Search Results

Search found 12064 results on 483 pages for 'tcp offload engine'.

Page 56/483 | < Previous Page | 52 53 54 55 56 57 58 59 60 61 62 63  | Next Page >

  • Gentoo box can't cURL or ping after restarting net.eth1

    - by Curlybraces
    Hi all, the following is completely baffling me. We currently have a gentoo box which acts as our LAMP, DNS, DHCP server. This is assigned a static IP on the network. This server is connected directly to the internet via a BT BusinessHub Router. The server is also connected to a patch panel/switch port which connects the remaining office (around 10 PC's) to the server. Everything has been plain sailing until the other day when the server was restarted. For some reason now only portions of network accessibility is available depending on which ethernet device was last restarted. Restarting net.eth0 allows the office server to cURL, ping, etc but stops all networked PC's from accessing the internet. Then restarting net.eth1 restores all internet to the network but stops the server from curling, pinging, etc again. However, even when the server can't ping, curl, etc, I can still remote SSH and remote MySQL connect from the server command line to other external servers that we own. Here's my route map (router is 192.168.1.254): Kernel IP routing table Destination Gateway Genmask Flags Metric Ref Use Iface 192.168.1.0 0.0.0.0 255.255.255.0 U 0 0 0 eth0 192.168.1.0 0.0.0.0 255.255.255.0 U 0 0 0 eth1 169.254.0.0 0.0.0.0 255.255.0.0 U 0 0 0 eth1 127.0.0.0 0.0.0.0 255.0.0.0 U 0 0 0 lo 0.0.0.0 192.168.1.254 0.0.0.0 UG 0 0 0 eth1 Here's my /etc/conf.d/net: iface_eth0="192.168.1.99 broadcast 192.168.1.255 netmask 255.255.255.0" iface_eth1="dhcp" None of the above have ever been changed however. Things have just ceased to operate correctly, which makes me think it's a freshly added Iptables rule. Here's the Iptables Filter table: Chain INPUT (policy ACCEPT) target prot opt source destination DROP tcp -- ##.##.##.## anywhere tcp dpt:ssh ACCEPT all -- anywhere anywhere state RELATED,ESTABLISHED ACCEPT all -- anywhere anywhere ACCEPT tcp -- anywhere anywhere tcp dpt:2199 ACCEPT tcp -- anywhere anywhere tcp dpt:3199 ACCEPT tcp -- ##.###.###.## anywhere tcp dpt:http ACCEPT tcp -- ###.###.##.## anywhere tcp dpt:2199 ACCEPT tcp -- ##.###.###.### anywhere tcp dpt:http ACCEPT tcp -- ##.###.##.## anywhere tcp dpt:http ACCEPT tcp -- ##.###.###.### anywhere tcp dpt:3128 ACCEPT udp -- ##.###.###.### anywhere udp dpt:3128 ACCEPT tcp -- ##.###.###.### anywhere tcp dpt:http ACCEPT tcp -- ##.###.###.### anywhere tcp dpt:https Chain FORWARD (policy ACCEPT) target prot opt source destination ACCEPT all -- anywhere ##.###.###.## DROP all -- anywhere ##.###.###.## ACCEPT all -- anywhere anywhere state NEW,ESTABLISHED Chain OUTPUT (policy ACCEPT) target prot opt source destination ACCEPT udp -- anywhere anywhere udp spt:2199 ACCEPT udp -- anywhere anywhere udp spt:4817 ACCEPT udp -- anywhere anywhere udp spt:4819 ACCEPT udp -- anywhere anywhere udp spt:3199 Help gratefully appreciated.

    Read the article

  • Deactivate SYN flooding mechanism

    - by mlaug
    I am running a server that is running a service on port 59380. There are more than 1000 machines out there connecting to that service. Once I need to restart the service all those machines are connecting at the same time. That made some trouble as I have seen that log entry in kern.log TCP: Possible SYN flooding on port 59380. *Sending cookies*. Check SNMP counters. So I changed sysctl net.ipv4.tcp_syncookies to 0 because the endpoints to not handle tcp syn cookies correctly. Finally I restarted my network to get the changes in production Next time I had to restart the service, the following message was logged TCP: Possible SYN flooding on port 59380. *Dropping request*. Check SNMP counters. How can I prevent the system for doing such actions? All necessary counter measures are done by iptables...

    Read the article

  • how to use appcfg.py for google-app-engine projects created using google's eclipse plugin?

    - by Aadith
    I have created a google-app-engine java project in Eclipse using Google's Eclipse plugin. My previous attempt to deploy failed. Now, when I retry, I get the following message: Unable to update app: Error posting to URL : http://appengine.google.com/api/appversion/create?app_id=mybdaywisherversion=1 409 conflict Another transaction for this user is already in progress for this app and major version. That user can undo the transaction with appcfg.py's "rollback" command. Now, I have always used the google-app-engine features from inside Eclipse only and have not a clue how to run the appcfg.py command. Could not get much help from documentation available over the internet. The only thing I could make out was for mac (I'm on mac), the command to be used is appcfg.sh. Inside Eclipse, I looked where App-Engine SDK is located on my machine and went to that location. Even found appcfg.sh there. But when I try to run it, it only reports the error "command not found". Tried various alternatives to run it (like tried running it with sudo, tried running it as ./appcfg.sh by going to whether its located) but no success Can someone please tell me the step I will have to follow to run the apcfg command?

    Read the article

  • How to get debugging of an App Engine application working?

    - by Chris Lacy
    I've got 10+ years in C/C++, and it appears Visual Studio has spoilt me during that time. In Visual Studio, debbuging issimple: I just add a breakpoint to a line of code, and as soon as that code is executed, my breakpoint triggers, at which point I can view a callstack, local/member variables, etc. I'm trying to achieve this functionality under App Engine. I assume that is possible? All the searching I've done to this point has led me to using Pydev in Eclipse. As best I can tell, I am successfully launching my simple 'hello world' program in Debug mode. But the IDE doesn't even seem to have an option to set a breakpoint? I must be missing something. I've googled long and hard about this, but am having no luck. Most results trace back to the same old threads that don't deal directly with my issue. Can anyone shed some light on how you get basic debugging setup using Pydev/Eclipse with App Engine? Alternatively, if there's an easier way to debug App Engine than using Pydev/Eclipse, I'd love to hear about it. Thanks in advance.

    Read the article

  • How to parse large xml files on google app engine?

    - by Alon Carmel
    Hey, I have fairly large xml file 1mb in size that i host on s3. I need to parse that xml file into my app engine datastore entirely. I have written a simple DOM parser that works fine locally but online it reaches the 30sec error and stops. I tried lowering the xml parsing by downloading the xml file into a BLOB at first before the parser then parse the xml file from blob. problem is that blobs are limited to 1mb. so it fails. I have multiple inserts to the datastore which cause it to fail on 30 sec. i saw somewhere that they recommend using the Mapper class and save some exception where the process stopped but as i am a python n00b i cant figure out how to implement it on a DOM parser or an SAX one (please provide an example?) on how to use it. i'm pretty much doing a bad thing right now and i parse the xml using php outside the app engine and push the data via HTTP post to the app engine using a proprietary API which works fine but is stupid and makes me maintain two codes. can you please help me out?

    Read the article

  • How do I configure multiple Ubuntu Python installations to avoid App Engine's SSL error?

    - by Linc
    I have Karmic Koala which has Python 2.6 installed by default. However I can't run any Python App Engine projects because they require Python 2.5 and python ssl. To install ssl I installed python2.5-dev first while following some instructions I found elsewhere. sudo apt-get install libssl-dev sudo apt-get install python-setuptools sudo apt-get install python2.5-dev sudo easy_install-2.5 pyopenssl However, I am afraid this is not good for my Ubuntu installation since Ubuntu expects to see version 2.6 of Python when you type 'python' on the command line. Instead, it says '2.5.5'. I tried to revert to the original default version of Python by doing this: sudo apt-get remove python2.5-dev But that didn't seem to do anything either - when I type 'python' on the command line it still say 2.5.5. And App Engine still doesn't work after all this. I continue to get an SSL-related error whenever I try to run my Python app: AttributeError: 'module' object has no attribute 'HTTPSHandler' UPDATE: Just checked whether SSL actually installed as a result of those commands by typing this: $ python2.5 Python 2.5.5 (r255:77872, Apr 29 2010, 23:59:20) [GCC 4.4.1] on linux2 Type "help", "copyright", "credits" or "license" for more information. >>> import ssl Traceback (most recent call last): File "<stdin>", line 1, in <module> ImportError: No module named ssl >>> As you can see, SSL is still not installed, which explains the continuing App Engine error. If anyone knows how I can dig myself out of this hole, I would appreciate it.

