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  • Signup with email authentication, only 30% are activated?

    - by mysqllearner
    I have a website which let users to sign up. The signup process including sending "activation email", click link to activate account. The first two weeks was fine. Out of around 2000 users, 1800 users are activated. After that, the activated users drop drastically, to about 30%. Example: 1000 users signup, only 300 were activated. At first, I found the problem is because the email could not be reach to ymail, msn and gmail users. (Most of my subscribers are Ymail (yahoo), hotmail/msn(live) and gmail (gmail)). I tried signup using ymail and hotmail, but i didnt get any activation email. I contacted yahoo and msn, eventually my email can go through now. However, my signup statistic still showing, the activated users are only about 30%, which very confuse me. I contact my hosting company, ask them the whitelist my IP. And they did it. I need your advice/help on following questions: How to check where the problem lies? Is the email not delivered? User receive email but didnt click the activation link? I am using php mail funstion. and this is my headers: $headers = 'MIME-Version: 1.0' . "\r\n"; $headers .= 'Content-type: text/html; charset=UTF-8' . "\r\n"; $headers .= 'From: Admin <[email protected]>' . "\r\n"; $headers .= 'Return-Receipt-To: Bounce <[email protected]>' . "\r\n"; $headers .= 'Reply-To: Admin <[email protected]>' . "\r\n"; $return_path = "[email protected]"; Is there anything wrong with the headers? What can I do to improve my registration/signup activation process?

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  • computer and User Account Migrated using ADMT but not sending mail

    - by TJ
    I have successfully migrated a User and Computer account using ADMT. The user is able to login to the computer with the new account and is able to open outlook receive mail but is not able to send internal or external mail. The Exchange server is still in the Old domain. The bounce back message received was that the user doesn't have permissions to send to the recipient. When I migrated the user I did migrate the SID history so why is mail not being about to be sent? The body of the bounce back message is as follows: Your message did not reach some or all of the intended recipients. Subject: test Sent: 1/6/2010 4:17 PM The following recipient(s) could not be reached: User, user on 1/6/2010 4:17 PM You do not have permission to send to this recipient. For assistance, contact your system administrator. MSEXCH:MSExchangeIS:/DC=com/DC=DOMAIN:SERVER

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  • Can't connect to smtp (postfix, dovecot) after making a change and trying to change it back

