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  • SuexecUserGroup not working in Apache 2.4

    - by James W.
    I have upgraded my PHP from version 5.3 to 5.4 via yum which requires upgrading Apache from version 2.2 to 2.4. After doing configuration, it turns out that the userid and groupid is still using the global user/group which is "apache". <VirtualHost *:80> ServerName example.com ServerAdmin [email protected] DocumentRoot "/path/to/webroot" .... .... <IfModule mod_fcgid.c> SuexecUserGroup user-name group-name <Directory "/path/to/webroot"> Options +ExecCGI AllowOverride All AddHandler fcgid-script .php FcgidWrapper /path/to/webroot/php-fcgi-scripts/php-fcgi-starter .php Order allow,deny Allow from all </Directory> </IfModule> ........ </VirtualHost> /etc/httpd/modules/base.conf: LoadModule suexec_module modules/mod_suexec.so I would appreciate if anyone could advise what was I missed. Thanks.

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  • Node.js MMO - process and/or map division

    - by Gipsy King
    I am in the phase of designing a mmo browser based game (certainly not massive, but all connected players are in the same universe), and I am struggling with finding a good solution to the problem of distributing players across processes. I'm using node.js with socket.io. I have read this helpful article, but I would like some advice since I am also concerned with different processes. Solution 1: Tie a process to a map location (like a map-cell), connect players to the process corresponding to their location. When a player performs an action, transmit it to all other players in this process. When a player moves away, he will eventually have to connect to another process (automatically). Pros: Easier to implement Cons: Must divide map into zones Player reconnection when moving into a different zone is probably annoying If one zone/process is always busy (has players in it), it doesn't really load-balance, unless I split the zone which may not be always viable There shouldn't be any visible borders Solution 1b: Same as 1, but connect processes of bordering cells, so that players on the other side of the border are visible and such. Maybe even let them interact. Solution 2: Spawn processes on demand, unrelated to a location. Have one special process to keep track of all connected player handles, their location, and the process they're connected to. Then when a player performs an action, the process finds all other nearby players (from the special player-process-location tracking node), and instructs their matching processes to relay the action. Pros: Easy load balancing: spawn more processes Avoids player reconnecting / borders between zones Cons: Harder to implement and test Additional steps of finding players, and relaying event/action to another process If the player-location-process tracking process fails, all other fail too I would like to hear if I'm missing something, or completely off track.

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  • How to simulate pressure with particles?

    - by BeachRunnerJoe
    I'm trying to simulate pressure with a collection of spherical particles in a Unity game I'm building. A couple notes about the problem: The goal is to fill a constantly changing 2d space/void with small, frictionless spheres. The game is trying to simulate the ever-growing pressure of more objects being shoved into this space. The level itself is constantly scrolling from left to right, meaning if the space's dimensions are not changed by the user it will automatically get smaller (the leftmost part of the space will continually scroll off-screen). I'm wondering what some approaches are that I can take to tackling these problems... Knowing when to detect when there is space to fill and then add spheres to the space. Removing spheres from the space when it is shrinking. Strategies to simulate pressure on the spheres such that they "explode outwards" when more space is created. The current approach I am contemplating is using a constantly moving wall, that is off screen and moves with the screen, as this image illustrates: . This moving wall will push and trap the spheres into the space. As for adding new spheres, I was going to have either (1) spheres replicate themselves upon detecting free space, OR (2) spawn them at the left side of the space (where the wall is) - pushing the rest of the spheres to fill the space. I foresee problems with idea #1 because this likely wouldn't really create/simulate pressure; idea #2 seems more promising, but raises the question of how to provide a location for these new sphere particles to spawn (and the ramifications of spawning them when there IS no space). Thanks so much in advance for your wisdom!

