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  • Repeat over files in a File > Open dialog with Applescript

    - by GotNoSugarBaby
    In the below script I use an Application other than Finder to launch an "Open" browser and perform a search in it. I've got the window into the state I want, but whatever I try can't access the list of files to repeat over. If anyone can help by adding the code to repeat over that file list and log out the file path of each file it'd be a huge help. Thanks a lot. tell application "Preview" -- start the app activate -- let it boot up delay 3 -- ensure it still has focus activate end tell tell application "System Events" tell process "Preview" -- spawn "Open" window keystroke "o" using {command down} delay 0.5 -- spawn "Go to" window keystroke "g" using {command down, shift down} delay 0.5 -- expand scope of search to all of this mac keystroke "/" keystroke return delay 0.5 -- spawn search field keystroke "f" using {command down} delay 0.5 -- perform search keystroke ".jpg OR .jpeg" keystroke return end tell end tell

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  • how to kill an older jsonp request?

    - by pfg
    I have a cross-domain long polling request using getJSON with a callback that looks something like this: $.getJSON("http://long-polling.com/some.fcgi?jsoncallback=?" function(data){ if(data.items[0].rval == 1) { // update data in page } }); The problem is the request to the long-polling service might take a while to return, and another getJSON request might be made in the meantime and update the page even though it is a stale response. Req1: h**p://long-polling.com/some.fcgi at 10:00 AM Req2: h**p://long-polling.com/some.fcgi? at 10:01 AM Req1 returns and updates the data on the page 10:02 AM I want a way to invalidate the return from Req1 if Req2 has already been made. Thanks!

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  • Help with Collision of spawned object(postion fixed) with objects that there are translating on screen

    - by Amrutha
    Hey guys I am creating a game using Corona SDK and so coding it in Lua. So there are 2 separate functions, To translate the hit objects and change their color when they are tapped The link below is the code I am using to for the first function http://developer.anscamobile.com/sample-code/fishies Spawn objects that will hit the translating objects on collision. Alos on collision the spawned object disappears and the translating object bears a color(indicating the collision). In addition the size of this spawned object is dependent on i/p volume level. The function I have written is as follows: --VOICE INPUT CODE local r = media.newRecording() r:startRecording() r:startTuner() --local function newBar() -- local bar = display.newLine( 0, 0, 1, 0 ) -- bar:setColor( 0, 55, 100, 20 ) -- bar.width = 5 -- bar.y=400 -- bar.x=20 -- return bar --end local c1 = display.newImage("str-minion-small.png") c1.isVisible=false local c2 = display.newImage("str-minion-mid.png") c2.isVisible=false local c3 = display.newImage("str-minion-big.png") c3.isVisible=false --SPAWNING local function spawnDisk( event ) local phase = event.phase local volumeBar = display.newLine( 0, 0, 1, 0 ) volumeBar.y = 400 volumeBar.x = 20 --volumeBar.isVisible=false local v = 20*math.log(r:getTunerVolume()) local MINTHRESH = 30 local LEFTMARGIN = 20 local v2 = MINTHRESH + math.max (v, -MINTHRESH) v2 = (display.contentWidth - 1 * LEFTMARGIN ) * v2 / MINTHRESH volumeBar.xScale = math.max ( 20, v2 ) local l = volumeBar.xScale local cnt1 = 0 local cnt2 = 0 local cnt3 = 0 local ONE =1 local val = event.numTaps --local px=event.x --local py=event.y if "ended" == phase then --audio.play( popSound ) --myLabel.isVisible = false if l > 50 and l <=150 then --c1:setFillColor(10,105,0) --c1.isVisible=false c1.x=math.random( 10, 450 ) c1.y=math.random( 10, 300 ) physics.addBody( c1, { density=1, radius=10.0 } ) c1.isVisible=true cnt1= cnt1+ ONE return c1 elseif l > 100 and l <=250 then --c2:setFillColor(200,10,0) c2.x=math.random( 10, 450 ) c2.y=math.random( 10, 300 ) physics.addBody( c2, { density=2, radius=9000.0 } ) c2.isVisible=true cnt2= cnt2+ ONE return c2 elseif l >=250 then c3.x=math.random( 40, 450 ) c3.y=math.random( 40, 300 ) physics.addBody( c3, { density=2, radius=7000.0 , bounce=0.0 } ) c3.isVisible=true cnt3= cnt3+ ONE return c3 end end end buzzR:addEventListener( "touch", spawnDisk ) -- touch the screen to create disks Now both functions work fine independently but there is no collision happening. Its almost as if the translating object and the spawn object are on different layers. The translating object passes through the spawn object freely. Can anyone please tell me how to resolve this problem. And how can I get them to collide. Its my first attempt at game development, that too for a mobile platform so would appreciate all help. Also if I have not been specific do let me know. I'll try to frame the query better :). Thanks in advance.