    - by UberBrainChild
    I am using postfix and dovecot along with zpanel and I tried enabling SSL and then turned it off as I did not have SSL configured yet and I realized it was a bit stupid at the time. I am using CentOS 6.4. I get the following error in the mail log. (I changed my host name to "myhostname" and my domain to "mydomain.com") Oct 20 01:49:06 myhostname postfix/smtpd[4714]: connect from mydomain.com[127.0.0.1] Oct 20 01:49:16 myhostname postfix/smtpd[4714]: fatal: no SASL authentication mechanisms Oct 20 01:49:17 myhostname postfix/master[4708]: warning: process /usr/libexec/postfix/smtpd pid 4714 exit status 1 Oct 20 01:49:17 amyhostname postfix/master[4708]: warning: /usr/libexec/postfix/smtpd: bad command startup -- throttling Reading on forums and similar questions I figured it was just a service that was not running or installed. However I can see that saslauthd is currently up and running on my system and restarting it does not help. Here is my postfix master.cf # # Postfix master process configuration file. For details on the format # of the file, see the Postfix master(5) manual page. # # ***** Unused items removed ***** # ========================================================================== # service type private unpriv chroot wakeup maxproc command + args # (yes) (yes) (yes) (never) (100) # ========================================================================== smtp inet n - n - - smtpd # -o content_filter=smtp-amavis:127.0.0.1:10024 # -o receive_override_options=no_address_mappings pickup fifo n - n 60 1 pickup submission inet n - - - - smtpd -o content_filter= -o receive_override_options=no_header_body_checks cleanup unix n - n - 0 cleanup qmgr fifo n - n 300 1 qmgr #qmgr fifo n - n 300 1 oqmgr tlsmgr unix - - n 1000? 1 tlsmgr rewrite unix - - n - - trivial-rewrite bounce unix - - n - 0 bounce defer unix - - n - 0 bounce trace unix - - n - 0 bounce verify unix - - n - 1 verify flush unix n - n 1000? 0 flush proxymap unix - - n - - proxymap smtp unix - - n - - smtp smtps inet n - - - - smtpd # When relaying mail as backup MX, disable fallback_relay to avoid MX loops relay unix - - n - - smtp -o fallback_relay= # -o smtp_helo_timeout=5 -o smtp_connect_timeout=5 showq unix n - n - - showq error unix - - n - - error discard unix - - n - - discard local unix - n n - - local virtual unix - n n - - virtual lmtp unix - - n - - lmtp anvil unix - - n - 1 anvil scache unix - - n - 1 scache # # ==================================================================== # Interfaces to non-Postfix software. Be sure to examine the manual # pages of the non-Postfix software to find out what options it wants. # ==================================================================== maildrop unix - n n - - pipe flags=DRhu user=vmail argv=/usr/local/bin/maildrop -d ${recipient} uucp unix - n n - - pipe flags=Fqhu user=uucp argv=uux -r -n -z -a$sender - $nexthop!rmail ($recipient) ifmail unix - n n - - pipe flags=F user=ftn argv=/usr/lib/ifmail/ifmail -r $nexthop ($recipient) bsmtp unix - n n - - pipe flags=Fq. user=foo argv=/usr/local/sbin/bsmtp -f $sender $nexthop $recipient # # spam/virus section # smtp-amavis unix - - y - 2 smtp -o smtp_data_done_timeout=1200 -o disable_dns_lookups=yes -o smtp_send_xforward_command=yes 127.0.0.1:10025 inet n - y - - smtpd -o content_filter= -o smtpd_helo_restrictions= -o smtpd_sender_restrictions= -o smtpd_recipient_restrictions=permit_mynetworks,reject -o mynetworks=127.0.0.0/8 -o smtpd_error_sleep_time=0 -o smtpd_soft_error_limit=1001 -o smtpd_hard_error_limit=1000 -o receive_override_options=no_header_body_checks -o smtpd_bind_address=127.0.0.1 -o smtpd_helo_required=no -o smtpd_client_restrictions= -o smtpd_restriction_classes= -o disable_vrfy_command=no -o strict_rfc821_envelopes=yes # # Dovecot LDA dovecot unix - n n - - pipe flags=DRhu user=vmail:mail argv=/usr/libexec/dovecot/deliver -d ${recipient} # # Vacation mail vacation unix - n n - - pipe flags=Rq user=vacation argv=/var/spool/vacation/vacation.pl -f ${sender} -- ${recipient} And here is dovecot ## ## Dovecot config file ## listen = * disable_plaintext_auth = no protocols = imap pop3 lmtp sieve auth_mechanisms = plain login passdb { driver = sql args = /etc/zpanel/configs/dovecot2/dovecot-mysql.conf } userdb { driver = sql } userdb { driver = sql args = /etc/zpanel/configs/dovecot2/dovecot-mysql.conf } mail_location = maildir:/var/zpanel/vmail/%d/%n first_valid_uid = 101 #last_valid_uid = 0 first_valid_gid = 12 #last_valid_gid = 0 #mail_plugins = mailbox_idle_check_interval = 30 secs maildir_copy_with_hardlinks = yes service imap-login { inet_listener imap { port = 143 } } service pop3-login { inet_listener pop3 { port = 110 } } service lmtp { unix_listener lmtp { #mode = 0666 } } service imap { vsz_limit = 256M } service pop3 { } service auth { unix_listener auth-userdb { mode = 0666 user = vmail group = mail } # Postfix smtp-auth unix_listener /var/spool/postfix/private/auth { mode = 0666 user = postfix group = postfix } } service auth-worker { } service dict { unix_listener dict { mode = 0666 user = vmail group = mail } } service managesieve-login { inet_listener sieve { port = 4190 } service_count = 1 process_min_avail = 0 vsz_limit = 64M } service managesieve { } lda_mailbox_autocreate = yes lda_mailbox_autosubscribe = yes protocol lda { mail_plugins = quota sieve postmaster_address = [email protected] } protocol imap { mail_plugins = quota imap_quota trash imap_client_workarounds = delay-newmail } lmtp_save_to_detail_mailbox = yes protocol lmtp { mail_plugins = quota sieve } protocol pop3 { mail_plugins = quota pop3_client_workarounds = outlook-no-nuls oe-ns-eoh } protocol sieve { managesieve_max_line_length = 65536 managesieve_implementation_string = Dovecot Pigeonhole managesieve_max_compile_errors = 5 } dict { quotadict = mysql:/etc/zpanel/configs/dovecot2/dovecot-dict-quota.conf } plugin { # quota = dict:User quota::proxy::quotadict quota = maildir:User quota acl = vfile:/etc/dovecot/acls trash = /etc/zpanel/configs/dovecot2/dovecot-trash.conf sieve_global_path = /var/zpanel/sieve/globalfilter.sieve sieve = ~/dovecot.sieve sieve_dir = ~/sieve sieve_global_dir = /var/zpanel/sieve/ #sieve_extensions = +notify +imapflags sieve_max_script_size = 1M #sieve_max_actions = 32 #sieve_max_redirects = 4 } log_path = /var/log/dovecot.log info_log_path = /var/log/dovecot-info.log debug_log_path = /var/log/dovecot-debug.log mail_debug=yes ssl = no Does anyone have any ideas or tips on what I can try to get this working? Thanks for all the help EDIT: Output of postconf -n alias_database = hash:/etc/aliases alias_maps = hash:/etc/aliases broken_sasl_auth_clients = yes command_directory = /usr/sbin config_directory = /etc/postfix daemon_directory = /usr/libexec/postfix debug_peer_level = 2 delay_warning_time = 4 disable_vrfy_command = yes html_directory = no inet_interfaces = all mail_owner = postfix mailq_path = /usr/bin/mailq.postfix manpage_directory = /usr/share/man mydestination = localhost.$mydomain, localhost mydomain = control.yourdomain.com myhostname = control.yourdomain.com mynetworks = all newaliases_path = /usr/bin/newaliases.postfix queue_directory = /var/spool/postfix readme_directory = /usr/share/doc/postfix-2.2.2/README_FILES recipient_delimiter = + relay_domains = proxy:mysql:/etc/zpanel/configs/postfix/mysql-relay_domains_maps.cf sample_directory = /usr/share/doc/postfix-2.2.2/samples sendmail_path = /usr/sbin/sendmail.postfix setgid_group = postdrop smtp_use_tls = no smtpd_client_restrictions = smtpd_data_restrictions = reject_unauth_pipelining smtpd_helo_required = yes smtpd_helo_restrictions = smtpd_recipient_restrictions = permit_sasl_authenticated, permit_mynetworks, reject_unauth_destination, reject_non_fqdn_sender, reject_non_fqdn_recipient, reject_unknown_recipient_domain smtpd_sasl_auth_enable = yes smtpd_sasl_local_domain = $myhostname smtpd_sasl_path = private/auth smtpd_sasl_security_options = noanonymous smtpd_sasl_type = dovecot smtpd_sender_restrictions = smtpd_use_tls = no soft_bounce = yes transport_maps = hash:/etc/postfix/transport unknown_local_recipient_reject_code = 550 virtual_alias_maps = proxy:mysql:/etc/zpanel/configs/postfix/mysql-virtual_alias_maps.cf, regexp:/etc/zpanel/configs/postfix/virtual_regexp virtual_gid_maps = static:12 virtual_mailbox_base = /var/zpanel/vmail virtual_mailbox_domains = proxy:mysql:/etc/zpanel/configs/postfix/mysql-virtual_domains_maps.cf virtual_mailbox_maps = proxy:mysql:/etc/zpanel/configs/postfix/mysql-virtual_mailbox_maps.cf virtual_minimum_uid = 101 virtual_transport = dovecot virtual_uid_maps = static:101