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  • Setting Krypton Light to Screen Pixels

    - by Adam Jerrett
    So a few days back, I started playing around with Krypton XNA for 2D lighting in my game. I noticed in general, that spawning a light at (0,0) with Krypton causes the light to appear in, pretty much, the centre of the game screen. Is there any way to change this so a Krypton light's "starting point" at [0,0] would spawn at the top left of the screen, and thus follow the standard screen co-ordinates for position? I ask because currently I'm busy working on my game where my spawn point is [512,512]. With hard code, the closest I've got to the light being "central" to this point is the vector position [12,-20], which makes no sense and is impossible to craft, mathematically, if I want the light to move with the camera (the position [480,512] maps roughly to [10,-20]). So, is there any way to "normalise" the krypton lights to use standard screen co-ordinates? If you guys can, play around with the demo from the site and please see if you can find anything out about it. Documentation on the engine is rather scarce, so it's difficult to find anything relevant to my "pixel-perfect" need. It might just also be something in the code with regards to the matrices that I'm not fully understanding. Any help would be useful. Thanks.

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  • Cannot boot: FGLRX 8.780 + Kernel 2.6.35-25

    - by pluc
    The situation before this all happened is pretty standard. I have a HP Pavillion dv5 laptop with an ATI Mobility Radeon 4200 series. It always worked fine with Ubuntu for as long as I can remember. However, at one point, something happened and truly made a majestic mess of things. It might've been extra repos I enabled with Ubuntu Tweak - I do not know. But something made it so that my system would not boot any longer. And when I say "won't boot", this is what I mean: - Durning a normal bootup, any entries (except Windows) selected with GRUB (or BURG, not even sure which one I'm using anymore) will spawn the Ubuntu loading screen - then try to start X (or GDM) 5 times. The screen goes to dark, black and back to the Ubuntu loading screen. Then it just stays there until I spawn another TTY. I have no idea what is happening or why. There are no errors in my logs, and I'm truly at a loss here. I've linked three files: Xorg.0.log, the output of dmesg and the GDM log: Xorg.0.log: http://ubuntu.pastebin.com/tpVKc2tc dmesg: ubuntu.pastebin.com/Nd5aYj45 gdm's :0.log: couldn't post due to lack of points :( Let me know if any of you more knowledgeable folks can restore some sanity in my life. Any help is greatly apreciated.

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  • Multithreading/Parallel Processing in PHP

    - by manyxcxi
    I have a PHP script that will generate a report using PHPExcel from data queried from a MySQL DB. Currently, it is linear in processing in that it gets the data back from MySQL, reads in the Excel template, writes the data to the template, then outputs it. I have optimized the code to the point that the data is only iterated over once, and there is very little processing done on the PHP side. The query returns hundreds of lines in less than .001 seconds, so it is running fast enough. After some timing I have found my bottlenecks to be (surprise, surprise) reading the template and writing the output. I would like to do this: Spawn a thread/process to read the template Spawn a thread/process to fetch the data Return back to parent thread - Parent thread will wait until both are complete Proceed on as normal My main questions are is this possible, is it worth it? If yes to both, how would you tackle it? Also, it is PHP 5 on CentOS

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  • Recursion causes exit to exit all JFrames (terminates app)

    - by Trizicus
    I have made an application that gives the user the option to open up a new spawn of the application entirely. When the user does so and closes the application the entire application terminates; not just the window. How should I go about recursively spawning an application and then when the user exits the JFrame spawn; killing just that JFrame and not the entire instance? Here is the relevant code: [...] JMenuItem newMenuItem = new JMenuItem ("New"); newMenuItem.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent e) { new MainWindow(); } }); fileMenu.add(newMenuItem); [....] JMenuItem exit = new JMenuItem("Exit"); exit.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent e) { frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); } }); fileMenu.add(exit); [...]

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  • django urlconf or .htaccess trouble

    - by Zayatzz
    Hello I am running my django project from subfolder of a website. Lets say the address where my project is meant to open from is. http://example.com/myproject/ the myproject folder is root folder for my user account. In that folder i have fcgi script that starts my project. The .htaccess file in the folder contains this: RewriteEngine On RewriteCond %{REQUEST_FILENAME} !-f RewriteRule ^(.*)$ mysite.fcgi/$1 [QSA,L] The trouble is, that at some cases, instead of redireting user to page like http://example.com/myproject/social/someurl/ it redirects to http://example.com/social/someurl/ which does not work. What i want to know is how to fix this problem. Is this django problem and i should change it with urconf and add myproject to all urls, or should i do this with .htaccess? I found similar question, which, sadly, remains unanswered: http://stackoverflow.com/questions/2321154/how-to-write-htaccess-if-django-project-is-in-subfolder-and-subdomain Alan.

