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  • HSphere - Only sees Apache 2 Test Page after forced shutdown?

    - by Darkwoof
    Hi, I have a dedicated server running on a Dell PowerEdge 850 with CentOS 4.4 and HSphere 3.0 Patch 6 colocated at a datacenter. Last night my hosting company had to schedule a change in the power bar, and I gave the go ahead for them to shut down the server and bring it up when they are done. Since they do not have admin access to the machine, I suppose they did a forced shutdown. When the machine was brought up, I found that all my domains (and sub-domains) are now pointing to an "Apache 2 Test Page" instead of the pre-configured sites that were running prior to the shutdown. This apparently only affects the standard sites running on port 80 - my Webmin instance running at port 1000 is still accessible for example, as well as my HSphere control panel running at port 8080. I've checked the config settings using the HSphere UI for each of the sites, and didn't find anything wrong. I've also tried rebooting the server via SSH, which does not rectify the problem. I've previously done reboots with no issues; the sites would just come right back up when its done, but not this time. I'm guessing some configuration file got corrupted or overwritten this time? Anyone with experience with HSphere and can provide some advice on what's happened and how to solve it? Thanks. (I do not have an active support agreeement for HSphere since Parallels took over and increased the min. license to 200. I only had 25 license for use by family and friends.) Thanks in advance.

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  • How to Access User Directory shared by Apache on OS X Mountain Lion?

    - by schluchc
    When trying to access the local user web page on localhost/~username, I get a "403 Forbidden". The system web page in /Library/WebServer/Documents is accessible on localhost/ though, so I assume Apache is working fine. I know that this problem has been discussed several times, also on superuser. I implemented and checked all I could find, but I still couldn't solve the problem and would be glad if someone had a suggestion for this particular case: sudo apachectl -t returns Syntax OK. I have a username.conf file in /etc/apache2/users/: <Directory "/Users/username/Sites/"> Options Indexes MultiViews FollowSymLinks AllowOverride AuthConfig Limit Order allow,deny Allow from all </Directory> as proposed here [SuperUser] and in several other tutorials. The permissions of the username.conf file are -rw-r--r-- root wheel, as they should be. The httpd.conf is unchanged and therefore contains the line Include /private/etc/apache2/extra/httpd-userdir.conf. That file in turn contains UserDir Sites Include /private/etc/apache2/users/*.conf <IfModule bonjour_module> RegisterUserSite customized-users </IfModule> So the httpd*.conf files should be ok. The permissions of /Users/username/Sites is drwxr-xr-x 10 username staff and -rw-r--r--@ 1 username staff for the index.html. In the error log I simply get a [Sun Nov 25 22:14:32 2012] [error] [client 127.0.0.1] (13)Permission denied: access to /~username/ denied. And yes, after each change I did the sudo apachectl restart. Any help no how to solve the problem or how to further analyze it would be highly appreciated!

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  • How do I get Apache 2 to read this directory?

    - by Mike
    I'm on Mac OSX and i I have apache2 installed via MacPorts, running as the _www user. I have some files I want to serve in the /Users/Me/Documents/abc folder. Right now, though, the permissions of /Users/Me/Documents are 700. So, _www can't get in, even if abc is chmod 777. I recognize the following options: Allow _www access to my Documents folder. Put the files I want to share outside of my Documents folder. Hard-link the files outside of my Documents folder, and point apache to the hard links. None of these solutions are acceptable to me, however. I don't feel safe allowing _www access to my entire Documents folder. I really want to keep the files in my Documents folder for other reasons. The files are changing all the time, so hard-linking would not always reflect the right file structure, and, as I understand it, you can't hard-link a directory (though, if you could, that would solve it). Any ideas for a solution? Is there a way to run a few httpd processes as my user account so it can get in there? Or, is there some way to hard-link a directory, or some way to get httpd to follow a symlink past a directory that is 700 not owned by _www? Thanks!

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  • apache front-end rewriting URL to different https ports?

    - by khedron
    Hi all, One of my users is having some trouble with forwarding to an internal web app from a public address. Everything worked fine for him when the situation was like this: front page: http://www.myexample.com/ public ref to internal app: http://www.example.com/app-8903/app.html secretly goes to: http://secret.example.com:8903/app-8903/app.html This is to say, my user is providing the very last URL, with the port information duplicated in the URL base, and they were using that to give a public face that hid both the port and the internal machine name. You could still read the port in the URL base if you looked, but the obvious reference and machine name were hidden. Doing it this way, he could have several different instances of the application running on secret.example.com with different ports, and on the front end it just looked like it was changing the URL directory/base. Now the user wants to do the same thing over https:, and the people helping him with apache config say it can't be done. Is that so? Without being there to tinker with the configuration myself, I'm not sure what his IT people have tried, but reading through the apache2 SSL FAQ and other docs, it seems like it should be possible to rewrite URLs to different ports and still use https:.

