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  • Would a typical corporate firewall block a Java applet having the following behaviour

    - by auser
    I'm thinking of developing a proxy-like program to forward ports on a remote PC to a local PC (for example SSH). Assume that both local and remote PCs are running behind typical firewalls (i.e. consumer broadband router firewall, Windows firewall or corporate firewalls). The program will be a Java program which the user will run on both the remote and local PC. The remote client will periodically poll a central server to determine whether there are pending client connections. A session could be initiated as follows: The local client contacts the central server and request the current connection details for a specific remote client. The central server responds with the remote server's last received IP address and port. The next time the remote server polls the central server, the client's IP address and port are returned. The remote server initiates a connection to the local client using the IP address and port returned by the central server and listens for a response on a random port. The remote server will pass the value of the port it's listening on to central server. Goto 1, if client fails to connect to server. Would this work or will a typical firewall block the interactions.

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  • Platform game collisions with Block

    - by Sri Harsha Chilakapati
    I am trying to create a platform game and doing wrong collision detection with the blocks. Here's my code // Variables GTimer jump = new GTimer(1000); boolean onground = true; // The update method public void update(long elapsedTime){ MapView.follow(this); // Add the gravity if (!onground && !jump.active){ setVelocityY(4); } // Jumping if (isPressed(VK_SPACE) && onground){ jump.start(); setVelocityY(-4); onground = false; } if (jump.action(elapsedTime)){ // jump expired jump.stop(); } // Horizontal movement setVelocityX(0); if (isPressed(VK_LEFT)){ setVelocityX(-4); } if (isPressed(VK_RIGHT)){ setVelocityX(4); } } // The collision method public void collision(GObject other){ if (other instanceof Block){ // Determine the horizontal distance between centers float h_dist = Math.abs((other.getX() + other.getWidth()/2) - (getX() + getWidth()/2)); // Now the vertical distance float v_dist = Math.abs((other.getY() + other.getHeight()/2) - (getY() + getHeight()/2)); // If h_dist > v_dist horizontal collision else vertical collision if (h_dist > v_dist){ // Are we moving right? if (getX()<other.getX()){ setX(other.getX()-getWidth()); } // Are we moving left? else if (getX()>other.getX()){ setX(other.getX()+other.getWidth()); } } else { // Are we moving up? if (jump.active){ jump.stop(); } // We are moving down else { setY(other.getY()-getHeight()); setVelocityY(0); onground = true; } } } } The problem is that the object jumps well but does not fall when moved out of platform. Here's an image describing the problem. I know I'm not checking underneath the object but I don't know how. The map is a list of objects and should I have to iterate over all the objects??? Thanks

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  • Whats a good way to do Collision with 2D Rectangles? can someone give me a tip?

    - by Javier
    using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; namespace BreakOut { class Field { public static Field generateField() { List<Block> blocks = new List<Block>(); for (int j = 0; j < BlockType.BLOCK_TYPES.Length; j++) for (int i = 0; i < (Game1.WIDTH / Block.WIDTH); i++) { Block b = new Block(BlockType.BLOCK_TYPES[j], new Vector2(i * Block.WIDTH, (Block.HEIGHT + 2) * j + 5)); blocks.Add(b); } return new Field(blocks); } List<Block> blocks; public Field(List<Block> blocks) { this.blocks = blocks; } public void Update(GameTime gameTime, Ball b) { List<Block> removals = new List<Block>(); foreach (Block o in blocks) { if (o.BoundingBox.Intersects(new Rectangle((int)b.pos.X, (int)b.pos.Y, Ball.WIDTH, Ball.HEIGHT))) //collision with blocks { removals.Add(o); } } foreach(Block o in removals) blocks.Remove(o); //removes the blocks, but i need help hitting one at a time } public void Draw(GameTime gameTime) { foreach (Block b in blocks) b.Draw(gameTime); } } } My problem is that My collision in this sucks. I'm trying to add collision with a ball and hitting against a block and then one of the blocks dissapear. The problem i'm having is: When the ball hits the block, it removes it all in one instance. Please people don't be mean and say mean answers to me, im just in highschool, still a nooby and trying to learn more c#/XNA..