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  • Understanding Box2d Restitution & Bouncing

    - by layzrr
    I'm currently trying to implement basketball bouncing into my game using Box2d (jBox2d technically), but I'm a bit confused about restitution. While trying to create the ball in the testbed first, I've run into infinite bouncing, as described in this question, however obviously not using my own implementation. The Box2d manual describes restitution as follows: Restitution is used to make objects bounce. The restitution value is usually set to be between 0 and 1. Consider dropping a ball on a table. A value of zero means the ball won't bounce. This is called an inelastic collision. A value of one means the ball's velocity will be exactly reflected. This is called a perfectly elastic collision. My confusion lies in that I am still getting infinite bouncing with restitution values at 0.75/0.8. The same behavior can be seen in the testbed under Collision Watching - Varying Restitution, on the 6th and 7th balls. I believe the last one has restitution of 1, which makes sense, but I don't understand why the second to last ball bounces infinitely (as is happening with my working basketball I've created). I am looking to understand the restitution concept more fully, as well as look for a solution to infinite bouncing with the Box2d framework. My instinct was to sleep objects that appeared to be moving in very small increments, but this seems like a misuse of the engine. Should I just work with lower restitution values altogether?

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  • Changing DNS - Forgot to change MX records for one month - Is there a way to retrieve emails that we

    - by Chris Altman
    We have our own domain. Our email is hosted by Google Apps. We switched web servers and name servers to a new provider. In the switch, I forgot to move the MX record. When people tried to send emails to our domain, there was no bounce back. We fixed the MX record and now receive email. Is there anyway to retrieve the emails that were sent in the month when there was no MX record? I doubt it because there was no MX record on our name server. Where would the emails have gone since they did not bounce back?

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  • Collision with half semi-circle

    - by heitortsergent
    I am trying to port a game I made using Flash/AS3, to the Windows Phone using C#/XNA 4.0. You can see it here: http://goo.gl/gzFiE In the flash version I used a pixel-perfect collision between meteors (it's a rectangle, and usually rotated) that spawn outside the screen, and move towards the center, and a shield in the center of the screen(which is half of a semi-circle, also rotated by the player), which made the meteor bounce back in the opposite direction it came from, when they collided. My goal now is to make the meteors bounce in different angles, depending on the position it collides with the shield (much like Pong, hitting the borders causes a change in the ball's angle). So, these are the 3 options I thought of: -Pixel-perfect collision (microsoft has a sample(http://create.msdn.com/en-US/education/catalog/tutorial/collision_2d_perpixel_transformed)) , but then I wouldn't know how to change the meteor angle after the collision -3 BoundingCircle's to represent the half semi-circle shield, but then I would have to somehow move them as I rotate the shield. -Farseer Physics. I could make a shape composed of 3 lines, and use that as the collision object for the shield. Is there any other way besides those? Which would be the best way to do it(it's aimed towards mobile devices, so pixel-perfect is probably not a good choice)? Most of the time there's always a easier/better way than what we think of...

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  • Postfix how to triggering my script when outgoing email status is sent?

    - by Laszlo Malina
    I want to run a program when postfix has successfully sent out a mail (local or remote). I would like to pass the headers to program and if possible also the destination ip or address (exclude spam filter delivery). I just have an idea: Delivery Status Notification processing via uniqe transport program, but I'd prefer the above. My goal is to be recorded lifetime (events) of email: it came, it went out (from, to, subject, datetime, message id, message status: bounce, sent). I would only need the state of the outgoing mail, because incoming and bounce program is working. It is possible to trigger a program (similar to a transport pipe/spawn) or DSN "cheat" stay? Thanks in advance for any reply!