    Read the article

  • NLP - Queries using semantic wildcards in full text searching, maybe with Lucene?

    - by Zsolt
    Let's say I have a big corpus (for example in english or an arbitrary language), and I want to perform some semantic search on it. For example I have the query: "Be careful: [art] armada of [sg] is coming to [do sg]!" And the corpus contains the following sentence: "Be careful: an armada of alien ships is coming to destroy our planet!" It can be seen that my query string could contain "semantic placeholders", such as: [art] - some placeholder for articles (for example a / an in English) [sg], [do sg] - some placeholders for NPs and VPs (subjects and predicates) I would like to develop a library which would be capable to handle these queries efficiently. I suspect that some kind of POS-tagging would be necessary for parsing the text, but because I don't want to fully reimplement an already existing full-text search engine to make it work, I'm considering that how could I integrate this behaviour into a search engine like Lucene? I know there are SpanQueries which could behave similarly in some cases, but as I can see, Lucene doesn't do any semantic stuff with stored texts. It is possible to implement a behavior like this? Or do I have to write an own search engine?

    Read the article

  • alot questings since i wanted to make a new SSB game or mario game(that use 3d models) [closed]

    - by user20465
    i have just started to study programming and i know already ppl will say why make a so big project like as a SSB game for a noob game development? cuz i always wanted a SSB engine like as Mugen is a fighter game engine but is not like as SSB´s gameplay + is not using 3d models too so i will call it SSBmugen(until i find a better title for it i got afew ideas for titles) also i wanted to make this game so it can use SSBbrawl files(models+animations mainly) the moveset+Stage coding files i wanted to redo cuz so anything can be possible like make a teleporter or a pipe teleporter(like as Super mario bros game) on a stag e or make some stuff there is impossible in SSBbrawl for moveset coding but is not in SSBmugen like make so a char. summon a Clone and the clone will do a attack and then is gone or some attacks/moves also i will make a moveset/stage Coding editor so it will be really easy to make moveset/stages coding for yours 3d models/animations moveset+stage Coding i mean: hitboxes/hurtboxes/moving Stuff/moving bones like cape or hair bones that is moving by wind effects or falling or other stuff like that/other stuff that needed to be coded i have planed to make a editor(for moveset/char. coding) or add the editor in brawlbox for my game so other ppl can easy make moveset/stages Coding to they´s models/animations so it will be easy so even kids can make a custom movesets/stages why using SSBbrawl files?: cuz ppl have made alot of models or textures/custom movesets/custom stages like goku/other anime/not brawl stuff for super smash bros brawl hacking(a.k.a modding) so ppl dont have to redo anything if they wanted to have the custom models or textures/custom movesets/custom stages from SSBbrawl to SSBmugen +there is the program named brawlbox that can open brawl files like model/animations and can edit models or animations and import models from 3ds max to be the right model format for SSBbrawl and i also wanted it so easy to add(a.k.a installer) Recolours or alt. models(like as oneslot doctor mario model over mario´s boneset) or textures/Movesets/new char. slots/new stages so easy so you only needing to download themplace them in right foldername them the right nameStart the gameRecolours or alt. models or textures/Movesets/new char. slots/new stages works an loading right so you wont needing to edit any files for add something so kids/not so smart ppl can easy use the mods other ppl is making/uploading for this game here is the file format i wanted to know if they can be readed/opened if making a game that use these files: .mld0(brawl model file) .chr0(model animation for moving/scale/rota the bones) .srt0(animations for texture like moving eyes or blinking) .vis0(Animations for get polygons to hide/show with visibilitybones on the model there is also some polygons there ) .brres(a file format where stuff like model files or textures or animations is inside) .pac(a file format where the .brres is inside to keep model+textures+model for the shadow in 1 file) .wav (for SoundFX effects or voices to char. or stages) i am sure that one is possible the .wav files is inside a other file format for brawl but that file can´t you add more .wav files inside only replace so i wanted the .wav files outside so its easy to add/replace/remove SoundFX effects or voices to char. or stages .brstm(brawl music file so the music is looped perfect so it loop in middel of the music and not start over again then the music is done) afew more file formats (mainly for the Graphics effects like fire/aura/hit effects if not needing to redo them)so only coding in the editor i will make is needed to be done for port a SSBB hack(a.k.a mod)(moveset/stage coding) to this game wanted the game to be able to load these files and load them right like if loading wait1.chr0(idle animation) it will also load at same time wait1.srt0/wait1.vis0 and all kinda of animations is inside the same .brres file i am needing since it to be able to load the file format i wanted cuz: -the animations can´t be converted to any other animation file format and i dont think ppl want to redo these animations(inc. me for Goku to SSBbrawl) -models can be converted but then they lose all the shader/materials stuff like a shine effect or lighting on the model -.brstm can be converted to .wav but then there will be no loop so i prefer it can load this file format too for the music to stage/menu -brawlbox is really easy to use for make animation for the char. and import models from 3ds max so even around "not too stupid" 10 year kids can make SSBB mods(not try to be rude but to say how easy it is) also i wanted the folder setup for characters/stages/moveset/other stuff to be like this: https://www.dropbox.com/s/2oolm5z5ri234tz/SSBmugen%20Folder%20setup.txt just uploaded a txt file since it is a wall of text and this post is already a wall of test so it easy to place stuff (if not i do a program for to that so it auto place the stuff on right place) not 100% sure what to use of game engine to make this possible but i got a dll file from that brawlbox program that can open/read/edit these file formats if that helps i also got open source of brawlbox i have kinda learned programming(since its kinda the same thing but still not 100% same) from Super smash bros modding/hacking like coding a moveset for the new animations/models + have readed alittle about it but i am soon starting for real to study it for ppl who is alittle confuse for what i am asking for here is the list: -what game engine should i use to make a SSB clone? but at same time to make all this stuff i just said possible so ppl can make they own mods and share them and use the already made mods from SSBbrawl? and easy to use aswell so noob programmors can use it? -where to learning programming on internet to be even more ready to make a game like this? and dont wanted to start in the small like making small boring 2d games that no one care about anyway ps. i am also planing a other project like as SSBmugen but it will be Super mario bros open (again tittle unsure but open means open source) i will make a Mario game engine that also use 3d models and can have 2d or 3d gameplay with any mario powerups/gameplay(from any mario platform games) there is ever made multiplayer like as in New super mario bros wii maybe multiplay over lan or online but for now over 1 PC also alittle planed for that to my SSBmugen a Level/world map editor for it too(easy to use so even kids can use it and make levels for it) so it just place the objects/enemies and options for them enemies since they are not 100% same AI in all mario game like to choose a goomba have AI from SM64 the Editor will be able to change the gameplay on a level while have a other gameplay on a other level like this: 1 level have Super mario bros 3 gameplay (then it will be a 3d model remake) a other level have super mario galaxy gameplay but in a Super mario 3d land level yet a other level have super mario 64 gameplay but with powerups from a other mario game like powerups from mario 3d land or can ride on Yoshi so you can easy remake your fav. level from a old mario game in this mario engine/editor or just make a custom one with yours fav. mario gameplay/powerups so it will be like turn off/on: walljump/triple jump/other kinda or jumps/2x punch and 1 kick+Air kick/SMG spin attack/Fludd/other stuff like that so you can make the gameplay from the first mario game to the newest or make custom gameplay on a level also the star(from 64/sunshine/galaxy) will be replaced with the flag from new super mario bros/mario 3d land since the game is not so much about getting stars its more about making/download the levels you wanted and share them to other ppl and play these level so after have killed like the boss from SM64 bomb omb field(if one have made that) you will get the flag instead of star since i wanted it to be simple to make levels in the editor to make the bosses/new enemies/new powerups/custom char. idk what to do to make that simple yet also thinking the mario game will use brawl files since it almost already got all needed animations/models for this since i dont wanted to redo animations/models and if needing more animations i can just make them easy in brawlbox since thats the program i am most used to make animations but that will be after my SSBmugen project if not this game will be easyer then SSBmugen to make since i am planing then 1 of them is done i use the that game as base to make the other (since both is kinda platfrom games and possible using same file format for both) also wanted to ask what is best to start with out of these 2 games? also will maybe make a DLC site(or ingame) for both of these games if they get done so it wont end up like as Mugen where you needing to look all over the internet to find the stuff you wanted but for my game all the mods for my game is on same place not sure about online mode for SSBmugen or super mario bros open but i can always add that then i get better at programming both games also need to have options on controls/if using joystick also that i have planed these game for a long time and got even more ideas for them but first i wanted to get them to work so i can add the other stuff later(like DLC or online mode or some other stuff later) right now i know 0,0001% to programming(in my option) maybe i know more then that since i have been study it alittle but i learning while making stuff like this that was also my plan for make these game learn while making them and get better to programming so again i say it i kinda dont want to hear dont do these projects cuz i already know it will be hard so dont wanted so much to heard stuff like: you can´t do it since you just started learning programming or this project will fail since somewhere i needing to get started with programming and this is where i want to start to make my dream games(possible other´s dream games too) and i dont think this project will fail if i work hard on it (as i possible will) and ppl will maybe help i think this was all my questing/ideas for now (sorry for it sounds more like ideas then questings) but i needing to say my ideas so you ppl can see what i needing to use for make this possible