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  • Block-level deduplicating filesystem

    - by James Haigh
    I'm looking for a deduplicating copy-on-write filesystem solution for general user data such as /home and backups of it. It should use online/inline/synchronous deduplication at the block-level using secure hashing (for negligible chance of collisions) such as SHA256 or TTH. Duplicate blocks need not even touch the disk. The idea is that I should be able to just copy /home/<user> to an external HDD with the same such filesystem to do a backup. Simple. No messing around with incremental backups where corruption to any of the snapshots will nearly always break all later snapshots, and no need to use a specific tool to delete or 'checkout' a snapshot. Everything should simply be done from the file browser without worry. Can you imagine how easy this would be? I'd never have to think twice about backing-up again! I don't mind a performance hit, reliability is the main concern. Although, with specific implementations of cp, mv and scp, and a file browser plugin, these operations would be very fast, especially when there is a lot of duplication as they would only need to transfer the absent blocks. Accidentally using conventional copy tools that do not integrate with the FS would merely take longer, waste some bandwidth when copying remotely and waste some CPU, as the duplicate data would be re-read, re-transferred and re-hashed (although nothing would be re-written), but would absolutely not corrupt anything. (Some filesharing software may also be able to benefit by integrating with the FS.) So what's the best way of doing this? I've looked at some options: lessfs - Looks unmaintained. Any good? [Opendedup/SDFS][3] - Java? Could I use this on Android?! What does [SDFS][4] stand for? [Btrfs][5] - Some patches floating around on mailing list archives, but no real support. [ZFS][6] - Hopefully they'll one day relicense under a true Free/Opensource GPL-compatible licence. Also, 2 years ago I had a go at an attempt in Python using Fuse at the file-level to be used over the top of a typical solid FS such as EXT4, but I found Fuse for Python underdocumented and didn't manage to implement all of the system calls. My first post here, so I can't post more than 2 links until I get over 10 rep: [3]: http://www.opendedup.org/ [4]: https://en.wikipedia.org/w/index.php?title=SDFS&action=edit&redlink=1 [5]: https://en.wikipedia.org/wiki/Btrfs#Features [6]: https://en.wikipedia.org/wiki/ZFS#Linux

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  • How do you enable block folding for Python comments in TextMate?

    - by Dave Gallagher
    In TextMate 1.5.10 r1623, you get little arrows that allow you to fold method blocks: Unfortunately, if you have a multi-lined Python comment, it doesn't recognize it, so you can't fold it: def foo(): """ How do I fold these comments? """ print "bar" TextMate has this on their site on how to customize folding: http://manual.macromates.com/en/navigation_overview#customizing_foldings ...but I'm not skilled in regex enough to do anything about it. TextMate uses the Oniguruma regex API, and I'm using the default Python.tmbundle updated to the newest version via GetBundles. Does anyone have an idea of how to do this? Thanks in advance for your help! :)

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  • Can anyone explain how to configure the title of my block? I can configure "teaser" and "image", but not "title".

    - by Tyrone
    In content management, I want to configure the title of my block. I do not want the title to show up on the top of the actual page (I want it to show up just in the sidebar where the viewer can click on it). I want a different title on the page that it goes to after clicking the sidebar block. How do I do that? There is no configure button for "title", but there is one for "teaser" and "image". I have little experience with computers, so any tips/advice would be greatly appreciated. Thank you.

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  • Ext3 fs: Block bitmap for group 1 not in group (block 0). is fs dead?

    - by ip
    Hi, My company has a server with one big partition with Mysql database and php files. Now this partition seems to be corrupted, as reported from kernel messages when I tried to mount it manually: [329862.817837] EXT3-fs error (device loop1): ext3_check_descriptors: Block bitmap for group 1 not in group (block 0)! [329862.817846] EXT3-fs: group descriptors corrupted! I've tried to recovery it running tools from a PLD livecd. These are the tools I have tested: - e2retrieve - testdisk - photorec - dd_rescue/dd_rhelp - ddrescue - fsck.ext2 - e2salvage without any success. dumpe2fs 1.41.3 (12-Oct-2008) Filesystem volume name: /dev/sda3 Last mounted on: <not available> Filesystem UUID: dd51610b-6de0-4392-a6f3-67160dbc0343 Filesystem magic number: 0xEF53 Filesystem revision #: 1 (dynamic) Filesystem features: has_journal filetype sparse_super Default mount options: (none) Filesystem state: not clean with errors Errors behavior: Continue Filesystem OS type: Linux Inode count: 9502720 Block count: 18987570 Reserved block count: 949378 Free blocks: 11555345 Free inodes: 11858398 First block: 0 Block size: 4096 Fragment size: 4096 Blocks per group: 32768 Fragments per group: 32768 Inodes per group: 16384 Inode blocks per group: 512 Last mount time: Wed Mar 24 09:31:03 2010 Last write time: Mon Apr 12 11:46:32 2010 Mount count: 10 Maximum mount count: 30 Last checked: Thu Jan 1 01:00:00 1970 Check interval: 0 (<none>) Reserved blocks uid: 0 (user root) Reserved blocks gid: 0 (group root) First inode: 11 Inode size: 128 Journal inode: 8 Journal backup: inode blocks dumpe2fs: A block group is missing an inode table while reading journal inode There's any other tools I have to test before considering these disk definitely unrecoverable? Many thanks, ip