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  • Detecting walls or floors in pygame

    - by Serial
    I am trying to make bullets bounce of walls, but I can't figure out how to correctly do the collision detection. What I am currently doing is iterating through all the solid blocks and if the bullet hits the bottom, top or sides, its vector is adjusted accordingly. However, sometimes when I shoot, the bullet doesn't bounce, I think it's when I shoot at a border between two blocks. Here is the update method for my Bullet class: def update(self, dt): if self.can_bounce: #if the bullet hasnt bounced find its vector using the mousclick pos and player pos speed = -10. range = 200 distance = [self.mouse_x - self.player[0], self.mouse_y - self.player[1]] norm = math.sqrt(distance[0] ** 2 + distance[1] ** 2) direction = [distance[0] / norm, distance[1 ] / norm] bullet_vector = [direction[0] * speed, direction[1] * speed] self.dx = bullet_vector[0] self.dy = bullet_vector[1] #check each block for collision for block in self.game.solid_blocks: last = self.rect.copy() if self.rect.colliderect(block): topcheck = self.rect.top < block.rect.bottom and self.rect.top > block.rect.top bottomcheck = self.rect.bottom > block.rect.top and self.rect.bottom < block.rect.bottom rightcheck = self.rect.right > block.rect.left and self.rect.right < block.rect.right leftcheck = self.rect.left < block.rect.right and self.rect.left > block.rect.left each test tests if it hit the top bottom left or right side of the block its colliding with if self.can_bounce: if topcheck: self.rect = last self.dy *= -1 self.can_bounce = False print "top" if bottomcheck: self.rect = last self.dy *= -1 #Bottom check self.can_bounce = False print "bottom" if rightcheck: self.rect = last self.dx *= -1 #right check self.can_bounce = False print "right" if leftcheck: self.rect = last self.dx *= -1 #left check self.can_bounce = False print "left" else: # if it has already bounced and colliding again kill it self.kill() for enemy in self.game.enemies_list: if self.rect.colliderect(enemy): self.kill() #update position self.rect.x -= self.dx self.rect.y -= self.dy This definitely isn't the best way to do it but I can't think of another way. If anyone has done this or can help that would be awesome!

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  • Question about exim4 config syntax

    - by PeterMmm
    I'm trying to send a notification to the sender of a message when a message is send to exactly one address in the local domain ([email protected]). Q1: How would be the syntax for the condition (the above don't work) ? : notify_reply: driver=accept domains = +local_domains senders = ! ^.*-request@.*:\ ! ^bounce-.*@.*:\ ! ^.*-bounce@.*:\ ! ^owner-.*@.*:\ ! ^postmaster@.*:\ ! ^webmaster@.*:\ ! ^listmaster@.*:\ ! ^mailer-daemon@.*:\ ! ^root@.*:\ ! ^noreply@.* condition = ${if eq {$received_for}{[email protected]}} no_expn transport=notify_transport unseen no_verify Q2: How to write multiline string in the config file for "text" ? : notify_transport: driver=autoreply [email protected] to=$sender_address subject=Your mail for text="Please resend your messasge to [email protected] This is a temporary modification."

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  • Page allocation failures on iSCSI storage

