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  • Local Business Listing Dashboard

    - by Steve
    I operate a website for a West Australian company, and the company has listings in local business directory websites. Currently we are listed in: www.HotFrog.com.au www.Google.com/Places www.TrueLocal.com.au www.StartLocal.com.au www.localstore.com.au www.communityguide.com.au www.yelp.com.au www.aussieweb.com.au Do you know of any method for examining account stats (profile views, profile clicks etc) within a dashboard, so I can see at a glance how each of our listings is going? I'd be happy to build a dashboard if necessary, but I'm not confident I currently have the skills to accurately display only the correct concise information. Would I use iframes? See if they have APIs? Is there a dashboard framework I could use?

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  • parallel_for_each from amp.h – part 1

    - by Daniel Moth
    This posts assumes that you've read my other C++ AMP posts on index<N> and extent<N>, as well as about the restrict modifier. It also assumes you are familiar with C++ lambdas (if not, follow my links to C++ documentation). Basic structure and parameters Now we are ready for part 1 of the description of the new overload for the concurrency::parallel_for_each function. The basic new parallel_for_each method signature returns void and accepts two parameters: a grid<N> (think of it as an alias to extent) a restrict(direct3d) lambda, whose signature is such that it returns void and accepts an index of the same rank as the grid So it looks something like this (with generous returns for more palatable formatting) assuming we are dealing with a 2-dimensional space: // some_code_A parallel_for_each( g, // g is of type grid<2> [ ](index<2> idx) restrict(direct3d) { // kernel code } ); // some_code_B The parallel_for_each will execute the body of the lambda (which must have the restrict modifier), on the GPU. We also call the lambda body the "kernel". The kernel will be executed multiple times, once per scheduled GPU thread. The only difference in each execution is the value of the index object (aka as the GPU thread ID in this context) that gets passed to your kernel code. The number of GPU threads (and the values of each index) is determined by the grid object you pass, as described next. You know that grid is simply a wrapper on extent. In this context, one way to think about it is that the extent generates a number of index objects. So for the example above, if your grid was setup by some_code_A as follows: extent<2> e(2,3); grid<2> g(e); ...then given that: e.size()==6, e[0]==2, and e[1]=3 ...the six index<2> objects it generates (and hence the values that your lambda would receive) are:    (0,0) (1,0) (0,1) (1,1) (0,2) (1,2) So what the above means is that the lambda body with the algorithm that you wrote will get executed 6 times and the index<2> object you receive each time will have one of the values just listed above (of course, each one will only appear once, the order is indeterminate, and they are likely to call your code at the same exact time). Obviously, in real GPU programming, you'd typically be scheduling thousands if not millions of threads, not just 6. If you've been following along you should be thinking: "that is all fine and makes sense, but what can I do in the kernel since I passed nothing else meaningful to it, and it is not returning any values out to me?" Passing data in and out It is a good question, and in data parallel algorithms indeed you typically want to pass some data in, perform some operation, and then typically return some results out. The way you pass data into the kernel, is by capturing variables in the lambda (again, if you are not familiar with them, follow the links about C++ lambdas), and the way you use data after the kernel is done executing is simply by using those same variables. In the example above, the lambda was written in a fairly useless way with an empty capture list: [ ](index<2> idx) restrict(direct3d), where the empty square brackets means that no variables were captured. If instead I write it like this [&](index<2> idx) restrict(direct3d), then all variables in the some_code_A region are made available to the lambda by reference, but as soon as I try to use any of those variables in the lambda, I will receive a compiler error. This has to do with one of the direct3d restrictions, where only one type can be capture by reference: objects of the new concurrency::array class that I'll introduce in the next post (suffice for now to think of it as a container of data). If I write the lambda line like this [=](index<2> idx) restrict(direct3d), all variables in the some_code_A region are made available to the lambda by value. This works for some types (e.g. an integer), but not for all, as per the restrictions for direct3d. In particular, no useful data classes work except for one new type we introduce with C++ AMP: objects of the new concurrency::array_view class, that I'll introduce in the post after next. Also note that if you capture some variable by value, you could use it as input to your algorithm, but you wouldn’t be able to observe changes to it after the parallel_for_each call (e.g. in some_code_B region since it was passed by value) – the exception to this rule is the array_view since (as we'll see in a future post) it is a wrapper for data, not a container. Finally, for completeness, you can write your lambda, e.g. like this [av, &ar](index<2> idx) restrict(direct3d) where av is a variable of type array_view and ar is a variable of type array - the point being you can be very specific about what variables you capture and how. So it looks like from a large data perspective you can only capture array and array_view objects in the lambda (that is how you pass data to your kernel) and then use the many threads that call your code (each with a unique index) to perform some operation. You can also capture some limited types by value, as input only. When the last thread completes execution of your lambda, the data in the array_view or array are ready to be used in the some_code_B region. We'll talk more about all this in future posts… (a)synchronous Please note that the parallel_for_each executes as if synchronous to the calling code, but in reality, it is asynchronous. I.e. once the parallel_for_each call is made and the kernel has been passed to the runtime, the some_code_B region continues to execute immediately by the CPU thread, while in parallel the kernel is executed by the GPU threads. However, if you try to access the (array or array_view) data that you captured in the lambda in the some_code_B region, your code will block until the results become available. Hence the correct statement: the parallel_for_each is as-if synchronous in terms of visible side-effects, but asynchronous in reality.   That's all for now, we'll revisit the parallel_for_each description, once we introduce properly array and array_view – coming next. Comments about this post by Daniel Moth welcome at the original blog.