    Read the article

  • I am looking to make a spaceship tilt as it corners but I cant get it to return

    - by bobthemac
    I am using the TL game engine I am not allowed to use a physics engine but I need to make the spaceship lean as it corners, I can make it lean but cannot make it return to its starting position. I have looked at implementing some kind of spring physics but I don't understand it. Here is my code so far if(myEngine->KeyHeld(Key_A)) { car->RotateY(carSteer * frameTime); if(carSteer >= -carMaxSteer) { carSteer -= carSteerIncrement; car->RotateLocalZ(-(carSteer * frameTime)); } } if(!myEngine->KeyHeld(Key_A)) { if(carSteer < 0) { carSteer = 0; } } if(myEngine->KeyHeld(Key_D)) { car->RotateY(carSteer * frameTime); if(carSteer <= carMaxSteer) { carSteer += carSteerIncrement; car->RotateLocalZ(-(carSteer * frameTime)); } } if(!myEngine->KeyHeld(Key_D)) { if(carSteer > 0) { carSteer = 0; } } All the functions I am calling are built into the engine and I did not write them. Any Help Would Be Appreciated Thanks.

    Read the article

  • DNS lookups failing somewhere between firewall and router

    - by TessellatingHeckler
    we have a setup of ADSL line - Cisco 837 ADSL router - Zyxel ZyWall 35 firewall/NAT - Switch == Intel load balanced NICS in a server. It has been fine for years, suddenly DNS resolution stopped working on the server. No changes that I know of, so I can't work backwards from there. It was configured with the ISP's DNS servers, neither network device does DNS relaying. Wireshark shows the request go out but nothing comes back. The server networking stack seems OK though, because if we query an internal DNS server on a remote site, that works. I can logon to the Cisco, and DNS resolves OK from the command line. I can logon to the ZyWall, and DNS does not resolve from the command line. So the problem seems to be the firewall, patch cable or router, yes? On the router: interface Ethernet0 ip address aaa.bbb.ccc.ddd 255.255.255.ddd ip tcp adjust-mss 1450 hold-queue 100 out On the firewall: DNS server set to 8.8.8.8 (Google's), DNS traffic allowed LAN-WAN. What else should I look for? Update: Following This guide I've got traffic logging on the Cisco. I have also got access to a public DNS server which I can run tcpdump on to see things from the other side. And as per the below comments, I've tested with Dig and see that DNS over TCP works, and over UDP does not. Currently: DNS request from the server using TCP shows up in the firewall log, and in the Cisco log, and in tcpdump on the DNS server, the answer comes back, it works fine. DNS request from the server using UDP shows up in the firewall log, and in the Cisco log, does NOT show in tcpdump on the DNS server, times out. DNS request from the cisco (using UDP) does show up in tcpdump on the DNS server, answer received, works fine. Ping requests from the server and the cisco to the DNS server show up in tcpdump on the DNS server. DNS request from the server using UDP does show up on the firewall. Summary: TCP seems fine throughought. UDP works over the ADSL and to the Cisco, and it works from the server to the Cisco, but it doesn't cross the Cisco properly, it seems. I did see the Cisco showing as connected at 10Mb/full-duplex internally, and the firewall showing as 100Mb/full-duplex externally. I have forced the firewall to 10Mb and rebooted both devices. That seemed to help get UDP traffic (server-firewall-cisco) instead of (server-firewall), but did not fix it. Update: Sanitized Cisco config: version 12.2 no service pad service timestamps debug datetime msec service timestamps log datetime msec service password-encryption ! hostname cisco ! logging queue-limit 100 enable secret 5 {password} enable password 7 {password} ! ip subnet-zero ip domain name example.org ip name-server {nameserver_IP} ! ! ip audit notify log ip audit po max-events 100 no ftp-server write-enable ! interface Ethernet0 ip address {Inside_public_IP} 255.255.255.248 ip tcp adjust-mss 1460 hold-queue 100 out ! interface ATM0 no ip address no atm ilmi-keepalive pvc 0/38 encapsulation aal5mux ppp dialer dialer pool-member 1 ! dsl operating-mode auto ! interface Dialer1 ip unnumbered Ethernet0 encapsulation ppp dialer pool 1 dialer idle-timeout 0 dialer persistent no cdp enable ppp chap hostname {ADSL_Username} ppp chap password 7 {ADSL_Password} ! ip classless ip route 0.0.0.0 0.0.0.0 Dialer1 no ip http server no ip http secure-server ! access-list 23 permit {IP} dialer-list 1 protocol ip permit no cdp run snmp-server enable traps tty ! {con, vty} end

    Read the article

  • Router 2wire, Slackware desktop in DMZ mode, iptables policy aginst ping, but still pingable

    - by user135501
    I'm in DMZ mode, so I'm firewalling myself, stealthy all ok, but I get faulty test results from Shields Up that there are pings. Yesterday I couldn't make a connection to game servers work, because ping block was enabled (on the router). I disabled it, but this persists even due to my firewall. What is the connection between me and my router in DMZ mode (for my machine, there is bunch of others too behind router firewall)? When it allows router affecting if I'm pingable or not and if router has setting not blocking ping, rules in my iptables for this scenario do not work. Please ignore commented rules, I do uncomment them as I want. These two should do the job right? iptables -A INPUT -p icmp --icmp-type echo-request -j DROP echo 1 > /proc/sys/net/ipv4/icmp_echo_ignore_all Here are my iptables: #!/bin/sh # Begin /bin/firewall-start # Insert connection-tracking modules (not needed if built into the kernel). #modprobe ip_tables #modprobe iptable_filter #modprobe ip_conntrack #modprobe ip_conntrack_ftp #modprobe ipt_state #modprobe ipt_LOG # allow local-only connections iptables -A INPUT -i lo -j ACCEPT # free output on any interface to any ip for any service # (equal to -P ACCEPT) iptables -A OUTPUT -j ACCEPT # permit answers on already established connections # and permit new connections related to established ones (eg active-ftp) iptables -A INPUT -m state --state ESTABLISHED,RELATED -j ACCEPT #Gamespy&NWN #iptables -A INPUT -p tcp -m tcp -m multiport --ports 5120:5129 -j ACCEPT #iptables -A INPUT -p tcp -m tcp --dport 6667 --tcp-flags SYN,RST,ACK SYN -j ACCEPT #iptables -A INPUT -p tcp -m tcp --dport 28910 --tcp-flags SYN,RST,ACK SYN -j ACCEPT #iptables -A INPUT -p tcp -m tcp --dport 29900 --tcp-flags SYN,RST,ACK SYN -j ACCEPT #iptables -A INPUT -p tcp -m tcp --dport 29901 --tcp-flags SYN,RST,ACK SYN -j ACCEPT #iptables -A INPUT -p tcp -m tcp --dport 29920 --tcp-flags SYN,RST,ACK SYN -j ACCEPT #iptables -A INPUT -p udp -m udp -m multiport --ports 5120:5129 -j ACCEPT #iptables -A INPUT -p udp -m udp --dport 6500 -j ACCEPT #iptables -A INPUT -p udp -m udp --dport 27900 -j ACCEPT #iptables -A INPUT -p udp -m udp --dport 27901 -j ACCEPT #iptables -A INPUT -p udp -m udp --dport 29910 -j ACCEPT # Log everything else: What's Windows' latest exploitable vulnerability? iptables -A INPUT -j LOG --log-prefix "FIREWALL:INPUT" # set a sane policy: everything not accepted > /dev/null iptables -P INPUT DROP iptables -P FORWARD DROP iptables -P OUTPUT DROP iptables -A INPUT -p icmp --icmp-type echo-request -j DROP # be verbose on dynamic ip-addresses (not needed in case of static IP) echo 2 > /proc/sys/net/ipv4/ip_dynaddr # disable ExplicitCongestionNotification - too many routers are still # ignorant echo 0 > /proc/sys/net/ipv4/tcp_ecn #ping death echo 1 > /proc/sys/net/ipv4/icmp_echo_ignore_all # If you are frequently accessing ftp-servers or enjoy chatting you might # notice certain delays because some implementations of these daemons have # the feature of querying an identd on your box for your username for # logging. Although there's really no harm in this, having an identd # running is not recommended because some implementations are known to be # vulnerable. # To avoid these delays you could reject the requests with a 'tcp-reset': #iptables -A INPUT -p tcp --dport 113 -j REJECT --reject-with tcp-reset #iptables -A OUTPUT -p tcp --sport 113 -m state --state RELATED -j ACCEPT # To log and drop invalid packets, mostly harmless packets that came in # after netfilter's timeout, sometimes scans: #iptables -I INPUT 1 -p tcp -m state --state INVALID -j LOG --log-prefix \ "FIREWALL:INVALID" #iptables -I INPUT 2 -p tcp -m state --state INVALID -j DROP # End /bin/firewall-start