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  • how to run fastcgi

    - by joels
    I have fastcgi installed and running. I downloaded a developerkit from fastcgi.com. It had some examples in it. One of the example files echos some stuff. It required a .libs and a .deps I put those folders along with a echo.fcgi file and into the webroot/cgi-bin. If I got to the echo.fcgi url, it works great. I created a simple c file that prints hello world. I compile it using gcc -Wall -o main -lfcgi main.c What do I do with it now? Does it require something like a perl script or php script to be executed. Or, should I just be able to put it in the webroot/cgi-bin folder and go to it's url?

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  • fcgio.cpp: In destructor 'virtual fcgi_streambuf::~fcgi_streambuf()':

    - by skyeagle
    I am attempting to build fastcgi on a Linux Ubuntu 10.x machine. I run the following commands: ./configure make and I get the following error: fcgio.cpp: In destructor 'virtual fcgi_streambuf::~fcgi_streambuf()': fcgio.cpp:50: error: 'EOF' was not declared in this scope fcgio.cpp: In member function 'virtual int fcgi_streambuf::overflow(int)': fcgio.cpp:70: error: 'EOF' was not declared in this scope fcgio.cpp:75: error: 'EOF' was not declared in this scope fcgio.cpp: In member function 'virtual int fcgi_streambuf::sync()': fcgio.cpp:86: error: 'EOF' was not declared in this scope fcgio.cpp:87: error: 'EOF' was not declared in this scope fcgio.cpp: In member function 'virtual int fcgi_streambuf::underflow()': fcgio.cpp:107: error: 'EOF' was not declared in this scope make[2]: *** [fcgio.lo] Error 1 make[2]: Leaving directory `/somepath/fcgi-2.4.0/libfcgi' make[1]: *** [all-recursive] Error 1 make[1]: Leaving directory `/somepath/fcgi-2.4.0' make: *** [all] Error 2 I notice that others have had the same problem and have asked this question in various fora etc - however, I have not as yet, seen an answer to this question/problem. Has anyone ever managed to build fastcgi on Linux? How do I fix this problem?

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  • GHC.Generics and Type Families

    - by jberryman
    This is a question related to my module here, and is simplified a bit. It's also related to this previous question, in which I oversimplified my problem and didn't get the answer I was looking for. I hope this isn't too specific, and please change the title if you can think if a better one. Background My module uses a concurrent chan, split into a read side and write side. I use a special class with an associated type synonym to support polymorphic channel "joins": {-# LANGUAGE TypeFamilies #-} class Sources s where type Joined s newJoinedChan :: IO (s, Messages (Joined s)) -- NOT EXPORTED --output and input sides of channel: data Messages a -- NOT EXPORTED data Mailbox a instance Sources (Mailbox a) where type Joined (Mailbox a) = a newJoinedChan = undefined instance (Sources a, Sources b)=> Sources (a,b) where type Joined (a,b) = (Joined a, Joined b) newJoinedChan = undefined -- and so on for tuples of 3,4,5... The code above allows us to do this kind of thing: example = do (mb , msgsA) <- newJoinedChan ((mb1, mb2), msgsB) <- newJoinedChan --say that: msgsA, msgsB :: Messages (Int,Int) --and: mb :: Mailbox (Int,Int) -- mb1,mb2 :: Mailbox Int We have a recursive action called a Behavior that we can run on the messages we pull out of the "read" end of the channel: newtype Behavior a = Behavior (a -> IO (Behavior a)) runBehaviorOn :: Behavior a -> Messages a -> IO () -- NOT EXPORTED This would allow us to run a Behavior (Int,Int) on either of msgsA or msgsB, where in the second case both Ints in the tuple it receives actually came through separate Mailboxes. This is all tied together for the user in the exposed spawn function spawn :: (Sources s) => Behavior (Joined s) -> IO s ...which calls newJoinedChan and runBehaviorOn, and returns the input Sources. What I'd like to do I'd like users to be able to create a Behavior of arbitrary product type (not just tuples) , so for instance we could run a Behavior (Pair Int Int) on the example Messages above. I'd like to do this with GHC.Generics while still having a polymorphic Sources, but can't manage to make it work. spawn :: (Sources s, Generic (Joined s), Rep (Joined s) ~ ??) => Behavior (Joined s) -> IO s The parts of the above example that are actually exposed in the API are the fst of the newJoinedChan action, and Behaviors, so an acceptable solution can modify one or all of runBehaviorOn or the snd of newJoinedChan. I'll also be extending the API above to support sums (not implemented yet) like Behavior (Either a b) so I hoped GHC.Generics would work for me. Questions Is there a way I can extend the API above to support arbitrary Generic a=> Behavior a? If not using GHC's Generics, are there other ways I can get the API I want with minimal end-user pain (i.e. they just have to add a deriving clause to their type)?