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  • Target tracking with a small delay (actionscript 3.0)

    - by John Dodson
    I'm having trouble thinking of a good method to track my character with an enemy attack. Of course, I don't want the attack to track my character's current position; I want it to track where the character was about 1 second before (so you can move around and make the attack miss and loop around you sort of a thing). The general structure of my game uses a timer to update all of my events. I have a timer going off every 25 milliseconds that updates everything, including my player's position and the enemies position. Right now I just have the enemy attack directly targeting my character....which works fine except that it's impossible to escape =p. Let me know if I didn't supply enough details. My approach was going to basically be get my character's position from about 1 second ago, then have the enemy target that position, the only problem is I can't think of a good way to get my character's position from previous times. Thanks for the help!

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  • Introducing the new Demantra Guided Resolutions!

    - by user702295
    There is a new method to find your solution called guided resolution or search helper. Currently, we cover 5 specific topical areas: Oracle Demantra 7.x and Above Data Loading Guided Resolution Note 1461899.1 Oracle Demantra Load Data Issues Not Necessarily Error Code Related Guided Resolution Note 1468884.1 Oracle Demantra 7.x and Above Workflow Issues Guided Resolution Note 1353217.1 Oracle Demantra 7.x and Above Worksheet Related Guided Resolution Note 1486639.1 Oracle Demantra 7.x and Above Engine Related Guided Resolution Note 1486634.1 The guides will be updated with the latest proven solutions on a regular basis, keeping the contect relevant. What is a guided resolution?   What is the best practice using a guided resolution? How to Use the Demantra Guided Resolution, a Proactive Services Tutorial.  Note 1473992.1

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  • Draw order in XNA

    - by Petr Abdulin
    It is possible to set draw order of a DrawableGameComponent by setting DrawOrder property. But is it possible to set draw order of "main" Game class? I have 2 DrawableGameComponents, and Draw method of a main Game class is called first, while I want it to be the last. Should I just mode all "main" draw code to another component and set it DrawOrder? Answer: seems like I'm just confused myself a little. Black on black, that's why I didn't saw it. Main Draw is called last, as expected.

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  • How can I determine if a cube is adjacent to another cube, and optimize its buffers if so?