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  • Help with Collision of spawned object(postion fixed) with objects that there are translating on screen

    - by Amrutha
    Hey guys I am creating a game using Corona SDK and so coding it in Lua. So there are 2 separate functions, To translate the hit objects and change their color when they are tapped The link below is the code I am using to for the first function http://developer.anscamobile.com/sample-code/fishies Spawn objects that will hit the translating objects on collision. Alos on collision the spawned object disappears and the translating object bears a color(indicating the collision). In addition the size of this spawned object is dependent on i/p volume level. The function I have written is as follows, --VOICE INPUT CODE local r = media.newRecording() r:startRecording() r:startTuner() --local function newBar() -- local bar = display.newLine( 0, 0, 1, 0 ) -- bar:setColor( 0, 55, 100, 20 ) -- bar.width = 5 -- bar.y=400 -- bar.x=20 -- return bar --end local c1 = display.newImage("str-minion-small.png") c1.isVisible=false local c2 = display.newImage("str-minion-mid.png") c2.isVisible=false local c3 = display.newImage("str-minion-big.png") c3.isVisible=false --SPAWNING local function spawnDisk( event ) local phase = event.phase local volumeBar = display.newLine( 0, 0, 1, 0 ) volumeBar.y = 400 volumeBar.x = 20 -- volumeBar.isVisible=false local v = 20*math.log(r:getTunerVolume()) local MINTHRESH = 30 local LEFTMARGIN = 20 local v2 = MINTHRESH + math.max (v, -MINTHRESH) v2 = (display.contentWidth - 1 * LEFTMARGIN ) * v2 / MINTHRESH volumeBar.xScale = math.max ( 20, v2 ) local l = volumeBar.xScale local cnt1 = 0 local cnt2 = 0 local cnt3 = 0 local ONE =1 local val = event.numTaps --local px=event.x --local py=event.y if "ended" == phase then --audio.play( popSound ) --myLabel.isVisible = false if l > 50 and l <=150 then -- c1:setFillColor(10,105,0) -- c1.isVisible=false c1.x=math.random( 10, 450 ) c1.y=math.random( 10, 300 ) physics.addBody( c1, { density=1, radius=10.0 } ) c1.isVisible=true cnt1= cnt1+ ONE return c1 elseif l > 100 and l <=250 then --c2:setFillColor(200,10,0) c2.x=math.random( 10, 450 ) c2.y=math.random( 10, 300 ) physics.addBody( c2, { density=2, radius=9000.0 } ) c2.isVisible=true cnt2= cnt2+ ONE return c2 elseif l >=250 then c3.x=math.random( 40, 450 ) c3.y=math.random( 40, 300 ) physics.addBody( c3, { density=2, radius=7000.0 , bounce=0.0 } ) c3.isVisible=true cnt3= cnt3+ ONE return c3 end end end buzzR:addEventListener( "touch", spawnDisk ) -- touch the screen to create disks Now both functions work fine independently but there is no collision happening. Its almost as if the translating object and the spawn object are on different layers. The translating object passes through the spawn object freely. Can anyone please tell me how to resolve this problem. And how can I get them to collide. Its my first attempt at game development, that too for a mobile platform so would appreciate all help. Also if I have not been specific do let me know. I ll try to frame the query better :). Thanks in advance.

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  • Enemy Spawning method in a Top-Down Shooter

    - by Chris Waters
    I'm working on a top-down shooter akin to DoDonPachi, Ikaruga, etc. The camera movement through the world is handled automatically with the player able to move inside of the camera's visible region. Along the way, enemies are scripted to spawn at particular points along the path. While this sounds straightforward, I could see two ways to define these points: Camera's position: 'trigger' spawning as the camera passes by the points Time along path: "30 seconds in, spawn 2 enemies" In both cases, the camera-relative positions would be defined as well as the behavior of the enemy. The way I see it, the way you define these points will directly affect how the 'level editor', or what have you, will work. Would there be any benefits of one approach over the other?

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  • Getting 500 Error when trying to access Rails application through Apache2