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  • Secondary thread causes startup delay

    - by JK
    In my didFinishLaunchingWithOptions method I spawn a thread to perform some maintenance on my core data store. However, this increases the startup time by half a second. The startup view is a tableview which draws its content from the same store. If I let the thread sleep for a second, the startup time improves drastically. I would like to understand why the second thread is blocking/delaying the main thread. Is it because both are trying to access the store (The second thread has its own store coordinator and context) or another reason (e.g. dont spawn threads in didFinishLaunching)?

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  • Thread Jobs in Java

    - by Bragaadeesh
    Hi, I want to spawn 200 threads simultaneously in Java. What I'm doing right now is running into a loop and creating 200 threads and starting them. After these 200 gets completed, I want to spawn another 200 set of threads and so on. The gist here is that the first 200 threads I spawned need to be FINISHED before spawning the next set. I tried the code below, but its not working for(int i=0;i<200;i++){ Thread myThread = new Thread(runnableInstance); myThread.start(); } for(int i=0;i<200;i++){ Thread myThread = new Thread(runnableInstance); myThread.start(); } Note: I have intentionally put the for loop Twice, but the desired effect I intend is not happening simply because the second for loop is executed before the first set of threads end their execution. Please advise

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  • Best pathfinding for a 2D world made by CPU Perlin Noise, with random start- and destinationpoints?

    - by Mathias Lykkegaard Lorenzen
    I have a world made by Perlin Noise. It's created on the CPU for consistency between several devices (yes, I know it takes time - I have my techniques that make it fast enough). Now, in my game you play as a fighter-ship-thingy-blob or whatever it's going to be. What matters is that this "thing" that you play as, is placed in the middle of the screen, and moves along with the camera. The white stuff in my world are walls. The black stuff is freely movable. Now, as the player moves around he will constantly see "monsters" spawning around him in a circle (a circle that's larger than the screen though). These monsters move inwards and try to collide with the player. This is the part that's tricky. I want these monsters to constantly spawn, moving towards the player, but avoid walls entirely. I've added a screenshot below that kind of makes it easier to understand (excuse me for my bad drawing - I was using Paint for this). In the image above, the following rules apply. The red dot in the middle is the player itself. The light-green rectangle is the boundaries of the screen (in other words, what the player sees). These boundaries move with the player. The blue circle is the spawning circle. At the circumference of this circle, monsters will spawn constantly. This spawncircle moves with the player and the boundaries of the screen. Each monster spawned (shown as yellow triangles) wants to collide with the player. The pink lines shows the path that I want the monsters to move along (or something similar). What matters is that they reach the player without colliding with the walls. The map itself (the one that is Perlin Noise generated on the CPU) is saved in memory as two-dimensional bit-arrays. A 1 means a wall, and a 0 means an open walkable space. The current tile size is pretty small. I could easily make it a lot larger for increased performance. I've done some path algorithms before such as A*. I don't think that's entirely optimal here though.