    - by Christian Frantz
    I'm trying to optimize the rendering of a collection of cubes, (based on an answer I was given to another question I asked). I understand the logic behind occlusion culling, but I'm having trouble with the code. When I create a cube, I want to determine if that cube is touching another existing cube, and if so I don't want to generate the redundant data in my vertex or index buffers. I'm planning on making a method that I call from my cube constructor so that everytime I create a cube, these checks are made, and neither occluded face is ever drawn. How would I go about this?

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  • Using Mock for event listeners in unit-testing

    - by phtrivier
    I keep getting to test this kind of code (language irrelevant) : public class Foo() { public Foo(Dependency1 dep1) { this.dep1 = dep1; } public void setUpListeners() { this.dep1.addSomeEventListener(.... some listener code ...); } } Typically, you want to test what when the dependency fires the event, the class under tests reacts appropriately (in some situation, the only purpose of such classes is to wire lots of other components, that can be independently tested. So far, to test this, I always end up doing something like : creating a 'stub' that implements both a addXXXXListener, that simply stores the callback, and a fireXXXX, that simply calls any registered listener. This is a bit tedious since you have to create the mock with the right interface, but that can do use an introspective framework that can 'spy' on a method, and inject the real dependency in tests Is there a cleaner way to do this kind of things ?

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  • Existing Instance, Shiny New Disks

    - by merrillaldrich
    Migrating an Instance of SQL Server to New Disks I get to do something pretty entertaining this week – migrate SQL instances on a 2008 cluster from one disk array to another! Zut alors! I am so excited I can hardly contain myself, so let’s get started. (Only a DBA could love this stuff, am I right? I know.) Anyway, here’s one method of many to migrate your data. Assumption : this is a host-based migration, which just means I’m using the Windows file system to push the data from one set of SAN disks...(read more)

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  • How to cull liquids

    - by Cyral
    I use culling on my Tiles in my 2D Tile Based Platformer, so only ones needed are drawn on screen. Thats easy to do. However, My Liquid tiles (Water, lava, etc) require an Update Method aswell as the normal Draw, which does checks against tiles, makes it flow, etc. So how should I cull liquid updates in my game? Not culling is to slow, culling only on screen looks awkward when you move. What do you think would be best for the player? Maybe someway of culling the visible tiles PLUS also adding the width/height of the viewport to start culling tiles at a fast enough rate in front of the player so it dosent look awkward when moving? (Not sure how to do this though, something with MaxSpeed of player and width of screen)

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  • Basic AI FSM - Handling state transition

    - by Galvanize
    I'm starting to study on how to implement game AI, and it seems to me that a very simple FSM for my Pong demo would be a nice way to start. My vision on implementing this would be to have a basic state interface and a class for each state, then the NPC would have an instance of the current state. The class should have an update method and directions on wich state to go next, depending on the event received. The question is: How do I handle this event? Should I have a regular addEventListener and a costum event system? Or should I check on update for the things that could change the current state? I'm feeling a bit lost, I feel I have a good grasp on the FSM concept but a good implementation seems tricky, thanks in advance.

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  • constructor should not call methods

    - by Stefano Borini
    I described to a colleague why a constructor calling a method is an antipattern. example (in my rusty C++) class C { public : C(int foo); void setFoo(int foo); private: int foo; } C::C(int foo) { setFoo(foo); } void C::setFoo(int foo) { this->foo = foo } I would like to motivate better this fact through your additional contribute. If you have examples, book references, blog pages, or names of principles, they would be very welcome. Edit: I'm talking in general, but we are coding in python.

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  • Where should i organize my matrices in a 3D Game engine?

    - by Need4Sleep
    I'm working with a group of people from around the world to create a game engine(and hopefully a game with it) within the next upcoming years. My first task was writing a camera class for the engine to use in order to add cameras to the scene, position and follow points in the scene. The problem i have is with using matrices for transformations in the class, should i keep matrices separate to each class? such as have the model matrix in the model class, camera matrix in the camera class, or have all matrices placed in one class/chuck? I could see pros and cons for each method, but i wanted to hear some input form a more professional standpoint.