    - by cojones
    Hey, I'm using Apache2 as proxy and mongrel_cluster as server for my Rails applications. When I try to access it by typing in the url I get a 500 "Internal Server Error" but when try to locally access the website with "lynx http://localhost:8200" it works. This is my config: <Proxy balancer://sportfreundewitold_cluster> BalancerMember http://127.0.0.1:8200 BalancerMember http://127.0.0.1:8201 </Proxy> # httpd [example.org] dmn entry BEGIN. <VirtualHost x.x.x.x:80> <IfModule suexec_module> SuexecUserGroup vu2025 vu2025 </IfModule> ServerAdmin [email protected] DocumentRoot /var/www/virtual/example.org/htdocs/current/public ServerName example.org ServerAlias www.example.org example.org *.example.org vu2025.admin.roughneck-media.de Alias /errors /var/www/virtual/example.org/errors/ RedirectMatch permanent ^/ftp[\/]?$ http://admin.roughneck-media.de/ftp/ RedirectMatch permanent ^/pma[\/]?$ http://admin.roughneck-media.de/pma/ RedirectMatch permanent ^/webmail[\/]?$ http://admin.roughneck-media.de/webmail/ RedirectMatch permanent ^/ispcp[\/]?$ http://admin.roughneck-media.de/ ErrorDocument 401 /errors/401.html ErrorDocument 403 /errors/403.html ErrorDocument 404 /errors/404.html ErrorDocument 500 /errors/500.html ErrorDocument 503 /errors/503.html <IfModule mod_cband.c> CBandUser example.org </IfModule> # httpd awstats support BEGIN. # httpd awstats support END. # httpd dmn entry cgi support BEGIN. ScriptAlias /cgi-bin/ /var/www/virtual/example.org/cgi-bin/ <Directory /var/www/virtual/example.org/cgi-bin> AllowOverride AuthConfig #Options ExecCGI Order allow,deny Allow from all </Directory> # httpd dmn entry cgi support END. <Directory /var/www/virtual/example.org/htdocs/current/public> # httpd dmn entry PHP support BEGIN. # httpd dmn entry PHP support END. Options -Indexes Includes FollowSymLinks MultiViews AllowOverride All Order allow,deny Allow from all </Directory> # httpd dmn entry PHP2 support BEGIN. <IfModule mod_php5.c> php_admin_value open_basedir "/var/www/virtual/example.org/:/var/www/virtual/example.org/phptmp/:/usr/share/php/" php_admin_value upload_tmp_dir "/var/www/virtual/example.org/phptmp/" php_admin_value session.save_path "/var/www/virtual/example.org/phptmp/" php_admin_value sendmail_path '/usr/sbin/sendmail -f vu2025 -t -i' </IfModule> <IfModule mod_fastcgi.c> ScriptAlias /php5/ /var/www/fcgi/example.org/ <Directory "/var/www/fcgi/example.org"> AllowOverride None Options +ExecCGI -MultiViews -Indexes Order allow,deny Allow from all </Directory> </IfModule> <IfModule mod_fcgid.c> Include /etc/apache2/mods-available/fcgid_ispcp.conf <Directory /var/www/virtual/example.org/htdocs> FCGIWrapper /var/www/fcgi/example.org/php5-fcgi-starter .php Options +ExecCGI </Directory> <Directory "/var/www/fcgi/example.org"> AllowOverride None Options +ExecCGI MultiViews -Indexes Order allow,deny Allow from all </Directory> </IfModule> # httpd dmn entry PHP2 support END. Include /etc/apache2/ispcp/example.org.conf RewriteEngine On # Make sure people go to www.myapp.com, not myapp.com RewriteCond %{HTTP_HOST} ^myapp\.com$ [NC] RewriteRule ^(.*)$ http://www.myapp.com$1 [R=301,L] # Yes, I've read no-www.com, but my site already has much Google-Fu on # www.blah.com. Feel free to comment this out. # Uncomment for rewrite debugging #RewriteLog logs/myapp_rewrite_log #RewriteLogLevel 9 # Check for maintenance file and redirect all requests RewriteCond %{DOCUMENT_ROOT}/system/maintenance.html -f RewriteCond %{SCRIPT_FILENAME} !maintenance.html RewriteRule ^.*$ /system/maintenance.html [L] # Rewrite index to check for static RewriteRule ^/$ /index.html [QSA] # Rewrite to check for Rails cached page RewriteRule ^([^.]+)$ $1.html [QSA] # Redirect all non-static requests to cluster RewriteCond %{DOCUMENT_ROOT}/%{REQUEST_FILENAME} !-f RewriteRule ^/(.*)$ balancer://mongrel_cluster%{REQUEST_URI} [P,QSA,L] # Deflate AddOutputFilterByType DEFLATE text/html text/plain text/xml application/xml application/xhtml+xml text/javascript text/css BrowserMatch ^Mozilla/4 gzip-only-text/html BrowserMatch ^Mozilla/4\.0[678] no-gzip BrowserMatch \\bMSIE !no-gzip !gzip-only-text/html # Uncomment for deflate debugging #DeflateFilterNote Input input_info #DeflateFilterNote Output output_info #DeflateFilterNote Ratio ratio_info #LogFormat '"%r" %{output_info}n/%{input_info}n (%{ratio_info}n%%)' deflate #CustomLog logs/myapp_deflate_log deflate </VirtualHost> # httpd [example.org] dmn entry END. Does anyone know what could be wrong with it?

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  • ActionScript 3 Cant see Movieclip