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  • Why does the location of my vehicle spawner change when I open a matinee?

    - by Gareth Jones
    I'm doing work with InterActors and vehicle spawners in Unreal Tournament 3's editor, and have it set up like so: (The Walkway its on is the InterActor) However if I go in Kemsit and open the matinee that handles the InterActor, this happens: It does look to me like the editor is moving it out of the way so I can see the InterActor (which would be very clever) because only the image of the vehicle moves, not the gizmo, nor does the vehicle spawn in that location in game. Is this the case?

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  • Cocos2d: Adding a CCSequence to a CCArray

    - by Axort
    I have a problem with an action performed by a sprite. I have one CCSequence in a CCArray and I have an scheduled method (is called every 5 seconds) that make the sprite run the action. The action is performed correctly only the first time (the first 5 seconds), after that, the action do whatever it wants lol. Here is the code: In .h - @interface PowerUpLayer : CCLayer { PowerUp *powerUp; CCArray *trajectories; } @property (nonatomic, retain) CCArray *trajectories; In .mm - @implementation PowerUpLayer @synthesize trajectories; -(id)init { if((self = [super init])) { [self createTrajectories]; self.isTouchEnabled = YES; [self schedule:@selector(spawn:) interval:5]; } return self; } -(void)createTrajectories { self.trajectories = [CCArray arrayWithCapacity:1]; //Wave trajectory ccBezierConfig firstWave, secondWave; firstWave.controlPoint_1 = CGPointMake([[CCDirector sharedDirector] winSize].width + 30, [[CCDirector sharedDirector] winSize].height / 2);//powerUp.sprite.position.x, powerUp.sprite.position.y); firstWave.controlPoint_2 = CGPointMake([[CCDirector sharedDirector] winSize].width - ([[CCDirector sharedDirector] winSize].width / 4), 0); firstWave.endPosition = CGPointMake([[CCDirector sharedDirector] winSize].width / 2, [[CCDirector sharedDirector] winSize].height / 2); secondWave.controlPoint_1 = CGPointMake([[CCDirector sharedDirector] winSize].width / 2, [[CCDirector sharedDirector] winSize].height / 2); secondWave.controlPoint_2 = CGPointMake([[CCDirector sharedDirector] winSize].width / 4, [[CCDirector sharedDirector] winSize].height); secondWave.endPosition = CGPointMake(-30, [[CCDirector sharedDirector] winSize].height / 2); id bezierWave1 = [CCBezierTo actionWithDuration:1 bezier:firstWave]; id bezierWave2 = [CCBezierTo actionWithDuration:1 bezier:secondWave]; id waveTrajectory = [CCSequence actions:bezierWave1, bezierWave2, [CCCallFuncN actionWithTarget:self selector:@selector(setInvisible:)], nil]; [self.trajectories addObject:waveTrajectory]; //[powerUp.sprite runAction:bezierForward]; // [CCMoveBy actionWithDuration:3 position:CGPointMake(-[[CCDirector sharedDirector] winSize].width - powerUp.sprite.contentSize.width, 0)] //[powerUp.sprite runAction:[CCSequence actions:bezierWave1, bezierWave2, [CCCallFuncN actionWithTarget:self selector:@selector(setInvisible:)], nil]]; } -(void)setInvisible:(id)sender { if(powerUp != nil) { [self removeChild:sender cleanup:YES]; powerUp = nil; } } This is the scheduled method: -(void)spawn:(ccTime)dt { if(powerUp == nil) { powerUp = [[PowerUp alloc] initWithType:0]; powerUp.sprite.position = CGPointMake([[CCDirector sharedDirector] winSize].width + powerUp.sprite.contentSize.width, [[CCDirector sharedDirector] winSize].height / 2); [self addChild:powerUp.sprite z:-1]; [powerUp.sprite runAction:((CCSequence *)[self.trajectories objectAtIndex:0])]; } } I don't know what is happening; I never modify the content of the CCSequence after the first time. Thanks!