    - by Dave
    We have a CentOS 6.3 iscsi server (16GB RAM) running on Infiniband bus (ipoib). When the load is high I can see multiple errors: Sep 3 23:22:20 stor4 kernel: tgtd: page allocation failure. order:2, mode:0x20 Sep 3 23:22:20 stor4 kernel: Pid: 3637, comm: tgtd Not tainted 2.6.32 #1 Sep 3 23:22:20 stor4 kernel: Call Trace: Sep 3 23:22:20 stor4 kernel: [] ? __alloc_pages_nodemask+0x77f/0x940 Sep 3 23:22:20 stor4 kernel: [] ? kmem_getpages+0x62/0x170 Sep 3 23:22:20 stor4 kernel: [] ? fallback_alloc+0x1ba/0x270 Sep 3 23:22:20 stor4 kernel: [] ? cache_grow+0x2cf/0x320 Sep 3 23:22:20 stor4 kernel: [] ? ____cache_alloc_node+0x99/0x160 Sep 3 23:22:20 stor4 kernel: [] ? pskb_expand_head+0x64/0x270 Sep 3 23:22:20 stor4 kernel: [] ? __kmalloc+0x189/0x220 Sep 3 23:22:20 stor4 kernel: [] ? pskb_expand_head+0x64/0x270 Sep 3 23:22:20 stor4 kernel: [] ? __pskb_pull_tail+0x2aa/0x360 Sep 3 23:22:20 stor4 kernel: [] ? tcp_init_tso_segs+0x37/0x50 Sep 3 23:22:20 stor4 kernel: [] ? dev_queue_xmit+0x4bb/0x6f0 Sep 3 23:22:20 stor4 kernel: [] ? neigh_connected_output+0xbd/0x100 Sep 3 23:22:20 stor4 kernel: [] ? ip_finish_output+0x237/0x310 Sep 3 23:22:20 stor4 kernel: [] ? ip_output+0xb8/0xc0 Sep 3 23:22:20 stor4 kernel: [] ? __ip_local_out+0x9f/0xb0 Sep 3 23:22:20 stor4 kernel: [] ? ip_local_out+0x25/0x30 Sep 3 23:22:20 stor4 kernel: [] ? ip_queue_xmit+0x190/0x420 Sep 3 23:22:20 stor4 kernel: [] ? sock_aio_write+0x167/0x180 Sep 3 23:22:20 stor4 kernel: [] ? tcp_transmit_skb+0x3fe/0x7b0 Sep 3 23:22:20 stor4 kernel: [] ? tcp_write_xmit+0x1fb/0xa20 Sep 3 23:22:20 stor4 kernel: [] ? __tcp_push_pending_frames+0x30/0xe0 Sep 3 23:22:20 stor4 kernel: [] ? tcp_push_pending_frames+0x33/0x40 Sep 3 23:22:20 stor4 kernel: [] ? do_tcp_setsockopt+0x3d6/0x480 Sep 3 23:22:20 stor4 kernel: [] ? tcp_setsockopt+0x2a/0x30 Sep 3 23:22:20 stor4 kernel: [] ? sock_common_setsockopt+0x14/0x20 Sep 3 23:22:20 stor4 kernel: [] ? sys_setsockopt+0x7f/0xe0 Sep 3 23:22:20 stor4 kernel: [] ? system_call_fastpath+0x16/0x1b Sep 3 23:22:20 stor4 kernel: Mem-Info: Sep 3 23:22:20 stor4 kernel: Node 0 DMA per-cpu: Sep 3 23:22:20 stor4 kernel: CPU 0: hi: 0, btch: 1 usd: 0 Sep 3 23:22:20 stor4 kernel: CPU 1: hi: 0, btch: 1 usd: 0 Sep 3 23:22:20 stor4 kernel: CPU 2: hi: 0, btch: 1 usd: 0 Sep 3 23:22:20 stor4 kernel: CPU 3: hi: 0, btch: 1 usd: 0 Sep 3 23:22:20 stor4 kernel: Node 0 DMA32 per-cpu: Sep 3 23:22:20 stor4 kernel: CPU 0: hi: 186, btch: 31 usd: 183 Sep 3 23:22:20 stor4 kernel: CPU 1: hi: 186, btch: 31 usd: 23 Sep 3 23:22:20 stor4 kernel: CPU 2: hi: 186, btch: 31 usd: 183 Sep 3 23:22:20 stor4 kernel: CPU 3: hi: 186, btch: 31 usd: 181 Sep 3 23:22:20 stor4 kernel: Node 0 Normal per-cpu: Sep 3 23:22:20 stor4 kernel: CPU 0: hi: 186, btch: 31 usd: 171 Sep 3 23:22:20 stor4 kernel: CPU 1: hi: 186, btch: 31 usd: 29 Sep 3 23:22:20 stor4 kernel: CPU 2: hi: 186, btch: 31 usd: 32 Sep 3 23:22:20 stor4 kernel: CPU 3: hi: 186, btch: 31 usd: 32 Sep 3 23:22:20 stor4 kernel: active_anon:1875 inactive_anon:2473 isolated_anon:0 Sep 3 23:22:20 stor4 kernel: active_file:1243637 inactive_file:2505055 isolated_file:0 Sep 3 23:22:20 stor4 kernel: unevictable:0 dirty:268338 writeback:0 unstable:0 Sep 3 23:22:20 stor4 kernel: free:86050 slab_reclaimable:132377 slab_unreclaimable:23744 Sep 3 23:22:20 stor4 kernel: mapped:1293 shmem:222 pagetables:720 bounce:0 Sep 3 23:22:20 stor4 kernel: Node 0 DMA free:15732kB min:124kB low:152kB high:184kB active_anon:0kB inactive_anon:0kB active_file:0kB inactive_file:0kB unevictable:0kB isolated(anon):0kB isolated(file):0kB present:15332kB mlocked:0kB dirty:0kB writeback:0kB mapped:0kB shmem:0kB slab_reclaimable:0kB slab_unreclaimable:0kB kernel_stack:0kB pagetables:0kB unstable:0kB bounce:0kB writeback_tmp:0kB pages_scanned:0 all_unreclaimable? yes Sep 3 23:22:20 stor4 kernel: lowmem_reserve[]: 0 2172 16060 16060 Sep 3 23:22:20 stor4 kernel: Node 0 DMA32 free:107544kB min:18268kB low:22832kB high:27400kB active_anon:468kB inactive_anon:2364kB active_file:566208kB inactive_file:976112kB unevictable:0kB isolated(anon):0kB isolated(file):0kB present:2224900kB mlocked:0kB dirty:96816kB writeback:0kB mapped:908kB shmem:12kB slab_reclaimable:176940kB slab_unreclaimable:968kB kernel_stack:64kB pagetables:192kB unstable:0kB bounce:0kB writeback_tmp:0kB pages_scanned:0 all_unreclaimable? no Sep 3 23:22:20 stor4 kernel: lowmem_reserve[]: 0 0 13887 13887 Sep 3 23:22:20 stor4 kernel: Node 0 Normal free:220924kB min:116772kB low:145964kB high:175156kB active_anon:7032kB inactive_anon:7528kB active_file:4408340kB inactive_file:9044108kB unevictable:0kB isolated(anon):0kB isolated(file):0kB present:14220800kB mlocked:0kB dirty:976536kB writeback:0kB mapped:4264kB shmem:876kB slab_reclaimable:352568kB slab_unreclaimable:94008kB kernel_stack:2048kB pagetables:2688kB unstable:0kB bounce:0kB writeback_tmp:0kB pages_scanned:0 all_unreclaimable? no Sep 3 23:22:20 stor4 kernel: lowmem_reserve[]: 0 0 0 0 Sep 3 23:22:20 stor4 kernel: Node 0 DMA: 1*4kB 0*8kB 1*16kB 1*32kB 1*64kB 0*128kB 1*256kB 0*512kB 1*1024kB 1*2048kB 3*4096kB = 15732kB Sep 3 23:22:20 stor4 kernel: Node 0 DMA32: 16305*4kB 4381*8kB 353*16kB 8*32kB 1*64kB 1*128kB 0*256kB 1*512kB 1*1024kB 0*2048kB 0*4096kB = 107900kB Sep 3 23:22:20 stor4 kernel: Node 0 Normal: 14548*4kB 14808*8kB 2420*16kB 31*32kB 5*64kB 0*128kB 0*256kB 0*512kB 0*1024kB 0*2048kB 1*4096kB = 220784kB Sep 3 23:22:20 stor4 kernel: 3748822 total pagecache pages Sep 3 23:22:20 stor4 kernel: 0 pages in swap cache Sep 3 23:22:20 stor4 kernel: Swap cache stats: add 0, delete 0, find 0/0 Sep 3 23:22:20 stor4 kernel: Free swap = 975864kB Sep 3 23:22:20 stor4 kernel: Total swap = 975864kB Sep 3 23:22:20 stor4 kernel: 4194303 pages RAM Sep 3 23:22:20 stor4 kernel: 126915 pages reserved Sep 3 23:22:20 stor4 kernel: 3753534 pages shared Sep 3 23:22:20 stor4 kernel: 213500 pages non-shared TCP stack and VM config: net.core.rmem_max = 83886080 net.core.wmem_max = 83886080 net.core.rmem_default = 65536 net.core.wmem_default = 65536 net.ipv4.tcp_rmem = 40960 1048560 4194304 net.ipv4.tcp_wmem = 40960 196608 4194304 net.ipv4.tcp_mem = 16388608 16388608 16388608 vm.min_free_kbytes=135168 Additional tweaks: /sbin/blockdev --setra 16384 /dev/sdb echo 2048 /sys/block/sdb/queue/nr_requests Where might the problem be? Thank you.