    Read the article

  • SQL SERVER – Subquery or Join – Various Options – SQL Server Engine Knows the Best – Part 2

    - by pinaldave
    This blog post is part 2 of the earlier written article SQL SERVER – Subquery or Join – Various Options – SQL Server Engine knows the Best by Paulo R. Pereira. Paulo has left excellent comment to earlier article once again proving the point that SQL Server Engine is smart enough to figure out the best plan itself and uses the same for the query. Let us go over his comment as he has posted. “I think IN or EXISTS is the best choice, because there is a little difference between ‘Merge Join’ of query with JOIN (Inner Join) and the others options (Left Semi Join), and JOIN can give more results than IN or EXISTS if the relationship is 1:0..N and not 1:0..1. And if I try use NOT IN and NOT EXISTS the query plan is different from LEFT JOIN too (Left Anti Semi Join vs. Left Outer Join + Filter). So, I found a case where EXISTS has a different query plan than IN or ANY/SOME:” USE AdventureWorks GO -- use of SOME SELECT * FROM HumanResources.Employee E WHERE E.EmployeeID = SOME ( SELECT EA.EmployeeID FROM HumanResources.EmployeeAddress EA UNION ALL SELECT EA.EmployeeID FROM HumanResources.EmployeeDepartmentHistory EA ) -- use of IN SELECT * FROM HumanResources.Employee E WHERE E.EmployeeID IN ( SELECT EA.EmployeeID FROM HumanResources.EmployeeAddress EA UNION ALL SELECT EA.EmployeeID FROM HumanResources.EmployeeDepartmentHistory EA ) -- use of EXISTS SELECT * FROM HumanResources.Employee E WHERE EXISTS ( SELECT EA.EmployeeID FROM HumanResources.EmployeeAddress EA UNION ALL SELECT EA.EmployeeID FROM HumanResources.EmployeeDepartmentHistory EA ) When looked into execution plan of the queries listed above indeed we do get different plans for queries and SQL Server Engines creates the best (least cost) plan for each query. Click on image to see larger images. Thanks Paulo for your wonderful contribution. Reference : Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, Readers Contribution, SQL, SQL Authority, SQL Joins, SQL Optimization, SQL Performance, SQL Query, SQL Scripts, SQL Server, SQL Tips and Tricks, T SQL, Technology

    Read the article

  • Using Oracle Data in the Business Rules Engine

    - by Christopher House
    Yesterday I started working on some new functionality that I had planned to implement using the Business Rules Engine.  As I got further into it, I realized that some of my rules were going to need to reference some data that resides in an Oracle database.  I knew the Business Rules Composer supports using DataConnections and TypedDataTables, but I’d never used this functionality myself, so I wasn’t so sure how it would work with Oracle.  As it turns out, it’s very do-able, there’s just little hoop you need to jump through. I fired up BRC and my suspicions were quickly confirmed.  BRC only recognizes SQL Server databases when it comes to editing rules.  Not letting that deter me, I decided to see if I could “trick” BRE into using Oracle data. On my local SQL server, I created a new database and in that database, created a table that matched the schema of the table I wanted to use in the Oracle database.  I then set about creating my rules, referencing the new SQL Server database everywhere I wanted to use Oracle data.  Finally, I created a new class library and added a class that implements Microsoft.RuleEngine.IFactRetriever.  In that class, I added the necessary code to get a DataSet from the Oracle server, wrap it in a TypedDataTable and assert it into the rule engine.  It’s worth pointing out that in my IFactRetriever class, I made sure to set my DataSet name to the name of the database I’d referenced in the BRC and the DataTable’s name to the name of the table that I’d referenced in the BRC. After gac’ing the new class library and deploying my policy, I tested and everything worked as expected.

    Read the article

  • Just released: a new SEO extension for the ASP.NET MVC routing engine

    - by efran.cobisi
    Dear users,after several months of hard work, we are proud to announce to the world that Cobisi's new SEO routing engine for ASP.NET MVC has been officially released! We even provide a free edition which comes at no cost, so this is something you can't really miss if you are a serious ASP.NET developer. ;)SEO routes for ASP.NET MVCCobisi SEO Extensions - this is the name of the product - is an advanced tool for software developers that allows to optimize ASP.NET MVC web applications and sites for search engines. It comes with a powerful routing engine, which extends the standard ASP.NET routing module to provide a much more flexible way to define search optimized routes, and a complete set of classes that make customizing the entire routing infrastructure very easy and cool.In its simplest form, defining a route for an MVC action is just a matter of decorating the method with the [Route("...")] attribute and specifying the desired URL. The library will take care of the rest and set up the route accordingly; while coding routes this way, Cobisi SEO Extensions also shows how the final routes will be, without leaving the Visual Studio IDE!Manage MVC routes with easeIn fact, Cobisi SEO Extensions integrates with the Visual Studio IDE to offer a large set of time-saving improvements targeted at ASP.NET developers. A new tool window, for example, allows to easily browse among the routes exposed by your applications, being them standard ASP.NET routes, MVC specific routes or SEO routes. The routes can be easily filtered on the fly, to ease finding the ones you are interested in. Double clicking a SEO route will even open the related ASP.NET MVC controller, at the beginning of the specified action method.In addition to that, Cobisi SEO Extensions allows to easily understand how each SEO route is composed by showing the routing model details directly in the IDE, beneath each MVC action route.Furthermore, Cobisi SEO Extensions helps developers to easily recognize which class is an MVC controller and which methods is an MVC action by drawing a special dashed underline mark under each items of these categories.Developers, developers, developers, ...We are really eager to receive your feedback and suggestions - please feel free to ping us with your comments! Thank you! Cheers! -- Efran Cobisi Cobisi lead developer Microsoft MVP, MCSD, MCAD, MCTS: SQL Server 2005, MCP

    Read the article

  • Continuous Physics Engine's Collision Detection Techniques

    - by Griffin
    I'm working on a purely continuous physics engine, and I need to choose algorithms for broad and narrow phase collision detection. "Purely continuous" means I never do intersection tests, but instead want to find ways to catch every collision before it happens, and put each into "planned collisions" stack that is ordered by TOI. Broad Phase The only continuous broad-phase method I can think of is encasing each body in a circle and testing if each circle will ever overlap another. This seems horribly inefficient however, and lacks any culling. I have no idea what continuous analogs might exist for today's discrete collision culling methods such as quad-trees either. How might I go about preventing inappropriate and pointless broad test's such as a discrete engine does? Narrow Phase I've managed to adapt the narrow SAT to a continuous check rather than discrete, but I'm sure there's other better algorithms out there in papers or sites you guys might have come across. What various fast or accurate algorithm's do you suggest I use and what are the advantages / disatvantages of each? Final Note: I say techniques and not algorithms because I have not yet decided on how I will store different polygons which might be concave, convex, round, or even have holes. I plan to make a decision on this based on what the algorithm requires (for instance if I choose an algorithm that breaks down a polygon into triangles or convex shapes I will simply store the polygon data in this form).

    Read the article

  • How does a segment based rendering engine work?