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  • Random enemy placement on a 2d grid

    - by Robb
    I want to place my items and enemies randomly (or as randomly as possible). At the moment I use XNA's Random class to generate a number between 800 for X and 600 for Y. It feels like enemies spawn more towards the top of the map than in the middle or bottom. I do not seed the generator, maybe that is something to consider. Are there other techniques described that can improve random enemy placement on a 2d grid?

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  • Minecraft mob spawning coding?

    - by Richard
    I recently discovered how to change the game (with MCP) and now I'd like to do my first "big" change to the game, creating new mobs. I already made their skin, the model, the AI and added a new entityID to the mob list. I just need to know how to make them spawn normally under similar conditions to zombies and skeletons. Thanks in advance! :D EDIT: Also, if anyone knows it, post tutorials about minecraft code editing, that would be great.

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  • Recommended setting for using Apache mod_mono with a different user

    - by Korrupzion
    Hello, I'm setting up an ASP.net script in my linux machine using mod_mono. The script spawn procceses of a bin that belongs to another user, but the proccess is spawned by www-data because apache runs with that user, and i need to spawn the proccess with the user that owns the file. I tried setuid bit but it doesn't make any effect. I discovered that if I kill mod-mono-server2.exe and I run it with the user that I need, everything works right, but I want to know the proper way to do this, because after a while apache runs mod-mono-server2.exe as www-data again. Mono-Project webpage says: How can I Run mod-mono-server as a different user? Due to apache's design, there is no straightforward way to start processes from inside of a apache child as a specific user. Apache's SuExec wrapper is targeting CGI and is useless for modules. Mod_mono provides the MonoStartXSP option. You can set it to "False" and start mod-mono-server manually as the specific user. Some tinkering with the Unix socket's permissions might be necessary, unless MonoListenPort is used, which turns on TCP between mod_mono and mod-mono-server. Another (very risky) way: use a setuid 'root' wrapper for the mono executable, inspired by the sources of Apache's SuExec. I want to know how to use the setuid wrapper, because I tried adding the setuid to 'mono' bin and changing the owner to the user that I want, but that made mono crash. Or maybe a way to keep running mono-mod-server2.exe separated from apache without being closed (anyone has a script?) My environment: Debian Lenny 2.6.26-2-amd64 Mono 1.9.1 mod_mono from debian repository Dedicated server (root access and stuff) Using apache vhosts -I use mono for only that script Thanks!

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  • multiple php compiler on single apache installation

    - by getmizanur
    elloo, i have some old php scripts which runs on php-5.2.x and the current server has php-5.3.x. to get around this problem,i have got two options one is to downgrade php-5.3.x or install php-5.2.x and php-5.3.x at the same time where php-5.2.x serve cgi script. i have decided go for the second option i have followed this tutorial and i can get most of it working however except execution of shell script which selects php-cgi version. i cannot get apache to execute this script. how do i get apache to execute #!/bin/sh # you can change the PHP version here. version="5.2.6" # php.ini file location, */php-5.2.6/lib equals */php-5.2.6/lib/php.ini. PHPRC=/etc/php/phpfarm/inst/php-${version}/lib/php.ini export PHPRC PHP_FCGI_CHILDREN=3 export PHP_FCGI_CHILDREN PHP_FCGI_MAX_REQUESTS=5000 export PHP_FCGI_MAX_REQUESTS # which php-cgi binary to execute exec /etc/php/phpfarm/inst/php-${version}/bin/php-cgi my apache vhost.conf <VirtualHost *:80> ServerName 526.localhost DocumentRoot /home/getmizanur/public_html/www <Directory "/home/getmizanur/public_html/www"> AddHandler php-cgi .php Action php-cgi /php-fcgi/php-cgi-5.2.6 </Directory> </VirtualHost> can some one tell me what am i doing wrong? thanks in advance. solution: if i did a2dismod php5 then the above configuration worked. when a2enmod php5 had been activated, apache was executing php5.3 instead of php5.2 even after telling apache to execute php5.2 shell script. to solve my problem, i had to change my virtualhost configuration <VirtualHost *:80> ServerName 526.localhost DocumentRoot /home/getmizanur/public_html/www DirectoryIndex index.php <Directory "/home/getmizanur/public_html/www"> AddHandler php-cgi .php Action php-cgi /php-fcgi/php-cgi-5.2.6 <FilesMatch "\.php"> SetHandler php-cgi </FilesMatch> </Directory> </VirtualHost> presto, it started working.