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  • Camera for 2.5D Game

    - by me--
    I'm hoping someone can explain this to me like I'm 5, because I've been struggling with this for hours and simply cannot understand what I'm doing wrong. I've written a Camera class for my 2.5D game. The intention is to support world and screen spaces like this: The camera is the black thing on the right. The +Z axis is upwards in that image, with -Z heading downwards. As you can see, both world space and screen space have (0, 0) at their top-left. I started writing some unit tests to prove that my camera was working as expected, and that's where things started getting...strange. My tests plot coordinates in world, view, and screen spaces. Eventually I will use image comparison to assert that they are correct, but for now my test just displays the result. The render logic uses Camera.ViewMatrix to transform world space to view space, and Camera.WorldPointToScreen to transform world space to screen space. Here is an example test: [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render(camera, out worldRender, out viewRender, out screenRender, new Vector3(30, 0, 0), new Vector3(30, 40, 0)); this.ShowRenders(camera, worldRender, viewRender, screenRender); } And here's what pops up when I run this test: World space looks OK, although I suspect the z axis is going into the screen instead of towards the viewer. View space has me completely baffled. I was expecting the camera to be sitting above (0, 0) and looking towards the center of the scene. Instead, the z axis seems to be the wrong way around, and the camera is positioned in the opposite corner to what I expect! I suspect screen space will be another thing altogether, but can anyone explain what I'm doing wrong in my Camera class? UPDATE I made some progress in terms of getting things to look visually as I expect, but only through intuition: not an actual understanding of what I'm doing. Any enlightenment would be greatly appreciated. I realized that my view space was flipped both vertically and horizontally compared to what I expected, so I changed my view matrix to scale accordingly: this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom, this.zoom, 1) * Matrix.CreateScale(-1, -1, 1); I could combine the two CreateScale calls, but have left them separate for clarity. Again, I have no idea why this is necessary, but it fixed my view space: But now my screen space needs to be flipped vertically, so I modified my projection matrix accordingly: this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); And this results in what I was expecting from my first attempt: I have also just tried using Camera to render sprites via a SpriteBatch to make sure everything works there too, and it does. But the question remains: why do I need to do all this flipping of axes to get the space coordinates the way I expect? UPDATE 2 I've since improved my rendering logic in my test suite so that it supports geometries and so that lines get lighter the further away they are from the camera. I wanted to do this to avoid optical illusions and to further prove to myself that I'm looking at what I think I am. Here is an example: In this case, I have 3 geometries: a cube, a sphere, and a polyline on the top face of the cube. Notice how the darkening and lightening of the lines correctly identifies those portions of the geometries closer to the camera. If I remove the negative scaling I had to put in, I see: So you can see I'm still in the same boat - I still need those vertical and horizontal flips in my matrices to get things to appear correctly. In the interests of giving people a repro to play with, here is the complete code needed to generate the above. If you want to run via the test harness, just install the xunit package: Camera.cs: using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System.Diagnostics; public sealed class Camera { private readonly Viewport viewport; private readonly Matrix projectionMatrix; private Matrix? viewMatrix; private Vector3 location; private Vector3 target; private Vector3 up; private float zoom; public Camera(Viewport viewport) { this.viewport = viewport; // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); // defaults this.location = new Vector3(this.viewport.Width / 2, this.viewport.Height, 100); this.target = new Vector3(this.viewport.Width / 2, this.viewport.Height / 2, 0); this.up = new Vector3(0, 0, 1); this.zoom = 1; } public Viewport Viewport { get { return this.viewport; } } public Vector3 Location { get { return this.location; } set { this.location = value; this.viewMatrix = null; } } public Vector3 Target { get { return this.target; } set { this.target = value; this.viewMatrix = null; } } public Vector3 Up { get { return this.up; } set { this.up = value; this.viewMatrix = null; } } public float Zoom { get { return this.zoom; } set { this.zoom = value; this.viewMatrix = null; } } public Matrix ProjectionMatrix { get { return this.projectionMatrix; } } public Matrix ViewMatrix { get { if (this.viewMatrix == null) { // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom) * Matrix.CreateScale(-1, -1, 1); } return this.viewMatrix.Value; } } public Vector2 WorldPointToScreen(Vector3 point) { var result = viewport.Project(point, this.ProjectionMatrix, this.ViewMatrix, Matrix.Identity); return new Vector2(result.X, result.Y); } public void WorldPointsToScreen(Vector3[] points, Vector2[] destination) { Debug.Assert(points != null); Debug.Assert(destination != null); Debug.Assert(points.Length == destination.Length); for (var i = 0; i < points.Length; ++i) { destination[i] = this.WorldPointToScreen(points[i]); } } } CameraFixture.cs: using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Linq; using System.Windows; using System.Windows.Controls; using System.Windows.Media; using Xunit; using XNA = Microsoft.Xna.Framework; public sealed class CameraFixture { [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render( camera, out worldRender, out viewRender, out screenRender, new Sphere(30, 15) { WorldMatrix = XNA.Matrix.CreateTranslation(155, 50, 0) }, new Cube(30) { WorldMatrix = XNA.Matrix.CreateTranslation(75, 60, 15) }, new PolyLine(new XNA.Vector3(0, 0, 0), new XNA.Vector3(10, 10, 0), new XNA.Vector3(20, 0, 0), new XNA.Vector3(0, 0, 0)) { WorldMatrix = XNA.Matrix.CreateTranslation(65, 55, 30) }); this.ShowRenders(worldRender, viewRender, screenRender); } #region Supporting Fields private static readonly Pen xAxisPen = new Pen(Brushes.Red, 2); private static readonly Pen yAxisPen = new Pen(Brushes.Green, 2); private static readonly Pen zAxisPen = new Pen(Brushes.Blue, 2); private static readonly Pen viewportPen = new Pen(Brushes.Gray, 1); private static readonly Pen nonScreenSpacePen = new Pen(Brushes.Black, 0.5); private static readonly Color geometryBaseColor = Colors.Black; #endregion #region Supporting Methods private void Render(Camera camera, out DrawingVisual worldRender, out DrawingVisual viewRender, out DrawingVisual screenRender, params Geometry[] geometries) { var worldDrawingVisual = new DrawingVisual(); var viewDrawingVisual = new DrawingVisual(); var screenDrawingVisual = new DrawingVisual(); const int axisLength = 15; using (var worldDrawingContext = worldDrawingVisual.RenderOpen()) using (var viewDrawingContext = viewDrawingVisual.RenderOpen()) using (var screenDrawingContext = screenDrawingVisual.RenderOpen()) { // draw lines around the camera's viewport var viewportBounds = camera.Viewport.Bounds; var viewportLines = new Tuple<int, int, int, int>[] { Tuple.Create(viewportBounds.Left, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Top), Tuple.Create(viewportBounds.Left, viewportBounds.Top, viewportBounds.Right, viewportBounds.Top), Tuple.Create(viewportBounds.Right, viewportBounds.Top, viewportBounds.Right, viewportBounds.Bottom), Tuple.Create(viewportBounds.Right, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Bottom) }; foreach (var viewportLine in viewportLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0)); worldDrawingContext.DrawLine(viewportPen, new Point(viewportLine.Item1, viewportLine.Item2), new Point(viewportLine.Item3, viewportLine.Item4)); viewDrawingContext.DrawLine(viewportPen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(viewportPen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // draw axes var axisLines = new Tuple<int, int, int, int, int, int, Pen>[] { Tuple.Create(0, 0, 0, axisLength, 0, 0, xAxisPen), Tuple.Create(0, 0, 0, 0, axisLength, 0, yAxisPen), Tuple.Create(0, 0, 0, 0, 0, axisLength, zAxisPen) }; foreach (var axisLine in axisLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6)); worldDrawingContext.DrawLine(axisLine.Item7, new Point(axisLine.Item1, axisLine.Item2), new