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  • Error accessing Gio.Gsettings on application made in quickly

    - by Zane Swafford
    I am trying to develop an application using the quickly/pygtk stack. I got my Gsettings schemas all set up in ~/app-name-here/data/glib-2.0/schemas/net.launchpad.app-name-here.gschema.xml correctly and I am able to access it just fine in my preferences dialog window that is located in ~/app-name-here/app-name-here/PreferencesDialog.py via from gi.repository import Gtk, Gio settings = Gio.Settings("net.launchpad.app-name-here") settings.get_boolean('notify') settings.set_boolean('notify', True) but when I try to check the value of one of my settings in a file located in ~/app-name-here/bin/Daemon.py that I use as a script to run in the background and send notifications by a similar method of from gi.repository import Gio settings = Gio.Settings("net.launchpad.app-name-here") settings.get_boolean('notify') it fails at the line that says settings = Gio.Settings("net.launchpad.app-name-here") and spits out a nasty error (Daemon.py:26100): GLib-GIO-ERROR **: Settings schema 'net.launchpad.app-name-here' is not installed Despite the fact that I can open up dconf-editor and find the settings under net/launchpad/app-name-here. Any thoughts?

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  • Implementing a FSM with ActionScript 2 without using classes?

    - by Up2u
    I have seen several references of A.I. and FSM, but sadly I still can't understand the point of an FSM in AS2.0. Is it a must to create a class for each state? I have a game-project which also it has an A.I., the A.I. has 3 states: distanceCheck, ChaseTarget, and Hit the target. It's an FPS game and played via mouse. I have created the A.I. successfully, but I want to convert it to FSM method... My first state is CheckDistanceState() and in that function I look for the nearest target and trigger the function ChaseState(), there I insert the Hit() function to destroy the enemy, The 3 functions that I created are being called in AI_cursor.onEnterframe. Is there any chance to implement an FSM without the need to create a class? From what I've read before, you have to create a class. I prefer to write the code on frames in flash and I still don't understand how to have external classes.

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  • WWW.yoursite.com or HTTP://yoursite.com which one is futureproof?

    - by Sam
    http://yoursite.com www.yoursite.com http://www.yoursite.com yoursite.com Which of these would you choose as your favourite to work with, if you were to make a site for 2011 and beyond, which domainname would you provide to clients, websites linking to you, your letterhead, contact cards. Why one OR other? Which to avoid? Thinking of the following aspects: validity, correctly loading URL audience, most geeks know http://, most seniors/clients don't easiest to remember / URL as a brand misspellings by user input (in mobile phone or desktop browser) browsers not understanding protocol-less links total length of chars for easy user input method of peferance by major search engines/social media sites consistency sothat links dont fragment but all point to the same

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  • How Often do You Change E-mail Addresses? [Poll]

    - by Asian Angel
    Recently we ran across an article about a man who consistently changes his e-mail address every 20 months. Why? To throw off spam. With that in mind we became curious and decided to ask how often you change your e-mail addresses… Everyone has their own method for dealing with the bane known as spam whether it is heavy filtering, separate accounts to catch possible spam activity, abandoning swamped accounts, etc. Here is your opportunity to share how you deal with spam, protect your accounts, and to voice your thoughts regarding consistent timed changes to new accounts as mentioned in the article linked to below. How-To Geek Polls require Javascript. Please Click Here to View the Poll. How Frequently Do You Change Your Email Address? [Apartment Therapy] 6 Ways Windows 8 Is More Secure Than Windows 7 HTG Explains: Why It’s Good That Your Computer’s RAM Is Full 10 Awesome Improvements For Desktop Users in Windows 8

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  • Writing selenium tests, should I just get it done or get it right?