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  • Making OpenSSL work on PHP Windows 2008 server with FastCGI

    - by KacieHouser
    I have been researching all day. Here is what I have done: In C:/PHP/php.ini and C:/PHP/php-cgi-fcgi.ini I have made the extension_dir = "C:/PHP/ext" I uncommented extension=php_openssl.dll I went to http://windows.php.net/download/ and got the thread safe version with the PHP 5.4 (5.4.8) version of DLL's In C:/PHP/ext I replaced the php_openssl.dll with the one I downloaded In System32 and SysWOW64 I added the following DLL's ssleay.dll libeay.dll I restarted the IIS server in the Server Manager under Web Server and stopped and started the World Wide Web Publishing Service That didn't work, so I tried same thing with the unthreaded versions. I still get: Fatal error: Call to undefined function ftp_ssl_connect() in C:\inetpub\wwwroot\REMOVED_dev\save_data.php on line 5 Here are related things from phpinfo(): System Windows NT DEV-WEB1 6.1 build 7601 (Windows Server 2008 R2 Standard Edition Service Pack 1) i586 Compiler MSVC9 (Visual C++ 2008) Architecture x86 Configure Command cscript /nologo configure.js "--enable-snapshot-build" "--enable-debug-pack" "--disable-zts" "--disable-isapi" "--disable-nsapi" "--without-mssql" "--without-pdo-mssql" "--without-pi3web" "--with-pdo-oci=C:\php-sdk\oracle\instantclient10\sdk,shared" "--with-oci8=C:\php-sdk\oracle\instantclient10\sdk,shared" "--with-oci8-11g=C:\php-sdk\oracle\instantclient11\sdk,shared" "--with-enchant=shared" "--enable-object-out-dir=../obj/" "--enable-com-dotnet" "--with-mcrypt=static" "--disable-static-analyze" "--with-pgo" Server API CGI/FastCGI Configuration File (php.ini) Path C:\Windows Loaded Configuration File C:\PHP\php-cgi-fcgi.ini Scan this dir for additional .ini files (none) Additional .ini files parsed (none) Registered PHP Streams php, file, glob, data, http, ftp, zip, compress.zlib, compress.bzip2, https, ftps, sqlsrv, phar Registered Stream Socket Transports tcp, udp, ssl, sslv3, sslv2, tls FTP support enabled Protocols dict, file, ftp, ftps, gopher, http, https, imap, imaps, ldap, pop3, pop3s, rtsp, scp, sftp, smtp, smtps, telnet, tftp openssl OpenSSL support enabled OpenSSL Library Version OpenSSL 0.9.8t 18 Jan 2012 OpenSSL Header Version OpenSSL 0.9.8x 10 May 2012 What am I missing here?

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  • FastCGI on lighttpd no data received