Point(axisLine.Item4, axisLine.Item5)); viewDrawingContext.DrawLine(axisLine.Item7, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(axisLine.Item7, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // for all points in all geometries to be rendered, find the closest and furthest away from the camera so we can lighten lines that are further away var distancesToAllGeometrySections = from geometry in geometries let geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix from section in geometry.Sections from point in new XNA.Vector3[] { section.Item1, section.Item2 } let viewPoint = XNA.Vector3.Transform(point, geometryViewMatrix) select viewPoint.Length(); var furthestDistance = distancesToAllGeometrySections.Max(); var closestDistance = distancesToAllGeometrySections.Min(); var deltaDistance = Math.Max(0.000001f, furthestDistance - closestDistance); // draw each geometry for (var i = 0; i < geometries.Length; ++i) { var geometry = geometries[i]; // there's probably a more correct name for this, but basically this gets the geometry relative to the camera so we can check how far away each point is from the camera var geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix; // we order roughly by those sections furthest from the camera to those closest, so that the closer ones "overwrite" the ones further away var orderedSections = from section in geometry.Sections let startPointRelativeToCamera = XNA.Vector3.Transform(section.Item1, geometryViewMatrix) let endPointRelativeToCamera = XNA.Vector3.Transform(section.Item2, geometryViewMatrix) let startPointDistance = startPointRelativeToCamera.Length() let endPointDistance = endPointRelativeToCamera.Length() orderby (startPointDistance + endPointDistance) descending select new { Section = section, DistanceToStart = startPointDistance, DistanceToEnd = endPointDistance }; foreach (var orderedSection in orderedSections) { var start = XNA.Vector3.Transform(orderedSection.Section.Item1, geometry.WorldMatrix); var end = XNA.Vector3.Transform(orderedSection.Section.Item2, geometry.WorldMatrix); var viewStart = XNA.Vector3.Transform(start, camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(end, camera.ViewMatrix); worldDrawingContext.DrawLine(nonScreenSpacePen, new Point(start.X, start.Y), new Point(end.X, end.Y)); viewDrawingContext.DrawLine(nonScreenSpacePen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); // screen rendering is more complicated purely because I wanted geometry to fade the further away it is from the camera // otherwise, it's very hard to tell whether the rendering is actually correct or not var startDistanceRatio = (orderedSection.DistanceToStart - closestDistance) / deltaDistance; var endDistanceRatio = (orderedSection.DistanceToEnd - closestDistance) / deltaDistance; // lerp towards white based on distance from camera, but only to a maximum of 90% var startColor = Lerp(geometryBaseColor, Colors.White, startDistanceRatio * 0.9f); var endColor = Lerp(geometryBaseColor, Colors.White, endDistanceRatio * 0.9f); var screenStart = camera.WorldPointToScreen(start); var screenEnd = camera.WorldPointToScreen(end); var brush = new LinearGradientBrush { StartPoint = new Point(screenStart.X, screenStart.Y), EndPoint = new Point(screenEnd.X, screenEnd.Y), MappingMode = BrushMappingMode.Absolute }; brush.GradientStops.Add(new GradientStop(startColor, 0)); brush.GradientStops.Add(new GradientStop(endColor, 1)); var pen = new Pen(brush, 1); brush.Freeze(); pen.Freeze(); screenDrawingContext.DrawLine(pen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } } } worldRender = worldDrawingVisual; viewRender = viewDrawingVisual; screenRender = screenDrawingVisual; } private static float Lerp(float start, float end, float amount) { var difference = end - start; var adjusted = difference * amount; return start + adjusted; } private static Color Lerp(Color color, Color to, float amount) { var sr = color.R; var sg = color.G; var sb = color.B; var er = to.R; var eg = to.G; var eb = to.B; var r = (byte)Lerp(sr, er, amount); var g = (byte)Lerp(sg, eg, amount); var b = (byte)Lerp(sb, eb, amount); return Color.FromArgb(255, r, g, b); } private void ShowRenders(DrawingVisual worldRender, DrawingVisual viewRender, DrawingVisual screenRender) { var itemsControl = new ItemsControl(); itemsControl.Items.Add(new HeaderedContentControl { Header = "World", Content = new DrawingVisualHost(worldRender)}); itemsControl.Items.Add(new HeaderedContentControl { Header = "View", Content = new DrawingVisualHost(viewRender) }); itemsControl.Items.Add(new HeaderedContentControl { Header = "Screen", Content = new DrawingVisualHost(screenRender) }); var window = new Window { Title = "Renders", Content = itemsControl, ShowInTaskbar = true, SizeToContent = SizeToContent.WidthAndHeight }; window.ShowDialog(); } #endregion #region Supporting Types // stupidly simple 3D geometry class, consisting of a series of sections that will be connected by lines private abstract class Geometry { public abstract IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get; } public XNA.Matrix WorldMatrix { get; set; } } private sealed class Line : Geometry { private readonly XNA.Vector3 magnitude; public Line(XNA.Vector3 magnitude) { this.magnitude = magnitude; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { yield return Tuple.Create(XNA.Vector3.Zero, this.magnitude); } } } private sealed class PolyLine : Geometry { private readonly XNA.Vector3[] points; public PolyLine(params XNA.Vector3[] points) { this.points = points; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { if (this.points.Length < 2) { yield break; } var end = this.points[0]; for (var i = 1; i < this.points.Length; ++i) { var start = end; end = this.points[i]; yield return Tuple.Create(start, end); } } } } private sealed class Cube : Geometry { private readonly float size; public Cube(float size) { this.size = size; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var halfSize = this.size / 2; var frontBottomLeft = new XNA.Vector3(-halfSize, halfSize, -halfSize); var frontBottomRight = new XNA.Vector3(halfSize, halfSize, -halfSize); var frontTopLeft = new XNA.Vector3(-halfSize, halfSize, halfSize); var frontTopRight = new XNA.Vector3(halfSize, halfSize, halfSize); var backBottomLeft = new XNA.Vector3(-halfSize, -halfSize, -halfSize); var backBottomRight = new XNA.Vector3(halfSize, -halfSize, -halfSize); var backTopLeft = new XNA.Vector3(-halfSize, -halfSize, halfSize); var backTopRight = new XNA.Vector3(halfSize, -halfSize, halfSize); // front face yield return Tuple.Create(frontBottomLeft, frontBottomRight); yield return Tuple.Create(frontBottomLeft, frontTopLeft); yield return Tuple.Create(frontTopLeft, frontTopRight); yield return Tuple.Create(frontTopRight, frontBottomRight); // left face yield return Tuple.Create(frontTopLeft, backTopLeft); yield return Tuple.Create(backTopLeft, backBottomLeft); yield return Tuple.Create(backBottomLeft, frontBottomLeft); // right face yield return Tuple.Create(frontTopRight, backTopRight); yield return Tuple.Create(backTopRight, backBottomRight); yield return Tuple.Create(backBottomRight, frontBottomRight); // back face yield return Tuple.Create(backBottomLeft, backBottomRight); yield return Tuple.Create(backTopLeft, backTopRight); } } } private sealed class Sphere : Geometry { private readonly float radius; private readonly int subsections; public Sphere(float radius, int subsections) { this.radius = radius; this.subsections = subsections; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var latitudeLines = this.subsections; var longitudeLines = this.subsections; // see http://stackoverflow.com/a/4082020/5380 var results = from latitudeLine in Enumerable.Range(0, latitudeLines) from longitudeLine in Enumerable.Range(0, longitudeLines) let latitudeRatio = latitudeLine / (float)latitudeLines let longitudeRatio = longitudeLine / (float)longitudeLines let nextLatitudeRatio = (latitudeLine + 1) / (float)latitudeLines let nextLongitudeRatio = (longitudeLine + 1) / (float)longitudeLines let z1 = Math.Cos(Math.PI * latitudeRatio) let z2 = Math.Cos(Math.PI * nextLatitudeRatio) let x1 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y1 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x3 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * nextLongitudeRatio) let y3 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * nextLongitudeRatio) let start = new XNA.Vector3((float)x1 * radius, (float)y1 * radius, (float)z1 * radius) let firstEnd = new XNA.Vector3((float)x2 * radius, (float)y2 * radius, (float)z2 * radius) let secondEnd = new XNA.Vector3((float)x3 * radius, (float)y3 * radius, (float)z1 * radius) select new { First = Tuple.Create(start, firstEnd), Second = Tuple.Create(start, secondEnd) }; foreach (var result in results) { yield return result.First; yield return result.Second; } } } } #endregion }