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  • "no block given" errors with cache_money

    - by emh
    i've inherited a site that in production is generating dozens of "no block given" exceptions every 5 minutes. the top of the stack trace is: vendor/gems/nkallen-cache-money-0.2.5/lib/cash/accessor.rb:42:in `add' vendor/gems/nkallen-cache-money-0.2.5/lib/cash/accessor.rb:33:in `get' vendor/gems/nkallen-cache-money-0.2.5/lib/cash/accessor.rb:22:in `call' vendor/gems/nkallen-cache-money-0.2.5/lib/cash/accessor.rb:22:in `fetch' vendor/gems/nkallen-cache-money-0.2.5/lib/cash/accessor.rb:31:in `get' so it appears that the problem is in the cache money plugin. has anyone experienced something similar? i've cut and pasted the relevant code below -- anyone more familiar with blocks able to discern any obvious problems? 11 def fetch(keys, options = {}, &block) 12 case keys 13 when Array 14 keys = keys.collect { |key| cache_key(key) } 15 hits = repository.get_multi(keys) 16 if (missed_keys = keys - hits.keys).any? 17 missed_values = block.call(missed_keys) 18 hits.merge!(missed_keys.zip(Array(missed_values)).to_hash) 19 end 20 hits 21 else 22 repository.get(cache_key(keys), options[:raw]) || (block ? block.call : nil) 23 end 24 end 25 26 def get(keys, options = {}, &block) 27 case keys 28 when Array 29 fetch(keys, options, &block) 30 else 31 fetch(keys, options) do 32 if block_given? 33 add(keys, result = yield(keys), options) 34 result 35 end 36 end 37 end 38 end 39 40 def add(key, value, options = {}) 41 if repository.add(cache_key(key), value, options[:ttl] || 0, options[:raw]) == "NOT_STORED\r\n" 42 yield 43 end 44 end

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  • jQuery block UI exceptions

    - by Chirantan
    I am using JQuery UI plugin blockUI to block UI for every ajax request. It works like a charm, however, I don't want to block the UI (Or at least not show the "Please wait" message) when I am making ajax calls to fetch autocomplete suggest items. How do I do that? I am using jquery autocomplete plugin for autocomplete functionality. Is there a way I can tell the block UI plug-in to not block UI for autocomplete?

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  • Setting the first two bytes of a block of memory

    - by idealistikz
    Suppose I have a block of memory as such: void *block = malloc(sizeof(void *) + size); How do I set the first two bytes of the block as NULL or have it point somewhere? I do not want to simply assign 'block' to NULL or to another pointer because I want to access the rest of the memory I malloc'ed.

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  • Using Unity Application Block – from basics to generics

    - by nmarun
    I just wanted to have one place where I list all the six Unity blogs I’ve written. Part 1: The very basics – Begin using Unity (code here) Part 2: Registering other types and resolving them (code here) Part 3: Lifetime Management (code here) Part 4: Constructor and Property or Setter Injection (code here) Part 5: Arrays (code here) Part 6: Generics (code here) Hope this helps someone (and this is the smallest blog I’ve posted till now).

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  • What do you do with coder's block?