    - by Calmarius
    As far as I know Descent was one of the first games that featured a fully 3D environment, and it used a segment based rendering engine. Its levels are built from cubic segments (these cubes may be deformed as long as it remains convex and sides remain roughly flat). These cubes are connected by their sides. The connected sides are traversable (maybe doors or grids can be placed on these sides), while the unconnected sides are not traversable walls. So the game is played inside of this complex. Descent was software rendered and it had to be very fast, to be playable on those 10-100MHz processors of that age. Some latter levels of the game are huge and contain thousands of segments, but these levels are still rendered reasonably fast. So I think they tried to minimize the amount of cubes rendered somehow. How to choose which cubes to render for a given location? As far as I know they used a kind of portal rendering, but I couldn't find what was the technique used in this particular kind of engine. I think the fact that the levels are built from convex quadrilateral hexahedrons can be exploited.

    Read the article

  • Engine for 2D Top-Down Physics-Based Skeletal Animation

    - by RylandAlmanza
    I just watched at the Sui Generis video, and was completely amazed. Specifically, the part where the big troll thing is beating up the player with his flail. This got me really excited, and I would like to try implementing something like this in a 2D Top-Down format. Something like this. That atloria example seems simple enough, but it's not exactly what I'm looking to make. I think atloria is using predefined animations, where as I would like to make something more physics-based like the Sui Generis engine does. So, I'm wondering what physics engines might work for something like this, and if I'd need to implement my own skeletal system, or if I could just use "joints" and such from the engine. The only experience I have in terms of physics engines is Box2D, which I've heard shouldn't be used for top-down settings, and I can think of a few reasons it wouldn't work out well. One of those reasons being gravity. In box 2D, gravity pulls towards a side of the screen (usually the bottom.) I wouldn't want my player's forearms constantly being pulled to one side. :) Also should mention that the programming language doesn't matter all that much to me. I'm currently playing with HTML5 stuff, though. :) Thanks in advance!

    Read the article

  • XML Rules Engine and Validation Tutorial with NIEM

    - by drrwebber
    Our new XML Validation Framework tutorial video is now available. See how to easily integrate code-free adaptive XML validation services into your web services using the Java CAMV validation engine. CAMV allows you to build fault tolerant content checking with XPath that optionally use SQL data lookups. This can provide warnings as well as error conditions to tailor your validation layer to exactly meet your business application needs. Also available is developing test suites using Apache ANT scripting of validations.  This allows a community to share sets of conformance checking test and tools . On the technical XML side the video introduces XPath validation rules and illustrates and the concepts of XML content and structure validation. CAM validation templates allow contextual parameter driven dynamic validation services to be implemented compared to using a static and brittle XSD schema approach.The SQL table lookup and code list validation are discussed and examples presented.Features are highlighted along with a demonstration of the interactive generation of actual live XML data from a SQL data store and then validation processing complete with errors and warnings detection.The presentation provides a primer for developing web service XML validation and integration into a SOA approach along with examples and resources. Also alignment with the NIEM IEPD process for interoperable information exchanges is discussed along with NIEM rules services.The CAMV engine is a high performance scalable Java component for rapidly implementing code-free validation services and methods. CAMV is a next generation WYSIWYG approach that builds from older Schematron coding based interpretative runtime tools and provides a simpler declarative metaphor for rules definition. See: http://www.youtube.com/user/TheCAMeditor