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  • Array Multiplication and Division

    - by Narfanator
    I came across a question that (eventually) landed me wondering about array arithmetic. I'm thinking specifically in Ruby, but I think the concepts are language independent. So, addition and subtraction are defined, in Ruby, as such: [1,6,8,3,6] + [5,6,7] == [1,6,8,3,6,5,6,7] # All the elements of the first, then all the elements of the second [1,6,8,3,6] - [5,6,7] == [1,8,3] # From the first, remove anything found in the second and array * scalar is defined: [1,2,3] * 2 == [1,2,3,1,2,3] But What, conceptually, should the following be? None of these are (as far as I can find) defined: Array x Array: [1,2,3] * [1,2,3] #=> ? Array / Scalar: [1,2,3,4,5] / 2 #=> ? Array / Scalar: [1,2,3,4,5] % 2 #=> ? Array / Array: [1,2,3,4,5] / [1,2] #=> ? Array / Array: [1,2,3,4,5] % [1,2] #=> ? I've found some mathematical descriptions of these operations for set theory, but I couldn't really follow them, and sets don't have duplicates (arrays do). Edit: Note, I do not mean vector (matrix) arithmetic, which is completely defined. Edit2: If this is the wrong stack exchange, tell me which is the right one and I'll move it. Edit 3: Add mod operators to the list. Edit 4: I figure array / scalar is derivable from array * scalar: a * b = c => a = b / c [1,2,3] * 3 = [1,2,3]+[1,2,3]+[1,2,3] = [1,2,3,1,2,3,1,2,3] => [1,2,3] = [1,2,3,1,2,3,1,2,3] / 3 Which, given that programmer's division ignore the remained and has modulus: [1,2,3,4,5] / 2 = [[1,2], [3,4]] [1,2,3,4,5] % 2 = [5] Except that these are pretty clearly non-reversible operations (not that modulus ever is), which is non-ideal. Edit: I asked a question over on Math that led me to Multisets. I think maybe extensible arrays are "multisets", but I'm not sure yet.