    - by Garet Claborn
    Lately it has been a bit rough. I basically know all the things I need and all the avenues to get there for work. There's been no real issue of a problem with too high complexity, and performance is good. Still, after three major projects this year, my mind is behaving a little strange. It's like I'm used to working in O(1+log(N-neatTricks)) but for some reason it processes in O(N^2)! I've experienced a sort of burnout after long deadlines and drudging projects before, but when it turns into a longer experience, I haven't found the usual suspects to be helpful. Take more walks Work on other code Overdesign everything until I feel intensely driven to just make it (sorta works) How can a programmer recoup from the specific hole in your head programming leaves after being mentally ransacked by these bloody corporations and their fancy money? Hopefully some of you have some better ideas, because I could really use another round of being looted and pillaged.I've often wondered if there are special puzzles or some kind of activity that would de-stress the tangled balance of left and right braininess programmers often deal with. Do any special techniques, activities, anything seem to help with the developer's mindset especially?

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  • How to block internet access for wine applications?

    - by YSN
    Hello! Is it possible to prevent specific wine applications or any wine application from accessing the internet? When using certain apps under Windows, they were trying to access the internet from time to time without any obvious reason. I was able to prevent that behaviour with a personal firewall back then. Unfortunately I did not find an application level firewall in Ubuntu up to now. This is especially annoying when I am abroad using data-roaming with my 3G modem. Is there a way to prevent my wine-apps sending or receiving data without my knowledge. Thanks in advance! YSN

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  • EntLib for Windows Azure

    - by kaleidoscope
    Enterprise Library popularly known as EntLib is a collection of Application Blocks targeted at managing oft needed redundant tasks in enterprise development, like Logging, Caching, Validation, Cryptography etc. Entlib currently exposes 9 application blocks: Caching Application Block Cryptography Application Block Data Access Application Block Exception Handling Application Block Logging Application Block Policy Injection Application Block Security Application Block Validation Application Block Unity Dependency Injection and Interception Mechanism Ever since the Honeymoon period of PoCs and tryouts is over and Azure started to mainstream and more precisely started to go “Enterprise”, Azure developers have been demanding EntLib for Azure. The demands seems to have finally been heard and the powers that be have bestowed us with the current beta release EntLib 5.0 which supports Windows Azure. The application blocks tailored for Azure are: Data Access Application Block (Think SQL Azure) Exception Handling Application Block (Windows Azure Diagnostics) Logging Application Block (Windows Azure Diagnostics) Validation Application Block Unity Dependency Injection Mechanism The EntLib 5.0 beta is now available for download. Technorati Tags: Sarang,EntLib,Azure

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  • Using the StopWatch class to calculate the execution time of a block of code

    - by vik20000in
      Many of the times while doing the performance tuning of some, class, webpage, component, control etc. we first measure the current time taken in the execution of that code. This helps in understanding the location in code which is actually causing the performance issue and also help in measuring the amount of improvement by making the changes. This measurement is very important as it helps us understand the problem in code, Helps us to write better code next time (as we have already learnt what kind of improvement can be made with different code) . Normally developers create 2 objects of the DateTime class. The exact time is collected before and after the code where the performance needs to be measured.  Next the difference between the two objects is used to know about the time spent in the code that is measured. Below is an example of the sample code.             DateTime dt1, dt2;             dt1 = DateTime.Now;             for (int i = 0; i < 1000000; i++)             {                 string str = "string";             }             dt2 = DateTime.Now;             TimeSpan ts = dt2.Subtract(dt1);             Console.WriteLine("Time Spent : " + ts.TotalMilliseconds.ToString());   The above code works great. But the dot net framework also provides for another way to capture the time spent on the code without doing much effort (creating 2 datetime object, timespan object etc..). We can use the inbuilt StopWatch class to get the exact time spent. Below is an example of the same work with the help of the StopWatch class.             Stopwatch sw = Stopwatch.StartNew();             for (int i = 0; i < 1000000; i++)             {                 string str = "string";             }             sw.Stop();             Console.WriteLine("Time Spent : " +sw.Elapsed.TotalMilliseconds.ToString());   [Note the StopWatch class resides in the System.Diagnostics namespace] If you use the StopWatch class the time taken for measuring the performance is much better, with very little effort. Vikram

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

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

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  • Different block sizes for partition and underlying logical disk on HP Raid Controller (Linux)