    Read the article

  • FreeBSD performance tuning. Sysctls, loader.conf, kernel

    - by SaveTheRbtz
    I wanted to share knowledge of tuning FreeBSD via sysctl.conf/loader.conf/KENCONF. It was initially based on Igor Sysoev's (author of nginx) presentation about FreeBSD tuning up to 100,000-200,000 active connections. Tunings are for FreeBSD-CURRENT. Since 7.2 amd64 some of them are tuned well by default. Prior 7.0 some of them are boot only (set via /boot/loader.conf) or does not exist at all. sysctl.conf: # No zero mapping feature # May break wine # (There are also reports about broken samba3) #security.bsd.map_at_zero=0 # If you have really busy webserver with apache13 you may run out of processes #kern.maxproc=10000 # Same for servers with apache2 / Pound #kern.threads.max_threads_per_proc=4096 # Max. backlog size kern.ipc.somaxconn=4096 # Shared memory // 7.2+ can use shared memory > 2Gb kern.ipc.shmmax=2147483648 # Sockets kern.ipc.maxsockets=204800 # Can cause this on older kernels: # http://old.nabble.com/Significant-performance-regression-for-increased-maxsockbuf-on-8.0-RELEASE-tt26745981.html#a26745981 ) kern.ipc.maxsockbuf=10485760 # Mbuf 2k clusters (on amd64 7.2+ 25600 is default) # For such high value vm.kmem_size must be increased to 3G kern.ipc.nmbclusters=262144 # Jumbo pagesize(_SC_PAGESIZE) clusters # Used as general packet storage for jumbo frames # can be monitored via `netstat -m` #kern.ipc.nmbjumbop=262144 # Jumbo 9k/16k clusters # If you are using them #kern.ipc.nmbjumbo9=65536 #kern.ipc.nmbjumbo16=32768 # For lower latency you can decrease scheduler's maximum time slice # default: stathz/10 (~ 13) #kern.sched.slice=1 # Increase max command-line length showed in `ps` (e.g for Tomcat/Java) # Default is PAGE_SIZE / 16 or 256 on x86 # This avoids commands to be presented as [executable] in `ps` # For more info see: http://www.freebsd.org/cgi/query-pr.cgi?pr=120749 kern.ps_arg_cache_limit=4096 # Every socket is a file, so increase them kern.maxfiles=204800 kern.maxfilesperproc=200000 kern.maxvnodes=200000 # On some systems HPET is almost 2 times faster than default ACPI-fast # Useful on systems with lots of clock_gettime / gettimeofday calls # See http://old.nabble.com/ACPI-fast-default-timecounter,-but-HPET-83--faster-td23248172.html # After revision 222222 HPET became default: http://svnweb.freebsd.org/base?view=revision&revision=222222 kern.timecounter.hardware=HPET # Small receive space, only usable on http-server, on file server this # should be increased to 65535 or even more #net.inet.tcp.recvspace=8192 # This is useful on Fat-Long-Pipes #net.inet.tcp.recvbuf_max=10485760 #net.inet.tcp.recvbuf_inc=65535 # Small send space is useful for http servers that serve small files # Autotuned since 7.x net.inet.tcp.sendspace=16384 # This is useful on Fat-Long-Pipes #net.inet.tcp.sendbuf_max=10485760 #net.inet.tcp.sendbuf_inc=65535 # Turn off receive autotuning # You can play with it. #net.inet.tcp.recvbuf_auto=0 #net.inet.tcp.sendbuf_auto=0 # This should be enabled if you going to use big spaces (>64k) # Also timestamp field is useful when using syncookies net.inet.tcp.rfc1323=1 # Turn this off on high-speed, lossless connections (LAN 1Gbit+) # If you set it there is no need in TCP_NODELAY sockopt (see man tcp) net.inet.tcp.delayed_ack=0 # This feature is useful if you are serving data over modems, Gigabit Ethernet, # or even high speed WAN links (or any other link with a high bandwidth delay product), # especially if you are also using window scaling or have configured a large send window. # Automatically disables on small RTT ( http://www.freebsd.org/cgi/cvsweb.cgi/src/sys/netinet/tcp_subr.c?#rev1.237 ) # This sysctl was removed in 10-CURRENT: # See: http://www.mail-archive.com/[email protected]/msg06178.html #net.inet.tcp.inflight.enable=0 # TCP slowstart algorithm tunings # We assuming we have very fast clients #net.inet.tcp.slowstart_flightsize=100 #net.inet.tcp.local_slowstart_flightsize=100 # Disable randomizing of ports to avoid false RST # Before usage check SA here www.bsdcan.org/2006/papers/ImprovingTCPIP.pdf # (it's also says that port randomization auto-disables at some conn.rates, but I didn't checked it thou) #net.inet.ip.portrange.randomized=0 # Increase portrange # For outgoing connections only. Good for seed-boxes and ftp servers. net.inet.ip.portrange.first=1024 net.inet.ip.portrange.last=65535 # # stops route cache degregation during a high-bandwidth flood # http://www.freebsd.org/doc/en/books/handbook/securing-freebsd.html #net.inet.ip.rtexpire=2 net.inet.ip.rtminexpire=2 net.inet.ip.rtmaxcache=1024 # Security net.inet.ip.redirect=0 net.inet.ip.sourceroute=0 net.inet.ip.accept_sourceroute=0 net.inet.icmp.maskrepl=0 net.inet.icmp.log_redirect=0 net.inet.icmp.drop_redirect=1 net.inet.tcp.drop_synfin=1 # # There is also good example of sysctl.conf with comments: # http://www.thern.org/projects/sysctl.conf # # icmp may NOT rst, helpful for those pesky spoofed # icmp/udp floods that end up taking up your outgoing # bandwidth/ifqueue due to all that outgoing RST traffic. # #net.inet.tcp.icmp_may_rst=0 # Security net.inet.udp.blackhole=1 net.inet.tcp.blackhole=2 # IPv6 Security # For more info see http://www.fosslc.org/drupal/content/security-implications-ipv6 # Disable Node info replies # To see this vulnerability in action run `ping6 -a sglAac ::1` or `ping6 -w ::1` on unprotected node net.inet6.icmp6.nodeinfo=0 # Turn on IPv6 privacy extensions # For more info see proposal http://unix.derkeiler.com/Mailing-Lists/FreeBSD/net/2008-06/msg00103.html net.inet6.ip6.use_tempaddr=1 net.inet6.ip6.prefer_tempaddr=1 # Disable ICMP redirect net.inet6.icmp6.rediraccept=0 # Disable acceptation of RA and auto linklocal generation if you don't use them #net.inet6.ip6.accept_rtadv=0 #net.inet6.ip6.auto_linklocal=0 # Increases default TTL, sometimes useful # Default is 64 net.inet.ip.ttl=128 # Lessen max segment life to conserve resources # ACK waiting time in miliseconds # (default: 30000. RFC from 1979 recommends 120000) net.inet.tcp.msl=5000 # Max bumber of timewait sockets net.inet.tcp.maxtcptw=200000 # Don't use tw on local connections # As of 15 Apr 2009. Igor Sysoev says that nolocaltimewait has some buggy realization. # So disable it or now till get fixed #net.inet.tcp.nolocaltimewait=1 # FIN_WAIT_2 state fast recycle net.inet.tcp.fast_finwait2_recycle=1 # Time before tcp keepalive probe is sent # default is 2 hours (7200000) #net.inet.tcp.keepidle=60000 # Should be increased until net.inet.ip.intr_queue_drops is zero net.inet.ip.intr_queue_maxlen=4096 # Interrupt handling via multiple CPU, but with context switch. # You can play with it. Default is 1; #net.isr.direct=0 # This is for routers only #net.inet.ip.forwarding=1 #net.inet.ip.fastforwarding=1 # This speed ups dummynet when channel isn't saturated net.inet.ip.dummynet.io_fast=1 # Increase dummynet(4) hash #net.inet.ip.dummynet.hash_size=2048 #net.inet.ip.dummynet.max_chain_len # Should be increased when you have A LOT of files on server # (Increase until vfs.ufs.dirhash_mem becomes lower) vfs.ufs.dirhash_maxmem=67108864 # Note from commit http://svn.freebsd.org/base/head@211031 : # For systems with RAID volumes and/or virtualization envirnments, where # read performance is very important, increasing this sysctl tunable to 32 # or even more will demonstratively yield additional performance benefits. vfs.read_max=32 # Explicit Congestion Notification (see http://en.wikipedia.org/wiki/Explicit_Congestion_Notification) net.inet.tcp.ecn.enable=1 # Flowtable - flow caching mechanism # Useful for routers #net.inet.flowtable.enable=1 #net.inet.flowtable.nmbflows=65535 # Extreme polling tuning #kern.polling.burst_max=1000 #kern.polling.each_burst=1000 #kern.polling.reg_frac=100 #kern.polling.user_frac=1 #kern.polling.idle_poll=0 # IPFW dynamic rules and timeouts tuning # Increase dyn_buckets till net.inet.ip.fw.curr_dyn_buckets is lower net.inet.ip.fw.dyn_buckets=65536 net.inet.ip.fw.dyn_max=65536 net.inet.ip.fw.dyn_ack_lifetime=120 net.inet.ip.fw.dyn_syn_lifetime=10 net.inet.ip.fw.dyn_fin_lifetime=2 net.inet.ip.fw.dyn_short_lifetime=10 # Make packets pass firewall only once when using dummynet # i.e. packets going thru pipe are passing out from firewall with accept #net.inet.ip.fw.one_pass=1 # shm_use_phys Wires all shared pages, making them unswappable # Use this to lessen Virtual Memory Manager's work when using Shared Mem. # Useful for databases #kern.ipc.shm_use_phys=1 # ZFS # Enable prefetch. Useful for sequential load type i.e fileserver. # FreeBSD sets vfs.zfs.prefetch_disable to 1 on any i386 systems and # on any amd64 systems with less than 4GB of avaiable memory # For additional info check this nabble thread http://old.nabble.com/Samba-read-speed-performance-tuning-td27964534.html #vfs.zfs.prefetch_disable=0 # On highload servers you may notice following message in dmesg: # "Approaching the limit on PV entries, consider increasing either the # vm.pmap.shpgperproc or the vm.pmap.pv_entry_max tunable" vm.pmap.shpgperproc=2048 loader.conf: # Accept filters for data, http and DNS requests # Useful when your software uses select() instead of kevent/kqueue or when you under DDoS # DNS accf available on 8.0+ accf_data_load="YES" accf_http_load="YES" accf_dns_load="YES" # Async IO system calls aio_load="YES" # Linux specific devices in /dev # As for 8.1 it only /dev/full #lindev_load="YES" # Adds NCQ support in FreeBSD # WARNING! all ad[0-9]+ devices will be renamed to ada[0-9]+ # 8.0+ only #ahci_load="YES" #siis_load="YES" # FreeBSD 8.2+ # New Congestion Control for FreeBSD # http://caia.swin.edu.au/urp/newtcp/tools/cc_chd-readme-0.1.txt # http://www.ietf.org/proceedings/78/slides/iccrg-5.pdf # Initial merge commit message http://www.mail-archive.com/[email