    - by user3697993
    When I play my game it does not show my _Player Movieclip, but it does collide with the ground which is very confusing. So I believe the movieclip is there but not showing the texture/Sprite. I think the problem is in "function Spawn" (First Function). public class PewdyBird extends MovieClip { //Player variables public var Up_Speed:int = 25; public var speed:Number = 0; public var _grav:Number = 0.5; public var isJump:Boolean = false; public var Score:int = 0; public var Player_Live:Boolean = true; public var _Player:Player = new Player(); //Other variables //Environment variables var Floor:int = 480; var Clock:Number = 0; var Clock_restart:Number = 0; var Clock_ON:Boolean = false; var Clock_max:int = 15; var Player_Stage:Boolean = true; private var _X:int; private var _Y:int; private var hit_ground:Boolean = false; private var width_BG:int = 479; //SPAWN function Spawn(e:Event){ _Player.x = 200; _Player.y = 200; stage.addChild(_Player); } //Keyboard Input private function KeyboardListener(e:KeyboardEvent){ if(e.keyCode == Keyboard.SPACE){ Clock = Clock_restart; Clock_ON = true; isJump = true; if(isJump){ _Player.gotoAndPlay("Fly"); speed = -Up_Speed; isJump = false; } } } //Mouse Input & Spawn Listener private function MouseListener(m:MouseEvent){ if(MouseEvent.CLICK){ Clock = Clock_restart; Clock_ON = true; isJump = true; if(isJump){ _Player.gotoAndPlay("Fly"); speed = -Up_Speed; isJump = false; } } } //Rotation Fly function Rot_Fly(){ if(Clock < Clock_max){ _Player.rotation = -15; }else if(Clock >= Clock_max){ if(_Player.rotation < 90){ _Player.rotation += 10; }else if(_Player.rotation >= 90){ _Player.rotation = 90; } } } //END //Update Function function enter_frame(e:Event):void{ Rot_Fly(); //Clock if(Clock_ON){ Clock++; }else if(Clock > Clock_max){ Clock = Clock_max; } //Fall Limits if(speed >= 20){ _Player.y += 20; return; _Player.gotoAndPlay("Fall"); } //Physics speed += _grav*3; _Player.y += speed; } //Hit Ground function Hit_Ground(e:Event){ if(_Player.hitTestObject(Ground1)){ _grav = 0; speed = 0; trace("HIT GROUND"); }else if(_Player.hitTestObject(Ground2)){ _grav = 0; speed = 0; trace("HIT GROUND"); }else if(_Player.hitTestObject(Ground1) == false){ _grav = 1; }else if(_Player.hitTestObject(Ground2) == false){ _grav = 1; } } //Background Slide (Left) private function Background_Move(e:Event):void{ Background1.x -= 1.5; Background2.x -= 1.5; Ground1.x -= 4; Ground2.x -= 4; if(Background1.x < -width_BG){ Background1.x = width_BG; } else if(Background2.x < -width_BG){ Background2.x = width_BG; } else if(Ground1.x < -width_BG){ Ground1.x = width_BG; } else if(Ground2.x < -width_BG){ Ground2.x = width_BG; } } } The eventListeners are in flash it self stage.addEventListener(Event.ENTER_FRAME, enter_frame); stage.addEventListener(Event.ENTER_FRAME, Hit_Ground); stage.addEventListener(KeyboardEvent.KEY_UP, KeyboardListener); stage.addEventListener(MouseEvent.CLICK, MouseListener); stage.addEventListener(Event.ENTER_FRAME, Background_Move); stage.addEventListener(Event.ADDED_TO_STAGE, Spawn);

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  • CentOS 6.5 x64 + Ajendi +nginx + php-fpm + mysql setup unable to load the PHP page

    - by Francis
    I'm using Ajendi to setup a PHP web server, I can load the PHP info page, when I try to load the PHP copy from other server, I get a blank page with this log appear on access log, I have no clue what was wrong and troubleshoot further, please advice. x.x.x.x - - [28/May/2014:10:08:37 -0400] "GET /index.php HTTP/1.1" 200 31 "-" "Mozilla/5.0 (Windows NT 6.1; rv:29.0) Gecko/20100101 Firefox/29.0" 2.6.32-431.1.2.0.1.el6.x86_64 cat /etc/redhat-release CentOS release 6.5 (Final) The vhost config AUTOMATICALLY GENERATED - DO NO EDIT! server { listen *:80; server_name test.com www.test.com; access_log /var/log/nginx/access.log; error_log /var/log/nginx/error.log; root /www; index index.html index.htm index.php; location ~ \.php$ { alias /www; fastcgi_index index.php; include fcgi.conf; fastcgi_pass unix:/var/run/php-fcgi-php-fcgi-0.sock; fastcgi_param SCRIPT_FILENAME $document_root$fastcgi_script_name; } }

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  • How do I edit .htaccess to allow both rails and wordpress requests?

    - by jakefuentes
    I want to run an instance of wordpress within my rails app. I currently have wordpress files housed in public/wordpress, but I need to configure my .htaccess file to allow both types of requests. How do I do that? currently, .htaccess is: General Apache options AddHandler fcgid-script .fcgi RewriteEngine On RewriteRule ^$ index.html [QSA] RewriteRule ^([^.]+)/!$ $1.html [QSA] RewriteCond %{REQUEST_FILENAME} !-f RewriteRule ^(.*)$ dispatch.fcgi [QSA,L] ErrorDocument 500 "Application error Application failed to start properly"

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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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  • redhat Apache fast-cgi selinux permissions