    - by Peter Smith
    I'm attempting to drive my user interface (heavy on javascript) through selenium. I've already tested the rest of my ajax interaction with selenium successfully. However, this one particular method seems to be eluding me because I can't seem to fake the correct click event. I could solve this problem by simply waiting in the test for the user to click a point and then continuing with the test but this seems like a cop out. But I'm really running out of time on my deadline to have this done and working. Should I just get this done and move on or should I spend the extra (unknown) amount of time to fix this problem and be able to have my selenium tests 100% automated?

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  • NDepend Evaluation: Part 3

    - by Anthony Trudeau
    NDepend is a Visual Studio add-in designed for intense code analysis with the goal of high code quality. NDepend uses a number of metrics and aggregates the data in pleasing static and active visual reports. My evaluation of NDepend will be broken up into several different parts. In the first part of the evaluation I looked at installing the add-in.  And in the last part I went over my first impressions including an overview of the features.  In this installment I provide a little more detail on a few of the features that I really like. Dependency Matrix The dependency matrix is one of the rich visual components provided with NDepend.  At a glance it lets you know where you have coupling problems including cycles.  It does this with number indicating the weight of the dependency and a color-coding that indicates the nature of the dependency. Green and blue cells are direct dependencies (with the difference being whether the relationship is from row-to-column or column-to-row).  Black cells are the ones that you really want to know about.  These indicate that you have a cycle.  That is, type A refers to type B and type B also refers to Type A. But, that’s not the end of the story.  A handy pop-up appears when you hover over the cell in question.  It explains the color, the dependency, and provides several interesting links that will teach you more than you want to know about the dependency. You can double-click the problem cells to explode the dependency.  That will show the dependencies on a method-by-method basis allowing you to more easily target and fix the problem.  When you’re done you can click the back button on the toolbar. Dependency Graph The dependency graph is another component provided.  It’s complementary to the dependency matrix, but it isn’t as easy to identify dependency issues using the window. On a positive note, it does provide more information than the matrix. My biggest issue with the dependency graph is determining what is shown.  This was not readily obvious.  I ended up using the navigation buttons to get an acceptable view.  I would have liked to choose what I see. Once you see the types you want you can get a decent idea of coupling strength based on the width of the dependency lines.  Double-arrowed lines are problematic and are shown in red.  The size of the boxes will be related to the metric being displayed.  This is controlled using the Box Size drop-down in the toolbar.  Personally, I don’t find the size of the box to be helpful, so I change it to Constant Font. One nice thing about the display is that you can see the entire path of dependencies when you hover over a type.  This is done by color-coding the dependencies and dependants.  It would be nice if selecting the box for the type would lock the highlighting in place. I did find a perhaps unintended work-around to the color-coding.  You can lock the color-coding in by hovering over the type, right-clicking, and then clicking on the canvas area to clear the pop-up menu.  You can then do whatever with it including saving it to an image file with the color-coding. CQL NDepend uses a code query language (CQL) to work with your code just like it was a database.  CQL cannot be confused with the robustness of T-SQL or even LINQ, but it represents an impressive attempt at providing an expressive way to enumerate and interrogate your code. There are two main windows you’ll use when working with CQL.  The CQL Query Explorer allows you to define what queries (rules) are run as part of a report – I immediately unselected rules that I don’t want in my results.  The CQL Query Edit window is where you can view or author your own rules.  The explorer window is pretty self-explanatory, so I won’t mention it further other than to say that any queries you author will appear in the custom group. Authoring your own queries is really hard to screw-up.  The Intellisense-like pop-ups tell you what you can do while making composition easy.  I was able to create a query within two minutes of playing with the editor.  My query warns if any types that are interfaces don’t start with an “I”. WARN IF Count > 0 IN SELECT TYPES WHERE IsInterface AND !NameLike “I” The results from the CQL Query Edit window are immediate. That fact makes it useful for ad hoc querying.  It’s worth mentioning two things that could make the experience smoother.  First, out of habit from using Visual Studio I expect to be able to scroll and press Tab to select an item in the list (like Intellisense).  You have to press Enter when you scroll to the item you want.  Second, the commands are case-sensitive.  I don’t see a really good reason to enforce that. CQL has a lot of potential not just in enforcing code quality, but also enforcing architectural constraints that your enterprise has defined. Up Next My next update will be the final part of the evaluation.  I will summarize my experience and provide my conclusions on the NDepend add-in. ** View Part 1 of the Evaluation ** ** View Part 2 of the Evaluation ** Disclaimer: Patrick Smacchia contacted me about reviewing NDepend. I received a free license in return for sharing my experiences and talking about the capabilities of the add-in on this site. There is no expectation of a positive review elicited from the author of NDepend.