protected]/msg31410.html #cc_chd_load="YES" # Increase kernel memory size to 3G. # # Use ONLY if you have KVA_PAGES in kernel configuration, and you have more than 3G RAM # Otherwise panic will happen on next reboot! # # It's required for high buffer sizes: kern.ipc.nmbjumbop, kern.ipc.nmbclusters, etc # Useful on highload stateful firewalls, proxies or ZFS fileservers # (FreeBSD 7.2+ amd64 users: Check that current value is lower!) #vm.kmem_size="3G" # If your server has lots of swap (>4Gb) you should increase following value # according to http://lists.freebsd.org/pipermail/freebsd-hackers/2009-October/029616.html # Otherwise you'll be getting errors # "kernel: swap zone exhausted, increase kern.maxswzone" # kern.maxswzone="256M" # Older versions of FreeBSD can't tune maxfiles on the fly #kern.maxfiles="200000" # Useful for databases # Sets maximum data size to 1G # (FreeBSD 7.2+ amd64 users: Check that current value is lower!) #kern.maxdsiz="1G" # Maximum buffer size(vfs.maxbufspace) # You can check current one via vfs.bufspace # Should be lowered/upped depending on server's load-type # Usually decreased to preserve kmem # (default is 10% of mem) #kern.maxbcache="512M" # Sendfile buffers # For i386 only #kern.ipc.nsfbufs=10240 # FreeBSD 9+ # HPET "legacy route" support. It should allow HPET to work per-CPU # See http://www.mail-archive.com/[email protected]/msg03603.html #hint.atrtc.0.clock=0 #hint.attimer.0.clock=0 #hint.hpet.0.legacy_route=1 # syncache Hash table tuning net.inet.tcp.syncache.hashsize=1024 net.inet.tcp.syncache.bucketlimit=512 net.inet.tcp.syncache.cachelimit=65536 # Increased hostcache # Later host cache can be viewed via net.inet.tcp.hostcache.list hidden sysctl # Very useful for it's RTT RTTVAR # Must be power of two net.inet.tcp.hostcache.hashsize=65536 # hashsize * bucketlimit (which is 30 by default) # It allocates 255Mb (1966080*136) of RAM net.inet.tcp.hostcache.cachelimit=1966080 # TCP control-block Hash table tuning net.inet.tcp.tcbhashsize=4096 # Disable ipfw deny all # Should be uncommented when there is a chance that # kernel and ipfw binary may be out-of sync on next reboot #net.inet.ip.fw.default_to_accept=1 # # SIFTR (Statistical Information For TCP Research) is a kernel module that # logs a range of statistics on active TCP connections to a log file. # See prerelease notes http://groups.google.com/group/mailing.freebsd.current/browse_thread/thread/b4c18be6cdce76e4 # and man 4 sitfr #siftr_load="YES" # Enable superpages, for 7.2+ only # Also read http://lists.freebsd.org/pipermail/freebsd-hackers/2009-November/030094.html vm.pmap.pg_ps_enabled=1 # Usefull if you are using Intel-Gigabit NIC #hw.em.rxd=4096 #hw.em.txd=4096 #hw.em.rx_process_limit="-1" # Also if you have ALOT interrupts on NIC - play with following parameters # NOTE: You should set them for every NIC #dev.em.0.rx_int_delay: 250 #dev.em.0.tx_int_delay: 250 #dev.em.0.rx_abs_int_delay: 250 #dev.em.0.tx_abs_int_delay: 250 # There is also multithreaded version of em/igb drivers can be found here: # http://people.yandex-team.ru/~wawa/ # # for additional em monitoring and statistics use # sysctl dev.em.0.stats=1 ; dmesg # sysctl dev.em.0.debug=1 ; dmesg # Also after r209242 (-CURRENT) there is a separate sysctl for each stat variable; # Same tunings for igb #hw.igb.rxd=4096 #hw.igb.txd=4096 #hw.igb.rx_process_limit=100 # Some useful netisr tunables. See sysctl net.isr #net.isr.maxthreads=4 #net.isr.defaultqlimit=4096 #net.isr.maxqlimit: 10240 # Bind netisr threads to CPUs #net.isr.bindthreads=1 # # FreeBSD 9.x+ # Increase interface send queue length # See commit message http://svn.freebsd.org/viewvc/base?view=revision&revision=207554 #net.link.ifqmaxlen=1024 # Nicer boot logo =) loader_logo="beastie" And finally here is KERNCONF: # Just some of them, see also # cat /sys/{i386,amd64,}/conf/NOTES # This one useful only on i386 #options KVA_PAGES=512 # You can play with HZ in environments with high interrupt rate (default is 1000) # 100 is for my notebook to prolong it's battery life #options HZ=100 # Polling is goot on network loads with high packet rates and low-end NICs # NB! Do not enable it if you want more than one netisr thread #options DEVICE_POLLING # Eliminate datacopy on socket read-write # To take advantage with zero copy sockets you should have an MTU >= 4k # This req. is only for receiving data. # Read more in man zero_copy_sockets # Also this epic thread on kernel trap: # http://kerneltrap.org/node/6506 # Here Linus says that "anybody that does it that way (FreeBSD) is totally incompetent" #options ZERO_COPY_SOCKETS # Support TCP sign. Used for IPSec options TCP_SIGNATURE # There was stackoverflow found in KAME IPSec stack: # See http://secunia.com/advisories/43995/ # For quick workaround you can use `ipfw add deny proto ipcomp` options IPSEC # This ones can be loaded as modules. They described in loader.conf section #options ACCEPT_FILTER_DATA #options ACCEPT_FILTER_HTTP # Adding ipfw, also can be loaded as modules options IPFIREWALL # On 8.1+ you can disable verbose to see blocked packets on ipfw0 interface. # Also there is no point in compiling verbose into the kernel, because # now there is net.inet.ip.fw.verbose tunable. #options IPFIREWALL_VERBOSE #options IPFIREWALL_VERBOSE_LIMIT=10 options IPFIREWALL_FORWARD # Adding kernel NAT options IPFIREWALL_NAT options LIBALIAS # Traffic shaping options DUMMYNET # Divert, i.e. for userspace NAT options IPDIVERT # This is for OpenBSD's pf firewall device pf device pflog # pf's QoS - ALTQ options ALTQ options ALTQ_CBQ # Class Bases Queuing (CBQ) options ALTQ_RED # Random Early Detection (RED) options ALTQ_RIO # RED In/Out options ALTQ_HFSC # Hierarchical Packet Scheduler (HFSC) options ALTQ_PRIQ # Priority Queuing (PRIQ) options ALTQ_NOPCC # Required for SMP build # Pretty console # Manual can be found here http://forums.freebsd.org/showthread.php?t=6134 #options VESA #options SC_PIXEL_MODE # Disable reboot on Ctrl Alt Del #options SC_DISABLE_REBOOT # Change normal|kernel messages color options SC_NORM_ATTR=(FG_GREEN|BG_BLACK) options SC_KERNEL_CONS_ATTR=(FG_YELLOW|BG_BLACK) # More scroll space options SC_HISTORY_SIZE=8192 # Adding hardware crypto device device crypto device cryptodev # Useful network interfaces device vlan device tap #Virtual Ethernet driver device gre #IP over IP tunneling device if_bridge #Bridge interface device pfsync #synchronization interface for PF device carp #Common Address Redundancy Protocol device enc #IPsec interface device lagg #Link aggregation interface device stf #IPv4-IPv6 port # Also for my notebook, but may be used with Opteron device amdtemp # Same for Intel processors device coretemp # man 4 cpuctl device cpuctl # CPU control pseudo-device # Support for ECMP. More than one route for destination # Works even with default route so one can use it as LB for two ISP # For now code is unstable and panics (panic: rtfree 2) on route deletions. #options RADIX_MPATH # Multicast routing #options MROUTING #options PIM # Debug & DTrace options KDB # Kernel debugger related code options KDB_TRACE # Print a stack trace for a panic options KDTRACE_FRAME # amd64-only(?) options KDTRACE_HOOKS # all architectures - enable general DTrace hooks #options DDB #options DDB_CTF # all architectures - kernel ELF linker loads CTF data # Adaptive spining in lockmgr (8.x+) # See http://www.mail-archive.com/[email protected]/msg10782.html options ADAPTIVE_LOCKMGRS # UTF-8 in console (8.x+) #options TEKEN_UTF8 # FreeBSD 8.1+ # Deadlock resolver thread # For additional information see http://www.mail-archive.com/[email protected]/msg18124.html # (FYI: "resolution" is panic so use with caution) #options DEADLKRES # Increase maximum size of Raw I/O and sendfile(2) readahead #options MAXPHYS=(1024*1024) #options MAXBSIZE=(1024*1024) # For scheduler debug enable following option. # Debug will be available via `kern.sched.stats` sysctl # For more information see http://svnweb.freebsd.org/base/head/sys/conf/NOTES?view=markup #options SCHED_STATS If you are tuning network for maximum performance you may wish to play with ifconfig options like: # You can list all capabilities via `ifconfig -m` ifconfig [-]rxcsum [-]txcsum [-]tso [-]lro mtu In case you've enabled DDB in kernel config, you should edit your /etc/ddb.conf and add something like this to enable automatic reboot (and textdump as bonus): script kdb.enter.panic=textdump set; capture on; show pcpu; bt; ps; alltrace; capture off; call doadump; reset script kdb.enter.default=textdump set; capture on; bt; ps; capture off; call doadump; reset And do not forget to add ddb_enable="YES" to /etc/rc.conf Since FreeBSD 9 you can select to enable/disable flowcontrol on your NIC: # See http://en.wikipedia.org/wiki/Ethernet_flow_control and # http://www.mail-archive.com/[email protected]/msg07927.html for additional info ifconfig bge0 media auto mediaopt flowcontrol PS. Also most of FreeBSD's limits can be monitored by # vmstat -z and # limits PPS. variety of network counters can be monitored via # netstat -s In FreeBSD-9 netstat's -Q option appeared, try following command to display netisr stats # netstat -Q PPPS. also see # man 7 tuning PPPPS. I wanted to thank FreeBSD community, especially author of nginx - Igor Sysoev, nginx-ru@ and FreeBSD-performance@ mailing lists for providing useful information about FreeBSD tuning. FreeBSD WIP * Whats cooking for FreeBSD 7? * Whats cooking for FreeBSD 8? * Whats cooking for FreeBSD 9? So here is the question: What tunings are you using on yours FreeBSD servers? You can also post your /etc/sysctl.conf, /boot/loader.conf, kernel options, etc with description of its' meaning (do not copy-paste from sysctl -d). Don't forget to specify server type (web, smb, gateway, etc) Let's share experience!