    - by Alejo JM
    My apache installation is running php as fastcgi, and the virtual hosts are pointing to /home/*/public_html. and the fastcgi are home/*/cgi-bin/php.fcgi the public_html setup with selinux was: /usr/sbin/setsebool -P httpd_enable_homedirs 1 chcon -R -t httpd_sys_content_t /home/someuser/public_html The owner and group are the user, for example the user "someuser": ls -all /home/someuser/cgi-bin/ drwxr-xr-x 2 someuser someuser 4096 Sep 7 13:14 . drwx--x--x 6 someuser someuser 4096 Sep 6 18:17 .. -rwxr-xr-x 1 someuser someuser 308 Sep 7 13:14 php.fcgi ls -all /home/someuser/public_html/ | greep info.php -rw-r--r-- 1 someuser someuser 24 Sep 3 16:24 info.php When is visits the site I get "Forbidden ..." and the log said: [Fri Sep 07 12:02:51 2012] [error] [client x.x.x.x] (13)Permission denied: access to /cgi-bin/php.fcgi/info.php denied My selinux conf is: SELINUX=enforcing SELINUXTYPE=targeted SETLOCALDEFS=0 So I kill Selinux (SELINUX=disabled), reboot the system and everything works !!!!! The problem is Selinux, I don't want disable Selinux. I trying this with no success: setsebool -P httpd_enable_cgi 1 chcon -t httpd_sys_script_exec_t /home/someuser/cgi-bin/php.fcgi chcon -R -t httpd_sys_content_t /home/someuser/cgi-bin Or maybe is better change Selinux SELINUX=enforcing to SELINUX=permissive And disable selinux for httpd ? (I think I better find the correct configuration) Thanks for any suggestion on this matter My environment: Red Hat Enterprise Linux Server release 5.8 (Tikanga) Server version: Apache/2.2.3 PHP 5.1.6 (cli) (built: Jun 22 2012 06:20:25) Copyright (c) 1997-2006 The PHP Group Zend Engine v2.1.0, Copyright (c) 1998-2006 Zend Technologies Some logs: ps -ZC httpd LABEL PID TTY TIME CMD system_u:system_r:httpd_t 2822 ? 00:00:00 httpd system_u:system_r:httpd_t 2823 ? 00:00:00 httpd system_u:system_r:httpd_t 2824 ? 00:00:00 httpd system_u:system_r:httpd_t 2825 ? 00:00:00 httpd system_u:system_r:httpd_t 2826 ? 00:00:00 httpd system_u:system_r:httpd_t 2836 ? 00:00:00 httpd system_u:system_r:httpd_t 2837 ? 00:00:00 httpd system_u:system_r:httpd_t 2838 ? 00:00:00 httpd system_u:system_r:httpd_t 2839 ? 00:00:00 httpd system_u:system_r:httpd_t 2840 ? 00:00:00 httpd getsebool -a | grep httpd allow_httpd_anon_write --> off allow_httpd_bugzilla_script_anon_write --> off allow_httpd_cvs_script_anon_write --> off allow_httpd_mod_auth_pam --> off allow_httpd_nagios_script_anon_write --> off allow_httpd_prewikka_script_anon_write --> off allow_httpd_squid_script_anon_write --> off allow_httpd_sys_script_anon_write --> off httpd_builtin_scripting --> on httpd_can_network_connect --> off httpd_can_network_connect_db --> off httpd_can_network_relay --> off httpd_can_sendmail --> on httpd_disable_trans --> off httpd_enable_cgi --> on httpd_enable_ftp_server --> off httpd_enable_homedirs --> on httpd_execmem --> off httpd_read_user_content --> off httpd_rotatelogs_disable_trans --> off httpd_setrlimit --> off httpd_ssi_exec --> off httpd_suexec_disable_trans --> off httpd_tty_comm --> on httpd_unified --> on httpd_use_cifs --> off httpd_use_nfs --> off

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  • How to store a shmup level?

    - by pek
    I am developing a 2D shmup (i.e. Aero Fighters) and I was wondering what are the various ways to store a level. Assuming that enemies are defined in their own xml file, how would you define when an enemy spawns in the level? Would it be based on time? Updates? Distance? Currently I do this based on "level time" (the amount of time the level is running - pausing doesn't update the time). Here is an example (the serialization was done by XNA): <?xml version="1.0" encoding="utf-8"?> <XnaContent xmlns:level="pekalicious.xanor.XanorContentShared.content.level"> <Asset Type="level:Level"> <Enemies> <Enemy> <EnemyType>data/enemies/smallenemy</EnemyType> <SpawnTime>PT0S</SpawnTime> <NumberOfSpawns>60</NumberOfSpawns> <SpawnOffset>PT0.2S</SpawnOffset> </Enemy> <Enemy> <EnemyType>data/enemies/secondenemy</EnemyType> <SpawnTime>PT0S</SpawnTime> <NumberOfSpawns>10</NumberOfSpawns> <SpawnOffset>PT0.5S</SpawnOffset> </Enemy> <Enemy> <EnemyType>data/enemies/secondenemy</EnemyType> <SpawnTime>PT20S</SpawnTime> <NumberOfSpawns>10</NumberOfSpawns> <SpawnOffset>PT0.5S</SpawnOffset> </Enemy> <Enemy> <EnemyType>data/enemies/boss1</EnemyType> <SpawnTime>PT30S</SpawnTime> <NumberOfSpawns>1</NumberOfSpawns> <SpawnOffset>PT0S</SpawnOffset> </Enemy> </Enemies> </Asset> </XnaContent> Each Enemy element is basically a wave of specific enemy types. The type is defined in EnemyType while SpawnTime is the "level time" this wave should appear. NumberOfSpawns and SpawnOffset is the number of enemies that will show up and the time it takes between each spawn respectively. This could be a good idea or there could be better ones out there. I'm not sure. I would like to see some opinions and ideas. I have two problems with this: spawning an enemy correctly and creating a level editor. The level editor thing is an entirely different problem (which I will probably post in the future :P). As for spawning correctly, the problem lies in the fact that I have a variable update time and so I need to make sure I don't miss an enemy spawn because the spawn offset is too small, or because the update took a little more time. I kinda fixed it for the most part, but it seems to me that the problem is with how I store the level. So, any ideas? Comments? Thank you in advance.

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  • Windows Services in Win7?

    - by Brandi
    I am trying to make a service that spawns a desktop application, and then watches to make sure it restarts again if it is closed. . I would like it to basically spawn the process and then forget about it, allowing to act like a normal interactive application. (Apparently this is much easier to do in XP and before, but I need this for XP, Vista, and 7) My problem now is that either it shows up invisible if I use process.start() with desktop interactive checked, and if I directly spawn a form it asks "Do you REALLY want to do this?!" and then the whole screen goes blank EXCEPT for my program. I just want this to be an inoffensive background app. I have the app working well, I just need to figure out how to spawn it from a service without all the trouble. I am finding all of this stuff that says "Don't make services that have UI", but first off this was a requirement that was given to me. (Boss does not want it to be a scheduled task) Also, I noticed that the Task scheduler is itself a service, and it does not have any problem spawning user interactive applications. Why can't I do that too? What am I doing wrong?

