was not found on the local machine. Operation failed. and this one is the detailed result: cloudify@default> bootstrap-localcloud --verbose NIC Address=127.0.0.1 Lookup Locators=127.0.0.1:4172 Lookup Groups=localcloud Starting agent and management processes: gs-agent.sh gsa.global.lus 0 gsa.lus 0 gsa.gsc 0 gsa.global.gsm 0 gsa.gsm_lus 1 gsa.global.esm 0 gsa.esm 1 >/dev/null 2>&1 STARTING CLOUDIFY MANAGEMENT 2012-05-30 22:36:12,870 WARNING [org.cloudifysource.shell.commands.AbstractGSCommand] - ; Caused by: org.cloudifysource.shell.commands.CLIException: Error while starting agent. Please make sure that another agent is not already running. Command executed: /usr/local/src/gigaspaces-cloudify-2.1.0-ga/bin/gs-agent.sh gsa.global.lus 0 gsa.lus 0 gsa.gsc 0 gsa.global.gsm 0 gsa.gsm_lus 1 gsa.global.esm 0 gsa.esm 1 >/dev/null 2>&1 Reply to @Eliran Malka: there is no such process listening on port 4172: # netstat --protocol=inet -nlp Active Internet connections (only servers) Proto Recv-Q Send-Q Local Address Foreign Address State PID/Program name tcp 0 0 127.0.0.1:9050 0.0.0.0:* LISTEN 2363/tor tcp 0 0 127.0.0.1:3306 0.0.0.0:* LISTEN 2331/mysqld tcp 0 0 127.0.0.1:631 0.0.0.0:* LISTEN 2293/cupsd

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  • Send individual e-mails to each contact in Gmail?

    - by Robert C. Cartaino
    I'm trying to send an e-mail to a group of contacts in Gmail (200 recipients, no spam). Is there a way to force Gmail to send the e-mail as 200 individual e-mails, each addressed to that specific person in the list? But I'm trying to protect their privacy: Sending to a contact group puts all their e-mail addresses in the To: field. Adding their addresses to the cc: field means everyone can see all the addresses. Adding their addresses to the bcc: field means that no one sees their address (not even their own) in the to: field. That looks odd and seems like that would trigger a lot of spam filters. So how can I force Gmail to send the e-mail addressed specifically to each contact in the list?

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  • How to rescan and remount drives on Ubuntu Hardy or Jaunty?

    - by pts
    When I connect an USB drive to an Ununtu Hardy and Jaunty system, the system mounts the partitions found on the drive, and opens a Nautilus window for each mounted partitions. Within Nautilus, I am able to unmount partitions. What I need is a command or action which forces the system to rescan the available drives and partitions, and automount each not mounted partition, including those which I've manually unmounted from Nautilus. sudo /etc/init.d/udev restart or ... reload doesn't do this. As of now, I just unplug the USB drive, and commect it again, which will force a scan and a mount on that drive. But I want to do force the rescan and remount without unplugging anything, preferably without the user having the know device or drive names.

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  • How to make Horde connect to mysql with UTF-8 character set?

    - by jkj
    How to tell horde 3.3.11 to use UTF-8 for it's mysql connection? The $conf['sql']['charset'] only tells horde what is expected from the database. Horde uses MDB2 to connect to mysql. Is there way to force MDB2 or mysql character_set_client from php.ini? So far I found two workarounds: Force mysql to ignore character set requested by client [mysqld] skip-character-set-client-handshake=1 default-character-set=utf8 Force mysql to run SET NAMES utf8 on every connection [mysqld] init-connect='SET NAMES utf8' Both have drawbacks on multi user mysql server. The first disables converting character sets alltogether and the second one forces every connection to produce UTF-8. [EDIT] Found the problem. The 'charset' parameter was unset the last minute before sending to SQL backend. This is probably due to mysql not being able to digest utf-8 but utf8. Mysql specific mapping is required to make it work. I just worked around it by translating utf-8 - utf8. Won't work with any other databases with this patch though. --- lib/Horde/Share/sql.php.orig 2011-07-04 17:09:33.349334890 +0300 +++ lib/Horde/Share/sql.php 2011-07-04 17:11:06.238636462 +0300 @@ -753,7 +753,13 @@ /* Connect to the sql server using the supplied parameters. */ require_once 'MDB2.php'; $params = $this->_params; - unset($params['charset']); + + if ($params['charset'] == 'utf-8') { + $params['charset'] = 'utf8'; + } else { + unset($params['charset']); + } + $this->_write_db = &MDB2::factory($params); if (is_a($this->_write_db, 'PEAR_Error')) { Horde::fatal($this->_write_db, __FILE__, __LINE__); @@ -792,7 +798,13 @@ /* Check if we need to set up the read DB connection seperately. */ if (!empty($this->_params['splitread'])) { $params = array_merge($params, $this->_params['read']); - unset($params['charset']); + + if ($params['charset'] == 'utf-8') { + $params['charset'] = 'utf8'; + } else { + unset($params['charset']); + } + $this->_db = &MDB2::singleton($params); if (is_a($this->_db, 'PEAR_Error')) { Horde::fatal($this->_db, __FILE__, __LINE__);

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