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  • Collision with half of a semi-circle

    - by heitortsergent
    I am trying to port a game I made using Flash/AS3, to the Windows Phone using C#/XNA 4.0. You can see it here: http://goo.gl/gzFiE In the flash version I used a pixel-perfect collision between meteors (it's a rectangle, and usually rotated) that spawn outside the screen, and move towards the center, and a shield in the center of the screen(which is half of a semi-circle, also rotated by the player), which made the meteor bounce back in the opposite direction it came from, when they collided. My goal now is to make the meteors bounce in different angles, depending on the position it collides with the shield (much like Pong, hitting the borders causes a change in the ball's angle). So, these are the 3 options I thought of: Pixel-perfect collision (Microsoft has a sample) , but then I wouldn't know how to change the meteor angle after the collision 3 BoundingCircle's to represent the half semi-circle shield, but then I would have to somehow move them as I rotate the shield. Farseer Physics. I could make a shape composed of 3 lines, and use that as the collision object for the shield. Is there any other way besides those? Which would be the best way to do it(it's aimed towards mobile devices, so pixel-perfect is probably not a good choice)? Most of the time there's always a easier/better way than what we think of...

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  • Why does m4 error "linux-gnu.m4 - No such file or directory" appear the first time after updating sendmail.mc?

    - by Mike B
    SendMail 8.14.x | CentOS 5.x I've noticed that if I manually update /etc/mail/sendmail.mc (for example, enable TLS support), and then bounce sendmail, I get the following error: Shutting down sm-client: [ OK ] Shutting down sendmail: [ OK ] Starting sendmail: sendmail.mc:18: m4: cannot open `/usr/share/sendmail-cf/ostype/linux-gnu.mf': No such file or directory [ OK ] Starting sm-client: [ OK ] This only happens one time after I update a sendmail.mc file. If I bounce sendmail again (without making any other change), I don't see the error any more. Any idea why this happens? It doesn't cause any errors - I'm just curious.

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  • Beginner question: ArrayList can't seem to get it right! Pls help

    - by elementz
    I have been staring at this code all day now, but just can't get it right. ATM I am just pushing codeblocks around without being able to concentrate anymore, with the due time being within almost an hour... So you guys are my last resort here. I am supposed to create a few random balls on a canvas, those balls being stored within an ArrayList (I hope an ArrayList is suitable here: the alternative options to choose from were HashSet and HashMap). Now, whatever I do, I get the differently colored balls at the top of my canvas, but they just get stuck there and refuse to move at all. Apart from that I now get a ConcurrentModificationException, when running the code: java.util.ConcurrentModificationException at java.util.AbstractList$Itr.checkForComodification(AbstractList.java:372) at java.util.AbstractList$Itr.next(AbstractList.java:343) at BallDemo.bounce(BallDemo.java:109) Reading up on that exception, I found out that one can make sure ArrayList is accessed in a threadsafe manner by somehow synchronizing access. But since I have remember fellow students doing without synchronizing, my guess is, that it would actually be the wrong path to go. Maybe you guys could help me get this to work, I at least need those stupid balls to move ;-) /** * Simulate random bouncing balls */ public void bounce(int count) { int ground = 400; // position of the ground line System.out.println(count); myCanvas.setVisible(true); // draw the ground myCanvas.drawLine(50, ground, 550, ground); // Create an ArrayList of type BouncingBalls ArrayList<BouncingBall>balls = new ArrayList<BouncingBall>(); for (int i = 0; i < count; i++){ Random numGen = new Random(); // Creating a random color. Color col = new Color(numGen.nextInt(256), numGen.nextInt(256), numGen.nextInt(256)); // creating a random x-coordinate for the balls int ballXpos = numGen.nextInt(550); BouncingBall bBall = new BouncingBall(ballXpos, 80, 20, col, ground, myCanvas); // adding balls to the ArrayList balls.add(bBall); bBall.draw(); boolean finished = false; } for (BouncingBall bBall : balls){ bBall.move(); } } This would be the original unmodified method we got from our teacher, which only creates two balls: /** * Simulate two bouncing balls */ public void bounce() { int ground = 400; // position of the ground line myCanvas.setVisible(true); myCanvas.drawLine(50, ground, 550, ground); // draw the ground // crate and show the balls BouncingBall ball = new BouncingBall(50, 50, 16, Color.blue, ground, myCanvas); ball.draw(); BouncingBall ball2 = new BouncingBall(70, 80, 20, Color.red, ground, myCanvas); ball2.draw(); // make them bounce boolean finished = false; while(!finished) { myCanvas.wait(50); // small delay ball.move(); ball2.move(); // stop once ball has travelled a certain distance on x axis if(ball.getXPosition() >= 550 && ball2.getXPosition() >= 550) { finished = true; } } ball.erase(); ball2.erase(); } }

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  • Setting Return-Path Header Other than Sender Address using SMTP command.