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  • Spawning vim from a node git hook

    - by Lawrence Jones
    I've got a project purely in coffeescript, with git hooks for deployment also written in cs. I don't really want to break away from the language just to use bash for a quick commit message formatter, but I've got a problem spawning vim from the commit-msg hook. I've seen here that when piping to vim, the stdio is not necessarily set correctly to the tty streams. I get how that could cause a problem, but I don't exactly know how to get vim to load correctly using nodes spawn command. At the moment I have... vim = (require 'child_process').spawn('vim', [file], stdio: 'inherit') vim.on 'exit', (err) -> console.log "Exited! [#{err}]" cb?() ...which works fine to spawn a vim process that can r/w from the parents stdio, but when I use this in the hook things go wrong. Vim states that the stdio is not from terminal, and then once opened typing causes escape characters to pop up all over the place. Backspace for example, will produce ^?. Any help would be appreciated!

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  • Reload mod_fcgid without killing Python Service

    - by Tobias
    Hi I'm currently running a Django project on my school's webserver with FCGI. I did follow the multiple guides that recommends installing a virtual local Python environment and it worked out great. The only issue i had was that "touching" my fcgi-file to reload source-files wasn't enough, but instead i had to kill the python service via SSH. This because mod_fcgid is used. However, the admin didn't think it was a great idea that i ran my own local python. He thought it better if i just told him what modules to install on root, which was a pretty nice service really. But doing this, i can no longer kill python since it's under root(though immoral as I am, I've definitely tried). The admins recommendation was that I should try too make the fcgi script reload itself by checking time stamp. I've tried to find documentation on how to do this, but fund very little and since I'm a absolute beginner i have no idea what would work. Anyone have experience running python/django under mod_fcgid or tips on where to find related guides/documentation?

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  • How to read/write from erlang to a named pipe ?

    - by cstar
    I need my erlang application to read and write through a named pipe. Opening the named pipe as a file will fail with eisdir. I wrote the following module, but it is fragile and feels wrong in many ways. Also it fails on reading after a while. Is there a way to make it more ... elegant ? -module(port_forwarder). -export([start/2, forwarder/2]). -include("logger.hrl"). start(From, To)-> spawn(fun() -> forwarder(From, To) end). forwarder(FromFile, ToFile) -> To = open_port({spawn,"/bin/cat > " ++ ToFifo}, [binary, out, eof,{packet, 4}]), From = open_port({spawn,"/bin/cat " ++ FromFifo}, [binary, in, eof, {packet, 4}]), forwarder(From, To, nil). forwarder(From, To, Pid) -> receive {Manager, {command, Bin}} -> ?ERROR("Sending : ~p", [Bin]), To ! {self(), {command, Bin}}, forwarder(From, To, Manager); {From ,{data,Data}} -> Pid ! {self(), {data, Data}}, forwarder(From, To, Pid); E -> ?ERROR("Quitting, first message not understood : ~p", [E]) end. As you may have noticed, it's mimicking the port format in what it accepts or returns. I want it to replace a C code that will be reading the other ends of the pipes and being launched from the debugger.

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  • Apache2 benchmarks - very poor performance