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  • Coordinate based travel through multi-line path over elapsed time

    - by Chris
    I have implemented A* Path finding to decide the course of a sprite through multiple waypoints. I have done this for point A to point B locations but am having trouble with multiple waypoints, because on slower devices when the FPS slows and the sprite travels PAST a waypoint I am lost as to the math to switch directions at the proper place. EDIT: To clarify my path finding code is separate in a game thread, this onUpdate method lives in a sprite like class which happens in the UI thread for sprite updating. To be even more clear the path is only updated when objects block the map, at any given point the current path could change but that should not affect the design of the algorithm if I am not mistaken. I do believe all components involved are well designed and accurate, aside from this piece :- ) Here is the scenario: public void onUpdate(float pSecondsElapsed) { // this could be 4x speed, so on slow devices the travel moved between // frames could be very large. What happens with my original algorithm // is it will start actually doing circles around the next waypoint.. pSecondsElapsed *= SomeSpeedModificationValue; final int spriteCurrentX = this.getX(); final int spriteCurrentY = this.getY(); // getCoords contains a large array of the coordinates to each waypoint. // A waypoint is a destination on the map, defined by tile column/row. The // path finder converts these waypoints to X,Y coords. // // I.E: // Given a set of waypoints of 0,0 to 12,23 to 23, 0 on a 23x23 tile map, each tile // being 32x32 pixels. This would translate in the path finder to this: // -> 0,0 to 12,23 // Coord : x=16 y=16 // Coord : x=16 y=48 // Coord : x=16 y=80 // ... // Coord : x=336 y=688 // Coord : x=336 y=720 // Coord : x=368 y=720 // // -> 12,23 to 23,0 -NOTE This direction change gives me trouble specifically // Coord : x=400 y=752 // Coord : x=400 y=720 // Coord : x=400 y=688 // ... // Coord : x=688 y=16 // Coord : x=688 y=0 // Coord : x=720 y=0 // // The current update index, the index specifies the coordinate that you see above // I.E. final int[] coords = getCoords( 2 ); -> x=16 y=80 final int[] coords = getCoords( ... ); // now I have the coords, how do I detect where to set the position? The tricky part // for me is when a direction changes, how do I calculate based on the elapsed time // how far to go up the new direction... I just can't wrap my head around this. this.setPosition(newX, newY); }

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  • Silverlight 3 ArcSegment to always draw circle's

    - by kapaboo
    Hi everyone, Ok, my arcSegment must always draw Circle's. For this reason I calculate the Arc's Width with the following formula: arcXRadius = (4 * Math.Pow(height, 2) + Math.Pow(distanceArcPoints, 2)) / (8 * height); so Arcs.Size = (arcXRadius,height) But seems that the height is scaled down when drawn. I want to add a small Circle to the Arc's middle (highest point) so when you drag it it changes the arc Height but also changes the Width so it will remain a circle. Here's how I calculate the Circle's (highest) point: Point middlePoint = GetMiddlePoint(arcPointA,arcPointB); double arcYRadius = arcSegment.Size.Height; if (arcYRadius <= 0) return middlePoint; double angle = arcSegment.RotationAngle; Point ellinewPoint = new Point(); ellinewPoint.X = Math.Cos((angle + 90) * Math.PI / 180) * arcYRadius + middlePoint.X; ellinewPoint.Y = Math.Sin((angle + 90) * Math.PI / 180) * arcYRadius + middlePoint.Y; Until Arc's.Size.Height Property gets Closer to the Width my Circle is not at the right Point. So maybe someone can give me a hint or tell me what am I doing wrong. Cheers, kapaboo

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  • Why does xdebug crash apache on every XAMPP install I've tried?

    - by Ian Cook
    I've installed the Windows XAMPP package on three separate computers, 2 running Windows Vista 32 bit ( 1 Ultimate / 1 Home Premium ) and 1 running Windows Vista 64 Home Premium. After enabling xdebug in php.ini and restarting apache, viewing the default XAMPP localhost index causes apache to crash in the same way every time, reporting 'php_xdebug.dll' as the Fault Module Name. Here's the full report from the Windows Crash Reporter thing: Problem signature: Problem Event Name: APPCRASH Application Name: apache.exe Application Version: 2.2.9.0 Application Timestamp: 4853f994 Fault Module Name: php_xdebug.dll Fault Module Version: 2.0.3.0 Fault Module Timestamp: 47fcd9b9 Exception Code: c0000005 Exception Offset: 00008493 OS Version: 6.0.6001.2.1.0.768.3 Locale ID: 1033 Additional Information 1: a34a Additional Information 2: c9c5f4fd744690d388ab9d5b3eb051a7 Additional Information 3: cb2e Additional Information 4: 650bb5690556a17e911375b94d3e16f0 I've tried Googling this issue but haven't found any resolution, only reports of similar errors. EDIT: I enabled the extension line for php_xdebug.dll and that seems to have stopped the crashing so far.

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  • What is the maximum number of virtualhosts Apache can handle?

    - by FractalizeR
    Hello. What is the maximum number of VirtualHosts Apache can handle on a single machine (I don't mean anything related to load, let's suppose it's irrelevant for the question). And we take only Apache without any proxifying things like nginx. I am asking because on one forum one guy reported that his Apache works unstable with the number of sites more than 400 on a single machine. If you have a config, that handles more than 400, please tell me here. Thanks.

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  • Weird result with apache vs lighttpd in reverse proxy.

    - by northox
    I have an Apache server running in reverse proxy mode in front of a Tomcat java server. It handle HTTP and HTTPS and send those request back and forth to the Tomcat server on an internal HTTP port. I'm trying to replace the reverse proxy with Lighttpd. Here's the problem: while asking for the same HTTPS url, while using Apache as the reverse proxy, the Tomcat server redirect (302) to an HTTPS page but with Lighttpd it redirect to the same page in HTTP (not HTTPS). What does Lighttpd could do different in order to have a different result from the backend server? In theory, using Apache or Lighttpd server as a reverse proxy should not change anything... but it does. Any idea? I'll try to find something by sniffing the traffic on the backend tomcat server.

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  • How to begin writing an Application Server over Apache?

    - by Cracker
    For my college project, I want to create a simple application server in C that runs over Apache. Like .php, .asp, .jsp, the extension of my files would be .sas. I have already written a parser which reads the .sas files and generates the output. For example, consider a file index.sas with the below code: <% echo "Hello"; %> Now, if I execute: sas index.sas The result would be: Hello Now I want to use this program as an application server over Apache just as PHP, Tomcat, etc. work over Apache. I have heard of cgi-bin but I think PHP uses a different approach. I want to learn the approach which PHP uses. Please advice.