    Read the article

  • Initial Review - Mastering Unreal Technology I: Introduction to Level Design with Unreal Engine 3

    - by Matt Christian
    Recently I purchased 3 large volumes on using the Unreal 3 Engine to create levels and custom games.  This past weekend I cracked the spine of the first and started reading.  Here are my early impressions (I'm ~250 pages into it, with appendices it's about 900). Pros Interestingly, the book starts with an overview of the Unreal engines leading up to Unreal 3 (including Gears of War) and follows with some discussion on planning a mod and what goes into the game development process.  This is nice for an intro to the book and is much preferred rather than a simple chapter detailing what is on the included CD, how to install and setup UnrealEd, etc...  While the chapter on Unreal history and planning can be considered 'fluff', it's much less 'fluffy' than most books provide. I need to mention one thing here that is pretty crucial in the way I'm going to continue reviewing this book.  Most technical books like this are used as a shelf reference; as a thick volume you use for looking up techniques every now and again.  Even so, I prefer reading from cover to cover, including chapters I may already be knowledgable on (I'm sure this is typical for most people).  If there was a chapter on installing UnrealEd (the previously mentioned 'fluff'), I would probably force myself to read it, even though I've installed the game and engine multiple times on different systems. Chapter 3 is where we really get to the introduction piece of UnrealEd, creating your first basic level.  This large chapter details creating two small rooms, adding static meshes, adding lighting, creating and adding particle emitters, creating a door that animates with Unreal Matinee and Kismet, static meshes with physics, and other little additions to make your level look less beginner.  This really is a chapter that overviews the entire rest of the book, as each chapter following details the creation and intermediate usages of Static Meshes, Materials, Lighting, etc... One other very nice part to this book is the way the tutorials are setup.  Each tutorial builds off the previous and all are step-by-step.  If you haven't completed one yet, you can find all the starting files on the CD that comes with the book. Cons While the description of the overview chapter (Chapter 3) is fresh in your mind, let me start the cons by saying this chapter is setup extremely confusing for the noob.  At one point, you end up creating a door mesh and setting it up as a InteropMesh so that it is ready to be animated, only to switch to particles and spend a good portion of time working on a different piece of the level.  Yes, this is actually how I develop my levels (jumping back and forth), though it's very odd for a book to jump out of sequence. The next item might be a positive or a negative depending on your skill level with UnrealEd.  Most of the introduction to the editor layout is found in one of the Appendices instead of before Chapter 3.  For new readers, this might lead to confusion as Appendix A would typically be read between Chapter 2 and 3.  However, this is a positive for those with some experience in UnrealEd as they don't have to force themselves through a 'learn every editor button' chapter.  I'm listing this in the Cons section as the book is 'Introduction to...' and is probably going to be directed toward a lot of very beginner developers. Finally, there's a lack of general description to a lot of the underlying engine and what each piece in UnrealEd is or does.  Sometimes you'll be performing Tutorial after Tutorial with barely a paragraph in between describing ANY of what you've just done.  Tutorial 1.1 Step 6 says to press Button X, so you do.  But why?  This is in part a problem with the structure of the tutorials rather than the content of the book.  Since the tutorials are so focused on a step-by-step (or procedural) description of a process, you learn the process and not why you're doing that.  For example, you might learn how to size a material to a surface, but will only learn what buttons to press and not what each one does. This becomes extremely apparent in the chapter on Static Meshes as most of the chapter is spent in 3D Studio Max.  Since there are books on 3DSM and modelling, the book really only tells you the steps and says to go grab a book on modelling if you're really interested in 3DSM.  Again, I've learned the process to develop my own meshes in 3DSM, but I don't know the why behind the steps. Conclusion So far the book is very good though I would have a hard time recommending it to a complete beginner.  I would suggest anyone looking at this book (obviously including the other 2, more advanced volumes) to pick up a copy of UDK or Unreal 3 (available online or via download services such as Steam) and watch some online tutorials and play with it first.  You'll find plenty of online videos available that were created by the authors and may suit as a better introduction to the editor.

    Read the article

  • Postgres - could not create any TCP/IP sockets

    - by Jacka
    I'm running a rails app in development with postgresql 9.3. When I tried to start passenger server today, I got: PG::ConnectionBad - could not connect to server: Connection refused Is the server running on host "localhost" (217.74.65.145) and accepting TCP/IP connections on port 5432? No big deal I thought, that happened before. Restarting postgres always solved the problem. So I ran sudo service postgresql restart and got: * Restarting PostgreSQL 9.3 database server * The PostgreSQL server failed to start. Please check the log output: 2014-06-11 10:32:41 CEST LOG: could not bind IPv4 socket: Cannot assign requested address 2014-06-11 10:32:41 CEST HINT: Is another postmaster already running on port 5432? If not, wait a few seconds and retry. 2014-06-11 10:32:41 CEST WARNING: could not create listen socket for "localhost" 2014-06-11 10:32:41 CEST FATAL: could not create any TCP/IP sockets ...fail! My postgresql.conf points to the defaults: localhost and port 5432. I tried changing the port but the error message is the same (except the port change). Both ps aux | grep postgresql and ps aux | grep postmaster return nothing. EDIT: In postgresql.conf I changed listen_addresses to 127.0.0.1 instead of localhost and it did the trick, server restarted. I also had to edit my applications' db config and point to 127.0.0.1 instead of localhost. However, the question is now, why is localhost considered to be 217.74.65.145 and not 127.0.0.1? That's my /etc/hosts: 127.0.0.1 local 127.0.1.1 jacek-X501A1 127.0.0.1 something.name.non.example.com 127.0.0.1 company.something.name.non.example.com

    Read the article

  • Issues with ProxyPass and ProxyPassReverse when proxying to localhost and a different TCP port

    - by mbrownnyc
    I am attempting to use ProxyPass and ProxyPassReverse to proxy requests through Apache to another server instance that is bound to the localhost on a different TCP port that the Vhost exists (VHost is bound to :80, when the target is bound to :5000). However, I am repeatedly receiving HTTP 503 when accessing the Location. According to the ProxyPass documentation... <VirtualHost *:80> ServerName apacheserver.domain.local DocumentRoot /var/www/redmine/public ErrorLog logs/redmine_error <Directory /var/www/redmine/public> Allow from all Options -MultiViews Order allow,deny AllowOverride all </Directory> </VirtualHost> PassengerTempDir /tmp/passenger <Location /rhodecode> ProxyPass http://127.0.0.1:5000/rhodecode ProxyPassReverse http://127.0.0.1:5000/rhodecode SetEnvIf X-Url-Scheme https HTTPS=1 </Location> I have tested binding the alternate server to the interface IP address, and the same issue occurs. The server servicing request is an instance of python paste:httpserver, and it has been configured to use the /rhodecode suffix (as I saw this to be mentioned in other posts about ProxyPass). The documentation from the project itself, Rhodecode, reports to use the above. The issue is persistent if I target another server that is serving on a different port. Does ProxyPass allow proxying to a different TCP port? [update] I won't delete this, in case someone comes across the same issue. I had set an ErrorLog, and in that ErrorLog the following error was reported: [Wed Nov 09 11:36:35 2011] [error] (13)Permission denied: proxy: HTTP: attempt to connect to 127.0.0.1:5000 (192.168.100.100) failed [Wed Nov 09 11:36:35 2011] [error] ap_proxy_connect_backend disabling worker for (192.168.100.100) After some more research, I attempted to set SELinux to permissive (echo 0 >/selinux/enforce), and try again. It turns out the SELinux boolean httpd_can_network_connect must be set to 1. For persistence on reboot: setsebool -P httpd_can_network_connect=1

    Read the article

  • What is the performance hit of enabling sessions on Google App Engine?

    - by Spines
    What is the performance hit of enabling sessions on the Google App Engine? I just turned on <sessions-enabled>true</sessions-enabled> in my Google App Engine app and now my requests are consistently using 100 more ms of CPU time than before I enabled it. It also makes the user wait an additional 100ms for the server to respond on each request. This seems to be quite a significant cost, I'm not even calling getSession or using it in any way yet and it still adds this extra latency. Is there something I can do to speed this up?

    Read the article

  • Spark View Engine: How to set default master page name?

    - by Dave
    I use Spark View Engine with nested master pages. I have Application.spark which defines the basic layout of the website. Then there are several other masters which themselves use Application.spark as master page (Default.spark, SinlgeColumn.spark, Gallery.spark, ...) If no master page is specified in a view file, then automatically Application.spark is choosen by the Spark View Engine. Since almost all my pages use "Default.spark" as master, is there a way to configure this globally? The other possibilities would be: Set the master in each spark file individually <use master="Default" />. But that's really annoying. Rename my master files (Default.spark <- Application.spark) but that really doesn't make any sense in naming.

    Read the article

< Previous Page | 52 53 54 55 56 57 58 59 60 61 62 63  | Next Page >