    - by andrzejp
    I have two servers on which I test the configuration of apache2. The first server: 4GB of RAM, AMD Athlon (tm) 64 X2 Dual Core Processor 5600 + Apache 2.2.3, mod_php, mpm prefork: Settings: Timeout 100 KeepAlive On MaxKeepAliveRequests 150 KeepAliveTimeout 4 <IfModule Mpm_prefork_module> StartServers 7 MinSpareServers 15 MaxSpareServers 30 MaxClients 250 MaxRequestsPerChild 2000 </ IfModule> Compiled in modules: core.c mod_log_config.c mod_logio.c prefork.c http_core.c mod_so.c Second server: 8GB of RAM, Intel (R) Core (TM) i7 CPU [email protected] Apache 2.2.9, **fcgid, mpm worker, suexec** PHP scripts are running via fcgi-wrapper Settings: Timeout 100 KeepAlive On MaxKeepAliveRequests 100 KeepAliveTimeout 4 <IfModule Mpm_worker_module> StartServers 10 MaxClients 200 MinSpareThreads 25 MaxSpareThreads 75 ThreadsPerChild 25 MaxRequestsPerChild 1000 </ IfModule> Compiled in modules: core.c mod_log_config.c mod_logio.c worker.c http_core.c mod_so.c The following test results, which are very strange! New server (dynamic content - php via fcgid+suexec): Server Software: Apache/2.2.9 Server Hostname: XXXXXXXX Server Port: 80 Document Path: XXXXXXX Document Length: 179512 bytes Concurrency Level: 10 Time taken for tests: 0.26276 seconds Complete requests: 1000 Failed requests: 0 Total transferred: 179935000 bytes HTML transferred: 179512000 bytes Requests per second: 38.06 Transfer rate: 6847.88 kb/s received Connnection Times (ms) min avg max Connect: 2 4 54 Processing: 161 257 449 Total: 163 261 503 Old server (dynamic content - mod_php): Server Software: Apache/2.2.3 Server Hostname: XXXXXX Server Port: 80 Document Path: XXXXXX Document Length: 187537 bytes Concurrency Level: 10 Time taken for tests: 173.073 seconds Complete requests: 1000 Failed requests: 22 (Connect: 0, Length: 22, Exceptions: 0) Total transferred: 188003372 bytes HTML transferred: 187546372 bytes Requests per second: 5777.91 Transfer rate: 1086267.40 kb/s received Connnection Times (ms) min avg max Connect: 3 3 28 Processing: 298 1724 26615 Total: 301 1727 26643 Old server: Static content (jpg file) Server Software: Apache/2.2.3 Server Hostname: xxxxxxxxx Server Port: 80 Document Path: /images/top2.gif Document Length: 40486 bytes Concurrency Level: 100 Time taken for tests: 3.558 seconds Complete requests: 1000 Failed requests: 0 Write errors: 0 Total transferred: 40864400 bytes HTML transferred: 40557482 bytes Requests per second: 281.09 [#/sec] (mean) Time per request: 355.753 [ms] (mean) Time per request: 3.558 [ms] (mean, across all concurrent requests) Transfer rate: 11217.51 [Kbytes/sec] received Connection Times (ms) min mean[+/-sd] median max Connect: 3 11 4.5 12 23 Processing: 40 329 61.4 339 1009 Waiting: 6 282 55.2 293 737 Total: 43 340 63.0 351 1020 New server - static content (jpg file) Server Software: Apache/2.2.9 Server Hostname: XXXXX Server Port: 80 Document Path: /images/top2.gif Document Length: 40486 bytes Concurrency Level: 100 Time taken for tests: 3.571531 seconds Complete requests: 1000 Failed requests: 0 Write errors: 0 Total transferred: 41282792 bytes HTML transferred: 41030080 bytes Requests per second: 279.99 [#/sec] (mean) Time per request: 357.153 [ms] (mean) Time per request: 3.572 [ms] (mean, across all concurrent requests) Transfer rate: 11287.88 [Kbytes/sec] received Connection Times (ms) min mean[+/-sd] median max Connect: 2 63 24.8 66 119 Processing: 124 278 31.8 282 391 Waiting: 3 70 28.5 66 164 Total: 126 341 35.9 350 443 I noticed that in the apache error.log is a lot of entries: [notice] mod_fcgid: call /www/XXXXX/public_html/forum/index.php with wrapper /www/php-fcgi-scripts/XXXXXX/php-fcgi-starter What I have omitted, or do not understand? Such a difference in requests per second? Is it possible? What could be the cause?

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  • Installation requirements of django installing in hostgator dedicated server

    - by jaypabs
    First, before I install OSQA on my dedicated server at hostgator, I want to know the requirements. I don't want to screw up my server so it's better to ask question first. I have read a lot of tutorial on the internet regarding Django but I want to clarify something before I proceed. On my dedicated server I don't use FCGI. Instead I use Mod SuPHP. A lot of tutorial is talking about installing python using FCGI. My question is if it is safe to install Python if I'm using SuPHP? Is it safe to use the tutorial on this link: http://wiki.osqa.net/display/docs/Installing+OSQA+on+CentOS6?focusedCommentId=4784144 Thanks in advance for your help.

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  • How to download source, modify source, recompile and build .deb package?

    - by burnersk
    I have to customize my Apache2 suExec module to ensure some special environment variables getting passed through suExec. How to download the source code form Debian package apache2-suexec, modify suexec.c - safe_env_lst, recompile and build a .deb package again to rollout on the production systems? I tried apt-get source apache2-suexec but didn't found the suexec.c within the occurred apache2-* folder. The altered source code should be like this: static const char *const safe_env_lst[] = { /* variable name starts with */ "HTTP_", "SSL_", /* NEW: Perl debugging variables */ "PERL5OPT=", "PERL5LIB=", "PERLDB_OPTS=", "DBGP_IDEKEY=", /* NEW: FCGI variables */ "FCGI=", "FCGI_CONNECTION=", "FCGI_RUNTIME=", "FCGI_STARTTIME=", draft based on: http://static.askapache.com/httpd/support/suexec.c

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  • NGINX + PHP FPM connect() failed (110: Connection timed out) while connecting to upstream

    - by Leonard Teo
    We're running a fairly large site using nginx and PHP-FPM and we're getting a lot of errors as the site load is quite high. We're getting "connect() failed (110: Connection timed out) while connecting to upstream"...upstream: "fastcgi://127.0.0.1:9000" Here's my config file for PHP-FPM. PHP-FPM: [www] listen = 127.0.0.1:9000 listen.allowed_clients = 127.0.0.1 user = nginx group = nginx pm = dynamic pm.max_children = 100 pm.start_servers = 20 pm.min_spare_servers = 5 pm.max_spare_servers = 35 pm.max_requests = 100 slowlog = /var/log/php-fpm/www-slow.log php_admin_value[error_log] = /var/log/php-fpm/www-error.log php_admin_flag[log_errors] = on What's the recommended config/number of servers/children for a high traffic site? We tried using Unix Sockets instead of TCP and got no noticeable improvements. Right now the errors are: connect() to unix:/var/run/php-fcgi.sock failed (11: Resource temporarily unavailable) while connecting to upstream...upstream: "fastcgi://unix:/var/run/php-fcgi.sock:"... Thanks, Leonard