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  • how to get apache mod_cache work with mod_wsgi (django)?

    - by harmv
    I thought i'd speed up my django projects, by letting apache doing some caching for me. Unfortunately I see that apache never caches my dynamic pages. Has mod_cache problems with mod_wsgi served code ? My apache config: <VirtualHost *:80 ServerName myserver.com CacheEnable mem / # for testing only CacheIgnoreQueryString On CacheIgnoreCacheControl On WSGIDaemonProcess aname processes=1 threads=25 WSGIProcessGroup aname Alias /media/ /home/harm/projects/test/media/ WSGIScriptAlias / /home/harm/projects/test/wsgi.py The response does have the correct caching headers: Content-Length 2647 Content-Encoding gzip Vary Accept-Encoding Cache-Control public, max-age=3600 Keep-Alive timeout=15, max=100 Connection Keep-Alive Content-Type application/x-javascript Am I missing something ?

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  • How can I start XServer in Linux through apache user triggered by Perl script running in background?

    - by Nikhil
    I am trying to launch MS Office through WINE using a PERL script hosted by apache and and triggered by other application. I am getting the following error message in log files "Application trying to create a window but no driver could not be loaded. Make sure that your X server is running and that $DISPLAY is set correctly". If I run the script directly on shell prompt using root user then WINE starts XServer properly and execute MS MSoffice in addition to that if I set xhost +local:apache on shell prompt then also it works fine. How can I start the XServer from apache user?

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  • Apache jamming at low load average

    - by Apikot
    Apache seems to stop responding sometimes even though apache processes are still running. After restarting apache, the load average usually shoots up from 1 - 2 to 13 - 15 in a matter of seconds. What would the cause of this be, or how could I find out why apache stops serving? My httpd.conf is: <IfModule mpm_prefork_module> StartServers 8 MinSpareServers 5 MaxSpareServers 20 MaxClients 50 ServerLimit 50 MaxRequestsPerChild 4000 </IfModule> It's running on an EC2 c1.medium (1.7 GB of memory) Thanks

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  • Apache Never runs after configuring eAccelerator and FastCGI

    - by Shoaibi
    I recently configured accelerator and fastcgi with apache using: http://secure-ubuntu-server.blogspot.com/2009/07/howto-performance-tuning-of-lamp-and.html Now my Apache never starts. Logs shows: Mon Jul 20 16:12:24 2009] [notice] ModSecurity for Apache/2.5.6 (http://www.modsecurity.org/) configured. [Mon Jul 20 16:12:25 2009] [notice] FastCGI: process manager initialized (pid 10919) [Mon Jul 20 16:12:25 2009] [alert] FastCGI: read() from pipe failed (0) [Mon Jul 20 16:12:25 2009] [alert] FastCGI: the PM is shutting down, Apache seems to have disappeared - bye

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  • Deploying Django App with Nginx, Apache, mod_wsgi

    - by JCWong
    I have a django app which can run locally using the standard development environment. I want to now move this to EC2 for production. The django documentation suggests running with apache and mod_wsgi, and using nginx for loading static files. I am running Ubuntu 12.04 on an Ec2 box. My Django app, "ddt", contains a subdirectory "apache" with ddt.wsgi import os, sys apache_configuration= os.path.dirname(__file__) project = os.path.dirname(apache_configuration) workspace = os.path.dirname(project) sys.path.append(workspace) sys.path.append('/usr/lib/python2.7/site-packages/django/') sys.path.append('/home/jeffrey/www/ddt/') os.environ['DJANGO_SETTINGS_MODULE'] = 'ddt.settings' import django.core.handlers.wsgi application = django.core.handlers.wsgi.WSGIHandler() I have mod_wsgi installed from apt. My apache/httpd.conf contains NameVirtualHost *:8080 WSGIScriptAlias / /home/jeffrey/www/ddt/apache/ddt.wsgi WSGIPythonPath /home/jeffrey/www/ddt <Directory /home/jeffrey/www/ddt/apache/> <Files ddt.wsgi> Order deny,allow Allow from all </Files> </Directory> Under apache2/sites-enabled <VirtualHost *:8080> ServerName www.mysite.com ServerAlias mysite.com <Directory /home/jeffrey/www/ddt/apache/> Order deny,allow Allow from all </Directory> LogLevel warn ErrorLog /home/jeffrey/www/ddt/logs/apache_error.log CustomLog /home/jeffrey/www/ddt/logs/apache_access.log combined WSGIDaemonProcess datadriventrading.com user=www-data group=www-data threads=25 WSGIProcessGroup datadriventrading.com WSGIScriptAlias / /home/jeffrey/www/ddt/apache/ddt.wsgi </VirtualHost> If I am correct, these 3 files above should correctly allow my django app to run on port 8080. I have the following nginx/proxy.conf file proxy_redirect off; proxy_set_header Host $host; proxy_set_header X-Real-IP $remote_addr; proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for; client_max_body_size 10m; client_body_buffer_size 128k; proxy_connect_timeout 90; proxy_send_timeout 90; proxy_read_timeout 90; proxy_buffer_size 4k; proxy_buffers 4 32k; proxy_busy_buffers_size 64k; proxy_temp_file_write_size 64k; Under nginx/sites-enabled server { listen 80; server_name www.mysite.com mysite.com; access_log /home/jeffrey/www/ddt/logs/nginx_access.log; error_log /home/jeffrey/www/ddt/logs/nginx_error.log; location / { proxy_pass http://127.0.0.1:8080; include /etc/nginx/proxy.conf; } location /media/ { root /home/jeffrey/www/ddt/; } } If I am correct these two files should setup nginx to take requests on the HTTP port 80, but then direct requests to apache which is running the django app on port 8080. If i go to mysite.com, all I see is Welcome to Nginx! Any advice for how to debug this?