    - by Matt
    Greetings all. I'm faced with an issue with basic SMTP.. I would like to set the return-path header to an address other than the Sender address (i.e. From: Header) using SMTP command. I know MAIL -F sets it. However, I issued the following sequence of commands into my mail daemon (TELNET rlogin) and got the SMTP error 503 - Bad Command Sequence TELNET HELO: MAIL FROM : MAIL -F: RCPT TO: Subject: Test Bounce test mail for bounce functinlaity quit Can anyone of you please suggest me a possible way out of this? I will be grateful. Cheers, Matt.

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  • Weird Scrolling Issue Using UITableView

    - by Scott Elder
    I am a working UINavigationController pushing two different UITableViews on and off the stack. All of my functionality is working correctly except scrolling. When either table is scrolled above the top row, or below the bottom row, it stays there exposing the margin above/below the table. I am looking for the table to "bounce" back so that only the table is visible and not the white space area beyond - just like any other iPhone app. One of my UITableViews is being loaded by NIB and the other is being created programatically - both of which have the exact same result. I have tried all the bounce and scrolling settings in the Nib, but nothing seems to work. Can someone tell me what I am doing wrong? Please let me know if I can be more specific in detailing my problem. Thanks, -Scott

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  • Creating a bouncing button in flex

    - by Yasmine
    I am trying to make an effect on a button that when I mouse over it, it keeps jumping up and down smoothly and when mouse out it stops. I tried this but the result was really bad: <mx:Sequence id="bounceEffect" repeatCount="0"> <mx:Move duration="2000" yBy="10" easingFunction="{Bounce.easeOut}"/> <mx:Move duration="2000" yBy="-10" easingFunction="{Bounce.easeOut}"/> </mx:Sequence> <mx:Button id="btn" label="Request Information" rollOver="bounceEffect.play([btn])" rollOut="bounceEffect.end()" fillColors="[#ff0000, #ff0000, #ff0000, #ff0000]" color="#ffffff" textRollOverColor="#ffffff" /> Can someone help me on this? There's something else I noticed when I mouse over the button and during the effect the text on the button becomes very hazy. Thanks

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  • Postfix Bounced Emails With Google Apps

    - by crontab
    So our company uses Google Apps to handle our accounts for our employees. Meaning something like [email protected] would go to Google Apps. We also use postfix on our server to send out our news letter emails to our users. We've setup our emails to have a unique return-path which is basically [email protected] problem is that when postfix gets a bounce during the SMTP connection, it actually sends out the email to Google Apps. Is there anyway that we can setup Postfix to not send to [email protected] and instead pipe that message to a script which we can grab the original message and log the bounced address? I realize this only partially works as some emails may send correctly from postfix and then bounce down the road somewhere, but this should help us out with a good portion of our bounces. For a start, in main.cf we have recipient_delimiter = + and in master.cf we have bouncehandler unix - n n - - pipe user=nobody argv=/path/to/bounce_handler.php ${recipient} Not really sure where to go from here though.

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  • % new visitor vs. % returning visitor

    - by Torben Gundtofte-Bruun
    I'm not sure how to interpret the results in Google Analytics. I understand that some metrics should be high, and some should be low. But this one I don't get: % new visitor vs. % returning visitor: It's good that users are returning, but surely it's also good to get new, fresh visitors. How do I evaluate this %-vs-% ratio? The higher the better: visits unique visitors pageviews pages per visit avg. visit duration The lower the better: bounce rate drop-offs

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  • Analytics Tracking and SEO

    - by Mahesh
    I'm using piwik on some of my websites and recently switched from google analytics. I find most of the stuff same on both analytics. But i always had this question in mind that what am i supposed to track other than these ? Bounce rate Referral sites Keywords Geolocation Periodic data(Month, year, week) for above factors Any other SEO factors to be considered while tracking with any analytics software ?

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  • Easy Access a Cornerstone to Fusion Applications HCM User Experience

    - by Jay Richey, HCM Product Marketing
    With Fusion Applications, Oracle fundamentally changes a fragmented, frustrating work situation. Users of Human Capital Management (HCM) software often must bounce around between applications, searching diligently for the right information about employees. They may spend a lot of their time tracking down the data they need to complete a task. Fusion offers a completely different user experience. Read more...