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  • Creating Multiple Users on Single PHP-FPM Pool

    - by Vince Kronlein
    Have PHP-FPM/FastCGI up and running on my cPanel/WHM server but I'd like have it allow for multiple users off of a single pool. Getting all vhosts to run off a single pool is simple by adding this to the Apache include editor under Global Post Vhost: <IfModule mod_fastcgi.c> FastCGIExternalServer /usr/local/sbin/php-fpm -host 127.0.0.1:9000 AddHandler php-fastcgi .php Action php-fastcgi /usr/local/sbin/php-fpm.fcgi ScriptAlias /usr/local/spin/php-fpm.fcgi /usr/local/sbin/php-fpm <Directory /usr/local/sbin> Options ExecCGI FollowSymLinks SetHandler fastcgi-script Order allow,deny Allow from all </Directory> </IfModule> But I'd like to find a way to implement php running under the user, but sharing the pool. I manage and control all the domains that run under the pool so I'm not concerned about security of files per account, I just need to make sure all scripting can be executed by the user who owns the files, instead of needing to change file permissions for each account, or having to create tons of vhost include files.

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  • Virtualmin deactivating PHP on new virtual servers

    - by Josh
    This is related to my other question... but the situation is much worse now. After updating to the most recent version of Virtualmin, when I create new accounts, Virtualmin sets up their VirtualHost entries as follows: <Directory /home/username/public_html> Options -Indexes +IncludesNOEXEC +FollowSymLinks +ExecCGI allow from all AllowOverride All AddHandler fcgid-script .php FCGIWrapper /home/username/fcgi-bin/php.fcgi .php </Directory> <Directory /home/username/cgi-bin> allow from all </Directory> [...] RemoveHandler .php Now, not only is it specifically inserting AddHandler fcgid-script and FCGIWrapper... which I do not want because I am using mod_fastcgi, but it's also setting up PHP in such a way that it will never work! It's adding a RemoveHandler .php after setting up the handler for PHP! Where is this behavior configured and how can I stop it? Better yet, how can I make Virtualmin not include any PHP commands at all in the VirtualHost section?

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  • Fine-tuning a LNMP stack

    - by Norman
    I'm in the process of setting up a server with 4GB RAM and 2 CPUs. The stack will be CentOS + NGINX + MySQL + PHP (with APC) and spawn-fcgi. It will be used to serve 10 Wordpress blogs, 3 of which receive about 20,000 hits per day. Each Wordpress instance is equipped with the W3 TotalCache. I have a few variables to play with: NGINX (How many worker_processes, worker_connections, etc) PHP (What parameters in php.ini should I change? What about apc?) Spawn-fcgi (Right now I have 6 php-cgi spawned. How many of them should I have?) I realize it's hard to tell without testing, but if you could please provide me with some ballpark numbers, that would be helpful too.

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  • Trouble using gitweb with nginx

    - by Rayne
    I have a git repository in a directory inside of /home/raynes/pubgit/. I'm trying to use gitweb to provide a web interface to it. I use nginx as my web server for everything else, so I don't really want to have to use another just for this. I'm mostly following this guide: http://michalbugno.pl/en/blog/gitweb-nginx, which is the only guide I can find via google and is really recent. fcgiwrap apparently isn't in Lucid Lynx's repositories, so I installed it manually. I spawn instances via spawn-fcgi: spawn-fcgi -f /usr/local/sbin/fcgiwrap -a 127.0.0.1 -p 9001 That's all good. My /etc/gitweb.conf is as follows: # path to git projects (<project>.git) #$projectroot = "/home/raynes/pubgit"; $my_uri = "http://mc.raynes.me"; $home_link = "http://mc.raynes.me/"; # directory to use for temp files $git_temp = "/tmp"; # target of the home link on top of all pages #$home_link = $my_uri || "/"; # html text to include at home page $home_text = "indextext.html"; # file with project list; by default, simply scan the projectroot dir. $projects_list = $projectroot; # stylesheet to use $stylesheet = "/gitweb/gitweb.css"; # logo to use $logo = "/gitweb/git-logo.png"; # the 'favicon' $favicon = "/gitweb/git-favicon.png"; And my nginx server configuration is this: server { listen 80; server_name mc.raynes.me; location / { root /usr/share/gitweb; if (!-f $request_filename) { fastcgi_pass 127.0.0.1:9001; } fastcgi_index index.cgi; fastcgi_param SCRIPT_FILENAME /scripts$fastcgi_script_name; include fastcgi_params; } } The only difference here is that I've set fastcgi_pass to 127.0.0.1:9001. When I go to http://mc.raynes.me I'm greeted with a page that simply says "403" and nothing else. I have not the slightest clue what I did wrong. Any ideas?

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  • Reporting memory usage per process/program

    - by Nick Retallack
    How can I get the current memory usage (preferably in bytes so they can be added up accurately) for all running processes individually? Can I roll up the summaries for child processes into the process that spawned them? (e.g all apache threads together). Sometimes, my server runs out of memory and becomes unresponsive. I want to discover what is using up all the memory. Unfortunately, it's likely to not be a single process. Some programs spawn hundreds of processes, each using very little memory, but it adds up. On a side note, is it normal for apache to spawn 200+ processes?

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