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  • 404 Error on a file that exists?

    - by Abs
    Hello all, A script makes a GET request to my URL like so: http://mydomain.com/cgi-bin/uu_ini_status_audios.pl?tmp_sid=b742be1d131c4d32237a9f1fcdca659e&rnd_id=0.2363453360320319 However, I get a 404 returned straight away: The requested URL /cgi-bin/uu_ini_status_audios.pl was not found on this server. But that script exists on my server, I can see the file! It has the correct permissions (I gave it a 777 to be sure). It is also owned by my apache user and its in the group apache. What am I missing?? Thanks for any help on this! Update I thought it would have been a htaccess (rewrite) but I don't think it is anymore. I tried putting a index.php file in there and try to access it via my URL but I can't even do that! I tried this: http://mydoamin.com/cgi-bin/index.php - same 404 error! I get this in myerror log: [Tue Sep 14 14:42:49 2010] [error] [client xx.xxx.xx.xxx] script not found or unable to stat: /var/www/vhosts/mydomain.com/cgi-bin Access_log file: xx.xxx.xx.xxx - - [14/Sep/2010:14:48:25 +0200] "GET /cgi-bin/index.php HTTP/1.1" 404 475 "-" "Mozilla/5.0 (Windows; U; Windows NT 6.0; en-US; rv:1.9.2.9) Gecko/20100824 Firefox/3.6.9 (.NET CLR 3.5.30729)" Update 2 My htaccess file: <IfModule mod_rewrite.c> RewriteEngine On RewriteRule ^blog/ - [L] RewriteCond %{HTTP_HOST} ^www\.mydomain\.com$ [NC] RewriteRule ^(.*)$ http://mydomain.com/$1 [R=301,L] RewriteRule ^search/(.*)/(.*)/(.*)/(.*) /search.php?searchfor=$1&sortby=$2&page=$3&searchterm=$4 RewriteRule ^confirmemail/(.*) /confirmemail.php?code=$1 RewriteRule ^resetpassword/(.*) /resetpassword.php?code=$1 RewriteRule ^resendconfirmation/(.*) /resendconfirmation.php?userid=$1 RewriteRule ^categories/ /categories.php RewriteRule ^([-_~*a-zA-Z0-9]+)(\/)?$ /memberprofile.php?username=$1 RewriteRule ^browse/audios/(.*)/(.*)/(.*)/(.*) /audios.php?sortby=$1&filter=$2&page=$3&title=$4 RewriteRule ^browse/categories/audios/(.*)/(.*)/(.*)/(.*) /categoryaudios.php?sortby=$1&filter=$2&page=$3&title=$4 RewriteRule ^audios/(.*)/(.*) /playaudio.php?audioid=$1&title=$2 RewriteRule ^download/audio/(.*)/(.*) /downloadaudio.php?AUDIOID=$1&title=$2 RewriteRule ^members/audios/(.*)/(.*) /memberaudios.php?pid=$1&username=$2 RewriteRule ^syndicate/audios/(.*)/(.*) /syndicateaudios.php?filter=$1&title=$2 </IfModule> Update 3 [root@smydomain ~]# ls -la /var/www/vhosts/mydoamin.com/httpdocs/cgi-bin/ total 60 drwxr-xr-x 3 apache root 4096 Sep 14 14:37 . drwxr-x--- 20 som psaserv 4096 Sep 14 14:40 .. drwxr-xr-x 2 apache root 4096 Sep 7 03:01 configs -rwxrwxrwx 1 apache root 4 Sep 14 14:37 index.php -rwxrwxrwx 1 apache apache 6520 Sep 7 03:01 uu_ini_status_audios.pl -rwxr-xr-x 1 apache root 3215 Sep 7 03:01 uu_lib_audios.pl -rwxr-xr-x 1 apache root 30249 Sep 7 03:01 uu_upload_audios.pl

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  • Apache Proxy HTTP CONNECT method enabled

    - by John
    I'm using Apache as reverse proxy for several different projects. PCI-DSS compliance scanning shows that my Apache is having HTTP CONNECT method enabled. as stated on Acunetix's site - http://www.acunetix.com/vulnerabilities/apache-proxy-http-connect-metho/ As far as I know, CONNECT is used by the web server to tunnel SSL to application server. Any suggestion how should I fix this? Otherwise, anyone know how should I perform the test if my Apache's HTTP CONNECT method is enabled/disabled?

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  • Scientific Linux - mysql and apache fail to start on reboot