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  • Looking for a very subtle unit testing example

    - by Stéphane Bruckert
    In the context of Continuous Integration, I need to teach unit testing to a 20-people audience of programmers. Everything will be all right, but I am still trying to find the perfect unit testing example. More than writing tests like a robot, I want to show that unit testing can help prevent very subtle errors. I am thinking of the following scenario to happen when doing a live TDD demo: the test cases would already be written, we would have to write methods together, most of us would naturally have forgotten to handle a specific case for a method, everyone would then be surprised, when seeing that all tests don't pass, the failing test would make us think more and realize that we forgot an important case. My question will probably finish as "too broad" or "not clear what you are asking", but we never know, one of you might have a great idea. Your answer can use Java and JUnit, though any other language will be fine since only the idea will matter.

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  • How can I force Google to re-index my site?

    - by Matthias
    I changed the structure of my URLs. The pages are already indexed by Google and have the following structure: http://mypage.com/myfolder/page.apsx The new structure is: http://mypage.com/page.aspx Now all URLs that Google knows are wrong. How can I tell Google to re-index and that the structure has changed? Internally I redirect in ASP.NET when the URL contains myfolder by I want Google to update the URLs. Thanks for the answers - I use IIS 6 and I do not know how to configure a redirect of all pages that contains the folder to page one folder below. So I did the trick in the Begin_Request method and did a Context.Response.Redirect. This is no 301 redirect, only a redirect done with ASP.NET via code. Will this also do the trick so that Google notices that the URL /folder/page1.aspx now is redirected to /page1.aspx?

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  • Saving a list of points into a text file

    - by dylanisawesome1
    I recently posted a question about this, but was not really sure where to go. I've gotten some progress, and have generated some simple noise here: http://pastie.org/5408655 That works well enough for me, but I would really like to be able to save the points into an ascii text file. currently it's formatted so that something like this: http://pastie.org/5409311 would create a square. I need to save in this format with the points(and lines connecting them) generated in the method above. Essentially, I need to write the array of points created in the first example to a text file formatted like the second example.

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  • Checking for alternate keys with XNA IsKeyDown

    - by jocull
    I'm working on picking up XNA and this was a confusing point for me. KeyboardState keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Left) || keyState.IsKeyDown(Keys.A)) { //Do stuff... } The book I'm using (Learning XNA 4.0, O'Rielly) says that this method accepts a bitwise OR series of keys, which I think should look like this... KeyboardState keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Left | Keys.A)) { //Do stuff... } But I can't get it work. I also tried using !IsKeyUp(... | ...) as it said that all keys had to be down for it to be true, but had no luck with that either. Ideas? Thanks.

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  • Implementing set of processes in a stored procedure or through the code?

    - by just_name
    I want to know what's the suitable method to implement the following case (best practice). If i make a set of processes like this : 1- select data from set of DB tables. 2- loop on the selected result . 3- Make some checks on each iteration . 4- Insert the result in another table . Implementing the previous steps in a stored procedure or in a transaction through my code (asp.net) . ? Concerning the performance , security and reliability issues .