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  • Creating a frozen bubble clone

    - by Vaughan Hilts
    This photo illustrates the environment: http://i.imgur.com/V4wbp.png I'll shoot the cannon, it'll bounce off the wall and it's SUPPOSED to stick to the bubble. It does at pretty much every other angle. The problem is always reproduced here, when hit off the wall into those bubbles. It also exists in other cases, but I'm not sure what triggers it. What actually happens: The ball will sometimes set to the wrong cell, and my "dropping" code will detect it as a loner and drop it off the stage. *There are many implementations of "Frozen Bubble" on the web, but I can't for the life of me find a good explanation as to how the algorithm for the "Bubble Sticking" works. * I see this: http://www.wikiflashed.com/wiki/BubbleBobble https://frozenbubblexna.svn.codeplex.com/svn/FrozenBubble/ But I can't figure out the algorithims... could anyone explain possibly the general idea behind getting the balls to stick? Code in question: //Counstruct our bounding rectangle for use var nX = currentBall.x + ballvX * gameTime; var nY = currentBall.y - ballvY * gameTime; var movingRect = new BoundingRectangle(nX, nY, 32, 32); var able = false; //Iterate over the cells and draw our bubbles for (var x = 0; x < 8; x++) { for (var y = 0; y < 12; y++) { //Get the bubble at this layout var bubble = bubbleLayout[x][y]; var rowHeight = 27; //If this slot isn't empty, draw if (bubble != null) { var bx = 0, by = 0; if (y % 2 == 0) { bx = x * 32 + 270; by = y * 32 + 45; } else { bx = x * 32 + 270 + 16; by = y * 32 + 45; } //Check var targetBox = new BoundingRectangle(bx, by, 32, 32); if (targetBox.intersects(movingRect)) { able = true; } } } } cellY = Math.round((currentBall.y - 45) / 32); if (cellY % 2 == 0) cellX = Math.round((currentBall.x - 270) / 32); else cellX = Math.round((currentBall.x - 270 - 16) / 32); Any ideas are very much welcome. Things I've tried: Flooring and Ceiling values Changing the wall bounce to a lower value Slowing down the ball None of these seem to affect it. Is there something in my math I'm not getting?

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  • What is the most efficient way to study multiple languages, frameworks, and APIs as a developer?

    - by Akromyk
    I know there are those out there who have read a slurry of books on a specific technology and only code in that one particular language, but this question is aimed at those who need bounce around between using multiple technologies and yet still manage to be productive. What is the most efficient way to study multiple languages, frameworks, and APIs as a developer without becoming a cheap swiss army knife? And how much time should one dedicate to a particular subject before moving to another?

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  • I need help with specific types of movement.

    - by IronGiraffe
    I'm adding movable crates to my game and I need some help with my movement code. The way I've set up my movement code the crate's X and Y are moved according to a vector2 unless it hits a wall. Here's the movement code: if (frameCount % (delay / 2) == 0) { for (int i = 0; i < Math.Abs(cSpeed.X); i++) { if (!Level.PlayerHit(new Rectangle(crateBounds.X + (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height))) { if (!Level.CollideTiles(crateBounds.X + (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height)) { if (cSpeed.X != 0) { crateBounds.X += Math.Sign(cSpeed.X); } else { Equalize(2); } } else { cSpeed.X = 0f; } } else { if (!Level.CollideTiles(crateBounds.X - (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height)) { if (cSpeed.X != 0) { crateBounds.X -= Math.Sign(cSpeed.X); } else { Equalize(2); } } else { cSpeed.X = 0f; } } } for (int i = 0; i < Math.Abs(cSpeed.Y); i++) { if (!Level.PlayerHit(new Rectangle(crateBounds.X, crateBounds.Y + Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height))) { if (!Level.CollideTiles(crateBounds.X, crateBounds.Y + Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height)) { crateBounds.Y += Math.Sign(cSpeed.Y); } else { cSpeed.Y = 0f; } } else { if (!Level.CollideTiles(crateBounds.X, crateBounds.Y - Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height)) { crateBounds.Y -= Math.Sign(cSpeed.Y); } else { cSpeed.Y = 0f; } } } } The frameCount and delay variables just slow down the movement somewhat. Anyway, I've added a tool to my game that acts as a gravity well (drawing objects into it's center; the closer they get to the center the faster they go) and what I'm trying to do is make it so that the crate will bounce off the player (and vice versa) when they collide. Thus far, my code only keeps the crate and player from getting stuck inside each other (the player can still get stuck under the crate, but I'll fix that later.) So what I'd like to know is how I can best make the crate bounce off the player. The other movement problem I'm having is related to another tool which allows the player to pick up crates and move around with them. The problem is that the crate's movement while being carried isn't tied to the movement script (it moves the crate itself, instead of adding to speed), which makes the crate go through walls and such. I know what I have to do: make the crate's speed match the player's speed while the player is holding it, but I need the crate to snap to a certain position (just in front of the player) when the player grabs it and it needs to switch to another position (just in front of the player on the other side) when they player faces the other direction while holding it. What would be the best way to make it switch places while keeping all the movement tied to the speed vector?

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  • Google analytics campaign advice

    - by Drewsdesign
    I am buying traffic from a broker not one source and sending to various landing pages. I would like to know the best way to structure a campaign so I can find which referrering site/url is performing the best (time on site, bounce etc) Should the utm_campaign be the 'brokername' and the utm_source be the 'landingpagename' or should this be the other way around? Also what would be the best way to create a custom report to show all the referrers metrics by each landing page ? Thank guys really appreciate any help on this.

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  • How to find collision detection side between two objects?

    - by user2362369
    I am using box2D and I have two objects, one is bouncy ball and the other one is block. I'd like to find which side of the block is collided with, so I can only make the ball bounce when it hits the top. I tried to implement many things like fixture data and by detecting position, using manifold but not get the accurate result. I also tried to calculate distance between two object but all went wrong.

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