    - by Wawrzek
    Following links collected in this thread I started to check blockdev and found the following output indicating different sizes for partition c0d9p1 and the underlying device (c0d9): [root@machine ~]# blockdev --report /dev/cciss/c0d9 RO RA SSZ BSZ StartSec Size Device rw 256 512 4096 0 3906963632 /dev/cciss/c0d9 [root@machine ~]# blockdev --report /dev/cciss/c0d9p1 RO RA SSZ BSZ StartSec Size Device rw 256 512 2048 1 3906959039 /dev/cciss/c0d9p1 We have a lot of small files, so yes the block size is smaller than normal. The device is a logical driver on an HP P410 raid controller, simple disk without any raid - RAID 0 on one disk to be precise. (Please note that above configuration is a feature not a bug). Therefore, I have the following questions. Can the above discrepancy in the block size affect disk performance? Can I control the block size using hpacucli?

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  • Block diagram containing computer buses,motherboard..

    - by learnerforever
    Hi all, I am trying to understand computer architecture. In particular: - Physical view i.e. what all is packed inside the motherboard and what all outside - Conceptual view. how processor,memory,peripherals are connected. I am getting confused among various buses like local bus,PCI bus, SCSI bus,ISA bus,USB bus. I am looking for block diagrams. How is the USB port connected to processor ultimately? through PCI bus etc? Why do we have so many buses? What was it like before SCSI/IDE came? Does the diagram at : http://www.vaughns-1-pagers.com/computer/pc-block-diagram.htm look correct? It shows no connection between PCI bus and SCSI bus. Is that correct? I would greatly appreciate any other link especially of block diagrams/anatomy and not just textual writeup. Thanks,

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  • NFSv3 Asynchronous Write Depends on Block Size?

    - by Joe Swanson
    I am trying to figure out if my NFSv3 deployment is performing SAFE asynchronous writes. I suspect that it is doing strictly synchronous writes, as I am getting poor performance in general. I used Wireshark to look at the 'stable' flag in write calls, and look for 'commit' calls. I noticed that, with especially large block sizes, writes to appear to be performed asynchronously: dd if=/dev/zero of=/proj/re3/0/zero bs=2097152 count=512 However, smaller block sizes appear to be performed strictly synchronously: dd if=/dev/zero of=/proj/re3/0/zero bs=8192 count=655360 What gives? How does the client decide whether to tell the server to perform writes synchronously or asynchronously? Is there any way I can get smaller block sizes to be performed asynchronously?

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  • If Expression True in Immediate Window But Code In if Block Never Runs

    - by Julian
    I set a break point in my code in MonoDevelop to break whenever I click on a surface. I then enter the immediate window and test to see if the the if statement will return true in comparing two Vector3's. It does return true. However, when I step over, the code is never run as though the statement evaluated false. Does anyone know how this could be possible? I've attached a screenshot. Here is the picture of my debug window and immediate window. You can see where the immediate window evaluates to true. The second breakpoint is not hit. Here are the details of the two Vector3's I am comparing. Does anyone know why I am experiencing this? It really seems like an anomaly to me :/ Does it have something to do with threading?

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  • How to block a program from using IPv4?

    - by Ian Boyd
    I have a program that can communicate over IPv4 (TCP and UDP) and over IPv6 (TCP and UDP). I want to block the program from being able to use IPv4. I tried the Windows Firewall: Except it blocks IP sub-protocols (e.g. TCP, UDP, encapsulated IPv6, GRE), rather than blocking IPv4 itself. In other words, I need to block IPv4: IPv4/TCP IPv4/UDP IPv4/ICMPv4 IPv4/GRE IPv4/L2TP while allowing IPv6: IPv6/TCP IPv6/UDP IPv6/ICMPv6 IPv6/GRE IPv6/L2TP Can I block a program from using IPv4? Note: If it cannot be done, then don't be afraid to add that as an answer. There's no shame in giving the correct answer to a question.

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  • Using Url Rewrite to Block Page Requests

    - by The Official Microsoft IIS Site
    The other day I was checking the traffic stats for my WordPress blog to see which of my posts were the most popular. I was a little concerned to see that wp-login.php was in the Top 5 total requests almost every month. Since I’m the only author on my blog my logins could not possibly account for the traffic hitting that page. The only explanation could be that the additional traffic was coming from automated hacking attempts. Any server administrator concerned about security knows that “ footprinting...(read more)

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