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  • Rails program is not being run on apache + passenger - only directory listing

    - by user909943
    I have successfully installed Phusion passenger + Apache 2 + Rails 3.1 program + git on a linux Debian 6. I ran passenger-install-apache2-module and followed the configuration instructions. I followed also the setup instructions at https://help.ubuntu.com/community/RubyOnRails#Configure%20Apache My program is in /var/www/myrailsproject and runs fine on webrick on my mac. When going to myhomepage.com (example) I only see directory listing. By preventing directory listing and setting Options -Indexes in < Document tag in /etc/apache2/sites-available default or myhomepage.com I get an error on my website: Forbidden You don't have permission to access / on this server. Apache/2.2.19 (Debian) Server at myhomepage.com Port 80 In /etc/apache2/apache.conf I added: ServerName myhomepage.com LoadModule passenger_module /usr/lib/ruby/gems/1.8/gems/passenger-3.0.8/ext/apache2/mod_passenger.so PassengerRoot /usr/lib/ruby/gems/1.8/gems/passenger-3.0.8 PassengerRuby /usr/bin/ruby1.8 In /etc/apache2/sites-available myhomepage.com: < VirtualHost *:80 ServerName myhomepage.com ServerAlias www.myhomepage.com DocumentRoot /var/www/myrailsproject/public ErrorLog /var/www/logs/error.log CustomLog /var/www/logs/access.log combined RailsEnv test RackEnv test RailsBaseURI /mayrailsproject < Directory /var/www/myrailsproject> Options -Indexes FollowSymLinks -MultiViews AllowOverride all Order allow,deny allow from all < /Directory> < Directory /var/www/myrailsproject/public> AllowOverride All Options -Indexes +FollowSymLinks MultiViews Order allow,deny Allow from all < /Directory> RailsSpawnMethod smart PassengerPoolIdleTime 1000 RailsAppSpawnerIdleTime 0 RailsFrameworkSpawnerIdleTime 0 PassengerMaxRequests 5000 PassengerStatThrottleRate 5 < /VirtualHost I think I have tried all possible combinations of values and variables in < Directory (and < Directory /, < Directory /var/www etc.) the dafault looks like: < VirtualHost *:80 ServerName myhomepage.com RailsBaseURI /myrailsproject DocumentRoot /var/www/myrailsproject/public RackEnv test RailsEnv test < Directory /var/www/myrailsproject> Options -Indexes FollowSymLinks -MultiViews AllowOverride None Order deny,allow Deny from all < /Directory> <Directory /root/public/myrailsproject/public> Options -Indexes FollowSymLinks -MultiViews AllowOverride All Order allow,deny allow from all </Directory> ScriptAlias /cgi-bin/ /usr/lib/cgi-bin/ <Directory "/usr/lib/cgi-bin"> AllowOverride None Options +ExecCGI -MultiViews +SymLinksIfOwnerMatch Order allow,deny Allow from all </Directory> ErrorLog ${APACHE_LOG_DIR}/error.log LogLevel warn CustomLog ${APACHE_LOG_DIR}/access.log combined Alias /doc/ "/usr/share/doc/" < Directory "/usr/share/doc/"> Options Indexes MultiViews FollowSymLinks AllowOverride None Order deny,allow Deny from all Allow from 127.0.0.0/255.0.0.0 ::1/128 < /Directory> < /VirtualHost So I wonder why my rails project is not being run, only directory listing. I do not have any index file in my project, routes.rb routes to root :to = 'static_pages#home' I think all permissions are as they should be. Thanks a lot in advance Regards Íris

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  • Money in from website

    - by oshirowanen
    EDIT 1: It seems that paypals micropayment system is currently my best option to retaining as much of the $1 as possible. Does anyone know of a way to retain even more of the $1? ORIGINAL QUESTION: I need to receive money from users from my webpage. They will only pay very small amounts, i.e. $1 max, but the total will probably go upto $10,000.00. What is the best way to receive this money from a webpage? When I say "the best way", i mean a method of getting the money from where I lose as little of it as possible in terms of fees for receiving the money.

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