    - by Michael Sh
    I have a simple FastCGI script: public static void main (String args[]) { int count = 0; while(new FCGIInterface().FCGIaccept()>= 0) { count ++; System.out.println("Content-type: text/html\n\n"); System.out.println("<html>"); System.out.println( "<head><TITLE>FastCGI-Hello Java stdio</TITLE></head>"); System.out.println("<body>"); System.out.println("<H3>FastCGI Hello Java stdio</H3>"); System.out.println("request number " + count + " running on host " + System.getProperty("SERVER_NAME")); System.out.println("</body>"); System.out.println("</html>"); } } Set up with lighttpd as: server.modules += ( "mod_fastcgi" ) fastcgi.debug = 1 fastcgi.server = ( "/cgi" => ( "fastcgi" => ("port" => 8888, "host" => "127.0.0.1", "bin-path" => "/var/www/tiny.fcgi", "min-procs" => 1, "max-procs" => 1, "check-local" => "disable" )) ) In the log: 2012-11-24 04:35:04: (mod_fastcgi.c.1367) --- fastcgi spawning local proc: /var/www/tiny.fcgi port: 54321 socket max-procs: 1 2012-11-24 04:35:04: (mod_fastcgi.c.1391) --- fastcgi spawning port: 54321 socket current: 0 / 1 2012-11-24 04:35:39: (mod_fastcgi.c.3061) got proc: pid: 0 socket: tcp:127.0.0.1:54321 load: 1 The problem is that there is no data being sent from the server to browser. Am I missing something here?

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  • lighttpd domains and url matching

    - by Manuel
    I'm trying to configure lighttpd so that: www.domain1.org/admin uses config1 any other URL on www.domain1.org uses config2 any url on www.domain2.org uses config2 So basically, domain1 and domain2 should use the same configuration except for when domain1 is accessed via an URL that starts with /admin I tried so far a number of variations, including this one: $HTTP["host"] =~ "domain1.org" { $HTTP["url"] =~ "^/admin" { // config1 alias.url = ("/media/admin" => "/usr/share...", "/static" => "/var/www/...") url.rewrite-once = ( "^(/media/admin.*)$" => "$1", "^(/static.*)$" => "$1", "^/favicon\.ico$" => "/media/favicon.ico", "^(/.*)$" => "/application.fcgi$1", ) server.document-root="/var/www/application" fastcgi.debug = 1 fastcgi.server = ( "/application.fcgi" => ( "main" => ( "socket" => "/var/www/application/application.sock", "check-local" => "disable", ) ), ) } else $HTTP["url"] !~ "^/admin" { // config2 } $HTTP["host"] !~ "domain1.org" { // config2 } But no matter what, accessing domain1.org/admin yields a 404. Is there anything that I am missing?

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  • Can't get PHP to work with my Nginx virtual host. Keeps returning "No input file specified"

    - by steve
    I'm trying to get phpmyadmin up and running on my server. Here's the nginx vhost for it: server { listen 80; server_name server.mydomain.net; location /phpmyadmin/ { fastcgi_pass 127.0.0.1:9000; fastcgi_index index.php; fastcgi_param SCRIPT_FILENAME /usr/share/phpmyadmin$fastcgi_script_name; include /opt/nginx/conf/fastcgi_params; alias /usr/share/phpmyadmin/; } root /opt/nginx/html/; } Here's my fastcgi_params file fastcgi_param GATEWAY_INTERFACE CGI/1.1; fastcgi_param SERVER_SOFTWARE nginx; fastcgi_param QUERY_STRING $query_string; fastcgi_param REQUEST_METHOD $request_method; fastcgi_param CONTENT_TYPE $content_type; fastcgi_param CONTENT_LENGTH $content_length; fastcgi_param REQUEST_URI $request_uri; fastcgi_param DOCUMENT_URI $document_uri; fastcgi_param DOCUMENT_ROOT $document_root; fastcgi_param SERVER_PROTOCOL $server_protocol; fastcgi_param REMOTE_ADDR $remote_addr; fastcgi_param REMOTE_PORT $remote_port; fastcgi_param SERVER_ADDR $server_addr; fastcgi_param SERVER_PORT $server_port; fastcgi_param SERVER_NAME $server_name; I compiled lighthttpd so I could pull out spawn-fcgi. That is now sitting in /usr/local/bin and is accompanied by my php5-cgi launcher which looks like: #!/bin/sh /usr/local/bin/spawn-fcgi -a 127.0.0.1 -p 9000 -u www-data -C 2 -f /usr/bin/php5-cgi I run this and can see that it's successfully launched by doing a ps aux | grep php. However, whenever I try to open phpmyadmin, I get the error "No input file specified" What am I doing wrong? :/

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