    - by Derek Deed
    Both mysqld and httpd fail to restart following a reboot of the server, although chkconfig --list shows both daemons set to on for run levels 2,3,4 & 5 All control is being exectuted via Webmin Reboot server – MySQl and Apache not running MySQL Database Server MySQL version 5.1.69 MySQL is not running on your system - database list could not be retrieved. ________________________________________ Click this button to start the MySQL database server on your system with the command /etc/rc.d/init.d/mysqld start. This Webmin module cannot administer the database until it is started. Apache Webserver Apache version 2.2.15 Start Apache Search Docs.. Global configuration Existing virtual hosts Create virtual host Select all. | Invert selection. Default Server Defines the default settings for all other virtual servers, and processes any unhandled requests. Address Any Port Any Server Name Automatic Document Root /var/www/drupal Virtual Server Processes all requests on port 443 not handled by other virtual servers. Address Any Port 443 Server Name Automatic Document Root /var/www/drupal Select all. | Invert selection. chkconfig --list mysqld mysqld 0:off 1:off 2:on 3:on 4:on 5:on 6:off chkconfig --list httpd httpd 0:off 1:off 2:on 3:on 4:on 5:on 6:off Manually Restart Apache chkconfig --list httpd httpd 0:off 1:off 2:on 3:on 4:on 5:on 6:off Manually Restart MySQL chkconfig --list mysqld mysqld 0:off 1:off 2:on 3:on 4:on 5:on 6:off Everything now running okay; but no difference in the chkconfig outputs above. I tried: chkconfig --levels 235 httpd on /etc/init.d/httpd start and the same for mysqld but no change in operation. Log files show that the shutdown has been completed successfully; but there is no indication of the service restarting until it is executed manually: 131112 13:59:15 InnoDB: Starting shutdown... 131112 13:59:16 InnoDB: Shutdown completed; log sequence number 0 881747021 131112 13:59:16 [Note] /usr/libexec/mysqld: Shutdown complete 131112 13:59:16 mysqld_safe mysqld from pid file /var/run/mysqld/mysqld.pid ended 131112 14:09:52 mysqld_safe Starting mysqld daemon with databases from /var/lib/mysql 131112 14:09:52 InnoDB: Initializing buffer pool, size = 8.0M 131112 14:09:52 InnoDB: Completed initialization of buffer pool And the Apache logs: [Tue Nov 12 13:59:13 2013] [notice] suEXEC mechanism enabled (wrapper: /usr/sbin/suexec) [Tue Nov 12 13:59:13 2013] [notice] Digest: generating secret for digest authentication ... [Tue Nov 12 13:59:13 2013] [notice] Digest: done [Tue Nov 12 13:59:14 2013] [notice] Apache/2.2.15 (Unix) DAV/2 PHP/5.3.3 mod_ssl/2.2.15 OpenSSL/1.0.0-fips configured -- resuming normal operations [Tue Nov 12 13:59:14 2013] [notice] caught SIGTERM, shutting down [Tue Nov 12 14:27:13 2013] [notice] suEXEC mechanism enabled (wrapper: /usr/sbin/suexec) [Tue Nov 12 14:27:13 2013] [notice] Digest: generating secret for digest authentication ... [Tue Nov 12 14:27:13 2013] [notice] Digest: done [Tue Nov 12 14:27:13 2013] [notice] Apache/2.2.15 (Unix) DAV/2 PHP/5.3.3 mod_ssl/2.2.15 OpenSSL/1.0.0-fips configured -- resuming normal operations Is anyone able to shed any light on this problem?

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  • Seeking past end of file causes Apache hang, and it never restarts.

    - by talkingnews
    I've actually solved my problem with a better script, but I'm still left wondering why Apache2 hung completely - this is an out-of-the-box ISPCONFIG 3.03 install, everything bang up to date, running perfectly. Until... The troublesome but innocent-looking script: $fp = fopen("/var/log/ispconfig/cron.log", "r"); fseek($fp, -5000, SEEK_END); $line_buffer = array(); while (!feof($fp)) { $line = fgets($fp, 1024); $line_buffer[] = $line; $line_buffer = array_slice($line_buffer, -10, 10); } foreach ($line_buffer as $line) { echo $line; } You get the idea, just a script I found on a forum somwehere. I did this for various logs, since it's a nice easy window on what's occurring (in a protect dir, of course!). One day, the logs having grown large an me having sorted all my cron, scripting and mail queue errors, I thought I was time to start afresh. updated, rebooted, archived and deleted the logs. When I ran my script a couple of hours later, it hung. And hung. 8 minutes I waited. Chrome timed the page out, of course, but the server never came back to life. htop showed /usr/sbin/apache2 -k restart using 100% CPU. Never came back until I did a service apache2 restart. Ran fine, as soon as I hit that logfile again...dead. So, I worked out it was the logfile script, and I worked out that seeking beyond the end of the file wasn't good, and I found a better script http://www.php.net/manual/en/function.fseek.php#90450 But what I'm left wondering is... why didn't something restart or kill the process? How was one hanging page able to bring down the whole server? It's running suphp. I say "out of the box", I've tweaked mysql and apache to fork and reserve sensible amounts of processes for the 512Mb RAM the VPS has, and it'll handle multiple refreshes of large pages, and hadn't hung before. Any ideas how I'd avoid this? Google isn't my friend in this instance beyond the reccs. above about number of processes vs RAM available.

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  • Behaviour of nginx as proxy

    - by HD
    I'm testing nginx with different configurations to replace an architecture working with squid + apache. I know that I can use nginx to manage static requests and load balancing but I'm interested in one particular solution that I don't understand clearly: I'm using 2 nginx servers (balanced) with the proxy_pass setting to pass all requests to an apache server. When one client makes a request to the site one of the nginx servers process it and send it to the apache server. Now, how this behaviour could be an improvement to my system?, it seems that all requests are passing through apache and I don't see benefit at all. What happens when 100 simultaneous connections pass through nginx? The 100 connections will be going to the apache server or is some kind of internal behaviour that allows an small impact into apache?

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  • Install apache modules on MAMP

    - by camupod
    How can I install X-Sendfile apache module so that MAMP can use it? I have followed these instructions to install X-Sendfile, but it didn't work (it seems like it just installed it for the default apache installation). I also tried to manually copy /usr/libexec/apache2/mod_xsendfile.so to /Applications/MAMP/Library/modules/, but that produced the following error when restarting Apache: Cannot load /Applications/MAMP/Library/modules/mod_xsendfile.so into server: cannot create object file image or add library Update: The question was answered on stackoverflow: http://stackoverflow.com/questions/9101566/install-apache-module-x-sendfile-on-mamp

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  • apache high system CPU time

    - by jperelli
    I have a web server: ubuntu apache+php app+postgresql and a stats server: ubuntu apache+php - piwik and munin2 installed. The communication for munin2 is made through ssh. In munin i see a lot of system cpu activity, that I assume it it because of apache (i see 5 or 6 apache instances using ~5% CPU on top) I was not having this system CPU activity before. Does anyone knows how can I see where that comes from? EDIT: some munin graphs

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  • Apache with mod_php high memory utilization

    - by Raj
    We have Magento application deployed on Apache with mod_php and mysql. I have observed that sometime apache server starts consuming high memory which causes memory swapping and results in high load on servers. whenever there is high load on apache server, the apache processes which are causing the high load were in sleep mode at mysql end and CLOSE_WAIT state at client side. Any help is appreciated to resolve this issue.

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